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Unit Database

Discussion in 'General StarCraft 2 Discussion' started by lurkers_lurk, Jun 10, 2008.

Unit Database

  1. lurkers_lurk

    lurkers_lurk New Member

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    The order will be Protoss, Terran, Zerg, each race will have 2 post so i will have room to put in additional info if needed. please note that the #s in the ( ) is the upgrade # for ONE upgrade, all build times units are in seconds, and damage will be damage +upgrade, then how many times its that damage, and units that have abilities that cost energy will have their energy cost stated after the name of the abilities. My sources are Starcraft 2 Armory.com, Starcraft 2 Source.com, and Starcraft 2 Wiki as tie breaker since i hate Wiki. that means if both former site differs on a certain stat or if they both dont have it i will refer to Starcraft 2 Wiki for the stat. now lets begin.

    NOTE: in an effort to make this page smaller I put the unit pics in the spoilers, I have yet decided if I'm going to add that stats of the units into the spoilers to make the page even smaller. also please note that this pics may not be up to date do to the fact that I try and get moving animations of this units. also note that, on the zerg side especially, that I wont be able to get all the units pics in do to the limit.

    PROTOSS

    Note : All Protoss units(and maybe the buildings as well) Shield Armor = 0(+1)

    PROBE : The Robotic Worker
    [​IMG]
    Health : 20
    Shield : 20
    Minerals : 50
    Gas : N / A
    Build Time : 17
    Built From : Nexus
    Required Building : N / A
    Supply : 1
    Damage : 5
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Type : Mechanical
    Ability : N / A

    Lore : N / A

    ZEALOT : The Assault Warrior
    [​IMG]
    Health : 100
    Shield : 50
    Minerals : 100
    Gas : N / A
    Build Time : 33
    Built From : Gateway / Warp Gate
    Required Building : N / A
    Supply : 2
    Damage : 8(+1)x2 *slight pause between each blade*
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Light
    Type : Bio
    Ability : Charge
    Minerals : 200
    Gas : 200
    Research Time : 140
    Researched From : Twilight Council
    Description : Boost the movement speed of Zealots and give an additional boost the speed for a very short span of time when it attacks, cooldown is 10 sec., if Zealot(s) were able to reached the targeted unit while Charge is in effect, the Zealot(s) would instantly attack.

    Lore : http://www.starcraft2.com/features/protoss/zealot.xml

    STALKERS : The High Mobility Scout / Ambusher
    [​IMG]
    Health : 80
    Shield : 80
    Minerals : 125
    Gas : 50
    Build Time : 42
    Built From : Gateway / Warp Gate
    Required Building : Cybernetics Core
    Supply : 2
    Damage : 10(+1)
    Bonus : 4 VS Armored
    Range : 6
    Targets : Ground, Air
    Defense : 1(+1)
    Armor Type : Light
    Type : Mechanical
    Ability : Blink
    Minerals : 150
    Gas : 150
    Research Time : 110
    Researched From : Twilight Council
    Description : Allows Stalkers to teleport over short distances. need line of sight before blinking on top of cliffs.

    Lore : http://www.starcraft2.com/features/protoss/stalker.xml

    IMMORTAL : The Ranged Assault Support
    [​IMG]
    Health : 200
    Shield : 100
    Minerals : 250
    Gas : 100
    Built Time : 55
    Built From : Robotics Facility
    Required Building : N / A
    Supply : 4
    Damage : 20(+2)
    Bonus : 30(+3) VS Armored
    Range : 5
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Type : Mechanical
    Ability : Hardened Shield
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Increases the power of Immortal shields, reducing the max amount of damage from a single attack to 10.

    Lore : http://www.starcraft2.com/features/protoss/immortal.xml

    SENTRY : The Robotic Support Pod
    [​IMG]
    Health : 40
    Shield : 40
    Minerals : 50
    Gas : 100
    Built Time : 42
    Built From : Gateway / Warp Gate
    Required Building : Cybernetics Core
    Supply : 2
    Damage : 6(+1)
    Bonus : N / A
    Range : 5
    Targets : Ground, Air
    Defense : 1(+1)
    Armor Type : Light
    Type : Mechanical, Psionic
    Energy : 200
    1st Ability : Force Field
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Has a Range of 9 and creates a force field(radius is 1.5) that lasts for 15 seconds which impedes movement of all non-massive ground units(which destroys them.).

    2nd Ability : Guardian Shield
    Energy Cost : 75
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Creates an aura(Range 4) that reduces incoming ranged damage to friendly units by 2. Lasts 15 seconds.
    3rd Ability : Hallucination
    Energy Cost : 100
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Creates hallucinations that cannot deal damage and die more easily. Hallucinations last 60 seconds. Enemy detectors reveal Hallucinations.


    Lore : N / A

    HIGH TEMPLAR : The Psionic Spellcaster
    [​IMG]
    Health : 40
    Shield : 40
    Minerals : 50
    Gas : 150
    Built Time : 55
    Built From : Gateway / Warp Gate
    Required Building : Templar Archives
    Supply : 2
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio, Psionic
    Energy : 200(Starts with 50 energy, which can be upgraded to 75)
    1st Ability : Archon Warp
    Energy Cost : N / A
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Combines together with a fellow templar to create an Archon in 17 seconds.

    2nd Ability : Feedback
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Drains all energy from the target unit, up to a range of 9, and causes damage equal to the amount of energy drained.
    3rd Ability : Psi Storm
    Energy Cost : 75
    Minerals : 200
    Gas : 200
    Research Time : 110
    Researched From : Templar Archives
    Description : Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all units in the target area of 1.5. Ability can only be used once every 2.5 seconds, and Hallucinations are instantly destroyed by a Psi Storm.


    Lore : N / A

    DARK TEMPLAR : The Stealth Infiltrator
    [​IMG]
    *yes I know that there is a different version of him, but since both are in the game, I picked the most different one*
    Health : 40
    Shield : 80
    Minerals : 125
    Gas : 125
    Build Time : 55
    Built From : Gateway / Warp Gate
    Required Building : Dark Shrine
    Supply : 2
    Damage : 45(+5)
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Light
    Type : Bio, Psionic
    1st Ability : Permanent Cloak
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Is always cloaked, can't be attacked unless the unit is detected.

    2nd Ability : Archon Warp
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Combines together with a fellow templar to create an Archon in 17 seconds.

    Lore : http://www.starcraft2.com/features/protoss/darktemplar.xml

    COLOSSUS : The Heavy Support
    [​IMG]
    Health : 200
    Shield : 150
    Minerals : 300
    Gas : 200
    Build Time : 75
    Built From : Robotics Facility
    Required Building : Robotics Bay
    Supply : 6
    Damage : 15(+2)x2 *Deals damage to all units in a line perpendicular to the Colossus.*
    Bonus : N / A
    Range : 6(+3)
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Type : Mechanical, Robotic, Massive
    Ability : Cliff Walk
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Allows the Colossus to walk over cliffs.

    Lore : http://www.starcraft2.com/features/protoss/colossus.xml
     
    Last edited: Jun 3, 2010
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  2. lurkers_lurk

    lurkers_lurk New Member

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    ARCHON : The Heavy Assault
    [​IMG]
    Health : 10
    Shield : 350
    Minerals : N / A
    Gas : N / A
    Build Time : 12
    Built From : 2 templar combining
    Required Building : N / A
    Supply : 4
    Damage : 25(+3) *Does splash damage to nearby units.*
    Bonus : 10(+1) VS Bio
    Range : 2
    Targets : Ground, Air
    Defense : 0(+1)
    Armor Type : Light
    Type : Hover, Psionic
    Ability : N / A

    Lore : http://www.starcraft2.com/features/protoss/twilightarchon.xml

    OBSERVER : The Scout
    [​IMG]
    Health : 40
    Shield : 20
    Minerals : 25
    Gas : 75
    Build Time : 33
    Built From : Robotics Facility
    Required Building : Robotics Facility
    Supply : 1
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 0(+1)
    Armor Type : Light
    Type : Mechanical, Robotic
    1st Ability : Permanent Cloak
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Is always cloaked, cant be attacked unless unit is detected.
    *This unit can detect cloaked units and hallucinated units.*

    Lore : http://www.starcraft2.com/features/protoss/observer.xml

    WARP PRISM : The Tactical Transport
    [​IMG]
    Health : 100
    Shield : 40
    Minerals : 200
    Gas : N / A
    Build Time : 50
    Built From : Robotics Facility
    Required Building : N / A
    Supply : 2
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 0(+1)
    Armor Type : Armored
    Type : Mechanical, Psionic
    Ability : Phase Mode
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : The Phase Prism deploys into Phase Mode in 2 seconds, generating a substitute psionic matrix. While in Phase Mode, the Prism is immobile.

    Lore : http://www.starcraft2.com/features/protoss/phaseprism.xml

    PHOENIX : The Air Superiority Fighter
    [​IMG]
    Health : 120
    Shield : 60
    Minerals : 150
    Gas : 100
    Build Time : 45
    Built From : Stargate
    Required Building : N / A
    Supply : 2
    Damage : 5(+1)x2 *Can attack and move at the same time.*
    Bonus : +5 VS Light
    Range : 4
    Targets : Air
    Defense : 0(+1)
    Armor Type : Light
    Energy : 200
    Type : Mechanical
    Ability : Graviton Beam
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : A channel ability that makes the target unit float into the air, disabling its abilities. Effect lasts up to 10 seconds. Massive units are immune.

    Lore : http://www.starcraft2.com/features/protoss/phoenix.xml

    VOID RAY : The Long-Range Bombardment
    [​IMG]
    Health : 150
    Shield : 100
    Minerals : 250
    Gas : 150
    Build Time : 60
    Built From : Stargate
    Required Building : N / A
    Supply : 3
    Damage : 5 damage for 12 seconds then 10 damage(Both +1), and it can fire on the move. *The damage does not go back down to the initial amount until a few seconds after firing, so if you switch targets quickly you will keep the higher damage output.*
    Bonus : N / A on first phase, 15 VS Armored on second phase.
    Range : 6
    Targets : Ground, Air
    Defense : 1(+N / A)
    Armor Type : Armored
    Type : Mechanical
    Ability : N / A

    Lore : http://www.starcraft2.com/features/protoss/warpray.xml

    CARRIER : The Capital Ship
    [​IMG]
    Health : 350
    Shield : 150
    Minerals : 350
    Gas : 250
    Build Time : 120
    Built From : Stargate
    Required Building : Fleet Beacon
    Supply : 6
    Damage : 5(+1)x2x# of interceptors *basically 8 interceptors each doing 5(+1)x2*
    Bonus : N / A
    Range : 8
    Targets : Ground, Air
    Defense : 2(+1)
    Armor Type : Armored
    Type : Mechanical, Massive
    Ability : Auto - Build Interceptor
    Minerals : 25
    Gas : N / A
    Build Time : 8
    Description : Allows the Carrier to automatically build Interceptor if the player chooses for it to, maximum of 8 Interceptors.
    Lore : http://www.starcraft2.com/features/protoss/carrier.xml

    MOTHERSHIP : The Support Capital Ship *unique unit*
    [​IMG]
    Health : 350
    Shield : 350
    Minerals : 400
    Gas : 400
    Built Time : 160
    Built From : Nexus
    Required Building : Fleet Beacon
    Supply : 8
    Damage : 6(+1)x6
    Bonus : N / A
    Range : 7
    Targets : Ground, Air
    Defense : 2(+1)
    Armor Type : Armored
    Type : Mechanical
    Energy : 200
    1st Ability : Cloaking Field
    Energy Cost : N / A
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Cloaking Field passively cloaks friendly all units(except for other Motherships) and structures within a range of 5.

    2nd Ability : Vortex
    Energy Cost : 100
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Has a Range of 9 and creates a gravity vortex that incapacitates ground and air units in the target area(2.5). Units within the Vortex are invulnerable to all damage and other spell effects. Lasts 20 seconds, with a cooldown of 20 seconds.
    3rd Ability : Mass Recall
    Energy Cost : 100
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Teleports all of the player's units in the target area to the Mothership.


    Lore : http://www.starcraft2.com/features/protoss/mothership.xml
     
    Last edited: Jun 3, 2010
  3. lurkers_lurk

    lurkers_lurk New Member

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    TERRAN

    SCV : The Space Construction Vehicle
    [​IMG]
    Health : 45
    Minerals : 50
    Gas : N / A
    Built Time : 17
    Built From : Command Center
    Required Building : N / A
    Supply : 1
    Damage : 5(+N / A)
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio, Mechanical, Hover
    Ability : N / A

    Lore : N / A

    MULE : The Advanced Gatherer
    [​IMG]
    Health : 60
    Minerals : (cost energy instead, about 50 I believe)
    Gas : N / A
    Built Time : N / A
    Built From : Orbital Command
    Required Building : N / A
    Supply : N / A
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio, Mechanical
    Ability : N / A

    Lore : N / A

    MARINE : The General-Purpose Infantry
    [​IMG]
    Health : 45(+10)
    Minerals : 50
    Gas : N / A
    Built Time : 25
    Built From : Barrack
    Required Building : N / A
    Supply : 1
    Damage : 6(+1)
    Bonus : N / A
    Range : 5
    Targets : Ground, Air
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio
    Ability : Stim Pack
    Minerals : 100
    Gas : 100
    Research Time : 140
    Researched From : Tech Lab
    Description : Enables the Marines and Marauders to use the Stim Pack ability. Stim Pack increases movement and attack speed at the cost of 10 hit points(20 for Marauders). Lasts 3 seconds.

    Lore : http://www.sc2armory.com/game/terran/units/marine/

    REAPER : The Raider
    [​IMG]
    Health : 50
    Minerals : 50
    Gas : 50
    Built Time : 40
    Built From : Barrack
    Required Building : Tech Lab
    Supply : 1
    Normal Damage : 4(+1)x2
    Bonus : 5 VS Light
    Range : 4.5
    Targets : Ground
    Building Damage 30(+3)
    Bonus : N / A
    Range : 5
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio
    Ability : Jet-packs
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Allows the Reapers to jump over cliffs

    Lore : http://www.starcraft2.com/features/terran/reaper.xml

    GHOST : The Stealth Sniper
    [​IMG]
    Health : 100
    Minerals : 150
    Gas : 150
    Built Time : 40
    Built From : Barrack
    Required Building : Ghost Academy, Tech Lab
    Supply : 2
    Damage : 10(+1)
    Bonus : 10(+1) VS Light
    Range : 6
    Targets : Ground, Air
    Defense : 0(+1)
    Armor Type : Light
    Type : Bio, Psionic
    Energy : 200(Starts with 50 energy, can be upgraded to 75.)
    1st Ability : Snipe
    Energy Cost : 25
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Has a Range of 6, snipes an enemy Bio unit for 45 damage, ignores armor.

    2nd Ability : EMP Round
    Energy Cost : 75
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Shoots forward an electrical magnetic pulse that reduces a Protoss shields by 100 as well as drains all energy in a radius of 2. Also reveals cloaked units for a short time.
    3rd Ability : Cloaking Field
    Energy Cost : 25*for to start it up then -0.9 energy a second*
    Minerals : 150
    Gas : 150
    Research Time : 120
    Researched From : Tech Lab
    Description : Enables Banshees and Ghosts to use the Cloaking ability. Cloaking renders the unit invisible but drains energy over time.

    4th Ability : Nuclear Strike
    Energy Cost : N / A
    Minerals : 100
    Gas : 100
    Research Time : N / A *But it needs to be built at the Ghost Academy before being used.*
    Researched From : N / A
    Description : Calls down a Nuclear Missile. The Ghost needs to paint the target for 20 seconds from at least a range of 10 with a red beacon until the Nuke impacts. Does 300 damage + 200 Bonus VS Buildings.

    Lore : http://www.starcraft2.com/features/terran/ghost.xml

    MARAUDER : The Armored-Assault Infantry
    [​IMG]
    Health : 125
    Minerals : 100
    Gas : 25
    Built Time : 30
    Built From : Barrack
    Required Building : Tech Lab
    Supply : 2
    Damage : 10(+1) *When the Marauder attacks a unit, its grenades slow down the target 50% for a small duration. Might still has slpash.*
    Bonus : 10(+1) VS Armored
    Range : 6
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Type : Bio, Mechanical
    1st Ability : Stim Pack
    Minerals : 150
    Gas : 150
    Research Time : 140
    Researched From : Tech Lab
    Description : Enables the Marauder to use the Stim Pack ability. Stim Pack increases movement and attack speed at the cost of 20 hit points.

    2nd Ability : Concussive Shells
    Minerals : 50
    Gas : 50
    Research Time : 60
    Researched From : Tech Lab
    Description : Adds an passive slow effect to the marauders attack. Slows the unit by 50% for 1.5 seconds. Does not affect massive units.

    Lore : N / A

    HELLION : *does not have a real class as of right now.*
    [​IMG]
    Health : 90
    Minerals : 100
    Gas : N / A
    Built Time : 30
    Built From : Factory
    Required Building : N / A
    Supply : 2
    Damage : 8(+1) *splash in a straight line, you can evade full damage*
    Bonus : 6 VS Light(+10 VS Light)
    Range : 6
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Armored
    Type : Mechanical
    Ability : N / A

    Lore : N / A

    THOR : The Ultimate Heavy-Assault Mech
    [​IMG]
    Health : 400
    Minerals : 300
    Gas : 200
    Built Time : 60
    Built From : Factory
    Required Building : Armory, Tech lab
    Supply : 6
    Ground Damage : 30(+5)x2
    Bonus : 4 VS Armored
    Range : 7
    Targets : Ground
    Air Damage : 6(+1)x4 *Does splash damage up to a radius of 1.5*
    Bonus : 6 VS Light
    Range : 10
    Targets : Air
    Defense : 1(+1)
    Armor Type : Armored
    Energy: 200
    Type : Mechanical, Massive
    Ability : 250mm Strike Cannons
    Energy Cost : 150
    Minerals : 150
    Gas : 150
    Research Time : 110
    Researched From : Tech Lab
    Description : Channeled ability that has a Range of 7. Targets a single structure or unit and launches a massive strike against it. The target will take 500 damage and be stunned over 6 seconds.

    Lore : http://www.starcraft2.com/features/terran/thor.xml
     
    Last edited: Jun 3, 2010
  4. lurkers_lurk

    lurkers_lurk New Member

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    SIEGE TANK : The Armored Support and Mobile Artillery
    [​IMG]
    Health : 160
    Minerals : 150
    Gas : 125
    Built Time : 45
    Built From : Factory
    Required Building : Tech Lab
    Supply : 3
    Tank Mode Damage : 15(+2)
    Bonus : 10(+1) VS Armor
    Range : 7
    Targets : Ground
    Siege Mode Damage : 50(+5) *Does splash damage to nearby units.*
    Bonus : N / A
    Range : 13
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Type : Mechanical
    Ability : Siege Mode
    Minerals : 100
    Gas : 100
    Research Time : 80
    Researched From : Tech Lab
    Description : Deploys the Siege Tank into Siege Mode to increase its range and damage at the cost of movement.

    Lore : http://www.starcraft2.com/features/terran/siegetank.xml

    MEDIVAC : The Tactical Healing Transport
    [​IMG]
    Health : 150
    Minerals : 100
    Gas : 100
    Built Time : 42
    Built From : Starport
    Required Building : N / A
    Supply : 2
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 1(+1)
    Armor Type : Armored
    Type : Mechanical
    Energy : 200
    Ability : Heal
    Energy Cost : 5
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Has a Range of 5 and heals a target biological unit 3 HP per energy.

    Lore : N / A

    RAVEN : The Battlefield Support / Construction
    [​IMG]
    Health : 140
    Minerals : 100
    Gas : 200
    Built Time : 60
    Built From : Starport
    Required Building : Tech Lab
    Supply : 2
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 1(+1)
    Armor Type : Light
    Type : Mechanical
    Energy : 200(Starts with 50 energy, can be upgraded to 75.)
    1st Ability : Auto-Turret
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Constructs a small ground to ground automatic machine gun turret, it has 0(+1) armor, 150 health, and does 8 damage per attack, attacking at approx the same speed of a non-stimmed marine. Lasts 180 seconds.

    2nd Ability : Point Defense Drone
    Energy Cost : 100
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Deploys a small Defensive Drone that will intercept stationary base defenses and disrupt their attack. Lasts 180 seconds. Has 50 health, 0(+1)Armor, 200 Energy, Range of 6. 10 energy per missile shot down.
    3rd Ability : Seeker Missile
    Energy Cost : 100
    Minerals : 150
    Gas : 150
    Research Time : 110
    Researched From : Tech Lab
    Description : Has a Range of 6 and launches a missile that will follow a unit for 15(+5) seconds. If the missile reaches the target, it will explode dealing 100 to the target with splash damage to nearby units(Range of 2).

    *This unit can detect cloaked and hallucinated units.*

    Lore : http://www.starcraft2.com/features/terran/nomad.xml

    BANSHEE : The Tactical Strike Aircraft
    [​IMG]
    Health : 140
    Minerals : 150
    Gas : 100
    Built Time : 60
    Built From : Starport
    Required Building : Tech Lab
    Supply : 3
    Damage : 12(+1)x2
    Bonus : N / A
    Range : 6
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Armored
    Type : Mechanical
    Energy : 200
    Ability : Cloaking Field
    Energy Cost : 25*for to start it up then it drains -0.9 energy a second*
    Minerals : 200
    Gas : 200
    Research Time : 110
    Researched From : Tech Lab
    Description : Enables Banshees and Ghosts to use the Cloaking ability. Cloaking renders the unit invisible but drains energy over time.

    Lore : http://www.starcraft2.com/features/terran/banshee.xml

    VIKING : The Air Combat and Ground Support
    [​IMG]
    Health : 125
    Minerals : 150
    Gas : 75
    Built Time : 42
    Built From : Starport
    Required Building : N / A
    Supply : 2
    Ground Damage : 12(+1)
    Bonus : N / A
    Range : 6
    Targets : Ground
    Air Damage : 10(+1)x2
    Bonus : 4(+1) VS Armored
    Range : 5
    Targets : Air
    Defense : 0(+1) In fighter mode. 1(+1) In assault mode.
    Armor Type : Armored
    Type : Mechanical
    Ability : Transform
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Allows the Viking to transform from air fighter form to ground mech, and back again. Takes 3 seconds to transform.

    Lore : http://www.starcraft2.com/features/terran/viking.xml

    BATTLECRUISER : The Capitol Ship
    [​IMG]
    Health : 550
    Minerals : 400
    Gas : 300
    Built Time : 90
    Built From : Starport
    Required Building : Fusion Core, Tech Lab
    Supply : 6
    Ground Damage : 10(+1) *takes time to fire all 8 rounds*
    Bonus : N / A
    Range : 6
    Targets : Ground
    Air Damage : 6(+1) *takes time to fire all 8 rounds*
    Bonus : N / A
    Range : 6
    Targets : Air
    Defense : 3(+1)
    Armor Type : Armored
    Type : Mechanical, Massive
    Energy : 200(Starts with 50 energy, can be upgraded to 75.)
    Ability : Yamato Cannon
    Energy Cost : 125
    Minerals : 150
    Gas : 150
    Research Time : 60
    Reseached From : *either Tech Lab or Fusion Core*
    Description : Charges up for 3 seconds and delivers a devastating shot dealing 300 damage at a Range of 6.

    Lore : http://www.starcraft2.com/features/terran/battlecruiser.xml
     
    Last edited: Jun 3, 2010
  5. lurkers_lurk

    lurkers_lurk New Member

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    ZERG

    To get a few things straight, ALL Zerg units are Evolved by the Larva unless stated otherwise, ALL Zerg units are Bio, and ALL Zerg Ground units can use the ability Burrow(except the Larva, Broodling, Infested Terran, and the Changeling) once the ability has been researched. Now that that been said, I wont state those stats for all the units that applies for previous said stats.

    Ability : Burrow
    Minerals : 100
    Gas : 100
    Research Time : 100
    Researched From : Hatchery / Lair / Hive *Needs Lair tech before it can start being researched.*
    Description : Allows the Zerg unit(s) to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed. Cannot move while burrowed (Infester and Roach exception).

    LARVA(EGG) : The Hive Spawn

    Health : 25
    Minerals : N / A
    Gas : N / A
    Built Time : N / A
    Built From : Hatchery
    Required Building : N / A
    Supply : 0
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 10(+1)
    Armor Type : Light
    Ability : N / A

    Lore : N / A

    DRONE : The Hive Worker
    [​IMG]
    Health : 40
    Minerals : 50
    Gas : N / A
    Built Time : 17
    Required Building : N / A
    Supply : 1
    Damage : 5
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Ability : N / A

    Lore : N / A

    OVERLORD : The Airborne Heavy Transport
    [​IMG]
    Health : 200
    Minerals : 100
    Gas : N / A
    Built Time : 25
    Required Building : N / A
    Supply : 0 *gives a supply of 8 instead*
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 0(+1)
    Armor Type : Armored
    Type : Psionic *this is a maybe*
    1st Ability : Excrete Creep
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Allows the Overlord to release creep from his insides. The creep will grow and extend but if the Overlord stops the creep will recede unless a creep producing building was constructed.

    2nd Ability : Overseer Morph
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Morphs the Overlord into an Overseer. The Overseer has increased site range and detection..

    Lore : N / A

    OVERSEER : *has no class*
    [​IMG]
    Health : 200
    Minerals : 50 (+100 from Overlord)
    Gas : 100
    Built Time : 17
    Evolved From : Overlord
    Required Building : Lair
    Supply : 0 *gives a supply of 8 instead... Might not anymore*
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 1(+1)
    Armor Type : Armored
    Energy : 200
    1st Ability : Changeling
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Spawns a Changeling which will automatically morph into the basic unit of the opponent, the enemy has to manually target the changeling otherwise his units(and defensive buildings) wont attack it. Has 5 HP and lasts 150 seconds

    2nd Ability : Contaminate
    Energy Cost : 75
    Minerals : N / A
    Gas : N / A
    Research time : N / A
    Researched From : N / A
    Description : Targets a single enemy structure which cannot train units or research upgrades for 30 seconds.
    *This unit can detect cloaked and hallucinated units.*

    Lore : N / A

    ZERGLING : The Light Assault Warrior
    [​IMG]
    Health : 35
    Minerals : 50
    Gas : N / A
    Built Time : 24
    Required Building : Spawning Pool
    Supply : .5 *but comes in pairs of 2*
    Damage : 5(+1)
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Ability : Baneling Mutation
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Mutates the Zergling into a Baneling. The Baneling is a corrosive warrier that suicides itself to deal damage in an area.

    Lore : N / A

    BANELING : The Sapper
    [​IMG]
    Health : 30
    Minerals : 25 (+25 from zergling)
    Gas : 25
    Built Time : 20
    Evolved From : Zergling
    Required Building : Baneling Nest
    Supply : 1 *maybe .5*
    Damage : 20(+2) *has splash that does full damage, but dies in the process, also it still does this damage if it was killed before it 'attack', does not harm the players other units.*
    Bonus : 15 VS Light
    Range : 2
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Ability : N / A

    Lore : http://www.starcraft2.com/features/zerg/baneling.xml

    ROACH : *no class*
    [​IMG]
    Health : 145
    Minerals : 75
    Gas : 25
    Built Time : 27
    Required Building : Roach Den
    Supply : 1
    Damage : 16(+2)
    Bonus : N / A
    Range : 3
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Ability : Fast Regeneration
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From :N / A
    Description : The Roach regenerates 5 points of health at an extremely fast rate while burrowed. This can be upgraded later to increase how fast it heals by 5 points.

    Lore : N / A

    INFESTER : *no class*
    [​IMG]
    Health : 90
    Minerals : 100
    Gas : 150
    Built Time : 50
    Required Building : Infestor Pit
    Supply : 2
    Damage : N / A
    Bonus : N / A
    Range : N / A
    Targets : N / A
    Defense : 0(+1)
    Armor Type : Light
    Type : Psionic
    Energy : 200(+25)
    1st Ability : Fungal Growth
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : All units under it effects becomes immobile and receives 36 points of damage til the the effects wear off. This ability also prevents affected units from burrowing, and reveals cloaked units.

    2nd Ability : Neural parasite
    Energy Cost : 100
    Minerals : 150
    Gas : 150
    Research Time : 110
    Researched From : Infestation Pit
    Description : A channeled ability that has a range of 9 and mind controls an unit for 12 seconds.
    3rd Ability : Infested Terran
    Energy Cost : 25
    Minerals : N / A
    Gas : N / A
    Research time : N / A
    Researched From : N / A
    Description : Spawns one Infested Terrans to fight for you. Infested Terrans are slow moving, last 30 seconds, have 50 Health, and does 8 points of damage at a range of 5. Can be cast while underground.


    Lore : N / A
     
    Last edited: Jul 14, 2010
  6. lurkers_lurk

    lurkers_lurk New Member

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    HYDRALISK : The Medium Assault Warrior
    [​IMG]
    Health : 80
    Minerals : 100
    Gas : 50
    Built Time : 33
    Required Building : Hydralisk Den
    Supply : 2
    Damage : 12(+1)
    Bonus : N / A
    Range : 5(+1)
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Ability : N / A

    Lore : http://www.starcraft2.com/features/zerg/hydralisk.xml

    ULTRALISK : The Heavy Assault Beast
    [​IMG]
    Health : 500
    Minerals : 300
    Gas : 200
    Built Time : 70
    Required Building : Ultralisk Cavern
    Supply : 6
    #1 Damage : 15(+2) *Does splash damage to nearby units.*
    Bonus : 25 VS Armored
    Range : 1
    Targets : Ground
    #2 Damage : 75(+5)
    Bonus : N / A
    Range : 1
    Targets : Buildings
    Defense : 1(+1)(+2 from a different upgrade.)
    Armor Type : Armored
    Type : Massive
    Ability : N / A
    *Is immune to stun and Neural Parasite.*

    Lore : N / A

    MUTALISK : The Medium Attack Flyer
    [​IMG]
    Health : 120
    Minerals : 100
    Gas : 100
    Built Time : 33
    Required Building : Spire
    Supply : 2
    Damage : 9(+1) *has splash that hits 3 units, damage is reduced by 1/3 after each bounce*
    Bonus : N / A
    Range : 3
    Targets : Ground, Air
    Defense : 0(+1)
    Armor Type : Light
    Ability : N / A

    Lore : http://www.starcraft2.com/features/zerg/mutalisk.xml

    CORRUPTOR : *no class*
    [​IMG]
    Health : 200
    Minerals : 200
    Gas : 150
    Built Time : 40
    Required Building : Spire
    Supply : 2
    Damage : 14(+1)
    Bonus : 6(+1) VS Massive
    Range : 5
    Targets : Air
    Defense : 2(+1)
    Armor Type : Armored
    Energy : 200
    Ability : Corruption
    Energy Cost : 75
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Targets a single unit from a range of 6, causing that unit to receive 20% more damage for 30 seconds.

    Lore: N / A

    BROOD LORD : *no class*
    [​IMG]
    Health : 225
    Minerals : 150 (+200 from Mutalisks)
    Gas : 150 (+150 same reason as ^)
    Built Time : N / A
    Evolved From : Corruptor
    Required Building : Greater Spire
    Supply : 2
    Damage : 20(+2) *also spawns a Broodling or 2 every time it attacks.*
    Bonus : N / A
    Range : 9
    Targets : Ground
    Defense : 1(+1)
    Armor Type : Armored
    Ability : Spawn Broodlings
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : With each successful attack, a Broodling is spawned near the target. These Broodlings are low in health and damage but can be created en masses, they also only stay for a very short period of time.

    Lore : N / A

    BROODLING : *no class*

    Health : 30
    Minerals : N / A
    Gas : N / A
    Built Time : Instant
    Required Building : N / A
    Supply : 0
    Damage : 4(+1)
    Bonus : N / A
    Range : 1
    Targets : Ground
    Defense : 0(+1)
    Armor Type : Light
    Ability : N / A

    Lore : N / A

    QUEEN
    [​IMG]
    Health : 175
    Minerals :100
    Gas : N / A
    Built Time : 25
    Built From : Hatchery / Lair / Hive
    Required Building : Spawning Pool
    Supply : 2
    Ground Damage : 4(+1)x2
    Bonus : N / A
    Range : 3
    Targets : Ground
    Air Damage : 9(+1)
    Bonus : N / A
    Range : 7
    Targets : Air
    Defense : 1(+1)
    Armor Type : Armored
    Type : Psionic
    Energy : 200
    1st Ability : Spawn Creep Tumor.
    Energy Cost : 25
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Makes a Zerg building which produces creep. Takes 15 seconds to finish.

    2nd Ability : Spawn Larva
    Energy Cost : 25
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : After 40 seconds four additional larva burst out of the Hatchery and land next to whatever larva are already wriggling around nearby. While a Hatchery hosts more than 3 larva, the Hatchery will not spawn additional larva, until that number drops below 3.
    3rd Ability : Transfusion
    Energy Cost : 50
    Minerals : N / A
    Gas : N / A
    Research Time : N / A
    Researched From : N / A
    Description : Restores 125 hit points to a target Zerg unit or building.


    Lore : N / A
     
    Last edited: Jul 14, 2010
  7. lurkers_lurk

    lurkers_lurk New Member

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    ok i decided to add the pics of the tech tree that was used at Blizzcon as that was the most recent. please note that the Tech tree can and most likely will change at a moment notice.

    PROTOSS TECH TREE

    [​IMG]

    TERRAN TECH TREE

    [​IMG]

    ZERG TECH TREE

    [​IMG]

    *These Tech Trees were provided by Team Liquid, after they went to a Blizzard 'private' meeting. Also note that Terran Tech Tree doesnt show what units need a Tech Lab or not. Each Tech Tree are slightly off right now. Protoss : Replace Distributor with Sentry and remove the Obelisk. Terran : Remove the Merc Compound. Zerg : remove the Deep Warren as Lurkers don't exists in the current build T_T*

    oops THX LK, all my source and pics comes from Starcraft 2 Armory, Wiki, and SC2Pod.


    please PM me if you spot an error or have a suggestion on about it.
     
    Last edited: Feb 22, 2010
  8. LordKerwyn

    LordKerwyn New Member

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    Where did you get this information? Is some guestimated or...? Nice archive none the less it will be very helpful when we start getting an influx of information in the near future.
     
  9. lurkers_lurk

    lurkers_lurk New Member

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    opps thanks, i had it up before but took it down(was planning to put it up again) because i went over the character limit. in regards to where it is now, its in the UPDATE post.
     
  10. freedom23

    freedom23 New Member

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    i used to prefer those as the Corruptor and Infestor but after some battles along the thread some1 corrected me that It was both with an "ER" and to prove that he posted a link on sc2 wiki with basis on unit details such as those.. but anyway these are all good, as it really clarified what are the skills of each units.. and theres lots to ask and talk about...

    * Is the overseer gonna be filling the air support caster role for the zerg air force?? (t-nomad p-mothership)

    * Base on the ghosts ability set, do you think its gonna be able to par more potently than it was?

    * Electro-magnetic pulse, Lockdown, Irradiate,... these are just some of the Terrans skills that are most questionable if will those be in great need after 4 years of breakthrough.

    * Mothership should've changed its name into something more Divine or Higher than Arbiter coz it technically is just an "overpowered" arbiter,, at least in my point of view

    * Im not really sure about which is which but I prefer its name called "Jackal" rather than your source... if you have seen bruce willis's movie the jackal, then you'll probably understand why blizzard desgined that unit to function like that... (the movie jackal is an enormous machine gun attached to a vehicle that can also be triggered as a sniper gun with a bullet of 10 inches in size controlled via remote panel and able to pierce through various depths of thickness)

    * What on earth!!! those swarm guardians having the same attack mechanic of a mutalisk bouncing acids with a very high damage is entirely insane!! theres no way id like to have a unit like that even if im a zerg player coz thats just too OP considering that it has 7 range and spawning ability,.. adding that mechanic is just way too unreal and unbalanced coz if that is so, does that mean that it also spawns broodlings to those units who were hit by the 2nd and 3rd bounce??.. and why would an acid bounce?? BTW the artwork for the s.guardian seems to be the "crabaceus baby?" in the blizcast episode 3 that quite resembles a flying lobster lol....
     
    Last edited: Jun 13, 2008
  11. lurkers_lurk

    lurkers_lurk New Member

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    HeHeHe, thank you for spotting some of my mistakes, ill correct them now, Jackle to Jackal, Swarm Guardians back to 1 attack with no splash, lol, and in the morning(in about 8-10 hours) i will add in the armor types of each unit ( light or armored )

    as for the other questions

    #1: it just might be, tho i hope not, the zerg is still missing 1 air unit # compared to SC1
    #2 : cloak is no doubt very useful, proved by Dark Templars, with the ghost being able to detect units with energy and able to snipe the most common casters from SC1(the HT and Infestor AKA Deflier) i can see it being use as an anti caster unit.
    #3: yes, lots of people will miss those abilities, they were quite useful, and i can imagine myself wishing that i had those ability as my units get slaughtered by my foe.
     
    Last edited: Jun 13, 2008
  12. freedom23

    freedom23 New Member

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    ^_^ well at least those who read will now have less questions to ask.. btw im really sad to find out that EMP is no more and also perhaps you should check the "confirmed zerg units and structures thread to verify the corrupter/or and infester/or
     
  13. lurkers_lurk

    lurkers_lurk New Member

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    the er / or part of the names is still debatable, i would like it to be or, because i just hear er a lot more often during a common day, once Blizzard officially release one of these units and it turns out to be er then i will change them both to er, but in the mean time, i see no reason to change them now, and yes i looked threw that thread, and i also remember reading another thread that said it was or not er, oh well. ill just wait for Blizzard.
     
  14. Gasmaskguy

    Gasmaskguy New Member

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    Nomads cost 750 minerals? :p You better fix that.
     
  15. lurkers_lurk

    lurkers_lurk New Member

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    Thx, fixed that, and added the armor type for all units, they can be located below the Defense of each unit.
     
  16. Gasmaskguy

    Gasmaskguy New Member

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    This unit database is great, I hope we get a "real" one soon that you could moderate.

    BTW, does the Collosus really get 2 more armor for every armor upgrade (!) or am I just reading it wrong?
     
  17. lurkers_lurk

    lurkers_lurk New Member

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    that is not a mistake Starcraft Armory says the same thing., but it also nice to take note that some of these stats might be bloated a bit, and or just total guesses. i would like to add, that if neither sources have the info for a certain stat, then i put in N / A in the stats place till we know what that stat is.
     
    Last edited: Jun 13, 2008
  18. freedom23

    freedom23 New Member

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    im just wondering why the ultralisks carapace seem to be softer nowadays
     
  19. lurkers_lurk

    lurkers_lurk New Member

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    thats prolly because in Brood war, Ultralisks had an armor upgrade called Chitinous Plating, which added 2 points of armor, while as of right now we dont know if Ultralisks can still get this upgrade and if it does, we dont know at what upgrade level it gets it at. right now im deciding weather(wrong word i know) i will put in the bonus armor from that upgrade because of the chance that it will still be in-game.
     
  20. freedom23

    freedom23 New Member

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    well if its not in the game anymore, its longevity probability will certainly be reduced to a great percentage as units like the marine can now hurt it well unlike b4 when maxed upgraded, no puny weapons can pierce even the toughest shell ever knowned..