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Armor |
Armor will reduce the amount of damage taken by an enemy attack. The amount of damage migitated is equal to the Armor value of the target. This has a powerful effect of units will small quick attacks such as the Marine and Zergling. However, sending the Marine against a Battlecruiser will be a poor choice:
6 [Marine Attack] - 3 [Battlecruiser Armor] = 3 [Damage per Attack]
Obviously an attack reduced by 50% will not be very effective. On the other hand, high damage dealing attacks such as the Siege Tank will be reduced very little by the enemy's Armor. Armor will not reduce any damage from special spell attacks such as Psi Storm and the Nuke. All armor upgrades will increase the Armor value of units by 1 with the exception of the Terran Building Armor and Chitinous Plating Upgrades, which increase Armor by 2.
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Armor Type |
All units have an Armor Type of either Light, Armored, Massive, or Elemental. Some attacks in the game are designed to do maximum damage against a particular armor type and may be less effective if attacking the wrong armor. Players can determine a weapon's Base Damage and Bonus Damage by mousing over the weapon icon in game. For an example, a Stalker will deal 10 Base Damage per attack to all targets. However, if it attacks an Armored unit, then it gains 4 Bonus Damage per attack dealing a total of 14 per hit. Attacks that deal Bonus Damage to Armored targets will also apply to Massive targets. Elemental units such as the Archon do not have a particular Armor Type and will never take Bonus Damage from enemies.
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Attack |
The Attack is the amount of damage dealt per hit to the target. Most units possess one attack that is used against Ground or Air enemies. Some units possess two different attacks, such as the Thor and Viking. Usually units with two different attacks use one for ground targets and the other against air units. However units such as the Siege Tank and Reaper have two attacks that are still only used against ground enemies.
Most units make only one attack during their period but others such as the Zealot will make 2. Each arm will swing at the enemy doing 8 damage for a total of 16 on unarmored targets. Multiple attack weapons suffer against high Armor value targets. This is because each attack is reduced by the Armor value greatly reducing the weapon's effectiveness. Take for an example a Zealot against a Spine Crawler:
2 [Zealot Multiple Attacks] * ( 8 [Zealot Attack] - 2 [Spine Crawler Armor] ) = 12 [Damage per Attack]
Thus the Spine Crawler's Armor value reduced twice the amount of damage because the Zealot has 2 attacks. For units like the Mothership, which has 6 attacks, each Armor value will reduce the amount of damage taken by 6.
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Bonus Damage |
Bonus Damage is the extra damage dealt if the unit is attacking a particular enemy. Some attacks in the game are designed to do maximum damage against a particular armor type and may be less effective if attacking the wrong armor. Players can determine a weapon's Base Damage and Bonus Damage by mousing over the weapon icon in game. For an example, a Stalker will deal 10 Base Damage per attack to all targets. However, if it attacks an Armored unit, then it gains 4 Bonus Damage per attack dealing a total of 14 per hit. Attacks that deal Bonus Damage to Armored targets will also apply to Massive targets. Elemental units such as the Archon do not have a particular Armor Type and will never take Bonus Damage from enemies.
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Build Time |
The time it takes to build the unit in seconds when the game is running at normal speed.
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Detector |
Detectors are units that can expose invisible and Burrowed units. They are primarily needed to expose Dark Templar, Ghosts, and Banshees since without Detectors, Cloaked units can fire freely without being attacked. These units can deal critical damage if they cannot be exposed and can be game changing. Detectors can also exposed Hallucinations created by the Sentry. Terran uses Missile Turrets, Ravens, and the Scanner Sweep ability for Detectors. Zerg has Spore Crawlers and Overseers while the Protoss uses Photon Cannons and Observers for detection. Basically each race has a stationary Detector and a mobile one. Detectors will expose enemies so long as they remain within their Vision range.
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Health |
This is the basic stamina that every unit has. When a unit is fired upon, it will lose health equal to the amount of damage caused. If a unit's Health is brought to nothing, then it will die. Note that any unit is fully functionally regardless of how badly damaged it might be. Health will slowly regenerate for the Zerg, but is unrecoverable on Protoss units. Terrans will need to repair with SCVs or use Medivacs to heal Health for Biological units.
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Mana |
Some units carry Mana to use with special abilities. Mana will regenerate at a rate of .56 Mana per game second and most units have a default maximum of 200 Mana. There are several upgrades that will increase the amount of mana a particular unit deploys with by 25.
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Minerals |
The amount of Minerals required to build the unit or research a particular upgrade. Units or Upgrades that get cancelled will refund 100% of their resource cost. However structures that get cancelled will only refund 75% of the cost.
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Movement Speed |
This is the speed a unit is capable of moving between locations. The number reflects the Range the unit can travel per second. Generally a speed greater than 3 is fast, between 2 and 3 is average, and less than 2 is slow. Thus the higher the value, the greater the movement speed of the unit. With the exception of the Queen, all Zerg units will move 30% faster while on Creep. This bonus applies on friendly or enemy Creep. There are also several Upgrades that will increase the movement speed of units.
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Range |
This refers to the distance a unit can attack a target. A value of 1 means the unit can only attack in melee range. Units with an attack Range of 4 to 6 is an average distance. An attack Range of 7 or more is a long range of fire.
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Requirements |
Some units or upgrades will need additional structures before the player has access to them. While having the source is required to obtain it, the required structures will have to be built first.
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Shields |
Shields follow similiar rules to Health and are only found on Protoss units. Units with Shields will not lose any Health so long as the unit has some Shields remaining. Shields will begin to regenerate at a rate of 2 per second after the unit has not been attacked for 10 seconds. If an attack made against a unit is greater than the unit's remaining Shield value, then the attack will be reduced by Shield Armor value and Armor value. For an example, a Siege Tank hits a Stalker with 20 Shields remaining and has 3 Shield and Armor Upgrades:
50 [Siege Tank Attack] - 3 [Stalker Shield Armor Value] - 20 [Stalker Shield Value] - 4 [Stalker Armor Value] = 24 [Damage]
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Source |
The Source is the structure where you can build the new unit or research a particular upgrade or ability. Most units are built from structures, but others can be created from units.
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Speed |
All units fire at a different attack speed. Some units have a short cooldown between their attacks such as Marines and Zerglings. Where as Siege Tanks and Hellions take a while before firing at their target again. The number represents how many seconds between attacks at normal game speed. A Speed of less than 1.25 is considered fast, between 1.25 and 1.75 is average, and greater than 1.75 is slow. This allows players to calculate the amount of damage a unit can do overtime. For an example, comparing a Hydralisk to a Roach:
12 [Hydralisk Attack] / .83 [Hydralisk Attack Speed] = 14.45 [Damage per Second]
16 [Roach Attack] / 2 [Roach Attack Speed] = 8 [Damage per Second]
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Splash Radius |
Splash Damage refers to an attack which is capable of hitting more than one target. A normal attack will only deal damage to a single target. Every Splash attack has a different range of hitting multiple opponents, but become much more effective against targets packed close together. The value represents the radius Range from which the attack can deal addtional damage to other targets. Damage dealt from Splash attacks are usually reduced by a percentage based on how far the target is from the center of the attack usually in 100%, 50%, and 25% Weapon Damage increments. Some Splash attacks, such as the Ultralisk and Colossus, will not have reduced damage and hit all targets for the same damage. With the exception of the Siege Tank, Splash attacks will not damage your own units.
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Supplies |
This is the number of supplies the unit requires before it can be built. Every base usually has a large amount of Supply Depots, Overlords, or Pylons to power their men. Each of these units provide supplies in addition to the ones provided by Command Centers, Hatcheries, and the Nexus. If you are capped at your supply count and attempt to build another unit, you will receive an error and need to build the appropriate supply unit first. When a unit dies, the Supply count will drop allowing the player to build more units. In Melee games, there is a default Supply maximum of 200.
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Transport Size |
Most ground units have a Transport size indicating the number of slots they fill up in a transport unit. The Medivac, Overlord, and Warp Prism can hold up to 8 slots worth of units. Thus they are capable of holding several small units like Marines or just a few powerful units depending on the Transport size of the unit. If the unit does not have a Transport Size then it cannot enter a transport carrier.
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Unit Type |
Every unit is considered either a Biological, Mechanical, Structure, or Psionic unit. Some special spell abilities will only work on certain unit types, such as the Ghost's Snipe must target Biological units. Some attacks like the Archon's will do Bonus Damage to Biological targets. All Zerg units are Biological, where as Terran and Protoss have Biological and Mechanical units. Structures are considered to be any building in the game and the SCV is the only unit which is a Biological and Mechanical unit. Archons are classed as Psionic since it is not a Biological or Mechanical unit.
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Upgrades |
This refers to the increase in Weapon Damage gained to an attack whenever a Weapon Upgrade is researched from an Engineering Bay, Forge, Evolution Chamber, etc. Armor upgrades will always increase the unit's Armor value by 1. Most attacks will only increase the Base Damage of a weapon while others will increase the Bonus Damage as well.
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Vespene Gas |
The amount of Vespene Gas required to build the unit or research a particular upgrade. Units or Upgrades that get cancelled will refund 100% of their resource cost. However structures that get cancelled will only refund 75% of the cost.
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Vision |
This marks the distance a unit can see around it. Most games will have Fog of War that will block your vision unless there are units to see the map. Structures have a default vision range of 11.