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** {{Mondegreen}}s of the "My life for Aiur!" catchphrase have been floating around in the fanbase for years. One of the campaign achievements is called "My Life for Hire".

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** {{Mondegreen}}s [[MemeticMutation Mishearings]] of the "My life for Aiur!" catchphrase have been floating around in the fanbase for years. One of the campaign achievements is called "My Life for Hire".
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Capitalization was fixed from VideoGame.Star Craft II Legacy Of The Void to VideoGame.Star Craft II Legacy Of The Void. Null edit to update page.
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* StoryBreakerPower:
** At the beginning when Amon seizes control of the Golden Armada on the second mission of the ''Void'' campaign; if Artanis was able to keep this huge army, then the Khali Protoss would be able to reclaim Aiur and completely prevent Amon from reincarnating as Amon would be denied access to the Overmind's corpse where he can have his host body synthesized.
** Kerrigan's Swarm is also forced to retreat to mend their losses after suffering huge casualties due to Amon's AdvancingWallOfDoom in the Temple of Unification. This ensures that Artanis will need the help of the Purifiers and Tal'Darim to mount a successful attack on Aiur, and gives a reason why Kerrigan can't attack in concert with Artanis.
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** Encounters with the Terrans are reduced compared to their encounters in ''Wings of Liberty'' and ''especially'' ''Heart of the Swarm''. They are fought against less times than the Zerg and Protoss, and they are quickly dealt with after visiting Revanscar, a mission arc that only lasts ''one mission''. {{Justified}} as the Terran Dominion is now focusing their efforts against Amon's forces and has generally accepted the Daelaam as allies, and Moebius Corps is fighting against you because they've become BrainwashedAndCrazy by the Hybrids they've created.

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** Encounters with the Terrans are reduced compared to their encounters in ''Wings of Liberty'' and ''especially'' ''Heart of the Swarm''. They are fought against less times than the Zerg and Protoss, and they are quickly dealt with with. You visit Korhal to repel a large-scale Mobius Corps attack meant to steal the Keystone from the Capitol (two missions) and finally at Revanscar after visiting Revanscar, a mission arc that only lasts ''one mission''.the Nerazim discover their hideout where the Mobius staff are breeding Hybrids. {{Justified}} as the Terran Dominion is now focusing their efforts against Amon's forces and has generally accepted the Daelaam as allies, and Moebius Corps is fighting against you because they've become BrainwashedAndCrazy by the Hybrids they've created.
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* ExactWords: Repeated mention is made of a prophecy stating that "The Xel'naga will stand against Amon in the End War". [[spoiler:"The Xel'naga" in this instance means the only Xel'naga that isn't Amon, an ascended Kerrigan]].
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Added a line describing zeratul as a decoy protagonist.

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* * DecoyProtagonist: Zeratul is almost the only Protoss character until Legacy of the Void, even having his own mini-campaigns in Both Wings of Liberty and the prologue of Legacy of the Void, but Artanis ends up being the protagonist of Legacy of the Void.
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** Encounters with the Terrans are reduced compared to their encounters in ''Wings of Liberty'' and ''especially'' ''Heart of the Swarm''. They are fought against less times than the Zerg and Protoss, and they are quickly dealt with after visiting Revanscar, a mission arc that only lasts ''one mission''.

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** Encounters with the Terrans are reduced compared to their encounters in ''Wings of Liberty'' and ''especially'' ''Heart of the Swarm''. They are fought against less times than the Zerg and Protoss, and they are quickly dealt with after visiting Revanscar, a mission arc that only lasts ''one mission''. {{Justified}} as the Terran Dominion is now focusing their efforts against Amon's forces and has generally accepted the Daelaam as allies, and Moebius Corps is fighting against you because they've become BrainwashedAndCrazy by the Hybrids they've created.
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Redundant.


* ATasteOfPower: Justified in the first mission as the Protoss are going all-out in retaking Aiur and thus throwing as much of their arsenal as they could muster to bear, [[spoiler:which unfortunately makes it easier for Amon to control most of the protoss by corrupting the Khala.]]
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* ATasteOfPower: The first mission has you commanding a large army that includes colossi and immortals, which you won't be able to use in the next few chapters.
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* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous [[EasyLevelTrick cheese tactics]].

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* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous [[EasyLevelTrick cheese tactics]].tactics, game breakers, etc]].
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* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous [[CheeseStrategy cheese strategies]].

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* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous [[CheeseStrategy [[EasyLevelTrick cheese strategies]].tactics]].
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A more objective trope.


* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous GameBreaker strategies.

to:

* AcceptableBreaksFromReality: The player is restricted to using one unit each from tiers of units selected within the War Council, even though there's no reason in-story why Artanis can't fill the ranks of his armies with any unit he likes. However, if this was permitted in gameplay, it would be confusing and overwhelming for players to have access to a tech tree of over two dozen units, it would be very difficult to code how these different units would be handled in cutscenes and interfaces, and being able to use all of them would probably invite numerous GameBreaker strategies.[[CheeseStrategy cheese strategies]].
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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI still had some kinks to iron out. For instance, in the final mission, the AI-controlled heroes had a good chance of charging [[LeeroyJenkins head-on]] into an enemy army and getting themselves killed early-on. There was no penalty for this, but could be amusing to behold. One hero in particular could spared this by walling them behind shield batteries and pylons, where they could still defend their path.

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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI still had some kinks to iron out. For instance, in the final mission, the AI-controlled heroes had a good chance of charging [[LeeroyJenkins head-on]] into an enemy army and getting themselves killed early-on. There was no penalty for this, but could be amusing to behold. One hero Two heros in particular could spared this by walling them behind shield batteries and pylons, where they could still defend their path.path out of harm's way, making defense a bit easier.
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Removing currency in case of an Updated Rerelease nullifying this.


* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI still has some kinks to iron out. For instance, in the final mission, the AI-controlled heroes may rush [[LeeroyJenkins head-on]] into an enemy army and get themselves killed early-on. There's no penalty for this, but it can be amusing to behold. One hero in particular can be spared this by walling them behind shield batteries and pylons, where they can still defend their path.

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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI still has had some kinks to iron out. For instance, in the final mission, the AI-controlled heroes may rush had a good chance of charging [[LeeroyJenkins head-on]] into an enemy army and get getting themselves killed early-on. There's There was no penalty for this, but it can could be amusing to behold. One hero in particular can be could spared this by walling them behind shield batteries and pylons, where they can could still defend their path.
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* IdiotBall: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Raszagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.

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* IdiotBall: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Raszagul slaying Raszagal to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.
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* IdiotBall: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Rashagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.

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* IdiotBall: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Rashagul Raszagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.
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* IdiotPlot: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Rashagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.

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* IdiotPlot: IdiotBall: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Rashagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.
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* IdiotPlot: {{Justified}}, at the beginning of the main campaign, Artanis ignores Zeratul's warnings against assaulting Auir due to Daeelam's morale needing the boost from retaking their home world. Also, Zeratul's reputation has become trashed due to him inadvertently revealing the location of Aiur to the Overmind, Slaying Rashagul to free her from Kerrigan's control then fleeing, and perhaps from aiding a deinfested Kerrigan in becoming Primal Kerrigan. It makes sense that Artanis wouldn't risk outrage over following Zeratul's advice right away.
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** The automated Assimilators for harvesting vespene. Not flashy, but darn useful.

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** The automated Assimilators for harvesting vespene. Not flashy, as overtly awesome as being able to remotely warp in Robotics & Armada, or making Nexi able to contribute to static defense, but darn useful.you need fewer Probes for gas and can mine without a Nexus in remote spots if you desire.
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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, the AI heros my rush [[LeeroyJenkins head-on]] into an enemy army and get themselves killed early-on. There is no penalty for this but it can be amusing to behold. On hero in particular can be spared this by walling them in behind shield batteries and pylons where they can still defend their path.

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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had has some kinks to iron out. For instance, in the final mission, the AI heros my AI-controlled heroes may rush [[LeeroyJenkins head-on]] into an enemy army and get themselves killed early-on. There is There's no penalty for this this, but it can be amusing to behold. On One hero in particular can be spared this by walling them in behind shield batteries and pylons pylons, where they can still defend their path.
Is there an issue? Send a MessageReason:
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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, the AI heros rush head-on into an enemy army and get themselves killed early-on. There is no penalty for this but it can be amusing to behold. On hero in particular can be spared this by walling them in behind shield batteries and pylons where they can still defend their path.

to:

* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, the AI heros my rush head-on [[LeeroyJenkins head-on]] into an enemy army and get themselves killed early-on. There is no penalty for this but it can be amusing to behold. On hero in particular can be spared this by walling them in behind shield batteries and pylons where they can still defend their path.
Is there an issue? Send a MessageReason:
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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, one particular hero tends to rush head-on into an enemy army and get themselves killed. There is no penalty for this but it can be amusing to behold.

to:

* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, one particular hero tends to the AI heros rush head-on into an enemy army and get themselves killed.killed early-on. There is no penalty for this but it can be amusing to behold. On hero in particular can be spared this by walling them in behind shield batteries and pylons where they can still defend their path.
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* ArtificialStupidity: Despite this being the third MissionPackSequel, the AI is still had some kinks to iron out. For instance, in the final mission, one particular hero tends to rush head-on into an enemy army and get themselves killed. There is no penalty for this but it can be amusing to behold.

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The third entry (and second expansion pack) in the ''VideoGame/StarcraftII'' trilogy, focusing on Artanis and the Protoss.

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The third entry (and second standalone expansion pack) in the ''VideoGame/StarcraftII'' trilogy, focusing on Artanis and the Protoss.


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* MissionPackSequel: While classed as an expansion pack, and sold for $40 when it was new instead of the standard $60 of a full release, the game does not require base ''[=StarCraft 2]'' to play and adds a ''lot'' of new content (including a campaign as long as the original game's) despite using the same engine and graphics.

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* ViolationOfCommonSense: Campaign missions in ''Legacy of the Void'' continue [[UpToEleven and expand upon]] the previous chapter's trend of strategically worthless bonus objectives that'll cost the player tons of units and time for little to no benefit other than unlocking an equally useless achievement. Some actually impede your progress, piss of allies, or make your life harder in some other way. If you happen to be a completionist, prepare to do lots and lots of idiotic things over the course of the campaign.

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* ViolationOfCommonSense: ViolationOfCommonSense:
**
Campaign missions in ''Legacy of the Void'' continue [[UpToEleven and expand upon]] the previous chapter's trend of strategically worthless bonus objectives that'll cost the player tons of units and time for little to no benefit other than unlocking an equally useless achievement. Some actually impede your progress, piss of allies, or make your life harder in some other way. If you happen to be a completionist, prepare to do lots and lots of idiotic things over the course of the campaign.campaign.
** Several of the achievements introduced in the game's 10th Anniversary fall upon this category. Highlights include destroying Kerrigan's bases when she's not your enemy, completing the mission that introduces Immortals by never building one, two missions where you cannot build any kind of unit with an anti-air attack when there are air units present[[note]]There is, however, a case of ExactWords here: you can use the Warp Reinforcements ability and get some anti-air without preventing the achievement from being obtained[[/note]], not using the Spear of Adun at all in the final mission, or not morphing a Spire (when Mutalisks are, by far, the best unit to use) in the final epilogue mission.

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* PowerUpLetdown: [[spoiler:Ascended]] Kerrigan is supposedly a PhysicalGod with [[spoiler:the power of the Xel'Naga]]. However, it's a huge case of GameplayAndStorySegregation: she's basically just got stronger versions of the same abilities she already had in ''Heart of the Swarm'', and is still easily overwhelmed by handfuls of enemy units. One rather glaring example is that she cannot even ''fly'' in-game. Then again, one of her abilities is now capable of wiping the entire map of enemies (with a large cooldown).
** [[spoiler:She does levitate in the final mission in the epilogue. Just.... not high and she still can't cross chasms]].
** [[spoiler:When she is first transformed (and Ouros dies), she is big enough to dwarf Artanis and Raynor, but in-game is no bigger than her human or primal form when compared to the game units.]]

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* PowerUpLetdown: [[spoiler:Ascended]] Kerrigan is supposedly a PhysicalGod with [[spoiler:the power of the Xel'Naga]]. However, it's a huge case of GameplayAndStorySegregation: she's basically just got stronger versions of the same abilities she already had in ''Heart of the Swarm'', and is still easily overwhelmed by handfuls of enemy units. One rather glaring example is that she cannot even ''fly'' in-game. Then again, one of her abilities is now Even Amon's constructs are capable of wiping killing her easily if she gets targeted by more than one at a time. While she does have an ability to wipe out the entire map of enemies (with enemies, it also has a large cooldown).
** [[spoiler:She does levitate in the final mission in the epilogue. Just.... not high and she still can't cross chasms]].
** [[spoiler:When she is first transformed (and Ouros dies), she is big enough to dwarf Artanis and Raynor, but in-game is no bigger than her human or primal form when compared to the game units.]]
very huge cooldown.
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Rohana does not create the alt units, just explains them to Artanis


** TheHero: Artanis - Daelaam Hierarch who leads the counter-offensive against Amon.
** TheLancer: Vorazun - the Matriarch of the refugee Nerazim who help in the fight against Amon.
** TheBigGuy: Fenix[[spoiler:/Talandar]] - a brute Purifier dragoon [[spoiler:who is even one of the Solar Core's upgrades]]
** TheSmartGuy: Karax - Khalai Phase-smith (engineer) overseeing the solar core upgrades [[spoiler:and reverse engineering the keystone artifact]]
** TheChick: Rohana - Grand Preserver awoken from statis on the ''Spear of Adun'' who was very critical of Artanis' decisions due to historical influence. She can also qualify as TheSmartGuy as she oversaw the unit selection at the war council.

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** TheHero: Artanis - Daelaam Hierarch who leads the counter-offensive against Amon.
Amon and the main protagonist.
** TheLancer: Vorazun - the Matriarch of the refugee Nerazim who help acts as Artanis' lieutenant and right-hand woman, and is second to him in the fight against Amon.
terms of ranking.
** TheBigGuy: Fenix[[spoiler:/Talandar]] - a brute Purifier dragoon [[spoiler:who is even one of the Solar Core's upgrades]]
with colossal brute strength for prolonged frontline combat.
** TheSmartGuy: Karax - Khalai Phase-smith (engineer) overseeing the solar core upgrades [[spoiler:and reverse engineering operations of the keystone artifact]]
''Spear of Adun'' and upgrading and activating its support systems.
** TheChick: Rohana - Grand Preserver awoken from statis on the ''Spear of Adun'' who was very critical of Artanis' decisions due to historical influence. She can also qualify as TheSmartGuy as she oversaw holds the unit selection at the war council.memories of all previous Protoss and offers Artanis advice based on how his actions compare to Protoss traditions and history.
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With this game's release, the trilogy was made modular, able to be purchased and played alone without needing ''Wings of Liberty'' as the base game. However, the recommended play sequence is by release date due to the story progression, and to be able to fully comprehend and enjoy the story. The game also saw multiplayer overhauled considerably, and the addition of two new play modes -- Archon Mode, where two players command one force in melee play; and [[StarcraftIICoopMode Co-op Mode]], where two players command campaign-themed armies based on a story character and their preferred style of warfare, as they play a campaign-style map with special objectives to complete for victory.

to:

With this game's release, the trilogy was made modular, able to be purchased and played alone without needing ''Wings of Liberty'' as the base game. However, the recommended play sequence is by release date due to the story progression, and to be able to fully comprehend and enjoy the story. The game also saw multiplayer overhauled considerably, and the addition of two new play modes -- Archon Mode, where two players command one force in melee play; and [[StarcraftIICoopMode [[VideoGame/StarcraftIICoopMode Co-op Mode]], where two players command campaign-themed armies based on a story character and their preferred style of warfare, as they play a campaign-style map with special objectives to complete for victory.

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Removed: 3435

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With this game's release, the trilogy was made modular, able to be purchased and played alone without needing ''Wings of Liberty'' as the base game. However, the recommended play sequence is by release date due to the story progression, and to be able to fully comprehend and enjoy the story. The game also saw multiplayer overhauled considerably, and the addition of two new play modes -- Archon Mode, where two players command one force in melee play; and Co-op Mode, where two players command campaign-themed armies based on a story character and their preferred style of warfare, as they play a campaign-style map with special objectives to complete for victory.

to:

With this game's release, the trilogy was made modular, able to be purchased and played alone without needing ''Wings of Liberty'' as the base game. However, the recommended play sequence is by release date due to the story progression, and to be able to fully comprehend and enjoy the story. The game also saw multiplayer overhauled considerably, and the addition of two new play modes -- Archon Mode, where two players command one force in melee play; and [[StarcraftIICoopMode Co-op Mode, Mode]], where two players command campaign-themed armies based on a story character and their preferred style of warfare, as they play a campaign-style map with special objectives to complete for victory.



** In the "Co-Op Missions" mode, you and another player can play as a commander with unique abilities, and have to accomplish certain tasks, like defending a fixed point, or attacking enemy structures, all while [[spoiler: Amon's]] forces constantly assault you.



* ArtificialBrilliance: After complaints that Co-op Mode was too easy even on Brutal, Blizzard stepped it up. As of Patch 3.2, AI enemies use randomized unit combinations, they attack in larger numbers, they make better use of casters and cloaked units, and if you're facing Terrans, they ''will'' nuke your base into the Void if you don't set up defenses.



** A max-level Karax in the Co-op Missions is capable of winning the game using photon cannons and Khaydarin monolith (with shield batteries and upgrades) alone, as his pylons and cannons warp in instantly. This is a close resemblance of the [[{{Whoring}} cheese]] strategy of cannon rushing.



** Almost all the Protoss units that were available to build in ''Brood War'' but not in the second game come back in ''Legacy of the Void''. The only exception is the Scout, which remains as an enemy-only unit [[spoiler:until Fenix is released in the Co-op Missions]].



** In the Co-op mission "Chain of Ascension", you have to help First Ascendant Ji'nara of the Tal'darim win a DuelToTheDeath against an insurgent, and is generally quite short and condescending towards you. If, however, you're playing as Alarak, her direct superior, she is far more respectful (unless she's losing). Additionally, Alarak's HeroUnit normally has the rank "Highlord," but for this mission only, he gets the rank "Challenger" [[GameplayAndStoryIntegration because he's serving as a supplicant to Ji'nara in Rak'Shir]].
** If the player controls Stetmann in Co-op mission "Mist Opportunities" (where Stetmann normally acts as MissionControl), a lot of Stetmann's dialogue will change, implying that in this particular instance, ''[[CompanionCube Gary]]'' is the PlayerCharacter, while Stetmann remains the Mission Control.



* HellIsThatNoise: Several in the Versus and Co-op modes:

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* HellIsThatNoise: Several in the Versus and Co-op modes:melee mode:



** One of the Co-op mode's weekly mutators, named Vertigo, repeatedly rotates the camera to awkward angles during the game.



* NintendoHard: The weekly mutation missions, a new feature to Co-op missions from a recent patch. From permanently cloaked enemies and mines scattered everywhere, to heavily damaging storms that force you to run on a single base, to giving the enemy a Drakken Laser Drill for mowing your units down, to ''picking random effects from other mutations'', they make Brutal Co-op missions feel easy.



* RuleOfCool: "Co-op Missions" has Blizzard completely throw game balance and fairness to the wind in favor of letting players have access to all the overpowered campaign-exclusive stuff not in melee. The result is spellcasters that spawn with full energy, units that can get all of their campaign-exclusive upgrades as normal upgrades, research times for those upgrades rarely going over a minute and a half, discounts on building and unit costs, and a good chunk of the content listed as a GameBreaker on the YMMV pages for the trilogy.



** Almost all missions in Co-Op mode are timed. You have to destroy stuff before it leaves the map or before it activates, or protect something until time is up. Chain of Ascension, Lock and Load, and Dead of Night don't have a hard timer, and can thus be theoretically drawn out for as long as you like (or until resources run out), making them useful for grinding.
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* CurbstompBattle: The first level is a tutorial based on [[spoiler:giving the player a massive number of free units to reclaim Aiur with. The zerg infesting that area on Aiur all die accordingly, but Amon may have something to say about that...]]

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* CurbstompBattle: The first level is a tutorial based on [[spoiler:giving giving the player a massive number of free units to reclaim Aiur with. The zerg infesting that area on Aiur all [[spoiler:all die accordingly, but Amon may have something to say about that...]]

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