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Reaver (StarCraft)

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Reaver
Unit
Race

Protoss

Role

Heavy Siege Crawler

Armament

Scarabs

Properties
Hit points

100

Shields

80

Size

Large

Transport slots

4

Production
Minerals

200 Image:Minerals Terran SC1.png

Gas

100 Image:Gas Protoss SC1.png

Psi

4 Psi

Build time

70

Produced from

Robotics facility

Requires

Robotics support bay

Hot key

V

Combat
Ground attack

100s (125s upgraded)

Cooldown

60

Armor

0

Attack range

8

Sight range

10

The reaver is a powerful protoss robot.

Contents

[edit] Gameplay

The reaver has an extremely powerful attack, suited for destroying clusters of units with less than 100 hit points, such as hydralisks. It is an extremely important unit to the protoss army because the scarab has enough range to strike photon cannons and sunken colonies without exposing the reaver to danger. Only tanks and air units out range it. The reaver only slightly outranges defensive structures, so they should be carefully watched lest the reaver over-approach.

Scarabs have a unique attack in StarCraft. Scarabs are built from the reaver itself, for a cost of 15 minerals each. The reaver can store up to 5 at one time. Often players will queue up all 5 as soon as the reaver is produced. The time to create a scarab is longer then a reaver's firing cooldown, so it is important to create new scarabs as soon as the reaver is no longer full. While they do radial splash damage, they do not harm your units the same way tanks do. Scarabs are the only attack that paths around the map and can get stuck on untargeted units or buildings. If the scarabs travel far enough, about a screen's width, they will explode and do no damage. Scarabs do not travel all that quickly, either. Workers can escape a reaver drop by moving away before the scarab is launched, ideally using worker harvest collision to a second base.

While the reaver is extremely powerful, the reaver is also the slowest ground unit, has a long cooldown, and is quite costly. Shuttles are frequently used to move reavers to the front lines and to protect them from ground fire (see Strategies). Remember that a fully-loaded reaver costs 75 minerals above and beyond its base cost. Losing the shuttle as well is equivalent to losing almost 3 zealots and 2 dragoons. Reavers are also fairly easily to damage severely, given that they have 0 armor unlike most armored units and at 80 shields and 100 hitpoints, this is not defensively impressive for a protoss unit as zealots and dragoons have almost the same amount of shields and hitpoints.

[edit] Strategy

One of the most popular mid-game protoss strategies is to use shuttles to drop reavers near enemy worker lines, where a single scarab can take out 10 or more workers at a time. Protoss players will frequently plan this from the beginning of the game, particularly against Terran, building their robotics facility, a shuttle and a robotics bay, and then a reaver as soon as the cybernetics core is finished. For serious harassment, shuttle speed is fantastic. However, the reaver/shuttle is a very big investment, so the harassment is a huge risk - losing them cedes a big advantage to the enemy.

During the reaver's long cooldown it can then be picked up and hidden inside the shuttle. This effectively nearly doubles the reaver's durability, splitting attacks between the reaver and the shuttle, forcing the defender to bring air defense, and gives you time to reposition the reaver.[1] You can also easily flee, leaving the defender to worry where you'll show up next. Expert players will use the reaver's attack to draw forces, and then use the shuttle flee to another worker line where they can continue the harassment.[2]

Because a shuttle can hold 4 other slots of units, a zealot, dragoon, or a second reaver is frequently brought along as well. Against terran, a zealot is dropped first to draw the siege tank fire and any spider mines laid as a trap. A dragoon provides additional low risk harass, and is more flexible then a zealot. A second reaver provides the potential for significantly more damage, usually with the scarab damage upgrade, both to help take out buildings and to absorb more hits.

Mass reavers are even more deadly. Reavers are deadly backing up zealots and goons. Shuttles can be used to keep reavers with the main army, and to get reavers in perfect flanking positions.

Mass reavers and shuttles (3+) are also commonly defended by mass corsairs (5+), particularly against zerg. This is one of the most mobile armies in the game; the corsairs protect the shuttles and use disruption webs to protect the reavers from ranged attacks, while the (6+) reavers can wreck a base in seconds, and then hop over to the next one. While a common strategy, particularly on large, macro-oriented maps, it's also one of the gutsiest strategies, and is very vulnerable to a surprise counterattack while traveling. Losing some or all of the force can also end the game in seconds.

Against reavers, spreading out one's own units to minimize the splash damage of Scarabs, and try and surround them from all sides. If they are escorted by a shuttle, preemptively getting air defense can frequently deter or eliminate a reaver drop before it happens. Reavers are very expensive, and if you can focus fire one, particularly with ranged units, it usually will swing the battle and give you an opportunity to counterattack.

[edit] Matchups

Reaver wireframe
A reaver up close
[edit] Terran
Counters Hard: firebat, marine, medic, missile turret, SCV, bunker
Counters Soft: goliath, siege tank(tank mode), vulture
Hard Countered by: battlecruiser, spider mine (2), wraith
Soft Countered by: EMP, lockdown, siege tank (siege mode)
[edit] Against Protoss
Counters Hard: photon cannon, probe
Counters Soft: dark templar, dragoon, zealot
Hard Countered by: carrier, scout
Soft Countered by: disruption web, psionic storm
[edit] Against Zerg
Counters Hard: drone, hydralisk, sunken colony
Counters Soft: lurker, ultralisk, zergling
Hard Countered by: guardian, mutalisk
Soft Countered by:

[edit] Abilities

Create Scarab
Usage
Minerals

15 Image:Minerals Terran SC1.png

Notes

Each scarab does 100 normal damage, upgradable to 125, plus splash damage. Scarabs will chase their target on the ground, self-destructing harmlessly after five seconds if it cannot make contact. Scarabs cannot ascend or descend from cliffs, but may use ramps. Scarabs may not be intercepted.

[edit] Upgrades

File:GroundArmor SC1 Upgrd1.png Ground Armor
Researched at

Forge

Hotkey

A

Properties
Level

Level 1

Level 2

Level 3

Minerals

100 Image:Minerals Terran SC1.png

175 Image:Minerals Terran SC1.png

250 Image:Minerals Terran SC1.png

Gas

100 Image:Gas Protoss SC1.png

175 Image:Gas Protoss SC1.png

250 Image:Gas Protoss SC1.png

Required

Templar archives

Templar archives

Notes
File:PlasmaShield SC1 Upgrd1.png Plasma shields
Researched at

Forge

Hotkey

S

Properties
Level

Level 1

Level 2

Level 3

Minerals

200 Image:Minerals Terran SC1.png

300 Image:Minerals Terran SC1.png

400 Image:Minerals Terran SC1.png

Gas

200 Image:Gas Protoss SC1.png

300 Image:Gas Protoss SC1.png

400 Image:Gas Protoss SC1.png

Required

Cybernetics core

Cybernetics core

Notes
  • +1 bonus to shields per level for all units and structures.
Increase Reaver Capacity
Researched at

Robotics support bay

Properties
Minerals

200 Image:Minerals Terran SC1.png

Gas

200 Image:Gas Protoss SC1.png

Notes
  • Increases the number of scarabs the reavers can hold at once by 5 (to 10)
Scarab Damage
Researched at

Robotics support bay

Properties
Minerals

200 Image:Minerals Terran SC1.png

Gas

200 Image:Gas Protoss SC1.png

Notes
  • Increases scarab damage by 25 (to 125).


[edit] Development

The reaver and shuttle strategy were not expected by Blizzard. Subsequently, Blizzard patched the reaver so that it had to cooldown when dropped from the shuttle before it could fire.[3]

[edit] In the Pro Leagues

Great reaver control is widely admired in the pro leagues, seen as evidence of grace and skill and mastery of the psychology of the game.[4] Good reaver players are particularly popular with female fans, identified with the softer, more creative side of the game.

[edit] References

  1. Stork vs BackHo Game 3. 28-12-2008. Note BackHo's use of the shuttle at the end to save his reaver and eliminate Stork. [1] Accessed 2-1-09.
  2. 1nf1n171. December 26, 2006. [2] Accessed 2008-12-23.
  3. lololol. January 22 2007. [3]. Team Liquid. Accessed 2008-12-23.
  4. 4.0 4.1 Marencielo. 29 May 2006. [4] Sense of Star. Accessed 2008-12-23
  5. dt408sc02. February 08, 2006. [5] Accessed 2008-12-23
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