[S2] Vorazun Skills Test #6 - #26 Conflagration - Vorazun P1 (4/3/2026)

Skill: Create cloaked walls in all three lanes on Temple of the Past using Dark Pylons and keep them standing steady until at least 24:40. Must be done on Pattern A. This mutation solo was performed under the conditions of TwoTuuu's Test Time rules. For an in-depth description of the test, please refer to TwoTuuu's Test Time associated with the commander being played. Vorazun's Test Time Video:    • [Test Time] Vorazun   Thanks to TwoTuuu for the permission to use the Test Time intro's audio! Testing Rules (Credit: TwoTuuu) -No Slim Pickings, Microtransactions, etc. -Nothing the commander is generally bad against (Zag VS Missile Command, Tychus VS Kill Bots) -No insanely difficult mutations (Aggressive Recruitment, Cold is the Void) -No Cheese -LV 15, 90 Mastery -Full Regular solos rules: https://docs.google.com/spreadsheets/... Test Difficulty Descriptions (Credit: TwoTuuu) Quiz - For anyone who wants to test their skills with the commander. Midterm - Anyone with decent mastery of this commander should be able to pass this. Final Exam - Even seasoned veterans may need a few tries. Dissertation - Only players of the highest caliber can pass this. Mutation Description: Unavailable Mutators: Walking Infested - Enemy units spawn Infested Terrans upon death in numbers according to the unit's life. Alien Incubation - All enemy units spawn Broodlings upon death. Scorched Earth - Enemy units set the terrain on fire upon death. Special Notes: P1, Submission for TwoTuuu's Vorazun Test Time, Terran compositions must be selected Commander: Vorazun Prestige: Spirit of Respite (P1) Advantages: -Emergency Recall recalls cloaked units to the closest Nexus or Dark Pylon instead of the primary structure and heals life and shields to full. -Deploy Dark Pylon cooldown and cost reduced by 50%. Disadvantages: -Dark Pylons lose Recall. Masteries: 30 Dark Pylon Range, 30 Shadow Guard Duration, 30 Initial and Maximum Spear of Adun Energy Enemy Composition: Classic Infantry Kimmo's Notes: My success with P1 on Hell Train gave me an idea on how to practice my cloaked walls on Temple of the Past. Coincidentally, after dealing with a mutation that has Scorched Earth, I decided to do another one with the mutator: Conflagration. I chose this one because out of all the examples provided in the Test Time video, 2 of them were tests (Temple of Rebirth and One for All), and the other two involved randomness and giving enemies excess range (Grave Danger and Worn Out Welcome). Conflagration is neither a commander test nor a mutation with randomness factors in it. But it does have Scorched Earth which means walls can melt down if you kill enemies with reckless abandon. It also gives an extra challenge to be efficient with what units you kill, like in stealth missions. I chose Classic Infantry because I found out that with how this composition works on this map, there will never be Science Vessels (Detection) on the Northwest lane, and they don't start coming until 22:00. If you do decide to also do Conflagration VS Classic Infantry using P1, here's some notes I'll provide for you: Dark Pylons* -Northwest 1 (13 Energy) -Southeast 2 (26 Energy) -Southwest 3 (39 Energy) Total Energy: 78 Dark Pylons are placed on top of the ramps. Priority Targets -Missile Turrets -Hybrid Behemoths -Hybrid Nemesis -Science Vessels -Void Thrashers -Medivacs Spawns with Detection -18:00 (NW/SE - Hybrid Behemoths, 1 on each lane) -22:00 (SW - Science Vessels, 2) -22:30 (SE - Science Vessels, 3) -23:30 (NW/SE - Hybrid Behemoths, 1 on each lane) -24:40 (SW/SE - Science Vessels, 6 on SW, 3 on SE) The Dark Pylons are placed on top of the ramps because Siege Tanks can actually shoot at the Dark Pylon even with optimized placement of your structures. But if a Dark Pylon is placed above the ramp and they're unable to go up and have no air spotters, they will never see the Dark Pylon. Something that absolutely cannot be overlooked are the Hybrid Nemesis which comes starting at 15:00. They will provide vision and also disable your cloaked wall which is essentially an insta-fail for the skill test. It's effective to spawn camp all the waves that come with Detection and Hybrid Behemoths/Nemesis as the instant they're all gone, you have nothing to fear. This Skill Test gave me a unique sense of tension and also a unique humorous experience. Execution is tight but rewarding. But because Conflagration is a mutation that quantifies enemies, it is more than likely that by late-game your game will actually start to lag from the excessive enemies that were left untouched by your forces. Be aware that it might add an artificial layer of difficulty of sniping the final detectors and Hybrid from 23:30 and 24:40.