Starcraft 2 Terran Units List
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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 gas
2 supplies
|
30 seconds
|
Barracks
Tech Lab
|
Barracks |
Ghost |
200 minerals
100 gas
2 supplies
|
40 seconds
|
Barracks
Tech Lab
Ghost Academy
|
Barracks
|
Hellion |
100 minerals
2 supplies |
30 seconds |
Factory |
Factory |
Widow Mine |
75 minerals
25 gas
2 supplies
|
40 seconds |
Factory |
Factory |
Siege Tank |
150 minerals
125 gas
2 supplies
|
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
Combat
Shields
|
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 |
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 |
6 (+1)
12 (+2) vs light
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.
|