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Wraith (StarCraft II)

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"Hey hotshot, you want these Wraith fighters now? They'll take down a battlecruiser easy. You can build more at a starport."

- Chief Engineer Rory Swann(src)

Wraith
Wraith SC2 Rend1
Wraith SC2 Head2
Unit
Race

Terran

Campaign

Wings of Liberty
Heart of the Swarm

Role

Cloaked Aerospace Strike Fighter

Properties
Maximum energy

200 (init. 50) Energy Terran SC1

Energy
regen/second

0.5625

Sight range

8

Production
Minerals

150 Minerals Terran SC1

Gas

150 TerranVespene SC2 Game1

Supply

2 TerranSupply SC2 Icon1

Build time

50 Time SC2 Game1

Produced from

Starport

Hotkey

W

Movement
Speed

3.75

Protection
Hit points

125

Armor

0 SC2TerrShipArm

Gemini Missiles
Damage

5 (+5 vs armored)

Attacks

2

Targets
  • Air
Cooldown

1.25

Range

5

Upgrade/level

+1/+1 SC2TerrShipWeap

Burst lasers
Damage

8

Targets
  • Ground
Cooldown

1.69

Range

5

Upgrade/levels

+1 SC2TerrShipWeap

The Wraith has been replaced by the Viking in the anti-air role, while the Banshee is far superior in the ground attack role and inherits the Wraith's cloaking ability.

The Wraith may be built during and after the StarCraft II: Wings of Liberty mission, "Engine of Destruction", where Chief Engineer Rory Swann dispatches them to provide air support for the Odin.

Compared to the Viking, the Wraith is more expensive, slower to build and has much lower air-to-air range, but has the advantages of cloaking, higher speed, and being able to attack ground targets from the air. The damage output of their missiles is a trade-off - the Viking's missiles do more damage (10 +4 versus the wraith's 5 +5), but the Wraith attacks faster. The Viking also has the advantage of not requiring a tech lab, though this is circumvented if the player gets tech reactors.

Compared to the Banshee, the Wraith costs one less supply, builds and moves faster, and is able to attack air targets. However, the Banshee costs less gas, and does significantly greater damage to ground targets. As an overall, the Banshee and Viking are preferable to the Wraith, but if the player wishes for an entirely cloaked force, then a fleet of Banshees and Wraiths is perfectly viable.

Wraiths are strong against medivac dropships, banshees, battlecruisers, void rays, carriers, warp prisms, overlords, corruptors, and brood lords. They are weak against marines, goliaths, missile turrets, stalkers, photon cannons, hydralisks, and spore crawlers, while not being very effective against phoenixes and mutalisks, and being on par with Vikings.

AbilitiesEdit

Enables terran Wraiths to cloak.

Usage
Cost 25 (+0.9 per second) Energy Terran SC1
Acquisition
Purchased from Tech lab attached to starport
Hotkey C
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 110Time SC2 Game1
ve

UpgradesEdit

Increases the damage of terran air units.

Acquisition
Purchased from Armory
Hotkey S
Level 1
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 160Time SC2 Game1
Level 2
Cost 175 Minerals Terran SC1 175 Gas Terran SC1 190Time SC2 Game1
Level 3
Cost 250 Minerals Terran SC1 250 Gas Terran SC1 220Time SC2 Game1
ve

Increases the armor of all terran air units.

Acquisition
Purchased from Armory
Hotkey P
Level 1
Cost 150 Minerals Terran SC1 150 Gas Terran SC1 160Time SC2 Game1
Level 2
Cost 225 Minerals Terran SC1 225 Gas Terran SC1 190Time SC2 Game1
Level 3
Cost 300 Minerals Terran SC1 300 Gas Terran SC1 220Time SC2 Game1
ve

Wings of LibertyEdit

Wraiths start with +100 energy.

These improved power cells provide the wraith with a large up-front energy reserve. This allows newly built wraiths to instantly engage in missions with heavy cloaking requirements, rather than having to wait for the reactor to build up a sufficient charge.[1]

Campaign Acquisition
Acquired from Hyperion armory for $80,000
ve
DisplacementField SC2 Icon1 Displacement Field

Wraiths dodge 20% of attacks when cloaked but detected. Misses are indicated with an aura.[2]

ATVX has developed an improved cloaking field that can radically alter the course of incoming projectiles. Field tests have shown that roughly 20% of incoming hits will miss a detected wraith entirely if cloaking is still engaged.[1]

Campaign Acquisition
Acquired from Hyperion armory for $125,000
ve

Increase starting energy of all units by 100. Increase maximum energy of all units by 100.[3]

This reactor has a larger energy reserve on startup and can hold a much larger charge. Now our specialist units can use their abilities the moment they hit the battlefield, and they can store more energy when idle for long periods of time. All "Specialists units" use energy: such as the medic, ghost, spectre, thor, wraith, banshee, raven, science vessel and battlecruiser.

Campaign Acquisition
Acquired from Hyperion laboratory for 20 zerg research points
ve

Damaged mechanical units recover hit points when out of combat, at a rate of 0.6015 each second.[3]

Our ship and vehicle hulls are now made from a material called Regenerative Bio-Steel. This material uses internal nanobots to slowly repair any damage the hull sustains. While this regeneration process is much slower than conventional SCV repairs, it can be the difference between life and death if no SCVs are available.

Campaign Acquisition
Acquired from Hyperion laboratory for 20 zerg research points
ve

Attack upgrades improve attack cooldown of affected units by 5% per level.[4]

These self-replicating ultra capacitors reduce the reload time of weapons and systems. Now each of the weapon upgrades at the armory and engineering bay increases attack speed by 5% in addition to increasing damage.

Campaign Acquisition
Acquired from Hyperion laboratory for 5 protoss research points
ve
SC2 Lab VanPlating Icon Vanadium Plating

Armor upgrades increase health of affected units by 5% per level.[4]

We have created a new lightweight alloy called vanadium. Vanadium diffuses weapon impacts much more efficiently than traditional armor plating, and it better preserves the life of our units. Now each of the armor upgrades in the armory and engineering bay increases unit life by 5% in addition to increasing armor.

Campaign Acquisition
Acquired from Hyperion laboratory for 5 protoss research points
ve

Co-op MissionsEdit

Wraiths are exclusive to Rory Swann in Co-op Missions. They do not need to research their Cloaking Field, and do not require a tech lab to produce.

AbilitiesEdit

Enables terran Wraiths to cloak.

Usage
Cost 25 (+0.9 per second) Energy Terran SC1
Acquisition
Purchased from Tech lab attached to starport
Hotkey C
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 110Time SC2 Game1
ve
UpgradesEdit
DisplacementField SC2 Icon Displacement Field

Wraiths evade 20% of incoming attacks when cloaked.

Usage
Passive
Campaign Acquisition
Unlock Reach Swann Level 13.
Acquisition
Hotkey B
Cost 100 Minerals Terran SC1 100 TerranVespene SC2 Game1 60Time SC2 Game1
ve
PulseAmplifier SC2 Icon Pulse Amplifier

Doubles the speed of the wraith's ground attack.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Hotkey C
Cost 100 Minerals Terran SC1 100 TerranVespene SC2 Game1 60Time SC2 Game1
ve
SC2 Swann AC - VehicleSpecialist Vehicle Specialist

Swann trains vehicles and starships 20% faster than other Commanders. Building factories does not cost vespene gas.

Campaign Acquisition
Unlock Initially available
ve
SC2 Swann AC - MechnicalKnowhow Mechnical Know-how

Increases the life of Swann's vehicles and starships by 20%.

Campaign Acquisition
Unlock Reach Swann Level 15.
ve

QuotationsEdit

See: StarCraft II Wraith Quotations

ReferencesEdit

  1. 1.0 1.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Armory upgrades (in English). 2010.
  2. Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard) (in English). July 27, 2010
  3. 3.0 3.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Zerg research (in English). 2010.
  4. 4.0 4.1 Blizzard Entertainment. StarCraft II: Wings of Liberty. (Activision Blizzard). PC. Protoss research (in English). 2010.

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