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Protoss:

Zealot STR
Ability – Call of Aiur: AOE attack that stuns for 1/2/3 seconds.

Ability – Immortal Shielding: (Activated Passive) The Zealot gains an immortal shield, reducing
damage taken to a maximum of 14/12/10 damage per incoming attack, every time this is
done, it costs 5 energy.

Ability – Improved Bionics: The Zealot gains the rush ability. When he does so, they take an
additonal 6/12/18 damage.

Level 6 Ability - Blade Rush: The Zealot moves so quickly and ruthlessly, he cannot control even
himself. The Zealot attacks any unit nearby him for +100% damage for 8 seconds. He
will not be under control for the duration.

Templar INT
Ability - Psi Lance: Ranged attack that deals 45to organic targets, and 90 to armored targets. 5
second cooldown. Higher ranks add splash damage.

Ability - Psi Infusion: Target non energy using organic unit, now gains 15/20/25 energy. They
also gain Psi siphon, which will transfer any energy they have to any other energy using
unit. (Think Heal only for Energy)

Ability - Psi Boost: increases energy regeneration rate of nearby allies.

Level 6 Ability - Phase Out: Whenever the Templar takes physical damage. He will gain stealth
for 15 seconds.

Stalker AGI :
Ability - Improved Blink Field:  When Mass Blink is used, the nearest 2/3/4 Friendly Ground Units
Blink along with the Stalker.

Ability - Blink Strike:  (Offensive) When Used, choose an area within range, the stalker will blink to
the location momentarily, fire his weapons at 100%/150%/200% damage, then instantly
blink back to his original location.

Ability - Future Sight: (Passive)  Rank 1: The Stalker Takes 20%/40%/60% less damage from
ranged attacks

Level 6 Ability - Reborn Again:  The Stalker is copied into Two Identical Stalker Heroes.  If one is
destroyed, the second may recreate the copy, (3-5 minute cooldown) Maximum 1 copy.
Zerg:
Lurker AGI
Ability - Poison Glands: Deals damage 5%/10%/15% more damage and slows target for 2
seconds.

Ability - Adrenal Glands: Increases attack speed by 75%, 150% 200%, lasts 6 seconds. Look at
speed on attacks to begin with.

Ability - Minor Synapses: Nearby zerg units are “urged to attack quicker by the minor influences
of the Lurker. Increases ranged attack speed of nearby allies.

Level 6 Ability - Tunnel Spines - Allows the unit to tunnel and use the old school lurker attack

Brood Mother STR


Ability – Body Slam: Slams the ground in front of the unit stunning and dealing 10/15/20 extra
damage.

Ability - Spawn Underlings: (Activated Passive) Free. Spawns an underling up to a maximum of,
3/6/9 at a time. Similar to a Carrier’s interceptors.

Ability - Hardened Carapace: Decreases all damage by 10%/20%/30%.

Level 6 Ability – Detonate: Instantly detonates all Lings for Massive AoE damage, stuns the
queen for 5 seconds.

Queen INT
Ability - Creep Crawler: (Passive) The Queen drops creep where she walks, always allowing her
to move at full speed. Also, increases her speed on Creep by 10%/15%/20%.

Ability - Brood: When the queen burrows, her personal drones will spawn, these drones will
collect from the nearest mineral field (if one is within line of sight) and will immediately
start gathering minerals, minerals returned to the Queen will regenerate energy at a 1:1
rate.

Ability – An egg is laid: Target unit is destroyed, creating infesting larva that will look for a new
host to kill. High energy cost. 10 second cooldown.

Level 6 Ability – Mass Mutate: All enemies under the affected area become infected, if not killed,
the units will be under Zerg control, starting with 50% health and gaining Zerg
regeneration. 
Terran:
Marauder STR
Ability - Burst Shot: (Offensive AOE) The Marauder fires missiles straight up, and they come
down at 3/2/1 delay to deal massive damage to enemies.

Ability - Concussion Punch: (Activated Passive) 5 energy per attack, the Marauder hits the enemy
with his massive fist dealing 110% Melee damage plus concussion missile damage.

Ability - Smoke Launcher: Creates a smoke field that covers X/Y/Z area and blocks line of sight

Level 6 Ability – Battle Cruiser Strike: The Marauder calls in a Battle Cruiser to make a sweeping
advance over the area between the marauders current position, and target location within
range.

Medic INT
Ability - Medical Emergency:  The Medic is able to heal up to 2/3/4 targets at once.

Ability - Healing Aura: Friendly Organic units regain health at 25%/50%/75% the standard Zerg
regeneration rate.

Ability - Detection:  The Medic can detect cloaked units at 50%/75%/100% her sight range.

Level 6 Ability - Metal Mend:  (Activated Passive) 2x the energy cost for normal heal from medic,
the medic may heal mechanical units. 
 
Ghost AGI
Ability - Cloak: (Passive) Cloak, 1st Cloak, 2nd Lower Cost, 3rd Free (Semi-permanent, will have
toggle, like campaign)

Ability - Anti Tank Rounds:  (Activate Passive) 5 Energy per round, deals armor piercing damage,
not organic damage (or whatever

Ability - One Shot, One Kill:  (Passive) If the Ghost has been stationary for 9/7/5 seconds, he will
do 120% weapon damage.

Level 6 Ability - Psionic Nuke:  Free Nuclear Missile 3 minute Cooldown

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