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Race: Zerg
The Zerg have continued to evolve, and reflected in the new Baneling. Evolved from the Zergling, the Baneling has taken on a toxic green colour, and while explode the moment it hits something, making it very strong versus units like Zealots, but even against the Colossus.
Race: Terrans
A flying unit with an area attack which can only damage ground targets, the Banshee, is slow and inflexible, but makes up for it with a cloak ability. It’s cheap, relatively robust, and well suited to its intended role of making tactical strikes on the battlefield.
Race: Terrans
Outfitted with multiple burst-laser batteries for both anti-air and anti-ground support, these ships are easily the most powerful colonial vessels, doing great amounts of damage with each hit. In Starcraft 2, the Battlecruiser has a new “Plasma” ability, used to attack ground targets.
Race: Protoss
Heavily armored and shielded, the Carrier mounts no weaponry but instead manufactures and launches flights of robotic Interceptors at vital enemy targets. The computer-controlled Interceptors are capable of quickly tearing apart even the largest of vessels with their relentless strafing runs. The Carrier is a powerful and terrifying unit when seen in numbers.
Race: Protoss
The great height of this machine allows it to step up and down cliffs and other steep elevations with little difficulty, and gives it a dominating field of fire. As a target is destroyed, the lances are switched to a new target instantly so that a Colossus’ beam cuts a fiery swathe of destruction through multiple enemies with each firing cycle, making it very effective versus swarming units.
Race: Zerg
Corrupters partol the skies with ease. As one of the main air units for the Zerg, they come in handy for fierce battles above. By corrupting enemies units, which causes them to fight each other, corrupters can take out a group of air units relatively quickly. They need ground support to be most effective though.
Race: Protoss
The permanent cloaking ability of all Dark Templar make them particularly useful for any ground assault or defense and armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes.
Race: Terrans
The Drop Ship is the Terran transport, allowing for quick drops a back up soldiers, making them a vital part of colonial defense, while also being able to use them for small raids or large offensive strikes.
Race: Terrans
The Ghost is a Terran stealth unit, using psionic abilities to support your army. However, the best use of the Ghost is to function as a pinpoint for a nuclear strike to land at, almost completely destroying all units and buildings around it.
Race: Protoss
Those who choose to accept the mantle of the High Templar set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to bolster the warriors of Aiur. Although High Templar are very strong in direct combat, their special abilities – as well as their potential to sacrifice themselves to form mighty Archons – make them a threat that cannot be ignored.
Race: Zerg
The hydralisk is the mainstay of the Zerg army. Loaded with hundreds of armor-piercing spines, a group of hyrdalisks can make easy work of land and air units. They can easily burrow into the ground to hide for unsuspecting enemies and also have the ability to evolve into the dreader lurker.
Race: Protoss
The remaining Dragoons have become the Immortals, refitted with twin phase disruptors and hardened energy shields that can shrug off the most powerful weapon strikes – though at the cost of leaving them more vulnerable to the pinprick attacks of lesser foes.
Race: Terrans
New to the StarCraft universe is the jackal. Equipped with a flamethrower, the jackal is great for attacking groups of tightly packed enemies. Be sure to give it cover though, as it is susceptible to attacks from above.
Race: Zerg
Lurkers are a favorite of veteran Zerg players, and now they’re back for another ride. Lurkers evolve from hyrdalisks and hide beneath the earth. While there, they can launch spikes at wandering enemies; they won’t know what hit ‘em!
Race: Terrans
The Firebat is back in a new package! Better then ever with its improved hit points, the Maruder is now constructed at the Factory. Since it uses a new defensive frame to defend itself, it truly has become an fearsome opponent. Marauders are able to be built at a Barracks with a Tech Lab, making them formidable early support units.
Race: Terrans
As the basic unit, Marines are a very important part of the Terran arsenal. Unlike the other basic units from the other races, the Marine also has a ranged weapon, making him effective against an air assault as well.
Race: Terrans
The medivac dropship takes the place of the medic from StarCraft. It also has the ability to transport units. This adds great strength to an army, but it does not heal as fast and definitely needs more support than medics.
Race: Protoss
The Mothership is an extremely powerful Protoss unit, with extremely powerful attacks and abilities. It can attack both land and air units, but it is even more effective because of it’s abilities, like the Planet Cracker, which destroys anything below the Mothership, followed by the Time Bomb, a shield to protect the ship from incoming missles by slowing them down so they fall harmlessly to the ground, and a great cloaking field, able to cloak large amounts of buildings.
Race: Zerg
The Mutalisk serves as the basic flying support unit for the Zerg and has the ability to strike both air and ground targets. Probably the best use of the Mutalisk is in the hit-and-run tactics. With their mobility, enemy expansions or stray attack groups make easy targets for the Mutalisk and often they can raze an enemy base or force before they have the chance to properly retaliate.
Race: Terrans
The Nomad is a flying support bay with some great ablities, like repairing and boosting allied mechanical units, or even building stationary defenses. The unit is extremely useful both during and after battles, to quickly raise your army again, or to give that last push your units need.
Race: Protoss
The Nullifier is a Protoss ground support unit, with a Force Field ability. This will be very interesting for early team games, as you can use a force field on a choke point to keep an opponent’s teammate from arriving to help their allies, but it’s great to stop early game rushers as well. Next to this, the Nullifier also has the Null Void ability, which can prevent units casting their spells in a small area. You will need a Cybernetics Core before you can build a Nullifier at your Gateway.
Race: Zerg
The Nydus Worm serves as a quick transport link from one location to another. The Canal needs two anchoring points, entrance and exit nodes, but once both have been set down, the Zerg forces can travel both ways. The process is quick and a large force can travel through in a matter of seconds.
Race: Protoss
Observers are robotic spies for Protoss forces on the battlefield. Their huge advantage is the ability to stay permanently cloaked. While Terran players must research upgrades to cloak their Ghosts, every Observer constructed is equipped with a cloaking field without extra cost. No upgrades are necessary to enable this cloaking ability, and there is no need to worry about activating the cloak in combat.
Race: Zerg
The extent of the Overlords’ control over the Zerg is unknown, but it is clear that these flying behemoths provide direction for the other Zerg breeds. With the ability to transport, detect cloaked and burrowed units, fly and provide “supply” units for the Zerg, the flying Overlord is one of the most useful and versatile Zerg units.
Race: Zerg
Overseers evolve from overlords. They act as detectors, which overlords cannot, and also have the ability to generate creep underneath them. The range of an overseer also grows the longer it stays in one place.
Race: Protoss
The primary function of a Phase Prism is to transport protoss forces on the battlefield, but a secondary but no less vital function of the Phase Prism is to act as a mobile focus for the Protoss psionic matrix. Once the prism is deployed it can power Protoss structures around it. In this configuration Phase Prisms can be used to temporarily replace destroyed Pylons in a colony or enable the rapid establishment of a forward base of operations.
Race: Protoss
The Phoenix is a swift and deadly spacecraft that is rapidly replacing the older Scouts and Corsairs in the role of fighter for the Protoss. While highly suited for air-to-air combat it can also be used for strafing light ground targets. Next to this the Phoenix pilot can unleash a short-lived storm of destruction by overloading its warp field through the ship’s ion blasters. This ‘Overload’ is devastating and can destroy a large number of enemies at once, but it comes at a price: in the aftermath the Phoenix is left temporarily powerless and crippled.
Race: Protoss
Probes are responsible for harvesting the Minerals and Vespene Gas that are needed to fuel the Protoss industry. They also produce and plant the warp-beacons that allow them to teleport buildings from Aiur to distant planets. Use Probes to scout for any enemy base(s) early in the game. It’s very important to learn what race the enemy is and where their base(s) might be located.
Race: Zerg
Each Zerg player can only have one queen at a time. Given her abilities, she makes for a great unit. Don’t let her stray too far from the base, however, as she most likely won’t last long in the heat of battle. With abilities to heal buildings and more, the queen is great for defending a base.
Race: Terrans
The Reaper is armed with two pistols, and uses a jumppack to avoid different heights in the terrain. This makes the unit excel at fast raids, both against an enemy base, and also their slow moving units. They also have a mine ability, but unlike the Vulture in the original.
Race: Zerg
Roaches are small units, like zerglings, but can regenerate their own health and don’t do as much damage. They are mostly meant for quick raids on unsuspecting units. When attacked by a group of these, focus fire will take them down with ease.
Race: Terrans
SCV’s are the Terran’s worker bee. SCV’s perform all manual labor such as the constructing and repairing of buildings, as well as mining both gas and mineral resources. SCV’s are built in the Command Center.
Race: Terrans
Siege Tanks have incredible range, and do great amounts of splash damage, doing damage to all the units in range of the strike. To make this tank even stronger, it also has a special Siege Mode, where it can no longer move, but where its range is even larger.
Race: Protoss
Swift and deadly, Stalkers have been credited with many fantastic powers in recent conflicts. Nevertheless the only one that has been witnessed consistently is the ability to instantly teleport or ‘Blink’ from one spot to another. This ability enables Stalkers to strike from unexpected quarters, catch a fleeing foe, or escape an unfavorable encounter. Unlike most other abilities, Blink is under a cool-down timer, rather then using energy like most other abilities.
Race: Zerg
Swarm guardians are back from Brood War. These flying fortresses haven’t seen big changes, but they still make great additions to any Zerg army. Swarm guardians have attacks that devastate units and buildings from a distance, which makes them great at raiding or full-on attacks.
Race: Terrans
Named after the Norse God of Thunder, the Thor is a very powerful unit that exclusively hits ground units. Because of its size, it is not constructed in a building, but you must task a SCV to create it. Blizzard is still exploring different options with this unit: they may be adding a new mechanic, in which the Thor will need to be killed twice, once to make it immobilized, due to its large size, and then the second time to kill it for good. When immobilized, the Thor will still be able to fire at ground and air units. Additionally, while the Thor is immobilized, a SCV can repair it back to full health, having it regain mobility.
Race: Protoss
The Twilight Archon can be constructed by fusing together two High Templar, two Dark Templar, or one of each. What kind of abilities it will have isn’t known at this point.
Race: Zerg
Ultralisks are the biggest units of the Zerg swarm. With massive bodies and huge claws, nobody wants to get in the way of these guys. Ultralisks tear apart smaller units and buildings but move slowly, which makes easy pickings for the right air units.
Race: Terrans
Based heavily on the transformation design of the Terran Siege Tank, the Viking was designed to be the ultimate anti-air and ground-support weapon system. With the ability to change its combat role from an assault walker to an air-superiority fighter, the Viking can switch smoothly to fulfill tactical needs in a developing battle.
Race: Protoss
A Warp Ray is a ship virtually built around a single gigantic power source: the prismatic core, which releases a prismatic beam. As the prismatic beam is held on the target, more of the focusing array becomes aligned, and up to three individual power streams combine together. Over a few seconds the beam’s intensity and power grow exponentially, this makes the Warp Ray very strong versus large units and buildings, but weak versus small units, as it has to re-aim constantly, never releasing it’s full potential.
Race: Protoss
Ever eager for battle, Zealots train constantly to attune themselves more closely to the Khala’s disciplines and prove themselves worthy of advancement. They exemplify the unbridled ferocity of the Protoss at war. The formidable physique of a Zealot is further enhanced by cybernetic implants and their coveted power suit. Some Zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range.
Race: Zerg
Zerglings are the first producible attack units the Zerg have at their disposal. With the ability to spawn in pairs, they can be produced in large numbers in a very short period of time: Their DNA structure is so simple that two Zerglings can be created from a single Larva.