Comments to my list are very welcome, but don't expect me to change it. I also encourrage u to post ur own list!
I use a couple of terms u may not be familiar with so thought I'd just explain them here:
Base hug:
Ghost may have explained this earlier but can't find his post. It's basically a defensive (though some people choose to attack just to keep enemy artillery fire out) strategy where you have a mixture of ground units in a base with aa houses hospitals towers barracks siege fac's etc etc all over. You use the buildings, not only for their effects (like aa shoots air etc), but also to draw some fire from enemy units to your buildings rather than ur units. Istar Gates is commenly used with this strategy.
Adaption:
Your ability to adapt to a situation. A simply example could be your opponent doing all M1, and u have a normal base hug civs. Instead of getting alot of snipers you will of course swap to more AT, zooks, leopards, and artillery. It's not just about your unit combinations though, it's also by the way you handle your army. Should u play it defensive or attack? Do you need to spread out very wide or should u keep units a little close? In a 4v4 game it's also about what happens on the other side, should you help them if they're failing or try to completely kill your enemy. All this "generel" ee understanding I put in this catagory.
The list:
1 - Energy
Pros: Energy has an extremely fast boom/expand. The artillery micro is beyond expert, and he has some of the best macro. He is (almost) as strong on wing as in a pocket, but where he is truely deadly is in a 2v2 medium map. His ability to both rush, boom and do base hug VERY well, makes him very strong.
Cons: Somehow stopped liking playing competively. I haven't seen Energy go full out for years, but when he did, he was the best. He was actually best before he became known as Energy. Somehow chose never to use fighters cause he doesn't like the unit and wants the game to go a cirtain way which is a weakness (but one he chooses to have).
Best Feature: Expansion
2 - Dave
Pros: I put Dave ahead of blackswarm by an inch. Dave has the best base hug I've seen in my time, and it seems as if nothing can really take him down. He's a great expander, great boomer, and has super micro.
Cons: Very few weaknesses to point out here, but if I was to mention one it's his rush which isn't as deadly as u might have hoped.
Best Feature: Base hug
3 - Blackswarm
Pros: Blackswarm has, like Dave, an extremely good base hug. It's a little different from Dave's as swarm likes to kill his opponents faster and often rushes while he expands or as u might say: mod dm slide. Blackswarm has extremely good macro, and in lategame he is truely deadly!
Cons: I would have to put Adaption here. Sometimes swarm keeps the rush going for too long and doesn't have enough ress left to make a fast boom. Too open to zookrushes, and tankrushes.
Best Feature: Macro
4 - Goldeneye
Pros: The first allsett player to join this list. Goldeneye is extremely good in adaption and a truely extraordinary teamplayer. His 1 strategy somehow resists any kind of rush you could think of, and he keeps a good boom to back it up. In pocket is fighterskills are, thx to tl/sh, much better than most mod dm'ers. Forgot to mention the awsome micro.
Cons: Very predictable as he only uses one wing strategy and one pocket. Rarely rushes, which is also something he chooses to avoid as he likes late game.
Best Feature: Adaption
5 - Zeus
Pros: Zeus has an unknown range of rush strategies which makes him impossible to predict (other than he rushes). I know very few people that he wasn't able to kill wing vs wing. His macro and teamplay was also top class.
Cons: Booming would be zeus's great problem. I saw from games that he was infact able to do it well and play good late game, but rarely did so. Zeus never got the hang of expanding aa, which made him very dependent on a pocket willing to mass him fighters.
Best Feature: Rush Diversity
6 - Omega
Pros: Extremely well playing in lategame due to good game knowledge and superb micro. Very good boom, expansion, and teamplayer, which also makes him great in adaption.
Cons: I'd have to put base hug here, as Omega's base hug is very open for zookrushes, though it's very good vs everything else. Generally early game seems to be Omega's weakness. Lack of activity
Best Feature: Late game performance.
7 - Krass
Pros: Great varity of strategies, always seeking new ways. Very good fightercontrol like goldeneye, and generally superb micro. Great 1v1 player with good fighter/ground strategies.
Cons: Krass tends to focus too much on one thing at a time, but does this one thing to perfection though. Often the macro and overall teamplay suffers from this, as krass likes to take out his direct opponent and close his eyes to the rest of the team.
Best Feature: Micro
8 - Matrix
Pros: Energy's trainee surely became a deadly wing player. Matrix would have a super fast rush backed up with very good aa expansion, much like energy would do it.
Cons: I haven't played much vs matrix, but he often forgot to back his fast expansion up with a good boom. Snipers were very useful when playing his rush.
Best Feature: Air defense
9 - Ghost
Pros: My knowledge of ghost is also limited. Ghost has a good base hug with very good micro. His late games is also very good, and it can be almost impossible to get through where his hero is.
Cons: Im unaware of ghost's ability to perform a rush strategy, but Im aware that his normal base hug is vulnerable to zookrushes. Ghost is in many ways like Omega, and I would again put the beginning of a game in this block
Best Feature: Micro
10 - Hurricane
Pros: Hurricane was one of the top pocketplayers with very good fighter and bomber mix with super fast expansion and great eco. On wing he would have a good mix of ground units, good macro, and again with a good and fast expansion.
Cons: Hurricane's micro wasn't quite as impressive as the rest of his skills, and he his basehug wasn't his strongest feature.
Best Feature: Pocket play
Note: This is my list and everything written has an invisible IMO added
A few players I was unable to rate (but possible top10) due to lack of activity:
Epic - definitely top ten but no idea where to place him as I haven't seem him play enough.
Phobia - I have seen phobia play very little, but I was very impressed from how little dm he has done.
Capt - Seen him play a couple of times or so, and heard from many of the dm'ers that he was great.
Special thanks to the people who helped me get better (mostly by playing against them):
Superfly, letZ fetZ, Energy, surfer, falkonetti, Zealot, Blackswarm.


