Stardodgeball Unit Guide

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Stardodgeball Unit Guide

Post  PierceSc2 on Wed Apr 10, 2013 7:33 pm

All the scores that I give in this guide are based on my personal experience and opinion. Most players find new uses for their favorite unit and use it to their advantage. I consider myself pretty highly skilled in this game but that doesn't mean I'm correct about everything. In the scores I give I put into consideration the abilities the units have, as well as their base stats. All scores are out of 10, each category gets 0-2. Numbers are subject to change after discussion.

I wrote this guide to:
-Promote Higher level play
-Help newbies pick a unit and use it properly
-Help rut balance the game and create new units
-Inspire rut to keep working on this marvelous game until it becomes insanely popular
-Discuss with you guys why you think some of my ideas are wrong/right so that I can revise it
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Offense: Kill potential
Survival: Ability to stay alive
Utility: Defense and support capabilities for the team
Ease: How easy it is to use to its full potential
Adaptabilty: How well it adjusts to different map types

Tiers based on the above factors:
Tier 1: Reaper, Hydralisk, Stalker, DT, SCV
Tier 2 Hellion, Zealot, Ghost, Mutalisk, Sentry
Tier 3 High Templar, Roach, Mule
Tier 4 Marine, Thor
Tier 5 Infestor, Immortal, Siege Tank, Archon

Recommended for new players: Zealot, Marine, Mule
*Pretty much all units have some sort of usefulness.

Note that a team needs to be balanced. Even though some units are considered low tier doesn't mean they can add some overall usefulness to the team. I think there should be at least 1 unit
with great utility. More than 1 can work but there might be too much overlap. Overlap of unit roles is why you need to balance out your team.

In general for team building you want:
1. A unit that has high kill potential
2. A unit that blocks or steals important opponent balls
3. A unit that is really good at surviving and defending your team
4. A unit that has positional control (forces opponents to dodge, has AOE, etc)
5. A unit that stuns or slows

Recommended team compositions:
Hydralisk, Zealot, DT, SCV: Huge kill potential
Hydralisk for kill potential and survival, Zealot for unpredictable throws, tanking, and ball steal, DT for Multikill and stealth, SCV for defense and Turret stun

Reaper, Stalker, Hellion, Sentry: Ball steal, blocking, and survival.
Reaper for kill potential and survival, as well as mines. Stalker for Ball steal, kill potential and survival. Hellion for flame wall and hellbat tank, sentry for support and ball blocking.

Mutalisk, Hydralisk, Roach, Infestor- Zerg units ftw. Glass cannon team. OP roach stun, OP Scourges, OP Hydra Catch, OP infestor grab
Muta for scourges and clones, Hydra for being a boss, Roach for tank and stun, Infestor for troll grabbing.

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Unit: Marine
Score: 6

Offense 1.5
The marine has some pretty good offensive capabilities. He has decent power and his E ability deals a lot of damage + some spread fire. His R can be used to position yourself and make your dodgeball throwing come from a more unpredictable angle.

Survival 1.5
His health is pretty low so that prevents him from getting 2/2. His R buffs his speed which is great for dodging. He also has great base speed.

Utility 0.5
The marine is mostly a fast paced damage dealer. His E can help take out groups of enemies which gives him some utility to the team. It also is likely to hit at least one mini dodgeball to help lower their overall health.

Ease 2
The marine is very straight forward and his abilities are simple to use. They mostly just buff his base stats giving him speed and power. Spreadfire makes it easier to hit targets.

Adaptability 0.5
Marine would get a 0 in this category if not for is R ability. His R allows him to move behind obstacles and also run past them when he needs to. Speed helps on all maps.
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Unit: Stalker
Score: 7.5

Offense 1.5
With an E to slow opponents it makes it much easier to get hits. The E also forces them to position themselves. In conjunction with a dodgeball throw, this E can be used to almost guarantee a hit. His R allows him to get into position and even throw dodgeballs from an unpredictable location. It can also be used to get closer and get an easier throw off. Using his E and R makes the stalker a force to be reckoned with. His throwing speed is a bit slow in the first round. It is essential to get a lot of kills the 1st round to be able to snowball into the last rounds. His R is also great for getting dodgeballs!

Survival 2
The stalker has a good amount of health for such a mobile unit. With this plus his blink you can survive quite well. His R is essential in the early rounds.

Utility 1.5
The stalker has great utility. Getting his E off on an enemy almost ensures they will be hit by a dodgeball from either you or your teammates. The stalker can also blink to steal balls in the center of the map which is an extremely important ability. You can even blink in front of your allies to shield them from an incoming ball, which is great since stalker has good health.

Ease 1
The stalkers blink is very hard to use to its full potential. The E takes a bit of skill to use , especially when you throw simultaneously. Most newer players also have trouble using the Blink to dodge correctly, and sometimes blink into thrown dodgeballs.

Adaptability 1.5
His R allows him to steal dodgeballs on all maps. His E is not as strong when there are obstacles however. The stalker gets a good score here mostly due to his mobility.
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Unit: Zealot
Score: 7

Offense 1.5
The zealot has good base power. His E is very unpredictable especially when thrown at an angle. The downside to his E is that it doesn't scale well with better dodgeballs.
It is best used with a standard dodgeball or a master ball. However, his E can actually make Ultraballs and greatballs stack to deal massive damage, but it is usually luck based.
His R allows him to get into position to throw, it also pushes opponents out of position. His R also has decent range.

Survival 2
His R is a decent way of dodging. It is not as good as stalker blink but it is still fantastic. The zealot has decent movement speed but has great health. His R and his health
really help him in this category.

Utility 1.5
The zealot's E is great for scaring a lot of opponents due to its unpredictability. When they see it coming they will focus on dodging instead of being offensive.
His R allows him to steal balls very easily and even pushes enemies out of the way! The downside to this is that you actually push your teammates away which is definitely
a huge downside to this. It is difficult, but you can actually save allies using it.

Ease 1
It can be hard to dodge with his R and sometimes you might accidentally run into balls. His E needs to be used correctly or it will end up doing nothing.

Adaptability 1
His E doesn't do so well with obstacles. It is easy for his dodgeball to get rebounded or accidentally hit borders on the map. His R is great for maneuvering around obstacles ,however.

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Unit: DT
Score: 7.5

Offense 2
DT's E is great. You can trick opponents by shooting through obstacles and can even hit groups of enemies. The downside is that it is pretty easy to miss. If you have an ultraball you are
almost guaranteed to hit if you throw from the right angle. A masterball + his E can score you multikills very easily.
His R can be used to get into position. It also cloaks him allowing you to assassinate more easily. He has great base attack power making it easy to get kills in round 1.

Survival 1.5
The dt can feel a bit slow. This is countered by his R, however. His R makes him invisible and is even a short range blink. The blink sometimes feels like the range isn't long enough
but it is necessary for balance. He also receives damage reduction while cloaked! The only downside is that he is a bit squishy and will die if you do not use his abilities
correctly.

Utility 1.5
His cloak is very important for sneaking up on opponents. You can easily save teammates by using this to catch an opponent off gaurd. He also has a short ranged blink to steal balls.
Most importantly, his E can be used to hit their entire team to either kill them or lower their health.

Ease 0.5
The dt is pretty hard to use. His E is hard to hit without an ultra ball. He is pretty squishy early on and his blink often doesn't give you the position you need.
You have to be good at aiming and dodging to make the DT work.

Adaptability 2
The DT is great on all maps. He can ignore obstacles with his E and even catch opponents who are hiding off gaurd. His R allows him to blink behind obstacles
and his cloak is useful in all situations.

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Unit: Infestor
Score: 5.5

Offense 1
The infestor has decent throwing speed and his fungal lob can be hard to hit since it is slow. The infestor does pretty poorly offensively except that his R
gets him more dodgeballs to throw, and usually key ones.

Survival 0.5
The infestor is very slow even in the later rounds. He has decent health but mostly pretty poor potential for survival.

Utility 2
The infestor has great utility. It has the best ball steal using his R. He can also steal balls from opponents. His R really makes up for his offense and survival. His R can also
bypass forcefields which is great. His fungal lob can also hit groups of enemies and slows them which is also great!

Ease 0.5
Infestor is really hard to use. It is hard to steal with his R when using it directly on opponents. His fungal lob can miss pretty easily. He is also slow and is usually
targetted by opponents because of that.

Adaptability 1.5
The infestor is very adaptable. He loves obstacles because he can steal balls anyway. Opponents hiding behind obstacles usually don't expect lobs as well, making his E
good in that scenario. He is slow though so he often gets hit by lobs when there are obstacles.
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Unit: High Templar
Score: 6.5

Offense 2
The High templar is great offensively. He has a lot of power and his storm is very easy to hit, and also lasts long. His R allows him to pick up enemy dodgbeballs that are thrown at him


Survival 1
The hightemplar is pretty slow and can die pretty easily. His R can be great but is really hard to pull off.

Utility 1.5
His R can save both himself and teammates since it can stop balls within his proximity. It also gives your team some extra balls to throw.
His E is great for hitting multiple enemies and forcing them out of position

Ease 1
His storm is easy to hit, but the high templar himself is easy to hit. His R is really hard to use. He has great power though so it is easy to hit especially in round 1

Adaptability 1
His storm is good on all maps, especialy ones with obstacles. His R is also good on all maps it is just very hard to use. Having a lot of power is great for open maps.

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Unit: Roach
Score: 6.5

Offense 1
The roach has a great E to snare an opponent with. It often misses, though. However, he is not very good offensively besides that. His throw speed is decent and you can surprise people with his burrow.


Survival 1.5
The roach has great survival. He is tanky and can also burrow to dodge balls. He is a bit slow but his abilities make up for it.

Utility 2
His E is great for ensuring your team a kill. His burrow can be used to sneak up and steal dodgeballs.

Ease 0.5
His E is very hard to hit with. It is also hard to dodge using his burrow, you have to really expect offensive abilities before you use it.

Adaptability 1.5
His downside is that he is slow. But his E is great on all maps and his R is overall a great defensive ability.
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Unit: SCV
Score: 7.5

Offense 1.5
The scv has very low throwing power. However, his depot wall can be used to rebound your opponent's balls. This ability is great and can make your opponents
throw ultraballs at themselves. It can also be used to trap them or force them out of position. His Turret is also great for stunning opponents.

Survival 2
The scv is fast and has great health. His turret can be used to block incoming attacks, and his R can be used protect you and your allies. SCV is one of the best survivors

Utility 2
The scv also has amazing utility. His depot wall can shield yourself and allies, and can make your opponents kill themselves. His turret stuns opponents and your enemy
team has to constantly dodge the turret fire.

Ease 0.5
It can be hard to time the walls correctly, you can end up blocking your own teammates. You need to know a good place for your turret as well.
It is also pretty difficult to use your turret as a shield correctly, your enemy team usually targets it down too. It is also very ahrd to actually hit dodgeballs since he has slow throwing speed.

Adaptability 1.5
His depot wall is amazing with obstacles. His turret sometimes sucks with obstacles but it is still very useful especially in free for all.
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Unit: Hydralisk
Score: 8

Offense 2
The hydra has great throwing power. His E is an extra shot that even lowers enemy health, then slows them! His R gives him extra dodgeballs to throw. A lot of extra dodgeballs!
His R often upgrades the ball he catches!

Survival 2
It is extremely hard to kill a good hydra. His R allows him to catch balls very frequently. He is also very fast. He is squishy but his abilities completely
negate that. His survivability is only a 2 if you use him properly.

Utility 2
The hydra also has amazing utility. His E lowers enemy health, acts as an additional projectile, and slows an enemy! Slowed enemies will die, period. His R gives your team extra balls
and can even be used to put balls down for your teammates to grab. You can even shield your allies and catch balls, which is probably the best way to use it to support your team.

Ease 0.5
The hydra is difficult. His catch is really hard to use, sometimes you mess up and die. If you are bad with hydra his survivability is 0. His E is pretty hard to hit with as well.
He is also squishy and very dependent on using his R correctly. Besides being difficult, the hydra is one of the best units.

Adaptability 1.5
His R is very good on every map. His E can be blocked easily by obstacles though. His power and speed allow him to be useful on every map.
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Unit: Sentry
Score: 7

Offense 0.5
The sentry has fast speed which allows you to get into position when you need to. You can also trap/block enemies with your forcefields.
It's abilities and stats aren't very good offensively besides that.

Survival 1.5
Speed and health are good on the sentry. It is very easy to dodge with. You can even push yourself or enemies to throw off trajectories. Your R is a great way to save yourself from
abilities and high tier balls.

Utility 2
Sentry is great for the team. It can block opponents from getting balls with its E. Using its R also helps your team survive since it engulfs a large area.

Ease 1
It is easy to dodge with the sentry and stay alive. However it is hard to kill opponents with. It is also very hard to use forcefields effectively

Adaptability 2
The sentry is good on every map, especially ones with obstacles.

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Unit: Reaper
Score: 8

Offense 2
The reaper is fast and powerful. His E can be used to stun and finish off enemies.

Survival 2
His speed allows him to dodge very easily. His Shield also allows him to survive pretty easily. He has very low health, however. This is negated by the fact that your
sheild refreshes.

Utility 1.5
He can use his shield to block attacks for allies. His mines are also great because they act as traps for opponents trying to get dodgeballs, and they have a decent stun length.

Ease 1
His shield makes him pretty easy to use but he is very squishy still. You have to know how to position his mines correctly. His speed can be hard to control for newer players.

Adaptability 1.5
His mines are good on most maps and his Shield will help him in all situations. His mines effectiveness is slightly dependent on the maps having choke points.
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Unit: Hellion
Score: 7

Offense 2
The hellion has two offensive abilities. His Flame Wall is great for lowering enemy health and positioning them. His fireball is very fast!

Survival 1.5
In hellion mode he is pretty squishy, though fast. In hellbat mode he is a tank but slow.

Utility 1.5
His flame wall is very great for the team. It can cover important balls and really inhibits enemy movement. His hellbat form is lacking utility, though.

Ease 0.5
It is pretty difficult to correctly switch between modes and use his abilities correctly. His fireball is hard to hit sometimes. His flame wall needs to be used correctly
to be effective.

Adaptability 1.5
His flame wall is useful on all maps, especially ones with obstacles. The fact that he can switch modes to account for different situations helps him a lot.



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Unit: Thor
Score: 6

Offense 1
His balls aren't that fast and he can't attack during his E.

Survival 1.5
In early rounds his speed really hurts him. However he is a tank. His R is amazing, especially once upgraded. During his E he can't move and is often forced to burn his R.

Utility 2
His stun is very long, deals damage, and has a large area of effect!

Ease 0
The thor is really hard to use. You have to know when to use your R. Your E can't miss. He is slow. He throws slow.

Adaptability 1.5
His R is useful on all maps but his E is not as good on open maps. You don't need to use your R as much on obstacle maps, which allows you to recharge it. You can also
use your E a bit more safely on obstacle maps.

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Unit: Ghost
Score: 7

Offense: 2
His E stuns and is an additional projectile. He has a lot of power and catches opponents off guard while stealthed.

Survival 1
Very squishy. Even though he can cloak he will often get hit in crossfire and by abilities/ultra balls.

Utility 2
If his E hits it really helps your team to get a kill. His Stealth can also be pretty scare for the enemy team. You can use stealth to safely steal balls.

Ease 1
He is very dodge dependent. He isn't very fast and is very squishy. His stun is hard to hit.

Adaptability 1
Stealth is mostly useful across the board but his E gets shut down by obstacles



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Unit: Archon
Score: 5

Offense 1.5
His E can be used to chip away health pretty easily. It is also spammable. He also has good throwing power.He can't get into position very easily especially considering his blink is delayed.

Survival 1.5
His blink is delayed so it doesn't always dodge when you need it to. He is also extremely slow although he has good health.

Utility 1
His e is great for pushing opponents away from dodgeballs, lowering their overall health, and annoying the crap out of them. However this ability also backfires. You can push
your teammates by accident, and even yourself. Your R takes a while to use and throws all nearby balls, this can be annoying for both you and your allies.

Ease 0
The archon is not very easy to use correctly simply put.

Adaptability 1
The plus side is that when his abilities do work in your team's favor, they work on pretty much every map. The problem is that they are often too chaotic, making the archon
not very adaptable.


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Unit: Mutalisk
Score: 7

Offense 2
Clone is an amazing distraction, muta's power is good, his speed is good, his scourges are distracting and hard to dodge. Muta is great in this category.

Survival 1.5
Although the muta is squishy, this is misleading. His Clone can be used to soak up attacks and his very good at dodging. Your survival depends a lot on your skill. In the
patch that buffed him his survivability was greatly increased.

Utility 2
His clone acts as an extra target for your opponents. His scourges force them to run away instead of being offensive.

Ease 0.5
If you are bad at dodging your survivability sucks. You also have to be good at using his clones to your advantage.

Adaptability 1
His E is useless on some maps. His R is useful across the board




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Unit: Immortal
Score: 5.5

Offense 1.5
His abilities can both be used offensively. His E is often dodged even if you are good at aiming.

Survival 0.5
His shield is great and he is tank, but he is very slow and his shield doesn't last very long. His E also leaves him vulnerable during attack, this is his biggest downside.

Utility 1
His abilities can force opponents out of position and he can use himself as a shield in some cases.

Ease 0.5
It is hard to hit with his E and his R needs to be timed correctly, especially if you want a kill. It is hard to shield allies given your slow speed.

Adaptability 2
His E is unaffected by obstacles and his R can deflect balls from all directions (deflects rebounds)


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Unit: Mule
Score: 6.5

Offense 1.5
He has a good supply of dodgeballs and you pretty much die when he uses his E correctly. His dodgeballs are quite slow in the start but it hardly matters.

Survival 0.5
You are very vulnerable while channeling your E which is a big downside. He doesn't have any real defensive abilities.

Utility 2
Can give dodgeballs to your side of the team. When you use your E properly you pretty much kill the entire enemy team. When you are using your E everybody runs.

Ease 1.5
Its easy to rack up tons of kills with his E. However it is hard to dodge using mule. His regular throw isn't that great either.

Adaptability 1
His R is good on all maps but his E is hard countered by obstacles.



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Unit: Siege Tank
Score: 5.5

Offense 2
You have great power and your E is fast and hard to dodge. It also deals more damage as far as i can tell.

Survival 0.5
You start out slow and stay that way. You can use dodgeballs to speed up with your defensive ability but it doesn't last very long

Utility 1
Your E with an ultra ball is great for hitting the entire enemy team. Your R kind of wastes dodgeballs for a short buff

Ease 1

You need to have good decision making when using your R, his E can hit pretty easily though. It is really hard to dodge with siege tank so new players will die a lot.

Adaptability 1
Siege tank is terrible with obstacles. He is slow to hide behind them and his E gets blocked by them. His ultraball + E is great with obstacles though.

PierceSc2

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Re: Stardodgeball Unit Guide

Post  rut on Wed Apr 10, 2013 10:42 pm

Wow, I am thoroughly impressed! The time and effort you put into this is astounding--thanks so much!

Some interesting things to learn here--I'm actually very surprised to see the DT at the top of your tier list. It's also very interesting to see what difficulty levels you've assigned them. My difficulty ratings are based entirely on my own experiences and it's cool to see that someone else of a different background finds different things easier/harder.

I'm actually really happy to see the Hydra at the top. I wasn't sure if he'd be viable with how difficult it is to time his Catch combined with his really low health, and I'm actually really terrible at playing him (I tend to do better with the slower, tankier guys) so it's cool to see a competitive player like yourself find the Hydra effective!

Thanks for compiling all this knowledge! I'd love to comment more on specifics but I'm gonna work on some new features first!

rut

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