Key insights
- Commanders in StarCraft 2's Allied Commanders mode have unique abilities for co-op play.
- Egon Stetmann provides hero support with healing satellites and a powerful ally, Gary.
- Rory Swann features improved Vespene income and strong towers in late-game defense.
Allied Commanders is the most popular game mode in StarCraft 2which was introduced in Legacy of the Void. The most important elements of this mode are the commanders themselves, which sets this game mode apart from the more traditional multiplayer games. Commanders often have unique abilities that help solve the most complex challenges in co-op games.
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Every commander in there StarCraft 2 has its own lore, strengths and weaknesses, offering a range of different play styles for everyone involved. They also have their own unique units designed to tackle various missions. However, the main goal of each commander is to provide addictive co-op gameplay. This list focuses on the best of them!
8 Egon Stetmann
Best hero support commander
- Race: Terran
- Type: Support, Attack
- Commands: Mecha Swarm
Stetmann is a fantastic support commander, capable of deploying special satellites that create so-called Stetzones. Within these zones, his units can heal, regenerate energy and even increase their speed. His best friend Gary can easily rebuild an entire army for him when many units have been lost in battles.
It is recommended to use Stetmann in the late game when there is a particular need for solid support. For this reason, Stetmann may not be very suitable for the early game.
7 Rory Swann
Best commander for late game dominance
- Race: Terran
- Type: Armored Warfare
- Orders: Raynor's Raiders
Swann is a master of defensive warfare, using a variety of turrets that can stop hordes of enemies. Because he has increased Vespene income, his units can be rebuilt 20% faster than any other commander. Additionally, his factories and armories do not require any Vespene gas to build, making him extremely efficient in the late game.
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Swann's forces are more mobile because he has a Hercules dropship. Siege tanks are his biggest units, as they can do a lot of damage for relatively little in return.
6 Fenix
Best commander for early strength
- Breed: Cleaner
- Type: Heavy Attack
- Commands: Cleaner
Fenix is one of the few commanders who can perform equally well in both early and late games. He owns the warship Arbiter, which allows him and his units to teleport across the map and deploy where they are needed extremely quickly. Fenix also offers significant discounts on powers (up to 20%), minerals for structures (up to 50%), and the technical requirements cost nothing at all.
The only downside to this commander is that his units can be quite vulnerable in dire situations. But this can be easily remedied with protective fields.
5 Dehaka
Best commander for the early offensive
- Race: Primordial Zerg
- Type: Attack
- Orders: Dehaka's swarm
Dehaka is probably the only commander at the start of the game who could conquer entire armies on his own. This is possible because he has access to a large number of really strong units. Dehaka can also create deep tunnels, allowing his units to move underground and traverse large stretches of terrain undetected.
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Dehaka's best units are Mutalisks! These are flying Zergs that can defeat almost any other air unit. However, keep in mind that his entire game plan requires a lot of Vespengas.
4 Alarak
Best anti-tank artillery commander
- Race: Protoss
- Type: Heavy artillery
- Orders: Tal'darim
When players face heavily armored enemies, they need a commander who can handle these types of challenges without batting an eye. Alarak has access to Ascendants, powerful wizards who can easily take on the best defenses on the battlefield. Unfortunately, it is very difficult to restore these units when their numbers decrease.
It is also important to note that Alarak and his units do not have solid transportation, making it more difficult for him to traverse the terrain. But he is one of the most powerful heroes in the game and can be played early on.
3 Jim Raynor
Best commander for anti-aircraft combat
- Race: Terran
- Type: Infantry Support
- Orders: Raynor's Raiders
Raynor is one of the most famous commanders in the world StarCraft 2 Community capable of calling fire bats and vultures to his side and taking serious aerial countermeasures. He can also use the MULE, a wheeled excavator that significantly increases his mineral income.
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But some of Raynor's units can also provide strong ground defenses, such as spider mines and drop pods. Finally, its medics can easily repair damaged mechanisms if necessary.
2 Alexei Stukov
Best commander for building armies
- Race: Infested Terran
- Type: War of Attrition
- Orders: Stukov's Forces
In StarCraft 2Stukov is the first commander to combine the Terran and Zerg arsenals. This allows him to easily raise new armies and send waves of infected units into battle again and again. In the late game, when more pressure is needed to win battles, this ability is very useful.
Stukov also has one of the best defense systems in the game, which can help him dodge a lot of damage. They are called “battlefield coffins” or simply “bunkers” and are very difficult to dismantle.
1 Arcturus Mengsk
Best Commander for Economic Supremacy
- Race: Terran
- Type: Heavy artillery support
- Orders: Royal Guard
Mengsk's biggest selling point is that his units essentially cost very little, but can be upgraded to extreme levels. He also has access to supply bunkers that can provide him and his royal guards with a large amount of supplies. They can also be used for defense, which is actually very powerful.
Mengsk can easily drive away waves of enemies even without using his own units, as his mechanical artillery does the job. But like all economy-dependent commanders, his strategy requires tons of Vespene gas.
- Released
- July 27, 2010
- ESRB
- T for Teen: Blood and gore, language, suggestive themes, alcohol and tobacco use, violence