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
- Works only on Armored, including Massive
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
- 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
- Increases Missiles range by 2
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 150/150/170s 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
- No longer requires Fusion Core
- Upgrade at the Physics Facility
Liberator
Cost from 150/150/60s 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