Expert Guide - Guide for StarCraft: Brood War
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================================ StarCraft: BroodWar Expert Guide ================================ Version 6.03 Written by Stephanus Rudiyanto N. email: [email protected] (old, but still functioning) [email protected] (NEW!!!) NOTES from Author: If you send an email to me, may be the reply is too late, this is happen because I check my mailbox not very frequent. I'm sorry for this incovenient. But, if you send me some info or corrections, I WILL reply the letter (even it may be take a few days, weeks or months) If I don't send the reply, just wait until it comes :) (There are also another possibility: I had send it and it doesn't reach your mailbox). Thanks just for reading this. To read this FAQ, use Fixed Width fonts like Courier, if not many of the tables below will look terrible. Use WordPad to read this FAQ, and maximize the window. Table of Contents ----------------- i) Introduction ii) Version iii) Future edition iv) Credits v) How to get this FAQ I - Special Ability 1) Terran Special Ability 2) Zerg Special Ability 3) Protoss Special Ability II - Upgrade 1) Energy Upgrade 2) Weapon, Armor, and Shield Upgrade 3) Miscellaneous Upgrade III - Tables and Data 1) Unit Data 2) Cooldown 3) Weapon Range 4) Score 4.1) Unit's Score 4.2) Hero's Score 4.3) Building's Score 4.4) Special Building's Score 5) Broods, Squadrons, and Tribes 6) Animation Height 7) Splash Damage 8) Record 9) Unit Speed 10) Supply 11) Hot Keys 11.1) Zerg Hot keys 11.2) Protoss Hot keys 11.3) Terran Hot keys 12) Patches IV - Miscellaneous Info ----------------------------------------------------- i) Introduction Starcraft is real-time strategy game from Blizzard. It is a great game, if you are fans of any RTS game, this one is recommended for you. Broodwar is an expansion set, and introduce many new elements, including 6 new units. The FAQ I used here is based on Broodwar with patches version 1.05. (You can download it at www.blizzard.com) Although patches 1.07 is available now, it is mostly for Battle.net upgrades and corrections only, and I don't play in Battle.net. First, I apologize if my English is not good. Maybe some grammars and spellings have some error in this FAQ. This is my first unpublished FAQ I wrote, so there may be so many mistakes here. Email me at [email protected] for corrections and suggestions, and of course you will be credited even for small fixes. This FAQ is created for intermediate and expert players that have played the game long enough to truly know the aspect of the game. Although the beginners can also read this FAQ, it is not recommended because of complicated data. I don't include any "how to play", basic strategies or other because I assume all who read this FAQ have already known how to play Starcraft. A lot of info I acquired from Blizzard official website, while the others I acquired by searching, trying, and my other hardwork by playing the game itself and also by using StarDraft SE from Camelot Systems. If you include any information below in any FAQ or Websites, please ask my permission first (usually I will answer yes) and give credits for me. (It's extremely hard to collect information in this FAQ, you know). I will update this FAQ when there is a mistake or error. I can also add an entirely new section if I think it's important. And lastly, I don't own Starcraft CD. I play the game by borrowing my cousin's CD. This is just for info. :P ii) Version Numbers after the dot mean minor updates, while numbers before the dot mean Major updates. 22 June 1999 - Version 1.0 (Initial release) 27 June 1999 - Version 1.1: - Some changes in Introduction and Credits (I forgot to include this in the first release) - Added line breaks in Special Ability sections (For easy read, and no need of Word wrapping the documents). - Some little addition on Burrow Ability. - Some little addition and corrections in table and data descriptions. - Added Future editions section. 28 June 1999 - Version 2.0: - Little addition and correction in Unit Data tables. - Add Lurker Aspect to Zerg Special Ability. - Add Upgrade section. 7 July 1999 - Version 3.0: - Major Corrections on Special Ability sections. - Add some strategies on Special Ability section. - Add Unit Weapons table in Weapon Range Section. 23 August 1999 - Version 4.0: - Corrections for most "typos" and "grammar" (hate to see they are so many of them) - Major Corrections and additions on Special Ability sections. - Add some strategies on Special Ability section. - Some corrections in Table and Data section. - A little lateness for updates, just because I want to add a whole new section, but it's hard to write it (very long and complicated), so I cancelled it. I may not update this FAQ for a while (except for corrections and additions). 28 October 1999 - Version 4.1: - Minor corrections on Special Ability section. - Add some strategies on Special Ability section. Somewhere around December 1999 - Version 4.2: - Small corrections and typos. 24 April 2000 - Version 5.0: - Update after a long time. - Add some information about Optic Flare, Nuclear, Defensive Matrix, and Consume. - Correct some typos. - Add patches information on Tables and Data section. - Reformat the order on Tables and Data section. - Add some strategies on Special Ability section. - Add a whole new section. - Correct small but very important information about EMP Shockwave and Stasis 10 June 2000 - Version 5.1: - Very little update Middle July 2000 - Version 6.0: - Add Hotkeys section (thanks Poison) - Change email address because mailcity restructuring. (even the old address is still functioning) 10 August 2000 - Version 6.01: - Add small notes on Nuclear 5 October 2000 - Version 6.02: - Very small addition, only add sites where you can find this FAQ. 8 February 2001 - Version 6.03: - Add another new site that host my FAQ - Patches 1.08 will out soon with many new changes, also with a new feature (like Replay recorded games), and may be others. When the patches is out, I will update this FAQ. Note: I already have the patches, but it still in testing version, so I will wait the official patches. There are so many changes now, especially in units and special abilities. iii) Future editions I MAY : - Add Global Strategies - Add Unit Strategies section (some people asked me to write this sections) I WILL NOT: - Add Campaign Strategies - Add Map Editor guides iv) Credits - Blizzard, for making a great game for me to play.
- Jeff "CJayC" Veasey (GameFAQs webmaster), for hosting my FAQ, GameFAQs is truly a good website for game guides and other game-related info! - Camelot Systems, for making StarDraft SE. A great program for StarCraft. - My Cousin (ARC) and my friend (A Ceng), for lent me Starcraft CD. - My little brother (Lunar Ray), for a great inspiration for making this FAQ. He is truly a good player! His controls are awesome! I don't mean to brag :P Some very useful info in this FAQ is from him. - Zack Culver ([email protected]) for corrections in Psionic Storm. (small correction but very important!) - [email protected] for his major suggestions and corrections. - "z.f." at for few additional informations. - James Harsono at for few additional informations. - "Andrew Lang" at for useful information about Spider Mine. - "Jason and Alison Overstreet" for some tips. - [email protected] for few corrections and additions. - Poison for the whole new Hot keys section. - Tim Hutchison for few notes on Nuclear. v) How to get this FAQ You can get this FAQ only in these sites: - http://www.gamefaqs.com - http://DLH.Net - http://www.gameunited.com - http://www.lfreespace.com/game/project86/ If you want to check my newest FAQ, please check www.gamefaqs.com first, because I will send my newest FAQs to GameFAQs before other sites. If you host my FAQ in your website and I already has give you my permission but your site is not listed, please inform me with email (sorry for this inconvinient). ******************* I - Special Ability ******************* One of the most interesting aspects in the game is the Special Ability that the units have. Many people who can play Starcraft know well that Special Ability can not be neglected. (May be except those who always rush). This section explains the description and strategies of Special Abilities in all three races. Notes: Cost : Cost for unit to use the ability (e mean energy) Range : The ability range (some abilities used by the unit itself, so they have no range). Upgrade : Building where you must research the ability, and the cost needed to upgrade. If no upgrade listed, the the ability is the initial special ability that doesn't need to be researched. BT : Build Time, or time needed to research the ability. (Higher number mean longer time) 1) Terran Special Ability ------------------------- 1.1) Stim Packs Cost : 10 Health User : Marine, Firebat Research : Academy (100 Minerals, 100 Gasses, 80 BT) When used will double the Marines/Firebats attack rates, and also increase their speed significantly. - If your Marine/Firebat has less than 10 HP, he cannot use Stim Packs. - You can use Stim Packs multiple times, but the effects are not cumulative. (Only one Stim Pack is active at one time) - Stim Packs are not permanent effect, after a few seconds Marines/Firebats revert to their normal state. - Stim Packed Marines/Firebats can win battles that you thought impossible, use this when you're defending from/attacking a large group of enemy or powerful enemy. - Stim Packed Marines are best to attack enemy's Mutalisks. - Stim Packs can be used to run from Hydralisk and other units chasing down your marines/firebats. But better find some protection soon, since stimpack effect dissipates rather quickly. - Before patches 1.04 or Broodwar, Stim Packed Firebat would only increase speed, but not attack rates. - Use Stim Pack before enemy comes near you or before you attack the enemy, so the effect of Stim Pack still exist when your medic heals your army to full HP. - If you use firebats rush, research Stim Pack before U-238 Shell. 1.2) Deploy Spider Mines Cost : None, but only 3 mines/Vulture User : Vulture Research : Machine Shop (100 Minerals, 100 Gasses, 80 BT) Vultures can deploy spider mines (Each Vulture only has 3 mines and they can't be replaced). Vulture must stop in an area briefly to deploy it. When deployed, the mine will take a second to burrow, and it is vulnerable during burrowing time. Once burrowed, friendly units can see the mine, but the enemy units can't (unless using Detector). Any enemy Ground Units (but not Hovering units) that enter the Mine sight range (3) will activate it. The mine will pop up of the ground and attempt to run into target, and explode. It will damage any unit within short radius. - Spider Mines have 125 damage, amd have splash damage that can hit friendly units. - Air units and Hovering units will not trigger the mines, but Hovering units can take damage from the splash damage. - Spider Mine is not detector, but it can chase cloaked Ghost. - Units that are NOT set off Spider Mines: All air units, Probe, Archon, Dark Archon, Vulture, Drone, and SCV. - Spider Mines can be attacked while chasing enemy, and will not explode if destroyed with this way. - Air units can spot burrowed Spider Mines - If you use Optic Flare on your Spider Mines, It CAN make them more effectively, because it will explode when enemy units step on it. If you don't do so, the enemy might shoot it down and you'll have a wasted mine. - Before patches 1.05, Spider Mine isn't affected by Disruption Web. - Before patches 1.05, Spider Mine research needs 150 Minerals and 150 Gasses. 1.3) Siege Tech Cost : None User : Siege Tank Research : Machine Shop (150 Minerals, 150 Gasses, 80 BT) Siege Tech will allow all Siege Tanks to have ability go into Siege Mode (and revert back into Tank Mode). In Siege Mode, Tanks cannot move, but it will greatly increase attack ranges and also attack damage. - Tank in Siege Mode can't enter Dropship (or other Transport). - Tanks need some time to transform into Siege Mode and vice versa. - In Siege Mode, Tank has more attack range than its sight range. - In Siege Mode, Tank cannot attack units/buildings that are in 2 matrices. In the other words, it cannot attack units that are next to it. - If a unit gets too close to a Siege Tank while in Siege Mode, the tank won't be able to target it. You can use this to your advantage by having a Dropship/Overlord/Shuttle drop the troops right next to the tank so it can't fight back. 1.4) Cloaking Cost : 25e for initial cloaking, 1e/second to remain cloaked User : Wraith, Ghost Research (Ghost) : Covert Ops (100 Minerals, 100 Gas, 80 BT) Research (Wraith): Control Tower (150 Minerals, 150 Gas, 100 BT) Cloaked units cannot be targeted by enemy units or single-unit special ability (Like Parasite). Any splash damage and special abilities that affect multiple units can still attack the target. To target cloaked units, enemy must have buildings or units that have Detector. Once a cloaked unit is detected, any units belonging to or sharing vision with that opponent can target it normally. - Cloaking for Ghost is called Personnel Cloaking, while Wraith is called Cloaking Field - If the energy of cloaked units downs to zero, it will decloak. - Special ability that can damage cloaked units when they are not detected: Psionic Storm and Nuclear Strike. - Special ability that can be used to reveal cloaked units are: Ensnare, Plague, Maelstorm, Acid Spores (only if the cloaked unit are in splash effect), EMP Shockwave (will drain cloaked units energy in area to zero) and Stasis Field (the cloaked unit visible but can't be attacked). - Special ability with visible special effect will reveal cloaked units (Irradiate, Defense Matrix, Lockdown, Ensnare, Plague, Acid Spores, and others) - Parasited units are revealed to the owner of the parasite. 1.5) Lockdown Cost : 100e User : Ghost Range : 8 Research : Covert Ops (200 Minerals, 200 Gas, 100 BT) Targets a mechanical unit to become immobile for 60 seconds. The affected units can't be controlled in any way (including use special ability). - Lock down does not work on buildings. - Locking down Detector makes it lose its Detector ability. - Locking down cloaked unit makes it visible. - Locking down Arbiter cancels its ability to cloak nearby units. - You can repair Terran units in Lockdown status. - Units that can be locked down: SCV, Vulture, Goliath, Siege Tank, Wraith, Dropship, Valkyrie, Science Vessel, Battlecruiser, Probe, Dragoon, Reaver, Shuttle, Observer, Corsairs, Scout, Interceptor (hard and worthless), and Carrier. - It is advised not to research Lockdown when fighting against Zerg players. All Zergs are biological, thus immune to Lockdown. 1.6) Nuclear Strike Cost : 1 Armed Nuclear Silo User : Ghost Range : 8 or 10 (Ghost's Sight Range - 1) Units and buildings at the area of Nuclear Strike will lose either 2/3 of their combined maximum Shield and Hit Points or take 500 points of damage, whichever is greater. The farther the distance, the lesser damage is received, but almost any unit caught within the blast will be killed instantly. - Cancelling a nuke or Ghost killed before finishing its aiming, will make a nuclear lost. - The only unit that can survive the Nuclear Blast is Battlecruiser with full HP. (It survives with small HP left equal to its armor level) - To nuke Protoss's base, better if you use EMP Shockwave first. - Two nukes on same target will destroy all buildings or units. - Burrowed or cloaked units receive no protection against nuke. - Researching Ocular Implants can increase the nuke ranges. - Cloaking is highly recommended when you want to use nuclear strike. - You can also use Defensive Matrix on your Ghost when he tries to nuke, if he is spotted by enemy. - Defensive Matrix can protect units from Nuclear Strike by increasing its HP (+250 non-regenerating shield). So some units can survive from Nuclear Strike. (Like Ultralisk and Carrier). - Before Broodwar, burrowed units gains protection from nuclear strike. - Place nuclear red-point at some units with red colour like Dark Archon or Firebats to hide your nuclear strike point. - An armed Nuclear Silo add-on can be captured by other Terran player's Command Center. As long as the nuclear is not launched, the supplies (8 supply) are still being deducted from enemy's supply. 1.7) Defensive Matrix Cost : 100e User : Science Vessel Range : 10 Gives 250 Non-regenerating Shield to targeted unit. After about 30 seconds, the effects wear off, even if the shield still has HP. Defensive Matrix doesn't mean invulnerability, because there is small damage that can still damage your shielded unit. - EMP Shockwave can't drain this special Shield. - Defensive Matrix on a cloaked unit makes it visible. - Defensive Matrices are not cumulative, placing a new Matrix onto an old one, means replacing it with the new matrix. - Defensive Matrix is best used on expensive unit (Siege Tank, Battlecruiser, Science Vessel), units attacking tower (Wraith), Ghost ready for nuclear, Dropship trying to unload, or units in battle that have red/yellow HP (but not too weak). - Defensive Matrix doesn't prevent Irradiate, but it will slow down the damage. - Defensive Matrix can protect units from Nuclear Strike by increasing its HP (+250 non-regenerating shield). So some units can survive from Nuclear Strike. (Like Ultralisk and Carrier). - Defensive Matrix can protect units from Yamato Gun, so it only deals 10 damage (260 - 250). - Defensive Matrix can protect from Feedback damage, but feedback still drain the Energy. - Defensive Matrix cannot protect damage from Plague or Broodling. 1.8) Irradiate Cost : 75e User : Science Vessel Range : 9 Research : Science Facility (150 Minerals, 150 Gas, 80 BT) Targeted Unit becomes irradiated for 30 seconds. All air and ground biological units nearby (within 2 matrices) will take damage up to 250 HP of damages. The targeted unit will also take damage if it an Biological/Organic unit. - Mechanical units can be irradiated and damage all nearby biological units, but the targets itself don't receive damage. - Irradiating more than once on same target doesn't have cumulative effect. (It's only replacing the old Irradiate), but overlapping Irradiation can cause more damage if they are near each other. - You can Irradiate your own units (example: Siege Tank) to protect them from attacked by enemy biological melee units (like Zealots or Zerglings). This will make them take damage from irradiation, while your tank takes damage only by enemies but not by the irradiation itself. - Irradiate can't be protected by Defensive Matrix, it's only slowing down the damage. - Irradiating a transport doesn't affect the units inside. - If you Irradiate a biological units, and that unit enters a transport, then that unit and all biological units in the transport also take damage. The same also applies to Bunkers. - Irradiate can be removed by Medic's Restoration. - Burrowed unit doesn't make units invulnerable to irradiation, they can be affected by irradiates while burrowing. But when burrowing, Irradiate doesn't damage any nearby friendly units. - Irradiated flying units can deal damage to ground units and vice versa. - Zerg Eggs are not affected by Irradiate, but the new zerg unit hatched from the Egg will retain it's irradiated status. - Units take no damage caused by irradiation if in the Stasis Field. - Unit that can be Irradiated: All Zerg units, SCV, Marine, Firebat, Medic, Ghost, Zealot, High Templar, Dark Templar. 1.9) EMP Shockwave Cost : 100e User : Science Vessel Range : 8 Research : Science Facility (200 Minerals, 200 Gas, 120 BT) Fires an EMP missile that explodes in short 3x3 matrices area. Any units or buildings in the area will have its shield and energy reduced to zero. - EMP Shockwave best used on Protoss units and buildings or enemy Spell-casters. - EMP Shockwave can make Archon and Shield Battery become weak and almost unusable. - EMP Shockwave can make cloaked Wraiths and Ghosts visible by draining their energy to zero. - Science Vessel that using EMP Shockwave is immune to its own effect, but not the friendly units nearby. 1.10) Yamato Gun Cost : 150e User : Battlecruiser Range : 10 Research : Physics Lab (200 Minerals, 200 Gas, 120 BT) The Battlecruiser can fire an energy blast to targeted unit or building, and it deals 260 damage to the target. - The Yamato Gun has longer range than Battlecruiser sight range. - Once charged (if not cancelled by special circumstances), Yamato Gun will always hit, and can't be avoided even by the fastest unit. - Once charged, Yamato Gun can't be canceled by EMP Shockwave. - Yamato Gun can be cancelled if Battlecruiser is affected in Stasis Field, Battlecruiser is locked down, or the Battlecruiser is destroyed. - Yamato Gun can be cancelled if the target destroyed, cloaks, burrows, or is in Stasis Field. - A single blast of Yamato Gun can destroy a Photon Cannon or Missile Turret, but Spore Colony needs two blasts. - You can select multiple Battlecruisers and fire Yamato Gun simultaneously to greatly increase damage. - Yamato Gun also can be avoided with targeted unit entering a transport or bunker. - Yamato Gun can be avoided by use Recall on targeted unit (need very precise timing). - Defensive Matrix can protect units from Yamato Gun, so it only deals 10 damage (260 - 250). - Yamato Gun can also be cancelled by using Mind Control on Battlecruiser ready to fire Yamato Gun - Before patches 1.04/Broodwar, the damage is only 250. 1.11) Scanner Sweep Cost : 50e User : Comsat Station Addon Range : Unlimited Targeted area in map (20x20 matrices) becomes visible for 15 seconds. It also serves as Detector in that area. - You can use shotcut keys for Comsat (Ctrl-#) and use # for quick Scanner Sweep. - You can use Scanner Sweep immediately after the Comsat Station Addon construction finished. - Comsat Station has maximum 200 energy. - Comsat Station is the most safe scouting tools, use this to check the enemy's strategies often and also check expansion sites. - Comsat Station can be used to detect cloaked and burrowing units because it serves as Detector, but don't rely on this too much because it only detects for short time. - Scanner Sweep used on a terrain can be seen by all player (a circling blue stars). - It's always better to save 50 energy to Comsat Station for Scanner Sweep in critical moment. - Before Broodwar/patches 1.04, Scanner Sweep costs 75 energy. 1.12) Heal Cost : 1e per 2 HP healed User : Medic Range : 2 Medic automatically heals any nearby friendly or allied biological ground units. If that unit damaged is in her sight range, she will automatically move near that target and heal it until its HP is full or her energy is zero, you can command her not to heal if you want to. - A damaged unit can only be healed by one Medic at a time. Because of this, you can't increase the speed of recovery. - Medic can heal: SCV, Marine, Firebat, Ghost, Medic, All Zerg ground units, Zealot, High Templar, Dark templar, and Civilian (for special missions only). - Medic can't heal their wound by herself, but few Medics can heal each other. - Medic can't heal unit inside transports or bunkers. To heal them unload the units first. - Medic automatically heals allied units, and makes her very useful in multiplayer games. - Medics are usually combined with Marines and/or Firebats, so they can survive longer and use Stim Packs more often. - Medic usually be placed in workers area (yours or allied workers), to automatically heal them when they're in danger to survive a surprise attack. 1.13) Restoration Cost : 50e User : Medic Range : 6 Research : Academy (100 Minerals, 100 Gas, 80 BT) Restoration cures any harmful effects on target unit, except Stasis Field. - Restoration best used to remove permanent effect like Parasites and Blind. - Although Medic can cure most of area effects, but she can only cure one unit at a time. - Medic doesn't cure automatically, like Heal. - Harmful effect that can be restored by Medic: Lockdown, Optic Flare, Irradiate, Devourer Acid Spores, Plague, Ensnare, Maelstorm, and Parasites. - Medic cannot remove the effects of Defensive Matrix and Stasis Field. - It is advised NOT to research Restoration when fighting against Protoss. What kind of effect do you expect to restore from a Protoss player? The researched Restoration only gives advantage to enemy's Dark Archons when they steal your medic. 1.14) Optic Flare Cost : 75e User : Medic Range : 9 Research : Academy (100 Minerals, 100 Gas, 120 BT) Targeted unit becomes Blind, their sight range decreased to 1 permanently (unless cured by Medic). It also loses its detection ability (only if it has detector ability). - If you're facing Terrans, Optic Flare may not be that useful because they also have Medics. But if they don't research Restoration, you can use Optic Flare to blind their Science Vessel, Siege Tank, Dropship, Valkyrie or Battlecruiser. - Protoss and Zerg can't remove Blind status. But Protoss can Mind Control your Medics to cure Blind Status (if you have researched Restoration). - If the enemy uses multiple units, you must blind all of them for Blind status to work. So Optic Flare is not useful for 'Rush'ing unit (example: Hydralisk) - Optic Flare is very effective against High Templar, Dark Archon, Queen, and Defiler, because they now need other unit to spot for them before they can use their abilities. - Optic Flare is also effective against Carrier, Arbiter, Lurker, Devourer, Dark Templar, Reaver, and Shuttle. Because their sight range is dramatically decreased. - Optic Flare is very useful to use on Overlord, because this makes Zerg's Overlord become useless in combat. Science Vessels and Observers can be blinded, but not that useful, because Terrans have Medics, and Observers are hard to find, easier to destroy than to blind. - Medics with Optic Flare and/or Ghost trying to nuke is a very good combo against Zerg's players. Use Optic Flare to blind all the nearest or coming Overlord trying to detect the cloaked Ghost, and without detector, the Ghost can't be attacked. - Beside reducing unit's sight range to 1 Matrix, Optic Flare also reduces the casting range of these following special abilities: Mind Control, Defensive Matrix, Feedback, and Hallucination. Those special ability's range are reduced to 1 Matrix. Best use against Dark Archons. - Blinded Drone that morph into a building will make that building has blind status (the building have 1 sight range) With this, you can blind a Spore Colony by blinding a drone which will morph into Spore Colony. 2) Zerg Special Ability ----------------------- 2.1) Burrowing Cost : None User : Drone, Zergling, Hydralisk, Defiler, Infested Terran Research : Hatchery/Lair/Hive (100 Minerals, 100 Gas, 80 BT) Almost all Zerg's ground unit can burrow underground, and while they burrow, they can't be seen by enemy units until detected. There is a little time for a unit to burrow, so sometimes units can't burrow when being heavily attacked.. - Burrowed unit can be attacked by Psionic Storm and Nuclear Strike even when they are not detected. - Burrowed unit can only be detected by unit with Detector. - While Special Ability like Ensnare, Plague, and Stasis Field can be used to detect cloaked units, they can't be used to detect burrowed units. - Larva, Ultralisk, and Broodling can't burrow. - Lurker can burrow even you don't research burrow. And its the only Zerg's unit that can attack while burrowed. - Burrowed units are usually used to scout and guard an expansion set or choke points. - Even if the enemy has a Detector near your burrowed Zerg units, they may not see them. The small hole that shows a burrowed unit is hard to see, espically on Ash World maps. They can also be hard to click on, so you might consider hot-keying them. 2.2) Parasite Cost : 75e User : Queen Range : 12 Targeted unit that affected by parasites can always be seen by the owner of parasite (It serves as reconaissance purpose). - If parasited units have a cloak or burrowing ability, they always be seen by the owner of parasite when cloaking or burrowing. - If parasited unit has Detector ability, it also serves as detector for the owner of parasite. All nearby cloaked or burrowed unit can be seen by the owner of parasite. - The owner of affected unit can detect Parasite in two ways: When the unit is selected as a part of group it will have a green border on unit's wireframe, and when the parasited unit selected it will display "Parasite Detected" in the unit statistic. - The only way to remove Parasite from a unit is using Medic's Restoration or destroy the host. - Parasited Zerg Drone can remove the parasite by morphing into building. - A few effective targets for parasites are Detectors (Overlord, Science Vessel, Observer), Transports (Dropship, Shuttle), Spellcasters (Ghost, Defiler, Queen, Dark Archon, High Templar), expensive units (Siege Tank, Carrier, Devourer, Guardian, Arbiter, Battlecruiser), or Wraith (before cloaked). - A smart player can used his/her parasited units as a decoy attack, pretending he/she doesn't know that the units are parasited. - If the enemy has a "Hero" they have to keep alive, Parasiting that unit is VERY useful. They can't just kill the unit, and if they aren't Terran they can't get rid of the Parasite. There are very few times this is useful, but every now and then it comes up... Note that this only works in Campaign or maps with Use Map Settings. - Enter your parasited unit to bunkers, shuttles, overlord, or dropships to hide your parasited unit from your enemy. - Use Parasites on the NPC creatures that populate the map. This serves as excellent reconnaissance, especially when you get the flying pterodactyl-like creatures (Kakaru). Most people don't think to click on them to see the "parasite detected" message and therefore, don't realize they're spies. 2.3) Ensnare Cost : 75e User : Queen Range : 9 Research : Queen's Nest (100 Mineral, 100 Gas, 80 BT) Queen releases a sticky fluid to an area of 4x4 matrices, and any units in the area become slower in movement (in half) and attack rates (very little and almost unnoticed) and last approximately for 40 seconds. - Ensnare can be used to detect cloaked enemies (but not burrowed enemies) like Wraith, Ghost, Observer, and Dark Templar. It can be very effective to decloak enemy within the Arbiter Cloaking Field. - Ensnare can be used on a large group of Marine/Firebat when they are using Stim Pack, this will nullify the Stim Pack effect. - Ensnare fast flying units (Scout), so you can Scourge them. - Ensnare can be used to fight enemy that use hit-and-run tactics. - Ensnare doesn't affect Queen who casts it. - Ensnare can be used for Queen to run by slowing down enemy's Corsair, Scout, Wraith, Mutalisk, or Scourge trying to chase. - Ensnare works really well on Battlecruisers, Guardians, and Carriers. The first two are slow enough already, and if the Battlecruiser is slowed down, you can try to kill the Battlecruiser before it can Yamato you. If you target it right, you can ensnare the Carrier and most of it's Interceptors, which is very useful. 2.4) Spawn Broodling Cost : 150e User : Queen Range : 9 Research : Queen's Nest (200 Mineral, 200 Gas, 80 BT) Targeted non-robotic ground unit is destroyed and become a pair of Broodling. - Broodlings created by Queen's ability have the same melee and carapace upgrade with other ground unit. - Broodling has 120 energy, and it will die if the energy becomes zero. (this isn't affected by EMP Shockwave) - Prime targets for Broodling are High Templar with Psi Storm, Siege Tank, and Ultralisk (the most common units to be targeted by this ability) - There are also a few targets for Spawn Broodling: Enemy spellcasters (Defiler, Ghost, High Templar), Air Support Units (Goliath, Dragoon), Lurkers, and enemy's expensive units. - Although this ability can target cheap unit like zergling, it is worthless. - You can create Queens in large quantity, and use hit and run tactics with Broodling ability to gain advantage in mid-game (not early and late game). - You can Broodling Zerg's mutated larva/egg - Units that are not affected by Spawn Broodling: All air units, Probe, Archon, Dark Archon, Reaver, and Spider Mines. - Before Patches 1.04/Broodwar, the range is only 8. 2.5) Infest Terran Command Center Cost : None (Need halfly or less damaged Command Center) User : Queen When there is a badly damaged Terran Command Center (had half or less HP), a Queen near it will automatically infest it. The Command Center becomes Infested Command Center under the Queen's owner control with new full HP. This new building has regeneration ability, can fly like other Terran buildings, and produces Infested Terran. - Infested Terran can't hit air targets. - Queen will automatically infest any Command Center within her sight range, but you can also manually target her to control the Command Center. - Infested Terran is a suicide unit, it deals huge damage (500 damage) and has splash damage. It can also burrow and have regeneration ability. This fast unit is a good addition, so infest Command Center if you have an opportunity. - In multiplayer games, an allied Terran player usually sacrifices a Command Center to be infested by a Zerg player. - Player usually uses a Science Vessel to Defensive Matrix an allied/friendly infested Terran. 2.6) Dark Swarm Cost : 100e User : Defiler Range : 9 Dark Swarm cast by Defiler covers 6x6 matrices area. All ground units under Dark Swarm are immune to any ranged attacks from ground or air. But ranged unit from Dark Swarm can still attack from inside the cloud. It lasts about 60 seconds. - Ranged unit inside Dark Swarm can't attack other unit inside Dark Swarm. - Melee, Splash Damage, and Special ability can still damage unit inside Dark Swarm. - Dark Swarm doesn't protect buildings. - All flying units have ranged attack (except Scourges and Devourers), so Dark Swarm is a great tool to protect your unit being attacked from air. - Almost all Terran units use ranged attack, except Firebat and Siege Tank in Siege Mode (only splash damage that still deals damage and not full damage). So they're very vulnerable to Dark Swarm. Zerglings, Ultralisks and/or Lurkers can destroy a whole Terran base if protected by Dark Swarm. - Units that are not affected by Dark Swarm: Terran Unit: SCV, Firebat, Siege Tank in Siege Mode (Still inflict Splash damage), Spider Mine (Inflict Direct and Splash damage) Protoss Unit: Probe, Zealot, Dark Templar, Reaver, Archon (Still inflict Splash damage) Zerg Unit: Drone, Zergling, Lurker (Inflict Direct and Splash damage), Ultralisk, Broodling, Infested Terran (Inflict Direct and Splash damage) - Even though Archon's Splash attack is not affected by Dark Swarm, their attack power will be reduced greatly. - Dark Swarm's best known combo are the Lurkers. Because Lurker has ranged splash damage (can attack multiple enemy at once), and it is very weak against ranged attack or air attack. The other good combos are the Zerglings and Ultralisks. 2.7) Consume Cost : None User : Defiler Range : 1 Research : Defiler's Mound (100 Mineral, 100 Gas, 100 BT) Consume instantly gives Defiler +50 energy by sacrificing a Zerg unit. Defiler can only consume unit within your broods or your teammates. - Consume will not add energy beyond 200 (or 250 if you research Metasynaptic Node). - The size of unit doesn't affect energy gained, so the best unit to consume is a Zergling or a Broodling. - Hallucination of Zerg's can't be consumed. - Larva can be consumed, but the Defiler doesn't gain energy. - You can consume Zerg Egg. - Consume can be used on burrowed unit. - With the proper use of Consume, a single Defiler can cast unlimited Plague and Dark Swarm. But this requires a good control. - Consume best used against EMP Shockwave, so the Defiler can recharge their energy faster when depleted by EMP Shockwave's ability. 2.8) Plague Cost : 150e User : Defiler Range : 9 Research : Defiler's Mound (200 Mineral, 200 Gas, 100 BT) Defiler can cast Plague on 3x3 matrices target area. All units and buildings in that area are affected by plague. Plague can hit friendly or enemy unit/building, it can also affect flying or cloaked units. Affected unit/building HP will slowly decrease, 25 HP per second for each affected unit/building. If the target has taken a total 300 damage, the Plague stops. Plague can never kill a unit/building (Plague continues but will stop if the unit/building has only 1 HP). - Protoss's units and buildings can be affected by Plague, but this only reduces their HP and not their shield. - Plague doesn't affect burrowed unit, unless they are affected before they burrow. - Plague is not cumulative. - Plague on Terran's building is very dangerous, because all Terran building are burned down when they're in low HP (below 1/3 HP). - Terran Medic's Restoration ability is the only way to stop Plague when it is in process. - Stasis Field can also be used to stop Plague process, though it is not very effective. - Plague doesn't effect the Defiler who cast it. - Plague is best used on Terran's building, because Medic can't restore the building, while SCV repairing it will cost minerals (it will repair as long as the plague effect is still working) 2.9) Acid Spores Cost : None User : Devourer Range : 6 (Devourer's Attack Range) When Devourer attacks, its attack can cause splash effect (but not splash damage). Any enemy flying unit in the small area will be affected by Acid Spores. Acid Spores are cumulative in effects, each spore increases cooldown in weaponry by 1/8th of the original cooldown value. They also make the affected units suffer additional damage when being attacked. (6 Acid Spores mean +6 damage when attacked). Acid Spores will disappear in time. - A unit can have maximum 9 Acid Spores. Acid Spores disappear one by one. - Devourer's Splash effect doesn't affect friendly units but affect allied units. - Devourer's Splash effect can make cloaked unit visibles. (Or target unit visible when cloaked, if it is attacked first before cloaking). - A unit with high Cooldown (Battlecruiser, Devourer, Valkyrie) will suffer greatly because of Devourer's attack. Because 1/8 of their cooldown is very high number. - Devourer's Acid Spore can be cured by Medic's Restoration. It cures all Acid Spores on target unit. - Acid Spore effect can make enemy flying units more vulnerable, because 9 Acid Spores can mean +9 damage when attacked. 2.10) Lurker Aspect Cost : 1 Hydralisk User : Hydralisk Research : Hydralisk Den (125 Mineral, 125 Gas, 120 BT) All of your Hydralisks can morph into Lurkers. Lurkers are the only Zerg unit that can attack while burrowed (but can't attack if not burrowed). It's also the only Zerg unit who has splash damage. - Lurker can burrow even you haven't researched Burrowing. - A new Lurker will have full health even if the Hydralisk who morphed to it was badly damaged. - A newly born Lurker will retain Hydralisk status (Parasited Hydralisk will morph into new parasited Lurker). - Lurker needs 2 supplies each, while Hydralisk needs only 1 supply each. So you may need some new Overlords to have some decent Lurkers army. - Lurker attack has splash damage that doesn't damage your friendly units, but will damage allied units. - Lurkers are the only Zerg unit that can burrow when heavily attacked (other Zerg unit will cancel burrowing), but Lurker needs more time to burrow than other units. - Any special upgrade to Hydralisk (Grooved Spines and Muscular Augments) will not change Lurker speed or attack range, even they are born from Hydralisk. 3) Protoss Special Ability -------------------------- 3.1) Psionic Storm Cost : 75e User : High Templar Range : 9 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) High Templar can unleash Psionic Storm in target 3x3 matrices area. Any unit within this area will suffer damage. Its affect all units, friendly or not, flying or not. - Psionic Storm doesn't affect any buildings. - Psionic Storm deals all unit in the area with 128 damage and ignores units' armor and other upgrades. - Psionic Storm can hit cloaked or burrowing units. - Psionic Storm can't affect units in Stasis Field. - Unit inside Bunkers can't be affected by Psionic Storm. - Unit inside Transport cannot be affected by Psionic Storm, but the transport can be destroyed by the Storm, and all units inside will die. (Thanks to Zack Culver for correcting the mistakes.) - Psionic Storms aren't cumulative, so casting multiple Storms at once doesn't increase damage. - Psionic Storms can affect the High Templar who casts it. - You can cast immediately cast Psionic Storm from a High Templar when unloaded from a transport, and quickly enter the transport again. - High Templar is small enough, so he can hide behind the tree and cast Psionic Storm. - Units with full HP that dies when attacked by Psionic Storm (the unit must affected by Psionic Storm from beginning to the end of duration): Terran units: SCV, Marine, Firebat, Medic, Ghost, Wraith, Vulture, Goliath, Dropship, Spider Mine Zerg units: Larva, Drone, Zergling, Hydralisk, Lurker, Mutalisk, Queen, Defiler, Scourge, Broodling, Infested Terran Protoss units: Probe, High Templar, Dark Templar, Observer - Units that need 2 Psionic Storms to be killed in full HP: Overlord, Siege Tank, Devourer, Guardian, Dropship, Valkyrie, Science Vessel, Zealot, Dragoon, Dark Archon, Shuttle, Corsair, Scout, Reaver - Units that need more than 2 Psionic Storms to be destroyed in full HP: Ultralisk (4), Battlecruiser (4), Carrier (4), Archon (3), Arbiter (3) - One High Templar must cooldown after casting Psionic Storm and before casting another Psionic Storm. - Two or more templars can cast multiple Psionic storm, this can be used to fight large group of enemy (benefit from larger area, not overlapping psi storm) 3.2) Hallucination Cost : 100e User : High Templar Range : 7 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) Hallucination creates 2 illusions of any unit that can be controlled by High Templar's owner that casts this. Targeted unit can be anything, friendly, opponent, or even critter. Hallucination units appear just like their original units, except the owner who can see the units as light blue units. Hallucination units are limited into 5 basic commands: move, attack, patrol, hold position, and stop. When this unit ordered to attack, they look like attacking, but their attack does no damage. - Hallucination unit will disappear in 180 seconds (their energy), or when they are destroyed. - Hallucination unit takes double damage from attacks. - Hallucination unit disappears if enemy units cast special ability on them. - Hallucination unit of Zerg's unit cannot be consumed. - Hallucination can be used for decoys, to make enemy units attack the illusions, while the real unit can perform their duty. (Usually Shuttle for transport, Carrier and Arbiter). They can also make enemy units fire at the illusions while the real units attack them. - For cheap scouting, hallucination units are very useful. You can send them into dangerous area without fear of losing costly units. You can seek enemy weak points, what is their main forces, or just seeking their expansion base with free hallucinated units. - Intimidation is one good tactic for hallucination. An enemy attacked by 30 Hallucinated Archons, Carrier, or even 40 Dragoons will be very surprised and confused. Just remember too included some real units to improve the illusions. while enemy is confused, just use your real forces to attack from other direction. - Hallucinated unit doesn't have any special ability. So hallucinated Shuttle can't load or unload units, Observers can't cloak, and Carrier can't have any interceptors. - In single player mission, a hallucinated Dark Templar controlled by the computer can not be seen by human player. - If the unit that had Hallucination cast on it had no regular attack (like a Medic, Defiler, or High Templar) then the Hallucination won't either. - Hallucinated units can't be recalled by Arbiter. - Hallucinated High Templars are used to lure enemy's Queen's Broodling. - Before patches 1.04/ BroodWar Hallucination's cost are 125. 3.3) Summon Archon Cost : 2 High Templar User : High Templar Two High Templars can meld into single powerful Archon that has 350 Shields and 10 HP. Archon is powerful and can attack enemy ground and air units. - Use this when you have exhausted High Templar's energy or need powerful units for combat. - When one of your High Templars has a damaged HP, and the other is with full HP, the Archon they formed has a full HP. But if two of them have damaged HPs, the Archon summoned will also have damaged HP. - Archon Summoning can't be cancelled. 3.4) Permanent Cloaking Cost : None User : Dark Templar, Observer Observers and Dark Templars have permanent cloaking. They always cloak and don't need energy like Terran Ghost or Wraith. Only hallucinated Observers and Dark Templars that aren't cloaked. For more information on cloaking, look at Cloaking in Terran Special Ability sections. - Parasited Dark Templar and/or Observer will lose their cloaking ability, only for the owner of parasite. 3.5) Summon Dark Archon Cost : 2 Dark Templar User : Dark Templar Two Dark Templars can meld into single Dark Archon that has powerful Special Abilities. Dark Archon can't attack, but their ability is feared by the enemy. - When one of your Dark Templars has damaged HP, and the other is with full HP, the Dark Archon they formed has a full HP. But if two of them have damaged HP, the Dark Archon summoned will also have damaged HP. - Summon a Dark Archon when your Dark Templars are badly damaged. Just find a safe place to summon Dark Archon. - Dark Archon Summoning can't be cancelled. 3.6) Feedback Cost : 50e User : Dark Archon Range : 10 Targeted enemy unit that has energy will be depleted. And that unit is damaged equal to the energy lost. - If the targeted unit has more energy than its HP, then Feedback will kill that unit. - Feedback doesn't affect buildings that have energy (Comsat Station and Shield Battery). - Feedback doesn't affect units that have no energy. - Unit that can have Feedback to use against them: Medic, Science Vessel, Ghost, Battlecruiser, Wraith, Queen, Defiler, High Templar, Corsair, Arbiter, and Dark Archon. - Feedback is quite a 'fast spell' (fast animation), you could gain advantage by using this against Science Vessel trying to EMP you. Do not use this for BattleCruiser trying to Yamato you, it is unaffected (feedback only drain it's remaining Energy). - Kills enemy's Corsair, Wraith, Science Vessel, Queen, Defiler, Ghost, Medic, Dark Archon (if enemy research +50 energy), and/or High Templar using only 50 energy (quite cheap) using feedback. 5 Wraith can be killed by only ONE Dark Archon. 3.7) Maelstrom Cost : 100e User : Dark Archon Range : 10 Research : Templar Archives (100 Minerals, 100 Gas, 100 BT) All biological flying or ground units in the target area of effect (3x3 matrices) will be paralyzed (can't attack, move, or use special abilities) for several seconds. - Maelstrom can be cast to reveal and immobilize cloaked units (Ghosts, Dark Templar, or biological units that hide under Arbiter Cloaking Field). - Maelstrom can't be used to detect or used on burrowed units. - Maelstrom is best used against Zerg, because all Zerg units are biological. - Maelstrom and Psi-storm are good combination, but beware, Maelstrom effect are quite fast disappearing. 3.8) Mind Control Cost : 150e + All Shields User : Dark Archon Range : 8 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) Dark Archon can permanently control any enemy or neutral units (for example: critters). Controlled unit is permanent and can't be reversed. If Dark Archon succeeds in Mind Controlling an enemy unit, it loses all its shield. - Each unit that is successfully mind controlled will have their own supply requirements. (Supply Depot for Terran, Overlord for Zerg, and Pylon for Protoss). - You can control enemy worker (SCV, Probe, Drone), so you can build an entire colony with it. But remember they need different supply. With this, you can have a maximum 600 units under your command (maximum 200 units for each race). - You aren't limited by supply when you mind controlled enemy unit, so your supply may be exceeded the supply you possess. But this mean you can't produce new units until you have sufficient supply. - Unit that can't be controlled: Spider Mine, Larva, Scarabs, and Interceptors. - When you are Mind Controlling a transport (Shuttle, Overlord, Dropship), you gain control of all its carried units. - Hallucination Unit will die if Mind Controlled. - Once controlled, all enemy's command queue will be cancelled (when you Mind Control enemy Battlecruiser moving to your base, the move command is cancelled). The only exception is Ghost that has targeted a spot for Nuclear Strike (you can cancel or continue nukes manually). - Mind Control transfers any special unit upgrades that an affected unit has achieved (but not weapon, armor, and shield upgrades) to the player that used Mind Control. Example: if you Mind Control an Arbiter with Recall ability, then all your existing Arbiters will gain Recall. This also means that you have researched Recall ability. - The only elements that are not transferred when you Mind Control enemy unit are the map knowledge. - Mind Control doesn't override any tech tree you have. So if you Mind Control a Dragoon, but you don't have Cybernetic Core, you still not able to build Dragoons. - When you Mind Control a Ghost, if you don't have a Nuclear Silo attached to Command Center, you can't use Nuclear Missiles (except when you are controlling Ghost while he is targeting for Nuclear Strike). - Mind Controlled Critters will wander to and fro if they receive no order. - Enemy will still attack your Mind Controlled critters automatically (because they're not neutral units anymore). - Mind Controlled Kakaru will move slower after they are mind controlled. - Mind Controlled Dark Archon will have no mana immediately after it mind controlled. - The only way to revert back Mind Controlled units is to Mind Control them again. 3.9) Disruption Web Cost : 125e User : Corsair Range : 9 Research : Fleet Beacon (200 Minerals, 200 Gas, 80 BT) Corsair can cast a Disruption Web on target area. All ground units and buildings in the area affected by the Web cannot attack. Disruption Web will disappear after a while. - Disruption Web can be cast on defensive buildings (Missile Turret, Bunker, Photon Cannon, Sunken Colony, and Spore Colony) to make that building unable to attack. - Ground units inside Web can't attack but can be attacked by enemy not in the Web area. - Ground units inside Web can still move and use any special ability. - Disruption Web is useful to break out heavily defensive area (Siege Tank/Bunker/Missile Turret combos). It can also be used to force a safe way in island war, that is usually guarded by defensive buildings along coasts. 3.10) Recall Cost : 150e User : Arbiter Range : Infinite Research : Arbiter Tribunal (150 Minerals, 150 Gas, 166 BT) When Arbiter casts Recall, all friendly units within target area (5x5 matrix) will be teleported/transported into casting Arbiter location. - Recall affect your units and your team mates' units but not allied units. - Recall can affect other units race (Zerg or Terran), as long as it is your own units (or your team units). - Recall doesn't remove any unit's status. Units Recalled are still in their current state (when you recall an Irradiated unit, it is still in Irradiated status). - If Arbiter uses Recall on impassable terrain, only air units that are being recalled, all ground units are not recalled. - Arbiter can't recall unit that in Stasis Field. - Arbiter Recall ability can be used as offensive purpose. Offensive means transport your units into enemy's base for attack. This is best used on islands warfare, or to reach hard-to-get locations for ground units. - You can transport damaged units (usually Carrier, Archon, Dark Archon, or other Arbiters) back into your base to Recharge their shield in Shield Battery. - Recalled siege tank in siege mode, will siege mode again after recalled. 3.11) Stasis Field Cost : 100e User : Arbiter Range : 9 Research : Arbiter Tribunal (150 Minerals, 150 Gas, 100 BT) All units in the 3x3 matrices area around the point of casting will be trapped in Stasis Field for 40 seconds. While trapped, these units can't attack, move, use special ability, or being damaged. - Stasis Field can be used to detect cloaked but not burrowed enemies. - Units in Stasis Field still gain their energy, and they still regenerate their HP (for Zerg) and shields (for Protoss). - Unit in Stasis Field can't be repaired. - Stasis Field is often used to freeze a large group of enemies so greatly decrease their powers. Example: You are attacked by 30 Hydralisks. With Stasis Field, you can cut their numbers and paralyze 13 Hydralisks. Destroying them is now much easier. - You can also use Stasis Field for protecting your own units. Example: Your Carriers are being attacked heavily and almost destroyed and near its there is no friendly units to help. To retreat will be too late. Just Stasis Field them. The Carriers are safe (they can't be attacked) for a moment, while you can send reinforcements to defend. - Stasis Field also works for High Templars and Dark Archons. If they have no energy points left to cast anything and are in danger, then cast Stasis Field on them to protect them. They will be safe in there and replenish their energy. - You can also use Stasis Field to protect you units from enemy special abilities like: Plague (wait until the effect is wear off), Psionic Storm, Spawn Broodling (if cast before Spawn Broodling is used), Nuclear Strike, Irradiate, and other special abilities. - You can use Stasis Field on enemy workers, this will greatly slowly their economic powers. 3.12) Cloaking Field Cost : None User : Arbiter All units within Arbiter Ranges are automatically in cloak status. This doesn't need energy. Note: Cloaking Field in this section does not refers Cloaking Field belonging to Wraith. What is in a name? by Shakespeare :) - Cloaking Field can cloak all of your friendly or teammate units, but not your ally units. - Cloaking Field also works on other unit races. - Cloaking Field can be cancelled if you Arbiter is Locked Down or in Stasis Field. - For more information on cloaking, look at Cloaking in Terran Special Ability section. - Arbiter doesn't cloak itself, and two Arbiters can't cloak each other. - If you Recall a unit under your Arbiter, it will be cloaked. This way the enemy can't tell that you Recalled a unit. If you send a single Arbiter and the enemy detects under it with Comsat Sweep or sends a Detector out, they won't find anything until it is too late. ************ II - Upgrade ************ 1) Energy Upgrades ------------------ All energy upgrades will add unit's energy capacity by 50. Upgrade Unit Race Time Mineral Gas Building ----------------------------------------------------------------------- Gamete Meiosis Queen Zerg 166 150 150 Queen Nest Metasynaptic Node Defiler Zerg 166 150 150 Defiler Mound Titan Reactor Sc. Vessel Terran 166 150 150 Science Facility Moebius Reactor Ghost Terran 166 150 150 Covert Ops Apollo Reactor Wraith Terran 166 200 200 Control Tower Colossus Reactor Battlecruiser Terran 166 150 150 Physics Labs Caduceus Reactor Medic Terran 166 150 150 Academy Khaydarin Amulet High Templar Protoss 166 150 150 Templar Archives Khaydarin Core Arbiter Protoss 166 150 150 Arbiter Tribunal Argus Jewel Corsair Protoss 166 100 100 Fleet Beacon Argus Talisman Dark Archon Protoss 166 150 150 Templar Archives 2) Weapon, Armor, and Shield Upgrades ------------------------------------- All Upgrades have maximum 3 times to upgrade. TF means Time Factor and CF means Cost Factor. Example: First Zerg Carapace needs 150 Minerals and Gasses to upgrade, it has 75 Cost Factor, so if you upgrade it the second time, it will need 225 (150+75) Minerals and 225 (150+75) Gasses. 2.1) Zerg Upgrades Upgrades Time Mineral Gas TF CF Building -------------------------------------------------------------------- Zerg Carapace 266 150 150 32 75 Evolution Chamber Zerg Flyer Carapace 266 150 150 32 75 Spire/Greater Spire Zerg Melee Attacks 266 100 100 32 50 Evolution Chamber Zerg Missile Attacks 266 100 100 32 50 Evolution Chamber Zerg Flyer Attacks 266 100 100 32 75 Spire/Greater Spire Upgrades Units ----------------------------------------------------------------------- Zerg Carapace Drone, Zergling, Hydralisk, Lurker, Broodling, Ultralisk, Defiler, Infested Terran Zerg Flyer Carapace Overlord, Mutalisk, Scourge, Queen, Guardian, Devourer Zerg Melee Attacks Zergling, Broodling, Ultralisk Zerg Missile Attacks Hydralisk, Lurker Zerg Flyer Attacks Mutalisk, Guardian, Devourer 2.2) Terran Upgrades Upgrades Time Mineral Gas TF CF Building --------------------------------------------------------------------- Terran Infantry Armor 266 100 100 32 75 Engineering Bay Terran Vehicle Plating 266 100 100 32 75 Armory Terran Ship Plating 266 150 150 32 75 Armory Terran Infantry Weapons 266 100 100 32 75 Engineering Bay Terran Vehicle Weapons 266 100 100 32 75 Armory Terran Ship Weapons 266 100 100 32 50 Armory Upgrades Units ----------------------------------------------------------------------- Terran Infantry Armor SCV, Marine, Firebat, Medic, Ghost Terran Vehicle Plating Vulture, Goliath, Siege Tank Terran Ship Plating Wraith, Dropship, Valkyrie, Science Vessel, Battlecruiser Terran Infantry Weapons Marine, Firebat, Ghost Terran Vehicle Weapons Vulture, Goliath, Siege Tank Terran Ship Weapons Wraith, Valkyrie, Battlecruiser 2.3) Protoss Upgrades Upgrades Time Mineral Gas TF CF Building ---------------------------------------------------------------------- Protoss Armor 266 100 100 32 75 Forge Protoss Plating 266 150 150 32 75 Cybernetics Core Protoss Ground Weapons 266 100 100 32 50 Forge Protoss Air Weapons 266 100 100 32 75 Cybernetics Core Protoss Plasma Shields 266 200 200 32 100 Forge Upgrades Units ----------------------------------------------------------------------- Protoss Armor Probe, Zealot, Dragoon, Reaver, High Templar, Archon, Dark Templar, Dark Archon Protoss Plating Scout, Corsair, Shuttle, Observer, Carrier, Interceptor, Arbiter Protoss Ground Weapons Zealot, Dragoon, Dark Templar, Archon Protoss Air Weapons Scout, Corsair, Interceptor, Arbiter Protoss Plasma Shields All Protoss Units and Buildings 3) Miscellaneous Upgrades ------------------------- Upgrades Units Time Mineral Gas Upgrade ---------------------------------------------------------------------- Ventral Sacs Overlord 200 200 200 Transport Ability Antennae Overlord 133 150 150 Sight Range +2 Pneumatized Carapace Overlord 133 150 150 Speed Metabolic Boost Zergling 100 100 100 Speed Adrenal Glands Zergling 100 150 150 Attack rates Muscular Augments Hydralisk 100 100 100 Speed Grooved Spines Hydralisk 100 150 150 Attack Range +1 Anabolic Synthesis Ultralisk 133 200 200 Speed Chitinous Plating Ultralisk 133 150 150 Armor +2 U-238 Shells Marine 100 150 150 Attack Range +1 Charon Boosters Goliath 133 150 150 Air attack range +3 Ion Thrusters Vulture 100 100 100 Speed Ocular Implants Ghost 166 100 100 Sight Range +2 Singularity Charge Dragoon 166 150 150 Attack Range +2 Leg Enchantments Zealot 133 150 150 Speed Scarab Damage Scarab 166 200 200 Damage +25 Reaver Capacity Reaver 166 200 200 Scarab Capacity +5 Gravitic Drive Shuttle 166 200 200 Speed Sensor Array Observer 133 150 150 Sight Range +2 Gravitic Boosters Observer 133 150 150 Speed Apial Sensors Scout 166 100 100 Sight Range +2 Gravitic Thrusters Scout 166 200 200 Speed Carrier Capacity Carrier 100 100 100 Interceptor Capacity +4 ********************* III - Tables and Data ********************* 1) Unit Data ------------ Below is the table for all units in Starcraft (doesn't include heroes and building, except for defensive buildings) Conventions: Sz : Size Sup : Supply Grd : Ground Attack Rng : Range Arm : Armor Air : Air Attack AtM : Attack Mod SgR : Sight Range BT : Build Time Shd : Shield For Cooldown data, it is on other section. Terran Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT --------------------------------------------------------------------------- Battlecruiser L 8 400 300 3 500 25 25 6 3 11 SA,M 160 Dropship L 2 100 100 1 150 0 0 0 0 8 T,M 50 Firebat S 1 50 25 1 50 16cs 0 1 2 7 B 24 Ghost S 1 25 75 0 45 10c 10c 7 1 9/ B,SA 50 11 upg Goliath L 2 100 50 1 125 12 20e 5/8 Air 1Gnd/ 8 M 40 upg. 4Air Marine S 1 50 0 0 40 6 6 4/5 upg 1 7 B 24 Missile Turret L 0 100 0 0 200 0 20e 7 0 11 D 30 Science Vessel L 2 100 225 1 200 0 0 0 0 10 D,SA,M 80 SCV S 1 50 0 0 60 5 0 1 0 7 B,W,M 20 S.Tank (Siege) L 2 150 100 1 150 70es 0 12 5 10 M 50 S.Tank (Tank) L 2 150 100 1 150 30e 0 7 3 10 M 50 Vulture M 2 75 0 0 80 20c 0 5 2 8 SA,M 30 Wraith L 2 150 100 0 120 8 20e 5 1Gnd/ 7 SA,M 60 2Air Medic S 1 50 25 1 60 0 0 0 0 9 B,SA 30 Valkyrie L 3 250 125 2 200 0 5es 6 1 8 M 60 Nuclear Miss. - 8 200 200 0 - 0 0 0 0 3 100 Civilian S 0 0 0 0 40 0 0 0 0 7 B 0 Spider Mine S 0 0 0 0 20 125es0 0 0 3 0 Zerg Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT ------------------------------------------------------------------------ Broodling S 0 0 0 0 30 4 0 1 1 5 B 0 Defiler M 2 50 150 1 80 0 0 0 0 10 B,SA 50 Drone S 1 50 0 0 40 5 0 1 0 7 B,W 20 Egg L 0 0 0 10 200 0 0 0 0 4 0 Guardian L 2 150 200 2 150 20 0 8 2 11 B 40 Hydralisk M 1 75 25 0 80 10e 10e 4/5 1 6 B 28 upg. Inf. Terran S 1 100 50 0 60 500es 0 1 0 5 B 40 Larva S 0 0 0 10 25 0 0 0 0 4 B 0 Mutalisk S 2 100 100 0 120 9 9 3 1 7 B 40 Overlord L 0 100 0 0 200 0 0 0 0 9/11 D,B,T 40 upg. Queen M 2 100 150 0 120 0 0 0 0 10 B,SA 50 Scourge S 0.5 12 38 0 25 0 110 1 0 5 B 30 Spore Colony L 0 175 0 0 400 0 15 7 0 10 D 20 Sunken Colony L 0 175 0 0 400 40e 0 7 0 10 20 Ultralisk L 6 200 200 1/3 400 20 0 1 3 7 B 60 upg. Zergling S 0.5 25 0 0 35 5 0 1 1 5 B 28 Devourer L 2 250 150 2 250 0 25e 6 2 10 B 40 Lurker M 2 125 125 1 125 20s 0 6 2 8 B 40 Protoss Unit Sz Sup Min Gas Arm HP Shd Grd Air Rng AtM SgR Notes BT -------------------------------------------------------------------------- Arbiter L 4 100 350 1 200 150 10e 10e 5 1 9 SA,M 160 Archon L 4 100 300 0 10 350 30s 30s 2 3 8 20 Carrier L 8 350 250 4 300 150 6 6 8 1 11 M 140 Dragoon L 2 125 50 1 100 80 20e 20e 4/6 2 8 M 40 upg. High Templar S 2 50 150 0 40 40 0 0 0 0 7 B,SA 50 Observer S 1 25 75 0 40 20 0 0 0 0 9/11 D,M,R 40 upg. Photon Cannon L 0 150 0 0 100 100 20 20 7 0 11 D 50 Probe S 1 50 0 0 20 20 5 0 1 0 8 W,M,R 20 Reaver L 4 200 100 0 100 80 100s/ 0 8 0 10 M,R 70 125s upg. Scout L 3 300 150 0 150 100 8 28e 4 1Gnd/8/ M 80 2Air 10 upg. Shuttle L 2 200 0 1 80 60 0 0 0 0 8 T,M,R 60 Zealot S 2 100 0 1 80 80 16 0 1 2 7 B 40 Corsair M 2 150 100 1 100 80 0 5es 5 1 9 SA,M 40 Dark Archon L 4 250 200 1 25 200 0 0 0 0 10 SA 20 Dark Templar S 2 125 100 1 80 40 40 0 1 3 7 B 50 Interceptor S 0 25 0 0 0 40 40 6 4 1 6 M 20 Attack Mod is the Damage modifier for each level of upgrade. Gnd is Ground attack for units with split Air/Ground Weapon Systems. Air is Air attack for units with split Air/Ground Weapon Systems. Upg is a stat change after getting an upgrade . 2 Scourges need 25 minerals and 75 gasses. Attacks: E : Explosive Attack (50% damage to Small Units 75% damage to Medium Units, full damage to Large Units). C : Concussive/Plasma damage Attack (50% damage to Medium Units, 25% damage to Large Units). S : Splash damage, which affects all units in the blast area. Notes: B = Biological M = Mechanical R = Robotics T = Transport W = Worker D = Detector, unit can Detect cloaked/burrowed units SA = Unit has one or more Special Abilities (is a spell-caster) Notes: The Unit Data tables are taken from the official Starcraft Broodwar websites. I made small changes, just for space considerations (I forgot to mention this in version 1.1 below). 2) Cooldown ----------- Cooldown is the time between the ending of attack and the beginning of another. So the lowest cooldown mean the fastest attack rate. For weapon information just read Unit's Weapon on Table 3 below. Weapon Cooldown Notes -------------------------------------- Fusion Cutter 15 Gauss Rifle 15 7.5 with Stimpack Flame Thrower 22 11 with Stimpack Fragmentation Grenade 30 Twin Autocannons 22 Hellfire Missile Pack 22 Arclite Cannon 37 Arclite Shock Cannon 75 Burst Lasers 30 Gemini Missiles 22 Halo Rockets 64 C-10 Canister Rifle 22 ATS/ATA Laser Battery 30 Spines 22 Claws 8 6 with Adrenal Glands Needle Spines 15 Glave Wurm 30 Subterranean Spines 37 Toxic Spores 15 Acid Spores 30 Corrosive Venom 100 Kaiser Blades 15 Particle Beam 22 Psi Blades 22 Phase Disruptor 30 Dual Photon Blasters 30 Anti-matter Missiles 22 Neutron Flare 8 Scarab 60 Warp Blades 30 Psionic Shockwave 20 Pulse Cannon 1 Phase Disruptor Cannon 45 Longbolt Missiles 15 Subterranean Tentacle 32 Seeker Spore 15 STA/STS Photon Cannon 22 Listed below, is some hero cooldown rates that are different from normal unit (with normal unit's cooldown for comparison). Hero Cooldown Normal ------------------------------------ Raynor (Vulture) 22 30 Hyperion (BC) 22 30 Infested Kerrigan 15 8 (Uses Claws, just like Zergling) Fenix (Dragoon) 22 30 Tassadar 22 n/a (Psi Assault only used by Tassadar) Zeratul 22 30 3) Weapon's Range ----------------- Actual weapon's range (in pixel) will be listed here. For easy range (in some websites and FAQ, including in Unit Data section), just divided the numbers with 32 rounded up. This is usually called matrix. Ex: Yamato Gun range: 320/32 = 10. Unit's Weapon Weapon Unit ------------------------------ Gauss Rifle Marine C-10 Concussion Rifle Ghost Fragmentation Grenade Vulture Twin Autocannons Goliath Hellfire Missile Pack Goliath Arclite Cannon Siege Tank (Tank Mode) Fusion Cutter SCV Gemini Missiles Wraith Burst Lasers Wraith ATS/ATA Laser Battery Battlecruiser Halo Rockets Valkyrie Flame Thrower Firebat Arclite Shock Cannon Siege Tank (Siege Mode) Longbolt Missiles Missile Turret Claws Zergling, Infested Kerrigan Needle Spines Hydralisk Kaiser Blades Ultralisk Toxic Spores Broodling Spines Drone Acid Spore Guardian Corossive Acid Devourer Glave Wurm Mutalisk Seeker Spores Spore Colony Subterranean Tentacle Sunken Colony Subterranean Spines Lurker Suicide (Ground) Infested Terran Suicide (Air) Scourge Particle Beam Probe Psi Blades Zealot Warp Blades Dark Templar Phase Disruptor Dragoon Psionic Shockwave Archon Dual Photon Blasters Scout Anti-matter Missiles Scout Neutron Flare Corsair Phase Disruptor Cannon Arbiter Pulse Cannon Interceptor STS/STA Photon Cannon Photon Cannor Scarab Reaver Weapon/Special Ability Range Weapon/Special Ability Range ----------------------------------------------------------------------- Gauss Rifle 128 Gauss Rifle (Raynor) 160 C-10 Concussion Rifle 224 C-10 Concussion Rifle (Hero) 192 Fragmentation Grenade 160 Spider Mines 10 Twin Autocannons 160 Hellfire Missile Pack 160 Arclite Cannon 224 Fusion Cutter 10 Gemini Missiles 160 Burst Lasers 160 ATS/ATA Laser Battery 192 Halo Rockets 192 Flame Thrower 32 Arclite Shock Cannon 64-384 Longbolt Missiles 224 Claws 15 Needle Spines 128 Needle Spines (Hunter Killer) 160 Kaiser Blades 25 Toxic Spores 2 Spines 32 Acid Spore 256 Corossive Acid 192 Glave Wurm 96 Seeker Spores 224 Subterranean Tentacle 224 Subterranean Spines 192 Suicide (Ground) 3 Suicide (Air) 3 Particle Beam 32 Psi Blades 15 Warp Blades 15 Phase Disruptor 128 Psionic Shockwave 64 Dual Photon Blasters 128 Anti-matter Missiles 128 Neutron Flare 160 Phase Disruptor Cannon 160 Pulse Cannon 128 STS/STA Photon Cannon 224 Scarab 128 Yamato Gun 320 Lockdown 256 Irradiate 256 EMP Shockwave 288 Optical Flare 288 Restoration 192 Stasis 288 Psi Storm 288 Disruption Web 288 Mind Control 256 Feedback 320 Maelstorm 320 Parasite 384 Spawn Broodling 288 Ensnare 288 Dark Swarm 288 Plague 288 Consume 16 4) Score -------- 4.1) Unit's Score After victory or defeat in Starcraft games, score is always shown. One of the most complicated score calculation is the unit's score. Here is the score table for units. Build means the score achieved when building that unit, and Destroy means the score achieved when the player destroys that unit. This informations is given because maybe in some unofficial/amateur tournaments or competition use scores to determine the winner. Zerg Unit Build Destroy Terran Unit Build Destroy -------------------------------------------------------------------- Larva 0 10 Spider Mine 0 25 Egg 0 25 SCV 50 100 Broodling 0 25 Marine 50 100 Zergling 25 50 Vulture 75 150 Drone 50 100 Firebat 100 200 Overlord 100 200 Medic 125 250 Scourge 100 200 Ghost 175 350 Hydralisk 125 350 Goliath 200 400 Infested Terran 200 400 Dropship 300 600 Defiler 225 450 Siege Tank 350 700 Lurker 250 500 Valkyrie 400 800 Mutalisk 300 600 Wraith 400 800 Queen 400 800 Sc. Vessel 625 1250 Guardian 550 1100 Nuclear 800 0 Devourer 550 1100 Battlecruiser 1200 2400 Ultralisk 650 1300 Lurker Egg 0 500 M/G Cocoon 0 1100 Protoss Unit Build Destroy ------------------------------- Scarab 0 0 Interceptor 30 60 Probe 50 100 Zealot 100 200 Shuttle 200 400 Observer 225 450 Dragoon 250 500 Dark Templar 325 650 High Templar 350 700 Corsair 350 700 Reaver 400 800 Dark Archon 650 1300 Scout 650 1300 Archon 700 1400 Carrier 950 1900 Arbiter 1025 2050 4.2) Hero's Score Heroes also have scores, but they can only be seen on Campaign or Use Map Settings. Hero Destroy Hero Destroy ------------------------------------------------------------------- Critters 10 Civilian 10 Devouring One 100 Jim Raynor (Marine) 200 Jim Raynor (Vulture) 300 Gui Montag 400 D. Templar 400 Fenix (Zealot) 400 Yggdrasil 400 Hunter Killer 500 Infested Duran 700 Samir Duran 700 Alexei Stukov 700 Sarah Kerrigan 700 Alan Schezar 800 Zeratul 800 Unclean One 900 Fenix (Dragoon) 1000 Kukulza (Mutalisk) 1200 Raszagal 1300 Edmund Duke (S.Tank) 1400 Tassadar 1400 Aldaris 1400 Tom Kazansky 1600 Warbringer 1600 Matriach 1600 Kukulza (Guardian) 2200 Artanis 2400 Magellan 2500 Mojo 2600 Torrasque 2600 Tas/Zer (Archon) 2800 Gantrithor 3800 Infested Kerrigan 4000 Danimoth 4100 Arcturus. Mengsk 4800 Hyperion 4800 Norad II 4800 Gerard Dugalle 4800 4.3) Building's Score Besides the score, below is a list of Building's Sight Range. Note that if a building has a detector, its detector range is always 7 regardless its sight range. Building Build Destroy Sight --------------------------------------------- Supply Depot 50 150 8 Refinery 50 150 8 Missile Turret 50 150 11 Bunker 50 150 10 Engineering Bay 65 195 8 Comsat Station 75 225 10 Nuke Silo 75 225 8 Barracks 75 225 8 Covert Ops 75 225 8 Physic Labs 75 225 8 Machine Shop 75 225 8 Control Tower 100 300 8 Academy 100 300 8 Armory 100 300 8 Factory 200 600 8 Starport 200 600 10 Science Facility 275 825 10 Command Center 400 1200 10 Extractor 25 75 7 Spore Colony 25 195 10 Evolution Chamber 40 120 8 Creep Colony 40 120 10 Sunken Colony 40 240 10 Spawning Pool 75 225 8 Nydus Canal 75 225 8 Hydralisk Den 100 300 8 Defiler Mound 150 450 8 Queen Nest 175 525 8 Greater Spire 200 1350 8 Spire 250 750 8 Ultralisk Cavern 275 825 8 Infested Command Center 300 900 10 Hatchery 300 900 9 Lair 100 1200 10 Hive 100 1500 11 Pylon 50 150 8 Assimilator 50 150 10 Shield Battery 50 150 10 Gateway 75 225 10 Photon Cannon 100 300 11 Cybernetic Core 100 300 10 Forge 100 300 10 Robotic Support Bay 125 375 10 Observatory 175 525 10 Citadel of Adun 200 600 10 Templar Archives 250 750 10 Robotic Facility 300 900 10 Stargate 300 900 10 Fleet Beacon 350 1050 10 Nexus 400 1200 11 Arbiter Tribunal 450 1350 10 4.4) Special Building Special Building HP Destroy Sight --------------------------------------------- Power Generator 800 600 8 Warp Gate 700 2000 8 Cerebrate 1500 2500 8 Cerebrate Daggoth 1500 2500 8 Khaydarin Crystal F. Inv. 2500 10 Psi Disruptor 2000 3600 10 Overmind Cocoon 2500 4000 10 Xel'Naga Temple 5000 5000 10 Mature Chrysalis 250 5000 8 Norad II 700 5000 10 Protoss Temple 1500 5000 10 Ion Cannon 2000 5000 8 Stasis Cell/Prison 2000 5000 8 Zerg Overmind 2500 10000 8 Zerg Overmind (Shell) 5000 10000 8 5) Brood, Squadron, & Tribes ---------------------------- Below, is the table for the Starcraft (and not BroodWar). In Broodwar, the name is almost the same, except for few Terran's Squadron. The Green color in BroodWar is a replacement used only on Desert and Snow tilesets. When you are on Snow, Green replaces White, and on Desert, Green Replaces Brown. It's there because on the Minimap, White would be hard to see on the snow tileset, like Brown on desert. Thanks to "z.f." at for this information. Although this information doesn't affect gameplay, but may be you want to know it. Colour Zerg Terran Protoss -------------------------------------------------------- Red Tiamat Brood Elite Guard Ara Tribe Blue Surtur Brood Mar Sara Sargas Tribe Teal Fenris Brood Kel-Morian Combine Akilae Tribe Purple Jormungand Brood Antiga Furinax Tribe Orange Garm Brood Delta Squadron Auriga Tribe Brown Grendel Brood Omega Squadron Venatir Tribe White Baelrog Brood Alpha Squadron Shelak Tribe Yellow Leviathan Brood Epsilon Squadron Velari Tribe Just another info, all Zerg's Brood are named after monsters or evil gods in mythology. 6) Animation Height ------------------- Higher Animation Height, will mean higher elevation. So in table below, a Wraith will be on top of a Dropship. This may sound unimportant, but it is not. Don't forget, hidding a unit under other unit can be a good tactic. (Observers are always in top of Carriers) The exception is the 19 value, they can't be higher than flying units but always higher than any ground units or building. Anim. Height Object ---------------------- 0 Beacon 1 Floor Hatch, Start Location 2 Larva, Spawning Pool 3 Bunker 4 All other objects that not included in other height 16 Science Vessel, Dropship, Battlecruiser, Overlord, Valkyrie, Arbiter, Carrier 18 Wraith, Nuclear Missile, Scanner Sweep, Mutalisk, Guardian, Queen, Scourge, Cocoon, Corsair, Devourer, Shuttle, Scout, Interceptor, Observer, Kakaru, Raszagal, Map Revealer 19 Disruption Web, Dark Swarm 7) Splash Damage ---------------- In Starcraft (BroodWar) there are three type of Splash Damage: Radial Splash, Line Splash, and Air Splash. Any unit with splash damage has 3 value: S1, S2, and S3. These values determine the 'far' of area that is affected by splash damage from unit's weapon. In Radial Splash, S1 means how far (in pixel) any unit will be dealt with 100% damage from the weapon, while S2 and S3 show how far any unit will be dealt with 50% and 25% damage. Air Splash has same meaning with Radial Splash, but only work in air units. Line Splash is almost the same with Radial Splash, but it only affects the area between the target unit and the attacker (In other words: "in the line of fire"). Unit that has Radial Splash damage: Siege Tank (Siege Mode), Spider Mine, Psi Storm, and Infested Terran. Unit that has Line Splash damage: Firebat, Archon, Scarab, and Lurker. Unit that has Air Splash damage: Corsair and Valkyrie. Devourer has special Splash Damage, so it can't do damage to any nearby target unit. Nuclear Missile and Irradiate has special damage adjustment. In table below, is the value of S1, S2, and S3. Unit S1 S2 S3 ----------------------------------- Firebat 15 20 25 Siege Tank 10 25 40 Scarab 20 40 60 Spider Mine 50 75 100 Inf. Terran 20 40 60 Archon 3 15 30 Lurker 20 20 20 Corsair 5 50 100 Valkyrie 5 50 100 Psi Storm 48 48 48 Nuclear Miss. 128 192 256 Irradiate 64 64 64 8) Record --------- Unit Special -------------------- Vulture The fastest Ground unit (with upgrade) Zergling The fastest Zerg's Ground unit (with upgrade) Zealot The fastest Protoss's Ground unit (with upgrade) Overlord The slowest unit (without upgrade) Reaver The slowest ground unit Ultralisk The strongest ground unit (highest HP) Siege Tank The farthest attack range unit SCV The best combat unit of all Workers 9) Speed -------- Unit's speed is hard to check, and it also has acceleration. Below is the data of units, from the fastest to the slowest unit. (1 is the fastest, larger number mean slower units) I have so many times and also trial and error to presents the table below, if you found any mistake, please inform me. The only unit not included here are Stim Packed Marines and Firebats. (It's hard to check this). Unit Speed ---------- 1. Vulture (Upgraded) 2. Zergling (Upgraded) 3. Ultralisk (Upgraded) -> Almost have no difference with no. 2 4. Wraith, Scourge, Mutalisk, Queen, Shuttle (Upgraded), Scout (Upgraded), Corsair 5. Vulture 6. Broodling 7. Infested Terran, Zealot (Upgraded), Lurker 8. Valkyrie -> Almost have no difference with no. 7 9. Zergling 10. Hydralisk (Upgraded) 11. Ultralisk, Science Vessel, Observer (Upgraded) 12. Devourer -> Almost have no difference with no. 13 13. Drone, SCV, Probe, Archon, Dragoon, Scout, Arbiter, Dark Templar, Dark Archon 14. Goliath 15. Shuttle 16. Firebat, Ghost, Siege Tank, Marine, Defiler, Zealot, Medic 17. Hydralisk, Dropship 18. Carrier, Observer, Overlord (Upgraded) 19. Templar 20. Battlecruiser, Guardian 21. Overlord (Upgraded/before patches 1.04 or BroodWar) 22. Reaver 23. Overlord 10) Supply ---------- Below are units and buildings that can provide supply: Unit/Building Race Supply ------------------------------------ Supply Depot Terran 8 Pylon Protoss 8 Overlord Zerg 8 Hatchery/Lair/Hive Zerg 1 Command Center Terran 10 Nexus Protoss 9 Yggadrasil Zerg Hero 30 11) Hot Keys ------------ This whole section is credited to Poison I only add a few important missing Hoy keys. 11.1) Zerg Hot Keys + Buildings Hatchery Spawning Pool S - Select Larva M - Evolve Zergling Movement R - Set Rally Point A - Evolve Zergling Fast Attack B - Evolve Burrow Ability L - Evolve Hatchery to Lair Evolution Chamber Hydralisk Den M - Upgrade Melee Attack M - Evolve Faster Hydralisk Movement A - Upgrade Missile Attack G - Evolve Hydralisk Range C - Upgrade Carapace L - Evolve Lurker Aspect Lair/Hive Queens Nest V - Evolve Overlord Transport B - Evolve Broodling Ability A - Evolve Overlord Increase Sight E - Evolve Ensnare Ability P - Evolve Overlord Speed G - +50 Queen Energy H - Evolve Lair to Hive Spire / Greater Spire Creep Colony A - Upgrade Air Attack S - Evolve to Spore Colony C - Upgrade Air Carapace U - Evolve to Sunken Colony G - Evolve Spire to Greater Spire Defiler Mound Ultralisk Cavern G - Evolve Plague Ability A - Upgrade Ultralisk Movement C - Evolve Consume Ability C - Upgrade Ultralisk Armor M - +50 Defiler Energy Nydus Canal N - Nydus Canal Exit Infested Command Center I - Build Infested Terran R - Set Rally Point L - Lift off/Land + Larva O - Overlord D - Drone Z - Zergling H - Hydralisk Q - Queen S - Scourge M - Mutalisk U - Ultralisk F - Defiler + Combat Unit General Hydralisk Overlord M - Move L - Morph to Lurker Aspect L - Load Troops S - Stop U - Unload Troops A - Attack Mutalisk P - Patrol G - Morph to Guardian Aspect H - Hold Position D - Morph to Devourer Aspect U - Burrow / Unburrow G - Gather B - Build Basic V - Build Advanced Queen Defiler I - Infest Command Center C - Consume R - Parasite W - Dark Swarm B - Spawn Broodling G - Plague E - Ensnare + Building Construction Basic Buildings ( B ) Advanced Buildings ( V ) H - Hatchery S - Spire C - Creep Colony Q - Queen's Nest E - Extractor N - Nydus Canal S - Spawning Pool D - Defiler Mound V - Evolution Chamber U - Ultralisk Cavern D - Hydralisk Den 11.2) Protoss Hot Keys + Buildings Nexus P - Build Probe R - Set Rally Point Gateway Forge Z - Zealot W - Melee Weapon Upgrade D - Dragoon A - Ground Armor Upgrade T - Templar S - Shield Upgrade K - Dark Templar Cybernetics Core Robotics Facility W - Arial Weapons Upgrade S - Build Shuttle A - Arial Armor Upgrade V - Build Reaver S - Dragoon Range Upgrade O - Build Observer Observatory G - Increase Observer Speed S - Increase Observer Sight Stargate Citadel of Adun S - Build Scout L - Zealot Speed Upgrade C - Build Carrier A - Build Arbiter Shield Battery O - Corsair R - Recharge Shields Robotics Support Bay S - Upgrade Scarab Damage. C - Increase Reaver Capacity G - Increase Shuttle Movement Templar Archives Fleet Beacon P - Research Psionic Storm A - Increase Scout Sight H - Research Hallucination G - Increase Scout Speed K - +50 Templar Energy C - Increase Carrier Capacity M - Mind Control D - Research Disruption Web E - Maelstrom J - + 50 Corsair Energy T - +50 Dark Arch on Energy Arbiter Tribunal R - Research Recall S - Research Stasis K - +50 Arbiter Energy + Combat Units General M - Move S - Stop A - Attack P - Patrol H - Hold Position G - Gather B - Build Basic V - Build Advanced High Templar Dark Archon T - Psionic Storm F - Feedback L - Hallucination C - Mind Control R - Archon Warp (2 Templar) E - Maelstrom Arbiter Dark Templar R - Recall R - Archon Warp (2 Dark Templar) T - Stasis Field Reaver R - Build Scarab Shuttle L - Load Troops U - Unload Troops Carrier I - Build Interceptor Corsair D - DisrupTion Web + Building Construction Basic Build ( B ) N - Nexus A - Assimilator C - Cannon B - Battery G - Gateway F - Forge Y - Cybernetics Core Advanced Build ( V ) K - Robotics Facility S - Stargate C - Citadel Of Adun B - Support Bay F - Fleet Beacon T - Templar Archive O - Observatory A - Arbiter Tribunal 11.3) Terran Hot Keys + Buildings Factory Buldings L - Lift Off Land Command Center Barracks S - Build SCV M - Marine R - Set Rally Point F - Firebat C - Build Comsat Add-on G - Ghost S - Scanner Sweep C - Medic N - Build Nuke Silo Add-on N - Arm Nuke Engineering Bay Bunker W - Upgrade Ground Weapons L - Load Troops A - Upgrade Ground Armor U - Unload Troops Academy U - Upgrade Marine Attack Range T - Develop StimPack R - Develop Medic Restoration F - Develop Medic Optic Flare D - +50 Medic Energy Factory V - Vulture T - Siege Tank G - Goliath C - Build Machine Shop Add-on I - Upgrade Vulture Thrust M - Develop Spider Mine S - Develop Siege Tech C - Upgrade Goliath Missile Range Starport W - Build Wraith D - Build Drop ship V - Build Science Vessel B - Build Battle Ship Y - Build Valkyrie C - Build Control Tower Add-on C - Develop Wraith Cloaking A - + 50 Wraith Eneray Armory W - Upgrade Vehicle Weapon S - Upgrade Ship Weapon P - Upgrade Vehicle Armor H - Upgrade Ship Armor Science Facility R - Develop EMP Ability I - Develop Irrad Sate 'Ability T - +50 to Science Vessel Energy C - Build Coven Ops Add- on L - Develop Lockdown Ability C - Develop Ghost Cloaking O - Upgrade Ghost Sight M - +50 Ghost Energy P - Build Physics Lab Add-on Y - Develop Yamato Cannon E - +50 Battleship Energy + Combat Units General M - Move S - Stop A - Attack P - Patrol H - Hold Position R - Repair ( SCV ) G - Gather B - Build Basic V - Build Advanced Marine / Firebat T - Use StimPack Ghost C - Cloak L - Lockdown N - Nuclear Strike Battleship Y - Fire Yamato Cannon Wraith C - Cloak Siege Tank O - Siege Mode Science Vessel D - Defensive Matrix E - EMP Shockwave I - Irradiale Vulture I - Lay Spider Mine Dropship L - Load Troops U - Unload Troops Medic A - Heal R - Restoration F - Optic Flare + Building Construction Basic Buildings ( B ) C - Command Center S - Supply Depot R - Refinery B - Barracks E - Engineering Bay T - Missile Turret A - Academy U - Bunker Advanced Buildings ( V ) F - Factory S - Starport I - Science Faciiity A - Armory 12) Patches ----------- Patches information can also be seen in patch.txt (in your Starcraft directory after you install the patches), I include this just for convenient info. * patch 1.07 - Adds support for Korean tournament (KBK). - Fixes lag meters on join game screen. - Changes default Battle.net font so that it is easier to distinguish certain characters while in chat. - Fixes German text for Brood War units which appeared as English on some systems after upgrading to v1.06. * patch 1.06 - (Battle.net client patch) - Adds Battle.net support for Warcraft II: Battle.net Edition. - Adds command completion to Battle.net chat. It can be accessed by pressing the key. - Fixes some minor battle.net issues. - Displays cancel dialog in situations when server is busy. * patch 1.05 - Reduced Academy cost to 150 minerals. - Reduced Science Facility cost to 100 minerals, 150 gas. - Reduced Spider Mine research cost to 100 minerals, 100 gas. - Reduced the cooldown for units on unload from a transport. - Added a limit so games can only be saved at most once every two minutes during a multiplayer game. - Fixed a bug that caused save game compatibility problems with 1.03 save games loaded into 1.04 and Brood War. - The 'something for nothing' cheat no longer gives Brood War upgrades in normal Starcraft games. - When using the 'exactly' modifier in trigger conditions, incomplete units are no longer included in the comparision. - Hallucinated devourers no longer leave acid spores on targeted units. - Spider mines are now properly affected by disruption web. - Neutral medics no longer auto-heal units. - Added a wireframe for Infested Duran in a dropship. - The low memory version of the disruption web art is now correct. - Terran insane AI no longer locks the system. - Fixed the bug that allowed terran buildings to move after landing. - Fixed the bug that incorrectly allowed 'morph to lurker' commands to be issued to units that weren't hydralisks. - Miscellaneous minor bug fixes. - (StarEdit) Eliminated dependence on updated comctrl32.dll - (StarEdit) Now displays language based on installed version of Starcraft rather than operating system setting - (StarEdit) Fixed a bug in the Player Upgrades dialog that could cause settings for one player to be inadvertently copied to another * patch 1.04 - Custom AI has been strengthened, beware. - Invincible Drone bug has been fixed. - Starcraft compatibility with Brood War implemented. - You can select all burrowed units of the same type or cloaked units of the same type by using the Ctrl+select method or by double clicking. - If you have multiple Carriers or Reavers selected you can build Interceptors and Scarabs for all of them at the same time. - Cooldown times of units being dropped out of transports corrected. - Stim Pack causing Firebats to fire slowly corrected. - Zergling adrenal gland upgrade effects corrected. - Fixed a bug where the muzzle flash on a full fire bunker aiming south displayed incorrectly. - Air unit movement near the edge of the map corrected. - The Ladder directory has been updated with the Season 4 ladder maps. Retired ladder maps have been moved to the OldLadder directory. * Patches 1.04 Changes to StarEdit (Map Editor) - New save feature that identifies all 'enhanced' data in the scenario and specifies which versions of Starcraft will be able to load the scenario. - Addition of the comparing conditional 'exactly' for use in such triggers as: ACCUMULATE, BRING, COMMAND, COUNTDOWN TIMER, DEATHS, ELAPSED TIME, KILL, OPPONENTS, and SCORE. - Increased number of Switches to 256. - Increased number of usable locations to 254. - Added the ability to specify 'Random' in the SET SWITCH trigger action. - Added the ability to name switches. - Added the ability to set Fog-of-War for multiple players simultaneously by holding down Control or Shift. - Added the ability to re-name any unit. - New triggers: a) ORDER UNIT (Move to, Patrol to, Attack to) b) The ability to specify a quantity for the following actions: CREATE UNIT, CREATE UNIT W/PROPERITIES, MOVE UNIT, KILL UNITS AT LOCATION, REMOVE UNITS AT LOCATION. c) PAUSE/UNPAUSE TIMER d) MODIFY UNIT ENERGY e) MODIFY HANGER COUNT f) MODIFY UNIT HIT POINTS g) GIVE UNITS TO PLAYER h) MODIFY UNIT RESOURCES I) MODIFY UNIT SHIELD POINTS j) SET ALLIANCE STATUS k) COMMENT TRIGGER l) END IN DRAW m) SET UNIT DEATHS - You can now select locations obscured by other locations. - Location operations are now undoable. - You can now explicitly sort Conditions. - You can remove all Map Revealers from a map (really!). - The Unit and Hero Settings dialog has been enhanced. A new StarEdit help file with info on these triggers and all the new features in StarEdit can be downloaded from our web site (http://www.blizzard.com). * 1.04 Balance Changes TERRAN: Wraith - Decreased cost to 150 minerals, 100 gas. - Increased cooldown rate of ground attack. - Increased air to air damage to 20. Dropship: - Increased speed slightly. - Although the patch.txt included with patch 1.04 states that dropship build time was increased, this is INCORRECT. Science Vessel: - Decreased cost to 100 minerals, 225 gas. - Increased acceleration. - Increased overall damage of Irradiate. - Increased sight radius. Battlecruiser: - Increased its starting armor to 3. - Increased Yamato Cannon damage to 260. Goliath: - Increased ground damage to 12. - Increased effectiveness of weapon upgrade on ground to air weapon system. Nuke: - Nuclear Missiles build faster. ComSat: - Decreased energy cost to 50. Starport: - Decrease cost of Starport to 150 minerals, 100 gas. - Decreased add-on cost of Control Tower to 50 minerals, 50 gas. - Decreased build time. PROTOSS: Archon: - Increased acceleration. Dragoon: - Decreased cost to 125 minerals, 50 gas. - Decreased build time. - Increased range upgrade (Singularity Charge) by 1. High Templar: - Decreased energy cost of Hallucination to 100. Scout: - Increased Air to Air damage to 28. - Increased shields to 100 and hit points to 150. - Increased cooldown rate of ground attack. Carrier: - Changed build cost to 350 minerals, and 250 gas. - Increased hit points of Carrier to 300. - Increased starting armor of Carrier to 4. - Increased Interceptor shields and hitpoints to 40. - Increased Interceptor damage to 6. Arbiter: - Decreased cost to 100 minerals, 350 gas. Shuttle: - Increased build time. Reaver: - Increased build time. Templar Archives - Increased cost to 150 minerals, 200 gas. Citadel of Adun - Decreased cost to 150 minerals, 100 gas. Stargate: - Decreased cost to 150 minerals, 150 gas. - Decreased build time. Robotics Facility: - Increased build time. Robotics Support Bay: - Increased cost to 150 minerals, 100 gas. Observatory: - Decreased cost to 50 minerals, 100 gas. Forge: - Decreased cost to 150 minerals. Photon Cannon: - Decreased build time. Fleet Beacon: - Decreased cost of "Increased Carrier capacity" upgrade to 100 minerals, 100 gas. - Decreased research time of "Increased Carrier capacity" upgrade. Shield Battery: - Increased starting energy to 100. - Increased effective range of 'Recharge Shields'. ZERG: Overlord: - Increased speed bonus for "Pneumatized Carapace" upgrade. - Decreased research time of "Ventral Sacs" upgrade. Scourge: - Increase hit points to 25. Hydralisk - Increased build time. Mutalisk - Although the patch.txt included with patch 1.04 states that Mutalisk build time was increased, this in INCORRECT. Queen: - Increased range of Broodling by 1. - Increase energy cost of Parasite to 75 - Decreased Parasite casting range to 12. Defiler: - Increased cost to 50 minerals, 150 gas. Hatchery: - Decreased the speed at which the Hatchery/Lair/Hive spawn new larva. - Decreased build cost to 300 minerals. - Increased build time. Sunken Colony: - Decreased cost of Sunken Colony upgrade to 50 minerals. - Decreased build time. - Increased attack rate of Sunken Colony. - Increased damage to 40. Spore Colony: - Decreased build time. - Changed damage type to normal. Greater Spire: - Increased build time. * patch 1.03 - Very long games using the Terran Insane AI will no longer lock up. - Custom maps that use the "set next map" trigger will now work properly after loading them from a saved game. - The length of time you have to leave a game before it counts on your record on battle.net has been reduced from 5 minutes to 2 minutes. - New ladder maps have been added. The old ladder maps have been moved to the OldLadder directory and downgraded to "Blizzard Approved" status. The (8)Green Valleys.scm map has been promoted to "Ladder" status. - Fixed bug where if Zerg burrowers burrowed just as they decloaked (when leaving an Arbiter's field of influence) it would desync a network game. - The MOVE UNIT trigger action now behaves correctly with add-ons. Buildings with existing add-ons will detach from the add-on if either the building or the add-on moves. Add-ons under construction will be cancelled. - Buildings that are created with the CREATE UNIT trigger action or moved with the MOVE UNIT trigger action will attempt to reattach to add-ons of the correct type that are in the correct location. - Preplaced carriers owned by the Neutral player slot that have an initial hangar count greater than 0 will no longer crash the game. - Executing a KILL UNIT trigger action immediately followed by a MOVE UNIT trigger action will no longer result in a crash. - Doodads are no longer affected by the MOVE UNIT trigger action. - The mission countdown timer now has a maximum value of 99:99:99 (h:m:s) - Fixed bug that caused Elapsed Time to display incorrectly when finishing a very short mission. * patch 1.02 - Flying units no longer receive 'cover' from terrain features. - Fixed the bug when cancelling a guardian in high latency games that killed the mutalisk and gave multiple refunds. - Fixed the bug that could sometimes cause a map editor, hit point modified siege tank's hit points to be incorrect after transforming. - Time elapsed while the game is paused no longer counts toward total elapsed game time. - Increased the cost of a Zerg Hatchery from 300 to 350 minerals. - Changed the damage type of the Photon Cannon weapon system from explosion to normal. - Preplaced heroes for the AI will now auto acquire targets and defend themselves. - Fixed a bug that could potentially, in high latency games, over- charge zerg players when morphing larva into units. - Modified the 'Free For All' game type so that the rules of diplomacy apply to computer players. (Computer players are no longer allied in FFA.) Also, made FFA available for single player custom games. - Fixed the crash that occurred when selecting a unit type, that would normally have shields, configured to have 0 shields via the map editor. - Fixed the bug that bumped people back to the race select screen after they had completed a single player campaign mission. - (Battle.net) Create game screen will now display ladder game speed as 'Fast' instead of 'Faster'. - (Battle.net) Profile draw code will now handle different sized destination windows. - Fixed 'attach to incomplete addon' crash bug. - Added three new Computer AI scripts for use with the map editor (Protoss Insane, Terran Insane, Zerg Insane) to be used in custom campaign levels. - Fixed bug that played the incorrect 'complete' sound for addons. - Fixed bug that prevented rescued tanks and goliaths from acquiring targets correctly. - Fixed bug that caused Starcraft to allocate unnecessary amounts of memory while running minimized. - Fixed bug that could cause maps with a large number of pre-placed units to crash at load time. - Fixed bug that, in rare cases, could cause game to crash when certain types of units died. - Fixed bug that caused access violation when maps with unplaceable units were loaded. - Fixed bug that caused access violation when any zerg air unit died while cloaked by an arbiter. - (StarEdit) Fixed bug that prevented changes to Norad II Hero unit weapon damage fields - (StarEdit) Mineral patches and geyser are now limited to 50,000. - (StarEdit) Added exception handler. - (StarEdit) Fixed bug that made it impossible to remove Map Revealers via a trigger. - (StarEdit) Fixed bug that could cause triggers to 'disappear' on systems using large fonts. - (StarEdit) Fixed bug that allows powerups to be placed in invalid locations on high terrain - (StarInst) Fixed minor over-calculation of disk space used by saved games for uninstall. - (StarInst) Moved file pre-cache requests to the install scripts. - (StarInst) Added support for multiple events per screen item without the use of sub-scripts. - (StarInst) Eliminated unnecessary screen refreshes. * patch 1.01 - Fixed cheat that allowed one player in a multiplayer game to see the map. - Fixed bug that allowed players to receive extra resources when canceling building construction multiple times by exploiting lag in a multi-player game. - Fixed pathing problem related crash bug that was most commonly exhibited in Terran 10. - Fixed C Runtime Library crash bug exhibited during saved games when year was greater than 2098. - Fixed sprite allocation errors that prevent normal combat and creation of units. - Fixed occasional hang when joining and leaving Battle.net. - Enemy Science Vessels no longer continually unmask after irradiating units. - Missile turrets controlled by the AI properly acquire targets. - Fixed blank game names in Battle.net game list. - Game names with high ASCII characters now show up properly. *********************** IV - Miscellaneous Info *********************** 1) Bugs + Have you seen an Archon walking in Stasis Field ? It's a small bug. How ? Cast Stasis Field in a merging High Templars. + A trusted source indicates that a Reaver can be affected by Acid Spores when it's dropped from a transport (very rare, and needs confirmation). + A locked down Carrier can still launch Interceptors. To do it: Create a new map with a Carrier hero and modify its interceptor capacity to 10. Try to Lock down when it attacks. 2) Hidden Features + In single mission, critters will explode they are clicked more than fifty times! 3) In War + Broodling rush. In a game, Computer sent more than 10 Queens and broodlinged all SCVs, Siege Tanks, and Medics. And the Broodlings destroyed 1/4 of the base!!! + SCV rush. Have you been rushed by SCVs in a small map ? It happened once when I played, attacked by a horde of SCVs and destroyed all my probes. ********** Unpublished work Copyrighted by S. Rudiyanto N. 1999