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"The Zerg are known for their ability to adapt and evolve, and no creature desires these qualities more than Dehaka. He grows stronger as the battle progresses, and can be customized to help deal with any enemy you face. His army’s huge array of abilities gives you the flexibility to adapt to anything a mission can throw at you. Dehaka leads his pack with the cunning and ferocity that the Primal Zerg represent."

- Commander blurb(src)

Dehaka is a playable hero-commander in the Co-op Missions mode of Legacy of the Void. Dehaka is able to absorb the essence of weaker units to strengthen his army. Dehaka will be able to personally take the field and grow with the essence dropped from fallen units (including allied units).

OverviewEdit

InfoEdit

  • Recommended for experienced players
  • Control Dehaka on the mission and collect Essence to grow stronger
  • Command a ferocious pack of Primal Zerg units

MasteryEdit

Power Set 1
Devour Healing Increase: +1% - 30%
Devour Buff Duration: +1s - 30s
Power Set 2
Greater Primal Wurm Cooldown: -1s - 30s
Pack Leaders Active Duration: +1s - 30s
Power Set 3
Gene Mutation Chance: +1% - 30%
Dehaka Attack Speed: +1% - 30%

Game UnitEdit

AbilitiesEdit

Dehaka's MutationsEdit

Actives Edit
DehakaLeap Coop Game1
Leap

Dehaka leaps to the target location, dealing damage to nearby enemy ground units.

Usage
Hotkey Q
Cooldown 10Time SC2 Game1
Notes
  • Level 1 - Dealing 25 + 50% weapon damage
  • Level 2 - Leap range increased by 6, Damage increased to 25 + 75% weapon damage.
  • Level 3 - Each enemy hit also grants Dehaka 1 armor for 2 seconds
ve
DehakaIntimidatingRoar Coop Game1
Intimidating Roar

Dehaka terrifies nearby enemies, reducing their movement speed by 75% and attack speed by 25% for for 15 seconds.

Usage
Hotkey W
Duration 15Time SC2 Game1
Cooldown 30Time SC2 Game1
Notes
  • Level 2 - Enemies affected by Intimidating Roar also cannot use abilities that cost energy.
  • Level 3 - Enemies affected by Intimidating Roar also have armor reduced by 2.
ve
DehakaDevour Coop Game1
Devour

Instantly kill the target enemy unit to heal 5% Life and gain passive abilities based on the enemy type for 15 seconds. The cooldown is based on the amount of life the enemy has when killed.

  • Air: Gain a ranged attack (Mammoth Breath)
  • Armored: Gain bonus 30% damage against armored units
  • Biological: Heal 20% life
  • Light: Gain 30% movement speed
  • Massive: Gain +3 armor and reflect damage at attackers
  • Mechanical: Gain 30% attack speed
  • Psionic: Explode with Psionic Energy (20 damage) and abilities cooldown 50% faster.
Usage
Hotkey E
Duration 15 (25 at Level 2)Time SC2 Game1
Cooldown Based of the target unit's current life
(1 sec / 10 hp)Time SC2 Game1
Notes
  • Level 2 - Passive bonuses last 25 seconds. Range increased by 3.
  • Level 3 - Cooldown reduced by 20%. Range increased by 3.
ve
DehakaScorchingBreath Coop Game1
Scorching Breath

Dehaka's fiery breath scorches the earth, dealing weapon damage to all enemy ground units in its path.

Usage
Hotkey R
Cooldown 30 (Max 3 charges)Time SC2 Game1
Notes

Damage based for Dehaka's current level
(20 +10 / level)

Acquisition
Required Reach Hero Level 6
ve
DeepTunnel Coop Game1
Deep Tunnel

Quickly burrow to any explored location.

Usage
Hotkey D
Cooldown 60Time SC2 Game1
Campaign Acquisition
Unlock Reach Dehaka Level 4.
ve
Passives Edit
DehakaPrimalRegeneration Coop Game1
Primal Regeneration

Allied units near Dehaka heal 1 life per second.

Usage
Passive
Notes
  • Level 2 - 2 life per second.
  • Level 3 - 3 life per second.
Campaign Acquisition
Unlock Reach Dehaka Level 12.
ve
DehakaKeenSenses Coop Game1
Keen Senses

Detect cloaked, burrowed, and hallucinated units.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 5.
Acquisition
Required Reach Hero Level 5
ve
DehakaChitinousPlating Coop Game1
Chitinous Plating

Increases armor by 3

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 5.
Acquisition
Required Reach Hero Level 5
ve
DehakaDeadlyReach Coop Game1
Deadly Reach

Allows Dehaka to attack air units.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 12.
Acquisition
Required Reach Hero Level 10
ve

Dehaka's SummonsEdit

In addition to his normal arsenal, three other packs have allied with Dehaka. The leaders are Glevig, Murvar, and Dakrun. Like all primal zerg, they follow strength, and Dehaka is a true force of nature.[1]

DehakaSummonGreaterPrimalWurm Coop Game1
Summon Greater Primal Wurm

Summons a greater primal wurm that can detect cloaked and burrowed units. Lasts 60 seconds.

Usage
Duration 60Time SC2 Game1
Cooldown 120 (Max 3 charges)Time SC2 Game1
Acquisition
Required Glevig's den
ve
DehakaSummonGlevig Coop Game1
Summon Glevig

Summons Glevig with a small pack of primal zergs. Glevig is a powerful, immobile ranged attacker that deals area damage and can relocate his position with Deep Tunnel. Lasts 60 seconds.

Usage
Duration 60Time SC2 Game1
Cooldown 360 (Initial cooldown: 120)Time SC2 Game1
Acquisition
Required Glevig's den
ve
DehakaSummonMurvar Coop Game1
Summon Murvar

Summons Murvar. Murvar spawns Locusts and can create a cloud that slows enemy movement speed and prevents enemy units and structures from attacking or using energy-based abilities. Lasts 60 seconds.

Usage
Duration 60Time SC2 Game1
Cooldown 360 (Initial cooldown: 60)Time SC2 Game1
Acquisition
Required Murvar's den
ve
DehakaSummonDakrun Coop Game1
Summon Dakrun

Summons Dakrun. Dakrun is a heavily armored unit that can charge at a target location to deal heavy damage and knock back enemy units in the area. Lasts 60 seconds.

Usage
Duration 60Time SC2 Game1
Cooldown 360 (Initial cooldown: 60)Time SC2 Game1
Acquisition
Required Dakrun's den
ve

UpgradesEdit

TalentsEdit

DeepTunnel Coop Game1
Deep Tunnel

Dehaka, Primal Wurms, and Greater Primal Wurms gain the ability to Deep Tunnel.

Campaign Acquisition
Unlock Reach Dehaka Level 4
ve
PrimalInsight Coop Game1
Primal Insight

Dehaka’s maximum level increases from 10 to 12 and unlocks the following mutation choices for Dehaka:

  • Gain the ability to detect cloaked and burrowed units.
  • Gain increased armor.
Campaign Acquisition
Unlock Reach Dehaka Level 5
ve
EvolvePackLeaders Coop Game1
Evolved Pack Leaders

The Pack Leaders and Primal Wurms gain new abilities:

  • Glevig gains a flame breath that deals area damage.
  • Murvar also spawns explosive creepers.
  • Dakrun reflects damage to enemy attackers.
  • Primal Wurms and Greater Primal Wurms gain the ability to project a powerful stream of acid.
Campaign Acquisition
Unlock Reach Dehaka Level 10
ve
SurvivalInstinct Coop Game1
Survival Instinct

Dehaka’s maximum level increases from 12 to 14 and unlocks the following mutation choices for Dehaka:

  • Passively heal nearby friendly units.
  • Can attack air units.
Campaign Acquisition
Unlock Reach Dehaka Level 12
ve
ZerusCunning Coop Game1
Zerus Cunning

Dehaka’s maximum level increases from 14 to 15 and Dehaka starts with an additional mutation point.

Campaign Acquisition
Unlock Reach Dehaka Level 14
ve

Army CompositionEdit

Units and StructuresEdit

Dehaka has access to the following units and structures:[2]

Icon Unit Details Production
PrimalZergling Coop Game1 Primal Zergling Fast melee attacker ideal for swarming tactics.
(Evolves to ravasaur breed)
50 Minerals Terran SC1 1 ZergSupply SC2 Icon1
Ravasaur Coop Game1 Ravasaur
  • A percentage of damage done heals the Ravasaur.
  • Can evolve to deal bonus damage to armored targets.
  • Can evolve increased attack range.
Evolves from 2 primal zerglings
PrimalRoach Coop Game1 Primal Roach Armored ranged attacker. Assault unit with high health and average damage.
(Evolves to primal igniter and primal guardian breeds)
  • Regenerates life very quickly while burrowed.
  • Can evolve to increase movement speed.
75 Minerals Terran SC1 25 ZergVespene SC2 Game1 2 ZergSupply SC2 Icon1
PrimalIgniter Coop Game1 Primal Igniter
  • Regenerates life very quickly while burrowed.
  • Can evolve to increase its movement speed.
  • Can evolve to deal bonus damage to light units.
Evolves from 2 primal roaches
PrimalHydralisk Coop Game1 Primal Hydralisk High damage ranged warrior.
(Evolves to impaler and primal mutalisk breeds)
  • Can evolve to increase movement speed and attack range.
100 Minerals Terran SC1 50 ZergVespene SC2 Game1 2 ZergSupply SC2 Icon1
Impaler Coop Game1 Impaler
  • Can evolve to deal damage over time to units and apply ‘Tenderize.’ If Dehaka consumes a tenderized unit, his consume cooldown will be reduced by half.
Evolves from 2 primal hydralisks
PrimalHost Coop Game1 Primal host Burrowed siege attacker. Spawns Locusts.
(Evolves to creeper host breed)
  • Spawns flying Primal Locusts that can land to engage ground units.
100 Minerals Terran SC1 75 ZergVespene SC2 Game1 3 ZergSupply SC2 Icon1
CreeperHost Coop Game1 Creeper host Burrowed siege attacker. Spawns creepers.
  • Spawns flying explosive Creepers that land and detonate on impact, dealing bonus damage to structures.
  • Can evolve to increase the movement speed of Creepers as well as allow them to attack air units.
Evolves from 2 primal hosts
PrimalMutalisk Coop Game1 Primal Mutalisk High movement speed offensive air unit.
  • Can evolve to deal bonus damage against air units.
  • Can evolve to reduce damage taken while moving.
  • Can evolve to revive on death after a short time.
Evolves from 2 primal hydralisks
PrimalGuardian Coop Game1 Primal Guardian
  • Can evolve to fire an explosive spore at a target that causes area of effect damage.
  • Can evolve to increase its attack speed with each consecutive attack, capping at 50%.
Evolves from 2 primal roaches
PrimalUltralisk Coop Game1 Primal Ultralisk Heavy Assault Beast. Has ground area-attack.
(Evolves to tyrannozor breed)
  • Can evolve to gain Brutal Charge ability: charges a target location knocking back units and dealing area of effect damage.
  • Can evolve to regenerate live quickly when out of combat.
  • Can evolve to give its melee attacks a chance to stun enemies.
300 Minerals Terran SC1 200 ZergVespene SC2 Game1 6 ZergSupply SC2 Icon1
Tyrannozor Coop Game1 Tyrannozor Heavy Assault Beast. Has ground area-attack. Can attack air and ground units.
  • Can evolve to gain the ability Barrage of Spikes: unleashes a fan of spikes, dealing damage to ground units surrounding the Tyrannozor.
  • Can evolve to grant nearby friendly units additional armor.
  • Can evolve to give its melee attacks a chance to stun enemies.
Evolves from 2 primal ultralisks
PrimalWurm SC2-LotV Game1 Primal wurm Detector. Primary automated defensive structure. Can attack air and ground units. 250 Minerals Terran SC1 1 ZergSupply SC2 Icon1

Talent ProgressionEdit

Dehaka acquires the following talents as he levels up.

EssenceGatherer Coop Game1
Essence Gatherer

Dehaka can collect essence, grow stronger, and choose mutations. Dehaka spawns in faster than other hero units and can devour Primal Drones to reduce his respawn time.

Campaign Acquisition
Unlock Initially unlocked
ve
RavasaurIgniter Coop Game1
New Units: Ravasaur and Primal Igniter

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Zerglings can evolve into Ravasaurs.
  • Primal Roaches can evolve into Primal Igniters.
Campaign Acquisition
Unlock Reach Dehaka Level 2
ve
RavasaurCache Coop Game1
Ravasaur Upgrade Cache

Unlocks the following upgrades at Glevig’s Den:

  • Ravasaurs gain +1 attack range.
  • Ravasaurs gain +5 attack damage against armored enemies.
Campaign Acquisition
Unlock Reach Dehaka Level 3
ve
DeepTunnel Coop Game1
Deep Tunnel

Dehaka, Primal Wurms, and Greater Primal Wurms gain the ability to Deep Tunnel.

Campaign Acquisition
Unlock Reach Dehaka Level 4
ve
PrimalInsight Coop Game1
Primal Insight

Dehaka’s maximum level increases from 10 to 12 and unlocks the following mutation choices for Dehaka:

  • Gain the ability to detect cloaked and burrowed units.
  • Gain increased armor.
Campaign Acquisition
Unlock Reach Dehaka Level 5
ve
PrimalMutaliskGuardian Coop Game1
New Units: Primal Mutalisk and Primal Guardian

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Primal Mutalisks.
  • Primal Roaches can evolve into Primal Guardians.
Campaign Acquisition
Unlock Reach Dehaka Level 6
ve
MutaGuardUpgrade Coop Game1
Primal Mutalisk and Primal Guardian Upgrade Cache

Unlocks the following upgrades at Murvar’s Den:

  • Primal Mutalisks revive on death after a short time.
  • Primal Guardians can fire area damaging spores at enemy ground units.
Campaign Acquisition
Unlock Reach Dehaka Level 7
ve
CreeperImpaler Coop Game1
New Units: Creeper Host and Primal Impaler

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Impalers.
  • Primal Hosts can evolve into Creeper Hosts.
Campaign Acquisition
Unlock Reach Dehaka Level 8
ve
IgniterImpalerCache Coop Game1
Primal Igniter and Primal Impaler Upgrade Caches

Unlocks the following upgrades at Glevig’s Den:

  • Primal Igniters deal bonus damage to light units.
  • Impaler attacks tenderize enemies, causing them to take damage over time. Devouring tenderized enemies with Dehaka invokes half of the normal cooldown time.
Campaign Acquisition
Unlock Reach Dehaka Level 9
ve
EvolvePackLeaders Coop Game1
Evolved Pack Leaders

The Pack Leaders and Primal Wurms gain new abilities:

  • Glevig gains a flame breath that deals area damage.
  • Murvar also spawns explosive creepers.
  • Dakrun reflects damage to enemy attackers.
  • Primal Wurms and Greater Primal Wurms gain the ability to project a powerful stream of acid.
Campaign Acquisition
Unlock Reach Dehaka Level 10
ve
Tyrannozor Coop Game1
New Unit: Tyrannozor

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolution:

  • Primal Ultralisks can evolve into Tyrannozors.
Campaign Acquisition
Unlock Reach Dehaka Level 11
ve
SurvivalInstinct Coop Game1
Survival Instinct

Dehaka’s maximum level increases from 12 to 14 and unlocks the following mutation choices for Dehaka:

  • Passively heal nearby friendly units.
  • Can attack air units.
Campaign Acquisition
Unlock Reach Dehaka Level 12
ve
EliteCache Coop Game1
Elite Primal Zerg Upgrade Cache

Unlocks the following upgrades at Murvar and Dakrun’s Dens:

  • Primal Ultralisk and Tyrannozor attacks have a chance to stun enemies.
  • Tyrannozors gain an ability that deals area damage.
  • Creeper Host Creepers gain increased movement speed and can target air units.
Campaign Acquisition
Unlock Reach Dehaka Level 13
ve
ZerusCunning Coop Game1
Zerus Cunning

Dehaka’s maximum level increases from 14 to 15 and Dehaka starts with an additional mutation point.

Campaign Acquisition
Unlock Reach Dehaka Level 14
ve
GeneMutation Coop Game1
Gene Mutation

Primal combat evolutions have a chance to mutate, providing permanent passive bonuses that can increase life, attack speed, grant life leech, and more.

Usage
Notes

Base chance: 20%
Following passive bonuses availables:

  • +20% more attack speed
  • +50% more hit points
  • Spawns double Creepers (only Creeper Hosts)
  • 20% for unit's damage done convert life
  • Shoot a projectile that deal 10 damage the nearby enemies when take damage the unit (only Tyrannozors)
  • Deals more damage and is immune stun, slow, and mind control.
Campaign Acquisition
Unlock Reach Dehaka Level 15
ve

StrategiesEdit

The main focus of playing Dehaka is the direct control of his hero unit, collection of enemy essence, and making choices for unlocking new abilities during the mission. As Dehaka picks up essence from fallen enemies, he will grow in size, gaining health, attack damage, and mutation points, which he can use to unlock new active abilities and passive upgrades.

Dehaka’s primal underlings must be kept constantly at attention. The player can order them to fight each other to prove in order to raise their level. Each of his basic units can evolve into a new form, becoming a new unit with new attacks and abilities.[1]

Recommended masteries

Power Set 1:

Power Set 2:

Power Set 3:

  • Know when to combat evolve your units. These evolutions change the unit’s roles. Primal Ultralisks can evolve into Tyrannozors, giving them an anti-air attack. Primal Hydralisks can become an anti-armored siege unit, the Impaler.
  • Dehaka is the most important part of your army. Make sure to keep him alive and collect essence as often as possible.
  • Getting ahead of the power curve is key. Dehaka starts off small and weak early on. Fortunately, he spawns in faster than any other hero in the game, which gives him a head start in building up power.
  • Dehaka’s Devour ability is his most important ability. Be sure to have at least one point allocated to Devour. This ability gives Dehaka access to a variety of temporary powers that are critical to victory (healing, damage, speed, armor, cooldown reduction, etc.).
  • Powers absorbed are dependent on enemy unit types (biological, armored, light, massive, psionic, etc). Learn the different types of powers available and which enemies will provide that power. Eating the right food at the right time can make a huge difference.
  • An advanced tactic for Devour is to use it just before an enemy is killed. The cooldown is based on the amount of life the unit had when you eat it. The temporary powers granted are the same no matter how much life the enemy has.
  • Dehaka’s Leap ability is great for dealing area damage as well as giving him mobility. Be careful, though – if used too recklessly, he may not have an escape. If you use Leap to jump into the fray, be sure to Devour enemies to stay healed, or use the level 3 version to gain temporary armor.
  • Make early choices for Dehaka’s mutation upgrades based on the enemy AI composition.
  • Detection is provided by Primal Wurms. Be sure to keep some charges of Greater Primal Wurms handy, or, once you’ve unlocked the Deep Tunnel ability, build extra Primal Wurms at home and tunnel them over when needed.
  • Weapon and Armor upgrades are found on the Primal Hives. All primal units benefit from these upgrades so a mix of melee, ranged, ground or air units can be combined to create a pack that best fits the mission.
  • The tech path is simple but critical. Make sure to summon all structures as soon as possible, unlocking tech as well as top bar summon abilities.
  • Devour drone on Dehaka’s Den allows him to recover quickly allowing him to be extremely aggressive. Using Devour drone early on might be necessary if you need Dehaka to recover quickly, but it will hurt your economy so be careful. Late game it may be a good idea to build up some spare drones or remember to replace them if Dehaka decides to have a snack.[1]

Dehaka's tech tree is very different from more standard zerg. He starts with 200 control (much like how Nova Terra starts with 100 supply), and has no need or ability to create overlords. Dehaka does not need (and therefore does not create) creep.

The primal hive is his main resource collecting structure. It does not produce larvae, instead producing drones in a manner similar to Alexei Stukov's infested command center. The primal hive also researches basic upgrades normally associated with the evolution chamber and spire, and directly produces extractors at nearby vespene geysers.

The main unit-producing structure in the primal warden, which produces units in a manner similar to Stukov's infested factory; the hatchery does not produce combat units. At the start of a mission, it can only produce primal zerglings, but can produce other units depending on other structures created by drones. The primal warden is mobile and even capable of fighting when uprooted.

By producing Glevig's den, Dehaka can create primal roaches and primal hydralisks as well as summon Glevig. Murvar's den (requires Glevig's den) allows the production of the primal host and summoning Murvar. Dakrun's den (requires Murvar's den) allows the production of primal ultralisks as well as summoning Dakrun.

Dehaka will be able to personally take the field, and will gain mass, attack speed, damage, and health as he collects essence. Essence appears on the battlefield as DNA symbols and are dropped by slain enemy units. Dehaka also gains essence from units he devours.

This essence will allow him to evolve through a leveling system. He has the ability to leap on targets, causing area damage, unleash an intimidating roar that slows enemy attack speed and movement, devour an enemy to instantly kill it and gain abilities depending on its flags (biological heals Dehaka, air units give him a ranged attack, psionic units reduce his cooldowns, etc.), and scorching breath, which deals area damage and holds three charges. Dehaka will unlock passive abilities as he gains power, including a healing aura and detection of cloaked units.[1]

Dehaka can also summon greater primal wurms to various tunnel and defend a location. Dehaka has three pack leaders to aid him, Glevig, Murvar, and Dakrun. These can be summoned to aid him.

Like Kerrigan and Zagara, if Dehaka is killed he will revive at the hatchery within 90 seconds. Unlike them, however, the player can sacrifice drones in order to speed up the rate of revival.

Dehaka's unit consuming ability also affects heroic units, so hybrids will be vulnerable to being devoured. However, devouring heroic units lengthens the cooldown time before the devour ability can be used again.

SynergiesEdit

Protoss CommandersEdit

Artanis is a powerful commander when used alongside Dehaka. As a lot is focused on his hero, Artanis’s guardian shell allows Dehaka to gain extra time when taking fatal damage, allowing him to regain health via essence or devour and get back into the fight. As far as armies go, Dehaka’s frontline melee units, especially primal igniters and tyrannozors, can be well suited to be used alongside long range Artanis combos like dragoon/reaver or tempest. Artanis’s global abilities can also clear waves, while Dehaka’s devour can be used on priority targets like hybrid.

Karax and Dehaka have situational synergy depending on what map they’re used on together. On defensive maps like “Temple of the Past” and “Night of the Dead”, Karax excels at covering for Dehaka’s lack of reliable defensive structures, allowing Dehaka’s longer ranged units to pump out the damage they need or push out when necessary. However, on maps where both players need to push they have minimal synergy, as Dehaka has no mechanical units to benefit from reconstruction beam, and the amount of damage his larger units take mean that the shield Karax gives is of minimal use.

Vorazun and Dehaka cover for each other’s weaknesses well, and make for a powerful late game army. Vorazun struggles against some early attack waves, while Dehaka benefits from having to deal with them as it will give him early essence. Use Dehaka (with talents picked depending on the composition) to defeat the early attack waves, allowing Vorazun to save her energy for a push or emergency situation. In the late game, Dehaka’s ability to tie up and slow enemies works well with Vorazun’s disruption web, preventing enemies from moving out of them. Dehaka’s ability to snipe big targets with devour mixed with the shadow strike of dark templar means large attack waves can be destroyed easily. Dehaka’s calldowns and worms can provide damage and detection to areas where Vorazun can’t cover.

Alarak and Dehaka have some power together, but mostly aren’t the most powerful of combinations. Both rely on powerful hero units that are designed to take the brunt of a lot of damage, which while powerful both suffer when in the face of abilities that do heavy single target damage like yamato cannon. Dehaka usually has a medium sized army relevant to his supply due to the primal combat mechanic, so he gives below average benefit to Alarak’s Empower Me ability. However, Dehaka’s pack leaders can cover for the global presence Alarak lacks, allowing him to save his Death Fleet ability for a sticky situation, while Alarak’s structure overcharge provides a reliable defense that will usually be off cooldown and can even be deployed on the frontilines via primal wurms.

Fenix and Dehaka have moderate synergy, but both suffer from overlapping mechanics. As with Alarak, Dehaka and Fenix both rely on single points to take a lot of their damage for their squishier army units, though in the later game Dehaka has tyrannozors and primal ultralisks to take damage for him. In the late game, Fenix can provide strong anti-air in his carriers and dragoon shell that Dehaka has less of. Fenix’s arbiter shell also augments Dehaka’s ability to have a global presence, allowing Fenix to move Dehaka’s army around while Dehaka himself can deep tunnel anywhere.

Terran CommandersEdit

Raynor and Dehaka are a strong combination. Dehaka’s units and Dehaka himself gain extreme benefits from having medics around, especially in the early game where Dehaka is lower leveled. Both have powerful defensive global abilities at relatively the same cooldown and scans can give vision, let Dehaka use his calldowns and deep tunnel to any part of the map, and Dehaka’s primal wurms can function as impromptu detectors in the early game. In the late game, Dehaka becomes a strong tank and disabler for Raynor’s army, and is powerful alongside bio, allowing Raynor to do the damage while Dehaka and his higher health units like tyrannozors and primal igniters, the latter negating the need for firebats, hold up enemy lines and providing a healing and armor aura.

Swann and Dehaka are deceptively strong together. One of Dehaka’s major issues in the later game is gas consumption with his army, a problem Swann and his vespene drones help mitigate. This also allows Dehaka to potentially transition into an air combination, something usually hard without suffering midgame. Swann also has a long ranged army with high damage that suffers in melee, while Dehaka has a low to mid-range army with heavy armored melee units. This allows Swann to deal heavy damage with goliaths and siege tanks while Dehaka does the brunt of the fighting. In addition, with how early Dehaka comes out, he can keep the first attack wave at bay without Swann having to use his ARES warbot calldown.

Nova and Dehaka overlap in a lot of ways, but are still powerful. Both have a powerful hero unit that can reliably function against group of light enemies or single big enemies, and both have powerful global presence and armies usually on the smaller side (albeit Nova’s much smaller). However, Nova’s tactical airlift ability can move Dehaka’s units around the map, whereas Dehaka, his wurms, creeper hosts and Glevig are the only units that can deep tunnel in Dehaka’s forces. However, this means both players can be anywhere they need to be, with Dehaka’s main army working with Nova and tying up enemies while Dehaka and his calldowns can be in another place. Ravens also benefit Dehaka, as they can heal his frontline forces. In return, once Dehaka evolves healing aura, he is able to heal Nova's army without the Nova player having to tech to and expend resources on Ravens for the sole purpose of healing.

Zerg CommandersEdit

Kerrigan and Dehaka are a good combination, in spite of both focusing on a hero unit. Both Kerrigan and Dehaka benefit from hunting down groups of enemies in the early to mid-game, and the resource bonus Kerrigan gives to Dehaka can help him move into strong late game gas heavy compositions. Kerrigan can give Dehaka global mobility with her omega worms, while Dehaka can also deep tunnel to clear out areas. The only time the two struggle is in the mid game, where Dehaka is between getting his primal wardens constructed and Kerrigan is beginning to form her army.

Zagara and Dehaka have moderate synergy. Zagara relies on heavy masses of disposable units that she can buff, while Dehaka’s heavy frontline covers a lot of the same role. As such, Dehaka with Zagara should go for lighter units that benefit from her zerglings tying up enemy waves like hydralisks or guardians. Frenzy is a massive boon to Dehaka, as all of his units and calldowns benefit from it and can clear out attack waves with it, while Dehaka himself can also cover for Zagara as she deals her damage. Additionally, tyrannozors with their armor aura completely nullifies any need for aberrations and primal mutalisks with all upgrades can be an incredible relief for the need of scourges as air enemies will both take massive damage and have a hard time killing them.

Abathur and Dehaka are an exceptionally powerful combination if coordinated correctly, virtually unstoppable during mid and late game. Use Dehaka to lure enemies into Toxic Nests for maximum biomass and essence harvest. While both have similar weak points in their game, Abathur’s mend ability in the early game can allow a well-controlled Dehaka to clear out the initial enemies around his base, also allowing Dehaka to level up earlier. In the case both players go air units Dehaka can make a flight of highly durable mutalisks that shred through masses of air units to cover for either Abathur’s longer-ranged guardians or Dehaka's faster-shooting, bomb-lobbing primal guardians and Abathur's debilitating devourers. Abathur’s mines also help provide a consistent defense while Dehaka can call down the primal pack leaders to provide cover for Abathur’s mid game. With Brutalisks, Leviathans and Dehaka himself spearheading attacks while Abathur's Queens provide healing, both armies can easily plow through even the largest enemy attacks that appear on maps like Mist Opportunities, Oblivion Express, Temple of the Past...with little to no loss, though extra caution must be taken should the enemy attacks consist of massed anti-army units like Void Rays and Tempests.

Stukov and Dehaka are extremely powerful together. While he does not benefit from Stukov’s creep, the infested serve as a barrier that either block for Dehaka’s units or overwhelm them as Dehaka and his army tanks damage for them. Stukov also covers for Dehaka’s lack of reliable defense on maps like “Night of the Dead,” meanwhile benefiting Dehaka’s pushes with his endless waves of infested. Both have high cooldown calldowns however, though Stukov’s infestation can be relied on for early to mid-game defense. Dehaka's devour can also take out heavy target like hybrid or area-of-effect attackers like reavers or siege tanks that would normally rip apart Stukov' attack waves.

AchievementsEdit

GameplayEdit

SmashySmashy SC2AchiveImage Smashy Smashy
Points

10 Achievement SC2 Game1

Criteria

Deal 800,000 damage with Dehaka in Co-op Missions.

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PrimalRage SC2AchiveImage Primal Rage
Points

10 Achievement SC2 Game1

Criteria

Deal 400,000 damage with Glevig, Murvar and Dakrun in Co-op Missions.

Notes

Likely a reference to the Primal Rage series of fighting games.

Edit
PowerLeveling SC2AchiveImage Power Leveling
Points

10 Achievement SC2 Game1

Criteria

Reach level 6 with Dehaka in the first 6 minutes on Hard difficulty.

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EssenceBuffett SC2AchiveImage Essence Buffet
Points

10 Achievement SC2 Game1

Criteria

Devour 2,000 supply with Dehaka in Co-op Missions

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OneWhoCollects SC2AchiveImage One-Who-Collects
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Dehaka achievements.

Rewards
DehakaCoop SC2Portrait Dehaka portrait
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LevelsEdit

Dehaka5 SC2AchiveImage Dehaka: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Primal Pack Leader Dehaka in Co-op Missions.

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Dehaka10 SC2AchiveImage Dehaka: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Primal Pack Leader Dehaka in Co-op Missions.

Edit
Dehaka15 SC2AchiveImage Dehaka: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Primal Pack Leader Dehaka in Co-op Missions.

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DevelopmentEdit

Dehaka was considered an obvious choice for a zerg commander. The developers wanted to incorporate the essence-hunting aspect of the primal zerg, but do so in a way that was different from Abathur.

The "fantasy" of the primal zerg was sought to be represented as well. This is represented in their mechanics (e.g. the ability to uproot, and the lack of overlords).[1]

Data exists for units for Dehaka that aren't present in the final release. These include the primal baneling, primal corruptor, and primal viper. Others data seems to suggest all of Dehaka's units at one point a level system, which would max out at level 3. At each level the unit would evolve. This system was scrapped and maintained only for Dehaka's hero unit.

TriviaEdit

Dehaka's loading screen artwork and final evolved model used in Co-op Missions bears resemblance to his master skin in Heroes of the Storm.

Before his intended release was announced his inclusion as a Co-op commander was hinted via the Scythe of Amon mission. When the transport would begin picking up refugees, Primal zergling would appear instead of Protoss units.

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 2017-08-21, Patch 3.17 Preview: New Co-op Commander Dehaka. Battle.net Blizzard Entertainment, accessed on 2017-08-28
  2. 2017-08-21, Preview: NEW Co-op Commander Preview: Dehaka. Youtube.com Blizzard Entertainment, accessed on 2017-08-21