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Army Composition Guide

SC2 Unit Counter Quick Reference

UnitStrong AgainstWeak Against
MarineLight air, Zerglings, ZealotsBanelings, Colossi, Storms, Lurkers
MarauderArmored units (Stalkers, Roaches)Zealots, Zerglings, Banelings
Siege TankInfantry, light ground, ZerglingsImmortals, Brood Lords, flanks while mobile
GhostBiological (Snipe), shields (EMP)Zerglings, light harassers
ImmortalArmored (Tanks, Stalkers, Roaches)Light units, Banelings, Zealots
ColossusLight bio (Marines, Zerglings)Corruptors, Vikings, Void Rays
DisruptorClumped bio and gateway armiesSpread units, mobile armies
StalkerAir units, light groundImmortals, Marauders (armored)
BanelingLight units (Marines, Zerglings)Armored units, Marauders, Sieged Tanks
RoachGateway units, MarinesImmortals, Colossi, Siege Tanks
HydraliskAir units, light groundSiege Tanks, Colossi, Lurkers block path
LurkerInfantry, gateway armies, sieged positionsUltralisk, Blink Stalkers, EMP

Why Composition Beats Supply Count

You can max out at 200 supply and still lose a fight in four seconds. It happens all the time. Someone masses 80 Marines, walks into three Colossi with Extended Thermal Lance, and their entire army evaporates before they can stim across the gap. The resources are gone, the supply is gone, and the game is basically over.

SC2 is not about who has more stuff. It's about who has the right stuff. A 150-supply army with proper counters will trade efficiently against a maxed army that has none. This is probably the single most important concept to internalize if you want to improve past platinum. Your economy gets you the resources, but how you spend them is what wins fights.

Damage Types, Armor Types, and Bonus Damage

Every unit in SC2 has an armor type: light, armored, or neither (some are both, some are massive). And a lot of units deal bonus damage to specific armor tags. Marauders get +10 vs. armored. Immortals get +30 vs. armored. Hellions get +6 vs. light. These bonuses are enormous and they completely dictate which fights you win.

Here's a practical example. Stalkers have 80 HP, 80 shields, and the armored tag. An Immortal hits for 50 damage per shot and gets that +30 vs. armored. So each Immortal shot does 50 to a Stalker. Meanwhile Stalkers do 13 damage per shot, 14 with the armored bonus. The math is brutal. Two Immortals shred a group of Stalkers before the Stalkers can scratch them. But throw Zealots in front? The Immortal's damage is wasted on cheap 100-mineral units while the Stalkers fire from behind. Composition matters at every level.

Splash damage is the other big factor. Siege Tanks, Colossi, Banelings, Disruptors, Storm from High Templar. These all punish clumped-up armies. A single good Disruptor shot can kill 2000+ resources worth of bio. Understanding which units have splash and how to spread against it (or abuse it) is half the game.

Terran: Bio vs. Mech

Terran has two main army styles and they play almost like different races.

Bio means Marine, Marauder, Medivac, with Widow Mines or Liberators mixed in. It's mobile, it's aggressive, and it lives or dies on your ability to micro. Bio wants to be everywhere at once: dropping, poking, splitting against Banelings. If you're playing bio against Zerg you need Widow Mines for the Banelings and Liberators for the Corruptors later. Against Protoss, Ghosts become mandatory for EMP on High Templar and Archons.

Mech means Siege Tanks, Hellbats, Thors, sometimes Cyclones. It's slow, it's expensive, but it's very hard to break when set up. Mech is strong in TvT and TvZ. Against Protoss it struggles because Immortals eat Tanks alive and Chargelots dive past the tank line. If you go mech vs. Protoss, you need Liberators and Ghosts to hold it together, and even then it's rough.

Protoss: Gateway, Robo, Stargate

Protoss army composition revolves around which tech path you lean on. Gateway units (Zealots, Stalkers, Adepts, Sentries) are your bread and butter. They're cheap, they build fast, and they form the backbone of every Protoss army. But gateway units alone fall off hard in the mid-game. You need the expensive stuff behind them.

Robo tech gives you Immortals (amazing vs. anything armored), Colossi (amazing vs. bio), and Disruptors (amazing if you land the shots, useless if you don't). If you see mass Roach or mass Marauder, Immortals are the answer. If you see Marines or Hydralisks, Colossi melt them.

Stargate gives you Void Rays, Oracles, Phoenixes, Carriers, and Tempests. Phoenix/Adept is a real opener in PvZ that lets you harass while denying Overlord scouting. Late-game Carriers are terrifying if you get there, but they take forever to build and die hard to Corruptors or Parasitic Bomb. You usually want a mix of all three tech paths by the late game, not pure anything. For a complete breakdown of Protoss unit production, Chrono Boost usage, and matchup-specific transitions, see our Protoss guide.

Zerg: Waves and Transitions

Zerg army composition is all about transitions. You start on Ling/Bane or Roach/Ravager in the early game because those units are cheap and come from Hatchery-tech. Then you transition into the mid-game comp that counters what your opponent is doing.

Hydra/Lurker is incredible against ground-heavy armies. Lurkers straight up zone out bio and gateway armies. Mutalisk/Corruptor is your air play, good for map control and harass but fragile against Thors or Phoenixes. Brood Lord/Infestor is the classic late-game ZvT and ZvP comp that's almost unbeatable if you get there, but it takes a long time to tech into and you're vulnerable during the switch.

The key Zerg skill is knowing when to transition. If you stay on Roach/Ravager too long against a Terran going Siege Tanks, you're going to have a bad time. Check your build order timings to make sure your transitions hit before your opponent's army hard-counters yours.

Scouting and Adapting

The best army comp in the world is useless if it's built blind. You have to scout. A Reaper or Overlord in the first two minutes tells you what your opponent opened with. A scan or Observer at the five-minute mark tells you what they're transitioning into.

What to look for: building count and type. If Terran has three Barracks with Tech Labs, that's Marauder-heavy bio. Two Factories with a Starport? Mech with Medivac or Liberator support. Protoss with a Twilight Council and Robotics? Probably Blink Stalker into Immortal. Double Stargate? Void Ray or Phoenix pressure. The buildings tell you what units are coming 60 seconds from now, which is enough time to start the right counter-tech.

Check our replay analysis guide for more on reading game states and timings from your replays.

Common Army Comp Mistakes

Going pure one unit. Pure Void Ray, pure Roach, pure Marine. It works in bronze and silver because nobody there makes the counter. Above gold, people will scout it and build the three units that hard-counter yours. Always mix unit types so you don't have a single point of failure.

Not transitioning. You open Ling/Bane because it's good early. But it's minute 12, your opponent has Siege Tanks and Liberators, and you're still making Banelings. They literally cannot reach the bio anymore. You needed to be on Hydra/Lurker or Muta five minutes ago.

Making expensive units without support. Carriers without ground support get sniped by a Corruptor/Viper ball. Thors without Hellbats get surrounded by Zerglings. Brood Lords without Infestors or Corruptors just die. Big expensive units need a screen of cheaper stuff to stay alive long enough to do their job.

How Replay Analysis Reveals Comp Problems

You know that game where you lost a fight you thought you should have won? The replay will tell you exactly why. The army tab shows your unit composition at every point in the game. When you lost that big engagement at 10 minutes, you can see you had 30 Stalkers and zero Immortals against a Terran who had 8 Siege Tanks. That's not a micro problem. That's a comp problem.

The battle breakdown will show you the trade efficiency. If you're consistently losing more resources than your opponent in fights, it's probably not mechanics. It's probably comp. Look at what they had, look at what you had, and figure out what unit you were missing. Nine times out of ten, the answer is obvious once you see the numbers.

FAQ

What is army composition in StarCraft 2?
Army composition in StarCraft 2 refers to the mix of unit types that make up your fighting force. Each race has different unit options, and the right composition depends on what your opponent is building, your tech level, and the stage of the game. Composition beats supply — a smaller, well-composed army often defeats a larger, badly matched one.
What counters Protoss in SC2?
Counter-strategies for Protoss depend on their composition. Bio with EMP (Ghost) is strong against high-energy Protoss. Roach/Ravager deals well with gateway armies. Zerg Vipers can pull Colossi. Against Skytoss, Corruptors plus ground-to-air support is the standard answer. Always scout to identify whether they are on gateway, Colossus, Disruptor, or air tech before committing to a specific counter.
What counters Zerg in SC2?
Terran bio with Tank support handles most Zerg ground compositions. Storms and Immortals are the Protoss answer to Roach/Hydra. Against Ultralisks, Ghosts (Snipe) or Disruptors work well. Mutalisk flocks are countered by Thors, Phoenixes, or Marines with good splitting. The key to countering Zerg is constant scouting — Zerg composition changes fast.
What counters Terran bio in SC2?
Banelings are the primary Zerg answer to marine balls. Protoss Colossi and Storms deal heavy AoE damage to bio clusters. High Templar Psionic Storm and Force Fields are especially effective. Against bio with medivacs, prioritize sniping the medivacs early in an engagement to remove healing.
How do I know when to transition my army composition in SC2?
Transition timing depends on what your opponent builds in response to your current composition. Replay analysis helps here — after a lost fight, look at the frame where the armies engaged and identify the unit type that dealt the most damage to you. That's usually the unit type you need to add a counter to. Build orders and tech paths set the framework, but scouting dictates when to deviate.
What is the best army composition in StarCraft 2 in 2026?
There is no single best composition — the strongest army is the one that hard-counters what your opponent currently has. That said, the most reliable late-game compositions in 2026 are: Terran bio with Ghosts and Siege Tanks (TvP/TvZ), Zerg Hydra/Lurker into Brood Lord/Infestor (ZvT/ZvP), and Protoss Stalker-Colossus or Chargelot-Archon-Immortal with Storms (PvT/PvZ). Whichever composition you run, always scout first — a composition that ignores what your opponent is doing will lose to a smaller but better-matched army.
What is the best SC2 unit counter chart to use?
The unit counter chart above covers all 12 core SC2 units with their strongest counters and hardest counters. Key matchups to memorize: Siege Tanks beat Zerglings and Marine balls; Immortals shred Stalkers and Roaches; Banelings dissolve Marine clusters; Colossi melt Hydras and light bio; Ghosts (Snipe) neutralize Ultralisks and Infestors. Damage type is the underlying logic — armored units beat light units when they have bonus-vs-armored weapons, and AoE beats anything that clumps. Use the table to quickly identify which unit to add or cut based on what you see in opponent's army.
How do I use SC2 unit counters effectively mid-game?
The key to using SC2 unit counters effectively is scouting before you commit production resources. At the 4–5 minute mark, check your opponent's unit composition from a replay or observer unit. If they have mass Stalkers, add Immortals and Zealots. If they have bio, start Storm tech. If they have Siege Tanks, add Ravagers or Immortals. The counter system only works if you see the threat early enough to respond — late scouting means you build the counter after you've already lost the fight. Use replay analysis to identify the exact moment you should have started your tech switch.
What SC2 units counter mass air armies?
Anti-air counters by race: Terran uses Vikings (vs Protoss Carriers/Colossi and Zerg Brood Lords), Thors (vs Mutalisks and Banshees), and Missile Turrets for static defense. Protoss uses Phoenixes (vs light air and Mutalisks), Stalkers (general purpose anti-air), and Cannons. Zerg uses Corruptors (vs Brood Lords, Carriers, Battlecruisers), Hydralisks (vs light/medium air), and Spore Crawlers. The common mistake is building anti-air reactively — if your opponent is already maxed on Carriers or Brood Lords, you've waited too long. Scout the tech building (Fleet Beacon, Greater Spire) and start your counter production 90 seconds before the first unit arrives.

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