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==List of heroes==
 
#Tychus (Rank 0)
 
#Swann (Rank 3)
 
#Tassadar (Rank 6)
 
#Nova (Rank 9)
 
#Predator (Rank 12)
 
#Anvil (Rank 15)
 
#Aquilla (Rank 18)
 
#Fury (Rank 20)
 
#Pyro (Rank 25)
 
#Messiah (Rank 30)
 
#Atlas (Rank 35)
 
#Dune (Rank 42)
 
==Tychus==
 
Tychus is an excellent kiting hero that can kite bosses and tough enemies in circles for his teammates to kill. With his strong AoE damage, he can clear hordes of weak enemies very fast. However, he is one of the weakest heroes against high hp targets such as hives and omegalisks. 
 
===Tychus Perks===
 
#Onslaught
 
#Helldivers
 
#Weaponsmith
 
#(Hellwalker) Long game with many deaths = Tenacity. Short efficient game = Air Support or Compartment
 
For ANY type of game (slow casual games, normal speed games and speedrun games) the first 3 perks are essential for Tychus. There can be no other perks that can make Tychus more efficient.
 
 
For the Hellwalker perk, tenacity is essential if there will be many deaths and by consequence, toxic hordes of bosses towards the late game. Tenacity will also allow unfettered movement speed to save allies especially during nightmare drops.  If the team is unlikely to have many deaths, Air Support or Compartment perks are much more efficient for shorter games.
 
===Tychus Mastery Order===
 
#Level 0 = Close Quarter Combat/ Flaming Moe
 
#Level 10 = Flaming Moe/ Close Quarter Combat
 
#Level 20 = Mindbender/Lightweight Equipment
 
#Level 30 = Psionic Warrior ULTIMATE unlocked
 
#Level 40 = Lightweight Equipment/Mindbender
 
#2K Killstreak = Energy
 
#Level 50 = Ranger
 
Tychus has a straightforward optimal mastery order. With Flaming Moe and Helldivers, Tychus can keep pushing almost non-stop early game to quickly farm his 2500 score. Additionally, with Flaming Moe, Tychus can skip the ranger mastery until mid-game since his minions will tank spine crawlers for him.
 
In Hellwalker games, Tychus can easily deal with invisible ravagers early game, therefore skipping the need for detection. When the team spawns nemesis and the need to push into more dangerous spine crawlers arises, picking ranger at level 50 is appropriate only then.
 
===Comments on Tychus' Masteries===
 
#Energy -> Important after your ultimate mastery.
 
#Lightweight Equipment''' '''-> Core Mastery.
 
#Weapons Research -> Core Mastery.
 
#Flaming Moe -> Core Mastery. Those little minions have block and can tank.
 
#Iron Man -> Never picked, unless tenacity is picked as a perk to replace it.
 
#Living on the Edge -> Lowest Priority. Damage increase of 25% if under 40% hp and reduced stim pack cooldown is far too little to outweigh other masteries.
 
#Haywire Missile -> Lowest Priority. Damage dealt is far too low to be considered above other masteries. 
 
#Oldschool Scavenging -> More useful than 6 and 7. But only useful in speedrun games. 
 
#Ranger -> Core mid game pick. Helps to outrange spine crawlers and detect nemesis and toxic bosses on hellwalker.
 
#Psionic Warrior -> ULTIMATE mastery.
 
#Nuke -> Global nuke.
 
#Close Quarter Combat -> Core Mastery. Increased auto-attack damage, grenade damage and armor.
 
#Mindbender -> Core Mastery. Pick right before or right after psionic warrior ultimate mastery.
 
#Shadow Nimbus -> Less useless than 6. But still useless.
 
Therefore Living on the Edge(6), Haywire Missile (7) and Shadow Nimbus (14) are only picked when there are no other masteries left to pick.
 
==Swann==
 
Once Swann sets up his missile perimeter properly, he deals, by far, the highest DPS of all heroes in the game. Swann can and must rush onto the frontlines, and fire Haywire missiles onto enemies to regenerate his energy. Swann can target enemy ground units with haywire missiles without landing an auto-attack hit onto the enemy. This is a useful strategy when Swann in on the highground and sees some enemy units underneath and close to the edge. 
 
===Swann Perks===
 
#Leadership
 
#Weaponsmith
 
#Compartment
 
#(Hellwalker) Absorbtion
 
For advanced players, the above 3 perks work well for Oldschool. Constantly being into the frontlines and dropping back to plant a hellfire missile or gatling is the optimal way to play Swann.
 
 
For Hellwalker, Absorbtion is the only other perk that Swann must pick. While in Oldschool, Swann's turret perimeter consists of Gatlings and Hellfires to save energy, Hellwalker demands the setting up of Flaming Betties since we have nightmare drops and much more other drops overall compared to Oldschool. Flaming Betties take aggro over all other towers and over Swann.
 
===Swann Mastery Order===
 
#Level 0 = Haywire + Free Lightweight
 
#Level 10 = Frontal Assault
 
#Level 20 = Combat Architect
 
#Level 30 = Satellite Uplink ULTIMATE unlocked
 
#Level 40 = Weakspot/ Guerilla Protocol
 
#2K Streak = Guerilla Protocol/ Weakspot
 
#Level 50 = Fists of Fury
 
#Level 60 = Wasteland
 
If you are playing Hellwalker, lightweight equipment will be free by virtue of picking compartment perk. Just carry forward the next mastery on the list in its place.
 
 
Guerilla protocol will be the bread and butter score farming. Therefore frontal assault will not be necessary early game of Hellwalker. For talented players, in Oldschool, frontal assault will not be necessary at all. Simply carry forward the next mastery on the list. 
 
 
For Hellwalker, Wasteland is an essential mastery in mid to late game when facing nukebacks. It is completely skippable on Oldschool.
 
===Comments on Swann's Masteries===
 
#Energy -> Late Game Mastery. Pick after all Core Masteries have been picked.
 
#Lightweight -> Core Early Game Mastery. Reduce cooldown of all abilities.
 
#Weapons Research -> Core Early Game Mastery. Boost Hellfires and Gatlings.
 
#Allrounder -> Lowest Priority.
 
#Iron Man -> Lowest Priority.
 
#Guerilla Protocol -> Core Mid Game Mastery.
 
#Haywire Missile -> Core Mastery. Regenerates energy when Swann auto-attacks.
 
#Weakspot -> Core Mastery. Ignore armor and bonus to armored targets. Extremely useful against flyers such as Guardians with 15 armor.
 
#Combat Architect -> Core Mastery. Provides detection, fast satellite uplink tower building, life regeneration for you and turrets.
 
#Satellite Uplink -> ULTIMATE Mastery.
 
#Nuke -> Global nukes.
 
#Frontal Assault -> Core Early Game Mastery.
 
#Wasteland -> Late Game Mastery for HW. 90% spell damage resistance against nukebacks.
 
#Fists of Fury -> Late Game Mastery. Become more resistant to deadly spine drops on Oldschool or nightmare drops on Hellwalker.
 
Wasteland(13) is exclusively useful for Hellwalker where nukebacks are expected. Energy mastery(1) can be picked very late. Swann can afford to never pick Allrounder(4) and Iron Man(5).
 
==Tassadar==
 
Tassadar can be an excellent support hero in multiplayer games. With an alternative mastery order, he can be an excellent pusher on the same league as anvil with jotunbanes or fury with iron legion. However, in multiplayer games, this pushing power depends heavily on proper teamwork to babysitting his reavers, and therefore, is not suitable for slow casual games with little coordination. His highest damage potential is achieved only in pure speedrunning games. Therefore, for slow casual games or normal games, he is still more optimally used as a support hero.
 
===Tassadar Perks===
 
#Onslaught
 
#Helldivers
 
#Leadership
 
#(Hellwalker) Air Support or Tenacity
 
Although Tassadar has two branches of mastery orders (ally support or maximum pushing power), his optimal perks remain unchanged. Note that even for a speedrun game, Tassadar does not need absorbtion because he has numerous masteries that allow for the replenishment of energy that can allow him to spam Thunderstorms almost non-stop towards the endgame. Therefore, absorbtion for normal speed games and slower is a huge waste of a perk slot.
 
===Tassadar Mastery Order===
 
#Level 0 = Ascendance/Protective Sensei
 
#Level 10 = Protective Sensei/Ascendance
 
#Level 20 = Lightweight
 
#Level 30  = Power Overwhelming ULTIMATE
 
#Level 40 = Twilight of Adun
 
#2K Streak = Pierce the Veil/ Khaydarin Deposition
 
#Level 50 = Khaydarin Deposition/ Pierce the Veil
 
#Level 60 = Energy/Weapons Research
 
This order of masteries makes Tassadar an excellent kiter and support hero. With his Psionic Storms, he will also be very capable against hordes of weak mobs. He will be also very strong against weak enemies with high HP such as yagdras, hives, omegalisks, etc since his empowered helldivers and air support can deal massive damage.
 
===Comments on Masteries===
 
#Energy -> Mid Game Mastery.
 
#Lightweight -> Core Early Game Mastery. Reduced Thunderstorm cooldown and cost and more frequent Empowers.
 
#Weapons -> Late Game mastery. Damage increase to empower and auto-attacks is too low. 
 
#Protective Sensei -> Core Early Game Mastery. Energy regeneration and armor. Added bonus is saving teammates.
 
#Iron Man -> Locked out by Onslaught Perk.
 
#Twilight of Adun -> Core Mid Game Mastery. Slowing effect means ability to kite.
 
#Ascendance -> Core Early Game Mastery. Excellent pushing and score farming.
 
#Stargate -> Lowest Priority. Damage from scout and tempests is far too low. Highground vision can be provided by team.
 
#Golden Armada -> Situational. Only in speedruns.
 
#Power Overwhelming -> ULTIMATE Mastery.
 
#Nuke -> Global Nuke.
 
#Reaver -> Situational. Only in speedruns.
 
#Khaydarin Deposition -> Core Mid Game Mastery.
 
#Pierce the Veil -> Core Mid Game Mastery.
 
For casual slow games and normal games, Tassadar can safely skip Stargate(8), Golden Armada(9), Reaver(12). He also cannot pick Iron man(5) since he picks Onslaught perk, unless he selects the Tenacity perk in the place of Air support for the fourth perk slot.
 
 
==Nova==
 
Nova has excellent point damage with her drones and her snipe ability. Her obvious weakness is hordes of weak mobs. She can mark bosses to trigger them once Anvil scans an area, which saves Anvil from picking the Nuke mastery prematurely. 
 
===Nova Perks===
 
#Leadership
 
#Weaponsmith
 
#Onslaught
 
#(Hellwalker) Absorbtion
 
There is no surprise here. Nova is as straightforward as it gets. Drones gain +50% damage with leadership and Nova can unlock by level 30 in Oldschool and Hellwalker games depending if she gets Drone Wars talent early. If not, she usually reaches 2500 score by level 35 at latest. Absorbtion is a core mastery for hellwalker, where there is a need to snipe numerous bosses. On Oldschool, there are far less bosses to snipe. It still would have been nice to have absorbtion for Oldschool, but her 3 core perks Onslaught, Leadership and Weaponsmith by far outweight Absorbtion, which is her 4th best perk.
 
===Nova Mastery Order===
 
#Level 0 = Drones
 
#Level 10 = Killer Instinct/ Lightweight Equipment
 
#Level 20 = Lightweight Equipment/ Killer Instinct
 
#Level 30 = Executioner
 
#Level 40 = Ghost Academy Training
 
#Level 50 = Energy
 
#2K Streak = Marksman
 
#Level 60 = Ricochet
 
===Comments on Nova's Masteries===
 
#Energy -> Core Mid Game Mastery. Pick after Ghost Academy Training. Increases Energy by 125 and increases energy regen by 1.5.
 
#Lightweight -> Core Early Game Mastery. Allows frequent strafes.
 
#Weapons Research -> Core Early Game Mastery.
 
#Combat Drones -> Core Early Game Mastery.
 
#Iron Man -> Useless. Absolutely no reason to pick it.
 
#Killer Instinct -> Core Early Game Mastery. Energy regeneration.
 
#Weakspot -> Late Game Mastery. Good for drones but much better masteries to be picked.
 
#Ricochet -> Core Late Game Mastery.
 
#Marksman -> Core Late Game Mastery. Pick after Energy Mastery. Reduced snipe cost.
 
#Nuke -> Global Nuke.
 
#Ghost Academy Training -> Core mastery after ULTIMATE. Increased energy maximum by 105.
 
#Armageddon -> Useless for Oldschool. Late Game Mastery for HW.
 
#Emergency Kit -> Late Game Mastery.
 
Nova should never pick Iron Man(5) and Armageddon(12) in non-Hellwalker games. Weakspot(7) offers a small damage increase while Emergency Kit(13) can be skipped entirely.
 
==Predator==
 
Predator is the poor man's version of Dune. He is still essential for Hellwalker speedrun games where he can buff his allies with Battlecry which provides very significant spell damage reduction from nukes and ravager bileshots. 
 
 
For normal Hellwalker games and slow casual Hellwalker games, Predator can be replaced with Dune.
 
 
For Oldschool and below, everything Predator can do on Oldschool, Dune can do better. Predator's Battlecry is useful only against the weaker versions of ravagers that exist on Oldschool, the toxic aura of the Brutalisks patrolling the Brain Bug's base, and the toxic auras of the Hives in the General base, where he can protect the odins from dying to them. You can easily avoid ravager shots, you can easily avoid getting inside the toxic brutalisks toxic gas, and by the time odins are at the general base, it means the general is dead, and the game is already won. Therefore, on Oldschool, replacing Predator with Dune or any other hero is better.
 
 
Predator deals very high point damage with Weapon Reseach, Sun God and Unstoppable Force Masteries. This is very useful against high HP targets such as Bane Lords, Leviathans, Omegalisks, Hives, etc.
 
 
His mandatory perk is Toxic Waste. This AoE damage is essential because that is the only to prevent him from getting consistently immobilized with broodlings, zerglings, etc. This perk is also essential to enable him to reach his 2500 score in a reasonable amount of time.
 

Revision as of 13:45, 6 July 2020