StarCraft FAQ Races
by Gremlin
http://home.earthlink.net/~el_gremlin
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.