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AI coach reference

Ability reference

Every named ability the engine knows about, grouped by the unit that casts it. 92 abilities across 84 units and structures. Numbers are pinned to patch 5.0.13.

Each row shows energy or cooldown cost, cast range and effect radius (when those apply), and any research the ability needs first. Auto-attacks and passive auras baked into the unit aren't listed here — only choices a player makes during a fight.

Terran

SCV

worker · Terran

  • Repair
    Target

    SCV restores HP on a Mechanical unit or Terran building, draining minerals and gas

    Range0.6
    NoteMultiple SCVs can repair the same target in parallel.

Banshee

unit · Terran

  • Cloaking Field
    Toggle

    Banshee cloaks; drains 1.26 energy/sec while cloaked

    Energy25
    RequiresCloaking Field (100/100, 79s · Starport Tech Lab)

Battlecruiser

unit · Terran · 2 abilities

  • Yamato Cannon
    Target

    Battlecruiser winds up for ~2 seconds, then fires for 240 damage on a single target

    Cooldown71sRange10
    NoteRange extends to 20 once the shot fires.
  • Tactical Jump
    Target

    Battlecruiser teleports to any visible point on the map after a 5-second wind-up

    Cooldown71s

Cyclone

unit · Terran

  • Lock On
    Target

    Cyclone locks on a target for 14s, attacking through fog at increased rate

    Cooldown4sRange7Duration14s

Ghost

unit · Terran · 4 abilities

  • Steady Targeting
    Target

    Ghost channels for ~1.43s, then deals 130 damage (+40 vs Psionic) ignoring armor; biological-only

    Energy50Range10
    NoteChannel can be interrupted by damage or moving the Ghost.
  • EMP Round
    Area

    Drains 100 shields and 100 energy in a 1.5-tile radius

    Energy75Range10Radius1.5
  • Personal Cloaking
    Toggle

    Ghost cloaks; drains ~1.3 energy/sec while cloaked

    Energy25
  • Tactical Nuclear Strike
    Area

    Ghost calls down a nuke that deals 300 damage (+200 to structures) in a 8-tile radius after a 14-second wind-up

    Range12Radius8Duration14s
    NoteVisible to the opponent during the channel; killing the casting Ghost cancels the strike.

Hellbat

unit · Terran

  • Transformation Servos
    Toggle

    Toggle between Hellion (4 range, ground-light bonus) and Hellbat (melee, more HP)

    Cooldown4s
    NoteMode change has a ~4s delay; don't mid-fight unless safe.

Hellion

unit · Terran

  • Transformation Servos
    Toggle

    Toggle between Hellion (4 range, ground-light bonus) and Hellbat (melee, more HP)

    Cooldown4s
    NoteMode change has a ~4s delay; don't mid-fight unless safe.

Liberator

unit · Terran

  • Defender Mode
    Toggle

    Liberator deploys an anti-ground siege zone (5 range, 75 dmg vs ground in a small AoE) but can't attack air

    Cooldown4s

Liberator (AG)

unit · Terran

  • Defender Mode
    Toggle

    Liberator deploys an anti-ground siege zone (5 range, 75 dmg vs ground in a small AoE) but can't attack air

    Cooldown4s

Marauder

unit · Terran · 2 abilities

  • Stim
    Instant

    +50% attack speed and +50% movement speed for 11 seconds; costs 10 HP

    Duration11s
    RequiresStim (100/100, 121s · Barracks Tech Lab)
  • Concussive Shells (passive)
    Passive

    Marauder attacks slow non-Massive targets by 50% for 1.4 seconds

    RequiresConcussive Shells (50/50, 43s · Barracks Tech Lab)

Marine

unit · Terran

  • Stim
    Instant

    +50% attack speed and +50% movement speed for 11 seconds; costs 10 HP

    Duration11s
    RequiresStim (100/100, 121s · Barracks Tech Lab)

Medivac

unit · Terran · 2 abilities

  • Ignite Afterburners
    Instant

    Medivac speed +70% for 8 seconds

    Cooldown14sDuration8s
  • Heal
    Passive

    Heals biological allies in 4 range for ~12.6 HP/s; costs 1 energy per 4 HP

    Range4
    NoteAuto-cast on by default; needs 5 energy to start a heal channel.

Raven

unit · Terran · 4 abilities

  • Auto-Turret
    Target

    Drops a turret with 18 damage and 6 range; lasts 9 seconds

    Energy50Range7Duration9s
  • Anti-Armor Missile
    Area

    Removes 3 armor from enemy units in a 3-tile radius for 21 seconds

    Energy75Range10Radius3Duration21s
  • Interference Matrix
    Target

    Disables a Mechanical or Psionic unit's attacks and abilities for 11 seconds

    Energy75Range9Duration11s
  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Reaper

unit · Terran · 3 abilities

  • KD8 Charge
    Area

    Reaper throws a grenade that knocks back targets and deals 5 damage

    Cooldown14sRange5Radius2
  • Combat Drugs
    Passive

    Reaper regenerates 2.8 HP/s after 7 seconds out of combat

  • Jet Pack
    Passive

    Reaper can traverse cliffs vertically

Siege Tank

unit · Terran

  • Siege Mode
    Toggle

    Siege Tank deploys; gains 13 range, 35 base damage with splash, but immobile

    Cooldown4s

Siege Tank (Sieged)

unit · Terran

  • Siege Mode
    Toggle

    Siege Tank deploys; gains 13 range, 35 base damage with splash, but immobile

    Cooldown4s

Thor

unit · Terran

  • High Impact Payload
    Toggle

    Toggle Thor between Explosive (anti-air vs Light) and 250mm Cannons (anti-air vs Massive)

    Cooldown1.4s

Viking

unit · Terran

  • Viking Mode
    Toggle

    Toggle between Fighter (air, ranged) and Assault (ground, walker)

    Cooldown4s

Viking (Assault)

unit · Terran

  • Viking Mode
    Toggle

    Toggle between Fighter (air, ranged) and Assault (ground, walker)

    Cooldown4s

Widow Mine

unit · Terran

  • Widow Mine Burrow
    Toggle

    Burrows. Auto-fires Sentinel Missiles for 125 (+35 vs shields) splash on the first target in 5 range

    Cooldown29s
    NoteAfter firing, must wait the cooldown before the next missile.

Widow Mine (Burrowed)

unit · Terran

  • Widow Mine Burrow
    Toggle

    Burrows. Auto-fires Sentinel Missiles for 125 (+35 vs shields) splash on the first target in 5 range

    Cooldown29s
    NoteAfter firing, must wait the cooldown before the next missile.

Barracks

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Barracks (Flying)

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Bunker

structure · Terran · 2 abilities

  • Salvage
    Instant

    Refunds 75% of the building's mineral and gas cost over 5 seconds

    Cooldown5s
  • Salvage
    Instant

    Refunds 75% of the structure's mineral and gas cost over a brief unbuild

    NoteAvailable on Bunker (4s), Missile Turret (4s), and Sensor Tower (3.57s).

Command Center

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Command Center (Flying)

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Factory

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Factory (Flying)

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Ghost Academy

structure · Terran

  • Build Nuke
    Instant

    Ghost Academy builds a Nuclear Warhead (200 minerals, 200 gas, 80s) for the next Tactical Nuclear Strike

    NoteEach Ghost Academy stores at most one nuke at a time.

Missile Turret

structure · Terran · 2 abilities

  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.
  • Salvage
    Instant

    Refunds 75% of the structure's mineral and gas cost over a brief unbuild

    NoteAvailable on Bunker (4s), Missile Turret (4s), and Sensor Tower (3.57s).

Orbital Command

structure · Terran · 3 abilities

  • Scanner Sweep
    Area

    Reveals a 13-tile radius for 12 seconds; detects cloaked and burrowed units

    Energy50Range13Radius13Duration12s
  • Calldown MULE
    Target

    Drops a MULE for 64 seconds that mines minerals at ~2× SCV rate

    Energy50Range7Duration64s
  • Calldown Extra Supplies
    Target

    Adds 8 supply to a Supply Depot for the rest of the game

    Energy50Range7

Orbital Command (Flying)

structure · Terran · 3 abilities

  • Scanner Sweep
    Area

    Reveals a 13-tile radius for 12 seconds; detects cloaked and burrowed units

    Energy50Range13Radius13Duration12s
  • Calldown MULE
    Target

    Drops a MULE for 64 seconds that mines minerals at ~2× SCV rate

    Energy50Range7Duration64s
  • Calldown Extra Supplies
    Target

    Adds 8 supply to a Supply Depot for the rest of the game

    Energy50Range7

Planetary Fortress

structure · Terran

  • Planetary Defense
    Passive

    Auto-attacks ground enemies within 6 range for 40 splash damage

    NoteComes baked into the Planetary Fortress upgrade. Cannot lift off.

Sensor Tower

structure · Terran · 2 abilities

  • Radar
    Passive

    Reveals enemy presence within 22 tiles as red exclamation indicators in the fog of war

  • Salvage
    Instant

    Refunds 75% of the structure's mineral and gas cost over a brief unbuild

    NoteAvailable on Bunker (4s), Missile Turret (4s), and Sensor Tower (3.57s).

Starport

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Starport (Flying)

structure · Terran

  • Lift Off
    Toggle

    Terran building lifts off and can fly to a new location

    NoteAvailable on Command Center, Orbital, Barracks, Factory, Starport.

Supply Depot

structure · Terran

  • Lower / Raise
    Toggle

    Supply Depot lowers under the ground or raises back up to block path

Supply Depot (Lowered)

structure · Terran

  • Lower / Raise
    Toggle

    Supply Depot lowers under the ground or raises back up to block path

Protoss

Adept

unit · Protoss

  • Psionic Transfer
    Target

    Adept projects an invulnerable Shade for 7 seconds; on expiry the Adept teleports to the Shade

    Cooldown11sRange7Duration7s

Carrier

unit · Protoss

  • Build Interceptor
    Instant

    Carrier builds an Interceptor (15 minerals, 9s); holds up to 8 that auto-engage with the Carrier's target

Colossus

unit · Protoss

  • Cliff Walk
    Passive

    Colossus can step over cliffs and across ramps

Dark Templar

unit · Protoss · 3 abilities

  • Permanent Cloak
    Passive

    Always cloaked unless detected; no energy cost

    NoteBuilt into Dark Templars, Observers, Banshee + Ghost (with research). Mothership uses Cloaking Field instead, which is timed.
  • Shadow Stride
    Target

    Dark Templar blinks 8 tiles to a target location

    Cooldown14sRange8
    RequiresShadow Stride (100/100, 121s · Dark Shrine)
  • Archon Merge
    Target

    Sacrifices two Templar (any combination of High and Dark) to morph into an Archon

    Duration8.57s
    NoteThe Archon spawns with the combined HP/shields of the two Templar.

Disruptor

unit · Protoss

  • Purification Nova
    Area

    Disruptor launches a nova that detonates after 2.1 seconds for 100 damage (+100 vs shields) in a 1.5-tile radius

    Cooldown17sRange1.5Radius1.5

High Templar

unit · Protoss · 3 abilities

  • Psionic Storm
    Area

    Deals up to 110 damage over 6 seconds in a 2-tile radius

    Energy75Cooldown1.43sRange8Radius2Duration6s
    NoteStorms don't stack — overlapping casts waste damage.
  • Feedback
    Target

    Drains all energy from a target and deals 0.5 damage per energy point drained

    Energy50Range10
  • Archon Merge
    Target

    Sacrifices two Templar (any combination of High and Dark) to morph into an Archon

    Duration8.57s
    NoteThe Archon spawns with the combined HP/shields of the two Templar.

Immortal

unit · Protoss

  • Barrier
    Passive

    Auto-triggers on first damage taken, absorbing up to 100 damage for 2 seconds

    Cooldown32sDuration2s

Mothership

unit · Protoss · 3 abilities

  • Time Warp
    Area

    Slows enemy attack and movement speed by 40% in a 3.75-tile area for 9 seconds

    Cooldown60sRange9Radius3.75Duration9s
  • Mass Recall
    Area

    Mothership channels for 4 seconds, then recalls all owned units in a 5-tile area to itself

    Cooldown89sRange500Radius5
  • Cloaking Field
    Instant

    Cloaks all friendly units and structures within 5 tiles of the Mothership for 20 seconds

    Cooldown50sRadius5Duration20s

Observer

unit · Protoss · 3 abilities

  • Permanent Cloak
    Passive

    Always cloaked unless detected; no energy cost

    NoteBuilt into Dark Templars, Observers, Banshee + Ghost (with research). Mothership uses Cloaking Field instead, which is timed.
  • Surveillance Mode
    Toggle

    Observer roots to gain +2 sight range; can't move while active

    Cooldown4s
  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Observer (Siege)

unit · Protoss · 3 abilities

  • Permanent Cloak
    Passive

    Always cloaked unless detected; no energy cost

    NoteBuilt into Dark Templars, Observers, Banshee + Ghost (with research). Mothership uses Cloaking Field instead, which is timed.
  • Surveillance Mode
    Toggle

    Observer roots to gain +2 sight range; can't move while active

    Cooldown4s
  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Oracle

unit · Protoss · 3 abilities

  • Pulsar Beam
    Toggle

    Activates Oracle's ground-only beam (15 dmg, +7 vs Light); drains ~1.96 energy/sec while active

    Energy25
    NoteCannot fire when energy reaches 0.
  • Revelation
    Area

    Reveals enemy units and structures (cloaked and burrowed too) in a 6-tile area for 20 seconds

    Energy25Cooldown10sRange12Radius6Duration20s
  • Stasis Ward
    Area

    Drops a cloaked ward (lasts 90s); enemies that approach trigger a 4-tile, 21.5s stasis

    Energy50Range6Radius4Duration90s

Phoenix

unit · Protoss

  • Graviton Beam
    Target

    Phoenix lifts a target ground unit for 7 seconds; the Phoenix can't move while channeling

    Energy50Range4Duration7s
    NoteThe Phoenix can still attack air targets while channeling.

Sentry

unit · Protoss · 3 abilities

  • Force Field
    Area

    Drops an impassable barrier (1.7-tile radius) for 11 seconds

    Energy50Range9Radius1.7Duration11s
  • Guardian Shield
    Instant

    Allies inside a 4.5-tile aura take 2 less ranged damage per hit for 12.86 seconds

    Energy75Radius4.5Duration12.86s
  • Hallucination
    Target

    Sentry creates illusory copies of a chosen Protoss unit; the copies deal no damage and can't cast

    Energy75

Stalker

unit · Protoss

  • Blink
    Target

    Stalker teleports up to 8 tiles to a non-fogged target location

    Cooldown7sRange8
    RequiresBlink (150/150, 121s · Twilight Council)

Void Ray

unit · Protoss

  • Prismatic Alignment
    Instant

    Void Ray gains +6 damage vs Armored for 14.3 seconds at the cost of 25% movement speed

    Cooldown42.9sDuration14.3s

Warp Prism

unit · Protoss

  • Phasing Mode
    Toggle

    Warp Prism roots in 1.07s and projects a Pylon-like power field for warp-ins

    Radius6

Warp Prism (Phasing)

unit · Protoss

  • Phasing Mode
    Toggle

    Warp Prism roots in 1.07s and projects a Pylon-like power field for warp-ins

    Radius6

Zealot

unit · Protoss

  • Charge
    Target

    Zealot dashes toward an attack target, briefly hitting top speed 10.4

    Cooldown7sRange4Duration2.5s
    RequiresCharge (100/100, 100s · Twilight Council)

Nexus

structure · Protoss · 4 abilities

  • Chrono Boost
    Target

    Speeds up production at the target structure by +50% for 20 seconds

    Energy50Duration20s
  • Strategic Recall
    Area

    Nexus recalls allied units in a 6.5-tile area to itself after a 4-second channel

    Energy50Radius6.5
  • Battery Overcharge
    Target

    Targets a Shield Battery; for 14 seconds it restores shields at +50% rate without draining energy

    Energy50Range9Duration14s
  • Energy Recharge
    Target

    Instantly restores 50 energy to a friendly caster within 12 tiles of the Nexus

    Energy50Cooldown45sRange12

Photon Cannon

structure · Protoss

  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Shield Battery

structure · Protoss

  • Restore
    Passive

    Channels to restore up to 50 shields/sec to a friendly unit in 6 tiles, at 1 energy per 3 shields

    Range6

Zerg

Drone

worker · Zerg

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Baneling

unit · Zerg · 2 abilities

  • Volatile Burst
    Area

    Baneling detonates on contact for 20 damage (+15 vs Light, +60 vs Buildings) in a 2.2-tile radius

    Range2Radius2.2
    NoteLurking variant: Burrow then unborrow under enemies for an instant explosion.
  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Brood Lord

unit · Zerg

  • Swarm Seeds
    Passive

    Brood Lord's ranged attack also spawns 2 melee Broodlings on the target with 5.71-second timed life

Corruptor

unit · Zerg

  • Caustic Spray
    Target

    Channels on an enemy structure for 7 dmg/s ramping to 35 dmg/s after a 4.29s wind-up

    Cooldown32.14sRange6
    NoteTargets structures only. Doesn't cost energy.

Hydralisk

unit · Zerg · 2 abilities

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)
  • Lunge
    Instant

    Hydralisk briefly doubles movement speed for 0.71 seconds

    Cooldown10sDuration0.71s
    RequiresMuscular Augments (100/100, 71s · Hydralisk Den)

Infestor

unit · Zerg · 4 abilities

  • Fungal Growth
    Area

    Slows enemy movement by 75% in a 2.25-tile area for 3 seconds and deals 25 damage

    Energy75Range10Radius2.25Duration3s
  • Neural Parasite
    Target

    Mind-controls a non-Heroic enemy unit for 11 seconds; tether breaks past 14 tiles

    Energy100Range8Duration11s
  • Microbial Shroud
    Area

    Ground units in a 3.5-tile area take 50% less damage from ranged air attacks for 11 seconds

    Energy100Range9Radius3.5Duration11s
  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Lurker

unit · Zerg

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Lurker (Burrowed)

unit · Zerg

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Mutalisk

unit · Zerg

  • Tissue Regeneration
    Passive

    Mutalisk regenerates 1.4 HP/s (vs the standard ~0.27 HP/s for other Zerg)

Overlord

unit · Zerg

  • Generate Creep
    Toggle

    Overlord drops creep beneath itself while stationary; useful for tumor-less creep extension

    NoteRequires Lair tech.

Overlord (Transport)

unit · Zerg

  • Generate Creep
    Toggle

    Overlord drops creep beneath itself while stationary; useful for tumor-less creep extension

    NoteRequires Lair tech.

Overseer

unit · Zerg · 4 abilities

  • Spawn Changeling
    Instant

    Overseer spawns a Changeling that morphs into an enemy unit for scouting (lasts 107 seconds)

    Energy50Duration107s
    NoteChangeling appears as the opponent's unit until they kill it or it expires.
  • Contaminate
    Target

    Locks an enemy structure out of producing units or researching upgrades for 21 seconds

    Energy125Range3Duration21s
  • Oversight Mode
    Toggle

    Overseer roots in 0.54s to gain +25% sight radius; can't move while active

  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Overseer (Siege)

unit · Zerg · 4 abilities

  • Spawn Changeling
    Instant

    Overseer spawns a Changeling that morphs into an enemy unit for scouting (lasts 107 seconds)

    Energy50Duration107s
    NoteChangeling appears as the opponent's unit until they kill it or it expires.
  • Contaminate
    Target

    Locks an enemy structure out of producing units or researching upgrades for 21 seconds

    Energy125Range3Duration21s
  • Oversight Mode
    Toggle

    Overseer roots in 0.54s to gain +25% sight radius; can't move while active

  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Queen

unit · Zerg · 3 abilities

  • Inject Larva
    Target

    Adds 3 Larva to a Hatchery / Lair / Hive 29 seconds after the cast

    Energy25Cooldown1.8sRange1
    NoteThe single highest-impact macro ability in the game.
  • Creep Tumor
    Target

    Drops a 50-HP creep-spreading tumor that can chain-spawn new tumors within 10 tiles every 11 seconds

    Energy25Range1
  • Transfusion
    Target

    Heals a friendly Biological unit or structure for 75 HP instantly

    Energy50Cooldown1sRange7

Ravager

unit · Zerg · 2 abilities

  • Corrosive Bile
    Area

    Ravager fires a 60-damage AoE projectile after a 2-second wind-up; lands in a 0.5-tile radius

    Cooldown7sRange9Radius0.5
    NoteDestroys Force Fields outright. Useful for clearing chokes.
  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Roach

unit · Zerg · 2 abilities

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)
  • Rapid Regeneration
    Passive

    Roach regenerates 7 HP/s while burrowed

Swarm Host

unit · Zerg · 2 abilities

  • Spawn Locusts
    Instant

    Swarm Host launches 2 Locusts that fly 16 tiles, land, and attack for 18 seconds

    Cooldown43sRange16Duration18s
  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Ultralisk

unit · Zerg · 2 abilities

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)
  • Frenzied
    Passive

    Ultralisk is immune to snare, stun, mind control, and movement-altering effects

Viper

unit · Zerg · 4 abilities

  • Abduct
    Target

    Pulls a single target unit (friend or foe) to the Viper's location

    Energy75Range9
  • Blinding Cloud
    Area

    Drops a cloud that reduces enemy ground/structure ranged attacks to melee in a 2-tile radius for 5.71 seconds

    Energy100Range10Radius2Duration5.71s
  • Parasitic Bomb
    Target

    Attaches to an enemy air unit and deals 120 damage over 7 seconds to it and air units within 3 tiles

    Energy125Range8Radius3Duration7s
  • Consume
    Target

    Drains 150 HP from a friendly structure over 14 seconds to give the Viper 50 energy

    Cooldown1sRange7Duration14s

Zergling

unit · Zerg

  • Burrow
    Toggle

    Most Zerg ground units can burrow to hide and regenerate; requires Detection to spot

    RequiresBurrow (100/100, 71s · Hatchery / Lair / Hive)

Nydus Network

structure · Zerg

  • Spawn Nydus Worm
    Target

    Nydus Network surfaces a worm at any visible location for 75 / 75; the worm transports units across the map

    Cooldown14s
    NoteThe worm is briefly vulnerable while emerging.

Spine Crawler

structure · Zerg

  • Uproot / Root
    Toggle

    Spine/Spore Crawler uproots and walks slowly, then re-roots to attack

    Cooldown12s

Spine Crawler (Uprooted)

structure · Zerg

  • Uproot / Root
    Toggle

    Spine/Spore Crawler uproots and walks slowly, then re-roots to attack

    Cooldown12s

Spore Crawler

structure · Zerg · 2 abilities

  • Uproot / Root
    Toggle

    Spine/Spore Crawler uproots and walks slowly, then re-roots to attack

    Cooldown12s
  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.

Spore Crawler (Uprooted)

structure · Zerg · 2 abilities

  • Uproot / Root
    Toggle

    Spine/Spore Crawler uproots and walks slowly, then re-roots to attack

    Cooldown12s
  • Detector
    Passive

    Reveals cloaked, burrowed, and hallucinated units within range

    NoteRange varies by source: most detectors 11, Observer 11–15.