================================ StarCraft: BroodWar Expert Guide ================================ Version 2.0 Written by Stephanus Rudiyanto N. email: s_rudiyanton@mailcity.com To read this FAQ, use Fixed Width fonts like Courier, if not many of the tables below will look terrible. Use WordPad to read this FAQ, and maximize the window. Table of Contents ----------------- i) Introduction ii) Version iii) Future edition iv) Credits I - Special Ability 1) Terran Special Ability 2) Zerg Special Ability 3) Protoss Special Ability II - Upgrade 1) Energy Upgrade 2) Weapon, Armor, and Shield Upgrade 3) Miscellaneous Upgrade III - Tables and Data 1) Unit Data 2) Splash Damage 3) Weapon Range 4) Score 4.1) Unit's Score 4.2) Hero's Score 4.3) Building's Scope 4.4) Special Building's Score 5) Broods, Squadrons and Tribes 6) Animation Height 7) Cooldown 8) Record 9) Unit Speed 10) Supply ----------------------------------------------------- i) Introduction Starcraft is real-time strategy game from Blizzard. It is a great game, if you are fans of any RTS game, this one is recommended for you. Broodwar it is expansion set, and introduce many new elements, including 6 new units. The FAQ I used in here are based on Broodwar with patches version 1.05. (You can download it at www.blizzard.com) First, I apologize if my English is not good. Maybe some grammars and spells have some error in this FAQ. This is my first unpublished FAQ I wrote, so there may be so many mistakes here. Email me at s_rudiyanton@mailcity.com for corrections and suggestions, and of course you will be credited even for small fixes. This FAQ is created for intermediate and expert players that have played the game long enough to truly know the aspect of the game. Although the beginners can also read this FAQ, it is not recommended because of the complicated data. I don't include any "how to play", basics strategies or other because I assume all who read this FAQ has already know how to play Starcraft. A lot of info info I acquire from Blizzard official website, while the others I acquire by searching, trying, and other my hardworks by playing the game itself and also by using StarDraft SE from Camelot Systems. If you include any informations below in any FAQ or Websites, please ask my permission first (mostly I will answer yes) and gave credits for me. (Its extremely hard to collect informations in this FAQ, you know). I will update this FAQ when there is a mistake or error. I can also add an entirely new section if I think its important. And lastly, I don't own Starcraft CD. I playing the game by borrowing my cousin's CD. This is just for info. :P ii) Version Numbers after the dot means minor updates, while numbers before the dot means Major updates. 22 June 1999 - Version 1.0 (Initial release) 27 June 1999 - Version 1.1: - Some change in Introduction and Credits (I forget to include this in the first release) - Added line breaks in Special Ability sections (For easy read, and no need of Word wrapping the documents). - Some little addition on Burrow Ability. - Some little addition and corrections in table and data descriptions. - Added Future editions section. 28 June 1999 - Version 2.0: - Little addition and correction in Unit Data tables. - Add Lurker Aspect to Zerg Special Ability. - Add Upgrades section. iii) Future editions I MAY : - Add Hotkeys section I WILL NOT: - Add Unit Strategies section - Add Campaign Strategies iv) Credits - Blizzard, for making a great game for me to play. www.blizzard.com - Camelot Systems, for making StarDraft SE. A great program for StarCraft. camelot.warzone.com - My Cousin (ARC) and my friend (A Ceng), for lends me Starcraft CD. - My little brother (Lunar Ray), for a great inspiration for making this FAQ. He is truly a good player! His controls are awesome! I don't mean to brag :P Some info in this FAQ are from him. ******************* I - Special Ability ******************* One of the most interesting aspects in the game is the Special Ability that the units have. Many people who can play Starcraft well know that Special Ability can be neglected. (May be except those who always rush). This Section explain the description and strategies of Special Abilities in all three races. Notes: Cost : Cost for unit to use the ability (e mean energy) Range : The ability range (some ability used by the unit itself, so have no range). Upgrade : Building where you must research the ability, and the cost needed to upgrade. If no upgrade listed, the the ability is the initial special ability that doesn't need to be researched. BT : Build Time, or time needed to research the ability. (Higher number mean longer time) 1) Terran Special Ability ------------------------- 1.1) Stim Packs Cost : 10 Health User : Marine, Firebat Research : Academy (100 Minerals, 100 Gasses, 80 BT) Stim Packs when used will doubles the Marines/Firebats attack rates, and also increase their speed significantly. - If your Marine/Firebat have less than 10 HP, he cannot use Stim Packs. - You can use Stim Packs multiple times, but the effects are not cumulative. (Only one Stim Pack active at one time) - Stim Packs are not permanent effect, after a few seconds Marines/Firebats are reverts to their normal state. - Stim Packed Marines/Firebats can win battles that you thought impossible, use this when you're attack/defend a large group of enemy or powerful enemy. - Before patches 1.04 or Broodwar, Stim Packed Firebat only have increased speed, but not attack rates. 1.2) Deploy Spider Mines Cost : None, but only 3 mines/Vulture User : Vulture Research : Machine Shop (100 Minerals, 100 Gasses, 80 BT) Vultures can deploy a spider mine (each Vulture only have 3 Mines can can't be replaced). Vulture must stopped in an area briefly to deploy it. When deployed, the mine will take a second to burrow, and it is vulnerable during burrowing time. Once burrowed, friendly units can see the mine, but not the enemy units (unless uses Detector). Any enemy Ground Units (but not Hovering units) that enter the Mine sight range (3) will activate it. The mine will pop up of the ground and attempt to run into target, and explodes. It will damage any unit within short radius. - Spider Mines have 125 damage, amd have splash damage that can hit friendly units. - Air units and Hovering units will not trigger the mines, but Hovering units can take damage from the splash damage. - Spider Mines is not detector, but it can chase cloaked Ghost. - Unit that are NOT set off Spider Mines: All air units, Probe, Archon, Dark Archon, Vulture, Drone, and SCV - Before Patches 1.05, Spider Mines research needs 150 Minerals and 150 Gasses. 1.3) Siege Tech Cost : None User : Siege Tank Research : Machine Shop (150 Minerals, 150 Gasses, 80 BT) Siege Tech will allow all Siege Tank to have ability go into Siege Mode (and revert back into Tank Mode). In Siege Mode, Tanks cannot move, but it will have greatly increased attack ranges and also attack damage. - Tank in Siege Mode can't enter Dropship (or other Transport). - Tanks need some time to transform into Siege Mode and vice versa. - In Siege Mode, Tank have more attack range than its sight range. 1.4) Cloaking Cost : 25e for initial cloaking, 1e/second to remain cloaked User : Wraith, Ghost Research (Ghost) : Covert Ops (100 Minerals, 100 Gas, 80 BT) Research (Wraith): Control Tower (150 Minerals, 150 Gas, 100 BT) Cloaked units cannot be targeted by enemy units or single-unit special ability (Like Parasite). Any splash damage and special abilities that affect multiple units can still attack the target. To target cloaked units, enemy must have building or unit that have Detector. Once a cloaked unit is detected, any units belong to or sharing vision with that opponent can target it normally. - If the energy of cloaked units downs to zero, it will uncloaks. - Special ability that can damage cloaked units when they are not detected: Psionic Storm and Nuclear Strike. - Special ability that can be used to reveal cloaked units are: Ensnare, Plague, Maelstorm, Acid Spores (only if the cloaked unit are in splash effect), EMP Shockwave (will drains cloaked units energy in area to zero) and Stasis Field (the cloaked unit visible but can't be attacked). - Special ability with visible special effect will reveal cloaked units (Irradiate, Defense Matrix, Lockdown, Ensnare, Plague, Acid Spores, and others) - Parasited units are revealed to the owner of the parasite. 1.5) Lockdown Cost : 100e User : Ghost Range : 8 Research : Covert Ops (200 Minerals, 200 Gas, 100 BT) Targets a mechanical unit to become immobile for 60 seconds. The affected units can't be controlled in any way (including use special ability). - Lock down does not work on buildings. - Locking down Detector make it loses its Detector ability. - Locking down cloaked unit makes it uncloak. - Locking down Arbiter cancel its ability to cloak nearby units. - You can repair Terran unit in Lockdown status. - Units that can be locked down: SCV, Vulture, Goliath, Siege Tank, Wraith, Dropship, Valkyrie, Science Vessel, Battlecruiser, Probe, Dragoon, Reaver, Shuttle, Observer, Corsairs, Scout, Interceptor (hard and worthless), and Carrier. 1.6) Nuclear Strike Cost : 1 Armed Nuclear Silo User : Ghost Range : 8 or 10 (Ghost's Sight Range - 1) Units and buildings at the area of Nuclear Strike will lose either 2/3 of their combined maximum Shield and Hit Points or take 500 points of damage, whichever is greater. Farther out from the blast the damage is lessened, but almost any unit caught within the blast will be killed instantly. - Cancelling a nuke or Ghost killed before finished its aiming, will make a nuclear lost. - The only unit that can survive the Nuclear Blast is Battlecruiser with full HP. (It survive with small HP left equal to its armor level) - To nuke Protoss's base, better if you using EMP Shockwave first. - Two nukes on same target will destroy all buildings or units. - Burrowed or cloaked units receive no protection against nuke. - Research Ocular Implants can increase the nuke ranges. - Cloaking is highly recommended when you want to use nuclear strike. - You can also use Defensive Matrix on your Ghost when he try to nuke, if he is spotted by enemy. 1.7) Defensive Matrix Cost : 100e User : Science Vessel Range : 10 Gives 250 Non-regenerating Shield to target unit. After about 30 seconds, the effects wears off, even if the shield still has HP. Defensive Matrix doesn't mean invulnerability, because there are small damage that can still damage your shielded unit. - EMP Shockwave can't drains this special Shield. - Defensive Matrix on a cloaked unit make it visible. - Defensive Matrix are not cumulative, placing a new Matrix onto an old one, means replacing it with the new matrix. - Defensive Matrix best use on expensive unit (Siege Tank, Battlecruiser, Science Vessel), units attacking tower (Wraith), Ghost that ready for nuclear, Dropship trying to unloading, or units in battle that have red/yellow HP (but not too weak). - Defensive Matrix doesn't prevent Irradiate, but it will slow down the damage. 1.8) Irradiate Cost : 75e User : Science Vessel Range : 9 Research : Science Facility (150 Minerals, 150 Gas, 80 BT) Target Unit become irradiated for 30 seconds. All air and ground biological units nearby (within 2 matrices) will take damage up to 250 HP of damages. The targeted unit will also take damage if it an Biological/Organic unit. - Mechanical units can be irradiated and damage all nearby biological units, but the targets itself don't receive damages. - Irradiate more than once on same target doesn't have cumulative effect. (Its only replacing the old Irradiate), but overlapping Irradiation can cause more damage if they near each other. - You can Irradiate your own units (example: Siege Tank) to protect them from attacked by enemy biological melee units (like Zealots or Zerglings). This will make them take damages from irradiation, while your tank take damage only by enemies but not the irradiation itself. - Irradiate can't be protected by Defensive Matrix, it's only slowing down the damage. - Irradiating a transport doesn't affected the units inside. - If you Irradiate a biological units, and that unit enter a transport, then that unit and all biological units in the transport also take damage. The same also applies to Bunkers. - Irradiate can be removed by Medic's Restoration. - Burrowed unit doesn't make units invulnerable to irradiates, they can be affected by irradiates while burrowing. But when burrowing, Irradiate doesn't damages any nearby friendly units. - Irradiated flying units can deal damages to ground units and vice versa. - Unit that can be Irradiated: All Zerg units, SCV, Marine, Firebat, Medic, Ghost, Zealot, High Templar, Dark Templar. 1.9) EMP Shockwave Cost : 100e User : Science Vessel Range : 8 Research : Science Facility (200 Minerals, 200 Gas, 120 BT) Fires an EMP missile that explodes in short 3x3 matrices area. Any units or buildings in the area will have its shield and energy reduced to zero. - EMP Shockwave best used on Protoss units and buildings or enemy Spell-casters. - EMP Shockwave can make Archon and Shield Battery become weak and almost unusable. - EMP Shockwave can make cloaked Wraiths and Ghosts visible by draining their energy to zero. - Science Vessel that using EMP Shockwave is immune to its own effect, but not the friendly units nearby. - EMP Shockwave is the only ability that can affect units on Stasis Field. 1.10) Yamato Gun Cost : 150e User : Battlecruiser Range : 10 Research : Physics Lab (200 Minerals, 200 Gas, 120 BT) The Battlecruiser can fire an energy blast to targeted unit or building, and its deals 260 damage to the target. - The Yamato Gun has longer range than Battlecruiser sight range. - Once charged (if not cancelled by special circumstances), Yamato Gun will always hit, and can't be avoided even by the fastest unit or Recall ability. - Once charged, Yamato Gun can't be canceled by EMP Shockwave. - Yamato Gun can be cancelled if Battlecruiser is affected in Stasis Field, Battlecruiser is locked down or the Battlecruiser is destroyed. - Yamato Gun can be cancelled if the target is cloaks, burrows, or in Stasis Field. - A single blast of Yamato Gun can destroy Photon Cannon and Missile turret, but Spore Colony need two blasts. - You can select multiple Battlecruisers and fires Yamato Gun simultaneously to greatly increase damages. - Before patches 1.04/Broodwar, the damages are only 250. 1.11) Scanner Sweep Cost : 50e User : Comsat Station Addon Range : Unlimited Targeted area in map (20x20 matrices) becomes visible for 15 seconds. It is also serves as Detector in that area. - You can use shotcut keys for Comsat (Ctrl-#) and use # for quick Scanner Sweep. - You can use Scanner Sweep immediately after the Comsat Station Addon construction finish. - Comsat Station have maximum 200 energy. - Comsat Station is the most safe scouting tools, use this to check the enemy's strategies often and also checking expansion sites. - Comsat Station can be used to detect cloaking and burrowing units because it serves as Detector, but don't too rely on this because it only detect for short time. - Before Broodwar/patches 1.04, Scanner Sweep costs 75 energy. 1.12) Heal Cost : 1e per 2 HP healed User : Medic Range : 2 Medic automatically heals any nearby friendly or allied biological ground units. If that unit damaged is in her sight range, she will automatically move near that target and heal it until its HP is full or her energy is zero, you can command her not to heal if you want to. - A damaged unit can only be healed by one Medic at a time. Because of this, you can't increase the speed of recovery. - Medic can heal: SCV, Marine, Firebat, Ghost, Medic, All Zerg ground units, Zealot, High Templar, Dark templar, and Civilian (for special missions only). - Medic can't heal their wound by herself, but few Medics can heal each other. - Medic can't heal unit inside transports or bunkers. To heal them unload the units first. - Medic automatically heals allied units, and make her very useful in multiplayer games. - Medic are usually combined with Marines and/or Firebats, so they can survive longer and use Stim Packs more often. - Medic usually be placed in workers area (yours or allied workers), to automatically heal them when they're in danger to survive a surprise attack. 1.13) Restoration Cost : 50e User : Medic Range : 6 Research : Academy (100 Minerals, 100 Gas, 80 BT) Restoration cures any harmful effects on target unit, except Stasis Field. - Restoration best used to remove permanent effect like Parasites and Blind. - Although Medic can cure most of area effects, but she can only cure one unit at a time. - Medic doesn't cures autimatically likes Heal. - Harmful effect that can be restore by Medic: Lockdown, Optic Flare, Irradiate, Devourer Acid Spores, Plague, Ensnare, Maelstorm, and Parasites. - Medic cannot remove the effects of Defensive Matrix and Stasis Field. 1.14) Optic Flare Cost : 75e User : Medic Range : 9 Research : Academy (100 Minerals, 100 Gas, 120 BT) Target unit become Blind, their sight range decreased to 1 permanently (unless cured by Medic). It also loses its detection ability (only if it has detector). - If you're facing Terrans, Optic Flare may be not that useful because they also have Medics. But if they don't research Restoration, you can use Optic Flare to blind their Science Vessel, Siege Tank, Dropship, Valkyrie or Battlecruiser. - Protoss and Zerg can't remove Blind status. But Protoss can Mind Control your Medics to cure Blind Stasus (if your Medic has research Restoration). - If the enemy uses multiple units, you must blind all of them for Blind status to work. So Optic Flare is not useful for 'Rush' unit (example: Hydralisk) - Optic Flare very effective against High Templar, Dark Archon, Queen, and Defiler, because they now need other unit to spot for them before they can use their abilities. - Optic Flare also effective against Carrier, Arbiter, Lurker, Devourer, Dark Templar, Reaver, and Shuttle. Because their sight range is dramatically decreased. - Optic Flare is very useful to use on Overlord, because this make Zerg's Overlord become useless in combat. Science Vessels and Observers can be blinded, but not that useful, because Terrans have Medics, and Observers hard to find, more easy to destroy than to blind. 2) Zerg Special Ability ----------------------- 2.1) Burrowing Cost : None User : Drone, Zergling, Hydralisk, Defiler, Infested Terran Research : Hatchery/Lair/Hive (100 Minerals, 100 Gas, 80 BT) Almost all Zerg's ground unit can burrow underground, and while they burrowed, they can't be seen by enemy units until detected. There is a little time for a unit to burrow, so sometimes units can't burrow when being heavily attacked.. - Burrowed unit can be attacked by Psionic Storm and Nuclear Strike even when they are not detected. - Burrowed unit can only be detected by unit with Detector. - While Special Ability like Ensnare, Plague, and Stasis Field can be used to detect cloaked units, they can't be used to detect burrowed units. - Larva, Ultralisk and Broodling can't burrow. - Lurker can burrow even you doesn't research burrow. And its the only Zerg's unit that can attack while burrowed. - Burrowed unit usually used to scout and guarding an expansion set or choke points. 2.2) Parasite Cost : 75e User : Queen Range : 12 Targeted unit that affected by parasites always be seen by the owner of parasite (It is serves as reconaissance purpose). - If parasited unit has a cloak or burrowing ability, they always be seen by the owner of parasite when cloaking or burrowing. - If parasited unit has Detector ability, it also serves as detector for the owner of parasite. All nearby cloaked or burrowed unit can be seen by the owner of parasite. - The owner of affected unit can detect Parasite in two ways: When the unit is selected as a part of group it will have a green border on unit's wireframe, and when the parasited unit selected it will display "Parasite Detected" in the unit statistic. - The only way to remove Parasite from a unit is using Medic's Restoration or destroy the host. - Parasited Zerg Drone can remove the parasite by morphing into building. - A few effective targets for parasites are Detectors (Overlord, Science Vessel, Observer), Transports (Dropship, Shuttle), Spellcaster (Ghost, Defiler, Queen, Dark Archon, High Templar), expensive units (Siege Tank, Carrier, Devourer, Guardian, Arbiter, Battlecruiser), or Wraith (before cloaked). - A smart player can used his/her parasited units as a decoy attack, pretending he/she doesn't know that the units are parasited. 2.3) Ensnare Cost : 75e User : Queen Range : 9 Research : Queen's Nest (100 Mineral, 100 Gas, 80 BT) Queen's release a sticky fluid to an area of 4x4 matrices, and any units in the area becomes slower in movement (in half) and attack rates (very little and almost unnoticed) and last approximately for 40 seconds. - Ensnare can be used to detect cloaked enemies (but not burrowed enemies) like Wraith, Ghost, Observer, and Dark Templar. It can be very effective to uncloak enemy within the Arbiter Cloaking Field. - Ensnare can be used on a large group of Marine/Firebat when they are using Stim Pack, this will nullify the Stim Pack effect. - Ensnare fast flying units (Scout), so you can Scourge them. - Ensnare can be used to fight enemy that use hit-and-run tactics. - Ensnare doesn't affect Queen who cast it. 2.4) Spawn Broodling Cost : 150e User : Queen Range : 9 Research : Queen's Nest (200 Mineral, 200 Gas, 80 BT) Targeted non-robotic ground unit is destroyed and become a pair of Broodling. - Broodlings created by Queen's ability have the same melee and carapace upgrade with other ground unit. - Broodling have 120 energy, and it will dies if the energy becomes zero. (this doesn't affected by EMP Shockwave) - A prime target for Broodling are Siege Tank and Ultralisk (the most common unit to targeted by this ability) - There also a few target for Spawn Broodling: Enemy spellcaster (Defiler, Ghost, High Templar), Air Support Unit (Goliath, Dragoon), Lurker and enemy expensive units. - Although this ability can target cheap unit like zergling, but it is worthless. - Unit that are not affected by Spawn Broodling: All air units, Probe, Archon, Dark Archon, Reaver, Spider Mines. - Before Patches 1.04/Broodwar, the range is only 8. 2.5) Infest Terran Command Center Cost : None (Need halfly or less damaged Command Center) User : Queen When there are a badly damaged Terran Command Center (had half or less HP), a Queen near it will automatically infest it. The Command Center become Infested Command Center that under the Queen's owner control with new full HP. This new building have regeneration ability, can fly like other Terran buildings, and produce Infested Terran. - Queen will automatically infest any Command Center within her sight range, but you can also manually target her to control the Command Center. - Infested Terran is a suicide unit, it deals huge damage (500 damage) and have splash damage. It can also burrow and have regeneration ability. This fast unit is a good addition, so infest Command Center if you have an opportunity. - In multiplayer games, an allied Terran player usually sacrifices a Command Center to be infested by a Zerg player. 2.6) Dark Swarm Cost : 100e User : Defiler Range : 9 Dark Swarm casted by Defiler covers 6x6 matrices area. All ground unit under Dark Swarm are immune to any ranged attacks from ground or air. But ranged unit from Dark Swarm can still attack from inside the cloud. It lasts about 60 seconds. - Ranged unit inside Dark Swarm can't attack other unit inside Dark Swarm. - Melee, Splash Damage, and Special ability can still damage unit inside Dark Swarm. - Dark Swarm doesn't protect buildings. - All flying units have ranged attack, so Dark Swarm is a great tool to protect your unit being attacked from air. - Almost all Terran units are use ranged attack, except Firebat and Siege Tank in Siege Mode (only splash damage that still deal damage and not full damages). So they're very vulnerable with Dark Swarm. Zerglings and Ultralisks can destroy a whole Terran base if protected by Dark Swarm. - Unit that are not affected by Dark Swarm: Terran Unit: SCV, Firebat, Siege Tank in Siege Mode (Still inflict Splash damage) Protoss Unit: Probe, Zealot, Dark Templar, Reaver (Still inflict Splash damage), Archon Zerg Unit: Drone, Zergling, Lurker (Inflict Direct and Splash damage), Ultralisk, Broodling, Infested Terran (Inflict Direct and Splash damage) 2.7) Consume Cost : None User : Defiler Range : 1 Research : Defiler's Mound (100 Mineral, 100 Gas, 100 BT) Consume instantly give Defiler +50 energy by sacrificing a Zerg unit. Defiler can only consume unit within your broods or your teammates. - Consume will not add energy beyond 200 (or 250 if you research Metasynaptic Node). - The size of unit doesn't affect energy gained, so the best unit to consume is a zergling. - Hallucination of Zerg's can't be consumed. - Larva can be consumed, but the Defiler doesn't gain energy. - Consume can be used on burrowed unit. - With the proper use of Consume, a single Defiler can cast unlimited Plague and Dark Swarm. But this requires a good control. 2.8) Plague Cost : 150e User : Defiler Range : 9 Research : Defiler's Mound (200 Mineral, 200 Gas, 100 BT) Defiler can cast Plague on 3x3 matrices target area. All units and buildings in that area are affected by plague. Plague can hit friendly or enemy unit/building, it can also affect flying or cloaking units. Affected unit/building HP will slowly decrease, 25 HP per second for each affected unit/building. If the target has taken a total 300 damage, the Plague stops. Plague can never kill a unit/building (Plague continues but will stop if the unit/building has only 1 HP). - Protoss's units and buildings can be affected by Plague, but this only reduced their HP and not their shield. - Plague doesn't affect burrowed unit, unless they are affected before they burrow. - Plague are not cumulative. - Plague on Terran's building is very dangerous, because all Terran building are burned down when they're in low HP (below 1/3 HP). - Terran Medic's Restoration ability is the only way to stop Plague when it is in process. - Plague doesn't effect the Defiler who cast it. 2.9) Acid Spores Cost : None User : Devourer Range : 6 (Devourer's Attack Range) When Devourer attack, its attack can cause splash effect (but not splash damage). Any enemy flying unit in the small area will affected by Acid Spores. Acid Spores are cumulative in effects, each spores increase cooldown in weaponry by 1/8th of the original cooldown value. Its also make the affected units suffer additional damages when being attacked. (6 Acid Spores mean +6 damage when attacked). Acid Spores will disappear in time. - A unit can have maximum 9 Acid Spores. Acid Spores disappear one by one. - Devourer's Splash effect doesn't affect friendly units. - Devourer's Splash effect can make cloaked unit visibles. (Or target unit visible when cloaked, if it attacked first before cloaking). - A unit with high Cooldown (Battlecruiser, Devourer, Valkyrie) will suffer greatly because of Devourer's attack. Because 1/8 of their cooldown is very high number. - Devourer's Acid Spore can be cured by Medic's Restoration. It cures all Acid Spores on target unit. - Acid Spores effect can make enemy flying units more vulnerable, because 9 Acid Spores can mean +9 damage when attacked. 2.10) Lurker Aspect Cost : 1 Hydralisk User : Hydralisk Research : Hydralisk Den (125 Mineral, 125 Gas, 120 BT) All of your Hydralisks can morph into Lurkers. Lurkers are the only Zerg unit that can attack will burrowed (but can't attack if not burrowed). Its also the only Zerg unit who have splash damage. - Lurker can burrow even you haven't research Burrowing. - A new Lurker will have full health even if the Hydralisk who morph to it is badly damaged. - A newly Lurker will retain Hydralisk status (Parasited Hydralisk will morph into new parasited Lurker). - Lurkers needs 2 supply each, while Hydralisks need only 1 supply each. So you may need some new Overlords to have some decent Lurkers army. - Lurker attack has splash damage that doesn't damage your friendly units, but will damage allied units. - Lurker are the only Zerg unit that can burrow when heavily attacked (other Zerg unit will cancel burrowing), but Lurker need more time to burrow than other units. - Any special upgrade to Hydralisk (Grooved Spines and Muscular Augments) will not change Lurker speed or attack range, even they are born from Hydralisk. 3) Protoss Special Ability -------------------------- 3.1) Psionic Storm Cost : 75e User : High Templar Range : 9 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) High Templar can unleashes Psionic Storm in tager 3x3 matrices area. Any unit within this area will suffer damages. Its affects all units, friendly or not, flying or not. - Psionic Storm doesn't affect any buildings. - Psionic Storm deals all unit in the area with 128 damage and ignoring units armor and other upgrades. - Psionic Storm can hit cloaking or burrowing units. - Psionic Storm can affect units in Stasis Field. - Unit inside Bunkers can't be affected by Psionic Storm. - Unit inside Transport can't be affected by Psionic Storm, but the transport can't be destroyed by the Storm, and all units inside will die. - Psionic Storms aren't cumulative, so casting multiple Storms at once doesn't increase damage. - Psionic Storms can affect the High Templar who cast it. - You can cast immediately cast Psionic Storm from a High Templar when unloaded from a transport, and quickly enter the transport again. - High Templar small enough, so he can hide behind the tree and cast Psionic Storm. - Units with full HP that dies when attacked by Psionic Storm (the unit must affected by Psionic Storm from beginning to the end of duration): Terran units: SCV, Marine, Firebat, Medic, Ghost, Wraith, Vulture, Goliath, Dropship, Spider Mine Zerg units: Larva, Drone, Zergling, Hydralisk, Lurker, Mutalisk, Queen, Defiler, Scourge, Broodling, Infested Terran Protoss units: Probe, High Templar, Dark Templar, Observer - Unit that need 2 Psionic Storms to be killed in full HP: Overlord, Siege Tank, Devourer, Guardian, Dropship, Valkyrie, Science Vessel, Zealot, Dragoon, Dark Archon, Shuttle, Corsair, Scout, Reaver - Unit that need more than 2 Psionic Storms to be destroyed in full HP: Ultralisk (4), Battlecruiser (4), Carrier (4), Archon (3), Arbiter (3) 3.2) Hallucination Cost : 100e User : High Templar Range : 7 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) Hallucination creates 2 illusions of any unit that can be controlled by High Templar's owner that cast this. Targeted unit can be anything, friendly, opponent, or even critter. Hallucination units appear just like their original units, except the owner who can see the units as light blue units. Hallucination units are limited into 5 basic commands: move, attack, patrol, hold position, and stop. When this unit ordered to attack, they looks like attacking, but their attack does no damage. - Hallucination unit will disappear in 180 seconds (their energy), or when they destroyed. - Hallucination unit take double damage from attacks. - Hallucination unit disappear if enemy units cast special ability on them. - Hallucination unit of Zerg's unit cannot be consumed. - Hallucination can be used for decoys, to make enemy units attack the illusions, while the real unit can perform their duty. (Usually Shuttle for transport, Carrier and Arbiter). They can also make enemy units fire at the illusions while the real units attack them. - For cheap scouting, hallucination units is very useful. You can send them into dangerous area without fear of losing costly units. You can seek enemy weak points, what is their main forces, or just seeking their expansion base with free hallucinated units. - Intimidation is one good tactic for hallucination. An enemy attacked by 30 Hallucinated Archons, Carrier, or even 40 Dragoons will be very surprised and confused. Just remember too included some real units to improve the illusions. while enemy is confused, just use your real forces to attack from other direction. - Hallucinated unit doesn't have any special ability. So hallucinated Shuttle can't load or unload units, Observers can't cloak, and Carrier can't have any interceptors. - Before patches 1.04/ BroodWar Hallucination's cost are 125. 3.3) Summon Archon Cost : 2 High Templar User : High Templar Two High Templar can meld into single powerful Archon that have 350 Shields and 10 HP. Archon is powerful and can attack enemy ground and air units. - Use this when you have exhausted High Templar's energy or need powerful units for combat. - When one of your High Templar has damaged HP, and the other is with full HP, the Archon they formed is have the full HP. But is two of them has damaged HP, the Archon summoned will also have damaged HP. 3.4) Permanent Cloaking Cost : None User : Dark Templar, Observer Observers and Dark Templars have permanent cloaking. They always cloaking and doesn't need energy like Terran Ghost or Wraith. Only hallucinated Observers and Dark Templars that aren't cloaking. For more information on cloaking, look at Cloaking in Terran Special Ability sections. 3.5) Summon Dark Archon Cost : 2 Dark Templar User : Dark Templar Two Dark Templar can meld into single Dark Archon that have powerful Special Abilities. Dark Archon can't attacks, but their ability feared by the enemy. - When one of your Dark Templar has damaged HP, and the other is with full HP, the Dark Archon they formed is have the full HP. But is two of them has damaged HP, the Dark Archon summoned will also have damaged HP. - Summon a Dark Archon when your Dark Templars is badly damaged. Just find a safe place to summon Dark Archon. 3.6) Feedback Cost : 50e User : Dark Archon Range : 10 Target enemy unit that have energy will be depleted. And that unit is damaged equal to the energy lost. - If the targeted unit have more energy than its HP, then Feedback will kill that unit. - Feedback doesn't affect buildings that have energy (Comsat Station and Shield Battery). - Feedback doesn't affect units that have no energy. - Unit that can have Feedback to use against them: Medic, Science Vessel, Ghost, Battlecruiser, Wraith, Queen, Defiler, High Templar, Corsair, Arbiter, and Dark Archon. 3.7) Maelstorm Cost : 100e User : Dark Archon Range : 10 Research : Templar Archives (100 Minerals, 100 Gas, 100 BT) All biological flying or ground units in the target area of effect (3x3 matrices) will be paralyzed (can't attack, move, or use special abilities) for several seconds. - Maelstorm can be casted to reveal and immobilize cloaked units (Ghosts, Dark templar, or biological units that hide under Arbiter Cloaking Field). - Maelstorm can't be used to detect or used on burrowed units. - Maelstorm best used against Zerg, because all Zerg units all biological. 3.8) Mind Control Cost : 150e + All Shields User : Dark Archon Range : 8 Research : Templar Archives (200 Minerals, 200 Gas, 120 BT) Dark Archon can permanently control any enemy or neutral units (exp: critters). Controlled unit is permanent and can't be reversed. If Dark Archon success Mind Control an enemy units, it loses all its shield. - Each unit that successfully mind controlled will have their own supply requirements. (Supply Depot for Terran, Overlord for Zerg, and Pylon for Protoss). - You can control enemy worker (SCV, Probe, Drone), so you can build an entire colony with it. But remember they need different supply. With this, you can have a maximum 600 units under your command (maximum 200 units for each races). - You aren't limited by supply when you mind controlled enemy unit, so your supply may be exceeded the supply you possess. But this mean you can't produce new units until you have sufficient supply. - Unit that can't be controlled: Spider Mine, Larva, Scarabs, and Interceptors. - When you are Mind Controlling a transport (Shuttle, Overlord, Dropship), you gain control of all its carried units. - Hallucination Unit will die if Mind Controlled. - Once controlled, all enemy's command queue will be cancelled (when you Mind Control enemy Battlecruiser that moving to your base, the move command is cancelled). The only exception is Ghost that has targeted a spot for Nuclear Strike (you can cancel or continue nukes). - Mind Control transfer any special unit upgrades that an affected unit has achieved (but not weapon, armor, and shield upgrades) to the player that used Mind Control. Example: if you Mind Control an Arbiter with Recall ability, then all your existing Arbiters will gain Recall. This also means that you have researched Recall ability. - The only elements that are not transferred when you Mind Control enemy unit are the map knowledge. - Mind Control doesn't override any tech tree you have. So if you Mind Control a Dragoon, but you don't have Cybernetic Core, you still not able to build Dragoons. - When you Mind Control a Ghost, if you don't have a Nuclear Silo attached to Command Center, you can't use Nuclear Missiles (except when you controlling Ghost while he is targeting for Nuclear Strike). 3.9) Disruption Web Cost : 125e User : Corsair Range : 9 Research : Fleet Beacon (200 Minerals, 200 Gas, 80 BT) Corsair can cast a Disruption Web on target area. All ground units and buildings in the area affected by the Web cannot attack. Disruption Web will disappear after a while. - Disruption Web can be casted on defensive buildings (Missile Turret, Bunker, Photon Cannon, Sunken Colony, and Spore Colony) to make that unit can't attack. - Ground units inside Web can't attack but can be attacked by enemy that not in the Web area. - Ground units inside Web can still move and used any special ability. - Disruption Web is useful to break out heavily defensive area (Siege Tank/Bunker/ Missile Turret combos). It can also used to force a safe way in islands war, that usually guarded by defensive buildings along coasts. 3.10) Recall Cost : 150e User : Arbiter Range : Infinite Research : Arbiter Tribunal (150 Minerals, 150 Gas, 166 BT) When Arbiter cast Recall, all friendly units within target area (5x5 matrix) will be teleported/transported into casting Arbiter location. - Recall affect your units and your team mates units but not allied units. - Recall can affect other units race (Zerg or Terran), as long as it is your own units (or your team units). - Recall doesn't remove any unit's status. Units Recalled are still in their current state (when you recall an Irradiated unit, it still in Irradiated status). - If Arbiter uses Recall on impassable terrain, only air units that are being recalled, all ground units are not recalled. - Arbiter can't recall unit that in Stasis Field. - Arbiter Recall ability can be used as offensive purpose. Offensive means transport your units into enemy's base for attack. This is best used on islands warfare, or to reach hard-to-get locations for ground units. - You can transport damaged units (usually Carrier, Archon, Dark Archon, or other Arbiters) back into your base to Recharge their shield in Shield Battery. 3.11) Stasis Field Cost : 100e User : Arbiter Range : 9 Research : Arbiter Tribunal (150 Minerals, 150 Gas, 100 BT) All units in the 3x3 matrices area around the point of casting will betrapped in Stasis Field for 40 seconds. While trapped, these units can't attack, move, use special ability, or being damaged. - Stasis Field can be used to detect cloaked but not burrowed enemies. - Unit in Stasis Field still gain their energy. - Unit in Stasis Field can't be repaired, regenerating their HP or shields. - Stasis Field is often used to freeze a large group of enemies so greatly decrease their powers. Example: You attacked by 30 Hydralisks. With Stasis Field, you can cut their numbers and paralyze 13 Hydralisks. Destroying them is now much easier. - You can also use Stasis Field for protecting your own units. Example: Your Carriers are being attacked heavily and almost destroyed and near its there is no friendly units to help. To retreat will be too late. Just Stasis Field them. The Carriers are safe (they can't be attacked) for a moment, while you can send reinforcements to defend. - Stasis Field also work for High Templars and Dark Archons. If they have no energy points left to cast anything and are in danger, then cast Stasis Field on them to protect them. They will be safe in there and replenish their energy. Just be careful with EMP Shockwave. - You can also use Stasis Field to protect you units from enemy special abilities like: Plague (wait until the effect is wear off), Psionic Storm, Spawn Broodling (if cast before Spawn Broodling is used), Nuclear Strike, Irradiate, and other special abilities. - You can use Stasis Field on enemy workers, this will greatly slowly their economic powers. 3.12) Cloaking Field Cost : None User : Arbiter All units within Arbiter Ranges are automatically in cloak status. This doesn't need energy. - Cloaking Field can cloak all of your friendly or teammates units, but not your ally units. - Cloaking Field also works on other unit races. - Cloaking Field can be cancelled if you Arbiter is Locked Down or in Stasis Field. - For more information on cloaking, look at Cloaking in Terran Special Ability section. ************ II - Upgrade ************ 1) Energy Upgrades ------------------ All energy upgrades will add unit's energy capacity by 50. Upgrade Unit Race Time Mineral Gas Building ----------------------------------------------------------------------- Gamete Meiosis Queen Zerg 166 150 150 Queen Nest Metasynaptic Node Defiler Zerg 166 150 150 Defiler Mound Titan Reactor Sc. Vessel Terran 166 150 150 Science Facility Moebius Reactor Ghost Terran 166 150 150 Covert Ops Apollo Reactor Wraith Terran 166 200 200 Control Tower Colossus Reactor Battlecruiser Terran 166 150 150 Physics Labs Caduceus Reactor Medic Terran 166 150 150 Academy Khaydarin Amulet High Templar Protoss 166 150 150 Templar Archives Khaydarin Core Arbiter Protoss 166 150 150 Arbiter Tribunal Argus Jewel Corsair Protoss 166 100 100 Fleet Beacon Argus Talisman Dark Archon Protoss 166 150 150 Templar Archives 2) Weapon, Armor, and Shield Upgrades ------------------------------------- All Upgrades have maximum 3 times. TF means Time Factor and CF means Cost Factor. Example: First Zerg Carapace needs 150 Minerals and Gasses to upgrade, it has 75 Cost Factor, so if you upgrade it the second time, it will need 225 (150+75) Minerals and 225 (150+75) Gasses. 2.1) Zerg Upgrades Upgrades Time Mineral Gas TF CF Building -------------------------------------------------------------------- Zerg Carapace 266 150 150 32 75 Evolution Chamber Zerg Flyer Carapace 266 150 150 32 75 Spire/Greater Spire Zerg Melee Attacks 266 100 100 32 50 Evolution Chamber Zerg Missile Attacks 266 100 100 32 50 Evolution Chamber Zerg Flyer Attacks 266 100 100 32 75 Spire/Greater Spire Upgrades Units ------------------------------------------------------------------------------- Zerg Carapace Drone, Zergling, Hydralisk, Lurker, Broodling, Ultralisk, Defiler, Infested Terran Zerg Flyer Carapace Overlord, Mutalisk, Scourge, Queen, Guardian, Devourer Zerg Melee Attacks Zergling, Broodling, Ultralisk Zerg Missile Attacks Hydralisk, Lurker Zerg Flyer Attacks Mutalisk, Guardian, Devourer 2.2) Terran Upgrades Upgrades Time Mineral Gas TF CF Building --------------------------------------------------------------------- Terran Infantry Armor 266 100 100 32 75 Engineering Bay Terran Vehicle Plating 266 100 100 32 75 Armory Terran Ship Plating 266 150 150 32 75 Armory Terran Infantry Weapons 266 100 100 32 75 Engineering Bay Terran Vehicle Weapons 266 100 100 32 75 Armory Terran Ship Weapons 266 100 100 32 50 Armory Upgrades Units -------------------------------------------------------------------------------- - Terran Infantry Armor SCV, Marine, Firebat, Medic, Ghost Terran Vehicle Plating Vulture, Goliath, Siege Tank Terran Ship Plating Wraith, Dropship, Valkyrie, Science Vessel, Battlecruiser Terran Infantry Weapons Marine, Firebat, Ghost Terran Vehicle Weapons Vulture, Goliath, Siege Tank Terran Ship Weapons Wraith, Valkyrie, Battlecruiser 2.3) Protoss Upgrades Upgrades Time Mineral Gas TF CF Building ---------------------------------------------------------------------- Protoss Armor 266 100 100 32 75 Forge Protoss Plating 266 150 150 32 75 Cybernetics Core Protoss Ground Weapons 266 100 100 32 50 Forge Protoss Air Weapons 266 100 100 32 75 Cybernetics Core Protoss Plasma Shields 266 200 200 32 100 Forge Upgrades Units ------------------------------------------------------------------------------- Protoss Armor Probe, Zealot, Dragoon, Reaver, High Templar, Archon, Dark Templar, Dark Archon Protoss Plating Scout, Corsair, Shuttle, Observer, Carrier, Interceptor, Arbiter Protoss Ground Weapons Zealot, Dragoon, Dark Templar, Archon Protoss Air Weapons Scout, Corsair, Interceptor, Arbiter Protoss Plasma Shields All Protoss Units and Buildings 3) Miscellaneous Upgrades ------------------------- Upgrades Units Time Mineral Gas Upgrade ---------------------------------------------------------------------- Ventral Sacs Overlord 200 200 200 Transport Ability Antennae Overlord 133 150 150 Sight Range +2 Pneumatized Carapace Overlord 133 150 150 Speed Metabolic Boost Zergling 100 100 100 Speed Adrenal Glands Zergling 100 150 150 Attack rates Muscular Augments Hydralisk 100 100 100 Speed Grooved Spines Hydralisk 100 150 150 Attack Range +1 Anabolic Synthesis Ultralisk 133 200 200 Speed Chitinous Plating Ultralisk 133 150 150 Armor +2 U-238 Shells Marine 100 150 150 Attack Range +1 Charon Boosters Goliath 133 150 150 Air attack range +3 Ion Thrusters Vulture 100 100 100 Speed Ocular Implants Ghost 166 100 100 Sight Range +2 Singularity Charge Dragoon 166 150 150 Attack Range +2 Leg Enchantments Zealot 133 150 150 Speed Scarab Damage Scarab 166 200 200 Damage +25 Reaver Capacity Reaver 166 200 200 Scarab Capacity +5 Gravitic Drive Shuttle 166 200 200 Speed Sensor Array Observer 133 150 150 Sight Range +2 Gravitic Boosters Observer 133 150 150 Speed Apial Sensors Scout 166 100 100 Sight Range +2 Gravitic Thrusters Scout 166 200 200 Speed Carrier Capacity Carrier 100 100 100 Interceptor Capacity +4 ********************* III - Tables and Data ********************* 1) Unit Data ------------ Below is the table for all units in Starcraft (doesn't include heroes and building, except for defensive buildings) Conventions: Sz : Size Sup : Supply Grd : Ground Attack Rng : Range Arm : Armor Air : Air Attack AtM : Attack Mod SgR : Sight Range BT : Build Time Shd : Shield For Cooldown data, it is on other section. Terran Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT --------------------------------------------------------------------------- Battlecruiser L 8 400 300 3 500 25 25 6 3 11 SA,M 160 Dropship L 2 100 100 1 150 0 0 0 0 8 T,M 50 Firebat S 1 50 25 1 50 16cs 0 1 2 7 B 24 Ghost S 1 25 75 0 45 10c 10c 7 1 9/ B,SA 50 11 upg Goliath L 2 100 50 1 125 12 20e 5/8 Air 1Gnd/ 8 M 40 upg. 4Air Marine S 1 50 0 0 40 6 6 4/5 upg 1 7 B 24 Missile Turret L 0 100 0 0 200 0 20e 7 0 11 D 30 Science Vessel L 2 100 225 1 200 0 0 0 0 10 D,SA,M 80 SCV S 1 50 0 0 60 5 0 1 0 7 B,W,M 20 S.Tank (Siege) L 2 150 100 1 150 70es 0 12 5 10 M 50 S.Tank (Tank) L 2 150 100 1 150 30e 0 7 3 10 M 50 Vulture M 2 75 0 0 80 20c 0 5 2 8 SA,M 30 Wraith L 2 150 100 0 120 8 20e 5 1Gnd/ 7 SA,M 60 2Air Medic S 1 50 25 1 60 0 0 0 0 9 B,SA 30 Valkyrie L 3 250 125 2 200 0 5es 6 1 8 M 60 Nuclear Miss. - 8 200 200 0 - 0 0 0 0 3 100 Civilian S 0 0 0 0 40 0 0 0 0 7 B 0 Spider Mine S 0 0 0 0 20 125es0 0 0 3 0 Zerg Unit Sz Sup Min Gas Arm HP Grd Air Rng AtM SgR Notes BT ------------------------------------------------------------------------ Broodling S 0 0 0 0 30 4 0 1 1 5 B 0 Defiler M 2 50 150 1 80 0 0 0 0 10 B,SA 50 Drone S 1 50 0 0 40 5 0 1 0 7 B,W 20 Egg L 0 0 0 10 200 0 0 0 0 4 0 Guardian L 2 150 200 2 150 20 0 8 2 11 B 40 Hydralisk M 1 75 25 0 80 10e 10e 4/5 1 6 B 28 upg. Inf. Terran S 1 100 50 0 60 500es 0 1 0 5 B 40 Larva S 0 0 0 10 25 0 0 0 0 4 B 0 Mutalisk S 2 100 100 0 120 9 9 3 1 7 B 40 Overlord L 0 100 0 0 200 0 0 0 0 9/11 D,B,T 40 upg. Queen M 2 100 150 0 120 0 0 0 0 10 B,SA 50 Scourge S 0.5 12 38 0 25 0 110 1 0 5 B 30 Spore Colony L 0 175 0 0 400 0 15 7 0 10 D 20 Sunken Colony L 0 175 0 0 400 40e 0 7 0 10 20 Ultralisk L 6 200 200 1/3 400 20 0 1 3 7 B 60 upg. Zergling S 0.5 25 0 0 35 5 0 1 1 5 B 28 Devourer L 2 250 150 2 250 0 25e 6 2 10 B 40 Lurker M 2 125 125 1 125 20s 0 6 2 8 B 40 Protoss Unit Sz Sup Min Gas Arm HP Shd Grd Air Rng AtM SgR Notes BT -------------------------------------------------------------------------- Arbiter L 4 100 350 1 200 150 10e 10e 5 1 9 SA,M 160 Archon L 4 100 300 0 10 350 30s 30s 2 3 8 20 Carrier L 8 350 250 4 300 150 6 6 8 1 11 M 140 Dragoon L 2 125 50 1 100 80 20e 20e 4/6 2 8 M 40 upg. High Templar S 2 50 150 0 40 40 0 0 0 0 7 B,SA 50 Observer S 1 25 75 0 40 20 0 0 0 0 9/11 D,M,R 40 upg. Photon Cannon L 0 150 0 0 100 100 20 20 7 0 11 D 50 Probe S 1 50 0 0 20 20 5 0 1 0 8 W,M,R 20 Reaver L 4 200 100 0 100 80 100s/ 0 8 0 10 M,R 70 125s upg. Scout L 3 300 150 0 150 100 8 28e 4 1Gnd/8/ M 80 2Air 10 upg. Shuttle L 2 200 0 1 80 60 0 0 0 0 8 T,M,R 60 Zealot S 2 100 0 1 80 80 16 0 1 2 7 B 40 Corsair M 2 150 100 1 100 80 0 5es 5 1 9 SA,M 40 Dark Archon L 4 250 200 1 25 200 0 0 0 0 10 SA 20 Dark Templar S 2 125 100 1 80 40 40 0 1 3 7 B 50 Interceptor S 0 25 0 0 0 40 40 6 4 1 6 M 20 Attack Mod is the Damage modifier for each level of upgrade. Gnd is Ground attack for units with split Air/Ground Weapon Systems. Air is Air attack for units with split Air/Ground Weapon Systems. Upg is a stat change after getting an upgrade . 2 Scourges need 25 minerals and 75 gasses. Attacks: E : Explosive Attack (50% damage to Small Units 75% damage to Medium Units, full damage to Large Units). C : Concussive/Plasma damage Attack (50% damage to Medium Units, 25% damage to Large Units). S : Splash damage, which affects all units in the blast area. Notes: B = Biological M = Mechanical R = Robotics T = Transport W = Worker D = Detector, unit can Detect cloaked/burrowed units SA = Unit has one or more Special Abilities (is a spell-caster) Notes: The Unit Data tables are taken from the official Starcraft Broodwar websites. I made small changes, just for space considerations (I forgot to mention this in version 1.1 below). 2) Splash Damage ---------------- In Starcraft (BroodWar) there are three type of Splash Damage: Radial Splash, Line Splash, and Air Splash. Any unit with splash damage has 3 value: S1, S2, and S3. These value determined the 'far' of area that affected by splash damage from unit's weapon. In Radial Splash, S1 means how far (in pixel) any unit will be dealt with 100% damage from the weapon, while S2 and S3 show how far any unit will be dealt with 50% and 25% damage. Air Splash has same meaning with Radial Splash, but only work in air units. Line Splash almost the same with Radial Splash, but it only effect the area between the target unit and the attacker (In other words : "in the line of fire"). Unit that has Radial Splash damage: Siege Tank (Siege Mode), Spider Mine, Psi Storm, and Infested Terran. Unit that has Line Splash damage: Firebat, Archon, Scarab, and Lurker. Unit that has Air Splash damage: Corsair, and Valkyrie. Devourer has special Splash Damage, so it can't do damage to any nearby target unit. Nuclear Missile and Irradiate has special damage adjustment. In table below, is the value of S1, S2, and S3. Unit S1 S2 S3 ----------------------------------- Firebat 15 20 25 Siege Tank 10 25 40 Scarab 20 40 60 Spider Mine 50 75 100 Inf. Terran 20 40 60 Archon 3 15 30 Lurker 20 20 20 Corsair 5 50 100 Valkyrie 5 50 100 Psi Storm 48 48 48 Nuclear Miss. 128 192 256 Irradiate 64 64 64 3) Weapon's Range ----------------- Actual weapon's range (in pixel) will be listed here. For easy range (in some websites and FAQ, including in Unit Data section), just divided the numbers with 32 rounded up. This is usually called matrix. Ex: Yamato Gun range: 320/32 = 10. Weapon/Special Ability Range Weapon/Special Ability Range ----------------------------------------------------------------------- Gauss Rifle 128 Gauss Rifle (Raynor) 160 C-10 Concussion Rifle 224 C-10 Concussion Rifle (Hero) 192 Fragmentation Grenade 160 Spider Mines 10 Twin Autocannons 160 Hellfire Missile Pack 160 Arclite Cannon 224 Fusion Cutter 10 Gemini Missiles 160 Burst Lasers 160 ATS/ATA Laser Battery 192 Halo Rockets 192 Flame Thrower 32 Arclite Shock Cannon 64-384 Longbolt Missiles 224 Claws 15 Needle Spines 128 Needle Spines (Hunter Killer) 160 Kaiser Blades 25 Toxic Spores 2 Spines 32 Acid Spore 256 Corossive Acid 192 Glave Wurm 96 Seeker Spores 224 Subterranean Tentacle 224 Subterranean Spines 192 Suicide (Ground) 3 Suicide (Air) 3 Particle Beam 32 Psi Blades 15 Warp Blades 15 Phase Disruptor 128 Psionic Shockwave 64 Dual Photon Blasters 128 Anti-matter Missiles 128 Neutron Flare 160 Phase Disruptor Cannon 160 Pulse Cannon 128 STS/STA Photon Cannon 224 Scarab 128 Yamato Gun 320 Lockdown 256 Irradiate 256 EMP Shockwave 288 Optical Flare 288 Restoration 192 Stasis 288 Psi Storm 288 Disruption Web 288 Mind Control 256 Feedback 320 Maelstorm 320 Parasite 384 Spawn Broodling 288 Ensnare 288 Dark Swarm 288 Plague 288 Consume 16 4) Score -------- 4.1) Unit's Score After victory or defeat in Starcraft games score always shown. One most complicated score calculation is the unit's score. Here is the score table for units. Build means the score achieved when building that unit, and Destroy mean the score achieved when the player destroy that unit. This informations is given because may be in some unofficial/amateur tournaments or competition use scores for determine the winner. Zerg Unit Build Destroy Terran Unit Build Destroy -------------------------------------------------------------------- Larva 0 10 Spider Mine 0 25 Egg 0 25 SCV 50 100 Broodling 0 25 Marine 50 100 Zergling 25 50 Vulture 75 150 Drone 50 100 Firebat 100 200 Overlord 100 200 Medic 125 250 Scourge 100 200 Ghost 175 350 Hydralisk 125 350 Goliath 200 400 Infested Terran 200 400 Dropship 300 600 Defiler 225 450 Siege Tank 350 700 Lurker 250 500 Valkyrie 400 800 Mutalisk 300 600 Wraith 400 800 Queen 400 800 Sc. Vessel 625 1250 Guardian 550 1100 Nuclear 800 0 Devourer 550 1100 Battlecruiser 1200 2400 Ultralisk 650 1300 Lurker Egg 0 500 M/G Cocoon 0 1100 Protoss Unit Build Destroy ------------------------------- Scarab 0 0 Interceptor 30 60 Probe 50 100 Zealot 100 200 Shuttle 200 400 Observer 225 450 Dragoon 250 500 Dark Templar 325 650 High Templar 350 700 Corsair 350 700 Reaver 400 800 Dark Archon 650 1300 Scout 650 1300 Archon 700 1400 Carrier 950 1900 Arbiter 1025 2050 4.2) Hero's Score Heroes also have score, but they can only be seen on Campaign or Use Map Settings. Hero Destroy Hero Destroy ------------------------------------------------------------------- Critters 10 Civilian 10 Devouring One 100 Jim Raynor (Marine) 200 Jim Raynor (Vulture) 300 Gui Montag 400 D. Templar 400 Fenix (Zealot) 400 Yggdrasil 400 Hunter Killer 500 Infested Duran 700 Samir Duran 700 Alexei Stukov 700 Sarah Kerrigan 700 Alan Schezar 800 Zeratul 800 Unclean One 900 Fenix (Dragoon) 1000 Kukulza (Mutalisk) 1200 Raszagal 1300 Edmund Duke (S.Tank) 1400 Tassadar 1400 Aldaris 1400 Tom Kazansky 1600 Warbringer 1600 Matriach 1600 Kukulza (Guardian) 2200 Artanis 2400 Magellan 2500 Mojo 2600 Torrasque 2600 Tas/Zer (Archon) 2800 Gantrithor 3800 Infested Kerrigan 4000 Danimoth 4100 Arcturus. Mengsk 4800 Hyperion 4800 Norad II 4800 Gerard Dugalle 4800 4.3) Building's Score Besides the score, below are the list of Building's Sight Range. Note that if a building has a detector, its detector range is always 7 regardless it sight range. Building Build Destroy Sight --------------------------------------------- Supply Depot 50 150 8 Refinery 50 150 8 Missile Turret 50 150 11 Bunker 50 150 10 Engineering Bay 65 195 8 Comsat Station 75 225 10 Nuke Silo 75 225 8 Barracks 75 225 8 Covert Ops 75 225 8 Physic Labs 75 225 8 Machine Shop 75 225 8 Control Tower 100 300 8 Academy 100 300 8 Armory 100 300 8 Factory 200 600 8 Starport 200 600 10 Science Facility 275 825 10 Command Center 400 1200 10 Extractor 25 75 7 Spore Colony 25 195 10 Evolution Chamber 40 120 8 Creep Colony 40 120 10 Sunken Colony 40 240 10 Spawning Pool 75 225 8 Nydus Canal 75 225 8 Hydralisk Den 100 300 8 Defiler Mound 150 450 8 Queen Nest 175 525 8 Greater Spire 200 1350 8 Spire 250 750 8 Ultralisk Cavern 275 825 8 Infested Command Center 300 900 10 Hatchery 300 900 9 Lair 100 1200 10 Hive 100 1500 11 Pylon 50 150 8 Assimilator 50 150 10 Shield Battery 50 150 10 Gateway 75 225 10 Photon Cannon 100 300 11 Cybernetic Core 100 300 10 Forge 100 300 10 Robotic Support Bay 125 375 10 Observatory 175 525 10 Citadel of Adun 200 600 10 Templar Archives 250 750 10 Robotic Facility 300 900 10 Stargate 300 900 10 Fleet Beacon 350 1050 10 Nexus 400 1200 11 Arbiter Tribunal 450 1350 10 4.4) Special Building Special Building HP Destroy Sight --------------------------------------------- Power Generator 800 600 8 Warp Gate 700 2000 8 Cerebrate 1500 2500 8 Cerebrate Daggoth 1500 2500 8 Khaydarin Crystal F. Inv. 2500 10 Psi Disruptor 2000 3600 10 Overmind Cocoon 2500 4000 10 Xel'Naga Temple 5000 5000 10 Mature Chrysalis 250 5000 8 Norad II 700 5000 10 Protoss Temple 1500 5000 10 Ion Cannon 2000 5000 8 Stasis Cell/Prison 2000 5000 8 Zerg Overmind 2500 10000 8 Zerg Overmind (Shell) 5000 10000 8 5) Brood, Squadron, & Tribes ---------------------------- Below, is the table for the Starcraft (and not BroodWar). In Broodwar, the name is almost the same, except for few Terran's Squadron. And there is a new colour, Green. But Green is technically only change other colour (I forget what colour, but I think its Brown. Need Help here, if some one know, please email me). Although this information doesn't affect gameplay, but may be you want to know it. Colour Zerg Terran Protoss -------------------------------------------------------- Red Tiamat Brood Elite Guard Ara Tribe Blue Surtur Brood Mar Sara Sargas Tribe Teal Fenris Brood Kel-Morian Combine Akilae Tribe Purple Jormungand Brood Antiga Furinax Tribe Orange Garm Brood Delta Squadron Auriga Tribe Brown Grendel Brood Omega Squadron Venatir Tribe White Baelrog Brood Alpha Squadron Shelak Tribe Yellow Leviathan Brood Epsilon Squadron Velari Tribe 6) Animation Height ------------------- Higher Animation Height, will mean higher elevation. So in table below, a Wraith will be on top of a Dropship. This may sound unimportant, but it is not. Don't forget, hidding a unit under other unit can be a good tactic. (Observers are always in top of Carriers) The exception is the 19 value, they can't be higher than flying units but always higher than any ground units or building. Anim. Height Object ---------------------- 0 Beacon 1 Floor Hatch, Start Location 2 Larva, Spawning Pool 3 Bunker 4 All other objects that not included in other height 16 Science Vessel, Dropship, Battlecruiser, Overlord, Valkyrie, Arbiter, Carrier 18 Wraith, Nuclear Missile, Scanner Sweep, Mutalisk, Guardian, Queen, Scourge, Cocoon, Corsair, Devourer, Shuttle, Scout, Interceptor, Observer, Kakaru, Raszagal, Map Revealer 19 Disruption Web, Dark Swarm 7) Cooldown ----------- Cooldown is the time between the ending of attack and the beginning of another. So the lowest cooldown mean the fastest attack rate. Listed below, is some hero cooldown rate that different from normal unit (with normal unit's cooldown for comparison). Weapon Cooldown Notes -------------------------------------- Fusion Cutter 15 Gauss Rifle 15 7.5 with Stimpack Flame Thrower 22 11 with Stimpack Fragmentation Grenade 30 Twin Autocannons 22 Hellfire Missile Pack 22 Arclite Cannon 37 Arclite Shock Cannon 75 Burst Lasers 30 Gemini Missiles 22 Halo Rockets 64 C-10 Canister Rifle 22 ATS/ATA Laser Battery 30 Spines 22 Claws 8 6 with Adrenal Glands Needle Spines 15 Glave Wurm 30 Subterranean Spines 37 Toxic Spores 15 Acid Spores 30 Corrosive Venom 100 Kaiser Blades 15 Particle Beam 22 Psi Blades 22 Phase Disruptor 30 Dual Photon Blasters 30 Anti-matter Missiles 22 Neutron Flare 8 Scarab 60 Warp Blades 30 Psionic Shockwave 20 Pulse Cannon 1 Phase Disruptor Cannon 45 Longbolt Missiles 15 Subterranean Tentacle 32 Seeker Spore 15 STA/STS Photon Cannon 22 Hero Cooldown Normal ------------------------------------ Raynor (Vulture) 22 30 Hyperion 22 30 Infested Kerrigan 15 8 Fenix (Dragoon) 22 30 Tassadar 22 n/a (Psi Assault only used by Tassadar) Zeratul 22 30 8) Record --------- Unit Special -------------------- Vulture The fastest Ground unit (with upgrade) Zergling The fastest Zerg's Ground unit (with upgrade) Zealot The fastest Protoss's Ground unit (with upgrade) Overlord The slowest unit (without upgrade) Reaver The slowest ground unit Ultralisk The strongest ground unit (highest HP) Siege Tank The farthest attack range unit SCV The best combat unit of all Workers 9) Speed -------- Units speed are hard to check, and it also have acceleration. Below is the data of units, from the fastest to the slowest unit. (1 is the fastest, larger number mean slower units) I have so many times and also trial and error to presents the table below, if you found any mistake, please inform me. Unit Speed ---------- 1. Vulture (Upgraded) 2. Zergling (Upgraded) 3. Ultralisk (Upgraded) -> Almost have no difference with no. 2 4. Wraith, Scourge, Mutalisk, Queen, Shuttle (Upgraded), Scout (Upgraded), Corsair 5. Vulture 6. Broodling 7. Infested Terran, Zealot (Upgraded), Lurker 8. Valkyrie -> Almost have no difference with no. 7 9. Zergling 10. Hydralisk (Upgraded) 11. Ultralisk, Science Vessel, Observer (Upgraded) 12. Devourer -> Almost have no difference with no. 13 13. Drone, SCV, Probe, Archon, Dragoon, Scout, Arbiter, Dark Templar, Dark Archon 14. Goliath 15. Shuttle 16. Firebat, Ghost, Siege Tank, Marine, Defiler, Zealot, Medic 17. Hydralisk, Dropship 18. Carrier, Observer, Overlord (Upgraded) 19. Templar 20. Battlecruiser, Guardian 21. Overlord (Upgraded/before patches 1.04 or BroodWar) 22. Reaver 23. Overlord 10) Supply ---------- Below are units and buildings that can provide supply: Unit/Building Race Supply ------------------------------------ Supply Depot Terran 8 Pylon Protoss 8 Overlord Zerg 8 Hatchery/Lair/Hive Zerg 1 Command Center Terran 10 Nexus Protoss 9 Yggadrasil Zerg Hero 30 ********** Unpublished work Copyrighted by S. Rudiyanto N. 1999