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'''Health Points''' or '''Hit Points''' are the amount of damage a unit or building can take before it is destroyed. In Starcraft, each of the three races-[[Protoss]], [[Terran]] and [[Zerg]]-are distinctly different both in terms of hit points and hit point recovery.
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'''Hit points''' or '''health points''' ('''HP''') is the amount of damage a unit or building may take before being destroyed.
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==Terran==
 
==Terran==
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===Healing===
Terrans recover hitpoints via two methods: repairing by an [[SCV]] and healing by a [[medic]]. Repairing costs some resources, but never as much resources as replacing a damaged unit entirely with a new one. Repairing also takes time and multiple SCVs repairing the same unit or building expedites this. SCVs may only repair [[mechanical]] units and buildings. Medics, in turn, heal [[biological]] units in exchange for their energy. It should be noted that medics can heal ''any ''ground biological unit-including friendly Zerg and Protoss. SCVs are the only units that can both be repaired and healed. Terran buildings begin to burn after taking enough damage, losing 1 HP per second until it is repaired to at least a third of its maximum hit points or burns down. Terrans may increase their hitpoint resilience at the engineering bay for infantry and the armory for mechanical units.
 
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In ''[[StarCraft]]'', [[medic]]s may heal any [[biological]] unit, including [[zerg]] and [[protoss]] units, at an energy cost. A unit may be healed by one medic at a time.
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In ''[[StarCraft II]]'', [[medivac dropship]]s replace medics in multiplayer and work the same way.
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===Repairing===
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[[SCV]]s may repair terran [[mechanical]] units and buildings at a resource cost. Multiple SCVs may repair the same object simultaneously, speeding up the process.
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===Structures===
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Terran structures lose 1 HP per second while their hit points remains below one-third of maximum. Structures may be destroyed if left to "burn down".
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===Campaign===
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In the ''[[StarCraft II: Wings of Liberty]]'' campaign units and buildings gain regeneration through upgrades. The Regenerative Bio-Steel upgrade from the {{link|Lab 01|Hyperion|laboratory}} allows mechanical units to regenerate, and the Fire Suppression System upgrade from the {{link|Bay 12|Hyperion|armory}} allows structures to self-repair to 50% health.
   
 
==Zerg==
 
==Zerg==
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===Healing===
All Zerg recover their hit points slowly through time. When the zerg morph, they regain all their hitpoints: for example, if a heavily damaged mutalisk morphs into a guardian, it will have full hit points upon finishing morphing. However, damaged units morph into damaged eggs, which are more likely to be destroyed if they are discovered by hostile units. This rule does not apply for zerg buildings: a damaged Hatchery will morph into a damaged Lair, for example. All Zerg ground units may be healed by allied medics, making medics are powerful tool in a combined zerg/terran force.
 
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All zerg units and structures slowly regenerate hit points automatically. Damaged units create damaged eggs when they morph, but regain full hit points when they complete morphing (from one unit to another). Structures do ''not'' regain any hit points when they complete morphing (from one structure to another).
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The [[roach]] regenerates much more quickly while [[burrow]]ed after an upgrade.
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All zerg structures, except for [[hatcheries]], [[lair]]s, [[hive]]s, [[extractor]]s, slowly die without creep. [[Spine crawler|Spine]] and [[spore crawler]]s also die if they do not move back onto creep.
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===Queens===
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In ''[[StarCraft II]]'', {{link|queen|SC2}}s may restore a large number of hit points to a zerg unit or structure at an energy cost. The ability is called Transfusion.
   
In Starcraft II, the Zerg [[queen]] has the ability to grant a large amount of hit points to another zerg being in exchange for energy.
 
 
==Protoss==
 
==Protoss==
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===Shields===
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By themselves, the protoss have no way to regenerate hit points. Instead, part of their unit and structure vitality is invested in [[shield]]s. Shield points must normally be depleted first before the underlying hit points are affected. Shield points regenerate automatically over time.
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The protoss have both armor and shield upgrades.
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In ''[[StarCraft]]'', a [[shield battery]] may restore shield points at an energy cost. The [[science vessel]]'s EMP Shockwave reduces all shields in the area of effect to 0 points. Some abilities, such as the [[defiler]]'s Plague, ignore shields.
   
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In ''[[StarCraft II]]'', the {{link|ghost|SC2}}'s EMP shot ability drains 100 shield points.
The Protoss have [[shields]] that regenerate and protect their hit points from being damaged until the shields are depleted. This is not always the case, however, as the zerg defiler's plague ability can damage hit points without reducing shields. The Protoss may increase their hit point and shield resilience at the forge for shield and ground unit upgrades and at the cybertinetics core for air unit upgrades. Protoss biological units may be healed by a friendly terran medic; otherwise, the Protoss have no way of recovering their hit points. They compensate for this by having a shield regeneration rate quicker than that of their zerg counterparts.
 
 
[[Category: Gameplay]]
 
[[Category: Gameplay]]

Revision as of 00:35, 14 March 2013

Hit points or health points (HP) is the amount of damage a unit or building may take before being destroyed.

Terran

Healing

In StarCraft, medics may heal any biological unit, including zerg and protoss units, at an energy cost. A unit may be healed by one medic at a time.

In StarCraft II, medivac dropships replace medics in multiplayer and work the same way.

Repairing

SCVs may repair terran mechanical units and buildings at a resource cost. Multiple SCVs may repair the same object simultaneously, speeding up the process.

Structures

Terran structures lose 1 HP per second while their hit points remains below one-third of maximum. Structures may be destroyed if left to "burn down".

Campaign

In the StarCraft II: Wings of Liberty campaign units and buildings gain regeneration through upgrades. The Regenerative Bio-Steel upgrade from the laboratory allows mechanical units to regenerate, and the Fire Suppression System upgrade from the armory allows structures to self-repair to 50% health.

Zerg

Healing

All zerg units and structures slowly regenerate hit points automatically. Damaged units create damaged eggs when they morph, but regain full hit points when they complete morphing (from one unit to another). Structures do not regain any hit points when they complete morphing (from one structure to another).

The roach regenerates much more quickly while burrowed after an upgrade.

All zerg structures, except for hatcheries, lairs, hives, extractors, slowly die without creep. Spine and spore crawlers also die if they do not move back onto creep.

Queens

In StarCraft II, queens may restore a large number of hit points to a zerg unit or structure at an energy cost. The ability is called Transfusion.

Protoss

Shields

By themselves, the protoss have no way to regenerate hit points. Instead, part of their unit and structure vitality is invested in shields. Shield points must normally be depleted first before the underlying hit points are affected. Shield points regenerate automatically over time.

The protoss have both armor and shield upgrades.

In StarCraft, a shield battery may restore shield points at an energy cost. The science vessel's EMP Shockwave reduces all shields in the area of effect to 0 points. Some abilities, such as the defiler's Plague, ignore shields.

In StarCraft II, the ghost's EMP shot ability drains 100 shield points.