Co-op Commander Guide: Fenix Text by TL.net ESPORTS Graphics by Jester

















Overview

Fenix, Purifier Executor, leads an army of robotic warriors that act as shells for his six Purifier Champions. Unbound by physical bodies, these Champion AI are capable of transferring from one shell to another as they are destroyed, in order to overcome impossible odds on the battlefield. Unbound by a traditional tech tree, Fenix has quick access to any of his technology right from the start of the game, resulting in a wide variety of options to choose from early on. Learning to manage all of Fenix’s various structures, research, and unit combinations is key to mastering Fenix, but can be a very rewarding experience. Depending on your style, overseeing Fenix’s armies can be the straightforward task of powering forward with fleets of untouchable Carriers, or it can be a finely-tuned exercise of combined arms and army synergy.



Fenix, Purifier Executor, leads an army of robotic warriors that act as shells for his six Purifier Champions. Unbound by physical bodies, these Champion AI are capable of transferring from one shell to another as they are destroyed, in order to overcome impossible odds on the battlefield. Unbound by a traditional tech tree, Fenix has quick access to any of his technology right from the start of the game, resulting in a wide variety of options to choose from early on. Learning to manage all of Fenix’s various structures, research, and unit combinations is key to mastering Fenix, but can be a very rewarding experience. Depending on your style, overseeing Fenix’s armies can be the straightforward task of powering forward with fleets of untouchable Carriers, or it can be a finely-tuned exercise of combined arms and army synergy. Strengths

High Mobility: Fenix’s Cybros Arbiter can Mass Recall allies to its own position. Since the Arbiter can be called down anywhere you have vision, this allows his army to be moved between multiple locations in a short amount of time. Additionally, you can use it to quickly reinforce your front line with freshly built units, or quickly move your ally to where they need to go. Fenix can also warp in his other Suits anywhere he has vision, which allows him to accomplish a number of different tasks separately from his army.



Durable Army: Fenix has many ways of keeping his army alive, including; Champions with increased health and armor, Conservators providing large fields of damage reduction, Fenix’s Suits absorbing damage for the rest of his army, Carriers providing interference via Interceptors, and the option to invest into the Champion Health and Shields mastery. Altogether, this makes Fenix’s army fairly good at simply trading blow for blow with Amon.



Powerful Early Game: Ever since his latest set of buffs, Fenix has become quite powerful during the early game. His ability to make an impact on the battlefield with any combination of his Champions and Suits has given rise to a number of new opening builds, bringing unprecedented firepower from the outset of the game.

Weaknesses

Unreliable Fallback Responses: Fenix has no powerful single calldown ability to fall back on when things go wrong. The Solarite Dragoon can cover some mistakes, but it needs to be fairly close to the enemy to make effective use of its abilities—which can be both tricky and dangerous—and it is highly limited by available energy. This can be a big problem when a battle goes awry.



Extensive Macro: Fenix has some of the most difficult macro out of any commander. Many of Fenix’s more advanced strategies require you to be able to macro well, constantly producing units and Pylons as well as managing multiple tech trees at once.













Suggested Unit Compositions

While Fenix has access to a large number of viable unit combinations, the cornerstone of his builds are his six AI champions. Each of them is far superior to its base unit in every attribute, and will put you far ahead of the power curve when used together. Each Champion brings such an overwhelming amount of power within their respective niches that you should almost always aim to bring them onto the field as soon as possible. Fenix’s shell units can be brought in after your Champions are on the field, and will gradually begin to make up more of your total firepower as the game drags on. See the Opening Build section for more details.



Use the Champions to establish a foothold during the early game, then follow up with a combination of shell units that counters the enemy composition and the map. These unit compositions cover most of what you’ll go up against, but Fenix’s army is incredibly customizable. Experiment!





Adept + Immortal/Scout + Conservator

Highly customizable build, reliable in all circumstances.

After getting out all six Champions, add on Immortals and Scouts to form a durable backbone for your army, then transition into Adepts. Depending on the enemy composition, you may want to use different ratios of Immortals and Scouts to best counter enemy units. Colossi can also be added in if you need additional area damage.

A good ratio of production structures is two Robotics Facilities, two Stargates, and two Gateways, with up to four additional Gateways added on for a total of six as the game drags on.





Mass Adept + Conservator

Aggressive build that starts and reinforces fast, but will suffer attrition over longer games.

Once your six Champions are on the field, Adepts can be amassed very quickly compared to most alternative unit compositions. This allows you to make aggressive pushes into mid game objectives earlier than normal, relying on your Champions to make up for the weaknesses of Adepts. Conservator warp fields allow for instant reinforcement of your entire army, providing momentum to your pushes.

A squad of Legionnaires can be useful with this build. Use them to supplement your primary army during engagements, or leave them behind to clean up high-health objectives and enemy structures while your main army moves on.





Mass Carrier

Slow but indomitable.

Though far from being Fenix’s strongest or fastest option, Carriers are a reliable and easy-to-execute build that will always win in the long run. As it takes a while to get a fleet of Carriers onto the field, it is best used on longer maps or for difficult mutations where a more conventional army may not work as well. Once on the field, it cannot be stopped by anything Amon can throw at it.

Open with Kaldalis to claim your expansion, then transition into Carriers. You may also want to use Talis and Mojo once you have established a fleet of Carriers, as they add significant value to your army.



Niche Compositions





Mass Scout

Good on Dead of Night and Miner Evacuation.

Performs well against armored air and light ground enemies, but there are better options for both cases. They can still perform very well on Dead of Night and Miner Evacuation, though, and this makes for a build that is easy to play.

Open with Kaldalis to claim your expansion, then transition into Scouts. Add Clolarion later into the game for anti-ground AoE if needed. While Fenix has access to a large number of viable unit combinations, the cornerstone of his builds are his six AI champions. Each of them is far superior to its base unit in every attribute, and will put you far ahead of the power curve when used together. Each Champion brings such an overwhelming amount of power within their respective niches that you should almost always aim to bring them onto the field as soon as possible. Fenix’s shell units can be brought in after your Champions are on the field, and will gradually begin to make up more of your total firepower as the game drags on. See thesection for more details.Use the Champions to establish a foothold during the early game, then follow up with a combination of shell units that counters the enemy composition and the map. These unit compositions cover most of what you’ll go up against, but Fenix’s army is incredibly customizable. Experiment!Highly customizable build, reliable in all circumstances.After getting out all six Champions, add on Immortals and Scouts to form a durable backbone for your army, then transition into Adepts. Depending on the enemy composition, you may want to use different ratios of Immortals and Scouts to best counter enemy units. Colossi can also be added in if you need additional area damage.A good ratio of production structures is two Robotics Facilities, two Stargates, and two Gateways, with up to four additional Gateways added on for a total of six as the game drags on.Aggressive build that starts and reinforces fast, but will suffer attrition over longer games.Once your six Champions are on the field, Adepts can be amassed very quickly compared to most alternative unit compositions. This allows you to make aggressive pushes into mid game objectives earlier than normal, relying on your Champions to make up for the weaknesses of Adepts. Conservator warp fields allow for instant reinforcement of your entire army, providing momentum to your pushes.A squad of Legionnaires can be useful with this build. Use them to supplement your primary army during engagements, or leave them behind to clean up high-health objectives and enemy structures while your main army moves on.Slow but indomitable.Though far from being Fenix’s strongest or fastest option, Carriers are a reliable and easy-to-execute build that will always win in the long run. As it takes a while to get a fleet of Carriers onto the field, it is best used on longer maps or for difficult mutations where a more conventional army may not work as well. Once on the field, it cannot be stopped by anything Amon can throw at it.Open with Kaldalis to claim your expansion, then transition into Carriers. You may also want to use Talis and Mojo once you have established a fleet of Carriers, as they add significant value to your army.Good on Dead of Night and Miner Evacuation.Performs well against armored air and light ground enemies, but there are better options for both cases. They can still perform very well on Dead of Night and Miner Evacuation, though, and this makes for a build that is easy to play.Open with Kaldalis to claim your expansion, then transition into Scouts. Add Clolarion later into the game for anti-ground AoE if needed.









General Tips Use the Conservators’ Phasing Mode to warp in Gateway reinforcements, and their Protective Field to mitigate incoming damage.



Swap between Fenix Suits early and often. Balance their energy levels, and try to use the right Suit for the right job where possible.



Avenging Protocol grants the respective Champion 10% attack and movement speed for each supply the slain unit had, or 50% when the Champion switches shells. This also applies when the Champion is first brought online, and is important at the start of the game for breaking Rocks or pushing into an enemy base guarding your expansion. Avenging Protocol stacks up to a total of 200% attack and movement speed.



Champions don’t lose their stacks of Avenging Protocol if they die and have no shell to transfer to, and will maintain all of their stacks of Avenging Protocol while left without an available shell until they again have a shell to inhabit. This can allow you to forgo warping in slain Champions such as Kaldalis until you need them for a battle—delay warping them in until you are about to attack.



When a Champion transfers to a new shell, the cooldown of any abilities they may have is reset. This can be a reason in its own right to use Talis and Mojo particularly aggressively, as their abilities are very powerful indeed.



Plan out where you are moving your army ahead of time, and send the Cybros Arbiter over to be ready to Mass Recall while the rest of your army finishes their business.



You can leave Pylons scattered around the map to grant vision for Fenix Suits to warp in, and particularly for the Cybros Arbiter’s Recall.



If you hotkey a Champion and they are killed, the newly converted Champion will remain assigned to that hotkey. This can be useful for Talis and/or Taldarin, as it makes it easy to place them in front of your army to allow them to tank for your other units.



Focus on researching Weapon Upgrades in the Forge and Cybernetics Core. You will likely want to get both Ground and Air weapons, as Champions benefit from Weapon Upgrades too, and their damage is significant, though in some cases you can forgo Air weapons.



If you are using Legionnaires, you may want to hotkey them to a separate key and use them separately from your primary army, as more of a clean-up crew to take care of lingering enemy structures and units after the bulk of the enemy resistance has been dealt with. This allows you to move the rest of your army onwards to clear the path ahead.



You should be wary of researching Zealot Charge. It will only work against your Legionnaires—you want Kaldalis at the front, with Legionnaires behind him acting as spare shells for Kaldalis, rather than dying on the front lines.



Managing Chrono Boost can be important during the early game. You can use it to significantly speed up your first Champions, and to subsequently complete their research. Use it to first speed up the production of the shell unit, and then to boost the Champion download. Later on, you can use it boost the speed of your Ground and Air Weapon research, or to kickstart Carrier production.















Hero and Unit Overview



Hero Resource Management

Fenix has access to three different Suits. Each Suit has a health, shield, and energy value. Health and energy values only regenerate whenever the individual Suit is offline. Constantly switching Suits is required in order to play Fenix effectively. Failing to switch Suits will drastically reduce the total number of spells that can be cast and the total damage that Fenix can mitigate with his Suits.



Warping in one of Fenix’s Suits removes the currently active Suit from the battlefield and puts all other Suits on a 15 second cooldown. Careful timing of when and where to warp in a new Suit is required in order to prevent losing Suits. Avoid immediately engaging attack waves after a Suit swap as you will be unable to switch to a new Suit at will if you start taking too much damage.



When a Suit is destroyed, it is instead put on a 180 second cooldown. Destroyed Suits still regenerate health, shield, and energy independently of the imposed 180 second cooldown.



The Praetor Armor and Solarite Dragoon have some overlap in their anti-ground damage roles. The Solarite Dragoon is your only option for immediate AoE anti-air damage. The Cybros Arbiter serves a more supportive role, which may change depending on the map and enemy composition.



Offline Suit Energy Regeneration is 2.082 Energy per second without mastery, and 2.550 Energy per second with 22.5% mastery. This provides each offline Fenix Suit with 125 to 153 energy per minute.



Fenix

33.33 - 53.33 DPS (depending on mastery)



The Praetor Armor is good at absorbing damage. It can be used to push into bases or to mitigate the brunt of damage from an attack wave.



Kite enemies in circles to clump them up, then take them out with Thunderous Charge and/or Whirlwind.



You can disable the autocast on Whirlwind and manage it yourself, if you like. This will give you better control over the Praetor’s energy use and area damage.



The Praetor Armor has 4 armor for both health and shields, which can be a significant advantage during the early game when the enemy does not have weapon upgrades. This is especially powerful when combined with the Conservator’s Protective Field, as its mitigation is applied before armor calculations. The Praetor Armor is good at absorbing damage. It can be used to push into bases or to mitigate the brunt of damage from an attack wave.Kite enemies in circles to clump them up, then take them out with Thunderous Charge and/or Whirlwind.You can disable the autocast on Whirlwind and manage it yourself, if you like. This will give you better control over the Praetor’s energy use and area damage.The Praetor Armor has 4 armor for both health and shields, which can be a significant advantage during the early game when the enemy does not have weapon upgrades. This is especially powerful when combined with the Conservator’s Protective Field, as its mitigation is applied before armor calculations.

Deals 50 damage and stuns all enemies hit for 5 seconds. Has a 10 second cooldown and costs 25 energy. This extremely long stun can be immensely helpful during the late game. Deals 50 damage and stuns all enemies hit for 5 seconds. Has a 10 second cooldown and costs 25 energy. This extremely long stun can be immensely helpful during the late game.

Deals 210 damage over 3 seconds in an area around himself. Fenix can continue to move while using Whirlwind. Has a 10 second cooldown and costs 50 energy. Whirlwind can hit cloaked and burrowed units, and deals enough damage to kill units such as Lurkers and Swarm Hosts. Deals 210 damage over 3 seconds in an area around himself. Fenix can continue to move while using Whirlwind. Has a 10 second cooldown and costs 50 energy. Whirlwind can hit cloaked and burrowed units, and deals enough damage to kill units such as Lurkers and Swarm Hosts.

Instantly restores 500 shields. Has a 5 second cooldown and costs 100 energy. This ability allows the Praetor Armor to be an incredibly efficient tank, and is an excellent source of damage mitigation for Fenix, as he can use both the health, shield and energy regeneration of the Praetor Armor to reduce damage taken by the rest of his army. Instantly restores 500 shields. Has a 5 second cooldown and costs 100 energy. This ability allows the Praetor Armor to be an incredibly efficient tank, and is an excellent source of damage mitigation for Fenix, as he can use both the health, shield and energy regeneration of the Praetor Armor to reduce damage taken by the rest of his army.

46.67 - 74.67 DPS (depending on mastery)



The Solarite Dragoon deals overwhelming area damage. It can be used to intercept attack waves alone with the help of Arsenal Overcharge, or to supplement the rest of your forces with targeted area damage.



Bait groups of enemies to attack you, then pull back in order to line them up before firing the Dragoon’s abilities for maximum damage.



While using Rapid Fire hotkeys during Arsenal Overcharge can result in obscene amounts of damage, this can easily lead to extremely poor energy efficiency. Casting each ability manually is almost always more effective in the long run, but Rapid Firing these abilities can be useful in dangerous situations where you require immediate damage.

The Solarite Dragoon deals overwhelming area damage. It can be used to intercept attack waves alone with the help of Arsenal Overcharge, or to supplement the rest of your forces with targeted area damage.Bait groups of enemies to attack you, then pull back in order to line them up before firing the Dragoon’s abilities for maximum damage.While using Rapid Fire hotkeys during Arsenal Overcharge can result in obscene amounts of damage, this can easily lead to extremely poor energy efficiency. Casting each ability manually is almost always more effective in the long run, but Rapid Firing these abilities can be useful in dangerous situations where you require immediate damage. Learn more about Rapid Fire here.

Deals 100 damage to all ground enemies in an extended path. Has a 6 second cooldown and costs 50 energy. Use it to deal large amounts of area damage to clumped up enemies and to take out priority targets such as High Templar and Infestors. Deals 100 damage to all ground enemies in an extended path. Has a 6 second cooldown and costs 50 energy. Use it to deal large amounts of area damage to clumped up enemies and to take out priority targets such as High Templar and Infestors.

Deals 100 damage to all air enemies in a large radius. Has a 6 second cooldown and costs 50 energy. This is your primary method of dealing AoE damage to clumped up air enemies, so keep it handy if you are facing an enemy air composition, and save on the Solarite Dragoon’s energy when it is not needed. Deals 100 damage to all air enemies in a large radius. Has a 6 second cooldown and costs 50 energy. This is your primary method of dealing AoE damage to clumped up air enemies, so keep it handy if you are facing an enemy air composition, and save on the Solarite Dragoon’s energy when it is not needed.

Removes the cooldowns from Solar Cannon and Solarite Flare for 10 seconds, allowing you to use them at will as long as energy remains. Has a 120 second cooldown, which begins only after Arsenal Overcharge has worn off. Removes the cooldowns from Solar Cannon and Solarite Flare for 10 seconds, allowing you to use them at will as long as energy remains. Has a 120 second cooldown, which begins only after Arsenal Overcharge has worn off.

33.33 - 53.33 DPS (depending on mastery)



The Cybros Arbiter is good at pre-empting damage. It can be used to lock down high-priority enemy targets, for repositioning your army or to fool entire attack waves by taking out their detection and activating Cloaking Field.



If you know that an enemy attack wave will soon strike from an opposite side of the map, you may want to keep Fenix in a different Suit, so that you can readily switch to the Cybros Arbiter and Recall your army to deal with it. Otherwise, you will be forced to either wait for the 15 second Suit swap cooldown, or have to fly the Arbiter across the map.



Can be upgraded to provide detection. This is handy in many situations, as you may not have to build Observers at all on some maps, though they will still be needed against attack waves featuring cloaked units so that Fenix’s other Suits can engage them. Can also be used to spot Ghosts trying to nuke your base. The Cybros Arbiter is good at pre-empting damage. It can be used to lock down high-priority enemy targets, for repositioning your army or to fool entire attack waves by taking out their detection and activating Cloaking Field.If you know that an enemy attack wave will soon strike from an opposite side of the map, you may want to keep Fenix in a different Suit, so that you can readily switch to the Cybros Arbiter and Recall your army to deal with it. Otherwise, you will be forced to either wait for the 15 second Suit swap cooldown, or have to fly the Arbiter across the map.Can be upgraded to provide detection. This is handy in many situations, as you may not have to build Observers at all on some maps, though they will still be needed against attack waves featuring cloaked units so that Fenix’s other Suits can engage them. Can also be used to spot Ghosts trying to nuke your base.

Places enemies in stasis, stunning them but also making them immune to damage. Lasts 15 seconds and costs 50 energy per cast.



Enemies in Stasis fully block ground pathing. You can use them like Force Fields to block short ranged and melee enemies.



If you Stasis groups of enemies staggered over a few seconds, your army will be able to fight only small portions of the enemy army at a time, as opposed to using Stasis quickly in succession and then fighting half of an army, followed by another half of an army.



Stasis can be used to interrupt spells with a cast time, such as Yamato Cannon. Places enemies in stasis, stunning them but also making them immune to damage. Lasts 15 seconds and costs 50 energy per cast.Enemies in Stasis fully block ground pathing. You can use them like Force Fields to block short ranged and melee enemies.If you Stasis groups of enemies staggered over a few seconds, your army will be able to fight only small portions of the enemy army at a time, as opposed to using Stasis quickly in succession and then fighting half of an army, followed by another half of an army.Stasis can be used to interrupt spells with a cast time, such as Yamato Cannon.

Cloaks the Cybros Arbiter and all friendly units near it, consuming 5 energy per second to maintain the Cloaking Field. Use this only when you can ensure that the enemy has no detection. Cloaks the Cybros Arbiter and all friendly units near it, consuming 5 energy per second to maintain the Cloaking Field. Use this only when you can ensure that the enemy has no detection.

Teleports any friendly, non-worker units in the selected area to the location of the Cybros Arbiter. Costs 100 energy.

You can Recall freshly built units to the frontline for faster reinforcement.



Pre-plan your army movements, and send the Cybros Arbiter to stand ready to Recall your army in order to avoid wasting time.



If you know that an enemy attack wave will soon strike from an opposite side of the map, you may want to keep Fenix in a different Suit, so that you can readily switch to the Cybros Arbiter and Recall your army to deal with it. Otherwise, you will be forced to either wait for the 15 second Suit swap cooldown, or have to fly the Arbiter across the map.

Teleports any friendly, non-worker units in the selected area to the location of the Cybros Arbiter. Costs 100 energy.You can Recall freshly built units to the frontline for faster reinforcement.Pre-plan your army movements, and send the Cybros Arbiter to stand ready to Recall your army in order to avoid wasting time.If you know that an enemy attack wave will soon strike from an opposite side of the map, you may want to keep Fenix in a different Suit, so that you can readily switch to the Cybros Arbiter and Recall your army to deal with it. Otherwise, you will be forced to either wait for the 15 second Suit swap cooldown, or have to fly the Arbiter across the map.



Units and Structures



45.00 DPS



Excellent for expanding quickly, though Taldarin may be a better choice for many maps.

Empowered Blades: Deals area damage within 1 range of Kaldalis’ target, ignoring armor. Does not deal additional damage to the primary target. Starts at 9 damage without any benefit from Tactical Data Web, with each Legionnaire adding an additional 4.5 damage, up to a max of 30 damage, with the max benefit requiring 7 Legionnaires.

Kaldalis has exceptional stats for his meager resource investment, and is always useful since the enemy always has enemy ground units and structures. He is commonly used to claim your expansion early in the game. See the Opening Build section for more details.

If you can keep Avenging Protocol going on Kaldalis, you’ll have a very powerful frontline juggernaut. If this is your aim, you may want to keep no Legionnaires on the battlefield, only warping in a new one when Kaldalis falls. Since stacks of Avenging Protocol are preserved and indefinitely suspended while Champions do not have a shell to inhabit, this will allow you to much better control when you want an Avenging Protocol-empowered Kaldalis on the field, and when you would rather leave him dead to preserve his stacks. The benefit from maintaining full stacks can be great, and advanced players may even consider killing him off themselves after a battle is winding down to preserve them. Take advantage of the 20 second duration on Avenging Protocol to wreak maximum havoc on the enemy before letting Kaldalis die.

Excellent for expanding quickly, though Taldarin may be a better choice for many maps.Empowered Blades: Deals area damage within 1 range of Kaldalis’ target, ignoring armor. Does not deal additional damage to the primary target. Starts at 9 damage without any benefit from Tactical Data Web, with each Legionnaire adding an additional 4.5 damage, up to a max of 30 damage, with the max benefit requiring 7 Legionnaires.Kaldalis has exceptional stats for his meager resource investment, and is always useful since the enemy always has enemy ground units and structures. He is commonly used to claim your expansion early in the game. See thesection for more details.If you can keep Avenging Protocol going on Kaldalis, you’ll have a very powerful frontline juggernaut. If this is your aim, you may want to keep no Legionnaires on the battlefield, only warping in a new one when Kaldalis falls. Since stacks of Avenging Protocol are preserved and indefinitely suspended while Champions do not have a shell to inhabit, this will allow you to much better control when you want an Avenging Protocol-empowered Kaldalis on the field, and when you would rather leave him dead to preserve his stacks. The benefit from maintaining full stacks can be great, and advanced players may even consider killing him off themselves after a battle is winding down to preserve them. Take advantage of the 20 second duration on Avenging Protocol to wreak maximum havoc on the enemy before letting Kaldalis die.

26.67 DPS



Generally not good for pushing into bases or for fighting off attack waves, since melee units seldom live long when charging at an enemy army or base.

Can be a good option if you have an abundance of minerals, but many of Fenix’s other units are mineral-heavy, so prioritize building those first.

They are great for dealing damage to structures and objectives due to their high damage output. Leave them behind to clean up while the rest of your army moves ahead.

Since Fenix’s midgame army is fairly cheap to maintain, it can be effective to warp in a squad of Legionnaires as a mineral dump. Skilled players can allocate them to a separate control group to clean up leftover structures while Fenix’s main army moves on.

Generally not good for pushing into bases or for fighting off attack waves, since melee units seldom live long when charging at an enemy army or base.Can be a good option if you have an abundance of minerals, but many of Fenix’s other units are mineral-heavy, so prioritize building those first.They are great for dealing damage to structures and objectives due to their high damage output. Leave them behind to clean up while the rest of your army moves ahead.Since Fenix’s midgame army is fairly cheap to maintain, it can be effective to warp in a squad of Legionnaires as a mineral dump. Skilled players can allocate them to a separate control group to clean up leftover structures while Fenix’s main army moves on.

Auto-attack: 11.11 (15.56 vs light) DPS

Shade: 10.00 (14.00 vs light) DPS



Ricochet Glaive: Shoots a projectile at the enemy, ricocheting between nearby enemies to hit up to 3 targets (8 with upgrade) for 25 (35 vs light) damage each. Once upgraded, targets struck are also afflicted for 5 seconds, causing them to take an additional +5 damage from all incoming damage sources. Has a cooldown of 10 seconds, reduced by 0.5 seconds by Tactical Data Web for every Adept you have, up to a maximum of 5 seconds with 10 Adepts.

The flat +5 damage provided by Ricochet Glaive’s debuff is significant, and synergizes very well with a host of other units, particularly Kaldalis, Carriers, and units from other commanders, such as Marines and Reapers. If you are using a Mass Carrier build, you may want to include Talis and a group of Adepts in your army, as her Ricochet Glaive drastically increases their damage output.

Ricochet Glaive: Shoots a projectile at the enemy, ricocheting between nearby enemies to hit up to 3 targets (8 with upgrade) for 25 (35 vs light) damage each. Once upgraded, targets struck are also afflicted for 5 seconds, causing them to take an additional +5 damage from all incoming damage sources. Has a cooldown of 10 seconds, reduced by 0.5 seconds by Tactical Data Web for every Adept you have, up to a maximum of 5 seconds with 10 Adepts.The flat +5 damage provided by Ricochet Glaive’s debuff is significant, and synergizes very well with a host of other units, particularly Kaldalis, Carriers, and units from other commanders, such as Marines and Reapers. If you are using a Mass Carrier build, you may want to include Talis and a group of Adepts in your army, as her Ricochet Glaive drastically increases their damage output.

Auto-attack: 7.11 (9.78 vs light) DPS

Shade: 3.20 (4.40 vs light) DPS



High tempo unit. They are cheap and perform well in a wide variety of situations. Though they gain bonus damage against light targets, they are by no means built only to counter light units—the bonus isn’t that significant, and they perform well even without it.

Makes for a good core unit when supported by multiple different Champions.

Their Psionic Projection Shade also synergizes well with Talis herself, and provides an additional source of damage that is affected by her Ricochet Glaive debuff—don’t forget to research this upgrade.

High tempo unit. They are cheap and perform well in a wide variety of situations. Though they gain bonus damage against light targets, they are by no means built only to counter light units—the bonus isn’t that significant, and they perform well even without it.Makes for a good core unit when supported by multiple different Champions.Their Psionic Projection Shade also synergizes well with Talis herself, and provides an additional source of damage that is affected by her Ricochet Glaive debuff—don’t forget to research this upgrade.

6.00 DPS



Protective Field provides 35% damage reduction to all non-structures within its area, affecting all damage sources—including spell damage.

The damage reduction applies before armor reduction, making units with high armor especially good. Due to this, armor upgrades are more valuable than usual for Fenix.

Phasing Mode allows for instant Gateway reinforcements and provides a Protective Field while maintained. Make good use of this mobile power field to ensure that Kaldalis is always on the battlefield.

You probably want to include at least 1-3 Conservators in any army that isn’t full air. Losing all of your Conservators will deprive you of your ability to warp in reinforcements on the field, including new Conservators.

When engaging an enemy, cast Protection Field ahead of your army, then switch to Phasing Mode—it lowers the Conservators attack priority, protects your troops over a wider area, and allows you to warp in reinforcements mid-battle.

Protective Field provides 35% damage reduction to all non-structures within its area, affecting all damage sources—including spell damage.The damage reduction applies before armor reduction, making units with high armor especially good. Due to this, armor upgrades are more valuable than usual for Fenix.Phasing Mode allows for instant Gateway reinforcements and provides a Protective Field while maintained. Make good use of this mobile power field to ensure that Kaldalis is always on the battlefield.You probably want to include at least 1-3 Conservators in any army that isn’t full air. Losing all of your Conservators will deprive you of your ability to warp in reinforcements on the field, including new Conservators.When engaging an enemy, cast Protection Field ahead of your army, then switch to Phasing Mode—it lowers the Conservators attack priority, protects your troops over a wider area, and allows you to warp in reinforcements mid-battle.

20.69 (51.72 vs armored) DPS



His innate Graviton Disruptor ability creates a gravity well with each attack, pulling nearby enemy units within 2 range of the target towards it. This synergises well with his own Gravimetric Overload, as well as with Warbringer’s splash attacks and various other sources of area damage.

Gravimetric Overload: Each attack made by Taldarin stores 25% of the damage dealt on the unit. Upon death, the unit explodes, dealing damage equal to the total value stored to enemies around it. For every Immortal you have, 10% more damage is stored with each attack, up to 50% with five Immortals.

You can use Taldarin to claim your expansion as an alternative to Kaldalis. Taldarin will get you your expansion later into the game than Kaldalis in most cases, but his raw strength gives you more immediate pushing power and allows you to follow up with Warbringer. See the Opening Build section for more details.

Due to his excellent statline and his Immortal Barrier shielding for 200, Taldarin barely ever dies. You can take advantage of this by intentionally sending him into harm's way ahead of your other troops in order to tank for them.

His innate Graviton Disruptor ability creates a gravity well with each attack, pulling nearby enemy units within 2 range of the target towards it. This synergises well with his own Gravimetric Overload, as well as with Warbringer’s splash attacks and various other sources of area damage.Gravimetric Overload: Each attack made by Taldarin stores 25% of the damage dealt on the unit. Upon death, the unit explodes, dealing damage equal to the total value stored to enemies around it. For every Immortal you have, 10% more damage is stored with each attack, up to 50% with five Immortals.You can use Taldarin to claim your expansion as an alternative to Kaldalis. Taldarin will get you your expansion later into the game than Kaldalis in most cases, but his raw strength gives you more immediate pushing power and allows you to follow up with Warbringer. See thesection for more details.Due to his excellent statline and his Immortal Barrier shielding for 200, Taldarin barely ever dies. You can take advantage of this by intentionally sending him into harm's way ahead of your other troops in order to tank for them.

13.79 (34.48 vs armored) DPS



An excellent core unit, serving as a durable backbone for the rest of your army. Immortals are excellent anti-armored units, and should be your go-to option for dealing with armored targets.

Immortals are great in situations where Legionnaires and Adepts struggle, as their innate tenacity allow them to survive on the battlefield far more effectively.

An excellent core unit, serving as a durable backbone for the rest of your army. Immortals are excellent anti-armored units, and should be your go-to option for dealing with armored targets.Immortals are great in situations where Legionnaires and Adepts struggle, as their innate tenacity allow them to survive on the battlefield far more effectively.

30.30 DPS



Warbringer’s auto attacks slow the attack and movement speeds of all enemies struck by 75% (20% for heroic). Compared to a normal Colossus, Warbringer also has a greatly increased area effect width on his auto attacks, making him quite a powerful unit, capable of dealing impressive area damage and preserving your other units with his slow.

Purification Blast: Deals 300 damage to a single unit after a 1 second delay. Always attempts to target an enemy unit or defensive structure with high health whenever possible, but will readily cast it on the first thing to enter sight. Has a 10 second cooldown, reduced by 1.5 seconds for every Colossus you have, down a minimum of 5 seconds with 4 Colossi. Though not inherently a bad ability, you usually do not want to produce additional Colossi just for the sake of this ability.

Warbringer can be very powerful during the early-game due to his splash damage and ability to slow multiple targets. If you are opening with Taldarin first, getting Warbringer out second is highly recommended.

Warbringer’s auto attacks slow the attack and movement speeds of all enemies struck by 75% (20% for heroic). Compared to a normal Colossus, Warbringer also has a greatly increased area effect width on his auto attacks, making him quite a powerful unit, capable of dealing impressive area damage and preserving your other units with his slow.Purification Blast: Deals 300 damage to a single unit after a 1 second delay. Always attempts to target an enemy unit or defensive structure with high health whenever possible, but will readily cast it on the first thing to enter sight. Has a 10 second cooldown, reduced by 1.5 seconds for every Colossus you have, down a minimum of 5 seconds with 4 Colossi. Though not inherently a bad ability, you usually do not want to produce additional Colossi just for the sake of this ability.Warbringer can be very powerful during the early-game due to his splash damage and ability to slow multiple targets. If you are opening with Taldarin first, getting Warbringer out second is highly recommended.

18.18 DPS



Niche ground AoE siege unit. Colossi are expensive, and often unnecessary. However, you may want to use Colossi versus some enemy ground compositions, such as Ground Zerg and Terran Bio Mech, or on Infested maps.

Colossi do not collide with units other than themselves. As such, they can be a good option for adding additional DPS-density to an endgame army which might otherwise be too large for all units to engage at once. You probably don’t want more than 4 Colossi total, as they tend to block each other.

Niche ground AoE siege unit. Colossi are expensive, and often unnecessary. However, you may want to use Colossi versus some enemy ground compositions, such as Ground Zerg and Terran Bio Mech, or on Infested maps.Colossi do not collide with units other than themselves. As such, they can be a good option for adding additional DPS-density to an endgame army which might otherwise be too large for all units to engage at once. You probably don’t want more than 4 Colossi total, as they tend to block each other.

6.00 DPS



Niche ground AoE spellcaster unit. Disruptors can be useful against attack waves on occasion, but are often too situational to get good value for their price. When in doubt, stick with other options.

Purification Nova: Deals 150 (+50 to shields) damage in an area after 1.5 second delay. Once Purification Echo is researched, an additional 75 (+25 shields) damage is dealt in a larger radius after a 2 second delay. Has a 30 second cooldown.

The bonus damage to shields is only gained if the target has shields remaining, and cannot exceed the current enemy shield value. Due to this bonus damage, Disruptors are particularly good versus Protoss attack waves.

Particularly effective when combined with crowd control effects from an ally, such as Vorazun’s Black Hole.

You can use the Cybros Arbiter’s Stasis Field very effectively when combined with Disruptors. Cast Purification Nova about one second before the Stasis expires for instant wake-up damage.

Build around 2-6. This will allow you to deal an impressive amount of burst damage without being too severe of a resource investment.

Disruptors perform best when used against frequent attack waves. Colossi are a better option for when you need sustained area damage, or for attacking enemy bases.

Niche ground AoE spellcaster unit. Disruptors can be useful against attack waves on occasion, but are often too situational to get good value for their price. When in doubt, stick with other options.Purification Nova: Deals 150 (+50 to shields) damage in an area after 1.5 second delay. Once Purification Echo is researched, an additional 75 (+25 shields) damage is dealt in a larger radius after a 2 second delay. Has a 30 second cooldown.The bonus damage to shields is only gained if the target has shields remaining, and cannot exceed the current enemy shield value. Due to this bonus damage, Disruptors are particularly good versus Protoss attack waves.Particularly effective when combined with crowd control effects from an ally, such as Vorazun’s Black Hole.You can use the Cybros Arbiter’s Stasis Field very effectively when combined with Disruptors. Cast Purification Nova about one second before the Stasis expires for instant wake-up damage.Build around 2-6. This will allow you to deal an impressive amount of burst damage without being too severe of a resource investment.Disruptors perform best when used against frequent attack waves. Colossi are a better option for when you need sustained area damage, or for attacking enemy bases.

Anti-ground: 14.20 (28.40 vs light) DPS

Anti-air: 17.60 (35.20 vs armored) DPS



Mojo’s auto attacks stun enemy airs units for two seconds. You can use this to interrupt Battlecruisers trying to cast Yamato Cannon.

Suppression Protocol: Fires a total of six missiles, each missile dealing 11 (22 vs armored) damage to air units in a 1.5 radius. Damage is dealt in three sets of two attacks, spread out over one second and dealing a total of 66 (132 vs armored) damage. Enemies struck are also stunned for 2 seconds. Since the barrage takes a second to fully fire, it can effectively keep enemies stunned for 3 seconds. Suppression Protocol has a 10 second cooldown, reduced by 0.75 seconds for every Scout you have, to a maximum of 5 seconds reduction with 7 Scouts. This means that, at maximum Tactical Data Web, Mojo can effectively keep a small area of enemy air units stunned for 3 out of 5 seconds.

It’s worth noting that Mojo only has a range of 3 without Combat Sensor Array. It provides a significant +1 ground and +3 air range—get it early on when you start producing Scouts.

Mojo’s auto attacks stun enemy airs units for two seconds. You can use this to interrupt Battlecruisers trying to cast Yamato Cannon.Suppression Protocol: Fires a total of six missiles, each missile dealing 11 (22 vs armored) damage to air units in a 1.5 radius. Damage is dealt in three sets of two attacks, spread out over one second and dealing a total of 66 (132 vs armored) damage. Enemies struck are also stunned for 2 seconds. Since the barrage takes a second to fully fire, it can effectively keep enemies stunned for 3 seconds. Suppression Protocol has a 10 second cooldown, reduced by 0.75 seconds for every Scout you have, to a maximum of 5 seconds reduction with 7 Scouts. This means that, at maximum Tactical Data Web, Mojo can effectively keep a small area of enemy air units stunned for 3 out of 5 seconds.It’s worth noting that Mojo only has a range of 3 without Combat Sensor Array. It provides a significant +1 ground and +3 air range—get it early on when you start producing Scouts.

Anti-ground: 9.47 (18.93 vs light) DPS

Anti-air: 11.20 (22.40 vs armored) DPS



Scouts specialize in countering armored air and light ground enemies, and deal significantly increased damage versus these types of units. They are very lacking when used against units that fall outside of these categories. This makes them great for countering enemy air attack waves, and on maps such as Dead of Night, Miner Evacuation, and Scythe of Amon.

Scouts build very quickly, taking only 30 seconds to produce. They can be a good option if you need to spend a lot of resources quickly.

Be wary of any enemy AoE abilities that can affect Scouts. They tend to clump up heavily, and are fairly fragile. Of special note is the Void Thrasher’s area attack, which deals bonus damage to armored units.

Scouts specialize in countering armored air and light ground enemies, and deal significantly increased damage versus these types of units. They are very lacking when used against units that fall outside of these categories. This makes them great for countering enemy air attack waves, and on maps such as Dead of Night, Miner Evacuation, and Scythe of Amon.Scouts build very quickly, taking only 30 seconds to produce. They can be a good option if you need to spend a lot of resources quickly.Be wary of any enemy AoE abilities that can affect Scouts. They tend to clump up heavily, and are fairly fragile. Of special note is the Void Thrasher’s area attack, which deals bonus damage to armored units.

Interceptors: 26.67 DPS

Interdictors: 32.00 DPS

Solar Beam: 20.00 DPS (32.00 vs armored)

Solar Beam (sustained): 32.00 DPS (42.00 vs armored)



Powerful, but very slow and expensive.

Interdictors: Clolarion can build up to two Interdictors that bomb enemy targets for 15 damage per bomb, their damage increasing by 3 for each Carrier you have up to a maximum of 10 at 4 Carriers. Interdictors drop 4 bombs with each attack, each dealing damage in a 0.5 radius area. Interdictors attack and move faster during Avenging Protocol, though Interceptors are unaffected.

Solar Beam functions just like a Void Ray’s attack and can attack while moving towards the target, though it can only target air enemies. You may want to position Clolarion aggressively to ensure that he continues attacking targets with this beam, and to allow him to tank for the rest of your army.

Powerful, but very slow and expensive.Interdictors: Clolarion can build up to two Interdictors that bomb enemy targets for 15 damage per bomb, their damage increasing by 3 for each Carrier you have up to a maximum of 10 at 4 Carriers. Interdictors drop 4 bombs with each attack, each dealing damage in a 0.5 radius area. Interdictors attack and move faster during Avenging Protocol, though Interceptors are unaffected.Solar Beam functions just like a Void Ray’s attack and can attack while moving towards the target, though it can only target air enemies. You may want to position Clolarion aggressively to ensure that he continues attacking targets with this beam, and to allow him to tank for the rest of your army.

26.67 DPS



Expensive but implacable capital ship. Due to the unique nature of Carriers, they can fool the enemy AI with their free Interceptors, making them capable of winning practically any battle given enough time. Carriers are one of Fenix’s least impactful units, but they are certainly powerful at a critical mass, spawning a tide of Interceptors that rolls over any amount of enemy resistance. In smaller numbers, Carriers can serve a more supportive role, their Interceptors drawing fire away from the rest of Fenix’s army.

Carriers produce extremely slowly, taking 120 seconds just to build one. This makes them a very low-tempo build. While they can be effective on longer maps, shorter maps often demand a build with a faster ramp-up time.

When playing Mass Carrier, it is advised to also use Talis and a squad of Adepts, as Talis’ Ricochet Glaive significantly improves the damage potential of Carriers. Certain buffs provided by other commanders, such as Han and Horner’s Ravens and Hellions and Karax’s Energizers can also significantly increase Carrier effectiveness.

Mass Carriers do not fare well against Vipers. Be ready to Recall abducted Carriers when facing them.

Expensive but implacable capital ship. Due to the unique nature of Carriers, they can fool the enemy AI with their free Interceptors, making them capable of winning practically any battle given enough time. Carriers are one of Fenix’s least impactful units, but they are certainly powerful at a critical mass, spawning a tide of Interceptors that rolls over any amount of enemy resistance. In smaller numbers, Carriers can serve a more supportive role, their Interceptors drawing fire away from the rest of Fenix’s army.Carriers produce extremely slowly, taking 120 seconds just to build one. This makes them a very low-tempo build. While they can be effective on longer maps, shorter maps often demand a build with a faster ramp-up time.When playing Mass Carrier, it is advised to also use Talis and a squad of Adepts, as Talis’ Ricochet Glaive significantly improves the damage potential of Carriers. Certain buffs provided by other commanders, such as Han and Horner’s Ravens and Hellions and Karax’s Energizers can also significantly increase Carrier effectiveness.Mass Carriers do not fare well against Vipers. Be ready to Recall abducted Carriers when facing them.

You can use a single Observer move-commanded onto Taldarin or Clolarion for detection. Remember to move-command it again after using the Cybros Arbiter’s Recall.

Observers are highly recommended if you are using Disruptors, as they enable you to better anticipate incoming enemy attack waves.

When considering only the occasional cloaked unit in enemy bases, you can just depend on the Cybros Arbiter as your primary form of detection. However, when cloaked enemy units accompany regular attack waves, it is best to get one or two Observers in order to free up other Fenix Suits for use in combat.

You can use a single Observer move-commanded onto Taldarin or Clolarion for detection. Remember to move-command it again after using the Cybros Arbiter’s Recall.Observers are highly recommended if you are using Disruptors, as they enable you to better anticipate incoming enemy attack waves.When considering only the occasional cloaked unit in enemy bases, you can just depend on the Cybros Arbiter as your primary form of detection. However, when cloaked enemy units accompany regular attack waves, it is best to get one or two Observers in order to free up other Fenix Suits for use in combat.

16.00 DPS



The standard Protoss Photon Cannon. Rarely an efficient choice for Fenix, as his army is normally very mineral-heavy. Photon Cannons can still be used as a mineral dump when going for a gas-heavy composition, and are fairly effective at this role on defensive maps. Still, Photon Cannons are by no means important for general defense, as between the Solarite Dragoon and the Cybros Arbiter’s Recall, Fenix has plenty of options for handling attack waves.

The standard Protoss Photon Cannon. Rarely an efficient choice for Fenix, as his army is normally very mineral-heavy. Photon Cannons can still be used as a mineral dump when going for a gas-heavy composition, and are fairly effective at this role on defensive maps. Still, Photon Cannons are by no means important for general defense, as between the Solarite Dragoon and the Cybros Arbiter’s Recall, Fenix has plenty of options for handling attack waves. Fenix has access to three different Suits. Each Suit has a health, shield, and energy value. Health and energy values only regenerate whenever the individual Suit is offline. Constantly switching Suits is required in order to play Fenix effectively. Failing to switch Suits will drastically reduce the total number of spells that can be cast and the total damage that Fenix can mitigate with his Suits.Warping in one of Fenix’s Suits removes the currently active Suit from the battlefield and puts all other Suits on a 15 second cooldown. Careful timing of when and where to warp in a new Suit is required in order to prevent losing Suits. Avoid immediately engaging attack waves after a Suit swap as you will be unable to switch to a new Suit at will if you start taking too much damage.When a Suit is destroyed, it is instead put on a 180 second cooldown. Destroyed Suits still regenerate health, shield, and energy independently of the imposed 180 second cooldown.The Praetor Armor and Solarite Dragoon have some overlap in their anti-ground damage roles. The Solarite Dragoon is your only option for immediate AoE anti-air damage. The Cybros Arbiter serves a more supportive role, which may change depending on the map and enemy composition.Offline Suit Energy Regeneration is 2.082 Energy per second without mastery, and 2.550 Energy per second with 22.5% mastery. This provides each offline Fenix Suit with 125 to 153 energy per minute.









In-depth



Build Order

Build Order 1 (Kaldalis Expand)

Assuming 5 points in Supply mastery

13 Pylon



Pylon 15 Gateway



Gateway 16 Assimilator



Assimilator 17 Assimilator



Assimilator 21 Legionnaire, Kaldalis AI (Chrono first the Legionnaire, then Kaldalis AI)



Legionnaire, Kaldalis AI (Chrono first the Legionnaire, then Kaldalis AI) 26 Cybernetics Core



Cybernetics Core 29 Nexus



Nexus 30 Talis AI



Talis AI 31 Pylon



Pylon 33 Twilight Council, Warp Gate, Conservator



Twilight Council, Warp Gate, Conservator 37 Assimilator, Assimilator



Assimilator, Assimilator 39 Debilitation System



Debilitation System 40 Transform Gateway, Adept Build Order 2 (Taldarin Expand)

Assuming 7 points in Supply mastery

15 Pylon



Pylon 16 Assimilator, Robotics Facility



Assimilator, Robotics Facility 17 Assimilator



Assimilator 22 Immortal, Taldarin AI (Chrono first the Immortal, then Taldarin AI)



Immortal, Taldarin AI (Chrono first the Immortal, then Taldarin AI) 27 Robotics Bay



Robotics Bay 31 Nexus, Warbringer AI



Nexus, Warbringer AI 32 Pylon



Pylon 36 Assimilator, Assimilator



Assimilator, Assimilator 38 Colossus, Purification Blast Assuming 5 points in Supply masteryAssuming 7 points in Supply mastery Masteries

Power Set 1: Fenix Suit Attack Speed (2% to 60%)



Fenix Suit Offline Energy Regeneration (0.75% to 22.5%) These two choices are competitive with one another, with Attack Speed proving better during the early game and Energy Regeneration taking over later on. Attack Speed is better for pushing into enemy bases, while Energy Regeneration is better for dealing with attack waves. It is also a playstyle choice; the more attentive you are with actively managing Fenix, the better Energy Regeneration will be, while Attack Speed provides a comfortable alternative that allows you to better focus on other things.



Power Set 2 Champion A.I. Attack Speed (1% to 30%)



Champion A.I. Life and Shields (2% to 60%) Champion Attack Speed provides you with additional damage and allows your Champions to trigger their auto attack abilities better—only Talis and Mojo do not gain much notable benefit. Attack Speed will also allow you to claim your expansion slightly faster. However, it is worth noting that the rest of your army will be the ones doing the real damage past the early game, not your Champions.



Champion Life and Shields significantly boosts the durability of your Champions, making it possible to play much more aggressively with them and intentionally send them into very dangerous positions to tank for the rest of your army. Although a very useful mastery, it is also worth noting that it actively works against Avenging Protocol, and is a reduction of your potential damage—but unit retention can outweigh that.



Champion Life and Shields is particularly useful when opening with Kaldalis, as he and Mojo receive the greatest benefits from this mastery. However, Champion Attack Speed is more useful in a Taldarin opener, as Taldarin does not need Health and Shields as much, and will likely take turns with Fenix in tanking enemy attacks. Ultimately, this mastery is up to individual preference and your choice of army build.



Power Set 3: Chrono Boost Efficiency (1% to 30%)



Extra Starting Supply (2 to 60) A mix of both is the optimal choice here. Chrono Boost is very useful for Fenix to kickstart his economy and accelerate his various research. Mixing in Starting Supply allows you to forgo a number of early Pylons—this saves you minerals, and can allow you to get your Champions out faster, which means claiming your expansion earlier. Each point in Starting Supply essentially saves 25 minerals, which is significant during the early game, but the benefit provided by Chrono Boost will often prove more important in the long run.



Good breakpoints to aim for are 5 points in Supply for Kaldalis openers, and 7 points for Taldarin openers. Due to the flexibility of this mastery, it can be a good idea to experiment and find an option that feels comfortable for you.



Opening Build

Fenix’s tech tree is unique amongst commanders, as his Operational Efficiency trait removes all tech requirements from structures, halves their mineral costs, and removes their gas costs entirely. This is significant, and makes it possible to branch out into a lot of different tech options early on in order to gain access to his Purifier Champions.



Though your goal should almost always be to bring all six Champions online, two builds generally stand out as the most efficient ways to start each game—rushing either Kaldalis or Taldarin followed by Talis or Warbringer, with both options providing different benefits under different circumstances.



Expanding with Kaldalis gives you better economic benefits, but Kaldalis is not effective on many maps, and does not perform well in situations where he cannot simply overpower the enemy. Taldarin followed by Warbringer grants you massive early game power, and can allow you to push into even some of the most fortified enemy bases early on. On some maps, such as on Dead of Night and Miner Evacuation, Warbringer followed by Taldarin can also be a good first choice.



If you are uncertain about which build to open with, stick with Taldarin into Warbringer—they make for the most powerful and consistent opener in most cases, and still perform well economically.



After the Robotics or Gateway opening, your next step should be to branch out into the option you didn’t initially choose out of those two, leaving Stargate for last. This is not so much because Mojo and Clolarion aren’t good (they are), but rather because Mojo and Clolarion are not as valuable during the early game, and take the longest to effectively put to use. Even if you are facing an enemy air composition, Fenix’s Suits will be able to comfortably make up for your lack of anti-air in the early stages of the game, until you can finish bringing out all Six Champions and switch to a build that counters enemy air.



While the tremendous power of the AI Champions partly comes from their stat efficiency, their abilities also make up a large chunk of their power. Prioritize Talis’ Debilitation System, Warbringer’s Purification Blast, and Clolarion’s Interdictors. Add on a Forge early on and research Fenix’s hero upgrades.



While Champion order is mostly dependant on different maps, your army composition is also dependent on the enemy composition, and should be tailored towards the most threatening enemies you’ll need to face, whether they are a part of the enemy composition, or preplaced map defenses. Since you will have access to all of Fenix’s tech if you are using the recommended 6 Champion opener, you will be able to freely choose from among any of Fenix’s units to mix and match a custom unit composition as you see fit. See the Unit Overview for a more thorough breakdown of when each unit can be effective. These two choices are competitive with one another, with Attack Speed proving better during the early game and Energy Regeneration taking over later on. Attack Speed is better for pushing into enemy bases, while Energy Regeneration is better for dealing with attack waves. It is also a playstyle choice; the more attentive you are with actively managing Fenix, the better Energy Regeneration will be, while Attack Speed provides a comfortable alternative that allows you to better focus on other things.Champion Attack Speed provides you with additional damage and allows your Champions to trigger their auto attack abilities better—only Talis and Mojo do not gain much notable benefit. Attack Speed will also allow you to claim your expansion slightly faster. However, it is worth noting that the rest of your army will be the ones doing the real damage past the early game, not your Champions.Champion Life and Shields significantly boosts the durability of your Champions, making it possible to play much more aggressively with them and intentionally send them into very dangerous positions to tank for the rest of your army. Although a very useful mastery, it is also worth noting that it actively works against Avenging Protocol, and is a reduction of your potential damage—but unit retention can outweigh that.Champion Life and Shields is particularly useful when opening with Kaldalis, as he and Mojo receive the greatest benefits from this mastery. However, Champion Attack Speed is more useful in a Taldarin opener, as Taldarin does not need Health and Shields as much, and will likely take turns with Fenix in tanking enemy attacks. Ultimately, this mastery is up to individual preference and your choice of army build.A mix of both is the optimal choice here. Chrono Boost is very useful for Fenix to kickstart his economy and accelerate his various research. Mixing in Starting Supply allows you to forgo a number of early Pylons—this saves you minerals, and can allow you to get your Champions out faster, which means claiming your expansion earlier. Each point in Starting Supply essentially saves 25 minerals, which is significant during the early game, but the benefit provided by Chrono Boost will often prove more important in the long run.Good breakpoints to aim for are 5 points in Supply for Kaldalis openers, and 7 points for Taldarin openers. Due to the flexibility of this mastery, it can be a good idea to experiment and find an option that feels comfortable for you.Fenix’s tech tree is unique amongst commanders, as his Operational Efficiency trait removes all tech requirements from structures, halves their mineral costs, and removes their gas costs entirely. This is significant, and makes it possible to branch out into a lot of different tech options early on in order to gain access to his Purifier Champions.Though your goal should almost always be to bring all six Champions online, two builds generally stand out as the most efficient ways to start each game—rushing either Kaldalis or Taldarin followed by Talis or Warbringer, with both options providing different benefits under different circumstances.Expanding with Kaldalis gives you better economic benefits, but Kaldalis is not effective on many maps, and does not perform well in situations where he cannot simply overpower the enemy. Taldarin followed by Warbringer grants you massive early game power, and can allow you to push into even some of the most fortified enemy bases early on. On some maps, such as on Dead of Night and Miner Evacuation, Warbringer followed by Taldarin can also be a good first choice.If you are uncertain about which build to open with, stick with Taldarin into Warbringer—they make for the most powerful and consistent opener in most cases, and still perform well economically.After the Robotics or Gateway opening, your next step should be to branch out into the option you didn’t initially choose out of those two, leaving Stargate for last. This is not so much because Mojo and Clolarion aren’t good (they are), but rather because Mojo and Clolarion are not as valuable during the early game, and take the longest to effectively put to use. Even if you are facing an enemy air composition, Fenix’s Suits will be able to comfortably make up for your lack of anti-air in the early stages of the game, until you can finish bringing out all Six Champions and switch to a build that counters enemy air.While the tremendous power of the AI Champions partly comes from their stat efficiency, their abilities also make up a large chunk of their power. Prioritize Talis’ Debilitation System, Warbringer’s Purification Blast, and Clolarion’s Interdictors. Add on a Forge early on and research Fenix’s hero upgrades.While Champion order is mostly dependant on different maps, your army composition is also dependent on the enemy composition, and should be tailored towards the most threatening enemies you’ll need to face, whether they are a part of the enemy composition, or preplaced map defenses. Since you will have access to all of Fenix’s tech if you are using the recommended 6 Champion opener, you will be able to freely choose from among any of Fenix’s units to mix and match a custom unit composition as you see fit. See thefor a more thorough breakdown of when each unit can be effective.











Synergies























Raynor Fenix is able to Recall Raynor’s Bio force, greatly increasing Raynor’s mobility. Conservators are an excellent aid to Raynor’s forces, and Medics can likewise help Fenix. Talis’ Ricochet Glaive can provide a significant increase in damage for Raynor’s Marines.

Kerrigan Fenix’s ground army can greatly benefit from Kerrigan’s Malignant Creep, as they themselves lack healing and damage output. Artanis Guardian Shell mitigates the greatest weakness of Fenix’s Gateway units: their low survivability. Meanwhile, Fenix can reposition Artanis’ slow army as needed and provide additional protection with his Conservators. Swann Swann's Vespene Harvesters allow Fenix easier access to his critical upgrades and capital units. His Science Vessels can also repair Fenix’s mechanical units. Fenix’s durable army can effectively frontline for Swann. Zagara Zagara’s excellent anti-air can save Fenix a lot of trouble. Fenix’s Recall can be useful to Zagara at times, but Zagara’s army already moves across the map fairly quickly. Vorazun Emergency Recall, Strike from the Shadows, and Veil of Shadows make the Cybros Arbiter’s Cloaking Field much more useful, enabling Fenix to use it to deal more damage in combat and save his troops from death. Vorazun’s powerful top bar abilities can also be incredible enablers for Fenix, as he usually lacks crowd control. Karax Reconstruction Beam and Unity Barrier are greatly appreciated by Fenix’s army and Karax’s Chrono abilities help to simplify Fenix’s macro concerns. Fenix can reposition Karax’s slow army (if he has one) via the Cybros Arbiter. Abathur Fenix’s Arbiter Suit can place an entire enemy wave under Stasis, allowing Abathur to bombard the area with Toxic Nests, though this takes coordination. Abathur’s army will appreciate the Recall ability provided by Fenix’s Cybros Arbiter, and the Cybros Arbiter will appreciate Abathur’s Brutalisks for their ability to Deep Tunnel to anywhere on the map, even through the fog of war. In addition, Abathur’s healing and crowd control abilities go a long way towards keeping Fenix's army alive. Alarak The Cybros Arbiter’s Recall greatly helps with Alarak’s considerable mobility issues. Alarak’s high burst damage helps make up for Fenix’s lack thereof. Nova Nova provides healing and defense via her Defensive Drones and Bio-Mechanical Repair Drones, both of which reinforce the damage reduction of Fenix’s Protective Field and high-health Champions. Griffin Strike can cover for Fenix’s lack of burst area damage. Fenix’s Chrono Boost is very valuable to Nova by reducing her unit production cooldowns. Stukov Fenix’s Recall helps with Stukov’s poor mobility. Stukov’s Infested serve as a meat shield for Fenix’s expensive units. Talis’ Ricochet Glaive debuff massively increases the damage output of Stukov’s infantry. Chrono Boost is appreciated by Stukov to speed up his Infested Colonist Compound research, though it does not increase the production rate of Infested Civilians. Dehaka Fenix’s Dragoon Suit can shore up Dehaka’s early game anti-air weakness, while the Praetor Suit serves as a very effective distraction to protect Dehaka when pushing into fortified bases, allowing Dehaka ample time to set up massive psionic explosions. Fenix’s fast ramp-up time can also provide a solution for Dehaka’s poor cleanup during the early game. In the mid game, Fenix can use the Cybros Arbiter’s Recall to provide mobility to Dehaka’s ground army, and to move Murvar and Dakrun across the map. Han & Horner 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.



Map-Specific Tips

























Chain of Ascension Suggested order of Champions: Taldarin > Warbringer > Talis > Kaldalis > Mojo > Clolarion



Rush out Taldarin and Warbringer to clear out the enemy encampment at the expansion, defend Ji’nara, and push into the base guarding the first Hybrid spawn.



Lure enemies out of their bases before pushing in. Use the Conservator’s Protection Field when pushing into the enemy base or fighting an attack wave. Use a few Carriers to draw enemy fire away from the rest of your army.



Use the Cybros Arbiter's Recall to push and defend with no downtime. Try to have the Arbiter in place to Recall your army over to fight the Hybrid spawns as they are triggered. You can Stasis the Hybrids and destroy the rest of the escort before focusing on the Hybrids themselves.



Carriers are ideal for killing the Slayn Elementals. Interceptors naturally avoid their area attacks quite well, reducing the need to actively micro them.



Dead of Night Suggested order of Champions: Warbringer > Taldarin > Talis > Kaldalis > Mojo > Clolarion



You can opt for an Adept/Colossus build for faster clearing speed, or Mass Scouts for a safer, nimbler build that can bypass many enemy defenses and continue to attack during the Night.



Warbringer and Taldarin are great for defending during the first Night—warp in your structures to form a choke point at the entrance to the base to take advantage of Warbringer’s area damage. Send Fenix to clear out nearby enemy bases in the meantime.



Dead of Night features plenty of cloaked or burrowed units, so be sure to have an Observer or the Arbiter’s detection upgrade for Day 2.



Make good use of the Conservator’s Phasing Mode to warp in reinforcements while you are out in the field, and the Cybros Arbiter’s Recall to periodically bring Stargate and Robotics units to your main army.



Recall your Colossi to defend your base during the Night, while the rest of your army continues to push



Lock & Load Suggested order of Champions: Taldarin > Warbringer > Talis > Kaldalis > Clolarion > Mojo



Take advantage of the range of Warbringer, Taldarin and the Solarite Dragoon during the early game to weaken enemy encampments.



Use Fenix’s Suits or a Probe to claim the Celestial Locks. You can Recall your ally's units onto the Celestial Lock if necessary.



You can leave a single Pylon behind at each captured Celestial Lock. This will allow you to comfortably defend the Lock with Fenix’s Suits.



Due to the immense power of Fenix’s Champions in the early game, you can sneak your army into the eastern and northern Celestial Locks and withstand the assault as their defenders try to reclaim it from you. This does require some finesse, such as using Stasis on the Hybrid Dominator before it casts Plasma Blast, or positioning units to avoid cleave from the Hybrid Behemoth.



Malwarfare Suggested order of Champions: Kaldalis > Talis > Taldarin > Warbringer > Mojo > Clolarion



You can use Taldarin, Warbringer and Fenix to push into the various enemy encampments scattered around the second Security Terminal. Warp in a new Fenix Suit near Aurana whenever attack waves threaten her.



Talis’ Ricochet Glaive is a huge help against Suppression Towers, and can significantly improve your ability to deal damage to them.



You can often defend the first Data Core with just Fenix’s Suits, though certain enemy compositions may be harder to handle than others.



Beginning at the third Security Terminal, it can be helpful to start leaving occasional Pylons behind your army. They will allow you to better use Fenix Suit’s to move about the map, and will let you Recall your army speedily to deal with Suppression Towers.



Scouts and Immortals can both deal excellent damage to Suppression Towers. You may want to focus on one over the other depending on the enemy composition.



Miner Evacuation Suggested order of Champions: Warbringer > Taldarin > Kaldalis > Talis > Mojo > Clolarion



Miner Evacuation requires a particularly potent opener. Mixing in Kaldalis with Warbringer and Taldarin will allow you to more comfortably claim the expansion as you defend the first Evacuation Ship.



Use the Conservator’s Phasing Mode while defending an Evacuation Ship to create a reinforcement point and provide constant damage reduction.



Adepts backed up by Colossi are an excellent choice for dealing with the Infested. Mix in a few Immortals and Scouts in order to better deal with Aberrations and Hybrid. Alternatively, use mass Scouts.



Bring Observers. There will be cloaked Infested Banshees.



Send your Scouts and Carriers to deal with the Eradicators. Eradicators are classed as light, making Scouts an excellent option to deal with them. Do not engage them with ground units.



Mist Opportunites Suggested order of Champions: Taldarin > Warbringer > Talis > Kaldalis > Clolarion > Mojo



You can use Taldarin to expand, then push into the first Terrazine Extraction Device as soon as Warbringer arrives. Fenix can easily hold the objective by himself.



Use Fenix's Suits to efficiently defend against attack waves heading for the Harvesting Bots. For earlier waves, the Solarite Dragoon and Praetor Armor may be able to handle waves on their own, but for later waves the Cybros Arbiter’s Recall becomes invaluable when caught off-guard.



Make ample use of Conservators to provide Protective Fields and warp in points for reinforcements.



Once you have control of the map, you can warp in cheap structures across the map in order to delay attack waves and prevent the Harvesting Bots from taking damage, though this may be entirely unnecessary if you keep good control over incoming attacks.



Oblivion Express Suggested order of Champions: Taldarin > Warbringer > Kaldalis > Talis > Clolarion > Mojo



Scouts perform poorly on this map due to their lack of ground anti-armored damage for Trains. If you are facing an enemy air composition, Adepts and Carriers may be better investments.



Talis’ Ricochet Glaive is particularly useful for amplifying damage dealt to Trains by the rest of your army—optimizing her Tactical Data Web makes a notable difference here. Avoid targeting the frontmost Train car with Talis, as her Ricochet Glaive won’t bounce to other sections from it.



Immortals have exceptional anti-armored DPS, and make short work of Trains.



The number of detectors in each Train escort is limited. If you are attentive, you can destroy or Stasis these detectors to protect your forces with the Cybros Arbiter's Cloaking Field.



You can use the Cybros Arbiter's Recall to move across the map to intercept enemy attack waves and to easily catch up with the bonus objectives.



If you are facing Terran enemies, you may want to warp in a few Photon Cannons at the top of each ramp leading into your bases, to prevent Ghosts from nuking you. While the Cybros Arbiter’s detection can handle these when caught off-guard, relying on this in the long run will severely hinder Fenix’s combat involvement.



Part and Parcel Suggested order of Champions: Taldarin > Warbringer > Kaldalis > Talis > Clolarion > Mojo



Claim your expansion with Taldarin, Warbringer and Fenix, then move into the western enemy base to claim the remaining Parts necessary to activate the Balius—focus on scouring the entire left side of the map for Parts first.



The Train bonus objective spawns from the northwestern edge of the map at 8:30 minutes into the game. Try to catch it just as it enters the map, rather than waiting for it to pass through the nearby enemy base.



Interceptors are great for picking up Parts.



Talis’ Ricochet Glaive can greatly amplify the damage you deal to the Hybrid Experiments.



Use the Conservator’s Protection Field when pushing into enemy bases. Convert them to Phasing Mode when fighting the Hybrid Experiments.



Fenix’s Suits can be used to intercept most incoming attack waves on their own. Leave a Pylon or two near the paths taken by the enemy attack waves—they always spawn from the northwest and the southeast.



Rifts to Korhal Suggested order of Champions: Kaldalis > Warbringer > Taldarin > Talis > Mojo > Clolarion



The first attack wave on Rifts to Korhal spawns very early compared to other maps. Use Kaldalis to defend, then quickly follow up with Warbringer to push into enemy bases. Kaldalis can clear out your expansion Rocks and the Void Shard while you use Warbringer and the Solarite Dragoon to lay siege to the base defending the second set of Void Shards. A good warp in timing to allow this is Gateway first, followed by Robotics Bay and Facility.



Clolarion, Mojo and the Solarite Dragoon can deal with the first Pirate Ship by themselves. Don’t get hit by the charge attack!



You can use the Cybros Arbiter’s Recall to move your forces directly from the third set of Void Shards to the base guarding the fourth set of Void Shards, or to move into the base guarding the second Pirate Ship.



Fenix’s Suits can deal with most of the early and mid game attack waves. They always spawn in the same spot, so leaving a Pylon near where the second set of Void Shards used to be will give you a great point to warp in reinforcements and Fenix’s Suits.



Scythe of Amon Suggested order of Champions: Taldarin > Warbringer > Clolarion > Mojo > Talis > Kaldalis



A good route to use is: Southern Void Sliver > Eastern Void Sliver > First bonus area > Second bonus area > Northern Void Sliver > Third bonus area > Northwestern Void Sliver > Western Void Sliver



Your Champions and Fenix can quickly destroy the southern Void Sliver guarding the expansion, and you can then move on to destroy the eastern Void Sliver. While this is going on, you can use Fenix to destroy the encampment guarding the first bonus objective area.



Use the Conservator’s Protection Field when pushing into Void Slivers to reduce the high damage you are likely to suffer while fighting the Void Slivers’ defenses.



There are also only a few detectors guarding each Void Sliver—astute players can destroy them and enable the Cybros Arbiter's Cloaking Field in order to deal with the Void Sliver at minimal risk. Amon will send additional detectors, so try to kill those immediately.



Beware of the Death Grip Crystals and Blue Circles of Death. Death Grip Crystals cannot immobilize your Champions, but they can destroy shells—deal with them quickly.



Scouts are very effective on this map due to the high number of armored air enemies and the Void Slivers themselves. Once you branch into Stargate tech, it’s generally a good idea to invest in a number of Scouts.



Temple of the Past Suggested order of Champions: Taldarin > Warbringer > Talis > Kaldalis > Mojo > Clolarion



Clearing the enemy bases in each individual lane makes the rest of the game easier. Try to do this early on. You can use Taldarin to clear out your expansion Rocks, then send Taldarin and Warbringer to push into these bases.



The Cybros Arbiter's Recall is immensely helpful on this map. Leave a Pylon in each of the alcoves housing the Zenith Stones in order to always have a point from which you can deploy Fenix’s Suits for quick access to the Void Thrashers.



Try to learn the timing and order of the attack waves. Staying ahead of their movements is very important, and will help you keep control of the situation. There are two different spawn patterns for this map, one featuring drop pods around the Temple and another featuring an extra Void Thrasher. You can tell them apart from the first Hybrid attack—if it is a Hybrid Nemesis , you are playing the variant with an extra Void Thrasher.



The Vermillion Problem Suggested order of Champions: Talis > Kaldalis > Taldarin > Warbringer > Mojo > Clolarion



You can sneak a Probe onto the expansion island from the eastern ramp and warp in your initial production structures there. This allows you to get Talis and Kaldalis right where you want them in order to fight off the enemy air units guarding the area and claim the expansion. Alternatively, just warp in your structures in your base as normal and wait for the Lava Surge.



Use Fenix to defend against early attack waves while your Champions clean up enemy defenses and secure ground. Be especially wary of enemy dropships, and intercept them with the Solarite Dragoon before they become a problem.



During Lava Surges, you can send the Cybros Arbiter across the lava to Recall your army to attack a new location instead of waiting.



Warp in a few Pylons on the various islands, giving you vision for warping in Fenix’s Suits wherever they’re needed. Use these or Conservators to reinforce your army as you move across the map.



Warping in all of your Robotics Facilities and Stargates on the same island will give you an easier time using the Cybros Arbiter to Recall reinforcements to your position.



Warp in a Pylon on the southern island, then use the Cybros Arbiter to Recall your army to take out the Molten Salamander and the nearby enemy base during a Lava Surge.



Fenix’s Suits make short work of the small enemy packs guarding each Xenon Crystal.



Void Launch Suggested order of Champions: Warbringer > Taldarin > Talis > Kaldalis > Mojo > Clolarion



Use Warbringer to defend against the first attack wave. Move him up the map to begin laying siege to the various enemy camps while clearing the expansion Rocks with the Solarite Dragoon. Immediately redeploy Fenix to the frontline once this is done. Alternatively, you can open with Taldarin, but his effectiveness relies more on the enemy attack wave composition.



Stick to the Six Champion opener. Don’t worry too much about the first wave of Shuttles, as Fenix will be able to comfortably handle them on his own. You may want to add on a number of Scouts to your army later into the game in order to deal with the Shuttle escorts, which are primarily armored. Note that the Shuttles themselves are classed as neither armored nor light, and Scouts will therefore have a hard time sniping them on their own.



Warp in a few Pylons across the map in order to give yourself vision for deploying Fenix.



Start pushing into the fortified enemy bases early and clear them of enemy structures. Lay claim to the Shuttle Launch Bays to be able to easily access the Shuttles as they spawn. Taking over an enemy base with your own Nexus will provide the income you’ll need to camp each Launch Bay with Photon Cannons, though the effectiveness of doing so is dependant on how early into the game you can claim the base.



Void Thrashing Suggested order of Champions: Taldarin > Warbringer > Talis > Kaldalis > Mojo > Clolarion



Void Thrashing is a fairly short map, making compositions that ramp up quickly more valuable.



Use Taldarin to clear out the expansion Rocks and Fenix to clear out the guards defending the first Void Thrasher, and to defend against the first attack wave. Send Taldarin and Warbringer to kill the Void Thrasher while Fenix weakens subsequent enemy defenses.



Beyond that, take advantage of the range of Warbringer, Taldarin and the Solarite Dragoon to weaken various enemy encampments. Bait them into chasing you, then use the Solarite Dragoon’s spells to deal massive damage.



When pushing into enemy bases, cast Stasis Field on Hybrids and other priority targets. Kill them once you have dealt with the rest of the defenses guarding the base. Don’t let the Hybrid Dominators cast their Plasma Blast.



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

Chain of Ascension 100%: 6 Champion > Adept/Immortal



6 Champion > Adept/Immortal Dead of Night: 6 Champion > Adept/Colossus



6 Champion > Adept/Colossus Lock and Load 100%: 6 Champion > Adept/Legionnaire



6 Champion > Adept/Legionnaire Malwarfare 100%: 6 Champion > Mass Adept



6 Champion > Mass Adept Mist Opportunities: 6 Champion > Adept/Carrier



6 Champion > Adept/Carrier Miner Evacuation 100%: 6 Champion > Adept/Scout/Colossus



6 Champion > Adept/Scout/Colossus Oblivion Express 100%: 6 Champion > Immortal > Scout



6 Champion > Immortal > Scout Part and Parcel 100%: 6 Champion > Adept/Legionnaire



6 Champion > Adept/Legionnaire Rifts to Korhal 100%: 6 Champion > Adept/Immortal/Scout



6 Champion > Adept/Immortal/Scout Scythe of Amon 100%: 6 Champion > Adept/Carrier



6 Champion > Adept/Carrier Temple of the Past: 6 Champion > Adept/Scout/Carrier



6 Champion > Adept/Scout/Carrier Vermillion Problem 100%: 6 Champion > Adept/Legionnaire



6 Champion > Adept/Legionnaire Void Launch 100%: 6 Champion > Immortal/Scout/Carrier



6 Champion > Immortal/Scout/Carrier Void Thrashing 100%: 6 Champion > Adept/Immortal Fenix Replay Pack These solo speedrun replays showcase the effective use of various Fenix builds on different maps.



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