Editing StarCraft/Terran units

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{{Cleanup|date=September 2007}}
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{{Header Nav|game=StarCraft}}
{{All Game Nav|game=StarCraft}}
{{Needimages|I want to see what does battlecruisers look like}}
'''Please refer to [[StarCraft: Brood War/New units|StarCraft: Brood War/New Units]] for information on Valkyries and Medics.'''
:''Please refer to the [[StarCraft: Brood War/New units|Brood War units page]] for information on Valkyries and Medics.''


*Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.
*Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.
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Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. However, there is no way they regenerate by themselves.
Terran units are special in that all of them except the Goliath and the Valkyrie have a second or special ability besides attacking. Every combat unit has a ranged attack, and every unit can be healed, either by a medic or SCV. However, there is no way they regenerate by themselves.


==SCV==
==SCV==  
 
[[Image:StarCraft SCV.jpg|thumb|SCV in-game]]
The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you may need between twelve and twenty per 'average' resource node (Around eight mineral patches). When collecting Vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.
The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you may need between twelve and twenty per 'average' resource node (Around eight mineral patches). When collecting Vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.  


;Note: Floats, doesn't trigger Spider Mines.
;Note: Floats, doesn't trigger Spider Mines.
* Built at [[StarCraft/Terran buildings#Command Center|Command Center]]
* Built at [[StarCraft/Terran buildings#Command Center|Command Center]]  
* Cost: 50/0
* Cost: 50/0
* Damage: 5
* Damage: 5
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==Marine==
==Marine==
 
:''Rine''
Marines are the basic attack units for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While weak individually, you can put them in bunkers for protection - Marine-filled bunkers being repaired by SCVs make a very good defense if properly supported.
[[Image:StarCraft Marine.gif|thumb|Marine in-game]]
Marines are the basic attack units for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While weak individually, you can put them in bunkers for protection - Marine-filled bunkers being repaired by SCVs make a very good defense if properly supported.  


{{sidebar
{{sidebar
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Marines never go out of style: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units) and can be Stimmed and mixed with Medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor which is upgradeable to 3.
Marines never go out of style: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units) and can be Stimmed and mixed with Medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor which is upgradeable to 3.


* Ability: Stimpack - unit shoots and runs approximately 1.67 times faster for about 12 seconds.
* Ability: Stimpack - unit shoots and runs approximately 1.7 times faster for about 12 seconds.
** Cost: 10 health
** Cost: 10 health
** Developed at: Academy
** Developed at: Academy
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==Firebat==
==Firebat==
:''Bat''
:''Bat''
 
[[Image:StarCraft Firebat.gif|thumb|Firebats front & back in-game]]
The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more.
The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more.


The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines...). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings.
The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines...). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings.


* Ability: Stimpack - unit shoots and runs approximately 1.67 times faster for about 12 seconds.
* Ability: Stimpack - unit shoots and runs approximately 1.7 times faster for about 12 seconds.
** Cost: 10 health
** Cost: 10 health
** Developed at: Academy
** Developed at: Academy
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* Cost: 50/25
* Cost: 50/25
* Damage: 16C/S(linear) +2+2+2 upgrades
* Damage: 16C/S(linear) +2+2+2 upgrades
* Armor: 1 +1+1+1 upgrades
* Armor: 0 +1+1+1 upgrades
* HP: 50
* HP: 50
* Supply: 1
* Supply: 1
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==Ghost==
==Ghost==
 
[[Image:StarCraft Ghost.gif|thumb|Ghost in-game]]
The Ghost is an infantry unit that is unlike the Marine and Firebat. Ghosts are useful against small units, as they do ten (base) damage, however, as their attack is concussive, they do pathetic damage to Medium and Large units. Instead, you should think of the Ghost more like a support unit or a spellcaster (If you're familiar with WarCraft). Against Protoss and Terran, Lockdown is an indispensable ability: it renders a target mechanical unit totally motionless until Restored by a Medic or until the effect wears off. This works very well at stopping drops (Lockdown the Dropship and halt the invasion while scrambling for defense) or neutralizing heavy units for easy care or later disposal; think Siege Tanks, Battlecruisers or Carriers. Ghosts can also cloak for limited periods to get around unseen or attack with impunity (unless detected, at which point it's a good idea to run away real fast).
The Ghost is an infantry unit that is unlike the Marine and Firebat. Ghosts are useful against small units, as they do ten (base) damage, however, as their attack is concussive, they do pathetic damage to Medium and Large units. Instead, you should think of the Ghost more like a support unit or a spellcaster (If you're familiar with WarCraft). Against Protoss and Terran, Lockdown is an indispensable ability: it renders a target mechanical unit totally motionless until Restored by a Medic or until the effect wears off. This works very well at stopping drops (Lockdown the Dropship and halt the invasion while scrambling for defense) or neutralizing heavy units for easy care or later disposal; think Siege Tanks, Battlecruisers or Carriers. Ghosts can also cloak for limited periods to get around unseen or attack with impunity (unless detected, at which point it's a good idea to run away real fast).


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* Built at: [[StarCraft/Terran buildings#Barracks|Barracks]]
* Built at: [[StarCraft/Terran buildings#Barracks|Barracks]]
* Prerequisite: Academy, Science Facility with attached Covert Ops
* Prerequisite: Science Facility with attached Covert Ops
* Cost: 25/75
* Cost: 25/75
* Damage: 10C
* Damage: 10C
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* Supply: 1
* Supply: 1
* Range: 7
* Range: 7
* Build time: 50
* Build time: 28?


==Vulture==
==Vulture==
 
[[Image:StarCraft Vulture.gif|thumb|Vulture in-game]]
The Vulture is the base Factory unit, and like Marines costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. It has a Fragmentation Grenade launcher, making it ''very'' effective against small units like Marines and certain medium units like Hydralisks, but if you see any heavy units it's probably best to run. It also has no air attacks. Vultures also have the ability to lay Spider Mines if the technology is researched (each Vulture can lay a maximum of 3 mines). These mines are laid and pop up from the ground to target nearby enemies if in range, even cloaked units, and can cause splash damage to nearby units. These mines are invisible when in the ground (unless spotted by a detector) but are visible when they pop up from the ground to target a ground unit.
The Vulture is the base Factory unit, and like Marines costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. It has a Fragmentation Grenade launcher, making it ''very'' effective against small units like Marines and certain medium units like Hydralisks, but if you see any heavy units it's probably best to run. It also has no air attacks. Vultures also have the ability to lay Spider Mines if the technology is researched (each Vulture can lay a maximum of 3 mines). These mines are laid and pop up from the ground to target nearby enemies if in range and can cause splash damage to nearby units. These mines are invisible when in the ground (unless spotted by a detector) but are visible when they pop up from the ground to target a ground unit.
* Built at: [[StarCraft/Terran buildings#Factory|Factory]]
* Built at: [[StarCraft/Terran buildings#Factory|Factory]]


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* Supply: 2
* Supply: 2
* Range: 5
* Range: 5
* Build: 30
* Build: 28
* Upgrade: Ion thrusters - makes Vulture super-fast
* Upgrade: Ion thrusters - makes Vulture super-fast
** Developed at: Machine shop for 100/100
** Developed at: Machine shop for 100/100
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==Siege Tank==
==Siege Tank==
[[Image:StarCraft Siege Tank.gif|thumb|Tank normal & siege mode in-game]]


 
Once you research Siege Tech, the Siege Tank has two roles: as some seriously heavy support (but slow firing) in its mobile form, and as a serious artillery piece in Siege Mode. In Tank mode, they do a base 30 Explosive damage (upgrade to 30+9 = 39): in Siege mode, they do a base 70 (upgradeable to 70+15 = 85). In Siege mode, they gain not only this more than double damage, but a collossal range boost, making them a good static defense as well as support artillery for a mobile army. However, they cannot attack air units, and deal Explosive damage - which means that Small units only take 50% and Medium units only take 75%. Despite this, however, they are effective "mob killers", and in groups can slaughter whole armies of lesser ground units, particularly Zerglings, Hydralisks, and Terran infantry.
Once you research Siege Tech, the Siege Tank has two roles: as some seriously heavy support (but slow firing) in its mobile form, and as a serious artillery piece in Siege Mode. In Tank mode, they do a base 30 Explosive damage (upgrade to 30+9 =39): in Siege mode, they do a base 70 (upgradeable to 70+15= 85). In Siege mode, they gain not only this more than double damage, but a colossal range boost, making them a good static defense as well as support artillery for a mobile army. However, they cannot attack air units, and deal Explosive damage - which means that Small units only take 50% and Medium units only take 75%. Despite this, however, they are effective "mob killers", and in groups can slaughter whole armies of lesser ground units, particularly Zerglings, Hydralisks, and Terran infantry.


However, while Siege tanks do very good damage, three points should be noted: there are many strategies for neutralizing them - Dark Swarm, Disruption Web and Lockdown for starters; they fire slowly; do splash damage to even friendly units; and they cannot attack air targets. If you rely on large numbers of tanks for defense only, you can easily blow up more of your own tanks than the enemy, and even a small amount of air units can take down the defenseless tanks.
However, while Siege tanks do very good damage, three points should be noted: there are many strategies for neutralizing them - Dark Swarm, Disruption Web and Lockdown for starters; they fire slowly; do splash damage to even friendly units; and they cannot attack air targets. If you rely on large numbers of tanks for defense only, you can easily blow up more of your own tanks than the enemy, and even a small amount of air units can take down the defenseless tanks.
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* HP: 150
* HP: 150
* Armor: 1 +1+1+1 upgrades
* Armor: 1 +1+1+1 upgrades
* Supply: 2
* Supply: 3
* Range: 7
* Range: 7
* Build: 50
* Build: 50
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* Damage: 70ES +5+5+5 upgrades
* Damage: 70ES +5+5+5 upgrades
* HP: 150
* HP: 150
* Supply: 2
* Supply: 3
* Range: 12 MINIMUM OF 2
* Range: 12 MINIMUM OF 2


==Goliath==
==Goliath==
:''Gol''
:''Gol''
 
[[Image:StarCraft Goliath.gif|thumb|Goliath in-game]]
The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a powerful air attack. A fully upgraded Goliath will do 20 + 12 explosive damage to anything in the air - and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some Goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn. This unit is bulky, though, and can be very stupid when pathfinding.
The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a powerful air attack. A fully upgraded Goliath will do 20 + 12 explosive damage to anything in the air - and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some Goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn. This unit is bulky, though, and can be very stupid when pathfinding.


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* HP: 125
* HP: 125
* Armor: 1 +1+1+1 upgrades
* Armor: 1 +1+1+1 upgrades
* Supply: 2
* Supply: 3
* Range: 6 / 5 +3 upgrade
* Range: 5 +3 upgrade
* Build time: 30
* Build time: 30


==Dropship==
==Dropship==
 
[[Image:StarCraft Dropship.gif|thumb|Dropship in-game]]
The Dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There's nothing quite like the satisfaction of dropping a few Tanks and Goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. The ship itself has no weapons, and since it doesn't have ''that'' many hit points, it's advisable to defend it with some air support or a Defensive Matrix.
The Dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There's nothing quite like the satisfaction of dropping a few Tanks and Goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. The ship itself has no weapons, and since it doesn't have ''that'' many hit points, it's advisable to defend it with some air support or a Defensive Matrix.
A Dropship has 8 slots. Marines, Firebats, Medics, Ghosts, and SCVs take up one,  Vultures and Goliaths take up two, and Tanks take up four.
A Dropship has 8 slots. Marines, Firebats, Medics, Ghosts, and SCVs take up one,  ultures and Goliaths take up two, and Tanks take up four.


* Built at: [[StarCraft/Terran buildings#Starport|Starport]]
* Built at: [[StarCraft/Terran buildings#Starport|Starport]]
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==Wraith==
==Wraith==
 
[[Image:StarCraft Wraith.gif|thumb|Wraith in-game]]
The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they're used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a "detector" the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.
The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they're used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a "detector" the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.


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==Battlecruiser==
==Battlecruiser==
:''BC''
:''BC''
 
[[Image:StarCraft Battlecruiser.gif|thumb|Battlecruiser in-game]]
The Battlecruiser is the Terrans' most powerful air unit. They are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellent for killing Terran missile turrets and Protoss Photon Cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. The Yamato Gun has the second longest range in the game. However, a group of many Battlecruisers are generally not effective on their own because of their long cooldown rate. 12 battlecruisers focusing their battery power causes great damage, although the insane amount of resources needed for that number (4800 minerals and 3600 gas) could usually be better spent on larger amounts of other, more multi-purpose units.  A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is the vulnerability to the lockdown ability: once it's locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.
The Battlecruiser is the Terrans' most powerful air unit. They are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellent for killing Terran missile turrets and Protoss Photon Cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. The Yamato Gun has the second longest range in the game. However, a group of many Battlecruisers are generally not effective on their own because of their long cooldown rate. 12 battlecruisers focusing their battery power causes great damage, although the insane amount of resources needed for that number (4800 minerals and 3600 gas) could usually be better spent on larger amounts of other, more multi-purpose units.  A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is the vulnerability to the lockdown ability: once it's locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.


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* Ability: Yamato gun - shoot for 260 damage
* Ability: Yamato gun - shoot for 260 damage
** Cost: 150
** Cost: 150
** Range: 8?
** Developed at: Physics lab for 100/100
** Developed at: Physics lab for 100/100
* Upgrade: Colossus reactor - increase energy
* Upgrade: Colossus reactor - increase energy
** Cost: 150
** Cost: 150
** Range: 8?
** Developed at: Physics lab for 150/150
** Developed at: Physics lab for 150/150


==Science Vessel==
==Science Vessel==
 
[[Image:StarCraft Science Vessel.gif|thumb|Science Vessel in-game]]
The Science Vessel is the Terrans' other spellcasting unit. It has a few "spells" that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will "leak" through the shield - if your unit has only 1-3 hp, it's not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your siege tank. The tank won't take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it'll also force Wraiths and Ghosts to decloak.  SVs are also the prime killer of Archons, whose HP is almost entirely shields (they only have 10 regular health points), making EMPs extremely effective, so if your opponent is building a large amount of Archons, counter that with SVs and his army will be destroyed very quickly.
The Science Vessel is the Terrans' other spellcasting unit. It has a few "spells" that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will "leak" through the shield - if your unit has only 1-3 hp, it's not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your siege tank. The tank won't take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it'll also force Wraiths and Ghosts to decloak.  SVs are also the prime killer of Archons, whose HP is almost entirely shields (they only have 10 regular health points), making EMPs extremely effective, so if your opponent is building a large amount of Archons, counter that with SVs and his army will be destroyed very quickly.


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** Developed at: Science Facility for 200/200
** Developed at: Science Facility for 200/200
** Range: 8?
** Range: 8?
* Ability: EMP Bomb - Completely drains the energy of enemy units in the target area. Drains shields of protoss units.
* Upgrade: Titan reactor - energy +50
* Upgrade: Titan reactor - energy +50
** Developed at: Science Facility for 150/150
** Developed at: Science Facility for 150/150
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Latin: A a Á á À à  â Ä ä Ǎ ǎ Ă ă Ā ā à ã Å å Ą ą Æ æ Ǣ ǣ   B b   C c Ć ć Ċ ċ Ĉ ĉ Č č Ç ç   D d Ď ď Đ đ Ḍ ḍ Ð ð   E e É é È è Ė ė Ê ê Ë ë Ě ě Ĕ ĕ Ē ē Ẽ ẽ Ę ę Ẹ ẹ Ɛ ɛ Ǝ ǝ Ə ə   F f   G g Ġ ġ Ĝ ĝ Ğ ğ Ģ ģ   H h Ĥ ĥ Ħ ħ Ḥ ḥ   I i İ ı Í í Ì ì Î î Ï ï Ǐ ǐ Ĭ ĭ Ī ī Ĩ ĩ Į į Ị ị   J j Ĵ ĵ   K k Ķ ķ   L l Ĺ ĺ Ŀ ŀ Ľ ľ Ļ ļ Ł ł Ḷ ḷ Ḹ ḹ   M m Ṃ ṃ   N n Ń ń Ň ň Ñ ñ Ņ ņ Ṇ ṇ Ŋ ŋ   O o Ó ó Ò ò Ô ô Ö ö Ǒ ǒ Ŏ ŏ Ō ō Õ õ Ǫ ǫ Ọ ọ Ő ő Ø ø Œ œ   Ɔ ɔ   P p   Q q   R r Ŕ ŕ Ř ř Ŗ ŗ Ṛ ṛ Ṝ ṝ   S s Ś ś Ŝ ŝ Š š Ş ş Ș ș Ṣ ṣ ß   T t Ť ť Ţ ţ Ț ț Ṭ ṭ Þ þ   U u Ú ú Ù ù Û û Ü ü Ǔ ǔ Ŭ ŭ Ū ū Ũ ũ Ů ů Ų ų Ụ ụ Ű ű Ǘ ǘ Ǜ ǜ Ǚ ǚ Ǖ ǖ   V v   W w Ŵ ŵ   X x   Y y Ý ý Ŷ ŷ Ÿ ÿ Ỹ ỹ Ȳ ȳ   Z z Ź ź Ż ż Ž ž   ß Ð ð Þ þ Ŋ ŋ Ə ə   {{Unicode|}}
Greek: Ά ά Έ έ Ή ή Ί ί Ό ό Ύ ύ Ώ ώ   Α α Β β Γ γ Δ δ   Ε ε Ζ ζ Η η Θ θ   Ι ι Κ κ Λ λ Μ μ   Ν ν Ξ ξ Ο ο Π π   Ρ ρ Σ σ ς Τ τ Υ υ   Φ φ Χ χ Ψ ψ Ω ω   {{Polytonic|}}
Cyrillic: А а Б б В в Г г   Ґ ґ Ѓ ѓ Д д Ђ ђ   Е е Ё ё Є є Ж ж   З з Ѕ ѕ И и І і   Ї ї Й й Ј ј К к   Ќ ќ Л л Љ љ М м   Н н Њ њ О о П п   Р р С с Т т Ћ ћ   У у Ў ў Ф ф Х х   Ц ц Ч ч Џ џ Ш ш   Щ щ Ъ ъ Ы ы Ь ь   Э э Ю ю Я я   ́
IPA: t̪ d̪ ʈ ɖ ɟ ɡ ɢ ʡ ʔ   ɸ β θ ð ʃ ʒ ɕ ʑ ʂ ʐ ç ʝ ɣ χ ʁ ħ ʕ ʜ ʢ ɦ   ɱ ɳ ɲ ŋ ɴ   ʋ ɹ ɻ ɰ   ʙ ⱱ ʀ ɾ ɽ   ɫ ɬ ɮ ɺ ɭ ʎ ʟ   ɥ ʍ ɧ   ʼ   ɓ ɗ ʄ ɠ ʛ   ʘ ǀ ǃ ǂ ǁ   ɨ ʉ ɯ   ɪ ʏ ʊ   ø ɘ ɵ ɤ   ə ɚ   ɛ œ ɜ ɝ ɞ ʌ ɔ   æ   ɐ ɶ ɑ ɒ   ʰ ʱ ʷ ʲ ˠ ˤ ⁿ ˡ   ˈ ˌ ː ˑ ̪   {{IPA|}}

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