Stetmann Guide?

Is there a detailed Stetmann guide out there anywhere? Specifically one that has step by step build order and viable army comps.

I get by with Stetmann on Brutal (using Hydralisks+Brutalisks with Zerglings as a mineral dump) especially now that I have P2 (“Super Duper Gary”). It’s been a lot of fun but I know I can do better. I know mass infestors are good even after all the nerfs, but I can’t seem to make them click. And I’m not aware of any other viable comps besides these two (his air is Karax levels of gas-heavy.) He’s probably the best support commander in the game so I’d definitely like to improve.

TL;DR I want to be better at stetmann but all the guides I’ve found have been light on details, so I’m seeing if the community has advice or knows a source I missed.

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Have you tried here:

https://starcraft2coop.com/commanders/stetmann#buildOrder

Usually a good go to.

And when you say light on details, what you looking for?

Thanks - I had read that, and it’s great for rushing out Super Gary (which is basically a win with P2) but it doesn’t really go into what army you should be making and which ones might be traps.

What I was hoping for was closer to Teamliquid’s guides (which unfortunately are a bit dated but still useful.) For example, here’s Vorazun:

https://tl.net/forum/starcraft-2/527892-co-op-commander-guide-vorazun

It tells you overall strengths and weaknesses of the commander, unit comps that are generally useful in Brutal, and ones that might be playstyle traps (attractive but ineffective), like Mass Void Ray.

Starcraft2coop website is good to take a look.

Now for more in-depth guide I’m afraid there isn’t one yet, maybe CtG doing mutations with him but there isn’t that many videos around experienced coop players.

For now, I’d say, if you’re going Prestige 1, you still go Hive tech for the stetlites, but the remaining gas that was for Super Gary goes straight into ling barrier, then the tech unit you want.

With prestige 2 you can use set 3 mastery to reduce stetlite cooldown further, I don’t really like to do because this delays Super Gary, but agressive maps like malwarefare or Scythe of Amon you can move Gary where you want. But I don’t know the sweet spot to mix stetlite and morph time

Ling/corruptor is a thing vs sky terran, hydras shred bcs but has trouble A-moving vs banshees and vikings due to projectile overkill.

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Most people will tell you to do mass Infestors, but I find it much more effective, easier, and fun to do mass Hydras with Super Gary making heavy use of the Green Overcharged Satellites. I don’t exactly like doing lings that much or at all because I think they’re a waste of a shield from the satellites when they get one. With this simple strategy Ive been able to beat almost every brutation with stetmenn since he was released.

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Yeah mass Hydra has been my go-to, along with ling/brute for chewy objectives like trains and lings to dump minerals. I’ll watch some infestor and broodlord videos and see if I can get more of a feel for them also.

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I figured you probably did. Long post… sorry.

My recommendation is try BCL. The requirement is that you tech straight into it (build order honestly isn’t much different than any of his general build orders).

Super Gary covers air generally quite well, there will be very rare instances that air units is so heavy (and armored) that gives him trouble. Meanwhile, BCL require Mecha Corruptors anyway so you can always make good use of them. One thing with BCL build I will note is that it isn’t like mass Mecha Hydra that you can obviously make a ton then push out. The ramp is slower but even 2-3 BCL can make an effective push. And as always, Overcharge with pushes, as BCL are super expensive comparatively, losing a few early on will hurt your speed.

Other viable builds, some of which are mentioned include: mass Mecha Hydra, mass Mecha Zerglings (works best on PP and DoN), mass Mecha Infestors (which is honestly super boring).

A few traps for him would be: Mecha Banelings (whilst supposedly the damage cap is fixed, it is still quite a cost-inefficient build, nowhere the same Zagara feel but a fun little build to play around nonetheless). Mecha Lurkers remain absolutely terrible. Mecha Ultralisks is again more for decorative mix and matching with other builds. Going pure ultras works but is basically a cooler version but less effective ling build.

All of that is just my experience playing and observing other players. Nothing really new. The macro portion is the same, you’ll always want Super Gary out first regardless. Some have opted to do a proxy hatch, which works well too. Overall, with/out the proxy hatch, it doesn’t affect the general streamlining of Stetmann.


A few notes about prestiges:

P1 loses you Super Gary, so your engagement will not be nearly as well protected, so I recommend sprinkle some lings in to help out.

P2 is practically is just a straight up buff. Nobody should be engaging without Stetelite whenever possible. So if that’s becoming an issue for some reason, the key is to spread those (like creep) more properly.

P3 I am unsure of in terms of any specific changes. It simply costs more and the benefit isn’t extreme from what I understand. That said, I haven’t tested this one at all or seen many use it.

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Thanks, this is helpful.

I agree with how you rated the prestiges. I definitely want to try P3 but P2 is so much fun that it’s physically painful for me to hit that reset button :yum:

P1 was painful. Big stetzones yes, but paper Gary since you can’t upgrade him and once he’s gone, no overcharge for your army or egorb to eat up lings.

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P3 in theory* favors big units (they get a lot of kills) and gas heavy units. So it is definitely a BCL or Ultra build that is favored

  • assuming Best Oil for units is the same as for Gary (% as boost and small heal over time)

I’m mostly going for these army comps against different enemies, works fine for me

Masters and Machines, Towering Walkers - BCL/Ling or Ultra/Hydra/Ling
Disruptive Artillery, Vanguards of Aiur - BCL/Ling
Shadow Disruption - Ultra/Hydra/Ling or BCL/Corruptor/Ling
Hope of the Khalai, Siege of Storms, Fleet of the Matriacrch - Corruptor/BCL/Ling

Raiding Party - Hydra/Ling/Bane
Machines of War - Ultra/Hydra/Ling or BCL/Ling
Shadow Tech - Hydra/Corruptor/Ling
Dominion Battlegroup - Corruptor/BCL/Ling
Classic Infantry - BCL/Ling or Hydra/Ling/Bane
Classic Mech - Ultra/Hydra/Ling

Ravaging Infestation, Invasionary Swarm - Hydra/Ling/Bane or BCL/Ling
Explosive Threats, Devouring Scourge - Hydra/Ling/Bane
Broodling Corruption - Corruptor/Ling/Bane or Hydra/Ling/Bane

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Do you know if P3 BCL with Best Oil still crashes the game? Or does anyone?

Part of the reason I’ve been hesitant to go for Stetmann’s P3 is cuz I wanted to make sure it doesn’t before getting it. Nothing like a broken/bugged prestige at the end of a grind lol.

Super Gary rush is the only advice one can give reliably. If you can hold the game with him alone for 10 min, than mouse over at enemy composition and make units that counter those.

Fair point, which is why his P2 is so strong - you can definitely hold the line with him alone for a decent amount of time.

Thanks all for the advice :slight_smile: I’ll try some B+ with him.

I got P3 but I haven’t tried it with BCL yet; I’ll let you know.

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Appreciate it.

6char (I’ll keeel u)

I’m a bit late to the party here, but the SC2 wiki has some decent write-ups for the commanders as well.

https://starcraft.fandom.com/wiki/Egon_Stetmann_(Co-op_Missions)

zergling is his most op unit, don’t regard them as mineral dump
I always have many extra gas if I’m not playing mass infestors.
his brutalisk is not very useful

Stetmann ultralisks (they got cleave now) are amazing vs ground mechanical units - even immortals and thors and reavers.
Their special abilities are specifically vs mechanical and absolutely dominate any ground mech threat.
Zerglings are very tanky and attack quick as long as they have “energy”.

I would say as Stetmann the most important thing is rushing to Hive for Super Garry and securing your expansion at the same time.
If you do it right Super Garry is ready very soon after Garry spawns and it is enough to solo early game waves/objectives.

I… uh… forgot this post :crazy_face:

So I tried P3 + BCL, and the short answer is that I still think P2 is better. (Incidentally, mass BCL is my go-to comp for him now - it’s insanely powerful having broodlords + battlecruisers + carriers all in one unit, and Gary’s early-game power gives you plenty of time to macro up to them even on missions where you need a quick start to help your ally!)

Anyway - yes, your BCL can get oil stacks. But they don’t appear to be permanent, and the amount of power/durability you give up from Gary himself compared to P2 is noticeable, particularly when you’re used to P2’s egorbs wiping out entire waves. Your early game is also much weaker - between more fragile Gary and the big mineral cost increase on your units, getting a slow or less skilled ally really hurts. If you can make it to late game, they perform about the same, but P2’s stronger early game gives it the edge for me.

I might use P3 against a mutator like double-edged where P2’s SuperDuperGary might accidentally kill himself though,.

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Thanks man for checking. It’s totally cool even if you didn’t remember lol.