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[WHITE]- Popular Temple Seige games
-Temple Siege v1.4MT
-Temple_Siege_v1.4MT
-Temple_Siege_v1.4MT3
How to Read this Guide
The Specific Name of the unit will be placed right after one click on the tag.
A Basic Spell Description will be included after words with a Tips n' Tricks [Not has in depth as i would like, but I will cover that later.
A small Counter system.
READ THE DISCLAIMER
DISCLAIMER
The following also does not account for any particular amount of XP/levels or XP/level gap.
I have attempted to account for an overall matchup.
This assumes 1 on 1 combat, for which Temple Siege overall is NOT balanced for. (Obviously Medic does not suck that much.)
Last but not least, we assume that all classes are played by comptent players who are playing competitively.
This chart assumes we are playing version 1.4M#.
[Disclaimer taken from MiniMoose-Here]
A "@@@@"- means that it is a certain point in the game, a general idea of where everyones spells should be.
The First @@@@- Where Heroes are scrambling for the warp gates, this includes L1 against each hero, and possible a L2 rush. A few upgrades should be involved as well
The Second @@@@- At this point in the game, a lot of heroes should be branching off towards different tactics. However, the general idea still should be established in a few key reminders.
HP//MANA buffs', mass attack upgrades, L2//L3 or even possible a inconsistent use of L4.
The Last @@@@- EG, some heroes should be at a breaking in point with a decent amount of mana//hp. L1-L4 spells all accounted for when countering and the use of ATK upgrade and HPBuffs
@@@@- This Hero and the Hero you are attacking have goods and bads on each other, depends highly on the user for the kill.
@@@@- Your in the clear into harassing this hero, you have more advantages than bad despite what evolution route your taking,press hard and you will get the kill
@@@@-This Hero completely counters you, the only way to kill this hero is to switch with your teammates. Even a novice player can kill an experts play.
How to get the best experience out of Temple Siege
Temple Siege Guideline
-Team Work
-Lots of talking [typing]
-No negative or unhelpful comments towards your teammates [leads your your very loss and poor game play]
-Quick Micro
-Know how to play the game[as in Starcraft] first (which units are weak against which)
-And seriously, have fun. This might sound stupid but I encourage this after endless game spasms and nightmares...
NEWPLAYERS
If you are a new player reading this guide make sure you have attempted to play the game first. The in-game tutorial is a basic explanation for the game.
If you read this first you will have no idea what I am talking about.
Give the game a couple of tries, however 1-3 tries isn't enough.
Tell the host that you are a beginner, he/she may allow you to stay if you really want to play.
I will try to find out how to host, so I can make temple siege beginners only games, in there you will find opponents according to your level.
NEVER do random the first few times, find the hero you like among the descriptions.
Short Terms
SEN- Staredit network [staredit.net]
*SEN is a great place!
TS- Temple Siege
V- Version
*Which TSv is the best??
Sim- produce[d] assimulator[s]
*Can someone sim?!?, *They simmed be careful
Farm- Go train or currently training
*Im farming, I cant help you
Spam- quick or rapid usage of a spell
*Spam L4 before he gets you!
L1/2/3/4- Level Spell
*What L are you?, *Im at L2
Stall- interfere with an enemy’s capture of a base
*Stall T, while I heal.
T//B//M- Top//Bottom//Middle
*Help M Please
Cap-Capture
*We lost Mid, I couldn't cap it
1//1HIT- Weak opponent
*1 at B spawn, *1 hit, 1hit!!! (uses map indicator)
FH- Full heal
*We lost, their medic as full heal
LM- Light Mage
* Be wary, LM has L2
EG-End of Game
Marine
Special Ops//Assault- [Jim Raynor]
L1- Places 3 Mines[80-90dmg]
Pretty sweet spell, allows a player to be versatile in early games, such as trapping other players, getting exp while running towards base, and capping a base [early TSv’s].
L2- Makes SCV
A normal spell, the only things worth mentioning at early game is a bunker for you and a computer bunker. At late games you can make other things such as mounted turret [tank//100dmg].
L3- Makes Sci Vessel
A great annoyance towards bio-units, can control the field if opposing team does not contain anti air units, max [4]. In the TSv without any numbers this can be a great counter to volt due to the use of EMP.
L4- Mine Field
Nothing more can be said. A Scourge, which is player controlled, spawns mines that can be placed anywhere under the scourge for a small amount of time. A lot more versatile than L1.
Assault @@@@ @@@@ @@@@
The Assault is an easy unit to be killed by the marine in the beginning stages. Special Ops has max range allowing it to snipe down Assault 2-4 times before letting it reach him. 40dmg + upgrades hurts a lot in when capturing gates. A good way to kill this unit easily is to hide behind spawn and attack it or attack enemy spawn first THEN go after Assault. This will leave the Firebat only 2 choices, to attack the remaining spawn while being harassed by the Marine OR running away. Most often novice Assault users will cast L1 to drain your mana. This shouldn't be so difficult as to the Marine being a more Unit Player than a Spell Caster in the Early Game. If you have just enough mana to squeeze in the L1, do not use it on the spawn, place it on the warp gate. Thus doing so, this will force the firebat player to move in closer to you to interrupt the connection. Some Versions do not allow mine cap, if so place mines on exit strategies to ensure a safe retreat. Under no circumstance should Special Ops be attacked by the Firebat more than 3 times in a row, this will result in a big amount of damage forcing YOU to retreat and leaving you prone to any other allied enemy heroes. Using the Stim pack is necessary when facing this hero, but do not spam it because before you know it your HP will be gone.
Mid and End game spells are neutral towards each other. While Special Ops has nothing in particular to counter this hero at this stage, the Assault has a portable stun ability allowing them to close the gap between you two. You should spam mines if possible and spam a clicking retreat. Although stun is in place, fast clicking will allow an inch by inch escape, possibility rescuing your life as it did mine in a few instances. Once you have obtained L3, you should be aware of this unit Day and Night, irritating them as much as possible. This will force the Assault into submission, however in some cases the Assault player might stack a few levels on HP. Be Aware. L4 can be used against this unit for trapping. If at night place the mines as far behind him or near any exit routes. By doing this the Assault player will not see the mines nor realize that he will be punished for staying near the enemy campus for way to long. After this successive or failed attempt, the Assault player should enter a cautious state of mind, leaving you open for farming.
Medic @@@@ @@@@ @@@@
There is not a sufficient counter for the Special Ops to kill this unit. You must use spawn and ledge advantages to your favor when killing this unit. Make use of your attacking speed and clear out all enemy spawns before your spawn receive any sufficient damage. If you do this successfully the Medic Player will retreat, however if this does not take place it is likely that the Medic player has used their L1 to buff up their HP. In almost all early game cases the medic will upgrade attack to the point of 1HIT spawn or they will just keep upgrading it for hero counters. This leaves their defense prone to ANY damage, and a medic being killed in the early game is the worst thing that can happen to an enemy team. After you kill their spawn, chase the Medic out, if you get lucky the spawn will trap the Medic, giving the medic a very FEW seconds to break out or attack a broodlings for an escape path. But by this time you should have realized to mine cap and deal enough damage for the kill. Alway remember that the Medic has a UNIT advantage over you, dealing high damage to small units such as yourself and the range it possesses.
At Mid Game the only thing you can do against this medic is to harass. Unless you took a HP build you should run away from this unit. By Mid Game the Medic could have up to 3000 hp from L1 and the Special ops L1//L3 do squat against this unit. The only thing that is possible in KILLING this unit is to get a stun from allied heroes, but that may be impossible due to the L2 spell cancel range the Medic has, and close in OR make mass L2 computer bunkers. In that situation, the Medic can do absolutely almost no damage to the bunkers while being dealt a considerable amount of damage from computer ghosts. Circle around the back if possible and attack a weak, defenseless, retreating Medic.
At EG, the medic can do no significantly damage to you while your L4 takes only a handful of health away from the Medic. Not dangerous, but no good.
Assassin @@@@ @@@@ @@@@
The Assassins L1 is escape, so it is not wise to try to exchange hits, they can always return in the nick of time, stalling connection and chasing after your weak health. An attack upgrade spam is necessary to face this foe. The attack build will do two things, you can kill enemy spawn faster to allow a entrapment of the Assassin by your spawn AND you can deal deadly damage to the Assassin because the Dark Templar is one of the few units that take the full damage of a Marine. Hide behind Spawn and kill this unit, the worst thing that can happen is their retreat with the help of an allied enemy hero. In this case you might DIE, as it being a 2v1 situation however remember to mine cap and this problem will be solved. If an allied hero came to stall you that they lost their part in capturing another base or it gives time for your allies to capture a unprotected base.
At this point of time your only protection is to spam mines everywhere, at your escape routes, your spawn and even possible mine trapping your self. At Night the Assassin will go after any player, and as you being the one with all the mines, it could very well be possible that they go after you. Even with an HP build, the Assassin with a triple stun can cause a powerful blow or even a surekill death. If you are trapped between a computer cannon and the Dark templer, it is best to make a Mine Coating around you, 3 L1's will allow you to be cover with mines giving you possiblely a 2-3 second waste on a stun. If you have L3, keep it around at all times, the Assassin should have no intention going into a HP build, they should be going all-out mana for L2 spam or minerals for mass attack upgrades. 1 or 2 irritates should be a huge blow to them, sometimes even death.
The Assassin's only hope to getting you is to L2/L4 combo and they may catch you off-guard. Your counter towards the combo is a combo of your own L3//L4.
Warrior @@@@ @@@@ @@@@
Stay away from this Unit at all costs, all of its spells counters yours especially L4, which renders all your Spells practically useless. When capturing a base, you shouldn't get anywhere near this unit. The only hope you have is to get attack upgrades as soon as possible and to kill spawn distracting the Warrior while you attack him
[This is during Base Capture].
Volt @@@@ @@@@ @@@@
Almost the same as Warrior, however this is the ULTIMATE counter to the Special Ops. No spells will work on this unit EXCEPT FOR L3 EMP, in which some version DOES NOT CONTAIN. The only thing you can possibly do to this unit, is don't come near the "don't come" area. Take extra precautions for the Archon is a Massive Mana Drain//Stun Unit. Only a very experienced Special Ops Player may have a chance in killing this unit. Taking the ATK//HP build is your best option, making the best scenario case Neutral.
Light Mage @@@@ @@@@ @@@@
The only advantage you have over this unit is the range, take advantage of that and you will be fine. However, if the LM uses L1, a few Templars will get a couple hits on you. Again, take advantage of your attacking speed and kill all enemy spawn. Make sure your spawn does more work take you. This can possibly force the LM to L1 the spawn and leave it with no mana. Take him down with your speed and L1 his exit routes. The LM has limited storm which is based on 40 energy [Sometimes 60 in other versions] that can kill mines and spawns, forcing you into a 1v1 no spawn distraction.
During Mid game, Stay the HELL away from this unit. It can combo L1//L2 giving it large range and damage while being invulnerable. A few Reaver Upgrades leads to your death EASILY. The best thing you can do it annoy the hell out of it with L3, my personal favorite because the Templar cant do shit against it, MAYBE L3 but that would be a waste somewhat. You can force them to invest in HP instead of Spell Upgrade//Mana//Minerals.
L3//L4... the kill is easy
Mutant @@@@ @@@@ @@@@
When capturing a base, you can easily kill this unit, however the Mutant player may not make it so. The thing is with Mutant players, they do not get a chance to "SPELL" until L2. They may completely ignore you and go around you for spawn exp and then come back to stall your capture. This is extremely annoying, at least for me, and gets you almost no where. There is a flaw in the mutant plans. If they continue to attack your spawn, they usually do not go for defense upgrades but rather attack. Seal the Temple entrances, or where ever the Mutant can come in from, and you should have the Mutant retreating for a Temple Heal. This is because with their already low HP, being lowered by spawn, then being lowered by your ANTI-STALL mines, even being lowered by possibly you, leaves 2 options, death or retreat. Of course this is risky because as they are upping, you should as well be upping. The 2nd time the Mutant comes around from healing or from death, you should just nearly make the warp gate completion and have a little HP and with an EXP grab. The Mutant might have enough time to swing around and kill you before you retreat to base. If that happens try to call over your team mates.
Try to develop the same strategy as a Dark Templar Counter. Mines all around you at night, harass with L3, and you should be fine. HOWEVER, Mutant's Lurker BOMB is a devastating spell if they upgrade considerablity. Always assume the Mutant knows where you are and do not fall below the 10-20% HP Line at Night. At End Game the Mutant can go after you in Ultralisk form, L4 BEHIND the Ultralisk to ensure maximum damage to the Ling when the Ultralisk transforms back. Either you can get a kill when he turns back or have the Ultralisk running early
Archer @@@@ @@@@ @@@@
When playing against the Archer at the beginning, do not play aggressively. If you keep pushing the Archer off, they can unexpectingly click behind your unit dragging you closer for its L1. Its L1 spell is 4-5 Mutalisks with a base of 27 damage and +3 damage for upgrades. It can be dangerous if the Archer goes Muta Build, spamming the decent ranged L1 and killing you. If you realize that the Archer has no mana, press forward and run back within 15 seconds. Place mines as you run back, stalling him when he tries to interrupt connection. If placed 1v1 with no spells, the stimmed Marine can easily kill the Archer with 200-300 health left. However, put the spells in play and your at a disadvantage. Don't play aggressive.
Although easy to kill in the beginning, the Archer should have decent upgrades into Mutas, or upgraded Hydralisk range and speed, at this point your at a disadvantage. Your L1/L2 wont do anything beneficial and plus you don't want to get to close. However if the Archer decides to build a creep base, kill it when hes not around, run back and Heal. Your L3//L4 can provide somewhat of an annoyance, but most Archer players upgrade their HP 3-5 times regularly before Late Mid Game. This will give confidence towards the Archer Player, such as irritation wont be to much trouble and I can take his L4.
Summoner @@@@ @@@@ @@@@
When dealing with the Summoner, you should always target its Lings in early game. If you attack the summoner itself, it can just run away while its Lings are capturing the base. However, you should harass the Summoner once in a while to keep it from plaguing or swarming. The Summoner might try to stall you but if that happens, its already too close. Go after it because there should be almost no way for it to come back to base, unless this action occurs in Mid. The reason why it is a Neutral against you is because although its Lings are easy to kill, it can stall and grab exp at the same time.
The Summoners Lings are now powered up with its Ling based upgrades and also has mass attack upgrades. 4-5 Lings trapping you easily leads to your death. L1 will splash on you and L2 wouldn't do much good except you can place that at choke points just in case they try to kill or trap you at night. L3 would be kind of a waste on Lings, can the Summoner can now produce them at a steady pace and Irritating the Summoner shouldn't be possible if its hugging their own temple. The Number 1 Rule is don't place your self in a corner with 1 or possible 2 exit strategies.
Dark Mage @@@@ @@@@ @@@@
Not much can be said about countering this unit. All there is to say is watch out for Mael, and dont get trapped. This should be easy enough due to the quickness of Special Ops, use a spawn wall to inflict damage on Dark Mage.
The Dark Mage's L2 can be quite a hassle to deal with. Giving you no choice but to retreat for 20 seconds. A spam of Mael storms on you can trap you in a situation where the Dark Mages Allies come in handy. The L2//L4 is quite the combo with a Mael, this means instant death if you are caught within. Stay out of range of the Mael and you should be fine, however many players get caught off guard, especially at night.
Mech @@@@ @@@@ @@@@
The Ultimate Versatile Hero with almost no weakness's expect for the User's control and Mana. The only way to eliminate this Hero from the game, should be from the start where the Mech has no mana or levels to switch. However, the Mech's range is a little bit higher than the Marines giving it the slightest edge, take advantage when the Mech is running [very slow]. Mines do no damage to its L2 and getting too close means a L4 bomb in your face.
[BASIC SPELL DETAIL]
L1- Places 3 Mines[80-90dmg]
Pretty sweet spell, allows a player to be versatile in early games, such as trapping other players, getting exp while running towards base, and capping a base [early TSv’s].
L2- Makes SCV
A normal spell, the only things worth mentioning at early game is a bunker for you and a computer bunker. At late games you can make other things such as mounted turret [tank//100dmg].
L3- Makes Sci Vessel
A great annoyance towards bio-units, can control the field if opposing team does not contain anti air units, max [4]. In the TSv without any numbers this can be a great counter to volt due to the use of EMP.
L4- Mine Field
Nothing more can be said. A Scourge, which is player controlled, spawns mines that can be placed anywhere under the scourge for a small amount of time. A lot more versatile than L1.
[COUNTERS]
Assault @@@@ @@@@ @@@@
The Assault is an easy unit to be killed by the marine in the beginning stages. Special Ops has max range allowing it to snipe down Assault 2-4 times before letting it reach him. 40dmg + upgrades hurts a lot in when capturing gates. A good way to kill this unit easily is to hide behind spawn and attack it or attack enemy spawn first THEN go after Assault. This will leave the Firebat only 2 choices, to attack the remaining spawn while being harassed by the Marine OR running away. Most often novice Assault users will cast L1 to drain your mana. This shouldn't be so difficult as to the Marine being a more Unit Player than a Spell Caster in the Early Game. If you have just enough mana to squeeze in the L1, do not use it on the spawn, place it on the warp gate. Thus doing so, this will force the firebat player to move in closer to you to interrupt the connection. Some Versions do not allow mine cap, if so place mines on exit strategies to ensure a safe retreat. Under no circumstance should Special Ops be attacked by the Firebat more than 3 times in a row, this will result in a big amount of damage forcing YOU to retreat and leaving you prone to any other allied enemy heroes. Using the Stim pack is necessary when facing this hero, but do not spam it because before you know it your HP will be gone.
Mid and End game spells are neutral towards each other. While Special Ops has nothing in particular to counter this hero at this stage, the Assault has a portable stun ability allowing them to close the gap between you two. You should spam mines if possible and spam a clicking retreat. Although stun is in place, fast clicking will allow an inch by inch escape, possibility rescuing your life as it did mine in a few instances. Once you have obtained L3, you should be aware of this unit Day and Night, irritating them as much as possible. This will force the Assault into submission, however in some cases the Assault player might stack a few levels on HP. Be Aware. L4 can be used against this unit for trapping. If at night place the mines as far behind him or near any exit routes. By doing this the Assault player will not see the mines nor realize that he will be punished for staying near the enemy campus for way to long. After this successive or failed attempt, the Assault player should enter a cautious state of mind, leaving you open for farming.
Medic @@@@ @@@@ @@@@
There is not a sufficient counter for the Special Ops to kill this unit. You must use spawn and ledge advantages to your favor when killing this unit. Make use of your attacking speed and clear out all enemy spawns before your spawn receive any sufficient damage. If you do this successfully the Medic Player will retreat, however if this does not take place it is likely that the Medic player has used their L1 to buff up their HP. In almost all early game cases the medic will upgrade attack to the point of 1HIT spawn or they will just keep upgrading it for hero counters. This leaves their defense prone to ANY damage, and a medic being killed in the early game is the worst thing that can happen to an enemy team. After you kill their spawn, chase the Medic out, if you get lucky the spawn will trap the Medic, giving the medic a very FEW seconds to break out or attack a broodlings for an escape path. But by this time you should have realized to mine cap and deal enough damage for the kill. Alway remember that the Medic has a UNIT advantage over you, dealing high damage to small units such as yourself and the range it possesses.
At Mid Game the only thing you can do against this medic is to harass. Unless you took a HP build you should run away from this unit. By Mid Game the Medic could have up to 3000 hp from L1 and the Special ops L1//L3 do squat against this unit. The only thing that is possible in KILLING this unit is to get a stun from allied heroes, but that may be impossible due to the L2 spell cancel range the Medic has, and close in OR make mass L2 computer bunkers. In that situation, the Medic can do absolutely almost no damage to the bunkers while being dealt a considerable amount of damage from computer ghosts. Circle around the back if possible and attack a weak, defenseless, retreating Medic.
At EG, the medic can do no significantly damage to you while your L4 takes only a handful of health away from the Medic. Not dangerous, but no good.
Assassin @@@@ @@@@ @@@@
The Assassins L1 is escape, so it is not wise to try to exchange hits, they can always return in the nick of time, stalling connection and chasing after your weak health. An attack upgrade spam is necessary to face this foe. The attack build will do two things, you can kill enemy spawn faster to allow a entrapment of the Assassin by your spawn AND you can deal deadly damage to the Assassin because the Dark Templar is one of the few units that take the full damage of a Marine. Hide behind Spawn and kill this unit, the worst thing that can happen is their retreat with the help of an allied enemy hero. In this case you might DIE, as it being a 2v1 situation however remember to mine cap and this problem will be solved. If an allied hero came to stall you that they lost their part in capturing another base or it gives time for your allies to capture a unprotected base.
At this point of time your only protection is to spam mines everywhere, at your escape routes, your spawn and even possible mine trapping your self. At Night the Assassin will go after any player, and as you being the one with all the mines, it could very well be possible that they go after you. Even with an HP build, the Assassin with a triple stun can cause a powerful blow or even a surekill death. If you are trapped between a computer cannon and the Dark templer, it is best to make a Mine Coating around you, 3 L1's will allow you to be cover with mines giving you possiblely a 2-3 second waste on a stun. If you have L3, keep it around at all times, the Assassin should have no intention going into a HP build, they should be going all-out mana for L2 spam or minerals for mass attack upgrades. 1 or 2 irritates should be a huge blow to them, sometimes even death.
The Assassin's only hope to getting you is to L2/L4 combo and they may catch you off-guard. Your counter towards the combo is a combo of your own L3//L4.
Warrior @@@@ @@@@ @@@@
Stay away from this Unit at all costs, all of its spells counters yours especially L4, which renders all your Spells practically useless. When capturing a base, you shouldn't get anywhere near this unit. The only hope you have is to get attack upgrades as soon as possible and to kill spawn distracting the Warrior while you attack him
[This is during Base Capture].
Volt @@@@ @@@@ @@@@
Almost the same as Warrior, however this is the ULTIMATE counter to the Special Ops. No spells will work on this unit EXCEPT FOR L3 EMP, in which some version DOES NOT CONTAIN. The only thing you can possibly do to this unit, is don't come near the "don't come" area. Take extra precautions for the Archon is a Massive Mana Drain//Stun Unit. Only a very experienced Special Ops Player may have a chance in killing this unit. Taking the ATK//HP build is your best option, making the best scenario case Neutral.
Light Mage @@@@ @@@@ @@@@
The only advantage you have over this unit is the range, take advantage of that and you will be fine. However, if the LM uses L1, a few Templars will get a couple hits on you. Again, take advantage of your attacking speed and kill all enemy spawn. Make sure your spawn does more work take you. This can possibly force the LM to L1 the spawn and leave it with no mana. Take him down with your speed and L1 his exit routes. The LM has limited storm which is based on 40 energy [Sometimes 60 in other versions] that can kill mines and spawns, forcing you into a 1v1 no spawn distraction.
During Mid game, Stay the HELL away from this unit. It can combo L1//L2 giving it large range and damage while being invulnerable. A few Reaver Upgrades leads to your death EASILY. The best thing you can do it annoy the hell out of it with L3, my personal favorite because the Templar cant do shit against it, MAYBE L3 but that would be a waste somewhat. You can force them to invest in HP instead of Spell Upgrade//Mana//Minerals.
L3//L4... the kill is easy
Mutant @@@@ @@@@ @@@@
When capturing a base, you can easily kill this unit, however the Mutant player may not make it so. The thing is with Mutant players, they do not get a chance to "SPELL" until L2. They may completely ignore you and go around you for spawn exp and then come back to stall your capture. This is extremely annoying, at least for me, and gets you almost no where. There is a flaw in the mutant plans. If they continue to attack your spawn, they usually do not go for defense upgrades but rather attack. Seal the Temple entrances, or where ever the Mutant can come in from, and you should have the Mutant retreating for a Temple Heal. This is because with their already low HP, being lowered by spawn, then being lowered by your ANTI-STALL mines, even being lowered by possibly you, leaves 2 options, death or retreat. Of course this is risky because as they are upping, you should as well be upping. The 2nd time the Mutant comes around from healing or from death, you should just nearly make the warp gate completion and have a little HP and with an EXP grab. The Mutant might have enough time to swing around and kill you before you retreat to base. If that happens try to call over your team mates.
Try to develop the same strategy as a Dark Templar Counter. Mines all around you at night, harass with L3, and you should be fine. HOWEVER, Mutant's Lurker BOMB is a devastating spell if they upgrade considerablity. Always assume the Mutant knows where you are and do not fall below the 10-20% HP Line at Night. At End Game the Mutant can go after you in Ultralisk form, L4 BEHIND the Ultralisk to ensure maximum damage to the Ling when the Ultralisk transforms back. Either you can get a kill when he turns back or have the Ultralisk running early
Archer @@@@ @@@@ @@@@
When playing against the Archer at the beginning, do not play aggressively. If you keep pushing the Archer off, they can unexpectingly click behind your unit dragging you closer for its L1. Its L1 spell is 4-5 Mutalisks with a base of 27 damage and +3 damage for upgrades. It can be dangerous if the Archer goes Muta Build, spamming the decent ranged L1 and killing you. If you realize that the Archer has no mana, press forward and run back within 15 seconds. Place mines as you run back, stalling him when he tries to interrupt connection. If placed 1v1 with no spells, the stimmed Marine can easily kill the Archer with 200-300 health left. However, put the spells in play and your at a disadvantage. Don't play aggressive.
Although easy to kill in the beginning, the Archer should have decent upgrades into Mutas, or upgraded Hydralisk range and speed, at this point your at a disadvantage. Your L1/L2 wont do anything beneficial and plus you don't want to get to close. However if the Archer decides to build a creep base, kill it when hes not around, run back and Heal. Your L3//L4 can provide somewhat of an annoyance, but most Archer players upgrade their HP 3-5 times regularly before Late Mid Game. This will give confidence towards the Archer Player, such as irritation wont be to much trouble and I can take his L4.
Summoner @@@@ @@@@ @@@@
When dealing with the Summoner, you should always target its Lings in early game. If you attack the summoner itself, it can just run away while its Lings are capturing the base. However, you should harass the Summoner once in a while to keep it from plaguing or swarming. The Summoner might try to stall you but if that happens, its already too close. Go after it because there should be almost no way for it to come back to base, unless this action occurs in Mid. The reason why it is a Neutral against you is because although its Lings are easy to kill, it can stall and grab exp at the same time.
The Summoners Lings are now powered up with its Ling based upgrades and also has mass attack upgrades. 4-5 Lings trapping you easily leads to your death. L1 will splash on you and L2 wouldn't do much good except you can place that at choke points just in case they try to kill or trap you at night. L3 would be kind of a waste on Lings, can the Summoner can now produce them at a steady pace and Irritating the Summoner shouldn't be possible if its hugging their own temple. The Number 1 Rule is don't place your self in a corner with 1 or possible 2 exit strategies.
Dark Mage @@@@ @@@@ @@@@
Not much can be said about countering this unit. All there is to say is watch out for Mael, and dont get trapped. This should be easy enough due to the quickness of Special Ops, use a spawn wall to inflict damage on Dark Mage.
The Dark Mage's L2 can be quite a hassle to deal with. Giving you no choice but to retreat for 20 seconds. A spam of Mael storms on you can trap you in a situation where the Dark Mages Allies come in handy. The L2//L4 is quite the combo with a Mael, this means instant death if you are caught within. Stay out of range of the Mael and you should be fine, however many players get caught off guard, especially at night.
Mech @@@@ @@@@ @@@@
The Ultimate Versatile Hero with almost no weakness's expect for the User's control and Mana. The only way to eliminate this Hero from the game, should be from the start where the Mech has no mana or levels to switch. However, the Mech's range is a little bit higher than the Marines giving it the slightest edge, take advantage when the Mech is running [very slow]. Mines do no damage to its L2 and getting too close means a L4 bomb in your face.
Post has been edited 79 time(s), last time on Sep 4 2009, 12:21 am by davidxkim.
None.