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;Power Set 1
 
;Power Set 1
 
:'''Devour Healing Increase''': +1% – +30%
 
:'''Devour Healing Increase''': +1% – +30%
  +
::Rank 30 increases heal from 5% to 6.5% for nonbiological and 25% to 32.5% for biological.
:'''Devour Buff Duration''': +1 sec – +30 sec
+
:'''Devour Buff Duration''': +3% – +90%
  +
::Rank 30 increases duration from 15s to 28.5s.
   
 
;Power Set 2
 
;Power Set 2
:'''[[Greater primal wurm|Greater Primal Wurm]] Cooldown''': -1 sec – -30 sec
+
:'''[[Greater primal wurm|Greater Primal Wurm]] Cooldown''': -1.5% – -45%
  +
::Rank 30 reduces charge cooldown from 120s to 66s.
:'''Pack Leaders Active Duration''': +1 sec – +30 sec
+
:'''Pack Leaders Active Duration''': +1% – +30%
  +
::Rank 30 increases duration from 60s to 78s.
   
 
;Power Set 3
 
;Power Set 3
:'''Gene Mutation Chance''': +1% – +30%
+
:'''Gene Mutation Chance''': +2% – +60%
  +
::Rank 30 increase mutation chance from 20% to 32%.
 
:'''Dehaka Attack Speed''': +1% – +30%
 
:'''Dehaka Attack Speed''': +1% – +30%
   
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|image2=<gallery>
 
|image2=<gallery>
 
Dehaka SC2-LotV Young Rend1.jpg|Hero Level 1~5
 
Dehaka SC2-LotV Young Rend1.jpg|Hero Level 1~5
Dehaka SC2-LotV Mammoth Rend1.jpg|Hero Level 15
+
Dehaka SC2-LotV Mammoth Rend1.jpg|Hero Level 6~15
 
</gallery>
 
</gallery>
 
|imgsize2=100px
 
|imgsize2=100px
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|campcost=
 
|campcost=
 
|time=60
 
|time=60
|produced= [[Dehaka's den]]
+
|produced=[[Dehaka's den]]
 
|parent=
 
|parent=
 
|evolvesfrom=
 
|evolvesfrom=
Line 115: Line 120:
 
|shieldregen=
 
|shieldregen=
 
|hp=600 (+0.75 per essence)
 
|hp=600 (+0.75 per essence)
|hpregen=Yes
+
|hpregen=2
 
|armor=1
 
|armor=1
  +
|gun1name=Claws<br>(At Hero Level 10, Dehaka can evolve Deadly Reach to attack air units)
|gun1name= Claws
 
|gun1strength=20 (+10 per Hero Level)
+
|gun1strength=20
 
|gun1attacks=
 
|gun1attacks=
 
|gun1ground=x
 
|gun1ground=x
 
|gun1air=
 
|gun1air=
|gun1cool=2
+
|gun1cool=2<br>
  +
*1.54 (at full Attack Speed Mastery)
 
|gun1range=1
 
|gun1range=1
|gun1upgrd=
+
|gun1upgrd=+10 per Hero Level
|gun2name=Mammoth Breath<br>(if devours air unit OR evolves Deadly Reach)
+
|gun2name=Mammoth Breath<br>(If devour air unit)
|gun2strength=20 (+10 per Hero Level)
+
|gun2strength=20
 
|gun2attacks=
 
|gun2attacks=
 
|gun2ground=x
 
|gun2ground=x
 
|gun2air=x
 
|gun2air=x
|gun2cool=0.5<br>2 (Deadly Reach)
+
|gun2cool=0.5<br>
  +
*0.38 (at full Attack Speed Mastery)
|gun2range=6<br>1 (Deadly Reach)
 
  +
|gun2range=6
|gun2upgrd=
 
  +
|gun2upgrd=+10 per Hero Level
 
|gun3name=
 
|gun3name=
 
|gun3strength=
 
|gun3strength=
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|makescore=
 
|makescore=
 
|lostscore=
 
|lostscore=
 
|notes=Upon reaching Level 10, Dehaka can be hit by both ground and air attacks, and gains vision of high ground
|notes=
 
 
|structure=
 
|structure=
 
|hero=
 
|hero=
 
|campaign=
 
|campaign=
 
|npc=
 
|npc=
|notes=Upon reaching Level 10, Dehaka can be hit by both ground and air attacks.
 
 
|cancel=
 
|cancel=
 
|unused=
 
|unused=
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====Dehaka's Summons====
 
====Dehaka's Summons====
In addition to his normal arsenal, three other packs have allied with Dehaka. The leaders are [[Glevig]], [[Murvar]], and [[Dakrun]]. Like all primal zerg, they follow strength, and Dehaka is a true force of nature.<ref name=Dehaka>2017-08-21, [http://us.battle.net/sc2/en/blog/20988565/ Patch 3.17 Preview: New Co-op Commander Dehaka]. Battle.net ''Blizzard Entertainment'', accessed on 2017-08-28</ref>
+
In addition to his normal arsenal, three other packs have allied with Dehaka. The leaders are [[Glevig]], [[Murvar]], and [[Dakrun]]. Like all primal zerg, they follow strength, and Dehaka is a true force of nature.<ref name="Dehaka">2017-08-21, [http://us.battle.net/sc2/en/blog/20988565/ Patch 3.17 Preview: New Co-op Commander Dehaka]. Battle.net ''Blizzard Entertainment'', accessed on 2017-08-28</ref>
   
 
{{CoopDehakaSummonGreaterPrimalWurm}}
 
{{CoopDehakaSummonGreaterPrimalWurm}}
Line 204: Line 210:
 
|'''Unit'''
 
|'''Unit'''
 
|'''Details'''
 
|'''Details'''
|width=130px|'''Production'''
+
| width="130px" |'''Production'''
 
|-
 
|-
 
| [[File:DehakaPrimalZerglingIcon.jpg|76px|link=Primal zergling]]
 
| [[File:DehakaPrimalZerglingIcon.jpg|76px|link=Primal zergling]]
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| Fast melee creature.<br>
 
| Fast melee creature.<br>
 
(Evolves to [[ravasaur]] breed)
 
(Evolves to [[ravasaur]] breed)
  +
  +
Can attack ground units.
 
| {{cost|50|0|1|SC2|Zerg}}
 
| {{cost|50|0|1|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaRavasaurIcon.jpg|76px|link=Ravasaur]]
 
| [[File:DehakaRavasaurIcon.jpg|76px|link=Ravasaur]]
| style="background: #111;"| [[Ravasaur]]
+
| style="background: #111;" | [[Ravasaur]]
| style="background: #111;" | Ranged unit. Shoots large globe of acid at long range.<br> (Unlocks at level 2)
+
| style="background: #111;" | Ranged unit. Shoots large globe of acid at long range.<br>Can attack ground units.
  +
(Unlocks at level 2)
| style="background: #111;"| {{cost|0|0|2|SC2|Zerg}} (Evolves from 2 [[primal zergling]]s)
+
| style="background: #111;" | 2 Primal Zerglings =<br />{{cost|100|0|2|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalRoachIcon.jpg|76px|link=Primal roach]]
 
| [[File:DehakaPrimalRoachIcon.jpg|76px|link=Primal roach]]
 
| [[Primal roach|Primal Roach]]
 
| [[Primal roach|Primal Roach]]
 
| Assault unit. Regenerates life quickly when burrowed.<br>(Evolves to [[primal igniter]] and [[primal guardian]] breeds)
 
| Assault unit. Regenerates life quickly when burrowed.<br>(Evolves to [[primal igniter]] and [[primal guardian]] breeds)
  +
Can attack ground units.
 
| {{cost|75|25|2|SC2|Zerg}}
 
| {{cost|75|25|2|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalIgniterIcon.jpg|76px|link=Primal igniter]]
 
| [[File:DehakaPrimalIgniterIcon.jpg|76px|link=Primal igniter]]
| style="background: #111;"| [[Primal igniter|Primal Igniter]]
+
| style="background: #111;" | [[Primal igniter|Primal Igniter]]
| style="background: #111;"| Assault unit. Has an area damage attack. Regenerates life quickly when burrowed.<br> (Unlocks at level 2)
+
| style="background: #111;" | Assault unit. Has an area damage attack. Regenerates life quickly when burrowed.<br>Can attack ground units.
  +
(Unlocks at level 2)
| style="background: #111;"| {{cost|0|0|3|SC2|Zerg}} (Evolves from 2 [[primal roach]]es)
 
  +
| style="background: #111;" | 2 Primal Roaches -1 {{SC2ZergCont}} =<br />{{cost|150|50|3|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalHydraliskIcon.jpg|76px|link=Primal hydralisk]]
 
| [[File:DehakaPrimalHydraliskIcon.jpg|76px|link=Primal hydralisk]]
 
| [[Primal hydralisk|Primal Hydralisk]]
 
| [[Primal hydralisk|Primal Hydralisk]]
 
| Ranged attacker.<br>(Evolves to [[impaler]] and [[primal mutalisk]] breeds)
 
| Ranged attacker.<br>(Evolves to [[impaler]] and [[primal mutalisk]] breeds)
  +
Can attack ground and air units.
 
| {{cost|100|50|2|SC2|Zerg}}
 
| {{cost|100|50|2|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaImpalerIcon.jpg|76px|link=Impaler]]
 
| [[File:DehakaImpalerIcon.jpg|76px|link=Impaler]]
| style="background: #111;"| [[Impaler]]
+
| style="background: #111;" | [[Impaler]]
| style="background: #111;"| Long-range anti-armor ambusher. Must burrow to attack.<br> (Unlocks at level 8)
+
| style="background: #111;" | Long-range anti-armor ambusher. Must burrow to attack.<br>Can attack ground units.
  +
(Unlocks at level 8)
| style="background: #111;"| {{cost|0|0|3|SC2|Zerg}} (Evolves from 2 [[primal hydralisk]]s)
 
  +
| style="background: #111;" | 2 Primal Hydralisks -1 {{SC2ZergCont}} =<br />{{cost|200|100|3|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalHostIcon.jpg|76px|link=Primal host]]
 
| [[File:DehakaPrimalHostIcon.jpg|76px|link=Primal host]]
 
| [[Primal host]]
 
| [[Primal host]]
| Siege unit that attacks by spawning [[Locust|Primal Locust]] minions.<br>(Evolves to [[creeper host]] breed)
+
| Siege unit that attacks by spawning [[Locust|Primal Locust]] minions.
  +
(Evolves to [[creeper host]] breed)
 
| {{cost|100|75|3|SC2|Zerg}}
 
| {{cost|100|75|3|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaCreeperHostIcon.jpg|76px|link=Creeper host]]
 
| [[File:DehakaCreeperHostIcon.jpg|76px|link=Creeper host]]
| style="background: #111;"| [[Creeper host]]
+
| style="background: #111;" | [[Creeper host]]
| style="background: #111;"| Siege unit that attacks by spawning Explosive [[Creeper (primal zerg)|Creeper]] minions.<br> (Unlocks at level 8)
+
| style="background: #111;" | Siege unit that attacks by spawning Explosive [[Creeper (primal zerg)|Creeper]] minions.<br>(Unlocks at level 8)
| style="background: #111;"| {{cost|0|0|5|SC2|Zerg}} (Evolves from 2 [[primal host]]s)
+
| style="background: #111;" | 2 Primal Hosts -1 {{SC2ZergCont}} =<br />{{cost|200|150|5|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalMutaliskIcon.jpg|76px|link=Primal mutalisk]]
 
| [[File:DehakaPrimalMutaliskIcon.jpg|76px|link=Primal mutalisk]]
 
| [[Primal mutalisk|Primal Mutalisk]]
 
| [[Primal mutalisk|Primal Mutalisk]]
| Air unit. Bounces its shot to strike multiple targets.<br> (Unlocks at level 6)
+
| Air unit. Bounces its shot to strike multiple targets.<br>(Can attack ground and air units.
  +
(Unlocks at level 6)
| {{cost|0|25|3|SC2|Zerg}} (Evolves from 2 [[primal hydralisk]]s)
 
  +
| 2 Primal Hydralisks +25 {{SC2ZergGas}} -1 {{SC2ZergCont}} =<br />{{cost|200|125|3|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalGuardianIcon.jpg|76px|link=Primal guardian]]
 
| [[File:DehakaPrimalGuardianIcon.jpg|76px|link=Primal guardian]]
| style="background: #111;"| [[Primal guardian|Primal Guardian]]
+
| style="background: #111;" | [[Primal guardian|Primal Guardian]]
| style="background: #111;"| Long range anti-ground flier.<br> (Unlocks at level 6)
+
| style="background: #111;" | Long range anti-ground flier.
  +
<br>Can attack ground units.
| style="background: #111;"| {{cost|0|100|3|SC2|Zerg}} (Evolves from 2 [[primal roach]]es)
 
  +
(Unlocks at level 6)
  +
| style="background: #111;" | 2 Primal Roaches +100 {{SC2ZergGas}} -1 {{SC2ZergCont}} =<br />{{cost|150|150|3|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaPrimalUltraliskIcon.jpg|76px|link=Primal ultralisk]]
 
| [[File:DehakaPrimalUltraliskIcon.jpg|76px|link=Primal ultralisk]]
 
| [[Primal ultralisk|Primal Ultralisk]]
 
| [[Primal ultralisk|Primal Ultralisk]]
 
| Heavy Assault Beast. Can charge at a target, dealing area damage and knocking back enemy units.<br>(Evolves to [[tyrannozor]] breed)
 
| Heavy Assault Beast. Can charge at a target, dealing area damage and knocking back enemy units.<br>(Evolves to [[tyrannozor]] breed)
  +
Can attack ground units.
 
| {{cost|300|200|6|SC2|Zerg}}
 
| {{cost|300|200|6|SC2|Zerg}}
 
|-
 
|-
 
| [[File:DehakaTyrannozorIcon.jpg|76px|link=Tyrannozor]]
 
| [[File:DehakaTyrannozorIcon.jpg|76px|link=Tyrannozor]]
| style="background: #111;"| [[Tyrannozor]]
+
| style="background: #111;" | [[Tyrannozor]]
| style="background: #111;" | Heavy Assault Beast. Has a ground area-damage attack.<br> (Unlocks at level 11)
+
| style="background: #111;" | Heavy Assault Beast. Has a ground area-damage attack.<br>Can attack ground and air units.
  +
(Unlocks at level 11)
| style="background: #111;"| {{cost|0|0|9|SC2|Zerg}} (Evolves from 2 [[primal ultralisk]]s)
 
  +
| style="background: #111;" | 2 Primal Ultralisks -3 {{SC2ZergCont}} =<br />{{cost|600|400|9|SC2|Zerg}}
 
|-
 
|-
 
| [[File:PrimalWurm_SC2-LotV_Game1.jpg|76px|link=Primal wurm]]
 
| [[File:PrimalWurm_SC2-LotV_Game1.jpg|76px|link=Primal wurm]]
 
| [[Primal wurm]]
 
| [[Primal wurm]]
 
| Primary defensive structure.
 
| Primary defensive structure.
  +
Can attack ground and air units.
| {{cost|250|0|1|SC2|Zerg}}
+
| {{cost|250|0|2|SC2|Zerg}}
 
|}
 
|}
   
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The main focus of playing Dehaka is the direct control of his hero unit, collection of enemy essence, and making choices for unlocking new abilities during the mission. As Dehaka picks up essence from fallen enemies, he will grow in size, gaining health, attack damage, and mutation points, which he can use to unlock new active abilities and passive upgrades.
 
The main focus of playing Dehaka is the direct control of his hero unit, collection of enemy essence, and making choices for unlocking new abilities during the mission. As Dehaka picks up essence from fallen enemies, he will grow in size, gaining health, attack damage, and mutation points, which he can use to unlock new active abilities and passive upgrades.
   
Dehaka’s primal underlings must be kept constantly at attention. The player can order them to fight each other to prove in order to raise their level. Each of his basic units can evolve into a new form, becoming a new unit with new attacks and abilities.<ref name=Dehaka/>
+
Dehaka's primal underlings must be kept constantly at attention. The player can order them to fight each other to prove in order to raise their level. Each of his basic units can evolve into a new form, becoming a new unit with new attacks and abilities.<ref name="Dehaka" />
   
 
;Recommended masteries:
 
;Recommended masteries:
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:Some points in Gene Mutation is helpful, as the number of evolved zerg will mean some will get gene mutations. However, Dehaka is the powerhouse of his army, so adding to his attack speed is helpful in the early game and powerful in the late game.
 
:Some points in Gene Mutation is helpful, as the number of evolved zerg will mean some will get gene mutations. However, Dehaka is the powerhouse of his army, so adding to his attack speed is helpful in the early game and powerful in the late game.
   
*Know when to combat evolve your units. These evolutions change the unit’s roles. Primal Ultralisks can evolve into Tyrannozors, giving them an anti-air attack. Primal Hydralisks can become an anti-armored siege unit, the Impaler.
+
*Know when to combat evolve your units. These evolutions change the unit's roles. Primal Ultralisks can evolve into Tyrannozors, giving them an anti-air attack. Primal Hydralisks can become an anti-armored siege unit, the Impaler.
 
*Dehaka is the most important part of your army. Make sure to keep him alive and collect essence as often as possible.
 
*Dehaka is the most important part of your army. Make sure to keep him alive and collect essence as often as possible.
 
*Getting ahead of the power curve is key. Dehaka starts off small and weak early on. Fortunately, he spawns in faster than any other hero in the game, which gives him a head start in building up power.
 
*Getting ahead of the power curve is key. Dehaka starts off small and weak early on. Fortunately, he spawns in faster than any other hero in the game, which gives him a head start in building up power.
*Dehaka’s Leap ability is great for dealing area damage as well as giving him mobility. Be careful, though – if used too recklessly, he may not have an escape. If you use Leap to jump into the fray, be sure to Devour enemies to stay healed, or use the level 3 version to gain temporary armor.
+
*Dehaka's Leap ability is great for dealing area damage as well as giving him mobility. Be careful, though – if used too recklessly, he may not have an escape. If you use Leap to jump into the fray, be sure to Devour enemies to stay healed, or use the level 3 version to gain temporary armor.
*Make early choices for Dehaka’s mutation upgrades based on the enemy AI composition.
+
*Make early choices for Dehaka's mutation upgrades based on the enemy AI composition.
*Detection is provided by Primal Wurms. Be sure to keep some charges of Greater Primal Wurms handy, or, once you’ve unlocked the Deep Tunnel ability, build extra Primal Wurms at home and tunnel them over when needed.
+
*Detection is provided by Primal Wurms. Be sure to keep some charges of Greater Primal Wurms handy, or, once you've unlocked the Deep Tunnel ability, build extra Primal Wurms at home and tunnel them over when needed.
 
*Weapon and Armor upgrades are found on the Primal Hives. All primal units benefit from these upgrades so a mix of melee, ranged, ground or air units can be combined to create a pack that best fits the mission.
 
*Weapon and Armor upgrades are found on the Primal Hives. All primal units benefit from these upgrades so a mix of melee, ranged, ground or air units can be combined to create a pack that best fits the mission.
 
*The tech path is simple but critical. Make sure to summon all structures as soon as possible, unlocking tech as well as top bar summon abilities.
 
*The tech path is simple but critical. Make sure to summon all structures as soon as possible, unlocking tech as well as top bar summon abilities.
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The main unit-producing structure in the [[primal warden]], which produces units in a manner similar to Stukov's [[infested factory]]; the [[hatchery]] does not produce combat units. At the start of a mission, it can only produce [[primal zergling]]s, but can produce other units depending on other structures created by drones. The primal warden is mobile and even capable of fighting when uprooted.
 
The main unit-producing structure in the [[primal warden]], which produces units in a manner similar to Stukov's [[infested factory]]; the [[hatchery]] does not produce combat units. At the start of a mission, it can only produce [[primal zergling]]s, but can produce other units depending on other structures created by drones. The primal warden is mobile and even capable of fighting when uprooted.
   
By producing [[Glevig's den]], Dehaka can create [[primal roach|primal roaches]] and [[primal hydralisk|primal hydralisks]] as well as summon [[Glevig]]. [[Murvar's den]] (requires Glevig's den) allows the production of the [[primal host]] and summoning [[Murvar]]. [[Dakrun's den]] (requires Murvar's den) allows the production of [[primal ultralisk]]s as well as summoning [[Dakrun]].
+
By producing [[Glevig's den]], Dehaka can create [[primal roach]]es and [[primal hydralisk]]s as well as summon [[Glevig]]. [[Murvar's den]] (requires Glevig's den) allows the production of the [[primal host]] and summoning [[Murvar]]. [[Dakrun's den]] (requires Murvar's den) allows the production of [[primal ultralisk]]s as well as summoning [[Dakrun]].
   
== The True Devourer ==
+
==== The True Devourer ====
Dehaka’s Devour ability is his most important ability. Be sure to have at least one point allocated to Devour. This ability gives Dehaka access to a variety of temporary powers that are critical to victory (healing, damage, speed, armor, cooldown reduction, etc.). An advanced tactic for Devour is to use it just before an enemy is killed. The cooldown is based on the amount of life the unit had when you eat it. The temporary powers granted are the same no matter how much life the enemy has.
+
Dehaka's Devour ability is his most important ability. Be sure to have at least one point allocated to Devour. This ability gives Dehaka access to a variety of temporary powers that are critical to victory (healing, damage, speed, armor, cooldown reduction, etc.). An advanced tactic for Devour is to use it just before an enemy is killed. The cooldown is based on the amount of life the unit had when you eat it. The temporary powers granted are the same no matter how much life the enemy has.
   
 
Dehaka's unit consuming ability also affects heroic units, so hybrids will be vulnerable to being devoured. However, devouring heroic units lengthens the cooldown time before the devour ability can be used again.
 
Dehaka's unit consuming ability also affects heroic units, so hybrids will be vulnerable to being devoured. However, devouring heroic units lengthens the cooldown time before the devour ability can be used again.
   
Dehaka will be able to personally take the field, and will gain mass, attack speed, damage, and health as he collects essence. Essence appears on the battlefield as DNA symbols and are dropped by slain enemy units. Dehaka also gains essence from units he devours. Powers absorbed are dependent on enemy unit types (biological, armored, light, massive, psionic, etc). Learn the different types of powers available and which enemies will provide that power. Eating the right food at the right time can make a huge difference.
+
Dehaka will be able to personally take the field, and will gain mass, attack speed, damage, and health as he collects essence. Essence appears on the battlefield as DNA symbols and are dropped by slain enemy units. Dehaka also gains essence from units he devours. Powers absorbed are dependent on enemy unit types (biological, armored, light, massive, psionic, etc.). Learn the different types of powers available and which enemies will provide that power. Eating the right food at the right time can make a huge difference.
   
Devour drone on Dehaka’s Den allows him to recover quickly allowing him to be extremely aggressive. Using Devour drone early on might be necessary if you need Dehaka to recover quickly, but it will hurt your economy so be careful. Late game it may be a good idea to build up some spare drones or remember to replace them if Dehaka decides to have a snack.<ref name="Dehaka" />
+
Devour drone on Dehaka's Den allows him to recover quickly allowing him to be extremely aggressive. Using Devour drone early on might be necessary if you need Dehaka to recover quickly, but it will hurt your economy so be careful. Late game it may be a good idea to build up some spare drones or remember to replace them if Dehaka decides to have a snack.<ref name="Dehaka" />
   
This essence will allow him to evolve through a leveling system. He has the ability to leap on targets, causing area damage, unleash an intimidating roar that slows enemy attack speed and movement, devour an enemy to instantly kill it and gain abilities depending on its flags (biological heals Dehaka, air units give him a ranged attack, psionic units reduce his cooldowns, etc.), and scorching breath, which deals area damage and holds three charges. Dehaka will unlock passive abilities as he gains power, including a healing aura and detection of [[cloak|cloaked]] units.<ref name=Dehaka/>
+
This essence will allow him to evolve through a leveling system. He has the ability to leap on targets, causing area damage, unleash an intimidating roar that slows enemy attack speed and movement, devour an enemy to instantly kill it and gain abilities depending on its flags (biological heals Dehaka, air units give him a ranged attack, psionic units reduce his cooldowns, etc.), and scorching breath, which deals area damage and holds three charges. Dehaka will unlock passive abilities as he gains power, including a healing aura and detection of [[cloak]]ed units.<ref name="Dehaka" />
   
== Primal Power ==
+
==== Primal Power ====
 
Dehaka can also summon [[greater primal wurm]]s to various tunnel and defend a location. Dehaka has three pack leaders to aid him, [[Glevig]], [[Murvar]], and [[Dakrun]]. These can be summoned to aid him.
 
Dehaka can also summon [[greater primal wurm]]s to various tunnel and defend a location. Dehaka has three pack leaders to aid him, [[Glevig]], [[Murvar]], and [[Dakrun]]. These can be summoned to aid him.
   
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==Synergies==
 
==Synergies==
 
===Protoss Commanders===
 
===Protoss Commanders===
[[Artanis (Co-op Missions)|'''Artanis''']] is a powerful commander when used alongside Dehaka. As a lot is focused on his hero, Artanis’s guardian shell allows Dehaka to gain extra time when taking fatal damage, allowing him to regain health via essence or devour and get back into the fight. As far as armies go, Dehaka’s frontline melee units, especially [[primal igniter]]s and [[tyrannozor]]s, can be well suited to be used alongside long range Artanis combos like [[Dragoon (StarCraft II)|dragoon]]/[[Reaver (StarCraft II)|reaver]] or [[tempest]]. Artanis’s global abilities can also clear waves, while Dehaka’s devour can be used on priority targets like hybrid.
+
[[Artanis (Co-op Missions)|'''Artanis''']] is a powerful commander when used alongside Dehaka. As a lot is focused on his hero, Artanis's guardian shell allows Dehaka to gain extra time when taking fatal damage, allowing him to regain health via essence or devour and get back into the fight. As far as armies go, Dehaka's frontline melee units, especially [[primal igniter]]s and [[tyrannozor]]s, can be well suited to be used alongside long range Artanis combos like [[Dragoon (StarCraft II)|dragoon]]/[[Reaver (StarCraft II)|reaver]] or [[tempest]]. Artanis's global abilities can also clear waves, while Dehaka's devour can be used on priority targets like hybrid.
   
[[Karax (Co-op Missions)|'''Karax''']] and Dehaka have situational synergy depending on what map they’re used on together. On defensive maps like “[[Temple of the Past]]” and “[[Dead of Night]]”, Karax excels at covering for Dehaka’s lack of reliable defensive structures, allowing Dehaka’s longer ranged units to pump out the damage they need or push out when necessary. However, on maps where both players need to push they have minimal synergy, as Dehaka has no mechanical units to benefit from reconstruction beam, and the amount of damage his larger units take mean that the shield Karax gives is of minimal use.
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[[Karax (Co-op Missions)|'''Karax''']] and Dehaka have situational synergy depending on what map they're used on together. On defensive maps like “[[Temple of the Past]]” and “[[Dead of Night]]”, Karax excels at covering for Dehaka's lack of reliable defensive structures, allowing Dehaka's longer ranged units to pump out the damage they need or push out when necessary. However, on maps where both players need to push they have minimal synergy, as Dehaka has no mechanical units to benefit from reconstruction beam, and the amount of damage his larger units take mean that the shield Karax gives is of minimal use.
   
[[Vorazun (Co-op Missions)|'''Vorazun''']] and Dehaka cover for each other’s weaknesses well, and make for a powerful late game army. Vorazun struggles against some early attack waves, while Dehaka benefits from having to deal with them as it will give him early essence. Use Dehaka (with talents picked depending on the composition) to defeat the early attack waves, allowing Vorazun to save her energy for a push or emergency situation. In the late game, Dehaka’s ability to tie up and slow enemies works well with Vorazun’s disruption web, preventing enemies from moving out of them. Dehaka’s ability to snipe big targets with devour mixed with the shadow strike of dark templar means large attack waves can be destroyed easily. Dehaka’s calldowns and worms can provide damage and detection to areas where Vorazun can’t cover.
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[[Vorazun (Co-op Missions)|'''Vorazun''']] and Dehaka cover for each other's weaknesses well, and make for a powerful late game army. Vorazun struggles against some early attack waves, while Dehaka benefits from having to deal with them as it will give him early essence. Use Dehaka (with talents picked depending on the composition) to defeat the early attack waves, allowing Vorazun to save her energy for a push or emergency situation. In the late game, Dehaka's ability to tie up and slow enemies works well with Vorazun's disruption web, preventing enemies from moving out of them. Dehaka's ability to snipe big targets with devour mixed with the shadow strike of dark templar means large attack waves can be destroyed easily. Dehaka's calldowns and worms can provide damage and detection to areas where Vorazun can't cover.
   
[[Alarak (Co-op Missions)|'''Alarak''']] and Dehaka have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which while powerful both suffer when in the face of abilities that do heavy single target damage like yamato cannon. Dehaka usually has a medium sized army relevant to his supply due to the primal combat mechanic, so he gives below average benefit to Alarak’s Empower Me ability. However, Dehaka’s pack leaders can cover for the global presence Alarak lacks, allowing him to save his Death Fleet ability for a sticky situation, while Alarak’s structure overcharge provides a reliable defense that will usually be off cooldown and can even be deployed on the frontlines via primal wurms.
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[[Alarak (Co-op Missions)|'''Alarak''']] and Dehaka have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which while powerful both suffer when in the face of abilities that do heavy single target damage like yamato cannon. Dehaka usually has a medium-sized army relevant to his supply due to the primal combat mechanic, so he gives below average benefit to Alarak's Empower Me ability. However, Dehaka's pack leaders can cover for the global presence Alarak lacks, allowing him to save his Death Fleet ability for a sticky situation, while Alarak's structure overcharge provides a reliable defense that will usually be off cooldown and can even be deployed on the frontlines via primal wurms.
   
[[Fenix (Co-op Missions)|'''Fenix''']] and Dehaka have moderate synergy, but both suffer from overlapping mechanics. As with Alarak, Dehaka and Fenix both rely on single points to take a lot of their damage for their squishier army units, though in the later game Dehaka has tyrannozor and [[primal ultralisk]]s to take damage for him. In the late game, Fenix can provide strong anti-air in his carriers and dragoon shell that Dehaka has less of. Fenix’s arbiter shell also augments Dehaka’s ability to have a global presence, allowing Fenix to move Dehaka’s army around while Dehaka himself can deep tunnel anywhere.
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[[Fenix (Co-op Missions)|'''Fenix''']] and Dehaka have moderate synergy, but both suffer from overlapping mechanics. As with Alarak, Dehaka and Fenix both rely on single points to take a lot of their damage for their squishier army units, though in the later game Dehaka has tyrannozor and [[primal ultralisk]]s to take damage for him. In the late game, Fenix can provide strong anti-air in his carriers and dragoon shell that Dehaka has less of. Fenix's arbiter shell also augments Dehaka's ability to have a global presence, allowing Fenix to move Dehaka's army around while Dehaka himself can deep tunnel anywhere.
   
 
===Terran Commanders===
 
===Terran Commanders===
[[Jim Raynor (Co-op Missions)|'''Raynor''']] and Dehaka are a strong combination. Dehaka’s units and Dehaka himself gain extreme benefits from having medics around, especially in the early game where Dehaka is lower leveled. Both have powerful defensive global abilities at relatively the same cooldown and scans can give vision, let Dehaka use his calldowns and deep tunnel to any part of the map, and Dehaka’s primal wurms can function as impromptu detectors in the early game. In the late game, Dehaka becomes a strong tank and disabler for Raynor’s army, and is powerful alongside bio, allowing Raynor to do the damage while Dehaka and his higher health units like tyrannozors and primal igniters, the latter negating the need for firebats, hold up enemy lines and providing a healing and armor aura.
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[[Jim Raynor (Co-op Missions)|'''Raynor''']] and Dehaka are a strong combination. Dehaka's units and Dehaka himself gain extreme benefits from having medics around, especially in the early game where Dehaka is lower leveled. Both have powerful defensive global abilities at relatively the same cooldown and scans can give vision, let Dehaka use his calldowns and deep tunnel to any part of the map, and Dehaka's primal wurms can function as impromptu detectors in the early game. In the late game, Dehaka becomes a strong tank and disabler for Raynor's army, and is powerful alongside bio, allowing Raynor to do the damage while Dehaka and his higher health units like tyrannozors and primal igniters, the latter negating the need for firebats, hold up enemy lines and providing a healing and armor aura.
   
[[Rory Swann (Co-op Missions)|'''Swann''']] and Dehaka are deceptively strong together. One of Dehaka’s major issues in the later game is gas consumption with his army, a problem Swann and his vespene drones help mitigate. This also allows Dehaka to potentially transition into an air combination, something usually hard without suffering midgame. Swann also has a long ranged army with high damage that suffers in melee, while Dehaka has a low to mid-range army with heavy armored melee units. This allows Swann to deal heavy damage with goliaths and siege tanks while Dehaka does the brunt of the fighting. In addition, with how early Dehaka comes out, he can keep the first attack wave at bay without Swann having to use his ARES warbot calldown.
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[[Rory Swann (Co-op Missions)|'''Swann''']] and Dehaka are deceptively strong together. One of Dehaka's major issues in the later game is gas consumption with his army, a problem Swann and his vespene drones help mitigate. This also allows Dehaka to potentially transition into an air combination, something usually hard without suffering midgame. Swann also has a long ranged army with high damage that suffers in melee, while Dehaka has a low to mid-range army with heavy armored melee units. This allows Swann to deal heavy damage with goliaths and siege tanks while Dehaka does the brunt of the fighting. In addition, with how early Dehaka comes out, he can keep the first attack wave at bay without Swann having to use his ARES warbot calldown.
   
[[Nova Terra (Co-op Missions)|'''Nova''']] and Dehaka overlap in a lot of ways, but are still powerful. Both have a powerful hero unit that can reliably function against group of light enemies or single big enemies, and both have powerful global presence and armies usually on the smaller side (albeit Nova’s much smaller). However, Nova’s tactical airlift ability can move Dehaka’s units around the map, whereas Dehaka, his wurms, creeper hosts and Glevig are the only units that can deep tunnel in Dehaka’s forces. However, this means both players can be anywhere they need to be, with Dehaka’s main army working with Nova and tying up enemies while Dehaka and his calldowns can be in another place. Ravens also benefit Dehaka, as they can heal his frontline forces. In return, once Dehaka evolves healing aura, he is able to heal Nova's army without the Nova player having to tech to and expend resources on Ravens for the sole purpose of healing.
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[[Nova Terra (Co-op Missions)|'''Nova''']] and Dehaka overlap in a lot of ways, but are still powerful. Both have a powerful hero unit that can reliably function against group of light enemies or single big enemies, and both have powerful global presence and armies usually on the smaller side (albeit Nova's much smaller). However, Nova's tactical airlift ability can move Dehaka's units around the map, whereas Dehaka, his wurms, creeper hosts and Glevig are the only units that can deep tunnel in Dehaka's forces. However, this means both players can be anywhere they need to be, with Dehaka's main army working with Nova and tying up enemies while Dehaka and his calldowns can be in another place. Ravens also benefit Dehaka, as they can heal his frontline forces. In return, once Dehaka evolves healing aura, he is able to heal Nova's army without the Nova player having to tech to and expend resources on Ravens for the sole purpose of healing.
   
[[Mira Han and Matt Horner (Co-op Missions)|'''Han and Horner''']] and Dehaka cover each other's weaknesses too much, but work well together. Dehaka himself works well in the early game with the support of an assault galleon and some reapers, and in the mid-to-late game he can tank and take on armies while Han and Horner deal damage from behind. Dehaka’s cooldowns on his global abilities are much lower than Han and Horner’s, meaning that with proper communication there can be a cooldown ready for any situation. Horner’s strike bombers can also reveal an area for Dehaka to deep tunnel to through the fog of war. However, both lack reliable defensive options, relying mostly on their armies, so both struggle together on defensive maps.
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[[Mira Han and Matt Horner (Co-op Missions)|'''Han and Horner''']] and Dehaka cover each other's weaknesses too much, but work well together. Dehaka himself works well in the early game with the support of an assault galleon and some reapers, and in the mid-to-late game he can tank and take on armies while Han and Horner deal damage from behind. Dehaka's cooldowns on his global abilities are much lower than Han and Horner's, meaning that with proper communication there can be a cooldown ready for any situation. Horner's strike bombers can also reveal an area for Dehaka to deep tunnel to through the fog of war. However, both lack reliable defensive options, relying mostly on their armies, so both struggle together on defensive maps.
   
 
===Zerg Commanders===
 
===Zerg Commanders===
 
[[Sarah Kerrigan (Co-op Missions)|'''Kerrigan''']] and Dehaka are a good combination, in spite of both focusing on a hero unit. Both Kerrigan and Dehaka benefit from hunting down groups of enemies in the early to mid-game, and the resource bonus Kerrigan gives to Dehaka can help him move into strong late game gas heavy compositions. Kerrigan can give Dehaka global mobility with her omega worms, while Dehaka can also deep tunnel to clear out areas. The only time the two struggle is in the mid game, where Dehaka is between getting his primal wardens constructed and Kerrigan is beginning to form her army.
 
[[Sarah Kerrigan (Co-op Missions)|'''Kerrigan''']] and Dehaka are a good combination, in spite of both focusing on a hero unit. Both Kerrigan and Dehaka benefit from hunting down groups of enemies in the early to mid-game, and the resource bonus Kerrigan gives to Dehaka can help him move into strong late game gas heavy compositions. Kerrigan can give Dehaka global mobility with her omega worms, while Dehaka can also deep tunnel to clear out areas. The only time the two struggle is in the mid game, where Dehaka is between getting his primal wardens constructed and Kerrigan is beginning to form her army.
   
[[Zagara (Co-op Missions)|'''Zagara''']] and Dehaka have moderate synergy. Zagara relies on heavy masses of disposable units that she can buff, while Dehaka’s heavy frontline covers a lot of the same role. As such, Dehaka with Zagara should go for lighter units that benefit from her zerglings tying up enemy waves like hydralisks or guardians. Frenzy is a massive boon to Dehaka, as all of his units and calldowns benefit from it and can clear out attack waves with it, while Dehaka himself can also cover for Zagara as she deals her damage. Additionally, tyrannozors with their armor aura completely nullifies any need for aberrations and primal mutalisks with all upgrades can be an incredible relief for the need of scourges as air enemies will both take massive damage and have a hard time killing them.
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[[Zagara (Co-op Missions)|'''Zagara''']] and Dehaka have moderate synergy. Zagara relies on heavy masses of disposable units that she can buff, while Dehaka's heavy frontline covers a lot of the same role. As such, Dehaka with Zagara should go for lighter units that benefit from her zerglings tying up enemy waves like hydralisks or guardians. Frenzy is a massive boon to Dehaka, as all of his units and calldowns benefit from it and can clear out attack waves with it, while Dehaka himself can also cover for Zagara as she deals her damage. Additionally, tyrannozors with their armor aura completely nullifies any need for aberrations and primal mutalisks with all upgrades can be an incredible relief for the need of scourges as air enemies will both take massive damage and have a hard time killing them.
   
[[Abathur (Co-op Missions)|'''Abathur''']] and Dehaka are an exceptionally powerful combination if coordinated correctly, virtually unstoppable during mid and late game. Use Dehaka to lure enemies into Toxic Nests for maximum biomass and essence harvest. While both have similar weak points in their game, Abathur’s mend ability in the early game can allow a well-controlled Dehaka to clear out the initial enemies around his base, also allowing Dehaka to level up earlier. In the case both players go air units Dehaka can make a flight of highly durable mutalisks that shred through masses of air units to cover for either Abathur’s longer-ranged guardians or Dehaka's faster-shooting, bomb-lobbing primal guardians and Abathur's debilitating devourers. Abathur’s mines also help provide a consistent defense while Dehaka can call down the primal pack leaders to provide cover for Abathur’s mid game. With Brutalisks, Leviathans and Dehaka himself spearheading attacks while Abathur's Queens provide healing, both armies can easily plow through even the largest enemy attacks that appear on maps like Mist Opportunities, Oblivion Express, Temple of the Past...with little to no loss, though extra caution must be taken should the enemy attacks consist of massed anti-army units like Void Rays and Tempests.
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[[Abathur (Co-op Missions)|'''Abathur''']] and Dehaka are an exceptionally powerful combination if coordinated correctly, virtually unstoppable during mid and late game. Use Dehaka to lure enemies into Toxic Nests for maximum biomass and essence harvest. While both have similar weak points in their game, Abathur's mend ability in the early game can allow a well-controlled Dehaka to clear out the initial enemies around his base, also allowing Dehaka to level up earlier. In the case both players go air units Dehaka can make a flight of highly durable mutalisks that shred through masses of air units to cover for either Abathur's longer-ranged guardians or Dehaka's faster-shooting, bomb-lobbing primal guardians and Abathur's debilitating devourers. Abathur's mines also help provide a consistent defense while Dehaka can call down the primal pack leaders to provide cover for Abathur's mid game. With Brutalisks, Leviathans and Dehaka himself spearheading attacks while Abathur's Queens provide healing, both armies can easily plow through even the largest enemy attacks that appear on maps like Mist Opportunities, Oblivion Express, Temple of the Past...with little to no loss, though extra caution must be taken should the enemy attacks consist of massed anti-army units like Void Rays and Tempests.
   
[[Alexei Stukov (Co-op Missions)|'''Stukov''']] and Dehaka 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 them as Dehaka and his army tanks damage for them. Stukov also covers for Dehaka’s lack of reliable defense on maps like “Dead of Night,” meanwhile benefiting Dehaka’s pushes with his endless waves of infested. Both have high cooldown calldowns however, though Stukov’s infestation can be relied on for early to mid-game defense. Dehaka's devour can also take out heavy target like hybrid or area-of-effect attackers like reavers or siege tanks that would normally rip apart Stukov' attack waves.
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[[Alexei Stukov (Co-op Missions)|'''Stukov''']] and Dehaka 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 them as Dehaka and his army tanks damage for them. Stukov also covers for Dehaka's lack of reliable defense on maps like “Dead of Night,” meanwhile benefiting Dehaka's pushes with his endless waves of infested. Both have high cooldown calldowns however, though Stukov's infestation can be relied on for early to mid-game defense. Dehaka's devour can also take out heavy target like hybrid or area-of-effect attackers like reavers or siege tanks that would normally rip apart Stukov' attack waves.
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==Quotations==
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:''See: [[StarCraft_II_Co-op_Missions_quotations/Commanders#Dehaka|Dehaka Commander Quotations]]''
   
 
==Achievements==
 
==Achievements==
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Dehaka was considered an obvious choice for a zerg commander. The developers wanted to incorporate the essence-hunting aspect of the primal zerg, but do so in a way that was different from [[Abathur (Co-op Missions)|Abathur]].
 
Dehaka was considered an obvious choice for a zerg commander. The developers wanted to incorporate the essence-hunting aspect of the primal zerg, but do so in a way that was different from [[Abathur (Co-op Missions)|Abathur]].
   
The "fantasy" of the primal zerg was sought to be represented as well. This is represented in their mechanics (e.g. the ability to uproot, and the lack of overlords).<ref name=Dehaka/>
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The "fantasy" of the primal zerg was sought to be represented as well. This is represented in their mechanics (e.g. the ability to uproot, and the lack of overlords).<ref name="Dehaka" />
   
 
Data exists for units for Dehaka that aren't present in the final release. These include the primal baneling, primal corruptor, and primal viper. Other data seems to suggest all of Dehaka's units at one point had a level system, which would max out at level 3. At each level the unit would evolve. This system was scrapped and maintained only for Dehaka's hero unit.
 
Data exists for units for Dehaka that aren't present in the final release. These include the primal baneling, primal corruptor, and primal viper. Other data seems to suggest all of Dehaka's units at one point had a level system, which would max out at level 3. At each level the unit would evolve. This system was scrapped and maintained only for Dehaka's hero unit.
   
Early in Dehaka's design, an idea was proposed for units to be able to consume units to permanently gain their abilities. Consumed units could then be combined in a "recipe" system which could create stronger units and abilities, which was described as "design your own primal zerg." However, the strain of the art assets and potential combinations proved too ambitious for the team.<ref name = "SCIIDev">2017-08-28, [https://www.youtube.com/watch?v=tj95YA9bdm4 StarCraft 2: DEVELOPER INTERVIEW!]. ''Youtube.com'', accessed on 2018-08-20</ref>
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Early in Dehaka's design, an idea was proposed for units to be able to consume units to permanently gain their abilities. Consumed units could then be combined in a "recipe" system which could create stronger units and abilities, which was described as "design your own primal zerg." However, the strain of the art assets and potential combinations proved too ambitious for the team.<ref name="SCIIDev">2017-08-28, [https://www.youtube.com/watch?v=tj95YA9bdm4 StarCraft 2: DEVELOPER INTERVIEW!]. ''Youtube.com'', accessed on 2018-08-20</ref>
   
 
===Patches===
 
===Patches===
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*Before his intended release was announced his inclusion as a Co-op commander was hinted via the [[Scythe of Amon]] mission. When the transport would begin picking up refugees, [[primal zergling]]s would appear instead of [[protoss]] units.
 
*Before his intended release was announced his inclusion as a Co-op commander was hinted via the [[Scythe of Amon]] mission. When the transport would begin picking up refugees, [[primal zergling]]s would appear instead of [[protoss]] units.
   
*Dehaka's Co-op Commander store page advertises his commander with the heading "Tap Into the Hivemind." However, both canonically and in Co-op, Dehaka and his [[primal zerg]] have no hive mind.<ref name ="DehakaStore">2018-07-15, [https://us.shop.battle.net/en-us/product/commander-dehaka Commander: Dehaka]. ''Blizzard Entertainment'', accessed on 2018-07-15</ref>
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*Dehaka's Co-op Commander store page advertises his commander with the heading "Tap Into the Hivemind." However, both canonically and in Co-op, Dehaka and his [[primal zerg]] have no hive mind.<ref name="DehakaStore">2018-07-15, [https://us.shop.battle.net/en-us/product/commander-dehaka Commander: Dehaka]. ''Blizzard Entertainment'', accessed on 2018-07-15</ref>
   
 
*As of March 2018, Dehaka's article is the second most visited Co-op commander page on the wiki.<ref>2018-03-30, [http://fandom.wikia.com/articles/starcraft-anniversary-sarah-kerrigan 'Starcraft' 20th Anniversary: What Fans Are Most Interested In]. ''Wikia'', accessed on 2018-04-01</ref>
 
*As of March 2018, Dehaka's article is the second most visited Co-op commander page on the wiki.<ref>2018-03-30, [http://fandom.wikia.com/articles/starcraft-anniversary-sarah-kerrigan 'Starcraft' 20th Anniversary: What Fans Are Most Interested In]. ''Wikia'', accessed on 2018-04-01</ref>
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*At launch, Dehaka's primal zerglings had a bug where they were able to harvest [[vespene gas]]. This was fixed in a subsequent patch.
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*While Dehaka cannot normally use Devour on the heroes in the Heroes from the Storm [[mutator]], he can devour an enemy Dehaka hero. Doing so will play a special Dehaka voice line "death to the weak."
   
 
==References==
 
==References==
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==External Links==
 
==External Links==
[http://www.teamliquid.net/forum/single-player/532473-co-op-commander-guide-dehaka TeamLiquid Co-op Commander Guide: Dehaka]
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* [http://www.teamliquid.net/forum/single-player/532473-co-op-commander-guide-dehaka TeamLiquid Co-op Commander Guide: Dehaka]
 
{{CoopMissions}}
 
{{CoopMissions}}
 
[[Category:Co-op Commanders]]
 
[[Category:Co-op Commanders]]

Revision as of 15:45, 21 November 2019

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"The Zerg are known for their ability to adapt and evolve, and no creature desires these qualities more than Dehaka. He grows stronger as the battle progresses, and can be customized to help deal with any enemy you face. His army’s huge array of abilities gives you the flexibility to adapt to anything a mission can throw at you. Dehaka leads his pack with the cunning and ferocity that the Primal Zerg represent."

- Commander blurb(src)

Dehaka is a playable hero-commander in the Co-op Missions mode of Legacy of the Void. Dehaka is able to absorb the essence of weaker units to strengthen his army. Dehaka will be able to personally take the field and grow with the essence dropped from fallen units (including allied units).

Overview

"The enemy hunts us, but they shall be the hunted."

- Dehaka(src)

Info

  • Recommended for experienced players
  • Control Dehaka on the mission and collect Essence to grow stronger
  • Command a ferocious pack of Primal Zerg units

Mastery

Power Set 1
Devour Healing Increase: +1% – +30%
Rank 30 increases heal from 5% to 6.5% for nonbiological and 25% to 32.5% for biological.
Devour Buff Duration: +3% – +90%
Rank 30 increases duration from 15s to 28.5s.
Power Set 2
Greater Primal Wurm Cooldown: -1.5% – -45%
Rank 30 reduces charge cooldown from 120s to 66s.
Pack Leaders Active Duration: +1% – +30%
Rank 30 increases duration from 60s to 78s.
Power Set 3
Gene Mutation Chance: +2% – +60%
Rank 30 increase mutation chance from 20% to 32%.
Dehaka Attack Speed: +1% – +30%

Game Unit

Abilities

Dehaka's Mutations

Actives
DehakaLeap Coop Game1
Leap

Dehaka leaps to the target location, dealing 25 (+50% on weapon) damage to nearby enemy ground units (radius 1).

Leap Level 2: Increases the Leap's range from 6 to 12 and increases the ability damage from 25 (+50% on weapon) to 25 (+75% on weapon).

Leap Level 3: Each enemy hit also grants Dehaka +1 armor for 2 seconds.

Usage
Hotkey Q
Range 6
12 (at Level 2)
Cooldown 10 seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
Hero Level 1
Effect Damage: 35
Hero Level 2
Effect Damage: 40
Hero Level 3
Effect Damage: 45 (55 at Level 2)
Hero Level 4
Effect Damage: 50 (62.5 at Level 2)
Hero Level 5
Effect Damage: 55 (70 at Level 2 or 3)
Hero Level 6
Effect Damage: 60 (77.5 at Level 2 or 3)
Hero Level 7
Effect Damage: 65 (85 at Level 2 or 3)
Hero Level 8
Effect Damage: 70 (92.5 at Level 2 or 3)
Hero Level 9
Effect Damage: 75 (100 at Level 2 or 3)
Hero Level 10
Effect Damage: 80 (107.5 at Level 2 or 3)
Hero Level 11
Effect Damage: 85 (115 at Level 2 or 3)
Hero Level 12
Effect Damage: 90 (122.5 at Level 2 or 3)
Hero Level 13
Effect Damage: 95 (130 at Level 2 or 3)
Hero Level 14
Effect Damage: 100 (137.5 at Level 2 or 3)
Hero Level 15
Effect Damage: 105 (145 at Level 2 or 3)
ve
DehakaIntimidatingRoar Coop Game1
Intimidating Roar

Dehaka terrifies nearby enemies, reducing their movement speed by 75% and attack speed by 25% for 15 seconds.

Intimidating Roar Level 2: Intimidating Roar additionally disables enemies from casting spells with an energy cost.

Intimidating Roar Level 3: Intimidating Roar additionally decreases the armor on enemies by 2.

Usage
Hotkey W
Range 10
Duration 15 seconds
Cooldown 30 seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
ve
DehakaDevour Coop Game1
Devour

Dehaka instantly kill the target enemy unit to heal 5% Life and gain passive abilities based on the enemy type for 15 seconds. The cooldown is based on the amount of life the enemy had when killed.

Devour Level 2: Increases Devour's range from 6 to 9 and increases the passive abilities duration from 15 seconds to 25 seconds.

Devour Level 3: Increases Devour's range from 9 to 12 and decreases the cooldown by 20%.

Receive passive abilities depend on the type-tag of the devoured unit:

  • Air: Gain a ranged attack (Mammoth Breath)
  • Armored: Gain 30% bonus damage against armored units
  • Biological: Heal 20% life (summary 25%)
  • Light: Gain 30% movement speed
  • Massive: Gain +3 armor and reflect damage (10 per hit) at attackers
  • Mechanical: Gain 30% attack speed
  • Psionic: Explode with Psionic Energy (200% Weapon Damage within a radius of 3) and abilities cooldown become 50% faster.


Devouring One: Benefits are shared with all nearby allied units within a range of 10.

  • Combat units restore only 20% (+Mastery) life when Dehaka devour a Biological unit.
  • When Dehaka devour an Air unit, combat units with ranged attack gain +2 attack range.
  • When Dehaka devour a Psionic unit, combat units gain only the ability cooldown reduction.
Usage
Hotkey E
Range 6
9 (at Level 2)
12 (at Level 3)
Duration 15 (25 at Level 2) seconds
Mastery: +0.45 (+0.75 at Level 2) seconds per Devour Buff Duration mastery point. Up to a maximum 28.5 (47.5 at Level 2) seconds
Cooldown Based of the target unit's current life
(1 seconds / 10 hp)
Max cooldown:
Basic: 60 (48 at Level 3) seconds
With Tenderize: 15 (12 at Level 3) seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
Effect Devour Heal: 5%
Mastery: +0.1% restored life per Devour Healing Increase mastery point. Up to a maximum 8%
Biological Effect Heal: 20%
*Mastery: +0.2% restored life per Devour Healing Increase mastery point. Up to a maximum 26%
Light Effect Movement Speed: 3.9
Massive Effect Armor:
Basic: 4 (3 with Devouring One)
With Chitinous Plating: 7 (6 with Devouring One)
Mechanical Effect Attack Speed: 1.54
Mastery: +1% attack speed per Dehaka Attack Speed mastery point. Up to a maximum 1.18
Psionic Effect Cooldown:
Leap: 5 seconds
Intimidating Roar: 15 seconds
Devour Level 1-2: 30 (7.5 with Tenderize) seconds
Devour Level 3: 24 (6 with Tenderize) seconds
Deep Tunnel: 30 seconds
Hero Level 1
Effect Armored Effect Damage:
Attack: 20 (+6 vs Armored)
Leap Level 1: 35 (+3 vs Armored)
Psionic Effect Damage: 40
Hero Level 2
Effect Armored Effect Damage:
Attack: 30 (+9 vs Armored)
Leap Level 1: 40 (+4.5 vs Armored)
Psionic Effect Damage: 60
Hero Level 3
Effect Armored Effect Damage:
Attack: 40 (+12 vs Armored)
Leap Level 1: 45 (+6 vs Armored)
Leap Level 2: 55 (+9 vs Armored)
Psionic Effect Damage: 80
Hero Level 4
Effect Armored Effect Damage:
Attack: 50 (+15 vs Armored)
Leap Level 1: 50 (+7.5 vs Armored)
Leap Level 2: 62.5 (+11.25 vs Armored)
Psionic Effect Damage: 100
Hero Level 5
Effect Armored Effect Damage:
Attack: 60 (+18 vs Armored)
Leap Level 1: 55 (+9 vs Armored)
Leap Level 2-3: 70 (+13.5 vs Armored)
Psionic Effect Damage: 120
Hero Level 6
Effect Armored Effect Damage:
Attack: 70 (+21 vs Armored)
Leap Level 1: 60 (+10.5 vs Armored)
Leap Level 2-3: 77.5 (+15.75 vs Armored)
Scorching Breath: 70 (+21 vs Armored)
Psionic Effect Damage: 140
Hero Level 7
Effect Armored Effect Damage:
Attack: 80 (+24 vs Armored)
Leap Level 1: 65 (+12 vs Armored)
Leap Level 2-3: 85 (+18 vs Armored)
Scorching Breath: 80 (+24 vs Armored)
Psionic Effect Damage: 160
Hero Level 8
Effect Armored Effect Damage:
Attack: 90 (+27 vs Armored)
Leap Level 1: 70 (+13.5 vs Armored)
Leap Level 2-3: 92.5 (+20.25 vs Armored)
Scorching Breath: 90 (+27 vs Armored)
Psionic Effect Damage: 180
Hero Level 9
Effect Armored Effect Damage:
Attack: 100 (+30 vs Armored)
Leap Level 1: 75 (+15 vs Armored)
Leap Level 2-3: 100 (+22.5 vs Armored)
Scorching Breath: 100 (+30 vs Armored)
Psionic Effect Damage: 200
Hero Level 10
Effect Armored Effect Damage:
Attack: 110 (+33 vs Armored)
Leap Level 1: 80 (+16.5 vs Armored)
Leap Level 2-3: 107.5 (+24.75 vs Armored)
Scorching Breath: 110 (+33 vs Armored)
Psionic Effect Damage: 220
Hero Level 11
Effect Armored Effect Damage:
Attack: 120 (+36 vs Armored)
Leap Level 1: 85 (+18 vs Armored)
Leap Level 2-3: 115 (+27 vs Armored)
Scorching Breath: 120 (+36 vs Armored)
Psionic Effect Damage: 240
Hero Level 12
Effect Armored Effect Damage:
Attack: 130 (+39 vs Armored)
Leap Level 1: 90 (+19.5 vs Armored)
Leap Level 2-3: 122.5 (+29.25 vs Armored)
Scorching Breath: 130 (+39 vs Armored)
Psionic Effect Damage: 260
Hero Level 13
Effect Armored Effect Damage:
Attack: 140 (+42 vs Armored)
Leap Level 1: 95 (+21 vs Armored)
Leap Level 2-3: 130 (+31.5 vs Armored)
Scorching Breath: 140 (+42 vs Armored)
Psionic Effect Damage: 280
Hero Level 14
Effect Armored Effect Damage:
Attack: 150 (+45 vs Armored)
Leap Level 1: 100 (+22.5 vs Armored)
Leap Level 2-3: 137.5 (+33.75 vs Armored)
Scorching Breath: 150 (+45 vs Armored)
Psionic Effect Damage: 300
Hero Level 15
Effect Armored Effect Damage:
Attack: 160 (+48 vs Armored)
Leap Level 1: 105 (+24 vs Armored)
Leap Level 2-3: 145 (+36 vs Armored)
Scorching Breath: 160 (+48 vs Armored)
Psionic Effect Damage: 320
ve
DehakaScorchingBreath Coop Game1
Scorching Breath

Dehaka's fiery breath scorches the earth, dealing weapon damage (20 + 10 per level) to all enemy ground units in its path. Can store up to 3 charges.

Usage
Hotkey R
Cooldown 30 (charge cooldown)seconds
2 (after using) seconds
Acquisition
Required Reach Hero Level 6
Hero Level 6
Effect Damage: 70
Hero Level 7
Effect Damage: 80
Hero Level 8
Effect Damage: 90
Hero Level 9
Effect Damage: 100
Hero Level 10
Effect Damage: 110
Hero Level 11
Effect Damage: 120
Hero Level 12
Effect Damage: 130
Hero Level 13
Effect Damage: 140
Hero Level 14
Effect Damage: 150
Hero Level 15
Effect Damage: 160
ve
DeepTunnel Coop Game1
Deep Tunnel

The unit quickly burrows to any explored location.

Usage
Hotkey D
Cooldown 60 seconds
Campaign Acquisition
Unlock Reach Dehaka Level 4.
ve


Passives
DehakaPrimalRegeneration Coop Game1
Primal Regeneration

Allied units near Dehaka heal 1 life per second.

Primal Regeneration Level 2: Increases the restored life on allied units from 1 per second to 2 per second.

Primal Regeneration Level 3: Increases the restored life on allied units from 2 per second to 3 per second.

Usage
Passive
Range 10
Campaign Acquisition
Unlock Reach Dehaka Level 12.
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
ve
DehakaKeenSenses Coop Game1
Keen Senses

Dehaka can detect cloaked, burrowed, and hallucinated units.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 5.
Acquisition
Required Reach Hero Level 5
ve
DehakaChitinousPlating Coop Game1
Chitinous Plating

Increases Dehaka's armor by 3.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 5.
Acquisition
Required Reach Hero Level 5
Effect Armor: 4
ve
DehakaDeadlyReach Coop Game1
Deadly Reach

Allows Dehaka to attack air units.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 12.
Acquisition
Required Reach Hero Level 10
ve


Dehaka's Summons

In addition to his normal arsenal, three other packs have allied with Dehaka. The leaders are Glevig, Murvar, and Dakrun. Like all primal zerg, they follow strength, and Dehaka is a true force of nature.[1]

DehakaSummonGreaterPrimalWurm Coop Game1
Summon Greater Primal Wurm

Summons a greater primal wurm that can detect cloaked and burrowed units. Lasts 60 seconds and can store up to 3 charges.

Usage
Duration 60 seconds
Cooldown 120seconds
Mastery: -2.4seconds per Greater Primal Wurm Cooldown mastery point. Down to a minimum 48 seconds
Acquisition
Required Glevig's den
ve
DehakaSummonGlevig Coop Game1
Summon Glevig

Summons Glevig with a small pack of primal zergs (8 Primal Zerglings, 2 Primal Roaches, 2 Primal Hydralisks). Glevig is a powerful, immobile ranged attacker that deals area damage and can relocate his position with Deep Tunnel. Lasts 60 seconds.

Primal Contender: Glevig and his primal zerg pack deal 50% more damage and gain 100% increased life. Glevig can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Glevig is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=120)seconds
240 (Initial cooldown=120) (with Primal Contender) seconds
Acquisition
Required Glevig's den
No Rival Pack Leader (with Primal Contender)
ve
DehakaSummonMurvar Coop Game1
Summon Murvar

Summons Murvar. Murvar spawns Locusts and can create a cloud that slows enemy movement speed and prevents enemy units and structures from attacking or using energy-based abilities. Lasts 60 seconds.

Primal Contender: Murvar and her spawns deal 50% more damage and gain 100% increased life. Murvar can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Murvar is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=60)seconds
240 (Initial cooldown=60) (with Primal Contender) seconds
Acquisition
Required Murvar's den
No Rival Pack Leader (with Primal Contender)
ve
DehakaSummonDakrun Coop Game1
Summon Dakrun

Summons Dakrun. Dakrun is a heavily armored unit that can charge at a target location to deal heavy damage and knock back enemy units in the area. Lasts 60 seconds.

Primal Contender: Dakrun deal 50% more damage and gain 100% increased life. Dakrun can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Dakrun is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=60)seconds240 (Initial cooldown=60) (with Primal Contender) seconds
Acquisition
Required Dakrun's den
No Rival Pack Leader (with Primal Contender)
ve


Upgrades

Talents

DeepTunnel Coop Game1
Deep Tunnel

Dehaka, Zweihaka (with Broodbrother), Primal Wurms, and Greater Primal Wurms gain the ability to Deep Tunnel.

Campaign Acquisition
Unlock Reach Dehaka Level 4
ve
PrimalInsight Coop Game1
Primal Insight

Dehaka’s maximum level increases from 10 to 12 and unlocks the following mutation choices for Dehaka:

  • Gain the ability to detect cloaked and burrowed units.
  • Gain increased armor.
Campaign Acquisition
Unlock Reach Dehaka Level 5
ve
EvolvePackLeaders Coop Game1
Evolved Pack Leaders

The Pack Leaders and Primal Wurms gain new abilities:

  • Glevig gains a flame breath that deals area damage.
  • Murvar also spawns explosive creepers.
  • Dakrun reflects damage to enemy attackers.
  • Primal Wurms and Greater Primal Wurms gain the ability to project a powerful stream of acid.
Campaign Acquisition
Unlock Reach Dehaka Level 10
ve
SurvivalInstinct Coop Game1
Survival Instinct

Dehaka’s maximum level increases from 12 to 14 and unlocks the following mutation choices for Dehaka:

  • Passively heal nearby friendly units.
  • Can attack air units.
Campaign Acquisition
Unlock Reach Dehaka Level 12
Notes

Because the healing got 3 levels, you only get 2/4 (2/7 with Devouring One Prestige) of the points needed to get all available abilities to maximum.

ve
ZerusCunning Coop Game1
Zerus Cunning

Dehaka’s maximum level increases from 14 to 15 and Dehaka starts with an additional mutation point.

Campaign Acquisition
Unlock Reach Dehaka Level 14
ve

Army Composition

Units and Structures

Dehaka has access to the following units and structures:[2]

Icon Unit Details Production
DehakaPrimalZerglingIcon Primal Zergling Fast melee creature.

(Evolves to ravasaur breed)

Can attack ground units.

50 Minerals 1 Control
DehakaRavasaurIcon Ravasaur Ranged unit. Shoots large globe of acid at long range.
Can attack ground units.

(Unlocks at level 2)

2 Primal Zerglings =
100 Minerals 2 Control
DehakaPrimalRoachIcon Primal Roach Assault unit. Regenerates life quickly when burrowed.
(Evolves to primal igniter and primal guardian breeds)

Can attack ground units.

75 Minerals 25 Vespene gas 2 Control
DehakaPrimalIgniterIcon Primal Igniter Assault unit. Has an area damage attack. Regenerates life quickly when burrowed.
Can attack ground units.

(Unlocks at level 2)

2 Primal Roaches -1 ZergSupply SC2 Icon1 =
150 Minerals 50 Vespene gas 3 Control
DehakaPrimalHydraliskIcon Primal Hydralisk Ranged attacker.
(Evolves to impaler and primal mutalisk breeds)

Can attack ground and air units.

100 Minerals 50 Vespene gas 2 Control
DehakaImpalerIcon Impaler Long-range anti-armor ambusher. Must burrow to attack.
Can attack ground units.

(Unlocks at level 8)

2 Primal Hydralisks -1 ZergSupply SC2 Icon1 =
200 Minerals 100 Vespene gas 3 Control
DehakaPrimalHostIcon Primal host Siege unit that attacks by spawning Primal Locust minions.

(Evolves to creeper host breed)

100 Minerals 75 Vespene gas 3 Control
DehakaCreeperHostIcon Creeper host Siege unit that attacks by spawning Explosive Creeper minions.
(Unlocks at level 8)
2 Primal Hosts -1 ZergSupply SC2 Icon1 =
200 Minerals 150 Vespene gas 5 Control
DehakaPrimalMutaliskIcon Primal Mutalisk Air unit. Bounces its shot to strike multiple targets.
(Can attack ground and air units.

(Unlocks at level 6)

2 Primal Hydralisks +25 ZergVespene SC2 Game1 -1 ZergSupply SC2 Icon1 =
200 Minerals 125 Vespene gas 3 Control
DehakaPrimalGuardianIcon Primal Guardian Long range anti-ground flier.


Can attack ground units. (Unlocks at level 6)

2 Primal Roaches +100 ZergVespene SC2 Game1 -1 ZergSupply SC2 Icon1 =
150 Minerals 150 Vespene gas 3 Control
DehakaPrimalUltraliskIcon Primal Ultralisk Heavy Assault Beast. Can charge at a target, dealing area damage and knocking back enemy units.
(Evolves to tyrannozor breed)

Can attack ground units.

300 Minerals 200 Vespene gas 6 Control
DehakaTyrannozorIcon Tyrannozor Heavy Assault Beast. Has a ground area-damage attack.
Can attack ground and air units.

(Unlocks at level 11)

2 Primal Ultralisks -3 ZergSupply SC2 Icon1 =
600 Minerals 400 Vespene gas 9 Control
PrimalWurm SC2-LotV Game1 Primal wurm Primary defensive structure.

Can attack ground and air units.

250 Minerals 2 Control

Talent Progression

Dehaka acquires the following talents as he levels up.

EssenceGatherer Coop Game1
Essence Gatherer

Dehaka can collect essence, grow stronger, and choose mutations. Dehaka spawns in faster than other hero units, and can devour Primal Drones to reduce his respawn time.

Campaign Acquisition
Unlock Initially unlocked
ve
RavasaurIgniter Coop Game1
New Units: Ravasaur and Primal Igniter

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Zerglings can evolve into Ravasaurs.
  • Primal Roaches can evolve into Primal Igniters.
Campaign Acquisition
Unlock Reach Dehaka Level 2
ve
RavasaurCache Coop Game1
Ravasaur Upgrade Cache

Unlocks the following upgrades at Glevig’s Den:

  • Ravasaurs gain +1 attack range.
  • Ravasaurs gain +5 attack damage against armored enemies.
Campaign Acquisition
Unlock Reach Dehaka Level 3
ve
DeepTunnel Coop Game1
Deep Tunnel

Dehaka, Zweihaka (with Broodbrother), Primal Wurms, and Greater Primal Wurms gain the ability to Deep Tunnel.

Campaign Acquisition
Unlock Reach Dehaka Level 4
ve
PrimalInsight Coop Game1
Primal Insight

Dehaka’s maximum level increases from 10 to 12 and unlocks the following mutation choices for Dehaka:

  • Gain the ability to detect cloaked and burrowed units.
  • Gain increased armor.
Campaign Acquisition
Unlock Reach Dehaka Level 5
ve
PrimalMutaliskGuardian Coop Game1
New Units: Primal Mutalisk and Primal Guardian

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Primal Mutalisks.
  • Primal Roaches can evolve into Primal Guardians.
Campaign Acquisition
Unlock Reach Dehaka Level 6
ve
MutaGuardUpgrade Coop Game1
Primal Mutalisk and Primal Guardian Upgrade Cache

Unlocks the following upgrades at Murvar’s Den:

  • Primal Mutalisks revive on death after a short time.
  • Primal Guardians can fire area damaging spores at enemy ground units.
Campaign Acquisition
Unlock Reach Dehaka Level 7
ve
CreeperImpaler Coop Game1
New Units: Creeper Host and Primal Impaler

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Impalers.
  • Primal Hosts can evolve into Creeper Hosts.
Campaign Acquisition
Unlock Reach Dehaka Level 8
ve
IgniterImpalerCache Coop Game1
Primal Igniter and Primal Impaler Upgrade Caches

Unlocks the following upgrades at Glevig’s Den:

  • Primal Igniters deal bonus damage to light units.
  • Impaler attacks tenderize enemies, causing them to take damage over time. Devouring tenderized enemies with Dehaka invokes half of the normal cooldown time.
Campaign Acquisition
Unlock Reach Dehaka Level 9
ve
EvolvePackLeaders Coop Game1
Evolved Pack Leaders

The Pack Leaders and Primal Wurms gain new abilities:

  • Glevig gains a flame breath that deals area damage.
  • Murvar also spawns explosive creepers.
  • Dakrun reflects damage to enemy attackers.
  • Primal Wurms and Greater Primal Wurms gain the ability to project a powerful stream of acid.
Campaign Acquisition
Unlock Reach Dehaka Level 10
ve
Tyrannozor Coop Game1
New Unit: Tyrannozor

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolution:

  • Primal Ultralisks can evolve into Tyrannozors.
Campaign Acquisition
Unlock Reach Dehaka Level 11
ve
SurvivalInstinct Coop Game1
Survival Instinct

Dehaka’s maximum level increases from 12 to 14 and unlocks the following mutation choices for Dehaka:

  • Passively heal nearby friendly units.
  • Can attack air units.
Campaign Acquisition
Unlock Reach Dehaka Level 12
Notes

Because the healing got 3 levels, you only get 2/4 (2/7 with Devouring One Prestige) of the points needed to get all available abilities to maximum.

ve
EliteCache Coop Game1
Elite Primal Zerg Upgrade Cache

Unlocks the following upgrades at Murvar and Dakrun’s Dens:

  • Primal Ultralisk and Tyrannozor attacks have a chance to stun enemies.
  • Tyrannozors gain an ability that deals area damage.
  • Creeper Host Creepers gain increased movement speed and can target air units.
Campaign Acquisition
Unlock Reach Dehaka Level 13
ve
ZerusCunning Coop Game1
Zerus Cunning

Dehaka’s maximum level increases from 14 to 15 and Dehaka starts with an additional mutation point.

Campaign Acquisition
Unlock Reach Dehaka Level 14
ve
GeneMutation Coop Game1
Gene Mutation

Primal combat evolutions have a chance to mutate, providing permanent passive bonuses that can increase life, attack speed, grant life leech, and more.

Usage
Notes

Base chance: 20%
Following passive bonuses availables:

  • +20% more attack speed (except Creeper Hosts)
  • +50% more hit points
  • Spawns double Creepers (only Creeper Hosts)
  • 20% of damage caused by the unit converted into life (except Creeper Hosts)
  • Shoot a projectile that deal 10 damage to nearby enemies when taking damage (only Tyrannozors)

Mastery: +1% chance per Gene Mutation Chance mastery point. Up to a maximum 50% chance.

Campaign Acquisition
Unlock Reach Dehaka Level 15
ve

Strategies

The main focus of playing Dehaka is the direct control of his hero unit, collection of enemy essence, and making choices for unlocking new abilities during the mission. As Dehaka picks up essence from fallen enemies, he will grow in size, gaining health, attack damage, and mutation points, which he can use to unlock new active abilities and passive upgrades.

Dehaka's primal underlings must be kept constantly at attention. The player can order them to fight each other to prove in order to raise their level. Each of his basic units can evolve into a new form, becoming a new unit with new attacks and abilities.[1]

Recommended masteries

Power Set 1: Both options are equally viable.

☀Devour Healing Increase: +1% - 30%
☀Devour Buff Duration: +1s - 30s
This set comes down to preference, as devour healing aids a lot with the early game. However, in the later game the power of the devour buffs adds a good amount of power to Dehaka.

Power Set 2: Pack Leaders Active Duration

☀Pack Leaders Active Duration: +1s - 30s
By the time of mastery, Dehaka will have the ability to gain detection, which overlaps with the Greater Primal Wurm’s roles. Pack Leaders are powerful and a longer duration can help them clear entire attack waves or bases with ease.

Power Set 3: Dehaka Attack Speed

☀Dehaka Attack Speed: +1% - 30%
Some points in Gene Mutation is helpful, as the number of evolved zerg will mean some will get gene mutations. However, Dehaka is the powerhouse of his army, so adding to his attack speed is helpful in the early game and powerful in the late game.
  • Know when to combat evolve your units. These evolutions change the unit's roles. Primal Ultralisks can evolve into Tyrannozors, giving them an anti-air attack. Primal Hydralisks can become an anti-armored siege unit, the Impaler.
  • Dehaka is the most important part of your army. Make sure to keep him alive and collect essence as often as possible.
  • Getting ahead of the power curve is key. Dehaka starts off small and weak early on. Fortunately, he spawns in faster than any other hero in the game, which gives him a head start in building up power.
  • Dehaka's Leap ability is great for dealing area damage as well as giving him mobility. Be careful, though – if used too recklessly, he may not have an escape. If you use Leap to jump into the fray, be sure to Devour enemies to stay healed, or use the level 3 version to gain temporary armor.
  • Make early choices for Dehaka's mutation upgrades based on the enemy AI composition.
  • Detection is provided by Primal Wurms. Be sure to keep some charges of Greater Primal Wurms handy, or, once you've unlocked the Deep Tunnel ability, build extra Primal Wurms at home and tunnel them over when needed.
  • Weapon and Armor upgrades are found on the Primal Hives. All primal units benefit from these upgrades so a mix of melee, ranged, ground or air units can be combined to create a pack that best fits the mission.
  • The tech path is simple but critical. Make sure to summon all structures as soon as possible, unlocking tech as well as top bar summon abilities.

Dehaka's tech tree is very different from more standard zerg. He starts with 200 control (much like how Nova Terra starts with 100 supply), and has no need or ability to create overlords. Dehaka does not need (and therefore does not create) creep.

The primal hive is his main resource collecting structure. It does not produce larvae, instead producing drones in a manner similar to Alexei Stukov's infested command center. The primal hive also researches basic upgrades normally associated with the evolution chamber and spire, and directly produces extractors at nearby vespene geysers.

The main unit-producing structure in the primal warden, which produces units in a manner similar to Stukov's infested factory; the hatchery does not produce combat units. At the start of a mission, it can only produce primal zerglings, but can produce other units depending on other structures created by drones. The primal warden is mobile and even capable of fighting when uprooted.

By producing Glevig's den, Dehaka can create primal roaches and primal hydralisks as well as summon Glevig. Murvar's den (requires Glevig's den) allows the production of the primal host and summoning Murvar. Dakrun's den (requires Murvar's den) allows the production of primal ultralisks as well as summoning Dakrun.

The True Devourer

Dehaka's Devour ability is his most important ability. Be sure to have at least one point allocated to Devour. This ability gives Dehaka access to a variety of temporary powers that are critical to victory (healing, damage, speed, armor, cooldown reduction, etc.). An advanced tactic for Devour is to use it just before an enemy is killed. The cooldown is based on the amount of life the unit had when you eat it. The temporary powers granted are the same no matter how much life the enemy has.

Dehaka's unit consuming ability also affects heroic units, so hybrids will be vulnerable to being devoured. However, devouring heroic units lengthens the cooldown time before the devour ability can be used again.

Dehaka will be able to personally take the field, and will gain mass, attack speed, damage, and health as he collects essence. Essence appears on the battlefield as DNA symbols and are dropped by slain enemy units. Dehaka also gains essence from units he devours. Powers absorbed are dependent on enemy unit types (biological, armored, light, massive, psionic, etc.). Learn the different types of powers available and which enemies will provide that power. Eating the right food at the right time can make a huge difference.

Devour drone on Dehaka's Den allows him to recover quickly allowing him to be extremely aggressive. Using Devour drone early on might be necessary if you need Dehaka to recover quickly, but it will hurt your economy so be careful. Late game it may be a good idea to build up some spare drones or remember to replace them if Dehaka decides to have a snack.[1]

This essence will allow him to evolve through a leveling system. He has the ability to leap on targets, causing area damage, unleash an intimidating roar that slows enemy attack speed and movement, devour an enemy to instantly kill it and gain abilities depending on its flags (biological heals Dehaka, air units give him a ranged attack, psionic units reduce his cooldowns, etc.), and scorching breath, which deals area damage and holds three charges. Dehaka will unlock passive abilities as he gains power, including a healing aura and detection of cloaked units.[1]

Primal Power

Dehaka can also summon greater primal wurms to various tunnel and defend a location. Dehaka has three pack leaders to aid him, Glevig, Murvar, and Dakrun. These can be summoned to aid him.

Like Kerrigan and Zagara, if Dehaka is killed he will revive at the hatchery within 90 seconds. Unlike them, however, the player can sacrifice drones in order to speed up the rate of revival.

Synergies

Protoss Commanders

Artanis is a powerful commander when used alongside Dehaka. As a lot is focused on his hero, Artanis's guardian shell allows Dehaka to gain extra time when taking fatal damage, allowing him to regain health via essence or devour and get back into the fight. As far as armies go, Dehaka's frontline melee units, especially primal igniters and tyrannozors, can be well suited to be used alongside long range Artanis combos like dragoon/reaver or tempest. Artanis's global abilities can also clear waves, while Dehaka's devour can be used on priority targets like hybrid.

Karax and Dehaka have situational synergy depending on what map they're used on together. On defensive maps like “Temple of the Past” and “Dead of Night”, Karax excels at covering for Dehaka's lack of reliable defensive structures, allowing Dehaka's longer ranged units to pump out the damage they need or push out when necessary. However, on maps where both players need to push they have minimal synergy, as Dehaka has no mechanical units to benefit from reconstruction beam, and the amount of damage his larger units take mean that the shield Karax gives is of minimal use.

Vorazun and Dehaka cover for each other's weaknesses well, and make for a powerful late game army. Vorazun struggles against some early attack waves, while Dehaka benefits from having to deal with them as it will give him early essence. Use Dehaka (with talents picked depending on the composition) to defeat the early attack waves, allowing Vorazun to save her energy for a push or emergency situation. In the late game, Dehaka's ability to tie up and slow enemies works well with Vorazun's disruption web, preventing enemies from moving out of them. Dehaka's ability to snipe big targets with devour mixed with the shadow strike of dark templar means large attack waves can be destroyed easily. Dehaka's calldowns and worms can provide damage and detection to areas where Vorazun can't cover.

Alarak and Dehaka have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which while powerful both suffer when in the face of abilities that do heavy single target damage like yamato cannon. Dehaka usually has a medium-sized army relevant to his supply due to the primal combat mechanic, so he gives below average benefit to Alarak's Empower Me ability. However, Dehaka's pack leaders can cover for the global presence Alarak lacks, allowing him to save his Death Fleet ability for a sticky situation, while Alarak's structure overcharge provides a reliable defense that will usually be off cooldown and can even be deployed on the frontlines via primal wurms.

Fenix and Dehaka have moderate synergy, but both suffer from overlapping mechanics. As with Alarak, Dehaka and Fenix both rely on single points to take a lot of their damage for their squishier army units, though in the later game Dehaka has tyrannozor and primal ultralisks to take damage for him. In the late game, Fenix can provide strong anti-air in his carriers and dragoon shell that Dehaka has less of. Fenix's arbiter shell also augments Dehaka's ability to have a global presence, allowing Fenix to move Dehaka's army around while Dehaka himself can deep tunnel anywhere.

Terran Commanders

Raynor and Dehaka are a strong combination. Dehaka's units and Dehaka himself gain extreme benefits from having medics around, especially in the early game where Dehaka is lower leveled. Both have powerful defensive global abilities at relatively the same cooldown and scans can give vision, let Dehaka use his calldowns and deep tunnel to any part of the map, and Dehaka's primal wurms can function as impromptu detectors in the early game. In the late game, Dehaka becomes a strong tank and disabler for Raynor's army, and is powerful alongside bio, allowing Raynor to do the damage while Dehaka and his higher health units like tyrannozors and primal igniters, the latter negating the need for firebats, hold up enemy lines and providing a healing and armor aura.

Swann and Dehaka are deceptively strong together. One of Dehaka's major issues in the later game is gas consumption with his army, a problem Swann and his vespene drones help mitigate. This also allows Dehaka to potentially transition into an air combination, something usually hard without suffering midgame. Swann also has a long ranged army with high damage that suffers in melee, while Dehaka has a low to mid-range army with heavy armored melee units. This allows Swann to deal heavy damage with goliaths and siege tanks while Dehaka does the brunt of the fighting. In addition, with how early Dehaka comes out, he can keep the first attack wave at bay without Swann having to use his ARES warbot calldown.

Nova and Dehaka overlap in a lot of ways, but are still powerful. Both have a powerful hero unit that can reliably function against group of light enemies or single big enemies, and both have powerful global presence and armies usually on the smaller side (albeit Nova's much smaller). However, Nova's tactical airlift ability can move Dehaka's units around the map, whereas Dehaka, his wurms, creeper hosts and Glevig are the only units that can deep tunnel in Dehaka's forces. However, this means both players can be anywhere they need to be, with Dehaka's main army working with Nova and tying up enemies while Dehaka and his calldowns can be in another place. Ravens also benefit Dehaka, as they can heal his frontline forces. In return, once Dehaka evolves healing aura, he is able to heal Nova's army without the Nova player having to tech to and expend resources on Ravens for the sole purpose of healing.

Han and Horner and Dehaka cover each other's weaknesses too much, but work well together. Dehaka himself works well in the early game with the support of an assault galleon and some reapers, and in the mid-to-late game he can tank and take on armies while Han and Horner deal damage from behind. Dehaka's cooldowns on his global abilities are much lower than Han and Horner's, meaning that with proper communication there can be a cooldown ready for any situation. Horner's strike bombers can also reveal an area for Dehaka to deep tunnel to through the fog of war. However, both lack reliable defensive options, relying mostly on their armies, so both struggle together on defensive maps.

Zerg Commanders

Kerrigan and Dehaka are a good combination, in spite of both focusing on a hero unit. Both Kerrigan and Dehaka benefit from hunting down groups of enemies in the early to mid-game, and the resource bonus Kerrigan gives to Dehaka can help him move into strong late game gas heavy compositions. Kerrigan can give Dehaka global mobility with her omega worms, while Dehaka can also deep tunnel to clear out areas. The only time the two struggle is in the mid game, where Dehaka is between getting his primal wardens constructed and Kerrigan is beginning to form her army.

Zagara and Dehaka have moderate synergy. Zagara relies on heavy masses of disposable units that she can buff, while Dehaka's heavy frontline covers a lot of the same role. As such, Dehaka with Zagara should go for lighter units that benefit from her zerglings tying up enemy waves like hydralisks or guardians. Frenzy is a massive boon to Dehaka, as all of his units and calldowns benefit from it and can clear out attack waves with it, while Dehaka himself can also cover for Zagara as she deals her damage. Additionally, tyrannozors with their armor aura completely nullifies any need for aberrations and primal mutalisks with all upgrades can be an incredible relief for the need of scourges as air enemies will both take massive damage and have a hard time killing them.

Abathur and Dehaka are an exceptionally powerful combination if coordinated correctly, virtually unstoppable during mid and late game. Use Dehaka to lure enemies into Toxic Nests for maximum biomass and essence harvest. While both have similar weak points in their game, Abathur's mend ability in the early game can allow a well-controlled Dehaka to clear out the initial enemies around his base, also allowing Dehaka to level up earlier. In the case both players go air units Dehaka can make a flight of highly durable mutalisks that shred through masses of air units to cover for either Abathur's longer-ranged guardians or Dehaka's faster-shooting, bomb-lobbing primal guardians and Abathur's debilitating devourers. Abathur's mines also help provide a consistent defense while Dehaka can call down the primal pack leaders to provide cover for Abathur's mid game. With Brutalisks, Leviathans and Dehaka himself spearheading attacks while Abathur's Queens provide healing, both armies can easily plow through even the largest enemy attacks that appear on maps like Mist Opportunities, Oblivion Express, Temple of the Past...with little to no loss, though extra caution must be taken should the enemy attacks consist of massed anti-army units like Void Rays and Tempests.

Stukov and Dehaka 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 them as Dehaka and his army tanks damage for them. Stukov also covers for Dehaka's lack of reliable defense on maps like “Dead of Night,” meanwhile benefiting Dehaka's pushes with his endless waves of infested. Both have high cooldown calldowns however, though Stukov's infestation can be relied on for early to mid-game defense. Dehaka's devour can also take out heavy target like hybrid or area-of-effect attackers like reavers or siege tanks that would normally rip apart Stukov' attack waves.

Quotations

See: Dehaka Commander Quotations

Achievements

Gameplay

SmashySmashy SC2AchiveImage Smashy Smashy
Points

10 Achievement SC2 Game1

Criteria

Deal 800,000 damage with Dehaka in Co-op Missions.

Edit
PrimalRage SC2AchiveImage Primal Rage
Points

10 Achievement SC2 Game1

Criteria

Deal 400,000 damage with Glevig, Murvar and Dakrun in Co-op Missions.

Notes

Likely a reference to the Primal Rage series of fighting games.

Edit
PowerLeveling SC2AchiveImage Power Leveling
Points

10 Achievement SC2 Game1

Criteria

Reach level 6 with Dehaka in the first 6 minutes on Hard difficulty.

Edit
EssenceBuffett SC2AchiveImage Essence Buffet
Points

10 Achievement SC2 Game1

Criteria

Devour 2,000 supply with Dehaka in Co-op Missions

Edit
OneWhoCollects SC2AchiveImage One-Who-Collects
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Dehaka achievements.

Rewards
DehakaCoop SC2 Portrait1 Dehaka portrait
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Levels

Dehaka5 SC2AchiveImage Dehaka: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Primal Pack Leader Dehaka in Co-op Missions.

Edit
Dehaka10 SC2AchiveImage Dehaka: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Primal Pack Leader Dehaka in Co-op Missions.

Edit
Dehaka15 SC2AchiveImage Dehaka: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Primal Pack Leader Dehaka in Co-op Missions.

Edit


Development

Dehaka was considered an obvious choice for a zerg commander. The developers wanted to incorporate the essence-hunting aspect of the primal zerg, but do so in a way that was different from Abathur.

The "fantasy" of the primal zerg was sought to be represented as well. This is represented in their mechanics (e.g. the ability to uproot, and the lack of overlords).[1]

Data exists for units for Dehaka that aren't present in the final release. These include the primal baneling, primal corruptor, and primal viper. Other data seems to suggest all of Dehaka's units at one point had a level system, which would max out at level 3. At each level the unit would evolve. This system was scrapped and maintained only for Dehaka's hero unit.

Early in Dehaka's design, an idea was proposed for units to be able to consume units to permanently gain their abilities. Consumed units could then be combined in a "recipe" system which could create stronger units and abilities, which was described as "design your own primal zerg." However, the strain of the art assets and potential combinations proved too ambitious for the team.[3]

Patches

Trivia

  • Dehaka's loading screen artwork and final evolved model used in Co-op Missions bears resemblance to his master skin in Heroes of the Storm.
  • Before his intended release was announced his inclusion as a Co-op commander was hinted via the Scythe of Amon mission. When the transport would begin picking up refugees, primal zerglings would appear instead of protoss units.
  • Dehaka's Co-op Commander store page advertises his commander with the heading "Tap Into the Hivemind." However, both canonically and in Co-op, Dehaka and his primal zerg have no hive mind.[4]
  • As of March 2018, Dehaka's article is the second most visited Co-op commander page on the wiki.[5]
  • At launch, Dehaka's primal zerglings had a bug where they were able to harvest vespene gas. This was fixed in a subsequent patch.
  • While Dehaka cannot normally use Devour on the heroes in the Heroes from the Storm mutator, he can devour an enemy Dehaka hero. Doing so will play a special Dehaka voice line "death to the weak."

References

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

  1. 1.0 1.1 1.2 1.3 1.4 2017-08-21, Patch 3.17 Preview: New Co-op Commander Dehaka. Battle.net Blizzard Entertainment, accessed on 2017-08-28
  2. 2017-08-21, Preview: NEW Co-op Commander Preview: Dehaka. Youtube.com Blizzard Entertainment, accessed on 2017-08-21
  3. 2017-08-28, StarCraft 2: DEVELOPER INTERVIEW!. Youtube.com, accessed on 2018-08-20
  4. 2018-07-15, Commander: Dehaka. Blizzard Entertainment, accessed on 2018-07-15
  5. 2018-03-30, 'Starcraft' 20th Anniversary: What Fans Are Most Interested In. Wikia, accessed on 2018-04-01

External Links