So I saw a fellow player post about getting tips and I thought what the hey.
Atriox 1v1, 2v2 and 3v3
My build consists of harvestor, extractor then chopper. My 2 grunt squads to the closest supply crates and the chopper to the power crates. I upgrade the harvestor, build a second harvestor another chopper, and upgrade extractor. One more supply pad and the last is one last extractor. Upgrade as I get the power. Somewhere in their I get a mini base with a an airpad. I am making progress in my attempts to scout faster. I am trying to engage faster
Is this a decent opening build or switch? I have notice some people rush brutes would going this route be better long game. Secondly, should I upgrade my base or expand to an outpost first.? I try to expand when I can defend the outpost and upgrade it immediately.
Mid game to end game I adjust as needed but I find my troops just dying and eventually I lose my base. Then it’s downhill.
What about powers eradication before unbreakable or unbreakable then eradication. What about in the beginning cheaper upgrades or faster node captures and mines.
ANY GENERAL TIPS are appreciated.
Bulwark, Dying Breath and Unbreakable are my favorite abilities in the game period. Ridiculously easy to use and just as effective.
I’d take eradication over unbreakable any day. It is difficult to get 1600 supply on 1v1 in short games (up to 12-15 minutes). Sometimes I’d take teleport instead, with so many players going locust ball teleport helps you to demolish them easy.
The best thing is to immedietly power extractor, then as many harvestors as can, then upgrade extractor.
And fully upgrade expansions early.
Don’t build turrets until the expansions fully lowers cost.
(Should fill rest of start base with harvestors.)
Then get a second base, and minibase, and try get a bunch of extractors for a whole lotta quick upgrades
(all with the expansion thing fully upgraded)
If someone attacks your extractor if put at minibase, recycle it to be rebuilt in safer location in order to save resources.
Upgrade harvestors when felt necessary, have some defenses rather than army.
Upgrade tech tier early as possible.
Push for a base on the enemy’s side (not too close to their home if possible)
And cripple their supplies while boosting your own, but first thing you get on that base is a base upgrade, and a raid camp because defending that base needs to be your #1 priority, because it will be their #1 priority to get it. (pls get teamates to help.)
And then go from there with whatever strat.
Recommended abilities in team game,
Unbreakable, teleport (teleport if you don’t plan on building scarabs), Avoid glassing and dropshit if possible in exchange for bulwark, for defense from assault when you don’t have forces and are focusing on economy get erradication.
also mines and capture speed is -Yoinking!- useless, they just go around, or sometimes even fail to set off walking right through.
Points should be used on more in demand abilities.
TP is really great for avoiding damage as opposed to unbreakable, because it has really low cost, but the downside is that it doesn’t move scarabs if you’re into that.
Also unbreakable has too small time for me to justify it’s use mid game really, because it takes too long for units to move their -Yoinking!- blam!
I play Atriox pretty frequently, so I can give some tips to save you the time of trial and error. I also watch top ten champions on twitch and a lot of them do this. I have spent a lot time in custom games testing out the builds and this is probably the best IMO.
- Build Chopper right off the bat and send it to the big power create and then use it for scout/harrasing infantry and getting smaller supply/power crates.
- Supply pad and upgrade it immediately
- Power gen + Upgrade when you get 300 power
- Supply pad
- Supply pad
- Power Gen
- Build 1 or 2 grunts and capture power node
- Mini base + airfield + Build exactly 3 engineers
- Get tech 2, if he is rushing build 2 turrets and spam infantry
- Upgrade 2nd Power gen then the supply pads
- 2 foundries pump out endless locusts.
- You can start walikng to his base with 3-5 locusts and 3 engineers + put a rally point close to his base + capture power nodes with grunts
- Expand as you are walking to his base and build nothing but upgraded supply pads on the expansion
- Build 3-5 banshees from the airfield and scout the ENTIRE map for hidden minibases
- Use the Locusts to force his army into his base. (Faint an attack on his main base with 3-5 locusts, he will usually send his entire army back to his base for defense. Dont actually commit to an attack. Keep your locusts close to his base but not too close.)
- When he is retreating use the banshees to take out his minibases.
- Send 3-5 locusts to the side of his base and prepare for a flank.
- When he is forced into his base, try to draw his army out again by doing hit and run with locusts. When you draw his army out, flank with 3-5 locusts and use dying breath.
- Sacrifice these Locusts and use them them to cripple his eco. Take out supply pads first then generators. If your locusts are still alive try to kill his base.
- While attacking his main base send the rest of your locusts to his expansion base.
- If done correctly, he should have only one crippled base left and an army scrambling across the map.
- If he has a considerable army he will most likely attack you, you can retreat with your whole army back to your base and throw down some turrets.
- Use the Heal ability when he gets to your base.
- If you keep producing locusts and banshees you can quickly wear down his army. There is no way he can match your eco.
- After killing his army, you can keep sending waves of banshees and locusts to his base until he quits.
Other tips:
-When you reach full pop, you can sell a supply pad on your expansion and build a war council
-Build your minibase right after your 2nd power gen
-No point in building a 2nd chopper, the 200 supply can be better spent on an engineer
-When you scout, look specifically for a barracks and a very large amount of marines. Build an upgraded turret if you see either.
-Locusts are pretty good at anti infantry and I generally dont build choppers or rangers.
-I use this build in 1v1, 2v2, and 3v3.
-Dont worry too much about Tech 3. Get it if you have a lot power and throw a cloak generator on each base.
-Try to keep locusts on high ground as much as possible.
-The glassing beam is pretty weak and easy to dodge
-Definitely totally upgrade your base before expanding
-If you do a brute rush you have to totally commit to it. If you half–Yoink- it, you will lose.
-Eradication is beast. Use it on a base to cripple his eco. It is too easy to dodge if you try to use it on an army.
-Send one opening grunt to the middle of the map
-Powers you should unlock in order Fortifications > Dying Breath > Bulwark > Teleportation > Eradication > Unbreakable