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Co-op Commander Guide: Swann

Chief Engineer

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Commander Summary

Swann relies on mechanical units, backed up with a powerful laser drill to control the battlefield.

Level Unlocks

Level/Icon Name Description
Vehicle Specialist Vehicle Specialist Swann builds SCV's, vehicles and starships 20% faster than other Commanders. Factories and Armories do not cost vespene gas.
Combat Drop Combat Drop Unlocks the ability to calls down 4 A.R.E.S. War Bots with timed life, stunning enemy units in the target area upon arrival. Call down the Combat Drop from the top panel.
Betty and the Gang Betty and the Gang Increases the attack range of Devastation Turrets from 6 to 9. Attacks now slow enemy movement speed by 30%.

Increases the life of Missile Turrets from 250 to 325. Attacks now deal area damage.

Reduces the cost of Perdition Turrets by 50%.
Drakken Laser Drill: Pulse Cannon Drakken Laser Drill: Pulse Cannon The Drakken laser drill can now be upgraded a second time, increasing its attack damage from 30 to 50.

Also unlocks the Pulse Cannon ability, which deals 600 damage to all enemy units and structures in the target area. Activate the Pulse Cannon ability from the top panel.
Vespene Harvester Vespene Harvester Unlocks the ability for Command Centers to call down automated harvesters that gather extra vespene from your Refineries or your ally's vespene-gathering structures. 2 gas for each player every 6.3 seconds.
New Unit: Thor New Unit: Thor Heavy assault mech. Built at the Factory.

Can attack ground and air units.
Factory Upgrade Cache Factory Upgrade Cache Unlocks the following upgrades at the Factory Tech Lab:
  • Allow Goliaths to attack ground and air units simultaneously.
  • Increase the damage of the Cyclone's Lock-On ability by 100%.
  • Unlock the Thor's 330mm Barrage Cannon ability, which stuns and deals damage to enemies in a target area.
Improved SCVs Improved SCVs Allows multiple SCVs to build a structure in tandem, reducing its construction time. Repairing no longer costs resources.
Armory Upgrade Cache Armory Upgrade Cache Unlocks the following upgrades at the Armory:
  • Increase the attack range of all vehicles and ships by 1.
  • Allow vehicles and ships to automatically heal themselves over time.
Tech Reactors Tech Reactors Combines Tech Labs and Reactors into a single add-on which contains upgrades for units while also allowing two units to be built simultaneously.
Engineering Bay Upgrade Cache Engineering Bay Upgrade Cache Unlocks the following upgrades at the Engineering Bay:
  • Allow structures to automatically extinguish fires and repair themselves to 50% of their maximum life.
  • Increase attack speed of all Turrets by 25%.
Immortality Protocol Immortality Protocol Unlocks the ability for destroyed Thors and Siege Tanks to rebuild themselves on the battlefield.
Starport Upgrade Cache Starport Upgrade Cache Unlocks the following upgrades at the Starport Tech Reactor:
  • Upgrade Wraiths to evade 20% of incoming damage while cloaked.
  • Unlock the Science Vessel's Defensive Matrix ability, which surrounds a target with a shield that absorbs 200 damage over 20 seconds.
Six for the Price of Four Six for the Price of Four Increases the number of A.R.E.S. War Bots called down by Combat Drop from 4 to 6. Call down the Combat Drop from the top panel.
Mechanical Know-how Mechanical Know-how Increases the life of Swann's SCVs, vehicles, and starships by 20%.

Highlighted rows denote large power spikes for the commander.

Achievements

The commander-specific achievements for Swann are:

Achievement Name Description
Combat Ready Combat Ready Kill 25 units with Swann's Combat Drop before they expire on Hard difficulty.
Drop 'Em Dead Drop 'Em Dead Kill 250 enemy units with Swann's Combat Drop in Co-op Missions.
Smooth Operator Smooth Operator Harvest 100,000 Vespene Gas for your ally with Rory Swann's Vespene Harvester in Co-op Missions.
The Power of the Sun at Your Fingertips The Power of the Sun at Your Fingertips Deal 20,000 damage in a single mission with Swann's Drakken Laser Drill on Hard difficulty.

Calldowns

The calldowns for Swann, at level 15, with no mastery points added are:

Calldown Name Description Recommended Usage Numbers
Drakken Laser Drill Attack Drakken Laser Drill Attack Attack with the Drakken Laser Drill. Deals 20 damage per second and has unlimited range.
  • Auto-targets enemy units in vision.
  • Relatively low DPS, but useful for whittling down high-HP targets.
  • Can be used to take down objectives in vision.
  • Cooldown: 0 seconds
Concentrated Beam Concentrated Beam Requirements: Drakken Laser Drill Level 1

Deals 400 damage to enemy units and structures in a line across the entire map.
  • Very useful for dealing with attack waves.
  • Can be used to help with base pushes if bases are aligned correctly.
  • Cooldown: 180 seconds
Pulse Cannon Pulse Cannon Requirements: Drakken Laser Drill Level 2

Deals 600 damage to enemy units and structures in the target area.
  • Useful for dealing with clumped up enemies.
  • Very useful for dealing with bases.
  • Can be used for difficult attack waves.
  • Cooldown: 300 seconds
Combat Drop Combat Drop Calls down 6 A.R.E.S. War Bots, stunning enemy ground units in the drop zone. The War Bots are controllable and fight for 60 seconds.
  • Should be used as often as possible, preferably as soon as they are off cooldown.
  • Useful for defending in the early game.
  • Can be used to tank for your units in the late game.
  • Coolup: 240 seconds
  • Cooldown:240 seconds

Sub-Ascension Leveling

Difficulty: Moderate

Swann plays the same way he does at Ascension levels when he is at lower levels. However, he is significantly slower to ramp up and build his army. In the early game, build a Commander Center next to your rocks, as it will take time for it to be built by a single SCV. Build four Factories in the later stages of the game, two with Tech Labs and two with Reactors to build your endgame armies.

While leveling through Mastery levels, allocate points into Power Set 1's Concentrated Beam Width mastery until you hit the desired number of points, before allocating them to the Combat Drop duration mastery. Allocate points with an equal split on Power Set 3.

Masteries

Below are the three Power Sets for Swann with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps with no Prestiges selected. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

Power Set 1:

Power Value Recommended Points to Add Further Considerations
Concentrated Beam Width and Damage 2% per point
60% maximum
19 Players that prefer to rely on their Combat Drops to tank for their main army should consider adding more points into that respective mastery. The Combat Drops can severely reduce the amount of damage their army takes.
Combat Drop Duration and Life 2% per point
60% maximum
11

The 19 points into the Concentrated Beam mastery ensures you can 1-shot Battlecruisers with the ability.

Power Set 2:

Power Value Recommended Points to Add Further Considerations
Immortality Protocol Cost and Build Time -2% per point
-60% maximum
? Immortality Protocol can be critical to ensuring Swann is able to keep up with the eventual losses his army will take as the game progresses. However, it only applies to certain units, and it is important for a player to determine whether they will benefit from Immortality Protocol more than they will benefit from increased structure health.
Structure Health 2% per point
60% maximum
?

This is down to player preference. If you tend to rely more on Siege Tanks and Thors, then the Immortality Protocol mastery should be chosen, otherwise, the Structure Health is a better option, especially when relying on static defenses.

Power Set 3:

Power Value Recommended Points to Add Further Considerations
Vespene Drone Cost -3% per point
-90% maximum
? Early Vespene Harvesters can provide Swann with the much-needed gas that he needs to get some of his higher-tech units out earlier. However, the Laser Drill mastery will allow the player to have a much more global presence on the map, allowing them to tech up to their end-game build without the constant harassment of attack waves. It is up to the player to determine which mastery/what ratio of mastery points to allocate for this.
Laser Drill Build Time, Upgrade Time, and Upgrade Cost -1.5% per point
-45% maximum
?

The regular choice is the Vespene Drone Cost mastery. However, for more mineral-heavy builds, and builds that rely on the Laser Drill, the Laser Drill mastery is the preferred choice.

Prestiges

Below are the prestiges for Swann. Note that "Effective Level" is the level at which the prestige achieves it full effect.

Level Name Description Effective Level Notes
1 Heavy Weapons Specialist
  • Advantages:
    • The Laser Drill deals 100% splash damage and slows enemy movement by 70% and locks on targets 50% faster.
  • Disadvantages:
    • The Laser Drill's abilities are unavailable.
1
  • Splash damage range is 1.5
This prestige, by itself, is not very useful. While it does compound really well with Vorazun's Black Hole, the hit-and-run strategy for Swann isn't particularly effective. Commanders that can provide global map vision (e.g. Stetmann's Stetellites, Zeratul's Xel'Naga Watchers, Kerrigan's Creep Tumors or Nydus Worms) can help Swann get a little more mileage out of this Prestige by allowing him to deal with attack waves without the use of calldowns.

Level Name Description Effective Level Notes
2 Grease Monkey
  • Advantages:
    • Turret upgrades are 100% more effective.
  • Disadvantages:
    • Combat units cost 50% more vespene gas.
11
  • Fire Suppression Systems upgrade does not gain any benefit from this Prestige.
This prestige makes Swann's already-powerful turrets even more powerful by further increasing their armor, attack speed and range. It should be a go-to pick for any defense-specific scenarios.

Level Name Description Effective Level Notes
3 Payload Director
  • Advantages:
    • Hercules have twice the cargo capacity and unload units instantly.
    • Science Vessels can use Tactical Jump and its cooldown reduced by 50%.
  • Disadvantages:
    • Top bar cooldowns increased by 50%.
1 None
The extreme amount of burst damage this Prestige can provide may, at-first-glance, seem valuable in addition to the ability to not only Tactical Jump your damage dealers but also your detection and healer. However, with proper micro, players should not be losing Siege Tanks to enemy units, especially with a Goliath frontline combined with Science Vessel Defense Matrices. Additionally, the disadvantage of having longer cooldowns on the Drill abilities means that the abilities do not sync up with mission attack wave/event timings as well.

For general play, playing without a Prestige Talent selected is recommended, as none of the Prestige Talents available to Swann provide him with a solution to problem he cannot already overcome by proper play.

Recommended Army Composition

The recommended army composition for Swann is below. Note that this assumes no Prestige talent selected and recommended Mastery Allocations. This is a basic recommendation for your army framework. It is recommended to gain an understanding for each of the units in the Units section and further add tech units so that you are able to better handle the situations you face.

GoliathScience Vessel

Mass Goliath builds can do fairly well in most situations, as Science Vessels can give Goliaths not only healing, but protective Defensive Matrices.

Siege Tank
+
Hercules
+

Add a Hercules with 8 sieged up Siege Tanks and drop them behind your line of Goliaths for powerful splash damage.

Combat Units

For more information on Swann's unit stats, comparison between units and upgrade calculations, visit the Data Tables page.

Swann's combat units are listed below:

Hellbat

Hellbat

  • Generally not worth making due to the poor HP.
  • Can be used as a frontline, but not very viable.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Infernal Pre-Igniter Infernal Pre-Igniter Hellbats deal +10 damage to light units in both modes. 100/100 60 seconds
Infernal Plating Infernal Plating Hellions and Hellbats gain +2 armor. 100/100 60 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Hellion

Hellion

  • Generally not worth making due to the poor HP.
  • Has good mobility to allow you to get vision of areas of the map.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Infernal Pre-Igniter Infernal Pre-Igniter Hellbats deal +10 damage to light units in both modes. 100/100 60 seconds
Infernal Plating Infernal Plating Hellions and Hellbats gain +2 armor. 100/100 60 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Goliath

Goliath

  • Great all-purpose unit.
  • Can target both, enemy ground and air units with the "Multi-Lock Weapons System" upgrade.
  • Does great anti-air DPS.
  • Slightly fragile, and will need micro to move weakened ones out of danger.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Ares-Class Targeting System Ares-Class Targeting System Increases the Goliath's anti-air weapon range by 3 and its ground weapon range by 1. 100/100 60 seconds
Multi-Lock Weapons System Multi-Lock Weapons System Goliaths can target and attack ground and air units simultaneously. 150/150 90 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Siege Tank

Siege Tank

  • Powerful defensive unit.
  • Can be used offensively with the Hercules.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Maelstrom Rounds Maelstrom Rounds Siege Tanks gain +40 attack damage while in Siege Mode. Splash damage remains the same. 100/100 60 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Cyclone

Cyclone

  • Can kite enemy units, making it effective for single-target DPS.
  • Relatively ineffective, as most attack waves have several units with low HP.
  • Very fragile.

Skills:

Skill Name Description Cooldown Energy Cost
Lock On Lock On Locks the Cyclone's weapons on the target unit, dealing 500 damage over 20 seconds. Can move while firing. Cancels if target moves out of range. 6 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Targeting Optics Targeting Optics Increases Cyclone Lock On range by 3. 100/100 60 seconds
Mag-Field Accelerator Mag-Field Accelerator Increases Cyclone Lock On damage by 100%. 100/100 90 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Thor

Thor

  • Draws a lot of enemy aggro.
  • Can body block each other, so if using Thors, make them in small quantities.
  • Does great anti-ground DPS.

Skills:

Skill Name Description Cooldown Energy Cost
330mm Barrage Cannon 330mm Barrage Cannon Stuns all enemies in a small area. Deals 500 damage over 3 seconds in a larger area. 60 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
330mm Barrage Cannon 330mm Barrage Cannon Allows Thors to use the 330mm Barrage Cannon ability. 100/100 60 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Wraith

Wraith

  • Incredibly powerful with the "Pulse Amplifier" upgrade, but it does require micro.
  • Getting the "Advanced Optics" upgrade can make the micro a little simpler to use.
  • Very susceptible to splash damage.
  • When massed, can 1-shot high-HP targets.

Skills:

Skill Name Description Cooldown Energy Cost
Cloak Cloak Cloaks the unit, preventing enemy units from seeing or attacking it. A cloaked unit will only be revealed by detectors or effects.

Drains 0.9 energy per second.
0 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Pulse Amplifier Pulse Amplifier Increases the damage of Gemini Missiles by 100% and Burst Lasers by 300% while the Wraith is moving. 100/100 60 seconds
Displacement Field Displacement Field Wraiths move 20% faster and evade 20% of incoming attacks while cloaked. 100/100 60 seconds
Advanced Optics Advanced Optics Increases the range of all vehicle and ship weapons by 1. 150/150 120 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Hercules

Hercules

  • Can Tactical Jump to anywhere on the map, even without vision.
  • Load sieged up Siege Tanks to use them offensively.
  • When a Hercules dies, it unloads all its units where it died.

Skills:

Skill Name Description Cooldown Energy Cost
Tactical Jump Tactical Jump Warps to the target location. Hercules is invulnerable while warping. 60 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds
Science Vessel

Science Vessel

  • A must-have for any composition.
  • "Improved Nano-Repair" removes the energy cost of healing your units, which makes it very effective.
  • "Defensive Matrix" can be used on frontline units to reduce the amount of damage they take when they engage enemies.
  • "Irradiate" can be used against some biological attack waves like Zerg to weaken them.

Skills:

Skill Name Description Cooldown Energy Cost
Nano-Repair Nano-Repair Heals a friendly mechanical unit.

Heals 3 life per 1 energy.
0 seconds 0
Irradiate Irradiate Damages an enemy biological unit and adjacent enemy biological units, dealing 250 damage over 25 seconds. 0 seconds 25
Defensive Matrix Defensive Matrix Surrounds the target with a shield that can absorb up to 200 damage. Effect lasts for 20 seconds. 20 seconds 50

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Improved Nano-Repair Improved Nano-Repair Science Vessel's Nano-Repair no longer costs energy. 100/100 60 seconds
Defensive Matrix Defensive Matrix Enables Science Vessels to surround a target with a shield that can absorb 200 damage over 20 seconds. 100/100 90 seconds
Regenerative Bio-Steel Regenerative Bio-Steel Vehicles and ships automatically heal themselves over time. 150/150 90 seconds

Build Order

Below is the standard economic build order for Swann. For more information on how to read and construct your own build orders, please check the Build Order Theory page.

14 Supply Depot
16 Factory (4 SCV's)
18 Billy (4 SCV's)
18 Billy (4 SCV's)
21 Command Center (8 SCV's)

Gameplay Guide

Playstyle Traps

A common trap for Swann players is to try and rush Thors out in the early game. Not only does it leave them extremely vulnerable to the early game, mass Thors can only work when actually massed in large numbers.

A much better build would be to start with Goliaths backed up with Siege Tanks and then transitioning to Thors as the economy improves.

Drakken Laser Drill Levels

The below table summarizes the Levels available for the Drakken Laser Drill.

Level Drill DPS Unlocked Abilities Minerals/Gas Research Time
1 20 None - -
2 30 Concentrated Beam 200/200 190 seconds
3 50 Pulse Cannon 300/300 220 seconds

SCV Advanced Construction

Swann can send multiple SCV's to build a structure. The time taken to complete a structure based on the number of SCV's building is as follows:

SCV's Build Time (%)
1 100
2 62.5
3 45.5
4 35.7
5 29.4
6 25
7 21.7
8 19.2
9 17.2
10 15.6

Static Defense

Swann has a few of static defense structures available to him. These are shown below:

Building Name Stats
Flaming Betty Flaming Betty HP: 350
Attack: 16
(vs Light): 20
Range: 4
Speed: 1
Targets: Ground
Spinning Dizzy Spinning Dizzy Detector
HP: 325
Damage: 12 / 1
Attacks: 2 /8
Range: 7 /7
Speed: 0.86 / 1.78
Targets: Air / Air
Blaster Billy Blaster Billy HP: 300
Attack: 25
(vs Armored): 50
Range: 9
Speed: 1.5
Targets: Ground

Swann has upgrades that can improve his static defense. The upgrades are listed below:

Upgrade Name Effect Minerals/Gas Research Time
Hi-Sec Auto Tracking Hi-Sec Auto Tracking Adds +1 range to all Turrets. 100/100 60 seconds
Structure Armor Structure Armor Upgrades the armor of structures by 2. 100/100 60 seconds
Fire Suppression Systems Fire Suppression Systems All structure fires are automatically extinguished and all structures automatically repair themselves to 50% of their maximum life at a rate of 15HP/second. 100/100 60 seconds
KMC Auto-Loaders KMC Auto-Loaders Increases the attack speed of all Turrets by 25%. 150/150 90 seconds

The Drill on Dead of Night

The Drill should be used by Swann to clear infested structures on Dead of Night. Clearing defenders with the Concentrated Beam or Pulse Cannon is just an added bonus. The images below show suggested uses for both, the Concentrated Beam and the Pulse Cannon. Note that the Concentrated Beam here has the bare minimum number of mastery points added to 1-shot infested structures (13 points). You will get better results if you have more mastery points added (for example, if you follow this guide and allocate 19 points).

Also, notice the difference in Concentrated Beam Locations depending on the player. Because the beam exits your Laser Drill, the positioning is different depending on which player you are. Unfortunately, Player 2's Concentrated Beams are significantly less efficient, purely due to the layout of the infested structures relative to the drill.

To get the best positioning consistently, Tactical Jump a Hercules to the location to get vision to perfectly position the beam.

Concentrated Beam Locations (Player 1):

11 Structures

Concentrated Beam Position (South West)




Concentrated Beam Position (South West) Minimap

9 Structures

Concentrated Beam Position (North East)




Concentrated Beam Position (North East) Minimap

8 Structures

Concentrated Beam Position (North West)




Concentrated Beam Position (North West) Minimap

7 Structures

Concentrated Beam Position (South)




Concentrated Beam Position (South) Minimap

Concentrated Beam Locations (Player 2):

9 Structures

Concentrated Beam Position (North East)




Concentrated Beam Position (North East) Minimap

8 Structures

Concentrated Beam Position (South East)




Concentrated Beam Position (South East) Minimap

8 Structures

Concentrated Beam Position (North West)




Concentrated Beam Position (North West) Minimap

8 Structures

Concentrated Beam Position (South)




Concentrated Beam Position (South) Minimap

7 Structures

Concentrated Beam Position (West)




Concentrated Beam Position (West) Minimap

Pulse Cannon Locations:

9 Structures

Pulse Cannon Position (North East)




Pulse Cannon Position (North East) Minimap

8 Structures

Pulse Cannon Position (North West)




Pulse Cannon Position (North West) Minimap

8 Structures

Pulse Cannon Position (West)




Pulse Cannon Position (West) Minimap

8 Structures

Pulse Cannon Position (South)




Pulse Cannon Position (South) Minimap

Playstyle Tips