List of StarCraft II units

The following is a complete unit list for StarCraft II multiplayer game units. StarCraft II was announced on May 19, 2007. The unit list has undergone numerous changes since then.

Units

 * Archon
 * Carrier
 * Colossus: The large quad-legged vehicle fires strong dual lasers in a horizontal 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:
 * High Templar
 * Immortal: Walker with strong defense against powerful attacks, but vulnerable to weaker attacks.
 * Mothership: A powerful flying unit which consumes an extreme amount of resources to produce. It has powerful special abilities.
 * Observer
 * Nullifier: A ground support unit.
 * Phase Prism: A dual-purpose unit, able to transport units or act as a mobile 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 versus large enemy air units such as a Battlecruiser, but is powerful versus small and medium air units.
 * Probe
 * 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

 * Cybernetics Core
 * Dark Obelisk: It allows Dark Templar to be built.
 * Fleet Beacon
 * Forge
 * Gateway: Has the ability to be upgraded 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
 * Null Circuit: This structure enables a Robotics Facility to produce Observers.
 * Phase Cannon: A defensive building very similar to a Photon Cannon.
 * Pylon
 * Robotics Facility
 * Robotics Support Bay
 * Stargate
 * Templar Archives
 * Twilight Council

Removed from Multiplayer

 * 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. It has still been seen in several images, even after it was confirmed to be removed.


 * Soul Hunter: The Soul Hunter was a Protoss infantry unit that many fans believed resembled the Vindicator from StarCraft: Ghost. The Soul Hunter's attack was effective against biological units and buildings but weak against mechanical units and robots; Soul Hunters could gain power from draining biological units as well, firing one beam (originally) going up to three beams when fully powered up.


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


 * Star Relic: Replaced by the Nullifier (and its Cloaking Field ability went to the Mothership).


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


 * Stasis Orb: The abilities of this unit moved to Nullifier.

Units

 * Banshee: A cloak-capable gunship.
 * Battlecruiser: Each Battlecruiser can be upgraded to have either the Yamato Cannon ability or the new Plasma Torpedo ability.
 * Ghost: Equipped with sniping and infantry summoning abilities.
 * Jackal: A fast vehicle armed with a railgun 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
 * Nomad: An aerial detecting and spellcasting unit.
 * Reaper: Uses dual pistols, can jet pack up and down ledges and lay mines.
 * SCV: Repair will be "autocast".
 * Siege Tank
 * 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 which have a use in combat.
 * Auto-Turret: A defensive structure created by the Nomad.
 * Spider Mine.

Structures

 * Armory
 * Barracks
 * Bunker
 * Command Center: Has the ability to carry up to five SCVs and can upgrade to the powerfully armed Planetary Fortress.
 * Deep Space Relay: This structure allows production of Battlecruisers and provides researches for them.
 * Engineering Bay
 * Factory
 * 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.
 * Munitions Depot: This structure allows production of Thor by SCVs and provides researches for them.
 * Planetary Fortress: This immobile upgrade of the Command Center greatly increases its power and grants it weapons to attack enemy ground units.
 * Refinery
 * Sensor Tower: This structure can detect enemy units at long range, even within the fog of war.
 * Shadow Ops: This structure enables Ghosts to be produced and provides researches for them. In addition, it stores nukes for launch.
 * 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.
 * Surveillance Station: This immobile upgrade of the Command Center increases its sight range and enables scanning of troop movements through the fog of war.

Add-Ons
In StarCraft II, Terran add-ons work quite differently. There are only two add-ons which 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 Terran unit-producing structure (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 bonus simultaneously.
 * Nuclear Reactor: When added to a Terran structure, this doubles the number of units produced from a building. (For instance, adding one to a Barracks will enable it to create two Marines at the same time.)
 * Tech Lab: When added to a Terran structure, this 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 capable 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.

Structures

 * Radar Tower: This building can sense enemy units, even if they are moving in unexplored terrain. However, it is exposed to the enemy, which can avoid its sensing area while rushing to the base.


 * 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.

Units

 * Corruptor: Attacks air units and "corrupts" them rather than destroying them.
 * Drone
 * Hydralisk
 * Lurker
 * Infestor
 * Larva
 * Mutalisk
 * Nydus Worm: Can be used to transport small units such as Zerglings underground.
 * Overlord
 * Overseer: An evolution of the Overlord.
 * Queen: The new Queen is very different, being a powerful attacking ground dwelling support unit. 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.
 * Swarm Guardian
 * Ultralisk: Now has four scythes instead of two.
 * Zergling: New ability to mutate into suicidal "Banelings" that can roll across the terrain.
 * Baneling: This green rolling unit is mutated from the Zergling. It has a suicidal attack.

Infestation Units

 * Broodling: These creatures are produced from buildings infested by an Infester.

Structures

 * Evolution Chamber
 * Extractor
 * Hatchery
 * Lair
 * Hive
 * Hydralisk Den
 * Deep Warren: This transformation of the Hydralisk Den enables Hydralisks to transform into Lurkers.'''
 * Nest
 * Nydus Warrens: Enables creation of Nydus Worms and Infesters.
 * Nydus Canal
 * Roach Den
 * Spawning Pool
 * Spire
 * Greater Spire
 * Ultralisk Cavern

Queen-Created Structures
The new Queen creates a range of structures devoted to extending and defending Hive clusters.


 * Creep Tumor: This structure resembling an eyeball extends the creep, much like the Creep Colony in original StarCraft.
 * Shrieker: This structure enhances the range of the Swarm Clutch.
 * Spore Colony: This structure defends against air attackers and can uproot from the ground, gaining mobility but reduced hit points.
 * Sunken Colony: This structure defends against ground units and can uproot from the ground, gaining mobility but reduced hit points.
 * Swarm Clutch: The Queen lays eggs which hatch, disgorging attackers to defend the base.
 * Swarm Infestation: The Queen can modify other Zerg structures to defend themselves temporarily.

Infestation Structures

 * Main articles: Infested Terran Buildings and Infested Protoss buildings

The Infester has the ability to corrupt Terran and Protoss structures temporarily. The structures release Broodlings.