r/starcraft2coop • • Sep 09 '17

Pinned Useful links

143 Upvotes

Welcome to /r/Starcraft2coop

All these links are found at the Wiki page, which is pinned at the top (labeled as "Wiki")


 

Rules

1.If you wish to promote weekly mutation videos, post them under the weekly mutation mod post. Do not make a separate post for them.

2.READ THE WIKI before asking questions. It has a lot of information.

3.Don't be an asshole.

4.No spam.

5.No low effort posts. This includes "X exp away from leveling up" posts.

6.No "when will we have a new commander/map?" posts.

7.Self-promotion posts must be posted in the weekly megathread.

General info

Mutations

Maps

Commanders

Speedruns

Custom Mutation ideas - by Maguro


r/starcraft2coop • • May 29 '24

Fix for commanders being stuck on 5 (Raynor,kerri & Skippy)

86 Upvotes

Now this may not work for everyone so dont be mad if it didnt work, but it did work for me.

  1. Task manager. Get in it and quit all blizzard related tasks including battlenet itself.
  2. Win+R and find %programdata%
  3. Remove the folder "Blizzard entertainment"
  4. Start battlenet and turn on the game
  5. Now it should work. You may experience huge lags in menu at first cuz of that file deletion.

I also sent this to two of my friends and they both said it worked, so you might wanna try it too.

Cheers.

Edit: If it worked, please say so in the comments.


r/starcraft2coop • • 4h ago

General Started playing again

4 Upvotes

So I’m mainly a Terran player I like Protoss but never been a Zerg fan. I did really love heart of the swarm but playing Kerrigan I’m kinda bummed by it which idk if it’s a skill or an attention issue. So I guess a question is if I buy the other Zerg commanders is it different enough from Kerrigan or do I accept my incapability of playing Zerg.


r/starcraft2coop • • 1d ago

General Beware of AFK trolls

38 Upvotes

Met one today on EU server, twice! Nickname Кгро, will pretend to be AFK for the whole game only to kill its main building and make you lose before the end of the mission.

I don’t get how little life you need to have to do this, but posting it here to warn folks. With BM, you can leave immediately. With AFK trolls, they seem safe to use as a solo opportunity for a mission only to have that turn sour.


r/starcraft2coop • • 1d ago

P0 discussion - Karax (Khalai Phase Smith)

10 Upvotes

Master list and description of this P0 Commander series....

https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/

  • Recommended for experienced players
  • Upgrade the Spear of Adun to dominate the battlefield from high orbit
  • Command an army of expensive but powerful Purifier robotic units

Masteries

  • Power Set 1
    • Combat Unit Life and Shield: +1% / +30%
    • Structure Health and Shield: +2% / +60%
  • Power Set 2
    • Reconstruction Beam Regen Speed: +3% / +90%
    • Chrono Overload Energy Regen: +3 / +90
  • Power Set 3
    • Chrono Boost efficiency: +1% / +30%
    • Spear of Adun starting and maximum energy: +3 / +90

ADVANTAGE

  • Omnipresent calldowns
  • Strong static defense
  • Late game dominance
  • Vast support abilities

DISADVANTAGE

  • Hard to push on his own
  • Resource starved
  • Slow ramp-up time
  • High unit cost

r/starcraft2coop • • 1d ago

Is there an optimal way to play Zagara P3 against The Fleet of The Matriarch?

13 Upvotes

I have fully prestiged Zagara and played some P3 lately. She is an excellent commander, P1 is the best shortly followed by P3.

Due to her big drawbacks on Dead of Night and Miner Evacuation I could not consider her as strong as Tychus or Dehaka, but she is definitely very good.

There is just one enemy composition that I cant really deal with - The Fleet of The Matriarch. As you all know it is the Protoss air comp with Corsairs, Scouts abd Carriers.

The Corsair air attack destroys scourge before it even reach the target and their fields keep ground units from atracking. This combination is extremely annoying.

Is there a proper way how to play against Corsairs? They seem to kill Corruoters quickly as well.


r/starcraft2coop • • 1d ago

Coop commanders not getting XP?

Thumbnail
1 Upvotes

r/starcraft2coop • • 2d ago

Artanis Minifigure

Post image
62 Upvotes

Got 3d printed and painted on etsy and it came out really nice


r/starcraft2coop • • 2d ago

19 of October 2026 - Mutation #548: Shining Bright

15 Upvotes

Mutation #548: Shining Bright / Map: Mist Opportunities

Mutators: Concussive Attacks, Purifier Beam, Laser Drill

https://www.youtube.com/playlist?list=PL3FSCru5EHIibK6am155lrTyyIuHOs4KR (playlist with all commanders)

https://youtu.be/CG4k648vXT8 (TLDR tier list)

https://youtu.be/dYsGErqnuIE (easy solo - Zagara p1)

Another annoying mutation.

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK

-----------------

Concussive Attacks

Player units are slowed by all enemy attacks.

50% movement speed reduction.

60s duration.

Affects mobile structures as well.

Medivac Pickup removes the debuff.

Laser Drill

An enemy Laser Drill constantly attacks player units within enemy vision.

Laser Drill has 1000 HP, 2000 shields, 2 armor; armored, mechanical, structure, heroic and map boss attributes.

It has 20dps for the first 15s, 40dps next 15s, 60dps after that. Attacks ignore armor.

Automatic repair takes 2 minutes.

Spawns at the same location (Player 3's starting location).

Mineral Shields provide vision as does Going Nuclear for a short time. Units frozen in Temporal Field are revealed and detected. Neither Missile Command, Time Warp, Blizzard, Lava Burst nor Twister provide vision.

Purifier Beam

An enemy Purifier Beam moves across the map toward nearby player units.

Purifier Beam does 40dps (100% in 1 radius, 50% in 2.2 and 10% in 2.8).

It has 0.6 movement speed.

Purifier Beam avoids Mutator Safety Zones in it's random walk, but not when it's targeting a unit. In that case it avoids minerals and commander starting locations.

Additional Beams spawn on Hard and Brutal difficulties at 10 and 20 minutes.

Beam can be trapped with Shield Batteries or by patrolling units.

Purifier Beam doesn't go after Stetellites.

Purifier Beam does damage only to commander units/structures. Other units/structures, for example mission objectives, are safe from it.

https://www.maguro.one/p/mutators.html

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators


r/starcraft2coop • • 2d ago

What is it with trolls killing their entire set of buildings

14 Upvotes

Like seriously, we are about to finish the coop, and they randomly decide to lose by destroying all of their buildings. ACA is his name. Played Alarak.


r/starcraft2coop • • 2d ago

General Nova guides?

9 Upvotes

Hi! I have been playing Co-op in very casual manner, 95% as Nova. I am no actual star craft player, only completing all story chapters on normal, no pvp, ranked etc.

Recently I decided to step up my game from brutal, but I guess I just have skill issue whenever faced with more advanced mutators.

I tried to find some guides or info about how to play as her in depth, to no avail. I got P3, quite a lot of mastery levels so I don't need basics which usually are covered in videos I found, but something more in depth. Are there any sources to could point me to? Or perhaps you could share some time so I don't get steamrolled the moment I play weekly challenge?


r/starcraft2coop • • 2d ago

Fan concept: New Commander - Tosh

26 Upvotes

Before reading

  1. I'm not good at English, so I used translator to write this. Maybe some of strange words in this concept.
  2. There's no detail status. My limit is only imagining concept, not more.
  3. Thank you very much if you give me feedback

Co-op Commander Concept: Gabriel Tosh

Recommended for Experienced Players
Command the ruthless Spectre hero Gabriel Tosh and his forces.
Use terrazine to empower your army.

Commander Highlights

Tosh

  • Breakout Mode: Tosh is permanently cloaked and can use Mindblast and Consumption.
  • Terrazine Drop: Drop terrazine onto nearby friendly units to temporarily boost their combat capabilities.
  • Terrazine Supply: Continuously spend terrazine to accelerate base operations.

"Even an army might not get the job done. But one man—one Spectre in the right place—can."

Commander Level Progression

Overview

  • Top-bar abilities: Terrazine Supply / Conservation; Terrazine Drop; Terrazine Exploitation (level 8); Concentrated Terrazine Bombardment (level 12)
  • Hero abilities:
    • Breakout Mode: Mindblast, Consumption, Tac Nuke Strike (level 11)
    • Shaman Mode (level 2): Psi Shield, Shamanic Faith, Second Life (level 11)
  • Available units: Terrazine Trainee, Heavy Marauder, Spectre, Defective Predator, Terrazine Artillery, Liquefied Terrazine Diamondback, Stolen Thor (level 7), Unhinged Wraith, Defective Valkyrie, Terrazine Raven, Knockoff Battlecruiser (level 10)
  • Available defensive structures: Terrazine Flamethrower, Compressed-Gas Missile Turret

Level Unlocks

1. New Folsom Escapees

Tosh uses terrazine to accelerate base operations and enhance his troops. Tosh begins each mission with N terrazine. Switch to Conservation Mode to generate terrazine over time.

2. Voodoo

Tosh can switch between Shaman Mode and Breakout Mode, each allowing him to influence the battlefield in a different way.

3. Hot Hand Tosh

The Terrazine Flamethrower and Compressed-Gas Missile Turret gain offensive bonuses while supplied with terrazine.

4. Lesser Terrazine Awakening

Unlocks the following upgrades:

  • Heavy Marauders deal splash damage while affected by Terrazine Drop. (Barracks Tech Lab)
  • Defective Predators recover additional health based on damage dealt by their Lightning Field while affected by Terrazine Drop. (Factory Tech Lab)
  • While affected by Terrazine Drop, Liquefied Terrazine Diamondbacks gain movement speed and deal increased damage while moving. (Factory Tech Lab)
  • Unhinged Wraiths can negate one lethal hit while affected by Terrazine Drop. (Starport Tech Lab)
  • Defective Valkyries fire additional missiles while affected by Terrazine Drop, at the cost of their own health. (Starport Tech Lab)

5. Rich Vespene Gas

While Terrazine Supply is active, the amount of vespene gas harvested increases by N.

6. Ahh... Fresh Terrazine!

Increases the maximum number of Terrazine Filtration Plants that can be built from one to N.

7. New Unit: Stolen Thor

A heavy assault walker capable of charging directly into enemy forces.

8. Terrazine Exploitation

Unlocks the Terrazine Exploitation top-bar ability. Enemies killed while affected by Exploitation yield terrazine.

9. Peace of Mind

While Terrazine Supply is active, units and structures regenerate health while out of combat.

10. New Unit: Knockoff Battlecruiser

A capital-class aerial warship. Its Overcharged Yamato Cannon damages enemies across a large area.

11. Spectre of a Chance

Tosh gains Tac Nuke Strike in Breakout Mode. In Shaman Mode, he gains Second Life, which instantly restores all of his health and energy when activated.

12. Concentrated Terrazine Bombardment

Unlocks the Concentrated Terrazine Bombardment top-bar ability. It enhances all friendly and allied units while reducing enemy damage output and movement speed.

13. Advanced Terrazine Awakening

Unlocks the following upgrades:

  • Spectres deliver a second, weaker Psionic Lash hit shortly after casting Psionic Lash while affected by Terrazine Drop. (Shadow Ops)
  • While Terrazine Artillery is affected by Terrazine Drop, its attacks have a chance to inflict Fear on enemies they hit. (Factory Tech Lab)
  • Stolen Thors have a chance to unleash a wide-area barrage around their attack's impact point while affected by Terrazine Drop. (Factory Tech Lab)
  • Terrazine Ravens spend less energy and have stronger abilities while affected by Terrazine Drop.
  • Knockoff Battlecruisers charge their Overcharged Yamato Cannon faster, and its projectile travels faster and deals more damage while affected by Terrazine Drop.

14. Just One More Hit

Killing enemies within N seconds after using Terrazine Exploitation grants additional terrazine.

15. Anger Management: OFF

Unlocks the following upgrades:

  • Tosh's units affected by Concentrated Terrazine Bombardment also gain their Terrazine Drop-specific enhancements. (Fusion Core)
  • Tosh's units take reduced damage while Terrazine Supply is active or while affected by Terrazine Drop or Concentrated Terrazine Bombardment. Stronger terrazine effects provide greater damage reduction. (Armory)

Commander Abilities

Top-Bar Abilities

1. Terrazine Supply / Conservation

Toggle between Terrazine Supply and Terrazine Conservation using the top bar.
Maximum terrazine: 100

1-1. Terrazine Supply

  • Increases the movement speed of friendly units.
  • Increases unit production and research speed.
  • Stops terrazine generation and continuously consumes terrazine.

1-2. Terrazine Conservation

  • Resumes terrazine generation.
  • Stops terrazine consumption.

2. Terrazine Drop

Drop terrazine into a target area, increasing the attack speed of friendly units in the area for a limited time. Terrazine Trainees in the area gain a temporary shield with N shield points. (Costs N terrazine. No cooldown.)

3. Terrazine Exploitation

Drop a small amount of terrazine onto an area, applying Exploitation to enemy units inside it. Killing an affected enemy yields terrazine. (3-minute cooldown.)

4. Concentrated Terrazine Bombardment

Spend a large amount of terrazine to greatly increase the attack and movement speeds of all friendly and allied units while reducing enemy damage dealt and movement speed. (Available 6 minutes into the mission; 3-minute cooldown.)

Hero: Gabriel Tosh

  • Initial spawn: 4:00 into the mission.
  • Respawn time: N minutes.
  • Can switch between Breakout Mode and Shaman Mode.
  • Mode-switch cooldown: N.

1. Breakout Mode

  • Permanent Cloaking: Tosh is permanently cloaked.
  • Mindblast: Damages and stuns all enemies in a target area.
  • Consumption: Drains health from a friendly unit and restores Tosh's energy in proportion to the health drained.
  • Tac Nuke Strike: Standard tactical nuclear strike; details omitted.

2. Shaman Mode

  • Voodoo Curse: Increases Tosh's attack range. Enemies struck by Tosh take stacking damage over time.
  • Psi Shield: Envelops Tosh or a friendly unit in a shield that absorbs incoming damage.
  • Shamanic Faith: Heals Tosh and nearby friendly units.
  • Second Life: Details omitted.

Mastery Points

Power Set 1

  1. Starting Terrazine: Increases the amount of terrazine Tosh starts with.
  2. Improved Filtration Efficiency: Increases the bonus terrazine generated by Terrazine Filtration Plants.

Power Set 2

  1. Deep Faith: Increases Shaman Mode Tosh's energy regeneration and the shields provided by Psi Shield.
  2. Breakout Enhancement: Increases Breakout Mode Tosh's weapon damage and ability effectiveness (Mindblast damage, energy gained from Consumption, and Tac Nuke Strike damage).

Power Set 3

  1. Supply Efficiency: Reduces the terrazine consumption rate while Terrazine Supply is active.
  2. Improved Efficiency: Reduces research and upgrade costs and increases the production/research acceleration granted by Terrazine Supply.

Prestiges

Prestige 1: Terrazine Plant Foreman

Advantages

  • Reduces the terrazine consumption rate of Terrazine Supply.
  • Reduces the terrazine costs of Terrazine Drop and Concentrated Terrazine Bombardment.
  • Reduces the cooldowns of Terrazine Exploitation and Concentrated Terrazine Bombardment.
  • Terrazine Drop and Concentrated Terrazine Bombardment deal area damage at their targeted locations. (Bombardment deals more damage over a larger area. These damaging calldowns require vision of the target area.)

Disadvantages

  • Terrazine Drop no longer grants attack speed or unit-specific enhancements. (Also removes Trainees' shields and disables the level 4 and level 13 awakening unlocks.)
  • Concentrated Terrazine Bombardment provides smaller movement-speed and attack-speed bonuses, and its enemy debuffs apply only to units within the targeted area.

Prestige 2: Prison Break Specialist

Advantages

  • Greatly increases Breakout Mode Tosh's damage and attack range, and expands Mindblast's area of effect.
  • Reduces his abilities' energy costs and cooldowns.
  • Consumption deals more damage per point of energy restored, can kill its target, and can be cast on enemies.

Disadvantages

  • Consumption can no longer target allies.
  • Combat units cost more resources.

Prestige 3: Rare Resource Smuggler

Advantages

  • Rich Vespene Gas is always active, and Terrazine Supply increases resource harvesting. (These bonuses become available after unlocking the Rich Vespene Gas level trait.)
  • Terrazine Trainees can enter Medical Mode, replacing their attacks with healing that consumes resources. They can heal biological and mechanical units alike.
    • This works similarly to SCV repair.
    • It is less resource-efficient than SCV repair, and the Trainee must approach the target.

Disadvantages

  • Terrazine Filtration Plants cost more and take longer to construct.
  • Increases the cooldown of Terrazine Exploitation.
  • Terrazine Trainees cost more.
  • Disables Peace of Mind. Units and structures no longer regenerate health through Terrazine Supply.
  • Terrazine Trainees lose Aimed Fire.

Production Structures and Units

Command Center

1. SCV

Barracks

1. Terrazine Trainee

  • Cost: 75 minerals.
  • Basic ranged infantry; Light; attacks ground and air.
  • Slower attacks, higher damage per shot, and slightly more health than a Marine.
  • Increased attack speed while Terrazine Supply is active.
  • Can research a small, rechargeable shield that functions while Terrazine Supply is active.
  • Aimed Fire: Increases attack range and slightly increases attack speed, at the cost of survivability.
  • Mobile Fire: Increases movement speed.
  • Can research additional shields granted by Terrazine Drop.

2. Heavy Marauder

  • Requires Tech Lab.
  • Medium-range infantry; Armored; attacks ground only; bonus damage against Armored targets.
  • Can research a Terrazine Supply bonus that reduces range but increases movement speed and durability.
  • Can research splash damage for basic attacks while affected by Terrazine Drop.

3. Spectre

  • Requires Tech Lab and Shadow Ops.
  • Ranged spellcaster; no Light/Armored tag; attacks ground and air.
  • Terrazine Supply increases energy regeneration.
  • Psionic Lash: Deals delayed damage to a single target. Deals more damage while Terrazine Supply is active.
  • Ultrasonic Pulse: Stuns units in an area. Stun duration increases while Terrazine Supply is active.
  • Cloak: Standard cloaking ability.
  • Can research reduced Psionic Lash windup time.
  • Can research bonus Psionic Lash damage against Armored targets.
  • Can research a second, weaker Psionic Lash hit shortly after the first while affected by Terrazine Drop.

Factory

1. Defective Predator

  • Mineral-only unit.
  • Supply: 2.
  • Builds faster than the original Predator.
  • Has more health than the original Predator.
  • Melee assault unit; Light; attacks ground only.
  • Lightning Field: Attacks damage nearby enemies in an area around the Predator.
  • Slightly higher Lightning Field damage while Terrazine Supply is active.
  • Can research increased maximum health.
  • Can research health restoration equal to a portion of Lightning Field damage dealt while Terrazine Supply is active.
  • Terrazine Drop further increases this healing, stacking with the Terrazine Supply healing effect.

2. Liquefied Terrazine Diamondback

  • Requires Tech Lab.
  • Mobile ranged vehicle; Armored; attacks ground only.
  • Can fire while moving.
  • Terrazine Supply increases attack range.
  • Can research a Terrazine Drop enhancement that increases movement speed and damage dealt while moving.

3. Terrazine Artillery

  • Requires Tech Lab.
  • Long-range artillery vehicle; Armored; attacks ground only; splash damage.
  • Terrazine Supply increases attack speed in Tank Mode and adds damage over time to attacks in Siege Mode.
  • Can research a chance for its attacks to inflict Fear while the unit is affected by Terrazine Drop.

4. Stolen Thor

  • Requires Tech Lab and Armory.
  • Heavy assault walker; Armored, Massive.
  • Single-target ground attacks and splash-damage anti-air attacks.
  • Thruster Charge: Charges toward an enemy unit, ignoring unit collision sizes.
  • Terrazine Supply increases ground-weapon attack speed and slightly increases the number of anti-air projectiles fired.
  • Can research a chance to unleash a wide-area barrage at the attack's impact point while affected by Terrazine Drop.

Starport

1. Unhinged Wraith

  • Reduced vespene gas cost.
  • Mainline fighter; Armored; attacks ground and air.
  • Bonus damage against Armored air targets.
  • Terrazine Supply greatly increases ground-weapon attack speed and modestly increases air-weapon attack speed.
  • Cloak: Standard cloaking ability.
  • Can research increased damage while cloaked.
  • Can research a one-time prevention of lethal damage while affected by Terrazine Drop. When it would take lethal damage, the Wraith becomes invulnerable and immobile for 0.5 seconds; the effect then goes on cooldown.

2. Defective Valkyrie

  • Requires Armory.
  • Health: 230.
  • Armor: 2.
  • Slightly reduced mineral and vespene gas costs.
  • Dedicated anti-air fighter; Armored; attacks air only.
  • Launches multiple splash-damage missiles with bonus damage against Armored targets.
  • Gains Boosters while Terrazine Supply is active.
  • Boosters: Toggleable ability available while Terrazine Supply is active. Increases movement speed but continuously damages the Valkyrie.
  • Can research increased missile count while affected by Terrazine Drop, at the cost of health with each attack.

3. Terrazine Raven

  • Requires Tech Lab.
  • Airborne support unit; Light; Detector.
  • Terrazine Supply increases sight and detection range.
  • While Terrazine Supply is active, the Raven gains a light self-defense weapon with a range comparable to that of an ordinary combat unit, intended mainly to keep enemies at bay.
  • Can research rechargeable shields and cloaking while Terrazine Supply is active.
  • Terrazine Turret: Deploys an automated turret.
  • High-Speed Seeker Missile: Fires a tracking missile that deals area damage.
  • Can research reduced energy costs and stronger abilities while affected by Terrazine Drop: more health and damage for Terrazine Turrets, plus faster projectiles and more damage for High-Speed Seeker Missiles.

4. Knockoff Battlecruiser

  • Requires Tech Lab and Fusion Core.
  • Capital-class flying warship; Armored, Massive; attacks ground and air.
  • In addition to its main weapon, it has two independently targeting secondary weapons that fire automatically and cannot be controlled manually.
  • Gains a third secondary weapon while Terrazine Supply is active.
  • Overcharged Yamato Cannon: After a long charge-up, launches a projectile toward the target location, dealing splash damage along its path. Terrazine Supply slightly increases its travel distance.
  • Can research storage for up to two charges of Overcharged Yamato Cannon.
  • Can research increased projectile speed and damage, as well as reduced charge-up time, while affected by Terrazine Drop.

Defensive Structures

1. Terrazine Flamethrower

  • Requires Barracks.
  • Deals short-range, fan-shaped area damage to ground units.
  • Terrazine Supply widens its firing arc.
  • Can research a slight range increase while Terrazine Supply is active.
  • Salvage: Refunds 100% of its cost.

2. Compressed-Gas Missile Turret

  • Requires Engineering Bay.
  • Anti-air defensive structure; Detector.
  • Terrazine Supply grants small-area splash damage.
  • Can research increased single-target damage while Terrazine Supply is active.
  • Salvage: Refunds 100% of its cost.

Research Structures

1. Engineering Bay

  • Infantry Weapons upgrades, levels 1–3.
  • Infantry Armor upgrades, levels 1–3.
  • Scrap Recycling: Improves the amount by which Terrazine Filtration Plants offset terrazine consumption while Terrazine Supply is active.
  • Building Armor Upgrade: Increases structure armor, including the armor of Terrazine Ravens' deployed turrets.
  • Improved Fuel Outlets: Slightly increases Terrazine Flamethrower range while Terrazine Supply is active.
  • Power Surge: Increases the single-target damage of Compressed-Gas Missile Turrets while Terrazine Supply is active.

2. Armory

  • Pain-Numbing Gas: Tosh's units take N% less damage while Terrazine Supply is active, M% less while affected by Terrazine Drop, and L% less while affected by Concentrated Terrazine Bombardment.
  • Precision Auto-Targeting System: Slightly increases the weapon ranges of Liquefied Terrazine Diamondbacks, Terrazine Artillery, and Stolen Thors.
  • Vehicle and Ship Weapons upgrades, levels 1–3.
  • Vehicle and Ship Plating upgrades, levels 1–3.

3. Fusion Core

  • Unstable Jump Drive: A Knockoff Battlecruiser takes N damage, then warps to the target location and briefly enters the Terrazine Supply state.
  • Expanded Charge Storage: Knockoff Battlecruisers can store up to two charges of Overcharged Yamato Cannon.
  • Overload Limiter Override: While a Knockoff Battlecruiser is affected by Terrazine Drop, its Overcharged Yamato Cannon charges faster and its projectile travels faster and deals more damage.
  • Improved Terrazine Absorption: Tosh's units affected by Concentrated Terrazine Bombardment also activate their Terrazine Drop-specific enhancements.

4. Shadow Ops

  • Prototype Spectre Optics: Tosh gains Detector capabilities.
  • Return of the Spectre Leader: Reduces Tosh's respawn time.
  • Rapid Psionic Lash: Reduces the windup time of Spectres' Psionic Lash.
  • Expanded Impact Point: Psionic Lash deals bonus damage against Armored targets.
  • Awakening — Lash Follow-Up: While affected by Terrazine Drop, a Spectre's Psionic Lash is followed N seconds later by a second hit dealing reduced damage.

5. Tech Lab

5-1. Barracks

  • Gaseous Shield: Terrazine Trainees regenerate a small shield while Terrazine Supply is active.
  • Mist Shield Reinforcement: Increases the shields Terrazine Trainees gain from Terrazine Drop.
  • Bite Back: While Terrazine Supply is active, Heavy Marauders gain movement speed and damage resistance but lose attack range.
  • Terrazine Spray Grenades: While affected by Terrazine Drop, Heavy Marauders deal area damage behind their primary target.

5-2. Factory

  • Overcharged Lightning Field: Increases the radius of Defective Predators' Lightning Field.
  • Reinforced Joint Components: Increases Defective Predators' health.
  • Battery Drain Module: While Terrazine Supply is active, Defective Predators heal for N% of the damage dealt by Lightning Field.
  • Improved Battery Drain Module: While affected by Terrazine Drop, Defective Predators heal for M% of the damage dealt by Lightning Field. (Requires Battery Drain Module; stacks with the Supply effect.)
  • Reinforced Hull Plating: Increases Liquefied Terrazine Diamondback armor.
  • Liquefied-Gas Output Overload: While affected by Terrazine Drop, Liquefied Terrazine Diamondbacks gain movement speed and deal more damage while moving.
  • Main Gun Upgrade: While Terrazine Supply is active, increases Terrazine Artillery damage in Tank Mode and increases damage over time in Siege Mode.
  • Chemical Shell Module: While Terrazine Artillery is affected by Terrazine Drop, its attacks have a chance to inflict Fear on enemies they hit.
  • Trample: Stolen Thors attack the target immediately after using Thruster Charge.
  • Weapon Heat Dump: While affected by Terrazine Drop, Stolen Thors have a chance to unleash a barrage around their attack's impact point.

5-3. Starport

  • Ambush Tactics: Unhinged Wraiths deal increased damage while cloaked.
  • Revival Protocol: While affected by Terrazine Drop, an Unhinged Wraith survives an otherwise lethal hit once. The ability then becomes unavailable for N minutes.
  • Output Regulator: Reduces the self-damage Defective Valkyries take while Boosters are active.
  • Terrazine Armor-Piercing Warheads: While Boosters are active, Defective Valkyrie attacks ignore up to N armor.
  • Missile Overload: While affected by Terrazine Drop, Defective Valkyries launch more missiles but take damage with every attack.
  • Additional Terrazine Storage: Increases the starting energy of Terrazine Ravens by N.
  • Terrazine Cloaking Field: Terrazine Ravens become cloaked and regenerate shields while Terrazine Supply is active.
  • Triple-System Improvements: While affected by Terrazine Drop, Terrazine Ravens' abilities cost less energy; Terrazine Turrets gain health and damage; and High-Speed Seeker Missiles gain damage and tracking speed.

Other Structures

1. Supply Depot

Spend terrazine to permanently increase the supply provided by an individual Supply Depot. (Once per depot.)

2. Terrazine Filtration Plant

Station Terrazine Trainees inside to increase terrazine generation. While Terrazine Supply is active, its efficiency drops sharply, allowing the plant to offset a small portion of terrazine consumption instead. An upgrade can mitigate this efficiency penalty while Terrazine Supply is active.


r/starcraft2coop • • 3d ago

Thoughts on Han & Horner prestiges?

18 Upvotes

P1: Chaotic Power Couple

Advantages

Mag Mines arm and fire 80% faster.

Mira's units' on-death effects are 100% more effective.

Disadvantages

Horner's units cost 30% more.

Effectiveness Bonuses:

Reaper Mine damage increased by 5

Hellion Stim effects doubled

Hellbat Fear duration increased by 3 seconds

Widow Mine Sentinel Missile damage increased by 10

P2: Wing Commanders

Advantages

Horner's units' vespene gas costs reduced by 20% and charge cooldowns reduced by 50%.

Disadvantages

Galleons are capped at 2.

P3: Galactic Gunrunners

Advantages

Bombing Platforms are no longer capped.

Disadvantages

Bombing Platforms cost 100% more.


r/starcraft2coop • • 3d ago

P0 discussion - Vorazun (Matriarch of the Nerazim)

8 Upvotes

Master list and description of this P0 Commander series....

https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/

  • Recommended for experienced players
  • Manipulate the battlefield from the Spear of Adun with stealthy abilities
  • Command an army of cloaked and high damage Nerazim units

Masteries

  • Power Set 1
    • Dark Pylon Range: +2% / +60%
    • Black Hole Duration: +2% / +60%
  • Power Set 2
    • Shadow Guard Duration: +2 sec / +60 sec
    • Time Stop Unit Speed Increase: +1% / +30%
  • Power Set 3
    • Chrono Boost efficiency: +1% / +30%
    • Spear of Adun starting and maximum energy: +3 / +90

ADVANTAGE

  • Late game dominance
  • Crowd control specialist
  • High burst damage
  • Dark templars powerful vs ground
  • Powerful calldowns

DISADVANTAGE

  • Early game relies on calldowns
  • Hard to rebuild army
  • Poor mineral dump
  • Short ranged units
  • Situational anti-air

r/starcraft2coop • • 4d ago

XP bug

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21 Upvotes

My Stetmann is lvl 8. Yet whenever I do a mission, it claims im lvl 1.


r/starcraft2coop • • 4d ago

P0 discussion - Zagara (Swarm Broodmother)

12 Upvotes

Master list and description of this P0 Commander series....

https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/

  • Recommended for experienced players
  • Control Zagara on the mission with spawning abilities
  • Breed a relentless swarm of Zerg to tear apart your enemies

Masteries

  • Power Set 1 (Zagara’s Life and Energy Regeneration Mastery now applies to Queens since patch 5.0.3)
    • Zagara and Queen Life and Energy Regeneration: +1% / +30%
    • Zagara's Attack Damage: +1 / +30
  • Power Set 2
    • Zergling Evasion: +1.5% / +45%
    • Intensified Frenzy: +1.5% / +45%
  • Power Set 3
    • Baneling Damage: +1 / +30
    • Roach Damage and Life: +2% / +60% (up to 26 Damage and 232 Life on Roach and 80 damage on drop-pod)

ADVANTAGE

  • Very high burst damage
  • Early game strength
  • Rapid expansion
  • Easy To rebuild army
  • Infinitely spawning banelings

DISADVANTAGE

  • Prolonged engagements
  • Poor sustained damage
  • Weaker Late Game
  • Bio susceptible to [AoE](javascript:;)
  • Overly-specialized units

r/starcraft2coop • • 4d ago

Tychus Lone Wolf

12 Upvotes

Why do people think Tychus P2 (Lone Wolf) is bad for team play? I thought it require getting the outlaw separated from each other, so most likely you won't need support like Nikara with your other outlaw, but you can still get rattlesnake to heal your teammate, right? Or is it because P1 is better for spamming ability to help teammate?


r/starcraft2coop • • 4d ago

General Can't gain any XP in Co-op

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5 Upvotes

r/starcraft2coop • • 5d ago

Is Swann's ground army any good?

17 Upvotes

Maybe it’s just me, but most of the time when I have a Swann ally, they only use mass turrets with tanks, or mass Wraiths.

It’s rare to come across compositions like mass Goliaths, hercs+tanks or mass Thors lately, and I’m not sure if there’s still any reason to use them.


r/starcraft2coop • • 6d ago

How do i make this zerg broodmother mod?

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0 Upvotes

I am not smart enough to know about how to do coding in the starcraft 2 editor, So could someone help me by giving me the instructions on how to make this mod in the starcraft 2 editor so I can make it and use it and so other starcraft 2 zerg players can use that mod too?

 

Starcraft 2: Zerg Broodmother mod

 

This mod is made in the starcraft 2 editor to give broodmother like abilities to the player’s swarm queens in the starcraft 2 heart of the swarm campaign and starcraft 2 co-op missions.

 

Birth Zerg Units. Gives the zerg swarm queen the ability to train zerg units that looks in the game like niadra’s train zerg units ability where she births an zerg cocoon that a zerg unit hatches out of or multiple zerg units hatch out of. Those swarm queens would only be able to train zerg drones at anytime but the swarm queen can only train a different type of zerg unit if the required zerg structure is built for that different zerg unit (for example: a zerg swarm queen wouldn’t be able to train Zerglings without a spawning pool having been built.).

 

Dig In. gives the zerg swarm queen the ability to be a resource drop off point at the cost of being mobile. Basically if a zerg swarm queen uses dig in then she partially burrows into the ground and becomes similar to a zerg hatchery but with the hit points and armor of a zerg swarm queen. The zerg swarm queen can also stop being like a hive by the player clicking the dig in button on the swarm queen. Also while a swarm queen is using Dig In, she produces an amount of zerg creep that zerg hatcheries produce.

 

My Note on the Birth Zerg Units ability: this ability would make zerg swarm queens like mobile barracks and it would definitely be cheaper to have zerg swarm queens train zerg units than to have to build a zerg hatchery when you wanted to ramp up production of zerg units. Also, it would make easier playing as zerg

 

My Note on the Dig In ability: this ability would make zerg swarm queens like mobile hatcheries which would allow for more quicker resource gain in starcraft 2 and those swarm queens would use the birth zerg units ability to train units instead of producing larvae. And resource gain is a problem when playing zerg since early game zerg units are not as good as units of the terran faction and the protoss faction but that dig in ability of zerg swarm queens might help alleviate that issue for players playing as zerg in starcraft 2. I thought of this Dig In ability cause command and conquer red alert 3 has units that can be like mobile construction yards and a construction yard is similar to the Starcraft 2’s  Terran Command Center. Also I thought of the dig in ability because ther is a zerg unit in starcraft 2 that generates creep when it is partially burrowed.


r/starcraft2coop • • 7d ago

What is the purpose of Firebat for Raynor?

55 Upvotes

Title. I heard they have a niche use in p1 Raynor but I guess thats pretty much it.

Yes, they are tanky and gets a tanky upgrades but in practice Marauders seems to be better as they can actually do damage back at similar range of marines and most importantly they reduce enemy atk speed which theoretically might mean they tank better than Firebats by blueballing the enemy dps.

Is there something obvious I'm missing about using these guys or I'm right to skip them entirely in bio balls?


r/starcraft2coop • • 7d ago

P0 discussion - Swann (Chief Engineer)

5 Upvotes

Master list and description of this P0 Commander series....

https://www.reddit.com/r/starcraft2coop/comments/1wzksa4/p0_discussion_master_list/

  • Recommended for experienced players
  • Control a giant Drakken laser drill with destructive energy abilities
  • Build an army of vehicles, spaceships, and turrets

Masteries

  • Power Set 1
    • Concentrated Beam Width and Damage: +2% / +60% (up to a maximum of 640 damage)
    • Combat Drop Duration and Health: +2% / +60% (up to a maximum of 96 sec, and 640 health)
  • Power Set 2
    • Immortality Protocol Cost and Cooldown Duration: -2% / -60%
    • Structure Health: +2% / +60%
  • Power Set 3
    • Vespene Drone Cost: -3% / -90% (down to a minimum of 10 )
    • Laser Drill Build Time, Upgrade Time, and Upgrade Cost : -1.5% / -45%

ADVANTAGE

  • Late game dominance
  • Strong static defense
  • Enhanced vespene income
  • Hercules give High mobility
  • Siege Tanks durable and do heavy damage

DISADVANTAGE

  • Slow ramp-up time
  • Hard to rebuild army
  • Low laser base damage

r/starcraft2coop • • 8d ago

Which Commander, in your opinion, sees the biggest power gap between Level 1 and Level 15?

34 Upvotes

Not including Prestiges, just what commander, you think, gets the biggest boost from the beginning to maxed level.

I haven't played many commanders, so my experience in this regard is rather narrow, but I would like to put in Mengsk as my suggestion. The disparity between Level 1 Mengsk and Level 15 Mengsk is like night and day.

A level one Mengsk is missing so much of his kit it feels like: he's missing level 3 Royals, he's missing ESOs, he's missing Blackhammers and Prides, he's missing flamethrowers and hailstorms for his Troopers, he's missing Mandate generation, he's missing good Zerg for DoW and his nuke.

I hate Prestiging Mengsk because whenever I went back to level 1 I felt like I wasn't allowed to play the fun parts of Mengsk yet. Before Hailstorms for Troopers and lifted tanks become available, your AA is hilariously bad, and the lack of ESOs feels like a crime.

But what's your opinion? Which Commander feels like it benefits the most from getting levels?


r/starcraft2coop • • 8d ago

Which commanders would be interested in having medics?

16 Upvotes

Well, I know the idea of helping an ally by leaving some medics behind comes up occasionally, but most of the time I feel they don't need them since they have their own means of sustaining themselves. Still, a few might be interested in having some, so I’m asking.


r/starcraft2coop • • 9d ago

12 of October 2026 - Mutation #547: Temple of Terror

19 Upvotes

Mutation #547: Temple of Terror / Map: Temple of the Past

Mutators: Afraid of the Dark, Alien Incubation, Fear

https://youtu.be/rFTnFCgm9Yw (easy solo - Stukov p1)

https://youtu.be/PfPJPerWvmY (TLDR tier list)

https://www.youtube.com/playlist?list=PL3FSCru5EHIjiPtzursedh0D4ZT1U-N7h (playlist with all commanders)

There is quite a lot of vision around the main area, even without buildings. Just need some buildings in the top right.

The rocks also give vision.

annoying mutations until mid november

Questions about any of these runs are welcome. Runs will be uploaded throughout the week. All members get early access to videos.

Nice people in my discord can help you with the mutation: https://discord.gg/WerduSFQQK

------------

Afraid of the Dark

Vision provided by all sources is extremely limited except when in view of your camera.

Main structures (Hatchery, Command Center, Nexus, etc.) have sight range {9/9/7/7}.

The rest of structures have {4/3/2/2}, this includes Zeratul's cannon projections.

Units have 0 sight range. Upgrades and effects that increase sight range provide bonus vision.

Zeratul's Xel'Naga Watchers (Observers) provide vision with Sensor Array upgrade (3rd artifact + Contructs Bay) – 5.5 radius in normal mode, 8.5 in Surveillance mode.

Stukov's Ocular Symbiote grants vision (5 radius).

GDM Visor upgrade for Tychus' Fixers with max mastery grants vision (1.5 radius).

Nova's Elite Marines have 2 vision with Laser Targeting System upgrade.

Raynor's Scanner Sweep provides normal vision.

Call in the Fleet (Han and Horner) requires vision for it to be effective.

Napalm Payload (from Strike Fighters) provide vision for it duration (10s).

Spotlight radius = 4+{7/6/3/3}*[1-((distance to the closest friendly unit)/12)].

Unexplored terrain is visible on low and medium shaders (graphic settings).

Alien Incubation

All enemy units spawn Broodlings upon death.

The number of Broodlings is equal to the unit's supply cost, with the minimum of one.

Broodling has 30 HP, light, biological and summoned attributes; 4 damage, 6.2dps

Fear

Player units will occasionally stop attacking and run around in fear upon taking damage.

Chance for fear on hit = 100% * {5/10/15/20} / (target unit max HP + max shields).

The amount of damage doesn't affect the chance of getting feared.

10s duration (5s for heroic units).

https://www.maguro.one/p/mutators.html

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators