Units and Structures: Observer Photon cannon Revelation (Oracle ability) Single Player only: Purifier (Safe Haven on Level Brutal) Terran. Units and Structures: Raven Missile turret Single Player only: Science vessel Abilities: Scanner Sweep (orbital command ability) EMP Shot (ghost ability) will reveal cloaked units for a short time. Terran Units Table: Unit Types, Stats, and Damage. In the table below, you will find a list of all the Starcraft 2 Terran units along with the unit type, health, movement speed, armor, damage, damage bonuses, number of attacks, attack speed, and range for all the Terran units in Starcraft 2. Hero units, top bar abilities and Tychus outlaws all cost 10 minerals and 5 gas to issue commands to. The cost of issue a command to a regular unit depends on its actual unit cost and supply cost. For gasless units, the cost is 2 x its supply in minerals. For gas units, it's 1 x its supply in gas and minerals.
Starcraft 2 Guide --> Starcraft 2 Terran Guide --> Terran Units List (you are here)
This page contains a complete guide to all the Terran units in Starcraft 2. We will start with a discussion on Terran unit mechanics, descrbing the unique aspects of Terran units in Starcraft 2.
The next section and bulk of this page consists of 3 tables. The first table will provide a list of units and their associated cost, build time, prerequisites, and the production that produces them.
The second tables covers the stats, damage dealt, movement speed, armor, number of attacks, and bonus damage modifiers of each Terran unit.
The third table discusses each of the Terran unit's abilities as well as provides a list of the technology that can be researched to upgrade particular Terran units.
The guide is then wrapped up with a section on common unit compositions, revealing the best synergies between units so that would-be Terran players can create balanced and effective armies.
Table of Contents
Terran Unit Mechanics
Terran Unit Cost and Requirements
Terran Unit Stats and Damage
Terran Unit Abilities and Research
Common Terran Unit Compositions
Select any of the links above to jump to the chart or section you are looking for. Over time, specific pages on individual units will be added, which you will be able to access by clicking on the unit name on the charts below.
Terran Unit Mechanics
The health of Terran units is referred to as its life. Terran units are the only race which does not have innate regeneration capacity - damage dealt to Terran units will not heal over time. The only exception to this is the Reaper, as this unit will heal over time.
Instead of passive regeneration, Terran player's are able to restore the health of their units through either the Medivac or the SCV. The Medivac possess a skill, 'Heal', which can be used to heal friendly units. One point of Medivac energy is drained for every 3 Life points restored. Medivacs only are able to heal biological targets and only one Medivac may heal a single unit at the same time.
Mechanical units can have their health restored via the SCV's repair skill. This skill requires the SCV to be in melee range of the target and the SCV is completely occupied while performing its repair function. Repair restores unit's health based on build time. A full repair from 1 health to full requires approximately the same amount of time as it does to train the targeted unit. For example, a Battlecruiser, which takes 90 seconds to build, will require 90 seconds to repair from 1 health back to full life.
Repair costs money and is based on the amount of damage sustained. The Terran pays 1% of the unit's original cost for every 4% of health restored via repair. If a unit costs 100 minerals, repairing it from 1 health to full health will cost 25 minerals.
Unlike the Medivac's heal ability, multiple SCVs can repair the same target at the same time, increasing the rate of the repair. SCVs can be set to repair automatically by selecting the SCV you want to do the repairing and then right clicking on the repair icon.
Terran Units Table: Cost & Requirements
Unit | Cost | Build Time | Requires | Produced From |
SCV | 50 minerals 1 supply | 17 seconds | Command Center | Command Center Orbital Command Planetary Fortress |
Marine | 50 minerals 1 supply | 25 seconds | Barracks | Barracks |
Reaper | 50 minerals 50 gas 1 supply | 45 seconds | Barracks | Barracks |
Marauder | 100 minerals | 30 seconds | Barracks Tech Lab | Barracks |
Ghost | 200 minerals | 40 seconds | Barracks Tech Lab Ghost Academy | Barracks |
Hellion | 100 minerals 2 supplies | 30 seconds | Factory | Factory |
Widow Mine | 75 minerals | 40 seconds | Factory | Factory |
Siege Tank | 150 minerals | 45 seconds | Factory Tech Lab | Factory |
Hellbat | 100 minerals 2 supplies | 30 seconds | Factory Armory | Factory |
Thor | 300 minerals 200 gas 6 supplies | 60 seconds | Factory Armory Tech Lab | Factory |
Medivac | 100 minerals 100 gas 2 supplies | 42 seconds | Starport | Starport |
Viking | 150 minerals 75 gas 2 supplies | 42 seconds | Starport | Starport |
Raven | 100 minerals 200 gas 2 supplies | 60 seconds | Starport Tech Lab | Starport |
Banshee | 150 minerals 100 gas 2 supplies | 60 seconds | Starport Tech Lab | Starport |
Battlecruiser | 400 minerals 300 gas 6 supplies | 90 seconds | Fusion Core Starport Tech Lab | Starport |
Terran Units Table: Unit Types, Stats, and Damage
In the table below, you will find a list of all the Starcraft 2 Terran units along with the unit type, health, movement speed, armor, damage, damage bonuses, number of attacks, attack speed, and range for all the Terran units in Starcraft 2. This table includes Heart of the Swarm units. Attacks denote both ground and anti-air attacks unless otherwise noted.
Unit/Type | Life | Armor | Move Speed | Damage | Attacks | Attack Speed | Range |
SCV Light - Mechanical | 45 | 0 | 2.81 | 5 Ground only | 1 | 1.5 | Melee |
Marine Light - Biological | 45 55 with | 0 | 2.25 | 6 (+1) | 1 | .86 | 5 |
Reaper Light - Biological | 60 | 0 | 3.75 | 4 (+1) Ground only | 2 | 1.1 | 5 |
Marauder Armored - Biological | 125 | 1 | 2.25 | 10 (+1) 20 (+2) vs armored Ground only | 1 | 1.5 | 6 |
Ghost Biological - Psionic | 100 | 0 | 2.25 | 10 (+1) 20 (+2) vs light | 1 | 1.5 | 6 |
Review imovie for ipad. Hellion Light - Mechanical | 90 | 0 | 4.25 | 8 (+1) 14 (+2) vs light 19 (+2) with IP upgrade vs light Ground only | 1 | 2.5 | 5 |
Widow Mine Light - Mechanical | 90 | 0 | 2.81 | 125 (+40 splash) +35 vs shields | 1 | 40 | 5 |
Siege Tank: Tank Mode Armored - Mechanical | 160 | 1 | 2.25 | 15 (+2) 25 (+3) vs armored Ground only | 1 | 1.04 | 7 |
Siege Tank:Siege Mode Armored - Mechanical | 160 | 1 | 0 | 35 (+3) 50 (+5) vs armored Ground only | 1 | 3 | 13 |
Hellbat Light - Biological - Mechanical | 135 | 0 | 2.25 | 18 (+2) 18 (+3) vs light 30 (+3) vs light with Infernal Pre-Igniter Ground only | 1 | 2 | 2 |
Thor: Thor's Hammer Armored - Mechanical - Massive | 400 | 1 | 1.88 | 30 (+3) Ground only | 2 | 1.28 | 7 |
Thor: Explosive Payload Armored - Mechanical - Massive | 400 | 1 | 1.88 | Ios emulator for iphone. 6 (+1) 12 (+2) vs light Bluestacks 2 filehippo. Air only | 4 | 3 | 10 |
Thor: High Impact Payload Armored - Mechanical - Massive | 400 | 1 | 1.88 | 24 (+2) Air only | 1 | 2 | 10 |
Viking: Fighter Mode Armored - Mechanical | 125 | 0 | 2.75 | 10 (+1) 14 (+1) vs armored Both air only | 2 | 2 | 9 |
Viking: Assault Mode Armored - Mechanical | 125 | 0 | 2.25 | 12 (+1) Ground only | 1 | 1 | 6 |
Medivac Armored - Mechanical | 150 | 1 | 2.5 4.25 with IAB | None | n/a | n/a | n/a |
Raven Light - Mechanical | 140 | 1 | 2.25 | None | n/a | n/a | n/a |
Banshee Light - Mechanical | 140 | 0 | 2.75 | 12 (+1) | 2 | 1.25 | 6 |
Battlecruiser Armored - Mechanical | 550 | 3 | 1.88 | 6 (+1) Air only 8 (+1) Ground only | 1 | .23 | 6 |
Terran Units: Abilities and Research Upgrades
Like all races, many Terran units have access to a variety of abilities in addition to just their default attacks. Some of these skills are always unlocked whereas others have to be researched before they can be used during a match. Additionally, there are a variety of upgrades available that can provide increase the strength of certain Terran units. Below, you will find a chart detailing all of these abilities and rsearch upgrades.
Unit | Abilities & Research |
SCV | The SCV is able to harvest minerals, build structures, and repair mechanical units and structures. |
Marine | Combat Shields: Combat Shields provides a passive, permanent increase of +10 life to the Marine's health pool. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 110 seconds. Stimpack: Stimpack is an on-use ability that drains 10 health in exchange for increasing attack speed and movement speed by 50% for 10 seconds. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 170 seconds. |
Reaper | Jet Pack: Allows the Reaper to jump up and down cliffs. Always active. Default ability. Combat Drugs: Allows the Reaper to regenerate life quickly when out of combat. Requires the Reaper to not take damage for 10 seconds. Restores 2 HP per second. Default ability. |
Marauder | Stimpack: Stimpack is an on-use ability that drains 20 health in exchange for increasing attack speed and movement speed by 50% for 10 seconds. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 170 seconds. Concussive Shells: Marauder attacks snare opponents, reducing their movement speed by 50% for 1.5 seconds. Researched at the Tech Lab attached to the Barracks. Costs 50 minerals, 50 vespene gas, and requires 60 seconds to research. |
Ghost | Sniper Round: Deals 25 damage (+25 bonus damage vs Psionic units) to the target. Ignores armor. May only target Biological units. Costs 25 energy. Default ability. EMP Round: Fires off an EMP round, exploding in a small area of effect. Drains 100 shields from Protoss units caught within the area of effect. Drains 100 energy from all spellcasters caught within the area of effect. Cloaked units hit with EMP are temporarily revealed. Costs 75 energy. Default ability. Personal Cloaking: Allows the Ghost to become cloaked. Costs 25 energy and drains .9 energy per second while active. Must be researched at the Ghost Academy. Costs 150 minerals, 150 vespene gas, and requires 120 seconds to research. Moebius Reactor: Increases the starting energy of Ghosts by 25. Researched at the Ghost Academy. Costs 100 minerals, 100 vespene gas, and requires 80 seconds to research. Tactical Nuke Strike: Allows the Ghost to call down a nuclear strike. Takes 20 second to cast. Requires a Ghost Academy with an armed nuclear silo. The nuclear silo can be armed at the Ghost Academy. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to construct. |
Hellion | Hellbat Mode: The Hellion can convert into Hellbat mode at any time once Transformation Servos has been researched. Transformation Servos is available for research at Tech Lab when attached to a Factory. It costs 150 minerals, 150 vespene gas, and requires 110 seconds. Infernal Pre-Igniter: Increases the Hellion's damage to light units by +5. Researched at the Tech Lab when attached to a Factory. Costs 150 minerals, 150 vespene gas, and requires 110 seconds. |
Widow Mine | Drilling Claws: Allows the Widow Mine to activate (burrow) in 1 second instead of the standard 3 seconds. Researched at the Tech Lab when attached to a Factory. Costs 150 minearls, 150 vespene gas, and requires 110 seconds to research. |
Siege Tank | Siege Mode: Siege Tanks can morph from Tank Mode into Siege Mode (and vice versa) at any time. While in Siege Mode, Siege Tanks deal more damage, have increased range, and deal splash damage. In Siege Mode, the Siege Tank cannot hit units in melee range and it is stationary. Default ability. |
Hellbat | Hellion Mode: The Hellbat can convert into Hellion mode at any time once Transformation Servos has been researched. Transformation Servos is available for research at Tech Lab when attached to a Factory. It costs 150 minerals, 150 vespene gas, and requires 110 seconds. Infernal Pre-Igniter: Increases the Hellbat's damage to light units by 12, taking it up to 30 damage total. Researched at the Tech Lab when attached to a Factory. Costs 150 minerals, 150 vespene gas, and requires 110 seconds. |
Thor | High Impact Payload: The Thor can activate High Impact Payload, increasing its anti-air damage against a single target. However, it loses its splash damage and deals less DPS versus light air units in this mode versus its default Explosive Payload attack. Default ability. |
Viking | Assault Mode: The Viking lands, trading its anti-air capabilities for a modest ranged ground attack. It can switch back and forth between Assault Mode and the default Fighter Mode at any time. Default ability. |
Medivac | Heal: Restores 3 life to the targeted friendly Biological unit. Costs 1 energy. Default ability. Ignite Afterburners: The Medivac's movement speed is increased by 70% for 8 seconds. 20 second cooldown. No energy cost. Default ability. Caduceus Reactor: Increase the Medivac's starting energy by 25. Researched at the Tech Lab when attached to a Starport. Costs 100 minerals, 100 vespene gas, and requires 80 seconds. |
Raven | Build Auto Turret: The Raven constructs an auto-turret that lasts for 180 seconds. Turrets have 150 hp, 1 armor, deal 8 damage per attack, have an attack speed of .8, and a range of 6. Costs 75 energy. Default ability. Build Point Defense Drone: The Raven spawns a Point Defense Drone. This flying structure shoots down enemy enemy missiles at the cost of 10 energy, negating the damage entirely. Only absorbs missile attacks (i.e. attacks with a visible physical projectile). Lasts 180 seconds. Costs 100 energy. Default ability. Seeker Missile: The Raven fires a Seeker Missile that deploys after 5 seconds and pursues its target, dealing 100 damage to all nearby units when it finally makes contact. Costs 75 energy. Default ability. Durable Materials: Extends the timed duration of Raven Auto-Turrets and Point Defense Drones from 180 seconds to 240 seconds. Available for research at the Tech Lab when attached to a Starport. Costs 150 minerals, 150 vespene, and requires 110 seconds to research. Research Corvid Reactor: Increases the starting energy of the Raven by 25. Available for research at the Tech Lab when attached to a Starport. Costs 150 minerals, 150 vespene, and requires 110 seconds to research. |
Banshee | Cloaking Field: Allows the Banshee to Cloak itself. Costs 25 energy and drains .9 energy per second while active. Researched at the Tech Lab when attached to a Starport. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research. |
Battlecruiser | Yamato Cannon: The Battlecruiser casts a 3 second ability that deals 300 damage to the target unit or structure. Costs 100 energy. Requires the 'Weapon Refit' research, available at the Fusion Core. Costs 150 minerals, 150 vespene gas, and requires 60 seconds to research. Behemoth Reactor: Increases the starting energy of the Battlecruiser by 25. Available to research at the Fusion Core. Costs 150 minerals, 150 vespene gas, and takes 80 second to research. |
Common Terran Unit Combinations
Players of all races need to be able to be able to create synergistic armies. Good army combinations help cover up the weaknesses of particular units as well as increase the overall strength of your army.
There are a large number of possible unit combinations you can use in Starcraft 2. The successful Terran army combinations are not limited to the combinations mentioned below, but this guide will help you get started with creating a balanced and effective army.
Early Game Armies
The early game army choices of the Terran player are quite flexible and race dependent. Against Zerg, Terran players almost always open with either Reapers or Hellions. These units provide the Terran with map control, allowing the Terran to pick off scouting Zerglings. Sometimes Terrans will try to punish Zerg players who expand too quickly by opening with a few fast Barracks and using Marines with Bunkers. This too is a viable strategy.
Against other Terrans, virtually all early game combinations you can think of remain effective. Proxy Reapers, early Marine aggression, rushing to Banshees and Hellbat or Hellion drops are all considered viable tactics in the early game. Terran players often open with 1 Barracks, 1 Factory, and 1 Starport against other Terran players for that reason.
Against Protoss players, Terran players typically try to get out a number of Marines or rush straight for the Widow Mine. This helps the Terran fend off any Oracle harass attacks which are incredibly common. Marines in small numbers are weak against even a single well-microed Stalker, so Terran players often get a Bunker up to prevent Stalker harass from doing too much damage.
Mid Game Armies
By the mid game, Terran armies typically incorporate all 3 primary tech structures. The three primary army compositions are full Bio, Bio Mech, and full Mech. Full bio builds consist primarily of Marines and Marauders but at a minimum need to incorporate Medivacs. Medivacs are very strong for Marines and Marauders as it allows the Terran to use Stimpack many times without the downside of losing health thanks to the Medivac's heal ability. Bio forces may need the support of Vikings as well when faced powerful units like the Colossus or Brood Lord.
When faced with Banelings and other anti-bio units, Bio armies can be improved by the addition of some mech forces. Typically this is the Widow Mine or Siege Tank. Terran bio forces on the offensive can fall back to the tank line or burrowed Widow Mines when faced with a lot of Banelings.
Full mech builds can work against all 3 races as well. These builds typically consist of Hellbats, Thors, Siege Tanks, and Widow Mines. This build is a bit weak versus air units in general though, so Vikings may be added for support.
Against other Terran players, Siege Tanks and Vikings make up the core of your army composition. Siege Tanks rule all Terran units on the ground ground while Vikings provide air superiority and provide vision for your Siege Tanks.
Late Game Armies
The same army compositions that predominate in the mid-game for the Terran are also staples in the late game. In the late game, Terran players will use the same unit combinations as in the mid game but also add on Ravens or Ghosts as support.
The Raven is a very strong support unit in all match-ups, but its high gas cost and the amount of time it takes to build up a full energy bar relegate its use (aside from just 1 or 2 Ravens) to the later portions of the game. The Raven provides good air support for Mech as Seeker Missile and Point Defense Drone are strong versus most air units.
The Ghost provides great support for the Terran player, but particularly fits well in bio-based builds. The High Templar, Archon, and Infestor are some of the most dangerous units for Terran bio forces, and the Ghost counters them all via Snipe or EMP.
The only completely new army composition that opens up in the late game is SkyTerran - that is using a full army of air units. This involves creating an army of virtually all Battlecruisers, Ravens, and Vikings. This is army is incredibly hard to stop for any race if you have enough Ravens and use your Point Defense Drone and Seeker Missile effectively.
The reason you do not actually see much SkyTerran is not due to its strength but that it is practically impossible to get maxed out on Terran air units. This is due to the extreme vespene gas requirement. Each Battlecruiser costs 300 Vespene gas and each Raven costs 200 vespene gas. Just getting out 10 Battlecruisers and 10 Ravens runs 5000 vespene.
Starcraft 2 Strategy Guide --> Zerg Guide --> Zerg Units List (you are here)
This guide provides everything you need to know about Zerg units in Starcraft 2. The first section discusses Zerg unit mechanics, discussing aspects unique to the Zerg race like regeneration and evolution.
The bulk of the units list can be found in three tables in the middle of this page. The first table discusses the basic information of each unit, including its cost, build time, prerequisites, and from where it is produced.
The second table provides information on each unit's states, including unit type, damage, attacks, range, movement speed, and armor. The final table reveals the abilities and upgrades available to each Zerg unit in Starcraft 2.
Finally, a guide will be provided discussing common Zerg unit combinations. Using units that work well together are key to success in Starcraft 2, no matter what race you are playing.
Note: For a list of campaign-only Heart of the Swarm Zerg units, see our HotS campaign only units guide. This section will focus on the units available for play in the multiplayer version of the game.
Table of Contents
Zerg Unit Mechanics
Zerg Unit Cost and Requirements
Zerg Unit Type and Damage Stats
Zerg Unit Abilities and Research
Common Zerg Army Compositions
All Starcraft 2 Units
Zerg Unit Mechanics
The Zerg has five unique mechanics that stand out when compared to the other races: unit production, regeneration, creep, Overlords, and burrow.
Unit Production
The only Zerg unit that is produced by a building is the Queen. All other Zerg units are produced from Larva or from other Zerg units. Larva are automatically produced by the Hatchery or spawned via the Queen's Inject Larva ability. Larva can be selected by players and morphed into units at any time. Larva are destroyed in the process of creating a new unit.
Some Zerg units are created by permanently morphing one Zerg unit into another. Zerglings can morph into Banelings while Corruptors can morph into Brood Lords. This process costs resources, requires certain tech structures, and is permanent.
Zerg Regeneration
Unlike Protoss units which can only recover their shields and Terran units which do not recover at all, Zerg units and structures automatically recover their health over time. This is termed regeneration. Zerg regeneration occurs at a rate of about 1 health every 4 in-game seconds (actual value is slightly faster at .27 hp restored per second).
Zerg regeneration is always active. Even when the Zerg army is taking damage, the .27 health restored per second is ticking in the background. This actually matters in certain game scenarios. For example, without regeneration, an Immortal would destroy a Hydralisk in 4 shots, as the Immortal deals 20 HP per shot and the Hydralisk has 80 HP. However, during those 4 shots, the Hydralisk's native regeneration capacities will cause 1 health to be restored while the Immortal is firing off its shots. Rather than dying to 4 Immortal shots, the Hydralisk will survive with 1 HP, requiring a 5th shot to destroy it.
The Zerg Creep
Zerg Units move faster on the creep. The exact speed boost given is particular to the unit type. For example, Queens move more than twice as fast while on creep while the Ultralisk only moves 30% faster while on the creep.
Zerg units to not recover health faster while on the creep versus off the creep.
Overlords and Overseers
The Zerg is unique in that its supply space is increased by adding units on rather than structures. In particular, the Overlord and the Overseer both increase the current supply cap by 8 just like a Supply Depot or Pylon. These units do not cost any supply space, so you could literally have 100s of them if you could afford to produce them.
Starcraft 2 New Units
Despite not costing any supply space, these units also have multiple functions. The Overlord is able to be upgraded to function as a transport for the Zerg army as well as can generate creep. The Overseer is the Zerg's primary detector and has two abilities. One ability spawns a Changeling which can act as a spy, providing scouting information, while the other ability prevents unit production or research for 30 seconds.
Burrow
The Burrow technology can be researched at the Hatchery. All Zerg ground units can burrow. While burrowed, units are cloaked. Most burrowed units are unable to move or perform any actions, they just maintain their cloak.
Some units have access to a few of their abilities or can even move while burrowed. Infestors can spawn Infested Terran while burrowed and can move at a reduced speed. Banelings can explode while burrowed if the action is triggered. Swarm Hosts must remain burrowed to use Spawn Locusts. Roaches can be upgraded to move quickly while burrowed as well as regenerate extra healthw hile burrowed.
Zerg Units Table: Cost & Requirements
Unit | Cost | Build Time | Requires | Produced From |
Drone | 50 minerals 1 supply | 17 seconds | n/a | Larva |
Overlord | 100 minerals | 25 seconds | n/a | Larva |
Zerglings x2 from 1 egg | 50 minerals 1 supply | 24 seconds | Spawning Pool | Larva |
Baneling | 25 mineral 25 gas 1 Zergling | 20 seconds | Baneling Nest | Zergling |
Roach | 75 minerals 25 gas 2 supplies | 27 seconds | Roach Warren | Larva |
Queen | 150 minerals 2 supplies | 50 seconds | Spawning Pool | Hatchery Lair Hive |
Hydralisk | 100 minerals | 33 seconds | Hydralisk Den | Larva |
Mutalisk | 100 minerals 100 gas 2 supplies | 33 seconds | Spire | Larva |
Corruptor | 150 minerals | 40 seconds | Spire | Larva |
Infestor | 100 minerals 150 gas 2 supplies | 50 seconds | Infestation Pit | Larva |
Swarm Host | 200 minerals | 40 seconds | Infestation Pit | Larva |
Ultralisk | 300 minerals 200 gas 6 supplies | 55 seconds | Ultralisk Cavern | Larva |
Viper | 100 minerals 200 gas 3 supplies | 40 seconds | Hive | Larva |
Brood Lord | 150 minerals 150 gas 2 supplies | 34 seconds | Greater Spire | Corruptor |
Overseer | 50 minerals 50 gas | 17 seconds | Lair | Overlord |
Zerg Units Table: Unit Types, Stats, and Damage
In the table below, you will find a list of all the Starcraft 2 Terran units along with the unit type, health, movement speed, armor, damage, damage bonuses, number of attacks, attack speed, and range for all the Terran units in Starcraft 2. This table includes Heart of the Swarm units. Attacks denote both ground and anti-air attacks unless otherwise noted.
Unit/Type | Life | Armor | Move Speed | Damage | Attacks | Attack Speed | Range |
Drone Light - Biological | 40 | 0 | 2.81 | 5 Ground only | 1 | 1.5 | Melee |
Overlord Armored - Biological | 200 | 0 | .59 1.88 with PC | n/a | n/a | n/a | n/a |
Zerglings Light - Biological | 35 | 0 | 2.95 3.83 on creep 4.7 with Metabolic Boost 5.11 MB on creep | 5 (+1) Ground only | 1 | .7 .59 with Adrenal | Melee |
Baneling Biological | 30 | 0 | 2.5 3.25 on creep 2.95 with CF 3.83 on creep with CF | 20 (+2) 35 (+4) vs light Ground only | 1 | .83 | Melee |
Roach Armored - Biological | 145 | 1 | 2.25 2.92 on creep 3 with GR 3.9 on creep with GR | 16 (+2) Ground only | 1 | 2 | 4 |
Queen: Ground Attack Biological - Psionic | 175 | 1 | .94 2.5 on creep | 4 (+1) Ground only | 2 | 1 | 5 |
Queen: Anti-Air Attack Biological - Psionic | 175 | 1 | .94 2.5 on creep | 9 (+1) Air only | 1 | 1 | 7 |
Mutalisk Light - Biological | 120 | 0 | 4 | 9 (+1) | 1 | 1.52 | 3 |
Corruptor Armored - Biological | 200 | 2 | 2.95 | 14 (+1) 20 (+2) vs massive Both air only | 1 | 1.9 | 6 |
Overseer Armored - Biological | 200 | 1 | 1.88 2.75 with PC | n/a | n/a | n/a | n/a |
Hydralisk Light - Biological | 80 | 0 | 2.25 2.81 with Muscular Augments 3.37 on creep regardless | 12 (+1) | 1 | .83 | 5 6 with Grooved Spines |
Swarm Host (spawns Locusts) Armored - Biological | 160 | 1 | 2.25 2.92 on creep | n/a | 2 Locusts | 25 seconds | n/a |
Locust Light - Biological | 65 | 0 | 1.88 2.66 on creep | 12 (+1) Ground only | 1 | .8 | 3 |
Infestor Armored - Biological - Psionic | 90 | 0 | 2.25 2.92 on creep | Spawn Infested Terran | n/a | n/a | n/a |
Infested Terran Light - Biological | 50 | 0 | .94 (1.24 on creep) | 8 (+0) | 1 | .86 | 5 |
Ultralisk Armored - Biological - Massive | 500 | 1 3 with Chitinous | 2.95 3.83 on creep | 35 (+3) Ground only | 1 | .86 | 1 |
Viper Armored - Biological - Psionic | 150 | 1 | 2.95 | n/a | n/a | n/a | n/a |
Brood Lord Armored - Biological - Massive | 225 | 1 | 1.41 | 20 (+2) Ground only | 1 | 2.5 | 9.5 |
Zerg Units: Abilities and Research Upgrades
Like all races, many Terran units have access to a variety of abilities in addition to just their default attacks. Some of these skills are always unlocked whereas others have to be researched before they can be used during a match. Additionally, there are a variety of upgrades available that can provide increase the strength of certain Terran units. Below, you will find a chart detailing all of these abilities and research upgrades.
Unit | Abilities & Research |
Drone | The Drone is able to harvest minerals and morph into structures. Drones are permanently lost once a morphed structure finishes. |
Zergling | Metabolic Boost: Increases the Zergling's movement speed by 60%. Researched at the Spawning Pool. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research. Adrenal Glands: Increases the Zergling's attack speed by 20%. Costs 200 minerals, 200 vespene gas, and requires 130 seconds to research. Researched at the Spawning Pool but additionally requires a Hive. |
Queen | Spawn Creep Tumor: Plants a Creep Tumor on the ground that generates Creep. Costs 25 energy. 15 second cooldown. Default ability. Spawn Larvae: Injects a Hatchery with Larvae. After 40 seconds, 4 Larvae will hatch. A Hatchery can only be injected with one set of Larva at a time. Costs 25 energy. No cooldown. Default ability. Transfusion: Instantly restores 125 life to the target biological unit or structure. Costs 50 energy. Default ability. |
Baneling | Centrifugal Hooks: Increases the movement speed of Banelings to 2.95. Researched at the Baneling Nest. Costs 150 minerals, 150 vespene gas, and requires 110 seconds to research. |
Roach | Rapid Regeneration: The Roach restores life very quickly while burrowed (~5 HP per second). Default ability. Glial Reconstitution: Increases the movement speed of Roaches from 2.25 to 3. Researched at the Roach Warren but requires a Lair. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research. Tunneling Claws: Allows Roaches to move while burrowed and increases their regeneration rate while burrowed. Costs 150 minerals, 150 vespene, and requires 110 seconds to research. Researched at the Roach Warren but does require a Lair. |
Hydralisk | Grooved Spines: Increases the attack range of the Hydralisk by 1. Researched at the Hydralisk Den. Costs 150 minerals, 150 gas, and requires 80 seconds to research. Muscular Augments: Allows the Hydralisk to move 25% faster off of creep. Researched at the Hydralisk Den. Costs 150 minerals, 150 vespene gas, and requires 100 seconds to research. |
Mutalisk | Tissue Regeneration: The Mutalisk always restores about 1 HP per second. Default ability. |
Corruptor | Corruption: Increases the damage taken by the target by 20% for 30 seconds. 45 second cooldown. Default ability. |
Infestor | Infested Terran: Spawns an Infested Terran that lasts 30 seconds. Costs 25 energy. Default ability. Fungal Growth: Fires a projectile that explodes in a small area of effect. Enemy units in this area are rooted for 4 seconds and are dealt 30 damage over this time period. Reveals cloaked and burrowed units. Costs 75 energy. Default ability. Neural Parasite: Mind control the target enemy unit for 15 seconds. Costs 100 energy. Must be researched at the Infestation Pit. Costs 150 minerals, 150 gas, and requires 110 seconds to research. Pathogen Glands: Increases the starting energy of the Infestor by 25. Researched at the Infestation Pit. Costs 150 minerals, 150 gas, and requires 80 seconds to research. |
Swarm Host | Spawn Locusts: Spawns 2 Locusts that last for 15 seconds. 25 second cooldown. Only can be used while burrowed. Default ability. Enduring Locusts: Increases the lifespan of Locusts by 10 seconds. Researched at the Infestation Pit. Costs 200 minerals, 200 gas, and requires 120 seconds to research. |
Brood Lord | Swarm Seeds: The Brood Lord's attacks spawn Broodlings that last for 8 seconds. These are melee units that similar in function to Zerglings. The Brood Lord's first attack will spawn 2 Broodlings whereas follow-up attacks spawn just 1-1 Broodlings. Default ability, always active. |
Ultralisk | Frenzied: The Ultralisk is always immune to snare, stun, and mind control effects. Default ability. Chitinous Plating: Increases the Ultralisk's armor by 2. Researched at the Ultralisk Cavern. Costs 150 minerals, 150 vespene, and requires 110 seconds to research. |
Viper | Consume: Drains health from one of your biological structures, converting 200 life over 20 seconds into 50 energy. Channeled ability. Abduct: Pulls the target unit to the Viper's location. Works on both friendly and enemy units, including massive units. Costs 75 energy. Default ability. Blinding Cloud: Creates a cloud on the ground for 14 seocnds that reduces attack range of all ground units (including your own) to melee range. Costs 100 energy. Default ability. |
Overlord | Pneumatized Carapace: Increases the movement speed of Overlords and Overseers. Available for research at the Hatchery, Lair, or Hive. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to research. Ventral Sacs: Allows the Overlord to function as a transport, loading and unloading ground units. Requires a Lair to research, but can be researched at the Hatchery, Lair, or Hive. Costs 200 minerals, 200 vespene gas, and requires 130 seconds to research. Morph to Overseer: The Overlord can morph into an Overseer for 50 minerals and 50 gas. |
Overseer | Pneumatized Carapace: Increases the movement speed of Overlords and Overseers. Available for research at the Hatchery, Lair, or Hive. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to research. Detector: The Overseer is always a detector. Default ability. Spawn Changeling: Spawns a Changeling that lasts for 150 seconds. The Changeling is a controllable non-offensive unit that upon encountering enemy units will automatically change colors and morph into a Zealot, Marine, or Zergling, depending on the enemy's race. This Changeling can be manually targeted by the enemy, but will not be automatically killed by the enemy's units. This unit provides vision for the Zerg player. Costs 50 energy. Default ability. Contaminate: The targeted structure has its research and production delayed for 30 seconds. Costs 125 energy. Default ability. |
Common Zerg Unit Combinations
In comparison to Protoss and Terran, Zerg armies tend to be the least balanced but most fluid of the three. Since Zerg players produce almost all of their units via Larva, they are able to switch their army composition at any time without limited investment. A Zerg player can just as easily make a wave of Zerglings as they could a wave of Mutalisks, whereas a Terran or Protoss player's production capacity of air units would be limited by the number of Starports or Stargates.
As a result, Zerg players rarely stick to a single army composition. However, there are a few Zerg army compositions which work well.
Perhaps the most common Zerg unit combination is Zerglings, Banelings, and Mutalisks. This is a popular combination for Zerg players to use against Terran players in particular, are Banelings are strong against Marines, while Zerglings and Mutalisks are strong versus most Terran unit combinations in the absence of Marines. Sometimes Infestors are added on for support in this combination. This unit combination is popular in the early and mid-game portions of TvZ. Banelings may be replaced by Ultralisks, Infestors, and/or Brood Lords by the late game.
Another common unit combination in Heart of the Swarm is Roach, Hydralisk, and Viper. Roaches and Hydralisks are a very good combination as Hydralisks are a very high DPS unit that can hit both air and grounds units, whereas Roaches act as a shield for the Hydralisks due to their high HP and low cost.
Starcraft 2 List Of Units 5th
In Wings of Liberty, the problem with the Roach/Hydra army was that it was weak against siege units with splash damage were long-ranged units with splash damage. In particular, Siege Tanks and Colossi were very strong against this unit composition. However, the Viper has changed this dynamic. The Abduct ability can be used to pull in Siege Tanks and Colossus. The Blinding Cloud ability can also be used to disable Siege Tanks. By negating the biggest weaknesses of the Roach and Hydralisk army, the Viper has made Roach and Hydralisk armies viable even in the late game.
In the late game, a great army composition for anti-ground is the Ultralisk and Infestor. Ultralisks do splash damage, but they are a melee unit. A good player will be able to reduce the Ultralisk's damage by spreading out their ranged units and kiting to minimize the Ultralisk's uptime. Fungal Growth can be used to lock units down, allowing the Ultralisk to clean them up with ease, dealing full DPS the entire time.
Note that most Zerg armies include Zerglings. This is simply due to the fact that the Zergling is the only offensive Zerg unit that does not actually cost vespene gas. Leftover minerals not being used to increase the Zerg's economy or for automated defense should be spent on Zerglings. You do not get to keep the minerals for the next game, so you might as well spend them!
Since Zerglings are not always very effective in direct combat in the late game due to not having much HP, most players take advantage of their high DPS movement speed by using them to sneak attack enemy expansions or rushing them into the main base while the enemy is distracted and attacking production or tech facilities. Zerglings are often used in reinforcement waves as well due to their fast production time and movement speed.
There are other viable options for Zerg players in Starcraft 2. These are just a few examples that are used in competitive play.