u/TwoTuuu

Kerrigan build order: Don't open with a hatch at rocks, even if you see others doing it, even if sc2coop recommends it

Kerrigan build order: Don't open with a hatch at rocks, even if you see others doing it, even if sc2coop recommends it

https://youtu.be/eEra9-wAJhQ (Kerrigan build order (early queen) - part 1)

https://youtu.be/ZYEoeVeq8rA (Kerrigan build order (early queen) - part 2)

https://youtu.be/_8Ha4rFhhRg (why hatch at rocks is inferior: an analysis; tldr: it's at best equal to early queen opening)

https://www.youtube.com/watch?v=b0tC84wu6S0 (how to stop the first wave as kerrigan on various maps, including rtk)

A while back, I did some research on Kerrigan build orders and found a build order used by one of the best chinese players. After comparing this new build order with the one from sc2coop (and team liquid), the new one is more flexible than the sc2coop BO. It also only requires moderate tweaking in special cases like rtk, whereas the sc2coop BO requires a completely different opening just to survive.

I did all the hard work already, so now you just need to watch and learn.

u/TwoTuuu — 1 day ago

17 of August 2026 - Mutation #539: Thunder Dome

Mutation #539: Thunder Dome / Map: Lock and Load

Mutators: Mag-nificent, Heroes from the Storm, iBonus ally

https://youtube.com/shorts/nIXFk4VRdPM?feature=share (when each hero spawns and which ones)

https://www.youtube.com/playlist?list=PL3FSCru5EHIgWsvOGFEVbD2EsCVmvSD3i (playlist with all commanders)

https://youtu.be/i5zDCwEH-u0 (TLDR tier list)

https://youtu.be/afeIor4Y3hA (easy solo - Dehaka p2)

The longer the game goes, the more heroes you will fight, that harder this will be.

All the heroes spawn on the left until the 25 minute mark, where one hero will spawn on the right side.

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

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Heroes from the Storm

Every attack wave will be led by Heroes of increasing power.

Heroes are sent with most attack waves.

Later waves can be accompanied by more heroes. One hero is randomly chosen from the first three heroes, the second from the second triplet and the last from the last triplet, and so on.

Spawn-camping no longer prevents heroes from spawning.

All heroes have at least biological and heroic attributes. Dehaka is the only hero that doesn't have "map boss" attribute, and so the real Dehaka can Devour him.

Heroes (apart from Dehaka) can't be put into stasis by Fenix's Arbiter or Zeratul's Stasis Beam. Vorazun's Stasis Ward works on all of them.

Nova's Nuke and Kerrigan's Apocalypse are used only on hard and brutal difficulties.

All heroes are detectors.

Hero Wave Life Abilities

Raynor 1 1000 Penetrating Round

Tychus 2 1000 Shredder Grenade

Dehaka 2 1500 Drag, Mend, Generate Spawns

Karax 3 750 x2 Warp Phase Cannon, Warp Khaydarin Monolith

Nova 3 2250 Snipe, Nuke

Zagara 4 2250 Baneling Barrage, Spawn Hunter Killers, Mass Frenzy, Roach Drop

Zeratul 4 2000 x2 Blink, Void Armor, Shadow Blade

Artanis 5 2000 x2 Lighting Dash, Astral Wind, Resurgence

Kerrigan 5 5000 Leaping Strike, Psionic Shift, Apocalypse

Mag-nificent

Mag Mines are deployed throughout the map at the start of the mission.

{50/100/150/200} Mag-Mines are spawned around the map.

Spawns avoid starting locations (>30 distance), structures (>1), resources (>5), Ulnar locks (>8) and Ji'Nara (>15).

Spawn require Amon's units in at least 25 distance.

Mag-mines do 250 damage in 2.5 radius.

Mag-mines have 0.5 radius during flight.

iBonus ally

Ally will spend time attacking bonus instead of capturing the final lock.

Use your adept conversational skills to persuade him to capture the lock.

If that doesn't work, take out the bonus yourself.

Or prepare to fight an extra two waves of heroes.

u/TwoTuuu — 3 days ago

Overcharge Fast Expanding as Alarak

After revisiting Nova FE last time, today let's discuss Alarak FE with overcharge. It's a little harder to do than Nova, but it's worth it. In fact, you should always fast expand if you can, but sometimes contested expos make that difficult. But Alarak can use his first overcharge to delete a base and expand quickly.

Sometimes it's not as simple as making a pylon and overcharging because you have to take out cannons and other enemies. And you gotta keep your probe alive.

https://www.youtube.com/watch?v=KjgS1U5x5jE (ME)
https://www.youtube.com/watch?v=1iiE1mqg9PA (CoA)
https://www.youtube.com/watch?v=bLhlUhkBnDY (VP - most difficult)
https://www.youtube.com/watch?v=sAfpdSakHoI (PnP)
https://www.youtube.com/watch?v=-lB8H4X0Pgc (MW)

Note: Don't do this if the Long Range mutator is active because... everything has +3 vision

https://www.youtube.com/watch?v=jsuZ-rzzP2U (Best Alarak build order part 1 - maps with rocks)
https://www.youtube.com/watch?v=a3ZjdQHwL0g (Best Alarak build order part 2)

I learned a lot while experimenting and doing research for these videos, and I hope you can use this knowledge as well.

u/TwoTuuu — 5 days ago

Fast Expanding as Nova p1

After making so many guides (about 130 videos so far), sometimes it can be hard for people to just "find" something. So this is a reminder that there are things you can do to improve your game, and we can discuss these tactics here.

https://www.youtube.com/watch?v=iHVg_yBoTwQ&list=PL3FSCru5EHIjeuN2RtCE1o0NIkdYGhCL9&index=86 (compilation: expanding as Nova p1 on various maps)

The build order I use now is this one: https://www.youtube.com/watch?v=3W9QuXe6CEI&list=PL3FSCru5EHIjeuN2RtCE1o0NIkdYGhCL9&index=115

The idea behind expanding quickly is still the same. You want more gases earlier so you can get more liberators, which are her best unit. You dont need a lot of gas if you're going bio, but you probably still want the minerals from the earlier expansion.

u/TwoTuuu — 8 days ago

10 of August 2026 - Mutation #538: Media Blackout

Mutation #538: Media Blackout / Map: Vermillion Problem

Mutators: Darkness, Missile Command, We Move Unseen

https://youtu.be/NcJ3nWm3GZg?si=AIu4KZJpizWD-7yV&t=105 (possible spawn locations for crystals)

https://youtu.be/KOKK5_THteY (Sniping vipers with conc beam - Swann)

https://youtube.com/shorts/S-ocWuVyn94?feature=share (transport workers holding crystals - Tychus)

https://youtu.be/XYkr8RmQ1T0 (farming critters on VP - Abathur, Dehaka)

https://youtu.be/2VrYW7AZ8x8 (TLDR tier list)

https://youtu.be/Ez0ldPVs3Fk (easy solo - Zeratul p2)

The missile are cloaked and are not visible on the minimap until they get in your vision. Place overlords, burrowed units, etc. in cleared areas to see nukes in advance.

The crystals are not visible on the minimap. Memorize the possible spawns or have a screenshot of the possible crystal locations open on a second monitor (see link above).

Click NEXT TO the crystal; if you click ON the crystal and you lose vision of said crystal, your worker will stop moving towards it.

Sometimes the attack waves will bug out and not get announced, perhaps due to darkness.

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

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Darkness

Previously explored areas remain blacked out on the minimap while outside of player vision.

Attack waves, main and bonus objectives are not visible on the minimap unless you have direct vision on them.

Missile Command

Endless missile bombardments target your structures and must be shot down throughout the mission.

Standard missiles have 10 HP and deal 100 damage.

Splitter missiles have 20 HP and deal 175 damage. If destroyed, it spawns 2 Child missiles, each dealing 75 damage.

Nukes have 100 HP and deal 300 (500 vs structure) damage (100% in 4 radius, 50% in 6 radius and 25% in 8 radius).

PDD has 15 HP.

And all these have all 0 armor; mechanical and map boss attributes.

In the first 5 minutes, each {45/30/20/15} seconds 2 Standard missiles are fired.

Between 5 and 10 minutes, each {30/20/10/5} seconds 2 missiles are fired (90% chance of Standard missiles, 10% of Standard missile + PDD).

Between 10 and 15 minutes, each {30/12/4/2} seconds 2 missiles are fired (60% chance of Standard missile, 20% of Standard + PDD and 20% of Splitter missile).

After 15 minutes, each {15/6/2/1} seconds 2 missiles are fired (40% chance of Standard missile, 20% of Standard missile + PDD, 30% of Splitter and 10% of Nuke with cooldown of {--/--/2:00/1:00} with {-/-/2/5} PDDs).

We Move Unseen

All enemy units are permanently cloaked.

Structures are not cloaked.

Hostile Map Objective units are cloaked too.

Destructible Rocks aren't cloaked.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

u/TwoTuuu — 11 days ago

3 of August 2026 - Mutation #537: Hostile Territory

Mutation #537: Hostile Territory / Map: Dead of Night

Mutators: Power Overwhelming, Barrier, Photon Overload

https://youtu.be/5ix7CId4wHY (TLDR tier list (a few F tiers))

https://youtu.be/nm355jfhV_A (easy solo - Karax p3)

https://www.youtube.com/playlist?list=PLZ1dk2ZMmin4 (playlist with most commanders)

The little egg things on the map cast spells.

The structures also have barrier.

Nasty synergy: PDD (from Power Overwhelming) + photon overload, meaning that this thing will shoot you if you attack it. It also gets a barrier.

Beware of attack waves flying over your workers and casting spells.

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

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Power Overwhelming

All enemy units have energy and use random abilities.

Available abilities: Psionic Storm, Guardian Shield, Seeker Missile, Irradiate, Abduct, Fungal Growth, Graviton Beam (Urun), Psi Orb, Time Warp, Vortex, Defensive Matrix, Point Defense Drone, Disruption Web and Phase Shift.

Urun's Graviton Beam can lift heroic and massive units.

Vortex is used only on Brutal.

Against structures are used: Point Defense Drone, Guardian Shield, Defensive Matrix, Disruption Web and Phase Shift.

Against units, Vortex and Disruption Web have lower chance of being casted.

If an enemy unit didn't have energy, it's given 50 starting energy, 200 maximum energy and 0.5625 energy regeneration. But it won't become susceptible to the Feedback ability.

EMP works as units have to have at least 51 energy to cast spells.

All abilities cost 50 energy, but there is other logic behind casting abilities. There is a global energy pool with regeneration that increases with mission time. End each ability costs energy from the global pool according to its power. This limits the total number of spells, and thus balances between different compositions and unit-spawning mutators.

Global energy pool is separate for each player. Spells casted from each pool will target only units of one player (although splash will affect all player units). So for example solo will be easier, as enemy will cast spells from only one energy pool.

Units revert to normal when mind-controlled/reclaimed.

Spells are casted even through Vorazun's Timestop.

Enemy spells can target burrowed and invisible units even without detection.

Barrier

Enemy units and structures gain a temporary shield upon the first time they take damage.

Barrier triggers when units or structures are damaged.

One-shot kills won't trigger the Barrier.

100 shield with 5s duration.

Photon Overload

All enemy structures attack nearby hostile units.

16 DPS, 10 range (from the center of the building).

15s duration.

Heroic structures cannot be overcharged.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

u/TwoTuuu — 18 days ago

27 of July 2026 - Mutation #536: Railroad Switch

Mutation #536: Railroad Switch / Map: Oblivion Express

Mutators: Just Die, Polarity

https://www.youtube.com/watch?v=_zfXAzOr4Zk (train polarity is NOT random)

https://www.youtube.com/watch?v=IR09Xg0qLzY (bugging the trains with time stop)

https://www.youtube.com/watch?v=tZ5sYpgp3Pw (contaminated strike timings on OE)

https://youtu.be/VemUynTm7Ek (Best duo for this mutation)

Just Die!

Enemy units are automatically revived upon death.

Enemy unit is invulnerable and stunned for 1s during reviving.

All enemy units are revived—including map objectives.

Enemy units don't trigger death effects when they are revived. Death effects are triggered only after the final death (e.g. MAD nuke, Biomass/Essence drop, Alien Incubation,..)

Banelings are not revived. It doesn't matter whether they explode by themselves or are killed.

Polarity

Each enemy unit is immune to either your units or your ally's units.

Enemy structures and map objectives have Polarity too.

Various crowd-control abilities work on all units, but they deal no damage to shielded ones.

Mind-control abilities don't work on polarity-immune units.

Your units won't auto-attack immune units. However, auto-casted abilities will be used on immune units.

Propagators created from player units don't benefit from Polarity.

Just Die! will swap Polarity when triggered.

On Scythe of Amon, units spawned from Rifts will have no Polarity.

On Oblivion Express, all trains cars in each train have the same Polarity.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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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

u/TwoTuuu — 24 days ago

Mutation #524: Death and Taxes / Map: Dead of Night

Mutators: Slim Pickings, Black Death, Microtransactions

Black Death

Some enemy units carry a plague that deals damage over time and spreads to other nearby units. The plague spreads to your units when the enemy unit is killed.

Units lose 2% health per second (it ignores shields).

Black Death interrupts out-of-combat healing (Nova's mastery, Swann's upgrade, Horner's Endurance Training, etc. ) and Protoss shield regeneration.

Heroes will respawn without Black Death. Fenix's suit switching will remove Black Death. Nova's basic health regeneration is enough for her not to die.

Workers on Kerrigan's Malignant Creep will out-regenerate Black Death.

Units in Nydus Worms don't take damage from Black Death. But units in other transports will take damage.

Units that die in transports (and carriers, bunkers,...) can infect units around transport and transport unit itself. But they won't infect other units inside transport.

Infection range is 5.

Enemy units have {5/10/20/33}% chance to carry Black Death.

An infected unit can infect {1/1/2/3} other units upon death.

Spider Mines can become infected when they unburrow.

Slim Pickings

Player worker units gather resources at a reduced rate, but resource pickups spawn throughout the map.

Minerals are harvested by 1, compared to usual 5.

Vespene is harvested by 1, compared to usual 4.

Mules, Vespene Drones, Automated Refineries and Geysers harvest 1 resource per tick.

The maximum amount of minerals in a patch is reduced to 1500, and stays reduced even if the mutator is removed. Gas geysers are not affected.

Both players receive the same amount of gas and minerals from each pickup.

There is 3x more minerals spawned than gas.

Pickups doesn't spawn 7 or closer to enemy buildings.

In the first 3 minutes, 33% of mineral pickups are spawned in <30 distance from starting locations. After 3 minutes, all pickups are spawned randomly around the map.

In the first 3 minutes, pickups spawn at rate of {900/ 900/ 750 / 643} minerals/minute and {300/ 300/ 250/ 214} gas/minute.

After the first 3 minutes, pickups spawn at rate of {1071/ 900/ 865/ 833} minerals/minute and {357/ 300/ 288/ 277} gas/minute.

Micro Transactions

Giving commands to your units costs resources based on the unit's cost.

Hero units and Top bar abilities cost 10m/5g to command.

Fenix suits cost 1 mineral to command.

If the unit doesn't costs gas, the cost of command is 2*(its supply cost) in minerals.

If the unit costs gas, then the cost of command is 1*(its supply cost) in gas and minerals.

Minimum cost is 1 no matter the supply cost.

If the player has 0 minerals, gas won't get subtracted.

Commands are free if the player has no resources.

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

https://starcraft2coop.com/resources/weeklymutations

https://starcraft2coop.com/resources/mutators

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#154 Death and Taxes - SOLO ALL CLEAR (w/cheese)

https://www.youtube.com/playlist?list=PL3FSCru5EHIiDhaoFcCvjNFCrmufJuqkA (playlist with all commanders)

https://youtu.be/rA5ge3a04YQ (slim pickings guide)

https://youtu.be/N8fn5rsPMQ0 (TLDR tier list)

https://youtu.be/hUUMZnfYuio (Nova p3 vs air)

https://youtu.be/kHslxKoEqM4 (Abathur vs stanks, terran)

https://youtu.be/7Ax4gfuitzM (Zeratul vs stanks, terran)

Control 3-4 workers during the day to collect resources. Any white dot you see on the minimap is a resource (except the sensor tower).

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

reddit.com
u/TwoTuuu — 4 months ago