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.

All three races will be available in the multiplayer skirmish mode in each of the three StarCraft II products.

Units

 * Carrier: A powerful air unit. Carriers do not have their own attacks but creates interceptors to fight for them.
 * Colossus: The large quad-legged vehicle fires lasers 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.
 * Disruptor: Previously known as the nullifier. A ground support unit.
 * 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 a high amount of resources to produce. It has powerful special abilities.
 * Observer: A cloaking air unit that functions as a detector.
 * Phoenix: An aerial fighter.
 * 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.
 * Void ray: Formerly known as the warp ray, this flying unit deals damage with a blue energy beam that does more damage as it focuses on the same target. Good versus heavily armored targets like buildings, weak against small arms fire.
 * Warp prism: Formerly known as the phase prism, the warp prism is a dual-purpose unit, able to transport units or to create a warp matrix field like the pylon.
 * 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 shrine: Formerly known as the '''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 nullifier, the immortal, the high templar, and the dark 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 warp 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 and contains upgrades for observers.
 * Obelisk: Protoss support structure, formerly known as the dark pylon, with special abilities.
 * Photon cannon: A defensive structure with a ranged attack effective against ground and air units.
 * Pylon: The protoss supply building; it produces a radius of energy that is a requisite for the placement of most other Protoss structures.
 * Robotics facility: Creates the warp prism, observer, and colossus.
 * Stargate: Warps in the phoenix, void 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 was an 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

 * Observatory: Unlocked observers. Observers no longer require anything more than a robotics facility to be built.
 * 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.
 * War shrine: This structure used to research the zealot's Charge ability.

Units

 * Banshee: A cloak-capable gunship.
 * : Each battlecruiser can be upgraded to have one of a few abilities.
 * Ghost: Significantly more powerful and with different abilities than in StarCraft I.
 * Hellion: Formerly known as the Jackal, this fast vehicle is armed with a flamethrower suited for destroying masses of weaker units.
 * Marauder: The replacement for the firebat. Its attacks slow enemy units and deal high damage vs armored units.
 * : 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.
 * MULE: A temporary unit summoned by an orbital command that harvests minerals for a limited time span.
 * Raven: Formerly known as the Nighthawk, Vulkan and Nomad, this air unit creates smaller independent munitions.
 * Reaper: Uses dual pistols, can jet pack up and down ledges and lay mines.
 * SCV: Repair will be "autocast".
 * : Can transform into a stationary 'siege cannon' mode, allowing it to strike targets at a greater range.
 * Thor: This intimidating mechanical unit is named after the Norse god of thunder.
 * Viking: This terran vehicle can transform from a walking robot into a spacecraft.

Raven-Created Units
The Raven creates structures that have a use in combat.
 * Auto-turret: A defensive combat structure.

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 orbital command.
 * Orbital command: This immobile upgrade to the command center increases its sight range, reveals troop movements through the fog of war, summons MULEs, and temporarily increases the supply generated by supply depots.
 * Planetary fortress: This immobile upgrade of the command center greatly increases its power and grants it weapons to attack enemy ground units.
 * Engineering bay
 * Factory
 * Fusion core: Formerly known as the anti-matter core and the deep space relay, this structure allows production of and provides researches for them.
 * Ghost academy: This structure enables ghosts to be produced and provides researches for them. In addition, it stores nuclear missiles for launch.
 * Merc compound: This structure is required to produce reapers and upgrades marines.
 * Missile turret: The missile turret fires two missiles at a time instead of one, but the damage remains as the same in the original StarCraft.
 * Refinery
 * Sensor tower: Can sense enemy units at very long range.
 * 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.

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.

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.


 * Spider mine. Seemingly removed as of April 2009.


 * Targeting drone: Placed a target laser on a given unit. Units took 50% more damage while being targeted. Canceled as of April 2009.

Structures

 * Munitions depot
 * Radar tower
 * Shadow ops: Replaced by the merc compound as of April 2009.
 * 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 due to balancing issues observed at that event.

Units

 * Corruptor: Attacks air units and "corrupts" them rather than destroying them.
 * Corrupted units: These stationary turrets can target enemy units and structures.
 * Drone
 * Hydralisk
 * Lurker
 * Infestor: Can move while burrowed.
 * Larva
 * Mutalisk The main air unit of the zerg with high movement speed.
 * Brood lord: High hit point ground attacker which replaced the swarm guardian.
 * 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. Multiple queens can be built.
 * 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

 * Broodling: Produced from brood lord attacks.
 * Infested marine: Produced from the infestor.

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
 * Lurker den: Formerly known as the deep warren, this transformation of the hydralisk den enables hydralisks to transform into lurkers.'''
 * Infestation pit: Enables creation of infestors.
 * Nydus network
 * Nydus worm: The new transport structure for the zerg, similar to the nydus canal. Produced from the nydus network.
 * 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

Units

 * Infested protoss: Produced from infested protoss buildings. This unit was removed from the latest build.
 * Large Queen
 * Huge Queen
 * Morphalisk Removed as of February 2009.
 * Swarm They used to be created by swarm guardian attacks and destroyed structures. They have been replaced by broodlings.
 * Swarm guardian Similar to the original guardian, evolved from the mutalisk, but spawned broodlings when it struck. Replaced by the brood lord.

Structures

 * Infested protoss buildings: The ability to infest protoss structures has been removed from the latest build of StarCraft II.
 * Infested terran buildings: The infestor had the ability to corrupt terran structures temporarily. These structures released infested marines. Infested marines are spawned directly from the infestor now.
 * 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.
 * The queen had the ability Swarm Infestation, which modifies other zerg structures to defend themselves temporarily.

Expansions
StarCraft II is set to be released as a trilogy. With each installment, more units are expected to be released in a manner similar to the additional units added in StarCraft: Brood War.