Microscend
Micro drill ยท 220 seconds

Micro Medley

Micro's classics back to back: kite and one-shot, pull the knights' prey, split your fire under catapults, cast, dodge arrows.

One run, a medley of the techniques of micro every RTS player knows, each a round with a fresh squad: Vanguard Rush (kiting and overkill), Heavy Trade (pulling a knight off its prey through your squad), Siege Line (split fire and dodging shells), Spellcaster Skirmish (abilities) and Ballistic Duel (dodging arrows). It is the drill your micro is rated on; the other micro drills train it.

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What it trains

Three versions, each telling three ranks apart: Beginner, Intermediate and Advanced. A round pays its kills at cost less every hit point you lose, as a share of all it could kill, so playing safe and playing well are the same thing. Three seconds before each round to read their army and put your squads on your groups; casters with a Pinning Shot and a Shrapnel Grenade on your own keys.

Rated in Micro, the one skill it uses.

Three versions

Each version is named by the ranks it measures. Start on the first; once your best is at the top of its range, the next one carries on from there.

Bronze โ€“ Gold

220 seconds Play

Micro's classics back to back: kite and one-shot, pull the knights' prey, split your fire under catapults, cast, dodge arrows.

The situation

Five rounds, each a technique of micro of its own, a fresh squad for each: Vanguard Rush, Heavy Trade, Siege Line, Spellcaster Skirmish, Ballistic Duel.

Scoring

A round pays up to 200: its kills at cost less every hit point you lose, as a share of all it could kill. It ends with them all dead, at its deadline, or with your squad down to two fifths.

How to play it

  • Three seconds before each round, everyone still; your squads on your groups (1, 2).
  • Casters: R Pinning Shot roots a unit, E Shrapnel Grenade hurts and slows a crowd.
  • A rifle shot lands as it leaves; one fired at a body is wasted.

Your best Not played yet

Platinum โ€“ Obsidian

220 seconds Play

The five rounds of micro, bigger: two squads, two waves, the catapults' biles faster.

The situation

Five rounds, each a technique of micro of its own, a fresh squad for each: Vanguard Rush, Heavy Trade, Siege Line, Spellcaster Skirmish, Ballistic Duel.

Scoring

A round pays up to 200: its kills at cost less every hit point you lose, as a share of all it could kill. It ends with them all dead, at its deadline, or with your squad down to two fifths.

How to play it

  • Three seconds before each round, everyone still; your squads on your groups (1, 2).
  • Casters: R Pinning Shot roots a unit, E Shrapnel Grenade hurts and slows a crowd.
  • A rifle shot lands as it leaves; one fired at a body is wasted.

Your best Not played yet

Master โ€“ Pro

220 seconds Play

The five rounds of micro at their hardest: fire shared out against you, riders and knights from both sides.

The situation

Five rounds, each a technique of micro of its own, a fresh squad for each: Vanguard Rush, Heavy Trade, Siege Line, Spellcaster Skirmish, Ballistic Duel.

Scoring

A round pays up to 200: its kills at cost less every hit point you lose, as a share of all it could kill. It ends with them all dead, at its deadline, or with your squad down to two fifths.

How to play it

  • Three seconds before each round, everyone still; your squads on your groups (1, 2).
  • Casters: R Pinning Shot roots a unit, E Shrapnel Grenade hurts and slows a crowd.
  • A rifle shot lands as it leaves; one fired at a body is wasted.

Your best Not played yet

In your games

It is the micro of StarCraft II and Age of Empires in one run: stutter-stepping marines and archers, splitting against banelings and dodging ravager biles, pulling the unit a zealot or a knight is chasing, sniping and throwing abilities, sidestepping volleys of arrows.

Every drill