The most recent, non-credited, ghost fix/patch made wraiths functionally much better than before. While I don’t have the detailed notes on it, but my understanding was that previously the Burst-bonus had to reach a movement speed x, whereas now it is simply tied to stuttering steps? (Or perhaps that value has been decreased so low that essentially it is… again, I don’t have the exact details haha).
Point is though, seeing the change in their in-game in-practice damage output change (noted with a few friends using them here and there, but they seem to perform better than previously I remember). I gave them a few tries recently, and so far it has been a 3 for 3.
Most notably for me, compared to previously iterations of wraiths, this single change seem to make them quite a bit more viable. I’ve yet to come across every single compositions of course, but so far the results are promising. Here’s a most recent game done on OE:
The end game stats was something like 360 to 480 kills, 68k to 65k train damage. As my ally actively sought out enemies and pushed the west base as Vorazun P1 (off of 3 bases). The enemy composition was Classic Terran Mech (oh wait, or maybe just Terran Mech, either way… lol). Oh, I should also mention, it is done on 12-workers. I try to evaluate their relative true viability with that.
These tests so far mostly changed my perspective on how good Wraiths can be by comparison to their hotly debated cousin strategies: Herc/Tank and Cyclones. With some reservations at the moment (as it is early) but I’d almost put them all equal.
Edit: Oh happened to find the other 1 of 3 by chance. This one was on VP, almost a bit painful as I was down to 1 worker at the end… for… let’s just say reasons you’ll see in the replay lol.
Assuming this was the correct replay, where I was Swann P0 12w, down to 1 worker at the end of the 19/20 crystals lol.