or Starcraft 2 Co-op - Commander Guide - Karax

Co-op Commander Guide: Karax

Khalai Phase-Smith

Sections on this Page

Commander Summary

Karax uses powerful static defenses backed up by robotic units and the Spear of Adun to control the battlefield.

Level Unlocks

Level/Icon Name Description
Orbital Assault Orbital Assault Orbital Strike no longer has a cooldown or a charge count, and now costs 5 energy per shot.
Spear of Adun: Chrono Field Spear of Adun: Chrono Field Increases the production speeds of all friendly structures by 15%.

Passive ability.
New unit: Khaydarin Monolith New unit: Khaydarin Monolith Extremely powerful defensive structure. Has superior range and damage, but is very expensive and attacks slowly.

Can attack ground and air units.
Twilight Council Upgrade Cache Twilight Council Upgrade Cache Unlocks the following upgrades at the Twilight Council:
  • Enable Sentinels to automatically revive themselves when killed.
  • Allow energizers to temporarily take control of enemy mechanical units.
  • Increase energy regeneration for energizers and shield batteries by 200%.
Spear of Adun: Chrono Overload Spear of Adun: Chrono Overload Chrono Wave now increases the production speeds of all friendly structures to 500% for 20 seconds.
Forge Upgrade Cache Forge Upgrade Cache Unlocks the following upgrade at the Forge:
  • Increase the range of Photon Cannons, Khaydarin Monoliths, and Shield Batteries by 2.
  • Increase the attack speed of Photon Cannons and Khaydarin Monoliths by 25%.
  • Allow Shield Batteries to grant structures a damage absorption barrier.
Spear of Adun: Reconstruction Beam Spear of Adun: Reconstruction Beam Friendly mechanical units are automatically repaired over time. Up to 3 targets can be repaired at once.

Passive ability.
Solar Forge Upgrade Cache 1 Solar Forge Upgrade Cache 1 Unlocks the following upgrades at the Solar Forge:
  • Allow Reconstruction Beam to affect additional targets.
  • Solar Efficiency level 3.
Robotics Bay Upgrade Cache Robotics Bay Upgrade Cache Unlocks the following upgrades at the Robotics Bay:
  • Unlock the Immortal's Shadow Cannon ability, which deals 200 damage to an enemy ground or air unit.
  • Enable the colossus's attacks to set fire to the ground for additional damage over time.
Spear of Adun: Purifier Beam Spear of Adun: Purifier Beam Fires a beam that deals 750 (1500 vs armored) damage over 15 seconds. The beam will auto-acquire targets if not manually controlled.
Khalai Ingenuity Khalai Ingenuity Pylons, Photon Cannons, Khaydarin Monoliths, and Shield Batteries warp in instantly.
Solar Forge Upgrade Cache 2 Solar Forge Upgrade Cache 2 Unlocks the following upgrades at the Solar Forge:
  • Enable Orbital Strike to stun enemies in the target area.
  • Enable Solar Lance to set fire to the ground for additional damage over time.
Spear of Adun: Purifier Protocol Spear of Adun: Purifier Protocol Increases the Purifier Beam's movement speed by 200% and its duration by 5 seconds.
Fleet Beacon Upgrade Cache Fleet Beacon Upgrade Cache Unlocks the following upgrades at the Fleet Beacon:
  • Allow mirages to become temporarily invulnerable after taking damage.
  • Allow carriers to automatically repair nearby mechanical units.
Unity Barrierh Unity Barrier All friendly units gain a barrier that will block an attack or spell that deals at least 20 damage. This barrier is gained upon the unit's creation and can only be gained once every 240 seconds.

Highlighted rows denote large power spikes for the commander.

Achievements

The commander-specific achievements for Karax are:

Achievement Name Description
Fast Friends Fast Friends Use Chrono Wave to speed up the training of 500 of your ally's units in Co-op Missions.
Scorched Earth Scorched Earth Kill 200 enemy units with Karax's Solar Lance in a single mission on Hard difficulty.
Target Purified Target Purified Kill 50 enemy units with a single strike of Karax's Purifier Beam on Hard difficulty.
Tower Defense Tower Defense Kill 1,000 enemy units with Karax's defensive structures in Co-op Missions.

Calldowns

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

Calldown Name Description Recommended Usage Numbers
Orbital Strike Orbital Strike Fires lasers onto the battlefield from orbit, each of them dealing 50 (100 vs armored units) area damage.
  • Should be used to clear expansions and expand early.
  • Great for clumped up enemies.
  • Useful for removing key units from attack waves.
  • Good for dealing with air units when you do not have anti-air.
  • Cooldown: 0 seconds
  • Energy Required: 5
Solar Lance Solar Lance Strafes the target area with 3 laser beams dealing 200 damage with each beam.
  • Good for dealing with difficult attack waves.
  • Great for pushing into enemy bases and taking out key targets.
  • Cooldown: 120 seconds
  • Energy Required: 50
Chrono Wave Chrono Wave Increases the production speeds of all friendly structures to 500% for 20 seconds
  • Should be used as soon as it is off cooldown.
  • The first Chrono Wave should be used to help you saturate both your main and your expansion.
  • Coolup: 300 seconds
  • Cooldown: 240 seconds
Purifier Beam Purifier Beam Fires a beam that deals 1000 (2000 vs Armored) damage over 20 seconds. The beam will auto-acquire targets if not manually controlled.
  • Good to use in heavily fortified bases.
  • Coolup: 450 seconds
  • Cooldown: 450 seconds

Masteries

Below are the three Power Sets for Karax 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. 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
Combat Unit Resource Cost -0.75% per point
-22.5% maximum
? The Resource Cost mastery can help significantly reduce the costs of Karax's units. However, it does weaken his static defenses - something he is well known for, by a significant amount.
Structure Life and Shields 2% per point
60% maximum
?

These masteries depend on your playstyle. If you intend on doing Tower pushes or relying on static defenses, the Structure Life mastery is recommended. Otherwise, go for the Resource Cost mastery.

Power Set 2:

Power Value Recommended Points to Add Further Considerations
Repair Beam Healing Rate 1% per point
30% maximum
? This is mostly a playstyle choice. The Energy Regeneration mastery can help players who rely a lot on the Spear of Adun's abilities to weaken attack waves and enemy entrenchments before they engage with their army. The Repair Beam healing mastery can help in moments where a player is required to have long engagements and sustained combat. It can provide the healing required to prevent players from losing units more frequently.
Chrono Wave Enery Regeneration 1 per point
30 maximum
?

Both these masteries are not too great. If you have a non-Carrier based army for Karax, the Repair Beam Healing rate might be beneficial to you. However, more often than not, the Chrono Wave Energy mastery is the better one as it can be used to prevent your units from taking large amounts of damage.

Power Set 3:

Power Value Recommended Points to Add Further Considerations
Chrono Boost Efficiency 1% per point
30% maximum
0 The Chrono Boost mastery can allow Karax to complete his researches and get units out at a very fast pace. However, this may hurt his ability to fast expand if too many points are added to that mastery.
Initial and Maximum Spear of Adun Energy +3 per point
+90 maximum
30

The Initial energy here is the best choice because it allows Karax to fast-expand on almost all maps with minimal issues.

Combat Units

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

Karax's combat units are listed below:

Sentinel

Sentinel

  • Not very useful if you want to deal DPS.
  • Good units to tank while more expensive units in the back deal damage.

Skills:

Skill Name Description Cooldown Energy Cost
Charge Charge Intercepts enemy ground units and increases movement speed. 10 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Charge Charge Allows Sentinels to intercept nearby enemies. Also increases the movement speed of Sentinels by 0.25. 100/100 60 seconds
Reconstruction Reconstruction Sentinels are revived when killed. This effect can only occur once every 120 seconds. 150/150 90 seconds
Energizer

Energizer

  • Extremely powerful and versatile unit.
  • Can be used to reinforce your army through warp-ins.
  • They increase the attack and movement speed of your units and structures through Chrono Beam.
  • "Reclamation" is great when dealing with mechanical compositions like Air Terran.

Skills:

Skill Name Description Cooldown Energy Cost
Chrono Beam Chrono Beam Friendly target gains 25% attack speed and 50% movement speed for 10 seconds. 0 seconds 3
Reclamation Reclamation Temporarily takes control of target enemy mechanical unit. Reclaimed units self-destruct after 120 seconds. 120 seconds 50

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Rapid Recharging Rapid Recharging Increases the energy regeneration rate of Energizers and Shield Batteries by 200%. 150/150 90 seconds
Reclamation Reclamation Energizers gain the ability to temporarily take control of enemy mechanical units. Reclaimed units self-destruct after 120 seconds. 200/200 120 seconds
Immortal

Immortal

  • Powerful unit that deals great damage to structures and armored targets.
  • Shadow Cannon is a good ability that can help Immortals burst down units and deal with air targets.

Skills:

Skill Name Description Cooldown Energy Cost
Barrier Barrier Absorbs up to 100 damage. Lasts for 10 seconds. 60 seconds 0
Shadow Cannon Shadow Cannon Deal 200 damage to target unit or structure.

Can target ground and air units.
45 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Shadow Cannon Shadow Cannon Allows Immortals to use Shadow Cannon. Deals 200 damage to target unit or structure.

Can target ground and air units.
200/200 120 seconds
Colossus

Colossus

  • Niche unit that's usually good on infested maps.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Extended Thermal Lance Extended Thermal Lance Colossi gain +3 range. 100/100 90 seconds
Fire Beam Fire Beam Upgrades the damage dealt by Colossi (from 15 damage every 1.65 seconds to 20 damage every 2.2 seconds) and causes their attacks to set fire to the ground, dealing an additional 150 damage to enemy ground units in the area over 5 seconds. 150/150 120 seconds
Mirage

Mirage

  • Generally not worth making due to its weakness against armored targets.

Skills:

Skill Name Description Cooldown Energy Cost
Graviton Beam Graviton Beam Makes the target unit float in the air, disabling its abilities. Effect lasts up to 10 seconds.

Massive units are immune.
30 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Anion Pulse-Crystals Anion Pulse-Crystals Mirages gain +2 range. 100/100 60 seconds
Phasing Armor Phasing Armor Prevents Mirages from taking damage for 2 seconds after being attacked. Cannot occur more than once every 5 seconds. 150/150 90 seconds
Carrier

Carrier

  • Powerful Capital ship that can overwhelm enemies with Interceptors.
  • Combine them with Energizers to deal massive amounts of damage.
  • Repair Drones are usually a waste of resources, due to the high effectiveness of the Repair Beam.

Skills:

Skill Name Description Cooldown Energy Cost
Build Interceptor Build Interceptor Builds Interceptors that automatically attack the Carrier's target. Carriers may not attack without Interceptors.

Can attack ground and air units. 8 Interceptors max.
10 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Repair Drones Repair Drones Carriers gain two repair drones that automatically heal nearby friendly mechanical units. 200/200 120 seconds

Build Order

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

20x Orbital Strike -> Rocks
15 Nexus
15 Pylon
17 Assimilator
18 Assimilator
20 Forge
26 Cannon -> Gas Rock
32 Cannon -> Gas Rock

Gameplay Guide

Playstyle Traps

A common trap for Karax players is to rush to a Mass Carrier build. While Carriers are highly effective on most missions, rushing Carriers without assisting your ally can lose you the game, especially when early-game objectives are slightly more challenging.

A more effective playstyle is to build static defenses to guard/push into objectives while you tech up to Carriers. This reduces the pressure on your ally, and can guarantee a victory.

Tower Pushing

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

Building Name Stats
Photon Cannon Photon Cannon Detector
HP: 150
Shield: 150
Damage: 20
Range: 7
Speed: 1.25
Khaydarin Monolith Khaydarin Monolith HP: 100
Shield: 200
Damage: 100
Range: 13
Speed: 3
Shield Battery Shield Battery HP: 200
Shield: 200
Energy: 200
Range: 4
3 Shield/1 energy

One of the advantages of Karax is his ability to instantly warp in Pylons and static defense at a position. This allows for an unorthodox playstyle where you use Probes to push into enemy bases, while being backed up by the Spear of Adun.

This playstyle does require practice, but at high levels of play, can be very effective and a lot of fun, even though it may not be as effective as pushing with an army. When building up static defense at an area, it's important to first consider the reason for that defense. This will affect how many structures you build and how you lay them out.

For standard pushes into enemy bases, it is often best just to build a Pylon and a few Photon Cannons so that you can clear the enemies guarding it. After all, these defenses will not be used after the base has been cleared.

However, if you intend to building defenses to defend against attack waves, then more knowledge of Attack Wave timings and compositions is required. The below gives you an example of how to set up a defensive area with Karax:

Static Defense

There are a few things to note here:

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

Upgrade Name Effect Minerals/Gas Research Time
Rapid Recharging Rapid Recharging Increases the energy regeneration rate of Energizers and Shield Batteries by 200%. 150/150 90 seconds
Enhanced Targeting Enhanced Targeting Photon Cannons, Khaydarin Monoliths, and Shield Batteries gain +2 range. 200/200 120 seconds
Optimized Ordnance Optimized Ordnance Increases the attack speed of Photon Cannons and Khaydarin Monoliths by 25%. 200/200 120 seconds
Fortification Barrier Fortification Barrier Allows Shield Batteries to grant target structures a barrier that absorbs up to 100 damage for 10 seconds. 100/100 60 seconds

In addition to these upgrades, his static defenses are affected by Protoss Shield upgrades. They are not affected by armor or attack upgrades, however.

Solar Efficiency Levels

The table below summarizes the different Solar Efficiency levels available to Karax. Note that the base energy regeneration is roughly 16 energy/minute.

Level Requirements Bonus Energy Total Energy Gain Minerals/Gas Research Time
1 None 2 energy/6 seconds 36 energy/minute 200/200 90 seconds
2 Twilight Council 4 energy/6 seconds 56 energy/minute 250/250 120 seconds
3 Fleet Beacon/Robotics Bay 6 energy/6 seconds 76 energy/minute 300/300 180 seconds

Playstyle Tips