StarCraft II Heaven

Unit List

Select a Race: All | Terrans | Protoss | Zerg

Baneling

Baneling

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.

Banshee

Banshee

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.

Battlecruiser

Battlecruiser

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.

Carrier

Carrier

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.

Colossus

Colossus

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.

Dark Templar

Dark Templar

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.

Dropship

Dropship

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.

Ghost

Ghost

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.

High Templar

High Templar

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.

Immortal

Immortal

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.

Marauder

Marauder

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.

Marine

Marine

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.

Medic

Medic

Race: Terrans

The Medic’s primary function is to support combat units by healing Terran infantry units. The Medic’s secondary role is to remove harmful and annoying special abilities.

Mother Ship

Mother Ship

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.

Mutalisk

Mutalisk

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.

Nomad

Nomad

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.

Nullifier

Nullifier

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.

Nydus Worm

Nydus Worm

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.

Observer

Observer

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.

Overlord

Overlord

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.

Phase Prism

Phase Prism

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.

Phoenix

Phoenix

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.

Probe

Probe

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.

Reaper

Reaper

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.

SCV

SCV

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.

Siege Tank

Siege Tank

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.

Stalker

Stalker

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.

Thor

Thor

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.

Twilight Archon

Twilight Archon

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.

Viking

Viking

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.

Warp Ray

Warp Ray

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.

Zealot

Zealot

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.

Zergling

Zergling

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.

HeavenGames