The cost of a special ability is the amount of energy required to cast it while the research cost is the amount of resources (minerals and gas) need to make it available.
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This causes Firebats and Marines to lose 10 health points but it makes the Firebat and Marine faster, fire with a higher rate of fire and allow the unit to stand a chance against most enemies. If backed up by Medics it will be useful on using the ability multiple times.
The Medic will heal any biological units including some Protoss units and Zerg units. A very useful way on making a group of Marines able to take out a strong unit like Battlecruisers.
The Medic heals any infected units from Parasites, Blindness, Plague, Ensnare, Acid Spores, and Lockdown.
This ability blinds the enemy from being able to detect cloaked units and causes the enemy to have less sighting range.
This causes the Ghost to waste energy on hiding from its enemies. Note: only detectors can spot a cloaked Ghost.
This causes the Ghost to do a lockdown on an enemy vehicle. Useful on fighting the Terrans and Protoss vehicles especially Carriers and Battlecruisers.
This ability takes 10 seconds to use but after 10 seconds pass a nuclear missile hits the enemy and causes 500 damage to structures and kill most units in one hit. Should a Ghost be killed or the ability is canceled the nuclear missile won't hit its targets.
This ability causes a mine to be laid in the ground but if enemies(even cloaked enemies) try to pass it the results will be the mine causes 125 damage to the passing enemy.
The Siege tank in Siege mode becomes a long range bombardment vehicle that shells targets from afar and in Tank mode the Siege Tank becomes mobile.
This causes the Wraith to hide from its enemies and make the Wraith useful on fighting Battlecrusiers, Archons and most enemies without being detected. The Wraith can be detected by detectors unfortunately so watch your Cloaked units when fighting the Zerg.
Drains all energy to zero and drains all Protoss shields to zero.
This ability makes a unit survive more attacks.
This ability will kill a High Templar, a Dark Templar, a Hydralisk, a Zealot and most biological units in one use per ability. The ability does not work on Mechanical units and it causes friendly fire.
This attack takes considerably long to charge but once it fires it does 260 damage to most enemies. This ability takes 150 energy points but its worth it. Should a target be destroyed before the Yamato Cannon hits the target it would be a waste of energy.