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    FAQ/Strategy Guide Part 2/2 by STobias

    Version: 1.05 | Updated: 08/05/03 | Search Guide | Bookmark Guide

    StarCraft FAQ Version 1.05
    
    Serin Tobias
    shinseitori <at> hotmail (dot) com
    
    There are two files to this FAQ, The Races, and Strategy.  This file covers the races.
    
    -----------------------------
    Table of Contents
    
    i. Revision History
    ii. Introduction
    iii. Important notice about CD keys
    1. Terran
      1.1. Terran Buildings
      1.2. Terran Units
    2. Zerg
      2.1. Zerg Buildings
      2.2. Zerg Units
    3. Protoss
      3.1. Protoss Buildings
      3.2. Protoss Units
    
    -----------------------------
    i. Revision History
    
    1.05 -- Massive overhaul of the Strategy and Races section.  Some of the incorrect information
            has been updated as well.
    
    1.04 -- Revised information according to the 1.05 patch, and word wrapped the text.
    
    1.03 -- Included Brood War info, heavy editing on strategy (some of it was just crap).
    
    1.02 -- Changed info according to the StarCraft 1.04 patch, added another
            contributing website.
    
    1.01 -- Added notice about CD-keys, removed ICQ# (I'm never on anymore),
            changed e-mail address and web page URL.
            Also corrected a few spelling errors and specified damage types for
            units and buildings.
            Changed info according the the StarCraft 1.03 patch.
    
    1.00 -- First Draft.
    
    -----------------------------
    ii. Introduction
    
    This section is simply intended to be a reference for all of the races' units and buildings.
    You will probably not find any strategy tips in here, but it is a good resource for any facts
    you may need about the game itself.   Here's a quick description of the various facts you will
    find about the units and buildings.
    
    1. Crystals / Gas     Obviously, this is how many resources this unit or building will take to
                          produce.  This can be in a factor in the cost of repairing such unit or
                          building.
    
    2. HP                 This is how many maximum hit points the unit has.  Once the HP reaches
                          zero, the unit or building is destroyed.
    
    3. Shields            Protoss units have additional hit points, known as shields.  This is
                          different from regular hit points, as is described in the strategy
                          section.
    
    4. Energy             Energy is a reserve for the use of special abilities.
    
    5. Supply, Control,   This is how much "food" the unit will require to be built.
       or Psi
    
    6. Weapons            The weapons are described here.  This is the first number used in
                          calculating damage to a unit.  The type of damage and armor can reduce
                          the damage dealt as well.
    
    7. Cooldown           A unit's cooldown is how many cycles must elapse before a weapon can be
                          fired again.  A game cycle is a few seconds long when the game is set to
                          normal time.
    
    8. Range              This is the effective range that the unit may be fired at, in game
                          matrices.
    
    8. Armor              A unit's armor rating is subtracted from damage, after modifiers for
                          splash and damage types are applied.
    
    9. Build Time         This is how long (in game cycles) it takes for a unit to be produced.
    
    -----------------------------
    iii. Important Notice about CD-Keys
    
    I have received a few e-mails from people asking me to provide them with my CD-key.  I'll save
    you the trouble of writing if you want to ask me.  I will not give out my CD-key to anyone,
    because it is my access to battle.net.  If anyone else uses that CD-key, I can't get on when my
    CD-key is already being used.  Also, if I give out my CD-key to one person, it will get all the
    way around the Internet to everyone in a blink of an eye.  Then I will not be able to access
    battle.net.  So, don't even bother writing me, because I won't give it out.  Buy the game.  It's
    well worth it, and it's cheap now.
    
    -----------------------------
    1. Terran
    
    The Terrans are the most like the Orcs and Humans of WarCraft II of the three races in
    StarCraft.  You have SCV's instead of Peasants, Marines instead of Footmen, etc.  An experienced
    WC2 player will easily pick up on this race before the others.
    
    -----------------------------
    1.1. Terran Buildings
    
    All Terran buildings can be repaired by an SCV.  Also, when a Terran building is heavily damaged
    (when hit points are shown in red), it will slowly lose hit points until it is destroyed.
    
    -----------------------------
    1.1.1. Command Center
    
    400 Crystals                      Produces:
    1500 HP                           SCV
    Provides 10 Supply                Comsat Station
    Has flying ability                Nuclear Silo
    
    
    - 1.1.1.1. Comsat Station    (Requires: Academy)
    
    50 Crystals, 50 Gas               Sensor Sweep
    500 HP                              - 50 Energy
    200 Energy
    Command Center attachment
    
    
    - 1.1.1.2. Nuclear Silo     (Requires: Science Facility with attached Covert Ops)
    
    100 Crystals, 100 Gas               Produces:
    600 HP                              Nuclear Missile
    Command Center attachment             - 200 Crystals, 200 Gas, 8 Supply
    
    -----------------------------
    1.1.2. Supply Depot
    
    100 Crystals
    500 HP
    Provides 8 Supply
    
    -----------------------------
    1.1.3. Refinery
    
    100 Crystals
    750 HP
    Gas production
    
    -----------------------------
    1.1.4. Engineering Bay
    
    125 Crystals                 Research:
    850 HP                       Upgrade Infantry Weapons
    Has flying ability             - 3 levels
                                 Upgrade Infantry Armor
                                   - 3 levels
    
    The Upgrades break down as follows:
    
    Infantry Weapons and Infantry Armor:
    Level 1
    - 100 Crystals, 100 Gas
    Level 2
    - 175 Crystals, 175 Gas
    Level 3
    - 250 Crystals, 250 Gas
    
    -----------------------------
    1.1.5. Barracks
    
    150 Crystals                    Produces:
    1000 HP                         Marine
    Has flying ability              Firebat
                                    Ghost
                                    Medic
    
    -----------------------------
    1.1.6. Missile Turret    (Requires: Engineering Bay)
    
    100 Crystals
    200 HP
    Cloak Detection
    
    Longbolt Missile
      - Targets air
      - 20 explosive damage
    
    -----------------------------
    1.1.7. Academy     (Requires: Barracks)
    
    150 Crystals               Research:
    600 HP                     U-238 Shells (+1 Marine attack range)
                                 - 150 Crystals, 150 Gas
                               Stim Pack Tech (Marine and Firebat ability)
                                 - 100 Crystals, 100 Gas
                               Restoration (Medic ability)
                                 - 100 Crystals, 100 Gas
                               Optic Flare (Medic ability)
                                 - 100 Crystals, 100 Gas
                               Caduceus Reactor (+50 Medic energy)
                                 - 150 Crystals, 150 Gas
    
    -----------------------------
    1.1.8. Bunker     (Requires: Barracks)
    
    100 Crystals
    350 HP
    Holds up to 4 SCVs, Marines, Ghosts, Firebats or Medics
    
    -----------------------------
    1.1.9. Factory    (Requires: Barracks)
    
    200 Crystals, 100 Gas             Produces:
    1250 HP                           Vulture
    Has flying ability                Siege Tank
                                      Goliath
                                      Machine Shop
    
    
    - 1.1.9.1. Machine Shop
    
    50 Crystals, 50 Gas              Research:
    750 HP                           Ion Thrusters (Faster Vulture movement)
    Factory Attachment                 - 100 Crystals, 100 Gas
                                     Spider Mines (Vulture ability)
                                       - 100 Crystals, 100 Gas
                                     Siege Tech (Siege Tank ability)
                                       - 150 Crystals, 150 Gas
                                     Charon Boosters (+3 Goliath air attack range, requires Armory)
                                       - 150 Crystals, 150 Gas
    
    -----------------------------
    1.1.10. Starport    (Requires: Factory)
    
    150 Crystals, 100 Gas            Produces:
    1300 HP                          Wraith
    Has flying ability               Dropship
                                     Science Vessel
                                     Battlecruiser
                                     Valkyrie
                                     Control Tower
    
    
    - 1.1.10.1. Control Tower
    
    50 Crystals, 50 Gas              Research:
    500 HP                           Cloak (Wraith ability)
    Starport attachment                - 150 Crystals, 150 Gas
                                     Apollo Reactor (+50 Wraith energy)
                                       - 200 Crystals, 200 Gas
    
    -----------------------------
    1.1.11. Science Facility    (Requires: Starport)
    
    100 Crystals, 150 Gas             Produces:
    950 HP                            Covert Ops
    Has flying ability                Physics Lab
                                      Research:
                                      EMP Shockwave (Science Vessel ability)
                                        - 200 Crystals, 200 Gas
                                      Irradiate (Science Vessel ability)
                                        - 150 Crystals, 150 Gas
                                      Titan Reactor (+50 Science Vessel energy)
                                        - 150 Crystals, 150 Gas
    
    
    - 1.1.11.1. Covert Ops
    
    50 Crystals, 50 Gas               Research:
    750 HP                            Lockdown (Ghost ability)
    Science Facility attachment         - 200 Crystals, 200 Gas
                                      Personnel Cloaking (Ghost ability)
                                        - 100 Crystals, 100 Gas
                                      Ocular Implants (Increase Ghost sight range)
                                        - 100 Crystals, 100 Gas
                                      Moebius Reactor (+50 Ghost energy)
                                        - 150 Crystals, 150 Gas
    
    
    - 1.1.11.2. Physics Lab
    
    50 Crystals, 50 Gas               Research:
    600 HP                            Yamato Gun (Battlecruiser ability)
    Science Facility attachment         - 200 Crystals, 200 Gas
                                      Colossus Reactor (+50 Battlecruiser energy)
                                        - 150 Crystals, 150 Gas
    
    -----------------------------
    1.1.12. Armory (Requires: Factory)
    
    100 Crystals, 50 Gas              Research:
    750 HP                            Vehicle Weapons
                                        - 3 levels
                                      Vehicle Plating
                                        - 3 levels
                                      Ship Weapons
                                        - 3 levels
                                      Ship Plating
                                        - 3 levels
    
    The upgrades break down as follows:
    
    Vehicle Weapons and Vehicle Plating:    Ship Weapons:               Ship Plating:
    Level 1:
     - 100 Crystals, 100 Gas                - 100 Crystals, 100 Gas     - 150 Crystals, 150 Gas
    Level 2:
     - 175 Crystals, 175 Gas                - 150 Crystals, 150 Gas     - 225 Crystals, 225 Gas
    Level 3:
     - 250 Crystals, 250 Gas                - 200 Crystals, 200 Gas     - 300 Crystals, 300 Gas
    
    -----------------------------
    1.2. Terran Units
    
    Terran Units, along with those of the other races, get +1 per upgrade for armor.
    
    -----------------------------
    1.2.1. SCV                   Produced at Command Center
    
    50 Crystals                  Abilities:
    1 Supply                     Gather
    60 HP                        Repair
                                 Build Structure
    Fusion Cutter                Build Advanced Structure
      - Targets ground
      - 5 normal damage
      - 15 cooldown
    
    Infantry Armor
      - 0 base armor
    
    Build Time: 20
    
    -----------------------------
    1.2.2. Marine                Produced at Barracks
    
    50 Crystals                  Ability:
    1 Supply                     Stim Pack
    40 HP                          -Improves speed and firing rate
                                   -Costs 10 HP per use
    Gauss Rifle
      - Targets air and ground
      - 6 normal damage
      - +1 per upgrade
      - 15 cooldown (7.5 under Stimpack effects)
    
    Infantry Armor
      - 0 base armor
    
    Build Time: 24
    
    -----------------------------
    1.2.3. Firebat              Produced at Barracks
                                Required: Academy
    50 Crystals, 25 Gas
    1 Supply                    Ability:
    50 HP                       Stim Pack
                                  - Improves speed and firing rate
    Flamethrower                  - Costs 10 HP per use
      - Targets ground
      - 16 concussive splash damage
        (in 2-3 attacks, friendly splash)
      - +2 per upgrade
      - 22 cooldown (11 under Stimpack effects)
    
    Infantry Armor
      - 1 base armor
    
    Build Time: 24
    
    -----------------------------
    1.2.4. Ghost                Produced at Barracks
                                Required: Academy, Science Facility with
    25 Crystals, 75 Gas         attached Covert Ops
    1 Supply
    45 HP                       Abilities:
    200 Energy                  Cloak
                                  - 25 Energy, constant drain while active
    C-10 Canister Rifle         Lockdown (Stops mechanical units)
      - Targets air and ground    - 100 Energy
      - 10 concussive damage    Nuclear Strike (Loaded Nuclear Silo required)
      - +1 per upgrade
      - 22 cooldown
    
    Infantry Armor
      - 0 base armor
    
    Build Time: 50
    
    -----------------------------
    1.2.5. Medic               Produced at Barracks
                               Required: Academy
    50 Crystals, 25 Gas
    1 Supply                   Abilities:
    60 HP                      Heal (Heals organic ground units)
    200 Energy                   - 1 energy per 2 HP healed
                               Restoration (Removes all ailments but Stasis Field on any unit)
    Infantry Armor:              - 50 energy
      - 1 base armor           Optic Flare (Reduces any unit's sight to 1)
                                 - 75 energy
    Build Time: 30
    
    -----------------------------
    1.2.6. Vulture             Produced at Factory
    
    75 Crystals                Ability:
    2 Supply                   Spider Mine
    90 HP                        - 3 Spider Mines per Vulture
                                 - 125 damage
    Fragmentation Grenade        - Planted in ground, then burrow
      - Targets ground
      - 20 concussive damage
      - +2 per upgrade
      - 30 cooldown
    
    Vehicle Plating
      - 0 base armor
    
    Build Time: 30
    
    -----------------------------
    1.2.7. Siege Tank            Produced at Factory
                                 Required: Attached Machine Shop
    150 Crystals, 100 Gas
    2 Supply                     Abilities:
    150 HP                       Siege Mode (while in Tank Mode)
                                   - Loses mobility for powerful cannon
    Tank Mode                    Tank Mode (while in Siege Mode)
                                   - Tank can move again with weaker cannon
    Arclite Cannon
      - Targets ground
      - 30 explosive damage
      - +3 per upgrade
      - 37 cooldown
    
    Siege Mode
    
    Arclite Shock Cannon
      - Targets ground
      - 70 explosive splash damage
      - +5 per upgrade
      - 75 cooldown
    
    Vehicle Plating (both modes)
      - 1 base armor
    
    Build Time: 50
    
    -----------------------------
    1.2.8. Goliath             Produced at Factory
                               Required: Armory
    100 Crystals, 50 Gas
    2 Supply
    125 HP
    
    Twin Autocannons
      - Targets ground
      - 12 normal damage
      - +1 per upgrade
      - 22 cooldown
    
    Hellfire Missile Pack
      - Targets air
      - 20 explosive damage
      - +4 per upgrade
      - 22 cooldown
    
    Vehicle Plating
      - 1 base armor
    
    Build Time: 40
    
    -----------------------------
    1.2.9. Wraith             Produced at Starport
    
    150 Crystals, 100 Gas     Ability:
    2 Supply                  Cloak
    120 HP                      - 25 Energy, constant drain while active
    200 Energy
    Flying
    
    Burst Laser
      - Targets ground
      - 9 normal damage
      - +1 per upgrade
      - 30 cooldown
    
    Gemini Missiles
      - Targets air
      - 20 explosive damage
      - +2 per upgrade
      - 22 cooldown
    
    Ship Plating
      - 0 base armor
    
    Build Time: 60
    
    -----------------------------
    1.2.10. Dropship           Produced at Starport
                               Required: Control Tower
    100 Crystals, 100 Gas
    2 Supply
    150 HP
    Transporting
    Flying
    
    Ship Plating
      - 1 base armor
    
    Build Time: 50
    
    -----------------------------
    1.2.11. Science Vessel     Produced at Starport
                               Required: Science Facility
    100 Crystals, 225 Gas
    2 Supply                   Abilities:
    200 HP                     Defensive Matrix (Places temporary shield on one unit)
    200 Energy                   - 100 Energy
    Cloak detection            EMP Shockwave (Reduces shields and energy to 0 in target area)
    Flying                       - 100 Energy
                               Irradiate (Reduces HP of any organic units nearby, cast on any unit)
    Ship Plating                 - 75 Energy
      - 1 base armor
    
    Build Time: 80
    
    -----------------------------
    1.2.12. Battlecruiser      Produced at Starport
                               Required: Science Facility with attached Physics
    400 Crystals, 300 Gas      Lab, Control Tower
    8 Supply
    500 HP                     Ability:
    200 Energy                 Yamato Cannon (Heavy damage on one target)
    Flying                     - 150 Energy
    
    ATA Laser
      - Targets air
      - 25 normal damage
      - +3 per upgrade
      - 30 cooldown
    
    ATS Laser
      - Targets ground
      - 25 normal damage
      - +3 per upgrade
      - 30 cooldown
    
    Ship Plating
      - 3 base armor
    
    Build Time: 160
    
    -----------------------------
    1.2.13. Valkyrie Frigate      Produced at Starport
                                  Required: Armory, Control Tower
    250 Crystals, 150 Gas
    3 Supply
    200 HP
    Flying
    
    Halo Rockets
      - Targets air
      - 5 explosive splash damage per missile
      - +1 per upgrade
      - 64 cooldown (after all missiles are fired)
    
    Ship Plating
      - 2 base armor
    
    Build Time: 60
    
    ------------------------------------------
    2. Zerg
    
    The Zerg technology tree is similar to that from WarCraft 2.  There are three main states of the
    central building (Hatchery, Lair, Hive), which all require buildings for it to be upgraded.
    When Lair or Hive is acheived, new buildings are available.
    
    ------------------------------------------
    2.1. Buildings
    
    All Zerg buildings, except the Hatchery and Infested Command Center, must be built on the Creep.
    All Zerg buildings regenerate.  To build a building (except Infested Command Center), you must
    mutate a Drone into one, and you lose the Drone in the process.
    
    ------------------------------------------
    2.1.1. Hatchery
    
    300 Crystals                     Produces:
    1250 HP                          Larva
    Provides 1 Control               Mutate:
                                     Lair
                                       - 150 Crystals, 150 Gas (requires Spawning Pool)
                                     Evolve:
                                     Burrow (Zerg ground unit ability)
                                       - 100 Crystals, 100 Gas
    
    - 2.1.1.1. Lair
    
    1800 HP                          All abilities of Hatchery
    Provides 1 Control               Evolve:
                                     Ventral Sacs (Overlord transporting)
                                       - 200 Crystals, 200 Gas
                                     Antennae (Greater Overlord sight range)
                                       - 150 Crystals, 150 Gas
                                     Pneumatized Carapace (Faster Overlord movement)
                                       - 150 Crystals, 150 Gas
    
    - 2.1.1.2. Hive
    
    2500 HP                          All abilities of Hatchery and Lair
    Provides 1 Control
    
    ------------------------------------------
    2.1.2. Creep Colony
    
    75 Crystals                    Mutate:
    400 HP                         Spore Colony (requires Evolution Chamber)
    Extends Creep                    - 50 Crystals
                                   Sunken Colony (requires Spawning Pool)
                                     - 50 Crystals
    
    - 2.1.2.1. Spore Colony
    
    400 HP
    Cloak Detection
    Extends Creep
    
    Weapon:
    Seeker Spores
      - Targets air
      - 15 normal damage
      - 15 cooldown
    
    - 2.1.2.2. Sunken Colony
    
    400 HP
    Extends Creep
    
    Weapon:
    Subterranean Tentacle
      - Targets ground
      - 40 explosive damage
      - 32 cooldown
    
    ------------------------------------------
    2.1.3. Extractor
    
    50 Crystals
    750 HP
    Gas production
    
    ------------------------------------------
    2.1.4. Spawning Pool
    
    150 Crystals                   Evolve:
    750 HP                         Metabolic Boost (Faster Zergling movement)
                                     - 100 Crystals, 100 Gas
                                   Adrenal Glands (Faster Zergling attack, requires Hive)
                                     - 200 Crystals, 200 Gas
    
    ------------------------------------------
    2.1.5. Evolution Chamber
    
    75 Crystals                    Evolve:
    750 HP                         Melee Attacks
                                     - 3 levels
                                   Missile Attacks
                                     - 3 levels
                                   Carapace
                                     - 3 levels
    
    The upgrades break down as follows:
    
    Melee Attack and Missile Attacks:         Carapace:
    Level 1:
    - 100 Crystals, 100 Gas                   - 150 Crystals, 150 Gas
    Level 2:
    - 150 Crystals, 150 Gas                   - 225 Crystals, 225 Gas
    Level 3:
    - 200 Crystals, 200 Gas                   - 300 Crystals, 300 Gas
    
    ------------------------------------------
    2.1.6. Hydralisk Den (Requires: Spawning Pool)
    
    100 Crystals, 50 Gas          Evolve:
    950 HP                        Muscular Augments (Faster Hydralisk movement)
                                    - 100 Crystals, 100 Gas
                                  Grooved Spines (+1 attack range)
                                    - 150 Crystals, 150 Gas
                                  Lurker Aspect (Evolution to Lurker, requires Lair)
                                    - 125 Crystals, 125 Gas
    
    ------------------------------------------
    2.1.7. Spire (Requires: Lair)
    
    200 Crystals, 150 Gas          Evolve:
    600 HP                         Flyer Attack
                                     - 3 levels
                                   Flyer Carapace
                                     - 3 levels
                                   Mutate:
                                   Greater Spire (Required: Hive)
                                     - 100 Crystals, 150 Gas
    
    - 2.1.7.1. Greater Spire
    
    1000 HP                       All abilities of Spire
    
    The Upgrades break down as follows:
    
    Flyer Attack                     Flyer Carapace
    Level 1:
    - 100 Crystals, 100 Gas          - 150 Crystals, 150 Gas
    Level 2:
    - 175 Crystals, 175 Gas          - 225 Crystals, 225 Gas
    Level 3:
    - 250 Crystals, 250 Gas          - 300 Crystals, 300 Gas
    
    ------------------------------------------
    2.1.8. Queen's Nest (Required: Lair)
    
    150 Crystals, 100 Gas         Evolve:
    950 HP                        Spawn Broodlings (Queen ability)
                                    - 200 Crystals, 200 Gas
                                  Ensnare (Queen ability)
                                    - 100 Crystals, 100 Gas
                                  Gamete Meiosis (+50 Queen energy)
                                    - 150 Crystals, 150 Gas
    
    ------------------------------------------
    
    2.1.9. Nydus Canal (Required: Hive)
    
    150 Crystals                 Ability:
    250 HP                       Build Nydus Canal Exit
    Transports ground units
    
    ------------------------------------------
    2.1.10. Ultralisk Cavern (Required: Hive)
    
    150 Crystals, 200 Gas        Evolve:
    600 HP                       Anabolic Synthesis (Faster Ultralisk Movement)
                                   - 200 Crystals, 200 Gas
                                 Chitinous Plating (+2 Ultralisk Armor)
                                   - 150 Crystals, 150 Gas
    
    ------------------------------------------
    2.1.11. Defiler Mound (Required: Hive)
    
    100 Crystals, 100 Gas         Evolve:
    850 HP                        Plague (Defiler ability)
                                    - 200 Crystals, 200 Gas
                                  Consume (Defiler ability)
                                    - 100 Crystals, 100 Gas
                                  Metasynaptic Node (+50 Defiler energy)
                                    - 150 Crystals, 150 Gas
    
    ------------------------------------------
    2.1.12. Infested Command Center
    
    1500 HP                  Produces:
                             Infested Terran
    
    ------------------------------------------
    2.2. Zerg Units
    
    All Zerg units regenerate, and all Zerg ground units (except the Ultralisk) burrow.  Also, all
    Zerg units are mutated from Zerg Larvae, which are only found around Hatcheries, Lairs, or
    Hives.  As with the other races, all units get +1 per armor upgrade.
    
    ------------------------------------------
    2.2.1. Larva             Found around Hatchery, Lair, or Hive
                             Can mutate into all Zerg units
    25 HP
    
    Carapace
      - 10 base armor
    
    ------------------------------------------
    2.2.1.1. Egg
    
    200 HP
    
    Carapace
      - 10 base armor
    
    ------------------------------------------
    2.2.2. Drone                   No requirement
    
    50 Crystals                    Abilities:
    40 HP                          Gather
    1 Control                      Basic Mutation
                                   Advanced Mutation
    Spines
      - Targets ground units
      - 5 normal damage
      - 22 cooldown
    
    Carapace
      - 0 base armor
    
    Build Time: 20
    
    ------------------------------------------
    2.2.3. Zergling                Required: Spawning Pool
    
    50 Crystals
    35 HP
    1/2 Control
    2 Zerglings per egg
    
    Claws
      - Targets ground units
      - 5 normal damage
      - +1 per upgrade
      - 8 cooldown (6 after Adrenal Glands evolution)
    
    Carapace
      - 0 base armor
    
    Build Time: 28
    
    ------------------------------------------
    2.2.4. Overlord            No requirement
    
    100 Crystals
    200 HP
    Cloak detection
    Transporting (must be evolved at Lair or Hive)
    Provides 8 Control
    
    Flyer Carapace
      - 0 base armor
    
    Build Time: 40
    
    ------------------------------------------
    2.2.5. Hydralisk            Required: Hydralisk Den
    
    75 Crystals, 25 Gas         Ability:
    80 HP                       Lurker Aspect (mutates into Lurker, evolve at Hydralisk Den)
    1 Control                     - 50 Crystals, 100 Gas
                                  - 2 Control
    Needle Spines
      - Targets air and ground
      - 10 explosive damage
      - +1 per upgrade
      - 15 cooldown
    
    Carapace
      - 0 base armor
    
    Build Time: 28
    
    - 2.2.5.1. Lurker                      Abilities:
                                             - Burrow (no research neccessary)
    125 HP
    2 Control
    Mutated from Hydralisk
    
    Subterranean Spines
      - Can only attack while burrowed
      - Targets ground
      - 20 normal splash damage*
      - +2 per upgrade
      - 37 cooldown
    
    Carapace
      - 1 base armor
    
    Build time from Hydralisk: 40
    
    ------------------------------------------
    2.2.6. Mutalisk              Required: Spire
    
    100 Crystals, 100 Gas        Ability:
    120 HP                       Guardian Aspect (mutates into Guardian, requires Greater Spire)
    Flying                         - 50 Crystals, 100 Gas
    2 Control                      - 2 Control
                                 Devourer Aspect (mutates into evourer, requires Greater Spire)
    Glave Wurm                     - 150 Crystals, 50 Gas
      - Targets air and ground     - 2 Control
      - 9 normal damage
      - 30 cooldown
    
    Flyer Carapace
      - 0 base armor
    
    Build Time: 40
    
    - 2.2.6.1. Guardian
    
    150 HP
    2 Control
    Flying
    Mutated from Mutalisk
    
    Acid Spore
      - Targets ground
      - 20 normal damage
      - +2 per upgrade
      - 30 cooldown
    
    Flyer Carapace
      - 2 base armor
    
    Build time from Mutalisk: 40
    
    - 2.2.6.2. Devourer
    
    250 HP
    2 Control
    Flying
    Mutated from Mutalisk
    
    Corrosive Venom
      - Targets air
      - 25 explosive damage (special)
      - +2 damage per upgrade
      - 100 cooldown
    
    Flyer Carapace
      - 2 base armor
    
    Build Time: 40
    
    The Devourer's attack is special in that every successful hit latches on an "acid spore," which
    will reduce the target's firing rate by 1/8, and that target will also take an extra point of
    damage.  This is per acid spore.  In every attack, the damage is focused on one unit, but the
    spores splash upon other units as well.
    
    ------------------------------------------
    2.2.7. Scourge               Required: Spire
    
    25 Crystals, 75 Gas
    25 HP
    1/2 Control
    Flying
    
    Suicide
      - Targets air
      - 110 normal damage
    
    Flyer Carapace
      - 0 base armor
    
    Build Time: 30
    
    ------------------------------------------
    2.2.8. Queen                Required: Queen's Nest
    
    100 Crystals, 150 Gas       Abilities:
    120 HP                      Infest Command Center (Mutates heavily damaged Command Center into
    200 Energy                  Infested Command Center)
    2 Control                   Parasite (Allows you to see around infected unit)
    Flying                        - 75 Energy
                                Spawn Broodlings (Destroys a nonmechanical ground unit, creates two
    Flyer Carapace              Broodlings)
      - 0 base armor              - 150 Energy
                                Ensnare (Slows down affected units)
    Build Time: 50                - 100 Energy
    
    
    - 2.2.8.1. Broodling          Created by Queen
    
    30 HP
    180 Energy
      - When Energy runs out, Broodling dies
    
    Toxic Spores
      - Targets ground
      - 4 normal damage
      - +1 per upgrade
      - 15 cooldown
    
    Carapace
      - 0 base armor
    
    ------------------------------------------
    2.2.9. Ultralisk            Required: Ultralisk Cavern
    
    200 Crystals, 200 Gas
    400 HP
    6 Control
    
    Kaiser Blades
      - Targets ground
      - 20 normal damage
      - +3 per upgrade
      - 15 cooldown
    
    Carapace
      - 1 base armor
      - +2 with Chitinous Plating upgrade
    
    Build Time: 60
    
    ------------------------------------------
    2.2.10. Defiler           Required: Defiler Mound
    
    50 Crystals, 150 Gas      Abilities:
    80 HP                     Dark Swarm (Nullifies ranged attacks)
    200 Energy                  - 100 Energy
    2 Control                 Plague (Reduces HP in target area to low numbers)
                                - 150 Energy
    Carapace                  Consume (Sacrifice one of your own units, adds 50 energy to Defiler)
      - 1 base armor
    
    Build Time: 50
    
    ------------------------------------------
    2.1.11 Infested Terran        Produced at Infested Command Center
    
    100 Crystals, 50 Gas
    60 HP
    1 Control
    
    Suicide
      - Targets ground
      - 500 explosive splash damage
    
    Carapace
      - 0 base armor
    
    Build Time: 40
    
    ------------------------------------------
    3. Protoss
    
    The Protoss are more like the Terrans in the way that the units are produced, but there are
    several other differences.  All Protoss units and buildings have shields that can regenerate.
    Also, most of the Protoss units have many hit points, and do more damage, but they do cost more.
    As with the other two races, all Protoss units get +1 armor for each upgrade.  Also, Protoss
    buildings and Protoss units start with 0 shield armor and get +1 shield armor per upgrade.
    
    ------------------------------------------
    3.1. Protoss Buildings
    
    All of the Protoss buildings must be warped in by a Probe.  Once a warp rift has been created,
    the Probe may do another task, so you don't have to stand by the building while it is being
    created.  Also, all buildings except the Nexus and the Assimilator must be powered by nearby
    Pylons.
    
    ------------------------------------------
    3.1.1. Nexus            Produces:
                            Probe
    400 Crystals
    750 HP
    750 Shields
    Provides 9 Psi
    
    ------------------------------------------
    3.1.2. Pylon
    
    100 Crystals
    300 HP
    300 Shields
    Provides 8 Psi
    Powers other buildings
    
    ------------------------------------------
    3.1.3. Assimilator
    
    100 Crystals
    450 HP
    450 Shields
    Allows gas production
    
    ------------------------------------------
    3.1.4. Gateway              Produces:
                                Zealot
    150 Crystals                Dragoon
    500 HP                      High Templar
    500 Shields                 Dark Templar
    
    ------------------------------------------
    3.1.5. Forge                Research:
                                Ground Weapons
    150 Crystals                  - 3 levels
    550 HP                      Ground Armor
    550 Shields                   - 3 levels
                                Plasma Shields
                                  - 3 levels
    
    The upgrades break down as follows:
    
    Ground Weapons               Ground Armor                Plasma Shields
    Level 1:
    - 100 Crystals, 100 Gas      - 100 Crystals, 100 Gas     - 200 Crystals, 200 Gas
    Level 2:
    - 150 Crystals, 150 Gas      - 175 Crystals, 175 Gas     - 300 Crystals, 300 Gas
    Level 3:
    - 200 Crystals, 200 Gas      - 250 Crystals, 250 Gas     - 400 Crystals, 400 Gas
    
    ------------------------------------------
    3.1.6. Photon Cannon         Requires: Forge
    
    150 Crystals
    100 HP
    100 Shields
    Cloak Detection
    
    STS Photon Cannon
      - Targets ground
      - 20 normal damage
      - 22 cooldown
    
    STA Photon Cannon
      - Targets air
      - 20 normal damage
      - 22 cooldown
    
    ------------------------------------------
    3.1.7. Cybernetics Core       Requires: Gateway
                                  Research:
    200 Crystals                  Air Weapons
    500 HP                          - 3 levels
    500 Shields                   Air Armor
                                    - 3 levels
                                  Singularity Charge (+2 attack range for Dragoons)
                                    - 150 Crystals, 150 Gas
    
    The upgrades break down as follows:
    
    Air Weapons                  Air Armor
    Level 1:
    - 100 Crystals, 100 Gas      - 150 Crystals, 150 Gas
    Level 2:
    - 175 Crystals, 175 Gas      - 225 Crystals, 225 Gas
    Level 3:
    - 250 Crystals, 250 Gas      - 300 Crystals, 300 Gas
    
    ------------------------------------------
    3.1.8. Shield Battery          Requires: Gateway
                                   Abilities:
    100 Crystals                   Recharge shields
    200 HP                           - Spends energy during recharge
    200 Shields
    200 Energy
    
    ------------------------------------------
    3.1.9. Robotics Facility       Requires: Cybernetics Core
                                   Produces:
    200 Crystals, 200 Gas          Shuttle
    500 HP                         Reaver
    500 Shields                    Observer
    
    ------------------------------------------
    3.1.10. Stargate               Requires: Cybernetics Core
                                   Produces:
    150 Crystals, 150 Gas          Scout
    600 HP                         Carrier
    600 Shields                    Arbiter
                                   Corsair
    
    ------------------------------------------
    3.1.11. Citadel of Adun        Requires: Cybernetics Core
                                   Research:
    150 Crystals, 100 Gas          Leg Enhancements (Faster Zealot movement)
    450 HP                           - 150 Crystals, 150 Gas
    450 Shields
    
    ------------------------------------------
    3.1.12. Robotics Support Bay    Requires: Robotics Facility
                                    Research:
    150 Crystals, 100 Gas           Upgrade Scarab Damage (+25 more damage)
    450 HP                            - 200 Crystals, 200 Gas
    450 Shields                     Increase Reaver Capacity (5 more Scarabs)
                                      - 200 Crystals, 200 Gas
                                    Gravitic Drive (Faster Shuttle movement)
                                      - 200 Crystals, 200 Gas
    
    ------------------------------------------
    3.1.13. Fleet Beacon           Requires: Stargate
                                   Research:
    200 Crystals, 200 Gas          Apial Sensors (+2 Scout sight range)
    500 HP                           - 100 Crystals, 100 Gas
    500 Shields                    Gravitic Thrusters (Faster Scout movement)
                                     - 150 Crystals, 150 Gas
                                   Increase Carrier Capacity (4 more Interceptors)
                                     - 100 Crystals, 100 Gas
                                   Disruption Web (Corsair ability)
                                     - 200 Crystals, 200 Gas
                                   Argus Jewel (+50 Corsair energy)
                                     - 100 Crystals, 100 Gas
    
    ------------------------------------------
    3.1.14. Templar Archives       Requires: Citadel of Adun
                                   Research:
    150 Crystals, 200 Gas          Psionic Storm (High Templar ability)
    500 HP                           - 200 Crystals, 200 Gas
    500 Shields                    Hallucinate (High Templar ability)
                                     - 150 Crystals, 150 Gas
                                   Khaydarin Amulet (+50 High Templar Energy)
                                     - 150 Crystals, 150 Gas
                                   Mind Control (Dark Archon ability)
                                     - 200 Crystals, 200 Gas
                                   Maelstrom (Dark Archon ability)
                                     - 100 Crystals, 100 Gas
                                   Argus Talisman (+50 Dark Archon energy)
                                     - 150 Crystals, 150 Gas
    
    ------------------------------------------
    3.1.15. Observatory            Requires: Robotics Facility
                                   Research:
    50 Crystals, 100 Gas           Gravitic Booster (Faster Observer movement)
    250 HP                           - 150 Crystals, 150 Gas
    250 Shields                    Sensor Array (+2 Observer sight range)
                                     - 150 Crystals, 150 Gas
    
    ------------------------------------------
    3.1.16. Arbiter Tribunal       Requires: Stargate, Templar Archives
                                   Research:
    200 Crystals, 150 Gas          Recall (Arbiter ability)
    500 HP                           - 150 Crystals, 150 Gas
    500 Shields                    Stasis Field (Arbiter ability)
                                     - 150 Crystals, 150 Gas
                                   Khaydarin Core (+50 Arbiter Energy)
                                     - 150 Crystals, 150 Gas
    
    ------------------------------------------
    3.2. Protoss Units
    
    All Protoss units have recharging shields that may be quickly recharged at a Shield Battery.
    
    ------------------------------------------
    3.2.1. Probe              Produced at Nexus
                              Abilities:
    50 Crystals               Gather
    20 HP                     Build Structure
    20 Shields                Build Advanced Structure
    1 Psi
    
    Particle Beam
      - Targets ground
      - 5 normal damage
      - 22 cooldown
    
    Ground Armor
      - 0 base armor
    
    Build Time: 20
    
    ------------------------------------------
    3.2.2. Zealot            Produced at Gateway
    
    100 Crystals
    80 HP
    80 Shields
    2 Psi
    
    Psi Blades
      - Targets ground
      - 16 normal damage (in two attacks)
      - +2 per upgrade
      - 22 cooldown
    
    Ground Armor
      - 1 base armor
    
    Build Time: 40
    
    ------------------------------------------
    3.2.3. Dragoon            Produced at Gateway
                              Requires: Cybernetics Core
    125 Crystals, 50 Gas
    100 HP
    80 Shields
    2 Psi
    
    Phase Disruptor
      - Targets ground and air
      - 20 explosive damage
      - +2 per upgrade
      - 30 cooldown
    
    Ground Armor
      - 1 base armor
    
    Build Time: 40
    
    ------------------------------------------
    3.2.4. High Templar            Produced at Gateway
                                   Requires: Templar Archives
    50 Crystals, 150 Gas           Abilities:
    40 HP                          Psionic Storm (Damage in target area)
    40 Shields                       - 75 Energy
    200 Energy                     Hallucinate (Makes two copies of unit)
    2 Psi                            - 125 Energy
                                   Archon Warp (2 High Templars merge to form an Archon)
    Ground Armor                     - 4 Psi
      - 0 base armor
    
    Build Time: 50
    
    
    - 3.2.4.1. Archon
    
    10 HP
    350 Shields
    4 Psi
    Produced from two High Templar
    
    Psionic Shockwave
      - Targets ground and air
      - 30 normal splash damage
      - +3 per upgrade
      - 20 cooldown
    
    Ground Armor
      - 0 base armor
    
    Build time from High Templar: 20
    
    ------------------------------------------
    3.2.5. Dark Templar         Produced at Gateway
                                Requires: Templar Archives
    125 Crystals, 100 Gas
    80 HP                       Ability:
    40 Shields                  Dark Archon Meld (2 Dark Templar merge to form a Dark Archon):
    2 Psi                         - 4 Psi
    Always Cloaked
    
    Warp Blade
      - Targets ground
      - 40 damage
      - +3 per upgrade
      - 30 cooldown
    
    Ground Armor
      - 1 base armor
    
    Build Time: 50
    
    
    - 3.2.5.1. Dark Archon     Abilities:
                               Feedback (Damage to target unit = target unit's energy, target's
    25 HP                                energy goes to 0)
    200 Shields                  - 50 Energy
    200 Energy                 Mind Control (Take permanent control of target unit)
    4 Psi                        - 150 Energy
    Produced from two Dark       - Dark Archon's shields go to 0
    Templar                    Maelstrom (All organic units in target area are stopped for a few
                                          seconds)
    Ground Armor:                - 100 Energy
      - 1 base armor
    
    Build Time from two Dark Templar: 20
    
    ------------------------------------------
    3.2.6. Shuttle               Produced at Robotics Facility
    
    200 Crystals
    90 HP
    60 Shields
    2 Psi
    Flying
    Transporting
    
    Air Armor
      - 1 base armor
    
    Build Time: 60
    
    ------------------------------------------
    3.2.7. Reaver              Produced at Robotics Facility
                               Requires: Robotics Support Bay
    200 Crystals, 100 Gas      Ability:
    100 HP                     Produce Scarab
    90 Shields                   - 15 Crystals
    4 Psi
    
    Scarab
      - Targets ground
      - 100 normal splash damage
      - +25 damage with upgrade
      - 60 cooldown
    
    Ground Armor
      - 0 base armor
    
    Build Time: 70
    
    ------------------------------------------
    3.2.8. Observer             Produced at Robotics Facility
                                Required: Observatory
    25 Crystals, 75 Gas
    40 HP
    20 Shields
    1 Psi
    Flying
    Cloak Detection
    Always Cloaked
    
    Air Armor
      - 0 base armor
    
    Build Time: 40
    
    ------------------------------------------
    3.2.9. Scout              Produced at Stargate
    
    300 Crystals, 150 Gas
    150 HP
    100 Shields
    3 Psi
    Flying
    
    Dual Photon Blasters
      - Targets ground
      - 9 normal damage
      - +1 per upgrade
      - 30 cooldown
    
    Anti-Matter Missiles
      - Targets air
      - 28 explosive damage
      - +2 per upgrade
      - 22 cooldown
    
    Air Armor
      - 1 base armor
    
    Build Time: 80
    
    ------------------------------------------
    3.2.10. Carrier           Produced at Stargate
                              Required: Fleet Beacon
    350 Crystals, 250 Gas     Ability:
    300 HP                    Produce Interceptor
    150 Shields                 - 30 Crystals
    8 Psi
    Flying
    
    Air Armor
      - 4 base armor
    
    Build Time: 140
    
    
    - 3.2.10.1. Interceptor      Produced at Carrier
    
    40 HP
    40 Shields
    Flying
    
    Pulse Cannon
      - Targets ground and air
      - 6 normal damage
      - +1 per upgrade
    
    Air Armor
      - 0 base armor
    
    ------------------------------------------
    3.2.11. Arbiter           Produced at Stargate
                              Required: Arbiter Tribunal
    100 Crystals, 350 Gas     Abilities:
    200 HP                    Recall (Teleports target units to Arbiter's position)
    150 Shields                 - 150 Energy
    200 Energy                Stasis Field (Freezes all units in target area)
    4 Psi                       - 100 Energy
    Flying
    Cloaks surrounding units
    
    Phase Disruptor Cannon
      - Targets ground and air
      - 10 explosive damage
      - +1 per upgrade
      - 45 cooldown
    
    Air Armor
      - 1 base armor
    
    Build Time: 160
    
    ------------------------------------------
    3.2.12. Corsair          Produced at Stargate
                             Ability:
    150 Crystals, 100 Gas    Disruption Web (nullifies ground attacks inside web)
    100 HP                     - 125 Energy
    80 Shields
    200 Energy
    2 Psi
    Flying
    
    Neutron Flare
      - Targets air
      - 5 explosive splash damage
      - +1 per upgrade
      - 8 cooldown
    
    Air Armor
      - 1 base armor
    
    Build Time: 40
    
    --------------------------------------------------------------------------------------------
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