Commander Tier List (Never Say Die) | Starcraft II: Co-Op



Starcraft II: Co-Op Mutation #371: Never Say Die

Barrier – Enemy units gain a temporary shield upon the first time they take damage.
Just Die! – Enemy units are automatically revived upon death.
Life Leech – Enemy units steal life or shields whenever they do damage.

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0:00 – Intro
1:46 – Abathur
3:11 – Alarak
4:37 – Arcturus
6:31 – Artanis
8:39 – Dehaka
9:40 – Fenix
14:11 – Han and Horner
15:52 – Karax
19:20 – Kerrigan
22:52 – Nova
27:39 – Raynor
29:56 – Stetmann
30:55 – Stukov
31:58 – Swann
33:28 – Tychus
34:47 – Vorazun
36:45 – Zagara
39:02 – Zeratul
40:36 – Rankings
43:03 – Synergies

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Twotuuu Youtube: @TwoTuuu

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13 thoughts on “Commander Tier List (Never Say Die) | Starcraft II: Co-Op”

  1. Gosh… listening to Herman is so hard sometimes. But i understand that he's doing his best with his english skills so it's okay. Cheers for another tier list, i actually look up for these videos because you're not just putting some stuff on different tiers but discuss some very important aspects of how and why it belongs there and i genuinely use some of the tactics you talk about here. Keep this up, really appreciate the hard work!

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  2. Played Kerri against banshees and libs and it honestly didn't feel weak at all. Early game is auto win anyway with just solo K. And by lategame you have entire map covered in worms which are basically bonus health to both your objective(s) and your army. And you play Kerrigan, which means you can safely lose your entire limit several times, your mistakes don't really matter that much…

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  3. I used Tychus P1 so that I would have more special attacks to keep throwing at the enemies' second lives and their barriers. I also chose medivac cooldown rather than Odin, since I wasn't planning on full clearing anyway. I used a couple Odins to bring Tychus back to life for free and just nuked whatever was close by. The extra medivacs helps jump back and forth to stop attack waves or save a bot that's on the far side. My pub ally was Raynor P1, which gave me doubts before the game started, but all those HP made for great tanking, his medics helped me until I got Rattlesnake out, and his calldowns and stim kicked butt. We lost one early bot, but the rest was easy once I had 3 outlaws. The one pain in the brain on this map is the unpathable terrain everywhere that stops Sirius from dropping a turret. The zergling swarms take up space, and that, plus the terrain blocked me when trying to spam turrets to clump up the zerg so a grenade could pop their first lives.

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  4. Ranking nice but has a small downside. The difficulty changes depending on the enemy. Stetman vs. non-military and colossi is not a problem. Actually S. For that if there are already flying units themselves the stairs begin. Very quickly it drops to the rank of E. Zagara + Han is an interesting option. Mines + raid soften the opponents and zagara finishes the job.

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  5. For some reason the first 3 of my allies this week were all sub mastery level, and every single one threw themselves into the bonus only to die on the second bot rotation.

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