List of StarCraft II units

The following is a complete unit list for StarCraft II multiplayer game units to date, compiled using recent official sources as well as information from fansites that had access to official information. StarCraft II was announced on May 19, 2007. The unit list has undergone numerous changes since then.

Units

 * Carrier: A powerful air unit. Carriers do not have their own attacks but creates mini air craft interceptors to fight for them.
 * Colossus: The large quad-legged vehicle fires multiple lasers per attack in a splash pattern well-suited to destroying swarms of weaker units. This unit can also traverse differences in terrain height due to its long legs, and will appear to step over ledges and other obstacles due to the inverse kinematics system.
 * Dark templar: A permanently cloaked stealth warrior.
 * High templar: A physically fragile unit with strong psychic abilities.


 * Archon: Created by merging two templar units, the archon is a powerful melee unit with a very durable force shield and a strong energy-based attack.
 * Immortal: Dragoon-like walker with a strong defense against powerful attacks, but vulnerable to weaker attacks.
 * Mothership: A powerful flying unit that consumes an extreme amount of resources to produce. It has powerful special abilities.
 * Observer: A cloaking air unit that functions as a detector.
 * Nullifier: A ground support unit.
 * Phase prism: A dual-purpose unit, able to transport units or to create a warp matrix field like the pylon. Apparently obsoletes and replaces the Shuttle.
 * Phoenix: This air-to-air unit can overcharge its guns for a multiple projectile blast, but after the blast the ship is rendered inert for a short period. The phoenix is very weak against large enemy air units such as a Battlecruiser, but is powerful against small and medium air units.
 * Probe the builders of the protoss race. Gathers gas and minerals.
 * Stalker: A dragoon-like Dark Templar unit, able to blink (short-range teleport) and deliver ranged attacks against air and ground units.
 * Warp ray: Flying unit that deals damage with a blue laser that does more damage as it focuses on the same target. Good versus heavily armored targets like buildings, weak against small arms fire.
 * Zealot: Will have a new charge ability, allowing a zealot to quickly close the distance between itself and an enemy unit.

Structures

 * Assimilator: The building which extracts vespene gas from geysers.
 * Cybernetics core: Allows for the warping in of stalkers and nullifiers.
 * Dark obelisk: It allows dark templar to be built.
 * Fleet beacon: Allows the carrier and the mothership to be warped in.
 * Forge: Allows the construction of photon cannons.
 * Gateway: Warps in the zealot, the stalker, the immortal, the dark templar and the high templar.
 * Has the ability to transform into a warp gate, which can "warp in" units across the map to any spot within the range of pylons or deployed phase prisms. Each warp gate can only "warp in" one unit at a time and is subject to a cooldown period before it can use the ability again. In addition, newly warped in units will gradually materialize and be vulnerable for a period (like a newly warped in protoss structure), and if the pylon or phase prism is destroyed while the unit is being warped in, the unfinished unit will be lost.
 * Nexus: Produces probes and is the place that all minerals and gas are dropped off at to be processed. Also produces the mothership.
 * Null circuit: This structure enables a robotics facility to produce colossi.
 * Observatory: Unlocks observers.
 * Pylon:
 * Robotics facility : Creates the phase prism, observer, and colossus.
 * Stargate : Warps in the phoenix, warp ray and carrier.
 * Templar archives : Allows the high templar unit to be warped in.
 * Twilight council Allows for the warping in of immortals.

Units

 * Purifier: Formerly known as the soul hunter, the purifier a protoss infantry unit. Its attack was effective against biological units and buildings but was weak against mechanical units and robots; purifiers could gain power from draining biological units as well, firing one beam (originally) going up to three beams when fully powered up.


 * Reaver: The reaver was originally supposed to make it into StarCraft II, but was cancelled before BlizzCon 2007. Its current fate is unresolved although Blizzard Entertainment is working on a replacement.


 * Tempest: Originally set to replace the carrier, the original was brought back, due to "emotional connections with the original unit".


 * Star relic: Aerial spellcasting unit.


 * Twilight archon: A large ground unit, swirling with blue energy and shooting short-ranged blasts of energy, very similar to the archon.


 * Stasis orb: Some of the abilities of this unit were moved to the nullifier.

Structures

 * Phase cannon: A defensive building very similar to a photon cannon. It could move within the range of the warp matrix it was on. It is no longer in the game.
 * War beacon: Previously used to unlock the colossus. and its mobility has since been transferred to the zerg spine crawlers and spore crawlers.
 * War shrine: This structure used to research the zealot's Charge ability.

Units

 * AH/G-24 Banshee: A cloak-capable gunship.
 * Battlecruiser: Each battlecruiser can be upgraded to have either the Yamato Cannon ability or the new Missile Barrage ability.
 * Crucio siege tank: Can transform into a stationary 'siege cannon' mode, allowing it to strike targets at a greater range.
 * Ghost: Equipped with a new sniping ability.
 * Jackal: A fast vehicle armed with a flamethrower suited for destroying masses of weaker units.
 * Marauder: The replacement for the firebat.
 * Marine: Will be able to upgrade hit points with a shield.
 * Medivac dropship: A dual-purpose unit combining the old dropship and the medic, it is capable of transporting ground units and healing infantry.
 * Nomad: An aerial spellcasting unit.
 * Reaper: Uses dual pistols, can jet pack up and down ledges and lay mines.
 * SCV: Repair will be "autocast".
 * Thor. This intimidating mechanical unit is named after the Norse god of thunder. Blizzard is proposing a change to the Thor; it could be immobilized in combat before being destroyed, and could be restored by an SCV.
 * Viking This Terran vehicle can transform from a walking robot into a spacecraft.

Nomad-Created Units
The Nomad creates structures that have a use in combat.
 * Auto-turret: A defensive structure created by the nomad.
 * Spider mine.
 * Targeting drone Places a target laser on a given unit. Units take 50% more damage while being targeted.

Structures

 * Armory
 * Barracks
 * Bunker
 * Command center: Has the ability to carry up to five SCVs and can upgrade to the powerfully armed planetary fortress or the surveillance station.
 * Planetary fortress: This immobile upgrade of the Command center greatly increases its power and grants it weapons to attack enemy ground units.
 * Surveillance station: This immobile upgrade of the Command center increases its sight range and enables scanning of troop movements through the fog of war.
 * Deep space relay: This structure allows production of Battlecruisers and provides researches for them.
 * Engineering bay
 * Factory
 * Ghost academy: This structure enables ghosts to be produced and provides researches for them. In addition, it stores nuclear missiles for launch.
 * Merc haven: This structure acts as a requirement for producing reapers.
 * Missile turret: The missile turret loses its detector ability and relies on the sensor tower to grant it detection. It also fires two missiles at a time instead of one, but the damage remains as the same in the original StarCraft.
 * Refinery
 * Radar tower
 * Starport
 * Supply depot: The new supply depot can submerge, enabling troops to walk over it. It is smaller and can be made into an important part of terran base defenses, preventing enemy units from walking past them. This ability is called Lower/Raise.
 * Sensor tower: This structure can detect enemy units at long range, even within the fog of war.

Add-Ons
In StarCraft II, terran add-ons work quite differently. Only two add-ons have been described, the nuclear reactor and the tech lab. Instead of being specific to an associated structure, each add-on can be added to any barracks, factory or starport, granting a specific benefit. One structure may only have one add-on attached to it, so it cannot benefit from the reactor's bonus and the tech lab's bonus simultaneously.
 * Nuclear reactor: Doubles the number of units produced from the building to which it is attached. (For instance, adding one to a barracks will enable it to create two marines at the same time.)
 * Tech lab: Enables the production of "higher tech" units. For instance, adding a tech lab to a barracks will allow it to produce marauders, while adding one to a factory will enable it to build siege tanks.

Units

 * Cobra: A fast hover vehicle equipped with an electrical attack that slows enemies. It has since been canceled.


 * Firebat: Firebats were much larger and tougher than they were in the original game. They were built from the factory. They have been removed from the current build to test the Marauder, though they may return if the marauder does not make it into future builds.


 * Predator: An air to air unit; it was canceled during development.


 * Medic: Healing ability of this unit moved to medivac dropship.


 * Mine drone: Built by the nomad. Has been replaced by spider mines.

Structures

 * Munitions depot


 * Star base: This permanently flying structure was an upgrade of the starport. It produced units despite flying and could "re-arm" nearby units (increasing their energy pool). It was featured at BlizzCon 2007 but has since been removed.


 * Shadow ops: Replaced by the ghost academy.

Units

 * Corruptor: Attacks air units and "corrupts" them rather than destroying them.
 * Drone
 * Hydralisk
 * Lurker
 * Infestor: Has many of the abilities of the old defiler. Can move while burrowed.
 * Larva
 * Morphalisk
 * Mutalisk The main air unit of the zerg. It is very fast.
 * Swarm guardian Similar to the original guardian, evolved from the mutalisk, but spawns swarms when it strikes.
 * Swarm: Produced from swarm guardian attacks.
 * Overlord
 * Overseer: An evolution of the overlord. Works as a detector, and is considerably faster than the overlord.
 * Changeling: A spy created by the overseer.
 * Queen: The new Queen is very different, being a powerful attacking ground dwelling support unit ideal for Zerg defense. Only one per player can be produced.
 * Large Queen: Evolved from the Queen.
 * Huge Queen: Evolved from the Large Queen.
 * Roach: Has a fast regeneration rate.
 * Ultralisk: Now has four scythes instead of two. In addition, it can now burrow.
 * Zergling
 * Baneling: This green rolling unit is mutated from the zergling. It has a suicidal attack.

Infestation Units

 * Infested marine: Produced from infested terran buildings.

Structures

 * Baneling nest
 * Creep tumor: This structure resembling an eyeball extends the creep, much like the creep colony in original StarCraft.
 * Evolution chamber
 * Extractor
 * Hatchery
 * Lair
 * Hive
 * Hydralisk den
 * Deep warren: This transformation of the hydralisk den enables hydralisks to transform into lurkers.'''
 * Infestor pit: Enables creation of infestors, and researches their abilities.
 * Nydus network: Enables creation of Nydus worms.
 * Nydus worm: The new transport structure for the Zerg, similar to the nydus canal.
 * Roach warren: Unlocks roaches.
 * Spawning pool
 * Spine crawler: A mobile creep-bound defensive structure that attacks ground units.
 * Spire
 * Greater spire
 * Spore crawler: A mobile Creep-bound anti-air defensive structure.
 * Ultralisk cavern

Infestation Structures

 * Main articles: infested terran buildings

The infestor has the ability to corrupt terran structures temporarily. These structures release infested marines. The ability to create infested protoss has been removed from the current build.

The Queen also has the ability Swarm Infestation, which modifies other Zerg structures to defend themselves temporarily.

Units

 * Infested protoss: Produced from infested protoss buildings. This unit was removed from the latest build.

Structures

 * Infested protoss buildings: The ability to infest protoss structures has been removed from the latest build of StarCraft II.
 * Shrieker: This structure enhanced the range of the swarm clutch. It has since been canceled.
 * Spore colony: This structure defended against air attackers and could uproot from the ground, gaining mobility but reduced hit points. It was removed and replaced by the spore crawler.
 * Sunken colony: This structure defended against ground units and could uproot from the ground, gaining mobility but reduced hit points. It was replaced by the spine crawler.
 * Swarm clutch: When these eggs hatched, they disgorged attackers to defend the base. It has since been canceled.