Mutalisk - Worst Unit In The Game?

Muta is the best answer to robo tech and most two base protoss timing attacks. It’s a pretty good unit. Honestly the worst Zerg unit is either the drone or the roach and neither really would I describe as being bad.

Reapers and hellbats are useless
Void Ray’s and the mother ship are useless
Mutas are good

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Raven says “hello.”

Void ray and viking, also.

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Mothership is pretty bad. Gets neuraled. Timewarp on ur army. Zerg types in “thanks” and offensive gg.

Hellbats are not useless, dude…they are like the best mineral dumps. They utterly destroy Zerglings, Locusts, Zealots, and help serve as meatshields for your Tanks and Thors. Also extremely good support for Thors against Brood Lords.

They are my favorite unit next to the Thor. Then again, I’m biased toward giant robots.

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im like hellbats too, with blue flame they are really awesome, easy vs zergling and zealots, but locusts have so much dps, they usually kill part of hellbats, its not best answer to locust, also they die from banelings because of they organic, i think they dont need that tag, they seems better as part of proper mech comp.

Banelings do a bonus vs Light. Not a bonus vs Biological.

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oh, sry, my bad. Nvm, then anyway banelings will kill hellbats, but hellbats still can do they work as meat shields.
I like your idea about decrease locust dps but increase hp, then hellbats can better defend base, same about marines. Earlier i thought locust work like abathur’s locusts in Heroes of the Storm, causing the opponent to be distracted by them and keep part of the army for protection, but they are just annoying with so strong dps as free unit, especially with nydus combination.

Easily the worst unit in the game. Even when ahead the zergs who make them get no value out of them. Go for them when equal or behind and you lose the game. Mutalisks have been left behind by the game design. Enemy units keep getting buffed and the muta stays the same.

If a unit isn’t strong in a straight up fight it sucks: the thread

Didn’t Dark get a lot of value from his Swarm Hosts in his game against Showtime? He was literally sniping bases left and right, destroying at least 3 or 4 bases with his Swarm Hosts alone. They also served him well in a clutch defense.

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Its funny to see this thread while Serral goes Mutas 3 games in a row and simply dominating, making even Terrans struggles with Mutas.

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bUt mUtaS cAn’T FiGhT mArInEs sTrAiGhT uP

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Those games were poorly played by the terran, though, with the best player on Earth behind the steering wheel. If time didn’t f2 his whole army, his 3/3 finishes for that push while serral is stuck on 2/2 ling bane and 2/0 mutas.

Every game is poorly played by a Terran.

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The correction to that would be, Hellbats are “useless” outside of mech, drops (against armies with insufficient anti-air and a high vulnerability to Hellbats) or timing pushes.

Hellbats are basically too slow to catch up with any unit they beat in a fight, and their short range means that most ranged units can kite them. They are also vulnerable to all of the same splash damage that counters Marines, so they are basically hard-countered by the standard responses to Bio (with the exception of the Zerglings and Zealots).

In order to make Hellbats useful, you need units that force a different counter and/or force the enemy to stay close to the Hellbats. Hellbats are useful in mech because all 3 armored ground units do one or both of these things.

  • Tanks force the enemy to come close to the Hellbats (since the enemy needs to get close to fight the Tanks), counter most units that are good against the Hellbats (Stalkers, Banelings, etc), and often force units that are either inefficient at killing Hellbats (Immortals, etc) or weak to the Hellbats themselves (Zerglings/Zealots).
  • Cyclones generally force the enemy to chase them, which can lead the enemy straight into the Hellbats. Hellions and Hellbats are also better against Zerglings, which are a threat to Cyclone. However; Cyclone-Hellbat compositions are weak to very long ranged units because the Cyclones cannot get close enough to lock on or force the enemy to follow them.
  • Hellbats and Thors can work together because the Hellbats are good at cleaning up most of the smaller units that Thors struggle against (Zerglings, Brood Lords, etc), and the Thors can force those units. The problem with Thor-Hellbat compositions is that they cannot protect the Hellbats from splash (Banelings, Infestors, Disruptors, Storms, etc) and cannot prevent kiting; so you always need other units to deal with those threats.

Hellbats do not work as meat-shields when Banelings are involved. You need Tanks or Widow Mines to kill the Banelings before they reach the Hellbats.

Compositions that can use Hellbats well are not actually vulnerable to Banelings either. The Banelings are basically made to hard-counter the Hellbats, so blocking them with Hellbats is counter-intuitive.

I agree, if they made mutas cost like 75 gas or so they would be in a better spot but their decently balanced now…I mean if you control them right they should never die (even attacking stuff if APM was high enough to pull away hurt ones fast enough) except to phoenixes pretty much…and can always find damage and usefulness theoretically. Super fun unit to use imo…love playing muta ling bane against bio…get up to like 65+ drones b4 you make mutas and you can make a crap ton of them and yeah…pretty dang good unit…especially with flyer attack upgrades.

Mutas are ok. When did you see mass reaper last time. This unit lives to scout enemy once and maybe it will even get to scout main. Mostly not tho.

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