Introduction
This article is meant to cover the issue of critical upgrades analysis as it is at the moment.
The idea refers to Broodwar, and can be found adressed >>HERE<<. There were similar researches back in Beta, which can be found >>HERE<<, but sadly, they werent continued.
I will try to cover this topic over time and keep the thread updated for future patches until blizzard decides thou holy grail of balance shall be found.
Changes and Edits will be listed in the second post.
In the summary, the Critical Upgrades will be marked blue, and outlined, what exactly is affected.
Mandatory ugrades will be marked green, as the profits are so huge that it might change the game.
Uncritical upgrades are in red to make easy to differ. (Thanks to Macpo)
Current underlying Patch Data is 1.3.
![[image loading]](http://www.teamliquid.net/staff/Lovedrop/gsl4/ro8f/idrag1b2.jpg)
Could this have gone differently?
Definition
A critical upgrade is an damage or armor upgrade in the game, that changes the amount of hits the units takes to get killed by another unit.
Presumptions
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First and foremost, I will, which common sense should cover, only research into typical matchups on the battlefield, and concentrate on low upgrades.
Second, for Zerg, we calculate with the exact amount of hitpoints + 1 for all units but Zerglings and Banelings, due to the fact that the others in the most engagements have enough time to regenerate 1 hitpoint, as hitpoint regeneration is 1 per 3 seconds. This has its flaws, as Zerg Units regenerate Hitpoints over time, but for this article it shall be stated that the unit receives the damage in such a portion that regeneration does
Third, for Terran, Hellions always have Blue Flame Upgrade, and regarding Marines, we count them with 45 Hitpoints all the time.
This covers unstimmed unshielded marines aswell as stimmed shielded marines, which might be the most common cases.
Fourth, Protoss Shield Armor is based 0, and +1 per upgrade for every unit, and no shield regeneration will come into play, although I listed critical upgrade for the very specific use of +1 Shiel Armor on Blink Stalkers with presumption that the Shields are supposed to take all damage period. Voidray will be counted uncharged, because that would become too much of a challenge and doesnt make much sense to analyze elsewise. On addition, I will only look at Armor and not Shield Upgrade as it is too expensive to rush for. Also, Guardian Shield changes many setups obviously.
Upgrade Analysis
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General Analysis
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First of all, all upgrades bonus are linear, but there are cases where damage upgrades add more than 1 damage per upgrade, in which they outscale their opponents armor upgrades. This case occured concentrated on Terran Mech, why consecutive upgrades here are crucial, aswell as for Protoss Robotics-based play.
Another thing to note, is that units with high firing rate like marines, zerglings obviously profit most from additional damage and suffer from additional armor, so in these playstyles, upgrades are very crucial aswell (GSL Sidenote: MarineKing is very strong on upgrading).
The next thing I wanted to note is upgrades on harassment:
I would group Banshees, Hellions, Zealots (in drops), Dark Templars and Mutalisks as main harassment units with which you be lusting to decrease the amount of hits on a worker.
But as far as upgrades are concerned, only Mutalisks, and only in ZvZ and ZvP, change the amount of hits per worker, from 5 to 4.
All the other units already kill the probes quite sharp, so they dont profit from upgrades anymore apart from higher overkill.
Banelings though kill probes and drones with 1 hit regardless of upgrades once they have +2 Upgrades, SCVs with +3 (Thanks to Chaosvuistje)
Matchup Analysis
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PvZ / ZvP
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In this matchup, the main units in the battle will be Zerglings, Roaches, Hydras, Mutas and Corrupters against Zealots, Sentries, Stalker, Immortals and Colossi.
So we analyze the different setups with normal setup, damage or armor advantage and disadvantage.
Zerglings against Zealots, Sentry, Stalker, Immortal and Colossi changes from normally taking 3, 6, 4, 2 and 2 hits and needing 35, 18, 36, 70 and 80 hits to kill. With Upgrade advantages, these numbers change to 3, 7, 4, 2, 2 taking and 29, 14, 29, 47 and 65 needing, and with Upgrade disadvantage, the numbers are 2, 5, 4, 2 and 2 hits to die, and they need 9 more hits against Zealots, 7 against Stalkers, 4 against sentries and 17 against Immortals. (on a sidenote, on +2 against +1, Colossis need 1 shot to kill Zerglings, and on +3, Armor gets irrelevant).
The same math for Roaches gives us 11, 29, 12, 3, 6 hits to take and 10, 6, 11, 24 and 22 hits needed. On Upgrade advantage, the numbers become 13, 37, 13, 4, 6 hits to take, and 9, 5, 10, 22, 21 hits needed, and on upgrade disadvantage, they become 10, 25, 11, 3, 5 hits taken and 11, 6, 11, 25 and 24.
For Hydras, the math is the following: Taking 6, 13, 9, 5 and 3 shots, and needing 14, 7, 15, 28 and 31 on original setup. With Upgrade advantage, the Hydra takes 6, 16, 9, 5 and 3 respectively and needs 12, 7, 13, 27, 29 shots, and with Upgrade disadvantage, the numbers become taking 5, 12, 8, 4, 3 shots, and needing 15, 8, 15, 30 and 33 shots to kill.
So bottom line for Ground Upgrades on Zerg is, Attack Upgrades change almost every engagement, and if going very range heavy, Carapace has huge impact aswell.
For the Protoss, against Ling Heavy armies, Attack Upgrade might be nice in case you are Zealot Sentry Heavy, against Roach heavy, Armor is really important while attack doesnt change much significantly, apart from Colossi killing Roaches faster.
Against Hydra heavy armies, armor doesn't change much, but attack upgrades change kill counts for all warpgate units.
Now a glimpse on air. We will only look at Muta vs Stalker, Sentries, and Corrupters against Colossi and from Stalkers.
So for Mutas, its needing 19 hits for a Stalker and 10 hits for a sentry, with upgrade advantage, its 17 for Stalkers and 9 for sentries, with disadvantage its 21 and 11 for a sentry. To kill the mutas, it takes 13 shots from stalkers and 21 hits from sentries, if carapace was researched, it takes 1 shots more for a stalker and 4 more for sentries, with damage upgrades for protoss, 11 shots for a stalker and 18 shots for sentries.
The Corrupter math says 19 shots for a colossi and 17 to be taken down by Stalker, on Upgrade advantage this is 17 shots to kill and 19 to be taken down, on Upgrade disadvantage it is still 19 shots to kill and 16 taking.
So Mutas and Corrupters gain strongly from attack upgrade, aswell as both upgrades for protoss against Mutalisks.
I dodged on doing Corruption math though.
TvP / PvT
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For this matchup, we concentrate on the typical Bio-Ball vs Protoss-Ball scenario, on a sidenote I will investigate a bit lategame Tanks, as this is the common way this matchup is evolving at this point in time.
The Infantry Armor shall be researched first: Marines get killed by Zealots, Stalkers, Sentries, Immortals and Collosi in 3, 5, 8, 3 and 2 shots, after a Armor Upgrade, this changes to 4, 5, 9, 3 and 2, which basically means, the upgrades mainly affects Zealots and Sentries. For the Marauder, an Armor Upgrade changes their durability from 9, 10, 25, 3, 5 to 11, 11, 32, 3, 5. For the thesis for Marines can be extended to Gateway Units in General.
In the Attack Department, math gets a bit rough because of Protoss Shields and different Armors.
Marines take 26 Hits to kill a Zealot in general, 22 if he has Damage Upgrade advantage. It takes 34 hits to kill a Stalker before upgraded, 25 after. This general theme carries on for the Marine. For Marauders, 16 for a Zealot, 9 for a Stalker and 19 hits for a collosus change to 15, 8 and 17.
So the Attack Upgrades turns out quite crucial.
Last but not least, a forecast on Mech Play:
Attack Upgrade on Tanks changes the amount of hits on Stalkers from 4 to 3, on Colossi from 8 to 7, and the shots on Zealots from 5 to 4.
On the Protoss side, lets first take a view on damage upgrades.
Zealots take 1 less shot on Marauders, their hits on Marines remain, for Stalkers, the Marine hits stay same, while they need one less hit on Marauders, and aswell on tanks.
For Immortals, the Upgrades don't change anything, Collossi take down Marauders in one less hit.
So bottom line, when facing massive Marauders, upgrades can make a difference.
On a glimpse to Air, we can see how Void Rays perform against Marines and Phoenixes against Tanks: 8 Shots for a Void on a Marine before Upgrades, 7 afterwards, so a +1 might be helpful. Phoenix Shots on Tanks drop from 20 to 16.
To remain is how armor research changes the game. Marauder Damage does get affected only slightly, Stalker endurance does not change, while Zealots die in 1 less shot, Collosi dont take more shots.
Against Marines, Zealots hold of 5 more shots, Stalkers 4, Colossi 10.
Ship plating shall be viewed on aswell, 5 shots more can be taken from a Marine.
ZvT / TvZ
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The typical matchups in this matchup that might occure from the Zerg point of view are Zerglings, Banelings, Roaches or Mutalisks against Marines, Marauders, Hellions, or Thors.
If Zerg is facing a Bio heavy play with Ling+Bling, the +1 Armor increase the amount of hits Zerglings and Banelings take to kill by a Marine by 1, so we here found our first critical upgrade. This also holds for Roaches, as the Marauder hits increase from 8 to 9, and Marine hits raise drastically from 29 to 37.
The damage upgrade depends, as Melee changes Zerglings against Marines, though banelings don't get affected. Roach hits don't change on Marines and Marauders at all.
Mutalisk hits on Marines don't change, but the Marines need 4 more hits on Mutas in case carapace is out.
For the Terran, the Damage upgrades lets Marines take less hits on Zerglings and Roaches, hits on Banelings dont change. Marauders hits don't change on Zerglings and Banelings, but the Roaches fall faster.
On Mutalisks, you need 18 compared to 21 shots, quite a drastic difference.
Armor also changes much if you encounter Zerglings, as marines remain unaffected when they counter banelings or roaches, though Zerglings take slightly more hits (9 to 11) to kill them. Marauder math doesnt change against Roaches or Banelings, Zerglings need 42 instead of 32 hits.
The whole math of course changes, if the Terran goes Mech.
For Zerg, this means Armor Upgrade is crucial if you go Zerglings, as then the Zerglins survive a (sieged) Tank shot. Banelings though die anyways, but Roaches survive one (sieged) Tank shot more aswell. Aswell to note, against hellions, the upgrade doesn't change anything., regardless of blue flame.
Zerglings of course profit from damage upgrades because of their attack speed as the Hellion hits decrease, and tanks take less hits, but even more Roaches as hits decrease from 11 to 10 on tanks.
The Mutalisk damage might be the most important, as Zerg typically ends up high on Mutalisks, and the upgrade changes hits on tanks, and, more important, on Thors from 50 to 45. On as sidenote, as common sense might suggest, rushing for Flyer Armor doesnt make sense as it does not even change the hits on the mutas for Thors, but very well does +2 carapace lower the hits taken if Terran has no additional Upgrades.
For a meching Terran, upgrades always make sense because of the superlinear damage increase compared to armor upgrades.
On 'critical' side, a damage upgrade doesnt have critical effects on ground or air.
But the Armor upgrade changes things quite alot. Thors take 5 more hits from mutalisks, 2 more hits from roaches, stunning 34 more from Zerglings.
Tanks sustain one more shot from roaches, 13 more against Zerglings, 3 more against Mutalisks. Even Hellions take longer to kill for zerglings.
PvP
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A deep Analysis on Upgrades in PvP at the current state of the game doesn't seem to make much of a sense, as PvP is the shortest matchup in average game time and most of the time ends on 1 base.
Warpgate builds at the moment are designed to kill the opponent before the game gets deep, and early Forges are build for cannon rushes.
So the only cases currently that might end up in the opportunity to get upgrades seem to be Robo vs Robo builds and getting air, so I will investigate those two cases.
The first case is most likely Zealot Stalker Immortal Colossi vice versa, so we will look into that, but not looking to every matching specifically. The most interesting part might be, if one player can let his Zealots live longer, Stalkers kill faster, and both for Immortals and Colossi.
So lets look into these issues: Zealots take 12 hits from Zealots, 17 hits from Stalkers, 8 from Immortals and 6 hits from colossi. Once Armor upgrades are out, it takes 12 from Zealots, 18 from Stalkers, 8 from Immortals and 6 from Colossi, so no effect at all.
Stalkers on Upgrades kill Zealots now in 15 hits instead of 17, Immortals need 1 less shot, Collossi need 27 shots before upgrade and 25 afterwards.
'Naked' Immortal and Colossi analysis against Zealot, Stalker, Immortal and Colossi provides 8, 4, 15 and 8 respectively 6, 6, 13 and 13 shots to kill and 21, 25, 15 and 13 respectively 24, 27, 8, 13 to get killed.
With upgrades, to kill the amount of shots they need are 8, 3, 14 and 7 respectively 5, 5, 12 and 11, to get killed, the numbers change to 23, 27, 15 and 13 respectively 27, 28, 8 and 13.
So we see the Stalkers, but even more the Robo Units profit from a Attack Upgrade. On Armor Side, it slightly benefits the durability of Robo units against Gateway Units.
The second notable duel were upgrades are possible (at least for the air unit) might be VoidRay versus Stalker, so lets at last take a look at that.
Voids need 17 shots before and 16 after a +1 upgrade, which means 4 Voids can take down a stalker in 4 volleys. It takes 25 shots from a Stalker to kill the Void Ray, after Armor Upgrade this gets 27.
So after all, Air Weapons might change things in this engagement.
TvT
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The three scenarios I will adress are Bio vs Bio, Bio vs Mech, and Mech vs Mech.
So let's see what a Damage Upgrade in Bio battles can change: unupgraded Marines need 8 hits for another Marine and 25 hits for a Marauder, with upgrade the hits per Marine drop to 7, and the hits per Marauder drop to 21. For Marauders, 5 hits per Marine remain untouched, and Marauder 7 hits drops to 6.
If you research armor, the hits Marines need for other Marines increase by 1, the shots for Marauders on Marine remain untouched. For Marauders, it means Marines take 32 hits to take them down, other Marauders will not be influenced.
If it happens that a Mech army battles a Bio army, things start to differ.
Siege Tanks take down Marines and Marauders with huge overkill, same goes for Hellions, so Armor Upgrades dont change much here. But to thin out the lines, Attack Upgrades are crucial for the Bio player. Marauders take 1 less hit to kill Tanks, Marine shots drop from 32 to 24. So, contrary to visual impression, the Bio army should prefer attack upgrades.
For the Mech army, the following occures: Tanks and Hellions remain untouched by damage upgrades when it comes to critical upgrades, but Thors get to kill Marauders in 2 hits instead of 3 when having a damage upgrade.
The Armor Upgrade on Mech changes mainly Marine hits. Marauders still take 9 Hits to take out a tank, Thors die in 23 instead of 22 shots, the Marines hits obviously get drastically effected as 8 more hits for Tanks, 20 more hits for Thors and 3 more hits for Hellions are required.
In Mech Battles, the most interesting Parts are Tanks vs Tanks and Thors, and Viking Battles for obvious reasons.
As Tanks kill other tanks on Siege with huge overkill (4x(50-1) - 160 = 36), Armor upgrades do not effect this setup at all. Same math applies on Thors.
But when damage upgrade is conceided, things get interested. Due to huge scaling of Siege Tank Damage, we will dig deeper into this. After one attack upgrade, Tanks kill Tanks in 3 shots instead of 4. And, as a matter of fact, once your Tanks have +2, Tanks kill Tanks in 3 shots regardless of the opponents upgrades. On a sidenote, the Thor overkill is too huge to make any reasonable conclusions.
The Viking against Vikings math presents the following:
Vikings kill Vikings on 5 Shots, regardless of upgrade advantage or disadvantage.
And, as a bonus lolly, Cattlebruiser against Viking math as upcoming Lategame opportunity: It takes a Viking 25 shots to take down a unplated Battlecruiser, 28 shots on Level 1 plating. So it highly depends on the situation if the +1 is worth is, the effect of course raises drastically and if you can afford massive upgrades on Battlecruisers, Marines and Thors do 4x2 respectively 2 damage per shot, so Vikings are the only opportunity at all left.
ZvZ
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The last matchup to be reviewed is Zerg Mirror. In this matchup, the common confrontations are Zerglings, Banelings and Roaches against each other, and Muta Battles. I won't investigate on Hydra against Muta unless popular demand, as mostly there is Fungal around once this happens and the critical upgrades get pointless.
So first analysis on Zerglings. Against Zerglings and Roaches they need 7 and 37 hits before upgrades, and die to 7 and 3 shots, and one baneling burst.
On superior upgrades, you need 6 hits to kill Zerglings and 29 to kill Roaches, and need 9 and 3 shots to die, but survive one baneling burst.
If Roaches have armor, you need 50 (read: forever) hits.
As you shouldnt run banelings into Roaches, I won't touch this, so lets see how Roaches perform:
You need 3 shots to kill a Zergling and 10 to kill a Roach before upgrades, with upgrades its 2 shots for a Zergling and 9 for a Roach. Once armor is out, Roaches need 11 shots on Roaches.
So upgrades seem viable in every circumstance so far.
Muta against Muta rises the following:
14 shots non-upgraded, 13 when upgraded on damage and 16 when upgraded on carapace show how fragile this can turn out, but of course corrupters mess with this a bit.
Summary
ZvP
- +1 Melee Upgrade: 15% less hits for Zerglings in every setup
- +1 Range Upgrade: Hydras kill Zealots in 2 and Colossi in 1 less hit, Roaches need less hits for every Unit.
- +1 Carapace Upgrade: Roaches and Hydras take more hits to kill, especially Roaches surviving another Immortal shot (4 instead of 3)
- +1 Flyer Damage: Mutalisks need 2 less shots on Stalkers, 1 less on Sentries, and Corrupters 2 less shots on Colossi
- +1 Flyer Carapace: Mutalisks sustain 2 more shots from Stalkers and 4 from Sentries, Corrupters 2 more shots from Stalkers
PvZ
- +1 Ground Attack Upgrade:
vs Zerglings: Hits for Zealot against Zergling drop from 3 to 2 (sidenote +2vs+1 and +3 on Colossis make Zerglings oneshots)
vs Roach: 1 less hit for Zealots, 4 less for Sentries, 1 less for Stalkers
vs Hydra: Hydras die in 1 less hit against Gateway units (Thanks to TheHumanSensation)
vs Muta 1 less hit for Stalkers, 2 for Sentries - +1 Ground Armor Upgrade:
vs Zerlings: Zealots take 9 more hits, Stalkers 7, Immortals even 17 (Thanks to Kharnete)
vs Roach: Zealots take one more hit
vs Hydra: Zealots take one more hit
vs Muta: 2 more shots for Stalkers, 1 more for Sentries - +1 Shields Armor Upgrade:
vs Zerglings: Stalkers take 4 more hits on their Shields
vs Roaches: Roaches need 6 instead of 5 hits to clear Shields from Stalkers
vs Mutalisks: Stalkers take 1 more hit from Mutalisks on their Shields
TvP
- +1 Bio Armor: Marines and Marauders take more hits from Gateway Units
- +1 Bio Attack: Marines kill Zealots in 4 and Stalkers in 9 less shots, Marauders kill Zealots in 1, Stalker in 1 and Colossi in 2 less shots
- +1 Mech Attack: Tanks take 1 less shot on Zealots, Stalkers and Collosi, Hellions kill Zealots in 6 shots instead of 7, and Stalkers in 20 instead of 22 Shots. Thors kill Voidrays in 9 instead of 11 Shots (Sidenote: +3 Hellions makes kill Zealots in 6 shots, +3 Thors always kill Phoenixes in 3 Shots instead of 4, +3 Thors kill Colossi in 5 shots instead of 6, all regardless of upgrades, Thanks to Aoi_10)
- +1 Mech Armor: Thors take more shots from every unit then Immortals. Hellions take 1 more hit from Zealots.
- +1 Air Weapons: Vikings kill Colossis in 13 instead of 14 shots. (Thanks to Flight Bird)
PvT
- +1 Attack: Marauders die in 1 less shot against Zealots, Stalkers and Collosi (sidenote: Marines dont get affected)
- +1 Armor: : Zealots take 1 more hit from Marauders, Marine take 5, 4 and 10 more hits against Zealot, Stalker and Collossi
- +1 Air Weapons: Marines die in 1 less hit to VoidRays, Tanks take 4 less shots from Phoenixes
- +1 Air Armor: Marines need 5 more shots to kill a VoidRay, Thors need 12 shots instead of 11 to kill a Voidray.
ZvT:
- +1 Armor:
vs Bio: Marines take 1 more hit on Ling, Bling, 8 more on Roaches, Marauders take 1 more hit on Roaches.
vs Mech: Zerglings survive sieged tank shot, Roaches survive 1 additional tank shot - +1 Melee:
vs Bio: Zerglings need 1 less hit against Marines.
vs Mech: Zerglings take need less hits on Tanks, Thors and Hellions (18 to 15) - +1 Range:
vs Bio: Roach hits on stimmed marines without shields fall from 3 to 2 (thanks to MorroW)
vs Mech: Roaches kill Tanks in 10 shots instead of 11, and Thors in 22 instead of 25 - +1 Air Damage:
vs Bio: does not affect Muta vs Marines or Muta vs SCVs
vs Mech: Amount of shots for a Thor drop from 50 to 45 - +1 Air Carapace:
vs Bio: Mutas take 25 instead of 21 hits from Marines
vs Mech: no effects on Thor hits (Sidenote: +2 Carapace against +0 Damage lets Mutas survive one more volley)
TvZ:
- +1 Bio Armor: Zerglings need 2 more hits on Marines and 10 more on Marauders
- +1 Bio Attack: Marines kill Zerglings and Roaches in less hits, Marauder kill Roaches and Hydras in less hits, Marines need 3 less hits on Mutalisks (thanks to nalgene)
- +1 Mech Armor: Thors take 5 more hits from Mutas, 2 more from Roaches, 34 from Lings. Tanks take one more shot from Roaches, 13 from Zerglings, 3 from Mutalisks. Hellion take 7 more hits from Lings
- +1 Mech Attack: no effects on kill efficiency. On a Sidenote, with +2 Attack lets Mutalists die in 2 Shots instead of 3(thanks to Saechiis), and Thors with +3 Attack kills Roaches with only 0 or 1 Armor Upgrade in 2 Shots instead of 3 (Thanks to Black Gun)
PvP:
- +1 Ground Weapons: Colossi kill every Unit in less shots, Immortals kill everything but Zealots in less shots.
- +1 Ground Armor: Robo Units take more shots from gateway Units, Robo vs Robo remains untouched
- +1 Shield Armor: Stalker shields hold 1 hit longer against Stalkers and Zealots.
- +1 Air Weapons: Voids need 1 less shot on Stalkers
- +1 Air Armor: Voids take 2 more shots from Stalkers
TvT:
- +1 Bio Armor:
vs Bio: Shots for Marines to kill Marines increases by 1, to kill Marauders increases by 7
vs Mech: no effects
vs Harassment: Banshees need 3 hits instead of 2 to kill a SCV (Thanks to Fjord) - +1 Bio Attack:
vs Bio: Hits for Marines to kill Marines decrease by 1, to kill Marauders decrease by 4, for Marauders to kill Marauders decrease by 1
vs Mech: Hits for Marauder to kill Tanks decrease by 1, Hits for Marines to kill Tanks decrease by 8 - +1 Mech Armor:
vs Bio: Marauder take 1 more hit to kill Thors, Marines take 8 more for Tanks, 20 more for Thors, 3 more for Hellions
vs Mech: no effects - +1 Mech Attack:
vs Bio: Thor kill Marauder in 1 less shot, Tanks need 2 shots instead of 3 for stimmed Marauder (thanks to statikg)
vs Mech: Tanks kill Tanks in 3 shots instead of 4 (sidenote: on +2, armor upgrades get irrelevant) - +1 Air Armor: battlecruisers take 3 more shots from Vikings
- +1 Air Attack: no effects in Viking battles.
ZvZ:
- +1 Melee: For Zerglings 1 less hit on Zerglings, 8 less on Roaches
- +1 Range: Zerglings die in 2 instead of 3 shots, Roaches take 1 less hit
- +1 Carapace: Zerglings survive Banelings, Zerglings take 1 more hit from Zerglings, Roaches 1 more from Roaches and 13 more from Zerglings
- +1 Flyer Damage: Mutas need 13 instead of 14 shots to kill Mutas
- +1 Flyer Carapace: Mutas take 16 instead of 14 shots from Mutas
Data Basis
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Every Unit mentioned in here with upgrades for generosity, but of course not all taken in account.
Unit name (Modifier Hitpoints, Basedamage (+Modifier)/Lvl1/Lvl2/Lvl3, Base Armor/Lvl1/Lvl2/Lvl3)
L - Light
A - Armored
B - Bionic
S - Shield
Protoss
- Probe: L20+S20, DMG 5, Armor 0/1
- Zealot: L100 + S50, DMG 2x8/9/10/11, Armor 1/2/3/4
- Stalker: A80 + S80, DMG 10+4A/11+4A/12+4A/13+4A, Armor 1/2/3/4
- Sentry: L40 + S40, DMG 6/7/8/9, Armor 1/2/3/4
- Dark Templar: L40 + S80, DMG 45/50/55/60, Armor 1/2/3/4
- High Templar: L40 + S40, Armor 0/1/2/3
- Immortal: A200 + S100, DMG 20+30A/22+33A/24+36A/26+39A, Armor 1/2/3/4
- Observer: 40 + S20, Armor 0/1/2/3
- Prism: A100 + S40, Armor 0/1/2/3
- Colossus: A200 + S150, DMG 2x15/17/19/21, Armor 1/2/3/4
- Voidray: L150 + S100, DMG 6+4A/7+4A/8+4A/9+4A, Armor 0/1/2/3
- Phoenix: A120 + S60, DMG 2x5+L5/6+5L/7+5L/8+5L, Armor 0/1/2/3
- Carrier: A300 + S150, DMG 2x5/6/7/8, Armor 2/3/4/5
Terran
- SCV: L45, DMG 5, Armor 0/1
- Marine: 45+10, DMG 6/7/8/9, Armor 0/1/2/3
- Marauder: A125, DMG 10+10A/11+11A/12+12A/13+13A, Armor 1/2/3/4
- Reaper: L50, DMG 2x4+5L/5+5L/6+5L/7+5L, Armor 0/1/2/3
- Ghost: 100, 10+10L/11+11L/12+12L/13+13L, Armor 0/1/2/3
- Hellion: L90, DMG 8+6L+10L/9+7L+10L/10+8L+10L/11+9L+10L, Armor 0/1/2/3
- Tank: A160, DMG 15+10A/17+11A/19+12A/21+13A, Armor 1/2/3/4
sieged: DMG 35+15A/38+17A/41+19A/44+21A - Thor: A400, DMG 2x30/33/36/39, Armor 1/2/3/4
anti air: DMG 4x6+6L/7+7L/8+8L/9+9L - Viking: A125, DMG 2x10+4A/11+4A/12+4A/13+4A, ARmor 0/1/2/3
landed: DMG 12/13/14/15 - Banshee: L140, 2x12/13/14/15, Armor 0/1/2/3
- Battlecruiser: A550, 8/9/10/11, Armor 3/4/5/6
anti air: 6/7/8/9 - Raven: L140, Armor 1/2/3/4
- Medivac: A150, Armr 1/2/3/4
Zerg
- Drone: L40, DMG 5, Armor 0/1
- Zergling: L35, DMG 5/6/7/8, Armor 0/1/2/3
- Baneling: 30, DMG 20+15L, 22+17L, 24+19L, 26+21L, Armor 0/1/2/3
- Roach: A145, DMG 16/18/20/22, Armor 1/2/3/4
- Hydralisk: L80, DMG 12/13/14/15, ARmor 0/1/2/3
- Ultralisk: A500, DMG 15+20A/17+22A/19+24A/21+A26, Armor 1+2/2+2/3+2/4+2
- Mutalisk: L120, DMG 9/10/11/12, Armor 0/1/2/3
- Corrupter: A200, DMG 14+6M/15+7M/16+8M/17+9M, Armor 2/3/4/5
- Broodlord: A225, DMG 20/22/24/26, Armor 1/2/3/4
- Broodling: L30, DMG 4/5/6/7, Armor 0/1/2/3
- Infestor: A90, Armor 0/1/2/3
- Infested Terran: L50, 8/9/10/11, Armor 0/1/2/3
- Queen: 175, DMG 2x4/5/6/7, Armor 1/2/3/4