Nexus Returning structure Can warp-in: Probe and Mothership. Probe - Returning Unit Gathers minerals and can warp-in structures.

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1 Nexus Returning structure Can warp-in: Probe and Mothership Protoss Cybernetics Core - Returning structure Requires Gateway Research armor and weapon upgrades for air units, Hallucination (see Disruptor) and Warp Gate (see Gateway). Probe - Returning Unit Gathers minerals and can warp-in structures. Twilight Council - New structure - Requires Cybernetics Core Research Charge (see Zealot) and Blink (see Stalker) Mothership - New Unit Requires Fleet Beacon Cloaking Field - Passively cloaks nearby ground units and structures. Wormhole Transit Can instantly travel back to the target owned building. Vortex Incapacitates units in target area. Units in vortex are immune to damage. Temporal Rift Slows movement and attack speed of units in target area. Pylon - Returning structure Provides 8 supplies and power to warp-in structures. Stargate - Returning structure Requires Cybernetics Core Can warp-in: Phoenix, Void Ray and Carrier. Phoenix New unit Graviton Beam Makes target unit float in the air. Assimilator Returning structure Allows harvesting of Vespene Gas. Void Ray New unit Prismatic Beam Damages increases with time on target. Flux Vanes Increases movement speed and acceleration (research at Fleet Beacon) Gateway - Returning structure Can be upgraded into a New structure called Warp Gate, allowing it to warp-in ground units to any location powered by a Pylon or Warp Prism. Can warp-in: Zealot, Stalker, Disruptor, High Templar and Dark Templar Carrier Returning unit Requires Fleet Beacon Train Interceptor Creates an Interceptor, Carrier s can hold a max of 8. New - Graviton Catapult Enables Carriers to launch Interceptors more quickly (research at Fleet Beacon) Zealot - Returning unit New ability: Charge Briefly increases movement speed enabling the Zealot to intercept nearby enemies (research at Twilight Council) Robotics Facility Returning structure Requires Cybernetics Core Can warp-in: Observer, Warp Prism, Immortal and Colossus. Stalker - New unit Requires Cybernetics Core Blink Teleports the stalker to a nearby location (research at Twilight Council) Observer Returning unit Detector Detects cloaked and burrowed units. Permanently cloaked Disruptor - New unit Requires Cybernetics Core Force Field Creates a force field that impedes ground units. Hallucination Creates hallucinations of the selected unit (research at Cybernetics Core). Immortal New unit

2 High Templar - Returning unit Requires Templar Archives Psionic Storm Causes heavy damage to units in target area (research at Templar Archives). Khaydarin Amulet Increases max energy by 25 (research at Templar Archives) Phase Shift Makes target unit immune, but unable to attack or use abilities. Dark Templar - Returning unit Permanently cloaked Archon Warp Sacrifices two Templar to create one Archon. Warp Prism New unit Flying transport Can load and unload units. Phasing Mode Deploys the Warp Prism generating a power radius similar to a Pylon. Colossus New unit Requires Robotics Bay Cliff walk The Colossus can walk up and down cliffs. Extended Thermal Lance Adds +3 Range to the Colossus. Archon - Returning unit Created by sacrificing two Templar using Archon Warp. Templar Archives - Returning Structure Requires Twilight Council Research Psionic Storm (see High Templar) and Khaydarin Amulet (see High Templar) Obelisk - New structure Requires Gateway Proton Charge Enables target Probes to mine 1 additional mineral per trip. Shield Battery Recharges the shield of target friendly unit or area. Argus Link Recharges the energy of target unit. Fleet Beacon - Returning structure Requires Stargate Research Flux Vanes (see Void Ray) and Graviton Catapult (see Carrier) Forge - Returning Structure Research: armor and weapon upgrades for ground units and shield Upgrades. Robotics Bay - Returning structure Requires Robotics Facility Research Gravatic Boosters (see Observer), Gravatic Drive (see Warp Prism) and Extended Thermal Lance (see Colossus) Photon Cannon - Returning structure Requires Forge Can attack air and ground units. Detector Detects cloaked and burrowed units. Dark Shrine - New structure Requires Twilight Council Enables warp-in of Dark Templar

3 Command Center Returning structure Train: SCVs. Upgrade to: Orbital Command or Planetary Fortress. Load Loads nearby SCVs into the Command Center. Terran Sensor Tower New structure Requires Engineering Bay Reveals the location of enemy units at long range. Orbital Command New structure Calldown: MULE - Lasts a short time, collects more minerals than SCVs Calldown: Extra Supplies Increases output of target Supply Depot by 8. Scanner Sweep Reveals target area of map, detects cloaked and burrowed units. Planetary Fortress New structure Load Loads nearby SCVs into the Planetary Fortress. Can attack ground units Ghost Academy New structure Requires Barracks Research Personal Cloaking (see Ghost) and Moebius Reactor (see Ghost) Arm Silo with Nuke Arms the silo with a tactical nuke. Research Moebius Reactor Increases the starting energy of Ghosts by 25. Merc Compound New structure Requires Barracks Research Stimpack for Marine, Marauder and Reaper. Research D-8 Charge (see Reaper) SCV Returning unit Gathers resources and builds structures. Factory Returning structure Requires Barracks Build: Hellion, Siege Tank and Thor. Supply Depot Returning structure Provides 8 supplies Can Lower - Allowing units to pass or Raise - blocking units from passing. Hellion New unit Infernal Pre-Igniter Adds +10 damage to light units (research at Factory Tech Lab, requires Armory). Refinery Returning structure Allows harvesting of Vespene Gas. Siege Tank Requires Attached Tech Lab Siege Tech Significantly increases range, but is unable to move in Siege Mode. (research at Factory Tech Lab) Barracks Returning structure Train: Marines, Marauders, Reapers and Ghosts. Thor New unit Requires Attached Tech Lab and Armory 250mm Strike Cannons Stuns target and deals 500 damage over 6 seconds. Marine Returning unit Stimpack Costs 10 hit points, but increases movement and attack speed for a short time. Combat Shield Gives Marines +10 hit points. (research at Barracks Tech Lab) Armory Returning structure Requires Factory Upgrades for vehicle and ship armor and weapons.

4 Marauder New unit Requires Attached Tech Lab Stimpack Costs 10 hit points, but increases movement and attack speed for a short time. Punisher Grenade Targets hit by the Marauder are temporarily slowed. Starport Returning structure Requires Factory Build: Viking, Medivac, Raven, Banshee and Battlecruiser. Reaper - New unit Requires Attached Tech Lab and Merc Compound Stimpack Costs 10 hit points, but increases movement and attack speed for a short time. D-8 Charge Throw to cause heavy damage to target area (research at Merc Compound). Ghost - Returning unit Requires Attached Tech Lab and Merc Compound Tac Nuke Strike Nukes target location for 300 damage (+200 to structures). Snipe Deals 100 damage (ignores armor). Cloak Cloaks the unit. Preventing it from enemy EMP Round 100 damage to shields, drains all energy and reveals cloaked units in target area. Reactor New structure Allows the attached building to build two units simultaneously. Tech Lab New structure Enables additional units and research options for attached building. Viking New unit Assault Mode Transforms the Viking into a ground unit attacks ground units. Fighter Mode Transforms the Viking into an air to air fighter. Jotun Boosters Viking Lanzer torpedoes gain +2 range. (research at Starport Tech Lab) Medivac New unit Heal Heals friendly biological target. Load Loads units into the Medivac s hold. Raven New unit Requires Attached Tech Lab Detector Can detect stealth and burrowed units. Build Auto-Turret Creates a turret that can attack air and ground units. Point Defense Drone Creates defensive drone that intercepts projectile attacks. Seeker Missile Missile that chases its target for 15 seconds (research at Banshee New unit Requires Attached Tech Lab Cloaking Field Cloaks the unit. Preventing it from enemy (research at Starport Tech Lab) Engineering Bay Returning structure Upgrades: Infantry Armor, Infantry Weapons and Building Armor Research Hi-Sec Auto Tracking Adds +1 range to: Auto-Turret, Missile Turret, Planetary Fortress or Point Defense Drone. Neosteel Frame Increases capacity of: Bunker, Command Center or Planetary Fortress. Bunker - Returning structure - Requires Barracks Adds 1 range to all infantry units inside the Bunker. Battlecruiser Returning unit Requires Attached Tech Lab Requires Fusion Core Yamato Cannon Deals 300 damage. Missile Pods Missile Pods deal light damage to air units in target area. Defensive Matrix Surrounds the Battlecruiser with a shield that absorbs Fusion Core New structure Requires Starport Research Weapon Refit Allows the Battlecruiser to spec into one of the 3 specs. Research Behemoth Reactor Increases the starting energy of Battlecruisers by 25. Missile Turret Returning structure Requires Engineering Bay Attacks air units Detector Detects cloaked and burrowed units.

5 Zerg Hatchery Returning structure Select Lar va Select Larva to morph into Zerg units Birth Queen Requires Spawning Pool Mutate into Lair Allows additional upgrades and units ( Requires Spawning Pool) Ultralisk Returning unit Requires Ultralisk Cavern Cleaving Talons Hits additional enemies close to target (research at Ultralisk Cavern) Lair Returning structure Requires Spawning Pool Evolve Pneumatized Carapace Increases movement speed of Overlords and Overseers. Evolve Ventral Sacs Allows Overlords to transport units. Evolve Burrow Enables Zerg ground units to burrow underground. Mutate into Hive Allows additional upgrades and units ( Requires Infestation Pit) Hive Returning structure Requires Lair and Infestation Pit Evolve Pneumatized Carapace Increases movement speed of Overlords and Overseers. Evolve Ventral Sacs Allows Overlords to transport units. Evolve Burrow Enables Zerg ground units to burrow underground. Queen New unit Requires Spawning Pool Build Creep Tumor Creates a burrowed creep generator. Spawn Larva Spawn in 4 Larva over 40 seconds at target Hatchery, Lair or Hive. Transfusion Instantly restores 200 heath to target biological unit or structure. Larva Returning unit Morph into Zerg units. Drone Returning unit Basic Mutation Mutate into basic structure. Advanced Mutation Mutate into advanced structure. Overlord Returning unit Upgrades available at Lair/Hive Morph to Overseer (requires Lair) Generate Creep Overlord stops moving and starts generating creep. Load Requires Ventral Sacs (research at Lair) Overseer New unit Requires Lair Upgrades available at Lair/Hive Detector Can detect burrowed and stealthed units. Acid Spores Covers the target in Acid Spores, increasing damage taken by 5 for 30 seconds. Spawn Changeling Creates a changeling. Cannot attack, changes into enemy Broodling Returning unit Fast melee unit with a short duration. Spawn when Zerg buildings are killed. Used as a weapon by Broodlords. Extractor Returning structure Allows harvesting of Vespene Gas. Spawning Pool Returning structure Evolve Metabolic Boost Increases the movement speed of Zerglings. Evolve Adrenal Glands Increases attack speed of Zerglings by 20% (requires Hive) Evolution Chamber Returning structure Evolve Melee Attacks Upgrades attacks of Zergling, Baneling, Broodling and Ultralisk. Evolve Missile Attacks Upgrades attacks of Queen, Roach, Infested Terran, Hydralisk and Lurker. Evolve Ground Carapace Upgrades the armor of all Zerg ground units. Spine Crawler New structure Requires Spawning Pool Uproot Reduces max health and cannot attack, but can move. Root Can attack ground units but is unable to move. Spore Crawler New structure Requires Evolution Chamber Detector Can detect burrowed and stealthed units. Uproot Reduces max health and cannot attack, but can move. Root Can attack ground units but is unable to move. Hydralisk Den Returning structure Requires Spawning Pool Evolve Muscular Augments Increases the movement speed of Hydralisks. Mutate into Lurker Den (requires Hive)

6 Zergling Returning unit Upgrades available at Spawning Pool. Morph to Baneling (requies Baneling Nest) Baneling New unit Requires Baneling Nest Upgrades available at Baneling Nest. Explode Detonates where unit is standing damaging nearby enemy units and structures. Attack Structure Deals 80 damage to structures. Hydralisk Returning unit Requires Hydralisk Den Upgrades available at Hydralisk Den Morph to Lurker (requires Lurker Den) Lurker Returning unit Requires Lurker Den Upgrades avalable at Lurker Den Must be burrowed to attack Burrow Burrow underground, cannot move. Cannot be seen without Roach Returning unit Requires Roach Warren Upgrades available at Roach Warren Rapid Regeneration Roaches regenerate health very quickly. Infestor New unit Requires Infestation Pit (upgrades available at Infestation Pit) Infested Terrans Creates 4 infested Terrans that last 20 seconds. Fungal Growth Snares target bringing it to a hault after 6 sec, target is immobilized for 15 sec. Nueral Parasite Target unit is controlled by Zerg for 15 seconds. Mutalisk Returning unit Requires Spire Attacks bounce to hit multiple targets. Lurker Den New structure Requires Hive Evolve Muscular Augments Increases the movement speed of Hydralisks. Evolve Siesmic Spines Increases the range of Lurkers by 3. Baneling Nest Returning structure Requires Spawning Pool Centrifugal Hooks Increases the movement speed of Banelings. Infestation Pit New structure Requires Lair Evolve Peristalsis Increases movement speed of burrowed Infestors. Evolve Pathogen Glands Increases the starting energy of Infestors by 25. Roach Warren New structure Requires Lair Evolve Glial Reconstruction Increases movement speed of Roaches (requires Lair) Evolve Organic Carapace Increases the regeneration rate of Roaches by 5 health per second (requires Hive) Spire Returning structure Requires Lair Evolve Flyer Attacks Upgardes attacks of Mutalisk, Corruptor, Brood Lord and Corrupted Mass. Evolve Flyer Carapace Upgrades armor of all Zerg air units. Mutate into Greater Spire (requires Hive) Greater Spire Returning structure Requires Hive Evolve Flyer Attacks Upgardes attacks of Mutalisk, Corruptor, Brood Lord and Corrupted Mass. Evolve Flyer Carapace Upgrades armor of all Zerg air units. Evolve Enduring Corruption Increases duration of Corrupted units. Nydus Network New structure Requires Lair Summon Nydus Worm Load Loads units into the Nydus Network. Unload All Unload all units. Corruptor New unit Requires Spire Upgrades available at Greater Spire. Morph to Broodlord (requires Greater Spire) Corruption Corrupts units it attacks to become destructive stationary turrets upon death. Brood Lord New unit Requires Greater Spire Swarm Seeds Shoots Broodlings at its target. Nydus Worm New structure Requires Nydus Network Summoned by Nydus Network to transport units any where the Zerg player has creep. Load Loads units into the Nydus Worm. Unload All Unload all units. Ultralisk Cavern Returning Structure Requires Hive Evolve Cleaving Talons See Ultralisk

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