StarCraft FAQ Races

 

by Gremlin

http://home.earthlink.net/~el_gremlin

[email protected]

 

 

There are two files to this FAQ, The Races, and Strategy. This file covers the Races.

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Table of Contents

 

i. Introduction

1. Terran

1.1. Terran Buildings

1.1.1. Command Center

1.1.1.1. Comsat Station

1.1.1.2. Nuclear Silo

1.1.2. Supply Depot

1.1.3. Refinery

1.1.4. Barracks

1.1.5. Engineering Bay

1.1.6. Missile Turret

1.1.7. Academy

1.1.8. Bunker

1.1.9. Factory

1.1.9.1. Machine Shop

1.1.10. Starport

1.1.10.1. Control Tower

1.1.11. Science Facility

1.1.11.1. Covert Ops

1.1.11.2. Physics Lab

1.2. Terran Units

1.2.1. SCV

1.2.2. Marine

1.2.3. Firebat

1.2.4. Ghost

1.2.5. Vulture

1.2.6. Siege Tank

1.2.7. Goliath

1.2.8. Wraith

1.2.9. Dropship

1.2.10. Science Vessel

1.2.11. Battlecruiser

2. Zerg

2.1. Zerg Buildings

2.1.1. Hatchery

2.1.1.1. Lair

2.1.1.2. Hive

2.1.2. Creep Colony

2.1.2.1. Spore Colony

2.1.2.2. Sunken Colony

2.1.3. Extractor

2.1.4. Spawning Pool

2.1.5. Evolution Chamber

2.1.6. Hyrdalisk Den

2.1.7. Spire

2.1.7.1. Greater Spire

2.1.8. Queen's Nest

2.1.9. Nydus Canal

2.1.10. Ultralisk Cavern

2.1.11. Defiler Mound

2.2. Zerg Units

2.2.1. Larva

2.2.1.1. Egg

2.2.2. Drone

2.2.3. Zergling

2.2.4. Overlord

2.2.5. Hydralisk

2.2.6. Mutalisk

2.2.6.1. Cocoon

2.2.6.2. Guardian

2.2.7. Scourge

2.2.8. Queen

2.2.8.1. Broodling

2.2.9. Ultralisk

2.2.10. Defiler

2.2.11. Infested Terran

3. Protoss

3.1. Protoss Buildings

3.1.1. Nexus

3.1.2. Pylon

3.1.3. Assimilator

3.1.4. Gateway

3.1.5. Forge

3.1.6. Photon Cannon

3.1.7. Cybernetics Core

3.1.8. Shield Battery

3.1.9. Robotics Facility

3.1.10. Stargate

3.1.11. Citadel of Adun

3.1.12. Robotics Support Bay

3.1.13. Fleet Beacon

3.1.14. Templar Archives

3.1.15. Observatory

3.1.16. Arbiter Tribunal

3.2. Protoss Units

3.2.1. Probe

3.2.2. Zealot

3.3.3. Dragoon

3.3.4. High Templar

3.3.4.1. Archon

3.3.5. Shuttle

3.3.6. Reaver

3.3.7. Observer

3.3.8. Scout

3.3.9. Carrier

3.3.9.1. Interceptor

3.3.10. Arbiter

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i. Introduction

 

Welcome. This section of the FAQ contains information on the units and

buildings of the three races in StarCraft. I have also included some of my

thoughts about the various units, so this is not just a drab listing of

abilities and hit points. So, select where you want to go, and thank you for

reading.

 

Also, if you wish to post either of these files on your webpage, please let me

know. I do this to prevent anyone from plagiarizing my work, and also so I can

compile a list of sites where you can find this FAQ.

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1. Terran

 

The Terrans are the most like the Orcs and Humans of WarCraft II of the three

races in StarCraft. You have SCV's instead of Peasants, Marines instead of

Footmen, etc. An experienced WC2 player will easily pick up on this race before

the others.

 

1.1. Terran Buildings

 

All Terran buildings can be repaired by an SCV. Also, when a Terran building is

heavily damaged (hit points are shown in red), it will slowly lose hit points

until it is destroyed.

 

1.1.1. Command Center

 

400 Crystals Produces:

1500 HP SCV

Provides 10 Supply Comsat Station

Has flying ability Nuclear Silo

 

The Command Center is the Terran Center of Crystal and Gas production, and also

the cornerstone of any Terran settlement. It produces SCVs for 50 crystals

each, and has two different attachments. The Command Center can also lift-off

and fly about the map.

 

1.1.1.1. Comsat Station (Requires: Academy)

 

50 Crystals, 50 Gas Sensor Sweep

500 HP - 75 Energy

200 Energy

Command Center attachment

 

The Comsat Station is used as one-time reconaissance in any area. Also, you

can use the Comsat Station to detect cloaked units, so I suggest keeping this

hotkeyed.

 

1.1.1.2. Nuclear Silo (Requires: Science Facility with attached Covert Ops)

 

100 Crystals, 100 Gas Produces:

600 HP Nuclear Missile

Command Center attachment - 200 Crystals, 200 Gas, 8 Supply

 

This stores Nuclear Missiles, which are used in conjunction with Ghosts for

nuclear strikes. This is rather expensive as well, so use carefully.

 

1.1.2. Supply Depot

 

100 Crystals

500 HP

Provides 8 Supply

 

1.1.3. Refinery

 

100 Crystals

750 HP

Gas production

 

1.1.4. Engineering Bay

 

125 Crystals Research:

850 HP Upgrade Infantry Weapons

Has flying ability - 3 levels

Upgrade Infantry Armor

- 3 levels

 

This place allows you to upgrade the weapons and armor of your Marines,

Firebats, and Ghosts. This is well worth the resources, especially if you are

stocking many bunkers. But, if you are using the bunkers, armor is not as

important. You will need a Science Facility for upgrades to levels 2 and 3.

 

1.1.5. Barracks

 

150 Crystals Produces:

1000 HP Marine

Has flying ability Firebat

Ghost

 

The Barracks produces all of your lesser units. The Firebat is not as useful as

the Marine, but you may want to use them when fighting against Protoss or Zerg.

 

1.1.6. Missile Turret (Requires: Engineering Bay)

 

100 Crystals

200 HP

Cloak Detection

 

Longbolt Missile

- Targets air

- 20 damage

 

You should definitely place Missile Turrets around your base, for they serve not

only as cloak detection but also air defense. Don't forget to put these by any

back doors you may have, too. Remember that air units can go anywhere.

 

1.1.7. Academy (Requires: Barracks)

 

200 Crystals Research:

600 HP U-238 Shells (Increase Marine attack range)

- 150 Crystals, 150 Gas

Stim Pack Tech (Marine and Firebat ability)

- 100 Crystals, 100 Gas

 

The U-238 Shells are a _must_ when you get an Academy. These will extend the

range of your Marines' guns, which will tighten your defense and better your

attacks. Also, the Stimpacks are excellent when you have a large group of

Marines or Ghosts.

 

1.1.8. Bunker (Requires: Barracks)

 

100 Crystals

350 HP

Holds up to 4 SCVs, Marines, Ghosts, or Firebats

 

The Bunker is the key to Terran defense. The ability to switch types of weapons

and upgrade them make this the best (and most expensive) of any of the three

races' defenses. Mix these with Missile Turrets and you will have a formidable

defense.

 

1.1.8. Factory (Requires: Barracks)

 

200 Crystals, 100 Gas Produces:

1250 HP Vulture

Has flying ability Siege Tank

Goliath

Machine Shop

 

The Factory is the production facility for the large Terran ground units. A

Machine Shop should be added on the to Factory as soon as possible to allow for

research in Siege Tanks and to produce Siege Tanks.

 

1.1.8.1. Machine Shop

 

50 Crystals, 50 Gas Research:

750 HP Ion Thrusters (Faster Vulture movement)

Factory Attachment - 100 Crystals, 100 Gas

Spider Mines (Vulture ability)

- 150 Crystals, 150 Gas

Siege Tech (Siege Tank ability)

- 150 Crystals, 150 Gas

 

The Machine Shop will allow you to research the powerful Siege Mode for Siege

Tanks, and will also improve the speed of your Vultures and equip them with

Spider Mines.

 

1.1.9. Starport (Requires: Factory)

 

200 Crystals, 100 Gas Produces:

1300 HP Wraith

Has flying ability Dropship

Science Vessel

Battlecruiser

Control Tower

 

The Starport is where you produce all of the Terran air units. 3 of these units

also require an attached Control Tower.

 

1.1.9.1. Control Tower

 

100 Crystals, 50 Gas Research:

500 HP Cloak (Wraith ability)

Starport attachment - 150 Crystals, 150 Gas

Apollo Reactor (+50 Wraith energy)

- 200 Crystals, 200 Gas

 

The Control Tower allows you to produce the Dropship, Science Vessel, and

Battlecruiser. It also is where you develop Cloaking for the Wraiths.

 

1.1.10. Science Facility (Requires: Starport)

 

150 Crystals, 200 Gas Produces:

950 HP Covert Ops

Has flying ability Physics Lab

Research:

EMP Shockwave (Science Vessel ability)

- 200 Crystals, 200 Gas

Irradiate (Science Vessel ability)

- 150 Crystals, 150 Gas

Titan Reactor (+50 Science Vessel energy)

- 150 Crystals, 150 Gas

 

The Science Facility will allow you to produce the Science Vessel at the

Starport. Also, the Covert Ops attachment provides for Ghosts and Nukes, while

the Physics Lab provides for Battlecruisers.

 

1.1.10.1. Covert Ops

 

50 Crystals, 50 Gas Research:

750 HP Lockdown (Ghost ability)

Science Facility attachment - 200 Crystals, 200 Gas

Personnel Cloaking (Ghost ability)

- 100 Crystals, 100 Gas

Ocular Implants (Increase Ghost sight

range)

- 100 Crystals, 100 Gas

Moebius Reactor (+50 Ghost energy)

- 150 Crystals, 150 Gas

 

Covert Ops is the center of research for Ghosts. If you want a Nuclear Strike,

you need to develop at least the Cloak.

 

1.1.10.2. Physics Lab

 

50 Crystals, 50 Gas Research:

600 HP Yamato Gun (Battlecruiser ability)

Science Facility attachment - 200 Crystals, 200 Gas

Colossus Reactor (+50 Battlecruiser

energy)

- 150 Crystals, 150 Gas

 

The Physics Lab will allow you to produce Battlecruisers at a Starport. It is a

good idea to develop the powerful Yamato Cannon, and you will realize the

necessity of the extra energy as well.

 

1.1.11. Armory (Requires: Factory)

 

100 Crystals, 50 Gas Research:

750 HP Vehicle Weapons

- 3 levels

Vehicle Plating

- 3 levels

Ship Weapons

- 3 levels

Ship Plating

- 3 levels

 

The Armory will increase the defense and power of all of the large units in the

Terran army. Fully upgraded units will do a lot better than slightly or not

upgraded ones. You will need a Science Facility for upgrades to levels 2 and 3.

 

1.2. Terran Units

 

All Terran units but the Terran infantry units (Marine, Firebat, Ghost) can be

repaired.

 

1.2.1. SCV Produced at Command Center

 

50 Crystals Abilities:

1 Supply Gather

60 HP Repair

Build Structure

Fusion Cutter Build Advanced Structure

- Targets ground

- 5 damage

 

Infantry Armor

- 0 base armor

- +1 per upgrade

 

The SCV is responsible for building all of the Terran buildings, repair, and

gathering of resources.

 

1.2.2. Marine Produced at Barracks

 

50 Crystals Ability:

1 Supply Stim Pack

40 HP -Improves speed and firing rate

-Costs 10 HP per use

Gauss Rifle

- Targets air and ground

- 6 damage

- +1 per upgrade

 

Infantry Armor

- 0 base armor

- +1 per upgrade

 

The Marine is the basic Terran attack unit. It is the only basic unit of the

three races that can attack both air and ground. Also, they are extremely

effective in large groups, especially with Stim Packs.

 

1.2.3. Firebat Produced at Barracks

Required: Academy

50 Crystals, 25 Gas

1 Supply Ability:

50 HP Stim Pack

 

Flamethrower

- Targets ground

- 16 damage

- +2 per upgrade

 

Infantry Armor

- 1 base armor

- +1 per upgrade

 

The Firebat is not as useful as the Marine, but it can deal a lot of damage at

close range, beating out Zerglings and a better match for a Zealot. However, it

still does not have a lot of life and is beat by air units.

 

1.2.4. Ghost Produced at Barracks

Required: Academy, Science Facility with

25 Crystals, 75 Gas attached Covert Ops

1 Supply

45 HP Abilities:

200 Energy Cloak

- 25 Energy, constant drain

C-10 Canister Rifle Lockdown (Stops mechanical units)

- Targets air and ground - 100 Energy

- 10 damage Nuclear Strike (Loaded Nuclear Silo required)

- +1 per upgrade

 

Infantry Armor

- 0 base armor

- +1 per upgrade

 

The Ghost is a great infantry unit, not even taking into account his Nuclear

Strike ability. Ghosts have a long range, powerful weapon, and various

abilities. When you get a Covert Ops, you should research Cloaking and Ocular

Implants for Nuclear Strikes.

 

1.2.5. Vulture Produced at Factory

 

75 Crystals Ability:

2 Supply Spider Mine

90 HP - 3 Spider Mines per Vulture

- 125 damage

Fragmentation Grenade - Planted in ground

- Targets ground

- 20 damage

- +2 per upgrade

 

Vehicle Plating

- 0 base armor

- +1 per upgrade

 

Vultures are fast, hit-and-run vehicles that have a decent attack. They also

have the Spider Mine ability, which provides for a good base defense. Ion

Thrusters (at Machine Shop) are also recommended if you use Vultures.

 

1.2.6. Siege Tank Produced at Factory

Required: Attached Machine Shop

150 Crystals, 100 Gas

2 Supply Abilities:

150 HP Siege Mode (while in Tank Mode)

- Loses mobility for powerful cannon

Tank Mode Tank Mode (while in Siege Mode)

- Tank can move again with weaker cannon

Arclite Cannon

- Targets ground

- 30 damage

- +3 per upgrade

 

Siege Mode

 

Arclite Shock Cannon

- Targets ground

- 70 damage

- +5 per upgrade

 

Vehicle Plating (both modes)

- 1 base armor

- +1 per upgrade

 

The Siege Tank is an interesting unit. It can move about and attack for a fair

bit of damage, or it can stop and unleash a powerful cannon with splash damage.

Be careful, though, and escort any Siege Tanks with air defense.

 

1.2.7. Goliath Produced at Factory

Required: Armory

100 Crystals, 50 Gas

2 Supply

125 HP

 

Twin Autocannons

- Targets ground

- 10 damage

- +1 per upgrade

 

Hellfire Missile Pack

- Targets air

- 20 damage

- +2 per upgrade

 

Vehicle Plating

- 1 base armor

- +1 per upgrade

 

The Goliath has two different attacks, the air attack definitely being better.

This makes the Goliath a better air support vehicle, and an excellent complement

to the Siege Tank.

 

1.2.8. Wraith Produced at Starport

 

200 Crystals, 100 Gas Ability:

2 Supply Cloak

120 HP - 25 Energy, constant drain

200 Energy

Flying

 

Burst Laser

- Targets ground

- 9 damage

- +1 per upgrade

 

Gemini Missiles

- Targets air

- 15 damage

- +2 per upgrade

 

Ship Plating

- 0 base armor

- +1 per upgrade

 

The Wraith is a better air attack ship than ground attack ship, like the Protoss

Scout. But the Wraith's main strength is its Cloaking ability. If you opponent

does not have good cloak detection, you can easily sneak in a base and do a

great deal of damage before help arrives.

 

1.2.9. Dropship Produced at Starport

Required: Control Tower

100 Crystals, 100 Gas

2 Supply

150 HP

Transporting

Flying

 

Ship Plating

- 1 base armor

- +1 per upgrade

 

The Dropship is just a transport unit, it's rather slow, so you definitely need

some escort with it, especially since it has no weapon.

 

1.2.10. Science Vessel Produced at Starport

Required: Science Facility

25 Crystals, 300 Gas

2 Supply Abilities:

200 HP Defensive Matrix (Places temporary shield on one

200 Energy unit)

Cloak detection - 100 Energy

Flying EMP Shockwave (Reduces shields and energy to 0

in target area)

Ship Plating - 100 Energy

- 1 base armor Irradiate (Constantly reduces HP of one unit)

- +1 per upgrade - 75 Energy

 

The Science Vessel is the only Terran unit for mobile detection, but it also has

several useful abilities. EMP Shockwave is very useful against Protoss, while

Irradiate is useful against Zerg.

 

1.2.11. Battlecruiser Produced at Starport

Required: Science Facility with attached Physics

400 Crystals, 300 Gas Lab

8 Supply Control Tower

500 HP

200 Energy Ability:

Flying Yamato Cannon (Great damage on one target)

- 150 Energy

ATA Laser

- Targets air

- 25 damage

- +3 per upgrade

 

ATS Laser

- Targets ground

- 25 damage

- +3 per upgrade

 

Ship Plating

- 2 base armor

- +1 per upgrade

 

The Battlecruiser has a lot of armor and HP, making it very durable. It does

not do a great deal of damage with its Laser, but its Yamato Cannon can do a

great amount of damage, but this is why it takes so much energy. If you

research the Yamato Cannon, you probably also want the Colossus Reactor.

 

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2. Zerg

 

The Zerg are very different from the Terrans in many aspects. First, all of the

units are produced at one location, the Hatchery (which may be mutated into a

Lair or Hive). All of the buildings produced are support buildings, which can

enable production of certain units. Remember that all Zerg buildings may only

be produced on the Creep, a purple substance found on the ground surrounding

Hatcheries.

 

2.1. Buildings

 

All Zerg buildings except the Hatchery must be built on the Creep. All Zerg

buildings regenerate. To build a building, you must mutate a Drone into one,

and you lose the Drone in the process.

 

2.1.1. Hatchery

 

300 Crystals Produces:

1250 HP Larva

Provides 1 Control Mutate:

Lair

- 150 Crystals, 150 Gas (requires

Spawning Pool)

Evolve:

Burrow (Zerg ground unit ability)

- 100 Crystals, 100 Gas

 

The Hatchery is the center for Crystal and Gas production, and also produces

Zerg larvae, from which all Zerg units are mutated. Only 3 larvae may be out a

one time.

 

2.1.1.1. Lair

 

1800 HP All abilities of Hatchery

Provides 1 Control Evolve:

Ventral Sacs (Overlord transporting)

- 200 Crystals, 200 Gas

Antennae (Greater Overlord sight range)

- 150 Crystals, 150 Gas

Pneumatized Carapace (Faster Overlord

movement)

- 150 Crystals, 150 Gas

 

The Lair opens up the ability to build a Spire and Queen's Nest, and to evolve

your Overlords. I don't think the Antennae is as important as the other two

evolutions.

 

2.1.1.2. Hive

2500 HP All abilities of Hatchery and Lair

Provides 1 Control

 

The Hive allows you to produce a Nydus Canal, Ultralisk Cavern, and Defiler

Mound.

 

2.1.2. Creep Colony

 

75 Crystals Mutate:

400 HP Spore Colony (requires Evolution Chamber)

Extends Creep - 50 Crystals

Sunken Colony (requires Spawning Pool)

- 75 Crystals

 

2.1.2.1. Spore Colony

 

400 HP

Cloak Detection

Extends Creep

 

Weapon:

Seeker Spores

- Targets air

- 15 damage

 

The Spore Colony is much like the Terran Missile Turret, only it has more HP and

less of an attack.

 

2.1.2.2. Sunken Colony

 

400 HP

Extends Creep

 

Weapon:

Subterranean Tentacle

-Targets ground

-30 damage

 

The Sunken Colony attacks ground units very slowly, but it does provide some

defense. It seems too slow to be an effective defender, and I, in my opnion,

would rather have 8 Zerglings with the 200 Crystals spent here.

 

2.1.3. Extractor

 

50 Crystals

750 HP

Gas production

 

2.1.4. Spawning Pool

 

150 Crystals Evolve:

750 HP Metabolic Boost (Faster Zergling movement)

- 100 Crystals, 100 Gas

Adrenal Glands (Faster Zergling attack,

requires Hive)

- 150 Crystals, 150 Gas

 

The Spawning Pool allows you to produce Zerglings. It also has two extremely

good evolutions for your Zerglings that you should get as soon as you can.

 

2.1.5. Evolution Chamber

 

75 Crystals Evolve:

750 HP Melee Attacks

- 3 levels

Missile Attacks

- 3 levels

Carapace

- 3 levels

 

The Evolution Chamber is where you will do all of your damage and armor

upgrading for all of the Zerg ground units. You will need a Lair for level 2

upgrades, and a Hive for level 3 upgrades.

 

2.1.6. Hydralisk Den (Requires: Spawning Pool)

 

100 Crystals, 50 Gas Evolve:

950 HP Muscular Augments (Faster Hydralisk movement)

- 100 Crystals, 100 Gas

Grooved Spines (Greater Hydralisk attack

range)

- 150 Crystals, 150 Gas

 

The Hydralisk Den will allow you to produce Hydralisks. Again, both of these

evolutions are very good, and you should do them.

 

2.1.7. Spire (Requires: Lair)

 

200 Crystals, 150 Gas Evolve:

600 HP Flyer Attack

- 3 levels

Flyer Carapace

- 3 levels

Mutate:

Greater Spire (Required: Hive)

- 100 Crystals, 150 Gas

 

The Spire will allow you to create Mutalisks and Scourges. You can also upgrade

all Zerg flying units here. You will need a Lair for level 2 upgrades and a

Hive for level 3. You will also need a Hive to mutate the Spire into a Greater

Spire.

 

2.1.7.1. Greater Spire

 

1000 HP All abilities of Spire

 

The Greater Spire allows the Guardian Aspect command for Mutalisks, which allows

them to mutate into Guardians.

 

2.1.8. Queen's Nest (Required: Lair)

 

150 Crystals, 100 Gas Evolve:

950 HP Spawn Broodlings (Queen ability)

- 200 Crystals, 200 Gas

Ensnare (Queen ability)

- 100 Crystals, 100 Gas

Gamete Meiosis (+50 Queen energy)

- 150 Crystals, 150 Gas

 

The Queen's Nest will allow you to produce Queens. If you want to use Queens, I

suggest you evolve, at least, the Spawn Broodlings. This can destroy some of

the larger units, like Siege Tanks and Dragoons.

 

2.1.9. Nydus Canal (Required: Hive)

 

150 Crystals Ability:

250 HP Build Nydus Canal Exit

Transports ground units

 

The Nydus Canal is a perfect way to link your expansions. Sending a unit into a

Nydus Canal will instantaneously transport it to the other end of the Canal.

You must build the Canal with a Drone, and then create an exit anywhere on

Creep.

 

2.1.10. Ultralisk Cavern (Required: Hive)

 

150 Crystals, 200 Gas

600 HP

 

All this does is allow you to create Ultralisks.

 

2.1.11. Defiler Mound (Required: Hive)

 

100 Crystals, 100 Gas Evolve:

850 HP Plague (Defiler ability)

- 200 Crystals, 200 Gas

Consume (Defiler ability)

- 100 Crystals, 100 Gas

Metasynaptic Node (+50 Defiler energy)

- 150 Crystals, 150 Gas

 

This allows you to create Defilers. If you are to use Defilers, definitely

evolve the Plague ability, and you will find that the Metasynaptic Node will be

necessary since the Defiler abilities are high in energy consumption. That is

also the reason for the Consume ability, where you can sacrifice one of your

units to replenish 50 energy of a Defiler.

 

2.2. Zerg Units

 

All Zerg units regenerate, and all Zerg ground units (except the Ultralisk)

burrow. Also, all Zerg units are mutated from Zerg Larvae, which are only found

around Hatcheries, Lairs, or Hives.

 

2.2.1. Larva Found around Hatchery, Lair, or Hive

Can mutate into all Zerg units

25 HP

 

Carapace

- 10 base armor

- +1 per upgrade

 

One Larva may mutate into a Drone, 2 Zerglings, an Overlord, a Hydralisk, a

Mutalisk, 2 Scourges, a Queen, an Ultralisk, or a Defiler. Any larva that is

mutating turns into an Egg first.

 

2.2.1.1. Egg

 

200 HP

 

2.2.2. Drone No requirement

 

50 Crystals Abilities:

40 HP Gather

1 Control Basic Mutation

Advanced Mutation

Spines

- Targets ground units

- 5 damage

 

Carapace

- 0 base armor

- +1 per upgrade

 

The Drone gathers Crystals and Gas, and mutates into all of the Zerg buildings.

 

2.2.3. Zergling Required: Spawning Pool

 

50 Crystals

35 HP

1 Control

2 Zerglings per egg

 

Claws

- Targets ground units

- 5 damage

- +1 per upgrade

 

Carapace

- 0 base armor

- +1 per upgrade

 

Zerglings are quick, deadly little creatures and are the most basic Zerg attack

unit. They can evolve to have faster movement and faster attack as well.

However, their low HP makes them very susceptible to long-range attacks. There

are 2 Zerglings produced for every Larva that mutates.

 

2.2.4. Overlord No requirement

 

100 Crystals

200 HP

Cloak detection

Transporting (must be evolved at Lair or Hive)

Provides 8 Control

 

Flyer Carapace

- 0 base armor

- +1 per upgrade

 

The Overlord serves three purposes: (1) sources of Control, (2) mobile cloak

detection, and (3) transporting. This makes the Overlords very valuable, and

they fact that they are cloak detectors make them quick targets of attacks.

 

2.2.5. Hydralisk Required: Hydralisk Den

 

75 Crystals, 25 Gas

90 HP

1 Control

 

Needle Spines

- Targets air and ground

- 10 damage

- +1 per upgrade

 

Carapace

- 0 base armor

- +1 per upgrade

 

The Hydralisk is probably one of the better units in StarCraft. It has a quick

attack that does a decent amount of damage and can target air and ground units.

It is also a rather cheap unit, and is hard to kill easily at 90 HP.

 

2.2.6. Mutalisk Required: Spire

 

100 Crystals, 100 Gas Ability:

120 HP Guardian Aspect (mutates into Guardian,

2 Control requires Greater Spire)

Flying - 50 Crystals, 100 Gas

 

Glave Wurm

- Targets air and ground

- 9 damage

- +1 per upgrade

Flyer Carapace

- 0 base armor

- +1 per upgrade

 

The Mutalisk is the weakest air unit in StarCraft. They are the cheapest as

well, and large groups of them do just as well as large groups of Scouts or

Wraiths when attacking ground units. However, Wraiths and Scouts have stronger

air-to-air attacks, so you have to rely on Scourges or Hydralisks for escort.

When you get a Greater Spire, you can mutate a Mutalisk into a Guardian, but it

first changes into a Cocoon.

 

2.2.6.1. Cocoon

 

200 HP

 

2.2.6.2. Guardian

 

150 HP

Flying

 

Acid Spore

- Targets ground

- 20 damage

- +2 per upgrade

 

Flyer Carapace

- 2 base armor

- +1 per upgrade

 

The Guardian's Acid Spore has a very long range, so it is an excellent unit for

destroying base defense. It can only attack ground, so escort it with Mutalisks

or Hydralisks.

 

2.2.7. Scourge Required: Spire

 

25 Crystals, 75 Gas

20 HP

1 control

Flying

 

Suicide

- 110 damage

 

Flyer Carapace

- 0 base armor

- +1 per upgrade

 

The Scourge are just bombs that destroy air units, the trick is to use them

before they are destroyed by the unit they are destroying.

 

2.2.8. Queen Required: Queen's Nest

 

100 Crystals, 150 Gas Abilities:

120 HP Infest Command Center (Mutates heavily damaged

200 Energy Command Center into Infested Command Center)

2 Control Parasite (Allows you to see around infected

Flying unit)

- 50 Energy

Flyer Carapace Spawn Broodlings (Destroys nonmechanical units,

- 0 base armor creates two Broodlings)

- +1 per upgrade - 150 Energy

Ensnare (Slows down affected units)

- 100 Energy

 

The Queen is a quick, flying unit with some special abilities. The Parasite is

excellent to use on enemy units inside a base to find out what is going on

there, and the Spawn Broodlings is very useful. Also, Infest Command Center is

very nice if you manage to get a Command Center or if you are allied with a

Terran in a multiplayer game.

 

2.2.8.1. Broodling Created by Queen

 

30 HP

180 Energy

- When Energy runs out, Broodling dies

 

Toxic Spores

- Targets ground

- 4 damage

- +1 per upgrade

 

Carapace

- 0 base armor

- +1 per upgrade

 

The Broodling is weaker than a Zergling, attacks slower, and moves slower, but

can be very useful if the Broodlings are created in the middle of a group of

Siege Tanks.

 

2.2.9. Ultralisk Required: Ultralisk Cavern

 

200 Crystals, 200 Gas

400 HP

6 Control

 

Kaiser Blades

- Targets ground

- 20 damage

- +3 per upgrade

 

Carapace

- 1 base armor

- +1 per upgrade

 

The Ultralisk has the most HP of any StarCraft ground unit, and has a fair

attack. The attack is not much stronger than the Guardian's Acid Spore,

however. Since the Ultralisk can't attack air, it will need an escort, but you

should never just attack with Ultralisks anyway.

 

2.2.10. Defiler Required: Defiler Mound

 

25 Crystals, 100 Gas Abilities:

80 HP Dark Swarm (Nullifies ranged attacks)

200 Energy - 100 Energy

2 Control Plague (Reduces HP in target area to low numbers)

- 150 Energy

Carapace Consume (Sacrifice one of your own units, adds

- 1 base armor 50 energy to Defiler)

- +1 per upgrade

 

The Defiler has abilities that can be overlooked. The Dark Swarm is good

against base defenses (and especially against Terrans), and Plague is good

against Protoss, for it reduces their base life while unaffecting the shields

that can be regenerated. Consume is an excellent way to replenish energy, since

you can consume any of your own units (like a cheap Zergling), and add 50

energy.

 

2.1.11 Infested Terran Produced at Infested Command Center

 

100 Crystals, 50 Gas

60 HP

1 Control

 

Suicide

- Targets ground

- 500 damage

 

Carapace

- 0 base armor

- +1 per upgrade

 

The Infested Terran is a nice unit when you get it, but if you can infest a

Command Center, you're doing very well anyways. 500 damage is a heck of a lot,

and remember that it is splash damage, so watch out.

 

3. Protoss

 

The Protoss are more like the Terrans in the way that the units are produced,

but there are several other differences. All Protoss units and buildings have

shields that can regenerate. Also, most of the Protoss units have many hit

points, and do more damage, but they do cost more.

 

3.1. Protoss Buildings

 

All of the Protoss buildings must be warped in by a Probe. Once a warp rift has

been created, the Probe may do another task, so you don't have to stand by the

building while it is being created. Also, all buildings except the Nexus and

the Assimilator must be powered by Pylons.

 

3.1.1. Nexus Produces:

Probe

400 Crystals

750 HP

750 Shields

Provides 9 Psi.

 

The Nexus is the center for all Crystal and Gas production, and produces the

unit that gathers them, the Probe. It also provides 9 Psi, but does not power

other buildings.

 

3.1.2. Pylon

 

100 Crystals

300 HP

300 Shields

Provides 9 Psi.

Powers other buildings

 

The Pylon powers other buildings within its Sphere of Influence, and it also

serves as a supply source, providing 9 Psi.

 

3.1.3. Assimilator

 

100 Crystals

450 HP

450 Shields

Allows gas production

 

3.1.4. Gateway Produces:

Zealot

150 Crystals Dragoon

500 HP High Templar

500 Shields

 

The Gateway is where the basic Protoss ground units are produced. You will need

a Cybernetics Core for Dragoons, and a Templar Archives for High Templars.

 

3.1.5. Forge Research:

Ground Weapons

200 Crystals - 3 levels

550 HP Ground Armor

550 Shields - 3 levels

Plasma Shields

- 3 levels

 

At the Forge, you can upgrade the Armor and attack of all of your Zealots and

Dragoons. Also, (and even more important), you can upgrade the Shields, which

upgrades Shields for all units and buildings.

 

3.1.6. Photon Cannon Requires: Forge

 

150 Crystals

100 HP

100 Shields

Cloak Detection

 

STS Photon Cannon

- Targets ground

- 20 damage

 

STA Photon Cannon

- Targets air

- 20 damage

 

The Photon Cannon is the best base defense out of the three races. It does

quite a bit of damage, detects cloaked units, and targets both ground and air.

But, it is rather weak, it has 100 Shields (Shields take full damage from any

source) and only has 100 HP behind that.

 

3.1.7. Cybernetics Core Requires: Gateway

Research:

200 Crystals Air Weapons

500 HP - 3 levels

500 Shields Air Armor

- 3 levels

Singularity Charge (Greater attack range for

Dragoons)

- 150 Crystals, 150 Gas

 

The Cybernetics Core will allow you to produce Dragoons, and upgrade their

attack range. It is also where you upgrade the attack and armor of Protoss

ships.

 

3.1.8. Shield Battery Requires: Gateway

Abilities:

100 Crystals Recharge shields

200 HP - Spends Energy during recharge

200 Shields

200 Energy

 

The Shield Battery allows you to recharge the shields of your forces.

 

3.1.9. Robotics Facility Requires: Cybernetics Core

Produces:

200 Crystals, 200 Gas Shuttle

500 HP Reaver

500 Shields Observer

 

This is the location for producing the Shuttle, Reaver, and Observer. You will

need a Robotics Support Bay to produce the Reaver, and an Observatory for the

Observer.

 

3.1.10. Stargate Requires: Cybernetics Core

Produces:

200 Crystals, 200 Gas Scout

600 HP Carrier

600 Shields Arbiter

 

This is the warping point for the Protoss ships. You will need a Fleet Beacon

to warp in Carriers, and an Arbiter Tribunal for Arbiters.

 

3.1.11. Citadel of Adun Requires: Cybernetics Core

Research:

200 Crystals, 100 Gas Leg Enhancements (Faster Zealot movement)

450 HP - 150 Crystals, 150 Gas

450 Shields

 

You can develop Leg Enhancements for your Zealots here, but this facility also

allows you to produce a Templar Archives.

 

3.1.12. Robotics Support Bay Requires: Robotics Facility

Research:

50 Crystals, 100 Gas Upgrade Scarab Damage

450 HP - 200 Crystals, 200 Gas

450 Shields Increase Reaver Capacity (5 more Scarabs)

- 200 Crystals, 200 Gas

Gravitic Drive (Faster Shuttle movement)

- 200 Crystals, 200 Gas

 

This building allows you to produce Reavers at the Robotics Facility. You can

also increase Scarab damage by 25, and also upgrade your Reavers' capacity to

hold 5 more Scarabs. Gravitic Drive is a good idea if you are going to use

Shuttles in a combat situation.

 

3.1.13. Fleet Beacon Requires: Stargate

Research:

200 Crystals, 200 Gas Apial Sensors (Greater Scout sight range)

500 HP - 100 Crystals, 100 Gas

500 Shields Gravitic Thrusters (Faster Scout movement)

- 150 Crystals, 150 Gas

Increase Carrier capacity (4 more

Interceptors)

- 200 Crystals, 200 Gas

 

The Fleet Beacon will allow you to warp in Carriers at the Stargate. You should

definitely increase your Carriers' capacity, and maybe also develop Gravitic

Thrusters. Apial Sensors are not very important, but they are cheap.

 

3.1.14. Templar Archives Requires: Citadel of Adun

Research:

100 Crystals, 200 Gas Psionic Storm (High Templar ability)

500 HP - 200 Crystals, 200 Gas

500 Shields Hallucinate (High Templar ability)

- 150 Crystals, 150 Gas

Khaydarin Amulet (+50 High Templar Energy)

- 150 Crystals, 150 Gas

 

The Templar Archives serve as the research point for the High Templar's ability,

and also allows you to warp in High Templars at a Gateway. Psionic Storm is

highly recommended, as is the Khaydarin Amulet.

 

3.1.15. Observatory Requires: Robotics Facility

Research:

150 Crystals, 100 Gas Gravitic Booster (Faster Observer movement)

250 HP - 150 Crystals, 150 Gas

250 Shields Sensor Array (Greater Observer sight range)

- 150 Crystals, 150 Gas

 

The Observatory has very good upgrades for your Observers, and also allows you

to produce them at a Robotics Facility.

 

3.1.16. Arbiter Tribunal Requires: Stargate, Templar Archives

Research:

200 Crystals, 150 Gas Recall (Arbiter ability)

500 HP - 150 Crystals, 150 Gas

500 Shields Stasis Field (Arbiter ability)

- 150 Crystals, 150 Gas

Khaydarin Core (+50 Arbiter Energy)

- 150 Crystals, 150 Gas

 

The Arbiter Tribunal does have good upgrades for the Arbiter, but they are not

as useful as the Arbiter's inherent ability to cloak surrounding forces.

 

3.2. Protoss Units

 

All Protoss units have recharging shields that may be quickly recharged at a

Shield Battery.

 

3.2.1. Probe Produced at Nexus

Abilities:

50 Crystals Gather

20 HP Build Structure

20 Shields Build Advanced Structure

1 Psi

 

Armor

- 0 base armor

- +1 per upgrade

 

The Probe is the Protoss workhorse, it warps in all of the buildings and gathers

Crystals and Gas. Note that the Probe does _not_ repair.

 

3.2.2. Zealot Produced at Gateway

 

100 Crystals

90 HP

90 Shields

2 Psi

 

Psi Blades

- Targets ground

- 16 damage

- +2 per upgrade

 

Armor

- 1 base armor

- +1 per upgrade

 

The Zealot is the basic Protoss fighting unit. It may be upgraded to move

faster at a Citadel of Adun. Notice that a Zealot can take on a lot more than a

Marine or a Zergling can.

 

3.2.3. Dragoon Produced at Gateway

Requires: Cybernetics Core

150 Crystals, 50 Gas

100 HP

90 Shields

2 Psi

 

Phase Disruptor

- Targets ground and air

- 20 damage

- +2 per upgrade

 

Armor

- 1 base armor

- +1 per upgrade

 

The Dragoon is another Protoss ground unit, and it can attack air. It is better

used for defense than attack, for it has a rather slow attack. I would rather

use a Zealot for a strike against a base.

 

3.2.4. High Templar Produced at Gateway

Requires: Templar Archives

25 Crystals, 150 Gas Abilities:

40 HP Psionic Storm (Damage in target area)

40 Shields - 75 Energy

200 Energy Hallucinate (Makes two copies of unit)

2 Psi - 125 Energy

Archon Warp (2 High Templars merge to make

an Archon)

Armor - 2 Psi

- 0 base armor

- +1 per upgrade

 

The High Templar's Psi Storm is an excellent weapon to use on incoming attacks,

especially of smaller units. Hallucinate creates two copies of a unit, but

these copies can't do damage with their attack. This is very useful if your

opponent does not look closely at your units during an attack.

 

3.2.4.1. Archon

 

10 HP

350 Shields

 

Psionic Shockwave

- Targets ground and air

- 30 damage

- +3 per upgrade

 

Armor

- 0 base armor

- +1 per upgrade

 

The Archon is a bit slow moving, but it has a quick attack and it has plenty of

Shields, that can easily be recharged, or recharge on their own fairly quickly.

However, since they are Shields, they do take full damage from any unit.

 

3.2.5. Shuttle Produced at Robotics Facility

 

200 Crystals

90 HP

60 Shields

2 Psi

Flying

Transporting

 

Plating

- 1 base armor

- +1 per upgrade

 

The Shuttle is slow at first, but its speed may be upgraded at the Robotics

Support Bay.

 

3.2.6. Reaver Produced at Robotics Facility

Requires: Robotics Support Bay

200 Crystals, 100 Gas Ability:

100 HP Produce Scarab

90 Shields - 15 Crystals

4 Psi

 

Scarab

- Targets ground

- 100 damage

- +25 damage with upgrade

 

Armor

- 0 base armor

- +1 per upgrade

 

The Reaver has a very powerful weapon, the Scarab, that it launches, and it

finds its target on its own. But, for them to be used, they must first be

produced and stored. Originally, a Reaver can store 5 Scarabs, but it can be

upgraded to hold 10.

 

3.2.7. Observer Produced at Robotics Facility

Required: Observatory

25 Crystals, 75 Gas

40 HP

20 Shields

1 Psi

Flying

Cloak Detection

Always Cloaked

 

Plating

- 0 base armor

- +1 per upgrade

 

The Observer is used as a companion for attack forces, and also as scouts for

your enemy. If used in an attack, it is very hard to find (especially since it

is cloaked), and it will allow you to see the enemy's cloaked units. The

Observer's speed and sight range may be upgraded at the Observatory.

 

3.2.8. Scout Produced at Stargate

 

300 Crystals, 150 Gas

130 HP

90 Shields

3 Psi

Flying

 

Dual Photon Blasters

- Targets ground

- 9 damage

- +1 per upgrade

 

Anti-Matter Missiles

- Targets air

- 24 damage

- +2 per upgrade

 

Plating

- 1 base armor

- +1 per upgrade

 

The Scout is a rather powerful flying ship. Its Dual Photon Blasters are not

very strong, but when it comes to air, the Anti-Matter Missiles are probably the

best anti-air weapon. The Scout's sight range and movement speed may be

upgraded at a Fleet Beacon.

 

3.2.9. Carrier Produced at Stargate

Required: Fleet Beacon

350 Crystals, 300 Gas Ability:

250 HP Produce Interceptor

150 Shields - 30 Crystals

8 Psi

Flying

 

Plating

- 1 base armor

- +1 per upgrade

 

The Carrier has no weapon of its own, but it launches Interceptors, which attack

the enemy. It may produce 4 originally, but it can be upgraded at a Fleet

Beacon to hold 8.

 

3.2.9.1. Interceptor Produced at Carrier

 

20 HP

30 Shields

Flying

 

Pulse Cannon

- Targets ground and air

- 5 damage

- +1 per upgrade

 

Plating

- 0 base armor

- +1 per upgrade

 

While one Interceptor may not be much to look at, it certainly is a good bargain

at 30 Crystals, and are very effective in groups of 8. One of the best things

about Carriers is that it can attack base defenses with its Interceptors, and

just produce more if any are lost in the attack.

 

3.2.10. Arbiter Produced at Stargate

Required: Arbiter Tribunal

25 Crystals, 500 Gas Abilities:

200 HP Recall (Teleports target units to Arbiter

150 Shields position)

200 Energy - 150 Energy

4 Psi Stasis Field (Stops units in target area)

Flying - 100 Energy

Cloaks surrounding units

 

Phase Disruptor Cannon

- Targets ground and air

- 10 damage

- +1 per upgrade

 

Plating

- 1 base armor

- +1 per upgrade

 

The Arbiter's main strength lies in the fact that it can cloak the units near

it. You can hide 12 Carriers around an Arbiter, and they would all be cloaked.

However, an Arbiter may not be cloaked by another Arbiter, and its weapon is

rather weak. Recall is a very good ability. You could fly an Arbiter into the

middle of an enemy base and warp in a bunch of Reavers or Zealots, or whatever.

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