Prepare yourselves, the onslaught of Heart of the Swarm updates along with patches and exclusives are coming. Although many of you already play Starcraft 2 and know the units, HotS brings a whole new array of units to the table that the players will have to utilize in order to win -- the days of Wings of Liberty's bland mechanics and boring unit selection are over; things are chaning.
Alright, so below what you basically have is the raw stats for each unit. There's really no need to go into each unit specifically until the game launches and they're balanced, as the units statistics will ultimately change near release time or shortly after to account for nerfing or buffing; you guys know all about how that works.
Let us know what you think in the comment section below both of the new HotS units as well as the new spoiler boxes! Please note these are only updates to the existing WoL units/showcasing the new units, not the entire library of existing ones.
Reaper (EXPAND)
Reaper (COLLAPSE)
Requirement: Barracks w/ Tech Lab
Minerals: 50
Gas: 50
Supply: 1
Build Time: 40
Health: 60
Speed: 2.95
Base Armor: 0
Attack Damage:2 x 4 (7 vs. Light)
Attack Range: 7
Attack Delay: 1.1
Upgrade: Combat Drugs
Minerals: 50
Gas: 50
Research Time: 80
Hellion (EXPAND)
Hellion (COLLAPSE)
Requires Factory
Minerals: 100
Gas: 0
Supply: 2
Build Time: 30
Health (Battle Mode): 135
Base Armor (Battle Mode): 0
Speed (Battle Mode): 2.25
Attack Damage (Battle Mode): 10 (14 vs. Light)
Attack Range (Battle Mode): 2 in an AoE cone
Attack Delay (Battle Mode): 1.9
Health (Vehicle Mode): 90
Base Armor (Vehicle Mode): 0
Speed (Vehicle Mode): 4.25
Attack Damage (Vehicle Mode): 8 (14 vs. Light)
Attack Range (Vehicle Mode): 5 in a linear AoE
Attack Delay (Vehicle Mode): 2.5
Ability – Transformation: Switches between battle and vehicle mode. 3 second transformation time. When built the Hellion comes out of the factory in battle mode.
Upgrade – Blue Flame: Functions same as in Wings of Liberty.
Warhound (EXPAND)
Warhound (COLLAPSE)
Requires Factory w/ Tech Lab
Minerals: 150
Gas: 75
Supply: 2
Build Time: 45
Health: 220
Base Armor: 1
Speed: 2.81
Attack Damage: 23
Attack Range: 7
Attack Delay: 1.3
Ability – Haywire: Autocastable, does 30 damage to a single target at range 7 with a 6 second CD. Does not interrupt the Warhound's regular attack.
Widow Mine (EXPAND)
Widow Mine (COLLAPSE)
Requires Factory w/ Tech Lab
Minerals: 75
Gas: 25
Supply: 1
Build Time: 20
Health: -
Speed: -
Attack Damage: 200*
Attack Range: *
Attack Delay: 10 Seconds after latching on.
Special Ability – Burrow: 3 seconds to burrow.
After burrowing and a brief arming time the mine will launch up and latch itself to a unit. The mine has a limited type of detection in that it will not give you detection, but will latch on to and reveal invisible units. Ground or air. The range is approximately 5-6 and the explosion does an AoE with a radius of about 3-4.
Multiple mines cannot latch on to the same unit, and a small countdown animation visible to you and your opponent appears on the unit affected. There is a 10 second delay between attachment and detonation. There is no known way to remove the mines short of detonation.
Swarm Host (EXPAND)
Swarm Host (COLLAPSE)
Requires Infestation Pit
Minerals: 200
Gas: 100
Supply: 3
Build Time: 40
Health: 120
Base Armor: 1
Speed: 2.25
Attack Damage: N/A
Attack Range: N/A
Attack Delay: N/A
Special Ability – Spawn Locusts
Swarm Host spawns 2 locusts which rally on an attack-move command. The Swarm Host spawns them every 25 seconds as long as burrowed and the locusts last 15 seconds.
Special Ability – Burrow:
Works like for the Widow Mine. 3 seconds to burrow during which the Swarm Host can be attacked.
Upgrade – Increase Locust Time
Minerals: 200
Gas: 200
Time: 100
Increases the time the locusts last by 10 seconds (to a total of 25 seconds).
Locust (EXPAND)
Locust (COLLAPSE)
Health: 65
Speed: 1.88
Attack Damage: 16
Attack Range: 2
Attack Delay: 1.2
Viper (EXPAND)
Viper (COLLAPSE)
Requires Hive
Minerals: 100
Gas: 200
Supply: 3
Build Time: 40
Health: 120
Base Armor: 1
Speed: 2.25
Special Ability – Consume:
The Viper does 200 damage to a friendly building over 10 seconds to regenerate 50 energy.
Special Ability – Abduct (75 Energy):
The Viper pulls a unit instantly to the Viper's location. Approximate range of 7.
Special Ability – Blinding Cloud (125 Energy):
Creates a cloud that reduces the attack range of any biological units in the AoE to melee. Same AoE and range as fungal growth.
Mothership Core (EXPAND)
Mothership Core (COLLAPSE)
Requires Nexus and Assimilator
Minerals: 100
Gas: 50
Supply: 3
Build Time: 60
Health: 350
Shields: 350
Armor: 2
Speed: Immobile
Special Ability – Teleport (25 Energy):
The Mothership Core teleports to another Nexus.
Special Ability – Energize (25 Energy):
At a range of ~8 the Mothership Core recharges the energy of any unit/building at the rate of about 25 per second. If energy is spent during this recharge time the building/unit will still recharge to maximum energy (Basic Application: Mass Chronoboost).
Special Ability – Purify (75 Energy):
The Mothership Core gains a powerful attack for 20 seconds.
Damage: 60
Range: 13
Delay: 1.25
Special Ability – Mass Recall
Functions the same as the current Mothership spell.
Special Ability – Build Mothership
Requires Fleet Beacon
Minerals: 300
Gas: 350
Time: 100
Supply: 8
Tempest (EXPAND)
Tempest (COLLAPSE)
Requires Fleet Beacon
Minerals: 300
Gas: 300
Supply: 6
Build Time: 75
Health: 300
Shields: 150
Speed: 2.25
Attack Damage: 49 (66 vs. Massive)
Attack Range: 10
Attack Delay: 6
Upgrade – Gravity Sling:
Minerals: 150
Gas: 150
Time: 100
The Tempest gets +12 range.
Oracle (EXPAND)
Oracle (COLLAPSE)
Requires Stargate
Minerals: 150
Gas: 200
Supply: 3
Build Time: 60
Health: 80
Shields: 20
Speed: 3.75
Special Ability – Preordain (75 Energy):
Gain vision and detection around a building in a range of ~12 for 2 minutes.
Special Ability – Entomb (75 Energy):
Creates an energy barrier around mineral patches for 45 seconds. These barriers can be destroyed with attacks and have 75 HP.
Special Ability – Cloaking Field (100 Energy):
Cloaks all units and buildings within ~7 range of the Oracle for 60 seconds. These cloaks do not affect other Oracle units of the same player.
Related: SOURCE
// Jeff_Kim Posted 11 months ago: Wed, 13 Jun 2012 23:08:56 +0100 |  |