Stetmann created the stetellites after his successful terrazineharvesting operation on Bel'Shir. He created them as a cross between zergcreep tumors and protosspylons. Gary could overcharge the stetellites in order to give greater buffs to his allied mecha zerg. Their fields could be modulated between three different modes: Fun Accelerator for Speedy Transportation Configuration, Health Uptick Generating System Configuration, and Just-in-time Uninterruptable Input for Charging Egonergy Configuration.[1]
Stetellites are the central mechanic for Egon Stetmann in Co-op Missions. They spread an area of egonergy which gives various buffs to Stetmann and his ally's armies. The spread of stetellites gives Stetmann's army an edge, and Gary's abilities interact with the stetellites. Stetellites are not destroyed when attacked, but instead go into a "deactivated" state for 30 seconds. Stetmann can only place stetellites in the power field of another stetellite or larva-producing structure. Stetmann's units that die in near stetellites are "recycled," and count toward respawning a free unit of that type.
Stetellites can be set on three configurations. FAST increases movement speed of units under it, HUGS provides massive healing to nearby units, and JUICE provides energy regeneration, and is the only way Stetmann's units can recharge energy. Gary can overcharge the stetellites, giving an attack and movement speed bonus in FAST, a shield to nearby units in HUGS, and a burst of energy regeneration in JUICE.
The rate of which Stetmann can spawn and store charges of stetellites depends on his highest tier hatchery structure. Mecha hatcheries allows Stetmann a total of 3 stetellite charges and a 25 second cooldown, mecha lairs allows a total of 5 stetellite charges and a 20 second cooldown, and a mecha hive allows a total of 7 stetellite charges and a 15 second cooldown. When the lair and hive are first spawned Stetmann will instantly be given two stetellite charges.
On top of overcharging, Gary's abilities interact with the stetellites. He can teleport himself and any surrounding allies to any active stetellite on the map. When in a stetellite field, his E-Gorb ability spawns three orbs instead of one. When in Super Gary form, Gary can generate his own egonergy field, allowing Stetmann to spawn stetellites within it far beyond the initial cluster of stetellites if needed.[1]
Abilities[]
Remnant Recycler
When one of Stetmann's Mecha Zerg is destroyed and drops its Mecha Remnants near this unit, they are collected to be reconstructed at the corresponding tech building.
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%.
Usage
Hotkey
CTRL+X
Cooldown
Basic:
Level 1: 25 per charge Level 2: 20 per charge Level 3: 15 per charge Mastery: -0.16 per Deploy Stetellite Cooldown mastery point. Down to a minimum: Level 1: 20 per charge Level 2: 15 per charge
Fun Accelerator for Speedy Transportation (F.A.S.T.) Configuration
Stetzones grant Stetmann's units 100% increased movement speed. Allied units gain 50% increased movement speed.
Usage
Hotkey
CTRL + X
Cooldown
1
Notes
Mastery: +2% movement speed on Stetmann units and +1% movement speed on allied units per Stetzone Bonuses mastery point. Up to a maximum 160% movement speed on Stetmann units and 80% movement speed on allied units.
Health Uptick Generating System (H.U.G.S.) Configuration
Stetzones grant Stetmann's units 10 life regeneration per second. Allied units gain 5 life regeneration per second.
Usage
Hotkey
CTRL + C
Cooldown
1
Notes
Mastery: +0.2 hp per second on Stetmann units and +0.1 hp per second on allied units per Stetzone Bonuses mastery point. Up to a maximum 16 hp per second on Stetmann units and 8 hp per second on allied units.
Just-in-time Uninterruptable Input for Charging Egonergy (J.U.I.C.E.) Configuration
Stetzones grant Stetmann's units 5 Egonergy regeneration per second. Allied units gain 2.5 energy regeneration per second.
Usage
Hotkey
CTRL + V
Cooldown
1
Notes
Mastery: +0.1 Egonergy per second on Stetmann units and +0.05 energy per second on allied units per Stetzone Bonuses mastery point. Up to a maximum 8 Egonergy per second on Stetmann units and 4 energy per second on allied units.
Overcharges a target Stetellite, allowing it to actively grant bonuses to nearby units depending on the current Stetzone configuration. Overcharge effect lasts for 30 seconds.
F.A.S.T. Overload grants 20% increased attack speed for 45 seconds.
H.U.G.S. Overload grants a shield that absorbs 60 damage for 45 seconds.
J.U.I.C.E. Overload regenerates 60 Egonergy and energy over 45 seconds.
Usage
Hotkey
C
Duration
30 (Overcharge)
45 (Overload)
Cooldown
45 Mastery: -0.45 per Gary Ability Cooldown mastery point. Down to a minimum 31.5
The concept of how Stetmann would utilize energy fields was something established very early on in his development, and remained unchanged through his development. The Co-op Missions team experimented on whether stetellites would be invincible, cloaked, or destroyed when targeted by enemies, finally settling on having them be permanent but temporarily deactivated when attacked. Other proposed ideas were stetellites with more hitpoints, as ground units, or that functioned similar to sensor towers.[2]