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"Alexei Stukov returns to battle once again with his vile infested army. Stukov combines the strengths of the Terran and Zerg races to command an overwhelming horde supported by machines with mutated powers that defy the limits of normal technology."

- Commander blurb(src)

Alexei Stukov is an infested terran commander for Co-op Missions. He is an infestation specialist, who can send wave after wave of infested terrans at his enemies while supporting them with infested vehicles.[1] He is the mode's first hybrid-type commander, combining elements of the terran and zerg arsenal.[2]

Stukov does not appear on the battlefield as a hero, but controls his army with global abilities.[1] His units include infested colonists, volatile infested, infested marines, infested troopers, infested siege tanks, infested diamondbacks, infested banshees, infested liberators, brood queens and infested bunkers. His abilities include the ability to control his waves of infested terrans with psi emitters, infest allied and enemy structures, the ability to call down the infested battlecruiser Aleksander, and the ability to summon a creature known as an apocalisk.[3] His playstyle has been described as more passive than other commanders, where the player will be pushing alongside waves of infested.[2] His structures are built by SCVs, but can walk, uproot, and produce multiple units at a time.[4][3]

Overview[]

"At least my army has prior experience with dying."

- Stukov(src)

Info[]

  • Recommended for experienced players
  • Overwhelm the enemy with hordes of infested forces
  • Command a twisted army with the strengths of both Terran and Zerg

Mastery[]

Power Set 1
Volatile Infested Spawn Chance: +0.5% – +15%
Infested Structure Cooldown: -1.5 sec – -45 sec
Rank 30 reduces charge cooldown from 90s to 45s.
Power Set 2
Aleksander Cooldown: -3 sec – -90 sec (down to a minimum of 270 sec)
Apocalisk Cooldown: -3 sec – -90 sec (down to a minimum of 210 sec)
  • (Neither of thoses affect the initial cooldown at the start of the mission.)
Power Set 3
Infested Infantry Duration: +1 sec – +30 sec (up to a maximum of 120 sec)
Mech Attack Speed: +1% – +30%

Prestiges[]

Level 1 – Frightful Fleshwelder
Advantage: Factory and Starport no longer have tech recruitments. Mechanical combat units cost 30% less. Automated Mitosis generates Infested Siege Tank ammunition 200% faster.
Disadvantage: The Infested Colonist Compound does not spawn and cannot be built.
Level 2 – Plague Warden
Advantage: Banshees can load up to 16 Infested infantry and can launch their cargo at a ground target.
Disadvantage: Infested Civilians have 30% reduced timed life.
Level 3 – Lord of the Horde
Advantage: Infested Bunkers spawn Infested Troopers 200% faster.
Disadvantage: Infested Bunkers no longer have cargo capacity.

Calldowns[]

Abilities[]

PsiEmitter SC2-LotV Icon1
Deploy Psi Emitter

Sends all currently existing and newly constructed infested infantry units to the designated point.

Available as a calldown, also as the rally command for the infested colonist compound, infested barracks and infested bunker.

Usage
Hotkey Y (from buildings)
Campaign Acquisition
Unlock Initially available
ve
Lvl2HostileIncubation Sc2Game1
Infest Structure

Infests target friendly structure, causing it to spawn 60 broodlings and restoring 25 life per second over 20 seconds.

Hostile Incubation: Infest Structure can store up to 3 charges and target enemy structures, disabling their functions.

Usage
Duration 20 seconds
Cooldown 90seconds
Mastery: -1.5seconds per Infested Structure Cooldown mastery point. Down to a minimum 45 seconds
Campaign Acquisition
Unlock Initially available
ve
Lvl4Apocylisk Sc2Game1
Apocalisk

Spawns an Apocalisk with massive health, cleaving attacks, a charge ability, and anti-air weaponry. Deals 50 damage to units in a radius of 2 on spawn.

Incendiary Prosthetics: increases the Apocalisk's initial spawn area damage from 50 to 150.

Usage
Cooldown 300 (Initial cooldown=240)seconds
Mastery: -3seconds per Apocalisk Cooldown mastery point. Down to a minimum 210 (Initial cooldown=240) seconds
Campaign Acquisition
Unlock Reach Stukov Level 4
ve
Lvl10Aleksander Sc2Game1
Aleksander

Calls down the Aleksander infested battlecruiser at the target location. Launches infested civilian bombs, can spawn infested after crashing, and reduces taken damage on nearby friendly units.

Neural Infestation: Aleksander can mind control air units with its attacks.

Usage
Duration 60 seconds
Cooldown 360 (Initial cooldown=360)seconds
Mastery: -3seconds per Aleksander Cooldown mastery point. Down to a minimum 270 (Initial cooldown=360) seconds
Campaign Acquisition
Unlock Reach Stukov Level 10
ve

Upgrades[]

Lvl2HostileIncubation Sc2Game1
Hostile Incubation

Infest Structure can now store two additional charges and can target enemy structures, disabling them in addition to spawning Broodlings.

Campaign Acquisition
Unlock Reach Stukov Level 2
ve
AggressiveIncubation LotV Game1
Aggressive Incubation

Increases the number of broodlings spawned by Infest Structure by 50%

Campaign Acquisition
Unlock Reach Stukov Level 3
Acquisition
Purchased from Infested command center
Hotkey G
Cost 150 Minerals 150 Vespene gas 90seconds
Required Infested armory
ve
Lvl12IncindaryProstetics Sc2Game1
Incendiary Prosthetics

Increases the area damage dealt by the Apocalisk's attacks and its initial spawn by 100%.

Usage
Notes

Unlike the description, increases the area damage dealt by the Apocalisk's attacks by 125% and its initial spawn (including Burrow Charge ability) by 200%.

Campaign Acquisition
Unlock Reach Stukov Level 12
ve
Lvl15NeuralInfestation Sc2Game1
Neural Infestation

Stukov gains control of enemy units who are under attack from the Aleksander tentacles.

Campaign Acquisition
Unlock Reach Stukov Level 15
ve

Charges[]

Stukov's structures produce units via "charges." Most structures have a maximum of 5 charges, which are similar to larvae but are not separate targetable units visible to other players. An infested command center has 5 charges, and the player could create four drones and one overlord, for instance, using up all 5 charges. When the charge is spent, an "infested cocoon" is produced around the structure, and after the "build" time hatches into the appropriate unit. Charges come back one at a time.

The infested barracks produces 10 charges initially, and 20 charges upon reaching level 6.

Army Composition[]

Units and Structures[]

Stukov has access to the following units and structures:

Icon Unit Details Production Base Statistics:
Infested Civilian Stukov
Infested Volatile Stukov
Infested civilian and Volatile infested General-purpose infested infantry.
(There is a probability of spawning Volatile Infested through the use of the Mastery)

Can attack ground units.

60 (180 initial) seconds

for 8/16/32/64 Infested Civilians and Volatile Infested

Life: 35 / Armor: 0

MS: 1.25

Infested Civilian:


Infested claws
Damage: 8
AS: 1.2 / Range: 0.1 (melee)
Upgrade: +1 per level
DPS: 6.66 (+0.83)

Volatile Infested


Volatile burst
Damage: 40 (+40 vs Structures)
AS: 0.2 (at once) / Range: 0.1 (melee)
Upgrade: +4 (+4 vs Structure) per level
Damage: 40 (+4)
80 (+5) vs Structures

Marine Infested Stukov Infested marine and Infested trooper General-purpose infested infantry.

Can attack ground and air units.

Infested Marine:

15 Minerals 1 Control
10 (5 charge cooldown) seconds


Infested Trooper:
30 seconds

Life: 50 / Armor: 0

MS: 1.75


Infested Gauss Rifle
Damage: 6
AS: 0.86 / Range: 5
Upgrade: +1 per level
DPS: 7

Diamondback Infested Stukov Infested diamondback Fast, high damage hovertank. Can attack while moving and can bring flying units to the ground.

Can attack ground units.

225 Minerals 75 Vespene gas 3 Control

32 (20 charge cooldown) seconds

Life: 250 / Armor: 1

MS: 3.375


Bile cannons
Damage: 20 (+10 vs Armored)
AS: 1 / Range: 8
Upgrade: +2 (+1 vs Armored) per level
DPS: 20 (+2)
30 (+3) vs Armored

Siege Tank - Tank Mode Infested Stukov

Siege Tank - Siege Mode Infested Stukov

Infested siege tank Heavy tank. Can root itself to provide long-range artillery support by consuming infested infantry units.

Can attack ground units.

200 Minerals 100 Vespene gas 3 Control

32 (20 charge cooldown) seconds

Life: 200 / Armor: 1

MS: 2.25 (Uprooted only)


Impaler tentacle
Damage: 25
AS: 1.85 / Range: 7
Upgrade: +2 per level
DPS: 13.51 (+1.08)


Volatile burst (Rooted only)
Damage: 40
AS: 3 / Range: 2-18
Upgrade: +4 (+4 vs Structure) per level
DPS: 13.33 (+1.33)
Vs Structure: 27 DPS

Liberator Infested Stukov Infested liberator Artillery fighter. Attacks deal area damage to enemy air units.

Can attack air units.

150 Minerals 125 Vespene gas 3 Control

43 (20 charge cooldown) seconds

Life: 180 / Armor: 0

MS: 3.375


Viral swarm
Damage: 10 (x5)
AS: 6 / Range: 5
Upgrade: +1 per level
DPS: 8.33 (+0.83)

Banshee Infested Stukov Infested banshee Tactical-strike aircraft. Can cloak and can be upgraded to burrow.

Can attack ground units.

150 Minerals 100 Vespene gas 3 Control

43 (20 charge cooldown) seconds

Life: 140 / Armor: 0

MS: 2.75


Backlash rockets
Damage: 12 (x2)
AS: 1.25 / Range: 6
Upgrade: +1 per level
DPS: 19.2 (+1.6)

Queen Classic Stukov Brood queen Flying support unit. Can use Ocular Symbiote and Spawn Broodlings.
Can attack air units.

(Unlocks at level 8)

100 Minerals 100 Vespene gas 2 Control

32 (20 charge cooldown) seconds

Life: 120 / Armor: 0

MS: 2.5


Acid spores
Damage: 10
AS: 1.5 / Range: 6
Upgrade: +1 per level
DPS: 6.67 (+0.67)
Vs Armored: 10 DPS

Overseer Default Stukov Overseer Advanced aerial observer. Maintains the unit cap set by the Overlord 50 Minerals 50 Vespene gas Provides 8 Control

17 seconds

Life: 200 / Armor: 1

MS: 2.62

Bunker Infested Stukov

Bunker Infested Uprooted Stukov

Infested bunker Defensive structure. Periodically spawns infested troopers that fight from inside. Acts as a mobile ground transport while uprooted.

Can attack ground units.

400 Minerals 4 Control

45 seconds

Life: 400 / Armor: 1

MS: 1 (Uprooted only)


Neosteel claws (Uprooted only)
Damage: 20
AS: 1.72 / Range: 1 (melee)
DPS: 11.62

Missile Turret Infested Stukov Infested missile turret Anti-air defensive structure.

Can attack air units.

100 Minerals 

25 seconds

Life: 250 / Armor: 1

MS: 1.4 (Uprooted only)


Firefly missiles (Rooted only)
Damage: 12 (x2)
AS: 0.86 / Range: 7
DPS: 27.91

Talent Progression[]

Stukov acquires the following talents as he levels up.

Lvl1Infestation Sc2Game1
Infestation

Stukov begins with an Infested Colonist Compound that automatically generates Infested infantry units every 60 seconds at no cost.

Stukov’s Infested Commander Center generates creep at an accelerated rate and unlimited range.

Campaign Acquisition
Unlock Initially unlocked
ve
Lvl2HostileIncubation Sc2Game1
Hostile Incubation

Infest Structure can now store two additional charges and can target enemy structures, disabling them in addition to spawning Broodlings.

Campaign Acquisition
Unlock Reach Stukov Level 2
ve
Lvl3Epdemic Sc2Game1
Epidemic

Unlocks an additional level of Infestation at the Infested Colonist Compound. Also unlocks an upgrade at the Infested Command Center to increase the number of Broodlings spawned by Infest Structure by 50%.

Campaign Acquisition
Unlock Reach Stukov Level 3
ve
Lvl4Apocylisk Sc2Game1
Apocalisk

Unlocks the ability to spawn an Apocalisk at the target location. The Apocalisk is controllable and will fight for 60 seconds.

Campaign Acquisition
Unlock Reach Stukov Level 4
ve
Lvl5InfestedEngBayCache Sc2Game1
Infested Engineering Bay Upgrade Cache

Unlocks the following upgrades at the Infested Engineering Bay:

  • Increase the armor of Infested Bunkers.
  • Increase the life regeneration rate of Infested Bunkers while they are rooted.
Campaign Acquisition
Unlock Reach Stukov Level 5
ve
Lvl6CorruptedConcription Sc2Game1
Corrupted Conscription

Spawn Infested Marine can now store additional charges and spawn faster. (Stores 10 charges and spawns in 5 seconds.)

Campaign Acquisition
Unlock Reach Stukov Level 6
ve
Lvl7InfestedInfantryCache Sc2Game1
Infested Infantry Upgrade Cache
Campaign Acquisition
Unlock Reach Stukov Level 7
ve
Lvl8BroodQueen Sc2Game1
New Unit: Brood Queen

Flying support unit. Can use Ocular Symbiote and Spawn Broodlings.

Campaign Acquisition
Unlock Reach Stukov Level 8
ve
Lvl9FactoryCache Sc2Game1
Infested Factory Upgraded Cache

Unlocks the following upgrades at the Infested Factory Tech Lab:

Campaign Acquisition
Unlock Reach Stukov Level 9
ve

Unlocks the ability to call down the Aleksander at the target location. The Aleksander is controllable and will fight for 60 seconds.

Campaign Acquisition
Unlock Reach Stukov Level 10
ve
Lvl11StarportCache Sc2Game1
Infested Starport Upgrade Cache

Unlocks the following upgrades at the Infested Starport Tech Lab:

Campaign Acquisition
Unlock Reach Stukov Level 11
ve
Lvl12IncindaryProstetics Sc2Game1
Incendiary Prosthetics

Increases the area damage dealt by the Apocalisk's attacks and its initial spawn by 100%.

Usage
Notes

Unlike the description, increases the area damage dealt by the Apocalisk's attacks by 125% and its initial spawn (including Burrow Charge ability) by 200%.

Campaign Acquisition
Unlock Reach Stukov Level 12
ve
Lvl13BroodQueenCache Sc2Game1
Brood Queen Upgrade Cache

Unlocks the following upgrade at the Infested Starport Tech Lab:

  • Increase the Brood Queen’s energy regeneration rate by 100% and allow it to spawn with full energy.
  • Enable Brood Queens to immobilize and reveal enemy ground units while dealing damage to them over time.
Campaign Acquisition
Unlock Reach Stukov Level 13
ve
Lvl14EngorgedBunker Sc2Game1
Engorged Bunkers

Increases the number of units that Infested Bunkers can hold by 2, and increases the spawning rate of Infested Troopers by 20%.

Campaign Acquisition
Unlock Reach Stukov Level 14
ve
Lvl15NeuralInfestation Sc2Game1
Neural Infestation

Stukov gains control of enemy units who are under attack from the Aleksander tentacles.

Campaign Acquisition
Unlock Reach Stukov Level 15
ve

Strategies[]

Stukov functions very differently from most commanders. The core of his army is waves of disposable infested with a timed life. These infested are extremely powerful when used correctly, and can wear down enemy defenses steadily while covering for more durable units. He requires a very different mentality, rather than building a core army Stukov must time his waves of infested marines to clash with attack waves or objectives. Stukov can also support these waves with mech and air options, as well as powerful calldowns.

Mastery Strategies[]

Power Set 1: Volatile Infested Spawn Chance

Volatile Infested Spawn Chance: +0.5% - +15%
Volatile infested drastically increase the power of infested colonist spawn waves, allowing them to clear out waves of clumped up enemies easier and dealing high damage to static defense.

Power Set 2: Apocalisk Cooldown

☀Apocalisk Cooldown: -3 sec - - 90 sec

Apocalisk now becomes the core member of your army. With such short cooldown, it can clear up almost every enemy attack waves.

Power Set 3: Infested Infantry Duration

☀Infested Infantry Duration: +1 sec - +30 sec
Increasing the duration of infantry allows for longer pushes across greater distances, and increases the effectiveness of Stukov's core army.

Prestige Strategies[]

Frightful Fleshwelder denies Stukov one of his central mechanics, the infested civilians. This makes his early game weaker since he cannot hold enemies off with his infested and cannot use them to soak damage and whittle down enemies when attacking. However, he can go straight into factory and starport production and make more use of his mechanical units, which are much more economical with their cost discount. Stukov will not want to take heavy losses since his mechanical forces are still expensive to replace, and to aid them in pushes make more use of his calldowns; the apocalisk and the Aleksander are both powerful units to break enemy formations, and Infest Structure can be used to disable enemy static defenses and create broodlings to distract them while Stukov moves his main army into position. His army may require a short rest between periods of fighting, to allow their abilities to come off cooldown and accumulate charges.

Plague Warden makes infested banshees critical to Stukov's playstyle, allowing them to quickly wipe out groups of enemies. Infested banshees have a large cargo capacity and even a small number of them can deal heavy damage. Due to the low individual damage of the launch of infested infantry, they are best used against clumps of weaker units. Stukov's infested banshees have a low attack range, so do not be reckless with them and only move in if they can do so safely. Because Stukov's infested civilians do not last as long, the player should make more infested barracks infested bunkers to provide infested infantry, both for attacking and to provide fodder for infested banshees. To conserve resources creating infested infantry from the barracks, Stukov can unload his bunkers to provide masses of infested infantry for attacks and let his bunkers replenish their supply over time.

Lord of the Horde turns Stukov's infested bunkers into miniature colonist compounds. They are no longer usable for base defense but continuously provide a stream of infested infantry to attack. Stukov must be more cautious about defending his base and use his topbar abilities to do so if his infested cannot respond quickly. In order for this prestige to truly be useful, Stukov will need a large number of infested bunkers to produce lots of infested infantry, and should research their upgrades as soon as possible. The player should be careful deciding between prioritizing upgrading their colonist compound or expanding Stukov's bunker network, since both are costly investments that will improve their army in different ways.

The Meaning of Sacrifice[]

The backbone of Stukov's forces comes from the waves of infested that spawn from his infested colonist hut. This will be the backbone of his army through the mid-game, and serve as a buffer for some of his more fragile but higher damage units. One strategy for late game armies is waves of infested supported by uprooted bunkers. As such, it is important to prioritize getting the infestation upgrades from the infested colonist huts, which greatly increase the number of infested that push per wave. Infested troopers also do very high damage and are by far Stukov's most reliable anti-air unit, especially when massed. As such, mass infantry serves as the most reliable strategy for Stukov on higher difficulties.

However, the downside is this strategy very mineral heavy, and requires the player push in waves. Timing your push with your colony wave is crucial. Due to their timed life, on most maps it is important that bunkers and the infested colonist hut be uprooted and moved near the frontlines in order to ensure that most of their timed life is not wasted in transit.

The Greatest Military Technology[]

Most maps can be won with massed infested pushing in waves against enemy fortifications. However, Stukov also has a good number of other options from his factory and starport in order to form more reliable forces to aid him in battle. Stukov's diamondbacks fire a sustained stream of damage and can be microed to fire on the move. However, their most useful feature is the ability to root air units to the ground, allowing them to be attacked by ground attackers with ease. Due to recent buffs, diamondbacks do impact heroic units such as hybrid nemesises, or shuttles on "Void Launch", at a reduced effectiveness, meaning they are now actual reliable anti-air. Stukov's infested siege tanks also serve as valuable and reliable damage for infested waves, especially after they gain the ability to generate infested. Their recharge is slow however, meaning they cannot force an attack reliably on their own, but their high damage can help with both massed enemies and priority targets such as hybrid, especially after their upgrade to damage armored targets is researched.

Stukov's starport also has some interesting, yet niche options. Infested liberators can do heavy damage against heavy air units, but have an extremely slow rate of fire and do not have the anti-ground transformation of their terran counterpart. In addition, even with their dispersal upgrade, liberators are very fragile and cannot stand up to most massed air. Infested banshees can be valuable against priority targets, and do high damage. However, they too are fragile, and only with intense micro is their ability to burrow and heal a viable option. Brood queens serve as an interesting support option, and with proper micro can be used to spawn broodlings on priority non-massive targets like siege tanks or liberators. Fungal growth also serves to support infested waves. However, as spellcasters they are targeted by the AI first, meaning they cannot be lazily brought with the army without being focused down.

Bulwark of the Dead[]

In spite of his wave-like mentality of using temporary units, Stukov also shines in defensive situations. This is due to the mobility of his structures, which can uproot and root anywhere where there is creep, which will slowly begin to move over the entire map. In addition to bunkers and the colonist compound, Stukov has access to infested marines from his barracks. These are identical to infested troopers, but cost minerals and supply for an extra few seconds of being alive. Due to their free generation the ability of the bunker to shield them from damage, the troopers for the bunkers serve as a more reliable attack force. Nonetheless, infested barracks can be useful when a mission is nearing its end and you need a burst of infested.

In addition, infest structure is a very important tool when playing defense as Stukov. After leveling it up, it can be used both offensively and defensively, but can tie up attack waves with large numbers of free units, allowing the player or their ally time to attack the enemy unmolested. It also allows the structure that has been infested regeneration, and as such allows damaged structures or static defenses under fire to be sustained in the fight. This can also be used on Stukov's defenses, as they will likely be mobile and close to the front line.

The Best of Both Worlds[]

As Stukov is leveled up, he will gain access to two valuable tools to help him with his map presence, the apocalisk and the Aleksander. Both of these are global abilities that can be used to push back waves, support attack waves, or weaken defenses. The apocalisk is slow, but powerful against both air and ground targets. When it spawns, it does initial damage and stuns targets around its spawning location, so attempt to spawn it on top of enemies. It has an area of effect air attack with a recharge time, and does high damage to ground units. It alone can solo most attack waves, but beware as units such as immortals can do heavy damage to it.

The Aleksander is Stukov's second cooldown, and spawns an infested battlecruiser. This will spawn waves of infested terrans at ground targets, which include colonists, infested troopers, and if upgraded with mastery, volatile infested. The Aleksander also shoots infested tentacles at air targets, doing high damage over time to those units impacted. At level 15, these tentacles will mind control all non-heroic units they are attached to, including colossi. The effect expires when the units die and the tentacles still deal damage to whatever they attack. In addition, all allied units under the orange ring around the Aleksander take 20% less damage from all sources, adding to its effectiveness in pushes. After its times life is up or its health is depleted, the Aleksander will crash, dealing 300 damage to all enemies beneath it, and will continue spawning infested for about 20 seconds. This allows the Aleksander to be effective at controlling an area and completely shutting down most air compositions.

Synergies[]

Protoss Commanders[]

Note that all protoss commanders can use their Nexus' Chrono Boost on Stukov's infested compound to increase the frequency of the infested civilian waves.

Artanis and Stukov have relatively minimal synergy, as Artanis's guardian shell ability does not apply to his temporary infested. However, Artanis can aid in Stukov's relative lack of reliable early game anti-air with dragoons. Shield overcharge meanwhile can help with large pushes of infested, especially with facing area of effect attackers such as reavers and disruptors.

Vorazun and Stukov struggle to gain traction in the early game due to their slower armies and lack of anti-air, their late game armies complement each other well. Use calldown abilities to survive the early game, such as infest structure and shadow guard. Stukov's infested marines can benefit from being under a strategically placed dark pylon, gaining Vorazun's passive damage boost to cloaked units, which also makes infested banshees more viable. Both have high damage calldowns that allow for a strong presence on the map, and the ability to clear out enemy attacks that blindside the players or weaken enemy defenses. Time stop can help the infested waves get through heavy defenses and into the enemy line before they can fire their initial attacks.

Karax and Stukov work well together, especially on more passive maps such as Void Launch. Stukov's forces can push down defenses while Karax establishes static defenses near his structures, especially forward bases near objectives. Stukov meanwhile can aid in defense with his infest structure ability. Karax's reconstruction beam also helps repair Stukov's mechanical units, including his apocalisk and the Aleksander. Additionally, Chrono Wave and Chrono Field can further aid in enhancing the efficiency of Stukov's infested compound alongside Chrono Boost, dramatically increase the frequency of Stukov's waves of infested civilians.

Alarak and Stukov are quite possibly the most synergetic protoss/zerg partnership. Infested diamondbacks' fungal snare can bring air units down into the reach of Alarak's supplicants and vanguards and Stukov's infested infantry provides plenty of fuel for empower me. Stukov's late detection options are no longer a problem thanks to havocs, which will also increase the longevity and effectiveness of infested marines and troopers with squad sight and force fields. In addition, structure overcharge can be used on Stukov's forward structures, especially the infested bunker so that it will be able to attack any target and, with a fully mastered Alarak, absorb well over 1500 damage, or combined with infest structure for a reasonably solid defense; infest structure still functions even when the bunker is uprooted before it times out, allowing for even more offensive power. For late game anti-air, infested liberators can relieve the pressure from slayers and wrathwalkers quite a bit. Brood queens can make broodlings out of enemy capital flyers and allow ascendants to focus their mind blasts on hybrids and shuttles. Fungal growth will allow psionic orbs and vanguards to hit more targets reliably. Also, the relatively low health of the death fleet is improved a good bit by the Aleksander's infested swarm trait and mind control over air units on top of its own infested marine bombs running interference.

Fenix and Stukov cover for each other very well in spite of very little direct synergy. Fenix's army is fragile and requires a force to screen for them, which Stukov's infested excel at. His infested marines also provide reliable anti-air in the mid game, while Fenix can provide heavy damage against bigger targets like hybrid and burst with his solarite dragoon. Stukov's calldowns also allow for less of a need for Fenix to fall back to defend his base, while Fenix can recall around the map to best hit where the enemy is weakest or move to aid Stukov's attack waves. Infest structure also covers for a lot of Fenix's weaknesses in reliable static defense.

Terran Commanders[]

Raynor and Stukov work well together. Stukov's waves of infested can serve as a buffer for Raynor's infantry forces. Medics can heal infested, while this has relatively minimal use on Stukov's infantry due to their timed life, Stukov's "mech" units and structures are also biological. Marines meanwhile aid in Stukov's lack of reliable early game anti air.

Swann and Stukov have some synergy, and the two complement each other well in terms of army composition. While most reliable infantry-base strategies from Stukov do not benefit from Swann's vespene drones, his forces can help buffer Swann's more static siege tank line, and can take the brunt of attacks while Swann's more valuable units dish out damage. Infest structure is also helpful in this regard, sending in waves of broodlings to tie up forces and keep them at arm's length from Swann. The snare from infested diamondbacks can complement more anti-ground compositions such as thors and siege tanks, and many of Stukov's support units can be repaired by Swann's science vessels. On defense maps, Stukov's infested bunkers can help serve as reliable, mobile and powerful static defense to hold along Swann's siege tanks.

Nova and Stukov compliment each other fantastically in spite of functioning as exact opposites. As with most terran commanders, Stukov can help form a buffer from Nova's high damage units, while Nova's army can take out key area of effect targets that may deal heavy damage to Stukov's forces. Nova and her elite marines can serve as the early game anti-air Stukov lacks while infest structure can aid in early game attacks. Nova's mobility with her Griffin transportation can allow her to take key targets while Stukov pushes using waves of infested, while the apocalisk and the Aleksander can aid in pressuring key targets or supporting a position Nova is struggling to take. Finally, Nova can provide early-game mobile detection, one of Stukov's biggest weak points.

Han and Horner and Stukov are an interesting composition. On defensive maps Stukov's bunkers work fantastic with widow mines and mag mines, creating an unbreakable defensive line. Stukov's endless waves of infested suffer the same weakness as Han's mercenary units where they lose to heavy area damage, but the melee infested colonists do tie up most armies, allowing Han to deliver the damage she needs. Refitted sovereign battlecruisers can also deal with heavier targets like hybrids, dealing high burst damage to Stukov's massed small amounts of damage.

Zerg Commanders[]

Kerrigan and Stukov complement each other immensely well. Stukov's infinite creep mixed with Kerrigan's malignant creep ability mean both armies will almost always be fighting on favorable terms with quick mobility. Kerrigan herself is able to solo most early-to-mid game armies, and Stukov's infested and infest structure can help in positions before Kerrigan has spawned. Stukov's mass infested strategy involves a large number of minerals, which Kerrigan can provide with her assimilation ability. Stukov's massive number of units can pressure objectives with the support of Kerrigan while she transitions into a late game army.

Zagara and Stukov benefit the least of any of the zerg commanders, though they do have some synergy. As always, Stukov's infinite creep benefit's Zagara's units and means she does not need to focus on creep spread. However, their large disposable armies often do not complement one another, especially after Stukov is able to get volatile infested that overlap with Zagara's banelings. Fortunately, in the early game Zagara can cover anti-air with her Spawn Hunter Killer ability. Zagara's frenzy ability allows her to aid in large infested pushes, and in the late game large numbers of infested marines allow Zagara to focus on a more anti-ground force. If the Zagara player spends most gas towards bile launchers on defensive maps instead of banelings and scourges, they can compliment infested bunkers very well.

Abathur gains great benefit from Stukov's infinite creep. Stukov's disposable units also allow for Abathur to protect some of his higher profile units, and collect biomass without the risk of losing units close to achieving their maximum. However, both struggle with early game anti-air, and may have to rely heavier on early game queens or infested marines. Abathur's mass heal can also benefit infested pushes, giving them slightly more survivability as they engage the enemy. In the late game, Abathur can push with a massive balanced army of heavy units while Stukov can tie up enemies with his infested civilians and marines.

Dehaka and Stukov are extremely powerful together. While he does not benefit from Stukov's creep, the infested serve as a barrier that either block for Dehaka's units or overwhelm the enemy as Dehaka and his army tanks damage for them. Stukov also covers for Dehaka's lack of reliable defense on maps like “Night of the Dead,” meanwhile aiding Dehaka's pushes with his endless waves of infested. The calldowns of both have extremely long cooldowns, however, although Stukov's infestation can be relied on for early to mid-game defense. Dehaka's devour can also take out heavy targets like hybrid or area-of-effect attackers like reavers or siege tanks that would normally rip apart Stukov's attack waves.

Quotations[]

See: Alexei Stukov Commander Quotations

Achievements[]

Gameplay[]

ShortTermInfestment SC2AchiveImage Short Term Infestment
Points

10 Achievement SC2 Game1

Criteria

Spawn 5,000 Infested Marines in Co-op Missions.

Edit
BroodofyourOwn SC2AchiveImage A Brood of Your Own
Points

10 Achievement SC2 Game1

Criteria

Deal 10,000 damage to enemies with Broodlings spawned from allied buildings in Co-op Missions.

Edit
ApocliskNow SC2AchiveImage Apocalisk Now
Points

10 Achievement SC2 Game1

Criteria

Deal 100,000 damage with Apocalisks in Co-op Missions.

Edit
StukovManuver SC2AchiveImage The Stukov Maneuver
Points

10 Achievement SC2 Game1

Criteria

Deal 100,000 damage with the Aleksander in Co-op Missions.

Edit
Stukov SC2Portrait Monster Mash
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Stukov achievements.

Rewards
StukovCoop SC2 Portrait1 Stukov portrait
Edit

Levels[]

Stukov5 SC2AchiveImage Stukov: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Infested Admiral Stukov in Co-op Missions.

Edit
Stukov10 SC2AchiveImage Stukov: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Infested Admiral Stukov in Co-op Missions.

Edit
Stukov15 SC2AchiveImage Stukov: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Infested Admiral Stukov in Co-op Missions.

Edit

Development[]

When designing Stukov, the first priority was to explore an "infested zombie theme," the idea of an endless stream of mindless units requiring minimal control. The focus was to bring in mechanics from both the zerg and terran races, such as unit and building properties.[3]

Part of the drive to release Stukov as a commander was an acknowledgement of the character's popularity within the fanbase.[2] He was revealed at BlizzCon 2016. By this stage he was playable, but still a work in progress.[1]

Data in the Galaxy Editor points to Stukov also having access to larva, drones, infested wraiths, evolution chambers, mutalisks and infested supply depots, as well as an Alexei Stukov hero unit similar to his campaign appearance in an early stage of development. The Stukov hero unit would have an ability named "Devastating Shot." Infested liberators appear to have originally been infested valkyries, and infested marines have an unused ability named infested stimpack. The infested barracks also appeared to operate similar to the infested colonist compound at some point in development, spawning marines for free in waves and having its own tiers of infestation upgrades. In addition, Stukov at some point was able to buff his own infested and his allies, as well as call down a "Monstrosity" to aid his forces. Voice lines imply that nerual parasite would be usable as a calldown rather than as an effect from the Aleksander, and that he would be able to call down drop pods of infested.[5]

Trivia[]

  • Stukov can be obtained for free by those who purchase StarCraft: Remastered.[6]
  • Stukov's phrase "Dasvidanya" is replaced by "Hasta la vista, baby" in the Russian localisation.
  • Stukov's Infested Civilians can be seen carrying sticks and rocks, presumed from Engineering Bay Weapon Upgrades

References[]

Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Alexei Stukov (in English). 2018.

  1. 1.0 1.1 1.2 2016-11-05. Foundations for the Future. Blizzard Entertainment. Accessed 2016-11-05.
  2. 2.0 2.1 2.2 2016-11-05. StarCraft 2: Lead Game Designer Interview At BlizzCon 2016!. Blizzard Entertainment. Accessed 2016-11-065.
  3. 3.0 3.1 3.2 2016-12-08, Patch 3.9 Preview: New Co-op Commander Stukov. Blizzard Entertainment, accessed on 2016-12-11
  4. 2016-11-12, BlizzCon 2016: StarCraft Interview with Allen Dilling. YouTube, accessed on 2016-11-16
  5. Blizzard Entertainment. StarCraft II: Legacy of the Void Map Editor. (Activision Blizzard) (in English). November 10, 2015
  6. 2017-06-29, StarCraft: Remastered Arrives August 14. Blizzplanet, accessed on 2017-07-01

External Links[]

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