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CO-OP's Top 5 "Worst" Units (as of 5.0)
NOTE 1: A unit being niche doesn't necessarily mean it is a bad unit. Mengsk's Sky Furys are very niche for his roster, but they are not a bad unit as they are very strong within their niche, even if you rarely need them. The units I am focusing on are units that perform very poorly within their niche or don't even have a niche.
NOTE 2: I have put these units in order of commander, rather than trying to arbitrarily order them in any way as I don't think such a ranking system would be useful though I will definitely recognize that some units have far more minor issues than others here.
- Swann: Cyclone.
And again, Cyclones aren't cheap (you can basically make 2 Goliaths for every Cyclone) so yoy can even pretend it's realistic to make enough Cyclon3s to lock on to everything in an attackwave at once to solve this.
Goliaths, Siege Tanks, Wraiths, and Thors are all generally better options both in terms burst damage and effective DPS. The Cyclone just offers nothing useful to swann atm. Even the speed of the Cyclone is iut done by wither just going mass Wraiths or by using Hercules to carry around your damage dealing units.
If you want to play a Battlemech composition in CO-OP, Stukov's Infested Diamonsbacks are the answer you sre looking for.
- Karax Mirage.
But it gets worse, because remember that mirages have graviton lift. And you might think, isn't that a good thing, a 10 second stun right? Not as good as Artanis's double lift but still a good CC? Well remember besides how Artanis's Pheonixes are cheaper (100 gas) in addition to better at lifting (paying 50 gas per a lifted unit vs 130 gas) he also has a nother big difference, his army comp. Artanis's armoris generally made up of Dragoons, with maybe some high templaarchons, and tempest around too to deal with lifted units to make up for the poor DPS on Pheonixes. Karax's only anti air units are the carrier, energizer, and potentially the shadow cannon of immortals. The energizer is a support unit that shouldn't be attacking and neither othe carrier or the immortal really need the help of mirage to CC for them to deal damage. Lifting ground units often just means your Sentinels, Immortals, and Collosi can't deal effective DPS.
But on the plus side, Mirages do have the ability to ignore damage for 2 seconds, so that when Amon decides to Yamato them, it will take 3 seconds for them to die instead of 1 that's enough time for 1 more auto attack with their 1.1 Attackspeed. That's another 8 damage dealt to that BC, only 534 more to go before you kill it (yes it takes a single mirage over 1 and a quarter minutes to kill a BC).
Mirages are basically just very expensive aerial meatwalls, kinda nice defensive stats and barely any offensive power wrapped up together and giving to a commander who has no need for it, especially at a premium price.
- Alarak: Vanguard.
Vangaurd are probably the most useful of these bad units, but they still could use a bit of TLC.
- Stukov: Infested Banshee.
It would be something if Stukov could at least use them in some niche situations where the flight helped them out, but Diamondbacks, Brood Queens, and Tanks can outspeed them quite readily (Diamondbacks and Queens are actually just faster, while tanks can deep tunnel) and they all have equal or greater range than Infested Banshees (and more than enough range for them to work together in Deathballs without issue).
The Banshee really suffers from having no useful identity for Stukov, regardless of its bad overkill issues and mediocre DPS.
- Fenix: Disruptors.
The only good thing you can say about them is atleast they look cool while wasting your APM and resources.
The Troublemaker's Special Attack Write-Up
Video Link: https://youtu.be/qOycxv-lu_M
6 heroes, 15 turn time limit. The time limit is not a factor for long time players.
The main objective of the fight is to kill the 186k HP Nameless Wraith. He has two lives, after the first life he restores to full HP and gains an extra trait on his talent.
Scattered around the map after you begin combat will be tiles that have candy, which gives a 50% to all stats buff for 3 turns. It also blocks the Fog mechanic on the Nameless Wraith.
There will be also 4 Troublemakers on the map that are more or less there to annoy you if they actually catch up. If you kill any of them, they will respawn on the other side of the map.
The Nameless Wraith has:
- Ignores class disadvantage. Normal attack range of 4. Not affected by melee penalty. After killing an enemy, take one more action. In his second life, he also inflicts a -1 mobility debuff to all enemies that end their action within attack range.
- Ruthless - 1x AoE to all targets in 4 blocks. 1 turn CD. Physical damage, meaning it's actually not particularly painful because he only has 800 ATK.
- Chastise - 0.5 AoE to all targets in a Blizzard radius. 2 turn CD. Magic damage.
- Fog - At the end of action, inflict a 50% damage taken increase debuff to 2 random targets in range. Units with the candy buff are not affected.
- Prioritizes units with the candy buff. Upon initiating combat, dispels 5 buffs, inflicts a -2 mobility debuff, and active silence. Ignores immunity, cannot be dispelled.
- Swiftness - At the end of turn, gains +2 mobility. Dispelled by taking damage. If attacked, the ability is disabled for one turn.
For those of us that have built out units, all you really have to do is kill the closest troublemaker and then pile on the boss. The first candy can be eaten by Leon to instantly kill the closest troublemaker without needing to use a skill.
There's another candy to southeast of the boss, and one to the north. I didn't need to eat the north one for my clears, but basically the troublemakers will reach you by turn 4, so the fight will probably become a lot more complicated after turn 4.