Stetman tips and playstyle help

I recently got Stetman to 15 and have really enjoyed him but I have always wondered what units and stuff should I be focusing on? I typically just end up making Zerglings/Banelings and Hydralisks. Also I would love general tips and tricks on using him as well from more seasoned Stetman users haha. Thanks in advance guys! He is a lot of fun and I just wanna get better with him.

I’d recommend checking out this guide (starcraft2coop (dot) com/commanders/stetmann) and CtG’s videos on Youtube.

Generally you’ll want to:

  1. Rush Super Gary
  2. Spread stetellites
  3. Pick units/upgrades based on map/enemy-comp/mutators
  4. Overcharge stetellites
  5. Switch between fields to recharge HP & energy

Stetmann relies heavily on egonergy, so his units are much weaker when they run out. Learn the strengths and weaknesses of each unit and you’ll know which ones are best for each situation. I generally prefer Stetmann’s ultras over his banes.

3 Likes

What Caffeine said. I’d just add some comp suggestions.

Any air: Hydras with Ling support.
Any swarmy (Zerg or Terran Marine+Medic): Banes are great. Make sure to take advantage of the FAST mode; banes don’t need healing in battle or recovery via egonergy boost, but speed banes are absolutely batsh*t strong vs ground comps or bases.
Swiss army knife: Ling / Hydra / Ultra. Don’t sleep on Ultras, they are incredibly tanky.

Alternative comps include mass infestor and mass air. In spite of several rounds of nerfs, mass infestor is still my go to strat on maps where I need to be multiple places at once, like Lock & Load or Temple of the Past. Just keep them safe and use rapid fire. Mass BCLs with corruptor support, particularly if you’re not facing terran (BCs wreck BCLs), can melt objectives like shards and trains. Just make sure Gary either tanks or kills any scourge in the waves. Mass infestor and mass air are usually not optimal (unless you have a Swann ally and are swimming in vespene), but they are quite satisfying.

Lastly, Super Gary should be at the front lines giving off his egonergy field in every major engagement. Have him in his own control group; you can a-move with your main army but send Gary ahead with his field to tank damage and provide stetelite a placement zone. Healing is usually my default mid-fight configuration, with the exception of Speed banes. Make sure to spam stetelites while pushing with Gary.

1 Like

There are two possible playstiles:

  1. Early army - I never play this so can’t comment.
  2. Make Super Garry at 4 min and micro him to late game. At this point you have accumulated enough resources to make whatever units your heart desires.

Despite the rework to encourage players to not rush to Super Gary, I’ve found (and some others) that Super Gary is STILL worth going for. He still detects, has a 2nd charge for all his abilities, and can generate a Stetalite field. IIRC, a somewhat higher cd (cooldown for lower case “cd”) for abilities, somewhat lower cd for abilities for (regular) Gary, aren’t enough to dissuade us otherwise.

Spread Stetalites! Not only are their fields useful, but they provide vision for you and your ally. If your ally requires vision for various things, all the better! For example, Karax’ Orbital Strikes and Solar Lance. Various Top Bar’s of COs. Nova, Tychus, Dehaka, and other units’ (e.g. Infested Siege Tank, Abathur’s Swarm Hosts) teleport abilities. Kerrigan popping up Omega Worms.

If you have large maps, use Super Gary’s “create Stetalite field” ability to skip over large distances of the map to get Stetalites much more closer to the action.

PLAYSTYLES:
I go mass Hydras, with Lings and min dump. Lurkers vs. swarmy comps. Works against many cases, but, not always

I’ve seen one ally who just makes mass Infestors, and spams the Roaches Away! spell, treating him a bit like Stukov and utilizing masses of disposable units. I don’t think he touched the spell that targets enemy’s structures. He didn’t even research the “nerve cord healing” one.

I’ve seen MBCL and Ultras in play, but not enough games to comment on their effectiveness. IIRC, Ultras are still bugged in where them getting killed won’t produce part remnants?

Using RapidFire, Mass BCLs can annihilate any ground comp you face. Against air comps, mass Corruptors/Hydralisks.

Whatever build you go for, Zerglings are a very good mineral dump to help you push in many maps - Super Gary is effective anti air for ground based comps

As for economy, prioritize Super Gary on maps where the expo is not readily accessible (eg. Scythe of Amon). Otherwise, it is better to focus on maximizing your economy with speed stetzones

Ultralisks with infestors are really effective with the nerve cord upgrade - Ultras become super tanky. Same for mass BCLs with infestors (infestors can regenerate their energy really fast, allowing for tons of stetmato cannons, especially against trains in Oblivion Express)

Lurkers are effective on Dead of Night as really good anti-ground. with increased build rate spine/spore crawlers are also a good mineral dump to defend your base with

Oh, and when defending remember that his units and buildings are mechanical so they can be repaired.

Hydra/Ling/Lurker is a great build on Oblivion Express no matter what. Focused Strike Algorithm stacks and has no cooldown, and is great for bringing trains down.

As most said, going straight to Super Gary at contested maps is really worth it.

To me, hydra+ling/ultra already does a lot, but his other units are amazing if you get their abilities out.

His lurkers can be actually be used agressivelly to deal with those hybrids, but you’ll have to recharge egoenergy a bit more often.

Compared to other commanders, Stetmann doesn’t need 2 spires or evos to do double upgrades, may be a bit of a obvious tip, but habits gets in the way.

Depending of the commanders, it is better to have more time up on speed buff than healing, someone like Alarak, Stukov, Zagara and Fenix can do wonders with it.