Starcraft II - Wings of Liberty Units Guide Starcraft II: Wings of Liberty Units Guide (V3.10) Author: dinokiller14 (of the many dinos) E-Mail: mingcheemalcolmlok_1994_3d@hotmail.com ------------------------------------------------------------------------------ 1. Table of Content ------------------------------------------------------------------------------ 1) Table of Content 2) Introduction 3) Update History 4) Terran 5) Protoss 6) Zerg 7) Q&A 8) Contact 9) Credits ============================================================================== This guide is written by me for the sole purpose of helping other gamers. If GameFaq charges money just to read my guide, this guide must be removed from GameFaq.Com Some Do's and Don'ts to keep in mind. Do: 1. Mail me about your own idea of this guide. 2. Mail me about grammar mistakes. 3. Print this guide for personal use. 4. Tell other people about this guide. Don't: 1. Sell this guide for profit. 2. Copy this guide and post it somewhere else without my permission. 3. Tell me about how much this guide sucks. (IDC if you do better) For now, the current sites that are allowed to host this guide is: Gamefaq.com ------------------------------------------------------------------------------ 2. Introduction ------------------------------------------------------------------------------ You played the multiplayer mode. At some times you get overwhelmed by a mass of the same units. Or you get totally destroyed by a certain unit which you think is overpowered. You panic, not knowing what to do and sometimes even go so far to rage quit. Fear not as this guide will list all units in multiplayer and the strategies, to completely destroy a certain unit you have trouble with. Note that I don't include buildings since they are... well buildings. Of course that is unless the building has a weapon like the photon cannon. But even so, I only list them to as a counter strategy. And also I won't include Single Player only units since if you ever get to use that particular unit, the game will include enough tutorial about that unit. And lastly, I don't even bother with attack upgrades. It gives attack upgrades, big deal but everyone knows how it works right? The statistic I put with the unit will look like this: ==== Name ==== Supply cost: The amount of supply this unit uses. Prerequisite: Requirements (excluding the building used to train.) Train from: Buildings used to train this unit. Type: The type of the unit. HP: The hp the unit has. Weapon name and damage: The name of the weapon and the damage it causes. Bonus Damage: Extra damage on a certain type of unit. Range: Range of the weapon. Target: What kind of target it can hit. Fire Speed: The speed depends how fast an unit attacks. Lower = faster Move Speed: The moving speed. Higher = faster Armor: The armor of the unit. Cost: The unit cost. Build Speed: The time it requires to build the unit in ingame seconds. Special Abilities: The Special abilities this unit has access to. Upgrades: Shows what kind of upgrades affect this unit. Counter as zerg: Which unit counters this unit as zerg. Counter as Terran: Which unit counters this unit as terran. Counter as Protoss: Which unit counter this unit as protoss. Of course you don't have to read the whole guide. Just press Ctrl + F and type the name of your unit you want to search. And if you see things like this: (110) then it means it takes 110 seconds to research. If it has no numbers behind, then it means you don't have to research for it. Also, there are 4 things that may appear at skills section at units. (Passive) = Is automatically activated (Channeled) = The unit is immobile while using this skill. (Auto) = This skill can be set to auto use by right clicking. (Sacrifice) = Units are sacrificed and/or morphed into different units. ------------------------------------------------------------------------------ 3. Update History ------------------------------------------------------------------------------ ------------------- V3.20 27-10-2010 ------------------- Boy... time flies fast... Anyway, added some info on units and some Q&A ------------------- V3.10 16-10-2010 ------------------- Guess another strategy adjustment is required. -------------------------------- Major Update V3.00 15-10-2010 -------------------------------- Another stupid nerfing, well got change them... Unit that are nerfed: Void ray speed bonus has been reduced. Void ray does extra damage on Armored now and does more damage too. Barrack requirement is now supply depot instead of command center. (kinda surprised with those increasing marine rush.) Medivac speed is slown. The Nitro booster for the reaper has a factory requirement now. (Take that you stupid reaper rushers.) Thor no longer has an energy bar and the 250MM cannon instead use a cooldown timer. Corruptor no longer has an energy bar and the corruption skill is now using a cooldown timer. Roach has a longer range. Nexus has more hp :P Almost all zerg buildings has increased hp. ------------------ V2.11 03-10-2010 ------------------ Added some Q&A, can't believe there are still so many retarded people out there acting like a brat. ------------------ V2.10 22-9-2010 ------------------ All units are nerfed so the strategies needs to be adjusted, sigh... Its all the fault of the nerfing :( ------------------------------- Major Update V2.00 22-9-2010 ------------------------------- Units are nerfed AGAIN so I have to adjust those units. Units that are nerfed: Siege tank no longer does 50 damage in siege mode. Zealot takes 38 ingame time to build instead of 33. Battlecruiser does 8 damage instead of 10 on ground units. Reaper build time is 45 instead of 40. Ultralisk no longer can ram buildings and instead use the normal attack on buildings. Damage bonus also decrease from 40 damage against armored to 35. Didn't really like the nerf though... ------------------ V1.01 21-9-2010 ------------------ Corrected some of those messed up grammars >.< ------------------ V1.00 19-9-2010 ------------------ Finished those statistic and added counters against all terran units. Boy im tired... ------------------------------------------------------------------------------ 4. Terran ------------------------------------------------------------------------------ Terran are the humans in the late 2500 or so with space equipment and gear. They are extremely versatile, enabling to counter anything if played properly. The cost isn't as high as the protoss but it isn't lower then the zerg. The terrans use supply depots to increase their supplies. Somehow, protoss players (and me) argues about Terran being overpowered. ------------ Ground Units ------------ ===== SCV ===== Supply cost: 1 Prerequisite: Command Center Train from: Command Center Type: Light, Mech, Biological HP: 45 Fusion Cutter: 5 Bonus Damage: None Fire Speed: 1.5 Range: Melee Target: Ground Move Speed: 2.81 Armor: 0 Cost: 50 Build Speed: 17 Special Abilities: Repair: Repair any Terran buildings or mechanical units(protoss units too!) at the cost of some resources. (Auto) Gather: It gathers minerals and gas from refineries. Build: The SCV can build structures. While building, the scv can't be controlled unless the building is canceled or the building is done. Upgrades: None Counter as zerg: No strategy needed right? Just destroy them. Counter as Terran: Same as zerg Counter as Protoss: Same as Terran :) ====== Marine ====== Supply cost: 1 Prerequisite: Barrack Train from: Barrack Type: Light, Biological HP: 45 C-14 Gauss Rifle: 6 Bonus Damage: None Fire speed: 0.86 - 0.29 (Stimpack) Range: 5 Target: Ground and Air Move speed: 2.25 + 1.12 (Stimpack) Armor: 0 Cost: 50 Minerals Build Speed: 25 Special Abilities: Stimpack: Move and Fire speed up at cost of 10 HP. Research at Tech Lab. 100 minerals 100 gas. (140) Upgrades: Combat Shield: All marines gets 10+ max HP. (110) Upgrade at Tech Lab. Counter as Zerg: 1. Ultralisk: You have a dumb opponent that never attacks, but only masses marines? The ultralisk will teach them a lesson. 2. Roach: Defeats marines with ease. 3. Hydralisk: Also defeats marines with ease, but has lower health then roach. 4. Baneling: Instantly kills a marine with a kamikaze. The problem is, most of the time, they are killed before they reach their target. If you notice your opponent doesn't have any detectors you can always burrow and pop up right under them dealing alot of damage. Counter as Terran: 1. Siege tank: Siege tank in siege mode does 35 damage + splash. 1 shot will nearly kill several marines who likes to clump together. And another fact is, the tank outrange the marine. 2. Hellions: The anti infantry mech of terran. Abuse them against peoples who only masses basic infantry. With 24 damage after the upgrade, you 2 hit them. It also affects the whole row since its fire so you can kill multiple marines with this too. 3. Reaper: Also kills all Light Armored units. Unit is too expensive and underpowered later though. 4. Ghost: For just 25 energy, you instantly kill a marine with a snipe. Counter as Protoss: 1. Colossus: Colossus owns most of the ground units in the game. With upgraded Laser, you can even kite those marines around. 2. High Templar: Storm them and you can relax while you watch them die. 3. Dark Templar: They 1 hit those marines and are cloaked, so why not? 4. Archon: Deals 35 to marines + splash so why not? Don't get EMP'ed though. 5. Zealot: Somehow effective against Marines. ====== Reaper ====== Supply cost: 1 Prerequisite: Barrack with attached Tech Lab Train from: Barrack Type: Light, Biological HP: 50 P-45 Gauss Pistol: 4X2 Bonus Damage: 9X2 against Light Fire speed: 1.1 Range: 4.5 Target: Ground D-8 Charge: 30 (Only on buildings) Fire Speed: 1.8 Range: 5 Target: Ground Move Speed: 2.95 + 0.89 (Nitro Booster) Armor: 0 Cost: 50 minerals 50 gas Build Speed: 45 Special Abilities: Jet Pack: Enables you to jump up and down cliffs.(Passive) Upgrades: Nitro Booster: Increases all reapers speed. Upgrade at tech lab. 50 minerals 50 gas.(100) Factory required. Counter as zerg: 1. Roach: Destroys them pretty quickly while they do a crappy 8 damage. 2. Baneling: With alot of banelings, you can make short work of them if you chase them down. 3. Zergling: With speed upgraded, you can actually chase them down and overwhelm them since you always get more zerglings and its faster to produce. 4. Brood Lord: Eliminates a reaper immediately with his 2 shots. Brood Lords are late game and not many people use reapers this late. #4 for this reason. Counter as Terran: 1. Siege tank: A sieged tank will nearly kill any reapers. 2. Marauder: Marauders are armored so they suffer no damage bonus from reapers. Marauders has alot of hp too. 3. Viking: They can defeat those reapers with ease actually in Assault Mode. 4. Banshee: 24 damage + they fly so I think you know why. Late game though. Counter as Protoss: 1. Colossus: Owns them in 2 hits, nuff said. 2. Stalker: Good for pesky early rushes. 3. Photon cannon: 2 well placed cannons can protect you from reaper rush. ======== Marauder ======== Supply cost: 2 Prerequisite: Barrack with attached Tech Lab Train from: Barrack Type: Armored, Biological HP: 125 Punisher Grenades: 10 Bonus Damage: 20 against Armored Fire Speed: 1.5 - 0.5 (Stimpack) Range: 6 Target: Ground Move Speed: 2.25 + 1.12 (Stimpack) Armor: 1 Cost: 100 minerals 25 gas Build Speed: 30 Special Abilities: Concussive Shells: Enemies shot will be temporarily slowed. Massive units are immune.(Passive) Research at tech lab. 50 minerals and 50 gas (60) Stimpack: Move and Fire speed up at cost of 20 HP. Research at Tech Lab. 100 minerals 100 gas. (140) Upgrades: None Counter as zerg: 1. Zergling: Since none of the Marauder's damage bonuses applies on zerglings, Alot of zerglings can overwhelm them. 2. Mutalisk: Free hits :) 3. Hydralisk: Again with a big group, they can overwhelm marauders. Counter as Terran: 1. Marine: Mass marine always beats mass marauders. 2. Banshee: Flying around while getting free kills on those helpless marauders 3. Marauders: Make more then your opponent does and upgrade them. Thats another option. Counter as Protoss: 1. Immortal: They 3 shots those marauders while they do 10 damage on immortals Immortals rate of fire is also faster. 2. Void Ray: Again like all other air units, free kills. 3. High Templar: A storm will weaken the marauders by alot, abuse storm against terran MMM noobs. 4. Dark Templar: They do 45 + cloak so its perfect against marauders. Well... unless they have detectors. 5. Zealot: Zealots works fine against Marauders too. ===== Ghost ===== Supply cost: 2 Prerequisite: Barrack with attached Tech Lab, Ghost Academy Train from: Barrack Type: Light, Biological, Psionic HP: 100 Energy Max: 200 C-10 Canister Rifle: 10 Bonus Damage: 20 against Light Fire Speed: 1.5 Range: 6 Target: Ground and Air Nuclear Strike: 300 Bonus Damage: 500 against structures. Target: Ground and Air Move Speed: 2.25 Armor: 0 Cost: 150 minerals 150 gas Build Speed: 40 Special Abilities: Cloak: Cloak renders the ghost invisible. Cannot be attacked unless detected. Cost 25 energy to use and it continually drains energy if it stays activated. Research at ghost academy. 150 minerals 150 gas (120) Snipe: Snipes an enemy, dealing 45 damage, ignoring armor. Uses 25 energy. Can only target biological units. EMP Round: Fires an EMP shockwave that does 100 damage to shields and drains all energy. Cloaked units will be revealed for a short time. Uses 75 energy. Nuclear Strike: Point a location for a nuke to hit. The ghost pointing the target won't be able to move and if the ghost dies or cancels while the nuke launched, the nuke will be wasted. The nuke will land after 20 seconds. It requires you to arm a ghost academy with a nuke. (Channeled) 100 minerals 100 gas. (60) Upgrades: Moebius Reactor: Increase the starting energy of a ghost by 25. Research at Ghost Academy. 100 minerals 100 gas. (80) Counter as zerg: 1. Overseer: It detects, nuff said. 2. Roach: It owns all infantries except armored and of course you should get roaches. 3. Zergling: Overwhelm the ghost with zerglings and he will die. 4. Drones: If the ghost tries to nuke you while he either is detected or not cloaked, charge him with all your workers and he will die. Counter as Terran: 1. Raven: It detects, nuff said. 2. Siege Tank: Supported with detection, it destroys the ghost in 3 shots. 3. Ghost: The first one to fire the EMP round wins. After that, just cloak and shoot or spam snipe. 4. SCV: Same strategy as the Drones. Counter as Protoss: 1. Photon Cannon: It detects and it CAN kill the ghost! Its like 2 in 1. 2. Observer: It detects, nuff said 3. Zealot: 2 zealots will be enough against a ghost. 4. Colossus: Kills a ghost in 3 attacks 5. Probes: Same strategy as the Drones. ======= Hellion ======= Supply cost: 2 Prerequisite: Factory Train from: Factory Type: Light, Mech HP: 90 Infernal Flamethrower: 8 Bonus Damage: 14 against Light (24 with Infernal Pre-Lighter) Fire Speed: 2.5 Range: 5 Target: Ground Move Speed: 4.25 Armor: 0 Cost: 100 minerals Build Speed: 30 Special Abilities: None Upgrades: Infernal Pre-Lighter: Gives another 10+ attack boost against Light. Upgrade at Tech Lab. 150 minerals 150 gas. (110) Counter as zerg: 1. Roach: Roaches can defeat multiple Hellions easily. 2. Spine Crawler: Hellions won't do much damage at all on buildings. Counter as Terran: 1. Thor: Destroys a Hellion with 2 attacks, and you need ALOT of hellions to take out a Thor. 2. Siege Tank: Destroys Hellions easily too, in both modes. 3. Reapers: Reapers may be Light, but Hellions are also Light! They will do bonus damage on each other, but the reapers will win. 4. Marauders: They are armored, so Hellions won't do bonus damage on them. Counter as Protoss: 1. Stalker: Easy way to get rid of them in the beginning. 2. Colossus: Excellent against Hellions but not many people use Hellions late game. 3. Dark Templar: A good strategy if your opponent doesn't have any detectors otherwise, don't bother with it. ========== Siege Tank ========== Supply cost: 3 Prerequisite: Factory with attached Tech Lab Train from: Factory Type: Armored, Mech HP: 160 90MM Cannon: 15 Bonus Damage: 25 against Armored Fire Speed: 1.04 Range: 7 Crucio Shock Cannon: 35 (Siege mode) Bonus Damage: 50 against armored Fire Speed: 3 Range: 13 Target: Ground Move Speed: 2.25 Armor: 1 Cost: 150 minerals 125 gas Build Speed: 45 Special Abilities: Siege Mode: Turns the siege tank into siege mode. In siege mode, the tank has increased power and range, but cannot move and it cannot fire targets that are too close. Research at Tech Lab. 100 minerals 100 gas. (80) Upgrades: None Counter as zerg: 1. Mutalisk: They hit tanks pretty easy and they can't be hit by the tank. 2. Brood Lords: Even better then the mutalisk. Counter as Terran: 1. Banshee: The safest way to dominate Siege Tanks. 2. Thor: With Thor, you can just tank all the damage and destroy them. 3. Viking: Just switch to Assault mode near them while they are sieged and you get free shots while he wastes his time unsieging. 4. Battlecruiser: Destroys the tanks in seconds, but its incredible tech heavy Counter as Protoss: 1. Immortal: With the Shield, the tanks only do 10 damage on them while the immortal does 50 DAMAGE on the tanks. 2. Void ray: Safe way to dominate Tanks. 3. Dark Templar: Another strategy if the opponent does't have any detectors. If they do have detectors, the tanks are untouchable by Dark Templars. 4. Carrier: Destroys those tanks in seconds, but tech heavy. ====== Thor ====== Supply cost: 6 Prerequisite: Factory with attached Tech Lab, Armory Train from: Factory Type: Armored, Mech, Massive HP: 400 Thor's Hammer: 30x2 Bonus Damage: None Fire Speed: 1.28 Range: 7 Target: Ground Javelin Missile Launchers: 6x4 Bonus Damage: 12x4 vs Light Fire speed: 3 Range: 10 Target: Air Move Speed: 1.88 Armor: 1 Cost: 300 minerals 200 gas Build Speed: 60 Special Abilities: 250MM Strike Cannons: Deal 500 damage to 1 unit while at the same time stunning it. 50 second cooldown. Research at tech lab. 150 minerals 150 gas. (110) Upgrades: None Counter as zerg: 1. Zergling: A cheap solution. The thor does overkill anyway so he will waste his time shooting at them. 2. Brood Lord: Brood Lords works too with alot of them. 3. Infestor: Neural Parasite the Thor and you may have a chance to use it. The infestor is extremely vulnerable so don't expect this to always work. Counter as Terran: 1. Battlecruiser: Somehow defeats multiple thors ALONE without even using the Yamato Cannon. Its effective. 2. Banshee: Cloaked Banshees makes short work of Thors. 3. Marines: A cheap solution. The thor does overkill to marines so he will be wasting time shooting at marines while they are blasting him to bits. 4. Thor: The 250MM cannon instantly destroys the Thor. First one to use that skill wins and leaves with full hp and a kill. 5. Siege Tank: If all else fails, let your siege tanks hammer the Thor until it dies before it reaches you. Counter as Protoss: 1. Immortal: They take 10 damage with their Shields while they do 50 DAMAGE. They can't win alone though... 2. Zealot: Mass Zealot solves the problem. Thor has to hit 3 times to defeat a zealot and with so many of them, he will go down quick. 3. Dark Templar: A free kill if theres no detection. --------- Air Units --------- ====== Viking ====== Supply cost: 2 Prerequisite: Starport Train from: Starport Type: Armored, Mech HP: 125 Lanzer Torpedoes: 10x2 (Fighter Mode) Bonus Damage: 14x2 against armored Fire Speed: 2 Range: 9 Target: Air Move Speed: 2.75 Gatling Cannon: 12 (Assault Walker Mode) Fire Speed: 1 Range 6 Target: Ground Move Speed: 2.25 Armor: 0 Cost: 150 minerals 75 gas Build Speed: 42 Special Abilities: Transform: The viking can change to Fighter Mode which attacks air and flies or change to Assault Mode in which it attacks ground and walks on ground Upgrades: None Counter as zerg: 1. Ultralisk: If they dare to come to grounds, the ultralisk will make short work of them. Easy way to get them down is to attack their base. 2. Roach: Also effective against Vikings while they are at ground. 3. Hydralisk: Shoot them while they are airborne and get another couple of free hits while hes wasting time switching modes or fleeing. 4. Spore Cannon: Anti air, nuff said. Counter as Terran: 1. Viking: Make more viking than he does and upgrade them. 2. Thor: Or choose the ground approach where the vikings are forced to fight on ground. The Thor is perfect for that strategy. It has anti air missiles and if the viking dares to come to ground, the thor will obliberate him. 3. Siege Tank: Siege Tank dominates vikings if they ever dare to approach on ground. Make sure your not sieged though. 4. Missile Turret: Anti air, nuff said. Counter as Protoss: 1. Stalker: Stalkers dominates vikings because of their bonus vs Armored. Also, the stalker can shoot both ground and air. 2. Immortal: Immortals make short work of vikings on ground. 3. Zealot: If they dare to come to ground, the zealots will tear them apart. 4. Void Ray: They are weak against vikings, but if you charge up the laser you dominate the vikings instead! 5. Photon Cannon: Anti All, nuff said. ======= Banshee ======= Supply cost: 3 Prerequisite: Starport with attached Tech Lab Train from: Starport Type: Light, Mech HP: 140 Max Energy: 200 Backlash Rockets: 12x2 Bonus Damage: None Fire Speed: 1.25 Range: 6 Target: Ground Move Speed: 2.75 Armor: 0 Cost: 150 minerals 100 gas Build Speed: 60 Special Abilities: Cloak: It render the unit invisible. Cannot be attacked unless detected. It cost 25 energy to activate cloak and it continues drain the energy as long as its activated. Research at tech lab. 200 minerals 200 gas. (110) Upgrades: None Counter as zerg: 1. Corruptor: Corruptors will defeat Banshees easily. 2. Overseer: For pesky cloaking banshees. 3. Mutalisk: A nice alternative for Corruptors. Counter as Terran: 1. Viking: Destroys Banshees easily, but they cannot chase them :( 2. Marines: Mass marines will easily defeat a mass banshees. 3. Thor: Their anti air missiles are pretty effective against them. 4. Battlecruiser: Totally obliberates Banshees. Too bad they are so slow. Counter as Protoss: 1. Phoenix: Chase them down with those Phoenix for some free kills. 2. Observer: Detection for the pesky cloak. 3. Void Ray: A nice alternative for Phoenix, but slower. 4. Stalker: Not so effective as the other 2 but it will do. ======= Medivac ======= Supply cost: 2 Prerequisite: Starport Train from: Starport Type: Armored, Mech HP: 150 Max Energy: 200 Move Speed: 2.5 Armor: 1 Cost: 100 minerals 100 gas Build Speed: 42 Special Abilities: Heal: Medivac will heal any wounded biological units. 3 life per energy.(Auto) Transport: Medivac can pick up units for transport(8 slots) Upgrades: Caduceus Reactor: Increase Medivac starting energy by 25 Upgrade at Tech Lab. 100 minerals 100 gas.(80) Counter as zerg: 1. Mutalisk: Their bounce will also hit other units on the ground if the medivac unloaded. Can also chase down Medivacs. 2. Corruptor: They can chase down Medivacs pretty well. 3. Hydralisk: Works too if they try to drop in your base. Counter as Terran: 1. Viking: Chase them down with vikings and they will be destroyed. 2. Marine: The ability to shoot air is all you need. 3. Battlecruiser: Incredible slow and too much of an overkill. But it works well :) Counter as Protoss: 1. Phoenix: They chase those medivacs down with their high speed. 2. Stalker: They can shoot air and thats what you want. 3. Void Ray: Nice alternative for Phoenix. 4. High Templar: Either Feedback the Medivac and if it drops units, storm. ======= Raven ======= Supply cost: 2 Prerequisite: Starport with attached Tech Lab Train from: Starport Type: Armored, Mech HP: 140 Max Energy: 200 Turret: 8 HP: 150 Bonus Damage: None Fire Speed: 0.8 Range: 6 Target: Ground and Air Move Speed: None Armor: 1 Move Speed: 2.25 Armor: 1 Cost: 100 minerals 200 gas Build Speed: 60 Special Abilities: Build turret: Build a turret that shoots at all enemies. Selfdestructs after 180 seconds. Uses 50 energy. Build Point Defense Drone: Build a drone that shoots all enemies ranged attacks down. Each shot cost 10 energy. Uses 100 energy. The drone has 200 energy on his own. Selfdestructs after 180 seconds. Fire Hunter Seeker Missile: Fires a missile that slowly tracks down the target and explodes on contact. If the target isn't reached after 15 seconds, the missile falls down on the ground without detonating. Uses 125 energy. Research at tech lab. 150 minerals 150 gas. (110) Detector: Raven is a detector.(passive) Upgrades: Durable Materials: Turret and drones will stay longer before it selfdestructs. Upgrade at tech lab. 150 minerals 150 gas. (110) Corvid Reactor: Increase the starting energy of the raven by 25. Upgrade at tech lab. 150 minerals 150 gas. (110) Counter as zerg: 1. Corruptor: Chase them down before they get the chance to use their skills. 2. Mutalisk: Works good like Corruptor. Counter as Terran: 1. Viking: Chase it down and it will be destroyed. 2. Ghost: EMP the Raven and it can't use his skills anymore. 3. Marine: You need the ability to shoot air and marines offer you that. Watch out for Seeker Missiles. 4. Battlecruiser: Actually effective if your opponent uses a Point Defense Drone since the battlecruisers attacks 6 times a round the energy of the drone will be depleted quickly. Counter as Protoss: 1. Phoenix: With Phoenix, chasing weak aircraft is easy. 2. Void Ray: Slower but works too. 3. Stalker: It works too, but don't get caught by a seeker missile. 4. High Templar: Feedback works pretty well. ============= Battlecruiser ============= Supply cost: 6 Prerequisite: Starport with attached Tech Lab, Fusion Core Train from: Starport Type: Armored, Mech, Massive HP: 550 Max Energy: 200 ATS Laser Battery: 8 Fire Speed: 0.23 Range: 6 Target: Ground ATA Laser Battery: 6 Fire speed: 0.23 Range: 6 Target: Air Move Speed: 1.41 Armor: 3 Cost: 400 minerals 300 gas Build Speed: 90 Special Abilities: Yamato Cannon: Fires a powerful plasma shot that deals 300 damage. It also outrange an anti air building. Research at Fusion Core. 150 minerals 150 gas. (60) Upgrades: Behemoth Reactor: Increase the starting energy of battlecruisers by 25. Upgrade at Fusion Core. 150 minerals 150 gas. (80) Counter as zerg: 1. Corruptor: Extra damage on Massive types and they can corrupt the battlecruiser, dealing extra damage. However you need alot of them, so don't expect 1 corruptor to defeat a battlecruiser. 2. Infestor: Neural Parasite the battlecruiser and attack your enemy with it. The infestor will be extremely vulnerable so don't expect this to always work. Counter as Terran: 1. Viking: The king of anti air, with 3 even possible to defeat a battlecruiser, barely. But its still good. 2. Marine: With alot of marines, like 15 you can defeat a battlecruiser with them. Don't expect that to happen in late game where your opponent has alot of Battlecruisers. Counter as Protoss: 1. Void Ray: The only truly effective weapon against the battlecruiser. But you need alot of them to defeat multiple battlecruisers. 2. Carrier: Well, its better then nothing, but compared to void ray, the void ray is better. ------------------------------------------------------------------------------ 5. Protoss ------------------------------------------------------------------------------ Protoss have the strongest unit of the 3 races. But of course at the same time, they have the most expensive units and the build time of them is the longest. All protoss units also has a plasma shield that recharges on its own after some time not in battle. Also instead of being able to build freely like terran, they must build in fields powered by a pylon. Supply also increases by pylons. If you compare them with the movie Alien Vs Predator, they are most likely the Predator. ------------ Ground Units ------------ ===== Probe ===== Supply cost: 1 Prerequisite: Nexus Train from: Nexus Type: Light, Mech HP: 20 Shield: 20 Particle Beam: 5 Bonus Damage: None Fire Speed: 1.5 Range: Melee Target: Ground Move Speed: 2.81 Armor: 0 Cost: 50 minerals Build Speed: 17 Special Abilities: Gather: The probe can gather minerals and gas from assimilator. Building Warp: The probe can warp in buildings. After selecting the location of the building, the building will warp in on its own without the need of a probe. Upgrades: None Counter as zerg: No strategy needed, just destroy them. Counter as Terran: Same as zerg. Counter as Protoss: Same as Terran. ====== Zealot ====== Supply cost: 2 Prerequisite: Gateway Train from: Gateway Type: Light, Biological HP: 100 Shield: 50 Psi-Blades: 8x2 Bonus Damage: None Fire Speed: 1.2 Range: Melee Target: Ground Move Speed: 2.25 + 0.50 (Research Charge) Armor: 1 Cost: 100 minerals Build Speed: 38 Special Abilities: Charge: Charge at an enemy and increases the speed for some time. Has a cooldown time of 10 seconds.(Auto) Research at twilight council. 200 minerals 200 gas. (140) Upgrades: None Counter as zerg: 1. Roach: Roach owns all 3 basic units, so why not use it on a zealot? 2. Mutalisk: Free hits on those helpless zealots. 3. Ultralisk: A nice alternative if you decide to take them on ground. Counter as Terran: 1. Wall: Just wall off your base with supply depots and barracks. Zerg and Protoss rushes won't work as long as there are marines behind it. 2. Hellion: They do bonus damage on Light units and Zealot = Light. And since the Hellion is ranged and moves much much faster, it can kite the zealots around. (unless charge is researched) 3. Reaper: Reapers owns Zealots as long as you kite. If they get too close your screwed. Counter as Protoss: 1. Colossus: Colossus owns all 3 basic infantries and zealots are 1 of them. Don't let them swarm the colossus though :P 2. Sentry: Force Field the ramp of your base and they won't be able to get through. Sentries and stalkers can shoot them. 3. Zealot: You can also make more zealots then he has and upgrade them. 4. Stalker: You can kite the zealots around, but the zealots will eventually catch up. Even worse when they researched Charge. ======= Stalker ======= Supply cost: 2 Prerequisite: Gateway, Cybernetics Core Train from: Gateway Type: Armored, Mech HP: 80 Shield: 80 Particle Disrupters: 10 Bonus Damage: 14 against armored Fire Speed: 1.44 Range: 6 Target: Ground and Air Move Speed: 2.95 Armor: 1 Cost: 125 minerals 50 gas Build Speed: 42 Special Abilities: Blink: Allows you to teleport a short distance. Has a cooldown time of 10 seconds. Research at twilight council. 150 minerals 150 gas. (110) Upgrades: None Counter as zerg: 1. Zergling: Zergling always beat stalkers on ground. 2. Hydralisk: Also works if you have alot of them since they have higher rate of fire. 3. Brood Lords: Incredible effective since they are long range. Unless they massed air units, this is the perfect anti ground unit. Counter as Terran: 1. Marine: Mass marines always beats mass stalker. They fire 2x faster then a stalker so they do 12 damage while they do a crappy 10 damage. 2. Marauder: Stalker is expensive but somehow gets owned by marauders alone even when they are cheaper and fast to produce. 3. Siege Tank: Better firepower and HP = Victory Counter as Protoss: 1. Immortal: With his 50 damage a shot and faster fire rate, they destroy those stalkers with ease. 2. Zealot: Research Charge with it and you will catch up with stalkers and make short work of them. 3. Stalker: Another option is to make more stalkers then he does and upgrade. ====== Sentry ====== Supply cost: 2 Prerequisite: Gateway, Cybernetics Core Train from: Gateway Type: Light, Psionic, Mech HP: 40 Shield: 40 Max Energy: 200 Disruption Beam: 6 Bonus Damage: None Fire Speed: 1 Range: 5 Target: Ground and Air Move Speed: 2.25 Armor: 1 Cost: 50 minerals 100 gas Build Speed: 42 Special Abilities: Force Field: Create a barrier that blocks the way for 15 seconds. Nothing can go through it except Massive. Massive type units can stomp through it. Uses 50 Energy. Guardian Shield: Create an aura that reduces 2 damage to friendly units that are inside the aura. Lasts 15 seconds. Uses 75 Energy. Hallucination: Create a hallucination that dies more easily and does no damage on its own. You can pick your own hallucination instead of choosing an unit. Amount of hallucinations spawned varies by unit. Hallucination disappears automatically after 60 seconds. Uses 100 Energy. Research at Cybernetics Core. 100 minerals 100 gas. (110) Upgrades: None Counter as zerg: 1. Roach: Easy kill with his 16 damage a shot. 2. Hydralisk: Works almost like Roach. 3. Mutalisk: You can also pick them off by air. Counter as Terran: 1. Ghost: EMP the sentry and it turns into a weak as hell and expensive unit. 2. Hellion: Works well since sentries are always paired together with other units. 3. Siege Tank: 3 shots from a siege tank and its over for the sentry. Counter as Protoss: 1. Colossus: Defeats Sentries and other ground units with ease. 2. Stalker: Stalkers will defeat sentries, even with their high gas cost. 3. Void Ray: With void rays, you can just pick them off by air. ============ High Templar ============ Supply cost: 2 Prerequisite: Gateway, Templar Archives Train from: Gateway Type: Light, Psionic, Biological HP: 40 Shield: 40 Max Energy: 200 Move Speed: 1.88 Armor: 0 Cost: 50 minerals 150 gas Build Speed: 55 Special Abilities: Feedback: Drains all energy from the unit and deal 1 damage to the enemy per energy drained. Uses 50 Energy. Psionic Storm: Create a large storm that lasts 4 seconds. The storm can deal up to 80 damage max. Uses 75 Energy. Research at Templar Archives. 200 minerals 200 gas. (110) Archon Warp: Sacrifice 2 templars to create an archon. (Sacrifice) Upgrades: Khaydarin Crystal: Increase the starting energy of a high templar by 25. Upgrade at Templar Archives. 150 minerals 150 gas. (110) Counter as zerg: 1. Roach: Tired of seeing this unit on top? Well its that good... That is, unless you get psi stormed in the face. 2. Mutalisk: Easy and safe way to pick them off. Avoid the storm at all cost since Mutalisks likes to clump together. 3. Brood lord: Tech heavy, but works good. Counter as Terran: 1. Ghost: EMP them to prevent them from using their abilities and then shoot it dead. 2. Hellion: Effective since they can survive a psionic storm and does bonus damage against Templars. 3. Siege Tank: 3 shots and you have a dead Templar. Counter as Protoss: 1. Colossus: Just fire away at it and it will die. 2. High Templar: Feedback before he does and it will either kill him or prevent him from using his abilities. Of course your opponent can do that to your templar too. ============ Dark Templar ============ Supply cost: 2 Prerequisite: Gateway, Dark Shrine Train from: Gateway Type: Light, Psionic, Biological HP: 40 Shield: 80 Warp Blades: 45 Bonus Damage: None Fire Speed: 1.69 Range: Melee Target: Ground Move Speed: 2.81 Armor: 1 Cost: 125 minerals 125 gas Build Speed: 55 Special Abilities: Permanently Cloaked: The dark templar is invisible. (passive) Archon Warp: Sacrifice 2 templars to create an archon. (Sacrifice) Upgrades: None Counter as zerg: 1. Overseer: Detection, nuff said. 2. Spore crawler: Detection. 3. Baneling: If they dare to strike the baneling, they will get damaged too. Counter as Terran: 1. Raven: Detection, nuff said. 2. Ghost: Take a guess where he is and EMP that area. If you got him, he will be visible + no shield. 3. Orbital Command Center: 1 Scan and you will get rid of them since they got low hp. 4. Missile Turret: Detection. Counter as Protoss: 1. Photon Cannon: Detection + kills templar for you, whats better then that? 2. Observer: Alternative Detection if you don't bother with cannons. ====== Archon ====== Supply cost: 4 Prerequisite: Gateway, Templar Archives or Dark Shrine Train from: 2 templars Type: No Armor, Psionic HP: 10 Shield: 350 Psionic Shockwave: 25 Bonus Damage: 35 against biological Fire Speed: 1.75 Range: 2 Target: Ground and Air Move Speed: 2.81 Armor: 0 Cost: None Build Speed: 12 Special Abilities: None Upgrades: None Counter as zerg: 1. Brood Lord: Since all zerg units are biological, you should prevent him from attacking you. Brood Lord works with his long range. 2. Ultralisk: Barely takes out an archon on his own. 3. Hydralisk: Since archons can tank alot of hits, you should charge them down with Brute Force. Hydralisk does enough damage for that. Counter as Terran: 1. Ghost: EMP it like 3 or 4 times and even a marine can take it out on his own. 2. Thor: 250 MM cannon will do it. 3. Siege Tank: Siege tanks in siege mode will defeat it too if you don't have a Thor. 4. Battlecruiser: Of course the tech heavy battlecruiser works too. Counter as Protoss: 1. Phoenix: With some phoenix, you can just graviton the archon and shoot it. 2. Void Ray: Void rays will defeat archons since they charge their rays easily on archons. Note: Archons has no armor meaning it won't take any bonus damages. ======== Immortal ======== Supply cost: 4 Prerequisite: Robotics Facility Train from: Robotics Facility Type: Armored, Mechanical HP: 200 Shield: 100 Phase Disrupters: 20 Bonus Damage: 50 against armored Fire Speed: 1.44 Range: 5 Target: Ground Move Speed: 2.25 Armor: 1 Cost: 250 minerals 100 gas Build Speed: 40 Special Abilities: Hardened Shield: Units that do more then 10 damage will only do 10 damage on immortals as long as they have shield. Special abilities ignores the hardened shield.(Passive) Upgrades: None Counter as zerg: 1. Zergling: Cheap and light units works best against Immortals. They have to shoot twice to kill a zergling which is bad for them. 2. Hydralisk: Even better since they have to shoot 4 times to kill a hydralisk 3. Mutalisk: Free hits on those immortals. Counter as Terran: 1. Ghost: EMP the immortal and its suddenly a weak and expensive unit. 2. Marine: Cheap and light units will defeat immortals with ease. They have to shoot 3 times just to kill 1 marine. 3. Banshee: The safest way to deal with an immortal if your opponent is dumb enough to neglect anti-air. Counter as Protoss: 1. Zealot: Applies same as all cheap and light units. They own immortals since the huge damage boost doesn't apply on light units. 2. Void Ray: They will defeat immortals fast and even faster if they charged their beam. ======== Colossus ======== Supply cost: 6 Prerequisite: Robotics Facility, Robotics Bay Train from: Robotics Facility Type: Massive, Armored, Mechanical HP: 200 Shield: 150 Thermal Lances: 15x2 Bonus Damage: None Fire Speed: 1.65 Range: 6 (9 with Extended Thermal Lances) Target: Ground Move Speed: 2.25 Armor: 1 Cost: 300 minerals 200 gas Build Speed: 75 Special Abilities: Cliff Walk: The colossus can walk up and down cliffs. (Passive) Upgrades: Extended Thermal Lances: Increase the range of the Thermal Lances. Upgrade at Robotics Bay. 200 minerals 200 gas. (140) Counter as zerg: 1. Corruptor: The good thing about corruptors is that they can hit the colossus while they can't get hit back. They als do bonus damage. 2. Mutalisk: Works the same as the corruptor. 3. Brood Lord: You're better of with Corruptors, but this works. Counter as Terran: 1. Viking: Same as all air-to-air units, they can hit the colossus and the colossus can't hit back. 2. Banshee: Works like the viking, but less effective. 3. Siege tank: They severely outrange the colossus so its a good strategy to kill it before it kills you. 4. Thor: Just blast a 250MM in his face and he will be dead. Counter as Protoss: 1. Immortal: They own those colossus with their 50 damage a shot. 2. Void Ray: Effective to use against high hp units like colossus. 3. Phoenix: Free hits and the colossus can't hit back. ---------- Air Units ---------- ======== Observer ======== Supply cost: 1 Prerequisite: Robotics Facility Train from: Robotics Facility Type: Light, Mechanical HP: 40 Shield: 20 Move Speed: 1.88 + 0.93 (Gravitic Booster) Armor: 0 Cost: 50 minerals 100 gas Build Speed: 40 Special Abilities: Permanently Cloaked: The Observer is invisible.(Passive) Detector: The Observer is a detector.(Passive) Upgrades: Gravitic Booster: Increase the speed of the Observer. Upgrade at Robotics Bay. 100 minerals 100 gas. (80) Counter as zerg: 1. Spore Crawler: It detects the observer and it gets rid of it for you. 2. Overseer: Detection Counter as Terran: 1. Missile Turret: Detects the observer and destroys it for you. 2. Raven: Detection 3. Orbital Command Center: Scan on a location you think the observer is hiding and destroy it. Counter as Protoss: 1. Photon Cannon: Detects and destroys the observer for you. 2. Observer: You can use an observer of your own just to detect his observer. ========== Warp Prism ========== Supply cost: 2 Prerequisite: Robotics Facility Train from: Robotics Facility Type: Psionic, Armored, Mech HP: 100 Shield: 40 Move Speed: 2.5 + 0.88 (Gravitic Drive) Armor: 0 Cost: 200 minerals Build Speed: 50 Special Abilities: Transport: It can load units for transport.(8 slots) Phase Mode: The warp prism goes to phase mode. In this mode, it cannot move but will generate an energy field like the pylon.(Channeled) Upgrades: Gravitic Drive: Increase the speed of the Warp Prism Counter as zerg: 1. Mutalisk: Good for chasing those transports down. 2. Corruptor: Also good for chasing them down except when units are unloaded. 3. Hydralisk: Hydralisks can shoot down those transports or kill the units in the transport. Counter as Terran: 1. Viking: They destroy those transports with ease and can chase them. 2. Missile Turret: They can take down those transports if your opponent decides to drop in your base with transports. Counter as Protoss: 1. Void Ray: Best in chasing since they can fire and move at the same time. 2. Phoenix: Nice alternative. 3. Photon Cannon: Solves the problem of enemy dropping in through transport. ======= Phoenix ======= Supply cost: 2 Prerequisite: Stargate Train from: Stargate Type: Light, Mech HP: 120 Shield: 60 Ion Cannons: 5x2 Bonus Damage: 10x2 against Light Fire Speed: 1.1 Range: 4 Target: Air Move Speed: 4.25 Armor: 0 Cost: 150 minerals 100 gas Build Speed: 45 Special Abilities: Graviton Beam: Lift an enemy up so it floats around helplessly. Enemy lifted up counts as air. The Phoenix that uses this skill is immobilized. Massive Units are immune to this. Uses 50 energy.(Channeled) Upgrades: None Counter as zerg: 1. Corruptor: Incredibly strong for an anti air. 2. Hydralisk: They can shoot those phoenix down without taking damage unless they use graviton beams. Counter as Terran: 1. Viking: Vikings own those phoenix in the face, even if the game says otherwise, its outdated. 2. Thor: Outranges the phoenix and is immune to the beam. 3. Missile Turret: Missile turrets will destroy those pesky phoenix harass. 4. Battlecruiser: Overkill, but its effective. Counter as Protoss: 1. Void Ray: Incredibly effective 2. Stalker: Effective, but can't chase them effectively. 3. Photon Cannon: Solves the problem of phoenix harrass. ======== Void Ray ======== Supply cost: 3 Prerequisite: Stargate Train from: Stargate Type: Armored, Mech HP: 150 Shield: 100 Prismatic Beam: 6 Bonus Damage: 10 against Armored Fire Speed: 0.6 Range: 6 Target: Ground and Air Move Speed: 2.25 Armor: 0 Cost: 250 minerals 150 gas Build Speed: 60 Special Abilities: Fire on the Move: Its not displayed but the void ray can actually fire while moving.(Passive) Prismatic Beam: The beam does double damage if it concentrate long enough on a single unit. (Passive) Upgrades: Flux Vanes: Increase the speed of Void Rays. Upgrade at Fleet Beacon. 150 minerals 150 gas. (80) Counter as zerg: 1. Hydralisk: Low hp prevents them from charging the beam while it does good damage on the Void ray. 2. Corruptor: Works pretty good, but make sure you have more corruptors then he has Void Rays. Counter as Terran: 1. Marine: Mass marines will defeat those Void Rays while with their low hp, they can't charge their beams. 2. Viking: Good against them, but make sure you have more Vikings then he has void rays. Counter as Protoss: 1. Void ray: Make more void rays then he has and upgrade them. 2. Stalker: Good against uncharged beams, but if they have their lasers charged, this won't work. ======= Carrier ======= Supply cost: 6 Prerequisite: Stargate, Fleet Beacon Train from: Stargate Type: Massive, Armored, Mech HP: 300 Shield: 150 Interceptors: 5x2 Bonus Damage: None Fire Speed: 1 Range: 8 Target: Ground and Air Move Speed: 1.88 Armor: 2 Cost: 350 minerals 250 gas Build Speed: 120 Special Abilities: Build Interceptors: Build Interceptors for the carrier. The more interceptors a carrier has, the more the carrier will unleash to attack. If the carrier gets destroyed, all Interceptor belonging to the carrier will selfdestruct. 1 Carrier can hold up to 8 interceptors max. The carrier cannot attack without interceptors.(Auto) Upgrades: Graviton Catapult: Launch the Interceptors quicker. Upgrade at Fleet Beacon. 150 minerals 150 gas. (80) Counter as zerg: 1. Corruptor: You can defeat those carriers as long you have alot of corruptors and destroys those interceptors first. 2. Hydralisk: They do even better in destroying those Interceptors, but most of the time, the carrier is out of reach. Counter as Terran: 1. Viking: Great against the carrier with its 28 damage a shot. 2. Thor: Somehow effective against carriers, but vikings are still better. 3. Marines: If all else fails, you should use marines, which is better then nothing. Counter as Protoss: 1. Stalker: Mass stalkers defeats carriers as long as you shoot at the interceptors first. 2. Void Ray: With his high hp, Void Rays can charge up the laser easily. =========== Interceptor =========== Supply cost: 0 Prerequisite: Carrier Train from: Carrier Type: Light, Mech HP: 40 Shield: 40 Interceptor Beams: 5x2 Bonus Damage: None Fire Speed: 3 Range: 2 Target: Ground and Air Move Speed: 7.5 Armor: 0 Cost: 25 minerals Build Speed: 8 Special Abilities: None Upgrades: None Counter as zerg: See Carrier Counter as Terran: See Carrier Counter as Protoss: See Carrier ========== Mothership ========== Supply cost: 8 Prerequisite: Nexus, Fleet Beacon, No Mothership Train from: Nexus Type: Massive, Psionic, Armored, Mech HP: 350 Shield: 350 Max Energy: 200 Purifier Beam: 6x6 Bonus Damage: None Fire Speed: 2.21 Range: 7 Target: Ground and Air Move Speed: 1.41 Armor: 2 Cost: 400 minerals 400 gas Build Speed: 160 Special Abilities: Vortex: Create a vortex that lasts for 20 seconds. Units trapped inside the vortex are out of combat, but are invincible. Motherships are immune to the vortex. Trapped units will be released if the vortex is gone. Uses 100 energy. Mass Recal: Select an area and all units that are owned by the player in the area will be teleported under the Mothership. Uses 100 energy. Cloaking Field: All friendly units near the Mothership will be cloaked. (Passive) Upgrades: None Counter as zerg: 1. Corruptor: With their 20 damage against massive they are effective against the mothership. 2. Hydralisk: Works too with big mass. 3. Mutalisk: Also effective but I recommend you to avoid using mutalisk because of its high gas cost. Counter as Terran: 1. Viking: The king of anti air will take down the mothership easily with its high damage output and it outranges the mothership. 2. Battlecruiser: Fire some yamato cannon rounds on it and it will be destroyed pretty soon. 3. Marine: Mass marines is somehow effective against the mothership. Counter as Protoss: 1. Void Ray: It works, but make sure you have plenty of them. 2. Stalker: Extra damage against armored so why not? 3. Carrier: If its late game, use the carriers and destroy it. Pretty effective too. ------------------------------------------------------------------------------ 6. Zerg ------------------------------------------------------------------------------ Zerg is an interesting race because unlike the other two races where you have to build a barrack or something, the units are instead created by a larva. And unlike other workers, the worker self becomes the building. It means that all units of zerg are biological, even structures. The buildings must be placed on creep, a purple biomass thats on the ground. All zerg units and structures regenerates on its own over time. Also the supply increases only when you build overlords. And yes, the overlord is an unit. Compared to the movie Alien vs Predator, the zerg are likely the Alien. Note: Almost all zerg units moves faster by creep. Take advantage of this. Another Note: Note that ALL zerg units can also burrow. Yes, I'm lazy so I'm not going to include this. Exception is if the unit has an unique ability underground like the Roach. ------------ Ground Units ------------ ===== Drone ===== Supply cost: 1 Prerequisite: None Train from: Larva Type: Light, Biological HP: 40 Claws: 5 Bonus Damage: None Fire Speed: 1.5 Range: Melee Target: Ground Move Speed: 2.81 Armor: 0 Cost: 50 Build Speed: 17 Special Abilities: Gather: The Drone gather minerals and gas from extractors. Morph: Morph a drone into a building.(Sacrifice) Upgrades: None Counter as zerg: No strategy needed. Counter as Terran: Same as Zerg. Counter as Protoss: Same as Terran. ===== Queen ===== Supply cost: 2 Prerequisite: Hatchery, Spawning Pool Train from: Hatchery Type: Light, Psionic, Biological HP: 175 Max Energy: 200 Talons: 4x2 Bonus Damage: None Fire Speed: 1 Range: 3 Target: Ground Acid Spines: 9 Bonus Damage: None Fire Speed: 1 Range 7 Target: Air Move Speed: 0.94 + 1.56 (creep) Armor: 1 Cost: 150 Build Speed: 50 Special Abilities: Spawn Creep Tumor: Spawn a burrowed creep tumor that expends creep. The creep tumor can create another additional creep tumor. Uses 25 energy. Spawn Larva: Target a Hatchery, Lair or Hive and spawn 4 extra Larva's in 40 seconds. Uses 25 energy. Transfusion: Give 125 health to a biological unit or structure. Uses 50 energy. Upgrades: None Counter as zerg: 1. Roach: No matter what, roach will always defeat the queen. :P 2. Hydralisk: It works as the roach, but dies faster. 3. Zergling: Some zerglings will defeat a queen while its wasting time slashing at the zerglings. Counter as Terran: 1. Reaper: With their extra damage against them, its effective. 2. Ghost: Snipe already does 45 damage + 10 so its a quick kill as long as you snipe. 3. Marauder: With their armor, the queen will waste her time doing 6 damage while the marauders does 10 damage a shot. Counter as Protoss: 1. Archon: They kill it very quickly since it owns all biological units. Another good news is, the archon can't be kited by the queen. 2. High Templar: You rarely see a queen with 175 energy, but if you do see 1, feedback it for a quick kill and some lulz. 3. Dark Templar: The good thing about the dark templar is that they do alot of damage already on his own and is permanently cloaked. Of course this strategy shouldn't be used if your opponent has detection. Note: No one ever is dumb enough to mass queens, but the strategy is here so you can see whats effective against them. ======== Zergling ======== Supply cost: 0.5 Prerequisite: Spawning Pool Train from: Larva (you get 2 zerglings at once) Type: Light, Biological HP: 35 Claws: 5 Bonus Damage: None Fire Speed: 0.7 Range: Melee Target: Ground Move Speed: 2.95 + 0.88 (creep) after Metabolic Boost: 4.7 + 1.41 (creep) Armor: 0 Cost: 50 Build Speed: 24 Special Abilities: Morph into Baneling: Morph the zergling into a Baneling. Baneling Nest prerequisite.(Sacrifice) Upgrades: Metabolic Boost: Increase the speed of zerglings. Evolve at Spawning Pool. 100 minerals 100 gas. (110) Adrenal Glands: Increase the attack speed of zerglings by 20%. Evolve at Spawning Pool. 200 minerals 200 gas. (140) Counter as zerg: 1. Baneling: It does 35 damage + splash so 1 baneling is enough to kill several zerglings. Another good news is that if the zerglings dares to kill the baneling, they die. 2. Roach: Good alternative and it lasts longer then the baneling. 3. Ultralisk: Kills multiple zerglings in 3 hits. Of course its tech heavy so it got a #3. Counter as Terran: 1. Wall: Just wall of your base and you will be fine as long as there are marines shooting those zerglings. 2. Hellion: With their insane AoE attack, they can kill multiple zerglings in 2 or 3 attacks since they like to clump together. 3. Siege Tank: Kills multiple zerglings in 1 shot but don't let them get close though. 4. Reaper: 2 attacks from a reaper will kill a zergling and you can kite them around as long as they don't evolve Metabolic Boost. Counter as Protoss: 1. Colossus: They kill zerglings efficiently, but don't expect a colossus to defeat mass zerglings alone, have some units to back them up. 2. Archon: They do exactly 35 damage and its splash, so they kill multiple zerglings with 1 attack. 3. High Templar: 1 Storm kills lots of zerglins, well unless you screw up. 4. Zealot: Its like zealots were made to tank and kill zerglings in starcraft. Merely 1 zealot can take on 4 zerglings. With 1 attack upgrade, you defeat a zergling in just 2 attacks. ======== Baneling ======== Supply cost: 0.5 Prerequisite: Baneling Nest Train from: Zergling Type: Light, Biological HP: 30 Volatile Burst (Kamikaze): 20 Bonus Damage: 35 against Light Fire Speed: 0.83 Range: Melee Target: Ground Move Speed: 2.5 + 0.75 (creep) After evolving Centrifugal Hooks: 2.95 + 0.88 Armor: 0 Cost: 25 minerals 25 gas Build Speed: 20 Special Abilities: Explode: Let the selected Baneling explode.(Sacrifice) Attack Structure: Detonate near a structure, dealing 80 damage on the target structure.(Sacrifice) Upgrades: Centrifugal Hooks: Increase the speed of Banelings. Evolve at Baneling Nest. 150 minerals 150 gas. (110) Counter as zerg: 1. Roach: Since roaches are not Light, banelings will only do 20 damage. And of course, roaches are ranged, so they can take them out from afar. 2. Mutalisk: By air, you can pick them off while they can't harm you. 3. Hydralisk: Much riskier since its Light, but has bigger range. Counter as Terran: 1. Siege Tank: 1 shot from the Siege Tank in siege mode will destroy multiple banelings and since its not Light, it won't take full damage. 2. Hellion: With its long AoE attack and high speed, you can kite them. 3. Marauder: With Concussive Shell, they can kite banelings around with proper micro and because its armored too, it won't take full damage. Counter as Protoss: 1. Archon: Its like archons are made to tank Banelings. Archons kill multiple banelings in 1 hit while you need ALOT of banelings just to kill an archon. 2. High Templar: Just like zerglings, 1 storm will kill many of them. BUT, dont let them get close. 3. Immortals: They tank those banelings good since they only take 10 damage and if the shields are gone, 20 damage. 4. Colossus: Another good alternative for tanking. Note: Another great tactic is to sacrifice 1 unit to destroy multiple banelings. The trade off is very good since your main attack force will be unharmed. ===== Roach ===== Supply cost: 2 Prerequisite: Roach Warren Train from: Larva Type: Armored, Biological HP: 145 Acid Saliva: 16 Bonus Damage: None Fire Speed: 2 Range: 4 Target: Ground Move Speed: 2.25 + 0.67 (creep) after evolving Glial Reconstitution 3 + 0.9 Move Speed Burrowed: 1.41 + 0.42 (creep) Armor: 1 Cost: 75 minerals 25 gas Build Speed: 27 Special Abilities: Rapid Regeneration: Heal fast while burrowed.(Passive) Tunneling Claws: Allows roaches to move while burrowed. Also speeds up the healing while burrowed.(Passive) Evolve at Roach Warren. 150 minerals 150 gas. (110) Upgrades: Glial Reconstitution: Increase the speed of roaches. Evolve at Roach Warren. 100 minerals 100 gas. (110) Counter as zerg: 1. Mutalisk: Free hits on those helpless roaches. 2. Overseer: The last thing you want is having them burrow underground to regenerate. Kill them before they regenerate or get away. 3. Roach: Make more roach then he has and upgrade them. Counter as Terran: 1. Siege Tank: Since they have high regeneration, you have to use brute force to kill them before they have the chance to regenerate. 2. Raven: With detection, you prevent them from regenerating or fleeing through burrow. 3. Thor: They do 60 damage against them and can tank alot of hits. Don't send them alone though, pair them with other strong units. 4. Marauder: Good counter against early roaches. You'll be surprised how effective they are against them. Counter as Protoss: 1. Immortal: The best unit in owning armored types since they kill a roach in 3 shots while taking a measly 10 damage. 2. Observer: You don't want to let them get away and regenerate do you? 3. Stalker: A good mass of stalkers will always beat mass roaches. ========= Hydralisk ========= Supply cost: 2 Prerequisite: Hydralisk Den Train from: Larva Type: Light, Biological HP: 80 Needle Spines: 12 Bonus Damage: None Fire Speed: 0.83 Range: 5 (6 with Grooved Spines) Target: Ground and Air Move Speed: 2.25 + 1.12 (creep) Armor: 0 Cost: 100 minerals 50 gas Build Speed: 33 Special Abilities: None Upgrades: Grooved Spines: Increase the attack range of all Hydralisks Evolve at Hydralisk Den. 150 minerals 150 gas. (80) Counter as zerg: 1. Roach: You will easily kill them before they kill you. 2. Ultralisk: You can also charge at them since Hydralisks like to stand still and shoot. 3. Brood Lord: As long as they don't catch up with you, you will do excellent damage on them. Counter as Terran: 1. Siege Tank: Easily the best counter. They do 35 damage a shot and severely outranges them. 2. Raven: The Hunter Seeker Missile can kill multiple Hydralisks and the point defense drone can absorb many shots from the hydralisks. Of course you can piss them off too by building some turrets. 3. Marine: 1 marine against 1 hydralisk will lose, but 3 or more marines will easily defeat a hydralisk. With combat shield and large mass, imagine how easily they will defeat hydralisks. Counter as Protoss: 1. High Templar: Since hydralisks like to stand and shoot, 1 full storm can take multiple hydras out. 2. Dark Templar: Kills a hydralisk in 2 hits and its invisible. 3. Zealot: Zealot do excellent against hydras. Make sure you support them with guardian shield. ======== Infestor ======== Supply cost: 2 Prerequisite: Infestation Pit Train from: Larva Type: Psionic, Armored, Biological HP: 90 Max Energy: 200 Move Speed: 2.5 + 0.75 (creep) Move Speed Burrowed: 2 + 0.6 (creep) Armor: 0 Cost: 100 minerals 150 gas Build Speed: 50 Special Abilities: Spawn Infested Marine: Spawn an egg that releases a Infested Marine. Dies after 30 seconds. Uses 25 energy. Fungal Growth: Immobolize a target area and cause them 36 damage in 8 seconds. Cloaked and Burrowed units will be revealed for a short time. Units affected by Fungal Growth still can attack. Uses 75 energy. Neural Parasite: Take control of an enemy unit for 10 seconds and the Infestor cannot move while using this. Unit will be released if the infestor controlling it dies or 10 seconds has passed.(Channeled) Uses 100 energy. Evolve at Infestation Pit. 150 minerals 150 gas. (110) Tunneling: The Infestor can move while burrowed. No research needed.(Passive) Upgrades: Pathogen Glands: Increase the starting energy by 25. Evolve at Infestation Pit. 150 minerals 150 gas. (80) Counter as zerg: 1. Overseer: Detect them fast and kill it before it can cause some damage with the infested marines. 2. Roach: Takes them out easily, but make sure you do it fast. 3. Hydralisk: Same as Roach, but dies easily if the infested marines comes. Counter as Terran: 1. Ghost: An EMP will drain the Infestor's energy before it can use its abilities. 2. Raven: Mobile Detection armed with a hunter seeker missile that instantly kills the infestor. No explanation needed right? 3. Orbital Command Center: Its good to have some energy to scan those critters out just in case they attack. Counter as Protoss: 1. High Templar: A feedback will prevent them from using any abilities. 2. Immortal: Kills them in 3 hits, nuff said. 3. Observer: Detects them if they go underground. =============== Infested Marine =============== Supply cost: 0 Prerequisite: Infestation Pit, Infestor Train from: Infestor Type: Light, Biological HP: 50 Infested Gauss Rifle: 8 Bonus Damage: None Fire Speed: 0.86 Range: 5 Target: Ground and Air Move Speed: 0.94 + 0.28 (creep) Armor: 0 Cost: 25 energy Build Speed: 10 Special Abilities: Short Lifespan: Dies after 30 seconds.(Sacrifice)(Passive) Upgrades: None Counter as zerg: 1. Roach: Kills them easily since they are frail. Counter as Terran: 1. Siege Tank: 2 shots from a Sieged Tank will kill them. 2. Hellion: Good for burning them, since they are Light. Counter as Protoss: 1. High Templar: If the infestor manages to use infested marines just storm them and they will be dead. 2. Colossus: Effective against them. 3. Zealot: Zealots are always stronger then marines. ========= Ultralisk ========= Supply cost: 6 Prerequisite: Ultralisk Cavern Train from: Larva Type: Massive, Armored, Biological HP: 500 Kaiser Blades: 15 (Multiple Targets) Bonus Damage: 35 against Armored Fire Speed: 0.86 Range: 1 Target: Ground Move Speed: 2.95 + 0.88 (creep) Armor: 1 + 2 (Chitinous Plating) Cost: 300 minerals 200 gas Build Speed: 70 Special Abilities: Frenzied: Immune to stun, snare and mind controls.(passive) Upgrades: Chitinous Plating: Add 2+ armors to all Ultralisks. Evolve at Ultralisk Cavern: 150 minerals 150 gas. (110) Counter as zerg: 1. Brood Lord: Does good damage and can't be hit by the Ultralisk. 2. Mutalisk: A good alternative against them, also can't be hit by the ultra. Counter as Terran: 1. Banshee: Free hits, no explanations needed. 2. Battlecruiser: Also free hits, but boy its so slow... 3. Thor: With the 250MM gun, you will NEARLY kill it with it just 1 hp left. Quickly finish it off. 4. Siege Tank: If multiple tanks are attacking the Ultralisk in siege mode it can destroy it before it touches your base. Of course you can also kite it around. Counter as Protoss: 1. Immortal: An excellent counter. It does 50 damage while they take a crappy 10 damage from the ultralisk. 2. Void Ray: Good in chasing those ultralisk and with the ultralisk's big hp you can just charge the laser on them. 3. Carrier: They fly and kill ground units. 4. Stalkers: With blink, you can drive those Ultras crazy as they are slow and can't catch up with those stalkers. Note: If you are using ground units against Ultralisks, always spread your units to minimize the damage of the Kaiser Blades. ========== Changeling ========== Supply cost: 0 Prerequisite: Lair, Overseer Train from: Overseer Type: Light, Biological HP: 5 Move Speed: 2.25 Armor: 0 Cost: 50 energy Build Speed: Instant Special Abilities: Disguise: Match the colour of the first enemy he encounters and turn into a marine, zealot or zergling depending on the enemy's race.(Passive) Upgrades: None Counter as zerg: No ways to detect them, just pay attention to your units. Counter as Terran: Same as Zerg. Counter as Protoss: Same as Terran. --------- Air Units --------- ======== Overlord ======== Supply cost: 0 Prerequisite: Hatchery Train from: Larva Type: Light, Biological HP: 200 Move Speed: 0.47 + 1.41 (Pneumatized Carapace) Armor: 0 Cost: 100 minerals Build Speed: 25 Special Abilities: Generate Creep: Generate Creep around the overlords area. The overlord isn't allowed to move while generating creep. (Channeled) Transport: Overlords can load units for transport.(8 slots) Evolve at Lair or Hive. 200 minerals 200 gas. (130) Morph to Overseer: Morph to an overseer.(Sacrifice) 50 minerals 100 gas. Lair required. Upgrades: Pneumatized Carapace: Increase the speed of Overlords and Overseers. Evolve at Lair or Hive. 100 minerals 100 gas. (60) Counter as zerg: 1. Corruptor: Use them to hunt down those overlords. 2. Mutalisk: Mutalisks can also help in hunting down overlords. Counter as Terran: 1. Viking: Nothing better then a viking hunting overlords. Counter as Protoss: 1. Phoenix: Good with hunting down those overlords. 2. Void Ray: Works too if you decide to hunt overlords. ======== Overseer ======== Supply cost: 0 Prerequisite: Lair, Overlord Train from: Overlord Type: Light, Biological HP: 200 Max Energy: 200 Move Speed: 1.88 + 0.87 (Pneumatized Carapace) Armor: 1 Cost: 50 minerals 100 gas Build Speed: 17 Special Abilities: Spawn Changeling: Spawn a changeling. Uses 50 energy. Contaminate: Target structure won't be able to train units for 30 seconds. Uses 75 energy. Detector: The overseer is a detector.(Passive) Upgrades: Pneumatized Carapace: Increase the speed of Overlords and Overseers. Evolve at Lair or Hive. 100 minerals 100 gas. (60) Counter as zerg: Same strategy as Overlord. Counter as Terran: Same as zerg. Counter as Protoss: Same as Terran. ======== Mutalisk ======== Supply cost: 2 Prerequisite: Spire Train from: Larva Type: Light, Biological HP: 120 Glave Wurm: 9 (bounce) 6 (first bounce) 3 (2nd bounce) Bonus Damage: None Fire Speed: 1.52 Range: 3 Target: Ground and Air Move Speed: 3.75 Armor: 0 Cost: 100 minerals 100 gas Build Speed: 33 Special Abilities: Bounce: The Glave Wurm can bounce up to 2 times after striking the opponent. (Passive) Upgrades: None Counter as zerg: 1. Corruptor: Somehow, 1 corruptor easily defeats 2 mutalisk while costing only 50 minerals more. 2. Hydralisk: Somehow effective. (In SC1 Mutalisk dominates hydras.) Counter as Terran: 1. Viking: Easily the best counter with its 20 damage an attack. 2. Thor: With its 48 damage an attack and a range of 10, they kill those mutalisks before they can even see the Thor. And with its 400 hp, it can survive alot of punishment. 3. Battlecruiser: Tech and resource heavy, but its a good alternative strategy Beware that this big armada is slow as hell. Counter as Protoss: 1. Phoenix: 20 damage + fast firing rate = dead mutalisks. You can even kite those mutalisks in a funny way. 2. Stalker: They can defeat those mutalisks for you if you didn't had time to create phoenixes. 3. Archon: They really own Mutalisks, but they can't catch up with them. Good players with good micro can defeat an archon without it even touching those Mutalisks. ========= Corruptor ========= Supply cost: 2 Prerequisite: Spire Train from: Larva Type: Armored, Biological HP: 200 Parasitic Spore: 14 Bonus Damage: 20 against Massive Fire Speed: 1.9 Range: 6 Target: Air Move Speed: 2.95 Armor: 2 Cost: 150 minerals 100 gas Build Speed: 40 Special Abilities: Corruption: Cover an unit in zerg slime for 30 seconds. The unit covered in slime will take 20% more damage. Has a 45 second cooldown. Uses 75 Energy. Morph to Brood Lord: Morph the corruptor to brood lord. 150 minerals 150 gas.(Sacrifice) Upgrades: None Counter as zerg: 1. Hydralisk: Free hits on those corruptors. 2. Corruptor: Make more corruptors then he has and upgrade them. Counter as Terran: 1. Thor: Again, free hits since the corruptor doesn't target ground. 2. Viking: Cheaper and yet it dominates the corruptor. 3. Marine: They shoot air and thats all you need. Counter as Protoss: 1. Stalker: Free hits. 2. Void Ray: Void Rays charges their beam easily on corruptors so it will be easy kills if you manage to charge it up. 3. Archon: Again, they own corruptors and mutalisks, but their slowness and lack of range makes it hard to catch them. ========== Brood Lord ========== Supply cost: 4 Prerequisite: Greater Spire Train from: Corruptor Type: Armored, Biological HP: 225 Broodling Strike: 20 Bonus Damage: None Fire Speed: 2.5 Range: 9.5 Target: Ground Move Speed: 1.41 Armor: 1 Cost: 150 minerals 150 gas Build Speed: 37 Special Abilities: Swarm Seeds: Fire broodling at the target while at the same time the broodling that striked the enemy will attack. (Passive) Upgrades: None Counter as zerg: 1. Corruptor: Free hits, as long as you take out other units that can shoot air like hydralisk or other corruptors. 2. Mutalisk: Works like corruptor but less effective. Counter as Terran: 1. Viking: 20 damage an attack, so Brood Lords won't last long. 2. Battlecruiser: Yamato Cannon for a free and fun kill. 3. Raven: Their Broodling Strikes will be countered by the drone. Counter as Protoss: 1. Void Ray: Lots of hp and they can't target air = free beam charge. 2. Carrier: Incredibly effective since its THE carrier. 3. Phoenix: Not so great as the void ray, but still a good anti air. ------------------------------------------------------------------------------ 7. Q&A ------------------------------------------------------------------------------ Q: I can't seem to find an use for the EMP, I find it quite useless... A: Then you either suck as Terran or never used ghosts. The EMP has many great uses for example against Protoss. It removes 100 shield if hit by the EMP and losing shield = bad for protoss Another good use is against units like Mothership. 1 EMP and all energy is gone, disabling the skills. Q: Why do you prefer shooting the interceptors instead of instantly targetting Carrier? A: There are many changes brought to the Carrier and one of the noticed ones is that the Interceptors no longer heal themself if they get back to the Carrier. If you shoot down those interceptors first, you won't take more damage. Q: Whaha Battlecruiser only does 8 damage against enemies, what a worthless unit. A: Not really a question, but notice the firing speed of the battlecruiser is 0.23 = nearly 4 shots in 1 second. Meaning in 1 second, it can do 24 DAMAGE, which is alot. Also the battlecruiser has a Yamato Cannon that deals 300 damage. Do you still think its worthless now? Q: Are you the one that mailed the strategy to BlackDra90n about the rush strategy? A: Why are you asking anyway? But just to answer it, yes it was me. Q: So why is ur name the Dinokiller14? A: Because I am dinokiller :P someone took my name so I had to add some numbers. Q: Can I add you on Starcraft 2? A: Sure, my ign is dinokiller. Friend code is 358 Just... don't piss me off :P Q: UR GIDE SUCKS BA11S I CaM DO PFETTER. A: I dont care if u can do better, better improve on your grammar, brat. ------------------------------------------------------------------------------ This section under me is what I call the retarded questioners section. These mailers seem to have failen in life and lives in the shadows behind a computer that never seems to go off. ------------------------------------------------------------------------------ Q: U ZTILL SUCKZZZZ WHAHAHAHA A: YEAH AND SO DO YOU, BLOCKED Q: What happens when you click your mouse? A: Go figure out yourself dumbass. Q: How do I create units? A: Seriously, YOU FAIL. Q: Hate :P A: Hates back + BLOCKED ------------------------------------------------------------------------------ 8. Contact ------------------------------------------------------------------------------ If you have anything to ask, feel free to contact me. Also, don't forget to add something like, Guide or GameFaq, because maybe I won't read it. In case you don't know my E-Mail its: mingcheemalcolmlok_1994_3d@hotmail.com Yes, its long but theres a reason we have the copy and paste feature. ------------------------------------------------------------------------------ 9. Credits ------------------------------------------------------------------------------ First I like to thank the people that supported me into making this guide. And thanks to Blizzard for making this wonderful but not yet perfect game. List of people that helped me + credits: Mom (stupid shopkeeper said im not old enough to buy so my mom came :D) Lncredible (giving me the unit tester map since I suck with map editor) And YOU for reading this guide. Copyright 2010 Malcolm Lok The End...