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Biological units are StarCraft and StarCraft II units that consist primarily of non-mechanical components.

All zerg units and structures are biological and can self-heal.

StarCraft[]

Biological units are vulnerable to a wide array of effects, such as a science vessel's Irradiate ability and the queen's Spawn Broodling ability. However, they are immune to effects such as the ghost's lockdown ability.

They include all zerg units, terran SCVs (also counted as mechanical), marines, firebats, ghosts and medics, and protoss zealots, high templar, and dark templar.

StarCraft II[]

The science vessel's Irradiate can still damage anything that is biological and the queens, medivacs, and medics can heal anything biological. The archon and the spore crawler does bonus damage to biological units.

Units in Starcraft II are tagged with one or more Attributes that determine bonus damage, affect targeting, and/or can influence spells and abilities.

List of Biological units[]

The Biological units, categorized by race, are listed below.

Protoss
Terran
Zerg

StarCraft II Units with Bonus Damage Against Biological[]

Protoss
Zerg

Negative Spells and Abilities[]

This is a list of some harmful spells and abilities that can only affect units with the attribute of Biological.

InterIrrad Terran SC1
Irradiate

Reduces the hit points of biological units near the targeted unit (and the targeted unit itself if it is biological) by 250 over 25 seconds. (Deals 3.33 damage in 8-frames intervals, resulting in 75 damage instances over 600 frames.)

Mechanical units are immune, but biological units within 2 hex radius of an irradiated mechanical unit will still be affected.

Damage from multiple instances of Irradiate fully stack.

Usage
Hotkey I
Cost 75 Energy
Range 9
Acquisition
Purchased from Science facility
Hotkey I
Cost 200 Minerals 200 Vespene gas 80seconds
Snipe SC2 Icon1
Steady Targeting

After carefully aiming for 1.43 seconds while not taking damage, the Ghost fires a sniper round dealing 130 damage (+40 vs Psionic). Ignores armor. Can only target biological units.

This ability is cancelled if the target moved a over 13.5 range away from the ghost. This ability can also be manually cancelled.

Usage
Hotkey R
Cost 50 Energy
Range 10
Cooldown 1.43 seconds
Acquisition
Purchased from Already researched
ve

Positive Spells and Abilities[]

This is a list of some beneficial spells and abilities that can only affect units with the attribute of Biological.

Medics use this ability to automatically heal friendly biological units in range.

Usage
Hotkey A
Cost 1 (per 2 hit points) Energy
Range 2
Transfusion SC2 Icon1
Transfusion

The queen instantly restores 75 hit points to target biological unit or structure, plus an additional 50 health over the next 7.14 seconds. Can only be used while on creep.

Usage
Hotkey T
Cost 50 Energy
Cooldown 1 seconds
ve

The medivac dropship heals a friendly biological unit nearby it.

Can be set to autocast. May only be cast on one unit as a time, and may not be stacked by multiple medivacs.

The ability does not "stack" with a roach's fast healing rate.[1]

Medivac dropships cannot heal units inside of them.

Usage
Hotkey E
Cost 1 (per 4 hit points healed) Energy
Range 4
ve

References[]

  1. Karune. 2009-02-18. StarCraft II Q&A - Batch 49. Battle.net StarCraft II General Discussion Forum. Accessed 2009-02-18.
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