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Stalker SC2 render2

The new protoss stalker

The following is a complete unit list for StarCraft II multiplayer game units to date. StarCraft II was announced on May 19, 2007. The unit list has undergone numerous changes since then. The first StarCraft II product, Wings of Liberty, was released on July 27, 2010.

All three races are available in the multiplayer skirmish mode in each of the three StarCraft II products.

Protoss

Current Build

Units

Colossus SC2 Rend1

The new protoss colossus

VoidRay SC2 Rend1

The new protoss void ray

Unit Details
Archon Created by merging two templar units, the archon is a powerful melee unit with a very durable force shield and a strong energy-based attack.
Carrier A powerful air unit. Carriers do not have their own attacks but create interceptors to fight for them.
Colossus The large quad-legged vehicle fires lasers in a splash pattern well-suited to destroying swarms of weaker units. This unit can also traverse differences in terrain height due to its long legs, and will appear to step over ledges and other obstacles due to the inverse kinematics system.
Dark templar A permanently cloaked stealth warrior.
High templar A physically fragile unit with strong psychic abilities.
Immortal Dragoon-like walker with a strong defense against powerful attacks, but vulnerable to weaker attacks.
Mothership A powerful flying unit that consumes a high amount of resources to produce. It has powerful special abilities.
Observer A cloaking air unit that functions as a detector.
Phoenix An aerial fighter with an anti-gravity ability that lifts ground units into the air.
Probe The builder of the protoss race. Gathers gas and minerals.
Sentry Previously known as the disruptor,[1] and the nullifier before that.[2] A ground support unit.
Stalker A dragoon-like Dark Templar unit, able to blink (short-range teleport) and deliver ranged attacks against air and ground units.
Void ray Formerly known as the warp ray,[3] this flying unit deals damage with a blue energy beam that does more damage as it focuses on the same target. Good versus heavily armored targets like buildings, weak against small arms fire.
Warp prism Formerly known as the phase prism,[4] the warp prism is a dual-purpose unit, able to transport units or to create a warp matrix field like the pylon.
Zealot Melee unit with the ability to charge, allowing it to quickly close the distance between itself and an enemy unit.

Structures

Structure Details
Assimilator Allows probes to harvest vespene gas from geysers.
Cybernetics core Allows for the warping in of stalkers and sentries.
Dark shrine Formerly known as the dark obelisk,[5] it allows dark templar to be warped in.
Fleet beacon Allows the carrier and the mothership to be warped in.
Forge Allows the construction of photon cannons and research of Protoss ground unit upgrades.
Gateway[6] Warps in the zealot, the stalker, the sentry, the high templar, and the dark templar.
Nexus Produces probes and is the place that all minerals and gas are dropped off at to be processed. Also produces the mothership.
Photon cannon A defensive structure with a ranged attack effective against ground and air units.
Pylon The protoss supply building; it produces a radius of energy that is a requisite for the placement of most other protoss structures.
Robotics facility Warps in the warp prism, observer, colossus, and immortal.
Robotics bay Formerly known as the null circuit,[7][8] this structure enables a robotics facility to produce colossi and contains upgrades for observers and warp prisms.
Stargate Warps in the phoenix, void ray and carrier.
Templar archives Allows the high templar unit to be warped in.
Twilight council Contains upgrades for stalkers and zealots.
Warp gate The gateway has the ability to transform into a warp gate, which can warp-in units at any spot within the psionic matrix.

Terran

Banshee SC2 DevRend2

The new terran Banshee

Thor SC2 Game1

The new terran Thor

Current Build

Units

Unit Details
Banshee A cloak-capable gunship able to only attack ground-based targets.
Battlecruiser The capital ship of the terran fleet, this powerful spacecraft is capable of firing a Yamato Cannon that deals large damage to a single target.
Ghost Stealth specialist with access to several powerful and different abilities than in StarCraft I.
Hellion Formerly known as the Jackal, this fast vehicle is armed with a flamethrower[9][10] suited for destroying masses of weaker units.
Marauder The replacement for the firebat.[11] Its attack slows enemy units and deals high damage vs armored units.
Marine The basic terran infantry, able to upgrade hit points with a shield.
Medivac dropship A dual-purpose unit combining the old dropship and the medic, it is capable of transporting ground units and healing infantry.
MULE A temporary unit summoned by an orbital command that harvests minerals for a limited time span.
Raven Formerly known as the Nighthawk, Vulkan[12] and Nomad, this air detector creates smaller independent munitions.[13]
Reaper Exceptionally fast infantry that uses dual pistols, can jet pack up and down ledges and uses explosives vs buildings.
SCV The builder and resource gatherer of the terran race. Its Repair ability can be set to "autocast".
Siege tank, Crucio Terran tank that can transform into a stationary 'siege cannon' mode, allowing it to strike targets at a greater range.
Thor This intimidating mechanical unit is named after the Norse god of thunder. Can deal splash damage to air units and fire powerful cannons at ground targets.
Viking This terran vehicle can transform between a walking robot and a spacecraft.
Raven-Created Units

The Raven creates devices that have a use in combat.

Structures

Structure Details
Armory Upgrades mechanical units.
Barracks Produces terran infantry units.
Bunker Provides protection for terran infantry.
Command center Produces SCVs and serves as a drop off point for proccessing of minerals and gas. Has the ability to carry up to five SCVs and can upgrade to the powerfully armed planetary fortress or the ability oriented orbital command.
Orbital command This upgrade to the command center provides scanner sweeps to reveal troop movements through the fog of war and detect cloaked or burrowed units, summons MULEs, and can increase the supply generated by supply depots.
Planetary fortress This immobile upgrade of the command center grants it weapons to attack enemy ground units and a large boost to armor.
Engineering bay Upgrades infantry and buildings.
Factory Produces terran vehicle units.
Fusion core Formerly known as the anti-matter core[14] and the deep space relay, this structure allows production of battlecruisers and provides researches for them.
Ghost academy This structure enables ghosts to be produced and provides researches for them. In addition, it stores nuclear missiles for launch.
Missile turret Anti-air turret that fires two missiles at a time.
Refinery Refines vespene gas for collection by SCVs.
Sensor tower Can sense enemy units through the fog of war.
Starport Produces terran air units.
Supply depot Provides supply required for additional terran units and can submerge, enabling troops to walk over it. It is smaller than in StarCraft I and can be made into an important part of terran base defenses, preventing enemy units from walking past them. This ability is called Lower/Raise.

Add-Ons

In StarCraft II, terran add-ons work quite differently. Only two add-ons have been described,[15] the reactor and the tech lab. Instead of being specific to an associated structure, each add-on can be added to any barracks, factory or starport, granting a specific benefit. One structure may only have one add-on attached to it, so it cannot benefit from the reactor's bonus and the tech lab's bonus simultaneously.

Unit Details
Reactor Doubles the number of units produced from the building to which it is attached. (For instance, adding one to a barracks will enable it to create two marines at the same time.)
Tech lab Enables the production of "higher tech" units. For instance, adding a tech lab to a barracks will allow it to produce marauders, while adding one to a factory will enable it to build siege tanks. Upgrades marine combat shields and specific upgrades and special abilities for the hellion, siege tank, viking, banshee, medivac dropship, and raven.

Zerg

Ultralisk SC2 Game2

The ultralisk in StarCraft II

Queen SC2 DevRend2

The queen in StarCraft II

Roach SC2 Rend1

The new zerg roach

Current Build

Units

Unit Details
Corruptor Attacks and "corrupts" other air units, increasing damage taken.
Brood lord High hit point aerial ground attacker which replaced the swarm guardian, evolving from the corruptor.
Drone Harvests resources and spawns structures. Is sacrificed when creating new structures.
Hydralisk Basic ranged attacker of the zerg swarm.
Infestor Zerg spellcaster. Provides ground support and can move while burrowed.
Larva The core genus of the zerg, larvae can mutate into other zerg breeds.
Mutalisk The basic air offensive unit of the zerg with high movement speed.
Overlord Produces control and is no longer a detector like the StarCraft I version.
Overseer A spellcaster evolution of the overlord. Works as a detector and has numerous special abilities.
Queen The new queen is very different than its StarCraft I counterpart, being a powerful attacking ground dwelling support unit ideal for zerg defense.
Roach Exceptionally tough short ranged unit able to quickly regenerate and move while burrowed.
Ultralisk Massive zerg melee attacker able to deal splash damage with its melee attack. Also has a headbut attack vs buildings. Other differences from its StarCraft I counterpart are it now having four kaiser blades instead of two, and its ability to burrow.
Zergling Fast but weak melee attacker ideal for swarming attacks in large numbers.
Baneling This green rolling unit is mutated from the zergling. It has a suicidal attack.
Infestation/Spawned Units
Unit Details
Broodling Produced from destroyed buildings and brood lord attacks.
Changeling A spy created by the overseer that morphs into enemy units.
Infested terran Spawned by the infestor, hardier versions of the normal terran marine but with a limited lifespan.

Structures

Structure Details
Baneling nest Required for baneling production and researches baneling upgrades.
Creep tumor This burrowed structure resembling an eyeball extends the creep, much like the creep colony in StarCraft I. Creep tumors are spawned by queens and each can spawn one additional creep tumor.
Evolution chamber Provides basic upgrades for the zerg ground units.
Extractor Allows drones to extract vespene gas.
Hatchery Spawns larvae to be morphed into other zerg strains, generates creep and digests minerals and gas into a usable form. The queen is spawned directly from the hatchery.
Lair Upgrade of the hatchery giving access to more advanced buildings and providing upgrades for overlords and overseers.
Hive Upgrade of the lair giving access to the most advanced buildings.
Hydralisk den Required for the production of hydralisks and researches hydralisk upgrades.
Infestation pit Enables creation of infestors and researches infestor upgrades.
Nydus network Enables creation of nydus worms and acts as an entrance to the nydus transport system.
Nydus worm The new transport structure for the zerg, similar to the nydus canal of StarCraft I. Produced from the nydus network. Unlike nydus canals which could only be placed on creep, nydus worms may be spawned anywhere within sight range.
Roach warren Enables production of roaches and researches roach upgrades.
Spawning pool Required for production of zerglings and queens and researches zergling upgrades.
Spine crawler A mobile creep-bound defensive structure that attacks ground units.
Spire Required to produce mutalisks and corruptors and provides upgrades for aerial units.
Greater spire Upgrade of the spire, enables production of brood lords.
Spore crawler A mobile creep-bound anti-air defensive structure.
Ultralisk cavern Required to produce ultralisks and researches ultralisk upgrades.

Campaign Units

StarCraft II: Wings of Liberty will have a number of campaign-specific units.

Main article: Terran campaign units
Main article: Zerg campaign units
Main article: Protoss campaign units

Expansions

StarCraft II is set to be released as a trilogy. With each installment, more units are expected to be released in a manner similar to the additional units added in StarCraft: Brood War.[16]

Scrapped Units

Some units that were cut in development will appear in the map editor and campaign. However, units that were completely cut will not appear in either.[17]

References

  1. Well since you guys are so intently asking :) Yes, the Nullifier is known as the Disruptor now. Didn't want to bombard you guys with too many name changes at a time. There is still possibility of name changes moving forward as well. Karune. 2009-05-26. Nighthawk+HSM vs Mutalisk. Battle.net StarCraft II General Discussion Forum. Accessed 2009-05-26.
  2. 2009-05-08. Michael Graf. Starcraft 2 - Alle Einheiten (page 3). Gamestar. Accessed 2009-05-08.
  3. Warp Rays, also known as Void Rays now, are especially good against high hit point units, as well as buildings.

    Often, the strategy that sees the most Void Ray use is against Zerg, using these units to do surprise attacks or joint attacks. Many Protoss players who scout Zerg players going mass ground units, will fast tech to Void Rays in hopes to catch them without anti-air capabilities. Void Rays are also great to do an attack on their base while you have a diversionary force distracting them in another place. 2-3 Warp Rays could take out a Hatchery much faster than say that equivalent in resources of Mutalisks.
    Karune. 2008-09-29. Warp Rays. Battle.net StarCraft II General Discussion Forum. Accessed 2008-09-30.
  4. Warp-In is a researched ability that allows Gateways to almost instantly build units anywhere within Pylon power, including mobile Pylon power provided by the Warp Prisms (previously known as the Phase Prism). When units are built from the Gateway through this process, a cooldown will follow after the unit is built, before another can be warped in. When Gateways are converted into Warp Gates, players are no longer able to queue units, but will instead receive an set amount of time discounted from the production time to build that unit. That set amount will be subject to balance. Karune. 2008-10-06. #1: What do you think about Warp-In?. Battle.net StarCraft II Gameplay Discussion Forum. Accessed 2008-10-08.
  5. The Obelisk is the new name for the Dark Pylon, and the Dark Shrine is the new name for the Dark Obelisk. The Obelisk still has the probe buff, but now also acts as a shield generator, and still has Argus link to transfer energy as well. The cloak ability has been removed from the Obelisk. The Dark Shrine remains the same in function, allowing the production of Dark Templars. Karune. 2009-06-11. OBELISK question. Battle.net StarCraft II General Discussion Forum. Accessed 2009-06-11.
  6. Blizzard Entertainment (2007-05-19). Gateway, Blizzard Entertainment, Retrieved 19 May 2007
  7. StarCraft Legacy staff. 2009-04-04. WWI 08 Coverage - Protoss Units. StarCraft Legacy. Accessed 2009-06-22.
  8. StarCraft Legacy staff. 2009-06-29. June 22, 2009 Press Event StarCraft II Media. StarCraft Legacy. Accessed 2009-08-07.
  9. The Jackal, now known as the Hellion, only has the flamethrower weapon. In previous versions, there was a railgun hover vehicle, but that will no longer be in multiplayer.

    The Hellion is currently one of the best units for "micro" since it is faster than all other units in its tier, and also does splash damage in the form of a line with the flamethrower.


    Think Firebat on wheels! Karune. 2008-09-23. Re: Karune: Question about the Jackal Battle.net StarCraft II General Discussion Forum. Accessed 2008-09-23.
  10. "Karune, if your reading this... Do units that move out of the Jackal's flame take less damage then units that stay in the flame for the entire duration of the flames existance? EX: A marine moves out of the flame and takes 10 damage total, but a marine that was in the flame for the entire duration of the flame, would it take more damage?"

    "Yes, units that move out of the flame will take less damage." Karune, Smurfz. 2008-06-11. StarCraft II Q&A - Batch 40. Battle.net StarCraft II General Discussion Forum. Accessed 2008-06-11.
  11. Karune. 2008-01-25. StarCraft II Q&A - Batch 27: Gameplay Series. Battle.net StarCraft II General Discussion Forum. Accessed 2008-01-25.
  12. As another update that you guys will get at BlizzCon, the Vulkans are now updated as the 'Nighthawks' in the BlizzCon build. They have updated art to reflect this as well. Those going to BlizzCon, make note of the cool new movement animations added to several Terran air units. Karune. 2008-10-08. New Lurker and Vulcan Art. Battle.net StarCraft II General Discussion Forum. Accessed 2008-10-08.
  13. Speaking of the Nomad, it has actually gotten it's new art update, and a name update as well. It is now known as the Vulkan, and will be resigning down chaos at your expansions with its Auto Turrets. Karune. 2008-09-08. Ideas for NOMAD. Battle.net StarCraft II General Discussion Forum. Accessed 2008-09-08.
  14. Fusion Core building? Is that the same as the space relay / anti-matter core building that is a requirement for battle cruisers?

    Yup, that's the one. Karune, Random_user07. 2009-04-03. the Terran Medivac. Battle.net StarCraft II General Discussion Forum. Accessed 2009-04-03.
  15. Cite error: Invalid <ref> tag; no text was provided for refs named DaumBuild
  16. 2008-13-10, BlizzCon Chris Sigaty StarCraft 2 Interview. IncGamers. Accessed on 2008-14-10
  17. Q. Will units that have been cut from the game still be in the Galaxy Editor, or higher tier units from original StarCraft?

    A. Units that have been cut from the game completely will NOT be in the editor. However, there are many units that make an appearance in the single-player campaign that WILL be available to use in the editor, such as the Medic, Firebat, and Goliath. Zarhym. 2010-03-12. #BlizzChat Developer Chat on Twitter – 3/. Battle.net StarCraft II General Discussion Forum. Accessed 2010-07-04.
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