Character Skills

"content": "## Character Skills Guide for StarCraft II: Wings of Liberty

This guide covers all active abilities, spells, and special moves for every playable unit and hero character in StarCraft II: Wings of Liberty. Abilities are organized by race and then by unit or hero. For each ability, you'll find a detailed description, energy cost, cooldown, upgrade interactions, synergistic combos, recommended builds, and situational usage tips.

Terran Abilities



#### Ghost
  • SnipeEnergy: 50 (25 with Moebius Reactor upgrade); Cooldown: none (requires energy)

  • - Effect: Deals 45 damage to a single biological target. Ignores armor. Can be cast while Cloaked.
    - Upgrades: Moebius Reactor reduces energy cost to 25. Ocular Implants increases sight range.
    - Synergies: Use with Cloak to safely pick off High Templars, Queens, or Medivacs. Combine with Scan from orbitals to reveal enemy casters.
    - When to Use: In mid-to-late game against Protoss (kill HTs) or Zerg (kill Infestors/Queens). Do not waste on low-value units.

  • EMP RoundEnergy: 75; Cooldown: none

  • - Effect: Fires a round that creates a 2.5 radius EMP at impact, draining all shields and energy from enemy units and structures in the area. Also disables mechanical units (e.g., Immortal shields, Sentry shields, Thor power)
    - Upgrades: None specifically, but improved Ghost Academy allows multiple Ghosts.
    - Synergies: Used before a bio push to strip Protoss shields and disable Sentry Force Fields. Also shuts down Zerg Infestors’ energy. Can be dropped from a Medivac.
    - When to Use: Always before engaging Protoss armies. Key for removing High Templar energy; follow up with Snipe. Against Terran, use to drain Raven/Battlecruiser energy.

  • CloakEnergy: 25 to activate, then drains 0.9 energy/sec; Cooldown: none

  • - Effect: Renders the Ghost invisible until decloaked or energy runs out. Cannot attack while cloaked (except if using Snipe).
    - Upgrades: Personal Cloaking research at Ghost Academy reduces energy cost and drain? Actually, Personal Cloaking is a campaign tech. In multiplayer, default.
    - Synergies: Combine with Snipe for deadly ambushes. Use to scout or hide near enemy bases.
    - When to Use: For sneaking past defenses, sniping key units, or providing vision for Nukes.

  • Tactical NukeEnergy: none; Cooldown: 6 minutes (real time) after using, but must be built at Ghost Academy; cost: 100/100

  • - Effect: Deploys a nuke that lands after a 15-second delay, dealing 300 damage (upgraded to 500 with Specialized Munitions?) Actually: base 300 damage in a large radius. In Wings of Liberty multiplayer, the nuke does 300 damage plus bonus to structures.
    - Upgrades: Specialized Munitions – increases damage by 100 (total 400). Also, Nuke Silo upgrade reduces cooldown.
    - Synergies: Use with Cloaked Ghost or a distraction to ensure the nuke lands. Scan to reveal area.
    - When to Use: Game‑ending move against a tightly packed base. Also good for wiping out a main army if they are focused elsewhere.

    #### Raven
  • Auto-TurretEnergy: 50; Cooldown: none (requires energy)

  • - Effect: Deploys a stationary turret that fires at nearby enemies for 60 seconds. Turret does 8 damage per shot, with 6 range.
    - Upgrades: None specifically for the turret, but Raven energy regeneration can be improved.
    - Synergies: Use as a mobile defense or to secure a flank. Combine with Seeker Missile for zone control.
    - When to Use: During base pushes to provide covering fire, or to hold a ramp/choke while your army repositions.

  • Seeker MissileEnergy: 125; Cooldown: none

  • - Effect: Fires a guided missile that locks onto a target, dealing 100 damage to the target and 50 area damage within 2.5 range.
    - Upgrades: None.
    - Synergies: Great against clumped units like Marines or Zerglings. Use after an EMP to disable Sentry shields first.
    - When to Use: Mid-game to break large slow armies. Vulnerable to point defense (like Marine Stimpack + Medivac heal can negate?). Actually, Seeker can be shot down by Marine fire – so use when enemy has low anti-air or is distracted.

  • Point Defense DroneEnergy: 100; Cooldown: none

  • - Effect: Deploys a drone that intercepts up to 40 projectile attacks before disappearing. Lasts 30 seconds. Works against ranged attacks (including Psionic Storm, but not AoE effects like Fungal Growth).
    - Upgrades: None.
    - Synergies: Deploy before engaging Protoss to absorb Stalker or Colossus fire. Against Zerg, can block Roach/Hydra projectiles.
    - When to Use: Critical when pushing into a fortified position. Protect your bio ball from heavy ranged damage.

    #### Banshee
  • CloakEnergy: 25 to activate, then drains 0.9 energy/sec

  • - Effect: Makes the Banshee invisible. Can attack while cloaked.
    - Upgrades: Cloaking Field research at Starport – reduces energy cost and drain (in campaign it’s an upgrade; in multiplayer it’s the same as default).
    - Synergies: Use for hit‑and‑run harassment on worker lines. Combine with a Raven’s Auto‑Turret for detection.
    - When to Use: Early‑mid game to deny mining or snipe tech structures. Transition to late game against players without detection.

    #### Battlecruiser
  • Yamato CannonEnergy: 150; Cooldown: none

  • - Effect: After a 3‑second charge, fires a projectile that deals 300 damage (240 to shields) to a single target. Damage is doubled (600) against massive units? Actually, it’s 300 base, but with Amulet of Power upgrade in campaign it does more. In multiplayer, 300 direct damage.
    - Upgrades: None in multiplayer. Campaign: Amulet of Power increases damage by 40.
    - Synergies: Use to one‑shot Corruptors, High Templars, or other key units. Combine with a Medivac’s healing to keep BC alive during charge.
    - When to Use: Before a fleet engagement to snipe a critical unit. Avoid using when energy is needed for Tactical Jump? No, BC has no jump in WoL.

    #### Siege Tank
  • Siege ModeActive transformation; Cooldown: 4 seconds after switching

  • - Effect: Converts the Tank into a stationary artillery piece with increased range (12 vs 7) and splash damage (50% to nearby units). Cannot move.
    - Upgrades: Increased attack range with Siege Tech (adds +3 range). Also, Grating (in campaign) improves damage.
    - Synergies: Siege up behind a wall or on a high ground. Use with scan or Raven to spot for you. Pair with Marauders to defend the tanks from Zealots.
    - When to Use: Always when defending chokepoints or pushing into enemy base. Use unsiege for mobility during reposition.

    #### Viking
  • Assault Mode / Support ModeToggle with no cooldown (except transformation delay)

  • - Effect: Assault mode: walks on ground, attacks ground targets with high damage but short range. Support mode: flies, attacks air targets with longer range but lower damage.
    - Upgrades: Corvid Reactor (campaign only) improves functionality? In multiplayer, no active ability besides morphing.
    - Synergies: Assault mode for killing Colossi, Thor, or buildings. Support mode for air superiority. Switch modes as needed.
    - When to Use: Use Assault mode to chase down retreating Colossi or kill Immortals. Keep in Support mode when enemy air is present.

    #### Marine
  • StimpackEnergy: none; Cooldown: none (but costs 10 HP per use)

  • - Effect: For 15 seconds, increases attack speed by 50% but costs 10 HP per activation. Can be used multiple times.
    - Upgrades: Combat Shield (increases HP by 10) makes stim more forgiving. Also, Stimpack research at Barracks reduces HP cost to 5 in campaign? In multiplayer, standard 10 HP.
    - Synergies: Use before engaging to maximize DPS. Combine with Medivac healing to offset HP loss. Stimpack + Stimpack is possible but not recommended.
    - When to Use: Always during fights; avoid using when HP is low unless no enemy is near. Micro clumps of Marines to get maximum effect.

    #### Marauder
  • StimpackSame as Marine but costs 10 HP, increases attack speed by 50%

  • - Effect: Increases attack speed (from 1.5 to 1.0? Actually gives attack speed bonus).
    - Synergies: Use before Concussive Shell attacks to slow and kill Zealots/Ultralisks.
    - When to Use: During any engagement; Marauders have higher HP so stim is safer.

    #### Reaper
  • KD8 ChargeEnergy: none; Cooldown: 7 seconds

  • - Effect: Throws a grenade that stuns and knocks back units in a small radius. Deals no damage.
    - Upgrades: None.
    - Synergies: Use to push back Zealots or Roaches to prevent them from closing. Combos with Hellion/Hellbat? Not in WoL.
    - When to Use: Early game harassment to disengage from workers; mid‑game to secure cliff jumps or break Force Fields? Actually, it can destroy Force Fields? No, it does not break force fields.

    #### Medivac
  • Heal BeamPassive while units are near; no energy cost – Not an active ability.

  • BoostEnergy: 20; Cooldown: none – Increases movement speed by 50% for 7.5 seconds. Energy regeneration while boosting is disabled.

  • - When to Use: Escape from Mutalisks or Vipers. Speed up drops. Also used for quick repositioning before a fight.

    #### Thor (Campaign only, not in WoL multiplayer initially – in multiplayer, Thor has no abilities)
  • 250mm Strike CannonsEnergy: none; Cooldown: 30 seconds – Deals heavy damage to a single target (300 damage) after a 3‑sec channel. Requires a targeting upgrade.

  • Jump JetsEnergy: none; Cooldown: 15 seconds – Jump to target location, stunning enemies on impact. Useful for repositioning.

  • BarrageCampaign only: fires multiple missiles at air units.


  • #### Odin (Campaign Hero)
  • 250mm Strike Cannons – Same as Thor but stronger (500 damage).

  • Barrage – Fires 6 missiles at air targets, each dealing 30 damage.

  • Jump Jets – Leap to a location, dealing 50 damage to ground enemies on landing.

  • Bunker Drop – If equipped with Bunker upgrade (campaign module), can deploy a bunker.


  • #### Jim Raynor (Campaign Hero Unit)
  • Stimpack – Same as Marine.

  • Assault Stance – Toggle: increases attack speed by 50% but reduces armor by 1.

  • Sniper Stance – Toggle: increases range to 7 (from 5) and damage by 5, but slows movement.

  • Combat Stance – Default: balanced.

  • Call Down MULE – From Mercenary item? Actually, Raynor can use “MULE” from a Module (Tech Module). It calls a MULE that lasts 60 seconds and gathers minerals faster.

  • Inspire – Campaign ability: nearby Marines gain +1 damage for 30 seconds. Requires a special module.


  • #### Tychus Findlay (Campaign Hero, in “Media Blitz”)
  • Odin Pilot – Has the Odin’s abilities (see Odin).

  • Fragmentation Grenade – Throws a grenade that deals AoE damage (40) and stuns. Cooldown 10 seconds.

  • Rip-Off – Can rip off a turret from a Siege Tank (used in that mission).


  • ---

    Protoss Abilities



    #### High Templar
  • Psionic StormEnergy: 75; Cooldown: none

  • - Effect: Creates a storm over a 2.5 radius for 2.81 seconds, dealing 80 damage over duration (split as 20, 40, 60, 80). Affects all units in area.
    - Upgrades: Khaydarin Amulet – reduces energy cost to 50 in campaign? In multiplayer, cost is 75. Also, there’s a research for extended duration? No.
    - Synergies: Use after Force Fields to trap enemies. Combine with Archon toilets (using Vortex) for massive damage.
    - When to Use: Against clumped bio or Zerglings. Always try to hit multiple units. Avoid using on isolated high-HP units.

  • FeedbackEnergy: 50; Cooldown: none

  • - Effect: Deals damage to a target unit equal to its current energy (either shields or energy?). Actually, Feedback removes all energy from target and deals damage equal to that energy. If used on a caster, one-shot kills if full energy.
    - Upgrades: None.
    - Synergies: Use on Ghosts before they EMP, on Medivacs, or on any high-energy unit. One Ghost with 200 energy – Feedback kills it if it has 200 shields? Actually, Ghost has no shield; Feedback damages HP based on energy. So Ghost with 200 energy takes 200 damage – dead.
    - When to Use: Priority: Ghosts, Medivacs, High Templar, Infestors. Also on Battlecruisers with high energy.

  • HallucinationEnergy: 100; Cooldown: none

  • - Effect: Creates a controllable copy of any non-hero unit you own. The copy has 0 HP (dies in one hit) but lasts 30 seconds. Can be used to deceive or tank some shots.
    - Upgrades: None.
    - Synergies: Use to scout, bait attacks, or block chokepoints. Combine with Sentry Hallucination to create many fakes.
    - When to Use: To check for spiders ahead, or to waste enemy attacks during a retreat.

    #### Sentry
  • Force FieldEnergy: 50; Cooldown: none

  • - Effect: Creates a 2×3 impassable energy wall that lasts 15 seconds. Blocks movement and projectiles (but not splash).
    - Upgrades: None.
    - Synergies: Use to split enemy army, trap fleeing units, or prevent reinforcements. Combine with Psionic Storm to keep units in storm area.
    - When to Use: Essential in Protoss defense and early pushes. Use at ramps to block expansion, or to delay enemy attacks.

  • Guardian ShieldEnergy: 75; Cooldown: none

  • - Effect: Creates a mobile shield that reduces incoming ranged damage by 2 for all friendly units within an aura (radius 6). Lasts 10 seconds. Does not affect melee damage.
    - Upgrades: None.
    - Synergies: Activate before engaging enemies that rely on ranged units (Marines, Roaches, Stalkers). Combo with Zealot charge to minimize damage taken.
    - When to Use: Start of every major engagement, especially against Terran bio or Zerg Roach/Hydra.

  • HallucinationSame as High Templar version, but with 50 energy cost? Actually, Sentry Hallucination costs 50 energy and creates two copies? No, in Wings of Liberty, Sentry has Hallucination (cost 50 energy) that creates two copies of a unit (compared to HT’s single copy for 100).


  • #### Zealot
  • ChargePassive upgrade (researched at Twilight Council)

  • - Effect: Zealots gain a speed boost and charge at nearby enemies, stunning them for 0.5 seconds and dealing +20 damage on impact.
    - Synergies: Combine with Guardian Shield and Psionic Storm to chew through bio.
    - When to Use: Always research charge early against Terran to flank Marauders.

    #### Stalker
  • BlinkEnergy: 50; Cooldown: 10 seconds (shared cooldown)

  • - Effect: Teleports the Stalker up to 5 range in any direction. Cannot blink over obstacles.
    - Upgrades: Blink research at Twilight Council reduces cooldown? No, in WoL it’s just a research that enables the ability.
    - Synergies: Use to escape danger, chase down retreating units, or reposition during fights. Blink behind enemy lines to snipe buildings.
    - When to Use: Critical for micro: blink away from siege tank fire, or blink onto high ground for harass. Use to dodge enemy abilities like Fungal Growth or Psionic Storm.

    #### Phoenix
  • Graviton BeamEnergy: 50; Cooldown: none

  • - Effect: Lifts a ground non-massive unit into the air, rendering it immobile and invulnerable for 10 seconds. The Phoenix cannot move while holding the unit, and the unit can be attacked by anti-air enemies.
    - Upgrades: None.
    - Synergies: Lift key units like Siege Tanks, Colossi, or Thors. Then attack the lifted unit with other air. Also eliminates the unit from the ground fight temporarily.
    - When to Use: In PvT, lift Siege Tanks to allow your ground army to push. In PvZ, lift Roaches or Hydras? Actually, Hydras are massive? No, Hydras are non-massive, so can be lifted. But careful with Vipers? Not in WoL.

    #### Void Ray
  • Prismatic AlignmentPassive upgrade (Flux Vanes? Actually requires a research) – not an active ability in WoL. Void Ray has no active ability in Wings of Liberty multiplayer. In campaign, it can have a “Prismatic Alignment” ability that increases damage when targeting armored units? No, that’s its base behavior.


  • #### Mothership
  • Time WarpEnergy: 75; Cooldown: 30 seconds

  • - Effect: Creates a gravitational field on a location that slows enemy units by 50% and attack speed by 15% for 10 seconds.
    - Upgrades: None.
    - Synergies: Use to slow down a charging army, allowing your Colossus or HT to do more damage. Combine with Vortex for devastating combos.
    - When to Use: Before engaging to disable the enemy’s mobility, especially against Terran bio or Zerg speedlings.

  • VortexEnergy: 120; Cooldown: 60 seconds

  • - Effect: Creates a black hole that draws in all units within 3 range, suspending them in stasis for 15 seconds. Units emerge at the same location after the spell ends. Does not affect massive units (Ultralisk, Thor).
    - Upgrades: None.
    - Synergies: Use to temporarily remove a portion of the enemy army. Then use Psionic Storm or Colossus to kill them as they emerge. Can also be used to buy time or split enemy forces.
    - When to Use: Against a clumped army. Avoid if enemy has many massive units. Best combined with high AoE damage after they come out.

    #### Carrier
  • Interceptors – Not an active ability. The Carrier launches interceptors that attack automatically. No special spells.


  • ---

    Zerg Abilities



    #### Queen
  • Spawn LarvaEnergy: 25; Cooldown: none

  • - Effect: Target a Hatchery/Lair/Hive to spawn 3 additional larvae instantly. Each hatchery can have a maximum of 3 queens’ larvae queued.
    - Upgrades: None.
    - Synergies: Always keep queens energied to inject larvae. Crucial for economy. Use with Hatcheries across bases to maintain larva flow.
    - When to Use: As often as possible. Inject every hatchery as soon as energy allows.

  • Creep TumorEnergy: 25; Cooldown: none

  • - Effect: Spawns a creep tumor that spreads creep over time. Can be placed from a Queen or from an existing tumor. Each Queen can have up to 3 tumors active?
    - Upgrades: None.
    - Synergies: Spread creep to provide vision and speed buff for Zerg units. Also allows building placement.
    - When to Use: Always during macro cycle. Use tumors to connect bases and enable faster army movement.

  • TransfusionEnergy: 50; Cooldown: none

  • - Effect: Heals a target friendly biological structure or unit for 75 HP instantly. Has no cast range? Actually range 7.
    - Upgrades: None.
    - Synergies: Use on Hatcheries under attack, or on a Roach/Hydra ball to extend their lifespan. Also crucial for keeping a Crawler alive against early pressure.
    - When to Use: During defense, particularly against early rushes that damage eco buildings. Also used on Ultralisks? But Ultralisks are not in WoL? They are in all expansions. However, in Wings of Liberty, Ultralisks exist in multiplayer. So yes, can heal them.

    #### Infestor
  • Fungal GrowthEnergy: 75; Cooldown: no cooldown (but cost)

  • - Effect: Fires a projectile that roots and damages all units in an area (2.5 radius) for 3 seconds. Deals 5 damage per second (total 15) and prevents movement. Can be upgraded with Pathogen Glands to increase damage? Actually, Fungal Growth base damage is 30 over 3 seconds (10 per second) – I need to verify. In WoL, Fungal Growth does 30 damage over 2 seconds? Let’s check reliable data: In Wings of Liberty, Fungal Growth deals 32 damage over 2 seconds, rooting. But anyway, it’s a root and damage.
    - Upgrades: Pathogen Glands – increases damage by 50% (total 48). Also, Infestor energy upgrade (Carapace – increases energy by 50).
    - Synergies: Use to lock down clumped armies, especially Marines. Combine with Banelings to wipe them. Also stops fleeing units. Prevents Blink/Charge.
    - When to Use: Against large clumps of ground units. Very effective vs Terran bio and Protoss Zealots/Stalkers.

  • Infested TerransEnergy: 50; Cooldown: 1.5 seconds? Actually unlimited with energy

  • - Effect: Spawns two Infested Terrans that run toward the nearest enemy and self-destruct, dealing 80 damage each (total 160 if both hit). They are fragile and can be killed.
    - Upgrades: None.
    - Synergies: Use to break Force Fields, tank Siege Tank shots, or deal damage to buildings. Also good for scouting.
    - When to Use: When you need immediate area damage or to force enemy to split their army. Also great for killing workers during a drop.

  • Neural ParasiteEnergy: 125; Cooldown: 5 seconds

  • - Effect: Takes control of an enemy biological unit for 15 seconds. The unit can attack its former allies. Does not work on heroic or mechanical units.
    - Upgrades: None.
    - Synergies: The ultimate weapon: take a Colossus, High Templar, or a Ghost and turn it against its owner. Requires good micro to exploit.
    - When to Use: Against Protoss with Immortals/Colossus. Also good for stealing Terran Siege Tanks or Medivacs. Always aim for high-value targets.

    #### Overseer
  • ContaminateEnergy: 75; Cooldown: 30 seconds

- Effect: Target a non-Zerg building to prevent it from constructing units or researching for 20 seconds. Also stops worker production.
- Upgrades: None.
- Synergies: Use to delay enemy tech or production, especially quickly – e.g., stop a Barracks from building Marines, or a Forge from researching upgrades.
- When to Use: During a push to