Ironic that Karax is considered a defence specialist, but is not good at it?

Put energizers on pylon mode to cover for the Pylons, it is beautiful to see those Spotters efforts being futile.

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1 shot this with me as Zagara 100% offense (except during attack waves of course) and my friend as Karax 100% defense, no Colossi. I donā€™t recall the enemy comp nor the infested comp, couldā€™ve made a difference Iā€™m sure. I told my friend before our attempt that people were saying not to use Karax. Neither of us understood why afterwards. It was way easier than I was expecting.

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Oh duh, I knew that. I was more focused on nuking them with the SoN. Would have made things a bit easier if I remembered to do that.

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Probably has a lot to do with the ally commander too. Zagara can faceroll it with anyone on defense who has static D, I bet. Abathur probably could as well, since he can send brutalisks over to defend without leaving the field and also heal the defenderā€™s units.

People have their own laundry lists of improving Karax. My simple ones are to add either or both:
A) reduce teh cost all insta-build structures by 20%
B) let him recall buildings to get their costs refunded

.

That said, Khadarian Monoliths are pricy, but powerful. Have a few of them set up, they can take down hybrids swiftly. At 15 range, they can take out/weaken many forces before they come in range of your cannons.

Colossi are great ā€¦ until there is a single choker that pulls them across half the screen :no_mouth:

Didnā€™t happen to me once /shrug.

The chokers were more interested in battering away at the front my battery wall.

Well I tried colossi on DoN just once and wasnā€™t impressed ā€¦ expensive, die easily and range is meh (esp. when compared to 15 range Shock Division that also stuns ā€¦)

Karax donā€™t have shock division and shock division by the way is not very useful on defense.

Shock Division are definitely very useful, Mengskā€™s bigger problem is that all of his defense is supply intensive. So if you dedicate a lot for defense you wonā€™t have much supply left over to attack with, besides Nukes and Zerg waves anyway.

Sure ESOā€™s can be useful for both offense and defense on that map, but ESOs arent the best for killing moving targets especially when those targets can just revive and keep pushing past your bombardment area.

Thatā€™s what makes Collosus + Batteries + Cannons + Energizers so strong. Supply wise itā€™s extremely efficient and between repair beam and shield batteries it is very durable, much more so than Mengskā€™s Bunker + Tank lines.

No they arenā€™t. Even Raynor tanks are better than it. Just because you can build alot of Raynor tanks but canā€™t build alot of mengsk.

shock division are good when paired with bunkers. bunkers carry mengskā€™s defense mostly but shock division can be added onto the fact (and are almost necessary due to infested reviving, so stunning them goes a long way)

Any info on layouts and buildings used? Replay file does me no good since I donā€™t have the game installed, so something like a video of the replay somewhere, a screenshot, or just where he put his buildings, how many, etc.

Iā€™ve had practically no Karax allies on DoN (DoN has always been myself playing as him), so Iā€™d like to see what others do here.

How many Shock Divisions are recommended for each chokepoint/entrance? How many can you end up getting in practice?

one for each entrance. their stuns donā€™t stack so itā€™s best to spread them out, ideally deployed behind bunkers, but you can use the high ground too if you feel like it

When I did it with Mengsk I had anywhere between 4 and 6 guarding all but one of the entrances.

The rest of my supply was tied up in Bunkers and ESOā€™s.

Similar to Novaā€™s tanks, a single Shock Division is worth about 2 regular Siege Tanks but unlike Novaā€™s, the Shock Division gets its added value from added rate of fire, and the Stun. So you canā€™t mass them like you can with Raynor or Swann but they do provide enough extra firepower to be worth using.

Their stun doesnā€™t stack but their damage and splash still do. They fire faster than normal Siege Tanks too so their DPS is very potent.

So, tried the mutation as Karax with a Fenix ally:
SC2 Coop Mutation #221 - The Longest Night [Karax/Fenix]
Was pretty painful, Iā€™m not used to mutations. Worked fine I suppose? But it took us 3 tries. The units that shoot acid ruined my defenses immediately. The map with the Stank ruined everything too, so when only Chokers and Spotters showed up it became possible.

Edit: Had to make a lot more shield batteries than usual.

even raynor with mass tanks, mines, and bunkers is better than Karax defense and literally no one thinks of raynor as a ā€œdefense commanderā€

Karax just needs insta-build and all will be solved.

Raynor is one of not THE most versatile CO in the roster. That often gets forgotten when people complain about him and how he has no ā€œstrong units.ā€ lol.