r/starcraft•
Jay727

Can we talk about hellbats?

Meta

Hellbat play is basically dead in all matchups. The situation:

The hellion has a bit of a role in the early game in TvT. But the few hellions one gets rarely survive long enough to be transformed and even if they were, hellbats have basically no impact at all against marine/tank/medivac. Their former major role was to buffer for tanks in mech, which is completely gone because you don't need siege time anymore with medivac drops and mech is garbage.

The TvZ timing attacks are gone, mainly due to roaches being such a strong standard playstyle. Mech is dead, so you don't use them as mineral dump. Hellion openings are not as common anymore and usually feature less hellions than previously. Hellion/hellbat production in the midgame is nonexistant.

In TvP neither the hellbat nor the hellion have a role at all. The hellbat, though nearly as costly as the adept and doing splash against this tiny unit loses in a straight combat against it. It loses to basically all other Protoss combat units except for the zealot and even then widow mines and just pure bio kiting are way more efficient options than the slow and clunky hellbat.

I think the hellion/hellbat has been a core unit that made for the fun mech games in TvT in TvZ. It is cheap and easy to produce, so even with the expensive mech techs you can afford to trade them away efficiently and create strong timing attacks and harass plays with it. And even if we are not talking about Mech or early timings, if the unit was good enough it could easily be used in bio compositions as buffer and anti-light splash against all sorts of opponents that try to close in. As has been experimented with in HotS, e.g by Flash. I think instead of buffing the banshee it would be much more fun to have a more useful hellbat (and hellion). I think a nice buff would be to give the unit a little more movement speed and/or a buff to its damage after purchasing blue flame.

Posted Apr 15, 2016, 1:44 AM UTC

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