Banshee - In big fights, Banshee will easily fly over the front line and deal with sentries swiftly before they get a chance to turn the tide of battle with Guardian Shield and Force Field.ġ. Reaper - Not as good as Hellions for this, but still pretty decent with their 18 damage vs light units.Ĥ. Hellion can quickly go around the front line and make a quick work of sentries, especially with their bonus vs light units.ģ. Hellion - Sentries are generally hiding behind a wall of zealots and other units, providing support with Guardian Shield. EMP Round will destroy the Sentries' shield, and also drain its energy down to zero. Ghost - One EMP Round and the sentry is going to be as weak as a single marine, despite costing so much gas. Siege Tank - Superior range, firepower and HP.ġ. Mass marines will always beat mass stalkers.ģ. Marines attack about twice as fast as Stalkers, so effectively they'll do 36 damage everytime the stalker does 8 damage. 3 Marines = 135 HP(3x45) and 18 Damage (3圆) Attack Speed: Fast 1 Stalker = 160 HP and 8 Damage, Attack Speed: Normal. Marine - 3 Marines = 150 Minerals 1 Stalker = 125 Minerals 50 Gas. They are also cheaper and quicker to produce.Ģ. Equal range, but Marauders concussive missiles snare Stalkers, which makes it harder to micro them. Marauder - Marauders do 20 damage per attack against armored units, which is 6 damage better than what Stalkers do to them in response. This should hold off any early Zealot rush attempt and give you time to tech for Hellions or Reapers.ġ. All you have to do is to wall off your base's choke point with buildings quickly (Barrack + Supply depot is enough), produce a few marines and put them behind your structures. Walling - Early zealot rushes are easily stopped by terran players. With proper micro, they can shoot and run, or hide on a cliff nearby if possible. Reaper - With their bonus vs light units, Reapers deal 18 damage per attack vs Zealots from range. This only works as long as Zealots don't research the charge ability though.Ģ. Not to mention, with their incredible mobility and good micro, they can kite zealots (hit and run). With the Infernal Pre-Lighter upgrade, this goes up to 24 damage per attack, and then they really dominate Zealots. They do 14 damage (in an area) to light units. Hellion - Easily the best early counter against Zealots. With that said, let's get started with this guide!ġ. My point is, adapt this information to your game depending on the situation, you can't always produce the best unit counter in time, so sometimes you'll have to go for 2nd or 3rd best. For example, if I say that Vikings are the best unit counter against the Colossus, don't go teching for Vikings if you haven't even started building a Starport as your opponent shows up with a couple of Colossi, you won't have time for that, produce marauders and siege tanks instead. So you must adapt depending on the situation in-game. Please keep in mind that this is a general terran unit strategy guide, it is based on pure unit statistics and my own experience. In this guide I will give detailed information for Terran players to counter every Starcraft 2 Protoss units. In Starcraft 2, there is a "best counter" for every unit. Starcraft 2 Terran's Best Counters vs Protoss Units
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