Co-op Mutators List

Click the "Details" button to display more information on each mutator. For more numeric data on mutators (as well as mutator information for other difficulty levels), please visit Maguro's Blog.

Icon Name Description Available in Custom?
Afraid of the Dark Icon Afraid of the Dark Vision provided by all sources is extremely limited except when in view of your camera.

Details

Detailed Mutator Information

The vision range of Afraid of the Dark is highly reduced. Below is an example of what it looks like:

Afraid of the Dark Vision Range

Notice how the Probe lies outside the vision range. This means that it can be attacked and not be able to attack back. Units can only attack if they have vision provided by your camera.

Vision Ranges are listed below:

Unit/Structure Vision Range Example
Primary Structure 7 Afraid of the Dark Vision Range for Primary Structures
Any other structure 2 Afraid of the Dark Vision Range for Other Structures
Unit 0 Afraid of the Dark Vision Range for Units
Camera
(Hover to play clip.
Please provide time
for clip to load.)
4 + 3(1-{distance to closest unit}/12) Afraid of the Dark Vision Range for Player Cameras

Commander-specific Tips

  • Abathur: Toxic Nests count as structures and will therefore provide some vision.
  • Raynor: Raynor's Scans can provide temporary vision for the duration of the scan.
No
Aggressive Deployment Aggressive Deployment Additional enemy units are periodically deployed onto the battlefield.

Details

Detailed Mutator Information

Drops will prioritize player units which fulfill particular conditions. These are:

  • It has a weapon (ie. can deal damage).
  • It costs more than 0 supply.
  • It is not a queen

The drop will spawn 7 units away from the potential target. If no potential target is found, the drop will spawn between 25 and 40 units away from the player's base.

Drop Pod Details, along with their Strength and Tech levels are shown below:

Wave Time Tech Level Strength Level
1 4:50 1 1
2 7:00 1 2
3 9:10 2 3
4 11:20 2 4
5 13:30 3 4
6 15:40 4 4

After the 6th wave, Drop Pods will drop every 2:10 and have Tech level 6 and Strength level 5.

Commander-specific Tips

  • Kerrigan: Assimilation Aura can be used on the drops to gain additional resources.
Yes
Alien Incubation Alien Incubation All enemy units spawn Broodlings upon death.

Details

Detailed Mutator Information

The number of Broodlings that spawn is equal to the unit's supply cost. If the unit costs no supply, 1 Broodling is spawned. Note that Hybrids take up 8 supply.

Commander-specific Tips

  • Abathur: Broodlings do not drop Biomass.
  • Dehaka: Broodlings do not drop Essence.
Yes
Avenger Avenger Enemy units gain increased attack speed, movement speed, armor, life, and life-regeneration when nearby enemy units die.

Details

Detailed Mutator Information

When a unit dies, it gives out a certain number of Avenger stacks to units within a 1.25 range. The number of stacks equals the unit's supply count. If the unit costs no supply, 1 stack is given. Note that Hybrids take up 8 supply.

The total number of Avenger stacks (buffs) a unit can have is 10. These stacks are lost when the unit ownership changes (Mind Control, Domination, etc.).

Each Avenger stack provides the following buffs to the unit receiving the stack. Stacks are additive.

Stat Buff
Attack Speed 10%
Movement Speed 10%
Armor 0.3
HP 10%
HP Regen 1
Shields 10%
Shield Regen 1

Avenger stacks can be transferred to the hybrid on Part & Parcel.

Commander-specific Tips

  • Zeratul: Zeratul's Avatar of Essence's Devolve ability will devolve a unit and cause it to lose any Avenger stacks it has.
Yes
Barrier Barrier Enemy units and structures gain a temporary shield upon the first time they take damage.

Details

Detailed Mutator Information

Barrier triggers when a unit or structure first takes damage. Therefore, you can bypass Barrier by 1-shotting a unit. The Barrier buff applies a 5 second shield that absorbs up to 100 damage. Once a unit has received the Barrier buff, it cannot receive it again.

Commander-specific Tips

None

Yes
Black Death Black Death Some enemy units carry a plague that deals damage over time and spreads to other nearby units. The plague spreads to your units when the enemy unit is killed.

Details

Detailed Mutator Information

Any enemy unit has a 33% chance of having the Black Death mutator applied to it. This unit can infect up to 3 units within 5 range when it dies. Black Death does 1% of a unit's HP in damage every 0.5 seconds and ignores all shields.

Commander-specific Tips

  • Alarak: Alarak's Ascendants are currently bugged. Black Death currently applies to each Power Overwhelming stack, which means it does 10% damage per 0.5 seconds for a 10-stack Ascendant.
  • Kerrigan: Units inside Kerrigan's Omega Network do not take damage.
  • Nova: Nova's base health regeneration (even without the upgrade) counters the effect of Black Death.
  • Vorazun: Build a Nexus in a location away from your workers, destroy your main Nexus and rebuild it. This will cause Emergnecy Recall to recall your damaged units to the other Nexus instead of your main.
Yes
Blizzard Blizzard Storm clouds move across the map, damaging and freezing player units in their path.

Details

Detailed Mutator Information

Blizzards slow down unit movement speed to 12% over the span of 5 seconds. It also deals 5 damage per second to all units in its range. The debuff lasts for 2 seconds.

Blizzards can prevent you from taking your expansion. The path they take will always be 25 units away from either player's expansion. The table below shows you which maps have "safe" expansions and which do not.

Mission Safe Expansion
Chain of Ascension None
Cradle of Death None
Dead of Night -
Lock & Load Player 1 (mostly safe), Player 2
Malwarfare None
Miner Evacuation None
Mist Opportunities Both
Oblivion Express None
Part & Parcel None
Rifts to Korhal Player 2 only
Scythe of Amon Both
Temple of the Past Player 2 only
The Vermillion Problem None
Void Launch Both
Void Thrashing Player 2 only

Commander-specific Tips

None

Yes
Chaos Studios Chaos Studios Mutators are chosen at random and periodically cycle throughout the mission.

Details

Detailed Mutator Information

The start of the game has three mutators active. At 4:30 one mutator will get cycled out. 15 seconds later, one more gets added. Mutators get replaced every 90 seconds.

The list of mutators that can appear is shown below:

  • Aggressive Deployment
  • Alien Incubation
  • Avenger
  • Barrier
  • Black Death
  • Blizzard
  • Concussive Attacks
  • Darkness
  • Diffusion
  • Double-Edged
  • Eminent Domain
  • Evasive Maneuvers
  • Fatal Attraction
  • Going Nuclear
  • Just Die!
  • Laser Drill
  • Lava Burst
  • Life Leech
  • Micro Transactions
  • Mineral Shields
  • Missile Command
  • Orbital Strike
  • Outbreak
  • Photon Overload
  • Polarity
  • Propagators
  • Purifier Beam
  • Scorched Earth
  • Self Destruction
  • Slim Pickings
  • Speed Freaks
  • Temporal Field
  • Time Warp
  • Transmutation
  • Twister
  • Void Reanimators
  • Void Rifts
  • Walking Infested
  • We Move Unseen

From the above list, the following mutators cannot appear in the starting set of three:

  • Mineral Shields
  • Propagators
  • Slim Pickings

Commander-specific Tips

None

No
Concussive Attacks Concussive Attacks Player units are slowed by all enemy attacks.

Details

Detailed Mutator Information

The debuff reduces movement speed by 50% and lasts 60 seconds.

Commander-specific Tips

None

Yes
Darkness Darkness Previously explored areas remain blacked out on the minimap while outside of player vision.

Details

Detailed Mutator Information

None

Commander-specific Tips

None

Yes
Diffusion Diffusion Damage dealt to enemies is split evenly across all nearby units, including your own.

Details

Detailed Mutator Information

50% of the damage you deal is split equally across all units within 5 range.

Commander-specific Tips

None

Yes
Double Edged Double Edged Damage dealt by your units and structures is dealt back to them, but then healed back over time.

Details

Detailed Mutator Information

HP is healed at 1HP per 0.1 seconds. Only the unit that deals damage gets impacted by Double Edged. For example, Carriers are not affected, but their Interceptors are.

Commander-specific Tips

None

Yes
Eminent Domain Eminent Domain Enemies gain control of your structures after destroying them.

Details

Detailed Mutator Information

Shields and HP are replenished after the structure is captured. The structure will be destroyed if there's no path to player 1's base.

Commander-specific Tips

  • Swann: If you lose your drill to an enemy, it will respawn as Amon's Laser Drill. After destroying it, the drill goes on cooldown before respawning again. This means you will permanently lose your drill and have no way of getting it back.
Yes
Evasive Maneuvers Evasive Maneuvers Enemy units teleport a short distance away upon taking damage.

Details

Detailed Mutator Information

The enemy unit will teleport within 5 range of the attacking unit if the attacking unit is less than 20 range away. Otherwise, it will teleport within 5 range of its current position.

In addition to the teleport, the unit becomes invulnerable for 0.25 seconds. A unit cannot teleport more than once every 2 seconds.

Commander-specific Tips

None

Yes
Fatal Attraction Fatal Attraction When enemy units and structures die, any of your nearby units are pulled to their location.

Details

Detailed Mutator Information

All player units within 9 range get affected by Fatal Attraction on the death of a unit. The supply cost of a unit determines the strength of the pull as well the length of time the unit is stunned (cannot use attack, use abilities or be moved) as shown below:

Supply Pull Time Stun Time
0-1 0.1875 seconds 0.1 seconds
2-5 0.375 seconds 0.2 seconds
6+ 0.625 seconds 0.3 seconds

Commander-specific Tips

  • Alarak: Use the Havoc's Force-field ability to prevent your army from being drawn in by the mutator.
Yes
Fear Fear Player units will occasionally stop attacking and run around in fear upon taking damage.

Details

Detailed Mutator Information

Fear lasts for 10 seconds on non-heroic units and 5 seconds on heroic units. Fear is applied as a chance, depending on a unit's vitality (HP + Shields). It is calculated as a percentage as 2000/Vitality. So, a unit with 20 vitality or lower has 100% chance of getting feared.

Commander-specific Tips

None

Yes
Fireworks Fireworks Enemies launch a dazzling fireworks display upon death, dealing damage to your nearby units.

Details

Detailed Mutator Information

When an enemy unit of supply cost 2 or greater dies, it launches a number of fireworks equal to its supply cost. This will target random player units within a range of 10. However, if no player units are nearby, it will target random locations within a range of 3. Fireworks deal 50 damage each.

Commander-specific Tips

None

No
Gift Exchange Gift Exchange Gifts are periodically deployed around the map. If you don't claim them, Amon will!

Details

Detailed Mutator Information

The first gift spawns at 3:00. Following gifts will spawn after 2:10 intervals until the mission time exceeds 20:00, after which gifts will spawn every 1:40.

Gifts only spawn 40 units away from Players 1, 2 and 3 and as long as no units are within 7 range of the intended gift spawn location.

Ahead of a gift spawn, an icon will be displayed on the minimap. The player has 40 seconds before it appears and can be captured. Amon will send forces to capture the gift. Gifts take 20 seconds to be captured.

If players capture 2 consecutive gifts, Amon will steal the third. Players cannot stop it.

The potential rewards for players are:

Reward Details
Vespene Rain 15+{Mission Minutes Elapsed} Vespene drops appear around the map. Each Vespene drop contains 50 gas.
Chrono Wave Chrono Wave is activated (500% increase in build speed for 20 seconds).
HERC/Scout/Queen You get a HERC/Scout/Queen depending on your race.
MULE Party Drops 3 MULEs in your base.
{Unit} becomes an Avenger The selected units gains 10 stacks of the Avenger buff (see Avenger details for more information).
The Naughty List has been cleared Clears the Naughty List
An Archangel Gives the player an Archangel.
Everything is free for 10 seconds Removes costs associated with training all units and research.
Healing (Only available after the 8-minute mark) Heals all units for 100HP, then provides a buff that heals units for 6.6 HP every second.

The potential rewards for Amon are:

Reward Details
A Temporary Mutator Picks a random mutator from the Chaos Studios set (see details in the Chaos Studios mutator details for more information) for 3 minutes.
Hidden Threats Spawns a mix of 30 Burrowed Widow Mines, Burrowed Banelings and Stasis Wards around the map.
Banelings/Scourge Spawns Scourge (if players have more than 5 air units) or Banelings otherwise at the gift location, depending on the mission time as follows:

Mission Time Units Spawned
0:00-6:00 30
6:00-10:00 45
10:00+ 60
Hybrid Spawns Hybrids depending on the mission time as follows:

Mission Time Hybrids Spawned
0:00-8:20 2 Hybrid Reavers
1 Hybrid Dominator
8:20-11:40 2 Hybrid Reavers
2 Hybrid Dominators
1 Hybrid Behemoth
11:40+ 2 Hybrid Reavers
2 Hybrid Dominators
2 Hybrid Behemoths
Kill Bot Puts a Killbot on the field, with kills depending on the mission time. The kill bot will require 30 kills before 10:00, after which it will require 50 kills.
Overcharged Shuttles Overcharges 5 Shuttles. Each overcharge does 20 damage every 0.25 seconds.
Shrink Wave Shrinks all player units for 60 seconds, reducing all damage (including Spell damage), HP and Shields by 50%.

Commander-specific Tips

None

No
Going Nuclear Going Nuclear Nukes are launched at random throughout the map.

Details

Detailed Mutator Information

Nukes get deployed every 2 seconds (with a marker appearing on the ground) and will always be at least 25 units away from your main and at least 15 units for any resource patch.

Nukes deal a base damage of 750 (950 vs structures) within range 4, 50% of base damage within range 6, and 25% of base damage within range 8 of the center of the nuke.

Commander-specific Tips

  • Nova: Nova's Tactical Airlift can be used to save units from a nuke, before dropping them back down in the same location.
  • Tychus: Tychus' Medivac Platforms can be used to save units from a nuke, before dropping them back down in the same location.
Yes
Hardened Will Hardened Will Enemy Heroic units reduce all incoming damage to a maximum of 10 when any non-heroic enemy unit is near them.

Details

Detailed Mutator Information

Hardened Will checks a distance of 6 units around a Heroic unit's area. If there are any non-heroic units in that area, Hardnened Will gets applied.

Commander-specific Tips

None

Yes
Heroes From the Storm Heroes From the Storm Every attack wave will be led by Heroes of increasing power.

Details

Detailed Mutator Information

Heroes will be added to attack waves as the mission goes on. Information on the available heroes is shown below:

Hero HP (Shields) Abilities Passives Picture
Artanis 2000 (2000) Lightning Dash, Astral Wind Resurgence: Grants Artanis invulnerability for 3 seconds upon taking lethal damage, preventing death and replenishing his Shields and Life. Also releases a large blast of energy that knocks back and deals 100 damage to all nearby enemies. This effect cannot occur more than once every 60 seconds. Heroes From the Storm Artanis
Dehaka 1500 Drag, Generate Spawns, Mend - Heroes From the Storm Dehaka
Karax 750 (750) Phase Cannon, Reclamation, Warp in Khaydarin Monolith Master Phase-smith: Karax generates a power field similar to a Pylon. Structures within the power field gain 100% attack speed and 900% production speed. Heroes From the Storm Karax
Kerrigan 5000 Apocalylse, Leaping Strike, Psionic Shift - Heroes From the Storm Kerrigan
Nova 2250 Nuke, Snipe - Heroes From the Storm Nova
Raynor 1000 Penetrator Round - Heroes From the Storm Raynor
Tychus 1000 Toss Shredder Grenade Hail of Lead: Tychus' Chaingun deals splash damage in a small area around the target. Heroes From the Storm Tychus
Zagara 2250 Baneling Barrage, Spawn Hunter Killers, Mass Frenzy, Infested Drop - Heroes From the Storm Zagara
Zeratul 2000 (2000) Blink, Shadow Blade, Void Armor Permanently Cloaked: Zeratul is permanently cloaked. Heroes From the Storm Zeratul

The heroes will spawn in attack waves in the following pattern:

Wave Heroes
1 Raynor
2 Dehaka
Tychus
3 Karax
Nova
4 Zagara
Zeratul
5 Artanis
Kerrigan
6+ Dehaka or Raynor or Tychus
Karax or Nova or Zagara
Artanis or Kerrigan or Zeratul

Commander-specific Tips

None

No
Inspiration Inspiration Enemy Heroic units increase the attack speed and armor of all enemies within a small range.

Details

Detailed Mutator Information

Inspiration grants an increase of 25% attack speed and 3 armor to all units within 5 range of a Heroic unit.

Commander-specific Tips

None

Yes
Just Die Just Die Enemy units are automatically revived upon death.

Details

Detailed Mutator Information

A unit that has just died and is being revived by the mutator is stunned (cannot move, attack or use skills) and invulnerable for 1 second.

Objectives and bonus objectives that are non-structures will have Just Die! applied, so they will respawn once after killed.

Commander-specific Tips

None

Yes
Kill Bots Kill Bots Waves of bots attack players and are invulnerable to damage until they have killed a set amount of units.

Details

Detailed Mutator Information

The bots will spawn from any enemy building. If you clear all enemy buildings on the map, the bots will stop spawning.

There are three types of Kill Bots that will spawn, as follows:

Bot Kills Required Picture
Murder Bot 5 Murder Bot
Death Bot 10 Death Bot
Kill Bot 15 Kill Bot

The spawn timings of the Kill Bots are as follows:

Time Bot Type Bots Spawned
3:35 Murder Bot 1
5:05 Murder Bot 1
6:35 Murder Bot 1
8:05 Murder Bot 2
9:35 Murder Bot 2
10:45 Death Bot 2
11:55 Death Bot 2
13:05 Death Bot 2
14:15 Death Bot 3
15:25 Death Bot 3
16:35 Death Bot 3
17:45 Death Bot 3
18:55 Death Bot 3
20:05 Kill Bot 2
21:05 Kill Bot 3
22:05 Kill Bot 3
23:05 Kill Bot 3
24:05 Kill Bot 3
25:05 Kill Bot 4

After the 25:05 spawn, 4 Kill Bots will appear every 60 seconds.

Bots will attack Aurana's transport on Malwarfare.

Commander-specific Tips

  • Abathur: Toxic Nests can damage and even destroy Kill Bots. Kill Bots have 1000 HP, so you will need to calculate your Toxic Nest count accordingly.
Yes
Laser Drill Laser Drill An enemy Drakken laser drill constantly attacks player units within enemy vision.

Details

Detailed Mutator Information

The drill does damage in three separate phases, depending on the time it is left attacking a certain unit, as shown below:

Attack Time Damage
0-15 seconds 2/0.1 seconds
15-30 seconds 4/0.1 seconds
30+ seconds 6/0.1 seconds

The drill can be destroyed if players are able to reach it. It has 1000HP, 2000 Shields and 2 armor. However, it will go into repair mode and will take 120 seconds before it starts attacking again.

The spawn points of the Laser Drill are shown below:

Mission Spawn Point
Chain of Ascension Chain of Ascension Laser Drill Spawn Location
Cradle of Death Cradle of Death Laser Drill Spawn Location
Dead of Night Dead of Night Laser Drill Spawn Location
Lock & Load Lock & Load Laser Drill Spawn Location
Malwarfare Malwarfare Laser Drill Spawn Location
Miner Evacuation Miner Evacuation Laser Drill Spawn Location
Mist Opportunities Mist Opportunities Laser Drill Spawn Location
Oblivion Express Dead of Night Laser Drill Spawn Location
Part & Parcel Part & Parcel Laser Drill Spawn Location
Rifts to Korhal Rifts to Korhal Laser Drill Spawn Location
Scythe of Amon Scythe of Amon Laser Drill Spawn Location
Temple of the Past Temple of the Past Laser Drill Spawn Location
The Vermillion Problem The Vermillion Problem Laser Drill Spawn Location
Void Launch Scythe of Amon Laser Drill Spawn Location
Void Thrashing Void Thrashing Laser Drill Spawn Location

Commander-specific Tips

None

Yes
Lava Burst Lava Burst Lava periodically bursts from the ground at random locations and deals damage to player air and ground units.

Details

Detailed Mutator Information

Lava Bursts appear every 0.5 seconds and will always be at least 25 units away from your main and at least 10 units for any resource patch. Lava Bursts will also not appear directly underneath your structures.

However, note that due to how the mutator is programmed, expansions on Part & Parcel and The Vermillion Problem are not safe.

Lava Bursts will be marked on the terrain. These markings will last for 4 seconds before they start dealing damage. Lava Bursts deal 5 damage per 0.125 seconds (40 DPS) to non-heroic units. The damage phase of the Lava Bursts lasts 16 seconds

Lava Burst damage to Heroic units is based on the unit's maximum HP. This is summarized in the table below:

Unit HP Total DPS
100 24
150 36
200 48
250 60
300 72
400 128
500 120
600 144
800 192
1000 240
1500 360
2000 480

Commander-specific Tips

None

Yes
Life Leech Life Leech Enemy units steal life or shields whenever they do damage.

Details

Detailed Mutator Information

Life Leech heals Amon's units for 100% of the damage they do against player units.

Commander-specific Tips

None

Yes
Long Range Long Range Enemy units and structures have increased weapon and vision range.

Details

Detailed Mutator Information

All enemies get +3 to their ranged weapon range and sight range.

Commander-specific Tips

None

Yes
Lucky Envelopes Lucky Envelopes Festive envelopes containing resource pickups are dropped at random throughout the map.

Details

Detailed Mutator Information

Envelopes either contain 50 gas or 50 minerals for both players and need to be picked up.

During the first 3:00, all envelopes will spawn within 30 range of player bases every 7 seconds. After that, envelopes can spawn anywhere on the map every 5.4 seconds.

Commander-specific Tips

None

No
Mag-nificent Mag-nificent Mag Mines are deployed throughout the map at the start of the mission.

Details

Detailed Mutator Information

At the start of the game, 200 Mag-mines are placed randomly throughout the map. Mag-mines cannot be placed within 30 range of player start locations or within 5 range of resource patches.

The mines will deal 250 damage, after a 2.5-second trigger delay, allowing you to dodge them easily.

Additionally, there are some other map-specific limitations:

  • Chain of Ascension: Mag-mines will not be placed within 15 range of Ji'Nara.
  • Lock & Load: Mag-mines will not be placed within 8 range of the Celestial Locks.

Commander-specific Tips

None

No
Micro Transactions Micro Transactions Giving commands to your units costs resources based on the unit's cost.

Details

Detailed Mutator Information

Hero units, top bar abilities and Tychus outlaws all cost 10 minerals and 5 gas to issue commands to. The cost of issue a command to a regular unit depends on its actual unit cost and supply cost. For gasless units, the cost is 2 x its supply in minerals. For gas units, it's 1 x its supply in gas and minerals. Note that if you do not have the resources, issuing orders is free.

Costs will only be applied if commands are issued to a unit. Therefore, units following another unit will only incur the initial cost to set them on follow. When that unit moves, no costs will be charged for all units following that unit.

Commander-specific Tips

None

Yes
Mine Sweeper Mine Sweeper Groups of Widow Mines and Spider Mines are buried throughout the battlefield.

Details

Detailed Mutator Information

At the start of the game, a total of 25 patches of Widow Mines and Spider Mines will be created. Each patch will contain 5 Widow Mines and 7 Spider Mines. The patches cannot be placed within 30 range of player start locations or within 5 range of resource patches or within 8 range of each other.

Widow Mines deal direct target damage 250 (+35 vs shields) and splash damage of 80 (+40 vs shields).

Spider Mines deal a base damage of 250 within range 1.7, 50% of base damage within range 2.25, and 25% of base damage within range 3.

Additionally, there are some other map-specific limitations:

  • Chain of Ascension: Patches will not be placed within 15 range of Ji'Nara.
  • Lock & Load: Mag-mines will not be placed within 8 range of the Celestial Locks.

The below image shows an example of a field generated by the mutator. Remember that you will need detection to clear the mines.

Minesweeper Field

Commander-specific Tips

None

No
Mineral Shields Mineral Shields Mineral clusters at player bases are periodically encased in a shield which must be destroyed for gathering to continue.

Details

Detailed Mutator Information

The first set of mineral shields will appear at 2:40. Following mineral shields will appear every 2:00. Each mineral shield has a 15% chance of getting shielded. This percentage goes up by 5% for every round of Mineral Shields.

Each Mineral shield has 50HP and lasts for 60 seconds. Mineral shields do not get auto-targeted, so you will need to manually target them to destroy them.

Commander-specific Tips

None

Yes
Missile Command Missile Command Endless missile bombardments target your structures and must be shot down throughout the mission.

Details

Detailed Mutator Information

Missiles get launched from the sides of the map. The spawning of the missiles cannot be stopped, but the missiles can be destroyed. There are different types of missiles that will appear. These are shown in the table below:

Missile HP Damage Description Picture
Standard 10 100 This is the standard missile and most commonly-spawned missile. Standard Missile
Point Defense Missile 15 - This travels alongside a missile and will stop when it reaches the target building. It starts with 200 energy and shoots down any projectiles. Each projectile shot drains 10 energy. Point Defense Missile
Splitter Missile 20 175 When destroyed, this will split into two smaller missiles. Splitter Missile
Splitter Missile Child 5 75 Cannot be destroyed. Splitter Missile Child
Nuke 100 300 (500 vs Structures) Accompanied by 5 PDM's. Nukes can only be deployed once every 60 seconds.
Damage dealt depends on distance from center of hit:
100% within 4 range
50% within 6 range
25% within 8 range
Nuke Missile

Depending on the mission time, the spawn rate for the missiles is different as shown in the table below, as well as the percentages for each of the missiles. Note that 2 missiles are fired every spawn cycle, one for each player.

Mission Time Spawn Rate Standard % Standard + PDM % Splitter % Nuke + 5 PDM's %
0:00-5:00 15 seconds 100% 0% 0% 0%
5:00-10:00 5 seconds 90% 10% 0% 0%
10:00-15:00 2 seconds 60% 20% 20% 0%
15:00+ 1 second 40% 20% 30% 10%

Commander-specific Tips

None

Yes
Moment of Silence Moment of Silence When a Heroic enemy dies, all player units around it will reflect on their transgressions, leaving them temporarily unable to attack or use abilities.

Details

Detailed Mutator Information

Moment of Silence is cast within 8 range of the dead Hybrid. It has a 12-second duration.

If the hybrid is a Hybrid Nemesis, there is a 2-second delay before the effect is applied. Otherwise, there is a 1-second delay.

Commander-specific Tips

None

Yes
Mutually Assured Destruction Mutually Assured Destruction Enemy Hybrid units detonate a Nuke upon death.

Details

Detailed Mutator Information

All hybrids detonate a nuke. There is a 2-second delay before a nuke detonates if the dead hybrid is a Hybrid Nemesis or a Meobius Hybrid A from Part & Parcel, 1-second delay otherwise.

If the hybrid is a Hybrid destroyer, it detonates a small nuke. All other hybrids detonate a large nuke. Nukes deal a base damage of 750 (950 vs structures) within radius #1, 50% of base damage within radius #2, and 25% of base damage within radius #3 as shown in the table below:

Nuke Type Radius #1 Radius #2 Radius #3 Example
Small 2 2.5 3 Range of a Small Nuke
Normal 4 6 8 Range of a Normal Nuke

Commander-specific Tips

None

Yes
Naughty List Naughty List Player units and structures take increased damage for each enemy they've killed.

Details

Detailed Mutator Information

Each kill adds a damage stack that increases the damage dealt to the unit by a certain amount. The amount of damage increase is based on the number of kills a unit as, as shown in the following table:

Kills Damage Per Stack
1-4 1%
5-14 4%
15-150 6%

When a Hero unit dies, the debuff is not applied until the hero makes a kill, after which the debuff will be applied based on its kill count throughout the entire game.

Commander-specific Tips

None

No
Orbital Strike Orbital Strike Enemy Orbital Strikes are periodically fired throughout the map.

Details

Detailed Mutator Information

Orbital Strikes will be cast every 1:20 seconds from the start of the game. They will be at least 30 units away from your main and at least 15 units for any resource patch. Additonally, they will also not be cast if there are less than 5 viable targets.

The number of targets is dependent on the mission time, as shown in the table below:

Mission Time Targets
0:00-5:00 10
5:00-8:20 3
8:20-11:40 4
11:40-16:40 8
16:40+ 10

Orbital Strike will fire in two volleys. Each volley has three shots per target, dealing damage of 50 (100 vs armored).

Commander-specific Tips

None

Yes
Outbreak Outbreak Continuous waves of the infested horde march against the commanders' bases.

Details

Detailed Mutator Information

Infested will start spawning from enemy structures starting at 2:00. If you clear all enemy structures, the infested will stop spawning.

Infested spawn in random quantities per wave, each wave occurring every 25 seconds. Before 13:20, between 2 to 4 infested will spawn per wave. After that, 4 to 6 infestd will spawn per wave.

The type of infested that spawn is dependent on the mission time, as shown in the table below:

Mission Time Infested
0:00-6:20 Infested Terran
6:20-20:00 Infested Marine
20:00+ Aberration

Additionally, after 15:00, an Infested Medic will spawn with every spawn of the infested wave.

Commander-specific Tips

None

Yes
Photon Overload Photon Overload All enemy structures attack nearby hostile units.

Details

Detailed Mutator Information

It gets cast on any structure that takes damage (shield or life). Deals 20 damage to a single unit within 10 range every 1.25 seconds and lasts for 15 seconds.

Commander-specific Tips

None

Yes
Polarity Polarity Each enemy unit is immune to either your units or your ally's units.

Details

Detailed Mutator Information

Applies to both, units and structures. Units do not take damage, but can be debuffed.

Commander-specific Tips

None

Yes
Power Overwhelming Power Overwhelming All enemy units have energy and use random abilities.

Details

Detailed Mutator Information

At the start of the game, all units start with 50 energy and have an energy regeneration rate of 0.5625. They have a maximum energy of 200. The skills and the energy bar are lost when the unit ownership changes (Mind Control, Domination, etc.).

While these units have an energy bar and use it for casts, they draw from a total energy pool for each player. Once this pool is depleted, no skills will be cast, even if the unit has energy. Additionally, if the unit does not have energy, it will not cast a skill, even if the pool has enough energy.

Depending on the mission time, skills will only be cast once the minimum energy level has been reached. Skills cast are random, but it means there is a chance of higher energy skills being cast as the game progresses. Additionally, there is a regeneration rate, and a maximum energy in the pool. This is shown in the table below:

Mission Time Minimum Energy Maximum Energy Regeneration Rate (per second)
0:00-5:00 80 90 1
5:00-8:00 80 110 4
8:00-10:00 80 140 6
10:00+ 150 290 10

The list of abilities and other information is listed below:

Ability Energy Cost Range Other Notes
Abduct 20 9 -
Defensive Matrix 20 6 Only used against structures
Disruption Web 40 9 Only used against structures with attack.
10% chance of being used.
Fungal Growth 45 10 -
Graviton Beam 20 4 Only cast on Heroic or Massiveu nits.
Guardian Shield 20 10 Only used against structures
Irradiate 45 9 Only gets used against biological units.
Point Defense Drone 20 9 Only used against structures
Psi Orb 40 10 -
Psionic Storm 40 9 -
Seeker Missile 20 10 -
Time Warp 30 9 -
Vortex 150 9 -

Commander-specific Tips

  • Dehaka: Even though units have Psionic abilities, they do not gain the Psionic tag, so devouring them with Dehaka does not cause area of effect damage.
  • Vorazun: Due to Power Overwhelming being a map-wide effect, rather than a unit-based one, Time Stop does not prevent skills from being cast.
Yes
Propagators Propagators Reality warping sludges are crawling towards you. Anything they touch is turned into a copy of the sludge.

Details

Detailed Mutator Information

Propagators spawn from enemy buildings, so all-clearing a mission will stop them from spawning.

They have 450 HP with 0 armor, are Heroic units and detectors and can attack both, air and ground units within 1 range.

Below is an image of a Propagator.

Propagator

Propagators spawn in waves at different times throughout the mission, as shown in the table below:

Mission Time Number spawned
3:30 1
4:50 1
6:10 1
7:30 1
8:50 1
9:55 1
11:00 1
12:05 2
13:10 2
14:15 2
15:15 2
16:15 2
17:15 2
18:15 2
19:15 4
20:15 4

After 20:15, Propagators will spawn every 50 seconds in spawns of 4. At 23:35, the spawn will contain 5 Propagators onwards.

Commander-specific Tips

None

Yes
Purifier Beam Purifier Beam An enemy Purifier Beam moves across the map toward nearby player units.

Details

Detailed Mutator Information

The Purifier Beam cannot be destroyed. It does a base damage of 10 every 0.25 seconds within 1 radius, 50% of the base damage within 2.2 radius, and 10% of the base damage within 2.8 radius.

Purifier Beams will always stay least 20 units away from resource patches.

An additional beam will spawn at 10:00 and another one at 20:00. Purifier Beams will always spawn at least 80 units away from Player bases.

Commander-specific Tips

None

Yes
Random Random A mutation is randomly assigned.

Details

Detailed Mutator Information

Picks a random mutator that is available in the Custom Mutations mode.

Commander-specific Tips

None

Yes
Scorched Earth Scorched Earth Enemy units set the terrain on fire upon death.

Details

Detailed Mutator Information

There are three sizes of scorching areas of effect. This depends on the supply cost of the unit used. This is with exception to the Xel'Naga Construct on Temple of the Past, which spawns a large circle. Details of scorching areas are shown below:

Supply Cost Scorching Damage Radius Time on Ground (seconds)
0-1 Small 7 per 0.5 seconds 0.25 15
2-4 Normal 7 per 0.5 seconds 0.5 30
4+ Large 7 per 0.5 seconds 1.5 60

Commander-specific Tips

None

Yes
Self Destruction Self Destruction Enemy units explode and deal damage to friendly player units upon death.

Details

Detailed Mutator Information

All enemy units explode, dealing damage to player units. The explosion occurs after a 1.75 second delay and deals 20 damage in a 1.5 radius. For units with supply cost 3 or more, the explosion repeats at [supply cost + 1] times.

Commander-specific Tips

None

Yes
Sharing is Caring Sharing is Caring Supply is shared between you and your partner, and units from both armies contribute to your combined supply cap.

Details

Detailed Mutator Information

Supply is shared and the maximum supply is the sum of each commander's individual maximum supply. For example, Zagara will contribute 100 supply to the maximum, and Artanis will contribute 200 supply to the maximum.

Commander-specific Tips

None

No
Shortsighted Shortsighted Player units and structures have reduced vision range.

Details

Detailed Mutator Information

Reduces all player units sight range by 60%, down to a minimum of 1 range.

Commander-specific Tips

None

Yes
Slim Pickings Slim Pickings Player worker units gather resources at a reduced rate, but resource pickups spawn throughout the map.

Details

Detailed Mutator Information

All mineral patches contain a maximum of 1500 minerals per patch. Automated refineries, assimilators, MULEs and workers will all harvest 1 resource per tick/trip.

Resource pickups spawn every 5.4 seconds before the 3-minute mark, after which they will spawn every 7 seconds. Each pickup contains either 50 minerals or 50 gas. A spawn will either contain two mineral pickups, or 1 mineral pickup and 1 gas pickup.

Every other spawn, a pickup will spawn anywhere on map, while the other will only spawn within 30 range of the starting location. This only occurs before the 3-miute mark, after which pickups will never be limited to spawning at the starting location.

Commander-specific Tips

None

Yes
Speed Freaks Speed Freaks The enemy moves faster than any unit a player has at their disposal.

Details

Detailed Mutator Information

All enemy units have a movement speed of 5.5.

Commander-specific Tips

None

Yes
Temporal Field Temporal Field Enemy Temporal Fields are periodically deployed throughout the map.

Details

Detailed Mutator Information

Temporal Fields scale time to 1% of the normal speed, reducing attack speed, movement speed and structure build time in their area of effect. Heroic units' movement speed and attack speed are slowed to 50%. They spawn every 3 seconds and there is a 1 second delay before a Temporal field becomes active. Each field lasts for 20 seconds.

Temporal Fields will always be at least 30 units away from the starting locations as well as at least 4 units away from mineral patches.

However, note that due to how the mutator is programmed, expansions on Part & Parcel and The Vermillion Problem are not safe.

Commander-specific Tips

None

Yes
Time Warp Time Warp Enemy Time Warps are periodically deployed throughout the map.

Details

Detailed Mutator Information

Time Warps scale time to 33% of the normal speed, reducing attack speed, movement speed and structure build time in their area of effect. They spawn every 3 seconds and there is a 2.5 second delay before a Time Warp becomes active. Each field lasts for 30 seconds.

Time Warps will always be at least 25 units away from the starting locations as well as at least 4 units away from mineral patches.

However, note that due to how the mutator is programmed, expansions on Part & Parcel and The Vermillion Problem are not safe.

Commander-specific Tips

None

Yes
Transmutation Transmutation Enemy units have a chance to transform into more powerful units whenever they deal damage.

Details

Detailed Mutator Information

Every time an enemy unit does damage to a player unit, it has a chance to change to a unit of 1 higher supply that it costs. 0 supply units are counted as 1 supply units.

The chance of Transmutation triggering is calculated as a percentage as Damage/2. So, if a unit does 200 damage, it has a 100% chance of triggering Transmutation.

If an enemy unit kills a player unit, it jumps a number of tiers equal to the killed unit's supply. If that unit is a heroic, the killing unit instantly jumps to the max tier.

Tiers are shown below:

Tier Units
1
  • Baneling
  • Marine
  • Zergling
2
  • Hellbat
  • Hellion
  • Reaper
  • Roach
  • Widow Mine
  • Zealot
3
  • Adept
  • Firebat
  • Hydralisk
  • Marauder
  • Sentry
4
  • Dragoon
  • Goliath
  • High Templar
  • Mutalisk
  • Stalker
5
  • Banshee
  • Infestor
  • Phoenix
  • Scout
  • Viking
  • Warhound
6
  • Cyclone
  • Ghost
  • Lurker
  • Oracle
  • Siege Tank
  • Swarm Host
7
  • Archon
  • Disruptor
  • Immortal
  • Liberator
  • Ravager
  • Void Ray
8
  • Battlecruiser
  • Brood Lord
  • Carrier
  • Colossus
  • Reaver
  • Tempest
  • Thor
  • Ultralisk
9
  • Hybrid Destroyer
  • Hybrid Nemesis
  • Hybrid Reaver
  • Loki
10
  • Hybrid Behemoth
  • Hybrid Dominator

Commander-specific Tips

None

Yes
Trick or Treat Trick or Treat Civilians visit your Candy Bowl looking for treats, which are generated by spending minerals. If no treats are available, the civilians randomly transform into enemy units.

Details

Detailed Mutator Information

The Candy Bowl can store a maximum of 50 candy. You have to spend 25 minerals to add 1 candy to the bowl. The candy bowl is shown below:

Candy Bowl

Civilians spawn from random enemy structures. If you destroy all enemy structures on the map, they will stop spawning. These civilians will make their way towards your Candy Bowl.

Civilians spawn every 30 seconds. The number of civilians that spawn depends on the mission time. This is shown below:

Mission Time Civilians Spawned
0:00-6:00 2
6:00-12:00 4
12:00-18:00 5
18:00+ 6

If a Civilian walks up to the bowl which has candy, they will take 1 candy and despawn. If there is no candy in the bowl, they will transform into a unit tier as per the mission time. Tiers match that of the Transmuation mutator (see details in the Transmutation mutator details for more information). Additionally, if they cannot make their way to your bowl, they will transform after 5 minutes.

Mission Time Tier
0:00-2:00 1
2:00-4:00 1-2
4:00-6:00 1-3
6:00-7:00 2-4
7:00-7:30 3-5
7:30-8:00 4-6
8:00-8:30 5-7
8:30-9:00 6-8
9:00-9:30 7-9
9:30+ 8-10

Commander-specific Tips

None

No
Turkey Shoot Turkey Shoot Supply can only be generated by killing turkeys that wander throughout the map. Doing so may anger the turkeys that remain.

Details

Detailed Mutator Information

Players start with 50 supply and will need to kill Turkeys on the map in order to raise the supply cap.

The max supply will be reduced every variable interval. The interval is based on the supply. Supply drops by 1 every 250/[Supply]. So, at 250 supply, you will lose 1 Supply/per second.

If players have more supply than they have available, their units will start taking damage after 3 seconds unless they gather more supply. The player whose units will take damage is the player who is currently using the bigger share of the supply. If they are both using the same supply, a player is randomly picked to take damage. Every second, a random unit from that player will take 20 damage.

Initially, 30 turkeys spawn on the map within 7 and 40 range of the player bases. Every 8 seconds, two turkeys will spawn on the map, at least 20 units away from a player's current camera location.

When a turkey is killed, any turkey within 10 range will target the player. Each turkey provides 2 supply. A turkey is shown below.

Turkey

Turkeys deal 8 damage every 1.5 seconds and have 10 HP and 0 armor.

On Oblivion Express

This mutator occurred on a weekly mutation which was played on Oblivion Express called "Fowl Play". When trains are destroyed, they normally spawn 5 regular turkeys per carriage (either 7 or 13 carriages per train). However, specific train waves would spawn infested turkeys. The details are shown below:

Train Wave Infested Turkeys Per Carriage Total Spawned
3 3 39
5 4 52

Infested Turkeys do not generate supply when killed. An infested turkey is shown below:

Infested Turkey

Infested Turkeys deal 0 damage (70 vs structures) every 2 seconds and have 150 HP and 1 armor.

When the 6th train wave is destroyed, the Turking will spawn. The Turking is shown below:

Turking

The Turking deal 250 damage (500 vs structures) every 2 seconds and has 6000 HP and 3 armor. It has an ability "Terrifying Gobble" with a 30-second cooldown that fear all player units within 11 range.

Commander-specific Tips

None

No
Twister Twister Tornadoes move across the map, damaging and knocking back player units in their path.

Details

Detailed Mutator Information

The total number of Twisters on the map is based on the map size. It is the (width + height)/19. Each Twister does 25 damage and knocks all units back.

Twisters will always be at least 25 units away from the starting locations as well as at least 5 units away from mineral patches.

Twisters do not knock back trucks on Cradle of Death. Instead, they deal their damage continuosly, and can destroy the truck within seconds.

Commander-specific Tips

None

Yes
Vertigo Vertigo Your camera randomly changes positions.

Details

Detailed Mutator Information

Every 20 seconds, your camera will change position.

Commander-specific Tips

None

Yes
Void Reanimators Void Reanimators Void Reanimators wander the battlefield, bringing your enemies back to life.

Details

Detailed Mutator Information

Void Reanimators will spawn 10 seconds after the first killed enemy unit from a random enemy building. Following Reanimators will spawn ever 55 seconds. If you destroy all enemy buildings on the map, no reanimators will spawn.

Void Reanimators have 200 HP and 200 Shields. They do not have an attack. There can only be a maximum of 4 Void Reanimators on the map. They only resurrect dead enemy units. Below is an image of a Void Reanimator:

Void Reanimator

Void Reanimators will try to revive the closest dead unit to them. They revive dead units at different speeds, depending on their supply cost. This is detailed below:

Supply Cost Reanimation Time (seconds)
0-1 1.5
2-5 4
6+ 8

Only a total of 500 corpses are stored. When the list fills up, the dead unit will replace a random one on the corpse list if the dead unit has a supply cost of 2 or more.

Commander-specific Tips

None

Yes
Void Rifts Void Rifts Void Rifts periodically appear in random locations and spawn enemy units until destroyed.

Details

Detailed Mutator Information

Void Rifts have 500 HP with 1 armor. They spawn random enemy units as time progresses. An image of a Void Rift is shown below:

Void Rift

Before 8:00, the Void Rifts will only spawn between 30 and 80 range away from the players' starting location. After that, they can spawn anywhere on the map. There are also other limitations as to where they will spawn:

  • They cannon spawn within 10 range of a resource patch.
  • They cannot spawn within 20 range of another Void Rift.
  • There can only be a maximum of 3 enemy units within 10 range of the intended Void Rift Spawn point.

The Void Rift spawn timings and number of rifts are shown below:

Mission Time Number Spawned
2:20 2
3:50 2
5:20 2
6:50 2
8:20 4

At this point, 4 Void Rifts will spawn every 1:30.

There are two particular timings of interest for Void Rifts:

  • Trickle: This is a small trickle of a fixed number of units.
  • Spawn: Spawn waves occur much less frequently but slowly grow in power if the Void Rift is not destroyed.

Trickle

Trickle occurs every 24 seconds in Custom Mutator mode and every 12 seconds in Weekly Mutations. The trickle is randomized every time the Void Rift wants to spawn units. It also depends on which mode is being played. This is detailed below:

Variant Custom Mode Weekly Mutation
1 1 Roach 2 Zerglings
2 1 Marauder 1 Marine
3 1 Zealot 1 Zealot*

*This causes the next trickle to occur after 24 seconds instead of 12 seconds.

Spawn

The first Spawn wave occurs 30 seconds after the Void Rift has spawned. Subsequent waves will spawn in intervals of 90 seconds each. Only certain units can be spawned from the Void Rifts. These are listed below:

  1. Zergling
  2. Baneling
  3. Roach
  4. Hydralisk
  5. Marine
  6. Marauder
  7. Hellion
  8. Adept
  9. Zealot
  10. Stalker
  11. Siege Tank
  12. Immortal
  13. Ravager
  14. Mutalisk
  15. Void Ray
  16. Banshee
  17. High Templar
  18. Raven
  19. Infestor
  20. Hybrid Destroyer

The mission time has a big effect on what can spawn from the Void Rifts. Void Rift spawns are limited by a resource cost. Each spawn will only have a maximum Mineral + Vespene cost, as detailed below:

Mission Time Resource Cost
0:00-8:20 300
8:20-20:00 600
20:00+ 1050

The mission time also determines what units can spawn. Notice how the list provided earlier is numbered. Void Rifts can only spawn the following units (based on their index) depending on the mission time:

Mission Time Possible Spawns
0:00-10:00 1-10
10:00-16:40 1-16
16:40+ 1-20

Commander-specific Tips

  • Abathur: Units spawned from the Void Rifts do not drop Biomass.
  • Dehaka: Units spawned from the Void Rifts do not drop Essence.
Yes
Walking Infested Walking Infested Every enemy unit that commanders destroy will spawn infested terrans. The more life a unit has, the more infested will rise from it's corpse.

Details

Detailed Mutator Information

The number of Infested Terrans that spawn is equal to the unit's supply cost. If the unit costs no supply, 1 Infested Terran is spawned. Note that Hybrids take up 8 supply.

Commander-specific Tips

  • Abathur: Infested Terrans do not drop Biomass.
  • Dehaka: Infested Terrans do not drop Essence.
Yes
We Move Unseen We Move Unseen All enemy units are permanently cloaked.

Details

Detailed Mutator Information

All non-structure units are cloaked, including map objectives.

Commander-specific Tips

None

Yes