Co-op Commander Guide: Han & Horner Text by TL.net ESPORTS Graphics by Jester

















Overview

Mira Han, Mercenary Leader, and Matt Horner, Dominion Admiral, have joined forces in the war against Amon. Taking to the battlefield with two separate armies, Han and Horner bring two distinct playstyles together, complementing and enhancing each other. Han uses her Galleons as mobile unit spawners, fielding an army of volatile and aggressive units, while Horner calls down elite aircraft to support Han and form a backbone for her army. Additionally, Han and Horner have access to an array of calldowns that provide excellent supplemental damage, allowing them to both intercept incoming attacks and soften up enemy bases with a barrage of attacks.



Mira Han, Mercenary Leader, and Matt Horner, Dominion Admiral, have joined forces in the war against Amon. Taking to the battlefield with two separate armies, Han and Horner bring two distinct playstyles together, complementing and enhancing each other. Han uses her Galleons as mobile unit spawners, fielding an army of volatile and aggressive units, while Horner calls down elite aircraft to support Han and form a backbone for her army. Additionally, Han and Horner have access to an array of calldowns that provide excellent supplemental damage, allowing them to both intercept incoming attacks and soften up enemy bases with a barrage of attacks. Strengths

Exceptional Firepower: Han and Horner have access to both a deadly army, as well as a topbar that provides powerful supportive firepower. Han’s highly volatile army is capable of dealing incredible damage to unprotected enemy targets, while Horner’s elite units act as support for them by being able to take on the enemies that Han’s fragile units may otherwise struggle with. In addition to providing good firepower in their own right, Han and Horner’s topbar abilities also make for a very versatile kit that can act both defensively and offensively.



On-Site Reinforcements: The bulk of Han and Horner’s unit production comes from Han’s Galleons, which act as mobile Barracks with combat capabilities. Given that Galleons can be positioned wherever you need them, Han is able to send freshly-trained troops directly into the fray. Additionally, Horner’s units can be deployed instantly anywhere you have vision. Horner’s units can also be upgraded with the ability to make Tactical Jumps, enabling them to reinforce any position as needed.



Weaknesses

Poor Survivability: Although Han’s units possess various on-death effects, her units tend to clump up, and have very low HP. This renders them extremely susceptible to attacks that deal area damage. If you lift your Reapers off at the wrong time, or aren’t careful around enemy spellcasters, then a single mistake may result in the loss of a large portion of your army.



Limited Production: Horner’s units are locked behind long cooldowns, and Han is limited to a maximum of five Galleons. If you suffer heavy losses, you will need some hefty downtime to rebuild. Furthermore, unlike most other commanders, Han’s production structures also function as combat units. If used aggressively, Galleons may draw enemy fire, severely hampering production if they are destroyed.



Poor Early-Game Presence: Han's units have low health but high firepower, and Horner's units are very expensive. Due to this, Han and Horner have a weak early game before their forces are able to reach a critical mass. When fighting with low numbers, they will take more damage than they deal, further hindering their unit buildup, and preventing them from effectively committing to early engagements.











Suggested Unit Compositions

Before you can begin producing units, you will need to construct at least one Galleon. Don’t underestimate what you can accomplish during the early game with just Galleons, as they can outrange all static defenses as well as deal with small groups of enemy units on their own. Although you can tailor your composition to counter enemy forces later on, a good start is to begin by producing a substantial number of Reapers and Ravens. Once you have a read on the sort of attack waves you will be facing, you can decide on whether you want to invest your resources into adding on anti-ground or anti-air Horner units, and when to upgrade your Galleons. Keep producing Reapers throughout the game—and add on a Hellion from time to time, as their on-death effect buffs the rest of your army. Make sure that you have 2-3 Ravens on the field at all times.



There are two common army compositions that will work well against either ground or air enemies. During the mid or late game, you’ll want to add on Battlecruisers and upgrade your Galleons with Hangar Bays.





Against Ground - Reaper, Raven, Strike Fighter, Wraith

Continue building Reapers, as they will make up the the bulk of your firepower. Once you start to accumulate gas, add on 2-3 Ravens and start constructing Strike Fighter Platforms. The Napalm Payload upgrade is always worthwhile, but especially beneficial against Zerg and Infested. Use your Strike Fighters to take out enemy waves before they get close, and to soften up base defenses. Prioritize taking out the enemies that constitute the greatest threat to your Reapers, such as High Templar, Infestors, Siege Tanks, and Thors. Spare gas can be used for Wraiths, which are highly mobile and add more survivability to your army.





Against Air - Reaper, Raven, Viking, Wraith

Once you have a small force of Reapers and begin accumulating gas, start mixing in Horner’s air units, all the while continuing Reaper production. Vikings are especially effective against the armored air units commonly featured in Protoss and Terran compositions, but do not fare as well against certain Zerg air units, where Wraiths may work better. When you can deploy no more Vikings, you’ll want to switch to Wraiths for added firepower. Battlecruisers become useful later into the game, acting as tanks for your other units against many enemy compositions.





Niche Compositions





For Miner Evacuation - Reaper, Raven, Wraith, Assault Mode Viking, Strike Fighter

Assault Mode Vikings can deal phenomenal amounts of splash damage to the tightly packed groups of slow-moving Infested. Strike Fighters and their Napalm Payload can also take out large groups of clustered Infested, with their lingering fire keeping others at bay, making Strike Fighter support invaluable when defending a chokepoint. Fill up the rest of your army with Reapers, Wraiths and Ravens to provide focused fire against tough units that resist your area damage.



Before you can begin producing units, you will need to construct at least one Galleon. Don’t underestimate what you can accomplish during the early game with just Galleons, as they can outrange all static defenses as well as deal with small groups of enemy units on their own. Although you can tailor your composition to counter enemy forces later on, a good start is to begin by producing a substantial number of Reapers and Ravens. Once you have a read on the sort of attack waves you will be facing, you can decide on whether you want to invest your resources into adding on anti-ground or anti-air Horner units, and when to upgrade your Galleons. Keep producing Reapers throughout the game—and add on a Hellion from time to time, as their on-death effect buffs the rest of your army. Make sure that you have 2-3 Ravens on the field at all times.There are two common army compositions that will work well against either ground or air enemies. During the mid or late game, you’ll want to add on Battlecruisers and upgrade your Galleons with Hangar Bays.Continue building Reapers, as they will make up the the bulk of your firepower. Once you start to accumulate gas, add on 2-3 Ravens and start constructing Strike Fighter Platforms. The Napalm Payload upgrade is always worthwhile, but especially beneficial against Zerg and Infested. Use your Strike Fighters to take out enemy waves before they get close, and to soften up base defenses. Prioritize taking out the enemies that constitute the greatest threat to your Reapers, such as High Templar, Infestors, Siege Tanks, and Thors. Spare gas can be used for Wraiths, which are highly mobile and add more survivability to your army.Once you have a small force of Reapers and begin accumulating gas, start mixing in Horner’s air units, all the while continuing Reaper production. Vikings are especially effective against the armored air units commonly featured in Protoss and Terran compositions, but do not fare as well against certain Zerg air units, where Wraiths may work better. When you can deploy no more Vikings, you’ll want to switch to Wraiths for added firepower. Battlecruisers become useful later into the game, acting as tanks for your other units against many enemy compositions.Assault Mode Vikings can deal phenomenal amounts of splash damage to the tightly packed groups of slow-moving Infested. Strike Fighters and their Napalm Payload can also take out large groups of clustered Infested, with their lingering fire keeping others at bay, making Strike Fighter support invaluable when defending a chokepoint. Fill up the rest of your army with Reapers, Wraiths and Ravens to provide focused fire against tough units that resist your area damage.









General Tips Han and Horner’s passive Salvage effect allows them to recover 20% of the mineral and gas costs from any of their defeated units by moving a unit over the leftover scrap on the ground. They partially extend this ability to their ally, allowing them to recover 10% of their resource costs from their own units. Their Double Salvage Chance mastery gives both Han and Horner and their ally a percentage chance to drop the scrap twice.



Han’s units provide a health bonus to Horner’s units, and Horner’s units provide an attack speed bonus to Han’s units. For each 1 supply of Han units that are in the field, Horner’s units receive a 0.5% increase in health, and vice versa with Han’s units receiving increased attack speed. This effectively means that you will always want to use Horner’s units as the total supply of Han’s units grows, since they increase the damage output of Han’s units by a very real measure. A good rule of thumb is to aim for a minimum of 30-40 supply worth of Horner units. Strike Fighters are Horner’s cheapest unit in terms of resources spent per supply, while Battlecruisers have a very high cost per supply. These bonuses cap out at 100 supply for each of them.



All of Horner’s units regenerate 3.75 HP every second after having been out of combat for at least 10 seconds. Retreat them when they are targeted by the enemy, and heal up between engagements.



Make sure to keep your Galleons alive, lest you lose your unit production. Send them home for repairs or bring SCVs along if necessary. Later into the game, adding a Battlecruiser to your composition or upgrading the Galleons with Hangar Bays helps to draw fire away from your Galleons.



Use Strike Fighters to eliminate high priority targets, such as High Templar, Thors, and Infestors before engaging with your Reapers. The vision granted by your Ravens or a single Strike Fighter can help you identify these threats before engaging.



Strike Fighters can be used to grant vision for the use of other top bar abilities. You may want to get a single Strike Fighter early on, just for the purpose of helping you use Call in the Fleet or Space Station Reallocation in a more optimal location.



Galleons upgraded with Hangar Bays can be used to draw out enemy spells and act as tanks for your more vulnerable units. Calling down a single set of Mag Mines can also be used to bait out enemy area damage spells like Fungal Growth and Psionic Storm, if necessary.



Don’t forget your upgrades, especially Jet Pack Overdrive. Prioritize weapon upgrades over armor upgrades at the Armory, as the low base damage of Reapers means that they gain a significantly higher damage increase from each upgrade compared to most units.



Only commit to favorable engagements—when pushing with Reapers, you may want to poke at the enemy with Jet Pack Overdrive before retreating. Pay close attention to your army when facing dangerous units such as Ravens, Thors, Science Vessels, Infestors, High Templar, Hybrid Dominators, Lurkers, Disruptors, and Siege Tanks. Try to anticipate spells such as Psionic Storm and Fungal Growth—minimize damage by staying in motion, splitting your Reapers up, or by baiting out enemy spells with smaller groups of units.













Calldown and Unit Overview



Calldowns



Deploys a cluster of 5 Mag Mines to the targeted location, taking 10 seconds to arm. While arming, Mag Mines are attackable by the enemy, and count as both ground and air targets. Once armed, Mag Mines become invulnerable and will target themselves at the location of any enemy that comes within a range of 5, firing after a 1.5 second delay. If an ally is attacked by an enemy near a Mag Mine, the Mag Mine will trigger at a slightly increased range. Each Mag Mine deals 50 damage to targets within a radius of 0.5 at the point of impact. Mag Mines have a cooldown of 50 seconds , and can store up to 5 charges (up to 35 with mastery).



Mag Mines can be used for defending your base, staking out enemy spawn points, and for adding supporting fire before pushing into an enemy base.



When used for defending a base, use structures to block ramps and entrances, and deploy your Mag Mines on top of or behind these buildings. The structure will draw enemy attacks, holding them in place while the Mag Mines trigger. Mag Mines can fend off the first two enemy attack waves on most maps.



Don’t overdo it by putting all your Mag Mines in one place. In general, 2-3 clusters in one spot is sufficient. Spacing out your Mag Mines throughout a larger area is generally going to be more effective, as it reduces the potential for wasted Mag Mines.



By placing Mag Mines just outside enemy encampments, you’ll be able to bait the defenders into triggering them when you make your push, dealing quick burst damage to the enemy. This can give you an advantage in a tough situation when faced with a heavily fortified enemy encampment.



Dropping a cluster of Mag Mines during combat can bait out certain enemy spells, such as Fungal Growth and Psionic Storm.

Deploys a cluster of 5 Mag Mines to the targeted location, taking 10 seconds to arm. While arming, Mag Mines are attackable by the enemy, and count as both ground and air targets. Once armed, Mag Mines become invulnerable and will target themselves at the location of any enemy that comes within a range of 5, firing after a 1.5 second delay. If an ally is attacked by an enemy near a Mag Mine, the Mag Mine will trigger at a slightly increased range. Each Mag Mine deals 50 damage to targets within a radius of 0.5 at the point of impact. Mag Mines have a cooldown of 50 seconds , and can store up to 5 charges (up to 35 with mastery).Mag Mines can be used for defending your base, staking out enemy spawn points, and for adding supporting fire before pushing into an enemy base.When used for defending a base, use structures to block ramps and entrances, and deploy your Mag Mines on top of or behind these buildings. The structure will draw enemy attacks, holding them in place while the Mag Mines trigger. Mag Mines can fend off the first two enemy attack waves on most maps.Don’t overdo it by putting all your Mag Mines in one place. In general, 2-3 clusters in one spot is sufficient. Spacing out your Mag Mines throughout a larger area is generally going to be more effective, as it reduces the potential for wasted Mag Mines.By placing Mag Mines just outside enemy encampments, you’ll be able to bait the defenders into triggering them when you make your push, dealing quick burst damage to the enemy. This can give you an advantage in a tough situation when faced with a heavily fortified enemy encampment.Dropping a cluster of Mag Mines during combat can bait out certain enemy spells, such as Fungal Growth and Psionic Storm.

Commands an available Strike Fighter Platform to send a Strike Fighter to bomb the targeted location, dealing 175 (400 to non-heroic structures) damage to enemies within a radius of 1.5 (up to 1.95 with mastery) once the Strike Fighter reaches its destination. After delivering its payload, the Strike Fighter will remain targetable by the enemy for 1 second, before returning to its platform. Each Strike Fighter has an individual 60 second cooldown between uses. If the Strike Fighter is destroyed during the bombing run, the cooldown is increased to 120 seconds.



The Napalm Payload upgrade from the Fusion Core adds a patch of lingering fire, burning for 10 seconds in the area targeted by the Strike Fighter. Any enemy that passes through the fire receives a debuff that deals 100 damage over 10 seconds, regardless of whether they stay in the fire or not. Use this to place patches of fire at the front of an attack wave, bombing the units in front for full damage while dealing damage to the rest of the wave as they walk through the fire.



Strike Fighters can lock on to targets you have vision of if targeted directly onto that target. This will cause them to home in on their target, dropping their payload directly on them. This is useful for landing a hit on a moving target, but will not necessarily get you the best hit possible. Learn enemy movement patterns and get a feel for the flight time of the Strike Fighters in order to maximize damage dealt.



Strike Fighters can be targeted anywhere on the map, even without vision. You can send one Strike Fighter to gain vision of an enemy base or attack wave in order to reveal the area, allowing the rest of your Strike Fighters to lock on to their targets. Even without vision, you can still hit the enemy by using the minimap or the Raven’s Imaging Radar, though you cannot lock on to enemies you do not have direct vision of. Strike Fighters maintain vision of the area surrounding their target for 2 seconds after dropping their payload and departing. After the Napalm Payload upgrade is researched, the lingering vision lasts for the duration of the burning fire, plus an additional 2 seconds.



Strike Fighters are an ideal option for taking out static defenses, high priority ground units, and enemy ground waves. Although most targets go down in one hit, be prepared to use two strikes against Immortals, Colossi, and Thors. Napalm Payload works marvelously against low-HP units such as Zerglings and Infested. Strike Fighters deal minimal damage to heroic structures such as Void Shards and Slivers, so prioritize different targets.

Commands an available Strike Fighter Platform to send a Strike Fighter to bomb the targeted location, dealing 175 (400 to non-heroic structures) damage to enemies within a radius of 1.5 (up to 1.95 with mastery) once the Strike Fighter reaches its destination. After delivering its payload, the Strike Fighter will remain targetable by the enemy for 1 second, before returning to its platform. Each Strike Fighter has an individual 60 second cooldown between uses. If the Strike Fighter is destroyed during the bombing run, the cooldown is increased to 120 seconds.The Napalm Payload upgrade from the Fusion Core adds a patch of lingering fire, burning for 10 seconds in the area targeted by the Strike Fighter. Any enemy that passes through the fire receives a debuff that deals 100 damage over 10 seconds, regardless of whether they stay in the fire or not. Use this to place patches of fire at the front of an attack wave, bombing the units in front for full damage while dealing damage to the rest of the wave as they walk through the fire.Strike Fighters can lock on to targets you have vision of if targeted directly onto that target. This will cause them to home in on their target, dropping their payload directly on them. This is useful for landing a hit on a moving target, but will not necessarily get you the best hit possible. Learn enemy movement patterns and get a feel for the flight time of the Strike Fighters in order to maximize damage dealt.Strike Fighters can be targeted anywhere on the map, even without vision. You can send one Strike Fighter to gain vision of an enemy base or attack wave in order to reveal the area, allowing the rest of your Strike Fighters to lock on to their targets. Even without vision, you can still hit the enemy by using the minimap or the Raven’s Imaging Radar, though you cannot lock on to enemies you do not have direct vision of. Strike Fighters maintain vision of the area surrounding their target for 2 seconds after dropping their payload and departing. After the Napalm Payload upgrade is researched, the lingering vision lasts for the duration of the burning fire, plus an additional 2 seconds.Strike Fighters are an ideal option for taking out static defenses, high priority ground units, and enemy ground waves. Although most targets go down in one hit, be prepared to use two strikes against Immortals, Colossi, and Thors. Napalm Payload works marvelously against low-HP units such as Zerglings and Infested. Strike Fighters deal minimal damage to heroic structures such as Void Shards and Slivers, so prioritize different targets.

360 second cooldown. Space Station Reallocation teleports a Space Station into the ground at the targeted location, instantly dealing 5000 damage to all non-heroic enemies that it contacts within a radius of 3.8. Heroic targets instead take 500 damage. The Space Station then releases 12 Assault Drones that automatically attack nearby targets for 10 seconds, each possessing a DPS of 1.67. After 10 seconds, the Space Station explodes for an additional 300 (500 vs structures) damage to all enemies within a radius of 8.



Ideal against large clumps of enemies. This ability will likely become available before you are ready to push into an enemy base or face serious enemy waves, and it is therefore recommended that you use a lone Reaper, Galleon, or Strike Fighter to provide vision in an area of the map where the first Space Station will have a substantial impact, such as on a heavily fortified enemy base. Subsequent uses of this ability can be directed towards large enemy waves or bases depending on your needs. Maximize effectiveness by catching a wave of enemies passing through a base—thanks to Strike Fighters, getting vision in such a case is a breeze.



Enemies will attack the Space Station once it lands, which is useful since it draws them into the radius of the follow-up explosion. The Assault Drones function like those launched by Hangar Bay Galleons, and can draw out enemy spells such as Psionic Storm and Fungal Growth. Units with long range such as Colossi and Tempests may not come in close enough to take damage, however. Therefore, you may at times want to crash the Space Station into these siege units, though you should always prioritize high-HP targets such as Battlecruisers and Carriers.



The Space Station has 1500 HP. If it is killed before its 10 second duration is up, it will explode immediately, dealing damage as normal.

360 second cooldown. Space Station Reallocation teleports a Space Station into the ground at the targeted location, instantly dealing 5000 damage to all non-heroic enemies that it contacts within a radius of 3.8. Heroic targets instead take 500 damage. The Space Station then releases 12 Assault Drones that automatically attack nearby targets for 10 seconds, each possessing a DPS of 1.67. After 10 seconds, the Space Station explodes for an additional 300 (500 vs structures) damage to all enemies within a radius of 8.Ideal against large clumps of enemies. This ability will likely become available before you are ready to push into an enemy base or face serious enemy waves, and it is therefore recommended that you use a lone Reaper, Galleon, or Strike Fighter to provide vision in an area of the map where the first Space Station will have a substantial impact, such as on a heavily fortified enemy base. Subsequent uses of this ability can be directed towards large enemy waves or bases depending on your needs. Maximize effectiveness by catching a wave of enemies passing through a base—thanks to Strike Fighters, getting vision in such a case is a breeze.Enemies will attack the Space Station once it lands, which is useful since it draws them into the radius of the follow-up explosion. The Assault Drones function like those launched by Hangar Bay Galleons, and can draw out enemy spells such as Psionic Storm and Fungal Growth. Units with long range such as Colossi and Tempests may not come in close enough to take damage, however. Therefore, you may at times want to crash the Space Station into these siege units, though you should always prioritize high-HP targets such as Battlecruisers and Carriers.The Space Station has 1500 HP. If it is killed before its 10 second duration is up, it will explode immediately, dealing damage as normal.

360 second cooldown, with a 420 second initial coolup. Calls in the Dominion fleet, strafing the targeted area, attacking all enemies within for massive amounts of spread out damage along a targeted path. The fleet will attack nearby enemies with a barrage of lasers, each shot dealing 50 damage. Additionally, the fleet will fire Yamato Cannons at non-structure targets with over 200 health, dealing 300 damage per shot. The fleet attacks enemies within a radius of 10, and travels a length of 20 (32 with mastery) before expiring. Over the course of the fleet’s strafing run, this will total up to approximately 7000 (11500 with mastery) damage.



Use your area damage abilities before resorting to Call in the Fleet, as its true potential lies in its ability to deal concentrated single target damage, since it is limited by time and distance rather than concentration of targets in the area like conventional area damage abilities.



Call in the Fleet has two primary purposes: weakening enemy bases prior to a push and taking down high-HP objectives. Make sure to aim the fleet so that its flight path continues to have targets to fire upon. This calldown is not recommended for use against enemy waves, because most of its firepower will inevitably be lost against a moving target.

360 second cooldown, with a 420 second initial coolup. Calls in the Dominion fleet, strafing the targeted area, attacking all enemies within for massive amounts of spread out damage along a targeted path. The fleet will attack nearby enemies with a barrage of lasers, each shot dealing 50 damage. Additionally, the fleet will fire Yamato Cannons at non-structure targets with over 200 health, dealing 300 damage per shot. The fleet attacks enemies within a radius of 10, and travels a length of 20 (32 with mastery) before expiring. Over the course of the fleet’s strafing run, this will total up to approximately 7000 (11500 with mastery) damage.Use your area damage abilities before resorting to Call in the Fleet, as its true potential lies in its ability to deal concentrated single target damage, since it is limited by time and distance rather than concentration of targets in the area like conventional area damage abilities.Call in the Fleet has two primary purposes: weakening enemy bases prior to a push and taking down high-HP objectives. Make sure to aim the fleet so that its flight path continues to have targets to fire upon. This calldown is not recommended for use against enemy waves, because most of its firepower will inevitably be lost against a moving target.



Units and Structures



Han Units

All of Han’s ground units can be upgraded to trigger an effect upon death. The Stronger Death Chance mastery grants a chance for a more powerful version of this effect to trigger instead.





Polariton Torpedoes: 16.67 DPS

Hangar Bay (6 Assault Drones): 10.00 DPS



Galleons are used to train Han’s mercenaries and will be the first units you deploy. They can be used early on to attack enemy outposts on maps with contested expansions. They outrange static defenses and can defeat small groups of enemy units, though you should take care to keep your Galleons alive, as their deaths will hamper your production. You can have up to 5 Galleons at a time.



After constructing a Fusion Core, Galleons can be upgraded with Hangar Drones in order to enable them to deploy 6 Assault Drones, which are automatically rebuilt for free as they are destroyed—essentially allowing the Galleon to act as a Terran Carrier. Assault Drones possess only limited damage output, but are useful for diverting enemy fire and spells away from other, more valuable units. Be careful when upgrading Galleons against Zerg, as Parasitic Bomb—which cannot be cast on flying Reapers—can be used on the Assault Drones, and may lead to massive damage dealt to your Reapers. You’ll still want to get Hangar Bays, just be mindful of the positioning of your Reapers when engaging Vipers. The cost of the Hangar Bay upgrade is fairly steep though, at 150/200 each. Therefore, you should probably wait with upgrading your Galleons until you have built at least a few Ravens, started your upgrades, and deployed your first set of Horner units.

Galleons are used to train Han’s mercenaries and will be the first units you deploy. They can be used early on to attack enemy outposts on maps with contested expansions. They outrange static defenses and can defeat small groups of enemy units, though you should take care to keep your Galleons alive, as their deaths will hamper your production. You can have up to 5 Galleons at a time.After constructing a Fusion Core, Galleons can be upgraded with Hangar Drones in order to enable them to deploy 6 Assault Drones, which are automatically rebuilt for free as they are destroyed—essentially allowing the Galleon to act as a Terran Carrier. Assault Drones possess only limited damage output, but are useful for diverting enemy fire and spells away from other, more valuable units. Be careful when upgrading Galleons against Zerg, as Parasitic Bomb—which cannot be cast on flying Reapers—can be used on the Assault Drones, and may lead to massive damage dealt to your Reapers. You’ll still want to get Hangar Bays, just be mindful of the positioning of your Reapers when engaging Vipers. The cost of the Hangar Bay upgrade is fairly steep though, at 150/200 each. Therefore, you should probably wait with upgrading your Galleons until you have built at least a few Ravens, started your upgrades, and deployed your first set of Horner units.



P55 Scythe Pistol: 6.67 (vs units) DPS

D9 Charge: 11.11 (vs structures) DPS



Reapers form the core of your army, being cheap, quick to train, and effective in combat. Reapers start with several useful perks, including Combat Drugs that allow them to restore 2 health per second after being out of combat for at least 10 seconds, and Jet Packs that allow them to jump up and down cliffs.



The Reaper also starts with the ability to throw a KD8 charge every 20 seconds. KD8 Charges are explosives that deals 10 damage to enemies within a radius of 1, and knock enemies away. These explosives can be upgraded to LE9 Cluster Charges which reduces the cooldown to 10 seconds. This upgrade also enables Reapers to throw a volley of 7 Cluster Charges at nearby enemies upon death—with a chance for 15 Cluster Charges with the Stronger Death Chance mastery.



Jet Pack Overdrive can be researched at the Engineering Bay, granting Reapers the ability to fly for 10 seconds, with a 20 second cooldown. While flying, Reapers can move across impassable terrain and can shoot air targets with their auto attack.



Although powerful, Reapers tend to clump up and are very susceptible to area damage. Learning to control your Reapers and keep them alive will dramatically enhance your performance with Han and Horner.



Try to avoid unfavorable engagements with the enemy, such as fighting while Jet Pack Overdrive is on cooldown or fighting multiple battles back-to-back before Combat Drugs can heal damaged Reapers back to full. Engage enemies with Jet Pack Overdrive, create some space, and then fall back until Overdrive is available again. Reaper effectiveness can also be enhanced by using Strike Fighters to snipe casters prior to combat, or by learning to dodge spells such as Seeker Missile and Psionic Storm.



Theia Ravens provide an essential damage buff to Reapers, increasing all damage dealt to enemies targeted by Analyze Weakness by 3. As the Reaper’s attack is split into two shots, they benefit greatly from this—albeit this also comes at the cost of being doubly penalized by enemy armor, making enemies such as Battlecruisers tough to take down. Reapers can be augmented further by advantage of the Significant Others bonus by fielding any of Horners units, and by regularly making use of the Hellion death effect (Aerosol Stim Emitters), which increases the attack and movement speeds of all units near the Hellion at the time of death.

Reapers form the core of your army, being cheap, quick to train, and effective in combat. Reapers start with several useful perks, including Combat Drugs that allow them to restore 2 health per second after being out of combat for at least 10 seconds, and Jet Packs that allow them to jump up and down cliffs.The Reaper also starts with the ability to throw a KD8 charge every 20 seconds. KD8 Charges are explosives that deals 10 damage to enemies within a radius of 1, and knock enemies away. These explosives can be upgraded to LE9 Cluster Charges which reduces the cooldown to 10 seconds. This upgrade also enables Reapers to throw a volley of 7 Cluster Charges at nearby enemies upon death—with a chance for 15 Cluster Charges with the Stronger Death Chance mastery.Jet Pack Overdrive can be researched at the Engineering Bay, granting Reapers the ability to fly for 10 seconds, with a 20 second cooldown. While flying, Reapers can move across impassable terrain and can shoot air targets with their auto attack.Although powerful, Reapers tend to clump up and are very susceptible to area damage. Learning to control your Reapers and keep them alive will dramatically enhance your performance with Han and Horner.Try to avoid unfavorable engagements with the enemy, such as fighting while Jet Pack Overdrive is on cooldown or fighting multiple battles back-to-back before Combat Drugs can heal damaged Reapers back to full. Engage enemies with Jet Pack Overdrive, create some space, and then fall back until Overdrive is available again. Reaper effectiveness can also be enhanced by using Strike Fighters to snipe casters prior to combat, or by learning to dodge spells such as Seeker Missile and Psionic Storm.Theia Ravens provide an essential damage buff to Reapers, increasing all damage dealt to enemies targeted by Analyze Weakness by 3. As the Reaper’s attack is split into two shots, they benefit greatly from this—albeit this also comes at the cost of being doubly penalized by enemy armor, making enemies such as Battlecruisers tough to take down. Reapers can be augmented further by advantage of the Significant Others bonus by fielding any of Horners units, and by regularly making use of the Hellion death effect (Aerosol Stim Emitters), which increases the attack and movement speeds of all units near the Hellion at the time of death.



10.00/20.00 (vs armoured) DPS



Han’s Hellions are fragile units that perform best against armored targets, being equipped with a grenade launcher rather than the traditional flamethrower. They are primarily used in small numbers to support a larger force of Reapers.



Tar Bombs is an ability that deals 20 damage to a single enemy unit and slows the movement speed of all enemies around that unit by by 75%, as well as reducing enemy weapon range by 3 for 5 seconds. This ability allows you to better kite enemies, which is another benefit for Reapers.



Aerosol Stim Emitters grants the Hellion an on-death effect, which by default causes allied units within a radius of 3.5 of the destroyed Hellion to gain 25% movement speed and 15% attack speed for 15 seconds. This effect is improved to 50% movement speed and 30% attack speed when the Stronger Death Chance mastery triggers, and the new effect will override the regular buff.



Hellions can transform into Hellbats, which have higher HP but poorer mobility. Researching the Aerosol Stim Emitters upgrade also reduces transformation time between modes by 75%. If you build too many Hellions, you may want to transform a few of them into Hellbats, as the Hellion Aerosol Stim doesn’t stack and Hellbats are still handy to have.



Hellions should be used sparingly, and only in small numbers—primarily for the sake of the benefit of their Aerosol Stim for rest of your army. You can manually trigger the death effect by killing your own Hellions as necessary prior to engaging in combat—though just engaging and using the Reaper’s Jet Pack Overdrive is likely to result in the swift death of your Hellions in any case, since they will then be your only ground units.



Producing large numbers of Hellions is unlikely to work as effectively as an army of massed Reapers, even against mostly armored enemies, due to their low HP, higher price, and less responsive ground attack. Nonetheless, skilled players will be able to use Tar Bombs to debuff and kite enemies whose range fall below 6. Watch out for Siege Tanks and Colossi.

Han’s Hellions are fragile units that perform best against armored targets, being equipped with a grenade launcher rather than the traditional flamethrower. They are primarily used in small numbers to support a larger force of Reapers.Tar Bombs is an ability that deals 20 damage to a single enemy unit and slows the movement speed of all enemies around that unit by by 75%, as well as reducing enemy weapon range by 3 for 5 seconds. This ability allows you to better kite enemies, which is another benefit for Reapers.Aerosol Stim Emitters grants the Hellion an on-death effect, which by default causes allied units within a radius of 3.5 of the destroyed Hellion to gain 25% movement speed and 15% attack speed for 15 seconds. This effect is improved to 50% movement speed and 30% attack speed when the Stronger Death Chance mastery triggers, and the new effect will override the regular buff.Hellions can transform into Hellbats, which have higher HP but poorer mobility. Researching the Aerosol Stim Emitters upgrade also reduces transformation time between modes by 75%. If you build too many Hellions, you may want to transform a few of them into Hellbats, as the Hellion Aerosol Stim doesn’t stack and Hellbats are still handy to have.Hellions should be used sparingly, and only in small numbers—primarily for the sake of the benefit of their Aerosol Stim for rest of your army. You can manually trigger the death effect by killing your own Hellions as necessary prior to engaging in combat—though just engaging and using the Reaper’s Jet Pack Overdrive is likely to result in the swift death of your Hellions in any case, since they will then be your only ground units.Producing large numbers of Hellions is unlikely to work as effectively as an army of massed Reapers, even against mostly armored enemies, due to their low HP, higher price, and less responsive ground attack. Nonetheless, skilled players will be able to use Tar Bombs to debuff and kite enemies whose range fall below 6. Watch out for Siege Tanks and Colossi.



9.00/15.00(vs light) DPS



While Hellions are best suited towards fighting armored units, Hellbats perform best against swarms of light units. The Hellbat gives up mobility but has substantially higher HP than its Hellion counterpart (235 to 90).

Wildfire Explosives increases the Hellbat’s movement speed by 30% and causes them to trigger a death effect when killed. This causes the Hellbat to fear enemies within a radius of 3 for 3 seconds, causing them to run around haphazardly, preventing them from attacking or taking other actions. The Stronger Death Chance mastery variant empowers the effect to instead fear enemies within a radius of 4.24 for 3 seconds.



Their Immolation Fluid upgrade causes the Hellbat’s attacks to set enemies aflame, taking an additional 25 damage over 5 seconds. This is not a particularly useful upgrade, and should be skipped.



Hellbats are not recommended for widespread use due to their short range and large unit size. Reapers are usually capable of filling the same role, while also being cheaper, smaller, and stackable. Nonetheless, Hellbats can be effective against large numbers of light units, such as Infested or Zerglings. Building a few against strong ground waves can be useful, as you can run them directly into the enemy and let them die to fear the enemies, allowing for the rest of your army to clean up without fear of retaliation.

While Hellions are best suited towards fighting armored units, Hellbats perform best against swarms of light units. The Hellbat gives up mobility but has substantially higher HP than its Hellion counterpart (235 to 90).Wildfire Explosives increases the Hellbat’s movement speed by 30% and causes them to trigger a death effect when killed. This causes the Hellbat to fear enemies within a radius of 3 for 3 seconds, causing them to run around haphazardly, preventing them from attacking or taking other actions. The Stronger Death Chance mastery variant empowers the effect to instead fear enemies within a radius of 4.24 for 3 seconds.Their Immolation Fluid upgrade causes the Hellbat’s attacks to set enemies aflame, taking an additional 25 damage over 5 seconds. This is not a particularly useful upgrade, and should be skipped.Hellbats are not recommended for widespread use due to their short range and large unit size. Reapers are usually capable of filling the same role, while also being cheaper, smaller, and stackable. Nonetheless, Hellbats can be effective against large numbers of light units, such as Infested or Zerglings. Building a few against strong ground waves can be useful, as you can run them directly into the enemy and let them die to fear the enemies, allowing for the rest of your army to clean up without fear of retaliation.



125 (+35 vs shields) damage to a single target

40 (+40 vs shields) area damage



Widow Mines are defensive units that attack while burrowed. They deal high damage to a single target, as well as splash damage to enemies within a radius of 2.625 of the primary target. After firing, the Widow Mine requires 40 seconds to charge up its next shot. This cooldown is reduced by Significant Others.



The Executioner Missiles upgrade reduces the time between attacks by 20 seconds, and enables death effects. Upon death, the Widow Mine will fire 5 missiles at random locations within a radius of 5.5. each dealing 10 (+10 vs shields) damage to enemies within a radius of 2.625 of the explosion. The Stronger Death Chance mastery variant causes the Widow Mine to instead fire 10 missiles.



The Black Market Launchers upgrade increases the range of Widow Mines by 50%, increasing their range from 5 to 7.5 and enabling it to burrow and unburrow much faster.



Widow Mines are best supplemented by Mag Mines and placed in defensive positions, such as at choke points, at the top of ramps and near enemy spawn points. Unlike Han’s other units, Widow Mines cost 25 gas and should be used sparingly, if at all. In general, Mag Mines can be used to fulfill the purpose of Widow Mines, while costing nothing. Your gas is often better spent on Horner’s units, on unit upgrades, and on upgrading Galleons with Hangar Bays. Widow Mines are also much less useful against beefier units, as their AI prevents them from targeting the same unit at once—this will often result in weaker enemy units being eliminated, but leaving a core of tougher units that can then clean up your Widow Mines without retaliation.

Widow Mines are defensive units that attack while burrowed. They deal high damage to a single target, as well as splash damage to enemies within a radius of 2.625 of the primary target. After firing, the Widow Mine requires 40 seconds to charge up its next shot. This cooldown is reduced by Significant Others.The Executioner Missiles upgrade reduces the time between attacks by 20 seconds, and enables death effects. Upon death, the Widow Mine will fire 5 missiles at random locations within a radius of 5.5. each dealing 10 (+10 vs shields) damage to enemies within a radius of 2.625 of the explosion. The Stronger Death Chance mastery variant causes the Widow Mine to instead fire 10 missiles.The Black Market Launchers upgrade increases the range of Widow Mines by 50%, increasing their range from 5 to 7.5 and enabling it to burrow and unburrow much faster.Widow Mines are best supplemented by Mag Mines and placed in defensive positions, such as at choke points, at the top of ramps and near enemy spawn points. Unlike Han’s other units, Widow Mines cost 25 gas and should be used sparingly, if at all. In general, Mag Mines can be used to fulfill the purpose of Widow Mines, while costing nothing. Your gas is often better spent on Horner’s units, on unit upgrades, and on upgrading Galleons with Hangar Bays. Widow Mines are also much less useful against beefier units, as their AI prevents them from targeting the same unit at once—this will often result in weaker enemy units being eliminated, but leaving a core of tougher units that can then clean up your Widow Mines without retaliation.



Horner Units



18.82 DPS initially

37.65 DPS sustained



The Asteria Wraith is an all-purpose Horner unit that can attack both ground and air. The Wraith functions as an all-purpose unit that works better in sustained combat. Unless you’re fighting lots of armored air targets, it’s usually a better choice than the Viking for general-purpose usage. Given the high cost of Wraiths and the long cooldown between deployments, you should be especially careful to keep them alive.



Wraiths can cloak by default, though they can research Unregistered Cloaking System, enabling permanent cloaking. This upgrade should not be prioritized, as Amon will be likely to have detection in any case, and other research takes precedence. It is still worth getting, though.



Trigger Override enables the wraith to attack up to 10% faster with each attack, stacking up to 100%. Due to the nature of this attack speed buff, this makes them sluggish at the start of a fight, but enables them to ramp up ever faster as they gain more attack speed from consecutive attacks. This makes them significantly more useful in prolonged combat, such as against Infested or when attacking enemy bases, but is less relevant against attack waves.



In general, Wraiths are at their best when fighting alongside your Reapers, although they can be used in isolation to hunt down certain bonus objectives or to Tactical Jump over to clean up enemy waves that have been damaged by a volley of Mag Mines.

The Asteria Wraith is an all-purpose Horner unit that can attack both ground and air. The Wraith functions as an all-purpose unit that works better in sustained combat. Unless you’re fighting lots of armored air targets, it’s usually a better choice than the Viking for general-purpose usage. Given the high cost of Wraiths and the long cooldown between deployments, you should be especially careful to keep them alive.Wraiths can cloak by default, though they can research Unregistered Cloaking System, enabling permanent cloaking. This upgrade should not be prioritized, as Amon will be likely to have detection in any case, and other research takes precedence. It is still worth getting, though.Trigger Override enables the wraith to attack up to 10% faster with each attack, stacking up to 100%. Due to the nature of this attack speed buff, this makes them sluggish at the start of a fight, but enables them to ramp up ever faster as they gain more attack speed from consecutive attacks. This makes them significantly more useful in prolonged combat, such as against Infested or when attacking enemy bases, but is less relevant against attack waves.In general, Wraiths are at their best when fighting alongside your Reapers, although they can be used in isolation to hunt down certain bonus objectives or to Tactical Jump over to clean up enemy waves that have been damaged by a volley of Mag Mines.



Vs air: 20.00/35.00 (vs armoured) DPS

Vs ground: 18.00 DPS



Vikings are versatile units that can switch between Fighter Mode and Assault Mode. In Fighter Mode, Vikings function as long-ranged anti air units with bonus damage versus armored targets. In Assault Mode, Vikings become a grounded mech walker wielding gatling cannons.



Vikings can be upgraded to gain the WILD Missiles ability. WILD Missiles launches 5 missiles at the targeted enemy, each dealing 15 (25 vs armored) damage. Each Viking can hold up to 2 charges of this ability, with a 20 second cooldown to regenerate charges and a 5 second cooldown between each cast. These missiles travel slowly, and are likely to overkill.



Vikings can also be upgraded to use Shredder Rounds in Assault Mode, causing their gatling cannons to pierce, damaging all enemies in a straight line 7 long and 3 wide that is aimed at their primary target. This makes Vikings in Assault Mode capable of dealing large amounts of area damage—as a result, they are well-suited for defeating large numbers of low-HP units, such as Infested and Zerglings. Assault Mode Vikings make for an excellent supplementary unit on Dead of Night and Miner Evacuation. The Shredder Rounds upgrade also reduces the transformation time of Vikings by 75%.



Vikings are an effective supplement to Reapers when facing lots of armored air targets, such as Carriers or Battlecruisers. Vikings can also help you maintain air superiority while Jet Pack Overdrive is on cooldown.

Vikings are versatile units that can switch between Fighter Mode and Assault Mode. In Fighter Mode, Vikings function as long-ranged anti air units with bonus damage versus armored targets. In Assault Mode, Vikings become a grounded mech walker wielding gatling cannons.Vikings can be upgraded to gain the WILD Missiles ability. WILD Missiles launches 5 missiles at the targeted enemy, each dealing 15 (25 vs armored) damage. Each Viking can hold up to 2 charges of this ability, with a 20 second cooldown to regenerate charges and a 5 second cooldown between each cast. These missiles travel slowly, and are likely to overkill.Vikings can also be upgraded to use Shredder Rounds in Assault Mode, causing their gatling cannons to pierce, damaging all enemies in a straight line 7 long and 3 wide that is aimed at their primary target. This makes Vikings in Assault Mode capable of dealing large amounts of area damage—as a result, they are well-suited for defeating large numbers of low-HP units, such as Infested and Zerglings. Assault Mode Vikings make for an excellent supplementary unit on Dead of Night and Miner Evacuation. The Shredder Rounds upgrade also reduces the transformation time of Vikings by 75%.Vikings are an effective supplement to Reapers when facing lots of armored air targets, such as Carriers or Battlecruisers. Vikings can also help you maintain air superiority while Jet Pack Overdrive is on cooldown.

Ravens serve as your only source of mobile detection, allowing you to spot cloaked and burrowed units. They use a special Imaging Radar that reveals the silhouette of enemies within a 25 range of the Raven, even when outside normal vision—this can be handy for aiming Precision Strikes.



Ravens can use Analyze Weakness, passively channeling on an enemy until canceled. Any enemy being Analyzed will take an additional 3 damage from all incoming damage sources. While this may not seem like much, it makes a huge difference for units with fast attack speed and low damage. This is primarily beneficial for Reapers and Assault Drones, making an enormous difference in their damage output, and makes an especially large difference against enemies with HP and armor, such as against Battlecruisers or the Trains on Oblivion Express.



The Raven can be upgraded with Multithreaded Sensors, which allows up to four targets to be Analyzed simultaneously by a single Raven. Analyze Weakness has a short cooldown, and is capable of acquiring multiple targets within the span of one cast. Make sure that you have enough Ravens that their Analyze Weakness can keep up with the rate at which you are killing enemies, especially against multiple weaker foes like Infested.



Raven’s have Silent Mode, which causes them to cloak but lose their ability to move. This is primarily useful if you want to keep vision of a specific area. Unlike Overseers and Observers, this does not increase their vision radius.



You should always mix a minimum of 2-3 Ravens in with your other forces.

Ravens serve as your only source of mobile detection, allowing you to spot cloaked and burrowed units. They use a special Imaging Radar that reveals the silhouette of enemies within a 25 range of the Raven, even when outside normal vision—this can be handy for aiming Precision Strikes.Ravens can use Analyze Weakness, passively channeling on an enemy until canceled. Any enemy being Analyzed will take an additional 3 damage from all incoming damage sources. While this may not seem like much, it makes a huge difference for units with fast attack speed and low damage. This is primarily beneficial for Reapers and Assault Drones, making an enormous difference in their damage output, and makes an especially large difference against enemies with HP and armor, such as against Battlecruisers or the Trains on Oblivion Express.The Raven can be upgraded with Multithreaded Sensors, which allows up to four targets to be Analyzed simultaneously by a single Raven. Analyze Weakness has a short cooldown, and is capable of acquiring multiple targets within the span of one cast. Make sure that you have enough Ravens that their Analyze Weakness can keep up with the rate at which you are killing enemies, especially against multiple weaker foes like Infested.Raven’s have Silent Mode, which causes them to cloak but lose their ability to move. This is primarily useful if you want to keep vision of a specific area. Unlike Overseers and Observers, this does not increase their vision radius.You should always mix a minimum of 2-3 Ravens in with your other forces.



ATX Laser: 78.26 DPS

Mini Yamato: 100.00 DPS



The Sovereign Battlecruiser is arguably the most powerful non-heroic unit in the game. Its Mini Yamato gun can dish out 200 damage per shot before upgrades, and the effects of Significant Others can bring the Battlecruiser up over 1400 hp.



Battlecruisers start with ATX Laser Batteries, but can also be upgraded to have the option of using the Mini Yamato Gun as their primary weapon. Although the Mini Yamato Gun possesses superior DPS and burst damage, it will overkill most targets. However, you can switch weapon systems on the fly, allowing you to change between ATX Lasers and the Mini Yamato depending on what you are fighting. By the time you will be likely to deploy Battlecruisers, the biggest threats you will face are high-HP units such as Thors and Battlecruisers. Against these units, the Mini Yamato is preferable. But when enemies are attacking as hordes of weaker units, such as on Infested maps, switch back to the ATX Laser—or just don’t research the Overcharged Reactor upgrade, depending on context. While in ATX Laser Battery mode, the Battlecruiser can fire while moving, making it ideal when chasing enemies. When using the Mini Yamato Gun, stutter stepping the Battlecruiser can achieve a similar effect.



Unlike the rest of your units, Battlecruisers are generally unfazed by enemy spellcasters, even shrugging off hits from enemy Yamato Cannons. They are a good choice on maps such as Scythe of Amon, where you’ll be facing lots of high HP enemy air units.



Given the Battlecruiser’s high cost and tendency to overkill, Wraiths and Vikings are often a better choice when it comes to damage. However, the Battlecruiser is exceptionally good at absorbing enemy fire and shielding your other units, which makes it a valuable late game addition in any case where the enemy has any measure of anti-air firepower.

The Sovereign Battlecruiser is arguably the most powerful non-heroic unit in the game. Its Mini Yamato gun can dish out 200 damage per shot before upgrades, and the effects of Significant Others can bring the Battlecruiser up over 1400 hp.Battlecruisers start with ATX Laser Batteries, but can also be upgraded to have the option of using the Mini Yamato Gun as their primary weapon. Although the Mini Yamato Gun possesses superior DPS and burst damage, it will overkill most targets. However, you can switch weapon systems on the fly, allowing you to change between ATX Lasers and the Mini Yamato depending on what you are fighting. By the time you will be likely to deploy Battlecruisers, the biggest threats you will face are high-HP units such as Thors and Battlecruisers. Against these units, the Mini Yamato is preferable. But when enemies are attacking as hordes of weaker units, such as on Infested maps, switch back to the ATX Laser—or just don’t research the Overcharged Reactor upgrade, depending on context. While in ATX Laser Battery mode, the Battlecruiser can fire while moving, making it ideal when chasing enemies. When using the Mini Yamato Gun, stutter stepping the Battlecruiser can achieve a similar effect.Unlike the rest of your units, Battlecruisers are generally unfazed by enemy spellcasters, even shrugging off hits from enemy Yamato Cannons. They are a good choice on maps such as Scythe of Amon, where you’ll be facing lots of high HP enemy air units.Given the Battlecruiser’s high cost and tendency to overkill, Wraiths and Vikings are often a better choice when it comes to damage. However, the Battlecruiser is exceptionally good at absorbing enemy fire and shielding your other units, which makes it a valuable late game addition in any case where the enemy has any measure of anti-air firepower.

175 (400 vs non-heroic structures) damage



Each Strike Fighter Platform allows you to command its Strike Fighter to bomb an area, dealing damage to ground units and structures within a radius of 1.5. Strike Fighters move very quickly, but can be shot down. You can command individual Platforms to bomb an area, but you’ll more likely want to use the top bar Precision Strike ability. After the Strike Fighter has dropped its payload, it returns to the Platform and starts a 60 second cooldown timer. If the Strike Fighter is destroyed, the cooldown is doubled to 120 seconds as the Platform rebuilds the Fighter. Up to a maximum of 10 Strike Fighter Platforms can exist at a time.



Strike Fighters are very powerful against ground based attack waves, and can also be used to weaken enemy base defenses and snipe dangerous units such as spellcasters.



Since the Strike Fighter is a unit, it can interact with pickups such as Salvage dropped by your units, resource pickups created by Kerrigan’s Assimilation Aura, or even the mission objective Parts in Part and Parcel.



Strike Fighters provide vision as they travel. After dropping their payload, you retain vision around the targeted area for 2 seconds. If you have the Napalm Payload upgrade, vision lasts for an additional 10 seconds while the fire burns. This vision is useful for many calldowns, allowing you to pick and choose your targets as you please.



The Napalm Payload upgrade lights up the area where the bomb lands with fire for 10 seconds. During this time, any units that touch the fire will suffer 100 damage over 10 seconds, regardless of whether or not they remain in the fire.

Strikes Fighters have 50 health, and receive bonus health from Significant Others. Due to the high movement speed of Strike Fighters, they are practically guaranteed to reach their destination. However, they can be shot down after delivering their payload.



As Strike Fighters possess low health and rely on their high movement speed to avoid damage, units with hitscan weapons such as Marines and Hybrid Dominators are especially threatening to your Strike Fighters. Eliminate a few dangerous enemy defenses before sending them deep into an enemy base.



Each Strike Fighter Platform allows you to command its Strike Fighter to bomb an area, dealing damage to ground units and structures within a radius of 1.5. Strike Fighters move very quickly, but can be shot down. You can command individual Platforms to bomb an area, but you’ll more likely want to use the top bar Precision Strike ability. After the Strike Fighter has dropped its payload, it returns to the Platform and starts a 60 second cooldown timer. If the Strike Fighter is destroyed, the cooldown is doubled to 120 seconds as the Platform rebuilds the Fighter. Up to a maximum of 10 Strike Fighter Platforms can exist at a time.Strike Fighters are very powerful against ground based attack waves, and can also be used to weaken enemy base defenses and snipe dangerous units such as spellcasters.Since the Strike Fighter is a unit, it can interact with pickups such as Salvage dropped by your units, resource pickups created by Kerrigan’s Assimilation Aura, or even the mission objective Parts in Part and Parcel.Strike Fighters provide vision as they travel. After dropping their payload, you retain vision around the targeted area for 2 seconds. If you have the Napalm Payload upgrade, vision lasts for an additional 10 seconds while the fire burns. This vision is useful for many calldowns, allowing you to pick and choose your targets as you please.The Napalm Payload upgrade lights up the area where the bomb lands with fire for 10 seconds. During this time, any units that touch the fire will suffer 100 damage over 10 seconds, regardless of whether or not they remain in the fire.Strikes Fighters have 50 health, and receive bonus health from Significant Others. Due to the high movement speed of Strike Fighters, they are practically guaranteed to reach their destination. However, they can be shot down after delivering their payload.As Strike Fighters possess low health and rely on their high movement speed to avoid damage, units with hitscan weapons such as Marines and Hybrid Dominators are especially threatening to your Strike Fighters. Eliminate a few dangerous enemy defenses before sending them deep into an enemy base.

27.91 DPS



The standard Terran Missile Turret. Due to the mineral-hungry nature of Reapers, you’ll scarcely have the extra resources for these. You can still build them in cases such as on Void Launch, which allows you to intercept the large numbers of enemy air units without relocating your army. Against cloaked Ghosts attempting to nuke your base, you may want to construct a few Missile Turrets, though Han and Horner’s lack of anti-ground defensive structures means that you will have to rely on Mag Mines, call in a Precision Strike or Tactical Jump one of Horner’s units over in order to take the Ghost out.

The standard Terran Missile Turret. Due to the mineral-hungry nature of Reapers, you’ll scarcely have the extra resources for these. You can still build them in cases such as on Void Launch, which allows you to intercept the large numbers of enemy air units without relocating your army. Against cloaked Ghosts attempting to nuke your base, you may want to construct a few Missile Turrets, though Han and Horner’s lack of anti-ground defensive structures means that you will have to rely on Mag Mines, call in a Precision Strike or Tactical Jump one of Horner’s units over in order to take the Ghost out. All of Han’s ground units can be upgraded to trigger an effect upon death. The Stronger Death Chance mastery grants a chance for a more powerful version of this effect to trigger instead.











In-depth



Build Order

On maps with Rocks at the expansion, a Command Center first build is more economically efficient. However, you will need a more aggressive approach for maps where the expansion is guarded by enemies. In this case, building multiple Galleons and pushing out aggressively with them will help you set up your expansion faster. Early Galleons are recommended for Chain of Ascension, Malwarfare, Miner Evacuation, Mist Opportunities, Part and Parcel, Vermillion Problem and Scythe of Amon.



Command Center first

14 Supply Depot



Supply Depot 17 Command Center beside Rocks



Command Center beside Rocks 19 Galleon



Galleon 20 Refinery, Refinery



Refinery, Refinery 21 4 Reapers (attack Rocks)



4 Reapers (attack Rocks) 28 Armory



Armory Relocate the expansion Command Center once the Rocks are down



32 Engineering Bay



Engineering Bay 36 +1 Weapons, Jet Pack Overdrive



+1 Weapons, Jet Pack Overdrive 38 Refinery, Refinery, Supply Depot



Refinery, Refinery, Supply Depot Build the remaining Galleons Galleons before Command Center on maps with contested expansions

14 Supply Depot



Supply Depot 16 Galleon



Galleon 19 Galleon



Galleon 20 Refinery



Refinery 21 Refinery



Refinery 28 Command Center



Command Center Add 4-10 Reapers to attack enemy structures at your expansion. Some expansions are better guarded than others



32 Refinery, Refinery



Refinery, Refinery 36 Supply Depot



Supply Depot Build the remaining Galleons

Masteries

Power Set 1: Strike Fighter Area of Effect Radius: +1% - 30%



Stronger Death Chance: +1.5% - 45% If you plan to use Strike Fighters, increasing the area of effect radius is worthwhile. Increased AoE is especially useful on Dead of Night, as you can take out multiple Infested structures with a single Strike Fighter. Opting for the Strike Fighter mastery will improve your performance against static defenses and enemy ground waves. If you prefer to forgo Strike Fighters, or if you plan to use Han’s units very aggressively, pick the Stronger Death Chance mastery. Stronger Death Chance is a significant improvement for the Reaper and Hellion death effects in particular—especially if you are adept at regularly building Hellions to buff up the rest of your army.



Refer to the Unit section for details on what each improved death effect does.



Power Set 2 Significant Others Bonuses: +0.5% - 15%



Double Salvage Chance: +2% - 60% The Significant Others mastery is almost always the optimal choice. Ideally, you will lose as few units as possible, making the Salvage mastery relatively weaker the better you are at keeping your units alive. Additionally, the increased attack speed for Han and the increased HP for Horner are both useful perks. Without the mastery, every 1 supply of Han units increases the HP of Horner units by 0.5%, and every 1 supply of Horner units increases the attack speed of Han units by 0.5%. This mastery is cumulative with the basic effect, rather than multiplicative, meaning that with full mastery, Horner units will gain 0.65% HP per 1 supply of Han units, and Han units gain 0.65% faster attack speed per 1 supply of Horner units.



One notable benefit of Double Salvage Chance is that allies with high unit turnover, such as Zagara and Alarak, may benefit greatly from Double Salvage Chance. Note that the base Salvage effect only returns 10% of the unit cost for your ally—with the mastery, this will give them a 60% chance to increase the Salvage to 20% of the unit’s cost. This can make a huge difference for certain commanders that already operate on a tight budget.



Power Set 3: Air Fleet Travel Distance: +2% - 60%



Mag Mines charges, Cooldown and Arming Time: -1% - 30% The ideal choice for Power Set 3 depends both on the map and on your playstyle. If you play maps randomly, the Mag Mine mastery will be a safer bet. Mag Mines are very useful for defending your base during the early game and for stopping enemy attack waves later on. The faster arming time is very helpful for deploying Mag Mines in emergency situations where you need to put a stop to an incoming attack wave in a hurry. With the faster arming time, you don’t need to plan ahead as much in terms of Mag Mine placement and can use them on a more “as needed” basis to augment both your defense and offense. On the other hand, if you are confident in your ability to stop attack waves, or if you plan to complete the map quickly before large enemy waves become problematic, Air Fleet Travel Distance can be useful. Increased Travel Distance allows the Dominion fleet to better lay waste to large enemy bases. This is particularly useful for short maps such as Void Thrashing and Rifts to Korhal. It is also useful when fighting Trains on Oblivion Express and Part and Parcel.



Even if you are opting for Air Fleet Travel Distance, getting a few points in Mag Mines can be useful just to give you a higher cap on Mag Mine charges, providing you with greater freedom in when and where to use them.

If you plan to use Strike Fighters, increasing the area of effect radius is worthwhile. Increased AoE is especially useful on Dead of Night, as you can take out multiple Infested structures with a single Strike Fighter. Opting for the Strike Fighter mastery will improve your performance against static defenses and enemy ground waves. If you prefer to forgo Strike Fighters, or if you plan to use Han’s units very aggressively, pick the Stronger Death Chance mastery. Stronger Death Chance is a significant improvement for the Reaper and Hellion death effects in particular—especially if you are adept at regularly building Hellions to buff up the rest of your army.Refer to thesection for details on what each improved death effect does.The Significant Others mastery is almost always the optimal choice. Ideally, you will lose as few units as possible, making the Salvage mastery relatively weaker the better you are at keeping your units alive. Additionally, the increased attack speed for Han and the increased HP for Horner are both useful perks. Without the mastery, every 1 supply of Han units increases the HP of Horner units by 0.5%, and every 1 supply of Horner units increases the attack speed of Han units by 0.5%. This mastery is cumulative with the basic effect, rather than multiplicative, meaning that with full mastery, Horner units will gain 0.65% HP per 1 supply of Han units, and Han units gain 0.65% faster attack speed per 1 supply of Horner units.One notable benefit of Double Salvage Chance is that allies with high unit turnover, such as Zagara and Alarak, may benefit greatly from Double Salvage Chance. Note that the base Salvage effect only returns 10% of the unit cost for your ally—with the mastery, this will give them a 60% chance to increase the Salvage to 20% of the unit’s cost. This can make a huge difference for certain commanders that already operate on a tight budget.The ideal choice for Power Set 3 depends both on the map and on your playstyle. If you play maps randomly, the Mag Mine mastery will be a safer bet. Mag Mines are very useful for defending your base during the early game and for stopping enemy attack waves later on. The faster arming time is very helpful for deploying Mag Mines in emergency situations where you need to put a stop to an incoming attack wave in a hurry. With the faster arming time, you don’t need to plan ahead as much in terms of Mag Mine placement and can use them on a more “as needed” basis to augment both your defense and offense. On the other hand, if you are confident in your ability to stop attack waves, or if you plan to complete the map quickly before large enemy waves become problematic, Air Fleet Travel Distance can be useful. Increased Travel Distance allows the Dominion fleet to better lay waste to large enemy bases. This is particularly useful for short maps such as Void Thrashing and Rifts to Korhal. It is also useful when fighting Trains on Oblivion Express and Part and Parcel.Even if you are opting for Air Fleet Travel Distance, getting a few points in Mag Mines can be useful just to give you a higher cap on Mag Mine charges, providing you with greater freedom in when and where to use them. On maps with Rocks at the expansion, a Command Center first build is more economically efficient. However, you will need a more aggressive approach for maps where the expansion is guarded by enemies. In this case, building multiple Galleons and pushing out aggressively with them will help you set up your expansion faster. Early Galleons are recommended for Chain of Ascension, Malwarfare, Miner Evacuation, Mist Opportunities, Part and Parcel, Vermillion Problem and Scythe of Amon.











Synergies























Raynor Strike Fighters can provide vision for Dusk Wings for use on distant targets. The Hyperion can increase the damage output of Reapers, while Ravens and Hellions can do likewise for Marines. Han and Horner and Raynor all have calldowns with high offensive power, making it feasible to use top bars alone to power through entire sections of some maps while both commanders build up a critical mass of Reapers and Marines. Medics can keep Galleons and Battlecruisers efficiently repaired. Kerrigan Kerrigan can immobilize vast numbers of enemy forces, allowing your Reapers to safely mop up the remaining enemies. Han and Horner can use their offensive calldowns to break into bases that Kerrigan might have difficulty with. Kerrigan’s Malignant Creep is beneficial to Han’s Reapers, allowing them to perform better in combat and heal up even faster. Artanis Striker Fighters can provide vision for Artanis’ Power Field. Guardian Shell and Shield Overcharge will greatly enhance the survivability of Han’s Reapers, making them far more resilient towards area damage. Han and Horner’s Salvage ability helps to alleviate Artanis’ casualties, making him better capable of trading blows with the enemy. Han and Horner’s SCV’s can repair Artanis’ mechanical units. Swann Han and Horner benefit greatly from Swann’s extra gas, allowing them to upgrade their Galleons with Hangar Bays earlier into the game, as well as enabling Horner to deploy more of his elite units. Swann’s powerful static defenses are useful to Han and Horner, alleviating their own lack of static defenses. Zagara Zagara’s high unit turnover means that she benefits greatly from Han and Horner’s Salvage ability—and Zagara’s free Banelings also return Salvage. Frenzy enhances the damage output of Han and Horner’s army, while Ravens are a great boost to Zagara’s Zerglings. Vorazun Time Stop can allow Reapers to dispatch enemy bases quickly and safely. Cloaked Wraiths receive significant benefits from Vorazun, dealing additional damage and gaining a second life. Black Hole and Strike Fighters make for a very powerful combination, and can annihilate entire armies. Karax Karax’s Reconstruction Beam decreases the likelihood of losing Galleons, and extends the life expectancy of Han and Horner’s non-Reaper units. Chrono Wave and Chrono Boost speed up the charge production of the Dominion Starport, allowing Horner to field more of his elite units. The Spear of Adun can be used to snipe dangerous units that could threaten Han’s Reapers, and benefits from the vision granted by Strike Fighters. Karax’s static defenses can be beneficial to Han and Horner, who lack static defenses of their own. Abathur Ultimate Evolutions are excellent tanks, and pair well with the damage output of Reapers. Devourers and their armor reduction ability can substantially increase the damage dealt by Reapers, though this is largely only worth the resource investment when you are facing air targets. The combination of Toxic Nests and Mag Mines provides an excellent defense, though this comes with a measure of overlap. Abathur’s healing capabilities can also be somewhat helpful to Han and Horner. Alarak Havocs enhance the damage output of Reapers, though the bonus range they provide is of greater benefit. Alarak’s Sacrifices benefit from Han and Horner’s Salvage, and are a significant benefit to Alarak’s Ascendants. Mag Mines and Structure Overcharge provide excellent defensive capabilities. Alarak specializes in destroying attack waves, while Han and Horner are great at demolishing structures. Nova Nova’s Defensive Drones and Ravens are very effective at keeping Han & Horner’s air units and Galleons alive. Tactical Airlift can be used to relocate Mira’s units and Galleons quickly. Nova appreciates the vision granted by Han & Horner’s Strike Fighters allowing her to use Griffin Airstrike and Tactical Airlift to be used with ease. Nova can effectively Snipe enemy casters that threaten Han’s Reapers. Stukov Stukov’s Infested make for excellent tanks for Han’s fragile Reapers, which can dish out damage from behind the Infested. Infested Bunkers make for a very good emplacement to set up Mag Mines, as they will tend towards being near the front lines and will draw enemies to attack them while the Mag Mines find their targets. Theia Ravens’ Analyze Weakness ability massively increases the damage output of Stukov’s infantry. Fenix Horner’s Ravens and Talis’ Ricochet Glaive provide the same type of damage-amplification synergy, which proves immensely powerful for both Reapers and Carriers. Han and Horner’s SCVs can repair Fenix’s mechanical units, and Fenix’s Protective Field is a great help to Mira’s fragile Reapers. If both players are exceptionally coordinated, Strike Fighters can also be used to provide vision to warp in Fenix’s Suits anywhere on the map, which is very handy for the Cybros Arbiter in particular. Dehaka Han can place Mag Mines outside of enemy encampments, and Dehaka can pull enemy units into them, providing extra damage and accelerating his Essence collection. Reapers have exceptional damage against structures, and benefit greatly from having Dehaka around to tank for them and clear out dangerous enemy units. Primal Wurms can also be Deep Tunneled to clusters of Mag Mines on-demand, holding enemy units in place as they trigger. Dehaka’s powerful area damage pairs effectively with the single target damage of Reapers.



Map-Specific Tips

























Chain of Ascension Place Mag Mines and Supply Depots near the ramps leading into your base, where they will intercept incoming enemy attack waves.



Open with a few early Galleons to claim your expansion.



Use a small force of Galleons, Reapers and a Raven to clear out the first set of enemy defenses.



Save up a few Mag Mines for the second attack wave. This wave is unusually large, and will require a larger batch of Mag Mines. The second wave will spawn on opposite side of the map from the first wave.



Push Ji’nara forward to trigger the first and second sets of Hybrid spawns, and use Space Station Reallocation on the first set of Hybrid and Call in the Fleet on the second set of Hybrid to take them out.



Prior to triggering any of the Hybrids spawns, you can trap the area where the enemies will spawn with Mag Mines. Try to place them where the supporting units will spawn, as Hybrids themselves have high HP and are less affected by the area damage from the Mag Mines.



The Slayn Elementals should be easily dispatched by using just Reapers and Ravens, but watch out for its area effect cocoon ability.



Dead of Night You can take out a few Infested Structures during Day 1 just by using Galleons.



Defend during Night 1 by building structures to partially block the entrance, then place two Hellbats in the opening and Reapers shooting from behind. Mag Mines can help against the Special Infested; use the Reaper’s Jet Pack Overdrive to take down Chokers and Kaboomers.



During Night 1, begin constructing Strike Fighter Platforms and a Fusion Core; don’t stop until you have all 10 Platforms up and running and have researched Napalm Payload.



You can use a Strike Fighter to gain vision on a fortified enemy base—the northern, northeastern, and southeastern enemy bases make for good targets—and use Space Station Reallocation on a large cluster of units. Save Call in the Fleet for the northwestern base.



Once you have Strike Fighters in play, use them to take out the Infested structures. Most Infested Structures will be destroyed with a single Precision Strike after Napalm Payload is researched, save for the large Bio-Domes which will require three hits. Aim Precision Strikes between Structures to take down multiple Structures at once. The Strike Fighter mastery is particularly useful for this.



During Day 2, push out with your army to take down additional Infested Structures. Watch out for enemy Ravens when against Terran enemies, and watch out for cloaked/burrowed units when against Protoss and Zerg. Clear out the western side of the map first and then push into the southwestern section as time allows. You can mop up everything that’s left during Day 3.



Defending during Night 2 can be a little dicey, as you may need to split your forces to guard two entrances, depending on your ally. Watch out for the Special Infested, and add Mag Mines to supplement your defense.



Continue using Strike Fighters to finish off the Infested Structures along the northern and eastern sections of the map.



During Day 3, use your Reapers and Strike Fighters to destroy any remaining Infested Structures.



Lock & Load Place your first Mag Mines in front of the central Celestial Lock—the first set of enemies may walk through them, and even if they don’t you will still be able to lure the defenders guarding the Lock into triggering them. Use Mag Mines to subsequently defend the Celestial Locks against enemy attacks, and to provide vision for other calldowns or reinforcements.



Use Space Station Reallocation against the southeastern or southwestern Celestial Locks. Save Call in the Fleet for weakening the enemies guarding the northeastern and northwestern Celestial Locks.



As the map is easy to finish quickly, Reapers, Ravens, and Wraiths should be all you need to secure the Locks and finish the map.



The Tactical Jump upgrade is useful for Wraiths, allowing them to intercept any enemies that attempt to capture a Celestial Lock you have already secured.



Malwarfare You only need 1-2 Galleons to claim your expansion.



You should, in general, place your Mag Mines around the Security Terminals to intercept enemies that will attack Aurana directly.



Use a large force of Reapers, Ravens, Wraiths, and Vikings, aided by Strike Fighters, to clear out enemy forces ahead of Aurana’s Transport.



Suppression Towers are not tagged as heroic. This means that Space Station Reallocation will deal its full 5000 damage to them. All Suppression Towers except the first have 6000 HP. The very first Suppression Tower has 5000 HP, and can therefore be destroyed instantly. You can make use of Space Station Reallocation and Tactical Jump to take out inconvenient Suppression Towers very effectively.



When Space Station Reallocation is not available, use your Reapers to demolish Suppression Towers quickly. Watch out for the Suppression Towers’ area attacks.



Saving the Data Cores can be tricky, but the best times to save the two Data Cores are just after clearing out the second and third Security Terminals, respectively. Make sure to send a large force to the bonus so you don’t get overwhelmed, or use a smaller force paired with plenty of Mag Mines.



Watch the map for enemy attack waves heading towards you base, and place Mag Mines along their path. Tactical Jump Horner’s units back to defend if necessary.



Extra Mag Mines can be used to kill off the the reinforcements that come to support the Suppression Towers as you are guarding the third and fourth Security Terminals. Be aware that even if you know the specific spawn locations for these units, the Suppression Tower spawns are randomized, so there is a chance that your Mag Mines will never have the opportunity to trigger.



Miner Evacuation Open with early Galleons and use them to clear a path to the first Evacuation Ship.



Use Space Station Reallocation to clear out the enemies guarding the expansion.



Switch into Reapers to defend against the Infested that come to attack the first Evacuation Ship. Use Jet Pack Overdrive to keep your Reapers alive and take out the enemy Nydus Worms as they emerge.



Deploy Mag Mines around the first Evacuation Ship for additional defense. Subsequently use Mag Mines to protect the paths leading to your expansion, as this is where enemy attack waves will focus their aggression.



Use Call in the Fleet to kill or substantially weaken Blightbringer and the Eradicators. Try to avoid using Call in the Fleet when Blightbringer is burrowed—it’ll only burrow when it is fighting a player’s units.



If your Reapers start to get overwhelmed, use Jet Pack Overdrive, push out to clear some space, and then fall back to the Evacuation Ship. Repeat as necessary.



Mist Opportunites Use Mag Mines to defend against the first wave of enemies that move to attack your base. As many waves on this map are randomized, just place your subsequent Mag Mines near choke points, where multiple waves of enemies have a chance to pass through.



Keep an eye on the map so that you can intercept enemy waves before they reach the Harvesting Bots. If any enemy waves break through or a Harvesting Bot is in danger, use Space Station Reallocation to take out the enemies.



Use Call in the Fleet to weaken the enemies guarding the Terrazine Extraction Devices.



Researching Tactical Jump can be useful to give yourself enhanced mobility in order to intercept any stragglers that make it past your fields of Mag Mines.



Oblivion Express Put your first 2-3 sets of Mag Mines at the top of the northern ramp into your base. Place the next 2-3 Mag Mines at the southern ramp. Thereafter, divide your Mag Mines between both ramps as needed—or if you can get access to the enemy wave spawn points, place them there.



Use Space Station Reallocation to eliminate the escorts that accompany the first Train. The Train can then be dispatched using just Galleons, Reapers, and a Raven.



Construct all five Galleons and continue producing Reapers. Add on a few more Ravens, and begin constructing Strike Fighter Platforms as gas allows.



Call in the Fleet can nearly take out the second Train on its own. Finish it off with your army.



Save the second cast of Call in the Fleet for the double Train waves. Strafe one Train with the Dominion fleet while you take out the other Train with your standing army. Start the ability near the middle of the Train if possible, and point it in the same direction that the Train is moving to in order to maximize damage dealt.



Part and Parcel Open up with early Galleons and a number of Reapers. Claim your expansion and then push into the western portion of the map, where you’ll find a large number of easy to collect Parts. Use Space Station Reallocation if you run into any measure of enemy resistance.



An attack wave will come from one of two directions. Wait until you see which side the enemies are coming from, then deploy Mag Mines to intercept them before they can enter your base. Use a Supply Depot to grab the attention of the enemy units while the Mag Mines trigger, if necessary.



Use Call in the Fleet to take down the bonus objective Train as they enter the map. Make sure to aim Call in the Fleet so that it travels alongside the path of the Train.



Train a large force of Reapers and mix in Ravens and Wraiths as you prepare to battle the first Hybrid Experiment. Watch out for the Hybrid’s area attacks, as they can spell disaster for your Reapers.



Strike Fighters can be used to break small and medium boxes, while at once collecting Parts in passing. This can be useful for reaching out-of-the-way Parts.



Clear out the northern area, then move on to the area immediately to the east of the expansion. This should provide you with enough Parts for the second launch of the Balius.



Defeat the second Hybrid Experiment, then clear out the southern portion of the map and collect any remaining Parts you may need.



As the Balius prepares to move out for the final time, clear the enemy base surrounding the last Hybrid Experiment. Call in the Fleet should be available again at this point, so use it to your advantage.



Rifts to Korhal Use Mag Mines to defend the entrance to your base against the first enemy wave. Later on, place your Mag Mines along the narrow path where the enemy attack waves spawn, just to the northeast of the second set of Void Shards.



Use your first cast of Space Station Reallocation against the second enemy attack wave as it passes through the base guarding the second set of Void Shards, in order to annihilate the attack wave and simultaneously soften up the defenses.



Use Call in the Fleet against the enemies on the heights on the path to the third set of Void Shards, and then again against the base guarding the fourth set of Void Shards.



You can use Jet Pack Overdrive to bypass some of the enemy defenses by flying around the edges of the map.



Scythe of Amon Use Mag Mines to defend against the first enemy wave. Wait with deploying the Mag Mines until you know which direction the enemy is attacking from. When you have more map presence, place your Mag Mines near the enemy spawn points, which are located to the left of the expansion and next to the northern Void Sliver.



Open with early Galleons and clear out the enemies blocking the path to the expansion. Start constructing a Command Center on the low ground, and produce around 10-15 Reapers and a Raven. Once you are ready, float the Command Center into place and attack the Void Sliver at around the same time. You can use Space Station Reallocation to clear the area if you need to, but it may be better saved for another occasion.



When fighting Void Slivers, watch out for their powerful area damage spells and move your units out of the way. Make sure to snipe the Void Rifts and Death Grip Crystals that the Void Slivers spawn to defend themselves.



Use Call in the Fleet to clear out the first bonus area, ensuring safe passage for the Evacuation Ship.



In order to best complete the rest of the bonus objective, you’ll want to clear the map in a certain order, starting with the bonus area in the southwestern corner of the map and then moving towards the northern Void Sliver from there, demolishing enemy defenses along the way. Use Space Station Reallocation to soften the enemies at the southwestern area up, and Call in the Fleet as you push into the northern Sliver.



Battlecruisers are recommend over Vikings or Wraiths on this map, due to the large number of high-HP capital ships guarding the void Slivers, including enemy Battlecruisers with Yamato Cannon—a severe danger to Wraiths and Vikings. Sovereign Battlecruisers are better able to push into the enemy base in this case, absorbing damage away from your fragile Reapers and being able to survive several hits from enemy Yamato Cannons.



Mag Mines may be insufficient to stop large enemy waves and Hybrids. Try to intercept them with your main army where possible, or use your Battlecruisers to Tactical Jump over and defend.



Temple of the Past Placing Mag Mines on top of the Rocks blocking the central lane can stop the first two enemy attack waves. Beyond that, place Mag Mines around the entrances leading into your base, including at the broken bridge to the northeast.



The Zenith Stones can be destroyed in between enemy attacks using your Reapers.



You can use Call in the Fleet to take down Void Thrashers, or just use your conventional forces. Large enemy waves can be destroyed with Space Station Reallocation.



The most difficult part of Temple of the Past may be in splitting your forces to deal with multiple attack waves simultaneously. Use Mag Mines to whittle down enemy waves on one side while your army deals with the attack wave on the opposite side, then Tactical Jump your Wraiths/Vikings/Battlecruisers over to clean up the survivors in the other lane.



The Vermillion Problem Use Mag Mines to defend the ramps leading up to your base and your expansion. The first enemy attack wave always heads up the left ramp in the main base first.



Open with early Galleons. Train Reapers and Ravens until you have enough to clear out the expansion.



Use Jet Pack Overdrive to safely eliminate the small groups of enemies guarding the Xenon Crystals.



Use Call in the Fleet against the northeastern and eastern enemy bases, and Space Station Reallocation to take out threatening enemy waves that circumvent your Mag Mines.



Watch out for Hybrid Dominators defending the bases—you can anticipate and dodge their Psionic Storm by using your Reapers to dart in and out of fights and staying in motion.



Bringing SCVs behind your army allows you to repair your Galleons, and also to pick up Xenon Crystals as soon as they spawn.



Void Launch Place Mag Mines near the central ramp directly south of the first Xel’naga Shrine. Once you have more map presence you can place your Mag Mines below the enemy attack wave spawn points at the two entrances to the enemy base.



Vikings are a good choice against the Shuttles and their escorts. Battlecruisers also work well.



Once you have built up a substantial force of Reapers and Ravens, push into the large enemy base and clear it out. You will then be able to construct Missile Turrets around each Shuttle Launch Bay.



Take advantage of the mobility of Reapers to always be in position, and Tactical Jump Horner’s elite units over when you can’t be.



Watch out for Hybrid Dominators and their Psionic Storm, as they spawn fairly often as part of attack waves on this map.



Void Thrashing Place your initial Mag Mines at the entrance to your base to eliminate the first two enemy attack waves. As you gain more map presence you can begin placing your Mag Mines in front of the enemy spawn points in the northern and eastern edges of the map.



Use Call in the Fleet to weaken the enemies guarding the Void Thrashers. The Air Fleet Travel Distance mastery can be very useful on this map, as the base guarding the central set of Void Thrashers is the perfect size to make full use of the extended range.



Use Space Station Reallocation to eliminate large clusters of enemy units. If possible, try to time Space Station Reallocation to hit an attack wave that is passing through an enemy base.



The Void Thrashers’ area attack is dangerous to your Reapers. Pay attention and dodge it whenever you are fighting them.



Replay Pack These solo speedrun replays showcase the effective use of various Han & Horner builds on different maps.

Chain of Ascension: Reaper + Raven + Wraith



Reaper + Raven + Wraith Dead of Night: Reaper + Raven + Strike Fighter



Reaper + Raven + Strike Fighter Lock and Load: Reaper + Raven + Wraith



Reaper + Raven + Wraith Malwarfare: Reaper + Raven + Strike Fighter + Wraith



Reaper + Raven + Strike Fighter + Wraith Mist Opportunities: Reaper + Raven + Wraith



Reaper + Raven + Wraith Miner Evacuation: Reaper + Raven + Wraith



Reaper + Raven + Wraith Oblivion Express any%: Reaper + Raven + Strike Fighter + Wraith



Reaper + Raven + Strike Fighter + Wraith Part and Parcel: Reaper + Raven + Wraith



Reaper + Raven + Wraith Rifts to Korhal: Reaper + Raven + Viking



Reaper + Raven + Viking Scythe of Amon: Reaper + Raven + Battlecruiser



Reaper + Raven + Battlecruiser Temple of the Past: Reaper + Raven + Wraith + Battlecruiser



Reaper + Raven + Wraith + Battlecruiser Vermillion Problem: Reaper + Raven + Viking + Wraith



Reaper + Raven + Viking + Wraith Void Launch: Reaper + Raven + Viking + Wraith



Reaper + Raven + Viking + Wraith Void Thrashing: Reaper + Raven + Viking Han & Horner Replay Pack These solo speedrun replays showcase the effective use of various Han & Horner builds on different maps.



Other Commander Guides







