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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).

Overview[]

"The enemy hunts us, but they shall be the hunted."

- Dehaka(src)

Info[]

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

Mastery[]

Power Set 1
Devour Healing Increase: +1% – +30%
Rank 30 increases heal from 5% to 6.5% for nonbiological and 25% to 32.5% for biological.
Devour Buff Duration: +3% – +90%
Rank 30 increases duration from 15s to 28.5s.
Power Set 2
Greater Primal Wurm Cooldown: -2% – -60%
Rank 30 reduces charge cooldown from 120s to 48s.
Pack Leaders Active Duration: +1% – +30%
Rank 30 increases duration from 60s to 78s.
Power Set 3
Gene Mutation Chance: +1% – +30%
Rank 30 increase mutation chance from 20% to 50%.
Dehaka Attack Speed: +1% – +30%

Prestiges[]

Level 1 – Devouring One
Advantage: Devour applies its benefits to all nearby allied units.
Disadvantage: Dehaka has 0 base armor, loses the Scorching Breath ability, and has his max level reduced by 4.
Level 2 – Primal Contender
Advantage: Pack Leaders and their entourage deal 50% more damage and have 100% increased life. Pack Leader cooldowns reduced by 33%. Pack Leaders can consume Essence for Dehaka.
Disadvantage: Dehaka leaves the map while a Pack Leader is active. Only one Pack Leader may be active at a time.
  • Affected on attacks and damage abilities on Leader Packs and his spawns.
  • Unaffected on Primal Attacks upgrades.
  • Once a Pack Leader leaves play, Dehaka returns to play in the location where he left the map. He still provides vision, Primal Regeneration, and (with Keen Senses) detection around himself while inactive.
  • Pack Leaders can be manually de-spawned.
Level 3 – Broodbrother
Advantage: Dehaka spawns a clone.
Disadvantage: If either Dehaka or the clone dies, the other dies as well.
  • Dehaka and Zweihaka gain Essence separately.

Game Unit[]

Abilities[]

Dehaka's Mutations[]

CoopDehakaLevelUp
Collect Essence/Evolve Mutation

Collecting the essence, Dehaka heals 2 health and gets +0.75 maximum health for each essence point. When Dehaka level increases, he receives +10 attack damage and +1 evolution point.
There are unused mutation points. Please click here to use.

Devouring One: Reduces Dehaka's max level by 4 and Scorching Breath is unavailable.

Primal Contender: Primal Pack Leaders can consume essence for Dehaka while active.

Campaign Acquisition
Unlock Basic:
Level 1-10 – Initially available.
Level 11-12 – Reach Dehaka Level 5.
Level 13-14 – Reach Dehaka Level 12.
Level 15 – Reach Dehaka Level 14.

Progress with Devouring One:
Level 1-6 – Initially available.
Level 7-8 – Reach Dehaka Level 5.
Level 9-10 – Reach Dehaka Level 12.
Level 11 – Reach Dehaka Level 14.
Acquisition
Level 1
Effect Hit points: 600
Damage: 20
Evolution point: 1 (2 at level 14)
Evolve abilities:
  • Leap level 1
  • Intimidating Roar level 1
  • Devour level 1
  • Primal Regeneration level 1
Level 2
Required Collect 15 essence.
Effect Hit points: 611.25
Damage: 30
Evolution point: 2 (3 at level 14)
Level 3
Required Collect 30 essence (summary 45).
Effect Hit points: 633.75
Damage: 40
Evolution point: 3 (4 at level 14)
Evolve abilities:
  • Leap level 2
  • Intimidating Roar level 2
  • Devour level 2
  • Primal Regeneration level 2
Level 4
Required Collect 45 essence (summary 90).
Effect Hit points: 667.5
Damage: 50
Evolution point: 4 (5 at level 14)
Level 5
Required Collect 60 essence (summary 150).
Effect Hit points: 712.5
Damage: 60
Evolution point: 5 (6 at level 14)
Evolve abilities:
  • Leap level 3
  • Intimidating Roar level 3
  • Devour level 3
  • Primal Regeneration level 3
  • Keen Senses
  • Chitinous Plating
Level 6
Required Collect 75 essence (summary 225).
Effect Hit points: 768.75
Damage: 70
Evolution point: 6 (7 at level 14)
Evolve abilities: Scorching Breath (without Devouring One)

Notes: Dehaka gain Massive-type and ability to walk above small units.
Level 7
Required Collect 90 essence (summary 315).
Effect Hit points: 836.25
Damage: 80
Evolution point: 7 (8 at level 14)
Level 8
Required Collect 105 essence (summary 420).
Effect Hit points: 915
Damage: 90
Evolution point: 8 (9 at level 14)
Level 9
Required Collect 120 essence (summary 540).
Effect Hit points: 1005
Damage: 100
Evolution point: 9 (10 at level 14)
Level 10
Required Collect 135 essence (summary 675).
Effect Hit points: 1106.25
Damage: 110
Evolution point: 10 (11 at level 14)
Evolve abilities: Deadly Reach

Notes: Dehaka can be hit by both ground and air attacks, and gains vision on high ground.
Level 11
Required Collect 150 essence (summary 825).
Effect Hit points: 1218.75
Damage: 120
Evolution point: 11 (12 at level 14)
Level 12
(unavailable with Devouring One)
Required Collect 165 essence (summary 990).
Effect Hit points: 1342.5
Damage: 130
Evolution point: 12 (13 at level 14)
Level 13
(unavailable with Devouring One)
Required Collect 180 essence (summary 1170).
Effect Hit points: 1477.5
Damage: 140
Evolution point: 13 (14 at level 14)
Level 14
(unavailable with Devouring One)
Required Collect 195 essence (summary 1365).
Effect Hit points: 1623.75
Damage: 150
Evolution point: 14 (15 at level 14)
Level 15
(unavailable with Devouring One)
Required Collect 210 essence (summary 1575).
Effect Hit points: 1781.25
Damage: 160
Evolution point: 15 (16 at level 14)
Max Hit Points
Required Collect 63960 essence (summary 65535).
Effect Hit points: 49151.25
ve
Actives
DehakaLeap Coop Game1
Leap

Dehaka leaps to the target location, dealing 25 (+50% on weapon) damage to nearby enemy ground units (radius 1).

Leap Level 2: Increases the Leap's range from 6 to 12 and increases the ability damage from 25 (+50% on weapon) to 25 (+75% on weapon).

Leap Level 3: Each enemy hit also grants Dehaka +1 armor for 2 seconds.

Usage
Hotkey Q
Range 6
12 (at Level 2)
Cooldown 10 seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
Hero Level 1
Effect Damage: 35
Hero Level 2
Effect Damage: 40
Hero Level 3
Effect Damage: 45 (55 at Level 2)
Hero Level 4
Effect Damage: 50 (62.5 at Level 2)
Hero Level 5
Effect Damage: 55 (70 at Level 2 or 3)
Hero Level 6
Effect Damage: 60 (77.5 at Level 2 or 3)
Hero Level 7
Effect Damage: 65 (85 at Level 2 or 3)
Hero Level 8
Effect Damage: 70 (92.5 at Level 2 or 3)
Hero Level 9
Effect Damage: 75 (100 at Level 2 or 3)
Hero Level 10
Effect Damage: 80 (107.5 at Level 2 or 3)
Hero Level 11
Effect Damage: 85 (115 at Level 2 or 3)
Hero Level 12
Effect Damage: 90 (122.5 at Level 2 or 3)
Hero Level 13
Effect Damage: 95 (130 at Level 2 or 3)
Hero Level 14
Effect Damage: 100 (137.5 at Level 2 or 3)
Hero Level 15
Effect Damage: 105 (145 at Level 2 or 3)
ve
DehakaIntimidatingRoar Coop Game1
Intimidating Roar

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

Intimidating Roar Level 2: Intimidating Roar additionally disables enemies from casting spells with an energy cost.

Intimidating Roar Level 3: Intimidating Roar additionally decreases the armor on enemies by 2.

Usage
Hotkey W
Range 10
Duration 15 seconds
Cooldown 30 seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
ve
DehakaDevour Coop Game1
Devour

Dehaka 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 had when killed.

Devour Level 2: Increases Devour's range from 6 to 9 and increases the passive abilities duration from 15 seconds to 25 seconds.

Devour Level 3: Increases Devour's range from 9 to 12 and decreases the cooldown by 20%.

Receive passive abilities depend on the type-tag of the devoured unit:

  • Air: Gain a ranged attack (Mammoth Breath)
  • Armored: Gain 30% bonus damage against armored units
  • Biological: Heal 20% life (summary 25%)
  • Light: Gain 30% movement speed
  • Massive: Gain +3 armor and reflect damage (10 per hit) at attackers
  • Mechanical: Gain 30% attack speed
  • Psionic: Explode with Psionic Energy (200% Weapon Damage within a radius of 3) and abilities cooldown become 50% faster.


Devouring One: Benefits are shared with all nearby allied units within a range of 10.

  • Combat units restore only 20% (+Mastery) life when Dehaka devour a Biological unit.
  • When Dehaka devour an Air unit, combat units with ranged attack gain +2 attack range.
  • When Dehaka devour a Psionic unit, combat units gain only the ability cooldown reduction.
Usage
Hotkey E
Range 6
9 (at Level 2)
12 (at Level 3)
Duration 15 (25 at Level 2) seconds
Mastery: +0.45 (+0.75 at Level 2) seconds per Devour Buff Duration mastery point. Up to a maximum 28.5 (47.5 at Level 2) seconds
Cooldown Based of the target unit's current life
(1 seconds / 10 hp)
Max cooldown:
Basic: 60 (48 at Level 3) seconds
With Tenderize: 15 (12 at Level 3) seconds
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
Effect Devour Heal: 5%
Mastery: +0.1% restored life per Devour Healing Increase mastery point. Up to a maximum 8%
Biological Effect Heal: 20%
*Mastery: +0.2% restored life per Devour Healing Increase mastery point. Up to a maximum 26%
Light Effect Movement Speed: 3.9
Massive Effect Armor:
Basic: 4 (3 with Devouring One)
With Chitinous Plating: 7 (6 with Devouring One)
Mechanical Effect Attack Speed: 1.54
Mastery: +1% attack speed per Dehaka Attack Speed mastery point. Up to a maximum 1.18
Psionic Effect Cooldown:
Leap: 5 seconds
Intimidating Roar: 15 seconds
Devour Level 1-2: 30 (7.5 with Tenderize) seconds
Devour Level 3: 24 (6 with Tenderize) seconds
Deep Tunnel: 30 seconds
Hero Level 1
Effect Armored Effect Damage:
Attack: 20 (+6 vs Armored)
Leap Level 1: 35 (+3 vs Armored)
Psionic Effect Damage: 40
Hero Level 2
Effect Armored Effect Damage:
Attack: 30 (+9 vs Armored)
Leap Level 1: 40 (+4.5 vs Armored)
Psionic Effect Damage: 60
Hero Level 3
Effect Armored Effect Damage:
Attack: 40 (+12 vs Armored)
Leap Level 1: 45 (+6 vs Armored)
Leap Level 2: 55 (+9 vs Armored)
Psionic Effect Damage: 80
Hero Level 4
Effect Armored Effect Damage:
Attack: 50 (+15 vs Armored)
Leap Level 1: 50 (+7.5 vs Armored)
Leap Level 2: 62.5 (+11.25 vs Armored)
Psionic Effect Damage: 100
Hero Level 5
Effect Armored Effect Damage:
Attack: 60 (+18 vs Armored)
Leap Level 1: 55 (+9 vs Armored)
Leap Level 2-3: 70 (+13.5 vs Armored)
Psionic Effect Damage: 120
Hero Level 6
Effect Armored Effect Damage:
Attack: 70 (+21 vs Armored)
Leap Level 1: 60 (+10.5 vs Armored)
Leap Level 2-3: 77.5 (+15.75 vs Armored)
Scorching Breath: 70 (+21 vs Armored)
Psionic Effect Damage: 140
Hero Level 7
Effect Armored Effect Damage:
Attack: 80 (+24 vs Armored)
Leap Level 1: 65 (+12 vs Armored)
Leap Level 2-3: 85 (+18 vs Armored)
Scorching Breath: 80 (+24 vs Armored)
Psionic Effect Damage: 160
Hero Level 8
Effect Armored Effect Damage:
Attack: 90 (+27 vs Armored)
Leap Level 1: 70 (+13.5 vs Armored)
Leap Level 2-3: 92.5 (+20.25 vs Armored)
Scorching Breath: 90 (+27 vs Armored)
Psionic Effect Damage: 180
Hero Level 9
Effect Armored Effect Damage:
Attack: 100 (+30 vs Armored)
Leap Level 1: 75 (+15 vs Armored)
Leap Level 2-3: 100 (+22.5 vs Armored)
Scorching Breath: 100 (+30 vs Armored)
Psionic Effect Damage: 200
Hero Level 10
Effect Armored Effect Damage:
Attack: 110 (+33 vs Armored)
Leap Level 1: 80 (+16.5 vs Armored)
Leap Level 2-3: 107.5 (+24.75 vs Armored)
Scorching Breath: 110 (+33 vs Armored)
Psionic Effect Damage: 220
Hero Level 11
Effect Armored Effect Damage:
Attack: 120 (+36 vs Armored)
Leap Level 1: 85 (+18 vs Armored)
Leap Level 2-3: 115 (+27 vs Armored)
Scorching Breath: 120 (+36 vs Armored)
Psionic Effect Damage: 240
Hero Level 12
Effect Armored Effect Damage:
Attack: 130 (+39 vs Armored)
Leap Level 1: 90 (+19.5 vs Armored)
Leap Level 2-3: 122.5 (+29.25 vs Armored)
Scorching Breath: 130 (+39 vs Armored)
Psionic Effect Damage: 260
Hero Level 13
Effect Armored Effect Damage:
Attack: 140 (+42 vs Armored)
Leap Level 1: 95 (+21 vs Armored)
Leap Level 2-3: 130 (+31.5 vs Armored)
Scorching Breath: 140 (+42 vs Armored)
Psionic Effect Damage: 280
Hero Level 14
Effect Armored Effect Damage:
Attack: 150 (+45 vs Armored)
Leap Level 1: 100 (+22.5 vs Armored)
Leap Level 2-3: 137.5 (+33.75 vs Armored)
Scorching Breath: 150 (+45 vs Armored)
Psionic Effect Damage: 300
Hero Level 15
Effect Armored Effect Damage:
Attack: 160 (+48 vs Armored)
Leap Level 1: 105 (+24 vs Armored)
Leap Level 2-3: 145 (+36 vs Armored)
Scorching Breath: 160 (+48 vs Armored)
Psionic Effect Damage: 320
ve
DehakaScorchingBreath Coop Game1
Scorching Breath

Dehaka's fiery breath scorches the earth, dealing weapon damage (20 + 10 per level) to all enemy ground units in its path. Can store up to 3 charges.

Devouring One: Scorching Breath is unavailable.

Usage
Hotkey R
Cooldown 30 (charge cooldown)seconds
2 (after using) seconds
Acquisition
Required Reach Hero Level 6
Hero Level 6
Effect Damage: 70
Hero Level 7
Effect Damage: 80
Hero Level 8
Effect Damage: 90
Hero Level 9
Effect Damage: 100
Hero Level 10
Effect Damage: 110
Hero Level 11
Effect Damage: 120
Hero Level 12
Effect Damage: 130
Hero Level 13
Effect Damage: 140
Hero Level 14
Effect Damage: 150
Hero Level 15
Effect Damage: 160
ve
DeepTunnel Coop Game1
Deep Tunnel

Dehaka quickly burrows to any explored location.

Usage
Hotkey D
Cooldown 60 seconds
Campaign Acquisition
Unlock Reach Dehaka Level 4.
ve


Passives
DehakaPrimalRegeneration Coop Game1
Primal Regeneration

Allied units near Dehaka heal 1 life per second.

Primal Regeneration Level 2: Increases the restored life on allied units from 1 per second to 2 per second.

Primal Regeneration Level 3: Increases the restored life on allied units from 2 per second to 3 per second.

Usage
Passive
Range 10
Campaign Acquisition
Unlock Reach Dehaka Level 12.
Acquisition
Required Level 2 – Reach Hero Level 3
Level 3 – Reach Hero Level 5
ve
DehakaKeenSenses Coop Game1
Keen Senses

Dehaka can 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 Dehaka's armor by 3.

Usage
Passive
Campaign Acquisition
Unlock Reach Dehaka Level 5.
Acquisition
Required Reach Hero Level 5
Effect Armor

Basic: 4

With Devouring One: 3
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 Summons[]

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 and can store up to 3 charges.

Usage
Duration 60 seconds
Cooldown 120seconds
Mastery: -2.4seconds per Greater Primal Wurm Cooldown mastery point. Down to a minimum 48 seconds
Acquisition
Required Glevig's den
ve
DehakaSummonGlevig Coop Game1
Summon Glevig

Summons Glevig with a small pack of primal zergs (8 Primal Zerglings, 2 Primal Roaches, 2 Primal Hydralisks). Glevig is a powerful, immobile ranged attacker that deals area damage and can relocate his position with Deep Tunnel. Lasts 60 seconds.

Primal Contender: Glevig and his primal zerg pack deal 50% more damage and gain 100% increased life. Glevig can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Glevig is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=120)seconds
240 (Initial cooldown=120) (with Primal Contender) seconds
Acquisition
Required Glevig's den
No Rival Pack Leader (with Primal Contender)
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.

Primal Contender: Murvar and her spawns deal 50% more damage and gain 100% increased life. Murvar can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Murvar is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=60)seconds
240 (Initial cooldown=60) (with Primal Contender) seconds
Acquisition
Required Murvar's den
No Rival Pack Leader (with Primal Contender)
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.

Primal Contender: Dakrun deal 50% more damage and gain 100% increased life. Dakrun can consume essence for Dehaka. Dehaka leaves the map, and the other Primal Pack Leaders are unavailable while Dakrun is active.

Usage
Duration 60seconds
Mastery: +0.6seconds per Pack Leaders Active Duration mastery point. Up to a maximum 78 seconds
Cooldown 360 (Initial cooldown=60)seconds240 (Initial cooldown=60) (with Primal Contender) seconds
Acquisition
Required Dakrun's den
No Rival Pack Leader (with Primal Contender)
ve


Upgrades[]

Talents[]

DeepTunnel Coop Game1
Deep Tunnel

Dehaka, Zweihaka (with Broodbrother), 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
Notes

Because the healing got 3 levels, you only get 2/4 (2/7 with Devouring One Prestige) of the points needed to get all available abilities to maximum.

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 Composition[]

Units and Structures[]

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

Icon Unit Details Production Damage
4. Zergling Primal Primal Zergling Fast melee creature.

(Evolves to ravasaur breed)

Can attack ground units.

50 Minerals 1 Control 14.3 DPS
Ravasaur Primal Dehaka Ravasaur Ranged unit. Shoots large globe of acid at long range.
Can attack ground units.

(Unlocks at level 2)

2 Primal Zerglings cost =
100 Minerals 2 Control
10 DPS
4. Roach Primal Primal Roach Assault unit. Regenerates life quickly when burrowed.
(Evolves to primal igniter and primal guardian breeds)

Can attack ground units.

75 Minerals 25 Vespene gas 2 Control 8 DPS
4. Roach Upgraded Primal Primal Igniter Assault unit. Has an area damage attack. Regenerates life quickly when burrowed.
Can attack ground units.

(Unlocks at level 2)

2 Primal Roaches cost -1 ZergSupply SC2 Icon1 =
150 Minerals 50 Vespene gas 3 Control
12.5 DPS

Vs Light: 20 DPS (With Concentrated Fire Research)

4. Hydralisk Primal Primal Hydralisk Ranged attacker.
(Evolves to impaler and primal mutalisk breeds)

Can attack ground and air units.

100 Minerals 50 Vespene gas 2 Control 14.5 DPS
3. Lurker Primal Impaler Long-range anti-armor ambusher.

Must burrow to attack.
Can attack ground units. (Unlocks at level 8)

2 Primal Hydralisks cost -1 ZergSupply SC2 Icon1 =
200 Minerals 100 Vespene gas 3 Control
13.8 DPS

Vs Armored: 31 DPS

Swarm Host Primal Host Dehaka Primal host Siege unit that attacks by spawning Primal Locust minions.

(Evolves to creeper host breed)

100 Minerals 75 Vespene gas 3 Control Primal Locust:

2x16.7 DPS

3. Swarm Host Primal Creeper host Siege unit that attacks by spawning Explosive Creeper minions.
(Unlocks at level 8)
2 Primal Hosts cost -1 ZergSupply SC2 Icon1 =
200 Minerals 150 Vespene gas 5 Control
Volatile Creepers:

2x40 (+40 vs. Structure)

3. Mutalisk Primal Primal Mutalisk Air unit. Bounces its shot to strike multiple targets.
(Can attack ground and air units.

(Unlocks at level 6)

2 Primal Hydralisks cost +25 ZergVespene SC2 Game1 -1 ZergSupply SC2 Icon1 =
200 Minerals 125 Vespene gas 3 Control
Vs Ground:

9.21 DPS (+ 5.3 with bounces)

Vs Air:

18.42 DPS (+10.6 with bounces)

Guardian Primal Dehaka Primal Guardian Long range anti-ground flier.


Can attack ground units. (Unlocks at level 6)

2 Primal Roaches cost +100 ZergVespene SC2 Game1 -1 ZergSupply SC2 Icon1 =
150 Minerals 150 Vespene gas 3 Control
17.5 DPS
4. Ultralisk Primal Primal Ultralisk Heavy Assault Beast. Can charge at a target, dealing area damage and knocking back enemy units.
(Evolves to tyrannozor breed)

Can attack ground units.

300 Minerals 200 Vespene gas 6 Control 40.7 DPS
Tyrannozor Primal Dehaka Tyrannozor Heavy Assault Beast. Has a ground area-damage attack.
Can attack ground and air units.

(Unlocks at level 11)

2 Primal Ultralisks cost -3 ZergSupply SC2 Icon1 =
600 Minerals 400 Vespene gas 9 Control
40.7 DPS
Primal Wurm Dehaka Primal wurm Primary defensive structure.

Can attack ground and air units.

Primal Drone cost (50 Minerals 1 Control) +250 Minerals +1 ZergSupply SC2 Icon1 =
300 Minerals 2 Control
22.7 DPS

50 DPS with Viscous Bile ability

Talent Progression[]

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, Zweihaka (with Broodbrother), 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
Notes

Because the healing got 3 levels, you only get 2/4 (2/7 with Devouring One Prestige) of the points needed to get all available abilities to maximum.

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 (except Creeper Hosts)
  • +50% more hit points
  • Spawns double Creepers (only Creeper Hosts)
  • 20% of damage caused by the unit converted into life (except Creeper Hosts)
  • Shoot a projectile that deal 10 damage to nearby enemies when taking damage (only Tyrannozors)

Mastery: +1% chance per Gene Mutation Chance mastery point. Up to a maximum 50% chance.

Campaign Acquisition
Unlock Reach Dehaka Level 15
ve

Strategies[]

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. Eventually he will become the most powerful unit in all of Co-op mode, with thousands of HP, powerful attacks, and abilities that can cripple enemy attack waves. However, it will take time to get him there.

Dehaka's tech tree is unlike other zerg commanders and he plays more like Stukov or other terrans; he has no need for creep or overlords, and he can evolve his structures anywhere. His primal wardens produce all his offensive units, and they are unlocked by building the dens of his pack leaders, which also evolve abilities for them. Dehaka can also order his units to engage in "primal combat", sacrificing two units for one similar to merging high templar into an archon. This is not a mere evolution but entirely changes the unit's functionality, such as primal hydralisks becoming primal mutalisks or primal impalers. This means he can tech up quickly, which is advisable to unlock his calldowns, but the player must be smart about their army composition and how to use them.

Mastery Strategies[]

Power Set 1: Both options are equally viable.

☀Devour Healing Increase: +1% - 30%
☀Devour Buff Duration: +1s - 30s
This set comes down to preference, as devour healing aids a lot with the early game. However, in the later game the power of the devour buffs adds a good amount of power to Dehaka.

Power Set 2: Pack Leaders Active Duration

☀Pack Leaders Active Duration: +1s - 30s
By the time of mastery, Dehaka will have the ability to gain detection, which overlaps with the Greater Primal Wurm’s roles. Pack Leaders are powerful and a longer duration can help them clear entire attack waves or bases with ease.

Power Set 3: Dehaka Attack Speed

☀Dehaka Attack Speed: +1% - 30%
Some points in Gene Mutation is helpful, as the number of evolved zerg will mean some will get gene mutations. However, Dehaka is the powerhouse of his army, so adding to his attack speed is helpful in the early game and powerful in the late game.

Prestige Masteries[]

Devouring One considerably weakens Dehaka as a hero unit; he will take heavier damage in the early game, and while the loss of Scorching Breath is not a terrible loss, the lowered level cape means the player will need to be more picky about choosing which abilities to evolve for him, as he cannot fully mutate all of them. However, the benefits applied to Devour are considerable. With an army at his side, Dehaka can Devour choice enemy units to grant potent stat buffs to them, including increased attack range, increased attack speed, bonus damage, increased movement speed, increased armor, and healing. Dehaka will need to be accompanied by a large army to make the most of this buff, and should not attack without letting Devour come off cooldown. With the buffs from Devour, Dehaka's army will provide more than enough additional firepower to make up for his loss of strength.

Primal Contender greatly improves Dehaka's pack leader calldowns, allowing them and their escorts to defeat larger enemy groups more easily than before and make pushes on their own. They are particularly useful for breaking entrenched positions and defeating large enemy attack waves to consume essence for Dehaka and helping him level up faster. Only one pack leader can be present at a time, so against extremely heavy opposition they cannot defeat alone, they may need support from Deheka's army, or the player will need to call down a second pack leader once the first expires. The loss of Dehaka while a pack leader is present is not a great concern, as the pack leaders pack a lot of firepower themselves. A note is that Dehaka will respawn where the player left him, so do not call down a pack leader if Dehaka is somewhere he may be ambushed by incoming enemies.

Broodbrother is a high-risk, high-reward prestige. The player has Dehaka and Zweihaka, who is just as powerful as the original, and they will absorb essence and grow separately. The player should be more aggressive against early enemies to level them up, and can use them to compliment each other early on by giving them different abilities. In the late game with a fully leveled up Dehaka and Zweihaka, the player will not need an army, the two can level enemy forces together. The drawback of this prestige is that if either of them dies, both die. The player must be able to micromanage both of them effectively to level them up and keep them out of danger, and will have to devote more time to controlling Dehaka and his brother since they will take longer to level up. However, should the two fall, the player is still able to feed them drones to speed up their return.

The True Devourer[]

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.). 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 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.

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. 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.

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]

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]

Primal Power[]

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.

Synergies[]

Protoss Commanders[]

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 “Dead of Night,” 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 frontlines 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 tyrannozor 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 Commanders[]

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.

Han and Horner and Dehaka cover each other's weaknesses too much, but work well together. Dehaka himself works well in the early game with the support of an assault galleon and some reapers, and in the mid-to-late game he can tank and take on armies while Han and Horner deal damage from behind. Dehaka's cooldowns on his global abilities are much lower than Han and Horner's, meaning that with proper communication there can be a cooldown ready for any situation. Horner's strike bombers can also reveal an area for Dehaka to deep tunnel to through the fog of war. However, both lack reliable defensive options, relying mostly on their armies, so both struggle together on defensive maps.

Zerg Commanders[]

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 “Dead of Night,” 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.

Quotations[]

See: Dehaka Commander Quotations

Achievements[]

Gameplay[]

SmashySmashy SC2AchiveImage Smashy Smashy
Points

10 Achievement SC2 Game1

Criteria

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

Edit
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.

Edit
EssenceBuffett SC2AchiveImage Essence Buffet
Points

10 Achievement SC2 Game1

Criteria

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

Edit
OneWhoCollects SC2AchiveImage One-Who-Collects
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Dehaka achievements.

Rewards
DehakaCoop SC2 Portrait1 Dehaka portrait
Edit

Levels[]

Dehaka5 SC2AchiveImage Dehaka: Level 5
Points

10 Achievement SC2 Game1

Criteria

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

Edit
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.

Edit


Development[]

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. Other data seems to suggest all of Dehaka's units at one point had 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.

Early in Dehaka's design, an idea was proposed for units to be able to consume units to permanently gain their abilities. Consumed units could then be combined in a "recipe" system which could create stronger units and abilities, which was described as "design your own primal zerg." However, the strain of the art assets and potential combinations proved too ambitious for the team.[3]

Patches[]

Trivia[]

  • 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 zerglings would appear instead of protoss units.
  • Dehaka's Co-op Commander store page advertises his commander with the heading "Tap Into the Hivemind." However, both canonically and in Co-op, Dehaka and his primal zerg have no hive mind.[4]
  • As of March 2018, Dehaka's article is the second most visited Co-op commander page on the wiki.[5]
  • At launch, Dehaka's primal zerglings had a bug where they were able to harvest vespene gas. This was fixed in a subsequent patch.
  • While Dehaka cannot normally use Devour on the heroes in the Heroes from the Storm mutator, he can devour an enemy Dehaka hero. Doing so will play a special Dehaka voice line "death to the weak."

References[]

Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Dehaka (in English). 2018.

  1. 1.0 1.1 1.2 1.3 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
  3. 2017-08-28, StarCraft 2: DEVELOPER INTERVIEW!. Youtube.com, accessed on 2018-08-20
  4. 2018-07-15, Commander: Dehaka. Blizzard Entertainment, accessed on 2018-07-15
  5. 2018-03-30, 'Starcraft' 20th Anniversary: What Fans Are Most Interested In. Wikia, accessed on 2018-04-01

External Links[]

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