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How to make strutures auto build units in star craft
December 22, 2018 Carefree Crafting 2 comments

Starcraft 2 Terran Structures List

Starcraft 2 Guide --> Starcraft 2 Terran Guide --> Starcraft 2 Terran Structures (you are here)

In this guide to Terran buildings in Starcraft 2, you will find a beginner's guide to Terran construction as well as an easy to read graphic depicting the Terran tech tree.

In the middle of the guide, you will find a detailed yet concise table providing all the key stats of each Terran structure, including cost, build time, prerequisites, the units that can be produced there, and the units that are unlocked by that particular buildings construction.

Finally, we will end with a section detailing the types of structures you should build and at what point in the game you typically want to build these structures.

Table of Contents

Use the following links to jump quickly to the section you are looking for:

How Terran Construction and Building Mechanics
Terran Structure Tech Tree
Terran Building Table: Cost, Stats, Prereqs
Which Terran Structures to Build and When to Build Them

How Terran Construction and Building Mechanics

Unlike the Protoss or Zerg, Terran players must use their workers to physically construct their buildings. While a building is being constructed, the SCV that is building that structure is unable to move or do anything else until the structure is finished. If you pull the SCV off of its construction duties, construction will be halted.

If the SCV is killed by the enemy before the construction of a structure is complete, the construction will stop, but the building will not be cancelled. If the incomplete building is not destroyed by the enemy, another SCV can step in and complete the construction.

Terran Add-ons

The Terran race is also the only one with "add-ons". Add-ons are small ancillary structures that can be built onto the side of Terran production facilities to add access to higher tech units, increase production capacity, or even perform research. There are two add-ons: the Tech Lab and the Reactor.

The Tech Lab gives players access to the more advanced units associated with a particular structure and provides opportunities for research. The available research depends on the production facility with which the Tech Lab is attached. A Tech Lab attached to the Barracks will offer research that upgrades infantry whereas a Tech Lab attached to the Factory will offer research that upgrades mech units.

A Tech Lab must be attached to each production facility if you want each facility to be able to produce high tech units. For example, the Siege Tank requires a Factory with a Tech Lab attached. If you have two Factories, one with a Tech Lab attached and one with no attachment, only the Factory with a Tech Lab attached can produce Siege Tanks. Having 1 Tech Lab does not unlock units across multiple structures.

The Reactor allows the production facility to produce units two at a time. Choosing a Reactor of course means that the production facility will not be able to produce any units that require a Tech Lab.

Lifting Off and Supply Depots

All Terran production facilities have the capacity to lift off. When a structure lifts off, it becomes an air unit with a slow movement speed that can float around the map, allowing it to move to a new location. This includes the Command Center, Orbital Command, Barracks, Factory, and Starport. Note that the Planetary Fortress (upgraded from the Command Center) cannot lift off.

The primary function of this is not actually to move the Terran base but instead allow production facilities to switch add-ons. Add-ons do not lift off with their attached Terran structures. Imagine you have a Factory with a Reactor attached as well as a Starport with a Tech Lab attached. Perhaps you are playing against a Zerg player and opening with Hellion or Hellbat harass into cloaked Banshees. Your plan is to harass the Zerg initially with these two attacks and then transition into a standard Bio-Mech build consisting primarily of Marines, Medivacs, and Siege Tanks.

Once the Zerg player thwarts your harass and gets a handful of Mutalisks out on the field, you likely are not going to want to continue using Banshees. You can then lift off your Starport and swap it with the Factory. This will allow you to produce Medivacs two at a time out of the Starport while the Factory can start adding Siege Tanks to protect your Marines from Banelings.

Note that Supply Depots can be lowered and raised. A raised Supply Depot acts like a regular building that blocks player ground units, whereas the lowered supply depot can be walked over top of by ground units. Terran players often wall their base, particularly against Zerg, as the Supply Depots can be raised to prevent unwanted Zerglings from entering the Terran base and subsequently lowered to allow friendly Terran units to go out on the offensive.

Walling off with Supply Depots and using the Lift Off function of buildings can be used together in order to help the Terran player secure their expansions. The Terran player can create a Supply Depot wall at the entrance to their base and start building a Command Center behind the safety of this wall. When the Command Center is completed, it can be lifted off and floated to the target expansion. This is a much safer method for expanding than trying to build a slow-constructing Command Center out in the open at an expansion.

Terran Structure Tech Tree

Here is an overview of the Terran tech tree. This chart provides a quick overview, while the tables found in the next section provide the specific details about each structure:

As discussed in the previous section, the Tech Lab and Reactor are add-ons that can be attached to the Barracks, Factory, and Starport. These add-ons are the same for all of these buildings and are interchangeable. Note that the Barracks requires a Supply Depot before it can be built. Terran proxy Barracks rushes were deemed a bit overpowered in early Wings of Liberty so the Supply Depot prerequisite was added to the Barracks.

Terran Structures Table

Below, you will find a Terran structures in Starcraft 2:

Structure Name

Cost and
Build Time    


Allows Production/
Construction Of

Command Center400 minerals
100 seconds
Orbital Command
Planetary Fortress
Engineering Bay
Orbital Command150 minerals
35 seconds
Planetary Fortress150 minerals
150 gas
50 seconds 
Engineering BaySCVn/a 
Supply Depot100 minerals
30 seconds
Nonen/a Barracks
Refinery75 minerals
30 seconds
Barracks150 minerals
65 seconds
Supply DepotMarine
Ghost Academy
Engineering Bay125 minerals
35 seconds
Command Center+Infantry
Hi-Sec Auto Tracking,
Nanosteel Frame,
Upgrade Structure Armor

Missile Turret
Sensor Tower
Planetary Fortress

Missile Turret100 minerals
25 seconds
Engineering Bayn/an/a
Bunker100 minerals
40 seconds
Sensor Tower125 minerals
100 gas
25 seconds
Engineering Bayn/an/a
Factory150 minerals
100 gas
60 seconds
Widow Mine
Siege Tank
Widow Mine
Armory150 minerals
100 gas
65 seconds
Factory+Vehicle Weapons
+Ship Weapons
+Ship/Vehicle Armor

+2/3 level upgrades at Engineering Bay

Starport150 minerals
100 gas
50 seconds
Fusion Core150 minerals
150 gas
65 seconds

Weapon Refit

Behemoth Reactor

Ghost Academy150 minerals
50 gas
40 seconds 

Personal Cloaking,
Moebius Reactor,
Arm Nuclear Silo

Tech Lab:
25 minerals
25 gas
25 seconds

Combat Shields,
Concussive Shells

Ghost (with Ghost Academy)
Tech Lab:
25 minerals
25 gas
25 seconds
n/aInfernal Pre-Igniter,
Drilling Claws,
Transformation Servos

Siege Tank
Hellbat (with Armory)
Thor (with Armory)

Tech Lab:
25 minerals
25 gas
25 seconds
n/aCaduceus Reactor,
Durable Materials,
Corvid Reactor,
Cloaking Field
Battlecruiser (with Fusion Core)
Reactor50 minerals
50 gas
50 seconds
n/an/aProduce 2 units at a time

Terran Structures: Which and When to Build

While Terran players build very slowly, they are also much more flexible in switching between tech trees. Unlike the other races, which tend to focus on a particular tech line early in the game, Terran players will almost always opt to get all 3 of their primary production facilities early in the game.

There are two reasons Terran players always get their 3 primary production facilities relatively early in the game. First off, no matter your composition, Terran players will ultimately always want to add on a Starport, and to get a Starport, they need a Barracks and a Factory. Even if the Terran's army consists primarily of units that come out of the Barracks, Terran players get a Starport for Medivac support. If the army is primarily Factory units, Vikings are added as support.

The other reason Terran's grab all most of their tech early is that these are very cheap. Even when you factor in the Tech Lab or Reactor, building a Starport is a lot faster and cheaper than the Spire or Templar Archives. It is hardly any investment at all for Terran players to go right up to Starport tech, so they frequently do just that.

The biggest mistake newbie Terran players make is not producing enough production facilities to keep up with their income, especially in the late game. Once the Terran has multiple bases, they can easily stockpile 1000s of excess minerals due to MULEs. If the Terran then trades armies with the opponent, a large number of production facilities is required to re-macro and make use of those excess minerals. Marines or Hellbats make a great mineral dump in the late game.

[D] 1000 tips

ArnProfileJoined November 2010
Spurred by translating a similar discussion on Team prOperty's site, I want to bring this thread to TeamLiquid: A Thousand Tips. The basic idea is that everyone contributes with a short piece of advice, the more useful - the better. Any type of Starcraft II advice goes - please contribute if you have some good advice. The good thing about this kind of thread is that the information is quite condensed - and everyone will probably learn something new from reading others' tips.

Google Doc Spreadsheet (~575 first entries) by UrinalPoop

Rules: For clarity, add a number or atleast a hashtag (#) to each tip. Also feel free to add racetags, in the format of f.ex. (ZvP), if it only applies for specific races/matchups. It is nice if the tip is something that few know of, but it is okay if "every" Master player already knows of it - beginners also read these forums. Any number of tips per person/post. You are welcome to contribute each time you reply. A tip is an advice that will somehow help people become a better player, oddities/"interesting facts" should be avoided unless they're awesome.

Format: 145. (T) This is a sample tip. Ghosts can detect invisible units using EMP.

A "tip" is not a full-scale strategy, but rather tiny tips&tricks. Describe your tip in a maximum of one-three sentences, and if possible - back up your statement with a source, discussion or picture, using links in [short format].

When adding a tip: Review it for grammar and value before posting. As I might (whether I want it or not) be held responsible for the total quality, I may simply exclude your tip if I find it hard to read or not valuable/interesting enough.

Credit & blame for the tips goes to original authors, credit & blame for the compilation goes to me.

(update #1 -> 36, update #2 -> 74, update #3 -> 157, update #4 -> 202, update #5 -> 229, update#6 -> 276, update#7->447, update #8 -> 515, update #9 -> 536, update #10 -> 559, update #11 (2012-01-25) -> 605)

1. If you wanna attack a building SCV, hold shift and spamclick the SCV. Then your attackers will follow the SCV when it switches build-position. [More]
2. Patrolling units also attack if something is within attack range. Therefore, you can f.ex. patrol-move marines away from banelings for more effective micro. [More]
3. [Has been patched out?] Point Defense Drone protects from many types of missiles - including Broodlords, causing no Broodlings to spawn. [More]
4. (Z) Fungal Growth prevents "Activated abilities" (charge, blink, burrow, etc.) but not spells. [More]
5. The drop-trick: Press "d" (drop) and select a medivac/overlord/warp prism in movement, and it will begin dropping units without halting movement. Combine with shift-clicks and several dropships, and with some practise you'll have gosu dropmicro.
6. EMP & Fungal Growth reveals cloaked(/burrowed - only Fungal Growth) units. To uncloak a banshee or observer, aim below the flying unit ("Flyer Help" helps).
7. Fungal Growth & Psionic Storm kills larvae. This can be extremely powerful harass i ZvZ/PvZ. [Source]
8. (Z) To cast multiple Infested Terrans "instantly", shiftclick the command before the infestor is in range (it may of course be burrowed). Thesame goes for Ghost Snipe - although there it's adviced that you shiftclick while not having a move/attack command.
9. (Z) Broodlords get +attack from +air attack, Broodlings from +melee attack & Infested Terrans from +ranged attack.

10. (Z) Broodlords deal damage both directly upon impact and indirectly from Broodlings' attacks [Arn]
11. /Dance makes marines, lings and zealots dance.
12. Dance works on more units (type /dance in the chat to trigger it).
13. (PvT) When using psi-storm & zeaelots against bio units, storm "beyond" the enemy units instead of on top of them - they will have to move back anyway to avoid the zealots, so you deal more damage this way. [Arn - opinion]
14. (P) Storm does not instantly kill hallucinations ["source"]
15. (PvT) Graviton Beam from a Phoenix can lift an Immortal affected by 250 mm Strike Cannon - thus saving it.
16. (Z) When you have Lair, you can generate creep with your Overlords so that your Creep Tumors can clone at max-range as soon as the cooldown is finished - thus doubling the speed of your creepspread.
17. Earlygame, you can permanently block an enemy's mineral patch with your scout by mining the mineral and clicking "stop" just before finishing - repeatedly.
18. P) A forcefield blocks building/landing of buildings - so you can block an expansion with forcefields!
19. (ZvP) Stalkers auto-focus ground units by default, like Thors do against air. So: To kill stalkers with Mutas is easier if you have some lings to tank the damage.

20. Placing buildings at the mineral line can block works from going around the mineral patches - preventing them from taking a longer route, and making your mining slightly more effective.
21. When placing buildings defensively, one of the main things to think about are to block harassing units' (hellions, zerglings, banelings etc.) pathing without hampering your own movement. [Arn]
22. (Z) If you have problems spending your money, inject more, build more & expand more (or make macro hatcheries). [Arn]
23. (T) Very-late-game, as a Terran you can make Orbitals (-> Mules) instead of SCV's, making your max army stronger than it else could have been, without harming your economy.
24. To kill or injure a scouting worker, select the nearest workers as the enemy scout passes by and a-move with perfect timing, to get a surround. Use buildings/mineral patches to your advantage. To escape this clutch, mineralwalk. [Arn]
25. (Z) Move-command your zerglings past your enemy's forces, then a-move: This way you get a faster surround.
26. You can shift-click rallypoints aswell, which might be useful to improve pathing or assign overlord spread. [Arn]
27. When you want to rally your new units to your old units the old unit has a habit of dying, leaving your new units at the production-facility. You can shift-click the rallypoint to make them have a backup-rallypoint. [original + image]
28. Use hold position when you want to harass a mineral line with melee units without running in range of static defense. Zerglings staying away from spines is the typical example.
29. (ZvP) A Protoss going Stargate->Expand in PvZ should likely usse max 1 CB on his Cybernetics Core. If the Core has stopped spinning before 5.55 he has probably not planted a Stargate yet. [author]

30. (ZvP) You can "see" a slightly delayed Stargate build by looking at the number of Gateway units. If he goes for stargate, he should have 5-7 units by 7:30, if he goes for ground units he should have atleast eight. In general, see #274.
31. The worse player you face, the rougher details you need to look at to "read them", because they seldom play optimal build orders.
32. (Z) It takes two fungal growths to kill an observer, zergling, worker or marine (to name a few). (Oberver HP: 60, Fungal dmg: 36)
33. (Z) You can use both Infested Terrans and Fungal Growth up/down cliffs, making for some excellent harass potential (combined with #32, especially).
34. (Z) If you start your first infestors when your Pathogen Glands is at or above 30/80, they will spawn with 75 energy (which is faster than if you built them before 30/80).
35. Optimal mineral/worker saturation is at 16 miners per base - Maximum mineral saturation is at 24 miners per base. [Source (Swe)]
36. (TvZ) When pushing towards a zerg base with terran tanks, you can select a tank, right click the position you want it to end up at and shift+E, the tank will drive to its final destination and siege up, saving you time while you position the rest of your army, I use this one a lot.
37. (PvZ) Most overseers will be at full energy, so during a battle, feedback the overseer then send in the dts to have fun! (Feedbacking an overseer at full energy will kill it - [Source])
38. Always say glhf, gg, and try to talk to your opponent during the game. A little bit of idle chatter does wonders for improving how you feel about the game.
39. (ZvT) Burrowed infestors can fire infested terrans on to seige tanks causing the tanks to splash themselves. Dropping cheap units (lings) onto tanks has the same effect.

40. (P) Psi-storm is able to hit cloaked units.
41. Macro is more important than micro. Always focus on improving your macro first, then your micro! [improved]
42. (Z) Single burrowed Zerglings around the map at points of high traffic are great scouting tools.
43. (PvT) Focus firing Colossi at the centre of a bioball rather than attack moving them into it is the difference between shooting 3 units and shooting six.
44. (P) [] For blink-stalkers, queue them to move->blink (up a cliff for example)->move to make a larger group transition smoothly. [vid]
45. (T) Tank spread and tank hopping is very important. Don't ever unsiege all your tanks at the same time. Overlap their fire radius for maximum effect.
46. (ZvT) With perfect positioning, a single queen can block hellions trying to runby on most ramps. [img & thread & rep]
47. (Z) "Baneling rape": When using ling/bling, wrap your lings around/behind your opponent, and insert the banelings from the front. [Arn & more elaborate description by Destiny]
48. (Z) Be cautious about attackmoving banelings - stray units may "waste" banelings and they might gain more efficient area of effect by "hugging" the opponent. To detonate, either start attackmoving or press e(X)plode. [Arn]
49. Be aware of surface area. If defending and behind (numerically) as melee: Seek to reduce surface area to buy time and even up DPS - hug walls and use mineral lines to reduce area. If ahead (numerically), fight in the open and aim for surrounds to maximize surface area. [original - clarified]

50. (T) If you want to spread your tanks into siege mode all at once: 1) Controlgroup all tanks, 2) move all tanks, 3) shiftclick-away one, 4) repeat 2-3 x times, 5) Select your tank control group, 6) Shift-command "Siege Mode".
51. You can have workers pass through units you have on hold blocking your choke if you click on minerals outside your base (or vice versa).
52. (ZvZ) Contaminate stops hatcheries generating larva and halts the queen spawn larva ability (potential good combo with tip #7)
53. (T) You can activate a Xel Naga Tower with a reaper on Xel Naga Caverns(or a map with a similar platform next to the tower) and than hop up the cliff without deactivating the tower,so it gives you control over the tower without having a unit on the low-ground holding it.
54. (ZvZ) You can hide a Nydus Worm under your enemy's overlord. (If done correctly - he won't see it on the minimap). [Source (Swe)], [image]
55. (Z) A burrowed zergling in Enemies' expansion will not only scout when he expands but also block his building and force a scan.
55b. (Z) [] Overlord creep on the expansion and a burrowed ling, will often result in the opponent killing the overlord, wait for the creep to dissapear, and then have to use detection to kill the ling. Delaying the expansion even more. It is also possible to burrow banelings in the mineralline before the opponent expands, and when the workers get transfered, you can kill a lot of workers.
56. (P) Archons with +2 attack will one-shot multiple workers at a time if the base is optimally saturated.
57. (P) [] If you "Mass recall" ground units in dead space, they will get recalled to the nearest ground surface.
58. (P) Interceptors benefit from +air attack and +air armour. [discussion]
59. Despite what Day[9] has said in a previous Daily, never let a bunker finish.

60. (ZvP) Infest colossi with neural parasite, then use the colossus to destroy force fields.
61. (P) Vision can allow warp-ins to the high ground.
62. Denying vision does not stop already-started warpins (or nuclear launches). [Arn]
63. You can click geysers and see how many workers are in it, there is a counter there. So if you are doubting whether you have a 3 or perhaps 4 or on it, click the extractor/refinery/assimilator.
64. (TvP) EMPing your own cattlebruisers against Protoss eliminates potential damage from feedback.
65. Z "Hatch-first" is around ~2:00-2:15 [discussion+reply]
66. (Z) Zerg can add morphing eggs to a hotkey for easier reenforcement (... read more)
67. (Z) Individually rally every overlord you make ever (even via minimap) or they will end up in the front of your base as fodder.
68. By default, F1 selects an idle worker while Ctrl+F1 selects all idle workers. Holding "Ctrl+F1" at the start of a match will let you have your six starting workers selected instantly. [extended]
69. /cheer works for the same units as /dance. This is language dependent. For the german version its /jubeln and /tanzen.

70. (Z) [] Spine crawlers and spore colony's cannot make a solid wall.
71. (Z) [] You can spawn a changeling from an overseer on a Xel'naga tower to give version for the duration of the changeling.
72. (ZvP) [] It takes 4 Fungal Growths to kill a Stalker, 8 to kill a collosus, and 6 to kill a voidray, mass roach with 8+ infestors, so in theory it will kill a Death Ball in about 36 seconds!!!
73. (ZvT) [] A fungal growth basically eliminates the healing buf from the Medivac.
74. (Z) [] You can burrow a baneling (with burrow & explode on building as autocast) near the edge an expansion which will instantly kill any expansion getting built there. [claim: It takes 3 banelings]
75. If your opponent is being unusually chatty while laddering, they might be attempting to distract you while cheesing. Scout everywhere! ["evidence"]
76.[] Hitting C returns the minerals/gas your worker currently holds. Always hit C when you are transferring workers or putting guys in gas so you don't lose the minerals your worker currently holds.
77. (Z) Corruption increases the damage dealt by Fungal Growth to all corrupted units inside the AOE by 10, for both light and armoured units.
78. Consider your army position even when you are not actively attacking or defending - you might wanna be in a good position to defend drops, harassments or simply keep map control. The better your map control, the better you should be able to position your army. [Arn]
79. Positioning your army and poking at your opponent's expo (probably his 3rd-6th base) can force your opponent in the late game to attack through a narrow choke giving you a positional advantage.

80. (Z) When chasing down enemy units with Mutalisks, move command PAST the enemy units, and tap hold position when you're in range. The Mutalisks will fire BEFORE they slow down. Immediately after they fire, quickly move past the enemy units again. Using this trick, your Mutalisks can fire on the move almost as efficiently as Phoenixes!
81. (Z) A burrowed roach with Tunneling Claws only takes 1.7 dps from Fungal Growth. [... more]
82. (TvT) If you destroy an enemy production building (e.g. rax/fact/starport) that has an add-on, you can build/float your building on to his add-on and take it over - it will work for you.
83. If you are getting chased by a seeker missile you can take the targetted unit and run it into their army effectively killing his units with his own seeker missile.
84. (Z) Burrow can be autocast - if it is turned off, the units will unburrow when within attacking range of approaching enemies. This can be used for "semi-smart" baneling mines. [vid][image]
85. (ZvP) If you Fungal Growth Zealots you can outrange them with an Ultralisk.
86. When casting [any repeatable ability - forcefield, snipe, infested terran, etc.] for example forcefields, don't f click f click f click. Instead, hold down f and place as many as you like. [read more: Keyboard delay & "or not"]
87. (Z) Zergs can proxy buildings in extreme situations by morphing a hatchery, then quickly cancel it and hatch any other building on the 3x3 creep that is left.
88. Holding shift and boxing units while pressing the control group adds the boxed units to the control group.
89. (Z) A single +2 attack baneling 1 shots drones at any armor level, and probes without both +2armor/+2shields. A single +3 attack baneling 1 shots all workers except for +3 armor SCVs. [Source conflict: See [78].

90. (P) If a protoss building is being warped in and loses pylon power, it will still finish warping in.
91. Splash damage hits cloaked units even if you have no detection.[... more + including Creep tumors]
92. (ZvP) Banelings with Explode can be used to kill a DT if you have no detection. (see [91])
93. (Z) When using Neural Parasite, always shift-queue a move back command immediately after so that the infestor cant be targeted. Don't move back more than 14 range though.
94. Not only zergs can delay expos - build a pylon or supply depot/engineering bay there if you consider the scouting info and delay worth the initial loss of minerals. [Arn]
95. (Z) Changelings aren't automatically attacked. Leaving 2 on opponents ramp with hold position will block it unless the changelings are manually targeted. If you're doing a drop, moving overlords on top of the changelings will make them hard to target and can buy you valuable seconds.
96. (Z) 1 fungal growth + 1 shot from an infested terran will kill a worker. They are great for worker harass.
97. When your worker line is being harassed by hellions, it's often better to attack and trap the hellions than to try to run away, as running away clumps them up.
98. (ZvZ) The right, left and bottom edge of a hatcherys creep is just out of vision range. One can use that to build spine crawlers in a zvz. The hatchery will be just out of range though.
99. (Z) If you bring one queen along with a drop/nydrus, she can lay down creep tumors on OL/Nydus creep, forcing detection to get rid of it.

100. (T) Terran is the only race with the ability to pause building construction (hotkey hal"T"). This can for example be used to micro a building worker away from attackers, or start several buildings with one worker in walloff situations.
101. An easy way to check if you have enough workers at a base is to select all workers on minerals. If you see 2 rows (16) that is optimal saturation, 3 rows (24) is maximum saturation. (Source, see #35)
102. On the lowest "Shadows" setting, you can distinguish between similarly-sized Protoss buildings as they are warping in without clicking on them. [... more, img1, img2]
103. 4 Phoenix kill a queen in 1 lift.
104. If your graphic settings are too low, the warp-in animation is just a boxy square shape regardless of unit - for higher settings you can see which unit is being warped in. [... more]
105. (Z) A single Fungal Growth does not kill zerglings - since zerglings regenerate just enough health to survive. ["source"]
106. Contrary to popular belief, units that are warping in do NOT take extra damage. [source]
106b. However, warping units with low health may still be a smart choice for target-fire. [author]
107. Destroying a building that was building/researching something will refund its full building/research cost back to its owner. [discussion/source]
108. (Z) Zerg is the only race that can exceed the 200 supply limit. When maxed, build buildings (f.ex.) Evo Chambers, remax, then cancel the buildings to get your drones back. [original]
109. (T bug) You can only have 16 sensor towers visible on the minimap, adding more towers cause the original to be removed. [source]

110. (Z) All Nydus worm entrances and exits lead to each other. No matter into which entrance or exit you load your units you can get them out from any other Nydus building.
111. (Z) If you want to reinforce a fight using Nydus worms you should rally your hatcheries to a nearby Nydus, rally the nearest exit to where you want your reinforcements, hotkey your Nydus and occasionally spam press "d" to unload. [original]
112. (Z) A Nydus exit cannot be canceled once it starts building and only one can be built at a time but they can be queued so that the next exit begins building as soon as the old one finishes. If you want to build two exits at once you need two entrances.
113. To spread workers saving them from f.ex. hellions, press (S)top, hold (F1) idle worker and spammove them -> They will now individually move in different directions. [video]
114. (T) A SCV on auto-repair inside a building/medivac can repair damaged units in the same structure - but can not repair the structure itself or units outside. [Later source & explanation]
115. (Z) Fungal growth one-shots banelings
116. (PvT) Hallucinated units can deplete a Point Defense Drone. A hallucinated phoenix does so the quickest but two hallucinated stalkers are not much slower and absorb more damage.
117. (P) A hallucinated archon (or an Immortal, in cases where Hardened Shields matters) can generally absorb the most damage per hallucination as it has the biggest total of HP and shield (350 + 10 = 360) and doesn't take bonus damage from any unit. [...more]
118. (P) A chronoboost increases production rate by 50% for 20 seconds. As a result 1 chronoboost takes 10 seconds off the buildtime if the original buildtime was >30 seconds. [...more]
119. (ZvZ) On maps like Metalopolis and Shattered Temple, you can scout close-air-position with your overlord and if you see your opponent, be safe(r) to fast expand. [... more & discussion]

120. Pressing (ctrl+alt+f) shows your ingame FPS.
121. (ZvZ) When you make an early pool (9-10-11) and dronescout, if your opponent's pool is behind his minerals, look for a chance to position a spine crawler in a perfect "pocket", allowing only 1-2 drones to hit it. [... more]
122. (ZvP) A standard Cybernetics Core goes down at exactly 3:00. Use this to your advantage by blocking it with your scouting drone, thus delaying or misplacing your opponent's Core. [more]
123. You can tell workers to mine an unfinished Extractor/Assimilator/Refinery - and they will start as soon as it finishes. [... more]
124. (Z) Since Zerglings move faster on creep, they can there kill a worker much more easely than offcreep. Keep this in mind when scouting a zerg. [Arn]
125. (ZvZ) You can root spine crawlers on your opponent's creep. [... more]
126. (Z) When a Nydus Network empties, it operates on a "first-in->first-out" principle. Place larger/more important units in your network first (Ultras, for example), or empty then manually. [... more]
127. (ZvP) In air battles with Mutalisks vs Phoenix, it helps having a few corruptors to absorb some damage. Move your mutas back until the Phoenix' target the Corruptors, then engage with all your mutas. [... more]
128. If you have slower units that you want to bring along (such as in the case of 127), you can tell your faster units to go a longer way or stutter around to prevent them from getting too far ahead. [... more]
129. Holding the alt key (or enabling "Show Health Bars: Always") shows the health and energy bars of all the units on screen. Use this to micro damaged units and manage transfuses better. [... more]

130. (Z) If you have several drones selected, you can build different buildings, and a single drone will automatically go and build each single building. [original]
131. You can stop any dropship (/bunker/nydus) from unloading its' cargo by issuing a (S)top command to it.
132. A Planetary Fortress will by default attack the closest enemy unit. Use this to your advantage. [combined]
133. (ZvT) It takes 19 banelings to kill a Planetary Fortress (and one less per +melee upgrade). [source++]
134. If you kill the Pylon powering Protoss gateway units that are warping in, they stop warping - refunding both cooldown and cost to the Protoss player.
135. You can see the type of Stargate unit being produced by looking at the graphics of the Stargate building.
135b. The only other building you can see building units of, is the Nexus - it will have a blue beam on top of it if it builds a mothership. [author]
136. (P) You can charge your Void Rays on your own units - or own hallucinations. A hallucinated unit survives long enough to fully power a Void Ray (without upgrades). [author]
137. (P) You can use Zealot "Charge" on your own units, for example to help your zealots catch up to the rest of your (fleeing?) army. [original]
138. (P) If a Carrier target-fires a unit/building, the interceptors will continue attacking the target even if the Carrier moves away. [original]
139. (P) Phoenix Graviton beam can lift eggs - preventing them from spawning until the beam ends. [original]

140. To send a unit(s) to a position and remove them from their control group, the easiest way is to do this: Select the whole control group->Move->Shiftclick away one unit->Move back->Rebind controlgroup. [original]
141. (Z) You can see the progress bar for spawn larvae on a selected hatchery at the bottom of the screen. Use this to keybind (a) hatcher(y|ies) to check your inject timing. [original]
142. (Z) Hotkey all your buildings that contain upgrades to the same hotkey as your queen(s). This allows you to easily tab through to start/watch upgrades without altering your queen behaviour.
143. (Z) Creep tumours can spawn additional creep tumours.
144. (Z) Creep can spread up and down cliffs - providing that a "seed" of creep is nearby and you have vision of the area. [original & clarification]
145. (P) Carrier interceptors can be set to auto-build much like SCVs can be set to auto repair. Simply right click the interceptor icon.
146. Units with splash damage can hit cloaked or burrowed units (see 91) if you target a sacrificial unit standing right next to them.
147. A Colossus ordered to attack a friendly unit and then ordered to stop attacking before the beams cross each other, can do splash damage to enemy units without harming the friendly unit. Use this to hit nearby cloaked or burrowed units (91, 146), or to line up more enemies in the line-shaped fire.
148. Banshee's with cloak, blue flame hellion drop & 3 rax all hit at the 7 minute mark, give or take a couple of seconds. [author claim]
149. Spore Crawlers, Photon Cannons, and Missile turrets detect beyond their attack range; they detect at a range of 11. If cloak banshees find a spot where the missile turret can't attack them, they can still be detected and picked off by other units.

150. Once carriers launch the interceptors, they can retreat back to the point where they "outrange" siege tanks.
151. It takes 7 neural parasites to have an SCV build a command center until it's finished.
152. Infantry units can "smoothly" move "through" a bunker if you issue them to move to the bunker, set a rally point and spam "unload". [more & video]
153. Changelings transform within 8 range of an enemy unit - which means Siege Tanks, Colossi (& Broodlords?) can negate them from scouting. [original]
154. (Team) SCV's can repair mechanical protoss units, but not their shields. SCV's CANNOT repair protoss buildings. Additionally, Medivacs & Queens can heal HP of allied biological units. [original]
155. You can cast Neural Parasite on a Mothership, which will cloak your own army and give you the ability to cast the Vortex on your opponent's army.
156. (P) A Warp Prism can be used as a "ladder", since it can load units from the lowground (while in Phase mode) even if it is on the edge of a highground. [replay][... more]
157. A fun way to find out if a changeling is in your army: Type /dance. The zealot/zergling/marine that doesn't dance is a changeling! [author]
158. Although creep "Only" gives movement speed, this means faster surrounds, banelings catching up to marines, better micro, better engagements/faster concaves, faster retreats, et cetera. Do not underestimate creep! [Arn]
159. Creep tumors are what provide vision, not the creep itself.

160. Marines without combat shield but with stim (and stim used once) die to 1 fungal or 1 baneling. Which makes it one of the most crucial upgrades in TvZ.
161. Banelings that are lifted by phoenixes and killed deal damage to nearby ground units. [correction/claim]
162. (Z) You can have max 19 larvae at a hatch
163. A SCV can (edit: NOT) repair a bunker from inside. [false?]
164. In team games when you share control you can mine gas from your ally's refinery/assimilator/extractor.
165. You can use a move command (right click or M+left click) and target one of your own or ally units to have the selected unit follow (escort) the target. [more]
166. (Timing) In a 6pool, zerglings pop at ~2.15. Add 8 seconds for 7pool, 16 seconds for 8pool. [claim]
167. Force Fields are crushed by massive units (Ultralisk, Colussus, Thor, Archon). In ZvP, neural parasiting a Colossus can shatter forcefields. [Arn]
168. Phoenix can lift siege tanks, even in siege mode. A few phoenix with some gateway units can really take the bite out of marine/tank compositions.
169. (T) You can EMP protoss buildings and buildings with energy to suck up shields/energy.

170. (T) Ghosts can one-shots (with snipe) drones/scvs/marines(without shield)/zerglings/banelings.
171. (P) DTs that are warping are cloaked.
172. (P) Hallucinated colossi can not crush forcefields.
173. (PvZ) Dark Templar's can one-shot not only workers, but also Larva. [original]
174. It is possible to NP hallucinations. (Which makes hallucinations good against Infestors?).
175. (P) The Protoss units that can not be hallucinated: Carriers, DTs, Mothership, Sentries & Observers. [source]
176. (P) It is more efficient to research protoss ground armor instead of shields, because it is cheaper, most units got more HP than shields, and almost every protoss unit got +1 armor without any upgrades. [opinion]
177. (T) EMP has got range advantage over feedback, however the range of EMP AoE center is the same, in practice that means you need to EMP slightly in front of the HT.
178. (T) While playing MMM it is more efficient to micro infantry as a seperated control group, so the medivacs can heal more and if protoss is not paying attention his army will split. [more]
179. After a projectile is launched at a unit, you can pick it up with a dropship before the projectile lands, dodging the hit. Projectiles can also be dodged with blink. You can't dodge all projectiles, though. [claim]

180. At the start of the game you can gain a few minerals by having your workers mine from the close mineral patches. To stick two workers onto a close path, use timing or repeatedly click a near patch until the worker sticks. [original]
181. If you're terran or protoss*: Start building your first worker, then split - If you're zerg, send your workers to mine first. [*Early-gate builds may benefit from splitting first - discussion/thread]
182. (T) Nukes can be canceled, however the missile is lost.
183. (P) Hallucination can be used psychologically. For example, Colossi and Void Rays may frustrate or scare players. [... more]
184. (T) You can drop cloaked ghosts in a terran mineral line and EMP the Orbital Command - thus preventing it from scanning.
185. (T) Landed Vikings can load into a Medivac.
186. (Z) When you have Lair tech, you can proxy buildings anywhere using overlords to generate creep.
187. (Z) It is possible to visually hide a tech structure under overlords.
188. (ZvP) Unmicroed, a roach loses to a zealot. [vid]
189. (Timing) The fastest DT rushes hit between ~6:10-7:00~. [claim + screenshot (6:12)]

190. EMP & Feedback interrupts Yamato Cannon casting. [original]
191. To kill a small amount of zerglings with workers, just lead the lings into your mineral line, mineral walk through the lings, and attack move to surround the lings. Will easily defend a 6 pool.
192. Magic boxing: To avoid AoE by making sure units to not clump up. If you move-command your units within the "magic box" (an area slightly larger than the area that your units take up) they clump up - if you move-command outside of the box they maintain position. Especially useful in Mutalisk-vs-Thor/High Templar situations. [Arn, more & thread]
193. (TvP) Thor's 250mm Strike Cannons kill Immortals in one cast.
194. (P) Hardened Shields: Guardian Shield & Hardened Shield stacks (meaning 8 damage taken), and hallucinated Immortals have Hardened Shield.
195. (P) Warp Prisms can power buildings, which means that you can start building cannons and pylons at the same time. [original]
196. (T) It is possible to outmicro a Zealot with two Marines.
197. While playing a very FE always pay attention to see if T is making any bunkers (or P cannons). [original]
198. (Z) It is recommended to position your second overlord (/first being built) so that you can see your expansion, see #197. [Arn]
199. (P) Forcefields can be placed on buildings and mineral patches - they also prevent units from unburrowing. (Also, see #18)

200. (200!) Versus Dark Templars, you can physically block ramps/buildings with units, preventing them from moving through.
201. Workers are not prioritized above offensive units unless they are attack-moving. This means that you can rather safely "protect" marines, stalkers, queens (etc.) with workers. [original: Probes & Stalkers]
202. +1 armor (& Guardian shield) is best against fast-firing units or for units with innate armour, while +1 attack is best for offensive or fast-firing units. [claim: Arn, original]
203. (Z) Contaminate is best used to prevent strategic/powerful units or upgrades (observers/colossi/siege tanks/combat shields/etc.) and is most annoying if used later in the production cycle, because the cancelling the unit is not as viable. [Arn]
204. (Z) Contaminate can be used on buildings that are under construction - but it does not prevent them from finishing construction. [original]
205. Contaminated buildings can still build addons, turn into Planetaries/Orbitals or Warpgates.
206. (Z) Larvae can be individually rallied. To reinforce your main army with (f.ex.) 10 Roaches, build 10 Roaches, hold shift and click a non-morphing larvae to deselect all non-roaches, then add the building roaches to a controlgroup. [Arn]
207. (Z) You can set rally points for morphing units (in cocoons - Banelings & Broodlords) too.
208. (Z) Overlords do not have a separate rally point. Keep this in mind when you set your hatcheries to rally to the front of an enemy base.
209. If an enemy's push fails, pursue his fleeing army - you may catch either some retreating units or units mistakenly on their way to your base.

210. Killing all Nydus Networks (& Worms) will kill all units inside them! To counteract this as a zerg, you can start building a Worm before your Network goes down - it will continue building even when the Network dies. [original]
211. (P) You can physically "push" Archons while they are merging.
212. With every race, consider your building placement - preventing movement behind your mineral may be a good idea to make hellion harass easier to deal with.
213. (Z) Burrowed Banelings at choke points are useful versus all races. (Aim for Sentries, Marines, Hydralisks for example.
214. Mid & lategame, upgrades are ridicously worthwhile for all races due to large army sizes. [Arn]
215. (P) If your Chrono Boosts are stacking up, upgrades are a good Chrono sink.
216. (TvP) A Banshee deals more DPS to a Colossus than a Viking - but Vikings can do it from a safer distance
217. Against a Protoss, detection at every base will save you grief in the late game (Dark Templars) as well as shoo away any observers.
218. Nydus worms are most often spawned behind line-of-sight blockers and mineral lines. Check there first if you hear the Nydus roar.
219. You can see Cloaked units by ripples in the terrain - however you need detection to target them. (Also see #91).

220. To have your scouting worker constantly "scout around", use a patrol path. [original]
221. (Z) While you scout, you can gas steal and prolong the lifetime of your Extractor by cancelling/restarting a few times before it finishes. It takes >1 zealot or >2 marines to damage a building extractor enough to kill it. [original + claim by Arn]
222. Backspace is the default hotkey for "Cycle through bases" - it will cycle your view between all your bases. Hotkeys can be rebound.
223. (T) Thors do significantly more DPS to ground units than air units - except if the air units are clumped up.
224. (T) Siege tanks do more single-target DPS when unsieged.
225. Siege Tanks by default attack their closest available target. Abuse this to anticipate and spread your units accordingly - or hug your enemy so they also take damage from the splash.
226. (Z) Queens have the same DPS as roaches, can hit Colossi with air attack (7 range), outrun slow overlords - also, you can use abundant energy to place Creep tumors. [condensed from this post]
227. (Z) If you have burrowed roach movement, you can use burrowed Roaches as "invisible" scouts.
228. (T) Marines & Marauders can use Stimpack even while inside a bunker.
229. (T) Siege tanks can do higher damage by manual focus fire instead of AI, and can kill up to 8 clumped Banelings in one shot [also see #225, replay]

230. (Z) If you need an extra base macrowise, but are afraid to take one due to fearing losing the hatchery and drones - consider using it for gas-harvesting only until you can comfortably defend it. [Tip, Arn]
231. Especially for Zerg: If you were too economically greedy and your opponent attacks you - pull some workers for the fight. If possible take advantage of mineral-walk to get an advantageous position, and/or abuse the fact that they are not automatically attacked except if they themselves are attackmoving. (See #201)
232. (T) When Banshee harassing: Time your cloak with your attack, harass the mineral line - but do not waste time chasing fleeing workers. Against P, kill pylons to shut down buildings. Against T, make sure he can't get Missile Turrets up. Remember to micro against ranged defenders. [original]
233. (ZvP) The most popular followup after Forge->Fast expand is Stargate play - keep this in mind. [claim]
234. Infested Terrans, Nuke, Storm & more can of course be used up-to the high ground if you have vision [Arn, stating the obvious since 2011]
235. (P) Low ground pylons can be used as a power source for structures placed on high ground (& vice versa). This can be powerful combined with Photon Cannons. [author]
236. An Ultralisk wins a 1on1 fight with an Immortal.
237. (P) Voidrays can shoot while moving, similar as phoenixes - however, they can only shoot while moving towards their target.
238. (P) Forciefields can prevent SCVs/MULEs form reparing bunkers.
239. (ZvP/PvZ) From my own protoss expierience 3RR is the most powerful zerg rush. To fight it off as protoss, carefully balance the defense of your ramp with the amount of damage you take from roaches - or wall off your ramp with an extra pylon. [claim/author + Arn]

240. Tier 1/1.5 units are unable to outdps medivac healing rate, which is at ~9 hp/s (in-game time). [source + "false"]
241. (T) Proxy Barracks can be built in some spot difficult to scout, and then lifted off to another location.
242. If a Banshee fights a Queen, the banshee wins. [claim of 50/50, but alot of counterclaims]
243. (PvP) A Korean Fourgate is signified by pulling probes off gas (at 50 gas) and to some extent 10 pylon->10 gate. [claim + correction]
244. (Z) Contaminating crucial upgrades at specific times can be really useful (for example delaying Pathogen Glands - will likely cause your opponent's first round of infestors to spawn with only 50 energy. - See #34)
245. (Z) 6 Zerglings are able to kill zealot in a wall (i don't remember if it is possible with 5 though, it can be ramp dependent)
246. Scouting is still possible against a walled-off protoss, just mineralwalk into his base.
247. Attacking your rocks with an idle army earlier is usually better than realising "Hey, I need to expand", and attack the rocks only then, losing some valuable mining time. [Arn, giving novice advice since 2011]
248. Instead of boxing your workers to see saturation, ctrl+click (or doubleclick) to select all, then subtract 2 workers for each geyser (See #35 & #101). [original]
249. Fungal growth prevents tanks from sieging up - this is worth clarifying. (See #12) [more]

250. (Z) If you have spare APM, hotkey & position all your overlords before your Lair finishes, then hit "Generate Creep" when you can. [Arn]
251. (Z) High-ground positions can be used to conceal creep tumors and in some cases overlords, which is especially useful against terrans and to refresh creep if lowground tumors get destroyed. [Arn]
252. (Z) If you use an overlord to spew creep to deny an expansion, have it on (H)old position for a few extra seconds of creep. [Arn]
253. (Z) You can cancel a building creep tumor and regain the ability to build a new one later. This is especially useful in the early game, if the opponent is about to kill a tumor that isn't cloaked yet.
254. If you need to pause fast, either press F10->P or hit the "Pause" key (top-right of your keyboard). [Arn]
255. When you can tell you have lost, press: Enter, G, G, Enter, F10, N. Try to do this as seldom as possible.
256. (Team) When donating resources to an ally, you can hover the resource and use the scrollwheel to increase resources faster. [Arn - source: Day9 #296 - 2v2 money dumping]
257. (P) You can warp in dark templars even when your Dark Shrine is unpowered. (Combine with tip #195 - proxy your Dark Shrine remotely using a Warp Prism)
258. (Z) When attacking into an enemy siege line, having your units in a line might prevent them from clumping up. [original/more]
259. (P) You can morph an Archon from 1 HT and 1 DT

260. (P) It takes 21 Banelings to kill an 3/3/3 Archon
261. (Z) A 5/3 ultra kill 415 lings
262. (P) You can feedback burrowed infestors or cloaked ghosts if you have detection.
263. You can EMP or Fungal Growth invisible/burrowed units even with no detection.
264. Bookmark this topic and come back often! [opinion: Liquid`HuK]
265. (Z) You can use inject larva on minimap. Just select a queen and click on a big green squere.
266. Position a scout (on Hold) behind the minerals of a potential hostile expansion - this way you might find out that he has expanded without him finding out that you have found out. [original]
267. (P) Colossus attack animation does not do damage instantly. Keep in mind when microing colossi.
268. Two ranged units that fire projectiles can kill eachothers at the same time. However this is impossible for melee units or instant-attacking ranged units such as marines, tanks or immortals. [+]
269. (P) Archons do extra damage towards biological, making them strong against zergs - since every zerg unit & building is biological. [claim]

270. (P) When doing drops with warp prism, shift-command your prism to transform first, then drop units. You can warp in units while the prism drops, but you have to transform before starting to drop. This lets you unleash more units faster.
271. (Z) If you have infestors grouped with your main army and you a-move behind the enemy forces, issue the stop command when you engage to prevent the infestors from walking forward.
272. Putting special units or units of different type (melee, ranged, spellcaster etc) on different control groups can help give you the edge you need in a battle. [original]
273. Practise your micro well, use practise maps or unit testers if you need to. [Arn]
274. Use logical deduction to bring value to every little trivial piece of information from your opponent - f.ex. if you see 4 sentries at earlygame, you can deduce that he is not teching at the moment. [original]
275. Point Defense Drones (PDD) can be feedback'd or EMP'd.
276. (ZvT) Positioning one well placed changeling in your opponent's base may prevent larger units such as Tanks/Thors from exiting the base. (Also see #95)
277. (P) A sentry's attack damage comes a split second before its' attack animation (also see #267).
278. When using a worker as a scout (whether stationary or moving), using patrolpathing lets it constantly move around which also prevents it from accidentaliy being selected using "Select idle worker".
279. If you "A-move" near a terran building under construction, the worker constructing the building will be targetted - however a defending (a-moving) worker will have higher attack prio. Also see #1.

280. Use "Patrol" when going for drops, so that you pilot will return instead of getting killed from antiair. Also see the "Droptrick" tip. [more]
281. You can enable/disable autocast-abilities using alt+the hotkey of the ability. For example alt+r for autorepair, or alt+r for autounburrow.
282. (P) Put Zealots with the charge upgrade on (H)old if you want to prevent them from wasting their charge ability (on a scout, for example).
283. Shift-queue-move away ghosts/templars/infestors from the battlefield after using their abilities - to prevent them from wandering into the enemy army by accident.
284. Study your keyboard and rebind your hotkeys to places you feel comfortable & fast about. Never skip using hotkeys for abilities (or stretch your hand), rebind them instead. [original]
285. Delaying injects by 5-6 seconds may give you better larvae per minute by reducing larvae waste (if your macro is perfect) and results in extra queen energy over time as a bonus. [reasoning & thread]
286. (Z) Ultralisks are great at absorbing tank damage, due to their large size and health pool. [claim]
287. You can camera save hotkeys such as F3, F4, F5 which will instantly move your camera to where you have made a save on specific hotkey. Since everything is much faster with hotkeys, learn to use this and become a better player.
288. Shift-clicking (queing commands) can be used with any ability, including psi storm and fungal growth on workers and Nukes on key points. Master your shift-queuing.
289. (TvZ) When going mech in the late game, get Ghosts to kill Broodlords. It takes 5 snipes to kill a Broodlord, or roughly 2 just-spawned ghosts with Moebius reactor upgrade. [opinion]

290. (TvZ) When going mech in the late game and facing Broodlords, it's possible to buy time by spamming (S)top on your seige tanks or spamming attack on other enemy units on the ground. Otherwise your seige tanks splash each other when trying to hit the Broodlings.
291. To combat seige tanks as any race, lead your army with a few units spread out well to draw tank fire. This way it is often possible to reach the seige tanks with marauders, roaches, etc. before tanks have damaged the majority of them. ***This is SUPER effective, always do this.***
292. (Z) You can make banelings auto-target buildings by setting "attack building" to autocast (Rightclick or alt+x - see #281).
293. You CANNOT Fungal Growth moving spine crawlers. ["source"]
294. (P) If you have vision, you can use Graviton Beam on burrowed units. Once the beam wears off, the unit will be dropped unburrowed.
295. If an overlord is dropping creep on a desired expo and it has reached its' maximum spread with optimal positioning, it takes ~1min 10sec for it to disappear before you can drop your expo in that area.
296. When moving dropships (medivacs/warp prisms/overlords) are dropping units, they are dropped with a spread. This can be useful to avoid splash damage. Remember that tanks will prioritize the closest available unit when firing.
297. It takes four workers to outdamage the building rate of an enemy pylon/nydus worm/spine crawler in your base - more workers will of course bring the building down faster, which might be necessary if the building had already started before your workers started attacking it. [claim]
298. (Team) You can repair & heal hallucinations. [more]
299. (T) Medivacs can not heal while dropping units to the ground while hovering - however they can heal if you use "drop" and target the medivac (while moving or standing still). [claim]

300. (P) For a single forcefield on any ramp/in any position, it is possible to warp in units above the forcefield by using a proxy pylon near the ramp and vision from units below the forcefield. [original/more]
301. When reinforcing units, it might be beneficial to wait for enough resources to queue all your units at the same time. This way they will rush to the battle in clumps instead of a stream, making it harder to pick off the reinforcements. [more]
302. When transferring workers to gas, select 3, right click the refinery/extractor/assimilator and then hit the Return (C)argo button. The workers with minerals will return them to base and proceed to the geyser, while those without minerals will head directly to the geyser. [original]
303. (PvT) When scouting the Terran player, a bunker at his main ramp usually indicates heavy tech builds (stargate, banshees). [claim & explanation]
304. (PvT) When using DTs against a terran wall, send one at a time to slowly break down his wall, forcing multiple scans.
305. (P) If the opponent's ramp is open and you are trying to get DTs in their base, move command to the mineral line, and shift-a click. Your unit will walk into the mineral line before attacking.
306. If you expect your opponent is going for harrass units (DTs, Banshees), hotkey your workers. Once you hear "Your (worker) is under attack", quickly press the number you hotkeyed your workers to and click away, saving you precious seconds.
307. A nice technique to spread workers fast to avoid hellions/banelings/etc.: Stop your workers, hold the "Idle worker" hotkey (F1) and spam-move using the screen or minimap. [Arn]
308. A nice technique to get your workers massacred by hellions is to select all workers and run away with them. AVOID THIS! [Arn]
309. (Z) When putting down news creep tumors, it might be an idea sending a scout ahead so your tumors/energy is not wasted. (Also see #253)

310. To "mineralwalk" (which lets you pass "through" enemy units), rightclick a mineralpatch. If your worker already carries a mineral, you can mineralwalk much faster by using Return (C)argo.
311. (P) When upgrading off two forges, get Weapons 3 & Shields 1 in the third cycle, so that you can "finish" more upgrades by upgrading Armor 3 & Shields 2 afterwards. [opinion... counterargument]
312. (TvP) Thors have longer antiair range than a Colossus with Thermal Lance, but can't use antiair on a Colossus. [claim + "thor can't use AA on Colossi"]
313. Adjusting your keyboard's repeat delay and repeat speed will help your macro more quickly when building large amounts of units simultaneously. [a thread with more info][author]
314. (T) You can select your medievacs and click (M)ove + a chosen unit and then they will follow your units and heal them from time to time when they are moving, and more importantly - while you are kiting/stuttershooting your opponent. [more]
315. (PvZ) Although hydralisks are capable antiair, phoenix can take them out with ease when hydras are in low numbers.
316. (P) It takes 6 sentries to infinetely (considering energy regenaration) block a ramp.
317. (T) Hunter Seeker Missles hits even when target unit cloakes/burrows and you have no detection to spot it.
318. (Z) In some matchups, you can proxy-hide a hatchery in your opponent's base for cheesey inbase roaches/zerglings/banelings. [original]
319. (Z) Issuing a move-command with your changeling on an enemy army unit will make the changeling follow that army once it starts to move, making the changeling much harder to spot (and giving you exact scouting on the enemy army movement).

(Note! For tips 320 - ~400, the authors' numbers are not the same as the listed numbers below. If you need the author of a tip, check around page 18-24).

320. (Z) Burrowed Units with movement (Roaches & Infestors) can move under forcefields.
321. (P) Zealots with upgrade advantage (Protoss Ground Weapons vs Zerg Carapace) can kill zerglings with 2 attacks instead of 3.

322. (P) When making a wall at your ramp, place your pylon slightly back behind your gate and core to keep it safe from melee units (Banelings, Zealots).
323. (Z) If your queens are lifted up by phoenix you can transfuse them with other queens on the ground to keep them alive.
324. (P) If you want to kill queens with phoenix - lifting up the queens with high enough energy to transfuse will prevent #323 and might win you the battle. [Arn]
325. (P) A zealot with +1 armour upgrade whilst under the effect of a Guardian Shield will take 110 shots from an un-upgraded marine. Sensmorale: Guardian Shield & +armour is insanely good against unupgraded marines.
326. You can dodge ranged attacks which aren't instant hit by picking up a unit in a dropship / overlord just before the attack hits.
327. Cloaking a unit right before a projectile attack hits it will completely nullify the damage so long as there is no detection in range to spot the unit. [vid]
328. If you get rushed early on in the game, don't be afraid to use your workers to defend. Two workers can kill a zergling or a marine without micro, and a few more for Zealots. Workers are also powerful to micro.
329. If you get attacked later in the game, when upgrades have come in effect, consider that your workers are relatively much weaker than early-game before you a-move them into the enemy army (making them easy targets). [Arn]

330. When scouting an expo you can see how long it has been up by clicking on the mineral patches and checking how many minerals are left.
331. You can click a gas geyser early game to see if there may be hidden tech, or see if a zerg is only going for zergling speed for the moment being.
332. Don't get frustrated when you lose, watch your replay and find out why! Look at losing as a learning tool that you can benefit from!!
333. "Consider ladder points a currency - You earn them by beating worse players, teaching them a lesson. You then use them to pay better players to beat you, so that you may increase your skill." [Arn - credit to someone from Team prOperty]
334. (TvZ) When using Siege Tanks to attack If you're utilizing marines and siege tanks to attack a zerg building zerglings/banelings/mutalisks, spread the tanks in a dashed line pointing in the direction of attack to minimize baneling splash damage and give your marines plenty of room to kite back under protection of siege tank fire, and letting your siege tanks have an easy time unsieging last one and hopping it forward.

To assign units or buildings to a hotkey (sometimes called a control group),. Overwolf is an open platform for building gaming apps for top PC games. Starcraft 2 is supposed to have a few new hotkeys and efficiency a hotkey activates abilities or skills, opens panes, begins or ends automatic actions, or, in general.


Hotkeys execute actions by pressing a key. Hotkeys are bound to predefined actions and cannot be changed mid-game.1 For example, a Barracks will produce one Marine when the A key is struck. Because there is no mouse movement, using the hotkey is faster than clicking on the Marine icon after selecting the Barracks.

Note that any hotkeys listed in this article assume the default hotkey settings, using a standard American QWERTY keyboard. If you use an alternate keyboard layout through the Windows layout manager, hotkeys will function as if you were using a QWERTY keyboard, but will be relabeled to accommodate your keyboard - that is to say, if you have an A key where the Q key would be for QWERTY, most hotkeys will treat an A as a Q. However, keyboard layout changes made through other methods (registry editors like Sharpkeys, for example, or hardware-mapped keyboard layouts) are invisible to StarCraft 2's client, and you must adjust the hotkeys as necessary.

Hotkeys also refers to keys that can be assigned to units and buildings or locations. Units and buildings are assigned to the number keys (1-0) along the top row of the keyboard. Locations are assigned to F5 through F8. To assign units or buildings to a hotkey (sometimes called a control group), select the units you wish to assign and then press Ctrl+# where # is the key you want to assign them to. If you wish to add units to a control group without overwriting the units already in the group you may also press Shift+#.

Hotkeys are stored in the account profile folder in your Windows My Documents folder. You can manually edit the hotkey file, and, although probably illegal for tournament play, there are a lot of fun tricks only possible this way. For example, more than 2 keys can be assigned to the same action. Although not considered a hack, this sort of editing is outside the scope of this article, and maybe breaks the wiki's rules anyway. Google it.

1. Hotkeys can be changed mid-game, but doing so in a multiplayer game is difficult, since the game is not paused. In single-player modes, however, it is easy. Try playing a Custom game against a Very Easy AI to try out new layouts without reloading every time.

Benefits of Using Hotkeys[edit]

A keyboard, although blunt, is a faster and more precise and exact instrument than a mouse; thus, hotkeys offer fast, precise, and exact execution of commands. A mouse must be navigated across the screen to execute commands; even assuming a very high DPI setting and perfect accuracy on the part of the player, clicking the mouse button still takes approximately the same amount of time as pressing a key. Thus, using a hotkey is always faster than using the mouse.

Imagine that the Red Player is using hotkeys, and the Blue Player is not. Let us assume that Blue is adept at using her mouse, and Red is equally adept at using his hotkeys. Blue's actions will typically take her 100ms (milliseconds; 1,000ms = one second) longer than Red. In a ten-minute game, assuming Blue has an APM of 120, her choice to neglect hotkeys adds up to 1.2 wasted seconds per minute. Very few players can control the mouse with the accuracy and celerity requisite to execute commands with only a 100ms delay over hotkeys; for most players neglecting hotkeys, the lost time balloons wildly out of control, and can be measured in minutes, not seconds.

Worse, certain actions can only be performed with hotkeys. For instance, control groups, base centering, and camera bookmarks are not accessible via the mouse. To demonstrate this, let's say that our two players are Terran, and have sent out an SCV to scout the enemy. While scouting they determine that they need more Marines.

Blue (who does not use the keyboard) would need to:

  1. look at the lower left quadrant of her monitor
  2. position the cursor over the minimap
  3. click on the minimap to reposition the camera
  4. look back at the main part of the monitor
  5. click on the Barracks
  6. look at the lower right quadrant of the monitor
  7. position the cursor over the command card
  8. click on the Marine button
  9. look back at the lower left quadrant of her monitor
  10. position the cursor over the minimap
  11. click on the mini-map to zoom over to her scout
  12. position the cursor over the scout
  13. click on her scout

Compare that to Red, who has assigned the 4 hotkey to his SCV and the 5 hotkey to his Barracks. To perform the same actions, he would just need to:

  1. Press 5
  2. Press A
  3. Press 4

Red would not even look at his base. He would use 4 to select his SCV again, and could press 44 to center his screen on the SCV.

Clearly, Red's play will be faster and more efficient at all levels.


Control Group hotkeys
One of the most important aspects of Micro game is to create and to use control groups so that one can quickly control selected sets of units. StarCraft II allows the player to assign the top-row of numbers (1,2,3,4,5,6,7,8,9,0) to groups of units or buildings. These groups can be redefined and reassigned at any time.
Command hotkeys
Command hotkeys are predefined hotkeys that execute a command or issue an instruction to a selected unit/building when pressed.
Camera hotkeys
The F5 through F8 keys are used to quickly zoom the main viewport to a specific location on the battleground. Press Control and the camera key to assign a location. Press the camera key to return to that location. You can assign a new camera location at any time, and it will overwrite the old one.
Building / Unit hotkeys
Starcraft II has several pre-programmed keyboard shortcuts to issue commands to buildings and units. This category of hotkey is defined during the startup of the Starcraft II client and cannot be changed mid-game.
User Interface Hotkeys
This category of hotkey includes shortcuts which control the game client itself as opposed to issuing commands within the game (for instance, commands to bring up the menu).

Group Hotkeys aka Control Groups[edit]

In StarCraft II the number keys at the top of your keyboard can be used to create up to 10 groups of units and/or buildings in order to quickly select multiple items.


To create a control group and assign a hotkey to select it:

  1. Select the units or buildings you wish to have in the group using whatever selection method you prefer
    • draw a box over the units
    • left-click and Shift+left-click individual units
    • Ctrl+left-click a unit to select all of those types of units in the main window
  2. press Ctrl+# to create the group and assign the # key to select it
    • where # is the number 1234567890 key

Alternatively you can press Alt+# to create the group and assign the # key to select it (just like Ctrl+#), but this will also remove the units from other control group(s) they may be part of.

At the top edge of the information area of your main window (at the bottom of your screen) you will see a graphic that shows the group number along with the quantity of units or buildings in the group.


You can't remove units from a group, but you can re-define the group with new units added or current units removed.

  1. Press the # key that corresponds to the group
  2. Shift+left-click on the units you want to add or remove (if no group exists, this creates it).
    • Ctrl+Shift+left-click to add or remove all units of the same type
  3. Press Ctrl+# to redefine the group with the new selection

You can add units to the group by selecting the desired units and pressing Shift+#.


You can quickly add units to a group by selecting them and pressing Shift+#. If some of the units selected are already in the group, only the new units will be added. This can be very useful for boxing your units after reinforcing an army, and adding the new units to the group without having to make sure you have the entire existing group selected (or risk accidentally removing some units from the group.)

Grouping Buildings[edit]

Groups of buildings are defined in the same way as above, but the player selects buildings instead of units. The most common use for this feature is for the player to create groups of their unit creation buildings. For instance, a Terran may create a group of all their Barracks or a Protoss may group their Robotics Facilities together.

When a unit creation command is given to a group of buildings, the spawning of new units is spread evenly across the group. So if a Terran has their group of two Barracks selected and presses the A key twice, they will start spawning two new Marines, one from each Barracks.

Groups of building can also be set to use the same rally point by right-clicking on the location where you want the newly spawned units to move to.

Strategies for Using[edit]

The most common way to use your 10 hotkeys is to divide the keys into unit groups and building groups. Most Starcraft II players are finding that 4 unit control groups is usually sufficient; so keys 1 - 4 are assigned to unit groups while keys 5 - 0 are used for groups of buildings. You should experiment to find the key combinations which feel the most natural and easy to use for you.

Whatever scheme you select, it is best to be consistent. Muscle memory is most effective when each key always does the same thing.

Units may belong to multiple groups. For example, perhaps as a Terran player you'd like to have all of your Marines and Marauders move together as a unit, but when fighting, you'd like your Marauders to focus fire on armored units. You could assign all your infantry to group 1 then create group 2 with only the Marauders.

With the release of Legacy of the Void, Alt+# is now used to remove selected units from all previous control groups when assigned to a new control group.


Ctrl+# will create a new group with selected units.
Shift+# will add selected units to an existing group.
Alt+# will create a new group with selected units and remove these units from existing group or groups.
Ctrl+left-click a unit in the selection panel to select all units of that type.
Shift+left-click a unit in the selection panel to remove that single unit.
Ctrl+Shift+left-click a unit in the selection panel to remove all units of that type.

Command Hotkeys[edit]

Command hotkeys are pre-defined hotkeys which execute a command or issue an instruction to a selected unit/building when pressed. There are general hotkeys which apply for all races and there are race specific hotkeys which issue commands to the buildings and units of that race. In the Micro (StarCraft) section we discuss many of the key and mouse commands which can be used to position your units for attack.

A couple of highlights from that section are worth pointing out here.

Attack / Attack-Move[edit]

The A (Attack) key is an overloaded hotkey. If you press A and then click on an enemy unit or building, your selected units will attack the enemy. If you press A and then left-click somewhere on the map, your selected units will move toward that location, engaging any enemy units they encounter along the way in combat.

Also, pressing A and then clicking on one of your own units/buildings will force your selected units to attack yourself. This can be useful when one of your buildings is accidentally blocking your own units from advancing.

Stop / Hold[edit]

Pressing the S (Stop) hotkey will stop your units in their tracks whether they are moving or not. This comes in handy when you didn't "A-move" your units and they suddenly encounter resistance along the way. A unit which has been stopped will still pursue enemies if necessary.

Stopped units can be baited to move from their location. If you're trying to block a ramp or other chokepoint with your units, you should use the H (Hold Position) hotkey instead. This command forces them to hold their ground instead of pursuing enemies that are moving out of range.


P hotkey is used for Patrol. A unit on patrol will effectively perform an attack-move (or just moving if unit cannot attack like Observer) between its location and the point that you tell it to patrol to. Just like a normal attack-move, the unit will automatically engage any enemy troops that it encounters, unless it has no way to attack them. If an enemy opens fire on the patrolling unit and it has no way to counter-attack, the patrolling unit will run and lose its patrol route. Complex patrol routes can be established by holding Shift while creating the patrol route. The patrol will go from point to point, as per normal queue commands, and return to the point of origin after reaching the last destination, then begin the entire patrol circuit again.

Return Resource[edit]

Terran and Protoss players can optimize construction commands by selecting a worker holding minerals. Issue the build command to that worker by holding Shift pressing C. After the worker has finished that building it will return the resources and resume mining. This will not work for Zerg players because Drones become their structures.

Camera Hotkeys[edit]

By default Starcraft II allows the player to bind the F5 through F8 function keys to focus the camera on an area of the map. Note that there are more than four camera hotkeys available. Cameras five through eight can be defined in the Hotkeys panel of the options menu.


To save a location as a camera hotkey:

  1. Focus the camera on the area of the map you wish to bookmark
  2. Press Ctrl-F# to bookmark that location with that key
    • Where F# = F5, F6, F7, or F8


Pressing F5 through F8 will focus your screen on the section of the map which you have bound it to. The most common uses for camera hotkeys include:

  • Expansion bases
  • Enemy locations
  • Chokepoints

Vigorous, dynamic use of camera hotkeys offers the potential for exceptional efficiency in issuing commands and attending to the battlefield, independent of highly mobile control groups, and not subject to the vagaries of the Backspace key.

Backspace focuses the camera on your town structure (Command Center, Hatchery, or Nexus, or derivatives thereof). If you have more than one, Backspace cycles through them one by one. Note that Backspace will not focus on floating Command Centers or Orbital Command Centers, and will focus on town structures even if they are devoid of resources (e.g. exhausted expansions, macro hatcheries, etc.).

Spacebar focuses the camera on the location for the last event notification. Pressing it again cycles through recent events.

Buildings / Units Hotkeys[edit]

StarCraft II has several pre-programmed keyboard shortcuts to issue commands to buildings and units. See Hotkeys per Race.

User Interface Hotkeys[edit]

In-Game hotkeys[edit]

F9 = Display achievements
F10 = Display the main Menu
F11 = Display the Chat window
F12 = Display the Help window
Alt+G = Ping the map at the current location
Alt+T = Show/hide minimap terrain
Alt+F = Alliance options
Ctrl+Alt+F = Show FPS
Page Up / Page Down = Adjust view
mouse wheel = Adjust view height
Shift + [any command] = Create a series of commands
Spacebar = View last warning area
Backspace = View base
Alt = Show / hide health points bar
F1 = Select idle worker
F2 = Select the entire army
W = Warp-in units

Main Menu hotkeys[edit]

T = Achievements
E = Message Log
O = Options
P = Pause
U = Resume
Q = Quit Game
G = Return to Game

Replay and Observer Mode hotkeys[edit]

A = Compare total mineral, gas and population cost of fightable units
D = Compare units that are being produced, constructions that are being built and technologies that are being researched
I = Compare the amount of mineral and gas gathered within one minute and the amount of workers
L = Compare lost units and their costs
M = Compare APM
Shift + C = Compare EPM
R = Compare current mineral, gas and population
S = Compare the total amount of resources that are spent on technologies and units
U = Compare all units
T = Compare all structures
G = Compare upgrades
N = Close compare window
E = Show visions of all players
F1 - F8 = toggle views among player 1 to player 8
C = Show POV of current player
H = Show / hide HP bar
+ / - = Increase / decrease playing speed
P = Pause / resume replay
V = Limits vision to selected unit's owner. Hold to view.
Ctrl + N = Toggle 1v1 Name Panel
Ctrl + I = Toggle 1v1 Resource Compare Panel
Ctrl + A = Toggle 1v1 Army/Worker Supply Compare Panel
Ctrl + R = Toggle 1v1 Unit/Worker Killed Compare Panel
Ctrl + V = Toggle 1v1 APM Compare Panel
Ctrl + W = Toggle UI (Command Card/Minimap/etc.)
Ctrl + F = Hold to follow the selected unit with camera
Ctrl + Shift + F = Follow the selected unit with camera
Insert = rotate Camera CW
Delete = rotate Camera CCW

See Also[edit]

In-Depth Guide to Starcraft 2 Terran Buildings & Structures

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StarCraft is often considered top of the RTS pile, but is also undeniably old-school in its approach to strategy. Resource harvesting and unit creation are non-negotiable and though lots of fiddly functions past have now been automated, the basic blocks of ‘gather resources’, ‘build an army’ and then ‘fight with said army’ are still enshrined.

For less hardcore players it’s a lot to manage at once and Legacy of the Void’s campaign goes a long way to making things easier on them.

Resource management, for instance, is kept to a minimum. Players are never asked to build more than two extra expansions outside their initial base and this means you get to focus on slicing and dicing Zerg rather than harvesting crystals.

Many of the units in StarCraft II have special abilities, a great number of which have now be set to ‘auto cast’ when they’re available. This is really handy when you’re controlling a mixed force with too many spells to controlled with manual efficiency.

Even better, the Protoss mothership, The Spear of Adun, can cast an array of devastating abilities on the battlefield that don’t require units at all. Giant lasers career down from the sky and players can even freeze opposing forces in place. Responding to enemy threats without splitting up your own army has never been easier.

These little tweaks all come together to make a campaign experience that’s softer than its predecessors, but still a fair challenge if you set the difficulty slider up a notch. I’ve been playing StarCraft since 1999 and still had to repeat missions several times when playing hard.

Real-time strategy (RTS) is a sub-genre of strategy video games in which the game does not progress incrementally in turns. This is distinguished from turn- based strategy (TBS), in which all players take turns when playing. In an RTS, the participants position and maneuver units and structures under For instance, city-building games, construction and management.

StarCraft 2: Heart of Swarm Multiplayer Units Preview

Automatic Targeting is the part of the Tactical AI that chooses the targets for regular attacks when there are targets in range but the player has not explicitly specified a target. It governs the target choice for the weapons of all units and buildings carrying out one of these commands:

  • Stop (also known as "idling")
  • Hold Position
  • Patrol
  • Attack-Move
  • Follow Ally

It does not concern units carrying out one of these commands:

  • Move
  • Attack Target
  • Any spell or ability

Once a target is chosen, it will remain the target until it ceases being a valid target (e.g., dies, becomes invisible, or goes up a ramp), leaves the weapon range or a higher-priority target enters the weapon range.

Priority Criteria[edit]

A unit (or building) considers all valid targets within the Scan Range of its weapons. The default Scan Range of most units is 5 or Weapon Range, whichever is greater. In Legacy of the Void, the minimum scan range of most ground units was changed to Weapon Range + 0.5 (remaining at 5 for low-range units), except for the Thor's High-Impact Payload Anti-Air weapon, static defence buildings, and the Siege Tank's Siege Mode weapon.

The criteria for target selection are, from most to least important:

  1. Which targets are threats to me?
  2. Which targets have the highest Attack Target Priority (ATP) values?
  3. Which targets allow me to use my primary weapon?
  4. Which target is the closest?

The four following sections elaborate on each of the criteria. The later criteria are only taken into account if there are multiple equally good targets for each of the previous criteria.

1. Threats[edit]

There are two possible reasons for a target to be considered a threat:

  1. It has a weapon that can return fire, i.e., the attacker is a legal target for the weapon.
  2. The unit type is one that has the "Always a Threat to Attackers" flag set:

2. Attack Target Priority[edit]

Every unit and building type has a fixed Attack Target Priority (ATP) value. Higher values make a target more attractive. With only few exceptions, all units and defensive buildings share an ATP of 20, while all other buildings share an ATP of 11. A comprehensive listing is given below.

3. Multiple Weapons[edit]

A few units have two weapons: one for Ground targets and one for Air targets. These units are:

In case of equal threat and ATP value criteria, these units will prefer to use their primary weapon over their secondary weapon. With the exception of the Battlecruiser, all these units' primary weapons are their anti-air weapons.

4. Closest Target[edit]

Once reaching this step, most units and buildings simply choose the target closest to themselves amongst the remaining candidates. The exceptions are as follows.

Closest Angle[edit]

The following units pick the target candidate which requires the least amount of turning to fire at:

This method of target choice gives the units a more slow and inert feeling. For the Melee units the impact on gameplay is minimal, while Thors and Battlecruisers may behave differently from what one would expect.

Distance from Target[edit]

The Colossus is the only unit that picks the target candidate closest to its previous target. This, too, is likely done to give it a less agile and more vulnerable feeling. Depending on the situation, this method of target choice can be an advantage (automatically keeping focus on the ranks of Hydralisks or Marines where Colossuses inflict most damage) or a disadvantage (not switching to Zerglings nibbling at the Colossus's feet).


  • Void Rays target Marines over Marauders, because they consider Marines threats but Marauders not.
  • Void Rays target Overlords, Roaches and Drones all exactly the same, as none of them are considered threats and they all have an ATP value of 20. The sole criterion is which target is closest.
  • Queens target Oracles over Phoenixes, because they don't consider Phoenixes threats (their weapon can't shoot ground units) and Oracles are flagged to always be threats (even if their weapon is disabled).
  • Zerglings target filled Bunkers over Supply Depots, because they consider filled Bunkers threats and Supply Depots not.
    • If the Bunkers were empty, they would not be considered threats but would still be targeted first as their ATP value (19) is higher than that of Supply Depots (11).
  • Zerglings target Marines over empty Bunkers, because they consider Marines threats but empty Bunkers not.
  • Mutalisks target Marines over Missile Turrets, because both are threats, but Marines have a higher ATP value (20 vs. 19).
  • Thors and Queens target Mutalisks over Zerglings, because both are considered threats with an ATP value of 20, but Mutalisks allow them to use their primary (anti-air) weapons.
  • Thors and Queens target Roaches over Overlords if the Roaches are in range of their secondary (anti-ground) weapons, because they consider Roaches a threat but Overlords not.
  • Thors and Queens target Overlords hovering directly over Roaches if they are not in range of their secondary (anti-ground) weapons but in range of their primary (anti-air) weapons.
    • Corollary: Attack moving Thors or Queens towards Roaches sitting under an Overlord will cause them to stop approaching once the Overlord gets into range and attack the Overlord.


  • Workers (including MULEs) have a "Default Acquire Level" of defensive. It is raised to offensive (the default for all other units and buildings) only when they are attack moving. The following rules apply:
    • Units with a defensive acquire level do not automatically acquire targets for their weapons.
    • Units with a defensive acquire level are not classified as threats by other units.
  • An exception to the above rule applies when an SCV or a MULErepairs a threatening target: the repairing unit inherits the target's threat and ATP value, making it the preferred target if it is closer than the threatening target.
    • Example: In the eyes of a Mutalisk, an SCV repairing a Missile Turret has the same priority as the Turret (threat + 19 ATP). If the SCV is between the Turret and the Mutalisk, the Mutalisk will target the SCV over the Turret.
  • Ghosts and Lurkers can toggle the automatic target acquisition of their weapons on and off using a button on their command card. This option is intended to help keep them undetected.
  • When a unit or building is attacking a target with the highest priority while carrying out an explicit "attack target" command, issuing a "stop" command will not cause the attacking to stop nor the target to switch. One particular use case for this behavior can be found in cannon rushing: a certain enemy building can be prioritized while still immediately responding to nearing units.[1]
  • The "Always a Threat to Attackers" flag was likely introduced to alleviate the frustration of juicy targets such as spellcasters and units with special attacks only being targeted very late in fights. However, in some situations the effects of the flag can be unintuitive. For example, air-to-ground units may prioritize closer ground-to-ground units (Disruptors, Lurkers, Swarm Hosts) over potentially more dangerous ground-to-air units and buildings (Hydralisks, Spore Crawlers, Stalkers, Photon Cannons).
  • AI players treat workers (including MULEs) as if they had an ATP value of 10, which gives them a lower priority than buildings. This feature is called "Override Target Priority" and is likely meant as a favor to human opponents.


how to make strutures auto build units in star craft

WATCH THE VIDEO ON THEME: Starcraft 2 Map Editor - Auto training structures

To assign units or buildings to a hotkey (sometimes called a control Try playing a Custom game against a Very Easy AI to try out new layouts without reloading every time. Building / Unit hotkeys: Starcraft II has several pre-programmed . Just like a normal attack-move, the unit will automatically engage.

how to make strutures auto build units in star craft
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