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Egon Stetmann is a commander for Co-op Missions, who commands the Mecha Swarm against his enemies. He commands legions of robotic zerg with special abilities, supported by his best friend Gary.
Stetmann can spread stetellites across the map, which create power fields that can empower both Stetmann’s forces and his ally’s. These fields create “stetzones” that can recharge energy, heal, or grant a speed boost. Gary can overcharge these stetellites to grant a larger bonus to the Mecha Swarm. Gary serves as a hero support unit, able to bring combat and supporting abilities to Stetmann’s forces, but is not as powerful as other commander heroes as an individual unit.[1]
Overview[]
Info[]
- Recommended for experienced players
- Deploy Stetellites across the map to expand your influence.
- Control Stetmann's Mecha Zerg, which are augmented with Terran and Protoss inspired enhancements.
Mastery[]
- Power Set 1
- Upgrade Resource Cost: -2% – -60%
- (Only affected on attack and armor upgrades)
- Gary Ability Cooldown: +1% – +30%
- Power Set 2
- Stetzone Bonuses: +2% – +60%
- Maximum Egonergy Pool: +2% – 60%
- Power Set 3
- Deploy Stetellite Cooldown: -0.16 sec – -5 sec
- Structure Morph Rate: -2% – -60%
Prestiges[]
- Level 1 – Signal Savant
- Advantage: Stetellites are invulnerable once they are online. Stetellites generate a 50% larger Stetzone.
- Disadvantage: Super Gary is unavailable.
- Stetellites only become invulnerable after being installed.
- Level 2 – Best Buddy
- Advantage: Gary's health and damage increased by 100%.
- Disadvantage: Gary's movement speed is reduced by 90% outside of Stetzones.
- Level 3 – Oil Baron
- Advantage: Combat units gain a stack of The Best Oil when they kill an enemy unit.
- Disadvantage: Combat units cost 40% more minerals. Mecha Infestors are unavailable.
- Defensive structures also gain a stack of The Best Oil when they kill an enemy unit.
Calldown Abilities[]
Deploys a Stetellite at the target location. Stetellites must be placed within a Stetzone.
Signal Savant: Once Stetellites are placed, they cannot be destroyed. Increases the Stetellites' Stetzone radius by 50%.
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Level 1
Level 2
Level 3
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Stetzones grant Stetmann's units 100% increased movement speed. Allied units gain 50% increased movement speed.
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Stetzones grant Stetmann's units 10 life regeneration per second. Allied units gain 5 life regeneration per second.
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Stetzones grant Stetmann's units 5 Egonergy regeneration per second. Allied units gain 2.5 energy regeneration per second.
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Army Composition[]
Units and Structures[]
Stetmann has access to the following units and structures:
Icon | Unit | Details | Production | Base Statistics: | |
Normal Metal-Bolic Boost Upgraded |
Mecha Zergling | Fast melee creature. Can use egonergy to give itself a shield and increase attack damage. | 50 1 for 2 zerglings. |
Life: 40 / Armor: 0 |
7 DPS |
Mecha Baneling | Suicide unit. Does damage over a small area on death. Can use egonergy to give itself a shield and increase attack damage. | Mecha Zergling cost/2 +25 +15 = 50 15 0.5 |
Life: 30 / Armor: 0 |
40 Damage Vs Structures: 80 Damage | |
Normal Erudition Missiles Upgraded |
Mecha Hydralisk | Ranged attacker. Can use egonergy to gain a powerful anti-air attack. | 100 50 2 |
Life: 80 / Armor: 0 |
Needle Spine: 14 DPS Eruditon Missiles: 14 DPS (Vs Armored: 24 DPS) |
Mecha Infestor | Infestation specialist. Can spawn mecha roaches and mecha ravagers, recharge allied units health and energy, and deal damage over time to enemy structures. | 100 150 2 | Life: 90 / Armor: 0 |
N/A | |
Mecha Corruptor | Anti-air flier. Can use Cluster Buster and terraclean solvent. | 150 100 2 | Life: 200 / Armor: 2 |
14.7 DPS | |
Normal Chitanium Plating Upgraded |
Mecha Ultralisk | Heavy assault beast. Can use burrow to charge at enemies, stun mechanical enemies after charging and take health from allied and enemy mechanical units. | 300 200 6 |
Life: 500 / Armor: 2 |
41 DPS |
Mecha Lurker | Anti-ground ambusher. Can move while burrowed and damage enemies in a line, and focus its attacks on a single target. | Mecha Hydralisk cost +50 +100 +1 = 150 150 3 |
Life: 200 / Armor: 1 |
10 DPS VS Armored: 15 DPS | |
Mecha Battlecarrier Lord | Flying heavy assault beast. Shoots mecha broodlings at its targets. Builds and launches mecha locusceptors at ground targets. Can use Stetmato cannon. | Mecha Corruptor cost +300 +250 +6 = 450 350 8 |
Life: 550 / Armor: 1 |
Mecha Broodling: 12 DPS Mecha Locusceptor: 5 DPS | |
Mecha Overseer | Advanced aerial observer. Maintains the unit cap set by the Mecha overlord. Can use Oversight. | Mecha Overlord cost (100 Provides 8 ) +50 +50 = 150 50 Provides 8 |
Life: 200 / Armor: 1 |
N/A | |
Mecha Spine Crawler | Anti-ground defensive structure. | Mecha Drone cost (50 1 ) +100 -1 = 150 |
Life: 300 / Armor: 2 |
13.51 Vs Armoured: 16.22 DPS | |
Mecha Spore Crawler | Anti-air defensive structure. | Mecha Drone cost (50 1 ) +75 -1 = 125 |
Life: 400 / Armor: 2 |
Vs Air: 17 |
Talent Progression[]
Stetmann acquires the following talents as he levels up:
Stetmann can deploy Stetellites, which grant passive Stetzone enhancements. Structures that unlock units are limited to 1. Mecha Larvae spawn at an increased rate. Stetmann's Mecha units utilize Egonergy, which does not regenerate on its own.
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Unlocks the J.U.I.C.E. Configuration, which regenerates Egonergy for Stetmann's units and energy for allied units.
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Gary gains the ability to overcharge a Stetellite, allowing it to actively grant bonuses to nearby units depending on the current Stetellite configuration.
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Unlocks the following upgrades at the Mecha Spawning Pool and the Mecha Baneling Nest:
- Mecha Zerglings gain 100% increased attack speed at the cost of Egonergy.
- Mecha Banelings gain increased attack damage for each point of Egonergy remaining when they explode.
- Improves the Mecha Baneling's Egonergy Impact Barrier to absorb more damage per point of Egonergy.
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Gary gains the ability to transform into Super Gary. Super Gary recharges abilities more quickly and can hold twice the number of ability charges. He can also temporarily generate his own Stetzone and gains attack speed and health regeneration when he collects Mecha Remnants.
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Area damage ambushers. Must burrow to attack. Can use Tunnel of TERROR Algorithm and Focused Strike Algorithm. Morphed from Mecha Hydralisks.
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Upgrading to Mecha Lair and Mecha Hive reduces the cooldown and increases the maximum charges of Deploy Stetellite.
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Unlocks the following upgrades at the Mecha Hydralisk Den and the Mecha Lurker Den:
- Increases the Mecha Hydralisks anti-air range by 3.
- Unlock the Mecha Lurkers Focused Strike Algorithm ability, which allows them to concentrate fire in a small area around a target enemy unit for 10 seconds.
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Allows Gary and Stetellites to pick up the Remnants of destroyed Mecha units. When enough Remnants are picked up, Mecha units will be rebuilt at no cost at their respective unlock structures.
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Unlocks the following upgrades at the Mecha Infestation Pit:
- Unlock the Mecha Infestors UMI-C Charging Protocol ability, which allows them to restore health, Egonergy, and energy over time to a target friendly unit. The unit’s ability cooldown rate is also increased.
- Allow the Mecha Infestor's Roaches Away! and Deconstructive Roach-nite abilities to spawn an additional Mecha Ravager.
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Flying heavy-assault unit. Shoots Mecha Broodlings at its target. Builds and launches Mecha Locusceptors that attack enemy ground targets. Can use Stetmato Cannon.
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Unlocks the following upgrades at the Mecha Ultralisk Cavern:
- Unlock the Mecha Ultralisks ability to absorb 25 life from nearby friendly or enemy mechanical units, healing for that amount.
- Reduces the damage taken by Mecha Ultralisks by 25%.
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Mecha Zerglings and Mecha Banelings drop double the amount of Mecha Zergling Remnant.
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Unlocks the following upgrades at the Mecha Spire and the Mecha Greater Spire:
- Unlock the Mecha Corruptors Terraclean Solvent ability, which allows them to deal damage over time to an enemy ground unit.
- Unlock the Mecha Battlecarrier Lords ability to build and deploy Mecha Locusceptors, which can attack enemy ground units.
- Unlock the Mecha Battlecarrier Lord's Stetmato Cannon ability, which allows it to fire a blast of energy, dealing 300 damage to an enemy unit.
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Allows Stetmann's structures to research two upgrades simultaneously.
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Strategies[]
Stetmann's army consists entirely of mechanical zerg, giving players a point of reference for his play-style. While all of his units may seem familiar at first glance, Stetmann's unique mechanics make his swarm radically different from commanders like Kerrigan or Zagara, especially since Stetmann's production structures are limited in quantity. Stetmann can produce a swarm rapidly, but a player cannot use his forces recklessly, as his production and research limited to a handful of structures.
Mastery Strategies[]
Power Set 1: Gary Ability Cooldown
- ☀Upgrade Resource Cost: -2% – -60%
- ☀Gary Ability Cooldown: +1% – +30%
- While the Upgrade Resource Cost sounds appealing, it only applies to weapon and armor upgrades, not all upgrades, which means the player will only save a handful of resources in the long run. On the other hand, Gary is a critical tool of Stetmann's army, so the lowered cooldowns on his abilities makes him much more effective and he can support Stetmann's army much better.
Power Set 2: Stetzone Bonuses
- ☀Stetzone Bonuses: +2% – +60%
- ☀Maximum Egonergy Pool: +2% – 60%
- The increase in Stetzone Bonuses improves the efficiency of Stetmann and his army all-around -- they will move faster and regenerate health and energy quicker. The Maximum Egonergy Pool is helpful if Stetmann's forces are fighting outside of Stetzones and cannot regenerate Egonergy while in combat, but the player should be good enough to expand their Stetellite network enough that this won't be needed.
Power Set 3: Structure Morph Rate
- ☀Deploy Stetellite Cooldown: -0.16 sec – -5 sec
- ☀Structure Morph Rate: -2% – -60%
- With a mecha hive, Stetmann's Stetellites will become available so quickly that a 5 second reduction on their cooldown is entirely unnecessary. Structure Morph Rate allows Stetmann to tech up to a mecha hive much quicker, and generally allows him to tech up and unlock higher tier units much faster, giving him much more momentum.
Prestige Strategies[]
Signal Savant allows Stetmann to more easily expand his Stetellite network to cover larger areas and encompass the map. Since Stetellites are invulnerable, Stetmnan can pre-emptively place them in enemy locations to benefit his army better when they attack, and there is no risk of temporarily losing Stetellite coverage when playing missions where the player cannot or will not be controlling large parts of the map, and the enemy will push them back. This also ensures Gary can always teleport Mecha Swarm, and can help immensely with vision. However, the loss of Super Gary means Gary is much weaker and vulnerable, and he has less utility. The player will need to rely much more on Stetmann's army and be more cautious about using Gary for frontline engagements, and this in turn means they must be more intelligent about using their Stetellite configurations to keep their army fighting efficiently.
Best Buddy makes Gary a far more powerful unit, especially once he is upgraded to Super Gary. The boosts to health and attack power allow him to fight enemy waves on his own and prevail, and he will not need as much support from Stetmann's army. However, the movement speed loss outside of Stetzones means Gary is extremely vulnerable when being used outside of Stetellite coverage, and he cannot push beyond their boundaries effectively. The player will need to be quicker to expand their Stetellite network to be able to send Gary into the field and try to avoid losing them, especially in pitched battles. On more defensive maps this drawback is not a problem since the player will not need to deploy many Stetellites and Gary will often be in their radius, but on maps with objectives that are spread out far from the starting bases, Stetmann may not be able to expand his Stetellite network that far in a timely manner to allow Gary to help his army when they attack.
Oil Baron grants Stetmann's army units and defensive structures a temporary boost to attack speed and a heal over time whenever they defeat an enemy. This makes them much more powerful in battle and especially against weaker enemies that are more quickly killed to grant them these buffs. However, Stetmann's increased unit costs mean he will be fielding smaller numbers of units at first, and it will take time for him to ramp up to a massive mecha-swarm. The player can counteract this by going for a more focused unit composition, allowing more remnants for specific units to be recycled to replenish Stetmann's forces. The absence of mecha infestors means Stetmann loses his key support unit for his army, and the player must make better usage of the benefits of Stetzones to restore their army's energy, egonergy, and health. Mecha ultralisks and mecha battlecarrier lords are less appealing with this prestige, since they will be prohibitively expensive and Stetmann will not have his mecha infestors to heal them, but they are still an option if the player is careful about using them.
My Money's on Gary[]
Stetmann relies heavily on his hero unit, Gary, as a force multiplier, and to make an impact in the early game while building up his army. While Gary's single target DPS is serviceable, his E-Gorb ability can annihilate entire waves in the early game allowing Gary or zerglings to finish off anything that remains. Stetellite Overchage can apply to both you and your ally's units, giving them useful effects. At hive tech, Gary can be upgraded to Super Gary, upgrading nearly every aspect of him and allowing him to be far more aggressive than nearly any other hero unit. It is highly advised to invest into Super Gary as soon as possible.
Super Gary's ability, Gary-zone, allows him to produce a portable and massive Stetzone around Super Gary, which give all the usual buffs and allow Stetellites to be placed within. Super Gary meanwhile can aggro enemy anti-air which will allow Stetellites to be placed (and subsequently overloaded). HUGS Overload deserves special mention: two overloaded stetellites allow Super Gary to tank 120 DPS, which is very useful in many offensive scenarios.
Super Gary's "Best Oil" ability synergizes well with mecha zerglings and mecha banelings (especially with the Lovable Little Rascals talent), rapidly increasing his fire rate and allowing him to gun down tough targets such as hybrids or capital flyers that would normally present a threat to his units.
Check the Fuel[]
Stetmann plays differently from other commanders in that all of his units have a reliance on a form of energy: Egonergy. With the Egonergy mechanic in-place, players must keep a close eye on Stetmann's units and their total energy scores. Units with Egonergy can hammer enemy units and use special abilities. Units who have run out of Egonergy are cannon-fodder. Thus, an army can go from being seemingly unstoppable to crushed in a matter of seconds. Careful monitoring of his units can mean the difference between a successful push and a rout, so the Stetmann player must learn to switch between using Gary, checking his units, and keeping an eye of the stetellite fields.
Stetzones, Helping Both Commanders[]
The FAST Stetzone provides movement speed to workers, thus placing stetellites over an ally's workers provides a boost to their early economy. Not doing so is to not take advantage of Stetmann's basic abilities for the benefit of both players, and it is similar to if a Swann player would not place a Vespene Harvester on his ally's refineries. This boost increases the speed of workers in the early game, but as mineral and gas are saturated, the FAST speed boost becomes less effective on workers. However, this can be an effective means to boost both Stetmann and his ally in the early game and quickly transition them into the midgame. This is particularly effective if the ally is a slower commander to ramp up, such as Swann, Stukov, or Karax.
FAST's biggest benefit is economy, but having it over your allies base and covering everything the swarm will be crossing allows Stetmann impressive repositioning without the need of a calldown. Despite that, Stetmann does have that same option with the use of Gary, allowing him to immediately move to any Stetellite placed on the field. With this, Stetmann can strike an objective and move nearly across the entire map in a brief couple seconds to defend against an attack wave, and then return almost immediately back to the objective.
Aside from the speed boost, Stetmann can also switch to healing zones. This will help all allies within the zone, and can tremendously assists commanders without built-in healers, like Alarak. Stetmann's energy boost is equally impressive: characters can use spell casters much more freely. With careful practice and coordination, Stetmann can enable an ally to use abilities like Psi Storm to shred enemies. With these abilities, Stetmann's Stetzone's can radically alter the course of the game with a click of the mouse, making him an extremely powerful commander.
Stetellites also can provide permanent, map-wide vision, opening up whole worlds of opportunity from allied commanders who require vision for their calldown abilities. Stetellites will continue to provide vision even when disabled, allowing both Stetmann and his ally to dispense swift retribution.
Stetellites have very low HP, however, and can be easily disabled by enemy units, making enemy air compositions dangerous to Stetmann. They can also be shot down by enemy anti-air when being placed, even ones otherwise out of sight. Care must be taken not to lose them to these threats.
Defending the Mecha Swarm[]
Stetmann relies heavily on his ally until the late-game. As such, Stetmann will fall into a support role for the early game. Central to this is boosting an ally's economy and clever use of Gary. Gary's role as a ranged attacker allows it to cover for commanders who wield melee-only characters for their first units, such as zerglings and zealots. Gary is a decent attacker and defender, but it is not a meat shield and can easily be overwhelmed.
The Stetmann player can make his ally's life a little easier by putting up some static defenses and using Gary to support his ally. Gary is unable to effectively defend Stetmann's base on higher difficulty levels, leaving Stetmann's ally left with the sense of being both the attacker and defender while Stetmann builds up his forces. Establishing some light defenses will keep Gary intact and allow it to be used to support an ally's early push efforts.
A Tide of Fire and Metal[]
Stetmann's army is, once fully upgraded and empowered with Egonergy, immensely powerful. His mecha ultralisks and mecha battlecarrier lords can shred their way through enemies with ease. However, it takes time to ramp up to this point. Gary, static defenses, and some zerglings will form the first iteration of Stetmman's force, and that force is primarily used for defense or support. However, in the mid-game Stetmann starts to shine via his mecha hydralisks. With upgrades and Egonergy, Stetmann's hydralisks can bring some needed firepower to the field. Similarly to Kerrigan's hydralisks, however, Mecha hydralisks will need support in order to survive and take down enemy forces, as they are very vulnerable to AOE attacks and take slightly longer time to recharge Egonergy due to the size of their pool and the amount they use. This makes siege tanks, hybrids, and spell casters dangerous to Stetmann. The player will need to use Mecha Ultralisks or expendable Mecha Roaches to form a meat shield to keep Stetmann's firepower in the battle. Stetmann also needs some downtime between battles in order to recharge his Egonergy, as his mecha hydralisks burn through the energy fairly quickly. Having multiple hatcheries in addition to the starting hacthery and an expansion can allow Stetmann to replenish his army quicker than without. This can be crucial against casters in particular, as replacing a Zergling army may not be expensive late game, but wasting previous larvae is. It is better to take the 300 mineral loss for an extra hatchery to avoid constantly respawning weaker units when you want to field better attackers.
Gary plays a role in restoring Stetmann's forces after a difficult battle. It can gather scrap parts that allow units to be rebuilt, with zerglings and banelings in particular dropping two remnants.
Synergies[]
Stetmann's universal abilities, his Stetzones, make him a decent partner to all commanders. However, he does mix with some partners better than others. What Stetmann himself needs is a commander with a strong early game or a strong defense that can hold the line until Stetmann's powerful army gets moving.
Protoss Commanders[]
Artanis
Just two abilities alone, Stetmann's Stetellites and Artanis's Guardian Shell, are enough to create an excellent synergy. It gives armies of both commanders that additional safeguard and finally giving the means for the Protoss to heal their lost HP in battle. Stetellites may not be able to recharge shields, but the HP regeneration provided will still help things along. Furthermore, should Stetmann decide to go with large numbers of low HP units like Mecha Zerglings and Hydralisk, this would make these kinds of units that much harder to kill. The heavy map vision provided by Stetellites will allow Artanis to have his Power Field pretty much anywhere to deploy and warp down units to dominate areas early as well as providing close air support with his calldown abilities for defense. For the other 2 modes, the heavy speed boost provided by Stetellites will really give that needed mobility Artanis's armies generally lack. Whereas the JUICE mode will also be handy if the commander playing Artanis regularly uses high Templar and Archons.
Karax
Karax's reconstruction beam will come in handy to give a bit more HP regeneration to Stetmann's units as they are all mechanical. This may create some overlap if the Stetellites are in their healing mode, making it rather redundant. But, later on, when supported with Aiur Carriers to cover for healing duty, commanders playing Stetmann can consider dropping the healing field entirely and opt for speed or juice mode instead. However until Karax and Stetmann can get a decent army up, the commanders will have to rely on Stetmann, some Photon Cannons, and a handful of sentinels or zerglings for their defense. This makes this pairing risky for maps with timed objectives, such as Part and Parcel or Scythe of Amon. The Reconstruction Beam can also become unreliable if Stetmann and Karax both have large armies and/or large base defenses, as everything they build is considered mechanical, and therefore is a viable target for the reconstruction beam. If it is busy repairing multiple weakened Ultralisk, for example, Karax's defenses won't be repaired until it finishes. This isn't a problem between waves, but can be devastating if the beam is busy with one sect of the team and starves the other until done.
Alarak
Alarak's hero unit gives him a lot of early-game power to cover for Stetmann's lack thereof, while later on, Stetmann's Hydralisks and Corruptors can help cover for Alarak's lack of dedicated anti-air. The Stetellites' FAST configuration also helps with Alarak's low mobility and HUGS can help extend the lifespan of Alarak's mechanical units, though he has little use for JUICE due to the Ascendants' Sacrifice ability. Stetmann's large swarm of Mechanical units will also grant Alarak a huge damage boost from Empower Me and help screen for his attacking units. Interestingly, Alarak can use Structure Overcharge on Stetellites, allowing him to easily intercept attack waves and provide some extra frontline firepower if needed.
Terran Commanders[]
Raynor
Raynor and Stetmann can work together effectively or be absolutely incompatible, and it mainly depends on how Raynor fields his army. Raynor's marines, marauders, medics, and firebats are required to survive, and Stetmann often won't have any defenses at all by the time the first attack waves show. If used this way, the healing from Stetellites and the FAST boost to field more minerals can make Raynor's starting army effective in covering both commanders until Stetmann starts fielding Zergling and getting his army truly started. On the other hand, if Raynor goes for a mecha army, Stetmann will struggle to cover Raynor until his army is finished, and Raynor will be forced to bite into his economy and get a small bio army regardless due to Stetmann's lackluster early game.
Swann
Stetmann gets really gas starved in late game, especially when transitioning to flying units and other gas heavy units. Swann's vespene drones will help alleviate this in the long run, just as Stetzones will help Swann gather minerals in the early game. The flaw and advantage of redundant mechanical unit healing, similar to Karax and his carriers via their repair drones, still applies, especially once Science Vessels are on the field. The vision provided by Stetmann's Stetellites will allow the Drakken Laser Drill to paint more targets from further away.
A larger issue with this pairing is time. Swann takes time to build up a formidable army, and Stetmann does the same. With the use of drones and Stetzones the commanders can construct their armies faster, but there will still be a large period during the early game when Gary and the Drakken Laser Drill are the bulk of both player's defenses. This can be especially crippling if both players refuse to try and put up static defenses.
Tychus
Tychus doesn't particularly benefit heavily from Egon's army, but he does benefit from the SPEED boost in a Stetzone. The added speed at base can help Tychus's army greatly boost to an economic advantage before the mid-game. Stetmann unfortunately doesn't have a particular benefit as most of his units will run past Tychus into the fray, and Tychus won't stop to wait for his army to replenish. Additionally, The Outlaws don't gain much from the Stettalites, as none have energy meters for JUICE to refill, HUGS doesn't heal quick enough for their large HP pool, and SPEED is mitigated entirely by the Medivac Platforms which allow for instant repositioning and healing. The Medivac Platform however does benefit from a good spread of Stettalites as it provides a wide area of revealed fog of war.
Nova
Nova has amazing synergy with Stetmann, and the benefit she gets from the FAST and HUGS cannot be understated. One of Nova's biggest weaknesses is her early game thanks to the sheer cost of her units, but with FAST hovering over her, she can quickly field a small group from her Barracks. It also means she's less worried about spending minerals for her cooldowns, and can risk Nova dying for cost. Meanwhile this helps Stetmann as his army can sometimes struggle in the early game, while Nova's army can burst through defenses thanks to their impressive bulk.
Additionally, HUGS keeps Nova's expensive units alive. Coupled with her mastery regeneration or drone heals, her army is basically invincible. Stetmann can spend less time buying weaker units with Nova holding the line, and move straight to late-game strategies quickly, allowing for Mecha Ultralisk and Battlecarrier Lord sooner than otherwise. By the time a mission hits the halfway point, both armies can likely roll through almost anything with little risk. Stetmann's army fronts and slams into the fray, and Nova's powerful units hammer down survivors such as Hybrid.
Zerg Commanders[]
Kerrigan
Kerrigan benefits somewhat from Stetmann, but mostly in terms of repositioning before she has access to Nydus Worms. While she continues to benefit further as the match continues, her army tends to be easily replaceable with Queens, and her movement through the Nydus Network makes speed a moot point. Thanks to her constant regeneration, she herself doesn't benefit much from HUGS, and JUICE is all but wasted thanks to her energy regen.
Zagara
Ironically enough, Zagara and Stetmann work very well together. They have little direct synergy, as Zagara's mastery allows her to regenerate energy quickly enough and her forces are utterly expendable, but they cover for each other's weaknesses. Zagara's powerful early game lets Stetmann turn his attention to building up his armies, and Zagara's Infested Drop and Frenzy can alleviate Stetmann's fragile army's need for meat shields and cut down down on the length of engagements, which is critical to maintaining Egonergy supplies.
Stetzone's can offer Zagara's already speedy forces a boost, allowing her to blitz objectives and hit objectives with incredible speed. More critically is that Stetmann's hydralisks simply eliminate Zagara's weakness to air units. However, the commanders will need to make certain to coordinate their forces, as Stetmann's endgame army is fairly bulky, and Zagara's Banelings are reliant on making contact with the enemy, which is something they cannot do if a wall of roaches is blocking them.
Dehaka
Dehaka's benefits are mostly selfish, but can make the early game trivial when Stetmann backs his movement with Stetallites. Dehaka being able to regenerate health with HUGS makes him bulkier and more capable of surviving. This can allow him to gain more Essence earlier, and get access to strong abilities before the match progresses too far.
Beyond this, however, Stetmann himself doesn't gain any specific benefits unless he decides to follow Dehaka into battle from behind. Dehaka gains armor, detection, repositioning, and three cooldowns that can call in backup, none of which are particularly helped by Stetmann save for FAST boosting an early economy. Still, once Dehaka gets going, the Stetmann player just has to do basic backup and watch Dehaka maul the competition.
Stukov
Stukov's infested are slow and have difficulty reaching their target before death, which is all the more reason FAST turns Stukov's army into a sprinting horror. Stukov's defenses with Bunkers make for excellent defensive holding to cover Stetmann's defensive options (as they often take away from his army). While Stukov's army barely benefits from HUGS or JUICE, FAST gets his infested into combat quickly before their life timer ticks down too far, and can help Stetmann take locations. With an army of infested backing him at any time, Stetmann's mecha-swarm can rush in and attack, surrounded on all sides by hundreds of allies.
Should Stukov instead go for a more mechanical build, the benefit is still there, but not as strong. Stukov's mecha builds are somewhat slow, so the FAST configuration gets them moving and the HUGS makes them bulkier and more survivable, but Stukov's mecha setup has a lot of defensive options, leaving Stetmann to play offensively by himself. This can still be a great boon, however, as Stetmann can focus his energy on grabbing upgrades while Stukov sets up bulky defensive units.
Quotations[]
Achievements[]
Gameplay[]
X.O.X.O | |
Points | |
Criteria |
Use Gary's Stetellite Overcharge to overload 2,500 allied units. |
Edit |
Recycle, Reduce, Reuse | |
Points | |
Criteria |
Collect 500 Mecha Remnants in a single mission. |
Edit |
Not A Filler Episode | |
Points | |
Criteria |
Complete the Super Gary Transformation Sequence within 5 minutes. |
Edit |
Beep Beep Little Stetellite | |
Points | |
Criteria |
Deploy 40 Stetellites by 10 minutes on Hard difficulty. |
Edit |
Hero and Genius | |||
Points | |||
Criteria |
Complete all the Commander Stetmann achievements. | ||
Rewards |
| ||
Edit |
Levels[]
Stetmann: Level 5 | |
Points | |
Criteria |
Reach level 5 with Egon Stetmann in Co-op Missions. |
Edit |
Stetmann: Level 10 | |
Points | |
Criteria |
Reach level 10 with Egon Stetmann in Co-op Missions. |
Edit |
Stetmann: Level 15 | |
Points | |
Criteria |
Reach level 15 with Egon Stetmann in Co-op Missions. |
Edit |
Development[]
Stetmann’s commander identity was conceived out of the popularity of the simulant zerg skinset. When the team deliberated on what commander could represent them, Stetmann was decided upon, as the character already had a special relationship with the team due to their development of him in “Mist Opportunities.” The team wanted to make a character that blended zerg potential and protoss technology, with a dose of terran ingenuity, to adapt Stetmann’s ability to research protoss and zerg technology. For this, the stetzone mechanic was created as a means to create complexity while fulfilling the fantasy of both Stetmann and the Mecha Swarm.[1] Part of Stetmann's design was what imagining what a child or mad scientist would create if they created their own mechanical Swarm. Stetmann has the highest proportion of "placeholder" names for his units and mechanics that made it into live.[2]
At his release, tooltips on the mecha spire referred to Stetmann being able to spawn mecha mutalisks, and mecha mutalisks show up in his commander trailer. Data in the Galaxy Map Editor exists for a mecha roach warren.
Trivia[]
Stetmann has unique dialogue on the map "Mist Opportunities," changing the dialogue for both himself and the allied commander.
Videos[]
References[]
Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Egon Stetmann (in English). 2018.
- ↑ 1.0 1.1 2019-05-22. Co-op Commander: Egon Stetmann. Blizzard Entertainment. Accessed 2019-05-22.
- ↑ 2019-05-22. Twitch Rivals: StarCraft II. Twitch.tv. Accessed 2019-06-01.