Mutator: Missile Command

Endless missile bombardments target your structures and must be shot down throughout the mission.
| Difficulty points | 3 |
|---|---|
| Available in custom | Yes |
| Rollable in Chaos Studios | Yes |
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. | ![]() |
| 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. | ![]() |
| Splitter Missile | 20 | 175 | When destroyed, this will split into two smaller missiles. | ![]() |
| Splitter Missile Child | 5 | 75 | Spawned from a Splitter Missile. | ![]() |
| 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 |
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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% |
Point Defense Missiles shoot down all Projectile attacks until they run out of energy, but they be shot down/bypassed by Hitscan attacks. The video below explains the difference between the two attack types:
Another option would be to simply overwhelm the Point Defense Missiles. Point Defense Missiles will lose energy quickly and cannot shoot down all projectiles if many are being fired at them at the same time.
Commander-specific Tips
- Artanis: High Templars/High Archons can feedback the Point Defense Missiles.
- Kerrigan: Desolate Queen Kerrigan's Kinetic Blast is blocked by Point Defense Missiles and Point Defense Drones.
- Stetmann: Super Gary's auto-attack cannot be shot down by Point Defense Missiles and Point Defense Drones.
- Vorazun: Time Stop does not affect Missile Command timings.
- Zeratul: Tesseract Monoliths can stun Point Defense Missiles, allowing projectile attacks to connect with their targets.
Mutator Interactions
| Missiles do not appear on the minimap. | |
| Missiles do not spawn Broodlings when destroyed. | |
| Missiles do not give out Avenger stacks when destroyed. | |
| Missiles get the Barrier buff. | |
| Missiles cannot carry Plague. | |
| Missiles apply the Concussive Attacks debuff. | |
| Missiles do not appear on the minimap. | |
| Missiles do not get the Evasive Maneuvers buff. | |
| Missiles do not trigger Fatal Attraction when destroyed. | |
| Missiles do not launch Fireworks when they are destroyed. | |
| Missiles can capture gifts. | |
| Missiles cause Hardened Will to activate. | |
| Missiles respawn when destroyed. | |
| Missiles do not provide vision for the Laser Drill. | |
| Missile kills do not increase the Naughty List count. | |
| Missiles have Polarity applied to them. | |
| Point Defense Missiles can cast abilities. | |
| Missiles set the ground on fire when they are destroyed. | |
| Missiles create an explosion when destroyed. | |
| Missiles do not move faster with Speed Freaks. | |
| Void Reanimators cannot resurrect Missiles. | |
| Missiles do not spawn Infested when they land on their target. Missiles spawn Infested when destroyed by players. | |
| Missiles are cloaked. |




