There are two files to this FAQ, The Races, and Strategy. This file covers the races.
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Table of Contents
i. Revision History
ii. Introduction
iii. Important notice about CD keys
1. Terran
1.1. Terran Buildings
1.2. Terran Units
2. Zerg
2.1. Zerg Buildings
2.2. Zerg Units
3. Protoss
3.1. Protoss Buildings
3.2. Protoss Units
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i. Revision History
1.05 -- Massive overhaul of the Strategy and Races section. Some of the incorrect information
has been updated as well.
1.04 -- Revised information according to the 1.05 patch, and word wrapped the text.
1.03 -- Included Brood War info, heavy editing on strategy (some of it was just crap).
1.02 -- Changed info according to the StarCraft 1.04 patch, added another
contributing website.
1.01 -- Added notice about CD-keys, removed ICQ# (I'm never on anymore),
changed e-mail address and web page URL.
Also corrected a few spelling errors and specified damage types for
units and buildings.
Changed info according the the StarCraft 1.03 patch.
1.00 -- First Draft.
-----------------------------
ii. Introduction
This section is simply intended to be a reference for all of the races' units and buildings.
You will probably not find any strategy tips in here, but it is a good resource for any facts
you may need about the game itself. Here's a quick description of the various facts you will
find about the units and buildings.
1. Crystals / Gas Obviously, this is how many resources this unit or building will take to
produce. This can be in a factor in the cost of repairing such unit or
building.
2. HP This is how many maximum hit points the unit has. Once the HP reaches
zero, the unit or building is destroyed.
3. Shields Protoss units have additional hit points, known as shields. This is
different from regular hit points, as is described in the strategy
section.
4. Energy Energy is a reserve for the use of special abilities.
5. Supply, Control, This is how much "food" the unit will require to be built.
or Psi
6. Weapons The weapons are described here. This is the first number used in
calculating damage to a unit. The type of damage and armor can reduce
the damage dealt as well.
7. Cooldown A unit's cooldown is how many cycles must elapse before a weapon can be
fired again. A game cycle is a few seconds long when the game is set to
normal time.
8. Range This is the effective range that the unit may be fired at, in game
matrices.
8. Armor A unit's armor rating is subtracted from damage, after modifiers for
splash and damage types are applied.
9. Build Time This is how long (in game cycles) it takes for a unit to be produced.
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iii. Important Notice about CD-Keys
I have received a few e-mails from people asking me to provide them with my CD-key. I'll save
you the trouble of writing if you want to ask me. I will not give out my CD-key to anyone,
because it is my access to battle.net. If anyone else uses that CD-key, I can't get on when my
CD-key is already being used. Also, if I give out my CD-key to one person, it will get all the
way around the Internet to everyone in a blink of an eye. Then I will not be able to access
battle.net. So, don't even bother writing me, because I won't give it out. Buy the game. It's
well worth it, and it's cheap now.
-----------------------------
1. Terran
The Terrans are the most like the Orcs and Humans of WarCraft II of the three races in
StarCraft. You have SCV's instead of Peasants, Marines instead of Footmen, etc. An experienced
WC2 player will easily pick up on this race before the others.
All Terran buildings can be repaired by an SCV. Also, when a Terran building is heavily damaged
(when hit points are shown in red), it will slowly lose hit points until it is destroyed.
-----------------------------
1.1.1. Command Center
400 Crystals Produces:
1500 HP SCV
Provides 10 Supply Comsat Station
Has flying ability Nuclear Silo
- 1.1.1.1. Comsat Station (Requires: Academy)
50 Crystals, 50 Gas Sensor Sweep
500 HP - 50 Energy
200 Energy
Command Center attachment
-----------------------------
1.2.2. Marine Produced at Barracks
50 Crystals Ability:
1 Supply Stim Pack
40 HP -Improves speed and firing rate
-Costs 10 HP per use
Gauss Rifle
- Targets air and ground
- 6 normal damage
- +1 per upgrade
- 15 cooldown (7.5 under Stimpack effects)
Infantry Armor
- 0 base armor
Build Time: 24
-----------------------------
1.2.3. Firebat Produced at Barracks
Required: Academy
50 Crystals, 25 Gas
1 Supply Ability:
50 HP Stim Pack
- Improves speed and firing rate
Flamethrower - Costs 10 HP per use
- Targets ground
- 16 concussive splash damage
(in 2-3 attacks, friendly splash)
- +2 per upgrade
- 22 cooldown (11 under Stimpack effects)
Infantry Armor
- 1 base armor
Build Time: 24
-----------------------------
1.2.4. Ghost Produced at Barracks
Required: Academy, Science Facility with
25 Crystals, 75 Gas attached Covert Ops
1 Supply
45 HP Abilities:
200 Energy Cloak
- 25 Energy, constant drain while active
C-10 Canister Rifle Lockdown (Stops mechanical units)
- Targets air and ground - 100 Energy
- 10 concussive damage Nuclear Strike (Loaded Nuclear Silo required)
- +1 per upgrade
- 22 cooldown
Infantry Armor
- 0 base armor
Build Time: 50
-----------------------------
1.2.5. Medic Produced at Barracks
Required: Academy
50 Crystals, 25 Gas
1 Supply Abilities:
60 HP Heal (Heals organic ground units)
200 Energy - 1 energy per 2 HP healed
Restoration (Removes all ailments but Stasis Field on any unit)
Infantry Armor: - 50 energy
- 1 base armor Optic Flare (Reduces any unit's sight to 1)
- 75 energy
Build Time: 30
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1.2.6. Vulture Produced at Factory
75 Crystals Ability:
2 Supply Spider Mine
90 HP - 3 Spider Mines per Vulture
- 125 damage
Fragmentation Grenade - Planted in ground, then burrow
- Targets ground
- 20 concussive damage
- +2 per upgrade
- 30 cooldown
Vehicle Plating
- 0 base armor
Build Time: 30
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1.2.7. Siege Tank Produced at Factory
Required: Attached Machine Shop
150 Crystals, 100 Gas
2 Supply Abilities:
150 HP Siege Mode (while in Tank Mode)
- Loses mobility for powerful cannon
Tank Mode Tank Mode (while in Siege Mode)
- Tank can move again with weaker cannon
Arclite Cannon
- Targets ground
- 30 explosive damage
- +3 per upgrade
- 37 cooldown
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1.2.8. Goliath Produced at Factory
Required: Armory
100 Crystals, 50 Gas
2 Supply
125 HP
Twin Autocannons
- Targets ground
- 12 normal damage
- +1 per upgrade
- 22 cooldown
Hellfire Missile Pack
- Targets air
- 20 explosive damage
- +4 per upgrade
- 22 cooldown
Vehicle Plating
- 1 base armor
Build Time: 40
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1.2.9. Wraith Produced at Starport
150 Crystals, 100 Gas Ability:
2 Supply Cloak
120 HP - 25 Energy, constant drain while active
200 Energy
Flying
Burst Laser
- Targets ground
- 9 normal damage
- +1 per upgrade
- 30 cooldown
Gemini Missiles
- Targets air
- 20 explosive damage
- +2 per upgrade
- 22 cooldown
Ship Plating
- 0 base armor
Build Time: 60
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1.2.10. Dropship Produced at Starport
Required: Control Tower
100 Crystals, 100 Gas
2 Supply
150 HP
Transporting
Flying
Ship Plating
- 1 base armor
Build Time: 50
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1.2.11. Science Vessel Produced at Starport
Required: Science Facility
100 Crystals, 225 Gas
2 Supply Abilities:
200 HP Defensive Matrix (Places temporary shield on one unit)
200 Energy - 100 Energy
Cloak detection EMP Shockwave (Reduces shields and energy to 0 in target area)
Flying - 100 Energy
Irradiate (Reduces HP of any organic units nearby, cast on any unit)
Ship Plating - 75 Energy
- 1 base armor
Build Time: 80
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1.2.12. Battlecruiser Produced at Starport
Required: Science Facility with attached Physics
400 Crystals, 300 Gas Lab, Control Tower
8 Supply
500 HP Ability:
200 Energy Yamato Cannon (Heavy damage on one target)
Flying - 150 Energy
ATA Laser
- Targets air
- 25 normal damage
- +3 per upgrade
- 30 cooldown
ATS Laser
- Targets ground
- 25 normal damage
- +3 per upgrade
- 30 cooldown
Ship Plating
- 3 base armor
Build Time: 160
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1.2.13. Valkyrie Frigate Produced at Starport
Required: Armory, Control Tower
250 Crystals, 150 Gas
3 Supply
200 HP
Flying
Halo Rockets
- Targets air
- 5 explosive splash damage per missile
- +1 per upgrade
- 64 cooldown (after all missiles are fired)
The Zerg technology tree is similar to that from WarCraft 2. There are three main states of the
central building (Hatchery, Lair, Hive), which all require buildings for it to be upgraded.
When Lair or Hive is acheived, new buildings are available.
All Zerg buildings, except the Hatchery and Infested Command Center, must be built on the Creep.
All Zerg buildings regenerate. To build a building (except Infested Command Center), you must
mutate a Drone into one, and you lose the Drone in the process.
300 Crystals Produces:
1250 HP Larva
Provides 1 Control Mutate:
Lair
- 150 Crystals, 150 Gas (requires Spawning Pool)
Evolve:
Burrow (Zerg ground unit ability)
- 100 Crystals, 100 Gas
- 2.1.1.1. Lair
1800 HP All abilities of Hatchery
Provides 1 Control Evolve:
Ventral Sacs (Overlord transporting)
- 200 Crystals, 200 Gas
Antennae (Greater Overlord sight range)
- 150 Crystals, 150 Gas
Pneumatized Carapace (Faster Overlord movement)
- 150 Crystals, 150 Gas
- 2.1.1.2. Hive
2500 HP All abilities of Hatchery and Lair
Provides 1 Control
100 Crystals, 100 Gas Evolve:
850 HP Plague (Defiler ability)
- 200 Crystals, 200 Gas
Consume (Defiler ability)
- 100 Crystals, 100 Gas
Metasynaptic Node (+50 Defiler energy)
- 150 Crystals, 150 Gas
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2.1.12. Infested Command Center
1500 HP Produces:
Infested Terran
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2.2. Zerg Units
All Zerg units regenerate, and all Zerg ground units (except the Ultralisk) burrow. Also, all
Zerg units are mutated from Zerg Larvae, which are only found around Hatcheries, Lairs, or
Hives. As with the other races, all units get +1 per armor upgrade.
------------------------------------------
2.2.1. Larva Found around Hatchery, Lair, or Hive
Can mutate into all Zerg units
25 HP
------------------------------------------
2.2.2. Drone No requirement
50 Crystals Abilities:
40 HP Gather
1 Control Basic Mutation
Advanced Mutation
Spines
- Targets ground units
- 5 normal damage
- 22 cooldown
Carapace
- 0 base armor
Build Time: 20
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2.2.3. Zergling Required: Spawning Pool
50 Crystals
35 HP
1/2 Control
2 Zerglings per egg
Claws
- Targets ground units
- 5 normal damage
- +1 per upgrade
- 8 cooldown (6 after Adrenal Glands evolution)
Carapace
- 0 base armor
Build Time: 28
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2.2.4. Overlord No requirement
100 Crystals
200 HP
Cloak detection
Transporting (must be evolved at Lair or Hive)
Provides 8 Control
Flyer Carapace
- 0 base armor
Build Time: 40
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2.2.5. Hydralisk Required: Hydralisk Den
75 Crystals, 25 Gas Ability:
80 HP Lurker Aspect (mutates into Lurker, evolve at Hydralisk Den)
1 Control - 50 Crystals, 100 Gas
- 2 Control
Needle Spines
- Targets air and ground
- 10 explosive damage
- +1 per upgrade
- 15 cooldown
Carapace
- 0 base armor
Build Time: 28
- 2.2.5.1. Lurker Abilities:
- Burrow (no research neccessary)
125 HP
2 Control
Mutated from Hydralisk
Subterranean Spines
- Can only attack while burrowed
- Targets ground
- 20 normal splash damage*
- +2 per upgrade
- 37 cooldown
100 Crystals, 100 Gas Ability:
120 HP Guardian Aspect (mutates into Guardian, requires Greater Spire)
Flying - 50 Crystals, 100 Gas
2 Control - 2 Control
Devourer Aspect (mutates into evourer, requires Greater Spire)
Glave Wurm - 150 Crystals, 50 Gas
- Targets air and ground - 2 Control
- 9 normal damage
- 30 cooldown
Flyer Carapace
- 0 base armor
Build Time: 40
- 2.2.6.1. Guardian
150 HP
2 Control
Flying
Mutated from Mutalisk
Acid Spore
- Targets ground
- 20 normal damage
- +2 per upgrade
- 30 cooldown
Flyer Carapace
- 2 base armor
Build time from Mutalisk: 40
- 2.2.6.2. Devourer
250 HP
2 Control
Flying
Mutated from Mutalisk
Corrosive Venom
- Targets air
- 25 explosive damage (special)
- +2 damage per upgrade
- 100 cooldown
Flyer Carapace
- 2 base armor
Build Time: 40
The Devourer's attack is special in that every successful hit latches on an "acid spore," which
will reduce the target's firing rate by 1/8, and that target will also take an extra point of
damage. This is per acid spore. In every attack, the damage is focused on one unit, but the
spores splash upon other units as well.
100 Crystals, 150 Gas Abilities:
120 HP Infest Command Center (Mutates heavily damaged Command Center into
200 Energy Infested Command Center)
2 Control Parasite (Allows you to see around infected unit)
Flying - 75 Energy
Spawn Broodlings (Destroys a nonmechanical ground unit, creates two
Flyer Carapace Broodlings)
- 0 base armor - 150 Energy
Ensnare (Slows down affected units)
Build Time: 50 - 100 Energy
- 2.2.8.1. Broodling Created by Queen
30 HP
180 Energy
- When Energy runs out, Broodling dies
Toxic Spores
- Targets ground
- 4 normal damage
- +1 per upgrade
- 15 cooldown
50 Crystals, 150 Gas Abilities:
80 HP Dark Swarm (Nullifies ranged attacks)
200 Energy - 100 Energy
2 Control Plague (Reduces HP in target area to low numbers)
- 150 Energy
Carapace Consume (Sacrifice one of your own units, adds 50 energy to Defiler)
- 1 base armor
Build Time: 50
------------------------------------------
2.1.11 Infested Terran Produced at Infested Command Center
The Protoss are more like the Terrans in the way that the units are produced, but there are
several other differences. All Protoss units and buildings have shields that can regenerate.
Also, most of the Protoss units have many hit points, and do more damage, but they do cost more.
As with the other two races, all Protoss units get +1 armor for each upgrade. Also, Protoss
buildings and Protoss units start with 0 shield armor and get +1 shield armor per upgrade.
All of the Protoss buildings must be warped in by a Probe. Once a warp rift has been created,
the Probe may do another task, so you don't have to stand by the building while it is being
created. Also, all buildings except the Nexus and the Assimilator must be powered by nearby
Pylons.
STA Photon Cannon
- Targets air
- 20 normal damage
- 22 cooldown
------------------------------------------
3.1.7. Cybernetics Core Requires: Gateway
Research:
200 Crystals Air Weapons
500 HP - 3 levels
500 Shields Air Armor
- 3 levels
Singularity Charge (+2 attack range for Dragoons)
- 150 Crystals, 150 Gas
The upgrades break down as follows:
Air Weapons Air Armor
Level 1:
- 100 Crystals, 100 Gas - 150 Crystals, 150 Gas
Level 2:
- 175 Crystals, 175 Gas - 225 Crystals, 225 Gas
Level 3:
- 250 Crystals, 250 Gas - 300 Crystals, 300 Gas
------------------------------------------
3.1.8. Shield Battery Requires: Gateway
Abilities:
100 Crystals Recharge shields
200 HP - Spends energy during recharge
200 Shields
200 Energy
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3.1.9. Robotics Facility Requires: Cybernetics Core
Produces:
200 Crystals, 200 Gas Shuttle
500 HP Reaver
500 Shields Observer
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3.1.10. Stargate Requires: Cybernetics Core
Produces:
150 Crystals, 150 Gas Scout
600 HP Carrier
600 Shields Arbiter
Corsair
------------------------------------------
3.1.11. Citadel of Adun Requires: Cybernetics Core
Research:
150 Crystals, 100 Gas Leg Enhancements (Faster Zealot movement)
450 HP - 150 Crystals, 150 Gas
450 Shields
------------------------------------------
3.1.12. Robotics Support Bay Requires: Robotics Facility
Research:
150 Crystals, 100 Gas Upgrade Scarab Damage (+25 more damage)
450 HP - 200 Crystals, 200 Gas
450 Shields Increase Reaver Capacity (5 more Scarabs)
- 200 Crystals, 200 Gas
Gravitic Drive (Faster Shuttle movement)
- 200 Crystals, 200 Gas
------------------------------------------
3.1.13. Fleet Beacon Requires: Stargate
Research:
200 Crystals, 200 Gas Apial Sensors (+2 Scout sight range)
500 HP - 100 Crystals, 100 Gas
500 Shields Gravitic Thrusters (Faster Scout movement)
- 150 Crystals, 150 Gas
Increase Carrier Capacity (4 more Interceptors)
- 100 Crystals, 100 Gas
Disruption Web (Corsair ability)
- 200 Crystals, 200 Gas
Argus Jewel (+50 Corsair energy)
- 100 Crystals, 100 Gas
------------------------------------------
3.1.14. Templar Archives Requires: Citadel of Adun
Research:
150 Crystals, 200 Gas Psionic Storm (High Templar ability)
500 HP - 200 Crystals, 200 Gas
500 Shields Hallucinate (High Templar ability)
- 150 Crystals, 150 Gas
Khaydarin Amulet (+50 High Templar Energy)
- 150 Crystals, 150 Gas
Mind Control (Dark Archon ability)
- 200 Crystals, 200 Gas
Maelstrom (Dark Archon ability)
- 100 Crystals, 100 Gas
Argus Talisman (+50 Dark Archon energy)
- 150 Crystals, 150 Gas
------------------------------------------
3.1.15. Observatory Requires: Robotics Facility
Research:
50 Crystals, 100 Gas Gravitic Booster (Faster Observer movement)
250 HP - 150 Crystals, 150 Gas
250 Shields Sensor Array (+2 Observer sight range)
- 150 Crystals, 150 Gas
------------------------------------------
3.1.16. Arbiter Tribunal Requires: Stargate, Templar Archives
Research:
200 Crystals, 150 Gas Recall (Arbiter ability)
500 HP - 150 Crystals, 150 Gas
500 Shields Stasis Field (Arbiter ability)
- 150 Crystals, 150 Gas
Khaydarin Core (+50 Arbiter Energy)
- 150 Crystals, 150 Gas
------------------------------------------
3.2. Protoss Units
All Protoss units have recharging shields that may be quickly recharged at a Shield Battery.
------------------------------------------
3.2.1. Probe Produced at Nexus
Abilities:
50 Crystals Gather
20 HP Build Structure
20 Shields Build Advanced Structure
1 Psi
------------------------------------------
3.2.2. Zealot Produced at Gateway
100 Crystals
80 HP
80 Shields
2 Psi
Psi Blades
- Targets ground
- 16 normal damage (in two attacks)
- +2 per upgrade
- 22 cooldown
Ground Armor
- 1 base armor
Build Time: 40
------------------------------------------
3.2.3. Dragoon Produced at Gateway
Requires: Cybernetics Core
125 Crystals, 50 Gas
100 HP
80 Shields
2 Psi
Phase Disruptor
- Targets ground and air
- 20 explosive damage
- +2 per upgrade
- 30 cooldown
Ground Armor
- 1 base armor
Build Time: 40
------------------------------------------
3.2.4. High Templar Produced at Gateway
Requires: Templar Archives
50 Crystals, 150 Gas Abilities:
40 HP Psionic Storm (Damage in target area)
40 Shields - 75 Energy
200 Energy Hallucinate (Makes two copies of unit)
2 Psi - 125 Energy
Archon Warp (2 High Templars merge to form an Archon)
Ground Armor - 4 Psi
- 0 base armor
Build Time: 50
- 3.2.4.1. Archon
10 HP
350 Shields
4 Psi
Produced from two High Templar
Psionic Shockwave
- Targets ground and air
- 30 normal splash damage
- +3 per upgrade
- 20 cooldown
Ground Armor
- 0 base armor
Build time from High Templar: 20
------------------------------------------
3.2.5. Dark Templar Produced at Gateway
Requires: Templar Archives
125 Crystals, 100 Gas
80 HP Ability:
40 Shields Dark Archon Meld (2 Dark Templar merge to form a Dark Archon):
2 Psi - 4 Psi
Always Cloaked
- 3.2.5.1. Dark Archon Abilities:
Feedback (Damage to target unit = target unit's energy, target's
25 HP energy goes to 0)
200 Shields - 50 Energy
200 Energy Mind Control (Take permanent control of target unit)
4 Psi - 150 Energy
Produced from two Dark - Dark Archon's shields go to 0
Templar Maelstrom (All organic units in target area are stopped for a few
seconds)
Ground Armor: - 100 Energy
- 1 base armor
Build Time from two Dark Templar: 20
------------------------------------------
3.2.6. Shuttle Produced at Robotics Facility
200 Crystals
90 HP
60 Shields
2 Psi
Flying
Transporting
Air Armor
- 1 base armor
Build Time: 60
------------------------------------------
3.2.7. Reaver Produced at Robotics Facility
Requires: Robotics Support Bay
200 Crystals, 100 Gas Ability:
100 HP Produce Scarab
90 Shields - 15 Crystals
4 Psi
Scarab
- Targets ground
- 100 normal splash damage
- +25 damage with upgrade
- 60 cooldown
Ground Armor
- 0 base armor
Build Time: 70
------------------------------------------
3.2.8. Observer Produced at Robotics Facility
Required: Observatory
25 Crystals, 75 Gas
40 HP
20 Shields
1 Psi
Flying
Cloak Detection
Always Cloaked
Air Armor
- 0 base armor
Build Time: 40
------------------------------------------
3.2.9. Scout Produced at Stargate
300 Crystals, 150 Gas
150 HP
100 Shields
3 Psi
Flying
Dual Photon Blasters
- Targets ground
- 9 normal damage
- +1 per upgrade
- 30 cooldown
Anti-Matter Missiles
- Targets air
- 28 explosive damage
- +2 per upgrade
- 22 cooldown
Air Armor
- 1 base armor
Build Time: 80
------------------------------------------
3.2.10. Carrier Produced at Stargate
Required: Fleet Beacon
350 Crystals, 250 Gas Ability:
300 HP Produce Interceptor
150 Shields - 30 Crystals
8 Psi
Flying
Air Armor
- 4 base armor
Build Time: 140
- 3.2.10.1. Interceptor Produced at Carrier
40 HP
40 Shields
Flying
Pulse Cannon
- Targets ground and air
- 6 normal damage
- +1 per upgrade
Air Armor
- 0 base armor
------------------------------------------
3.2.11. Arbiter Produced at Stargate
Required: Arbiter Tribunal
100 Crystals, 350 Gas Abilities:
200 HP Recall (Teleports target units to Arbiter's position)
150 Shields - 150 Energy
200 Energy Stasis Field (Freezes all units in target area)
4 Psi - 100 Energy
Flying
Cloaks surrounding units
Phase Disruptor Cannon
- Targets ground and air
- 10 explosive damage
- +1 per upgrade
- 45 cooldown
Air Armor
- 1 base armor
Build Time: 160
------------------------------------------
3.2.12. Corsair Produced at Stargate
Ability:
150 Crystals, 100 Gas Disruption Web (nullifies ground attacks inside web)
100 HP - 125 Energy
80 Shields
200 Energy
2 Psi
Flying
Neutron Flare
- Targets air
- 5 explosive splash damage
- +1 per upgrade
- 8 cooldown