Wow this guy doesn't know what he's talking about. All he does is complain about Ghosts on stream all day and then pretends they aren't top tier. What a Terran apologist.
28:48 "why is mothership so low I always lose to it" losing to motherships probably doesn't have anything to do with their strength, it's just that usually when your opponent makes a mothership they are so friggin ahead they can just do whatever they want.
It's a pretty good line up. As somebody who has failed to use liberators correctly for many years it pains me to admit that they aren't A tier. Ranged Liberators are one of the most despair inducing things you can inflict on your opponent but watching 6 of them in the wrong place do literally nothing while your army disappears to archon chargelot and then a few stalkers just blink behind them to destroy them for free is also despair inducing.
You also cannot win alot of PvZ or PvT without disruptors. Once their air is out disruptors become essential units as they are not as vulnerable as colossus but provide devastating splash damage.
I'd be interested in a series of videos "what counters what" Example 1st video you take Terran and imagine enemy is Zerg with banes, what do you do? What do you do to counter each unit enemy can make from a point of certain race.
Disruptors are SUPPOSED to miss, aren't they? The way I understand them is as mobile GROUND CONTROL unit creating an area of "untouchable" around your army. By introducing it, they made toss less deathbally. So I see the value of the disruptor not in HITTING, but in the fact you COULD hit, which gives you control over space, like the WidowMine, Tank, Lurker etc.
You are absolutely correct, but that's for GM players. Not for Plat tosses such as myself who can barely handle 1 army control group. Remember if you're F2ing at all while using disrupters and fire the ball, the F2 UI will select the ball WITH your army; which is a great way to help your opponent. If you're in platinuum/lowdiamond, let alone silver, gold, and you're thinking about "ground control", STOP! You havent warped in units in 2 minutes! YOU ARENT MAKING PROBES! STOP DIDDLING YOUR STALKERS!!
@@Broockle I only spectate SC2, but I've noticed that the high level players are always super impressive at sneaking in bits of macro the instant after they tell their army to move back like 10 tiles. Since you can't really be attacked by a pursuing army that's moving about the same speed as you.
They are also the hardest unit to control in the game. No other unit is so clunky and full of asterisks. And there is no other unit in the game that can casually and regularly kill part of your own army with a single mistake. And even without mistakes your own chargelots run into the balls a lot. Sure you can fix that by not building chargelots, but then you will HAVE to have the stalker which is very costly for that it does.
Crucially, it's much easier to be on the 'defenders' side against Disruptors than it is to learn to make the complex micro to realize the kind of benefit you're describing.
His jokes about his viewers getting the information/coaching and then continuing to not play SC2 crack me up every time. I haven't played since like season 2.
Zerg campaign: so here is a wide variety of units, all with unique strengths and weaknesses that you can choose to make the perfect army for any situation Me: mass queen 98% of the campaign, gotcha
Mutas are weird. They can be devastating, but like dark templars, once your enemy knows you are going for them, their effectiveness drops massively. They are complete terrors for map control however IF microed.
You should try team games. As long as there isn't someone going phoenix, mutas win the game on their own. Map is huge, lots of mineral lines to hit, and unless they want to keep 300 supply spread out throught the base to defend 100 supply of mutas, you're going to kill their eco.
A note with adepts... In PvP just make double adept at the start of the game if you're below 4k, and you will win for free after the first shade into your opponents base even with mediocre micro as long as you target fire the probes.
Time to watch this tierlist video and write a comment that completely disagrees and explains why my tierlist is right and yours is wrong. Excellent video!
Dude, how cool would it be if they added 2 more races to a new starcraft game. Like space orcs, and perhaps either Eldar/Elves or maybe an out of control AI android robot race. The storyline could be that the orcs or Elves are trying to escape from a super AI that killed its original creator race and is spreading across the galaxy chasing all living beings down for extinction and first encounter of the Orcs with Terran is capturing a small scouting party. Interrogating them and finding out its part of a larger armada that is fleeing from an AI that destroyed their homeplanet, their colonized planets, and space ports. Then the Terran command wants to validate the information and sends scouts to verify where the larger armada is and comes upon part of a smaller fleet of orcs engaged with a small AI fleet of drones that begin engaging the Terran scouting squadron. The then drones end up disengaging as they have witnessed new info to report back to AI this new information as they are too far out to send direct signals. The then Orcs begin to try communicating with the Terran scouting party and try thanking them, the sqaud leader welcomes them, but has to leave them to report back to command. Introducing one of the main Terran characters and one of the main Orc characters. Once this is established back at command briefing it causes uproar over not only possible new threat from unknown Orcs, but an AI as well that is still in its infancy of learning. Meanwhile across the Galaxy the Protos discover either another race fleeing from the AI, which are the Eldar or discover a lost civilian ship of Orcs on a small inhabital moon that comes under seige by a larger fleet of AI ships and drones and do nothing but watch as the AI obliterates the entire population. As this takes place the AI detect the Protos and attack them, but the Protos have a fleet nearby that annihilate them. Thus setting up the story Architecture. Also you could add that the Zeg come across the AI as well somehow. I think it could be an awesome campaign mode and story of how all the races had to team up together to take down this giant threat of the AI killing all sentient lifeforms. That might be cool to do, adding 3 more races to play as and in the end either destroying the AI completely or it changes for the better or something. One small edit, also to make the Orcs smart and not dumb would be interesting.
BC > Carrier, a single BC can have so much more impact than a single carrier, then getting to BCs vs getting to carriers, since carriers only work in mass and requires such a large investment if you don't get to that point of mass carriers it's almost useless
You forget that BC is a massive attention drain. You build BC, you're either going to mess up your macro AND the rest of your micro, or you're going to lose them for free.
@@rexmagi4606 Yes, hotkey them. That way they will chase after probes while ignoring the stalkers shooting at them automatically while you are looking at your base.
Dawg, how you gonna put a Probe in S tier and an SCV in A tier? The SCV can repair mechanical units when the Probe is just a Probe. Probes are good, but the only thing it has over SCV's is the ability to lay a building a go where the SCV has to stay. SCV's should be with Queens.
The fact you dont need to use it to build is huge for rushing, resource gathering, and general building. You cant rush an enemy with turrets like protoss.
remember in RA or C&C where you only gain the minimap if you build a Radar Building, and you still gotta supply it with power, so if one of your powerplants blows up the first thing that goes is the minimap? Those were days 😆
I might argue about the drone. Sure you lose one when you use it for a building but thats why zerg buildings tend to be cheaper. But you cant stop a zerg building by killing the worker, like with terran. Also drones regen health , so if they survive that baneling hit or oracle attack, they will be quickly at full health again, while damaged SUVs and probes (if they got hull damage) will be easy pickings for a follow up attack. Also with research they can burrow, which might occasionally save you a mineral line.
Eh, it's less that the buildings cost less (spawning pool costs 200, remember?), it's more that you have built in production in the hatcheries, so you don't need to build 5 spawning pools to make mass lings.
@@朕是神 Well the hatch is the cheapest of the base buildings (300 to the 400 of the other races) and i think thats because of the drone loss and because you need to build a couple of them quickly to get your production up.
@@Daniel-rd6st Its down about 1 supply deopt/overlord worth of supply, which costs 100, which means its worth 100 less. It should be 300 to be in line with the other bases, but it costs 300+ a drone (or as I like to think, 350 + a larvae), aka it's more expensive instead of cheaper. Only good thing is that once you made enough workers you don't need to make extra production facility when you start massing units.
I would personally put BCs on the S-tier too, due to them being able to not just Yamato, but also fire on the move AND warp in everywhere on the map. Can make for some nasty surprises, and come directly on top of those otherwise long-range Tempests.
Nice job Winter, pretty fair list. It is hard to make a list that simple. Like some of the B tier units, when microed by pros can be S. Like Byun's reapers, Hero's stalkers, or just pro's with Disruptors. But as you said for mortals like me B tier.
A lot of tier lists tend to put workers low down, I personally believe they should be the only S+ tier units. They are the only units that give you minerals. Without them, you can do nothing. They’re so important that the game starts you with them, and the win condition of StarCraft is to destroy your opponents workers and their ability to create them.
Not gonna lie. I started skipping forward and stopped just as he said "Just to re-iterate for those who skip forward". Felt scarily like he was talking to me live xD
I'm a casual Zerg player. That said, it's sad to see the units that make up the core of nearly any combat composition are A tier or below while Protoss and Terran have much better S tier options.
zerg have high adaptability and bank, you can rebuild your army much faster than the other 2 races, and then you have broodlords which is rlly hard to counter at end game
@@cpMetis We have queens BECAUSE our race is trash. All of us would be in favor of nerfing queens (and nerfing our spellcasters) if our other units got better. Example: You get to nerf the shit out of queens if you allow Hydras to be a T1 unit (upgrades stay T2). You dirty terrans should also be in favor of this because it means you get to buff the shit out of banshees. You get to nerf the hell out of infestors and vipers if you buff broodlords and ultras. Broodlords get a speed buff and ultras get to attack while moving. And most importantly: remove a ghost's ability to snipe massive units, but lower the energy cost of snip. All problems have been solved.
@@CorwinTheOneAndOnly Your highest winrate race in pro play is bad? Jokes aside, zerg have the fastest growing economy and the ability to produce units at bulk. Meaning that 200 minerals worth of units SHOULNDT be equal to the other races. It's a weakness and a strength. And i say that as someone who plays all three races mostly zerg/toss. Honestly yeah 10 zelots are stronger then like 20 zerg units. But i kill 20 zerg he kill 8 zelots. I remake 6 zelots, zerg remakes 40 roaches gg zerg won xD
if hydras actually get to hit things they deal some great dps. the problem is that zerg isnt a sturdy race so any front line the hydras have melts always before they can do much; but if you pair hydras with immortals or use microbial shroud against skytoss, suddenly the baby lurkers earn their vespene.
>Queen best unit in the game >Most of S-tier is Toss units >Mothership is noob trap >Probe>SCV>Drone yup its a good list, also anyone who claims to use Disruptors on ladder is either a liar or a bronze league hero
I would say Ghosts are still S tier solely because they are still really solid combat units. Unlike other casters you can A move them and they will still get work done. Then if you remember to do it you can cloak them and they become a nightmare to deal with, and if you want to get REALLY fancy, shooting a couple EMPs at a Protoss army will usually win the game instantly. Same with just a couple snipes on Zerg units. As far as casters go, Ghosts are probably one of the least micro intensive, just because they can be left to their own devices as part of your army and be fine. In short, they have game-changing abilities, but even if you forget to use them half the time, Ghosts are still just really solid combat units and will still get their money's worth. I also find it odd you rated Vipers S and Ghosts A... Despite Vipers having the same issues you talk about with Ghosts, namely that they are very micro heavy, while having none of the actual combat potential Ghosts have. Vipers are not easier to use than ghosts, and their abilities are roughly similar in utility (IE a few well placed uses of their spells can instantly win a fight). As for the Phoenix rating: Any Protoss that doesn't build a handful of Phoenixes against Terran is actively trying to lose. So much of what makes the Terran army work relies on air superiority. Ravens hiding at the corner to drop turrets in your mineral line, medivac drops, vikings shooting your colossi, all of this is shut down by 3-4 phoenixes that are just there to repel airborne harass from Terran units trying to pick away at you. 3-4 phoenixes won't win the game, but they limit the number of strategies the Terran can execute dramatically. This makes you a much harder target to crack, which is exactly what you want against hyper-efficient Terran units.
You clearly don’t play Terran. Not only are they very micro intensive, they also make microing the rest of your army more difficult because you need to tab through to stim.
@@AnonJuggerbot so which is it? Can they be “left to their own devices” and “a moved” as “part of your army” or do you need to hotkey them and carefully control them?
@@AnonJuggerbot You forgot the part where this is aimed at plat/diamond players, which won't always have that skillset. Do yourself a favor and don't make yourself look like a fool.
@@kaiser2261 Both. My point was you don't NEED to do intense micro to get a lot of value out of them, because with even a very small amount of micro (One hotkey is not an overwhelming amount of micro, lets be real) they become godlike. @restlessfrager If you can't manage 2 army hotkeys, you aren't platinum or diamond. If you manage to climb out of gold with F2 only, you're a Florencio tier mind game specialist who would easily be Masters with some basic hotkey management abilities.
when your siege tanks get to choose to fight probes, immortals, or banshees. pick banshees . been screwing up this whole time trying to fight those probes
Reapers are an incredible unit. A squad of 6-10 can do so many things, but only if you're willing to put in the effort, which i am, almost every single time
@WinterStarcraft Hope this comment finds you well :) What if, to reduce the Queen's roles, they make Hydralisk Den not-Lair tech? Allows Zerg to build them before going for Lair and have some semblance of squishy AA DPS. Would give room for combat-nerfs to the Queen's early game perhaps? I'm not an expert, I'm only curious as to what other unforeseen by me catastrophic failures would come with it.
with that most zergs will just die to BC opener as Hydra is very weak to BC's and only early counter is Queen, with that they should also drop Spire building time.
Ignoring any nerf to queens which would just be stupid in so so many ways - 1) hydra gas cost, couldn't really use them anyway - 2) insane ground dps as ling hydra, would utterly shred protoss no matter what they do, just wouldn't have time to get any tech or unit mass to contest it - widow mine bio? set. banelings? no issue. Collosi, Templar, Carriers or 8 gate charge? not happening.
They will still build queens. They are cheaper and WAY tankier than hydras and can even regenerate. Why would you build hydras if you are planning to stay on creep? Hydras only have a role off creep, basically.
Marine/Medivac was guaranteed S tier. Base army unit that is viable all game, good for offense and defense, cheap, heals quickly with medivacs so it has longevity, and Stim makes them an absolute nightmare without any crowd control or splash damage. FUCK M/M. And Widow Mines. And Ghosts. And Carriers for that matter.
In 3vs3 or 4vs4 a lurker will likely kill like 100 supply, especially when placed on the rally route. uThermal ghosts kill 40 workers on average (and all 15 observers).
Disruptor based army's control the ground. Point blank, period. Use it to zone. Keep their army away from you ever 2 seconds. Then when they do hit, it's gg. Disruptors are king of the ground. Don't get it twisted.
Disruptors are there just to fill the role of the high tier ground unit in the protoss army that doesn't get hard countered. Like for example in PvT, colossus gets hard countered by vikings and templar/archon by ghosts. Then the bio ball would effortlessly DPS whatever chargelot/stalkers you may have. They do have regular counters though, they quite bad vs liberators, siege tanks, lurkers and vipers. Without the disruptor, a ground based protoss army is not truly viable in the end game so all protoss players would eventually be forced into skytoss even if they don't like the playstyle.
For a game as complex as this, I don't think it's possible for 1 tierlist to do any unit justice. You have different elos, matchups, map designs, timing attacks, mindgames, etc. DT can hit like a truck, it can blink, it's perma cloaked, can morph into an Archon, in general it harasses really well. For 35 seconds. Then detection exists, and you can't use it properly anymore. BUT, it forces a reaction out of your enemy, it forces them to do something predictable or change their build a lil bit since they don't know what you're doing. That last part can be extremely powerful, more powerful even than killing a whole mineral line sometimes. This is against Terran. Now you have Zerg, completely different. Then Protoss, completely different again. Units don't retain their consistency nor their strengths in different matchups. In TvT, ghosts are useless compared to TvZ or TvP. TvZ, it locks your opponent out of building Ultras completely, it counters all spellcasters, it can 1 shot infestors, it can punish retreats, very powerful. It's cheap enough that killing a ghost with banelings only is considered inefficient. TvP, the ghost is so powerful that it's considered a mistake not to have ghosts. EMP counters every unit in their roster except Interceptors. That's massive. Stupid almost. In any matchup, the ghost can cloak, piss off to one side of the map, and call down a nuke in a deadzone. It will miss completely, 0 damage, and your opponent will still be clicking on all their bases; no macro, no micro, while that useless nuke lands somewhere in the void. That's how powerful it is if you use it incorrectly. These tierlists are largely based on opinions, rather than the objective strengths/weaknesses of the units, but I still like them, especially when they're rated based on the rank they're used in. Carriers in Bronze, yeah S+++ tier, it's so high in the tierlist that it goes off the screen. In GM 8k MMR, it's a unit that gets one shot just by right clicking with vikings. To make a tierlist that takes all of this into account would be insanely time consuming, but also really interesting. Idk who'd stick around for a 2h video tho. 2h with no tangents or examples*.
I disagree with some units like sentry:They S. After the buff, they deal insane damage to shields.And force field, if you not let your enemy get vision of high ground, they ridiciolus.Has pretty good synergy with HT too.I think archon is A.Expensive and takes so much space. Im using defensive build on Protoss if ı play Versus and for most time they outrange my units and stopping them shoot.Adept is A for me.Anti marine and harass workers.The only problem about them is they cant hit air.This makes them pointless late game. Oracle definitely S. You can easily harass workers.Kill bio and even ultras for no reason.And really good at protecting units.Because of stasis ward.On zerg:Everythin is fine for me but not roach and baneling.For banelings, you can trick your opponent if they not using detectors.And this is really powerful. S for me.Roaches are S too.They can trap you even on the late game.İf you micro well, they really good againts immortals.On terran:Everything is perfect, ı liked terrans overall.
Units Winter underrate: Banshees are great in TvT for harrassing SCVs, forcing turrets, cyclones, scans, ravens, great for sniping tanks and early marines and cyclones (2 banshee 3 shot), SCVs building, and they work great vs tanks if you keep making them, easier to use than libs imo. In TvZ they are also great at harrassing drones, forcing spores, overseers. And they are great support for an early push, and they snipe spires and bases pretty good too, 2 port ftw! Okay. Swarmhost are pretty good vs meching terrans, especially in lower eco scenarios, if they have helbats protecting their army, just go for the production. Ravens are amazing, easily A tier, you can mass ravens in all matchups. Fairly easy to use too. Disruptors easily A tier, if not S amazing in all matchups. Disruptor/Tempest + support, probably best PvT unit comp. Tanks 100% S tier, Ghost S tier, just practice, but only B tier vs terran. Units Winter overrate: Reapers are very meh. Good for scouting, reapers cheese is weak if you can play. Very situational unit. Zerglings very situational, not solid. DT also quite situational. Carriers and Archons, very good, especially together, but not always. Ghost, mine, viking melt them with good control, for instance. Only A tier for those two.
I heavily disagree about the mothership, when I get the mothership I use it for a frontal attack using it's T ability to minimize damage and also I use it as a temporary shield to cause more damage and less losses.
But that's all they can do in SC2. They're too expensive for their utility in my opinion. In starcraft 1, they could morph into either guardians or devourers. Now, the "mutalisk" can't "mutate" into anything else, which kinda defies the logic of calling them that, like they lost the ability that gave them their name in the first place. Good for pwning workers or scouting if you really want to waste 100 gas for that or absolutely need the extra speed, bad for everything else. The only units they counter are those that don't shoot up and they get rekt by the rest. They removed the devourers to replace them with the weaker corruptors and decided that they would be the ones morphing into broodlords. Never quite understood that part.
I would swap zealot and zergling, as much as my protoss self loves zealots. Zerglings have a constant solid impact on every game start to finish, and you always mix them into any comp without fail.
I mean idk, if a player did that against me as zerg here on the lower leagues I feel like I'd just get like six bases uncontested while they built up their carriers and have infinite money to throw at AA or counter attacks since carriers are slow AF, or I would just be able to break through the wall since they're not spending anything on units. I haven't played in a little while now so maybe some balance changes pushed things in carriers favour, but consider me skeptical that you can reliably rush carriers without just losing first.
@@saphironkindris well generally even with the carrier opener you make a few high Templar and/or disruptors. You can go into voids too. The point is that it’s VERY difficult for the Zerg to trade anywhere near efficiently vs all of those high tech units. At the top level it’s not very good (even though maxpax got rank 1 with it) because the Zergs have near perfect control, I think it’s very strong in the lower leagues. I have an 85%+ winrate with carrier openers in mid masters but I’m a gm Zerg so I know what Zergs hate playing against so take that with a grain of salt.
@@saphironkindris the carriers have absurd dps once you get 6+ of them. Even if it’s pure carrier, they can shred pretty much anything before you can snipe enough carriers. Add in voids, high Templar, archons, mothership, and disruptors? It takes such good control from Zerg to beat it.
I agree with much of this, but I will never agree that ghosts are not S tier. a silver player could still get one of these out, devote 5 of his apm to emp the silver toss and it will help more than any other unit at that time lol.
Disruptors are good vs opponents in lower leagues cos they can't play. But the key thing is they allow you to dance. As protoss you wanna be hitting and backing off. Shields regen enegery comes back. Which high templaf let you do as well but the need energy and are less deadly
Guess what, the people in lower leagues also can't control Disruptors. Even I am not confident that I won't kill a lot of my units in a tight moment with them. I would much rather have lurkers or mines instead.
@@Leonhart_93 oh yeah lurkers and mines are good. But if you're low diamond a few disruptors will take out an entire enemy force while they're trying to macro
@@ashra8281 That's because they expect to counter everything with the same basic composition, like they always do. Especially terrans with their MMM compositions. In my experience disruptors are quite bad vs liberators, siege tanks, lurkers and vipers but of course they don't get countered as hard as colosi and archons do, that's why they exist.
@@Leonhart_93 disruptors are considered good vs seige tanks and lurkers. The inablitity to move is huge. With MMM you can normally stim in but yeah they are generally vs that. They do suck balls vs libs
@@ashra8281 In my experience the lurkers play similarly with libs and kinda zone out the disruptors. They can also dodge the novas and close in. Of course it's only dangerous where there aren't just lurkers and can't afford to take your time to pick them off. Also tanks have the same range as the disruptors and it's really hard to fire a nova from perfect range. 2-3 tanks usually means you will lose some disruptors.
Disruptors should have been higher. As long as you don’t keep Zealots with your army, you can basically just F2 and shoot the novas. You don’t even need a separate hotkey to avoid friendly fire. It is a great choice for all matchups if for nothing else but to force the opponent to use APM for disengaging.
I've seen you complain about the hydra a lot now. I've thought of some changes which may make them more viable in the pro scene - feedback welcome. I dislike how everyone just masses queens to defend against everything and want to make the hydra more viable in early game. Make it hatchery tech. Same as Brood War, can build after the spawning pool. Drop HP back to 80, reduce damage to 10, increase attack cooldown to about 0.70 Lair tech - Muscular augments increases movement speed AND HP by 25% to 100. Grooved spines - increases attack range AND damage by 2 (restoring original damage) Hive tech - Hydras can morph to Hunter Killers. Costs 50/50 to make a hunter killer cost a total 150/100. Increases attack speed back to original 0.59. Increases base damage by 3. Increases HP by 30. Size slightly bigger to reduce stacked dps. Not sure whether they should stay light or be like a ghost (not light nor armored). This may give Zerg another option for both early game anti-air and reduce reliance on the corruptors in late game. Thoughts?
As a casual plat/low-diamond protos player, I would say that lurkers are S tier. I took me a very long time to learn how to deal with them, but when I did, it got into diamond.
@@朕是神 oh, my memories is a bit messed up, have not touchedd my off race for a while, well that make them even better, 4 queen with transfuse beats 4 void rays easily, while 5 hydras can not, despite having much higher dps.
@@widowmines231 You would have to suck to come up with the reasoning that using void rays to kill queens is a good idea. Since transfuse can only be used while on creep, it only works defensively but if you also have hydras in the lot to receive transfusions, then the voids will go down much faster than with just queens. Despite what Winter says, imo the hydra is no longer a core unit in Starcraft 2. More expensive, 2 supply instead of 1, slow and frail for its cost. In other words, built as a glass cannon so it should be used as such. In Starcraft 1, hydras were 75minerals/25gas/1supply/80HP vs 100/50/2/90HP for SC2 hydras. Much more expensive for 10 more HP, being faster than SC1 Hydras without the speed upgrade but much slower with it unless on creep and a higher DPS (20.4 for SC2 vs 15.9 for BW)
@@gustru2078 your reading skills are remarkable, i said queen do better same supply/resource wise against air units than hydra despite having lower dps, when did i said anything about killing queens with void rays. yes, queen plus hydra against air is better than pure queen, so is queen+viper, queen +corruptor, even queen and muta do better against mass void ray than queen hydra, hydra just sucks, that's all
Banelings are S-tier if you're playing against Terran bio, because people don't know how to look for buried banes or split until you get surprisingly far up into the rankings lmao. They just lose their entire army every time.
It's a real joy to see someone lose like 120 supply of troops to a relatively small handful of banelings, and then watching them remax on bio again lol.
Siege tank should be S. Great for slow push and for defense if you spread them out and hide them behind buildings. Mothership should be B, late game protoss army should have one and you can do tricky stuff with mass recall Banshee B, good early game harass and def vs ground rush Ultra A in lower leagues that don't micro and target. But ya, they're not good against good players.
24:34. That would usually be me lol. But I'm a complete noob at starcraft. So just takin all this in. . As a complete noob, I could just be way off base here, but protoss win rates are pretty terrible. Yet they have so many good units. Could this be because all their great units are just so expensive? I know it's hard to factor that into these tier lists, but based on my little experience starting with protoss, terrans and zerg always have way more units than me. But when my units are good vs their units, it turns out great lol. I definitely need to work on scouting I know I know. Scouting is just kinda annoying when I see all their buildings and have no clue what any of it actually means lol.
Finally a video for me, the average user, who wants to watch a tierlist for a game I don't even play. Thank you Harstem!
bro are you for real? This is Lowko right here man, get yourself checked and get real
Lmao
guys.... he's serral what are you talking about?
nice! Laughed hard
Bruh I could've sworn I was watching Husky.
Wow this guy doesn't know what he's talking about. All he does is complain about Ghosts on stream all day and then pretends they aren't top tier. What a Terran apologist.
IKR
Yeah exactly... Let 'im have it Wi!!... wait wut?
Every a tier unit is hard countered by the disruptor. He is out of his mind.
Who u
28:48 "why is mothership so low I always lose to it"
losing to motherships probably doesn't have anything to do with their strength, it's just that usually when your opponent makes a mothership they are so friggin ahead they can just do whatever they want.
I think he made this list for Sub Masters and some of these items are very hard to use by them selves and coast a lot of money like the Mother Ship.
@@jimflagg4009 Lol no he made them for plat players. Diamond one players are actually good at the game.
trueee
It's a pretty good line up. As somebody who has failed to use liberators correctly for many years it pains me to admit that they aren't A tier. Ranged Liberators are one of the most despair inducing things you can inflict on your opponent but watching 6 of them in the wrong place do literally nothing while your army disappears to archon chargelot and then a few stalkers just blink behind them to destroy them for free is also despair inducing.
You can't play PvP without disruptors. I know, because I quit playing 10+ years ago and watched Harstem use them all the time.
You also cannot win alot of PvZ or PvT without disruptors.
Once their air is out disruptors become essential units as they are not as vulnerable as colossus but provide devastating splash damage.
Says you! *warps 16 zealots right in front of your second base*
Disruptors in pvp is optional, stalkers can blink out, archons and immortals dont take a lot of damage from them
If you rate the units by "how likely am I shit myself when I see this unit on my side of the map" probe get it's own tier above S.
I'd be interested in a series of videos "what counters what"
Example 1st video you take Terran and imagine enemy is Zerg with banes, what do you do?
What do you do to counter each unit enemy can make from a point of certain race.
Inb4 every episode ends with "just kill them before they do that"
Then the last episode is about what counters drone rush...
More stuff counters less stuff c:
@@SaiKisaragi funnily enough, not always
Disruptors are SUPPOSED to miss, aren't they?
The way I understand them is as mobile GROUND CONTROL unit creating an area of "untouchable" around your army.
By introducing it, they made toss less deathbally.
So I see the value of the disruptor not in HITTING, but in the fact you COULD hit, which gives you control over space, like the WidowMine, Tank, Lurker etc.
You are absolutely correct, but that's for GM players. Not for Plat tosses such as myself who can barely handle 1 army control group. Remember if you're F2ing at all while using disrupters and fire the ball, the F2 UI will select the ball WITH your army; which is a great way to help your opponent. If you're in platinuum/lowdiamond, let alone silver, gold, and you're thinking about "ground control", STOP! You havent warped in units in 2 minutes! YOU ARENT MAKING PROBES! STOP DIDDLING YOUR STALKERS!!
ye u do need to babysit them.
Units lose a lot of points in platinum when they distract players from Macroing 😆
@@Broockle I only spectate SC2, but I've noticed that the high level players are always super impressive at sneaking in bits of macro the instant after they tell their army to move back like 10 tiles. Since you can't really be attacked by a pursuing army that's moving about the same speed as you.
They are also the hardest unit to control in the game. No other unit is so clunky and full of asterisks. And there is no other unit in the game that can casually and regularly kill part of your own army with a single mistake. And even without mistakes your own chargelots run into the balls a lot. Sure you can fix that by not building chargelots, but then you will HAVE to have the stalker which is very costly for that it does.
Crucially, it's much easier to be on the 'defenders' side against Disruptors than it is to learn to make the complex micro to realize the kind of benefit you're describing.
Winter is an S-tier caster and smartass! Keep it coming dude, love this list
His jokes about his viewers getting the information/coaching and then continuing to not play SC2 crack me up every time. I haven't played since like season 2.
i would say he is a BRENDA-tier caster
Tickleballs sums it up.
All I gotta say is, "Power Overwhelming". It literally makes you invincible. Therefore Archons IMBA.
Zerg campaign: so here is a wide variety of units, all with unique strengths and weaknesses that you can choose to make the perfect army for any situation
Me: mass queen 98% of the campaign, gotcha
Mutas are weird. They can be devastating, but like dark templars, once your enemy knows you are going for them, their effectiveness drops massively. They are complete terrors for map control however IF microed.
You should try team games. As long as there isn't someone going phoenix, mutas win the game on their own. Map is huge, lots of mineral lines to hit, and unless they want to keep 300 supply spread out throught the base to defend 100 supply of mutas, you're going to kill their eco.
@@朕是神 enough turrets, and strategically placed Widow Mines or Archons can help against that.
A note with adepts... In PvP just make double adept at the start of the game if you're below 4k, and you will win for free after the first shade into your opponents base even with mediocre micro as long as you target fire the probes.
Time to watch this tierlist video and write a comment that completely disagrees and explains why my tierlist is right and yours is wrong. Excellent video!
i havent played in years but i still have fun watching your vids
Dude, how cool would it be if they added 2 more races to a new starcraft game. Like space orcs, and perhaps either Eldar/Elves or maybe an out of control AI android robot race. The storyline could be that the orcs or Elves are trying to escape from a super AI that killed its original creator race and is spreading across the galaxy chasing all living beings down for extinction and first encounter of the Orcs with Terran is capturing a small scouting party. Interrogating them and finding out its part of a larger armada that is fleeing from an AI that destroyed their homeplanet, their colonized planets, and space ports. Then the Terran command wants to validate the information and sends scouts to verify where the larger armada is and comes upon part of a smaller fleet of orcs engaged with a small AI fleet of drones that begin engaging the Terran scouting squadron. The then drones end up disengaging as they have witnessed new info to report back to AI this new information as they are too far out to send direct signals. The then Orcs begin to try communicating with the Terran scouting party and try thanking them, the sqaud leader welcomes them, but has to leave them to report back to command. Introducing one of the main Terran characters and one of the main Orc characters. Once this is established back at command briefing it causes uproar over not only possible new threat from unknown Orcs, but an AI as well that is still in its infancy of learning. Meanwhile across the Galaxy the Protos discover either another race fleeing from the AI, which are the Eldar or discover a lost civilian ship of Orcs on a small inhabital moon that comes under seige by a larger fleet of AI ships and drones and do nothing but watch as the AI obliterates the entire population. As this takes place the AI detect the Protos and attack them, but the Protos have a fleet nearby that annihilate them. Thus setting up the story Architecture.
Also you could add that the Zeg come across the AI as well somehow. I think it could be an awesome campaign mode and story of how all the races had to team up together to take down this giant threat of the AI killing all sentient lifeforms. That might be cool to do, adding 3 more races to play as and in the end either destroying the AI completely or it changes for the better or something.
One small edit, also to make the Orcs smart and not dumb would be interesting.
BC > Carrier, a single BC can have so much more impact than a single carrier, then getting to BCs vs getting to carriers, since carriers only work in mass and requires such a large investment if you don't get to that point of mass carriers it's almost useless
True
You forget that BC is a massive attention drain.
You build BC, you're either going to mess up your macro AND the rest of your micro, or you're going to lose them for free.
@@朕是神 Uh, what? How does building BCs mess up your micro lol? Just hotkey them.
@@rexmagi4606 Yes, hotkey them. That way they will chase after probes while ignoring the stalkers shooting at them automatically while you are looking at your base.
Dawg, how you gonna put a Probe in S tier and an SCV in A tier? The SCV can repair mechanical units when the Probe is just a Probe. Probes are good, but the only thing it has over SCV's is the ability to lay a building a go where the SCV has to stay. SCV's should be with Queens.
The fact you dont need to use it to build is huge for rushing, resource gathering, and general building. You cant rush an enemy with turrets like protoss.
everyone knows the super s tier unit is the minimap, but you gotta pay for that dlc unit
remember in RA or C&C where you only gain the minimap if you build a Radar Building, and you still gotta supply it with power, so if one of your powerplants blows up the first thing that goes is the minimap? Those were days 😆
@@Broockle sure, i played that game a lot. in a way it actually made quite a bit of sense logically
Finally a youtuber that makes me feel like average people can be successful ;)
I might argue about the drone. Sure you lose one when you use it for a building but thats why zerg buildings tend to be cheaper. But you cant stop a zerg building by killing the worker, like with terran. Also drones regen health , so if they survive that baneling hit or oracle attack, they will be quickly at full health again, while damaged SUVs and probes (if they got hull damage) will be easy pickings for a follow up attack. Also with research they can burrow, which might occasionally save you a mineral line.
Eh, it's less that the buildings cost less (spawning pool costs 200, remember?), it's more that you have built in production in the hatcheries, so you don't need to build 5 spawning pools to make mass lings.
@@朕是神 Well the hatch is the cheapest of the base buildings (300 to the 400 of the other races) and i think thats because of the drone loss and because you need to build a couple of them quickly to get your production up.
@@Daniel-rd6st Its down about 1 supply deopt/overlord worth of supply, which costs 100, which means its worth 100 less.
It should be 300 to be in line with the other bases, but it costs 300+ a drone (or as I like to think, 350 + a larvae), aka it's more expensive instead of cheaper.
Only good thing is that once you made enough workers you don't need to make extra production facility when you start massing units.
@@朕是神 Ah okay, I didnt actually know that a hatch dosent supply, well, supply 🙂
@@Daniel-rd6st It does, just that it gives 8 instead of the 15 of nexus and CC.
I would personally put BCs on the S-tier too, due to them being able to not just Yamato, but also fire on the move AND warp in everywhere on the map. Can make for some nasty surprises, and come directly on top of those otherwise long-range Tempests.
Drones? Eh, situational. Only build them when you are playing as a Zerg and you plan to mine more minerals or Vespen.
are you the guyjustin guy in the chat?
Nice job Winter, pretty fair list. It is hard to make a list that simple. Like some of the B tier units, when microed by pros can be S. Like Byun's reapers, Hero's stalkers, or just pro's with Disruptors. But as you said for mortals like me B tier.
Stop using these units: Anything but probes, which are S+ tier, obviously.
*Probius smiling in the back*
Actual worst unit, only does 5 damage with no armor, do not build them ever.
Brenda Tier Probes 👵
Marines honestly seem OP at times, especially vs air.
Can you rate upgrades next, please ? :)
Attack upgrades are better than defense upgrades, every zerg speed upgrade except overlord, combat shield is the best marine upgrade.
A lot of tier lists tend to put workers low down, I personally believe they should be the only S+ tier units. They are the only units that give you minerals. Without them, you can do nothing.
They’re so important that the game starts you with them, and the win condition of StarCraft is to destroy your opponents workers and their ability to create them.
Now we need a tier list of all sc2 content creators please and thank you
Thank you, this will help me beat up on easy comp when I'm brave enough to play sc2
Whoa whoa, let's not get crazy here....
I was gonna say before you put any units in any tier - Archons, Carrier and Marines (with medivacs).
Glad to see I was spot on xD
When I`d seen the headline, I thinked smth like "The S+++++ tier is SCV, Probe and Drone" cause U can do NOTHING without them)
Even serral and maru couldn't click this vid so fast
That's a lot of words but all I see is FIRST
You cant win games in grandmaster league with D tier units. Uthermal:"Hold my beer"
you can win grandmaster games with anything technically you can win with no units at all if you roll the legendary disconncet win or worker rush win
Your voice sounds like the old guy from Family Guy
Keep up the good videos man, I loved this one!
Awesome video! Love you, Winter!
thanks winter for no ads!!!
Ive been waiting for this video since the last time I played starcraft 2 in 2020
Thanks for the list, great explanations. btw what program are you using in the background to show the list?
Not gonna lie. I started skipping forward and stopped just as he said "Just to re-iterate for those who skip forward". Felt scarily like he was talking to me live xD
I'm a casual Zerg player. That said, it's sad to see the units that make up the core of nearly any combat composition are A tier or below while Protoss and Terran have much better S tier options.
True, but
You have queens.
zerg have high adaptability and bank, you can rebuild your army much faster than the other 2 races, and then you have broodlords which is rlly hard to counter at end game
@@cpMetis We have queens BECAUSE our race is trash. All of us would be in favor of nerfing queens (and nerfing our spellcasters) if our other units got better.
Example: You get to nerf the shit out of queens if you allow Hydras to be a T1 unit (upgrades stay T2). You dirty terrans should also be in favor of this because it means you get to buff the shit out of banshees.
You get to nerf the hell out of infestors and vipers if you buff broodlords and ultras. Broodlords get a speed buff and ultras get to attack while moving.
And most importantly: remove a ghost's ability to snipe massive units, but lower the energy cost of snip. All problems have been solved.
@@CorwinTheOneAndOnly Your highest winrate race in pro play is bad? Jokes aside, zerg have the fastest growing economy and the ability to produce units at bulk. Meaning that 200 minerals worth of units SHOULNDT be equal to the other races.
It's a weakness and a strength. And i say that as someone who plays all three races mostly zerg/toss. Honestly yeah 10 zelots are stronger then like 20 zerg units. But i kill 20 zerg he kill 8 zelots. I remake 6 zelots, zerg remakes 40 roaches gg zerg won xD
@@DomenG33K Survive til lategame and you win tho. With literally ANY harassment of our economy (TERRANS), zerg is screwed
The design is very human, very easy to use!
I’m surprised you put hydra at A. I thought B, because it’s just a lurker egg!
if hydras actually get to hit things they deal some great dps. the problem is that zerg isnt a sturdy race so any front line the hydras have melts always before they can do much; but if you pair hydras with immortals or use microbial shroud against skytoss, suddenly the baby lurkers earn their vespene.
>Queen best unit in the game
>Most of S-tier is Toss units
>Mothership is noob trap
>Probe>SCV>Drone
yup its a good list, also anyone who claims to use Disruptors on ladder is either a liar or a bronze league hero
Love these Lowko tier lists, excellent sleeping music
As soon as he put Hydras in A Tier, I was the happiest person there could be. Nothing this man says can tear me down now!
Nevermind, he ruined me when he said Viking was A. I have never found a use for them- *Dies of noobiness*
I would say Ghosts are still S tier solely because they are still really solid combat units. Unlike other casters you can A move them and they will still get work done. Then if you remember to do it you can cloak them and they become a nightmare to deal with, and if you want to get REALLY fancy, shooting a couple EMPs at a Protoss army will usually win the game instantly. Same with just a couple snipes on Zerg units. As far as casters go, Ghosts are probably one of the least micro intensive, just because they can be left to their own devices as part of your army and be fine. In short, they have game-changing abilities, but even if you forget to use them half the time, Ghosts are still just really solid combat units and will still get their money's worth. I also find it odd you rated Vipers S and Ghosts A... Despite Vipers having the same issues you talk about with Ghosts, namely that they are very micro heavy, while having none of the actual combat potential Ghosts have. Vipers are not easier to use than ghosts, and their abilities are roughly similar in utility (IE a few well placed uses of their spells can instantly win a fight).
As for the Phoenix rating: Any Protoss that doesn't build a handful of Phoenixes against Terran is actively trying to lose. So much of what makes the Terran army work relies on air superiority. Ravens hiding at the corner to drop turrets in your mineral line, medivac drops, vikings shooting your colossi, all of this is shut down by 3-4 phoenixes that are just there to repel airborne harass from Terran units trying to pick away at you. 3-4 phoenixes won't win the game, but they limit the number of strategies the Terran can execute dramatically. This makes you a much harder target to crack, which is exactly what you want against hyper-efficient Terran units.
You clearly don’t play Terran. Not only are they very micro intensive, they also make microing the rest of your army more difficult because you need to tab through to stim.
@@kaiser2261 Do yourself a favor and unbind F2, then learn how to hotkey units
@@AnonJuggerbot so which is it? Can they be “left to their own devices” and “a moved” as “part of your army” or do you need to hotkey them and carefully control them?
@@AnonJuggerbot You forgot the part where this is aimed at plat/diamond players, which won't always have that skillset.
Do yourself a favor and don't make yourself look like a fool.
@@kaiser2261 Both. My point was you don't NEED to do intense micro to get a lot of value out of them, because with even a very small amount of micro (One hotkey is not an overwhelming amount of micro, lets be real) they become godlike.
@restlessfrager If you can't manage 2 army hotkeys, you aren't platinum or diamond. If you manage to climb out of gold with F2 only, you're a Florencio tier mind game specialist who would easily be Masters with some basic hotkey management abilities.
when your siege tanks get to choose to fight probes, immortals, or banshees. pick banshees . been screwing up this whole time trying to fight those probes
I like how you acknowledged that not all of us are grandmaster lol
Funny how barely any Zerg attacking units are considered really good
Reapers are an incredible unit. A squad of 6-10 can do so many things, but only if you're willing to put in the effort, which i am, almost every single time
@WinterStarcraft Hope this comment finds you well :)
What if, to reduce the Queen's roles, they make Hydralisk Den not-Lair tech? Allows Zerg to build them before going for Lair and have some semblance of squishy AA DPS. Would give room for combat-nerfs to the Queen's early game perhaps?
I'm not an expert, I'm only curious as to what other unforeseen by me catastrophic failures would come with it.
with that most zergs will just die to BC opener as Hydra is very weak to BC's and only early counter is Queen, with that they should also drop Spire building time.
What if winter has absolutely no control over balances and mentioning specific changes to him annoys him? Idk just throwing that idea out there.
Ignoring any nerf to queens which would just be stupid in so so many ways - 1) hydra gas cost, couldn't really use them anyway - 2) insane ground dps as ling hydra, would utterly shred protoss no matter what they do, just wouldn't have time to get any tech or unit mass to contest it - widow mine bio? set. banelings? no issue. Collosi, Templar, Carriers or 8 gate charge? not happening.
They will still build queens. They are cheaper and WAY tankier than hydras and can even regenerate. Why would you build hydras if you are planning to stay on creep? Hydras only have a role off creep, basically.
@@Leonhart_93 Hydras? You mean lurker eggs.
Marine/Medivac was guaranteed S tier. Base army unit that is viable all game, good for offense and defense, cheap, heals quickly with medivacs so it has longevity, and Stim makes them an absolute nightmare without any crowd control or splash damage. FUCK M/M.
And Widow Mines. And Ghosts. And Carriers for that matter.
In 3vs3 or 4vs4 a lurker will likely kill like 100 supply, especially when placed on the rally route. uThermal ghosts kill 40 workers on average (and all 15 observers).
I feel like this is a tier list based on ranked as in the e tier is best at bronze and the s tier is best at higher tier lol great vid winter 👌
As a Random player, my favorite units are Stalkers, Roaches, and "oh crap I got Terran again".
"Continue not to play starcraft 2" Oh yeah. That's me. I failed for 2 weeks to get placed into the AI skill bracket.
Disruptor based army's control the ground. Point blank, period. Use it to zone. Keep their army away from you ever 2 seconds. Then when they do hit, it's gg. Disruptors are king of the ground. Don't get it twisted.
Disruptors are there just to fill the role of the high tier ground unit in the protoss army that doesn't get hard countered. Like for example in PvT, colossus gets hard countered by vikings and templar/archon by ghosts. Then the bio ball would effortlessly DPS whatever chargelot/stalkers you may have. They do have regular counters though, they quite bad vs liberators, siege tanks, lurkers and vipers.
Without the disruptor, a ground based protoss army is not truly viable in the end game so all protoss players would eventually be forced into skytoss even if they don't like the playstyle.
MS was good when game first came out but when they took all it's abilities away it became worthless
For a game as complex as this, I don't think it's possible for 1 tierlist to do any unit justice. You have different elos, matchups, map designs, timing attacks, mindgames, etc.
DT can hit like a truck, it can blink, it's perma cloaked, can morph into an Archon, in general it harasses really well. For 35 seconds. Then detection exists, and you can't use it properly anymore. BUT, it forces a reaction out of your enemy, it forces them to do something predictable or change their build a lil bit since they don't know what you're doing. That last part can be extremely powerful, more powerful even than killing a whole mineral line sometimes. This is against Terran.
Now you have Zerg, completely different.
Then Protoss, completely different again.
Units don't retain their consistency nor their strengths in different matchups. In TvT, ghosts are useless compared to TvZ or TvP.
TvZ, it locks your opponent out of building Ultras completely, it counters all spellcasters, it can 1 shot infestors, it can punish retreats, very powerful. It's cheap enough that killing a ghost with banelings only is considered inefficient.
TvP, the ghost is so powerful that it's considered a mistake not to have ghosts. EMP counters every unit in their roster except Interceptors. That's massive. Stupid almost.
In any matchup, the ghost can cloak, piss off to one side of the map, and call down a nuke in a deadzone. It will miss completely, 0 damage, and your opponent will still be clicking on all their bases; no macro, no micro, while that useless nuke lands somewhere in the void. That's how powerful it is if you use it incorrectly.
These tierlists are largely based on opinions, rather than the objective strengths/weaknesses of the units, but I still like them, especially when they're rated based on the rank they're used in. Carriers in Bronze, yeah S+++ tier, it's so high in the tierlist that it goes off the screen. In GM 8k MMR, it's a unit that gets one shot just by right clicking with vikings. To make a tierlist that takes all of this into account would be insanely time consuming, but also really interesting. Idk who'd stick around for a 2h video tho. 2h with no tangents or examples*.
I disagree with some units like sentry:They S. After the buff, they deal insane damage to shields.And force field, if you not let your enemy get vision of high ground, they ridiciolus.Has pretty good synergy with HT too.I think archon is A.Expensive and takes so much space. Im using defensive build on Protoss if ı play Versus and for most time they outrange my units and stopping them shoot.Adept is A for me.Anti marine and harass workers.The only problem about them is they cant hit air.This makes them pointless late game. Oracle definitely S. You can easily harass workers.Kill bio and even ultras for no reason.And really good at protecting units.Because of stasis ward.On zerg:Everythin is fine for me but not roach and baneling.For banelings, you can trick your opponent if they not using detectors.And this is really powerful. S for me.Roaches are S too.They can trap you even on the late game.İf you micro well, they really good againts immortals.On terran:Everything is perfect, ı liked terrans overall.
Units Winter underrate:
Banshees are great in TvT for harrassing SCVs, forcing turrets, cyclones, scans, ravens, great for sniping tanks and early marines and cyclones (2 banshee 3 shot), SCVs building, and they work great vs tanks if you keep making them, easier to use than libs imo. In TvZ they are also great at harrassing drones, forcing spores, overseers. And they are great support for an early push, and they snipe spires and bases pretty good too, 2 port ftw! Okay.
Swarmhost are pretty good vs meching terrans, especially in lower eco scenarios, if they have helbats protecting their army, just go for the production.
Ravens are amazing, easily A tier, you can mass ravens in all matchups. Fairly easy to use too.
Disruptors easily A tier, if not S amazing in all matchups. Disruptor/Tempest + support, probably best PvT unit comp.
Tanks 100% S tier,
Ghost S tier, just practice, but only B tier vs terran.
Units Winter overrate:
Reapers are very meh. Good for scouting, reapers cheese is weak if you can play. Very situational unit.
Zerglings very situational, not solid.
DT also quite situational.
Carriers and Archons, very good, especially together, but not always. Ghost, mine, viking melt them with good control, for instance. Only A tier for those two.
I heavily disagree about the mothership, when I get the mothership I use it for a frontal attack using it's T ability to minimize damage and also I use it as a temporary shield to cause more damage and less losses.
I feel like Mutas can make it onto the good-with-micro list. They are some of the best harass and scout units.
But that's all they can do in SC2. They're too expensive for their utility in my opinion. In starcraft 1, they could morph into either guardians or devourers. Now, the "mutalisk" can't "mutate" into anything else, which kinda defies the logic of calling them that, like they lost the ability that gave them their name in the first place. Good for pwning workers or scouting if you really want to waste 100 gas for that or absolutely need the extra speed, bad for everything else. The only units they counter are those that don't shoot up and they get rekt by the rest. They removed the devourers to replace them with the weaker corruptors and decided that they would be the ones morphing into broodlords. Never quite understood that part.
I would swap zealot and zergling, as much as my protoss self loves zealots. Zerglings have a constant solid impact on every game start to finish, and you always mix them into any comp without fail.
Then when you get them through their upgrades to Shredlings at the end game.......goddamn they can make bases disappear.
If you’re in bronze, you can win the game only with banshee beacause the opponent don’t know how respond to invisible units
Never lost to a B or E tier unit because I never played.
So what you are saying is Zerg has no good units and that is the sole reason I am losing all my games. Glad to hear it!
Quantity over quality. Just throw more units at them. You are the swarm.
You have to kill them before they can get the good units.
"you can't just go straight to carriers" I BEG TO DIFFER. I think a 2 base carrier opener in PvZ is very strong.
2 base carrier opener is insanely strong in PvZ if your opponent doesn't make any units
@@saphironkindris ? zerg doesn't have mobile anti air until midgame. All other aggression can be held with a good wall and a battery.
I mean idk, if a player did that against me as zerg here on the lower leagues I feel like I'd just get like six bases uncontested while they built up their carriers and have infinite money to throw at AA or counter attacks since carriers are slow AF, or I would just be able to break through the wall since they're not spending anything on units. I haven't played in a little while now so maybe some balance changes pushed things in carriers favour, but consider me skeptical that you can reliably rush carriers without just losing first.
@@saphironkindris well generally even with the carrier opener you make a few high Templar and/or disruptors. You can go into voids too. The point is that it’s VERY difficult for the Zerg to trade anywhere near efficiently vs all of those high tech units. At the top level it’s not very good (even though maxpax got rank 1 with it) because the Zergs have near perfect control, I think it’s very strong in the lower leagues. I have an 85%+ winrate with carrier openers in mid masters but I’m a gm Zerg so I know what Zergs hate playing against so take that with a grain of salt.
@@saphironkindris the carriers have absurd dps once you get 6+ of them. Even if it’s pure carrier, they can shred pretty much anything before you can snipe enough carriers. Add in voids, high Templar, archons, mothership, and disruptors? It takes such good control from Zerg to beat it.
I agree with much of this, but I will never agree that ghosts are not S tier. a silver player could still get one of these out, devote 5 of his apm to emp the silver toss and it will help more than any other unit at that time lol.
Disruptors are good vs opponents in lower leagues cos they can't play.
But the key thing is they allow you to dance. As protoss you wanna be hitting and backing off. Shields regen enegery comes back. Which high templaf let you do as well but the need energy and are less deadly
Guess what, the people in lower leagues also can't control Disruptors. Even I am not confident that I won't kill a lot of my units in a tight moment with them. I would much rather have lurkers or mines instead.
@@Leonhart_93 oh yeah lurkers and mines are good. But if you're low diamond a few disruptors will take out an entire enemy force while they're trying to macro
@@ashra8281 That's because they expect to counter everything with the same basic composition, like they always do. Especially terrans with their MMM compositions.
In my experience disruptors are quite bad vs liberators, siege tanks, lurkers and vipers but of course they don't get countered as hard as colosi and archons do, that's why they exist.
@@Leonhart_93 disruptors are considered good vs seige tanks and lurkers. The inablitity to move is huge.
With MMM you can normally stim in but yeah they are generally vs that.
They do suck balls vs libs
@@ashra8281 In my experience the lurkers play similarly with libs and kinda zone out the disruptors. They can also dodge the novas and close in. Of course it's only dangerous where there aren't just lurkers and can't afford to take your time to pick them off.
Also tanks have the same range as the disruptors and it's really hard to fire a nova from perfect range. 2-3 tanks usually means you will lose some disruptors.
The purpose of the disruptor isn’t to kill, it’s to *disrupt* enemy formations. It’s a defensive weapon, not offensive.
Disruptors should have been higher. As long as you don’t keep Zealots with your army, you can basically just F2 and shoot the novas. You don’t even need a separate hotkey to avoid friendly fire. It is a great choice for all matchups if for nothing else but to force the opponent to use APM for disengaging.
but that's kind of the point, people use these units like they are core units
I've seen you complain about the hydra a lot now. I've thought of some changes which may make them more viable in the pro scene - feedback welcome.
I dislike how everyone just masses queens to defend against everything and want to make the hydra more viable in early game.
Make it hatchery tech. Same as Brood War, can build after the spawning pool.
Drop HP back to 80, reduce damage to 10, increase attack cooldown to about 0.70
Lair tech - Muscular augments increases movement speed AND HP by 25% to 100. Grooved spines - increases attack range AND damage by 2 (restoring original damage)
Hive tech - Hydras can morph to Hunter Killers. Costs 50/50 to make a hunter killer cost a total 150/100. Increases attack speed back to original 0.59. Increases base damage by 3. Increases HP by 30. Size slightly bigger to reduce stacked dps. Not sure whether they should stay light or be like a ghost (not light nor armored).
This may give Zerg another option for both early game anti-air and reduce reliance on the corruptors in late game. Thoughts?
In metal leagues you definitely can hit disruptors if you micro the ball
Tier A went through so many patches during that video...
I was personally attacked within the first min of this video lmfao 🤣
As a casual plat/low-diamond protos player, I would say that lurkers are S tier. I took me a very long time to learn how to deal with them, but when I did, it got into diamond.
20:46 poor Grubby. He streams HotS and WC3 and he still can't get a break
i want a tier list based on lore and not based on game mechanics
This video is interesting after watching thermals' ravens to GM series
"A queen has similar dps to a hydra"
Actually, about half.
against air unit
@@widowmines231 Queen: 11.2 anti ground dps, 12.6 anti air dps. AND it gets blocked harder by armor, percentage wise.
Hydra does over 20 dps.
@@朕是神 oh, my memories is a bit messed up, have not touchedd my off race for a while, well that make them even better, 4 queen with transfuse beats 4 void rays easily, while 5 hydras can not, despite having much higher dps.
@@widowmines231 You would have to suck to come up with the reasoning that using void rays to kill queens is a good idea. Since transfuse can only be used while on creep, it only works defensively but if you also have hydras in the lot to receive transfusions, then the voids will go down much faster than with just queens. Despite what Winter says, imo the hydra is no longer a core unit in Starcraft 2. More expensive, 2 supply instead of 1, slow and frail for its cost. In other words, built as a glass cannon so it should be used as such. In Starcraft 1, hydras were 75minerals/25gas/1supply/80HP vs 100/50/2/90HP for SC2 hydras. Much more expensive for 10 more HP, being faster than SC1 Hydras without the speed upgrade but much slower with it unless on creep and a higher DPS (20.4 for SC2 vs 15.9 for BW)
@@gustru2078 your reading skills are remarkable, i said queen do better same supply/resource wise against air units than hydra despite having lower dps, when did i said anything about killing queens with void rays. yes, queen plus hydra against air is better than pure queen, so is queen+viper, queen +corruptor, even queen and muta do better against mass void ray than queen hydra, hydra just sucks, that's all
I have a feeling the streamer either mains Toss or loses to Toss a lot XD
wondering which of the units no longer in the game could be added back in and how would they rate with these.
A tier list was made but a questions remains: At what cost?
When do we get the critical building tier list???
Banelings are S-tier if you're playing against Terran bio, because people don't know how to look for buried banes or split until you get surprisingly far up into the rankings lmao. They just lose their entire army every time.
It's a real joy to see someone lose like 120 supply of troops to a relatively small handful of banelings, and then watching them remax on bio again lol.
Mothership is a manners build when the opponent won't concede.
Make a tier list of SCII youtubers.
Go on, you won't.
Keep it up, buddy!
"Look for the little tickle balls" xD
Not me Grinding ladder games and finding my whole unit comp on the shit list.
Siege tank should be S. Great for slow push and for defense if you spread them out and hide them behind buildings.
Mothership should be B, late game protoss army should have one and you can do tricky stuff with mass recall
Banshee B, good early game harass and def vs ground rush
Ultra A in lower leagues that don't micro and target. But ya, they're not good against good players.
An entire year ago and I'm still laughing about the Brenda tier.
"terrans players are not going to micro their ghosts enough to EMP archons three times" you underestimate metal leaguers' rapid fire EMP
yeah this is much more aligned to my experience
Now you should do upgrades tier list
26:03 aren't Ultras still core to counter carrier archon protoss??? Also really good vs marine
It all depends on the commander behind the units, right?
24:34. That would usually be me lol. But I'm a complete noob at starcraft. So just takin all this in.
.
As a complete noob, I could just be way off base here, but protoss win rates are pretty terrible. Yet they have so many good units. Could this be because all their great units are just so expensive? I know it's hard to factor that into these tier lists, but based on my little experience starting with protoss, terrans and zerg always have way more units than me. But when my units are good vs their units, it turns out great lol. I definitely need to work on scouting I know I know. Scouting is just kinda annoying when I see all their buildings and have no clue what any of it actually means lol.
I've seen winter give strikes for Terrans simply making a Raven