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New Player Commander Selection

One of the most common questions that players interested in playing co-op ask is "Which commander is right for me?". A lot of new players have problems with commander selection, particularly their first paid commander. Co-op features a host of different commanders with a wide variety of playstyles, and given the large roster available, can be overwhelming. This is especially true considering that most co-op commanders are paid, so players would like to get the best out of their investment.

While assigning arbitrary metrics for commanders and giving them a score from 1 to 5 is extremely subjective, the page below hopes to serve as a rough guide as to what each commander's power level and playstyle is, to allow new players to make a more informed decision as to which commander to play. It is highly advisable to read through the individual commander pages to see what abilities they have available to them, what strategies they utilize and what units they have to make a better informed decision. Additionally, players new to Co-op are advised to check the General Tips page to get some insight on some good strategies to use in Co-op.

Additionally, participating in the community is another great way of learning about commanders and different playstyles. You may check out the Links page to find more Starcraft II Co-op Community content. Lastly, asking good questions and having an open-minded approach and a willingness to learn will take you a long way to improving your Co-op gameplay.

Raynor

Renegade Commander

How easy the commander is to play assuming they carry their
own weight in the mission. Optimal play is not required.

Ease of Play

How powerful the commander is as they level through
both, sub-Mastery and sub-Ascension levels.

Sub-Ascension Power

Power level shown by the commander
from inexperienced co-op players.

Power Level for Beginners

Power level shown by the commander
from experienced co-op players.

Power Level for Veterans

Amount of support the commander can offer towards
the mission objective in the early game.

Early Game Strength

The simplicity of the macro required to keep the commander
effective and ramping throughout the mission.

Ease of Macro

The simplicity of the micro required to keep
the commander at a high level play.

Ease of Micro

How effectively the commander adapts
to all the mutators in the game.

Mutation Versatility

How fast the commander is able to reach their desired
composition to handle the objective and attack waves.

Ramp Up Speed

Commander Image

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