StarCraft® II

The Ultimate Useless Statistics Compilation!

This will become the Ultimate Guide for useless statistics!

Contents:

#1. Statistics list
#2. Derived Stats
#3. Terran - Barracks
#4. Terran - Factory
#5. Terran - Starport
#6. Terran - Structure
#7. Zerg - Hatchery
#8. Zerg - Lair
#9. Zerg - Hive
#10. Zerg - Structure
#11. Protoss - Gateway
#12. Protoss - Robotics Facility
#13. Protoss - Stargate
#14. Protoss - Structure


Base Statistics:

Attributes:
Attributes are those listed at the bottom of the Unit Card. For example, an SCV may be "Light", "Biological" and "Mechanical".
Attributes change the way damage effects work and if certain abilities will work.

Examples of damage effects that change:
Stalkers inflict 10 (+1) points of damage to a unit. A stalker will inflict an extra 4 points of damage to a unit with the "Armored" attribute.

Examples of abilities that have different effects/no effect at all:
Snipe inflicts 45 points of damage to a unit, but it can only be cast on a unit with the "Biological" attribute.

Health:
Health is a measure of how many attacks or damage abilities can affect the target before killing it. Health is separated into two groups:

Current Health, which is a variable and can be reduced through damaging effects such as attacks, or restored through effects such as Zerg regeneration or the Heal ability.

Maximum Health, which is the maximum value to which Current Health can reach. By default, the Current Health of a created unit is equal to its Maximum Health.

Shields:

Protoss only

Shields function in almost exactly the same way as Health does, with a minimum and maximum separated from health. Units will only take Health damage when their Shields reach 0 (Extra damage is carried into health damage).

The only ability that only affects Shields (and not Health) is the Ghost's EMP ability, which drains Shields and Energy (where applicable) from targets in the area of effect.

Attacks:

Attacks are a function of a unit that allow units to inflict damage. A attack's primary effect is that it inflicts damage to the target. Attacks are often limited to a set of targets, and some units have two different attacks for two different targets. Thors, Queens and Reapers all fit into this category.

Attack Damage:

The amount of damage caused by a single shot from an attack. Self-explained.

Damage bonuses, as explained under "Attributes", are applied here.

Attack "Number of Attacks":

The number of shots that are fired with each attack. Damage will be caused to the target once for every shot fired during an attack. For example, the Queen's "Talons" attack hits the target twice, causing 4 (+1) points of damage per each shot. Armour effects each shot separately.

Attack Rate:

The minimum time in in-game seconds between two attacks. After an attack, the unit will wait until this time expires before attempting another attack. This countdown starts when the animation for an attack begins, and as such, the time between attacks will be the same value.

Attack Range:

The maximum distance at which a unit can attempt to attack. If the target of the attack moves out of range once the attack animation begins, it will still complete.

Movement Speed:

The number of "units" or "hexes" that a unit will traverse every in-game second when moving at full speed.

The length of a "Hex" is the same as the length of a Sensor Tower (one building square).

Acceleration:

The rate at which a unit accelerates, measured in Movement Speed per in-game second. It is the rate at which the units speed increases when applicable. A unit will never decelerate until it reaches it's final target.

Energy:

The amount of Energy a unit has. Energy is a regenerating value that allows you to use a variety of abilities. Energy is functionally the same as health, with a Current and Maximum value, though it does not suffer damage in the same way that Health and Shields do. The Maximum Energy is usually 200 for most units, and starting Energy is usually 50. Exceptions to this rule exist though.

Energy Regeneration:

The amount of Energy regenerated automatically on a unit every second. By default, this value is 0.5625. Exceptions to this default value exist though.
Edited by TCPMathmick on 11/15/2011 8:39 PM PST
Reply Quote
Armour:

This value reduces the effect of an attack's damage to health. The amount of damage normally inflicted by an attack is reduced by 1 for every point of Armour. This minimum damage any attack can inflict is 0.5. An fully-upgraded Ultralisk with 6 armour will suffer 0.5 damage from a Zergling's "Claws" attack that does 5 damage.

Shield Armour:

Protoss only

Shield Armour is the same as normal armour, except it only applies to attacks that would affect Shields. For Protoss units, normal Armour does not affect Shields.

If an attack will inflict damage to both Health and Shields, then both Armour and Shield Armour will reduce the attack damage.

Derived Statistics:

Damage per Second:

Damage per second (DPS) is a measure of how much damage output an attack is capable of when attacking as often as possible.

The formula for Damage per Second is:

DPS = (D * A) / R

Where:
D = Attack Damage
A = Number of Attacks
R = Attack Rate

Damage per second is, as the name suggests, the average amount of damage an attack can inflict every in-game second when firing constantly.

Examples:

Marine's "Gauss Rifle" attack:

D = 6
A = 1
R ≈ 0.86

(6 * 1) / 0.86 ≈ 6.98 DPS

Colossus' "Thermal Lance" attack:

D = 15
A = 2
R = 1.65

(15 * 2) / 1.65 ≈ 18.18 DPS

Armour Effectiveness:

This is a measure of how effective one point of Armour (or Shield Armour) is at reducing the DPS of a particular attack. This value is placed on the attack, rather than the defending unit, as armour is an easy variable to deal with, while DPS is not.

The formula for Armour Effectiveness is:

AE = A / R

Where:
A = Attacks per Second
R = Attack Rate

Basically, for every point of Armour the attacked unit has, the DPS is reduced by this amount.

Examples:

The Phoenixes "Ion Cannons" attack has 2 shots and an attack rate of 1.1

2 / 1.1 ≈ 1.82

If an attacked unit has 2 armour, the DPS of the Phoenix if it is constantly attacking is reduced by

2 * 1.8181... ≈ 3.64

DPS:Cost

This is a measure of how much DPS you get per 100 minerals. For the purposes of this system, Gas = 2*Minerals.

Formula is:

DPS/Cost = DPS / (Cost / 100)

Essentially, it shows how much DPS you get for your money. Units designed for a DPS or harrassment role may have a high DPS:Cost ratio.

Health:Cost

This is a measure of how much Health you get per 100 minerals. It is essentially the same as DPS:Cost.

Formula is:

(Health + Shields) / (Cost / 100)

It works the same way. It shows how much tankiness you get for your money. Units designed for a tanking role will generally have a high Health:Cost ratio.

DPS:Supply

The ratio of DPS of an attack to the supply cost of a unit.

Formula is:

DPS / Supply

This shows how much of your supply is going into DPS. It is most relevant in a context of 200 supply armies.

Health:Supply

The ratio of Health to the supply cost of a unit.

Formula is:

(Health + Shields) / Supply

This shows how much of your supply is going into Health and is useful for indicating how long a 200 supply army can survive against enemy forces.
Edited by TCPMathmick on 11/19/2011 4:13 PM PST
Reply Quote
Marine:
Health: 45
Armour: 0
Minerals: 50
Vespene: 0
Supply: 1
Build Time: 25
Movement Speed 2.25
Health:Cost: 90
Health:Supply: 45

Attacks:
      Gauss Rifle:
Damage: 6 (+1)
Number of Attacks: 1
Attack Rate: ~0.86
Range: 5
Targets: Ground/Air
DPS: ~6.97 (+1.16)
Armour Effectiveness: ~1.16
DPS:Cost: ~12.95
DPS:Supply: ~6.97

Upgrades:
Combat Shields - 100/100 - Time: 110
Increases Marine life from 45 to 55 (+10)

Stimpacks - 100/100 - Time: 170
Allows Marines and Marauders to use their respective Stimpacks abilities.

Abilities:
Use Stimpacks: Damages the Marine for 10 Health. The Marine will then have 50% increased movement speed and time between takes will be decreased by 1/3 (+50% attack speed = +50% DPS & Armour Effectiveness) for 15 seconds.

Marauder:
Health: 125
Armour: 1
Minerals: 100
Vespene: 25
Supply: 2
Build Time: 30
Movement Speed 2.25
Health:Cost: 83.33
Health:Supply: 62.5

Attacks:
      Punisher Grenades:
Damage: 10 (+1) [20 (+2) vs. Armoured]
Number of Attacks: 1
Attack Rate: 1.5
Range: 6
Targets: Ground
DPS: ~6.67 (+0.66) [13.33 (+1.33) vs. Armoured]
Armour Effectiveness: ~0.67
DPS:Cost: ~4.44 [8.89]
DPS:Supply: ~3.33 [6.67]

Upgrades:
Stimpacks - 100/100 - Time: 170
Allows Marines and Marauders to use their respective Stimpacks abilities.

Concussive Shells - 50/50 - Time: 60
Causes Marauder attacks to slow the target and surrounding units in a small AoE for 1.5 seconds.

Reaper:
Health: 50
Armour: 0
Minerals: 50
Vespene: 50
Supply: 1
Build Time: 45
Movement Speed 2.95
Health:Cost: ~33.3
Health:Supply: 50

Attacks:
      P-45 Gauss Pistol:
Damage: 4 (+1) [9 (+1) vs. Light]
Number of Attacks: 2
Attack Rate: 1.1
Range: 4.5
Targets: Ground
DPS: ~7.27 (+1.82) [16.36 (+1.82) vs. Light]
Armour Effectiveness: 1.82
DPS:Cost ~4.85 [10.91]
DPS:Supply ~7.27 [16.36]

      D8 Charge:
Damage: 30 (+3)
Number of Attacks: 1
Attack Rate: 1.8
Range: 5
Targets: Structure (Ground)
DPS: ~16.67 (+1.67)
Armour Effectiveness: 0.55
DPS:Cost ~11.11
DPS:Supply ~16.67

Upgrades:
Nitro Packs - 50/50 - Time: 100 - Requires Factory
Increases Reaper Speed from 2.95 to 3.84

Abilities:
Jet Pack
Allows reapers to jump up and down cliffs of at most 1 level difference.


Ghost:
Health: 100
Armour: 0
Minerals: 200
Vespene: 100
Supply: 2
Build Time: 40
Movement Speed 2.25
Health:Cost 25
Health:Supply: 50
Energy: 200
Energy Regeneration: 0.5625

Attacks:
      C-10 Canister Rifle:
Damage: 10 (+1) [20 (+1) vs. Light]
Number of Attacks: 1
Attack Rate: 1.5
Range: 6
Targets: Ground/Air
DPS: ~6.67 (+0.67) [13.33 (+1.33) vs. Light]
Armour Effectiveness: 0.67
DPS:Cost: ~1.67 [3.33]
DPS:Supply: ~3.33 [6.67]

Upgrades:
Personnel Cloaking - 150/150 - Time: 120
Allows Ghosts to use their Cloak ability.

Moebius Reactor - 150/150 - Time: 80
Increases the Starting Energy of Ghosts from 50 to 75.

Abilities:
Snipe - 25 energy
Attacks a Biological Target at up to 10 range for 45 damage.

EMP Round - 75 energy
Takes away 100 Shields and 100 Energy from all targets in the 1.5 Area of Effect. 10 Range.

Cloak - 25 + 0.9 energy/second
Makes the Ghost untargetable to all attacks and abilities unless there is a detector nearby to spot the Ghost. Drains energy while active.

Tac. Nuke Strike
Launches a nuke from a random Armed Ghost Academy. Inflicts 300/150/75 damage to a 4/6/8 radius (+60% vs. Structures). Nukes take 20 seconds to land.
Edited by TCPMathmick on 11/19/2011 8:21 PM PST
Reply Quote
Hellion:
Health: 80
Armour: 0
Minerals: 100
Vespene: 0
Supply: 2
Build Time: 30
Movement Speed: 4.25
Health:Cost: 80
Health:Supply: 40

Attacks:
      Infernal Flamethrower:
Damage: 8 (+1) [14 (+2) vs. Light]
Splash: Line up to full 5 range.
Number of Attacks: 1
Attack Rate: 2.5
Range: 5
Targets: Ground
DPS: 3.2 (+0.4) [5.6 (+0.8) vs. Light]
Armour Effectiveness: 0.4
DPS:Cost: 3.2 [5.6]
DPS:Supply: 1.6 [2.8]

Upgrades:
Infernal Preigniter - 150/150 - Time: 110
Increases the Hellion's Damage against Light units by +5.

Siege Tank:
Health: 160
Armour: 1
Minerals: 150
Vespene: 125
Supply: 3
Build Time: 45
Movement Speed: 2.25
Health:Cost: 40
Health:Supply: ~53.33

Attacks:
      90mm Cannons:
Damage: 15 (+2) [25 (+3) vs. Armoured]
Number of Attacks: 1
Attack Rate: 1.04
Range: 7
Targets: Ground
DPS: ~14.42 (+1.92) [~24.04 (+2.88) vs. Armoured]
Armour Effectiveness: ~0.96
DPS:Cost: ~3.61
DPS:Supply: ~4.81

      Crucio Shock Cannon:
Damage: 35 (+3) [50 (+5) vs. Armoured]
Splash: Damage dealt is 100%/50%/25% in a 0.46/0.78/1.25 radius from target.
Number of Attacks: 1
Attack Rate: 3
Range: 13 (min. 2)
Targets: Ground
DPS: 11.67 (+1) [16.67 (+1.67) vs. Armoured]
Armour Effectiveness: 0.33
DPS:Cost: ~2.92
DPS:Supply: ~ 3.89

Upgrades
Siege Mode - 100/100 - Time: 80

Gives Siege Tanks the ability to deploy into Siege Mode, giving them the Crucio Shock Cannon attack but immobilising them.

Abilities
Siege Mode
The Siege Tank will deploy into Siege Mode over 4 seconds. Undeploying takes the same amount of time.

Thor:
Health: 400
Armour: 1
Minerals: 300
Vespene: 200
Supply: 6
Build Time: 60
Movement Speed: ~1.88
Health:Cost: ~57.14
Health:Supply ~66.67
Energy: 200
Energy Regen: 0.5625

Attacks:
      Thor's Hammer:
Damage: 30 (+3)
Number of Attacks: 2
Attack Rate: 1.28
Range: 7
Targets: Ground
DPS: ~46.88 (+4.69)
Armour Effectiveness: ~1.56
DPS:Cost: ~6.70
DPS:Supply: ~7.81

      Javelin Missile Launchers:
Damage: 6 (+1) [12 (+2) vs. Light]
Splash: Damages all applicable targets in 0.5 radius.
Number of Attacks: 4
Attack Rate: 3
Range: 10
Targets: Air
DPS: 8 (+1.33) [16 (+2.67) vs. Light]
Armour Effectiveness: ~1.33
DPS:Cost: ~1.14 [2.28]
DPS:Supply: ~1.33 [2.66]

Upgrades:
250mm Strike Cannons - 150/150 - Time: 110
Allows Thors to use the 250mm Strike Cannons ability.

Abilities
250mm Strike Cannons - 150 Energy
Deploys over 2 seconds into a form where the Thor will inflict 500 damage over another 6 seconds while stunning the target, followed by 2 seconds of undeploying from this form.
Edited by TCPMathmick on 11/19/2011 9:12 PM PST
Reply Quote
Viking:

Health: 125
Armour: 0
Minerals: 150
Vespene: 75
Supply: 2
Build Time: 42
Movement Speed: 2.75 (2.25 Fighter Mode)
Health:Cost: 41.67
Health:Supply: 62.5

Attacks:
      Lanzer Torpedoes:
Damage: 10 (+1) [14 (+1) vs. Armoured]
Number of Attacks: 2
Attack Rate: 2
Range: 9
Targets: Air
DPS: 10 (+1) [14 (+1) vs. Armoured]
Armour Effectiveness: 1
DPS:Cost: ~3.33 [~4.67]
DPS:Supply: 5 [7]

      Gatling Cannon:
Damage: 12 (+1)
Number of Attacks: 1
Attack Rate: 1
Range: 6
Targets: Ground
DPS: 12 (+1)
Armour Effectiveness: 1
DPS:Cost: 4
DPS:Supply: 6

Abilities:

Fighter Mode/Assault Mode

Switches the weapons of the Viking, and causes it to either land or take-off. Vikings are vulnerable to Anti-Air weapons during transformation.

Medivac:

Health: 150
Armour: 1
Minerals: 100
Vespene: 100
Supply: 2
Build Time: 42
Movement Speed: 2.5
Health:Cost: 50
Health:Supply: 75
Energy: 200
Energy Regeneration: 0.5625

Abilities:
Heal - 1 energy per 3 life
Heals the target at a constant rate of 9 life/second.

Upgrades:
Caduceus Reactor - 100/100 - Time: 80
Increases the starting energy of Medivacs from 50 to 75.

Raven:

Health: 140
Armour: 1
Minerals: 100
Vespene: 200
Supply: 2
Build Time: 60
Movement Speed: 2.25
Health:Cost: 28
Health:Supply: 70
Energy: 200
Energy Regeneration: 0.5625

Upgrades:
Durable Materials - 150/150 - Time: 110
Raven Summonables last for 33% longer before failing.

Seeker Missile - 150/150 - Time: 110
Allows Ravens to use the Seeker Missile ability.

Corvid Reactor - 150/150 - Time: 110
Increases the starting energy of Ravens from 50 to 75.


Abilities:
Auto-Turret: - 50 Energy
Creates a 2x2 Turret with 200 Health that fires on enemy units. Damage is 8 and Attack Rate is 0.8 (10 DPS). Benefits from Hi-Sec Auto-Tracking and Structure Armour. Lasts 180 seconds.

Point-Defence Drone - 100 Energy
Creates a floating aerial drone which destroys projectiles. It can destroy up to 20 projectiles at first, and an extra projectile every 10 seconds. Only visible, solid projectiles can be destroyed. Benefits from Hi-Sec Auto-Tracking and Structure Armour. Lasts 180 seconds.

Seeker Missile - 125 Energy
Fires a seeking missile that follows a target at a speed of 2.95. It will accelerate if it gets close to the target, and on hitting, it will inflict 100 damage to a radius 2 area. Follows for up to 15 seconds before timing out.

Banshee:

Health: 140
Armour: 0
Minerals: 150
Vespene: 100
Supply: 3
Build Time: 60
Movement Speed: 2.75
Health:Cost: 40
Health:Supply: ~46.67
Energy: 200
Energy Regeneration: 0.5625

Attacks:
      Backlash Rockets:
Damage: 12 (+1)
Number of Attacks: 2
Attack Rate: 1.25
Range: 6
Targets: Ground
DPS: 19.2 (+1.6)
Armour Effectiveness: 1.6
DPS:Cost: ~5.48
DPS:Supply: 6.4

Upgrades:
Cloaking Field - 200/200 - Time: 110
Allows Banshees to use their Cloak ability.

Abilities:
Cloak - 25 + 0.9 energy/second
Makes the Banshee untargetable to all attacks and abilities unless there is a detector nearby to spot the Banshee. Drains energy while active.

Battlecruiser:

Health: 550
Armour: 3
Minerals: 400
Vespene: 300
Supply: 6
Build Time: 90
Movement Speed: ~1.88
Health:Cost: 55
Health:Supply: 91.67
Energy: 200
Energy Regeneration: 0.5625

Attacks:
      ATA Laser Battery:
Damage: 6 (+1)
Number of Attacks: 1
Attack Rate: 0.23
Range: 6
Targets: Air
DPS: ~26.09 (+4.35)
Armour Effectiveness: ~4.35
DPS:Cost: ~2.61
DPS:Supply: ~4.35

      ATS Laser Battery:
Damage: 8 (+1)
Number of Attacks: 1
Attack Rate: 0.23
Range: 6
Targets: Ground
DPS: 34.78 (+4.35)
Armour Effectiveness: ~4.35
DPS:Cost: ~3.48
DPS:Supply: ~5.80

Upgrades:
Weapon Refit - 150/150 - Time: 60
Allows Battlecruisers to use the Yamato Cannon ability.

Behemoth Reactor - 150/150 - Time: 80
Increases the starting energy of Ravens from 50 to 75.

Abilities:
Yamato Cannon - 125 Energy
After a 3 second channel, fires a plasma projectile at the target which inflicts 300 damage.
Edited by TCPMathmick on 11/20/2011 3:10 AM PST
Reply Quote
Command Center:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Barracks:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Supply Depot:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Engineering Bay:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Refinery:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Missile Turret:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Bunker:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Orbital Command:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Planetary Fortress:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Ghost Academy:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Factory:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Armory:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Starport:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Fusion Core:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost
Edited by TCPMathmick on 11/16/2011 7:36 PM PST
Reply Quote
Zergling:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Claws:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Baneling:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Explode:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Attacks:
      Explode Structure:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Roach:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Acid Saliva:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Queen:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Talons:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

      Acid Spines:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Overlord:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost
Edited by TCPMathmick on 11/15/2011 9:01 PM PST
Reply Quote
Hydralisk:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Needle Spines:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Mutalisk:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Glave Wurm:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Corruptor:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Parasite Spore:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Infestor:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Overseer:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost
Edited by TCPMathmick on 11/15/2011 9:03 PM PST
Reply Quote
Ultralisk:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Kaiser Blades:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Brood Lord:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Broodling Strike:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Broodling:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Claws*:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:06 PM PST
Reply Quote
Hatchery:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Spawning Pool:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Evolution Chamber:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Spine Crawler:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Spore Crawler:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Extractor:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Roach Warren:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Baneling Nest:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Lair:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Nydus Network:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Nydus Worm:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Spire:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Hydralisk Den:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Infestation Pit:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Hive:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Greater Spire:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Ultralisk Cavern:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost
Edited by TCPMathmick on 11/16/2011 7:50 PM PST
Reply Quote
Zealot:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Psi Blades:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Stalker:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Particle Disruptors:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Sentry:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Disruption Beam:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

High Templar:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Dark Templar:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Warp Blades:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Archon:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Psionic Shockwave:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:09 PM PST
Reply Quote
Immortal:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Phase Distruptors:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Colossus:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Thermal Lance:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Observer:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Warp Prism:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost
Edited by TCPMathmick on 11/15/2011 9:10 PM PST
Reply Quote
Phoenix:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Ion Cannons:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Void Ray:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Prismatic Beam:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Carrier:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Interceptors (per Interceptor):
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost

Mothership:

Health:
Armour:
Minerals:
Vespene:
Supply:
Build Time:
Movement Speed
Health:Cost

Attacks:
      Purifier Beam:
Damage:
Number of Attacks:
Attack Rate:
Range:
Targets:
DPS
Armour Effectiveness:
DPS:Cost
Edited by TCPMathmick on 11/15/2011 9:14 PM PST
Reply Quote
Nexus:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Pylon:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Gateway:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Cybernetics Core:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Assimilator:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Forge:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Photon Cannon:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Robotics Facility:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Robotics Bay:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Twilight Council:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Templar Archives:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Dark Shrine:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Stargate:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost

Fleet Beacon:

Health:
Armour:
Minerals:
Vespene:
Build Time:
Health:Cost


Edited by TCPMathmick on 11/16/2011 7:41 PM PST
Reply Quote
First?

I don't see any useless statistics yet though
Reply Quote
He is working on it xD
Reply Quote
Amazing Queen. This is going to be quite the resource.


______________________________________________________________________________
ZiggyD - Writer/Editor of LearningSC2.com
"Learn Starcraft 2 with me from Bronze up"
http://sea.battle.net/sc2/en/forum/topic/105480828
Reply Quote
Go mathmick, go! :D

oh, and it isn't useless, I will actually be using this quite a bit

so thank you in advance :D
Edited by Thoth on 11/16/2011 3:15 AM PST
Reply Quote
hmmm, could be usefull having this all easily referenced like so.

But what I would REALLY like is one for each of the functions in the trigger editor and each of the items in the data editor for the SC2 galaxy editor. gogogo!

:P j/k I think you'll have enough on your plate already by the looks of it.
Reply Quote
11/16/2011 10:03 AMPosted by Turtles
But what I would REALLY like is one for each of the functions in the trigger editor and each of the items in the data editor for the SC2 galaxy editor. gogogo!


I still barely know how to change things in the Data Editor. I still use the WC3 Editor for any projects I have regarding this sort of thing.


Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Reason
Explain (256 characters max)
Submit Cancel

Reported!

[Close]