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StarCraft II Cheat Sheet (8.14.09)

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Protoss
Nexus – Returning structure
Can warp-in: Probe and Mothership
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.
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
Phoenix – New unit
Graviton Beam – Makes target unit float in the air.
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.
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
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.
Terran
Command Center – Returning structure
Train: SCVs.
Upgrade to: Orbital Command or Planetary Fortress.
Load – Loads nearby SCVs into the Command Center.
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.
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.
Planetary Fortress – New structure
Load – Loads nearby SCVs into the Planetary Fortress.
Can attack ground units
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.
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).
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.
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 detection.
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.
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.
Missile Turret – Returning structure – Requires Engineering Bay
Attacks air units
Detector – Detects cloaked and burrowed units.
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 detection.
(research at Starport Tech Lab)
Battlecruiser – Returning unit – Requires Attached Tech Lab – Requires
Fusion Core
Yamato Cannon – Deals 300 damage.
Missile Pods – Missile Pods deal 40 +50 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.
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.
Broodling – Returning unit
Fast melee unit with a short duration.
Spawn when Zerg buildings are killed.
Used as a weapon by Broodlords.
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.
Burrow – Burrow underground, cannot attack or move. Cannot be seen without
detection.
Larva – Returning unit
Morph into Zerg units.
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)
Drone – Returning unit
Basic Mutation – Mutate into basic structure.
Advanced Mutation – Mutate into advanced structure.
Burrow – Burrow underground, cannot attack or move. Cannot be seen without
detection.
Extractor – Returning structure
Allows harvesting of Vespene Gas.
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.
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)
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.
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
Hydralisk Den – Returning structure – Requires Spawning Pool
Evolve Muscular Augments – Increases the movement speed of
Hydralisks.
Mutate into Lurker Den (requires Hive)
Zergling – Returning unit
Upgrades available at Spawning Pool.
Morph to Baneling (requies Baneling Nest)
Burrow – Burrow underground, cannot attack or move. Cannot be seen without
detection.
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 – 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.
Baneling Nest – Returning structure – Requires Spawning Pool
Centrifugal Hooks – Increases the movement speed of Banelings.
Hydralisk – Returning unit – Requires Hydralisk Den
Upgrades available at Hydralisk Den
Morph to Lurker (requires Lurker Den)
Burrow – Burrow underground, cannot attack or move. Cannot be seen without
detection.
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.
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 detection.
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)
Roach – Returning unit – Requires Roach Warren
Upgrades available at Roach Warren
Rapid Regeneration – Roaches regenerate health very quickly.
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)
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.
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.
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.
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.
Brood Lord – New unit – Requires Greater Spire
Swarm Seeds – Shoots Broodlings at its target.
Ultralisk Cavern – Returning Structure – Requires Hive
Evolve Cleaving Talons – See Ultralisk
Nydus Network – New structure – Requires Lair
Summon Nydus Worm
Load – Loads units into the Nydus Network.
Unload All – Unload all units.
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