Terran

New Units

Medic

Firebat

Vulture

Goliath

Dropship

New Structures

Tech Reactor

Reaper Compound

Physics Facility

General changes

All units receive +2 vision range unless otherwise stated

SCV

HP from 45 to 65

Repair time from 16.66 to 24

MULE

HP from 60 to 90

Repair time from from 16.66 to 25

Minerals returned from 30 to 25

  • Hot Mineral Harvesting change
Marine

No changes

Marauder

Concussive Shells

    • Works only on Armored, including Massive
      • Slow effect still doesn’t work on Ultralisks
    Medic

    60 HP, 1 Armor

    Cost 50/25/1

    Created at the Barracks, requires Tech Lab and Engineering Bay

    Energy is depleted fast, best used for combat healing

    Greater Heal Upgrade

    • Requires Engineering Bay
    • Cost 150/150/140s
    • Researched at Barracks Tech Lab
    • Increases Healing Beam from 6 HP/s to 9 HP/s
    Firebat

    135 HP, 1 Armor

    Cost 125/25/2

    Armored

    Created at the Barracks, requires Tech Lab and Engineering Bay

    Damage 8 (+4 vs Light, +2 vs Standard) (+1, +1 vs Light)

    Changed delay before firing from 0.5s to 0.05s (Firebats feel good to micro now)

     

    Juggernaut Plating Upgrade

    • Requires Engineering Bay
    • Cost 100/100/80s
    • Researched at Barracks Tech Lab
    • Gives +2 Armor

    Incinerator Gauntlets Upgrade

    • Requires Engineering Bay
    • Cost 100/100/80s
    • Researched at Barracks Tech Lab
    • Increases attack cone size by +40%
    Reaper

    Damage from 4 x2 to 5 x2

    Requires Reaper Compound

    Training time from 45s to 40s

    Added Energy

    KD-8 Charge

    • Costs 75 Energy
    • Removed cooldown
    • Damage from 5 to 20 (+20 vs Armored)

    Nitro Packs

    • Researched at Reaper Compound (100/100/100s)
    • Does not require Factory
    • Increases Speed by 0.875 (default)

    Combat Drugs

    • Requires research to be used
    • Research at Reaper Compound (100/100/100s)
    • Health regeneration per tick increased from 2 to 3
    Ghost

    HP from 100 to 65

    Cost from 150/125 to 50/125

    Added Standard tag

    Weapon cooldown from 1.5s to 3s

    Weapon damage from 10 (+10 vs Light) to 10 (+10 vs Light, +5 vs Standard)

    Range from 6 to 8

    Starting Energy from 75 to 50

    Removed Enhanced Shockwaves

    Moebius Reactor Upgrade

    • Researched at the Ghost Academy for 100/100/80s
    • Increases starting energy by 25

    Replaced Steady Targeting for Sniper Round

    • Sniper Round damage from 25 (+25 vs Psyonic) to 30 (+20 vs Light, +10 vs Standard)

    EMP

    • Missile Speed from 30 to 12
    Hellion

    From Light to Standard

    HP from 90 to 100

    Armor from 0 to 1

    Speed from 4.25 to 4

    Damage from 8 (+6 vs Light) to 8 (+4 vs Light, +2 vs Standard)

    Infernal Pre-Igniter

    • Cost from 100/100 to 150/150 (same as WoL/HotS)
    • Damage increase from +5 vs Light to (+4 vs Light, +2 vs Standard), for a total of 8 (+8 vs Light, +4 vs Standard)
    Hellbat

    No longer requires Armory to transform

    HP from 135 to 100

    Armor from 0 to 1

    From Light to Standard

    Removed Biological tag

    Cargo space from 4 to 2

    Damage from 18 to 12 (+6 vs Light, +3 vs Standard)

    Infernal Pre-Igniter

    • Damage Bonus from +12 vs Light to +6 vs Light, +3 vs Standard
      • End result: 12 (+12 vs Light, +6 vs Standard
    Vulture

    75 HP, 0 Armor

    Cost 75/25/2

    Light tag

    Damage 10 (+10 vs Light, +5 vs Standard) (+1, +1 vs Light)

    Created at the Factory

    Ion Thrusters

    • Upgrade at Factory Tech Lab for 150/150/110s
    • Increases speed by 1.0

    Spider Mines

    • Upgrade at Factory Tech Lab for 150/150/80s
    • Spider Mines deal 70 damage AoE, and do not trigger from workers
    • They also don’t trigger from invisible units (needs detection)
    Cyclone

    Build time from 45s to 40s

    Damage from 18 to 15

    Cost from 150/100 to 150/75

    Lock On

    • Missile damage from 20 to 15

    Mag-Field Accelerator

    • Increases damage from 10 to 15 (+5 vs Armored)
    • Increases Lock On missile damage from 10 to 15 (+5 vs Armored)
    Widow Mine

    Damage from 125 (+35 vs Shield) to 125

    Splash damage from 40 (+25 vs Shields) to 20

    Now applies the LotV’s Raven’s Anti-Armor Missile’s effect on the splash damage zone

    Anti-Armor debuff time from 30s to 20s

    Siege Tank

    Tank mode

    • Damage increased from 15 (+10 vs Armored) to 20 (+10 vs Armored)
    • Cooldown from 1.04 to 1.5
    • Can now shoot while moving
    • General +2 Sight Radius not applied
    • Requires again Siege Mode upgrade to transform
      • Available at Factory Tech Lab for 100/100/80s

    Siege mode

    • General +2 Sight Radius not applied
    Goliath

    Added Unit!

    135 HP, 1 Armor

    Cost 100/50/2

    Armored

    Created at the Factory, requires Armory

    Hellfire Missiles (Weapon)

    • Damage: 6 (+3 vs Standard, +6 vs Armored) x2 (+2)
    • Range: 7

    Autocannon (Weapon)

    • Damage: 12 (+1)

    Charon Booster

    • Researched at Factory Tech Lab for 150/150/140s
    • Increases Missile Range by 2
    • Requires Armory

    Multilock Targeting

    • Researched at Factory Tech Lab for 100/100/110s
    • Can fire Autocannon and Missiles simultaneously
    • Requires Armory
    Thor

    The Thor fills now a more Support-oriented role. It has 2 different modes, Combat Mode (replaces Explosive Payload) and Radar Mode (replaces High-Impact Payload mode)

    HP from 400 to 500 (+20%)

    Repair time from 60s to 72s (+20%)

    Armor from 1 to 2

    Mobile Radar Upgrade

    • Radar with Range 22
    • Speed from 1.8 to 1.2 in this mode

    Thor’s Hammer

    • Cooldown from 1.28 to 1.6

    250mm Punisher Cannons

    • Range from 11 to 12

    Javelin Missiles

    • Damage from 6 (+6 vs Light) to 8
    • Range from 10 to 8

    Smart Servos Upgrade

    • Removed
    Viking

    Assault mode

    • From Armored to Standard
    • Damage from 12 (+8 vs Mechanical) to 16 (+2)

    Fighter Mode

    • From Armored to Standard
    • Speed from 2.75 to 3.25
    • Range from 9 to 7
    • Damage from 10 (+4 vs Armored) x2 to 12 x2

    Jotun Boosters

      • Increases Missiles range by 2
      • Researched at Starport Tech Lab for 100/100/110s

    Ripwave Missiles

      • Gives missiles a small AoE
      • Researched at Starport, Tech Lab for 100/100/110s

    Smart Servos Upgrade

    • Removed
    Medivac

    From Armored to Standard

    Emergency Thrusters

    • Renamed from Ignite Afterburners
    • Removed Cooldown
    • Now costs 50 Energy

    Removed Rapid Reignition System Upgrade

    Caduceus Reactor Upgrade

    • +25 Starting Energy
    • Researched at Tech Lab for 100/100/80s
    Banshee

    HP from 140 to 130

    Hyperflight Rotors

    • Cost from 125/125/140s to 100/100/110s
    • Speed from 1.0 to 0.75
    Dropship

    120 HP, 0 armor

    Cost 75/125/2

    Light tag

    Cargo size 12

    Created at the Starport, Requires Tech Lab

    Cloak

    • Same research as Banshee
    Raven

    Removed Auto-Turret

    Removed Anti-Armor Missile

    Requires Physics Facility (and attached Tech Lab)

    Added Defensive Matrix

    • Creates a 200 HP Shield on target unit for 20s, costs 75 Energy

    Interference Matrix

    • Now requires an upgrade at the Physics Facility for 100/100/110s

    Added Irradiate

    • Upgrade at the Physics Facility for 200/200/170s
    • Can only be used on enemy units

    Corvid Reactor Upgrade

    • Added back! (previous to LotV 5.0.11 patch)
    • No longer requires Fusion Core
    • Upgrade at the Physics Facility
      Liberator

      Cost from 150/125/60s to 125/125/60s

      Requires Fusion Core

      Speed from 3.37 to 2.25

      HP from 180 to 130

      From Armored to Standard

      Reduced size by 10%

      Fighter Mode

      • Replaced weapon – Lexington Rockets for Railgun
      • Range from 5 to 10
      • Damage from 5 (x2) to 9
      • Cooldown from 1.8 to 1.3
      • Removed AoE

      Defender Mode

      • Damage from 75 to 50
      • Can now attack Structures

       

      Battlecruiser

      Speed from 1.875 to 1.4062

      HP from 550 to 600

      Ground Weapon damage from 8 to 9

      Air Weapon damage from 5 to 6

      Build time from 90s to 150s

      Added Energy

      Added Behemoth Reactor Upgrade again

      Yamato Cannon

      • Removed cooldown
      • Costs 75 Energy

      Tactical Jump

      • Removed cooldown
      • Costs 50 Energy
      • Maximum range set to 50 (instead of infinite)
      Shrike Turret

      Bunkers can be equipped automatically with turrets by researching the Shrike Turrets upgrade at the Engineering Bay

      Costs 100/100/110s

      Shrike Turrets

      • Range 5
      • Cooldown 0.86
      • Damage 12
      • Can target Air and Ground
      Hi-Sec Auto-Tracking

      Additionally, Bunker’s Shrike Turrets gain +1 range as well

      NeoSteel Armor

      NeoSteel Armor now has some additional effects

      • +200 HP to Bunkers
      • Bunker repair time +20s
        • The repair rate (HP/s) on Bunkers remains always the same
      Vehicle and Ship Plating

      Split the Upgrade into 2 different ones, as was originally in WoL

      Vehicle Plating and Ship Plating

      Orbital Command

      Can now Train MULEs

      • Costs 50 Energy (can be auto-casted)

      Removed ability Calldown: Extra Supplies

      Planetary Fortress

      HP from 1500 to 1750

      Repair time from 150s to 210s

      Added Calldown: Armored Supplies ability

      • Supply Depot gets +200 Health, +2 Armor
      • Spawn with 4 Charges
      Ghost Academy

      Build time from 40s to 50s

      Reaper Compound

      Build time 50s

      Costs 100/100

      Requires Barracks

      Supply Depot

      Decreased build time from 30s to 25s (same as Overlord and Pylon)

      Engineering Bay

      HP from 850 to 800

      Bunker

      Related changes

      • NeoSteel Armor
      • Hi-Sec Auto-Tracking
      • Shrike Turrets
      Tech Lab

      Build time increased from 25s to 30s

      Cost from 50/25 to 25/50

      Reactor

      Build time decreased from 50s to 45s

      Cost from 50/50 to 50/25

      Tech Reactor

      Cost 75/75

      Build time 60s

      Requires Physics Facility

      Physics Facility

      Costs 100/100

      Build time 50s

      Allows Ravens to be built at the Starport

      Sensor Tower

      Radar range from 27 to 30 (previous to LotV 5.0.11 patch)