Starcraft 2 Terran Units List

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This page contains a complete guide to all the Terran units in Starcraft 2. We will start with a discussion on Terran unit mechanics, descrbing the unique aspects of Terran units in Starcraft 2.

The next section and bulk of this page consists of 3 tables. The first table will provide a list of units and their associated cost, build time, prerequisites, and the production that produces them.

The second tables covers the stats, damage dealt, movement speed, armor, number of attacks, and bonus damage modifiers of each Terran unit.

The third table discusses each of the Terran unit's abilities as well as provides a list of the technology that can be researched to upgrade particular Terran units.

The guide is then wrapped up with a section on common unit compositions, revealing the best synergies between units so that would-be Terran players can create balanced and effective armies.

Table of Contents

Terran Unit Mechanics
Terran Unit Cost and Requirements
Terran Unit Stats and Damage
Terran Unit Abilities and Research
Common Terran Unit Compositions

Select any of the links above to jump to the chart or section you are looking for. Over time, specific pages on individual units will be added, which you will be able to access by clicking on the unit name on the charts below.

Terran Unit Mechanics

The health of Terran units is referred to as its life. Terran units are the only race which does not have innate regeneration capacity - damage dealt to Terran units will not heal over time. The only exception to this is the Reaper, as this unit will heal over time.

Instead of passive regeneration, Terran player's are able to restore the health of their units through either the Medivac or the SCV. The Medivac possess a skill, "Heal", which can be used to heal friendly units. One point of Medivac energy is drained for every 3 Life points restored. Medivacs only are able to heal biological targets and only one Medivac may heal a single unit at the same time.

Mechanical units can have their health restored via the SCV's repair skill. This skill requires the SCV to be in melee range of the target and the SCV is completely occupied while performing its repair function. Repair restores unit's health based on build time. A full repair from 1 health to full requires approximately the same amount of time as it does to train the targeted unit. For example, a Battlecruiser, which takes 90 seconds to build, will require 90 seconds to repair from 1 health back to full life.

Repair costs money and is based on the amount of damage sustained. The Terran pays 1% of the unit's original cost for every 4% of health restored via repair. If a unit costs 100 minerals, repairing it from 1 health to full health will cost 25 minerals.

Unlike the Medivac's heal ability, multiple SCVs can repair the same target at the same time, increasing the rate of the repair. SCVs can be set to repair automatically by selecting the SCV you want to do the repairing and then right clicking on the repair icon. 

Terran Units Table: Cost & Requirements

Unit Cost Build Time Requires Produced
From
SCV 50 minerals
1 supply
17 seconds  Command Center

Command Center

Orbital Command

Planetary Fortress

Marine 50 minerals
1 supply
25 seconds Barracks Barracks
Reaper 50 minerals
50 gas
1 supply
45 seconds Barracks

Barracks

Marauder

100 minerals
30 gas
2 supplies

30 seconds

Barracks

Tech Lab

Barracks
Ghost

200 minerals
100 gas
2 supplies

40 seconds

Barracks

Tech Lab

Ghost Academy

Barracks

Hellion 100 minerals
2 supplies
30 seconds Factory Factory
Widow Mine

75 minerals
25 gas
2 supplies

40 seconds Factory Factory
Siege Tank

150 minerals
125 gas
2 supplies

45 seconds

Factory

Tech Lab

Factory
Hellbat 100 minerals
2 supplies
30 seconds

Factory

Armory

Factory
Thor 300 minerals
200 gas
6 supplies
60 seconds

Factory

Armory

Tech Lab

Factory
Medivac 100 minerals
100 gas
2 supplies
42 seconds Starport Starport
Viking 150 minerals
75 gas
2 supplies
42 seconds Starport Starport
Raven 100 minerals
200 gas
2 supplies
60 seconds

Starport

Tech Lab

Starport
Banshee 150 minerals
100 gas
2 supplies
60 seconds

Starport

Tech Lab

Starport
Battlecruiser 400 minerals
300 gas
6 supplies
90 seconds

Fusion Core

Starport

Tech Lab

Starport

Terran Units Table: Unit Types, Stats, and Damage

In the table below, you will find a list of all the Starcraft 2 Terran units along with the unit type, health, movement speed, armor, damage, damage bonuses, number of attacks, attack speed, and range for all the Terran units in Starcraft 2. This table includes Heart of the Swarm units. Attacks denote both ground and anti-air attacks unless otherwise noted.

Unit/Type Life Armor Move Speed Damage Attacks Attack Speed  Range

SCV

Light - Mechanical

45 0 2.81

5

Ground only

1 1.5  Melee

Marine

Light - Biological

45

55 with
Combat
Shields

0

2.25

6 (+1)

1 .86

Reaper

Light - Biological

60 0 3.75

4 (+1)

Ground only

2 1.1 5

Marauder

Armored - Biological

125 1 2.25

10 (+1)

20 (+2) vs armored

Ground only

1 1.5 6

Ghost

Biological - Psionic

100 0 2.25

10 (+1)

20 (+2) vs light

1 1.5 6

Hellion

Light - Mechanical

90 0 4.25

8 (+1)

14 (+2) vs light

19 (+2) with IP upgrade vs light

Ground only

1 2.5 5

Widow Mine

Light - Mechanical

90 0 2.81

125 (+40 splash)

+35 vs shields

1 40

Siege Tank: Tank Mode

Armored - Mechanical

160 1 2.25

15 (+2)

25 (+3) vs armored

Ground only

1 1.04

7

Siege Tank: Siege Mode

Armored - Mechanical

160 1 0

35 (+3)

50 (+5) vs armored

Ground only

3 13 

Hellbat

Light - Biological - Mechanical

135 0 2.25

18 (+2)

18 (+3) vs light

30 (+3) vs light with Infernal Pre-Igniter

Ground only

1 2 2

Thor: Thor's Hammer

Armored - Mechanical - Massive

400 1 1.88

30 (+3)

Ground only

2 1.28

Thor: Explosive Payload

Armored - Mechanical - Massive

400 1 1.88

6 (+1)

12 (+2) vs light

Air only

4 3 10

Thor: High Impact Payload

Armored - Mechanical - Massive

400 1 1.88

24 (+2)

Air only

1 2 10

Viking: Fighter Mode

Armored - Mechanical

125 0 2.75

10 (+1)

14 (+1) vs armored

Both air only

2 2 9

Viking: Assault Mode

Armored - Mechanical

125  0 2.25

12 (+1)

Ground only

1 1

Medivac

Armored - Mechanical

150 1 2.5

4.25
with IAB
None n/a n/a n/a

Raven

Light - Mechanical

140 1

2.25

None n/a n/a n/a

Banshee

Light - Mechanical

140 0

2.75

12 (+1) 2 1.25 6

Battlecruiser

Armored - Mechanical

550 3 1.88

6 (+1)

Air only

8 (+1)

Ground only

1 .23 6

Terran Units: Abilities and Research Upgrades

Like all races, many Terran units have access to a variety of abilities in addition to just their default attacks. Some of these skills are always unlocked whereas others have to be researched before they can be used during a match. Additionally, there are a variety of upgrades available that can provide increase the strength of certain Terran units. Below, you will find a chart detailing all of these abilities and rsearch upgrades.

Unit Abilities & Research
SCV The SCV is able to harvest minerals, build structures, and repair mechanical units and structures.
Marine

Combat Shields: Combat Shields provides a passive, permanent increase of +10 life to the Marine's health pool. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 110 seconds.

Stimpack: Stimpack is an on-use ability that drains 10 health in exchange for increasing attack speed and movement speed by 50% for 10 seconds. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 170 seconds.

Reaper

Jet Pack: Allows the Reaper to jump up and down cliffs. Always active. Default ability.

Combat Drugs: Allows the Reaper to regenerate life quickly when out of combat. Requires the Reaper to not take damage for 10 seconds. Restores 2 HP per second. Default ability.

Marauder

Stimpack: Stimpack is an on-use ability that drains 20 health in exchange for increasing attack speed and movement speed by 50% for 10 seconds. Researched at the Tech Lab attached to the Barracks. Costs 100 minerals, 100 vespene gas, and requires 170 seconds.

Concussive Shells: Marauder attacks snare opponents, reducing their movement speed by 50% for 1.5 seconds. Researched at the Tech Lab attached to the Barracks. Costs 50 minerals, 50 vespene gas, and requires 60 seconds to research.

Ghost

Sniper Round: Deals 25 damage (+25 bonus damage vs Psionic units) to the target. Ignores armor. May only target Biological units. Costs 25 energy. Default ability.

EMP Round: Fires off an EMP round, exploding in a small area of effect. Drains 100 shields from Protoss units caught within the area of effect. Drains 100 energy from all spellcasters caught within the area of effect. Cloaked units hit with EMP are temporarily revealed. Costs 75 energy. Default ability.

Personal Cloaking: Allows the Ghost to become cloaked. Costs 25 energy and drains .9 energy per second while active. Must be researched at the Ghost Academy. Costs 150 minerals, 150 vespene gas, and requires 120 seconds to research.

Moebius Reactor: Increases the starting energy of Ghosts by 25. Researched at the Ghost Academy. Costs 100 minerals, 100 vespene gas, and requires 80 seconds to research.

Tactical Nuke Strike: Allows the Ghost to call down a nuclear strike. Takes 20 second to cast. Requires a Ghost Academy with an armed nuclear silo. The nuclear silo can be armed at the Ghost Academy. Costs 100 minerals, 100 vespene gas, and takes 60 seconds to construct.

Hellion

Hellbat Mode: The Hellion can convert into Hellbat mode at any time once Transformation Servos has been researched. Transformation Servos is available for research at Tech Lab when attached to a Factory. It costs 150 minerals, 150 vespene gas, and requires 110 seconds.

Infernal Pre-Igniter: Increases the Hellion's damage to light units by +5. Researched at the Tech Lab when attached to a Factory. Costs 150 minerals, 150 vespene gas, and requires 110 seconds.

Widow Mine

Drilling Claws: Allows the Widow Mine to activate (burrow) in 1 second instead of the standard 3 seconds. Researched at the Tech Lab when attached to a Factory. Costs 150 minearls, 150 vespene gas, and requires 110 seconds to research.

Siege Tank Siege Mode: Siege Tanks can morph from Tank Mode into Siege Mode (and vice versa) at any time. While in Siege Mode, Siege Tanks deal more damage, have increased range, and deal splash damage. In Siege Mode, the Siege Tank cannot hit units in melee range and it is stationary. Default ability.
Hellbat

Hellion Mode: The Hellbat can convert into Hellion mode at any time once Transformation Servos has been researched. Transformation Servos is available for research at Tech Lab when attached to a Factory. It costs 150 minerals, 150 vespene gas, and requires 110 seconds.

Infernal Pre-Igniter: Increases the Hellbat's damage to light units by 12, taking it up to 30 damage total. Researched at the Tech Lab when attached to a Factory. Costs 150 minerals, 150 vespene gas, and requires 110 seconds.

Thor

High Impact Payload: The Thor can activate High Impact Payload, increasing its anti-air damage against a single target. However, it loses its splash damage and deals less DPS versus light air units in this mode versus its default Explosive Payload attack. Default ability.

Viking

Assault Mode: The Viking lands, trading its anti-air capabilities for a modest ranged ground attack. It can switch back and forth between Assault Mode and the default Fighter Mode at any time. Default ability. 

Medivac

Heal: Restores 3 life to the targeted friendly Biological unit. Costs 1 energy. Default ability.

Ignite Afterburners: The Medivac's movement speed is increased by 70% for 8 seconds. 20 second cooldown. No energy cost. Default ability.

Caduceus Reactor: Increase the Medivac's starting energy by 25. Researched at the Tech Lab when attached to a Starport. Costs 100 minerals, 100 vespene gas, and requires 80 seconds.

Raven

Build Auto Turret: The Raven constructs an auto-turret that lasts for 180 seconds. Turrets have 150 hp, 1 armor, deal 8 damage per attack, have an attack speed of .8, and a range of 6. Costs 75 energy. Default ability.

Build Point Defense Drone: The Raven spawns a Point Defense Drone. This flying structure shoots down enemy enemy missiles at the cost of 10 energy, negating the damage entirely. Only absorbs missile attacks (i.e. attacks with a visible physical projectile). Lasts 180 seconds. Costs 100 energy. Default ability.

Seeker Missile: The Raven fires a Seeker Missile that deploys after 5 seconds and pursues its target, dealing 100 damage to all nearby units when it finally makes contact. Costs 75 energy. Default ability.

Durable Materials: Extends the timed duration of Raven Auto-Turrets and Point Defense Drones from 180 seconds to 240 seconds. Available for research at the Tech Lab when attached to a Starport. Costs 150 minerals, 150 vespene, and requires 110 seconds to research.

Research Corvid Reactor: Increases the starting energy of the Raven by 25. Available for research at the Tech Lab when attached to a Starport. Costs 150 minerals, 150 vespene, and requires 110 seconds to research.

Banshee Cloaking Field: Allows the Banshee to Cloak itself. Costs 25 energy and drains .9 energy per second while active. Researched at the Tech Lab when attached to a Starport. Costs 100 minerals, 100 vespene gas, and requires 110 seconds to research.
Battlecruiser

Yamato Cannon: The Battlecruiser casts a 3 second ability that deals 300 damage to the target unit or structure. Costs 100 energy. Requires the "Weapon Refit" research, available at the Fusion Core. Costs 150 minerals, 150 vespene gas, and requires 60 seconds to research.

Behemoth Reactor: Increases the starting energy of the Battlecruiser by 25. Available to research at the Fusion Core. Costs 150 minerals, 150 vespene gas, and takes 80 second to research.

Common Terran Unit Combinations

Players of all races need to be able to be able to create synergistic armies. Good army combinations help cover up the weaknesses of particular units as well as increase the overall strength of your army.

There are a large number of possible unit combinations you can use in Starcraft 2. The successful Terran army combinations are not limited to the combinations mentioned below, but this guide will help you get started with creating a balanced and effective army.

Early Game Armies

The early game army choices of the Terran player are quite flexible and race dependent. Against Zerg, Terran players almost always open with either Reapers or Hellions. These units provide the Terran with map control, allowing the Terran to pick off scouting Zerglings. Sometimes Terrans will try to punish Zerg players who expand too quickly by opening with a few fast Barracks and using Marines with Bunkers. This too is a viable strategy.

Against other Terrans, virtually all early game combinations you can think of remain effective. Proxy Reapers, early Marine aggression, rushing to Banshees and Hellbat or Hellion drops are all considered viable tactics in the early game. Terran players often open with 1 Barracks, 1 Factory, and 1 Starport against other Terran players for that reason.

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Against Protoss players, Terran players typically try to get out a number of Marines or rush straight for the Widow Mine. This helps the Terran fend off any Oracle harass attacks which are incredibly common. Marines in small numbers are weak against even a single well-microed Stalker, so Terran players often get a Bunker up to prevent Stalker harass from doing too much damage.

Mid Game Armies

By the mid game, Terran armies typically incorporate all 3 primary tech structures. The three primary army compositions are full Bio, Bio Mech, and full Mech. Full bio builds consist primarily of Marines and Marauders but at a minimum need to incorporate Medivacs. Medivacs are very strong for Marines and Marauders as it allows the Terran to use Stimpack many times without the downside of losing health thanks to the Medivac's heal ability. Bio forces may need the support of Vikings as well when faced powerful units like the Colossus or Brood Lord.

When faced with Banelings and other anti-bio units, Bio armies can be improved by the addition of some mech forces. Typically this is the Widow Mine or Siege Tank. Terran bio forces on the offensive can fall back to the tank line or burrowed Widow Mines when faced with a lot of Banelings.

Full mech builds can work against all 3 races as well. These builds typically consist of Hellbats, Thors, Siege Tanks, and Widow Mines. This build is a bit weak versus air units in general though, so Vikings may be added for support.

Against other Terran players, Siege Tanks and Vikings make up the core of your army composition. Siege Tanks rule all Terran units on the ground ground while Vikings provide air superiority and provide vision for your Siege Tanks.

Late Game Armies

The same army compositions that predominate in the mid-game for the Terran are also staples in the late game. In the late game, Terran players will use the same unit combinations as in the mid game but also add on Ravens or Ghosts as support.

The Raven is a very strong support unit in all match-ups, but its high gas cost and the amount of time it takes to build up a full energy bar relegate its use (aside from just 1 or 2 Ravens) to the later portions of the game. The Raven provides good air support for Mech as Seeker Missile and Point Defense Drone are strong versus most air units.

The Ghost provides great support for the Terran player, but particularly fits well in bio-based builds. The High Templar, Archon, and Infestor are some of the most dangerous units for Terran bio forces, and the Ghost counters them all via Snipe or EMP.

The only completely new army composition that opens up in the late game is SkyTerran - that is using a full army of air units. This involves creating an army of virtually all Battlecruisers, Ravens, and Vikings. This is army is incredibly hard to stop for any race if you have enough Ravens and use your Point Defense Drone and Seeker Missile effectively.

The reason you do not actually see much SkyTerran is not due to its strength but that it is practically impossible to get maxed out on Terran air units. This is due to the extreme vespene gas requirement. Each Battlecruiser costs 300 Vespene gas and each Raven costs 200 vespene gas. Just getting out 10 Battlecruisers and 10 Ravens runs 5000 vespene.

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