Blizzcon 2011: Starcraft 2 Heart of the Swarm – New Multiplayer Unit Stats and Abilities

At Blizzcon 2011, the new Starcraft 2 Heart of the Swarm multiplayer units were not only unveiled, they were playable. It’s out with the old and in with the new as some units get retired to make way for the new guys. We’ve compiled a comprehensive list of the different unit stats and abilities so you can start scheming up new strategies. We’ve also got the details on changes to existing units here. Keep in mind, all this stuff is subject to change as Blizzard continues the development process.


Type: Mechanical

Health: 180

Abilities: When deployed will deal 20 damage per second to anything with it’s range. If any of your units (other than shredders) are near this unit, the field will not be deployed)

Notes: The Shredder is a new unit built from the Factory that allows the terran player to control the battlefield. In its mobile form, the Shredder has no attack — but when set to stationary mode, it channels area-effect damage to both the air and ground. If a friendly unit enters the range of the Shredder, the weapon shuts off.

Hellion Battle Mode

Type: Mechanical

Health: 135

Damage: 8 or 19 vs light to ground units

Notes: When transformed into its new battle mode, the Hellion will gain in hit points and get a stronger flame attack that covers a short arc in front of it. This makes the Hellion more effective in late-game fights against large clusters of light units such as Zealots


Type: Armored Mechanical

Health: 260

Damage: 4 or 8 vs light to air units
10 or 20 vs mechanical to ground units

Notes: The Warhound is a small, walking ground mech that wields an effective anti-air weapon with splash damage, much like the Thor from Wings of Liberty. The difference is that the Warhound is smaller and much more nimble, though it gives up some range on its anti-air missiles in exchange for this mobility. The Warhound also wields a small ground attack weapon that does additional damage to mechanical units, making it particularly well suited to taking out enemy Siege Tanks — though it’s not particularly effective against non-mechanical units.


Type: Armored Biological

Health: 120

Energy: 200

Abilities: Ocular Parasite- turns target unit into an observer
Blinding Cloud- reduces all units within the cloud to melee range
Abduct- pulls target unit to viper’s location

Notes: The Viper is a new flying unit with three unique abilities. Blinding Cloud temporarily reduces the attack range of all ground units inside the cloud to melee range, and prevents energy-based abilities from being used. Abduct allows the Viper to physically pull a unit to the Viper’s location. Finally, the Viper has a one-time ability called Ocular Parasite, which allows it to detach its eye stalk and meld it onto any friendly, non-massive unit, turning that unit into a detector.

Swarm Host

Type: Armored Biological

Health: 120

Abilities: Burrow
Spawn Locust- 2 locusts (limited lifespan) every fifteen seconds

Notes: The Swarm Host is a slow-moving ground unit that has no standard attack. When burrowed, the Swarm Host spawns a continuous stream of slow-moving melee units called Locusts (limited lifespan) that can be used to lay siege and pressure entrenched enemy positions.


Type: Light Biological

Health 110

Damage: 14 damage to ground units

Notes: Their tougher than boodlings or zerglings. These little guys can help tank damage from siege tanks to prepare for a Zerg attack.


Type: Mechanical

Health 60

Shields 60

Abilities: Replicate- Allows Replicant to permanently transform into any unit in range. (massive units expempt)

Notes: Replicants have one ability: to transform itself into any non-massive unit. They’re expensive, so cloning a Zergling would not be very cost effective, but transforming into a specialized unit like a Raven, Infestor, or Siege Tank could open up interesting strategic options for the protoss.

Oracle (Flying)

Type: Mechanical

Shield: 20

Health: 80

Energy: 200

Abilities: Phase Shift- Target structure is phased out of existance for 45 seconds. It can’t attack, use abilities or upgrade.
Preordained- Gain vision of target structure and any upgrades or units in production.
Entomb- Prevents mining from target mineral field for 45 seconds (massive structures exempt)

Notes: The Oracle is a psionic warship, built from a Stargate, that uses several unique abilities to raid and harass the enemy. The first is Entomb, which can temporarily block mineral fields from being harvested. Another ability, Preordain, grants vision of a targeted enemy building, allowing the protoss to see which units or technologies are being researched. Rounding out its kit is Phase Shift, which phases a target building, preventing it from being attacked, using its abilities, or granting technology. Not only can structures like missile turrets be prevented from attacking, but using this ability on a zerg Spire would block the production of Mutalisks, Corruptors, and air upgrades.

Tempest (Flying)

Type: Armored Mechanical Massive

Health: 300

Shields: 150

Damage: 35 to ground targets
22 to air targets (splash damage)

Notes: The tempest is a new capital ship that deals massive area-of-effect damage to air units. It also has a standard ground attack, but its chief role is to help gain air superiority.

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16 Comments on Blizzcon 2011: Starcraft 2 Heart of the Swarm – New Multiplayer Unit Stats and Abilities

Michael A

On October 22, 2011 at 9:05 am

Why wait though? Anyone good with modding tools can replicate these units as a mod already today. Videos of fire rates, range etc can be used to make them perfect copies.


On October 25, 2011 at 1:33 pm

Why put replicant, why cant they just bring back the Dark Templar. I don’t think this unit is gonna work, it only has one ability and it doesn’t work, its a Repli”CANT”.


On October 26, 2011 at 3:26 am

Kulalaknit did you seriously just say bring back the dark templar because if so i doubt for a second you have ever touched protoss in sc2. The dark templar is still in the game what your thinking of would be the DARK ARCHON not the dark templar . Also the replicant as you say has a completely different ability then the Dark Archon. The Dark Archons ability is mind control to take control of an enemy unit this ability changes the “replicant” into said unit. Atleast play the game before you make statement n00b


On October 26, 2011 at 7:00 am

@Campfire my bad, what i meant is dark archon, for their mind control


On November 9, 2011 at 9:48 pm

Uh… Does that mean the replicant can turn into an scv or drone and protoss can play as 2 races at once? I used to do that with dark archons in brood war 

Rolf Baruiz

On January 4, 2012 at 5:46 pm

I like the new units, the swarm host seems to be slow and heavy with bigger damage with locusts, shredders are amazing, now hellions can go battle mode with bigger damage, tempest is a capital ship cool cool, oracle looks good, the viper is like an infestor that can grab enemies. I can’t wait to see these units in StarCraft 2 Heart Of The Swarm.


On January 5, 2012 at 5:54 am

the replicant is epic, any one of them REPLICATES (meaning multiplies) into many different units. Also, I love terran for their mechs can’t wait!!


On January 5, 2012 at 7:48 pm

These new units are really bad in my opinion.
they’re just silly. they shouldnt fill any “roles” like that
“If you want to harras, build this unit” – we already have like that like the reaper, and you rarely see reapers mid to late game.

The carrier is an iconic Protoss unit and should be left in.. why not have the carrier’s intercepters do AoE instead of removing it?

the super thor is stupid. it just takes out the mothership and gives it to terran. not a lot of people liked the mothership but the mothership suits protoss really well in my opinion. and it got some ing cool play in pro matches.

replicator = “we cant figure out how to give anything new to protoss so they can replicate other units LOL”

shredders are horrid, you guys already have PFs for basedefense
and you can just put shredders at expansions in the early game Vs Zerg = gg.

oracle is a toy, nothing more to it.

Viper – an “ok” idea, but the detection thing sucks.

swarm host – too slow and stupid, “you guys wanted lurkers but we didnt want to make it look like we’re listening to you so we gave you a psuedo-lurker”
you cant use it for map control or anything. its ing stupid.

terran mech : ok but un-original and boring.


On January 8, 2012 at 7:52 pm

I like most of the units besides the Tempest. Any zerg worth their salt will just magic box their mutas just like they did to thors. And since mutas are the only thing that the tempest is really suited to take down, nobody’s going to use it. Protoss doesn’t get air as often as they do anything else so most likely the counter to mutas will still be sentries for guardian shields and stalkers, with ht’s if you have them. I can’t wait to use the oracle though, protoss needs some kind of harass that isn’t Blink stalkers which are only partially effective. The replicant feels like it can be cool to but if I had to use it right now I have no idea what I’d use it for, that’s going to take some major trial and error before somebody finally figures out which units are worth copying when and which aren’t. Also, the viper looks AMAZING, it seems like it could negate some of the power of protoss death balls by using dark swarm then yanking out colossi to be overwhelmed by roaches or even better neuraled by infestors so that the zerg can use them to actually fight instead of just making the protoss kill them. All in all not to shabby, but I do feel a onslaught of nerfs coming, especially to that shredder thing, that looks nasty.


On February 6, 2012 at 5:54 am

Just bring the ing Lurker back, it was and will allways be the Zergs coolest unit. And That shredder thing is going to be ing OP against Zerg, alteast in this stage as it is now.


On March 2, 2012 at 4:27 am

Well im glad as long as the woidray is gone, i dont know how many games i lost to a all in air protoss, i love the viper even though its gona be so slow u cant use it unless u have total mapcontrol. i agree about the “swarm host” beeing a psuedo-lurker and i dont think its going to be used to often if they don’t put it in teer 1,

the replica is just a (o we dont have any more super awesome powers to give to the spoiled prot so we just give them all the others) unit

and the oracale isn’t going to ad to the ball of death but to the flying ball of death so my sporecrawlers wont do when his armada s my base upp. im happy about the hydar-speed btw.

and i hope the shredder isnt to cheap or easy to get or i’ll stop making zerglings and start a farmville account instead and throw tomatos at the new uppgraded super harass helions .


On March 8, 2012 at 2:05 pm

I think the hellion battle mode is somewhat OP I think it should be less durable and get its damage reduced also the change I offered will cause the regular hellion to remain a viable choice between the two modes.I think the replicant unit is somewhat a waste.I think the Phase Shift ability of the oracle is to similar to the contaminate ability of the overseer and I want the units in each race to be more different not more similar!Also I think that the Tempest’s ground attack is to strong in equivalent to its air attack even with the splash damage and it is supposed to be mainly an air attacker. This is my criticism of the new units other than that they are fairly good.


On March 9, 2012 at 7:59 am

Another criticism:I think that the Blinding Cloud ability of the Viper shouldn’t prevent energy based abilities from being used,I am not saying that it is a bad thing but this ability is very similar to the Optical Flare ability of the Medic from SC1 BW.


On March 19, 2012 at 8:19 am

I think that the general idea of the current units in the multiplayer is fine.I think there is no need for new units.


On April 11, 2012 at 11:44 am

So… another $59.99 for this game???


On May 14, 2012 at 7:42 pm

what up