Characters: Starcraft II Units
The units of StarCraft II
For the characters, check the character page
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for the original Starcraft
For the units introduced in Starcraft
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"Let's have a blast!"
Adapted from the Firebat suit, Marauders act as support troops for infantry. Their armament is a pair of wrist-mounted grenade launchers that slow down enemies on impact.
- Arm Cannon: Two of them!
- Awesome But Practical: They're not that expensive and train quickly. In return they do obscene damage for their cost in the early to mid-game, move fairly quick, attack at a decent rate and are easily massed in numbers. Add in their optional upgrades to make them even more Awesome but no less Practical. This is the actual opinion of them In-Universe as well, to the point that Firebats are being phased out in favor of them. Beyond the fact they have more useful weapons and are better armored, Marauders don't have the leaky chemical conduits that drive the wearer insane over prolonged exposure.
- Badass Baritone
- Boxed Crook: Flavor text happily lets you know that 47% of Marauders have served jail time, and only 23% have been accused of murder! The joke is they're a comparative improvement to the Marines and Firebats, who are a definite vast majority of Boxed Crooks with the latter also adding a likelihood of pyromania into the mix.
- Cast From Hitpoints: Stimpacks
- Development Gag: Marauder was a working title for the Marine unit in the original StarCraft.
- Grenade Launcher
- Lightning Bruiser: They move fairly fast, pack a punch, and have a good amount of HP. Then you get them their Stimpacks and Concussive Shells, increasing their movement and fire rates and giving any unit they attack a penalty for the same.
- Palette Swap: After the Firebat got the cut, the Marauder was given a recolored and modified texture of their model.
- Gameplay and Story Integration: Flavor text mentions that the Marauder suits are repurposed Firebat suits, since Terran commanders have taken notice Marauders are far more useful than Firebats.
- Powered Armor
- Soul Brotha: This is their speech pattern.
"The Grim Reaper has arrived..."
Reapers are speedy base raiders armed with handguns and explosives, and equipped with jetpacks that let them leap up and down cliffs to quickly infiltrate enemy lines.
- Boxed Crook: The Dominion's Reapers are one of the few units that are entirely composed of convicted murderers. They are promised freedom after two years of service, thus far none have lasted more than six months.
- Difficult but Awesome: Given their Fragile Speedster and Glass Cannon traits, a player must be very good at micromanaging hit-and-run attacks for Reapers to be worth using.
- Dual Wielding: They use double-pistols.
- Fragile Speedster: Besides the fact they're innately quick, their ability to jump up and down cliffs lets them escape pursuers that way as well. However, they're very weak.
- Glass Cannon: Do not let their bombs fool you. While the range is pretty short, the damage and rate of fire combined makes it on par with the Siege Tank in building demolition.
- In the campaign, all of their upgrades focus on making them give more damage, like the depleted uranium bullets, which adds them one point of range and three points of base damage againt light units; or their cluster bombs, which are high damage area bombs, with the drawback that they can also harm your troops.
- Guns Akimbo
- Healing Factor: As of Heart of the Swarm, their combat drugs make them regenerate out of combat.
- Hit-and-Run Tactics: The only effective way to use Reapers is this way, quickly jumping cliffs, harassing the enemy's mineral line, then getting the hell out of dodge once they draw attention (being rather poor at head-on fights). Rinse and repeat.
- Jet Pack: What lets them move so fast for infantry and hop ledges at will.
- Secondary Fire: Chucks explosive charges when attacking buildings, at least until the ability was removed in Heart of the Swarm.
- Throw Down the Bomblet: Well, they threw them down until Heart of the Swarm's changes.
"Ready to raise some hell!"
Fast-moving land rovers armed with flamethrowers, they deal damage to clumps of enemies and excel at fighting light units. Heart of the Swarm
turns them into Transforming Mecha
; "Hellbat" mode makes them a walking unit with higher HP and a slightly-stronger, shorter-ranged flamethrower. They can switch back and forth at any time.
- Boring, but Practical: the addition of Hellbat transformation gives these units a longer lifespan: Hellbats are still useful long past the point where the Hellion form would have been phased out. (Of course, this removes them from the list of throwaway units, making it a bigger deal to lose one.)
- Divergent Character Evolution:
- While the Hellion is basically a replacement for the Vulture, in the single-player campaign the Hellion's upgrades focus on enhancing its splash damage capabilities, while the Vulture's focus on enhancing its Spider Mines.
- As for the Hellion itself, it's a Fragile Speedster normally with low HP but high speed, becomes a Glass Cannon with Infernal Pre-Igniter to boost its damage, and in Heart of the Swarm can transform into the Hellbat, a Mighty Glacier with higher HP but low speed.
- Kill It with Fire
- Splash Damage: Linear splash in Hellion form, and a wide cone splash in Hellbat form.
- Transforming Mecha: Added in Heart of the Swarm, from a rapid-moving car to a slower-moving but more durable combat walker.
- Video Game Flamethrowers Suck: The reason they replace the Firebat both in a meta sense and in-universe is because they avert this trope. They still only get the full damage bonus benefits of their flamethrowers when attacking smaller units and thus are not optimal for larger enemies, but their high speed, the range of their attack, and their ability to kite enemies make them very dangerous hit-and-run raiders, especially if a couple get into your base and head for your worker lines.
- Violation of Common Sense:
- Hellbats can be healed by Medivacs. Hellions cannot.
- Hellbats take 4 slots in a transport, Hellions take 2.
"Thor is here!"
A massive heavy artillery walker, it specializes in anti-air missile barrages but has enough firepower to hold its own against ground forces as well. Memorably speaks like a certain Austrian bodybuilder who became Governor of California
A new HotS
unit in the Terran arsenal, the Widow Mine is manufactured from the Factory, ordered out to a new location and told to bury itself and await prey. They act as tiny missile factories, shooting their explosive payload at whatever swings by whilst remaining in hiding.
- Awesome yet Practical: They do 125 damage (160 vs Shielded units) every 40 seconds, generate new missiles for free, deal Splash Damage, and can be unburrowed and moved around at leisure. At least they can no longer detect units under Invisibility Cloak.
- Hoist By Their Own Petard: It's hard to aim Widow Mines, so if you send in a melee unit as Schmuck Bait, it might be able to activate the mine prematurely. ...And/or draw the explosion onto the owner's army. Watch this Bronze-League Heroes cast by Husky Starcraft to see a Protoss player use his enemy's mines against him.
- Non-Indicative Name: they're effectively turrets, or to be pedantic, an Area Denial Weapons System, which are slightly different from mines. (They used to be actual self-destructing mines until the current balance changes.)
"Ready to plunder."
An air-superiority assault fighter that can change into a ground-based walker to help out its allies in the dirt.
A Terran bombardment craft equipped with a cloaking field, it fires barrages of missiles at ground targets, but can't attack air units.
- Artistic License - Physics: Despite in-game lore stating explicitly that they can't operate in space (which you'd expect from a rotary-wing aircraft), they can still be deployed on maps using the Space tileset, like Daybreak and Antiga Shipyard.
- Word of God stated that some Banshees were fitted with propulsors for space operations.
- Invisibility Cloak
- Macross Missile Massacre: An unusual variant in that the Banshee is an air-to-ground unit, so it fires multiple homing missiles at a point on the ground.
- Splash Damage: Used to deal it at all times, but now it only appears in the single-player campaign.
A support craft equipped with on-board construction facilities that allow it to manufacture machines for various purposes in combat.
- Attack Drone: Its Auto-Turrets.
- Painfully Slow Projectile: Seeker Missiles, until the mechanic was redesigned shortly after Heart of the Swarm's release. There's even an achievement for outrunning one long enough for it to explode without impact. Doing so is much easier after the change, although it no longer quite fits the trope.
- Splash Damage: Hunter-Seeker Missile.
- True Sight
"Ready for dust-off"
The Dropship of the old armada has been equipped with the Medic's healing abilities to allow it to heal troops on the move more efficiently.
- Awesome yet Practical: They're dropships and medics in one package, making them essential for most armies (especially for infantry-heavy ones and those depending on tactical insertions).
- Black Comedy: Yup.
Hurry up! What, are you missing a leg or something? (Beat) Oh.
Attention passengers, the local time... doesn't matter because you'll all be dead soon anyway.
Welcome aboard. Are you an organ donor?
- Divergent Character Evolution: In the single-player campaign the Medic can be upgraded to heal faster and for less energy, while the Medivac can get the ability to heal two units at once. The Medivac is also more expensive and slower to build, but has better durability and can function as a transport.
- Dr. Jerk: The pilot is definitely more sarcastic and irritable than her ground counterpart, even before you reach her Stop Poking Me point.
- Drop Ship: In-universe, they used to be called this before being upgraded with on-board medical systems. In game, they act as a combination of this and The Medic.
- Escape Pod: Can be upgraded with them, allowing units inside to survive and be deployed on the ground if it gets shot down.
- In-Series Nickname: They're called "heal buses" by Marines. Some pilots don't take kindly to it — to the point it's mentioned in Wings of Liberty that one Medivac pilot killed several Marines for using the term.
- Lampshade Hanging: "Uh, why are you boys all wearing red shirts anyway?"
- The Medic
- Units Not to Scale: In Vanilla SC 2, it can fit a Thor inside it, by means of... something. HotS added a custom animation where the Thor folds up into a (rough) box and is towed around beneath the Medivac.
- Violation of Common Sense: Hellbats can be healed but Hellions cannot.
Campaign-exclusive Terran Units
"I have awakened..."
Advanced Ghosts, Spectres are even deadlier assassins than their counterparts, but are also more unstable. At least, that's the Dominion propaganda; they can potentially be crazier, but the real problem is that they can't be controlled the way Ghosts can.
- Armor-Piercing Attack: Unlike the Ghost, who has a bonus damage against light units; this is also highlighted by their upgradeable ability Psionic Leash, which is, essentially, an infantry Yamato Cannon.
- Death from Above: Like Ghosts, they can call down a nuclear strike.
- Elite Mooks: They are this compared to ghosts.
- Faceless Goons: Played with. They wear fully concealing masks, like the Ghosts... but only when they activate their Invisibility Cloak. Otherwise, the superior half of their face is unconcealed and visible.
- Invisibility Cloak
- Psychic Powers
- Psycho Prototype: They're not: they don't have implants or brainwashing, and little details (look Faceless Goons above) show they're more human than the Ghosts.
- Red Eyes, Take Warning
- Super Soldier: Even compared to the Ghosts, who are also this.
- Support Party Member: While useful on their own, they have an ability called Ultrasonic Pulse, which is an AOE stun with a respectable radius, making them really useful against Melee units, like the zealot, and fragile or slow attacking ranged units like the Void Ray (in fact, if you chain it right, you can keep a group of Void rays from ever getting their rays charged).
- Telepathic Spacemen
- With Great Power Comes Great Insanity: According to the novelizations, specters must regularly consume terrazine to keep their heightened powers. It can cause hallucinations, visions, fits of rage, and other assorted problems, such as it being as addicting as a typical drug and thus you can take too much of it regularly and these problems intensify. Taking the terrazine with jorium helps dull the side-effects a bit though.
- You Nuke 'Em
"What needs killing?"
Originally developed by the Confederacy, they can attack on the move with railgun turrets. They were discovered inactive in the ruins of Tarsonis and pressed into service by the Dominion and Raynor's Raiders.
- Armor-Piercing Attack
- Cool, but Inefficient: The Diamondback is fast, has the ability to fire on the move, has good hitpoints, and has a strong anti-armor attack. However, their use is extremely niche, and they aren't as versatile as other units, such as the overpowered "campaign" Siege Tank.
- That said, their upgrades makes them better in kiting, raiding bases, and fighting units like the Ultralisk and the Colossus, however, they are a campaign unit, and most of the focus is gone to defensive tactics or biological units, making the Diamondback relatively useless.
- This Looks Like a Job for Aquaman: The mission that introduces the Diamondback has you tracking down and shooting fast, high-HP armored trains. The Diamondback moves fast, fires on the move, and does extra damage to armored units.
A warbot operated by Dominion forces, it has variable weapon systems. Raynor activates it to help with some guards during a raid on a Dominion facility.
A robotic fighter, it unleashes a field of electricity whenever it attacks, heavily damaging nearby units.
- Animal Mecha: They're robotic panthers that use auras of electricity to fight.
- Cool, but Inefficient: It rips apart melee ground units with ease thanks to its electric splash damage ability, but is otherwise fairly forgettable since the Terrans already have the Firebat and Perdition Turret for dealing with Zergling swarms.
- Shock and Awe: They use bursts of electrical energy to kill.
- Splash Damage
A massive dropship, it can single-handedly carry an entire army into battle, having enough room to carry more than three times as many troops as a Medivac. In the Wings of Liberty
campaign, at least, it's explained they're converted cargo freighters.
- Escape Pod: As with the Medivac's upgrade, units inside survive to be deployed should the Hercules be destroyed.
- Stone Wall: 500 HP and 3 armor, and while not among the fastest units it moves as a decent clip, so unless you run it into a half-dozen anti-air turrets, its cargo units will get to their destination. This is only 50HP less (with the same base armor) than the Terran Battlecruiser, the single toughest unit in the game.
- Violent Glaswegian: He's a non-combatant but you wouldn't know from listening to him
A proto-type Thor, it was built by the Dominion and to be used as a demonstration of their firepower. It worked, when Raynor's Raiders took control of it to raid Korhal.
A huge transforming mech deployed by the Dominion during their siege of the Umojan facility, guarding the shuttle bay to prevent anyone (especially Raynor and Kerrigan) from escaping. Kerrigan is forced to battle it to reach Raynor's ship.
Tin can's ready to roll!
A medium assault mech, the Warhound was originally intended to become one of the terrans’ new units in Heart of The Swarm multiplayer. However, it was ultimately banned from multiplayer due to balance issues, and remained only in the campaign.
- Anti-Vehicle: What they were supposed to be.
- April Fools' Day: On the 1st of April 2013 Warhound returned to the multiplayer in all of its game breaking glory… as a reskin for worker units for all 3 races
- Awesome yet Practical: Good overall stats(see lightning bruiser below) combined with very reasonable price and rather low position on a tech tree. So awesome in fact, that when it was available in HotS beta terran players just spammed them for easy win.
- Chicken Walker
- EMP : Haywire missiles
- Game Breaker: THE reason they are campaign only.
- Irony: Warhounds were intended to provide a counter to siege tank lines in TvT. In actual game however siege tanks were among the very few ground units cost-effective vs Warhounds.
- Lightning Bruiser: They are faster than any other terran unit except for Hellions and Reapers, tougher than any other terran unit except for Thors and Battlecruisers and have pretty high DPS, further increased by an ability vs mechinical.
- Luckily My Shield Will Protect Me: Their left arm looks like something in between a small shield and a power fist
- Macross Missile Massacre: Haywire missiles are a downplayed example- there are “merely” 10 or so missiles fired per use.
- Magnetic Weapon: Their main weapon is a railgun.
- Secondary Fire: Just like Roaches and Hydralisks, Warhounds have a hidden melee animation.
The successor to the original Queen is an entirely different unit. Now a ground-based unit, she specializes in supporting the development of the base with various abilities and providing a pinch ranged attack against early raids.
In Heart of the Swarm
, her abilities undergo another change for the campaign. Now called the Swarm Queen, she's the only source of spreading Creep via her Creep Tumors ability, and she's lost her ability to induce hatcheries to produce extra Larvae (since hatcheries now produce up to nine instead of the original three).
- Geo Effects: Can plant "creep tumors" for additional creep spread, which give a speed boost to zerg units.
- In Name Only: Bears a very vague physical resemblance to the original Queen...and that's about all they have in common.
- Mook Maker: Indirectly, she can cause a Hatchery to spawn extra larva.
- Gameplay and Story Integration: Before Kerrigan, the Zerg were controlled by the Overmind through Cerebrates to Overlords and then to individual Zerg units, with the Queens playing only a minor support role when needed. Since Kerrigan became the new Queen of the Swarm, it makes sense that these Queens are omnipresent and more directly involved in the organization of a base - they're Kerrigan's physical manifestation and the new foundation for the Zerg organizational structure.
- Squishy Wizard: Always a target of opprotunity because Queens have a high cost and huge build time, especially in the early game, and they aren't all that durable and make huge targets.
- Took a Level in Badass: In the Heart of the Swarm campaign, the Swarm Queen mutates almost twice as fast as the usual Queen, moves much faster off Creep, and their Transmusion ability has been toggable to auto-cast, though it heals much less HP. The short of it, rather than a Squishy Wizard base supporter, the Swarm Queen is more a combination Hydralisk and Medic, and a potent supporter for armies on the frontlines.
An evolution of the Zergling, they're rolling suicidal bombers that explode on impact.
- Action Bomb
- Divergent Character Evolution: In the campaign they can upgrade into Hunters or Splitterlings. The Hunter jumps over cliffs and leaps at targets to explode, while the Splitterling splits into two smaller, weaker Banelings when it dies.
- They also evolve out of zerglings, as mentioned above.
- Glass Cannon: A handful of them can cripple an army, and they move decently fast, but are easily slain.
- Hollywood Acid: What they release when they explode.
- Splash Damage
- Suicide Attack
- Taking You with Me: In sharp contrast to the Infested Terran, the Baneling still does splash damage when destroyed, so simply gunning it down before it gets to you won't guarantee your safety.
An aptly-named tier-one-point-five ranged attacker, they spew acid to attack and get a major boost to Regenerating Health
whilst burrowed. They can also move while burrowed.
- Breath Weapon: Sprays of acid.
- Divergent Character Evolution: The Zerg campaign allows Roaches to be permanently upgraded into Corpsers or Vile Roaches — Corpsers cause units they attack to Spawn Broodlings when killed, while Vile Roaches slow down the move and attack rates of their targets.
- Healing Factor: Properly micro'd, Roachs definitely live up to their name if the opponent has no detection, because when burrowed they heal very quickly, especially with the Tunneling Claws upgrade that allows them to move while burrowed and increase health regeneration.
- Hollywood Acid
- Homing Boulders: when Roaches attack something on a higher elevation than them, an interesting quirk of the physics engine causes them to spit diagonally upward at an angle... until it crests the cliff, at which point the acid bends in mid-air to move parallel to the ground.
- Secondary Fire: A "hidden" melee animation that is otherwise the exact same as their ranged attack. In a bit of The Dev Team Thinks of Everything, this secondary melee attack however doesn't trigger point defense or range-attack reducing effects.
- Turns Red: In Heart of the Swarm one of their campaign upgrades grants them +3 to armor when at 50% health.
A support caster, they can take over the minds of enemies, spew eggs that hatch into Infested Terrans, and use "Fungal Growth" on enemies to pin them in place and a bit of damage. Like Roaches, they can move while burrowed.
A siege unit added with Heart of the Swarm
, they can take root in the ground and unleash hordes of small, continually and freely spawning attackers on enemies.
- Divergent Character Evolution: To the Creeper or Carrion in the campaign — Creepers produce creep when rooted and can Deep Tunnel to move to creep-covered areas instantly, while Carrions produce flying locusts that move faster, do more damage, and of course fly.
- Gradual Grinder: Locusts do not move extremely quickly, their small size makes them extremely vulnerable to splash damage because so many can be hit at once, have to get in close to attack, and have no armor at the start and only 65 HP. Against a well-fortified enemy, it's likely only a handful will manage to get in attack range and squeeze off a few shots. But the fact that there's always more where they came from (provided the Swarm Hosts are kept safe) and their ludicrously high fire rate and damage-per-shot means that bit by bit they can chip away at an enemy's strength. Further compounded with the Viper, which can use Abduct to pull units out of safety.
- Mook Maker / Spawn Broodling: Rather like the Queen from the original Starcraft, it's their only way of attack — unlike the Queen, however, the Swarm Host constantly produces small, hard-hitting locusts at regular intervals, rather than needing to implant enemies.
- Nerf: The base Swarm host in the campaign is weaker than it is in melee games- without an upgrade it is visible when activated, and its locusts have a much lower dps.
- Weaksauce Weakness: Like the Lurker before them, they are completely defenseless aboveground.
An evolution of the Overlord, they can disable enemy buildings in the process of building or researching something, and spawn Changelings
to spy on enemies.
- The Mole/Spy Bot: Their Changelings, which shapeshift into enemy base units to infiltrate them. Unlike other stealth units such as Observers, detectors are useless on changelings and you have to find them yourself.
- Put on a Bus: Initially in Heart of the Swarm in favor of the Viper.
- The Bus Came Back: Then came back when the Viper was retooled and Blizzard decided to tweak the Overseer to be more useful on its own.
- Eyes Do Not Belong There
- True Sight
An anti-armor flier, they act as a counter to heavier air units that Mutalisks can't compete with.
A new spellcasting flier in Heart of the Swarm
, they can lash enemies and pull them out of place, or do the same to allies to pull them to safety. They can also spit clouds to limit enemy attack range, and regenerate energy by leaching health off friendly structures.
An evolution of the Corruptor, it produces Broodlings from its body which it then hurls at ground targets, not only damaging them heavily but leaving the Broodling down there to wreak further havoc on their own.
- Abnormal Ammo: Fires broodlings (which then proceed to gnaw on your enemies) instead of simple projectiles.
- Mighty Glacier: Has much higher HP than the original Guardian and with its broodlings does a lot more damage, but is still very slow.
- Weaksauce Weakness: A Zerg player with a Brood Lord-centric army is very vulnerable to multi-pronged attacks, because Brood Lords are too slow to respond to an enemy attack in a timely fashion.
- Spawn Broodling: Literally.
Technically more of a building than a unit, the Nydus Worm is produced by the Nydus Network and bursts out of the ground anywhere in line of sight. There it can disgorge any units "garrisoned" in the Network or pick up units.
- Awesome, but Impractical: Can transport a whole ground army across a map but is vulnerable while emerging, has a fairly significant resource cost and relatively low HP, requires good timing and micromanagement to get any real benefit, and makes a very distinctive scream whenever it emerges.
- Gameplay and Story Segregation: In one cutscene Kerrigan rides on a worm's head as it rises out of the ground and grabs an enemy in its mouth. Nothing like that is possible in the game.
- Lamprey Mouth
- Portal Network: Acts like a biological portal network.
- Sand Worm: Seems inspired by the Graboids
- Swallowed Whole: It pretty much swallows units and regurgitates them out of another head.
Campaign-exclusive Zerg Units
An advanced form of the Infested Terran, they attack with claws and are barely recognizable as being human once. They start out as a special enemy unit seen in a handful of campaign missions in Wings of Liberty
, then become a full-fledged Zerg unit in Heart of the Swarm
A massive special Zerg breed and terribly powerful, it appears as an optional foe in some missions, yielding valuable DNA for research when killed.
- Bonus Boss: As mentioned, whenever it appears its as an optional objective, and for good reason.
- Elite Mook
- Mix-and-Match Critters: Your guess is as good as ours what DNA strand(s) the Brutalisk was mutated from.
- Spikes of Villainy
- Summon Bigger Fish: Late in the Heart of the Swarm campaign, the objective is to find and kill several stronger-than-normal hybrid in succession. Conveniently, the same mission's bonus objectives are to free and take control of two of these.
Another massive Zerg breed only seen in two missions, it is incredibly strong and takes a lot of firepower to take down.
An utterly huge breed of airborne Zerg, tasked with defending Char in the final battles. In Heart of the Swarm
, Kerrigan uses one as her base of operations between missions and can choose to summon a weaker version as her final ability.
- Breath Weapon: Spews bio-plasma both as an attack and an ability.
- Combat Tentacles
- The Dragon: To Kerrigan in Wings of Liberty. Depending on which mission you take, you either fight it in the penultimate mission, or it attacks you in the final mission. One of her ultimate abilities in Heart of the Swarm summons a Leviathan to serve her once again.
- Gameplay and Story Segregation: In the story, they're described as moon-sized, can carry entire Zerg armies to drop onto planets, and act as Kerrigan's base of operations. However, in Heart of the Swarm Kerrigan gets the ability to summon them in combat, but they attack ground units with tentacles and their drop-pod Mook Maker ability is nowhere (it's a separate ability). They are still highly formidable in killing Battlecruiser fleets, though.
- Mook Maker
- One-Man Army
- Space Whale: Adapted the ability to survive in space from these.
- Units Not to Scale: It is gigantic and definitely one of the biggest units you'll see in the campaign, but in Heart of the Swarm cutscenes a Leviathan acts as Kerrigan's base of operations, and is so massive that the Hyperion battlecruiser looks tiny. In the lore they are described as moon-sized.
"I am here in the shadows..."
A ranged support walker based on Dark Templar emulations of the Dragoon, they fire phase disruptors and can use Blink to teleport a short distance.
A robotic support drone that specializes in energy manipulation, it can project energy fields to protect allies and block passage over terrain.
- Barrier Warrior
- Boring, but Practical: A relatively small group of Sentries with good energy reserves can rapidly erect several Force Fields, letting them stop the opponent's retreat, block their reinforcements, and keep melee units at bay. Add in Guardian Shield to defend allies and the support fire it offers normally, and Sentries are a nice addition to any Protoss ground army.
- Deflector Shields: Besides the standard Protoss plasma shields, it has Guardian Shield to reduce damage to nearby allies.
- Frickin' Laser Beams
- Master of Illusion: They inherit the High Templar's Hallucination skill from the first game.
- Squishy Wizard: Keep them alive and they'll more than prove themselves worth the cost. The problem is that first part.
In the lore, the Dragoons of old can no longer be created, the shrine dedicated to their construction lost with the fall of Aiur. The Dragoons that survived have been adapted into Immortals, anti-armor walkers with hardened shields that resist heavy-hitting blows.
- Armor-Piercing Attack: As a dedicated anti-armored unit, it gets an impressive damage buff when attacking an armored target.
- Beehive Barrier
- Death of a Thousand Cuts: The Immortal's hardened shields reduce the damage it takes from slow-attacking hard-hitting units like Siege Tanks (though it doesn't protect from abilities). Thus the best way to deal with them is by microing fast-hitting weak units which don't trigger their hardened shields or their armor-piercing attack bonus. This means that the base units of the races are quite good at fighting them, while big units like Thors or Ultralisks are at a disadvantage.
- Man in the Machine
- Mighty Glacier: Not that fast, but high damage output against armored targets and a lot of HP.
- Overshadowed by Awesome: Prior to Patch 1.4 the Colossus was almost universally preferable to the Immortal due to higher HP, significantly greater damage output, siege range, splash damage, and increased mobility, while not being much more expensive. Said patch boosted the Immortal's range to make them more viable, and they've seen increased usage. Ironically at this point, it's possible for a force of Immortals to beat a force of Colossi depending on player management, due to their bonuses to offense and defense both working on the Colossus.
- Spider Mecha
- Weaksauce Weakness: As mentioned above, the base units of all three races will have an easy time against them.
Massive four-legged walkers that can walk up and down cliffs, they were developed centuries ago but sealed away in asteroids. The Protoss have recovered and reactivated them to serve as heavy support fighters.
- Frickin' Laser Beams
- Godzilla Threshold: According to the lore, they're the reason the Protoss don't meddle in the affairs of lesser species — they tried to pacify a species involved in a civil war, and when the species turned on them the Protoss employed the Colossi to defend themselves and exterminated the other race out. This is why the Colossi were sealed away, the Protoss were ashamed of themselves, but with the war being what it is now, they can't afford not to use them any more.
- Humongous Mecha: So humongous that air units can shoot them down.
- Lightning Bruiser: High damage output and a lot of HP, it moves at a fair clip and can walk over cliffs to take shortcuts and outrun ground enemies.
- Splash Damage: This makes the best of the big units at dealing with large groups of smaller units, though as a drawback, it's less durable than the Thor and Ultralisk and packs less of a punch against durable targets.
- Tripod Terror: they may have four legs, but otherwise totally in fit with the spirit of the trope. They fry stuff and destroy Zerg Rushes at extreme long range with sweeping heat rays, and have very long stilt-legs that let them stride over any terrain with ease. They had three legs in earlier incarnations, but it was changed to four to make them look more realistic.
- Weaksauce Weakness: This really bears repeating: it counts as an air unit and a ground unit. It is the only thing in the game that can be attacked by everything. Fighting them is also a toss-up: their laser beams are meant to fry light, fast units, but only shoot in one direction, making them vulnerable to flanking attacks by... light, fast units. Finally, they can't attack air units, so Corruptors, Vikings, and Phoenix make short work of them if they aren't supported by anti-air units.
Fast-moving air skirmish units, they can't attack ground units but don't need to—their Graviton Beam lets them bring ground units up to their level instead.
The new Protoss transport, consisting of a crystal "computer" inside a mechanical structure, the crystal can covert matter into energy, allowing it to transport even the massive Colossus across great distances. It can also transform into a stationary form to tap into the psionic matrix and provide pylon power.
- Applied Phlebotinum: To elaborate on the above description, the Warp Prism is a crystal lattice controlled by a robotic mind created by psionic manufacturing techniques, capable of converting matter into energy, imprinting the subject's energy signature on the crystal, then reconfiguring that energy signature back into matter... Yeah.
- Drop Ship
- Mook Maker: Thanks to its ability to become a floating Pylon, you can use them in tandem with Warp Gates to create units anywhere.
- Transforming Mecha
"Prismatic core on-line"
A Protoss support ship, it is armed with a prismatic beam that fires a steady stream of energy. The longer it fires at a single target the better the crystals firing the beam align together, slowly intensifying the beam's energy output and doing more damage.
- Awesome But Practical: Unless your opponent has significantly large numbers of anti-air units, a relatively small rush of Void Rays are incredibly strong once they get their beams charged up.
- Converging Stream Weapon
- Evolving Attack
- Frickin' Laser Beams
- Glass Cannon: Surprisingly fragile for its cost and damage output, and are often considered some of the most valuable units in an army to keep alive. If they are kept alive, their charged beams kill even small, massed anti-air units like Marines very quickly.
- Wave Motion Gun
- Yin-Yang Bomb: According to the lore, it was designed by combining Dark Templar and Khalai manufacturing techniques, and its powerful energy beam is created by combining the two forms of psionic energy.
The new Protoss capital ship in Heart of the Swarm
, it is a very
long-range siege ship that blasts enemies from beyond their normal line of sight.
- The Bus Came Back: The Tempest was in the Wings of Liberty alpha as a dedicated anti-ground unit, though it had a different appearance. It got cut when the Carrier made it back into the game in Wings of Liberty, only to return in Heart of the Swarm.
- In Name Only: The original cut Tempest was basically a modified carrier.
- Likewise, the Tempest originally replaced the Carrier entirely in HotS. But the Carrier made a quick return, with the Tempest being reworked into a late-game anti-armor weapon, and then a second time into a more flexible mid-game unit.
- Dangerous Forbidden Technique: It's stated that handling the humongous amount of energy that uses the Tempest takes a toll on the body of its pilots, something lessened by the armor they wear.
- Energy Ball: Word of God has commented that the massive sphere of electricity that dominates the front of the ship is as much a part of its design appearance as the actual ship.
- Gameplay and Story Integration: Flavor Text mentions that, due to the strain that handling the Tempest has on the protoss, its only piloted by loyal and fanatic protoss, hence why the unit portrait looks like an armored Zealot.
- Siege Engine: Remember how Siege Tanks can hit a few squares outside their sight range if another unit spots for them? The Tempest can hit outside their spotter's sight range!
An aerial support caster debuting in Heart of the Swarm
, Oracles have featured a variety of abilities. Originally, they could use "Entomb" to put harvester-blocking barriers on mineral patches, cloak allies (buildings included) and leech an enemy's sight range. Then they gained a channeling ability that did damage and gained you minerals. Because that was obviously overpowered, now
they just deal raw damage via channeling ability (no resource gain), along with the ability to place a glyph on enemy units that lets you see them, wherever they go, for 60 seconds.
- Barrier Warrior: "Entomb" force fields had Hit Points in addition to their short duration, meaning they never lasted all that long.
- Invisibility Cloak
- Spy Bot: was formerly able to either stop the enemy from seeing or give you sight on an enemy building (depending on the build); the latter of which had obvious synergy with the Tempest's BVR attack. Now you just have the 60-seconds-vision ability.
- Squishy Wizard: its raw-damage ability is horribly potent; two harassing Oracles can chew through an entire base's worth of Worker Units in about five seconds.
A spellcasting ship with potent abilities, the Protoss are only allowed to have one at a time. It can use "Mass Recall" to return itself and all nearby units to your base; "Photon Overcharge" to turn your Nexus into a giant Photon Cannon; and "Time Warp" to reduce the movespeed and attack speed of all units in the chosen area for a short time. Finally, once you climb the Tech Tree
enough, it can be upgraded into a Mothership (see below).
- Awesome yet Practical: Blizzard had never intended the Mothership, particularly Vortex, to be so central to Protoss strategy. To combat this, they introduced the Mothership Core and gave it abilities which are arguably superior to those of the upgraded version. It worked.
"Justice has come!"
The height of Protoss air power, a flying city long used as a mobile base in the lore but not deployed in the field until now. Compared to the Mothership Core, it trades in Photon Overcharge and movespeed for an Invisibility Cloak
that shrouds everything near the Mothership. It used to have a black-hole ability called "Vortex," but it was Dummied Out
for being overused.
- Awesome, but Impractical: While its abilities and power are impressive, its long build time, top-tier tech requirements and huge resource cost make it difficult to deploy, and once it hits the field it moves very slowly and needs time to build up a store of energy to use properly, though now, thanks to the Mothership Core, this can be somewhat fixed by only morphing a mothership when it's close to the enemy.
- Combination Attack: When combined with Archons, the stacking effect Vortex has on air units plus the Archons' splash damage leads to the splash destroying nearly any air unit caught within the Vortex after they emerge. The Fan Nickname for this was "Archon Toilet."
- Flying Saucer
- Frickin' Laser Beams: Six of them at a time!
- Gameplay and Story Segregation: In the lore, they are the height of Protoss power, and are Kill Sats armed with a "Planet Cracker" superweapon that can purify planets ala classic Mothership from Independence Day. We witness one such ability in Wings of Liberty on a smaller scale. In the gameplay, however, they are Arbiter-like spellcasters with a weak attack that, if not protected, can be killed by Marines. Justified, since in the beta they had the Planet Cracker and the ability to create Black Holes that obliterate fleets, but that was obviously overpowered. The Archon Toilet combined with the Invisibility Cloak compensated for the Mothership's weaknesses, forcing more tactical and economic gameplay.
- Large and in Charge: Without question the largest unit in multiplayer. In the campaign its rivalled by the Odin and the Leviathan.
- Mighty Glacier: Sort of. Compared one-on-one with most units, and the Mothership fits the bill: Its attack inflicts a decent amount of damage that can kill Marines and workers in a single volley when upgraded, it has a sizable bank of health, and it is slow. However, its main attack uses multiple low damage lasers (that get easily dulled by armor upgrades), and the Mothership itself is a costly investment that is a super-spellcaster at best, rather than a combat unit.
- Revealing Coverup: if you see a single Mothership floating towards you, you know she's got a bunch of guys hiding under her Invisibility Cloak. In addition, since the Mothership does not cloak herself, she's the only thing you can shoot.
- Suspiciously Similar Substitute: Of the Arbiter.
- The Mother Ship
- Unrealistic Black Hole: Vortex, which was actually named Black Hole during development.
A Zerg-attuned Hybrid that attacks at close range with claw attacks.
- Bonus Boss: In a sense. It appears in the optional secret mission in Wings of Liberty, but will respawn if you kill it.
- Elite Mook: In Heart of the Swarm you fight several of them as minibosses in a mission.
- Fangs Are Evil
- Giant Mooks: They're taller than an Ultralisk.
- Glowing Eyes of Doom
- Mighty Glacier: High HP and power, low speed.
- Mix-and-Match Critters
- Tron Lines
- Weaksauce Weakness: One of the most efficient ways to win the final Protoss mission where the Hybrids swarm you in waves is to build a fleet of Phoenix and use their Graviton Beams to levitate the Hybrids, taking them out of the fight and making it easy for your other units to focus fire them down.
A Protoss-attuned Hybrid that fires blasts of psionic energy.