recursal/Fanatic-Fandom huggingface dataset:
Talents

With Talent Points (TP) you can buy permanent upgrades, called talents. There is a Talents button at the top left of the skill buttons panel while playing the game. It opens the list of available talents. Here you can add and remove levels. There are four talents which don't let you remove levels. For the others, removing levels refunds the points you have invested, so feel free to shift them around. The Prestige talent only becomes available when all other talents (except for the Mastery talent) are maxxed.

## Sources of Talent Points

The sources for TP are the two corner bosses, quests, crystals, normal bosses, the temple, the difficulty reward and reaching boss rounds.

By far the best source of talent points are the bosses in the bottom corners of the map, the brewmaster and the dragon. When you first kill them, they give only 4 TP each, but that reward goes up by 4 TP while the game lasts. Kill them 25 times each, and the last kill alone will have given you 100 TP. The reward is capped at 160 TP per kill. They respawn after 5 minutes.

There are several Side Quests, one of which may randomly occur per game. The best seems to be the starfall quest, which gives about 1850 TP if you can keep the enhancing artifact alive for almost three hours.

There is a crystal hidden somewhere on the map. If you collect it (just touch it to do so), it turns into 10 TP. Only the player touching it gets the reward. A new crystal may appear every so often to replace a collected crystal.

The Ancient Shrine in the upper right corner of the map can probably give you a TP reward.

Killing a boss gives 1 TP, killing the Twins gives 2. Killing later bosses also lets you pick TP for a reward.

The Difficulty you had selected when you started the game determins how many rounds you have to complete to receive a special reward of TP and bonus kills. On easy, it is 13 TP upon reaching round 50. On normal, it is 30 TP upon reaching round 60, etc.

Finally, you receive talent points when so-called boss waves spawn. Every fifth round is a boss round. The table below lists the round numbers and rewards. Boss rounds above round 100 give almost no TP, usually 0, sometimes 1.
Talent: Starting Minerals

## Properties

***Starting Minerals** increments by 50 points and costs 200 Talent points.*

*Each point of **Starting Minerals*** *increases the amount of Minerals you start with by 1.*

## Use

As the description states, each point of Starting Minerals increases the amount of minerals you start with by 1, up to 5000 starting minerals. It does, however, only apply the next game and, for obvious anti-abuse reasons, cannot be removed once applied.

The Starting Minerals is an expensive yet powerful talent that effectively increase the speed at which you upgrade your hero at the start of the game. The advantage being that you take advance over monsters and are vulnerable due to weakness a lowered amount of time.
Characters

Currently in game there are 48 playable characters (not counting Evolutions), with 44 being unlockable in game and 4 unlocked with paying, scattered among 8 classes, which are: Assassin, Assault, Tank, Support, Engineer, Specialist and Combo. Every hero except the 7 starting ones has a requirement (in most cases max wave and amount of kills on a specific class, but there are exceptions) that you need to fulfill to play them, here are all of them with their requirements listed.

## Assault Class

* T1 : Marine : Free
* T2 : Void Ray : 20,000 kills
* T3 : Goliath : 75,000 kills
* T4 : Viking : 130,00 kills
* T5 : Carrier : 365,000 kills
* T6 : Battlecruiser : 825,000 kills

## Assassin Class

* T1 : Ghost : Free
* T2 : Spectre : 20,000 kills
* T3 : Dark Templar : 82,000 kills
* T4 : Wraith : 161,000 kills
* T5 : Tempest : 386,000 kills
* T6 : Sesselia : 1,000,000 kills

## Splash Class

* T1 : Vulture : Free
* T2 : Archon : 25,000 kills
* T3 : Hellion : 78,000 kills
* T4 : Siege Tank : 157,000 kills
* T5 : Reaver : 375,000 kills
* T6 : Colossus : 750,000 kills

## Specialist Class

* T1 : Stalker : Free
* T2 : Diamondback : 41,000 kills
* T3 : Scout : 123,000 kills
* T4 : Cyclone : 221,000 kills
* T5 : Mothership : 525,000 kills
* T6 : Banshee : 1,250,y
* 000 kills

## Support Class

* T1 : Medic : Free
* T2 : Sentry : 10,000 kills
* T3 : High Templar : 56,000 kills
* T4 : Adept : 142,000 kills
* T5 : Raven : 333,333 kills
* T6 : ?????

## Tank Class

* T1 : Zealot : Free
* T2 : Predator : 20,000 kills
* T3 : Immortal : 60,000 kills
* T4 : Firebat : 123,000 kills
* T5 : Thor : 311,000 kills
* T6 : Hybrid : 1,000,000 kills

## Engineer Class

* T1 : SCV : Free
* T2 : tHe dUdE : 20,000 kills
* T3 : HERC : 67,000 kills
* T4 : Marauder : 145,000 kills
* T5 : Corsair : 399,999 kills
* T6 : ??

## Combo Class

* T1 : Reaper : 20,000 Assassin kills / 25,000 Splash kills
* T2 : Oracle : 60,000 Specialist kills / 75,000 Splash kills
* T3 : ?????
* T4 : Dark Mage : 315,000 Splash kills / 225,000 Specialist kills / 435,000 Support kills
* T5 : Hydralisk : 500,000 kills in every classes, win all challenges
* T6 : Warp prism : 1,000,000 kills in every class, win all challenges

## Unreleased

The heroes listed below have been scrapped or are still in development.

* Razor
Status & States

## Cauterize

Cauterize status is a special effect that suppress its host's health regeneration.

### Functionning

Whenever applied, Cauterize multiply the host health regeneration by 0, effectively negating it.

It is an effect that also deal damage over time with variations of duration and damage depending on who applied it

Cauterize from different sources can stack on each other to apply their damage, they do not stack their durations.

Cauterized enemies appear with a on-fire effect, and some Cauterize sources also produce a visible flame on marked enemies

Cauterize is found as an effect of abilities or attacks

### Occurences

Below are listed every Cauterize applying effects

Effects (friendlies)

* Evolved Zealot's **Burning Blades** passive apply Cauterize every attacks
* The dUde's Devilish Turrets **Intense Burn** passive apply Cauterize every attacks
* Oracle's **Explosive Core** apply Cauterize to enemies hit by its detonation

## Detector

The detector status allows the detector unit to reveal cloaked or burrowed units to his allies and itself.

### Functionning

Detector works as a circle of a given range around the host in which any given cloaked or burrowed units coming in its vicinity appear to every friendlies on the map.

Detecting can be found as a natural passive or as an effect of an ability

### Occurences

Below are listed every detecting capable units and effects

Units (friendlies):

* SCV's Hideout (once Field Cameras is researched)
* SCV's Flares (Evolved Mortar Turret ability)
* The dUdE's Sentry Turrets (once Complex Turret Engineering is researched, using Danger Scanner)
* Oracle

Units (enemies):

* Boss - Cockroach
* Boss - Twin Raptors
* Boss - Brutalisk
* Boss - Ravasaur
* Boss - Kingdralisk
* Boss - Fungufestor

Effects (friendlies):

* Oracle's **Poisonous Core** reveals targets affected by its poison for the duration

Effects (enemies):

* Zombie Banshee attacks mark and reveal its target for 1.30 minute

### Special Notes

* Evolved Vulture's **Thunder Mines** can activate if a cloaked or burrowed enemy is in range without needing to see it
* Oracle's **Cores** are able to detonate if a cloaked or burrowed enemy is in triggering range without needing to see it
* Prophets Backlash Fields can send their projectile to a cloaked or burrowed unit even if it is not detected

## Feared

Feared status is a special effect causing the host to move uncontrollably.

### Functionning

Whenever applied, Feared blocks the ability to execute orders and force the host into moving erratically usually leashed around the point where the effect was applied.

Passive responses such as Shield or Block will still function but no abilities can be cast.

Fear producing effects use a common unique sound and a red skull marker.

### Occurences

Spectre, using the ability **Fear Inducement**, is currently the only unit able to cause the Feared status.
Talent: Damage

## Properties

*1 **Damage** point costs 100 Talent points.*

*Each point of **Damage** increases damage dealt by 1%.*

## Use

As the description states, each point of Damage increases all damage dealt by any source, except %health damage, up to a 100% increase.

The Damage talent is often among the first Talents maximized by players due to the general benefit it has.
Farmer Dan

## THE MOST GLORIOUS FARMER DAN:

He who stands atop the highest mountain.

He who brings forth the light of a new Dan.

He who quells the pests wishing to harm those under his care.

He who knows no bounds to his power.

Farmer Dan is a Donation Hero that was commissioned by a member of the community to be their Custom Hero. However, Farmer Dan's power cannot be handled by one mere mortal, and so, a deal with the Heavens was made.

Farmer Dan would become available to all who worship his might.

Farmer Dan is an Engineer, and the greatest innovator to agriculture the world has ever known. His model is that of a Warcraft 3 Human peasant, and he builds defenses to rebuff all who would dare oppose him, including a barracks to hire farmhands to help quell those pesky bugs in his fields.

Alas, Farmer Dan is not yet available. Join the discord community to get updates on when you can expect to get your hands on the man, Farmer Dan.

For future gameplay of Farmer Dan, visit: https://www.youtube.com/c/YetazerharaGaming , A chad of renown that plays and features quite a few of our characters.
Marine

Marine

Marine is the introductory Assault class hero. It excels at clearing large numbers of weak monsters and can kite around the map to deal with larger threats.

#### Abilities

##### Stimpack

The iconic marine skill, Stimpack increases the Marine's movement speed at the cost of health. This enables it to maintain distance with more troublesome enemies like the Queen or Ultralisk to run and gun them down.

##### Rock Toss

A handy tool since days of old, sometimes all you need is a good rock to the head to disorient your opponent. The Marine has a good throwing arm as it deals 300 damage and stuns the target for 3 seconds allowing for further damage from its trusty C-14 Gauss rifle. Predominantly used against bosses or other heavy targets, this spell can be a breath of fresh air in an otherwise hectic battlefield.

#### Upgrades

 Attributes
 Stimpack
 Rock Toss
 Total1 | 9,800m/350g

1: Attack and Rock Toss share an upgrade

**Upgrade details:**

*Upgrade Damage*: Increases the Marine's attack damage by 1 and Rock Toss damage by 10 per level. (Initial cost: 10, 30 levels, cost to max: 4,650)

*Upgrade Attack Speed*: Increases the Marine's attack speed by 0.04 per level. (IC: 15, 10 levels, cost to max: 825)

*Upgrade Attack Range*: Increases attack range by 1 per level. (IC: 15, 5 levels, cost to max: 225)

*Upgrade Sight Range*: Increases sight range by 1 per level. (IC: 15, 5 levels, cost to max: 225)

*Upgrade Maximum Health*: Increases max health by 6.5 per level. (IC: 10, 10 levels, cost to max: 550)

*Upgrade Stimpack Speed Bonus*: Increases the speed bonus from Stimpack by 5% per level. (IC: 15, 10 levels, cost to max: 825)

*Research Olympic Rock Thrower*: Increases the stun duration of Rock Toss by 50% (3 -> 4.5). (Costs 2,500m/350g)

### Evolution

Costs: Cost of evolutions#Marine

Stage 0 : Marine :

* base hero

Stage 1 : Private Marine :

* ?

Stage 2 : Corporal Marine :

* +2% Block chance
* +2 starting damage
* +5 maximum health
* +0.25 movement speed

Stage 3 : Sergeant Marine :

* +3% Block chance
* +15% Stimpack damage bonus
* +3 starting damage

Stage 4 : Master Sergeant Marine :

* +1 second stun for rock toss
* +100 damage for rock toss
* +1 sight/attack range
* -1 hp cost to use stimpack

Stage 5 : Sergeant Major Tychus :

* +1 armor
* +20 life
* +0.25 movement speed
* +5 starting damage
* +1 sight/attack range

Stage 6 : Lieutenant Tychus :

* Can hold 3 grenades at once
* -5 second cooldown for Grenade Toss
* +5 life

Stage 7 : Captain Tychus :

* +3% block chance
* +15% increased damage while using stimpack
* +1 hp regenerated/sec
* +5 hp

Stage 8 : Major Tychus :

* +3% block chance
* +5 life
* +0.5 grenade explosion radius
* +2 max grenades at once

Stage 9 : Colonel Raynor :

* New ability: sniper
* +35 life
* +10 starting damage
* +2 sight/attack range

Stage 10 : General Raynor :

* +1 armor
* +4% block chance
* +40% distance on penetration round
* -50% reduced cast time on Railgun
* +200 starting damage on Railgun
* +1 sight/attack range

Last updated: 29 May 2022
Thor solo farming guide

Thor AFK Tank Kills Farm Thor

has many damage reduction source to use, lets make it immortal than Immortal at this guide, i will only cover the minimum requirement

- play some Public or with a friends, both is ok

- play normally, any difficulties is fine but higher difficulties might be hard to setup - keep the rewards from Bounty Bosses, we need some of it later. If you playing Thor at start then its allow to pick reward since this is about Thor

- kills Bounty Bosses until all dead, as always - pick Thor, if you already play Thor then its fine

- max Thor Damage Reduction upgrade for Carbon Fiber?, for minimum requirement of this guide - reach level 7, you need some damage reduction

Level 7 Rewards you with 25% Armor increase, and 25% reduction to all damage you take. Lost on death

- buy Hero buffs 1(old name is Speed Specialties) gas buff, we only need Hero buffs 1 gas buff but let's buy it all for OCD reason

THOR BUFFS -- +1 energy regeneration, Carbon Fiber reduces 15% more damage, +10 second healing station duration, Switch time between thor modes is 3.5 seconds faster.

- pick Bounty Bosses reward, this thing is required Brood Lord's 20% damage reduction boss buff

All damage you take is reduced by 20%

now you should have damage reduction beyond 100%+ Reduction Source List

- 55% damage reduction from Thor's Carbon Fiber? - 15% damage reduction from Hero buffs 1 gas buff for Thor's Carbon Fiber?

- 20% damage reduction from Brood Lord boss reward

- Level 7's 25% damage reduction total damage reduction : 55% + 15% +20% +25% = 115% reduction Guardian and Noxulous shouldn't be able to hurt you now make sure to autocast Healing Station for safety Optional Tools To Use, good to have it for killing

- Brakk's damage nerf boss buff, beware the bug when get Raven's Swirl tho - Dehaka's 50%half HP boss buff - Kraith's Double Damage
Infantry

Infantry is a Challenge Mode in Zombie World: Unity.

Previously, talent points was enabled in this challenge, but that is no longer the case.

Getting the Infantry Achievement is required for evolving Marine, Goliath and Ghost

## The Challenge

In this challenge you are only able to play Marine and Ghost.

### Wave info

* Enemy Damage : 120%
* Enemy Life : 120%
* Enemy Speed : 120%
* Enemy Attack Speed : 105%
* Enemy Damage Reduction : 5%
* Enemy Boss Spawn Rate : x1.5
* Starting Wave : 5
* Wave to Win : 75
* Reward for Winning : x2.0 kills multiplier, 150 talent points, and Infantry Achievement
Infantry Challenge Guide

Infantry challenge guide:
To complete this challenge easily you should go ghost, however you can also complete it with marine. This challenge is one of the easiest as you can just pick ghost and use invisibility if you ever get into a bad situation. Main goal is to get to level 8 so that everything moves slowly towards you and then become invisible when they get too close and repeat. Ghosts snipe can kill bosses up to kraith if you get all ghosts sniping at once. Marine can just outrun and kite everything.
Talent: Life Armor

## Properties

*1 **Life Armor** point costs 6250 Talent points.*

*Each point of **Life Armor** increases your life bar armor by 1.*

## Use

As the description states, each point of Life Armor increases all units life armor by 1.

The Life Armor talent is a very powerful but expensive talent. It increases your armor by a whole point each levels and thus greatly enhance the resistance of low and middle armored units in early to middle difficulties where enemies damage is still quite low. It should be noted however that in later difficulties Life Armor meets its limits because enemies reach the hundred of damage.
Speedling

The Speedling is a very fast recurrent creature.

## Overview

Speedlings are easily recognized due to their insane speed and their very long back wings.

They attack using a melee weapon, swarming the player in number.

### Abilities

#### Burrow

Allows the creature to hide into the ground. Burrowed units can only be seen by Detectors.

## Tactical Data

The Speedling is a monster that spawns exclusively through boss waves or special events happening within their spawn tier.

They have the lowest health of all monsters and no armor, making them easy to kill. As a general fact, Speedlings have 66% less health than Zerglings.

Their strength does not come from their health or their damage but from the fact they may reach you incredibly quickly with two potential results.

If you play a vulnerable hero or one that is bad at dealing with fast crowds they may either kill you or surround you to allow bigger monsters to catch up with you.

## How To Not Die

The key to have the best response to their coming is to be aware of when their spawn wave starts.

Speedlings appear in all boss waves from wave 25 to wave 55 after which they are replaced by the dreaded Roachling.

Vulnerable heroes or heroes that are bad at dealing with fast crowds are to be careful when their spawn wave starts and should place themselves so that heroes that have greater power against them are between you and their spawners as possible.

If you are vulnerable, alone and slow, move toward the nearest spawner before the wave starts. That way you will only deal with that spawner's pack first while the others will have precious seconds to travel before reaching you. It may not be enough but it will prevent you from being surrounded from all sides at once.

If you are vulnerable, alone and fast, do the same as above but keep moving while being chased to buy your abilities precious time to reload and maybe save you if you have splash or mobility abilities.

If you are vulnerable, but play in a multiplayer lobby, take cover near a player that is not vulnerable such as a Tank or an Assault hero that are very efficient against Speedlings. Seeking protection with an Engineer if you have one that have a proper base built is also a good survival choice.
Evasive

Evasive is a Challenge Mode in Zombie World: Unity

Getting the Evasive Achievement is required for evolving Reaper

In this challenge you can only use Reaper and Oracle

Only 1 Oracle can be played, and will be randomly assigned to a player

* Reward for Winning : x4.0 kills multiplier, 250 talent points, and Evasive Achievement
Team Game

Team Game is a Challenge Mode in Zombie World: Unity

Getting the Team Game Achievement is required for evolving Medic, Adept, Zealot and Hybrid

## The Challenge

In this challenge, you can only use Zealot or Medic.

### Wave Info

* Enemy Damage : 120%
* Enemy Life : 110%
* Enemy Speed : 120%
* Enemy Attack Speed : 105%
* Enemy Damage Reduction : 0%
* Enemy Boss Spawn Rate : x1
* Starting Wave : 10
* Wave to Win : 110
* Reward for Winning : x4.5 kills multiplier, 325 talent points, and Team Game Achievement

### Guides:

Team Game guide

Team Game solo guide
Hybrid

## Overview

Hybrid is a very powerful hero. It's a T6 hero, unlockable in the tank class with 1,000,000 tank kills. He can provide resourses for all the players and is almost invincible at high rank level.

## Upgrade

During the game you can only upgrade the Hybrid through increasing the rank level. Be careful because if the Hybrid gets killed its rank returns to the starting level! Increasing your rank costs a considerable amount of minerals and a small amount of vespene gas. To increase its rank faster it is advisable to exchange vespene gas for minerals.

The first rank upgrade costs 2,000 minerals and 50 vespene gas, and the cost of each upgrade increase by +2,000 for the minerals and + 50 for the vespene gas. To make it clear, the costs of the second rank upgrade is 4,000 minerals and 100 vespene gas, for the third rank 6,000 minerals and 150 vespene gas, and so on.

## Strategies

The evolution of the Hybrid, The God Hybrid, is one of the strongest unit of the entire game, but it is not advisable in some games of very high difficulty to start with this unit.

In fact, the Hybrid is one of the strongest units, but it is not at the beginning of a game, when resources are scarce and even an upgrade cannot be afforded!

A good strategy in some multiplayer games is to pick other units at the start, for example the Raven, and stockpile resources until you can afford to use the Hybrid with some rank upgrades immediatly.

When the Hybrid reaches the SS rank, for example, it starts generating resources, 30 minerals and 3 vespene gas each seconds, for all your teammates including yourself! So a good strategy is to take the Raven as your first choice and build up resources until you can afford to reach the SS rank right away.

However, the costs are high: to immediately reach the SS rank you need 92,000 minerals and 2,300 vespene gas if you play as a DemiGod Hybrid; if you own the God Hybryd instead, you only need 72,000 minerals and 1,800 vespene gas!

## Stats at max for each Evolution

Stats at max promotion level for each evolution (sorry, i have no idea how to edit wikis):
Upgrade Pattern

An Upgrade Pattern, also known as "Build Order", is a term used in Zombie World to definish the use of a precise order in which to do upgrades.

The objective of the Upgrade Pattern is to guide a player into reaching certain performances to be better fitted against enemies he may fight.

Some heroes make extensive use of this concept, the most notable case being Raven.

It is especially used in challenges where upgrade patterns prove to efficiently increase survival chances against the unique threats present in them, under condition of being used correctly.
Zombie World: Unity

Zombie World: Unity is a mode, crated by TKS and accessible trough the Starcraft II arcade.
The mode is based on cooperation of 6 people whose common goal is to clear the last wave (different, depending on chosen Difficulty),
to do that the team needs to kill a sufficient amount of Zombie coming from 6 different spawners on the edges of the Map.
Zombie differ in attack, health, armor, range and model and they get stronger as the game passes.
During the game different Bosses also spawn from the left upper corner of the map which are optional and can be dealt with for tremendous rewards.
Talent: Energy

## Properties

*1 **Energy** point costs 375 Talent points.*

*Each point of **Energy** increases your total energy by 10%.*

## Use

As the description states, each point of Energy increases the maximum energy of all your units by 10%, up to a 100% increase.

The Energy talent is, alongside Energy Regeneration, an heavily used talent for energy users as it increases your maximum pool of energy, and thus the maximum of spells you can discharge before running dry.

Consideration should be taken about using it on heroes who do not necessarily need it to perform well, such as Archon.
Vulture

Vulture is a Tier 1 hero introducing the Splash class. It is a fast, trap-based hero that rely mostly on creating minefields to deal damage.

## Overview

Vulture is a good starter hero for players new to the game as he is quite simple to play with and does not require specific knowledge to understand and enjoy him.

His style is oriented toward terrain control as he lays mines that will kill enemies coming in triggering range for him.

### Abilities

#### Deploy Spider Mines

Cooldown: None (17 seconds per charges)

Deploys a Spider Mine on the target location. Spider Mines are suicidal walking mines that will burrow upon being deployed and then unburrow and charge enemies coming into their triggering range to explode on them. Spider Mines can be controlled and have a toggle to disable automatic unburrow triggering.

A Vulture player can have up to 18 Spider Mines deployed at the same time.

#### Deploy Widow Mine

Cooldown: None (30 seconds per charges) - Preparation Time: 3 seconds

After 3 seconds, deploys a Widow Mine on the target location. Widow Mines are autonomous "mines" that will burrow upon being deployed and then launch missiles at enemies coming into their range. Widow Mines can be controlled and have a toggle to disable automatic missile launch.

Widow Mines produce their missiles splash damage upon dying and have an ability to suicide to force that effect.

A Vulture player can have up to 4 Widow Mines deployed at the same time.

## Heroic Buffs

Hero Buff 1:

* Reduces **Deploy Spider Mine** charge cooldown by 1 second
* Increases **Deploy Spider Mine** maximum charge hold by 4
* Increases **Widow Mines** upper limit by 1
* Allows **Widow Mines** to be deployed instantly

Hero Buff 2:

* Increases **Spider Mines** splash damage fraction from 65% to 100%
* Increases **Widow Mines** missiles and detonation splash damage by 100
* Vulture's weapon now ignore armor
Talent: Shield

## Properties

*1 **Shield** point costs 50 Talent points.*

*Each point of **Shield** increases your total shield by 1%.*

## Use

As the description states, each point of Shield increases the maximum shield of all your units having one by 1%, up to a 100% increase.

The Shield talent is a good choice if you are playing a shield using hero such as Void Ray or Archon as their shield pools are greater than their life and, in Ray's case, is used as energy.
Middlemost Post Wiki

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Requirements of Evolutions

In the game a few of the Characters have their evolutions which make the hero stronger.
Evolutions require specific Challenges to unlock and evolution stages permanently take away your kills for that class. For the cost of the evolutions check Cost of evolutions

## Assault Class

* T1 : Evolution Marine : beat Infantry Challenge
* T2 : Evolution Void Ray : beat Shield Problems Challenge
* T3 : Evolution Goliath : beat Infantry and Warp speed

## Assassin Class

* T1 : Evolution Ghost : beat Infantry Challenge

## Splash Class

* T1 : Evolution Vulture : beat Constructor Challenge
* T6 : Evolution Colossus : beat Constructor, Torture, and Next to Dead Challenges

## Specialist Class

* T1 : Evolution Stalker : beat Constructor Challenge

## Tank Class

* T1 : Evolution Zealot : beat Team Game Challenge
* T6 : Evolution Hybrid : beat Team Game and Torture Challenges

## Support Class

* T1 : Evolution Medic : beat Team Game Challenge
* T4 : Evolution Adept : beat Team Game, Torture and Warp speed

## Combo Class

* T1 : Evolution Reaper : no evolutions yet
Marine Zombie

The Marine Zombie is an early wave enemy and the first ranged monster players may face.

## Overview

Marine Zombies are easily recognized for their armor and their gun merged with flesh, spikes and claws.

They attack using this low range gun making them dangerous when mixed with Zombies as they can make a deadly firing line behind or merged with the pack.

### Abilities

#### Burrow

Allows the creature to hide into the ground. Burrowed units can only be seen by Detectors.

## Tactical Data

Marine Zombies are a serious threat early game as they are ranged using an instant impact weapon, meaning projectile suppression abilities do not affect them. It also means the contour you have to perform when avoiding them is larger than when facing melee creatures.

They have more health and armor than normal Zombies so it's slightly harder to kill them especially for Assault as they may require an additional shot to take them down. As a general fact Marine Zombies health is 50% greater than Zombies

As they still share Zombies speed, they tend to pack up with them which is a good thing for the clustering effect, allowing you to wipe them as you wipe the pack, but is deadly in enclosed areas notably the Maze, as when moving in the place you may face them being in the pack but also scattered across the zone.

However they spawn only in wave 10, wave 15 and wave 20 so the threat is only present for these waves after which they no longer spawn until wave 90 where their mutation shows up.

Their range is also pretty low. Being 2.3, all ranged heroes and their respective summons outrange them. Only Archon whose range is at first pretty low should take care of his distances when attacking them until he unlocked his special upgrade.

## How To Not Die

Do not underestimate the range, it is when you think under stress that you will have room that they will hit you

As Melee, dive on them fast because they deal more damage than Zombies and at these waves they might be the only dealing enough damage to be a menace. Watch out for Bloateds when engaging though

As Ranged, if you are in the open during wave 20, kill them whenever you see one that is in the direction you are heading to. You may dodge Zombies and Bloated Zombies but during the unburrow chaos dodging Marine Zombies is way harder.

## Trivia

* Before its introduction in Bestiary Chapter I, Marine Zombie's model was used for the regular Zombie
Reaper

The Reaper is a Tier 1 Hero that introduce the Bonus Class. The Reaper is a hero mixing weaponry to handle a wide variety of targets. He can use the terrain to his advantage.

## Overview

Notice: all the kills made by this hero are distributed between the two Assassin and Splash classes!

### Abilities

#### Smoke Bomb

Explodes a smoke bomb, creating a superior cloacking cloud lasting 7 seconds. Massive enemies walking into the cloud dissipate it. Cooldown: 68

#### C-4 Charge

Throws a C-4 Charge that explode after 2 seconds, dealing 290 damage. Charge Cooldown: 22. Start with 1 Charge.

### Passives

#### The Sisters

Reaper handles a different weapon in each hand. - His right hand holds a Dispersion Pistol: deals 30 damage (upgradable) in a cone with a range of 6 in front of Reaper. Dispersion Pistol range cannot be increased. - His left hand holds an A-P6 Shatter Pistol. Deals 180 damage (upgradable) to the main target. A-P6 Pistol has 25%chance of dealing 100% more damage ignoring armor.

#### Enhanced Jet Pack

Reaper can jump up and down cliffs and increases his movement speed by 30% for 3.5 seconds doing so. Reaper is immune to creep.

## Upgrades

The Reaper has a total of 6 upgrades and 1 special upgrade.

## Heroic Buffs

Hero buff 1

* +1.5 Jump inertia duration
* +3 C-4 Charge range
* +20% damage for friendlies while in a Smoke Bomb

Hero buff 2

* +1 Dispersion Pistol range
* +15% A-P6 Pistol Precision probability
* +1 armor (hidden game mechanics, not shown in the description, it may be a patch error)

## Max Stats

Max Stats for the Reaper (including all upgrades and buffs, but not Hero levels and Talents)

* Damage: 270 / 945
* Attacks: 2
* Range: 7 / 18
* Weapon Speed: 0.55
* Targets: Air and Ground
* Damage Type: Splash / Armor Piercing
* Armor: 1
* Move Speed: 4 + 1
* Health: 75
* Smoke Bomb: 16 seconds of cloaking cloud, 20% more damage for friendly units in the cloud
* C-4 Charge: 1485 Damage
* The Sisters: 40% chance for A-P6 Pistol, Range 7 for the Dispersion Pistol
* Enhanced Jet Pack: 30% movement speed for 5 seconds.
* Immune to creep.

## Evolution

Reaper requires the Infantry Challange and the Constructor Challange to start his evolution course

The final stage is referred as The Lisk
Talent: Life

## Properties

*1 **Life** point costs 50 Talent points.*

*Each point of **Life** increases your total health by 1%.*

## Use

As the description states, each point of Life increases the maximum health of all your units by 1%, up to a 100% increase.

The Life talent is a good choice if you are playing an Engineer or a Tank as their health pools are greater than the average and thus Life talent benefits them more. It is also good for Stalker and Cyclone players as their static turrets are prone to be damaged.
Ghost

Ghost

Ghosts are the first Assassin players have access to as a tier 1 hero. It deals extremely high damage but has a slow attack speed so it can get overwhelmed quickly.

## Overview

[Someone else describe this hero, I don't play it lol]

### Abilities

#### Snipe

The Ghost lines up a shot at a critical point on the target and fires, dealing massive damage. It does bonus damage to targets with the Heavy tag as well. This ability has no cooldown allowing the Ghost to dump their energy pool into bursting a high value target down quickly, though it adds up at 25 energy per shot.

#### Cloak

Ghosts have a personal cloaking device which allows them to get out of tricky situations with ease. It costs 25 energy to activate and drains an additional 10 energy per second to maintain.

#### Precision *(Passive)*

There is a 25% chance on any attack or Snipe that it deals double damage.

#### Hands Free *(Passive)*

After not firing for 10 seconds the Ghost stows their gun to increase mobility. Gains +25% movement speed while in effect.

### Upgrades

 Attributes
 Snipe
 Cloak
 Precision
 Hands Free
 Total1 | 25,570m/350g

1: Several categories share upgrades

**Upgrade details:**

*Upgrade Damage*: Increases attack damage by 12 per level. (Initial cost: 10, 40 levels, cost to max: 8,200)

*Upgrade Attack Speed*: Increases attack speed by 0.05 per level. (IC: 20, 16 levels, cost to max: 2,720)

*Upgrade Range*: Increases attack and Snipe range by 0.8 per level. (IC: 30, 10 levels, cost to max: 1,650)

*Upgrade Sight Range*: Increases sight range by 1 per level. (IC: 20, 10 levels, cost to max: 1,100)

*Upgrade Energy Regeneration*: Increases energy regeneration by 0.1 per level. (IC: 10, 15 levels, cost to max: 1,200)

*Upgrade Snipe Damage*: Increases Snipe damage by 18 per level. (IC: 10, 40 levels, cost to max: 8,200)

*Research Kiting Mastery*: Maximum energy increased by 50, and Hands Free's activation delay is reduced to 4 seconds. (Costs 2,500m/350g)

Last updated: 16 September 2022
Constructor Challenge Guide

Constructor challenge guide:

Best hero to go for this is the SCV Easiest way to win is to spam place turrets around middle area of the map. Just keep going around in circles when bosses and banes are there.

After bosses and banes are gone you can then just spam turrets in one place and obliterate everything Make sure you dont get to close to t-rex or primal ultralisks as they do splash damage and will kill you.

Also be sure to always have atleast 1 turret down so that you don't get targeted If you want to kill a boss then surround them with turrets and you will be able to kill the first few of the bosses.
Battlecruiser

Battlecruiser is the Tier 6 Assault hero and the final unlock of the branch. It is a very strong all rounder that can deal with most threats but bosses

## Overview

Battlecruiser closes the Assault branch combining various properties into a powerful set. Excellent both at solo and multiplayer matchs, he can make his through every difficulties but Torment 3 which requires more strategy to find your place in with him.

Battlecruiser also has that advantage compared to most Tier 6 that he got a rework update changing his numbers making him, as of current, outmatch other tier 6 such as Colossus, Hybrid or Banshee. He still is, however, far behind WarPrism and evolved Hybrid.

### Weaponry

Battlecruiser is among the heroes that are capable of swapping weapons to better fit their combat situations. Using **Weapon Refit**, Battlecruiser can near instantly exchange his main armament between the ATX Laser Battery and the Yamato Blaster.

Which weapon is active is displayed on UI by a change of icon of the weapon, and Battlecruiser itself opens or closes its frontal bridge that is fitted with the powerful cannon

#### ATX Laser Battery

The ATX, active by default, is a multi-targeting weapon able to fire on the move. Whenever firing at a target, up to 9 additional targets will also be fired at. This compensates with the fact that unlike his counterparts of lower tiers, Battlecruiser does not have the usual 0.12 attack speed the others can have when upgraded.

#### Yamato Blaster

Activated using **Weapon Refit - Main Cannon**, this secondary weapon fires slower, loses multi-targeting and fire on the move, but delivers powerful blasts of damage to the target. These projectiles also do a splash effect around the target that deals 40% of its damage.
Torture Challenge Guide

Here's what we figured out you should do to win Torture Challenge.

Firstly, it isn't that hard of a challenge, if you follow these steps you won't struggle much winning it.

So, for the first step you should open up a lobby and name it something like "Torture Challenge, only ravens welcome" and when your lobby should fill up pretty quickly. After your lobby starts because of the lack of tempest you should pick Battlecruiser and start maxing damage and more shots per attack, add in some range/vision upgrades so bosses don't kill you off screen. Make sure everyone else picked raven and is maxing resource aura. For vespene buffs you want to get bonus vitals asap to have enough energy to cast Yamamoto, after that just get damage, attack speed, movement speed and the rest in whatever order you like.

After that you will be able to kill every boss using streamlined lasers and overdrive, or if you're struggling use yamato, also ask your ravens to chicken any bosses after infestor.

Position yourself on top of the labyrinth next to the shop, kill all bosses using the method explained above and you will be all good.

That's all there is to torture, you shouldn't struggle much with it, good luck.
Next To Dead Challenge Guide

Next to Death challenge guide

A good start to this would be having 1 cyclone and 5 colossus (if you do not have atleast 1 colossus you should probably remake) To get past the first waves your team should stay in the middle or go to the gas area on the right of the map depending on how confident/good you are.

Colossus game play: When you first get into the game, you should upgrade attack speed and range by 6 and then put the rest of your minerals into damage. You should then save up 800 gas and then convert it into 8k minerals in order to get 1 beam size upgrade this will allow you to kill zerglings. Next you will need to get a few upgrades into disintergration damage to kill the bosses. Once you have got like 5 disintergration damage upgrades you will want to get shockwave area ready for when the speedlings come. When speedlings appear make sure you get as many of them near you as possible before you use shockwave as if you leave 1 alive it can kill you. Speedlings will appear at wave 15 so be ready for that. I would recommend grouping up with everyone at this point as if you got a few colossus you should be able to wipe them all out without any issues. After that you should not have any issues untill wave 67. This wave spawns hydras and roaches in annoying places so you should stick together and make sure you have clones around you untill wave 68-69. From there you can outrange ravagers and the rest should be easy so long as you keep your distance from enemies.

Colossus gas upgrades order:

Movement speed

Attack speed

Hero buff 2

Ability cooldowns

Vision and range

More damage

Hero buff 1

Cyclone gameplay: Firstly you need to save up for cannon placement range as that upgrades the range of all your abilitys. Once you have the upgrade above you can move onto killing the bosses. In order to do this you should use colossus's vision to snipe them with the drainage ability. You cant kill kerri or any of the bosses after so just dont try. After all the bosses up to kraith are killed, you should then focus on distracting bosses for colossus. This is done by placing turrets for the bosses to go to and then leading them away.

Cyclone mineral upgrades order:

You should upgrade Cannon placement range first The next thing should be resouce drop rate Then after that upgrade your cannons

Cyclone gas buffs order:

Movement speed

Ability cooldowns

Hero buff 1

After that you can get the other buffs in any order
Creep Tumor

Creep Tumors are a creep source layd by Queens.

## Overview

Creep Tumors are very small structures birthed by Queens whenever they walk on a ground without creep.

They produce a quite large creep cover around them and are naturally invisible

## Tactical Data

Creep Tumors are the first source of creep players get to fight against through the course of a game.

The fact they are invisible by nature makes them very hard for most heroes to destroy as they must use their splash abilities aiming at the center of a creep circle, hoping to hit the Tumor directly. It is then even worse for heroes that do not perform splash at all as they require a detection capable helper to be able to attack them.

They do however have quite low health and, unlike most monsters, don't scale with difficulty, making them easy to deal with if you have a splash tool in your set.

## How To Not Die

Of course Tumors do not deal damage of any kind but, as a reminder, creep slows most heroes down in movement and attack speed by 50%, with the exception of Reaper, who is immune, and Tanks, who are affected only for 25% reduction. Monsters however benefit a 30% additional speed bonus.

Not being aware of the Creep spread may end up with you forced to walk in it at the worst moment possible and die because it allowed what you were fleeing from to catch you.

The best way to avoid this awkward situation is to monitor creep spread every boss waves past wave 35, which all contains Queens until boss wave 90. If you have a splash capable hero, you may then attempt to remove as much Creep Tumors as you can to reduce the spread. If you do not have splash abilities, some heroes are capable of performing Detection such as SCV and The dUdE structures when upgraded. Oracle is also a natural Detector.

Last but not least, the Fungufestor bounty boss allows to gain or upgrade Detection via the 3rd reward.
Bloated Zombie

The Bloated Zombie, often shortened into Bloated, is an early waves monster.

## Overview

The Bloated is a mutation of a Zombie that filled its belly with acidic compound and so became a kamikaze creature. It is easily recognized with that belly, which is bright green.

They attack by exploding themselves on their target, dealing heavy splash damage to it and whatever non-monster nearby.

### Abilities

#### Burrow

Allows the creature to hide into the ground. Burrowed units can only be seen by Detectors.

## Tactical Data

Bloateds are more dangerous than Zombies because of the damage they deal in a large area.

Their aspect is very similar to regular Zombies so that they easily merge with them in crowds, unnoticed by the inexperienced eye.

Like all kamikaze, they are also a great threat to structure users such as Engineers or some other heroes like Stalker as they deal bonus damage to their buildings or turrets.

However, being simply mutated Zombies, they still share most of their properties, notably health and speed. They are lightly armored so it makes them slightly harder to kill than Zombies early, but it's low enough a few levels on damage related upgrades quickly counteracts that armor.

With experience it also becomes easier to spot them so you are less likely to be surprised by one.

### **Spawn chance data**

Bloated spawn is irregular as it is based on probabilities that increase with difficulty. They do however spawn with a fixed number at wave 15, which varies with the number of player slots filled.

 Normal
 Hard
 Brutal
 Insane
 Nightmare
 Chaotic
 Torment I
 Torment II
 Torment III

## How To Not Die

Don't underestimate their damage. Taking a blast at a tedious time is very efficient at allowing ranged monsters such as Marine Zombies to finish you off.

Dying Bloateds produce the same blast as if they went into melee contact. The blast is pretty large so it is advised to take safe distances when killing them to not be yourself damaged by accident.

The blast does damage anything that is in range, including cloaked or burrowed entities. This warning especially address to Ghost players.

## Trivia

* Zombies cannot morph into Bloateds in challenges Next To Dead and Warp Speed as a balance due to their very mistake punishing nature.

* Bloateds still spawn at wave 15 and wave 20 in these challenges.

* The Bloated is a known scourge of friendly firing especially to Ghost players as often a player or his ally would kill one unnoticed too close and its blast would badly damage or in some cases kill the unexpecting player.
Character Guides

Here's a list on how to play each character:

**Assault**

* Marine
* Void Ray
* Goliath
* Viking
* Carrier
* Battlecruiser

**Assassin**

* Ghost

* Spectre

* Dark Templar

* Wraith

* Tempest

* Razor

**Tank**

* Zealot

* Predator

* Immortal

* Firebat

* Thor

* Hybrid

**Engineer**

* SCV

* tHe dUdE

* HERC

* Marauder

* Corsair

**Support**

* Medic

* Sentrie

* High Templar

* Adept

* Raven

**Splash**

* Vulture

* Archon

* Helion

* Siege Tank

* Reaver

* Colossus

**Specialist**

* Stalker

* Diamondback

* Scout

* Cyclone

* Mothership
* Banshee

**Combo**

* Reaper

* Oracle

* Dark Mage

**Other**

* Artanis

* Alarak

* Kerrigan

* Yeti
Chemtrails Over the Country Club (album)

**Chemtrails over the Country Club** – siódmy album studyjny amerykańskiej piosenkarki Lany Del Rey, wydany 19 marca 2021 przez Interscope Records oraz Polydor Records. Jego producentami są Lana Del Rey i Jack Antonoff. Jednym ze znajdujących się tam utworów jest "For Free" – cover piosenki Joni Mitchell z lat 70. Został nagrany z udziałem piosenkarek Zella Day oraz Weyes Blood.

## Chemtrails Over the Country Club

### Producent

Jack AntonoffLana Del Rey

Rick Nowels