
Introduction
In this document, I will introduce several changes to this game.
Yup.
I will introduce:
- New General Weapon & Armor Upgrades
- New Shield Upgrades (Protoss)
- New Unit Specific Weapons & Armor Upgrades
- New Unit Upgrades
- New Building Upgrades
I will even introduce a – BRAND NEW – mechanism that would enable many new rushes and timing attacks.
Yes.
The ability to sacrifice “Max Supply” for resources.
Yes. No joke.
I have a confession to make. I have watched WAY too much professional Starcraft 2 on Youtube in my days.
The absolute best games are:
- Early Rushes (“Cheese”)
- Timing Attacks
–or an active mid-game battle with 50-70 Workers.
This mechanism would benefit aggressive players, and these games are also the most popular to watch.
It is a WIN-WIN!
I really do think so.

General Unit Upgrades
All races in Starcraft 2 have 3 levels of unit upgrades to the attack damage and armor.
- Level 1
- Level 2
- Level 3
Protoss also have shields, which gives them a third thing to upgrade (but they still have three levels).
I would add two new levels. Creating 5 Levels of upgrades – instead of 3 Levels.
- Level 1
- Level 2
- Level 3
- Level 4
- Level 5
This would give this game a whole new depth. It would allow for specialized strategies – that revolve around getting key upgrades – before attacking.
This clearly already exists, but it would allow for a higher variety in this regard. Especially in the mid-game – and late game.
But remember that the cost – and time – of each upgrade increases every single step. This gives you something to do in the deep late game.
This change would apply to air units as well, for all three races.

Unit Specific Upgrades
I would like to introduce a new concept.
This new concept enables a Starcraft 2 player to upgrade specific unit types.
A Protoss player could upgrade their Zealots or Stalkers – for example.
This upgrade would cost half as much as a normal weapons/armor upgrade. It would also take half as long. It would also be half as powerful.
Unit type upgrades would be located within the building that produces that unit. This means that no additional buildings will be required to make this change.
Each unit type will have 5 Upgrades to their Weapons & Armor.
- Level 1: Weapon/Armor
- Level 2: Weapon/Armor
- Level 3: Weapon/Armor
- Level 4: Weapon/Armor
- Level 5: Weapon/Armor
With this change, each unit will have:
- 5 General Weapon Upgrades
- 5 General Armor Upgrades
- 5 Unit Specific Weapon Upgrades
- 5 Unit Specific Armor Upgrades
For example, a fully upgraded Marine will get +5 Damage from the normal weapons upgrade, and +2.5 Damage from the unit specific upgrade.
That is +7.5 Damage in total.
The unit specific upgrades are half as strong – as the general upgrades. This applies across the board for all units – and all races.
The cost – and time – will usually be half of the general upgrade.
This would enable Terran to create an upgrade spike where their Marines/Marauders have one normal weapons and armor upgrade, and two unit specific weapons and armor upgrades.
This would give Marines +2 Damage and +2 Armor. This would be a powerful spike. Especially with Stim Pack and Combat Shield!
For real.
I really mean it!
These upgrades would give each individual unit in the whole game a new series of power spikes, in direct relation to their unit specific upgrades.
Which, in this case, are:
- 5 Unit Specific Weapon Upgrades
- 5 Unit Specific Armor Upgrades

New Unit Upgrades
I will also add many new unit upgrades to the game.
You know how Marines have Combat Shield and Marauders have Concussive Shell?
In my Game Update, Combat Shield would get two upgrades. Concussive Shell would – also – get two upgrades. Stim Pack would get two upgrades.
Marauders would get a “Medic” upgrade – which allows them to heal biological units.
Medivacs would get many new upgrades, and actually gain the ability to heal units inside it. With the right upgrades, it would even be able to heal mechanical units.
The Terran player can also create large “Repair Zones” with their Mules, where they automatically repair all mechanical units inside it (at an increased rate).
Already existing skills have been given several upgrades each. New upgrades have up to 5 (!) different levels to upgrade.
A new upgrade with “5 Levels” can be researched, then upgraded four times. An upgrade with “1 Level”, is done the moment it is researched (like most upgrades in Starcraft 2).
I hope that makes sense!

New Building Upgrades
This MASSIVE Game Patch will add new upgrades for many buildings.
In fact, most buildings in the game have been given at least – one new – upgrade. Many have been given SEVERAL new upgrades.
Let me give you an example.
Yes.
A “Bunker” can be “Reinforced” to have it scale into the mid-game.’’ This gives it hit points, armor, attack range, and natural regeneration.
Bunkers can also be connected to a “Buddy System” – where they share damage with each other (and get other bonuses!).
A “Supply Depot” can also be “Reinforced” in order to protect your base from attacks. It gets hp, armor, vision, and hit point regeneration.
The “Orbital Command” would get several new upgrades (actually 7!). “Mules” would literally get 3 (!) different upgrades (with several levels each).
SCV’s will actually get several new upgrades (4 in total).
- The first increases movement speed and resource collection rate (+9%/+9% at max level).
- The second increases hp (+15 hp at max level).
- The third gives large groups of SCV’s extra armor (+3 armor at max level).
- The fourth upgrade allows up to three SCV’s to build the same building faster (+144% extra building speed at max).
This patch has a lot of new upgrades.
The “Planetary Fortress” will also get several new upgrades. When the upgrades are “maxed out”, this building will gain the ability to move one time.
This allows you to sink a lot of resources into this building. Since you know you can move it to a new base (or a choke point).
A Terran Command Center can even be turned into a “Building Zone” – which is able to construct buildings with its ENERGY!
“Sensor Towers” will get several new upgrades.
Even “Baracks” will get new upgrades. You can turn a Barack into a “Mobile Rock” – that fly around and create choke points all over the map.
This building will have more hp, armor, self-repair, higher movement speed – and the ability to make copies of itself FOR FREE.
Yes. It is awesome.
Terrans can use:
- Reinforced Supply Depots
- Reinforced Bunkers
- Reinforced Baracks
–to create “choke points” all over the map.
We know how much the Marine/Marauder/Siege Tank composition – LOVES – choke points!
The Engineering Bay and Armory would be able to go into “Overdrive” in order to finish upgrades faster (taking damage as a result).
“Missile Turrets” will also get several new upgrades. They will, for example, be able to heal all Terran ships.
This is just Terran.
I have done the same thing for Zerg and Protoss.
All races have many new Unit Upgrades and Building Upgrades.
There is a large amount of new content.

Sacrifice Max Supply
This chapter will outline a new concept that you have not encountered before (because I made it).
According to this concept, your “Maximum Supply”can be “Traded” or “Sacrificed” to gain resources.
You can sacrifice 5 SUPPLY – per MINUTE – that has passed. At 1:01 you can “Sacrifice” 5 Max Supply (down to 195 from 200) for 200 Minerals and 100 Gas.
But the opponent will get half of these resources without sacrificing any of their max supply.
At minute 5:05 you can “Sacrifice” 25 Max Supply (down to 175 from 200). This will give you 1000 Minerals and 500 Gas.
Each Max Supply will give you 40 Minerals – and 20 Gas.
But there is a tradeoff!
Remember that the opponent gets half those resources with changing their max supply. The opponent will get 500 Minerals and 250 Gas in this case.
When you “Sacrifice” Max Supply, both players get a “Map Ping” and a text message that explains what happened. How much supply was traded, and how much each player got.
This is to avoid any confusion.
There is one more thing!
There is a delay of 15 Seconds from the trade until the resources arrive. This will give the opposing player some time to prepare their defenses.
I absolutely do realize that this is a high-risk – high-reward – type of thing. It would CLEARLY have to be TESTED by players of all calibers, to make sure it is BALANCED.
I am aware of that!
But this effect would enable faster:
- Rushes
- Power Spikes
- Timing Attacks
I would like most games to be over before it reaches the second half of late game.
This would open up the game to EXTREMELY aggressive players – who bet EVERYTHING on taking you out early.

Content Overview
This part discusses specific Unit Upgrades and Building Upgrades.
I will present the content in the following order:
- Zerg Unit Upgrades
- Zerg Building Upgrades
- Terran Unit Upgrades
- Terran Building Upgrades
- Protoss Unit Upgrades
- Protoss Building Upgrades
Alright.
Sweet.
Let’s get to it!

Zerg Unit Upgrades

Zerglings
UPGRADE 1: The upgrade “Adrenal Glands” is reworked. This upgrade increases attack speed by +50%.
This upgrade is split into three upgrades. They will give +20%/+40%/+60% attack speed.
Zerglings get +60% Attack Speed at max level. This change gives Zerglings an:
- Early Game Spike: +20% (Hatchery)
- Mid-Game Spike: +40% (Lair)
- Late Game Spike: +60% (Hive)
This upgrade makes Zerglings better in the early game, mid-game, and the late game!
UPGRADE 2: This upgrade is called “Tough Meat”. It gives +5/+10/+15 hit points. Three levels. It gives +15 Hit Points at max level (up to 50 from 35).
UPGRADE 3: This upgrade is called “Shifty Meat”. It reduces damage from air units by +10%/+20%/+30%. This gives +30% Damage Reduction at max level.
This is a soft counter to Oracles and other air units.
UPGRADE 4: This upgrade is called “Double Trade”. A Zergling can “Sacrifice” 20% of its max hit points (7-10 hp) in order to gain a “special effect”.
This “special effect” reduces all incoming damage by 50%, and reduces all outgoing damage by 50%. This lasts for 7 seconds.
This allows a Zerg player to use Zerglings as a “Meat Shield” between his army – and the enemy army. These Zerglings will also be strong scouts.
Damage Percentage is ALWAYS calculated AFTER armor reduction. This enables it to reduce the right amount of damage.

Roaches
The problem with Roaches is that they fall off HARD in the mid-gage – and late game!
They are almost – UNUSABLE – in a late game army composition.
I intend to solve this problem.
UPGRADE 1: This upgrade is called “Durable Gangster”. It has three levels. Each level gives +1 Armor and +20 Hit Points. They get +3 Armor and +60 Hit Points – at max level.
A Roach will have 205 hp (up from 145) and 4 armor (up from 1) – without any other upgrades.
This upgrade has a high impact, so it would be costly, and take some time to research.
- The first one would be 200 minerals + 200 gas over 90 seconds.
- The second would be 300/300 over 120 seconds.
- The third one would be 400/400 over 150 seconds.
This upgrade would make Roaches viable in a late game composition. Especially for a struggling player, since they are cheap (75/25).
UPGRADE 2: This upgrade is called “Ranger Stalker”. The word “Stalker” is a reference to Roaches ability to harass enemy units. This upgrade gives +1 Attack Range (up to 5 from 4).
Roaches need this upgrade in order to compete with upgraded “Stimmed Bio” – and the famous “Protoss Deathball”!
UPGRADE 3: This upgrade is called “Group Swiftness”. Whenever a group of Roaches are together, they gain 0.5% movement speed for each Roach.
- 5 Roaches = +2.5% Movement Speed
- 10 Roaches = +5% Movement Speed
- 20 Roaches = +10% Movement Speed
- 40 Roaches = +20% Movement Speed
A group cannot gain more than +20% Movement Speed. This ability does not work on creep (or under ground).
When a Roach in this group dies, the group is negatively affected. This penalty is a debuff called “PTSD”.
The first effect is that they gain a “Movement Speed Penalty” for 3 seconds. It is equal to 2x the current movement speed bonus. +20% movement speed – gives a speed penalty of 40% for 3 seconds.
The second effect is that they lose their armor during this time (natural + upgrades).
This upgrade can be upgraded two more times.
The second upgrade reduces the “Movement Speed + Armor Penalty” to 2 seconds.
The third upgrade reduces the “Movement Speed + Armor Penalty” to only 1 second.
#PTSDisfake
#stfu
#notfunny

Queens
Queens will get several important changes and upgrades with this PLUS-SIZED Game Update.
Zerg has a MAJOR problem with anti-air in the early and mid-game (before Hydras and Corrupters).
This is why Zerg was given Ravagers with the expansion, as a “soft counter” to air units. “Corrosive Bile” can damage air units, and forces them to constantly move.
This forces high level Zerg players to rely on the Queen in attack and defense.
I will tackle this issue by turning the Queen into an Offensive – and Defensive – POWERHOUSE.
Please allow me to prove my point.
#whatever
UPGRADE 1: This upgrade is called “Big Mama”. There are three levels. They give +25/+50/+75 hp. +75 Hit Points at max level. This gives a Queen 250 hp (up from 175). This is a health increase of 43%.
UPGRADE 2: This upgrade is called “Ferocious Queen”. It increases attack speed by +5%/+10%/+15%. It also increases damage with +1/+2/+3.
This ability gives +15% attack speed and +3 damage at max level.
- The first upgrade might be 100/100 over 60 seconds.
- The second upgrade could be 150/150 over 90 seconds.
- The third upgrade could be 200/200 over 120 seconds.
This will allow Queens to participate in various timing-attacks. I do not want the Queen to be – “Useless” – in the late game!
UPGRADE 3: This upgrade is called “Great Defender”. It gives +1 Attack Range while on creep. This upgrade will have two levels.
The Queen gets +2 Attack Range at max level.
- The first upgrade is 150/150 over 90 seconds.
- The second upgrade is 300/300 over 180 seconds.
UPGRADE 4: The skill “Transfusion” will be reworked and get two upgrades.
The first upgrade will boost the heal-over-time to 75 (up from 50). The second upgrade will boost it to 100. This would increase the overall heal to 175 (up from 125).
ENEMY UNITS: A Queen can cast this spell on enemy units. 50% of the heal will be converted into damage. It will do 87.5 damage over 7 seconds at max level. The first instance of damage will occur instantly when the skill is cast (there are 7 more “damage ticks” after this).
ENEMY BUILDINGS: This spell can also be cast on enemy buildings. 100% of the heal will convert into damage. The damage will be done evenly over 7 seconds. It will do 175 damage at max level. The first instance of damage will occur right when the spell is cast.
This will allow Queens to take out key enemy structures like Bunkers, Photon Cannons, and Shield Batteries.
ARMOR: Affected units will get -1 Armor for 7 seconds. Buildings will get -2 armor instead.
SURPLUS HEAL: When “Transfusion” is used on a friendly unit with full hit points, their maximum hit points will be increased. There is no technical limit.
When “Transfusion” is used this way, the effect will be instant. At max level, a “Transfusion” will increase a unit’s hit points by +175. This effect will stay with this unit for 14 Seconds.
This means that a Zergling becomes a 210 Hit Point Unit for 14 Seconds after a “Transfuse”, assuming they have full hp before.
This unit also gains +100% Health Regeneration per “Transfuse” that is cast (during these 14 seconds). This amounts to +0.38hp/second per Transfuse.
Individual units can be “Transfused” – and “Beefed up” – before they run in and take 57 TANK SHOTS TO THE FACE!
Sorry – I got a little carried away there.
But this “Surplus Heal” also works on your own buildings. +175 hp for 14 Seconds at max level. This can be used to “Beef Up” specific Spine Crawlers – before the enemy invades your base!
This can also be used to protect key technological structures.
With all these changes, the skill “Transfusion” can do:
- Unit Damage
- Building Damage
- Minus Armor
- Increase Maximum Hit Points of Units
- Increase Maximum Hit Points of Buildings
That is a lot of changes!
I know. I might have “Cooked This Mental Steak” – a bit TOO LONG!
#justsaying
UPGRADE 5: This upgrade is called “Home Team”. This upgrade would give all Queens close to their starting Hatchery +100% hp regen – and +100% energy regen.
There is a secondary effect.
When a Queen casts “Transfusion” on the Hatchery that made her, it is +50% stronger. It will heal for 187.5 hit points instead of 125 (without upgrades).
UPGRADE 6: This upgrade is called “Kamikaze Creep”. A Queen sacrifices herself in order to instantly create a spot of creep in a circle around her.
This circle has 5 Radius. This creep will stay for 15 Seconds (without supporting creep tumors or overlords).
There is a bonus effect. This creep gives +1 Armor and +100% Health Regeneration to all Zerg units (during these 15 seconds).
This upgrade has two levels.
The next level will make the circle 7 Radius and increase its duration to 20 Seconds. The bonus effect is doubled. It gives +2 Armor and +200% Health Regeneration during 20 Seconds.
This upgrade presents another method to create creep in the enemy base (other than Overlords)!
What’s – so bad – about having OPTIONS?
#justsaying
#stopthat
UPGRADE 6: The skill “Create Creep Tumor” will get an update. Each creep tumor made by the Queen will automatically create an extra creep tumor in the same direction.
This effect can be turned off.
UPGRADE 7: The skill “Spawn Larva” will get an update. This skill can be set to “Autocast”. If so, any Queen position by a Hatchery/Lair/Hive will inject it with larva automatically every 25 seconds.
Upgrade 6 + 7: These are “Quality of Life” changes for Zergs. It frees up a player’s mind to actually enjoy the game. “Creep Spread” and “Larva Injects” aren’t the most exciting part of playing Starcraft 2.
This change would actually increase the quality of professional Starcraft 2 matches – since the Zerg player would have more “attention” to manage the army.
It would be well-received across all levels of play, in my HUMBLE OPINION!
There are only 22 Zergs among the Top 100 Players Globally. There are 27 Terran. There are 52 Protoss.
Terran isn’t “weak”. But Terran requires very high levels of “Micro” from the player, which deters some people from playing this race.

Corruptors
Corruptors are one of few Zerg units that are strong against air units!
Let’s not pretend I am wrong on this one.
UPGRADE 1: This upgrade is called “Fat Corruption”. There are four levels. It gives Corruptors +25/+50/+75/+100 hp. This gives them +100 Hit Points at max level (up to 300 from 200).
UPGRADE 2: The spell “Caustic Spray” is given three upgrades.
The first upgrade makes the “Caustic Spray” target a secondary building nearby. It will pick the closest building, whatever it is.
The second upgrade will make the “Caustic Spray” target another building, a third building.
The third upgrade will make it target a fourth building.
This will make “Caustic Spray” target four buildings at max level!
BUILDING HEALING: I will change “Caustic Spray” so that it could heal friendly buildings at 35% efficiency. This only works on the primary target.
TARGET GROUND: I would also enable “Caustic Spray” to target the ground. This will put a “Green Slime” on the ground which provides vision, slows enemies, and does damage over time.
The duration of this “Green Slime” equals the time put into it. If 1 Corruptor spends 20 Seconds putting it there, it will be there for 20 Seconds.
If 10 Corruptors spend 10 Seconds putting it there, it will stay there for 100 Seconds (10×10=100).
This “Green Slime” gives vision, a 35% Slow, and 5 Damage/Second.
When friendly units stand on top of this “Green Slime”, they get +17.5% Movement Speed, and get a +2.5 Health Regeneration.
This “Green Slime” can be a suitable “Escape Path” for an invading ground army in the opponent’s base.
The area covered is a Radius 5 circle.
UPGRADE 3: This upgrade is called “Flying Authority”. This upgrade will give corruptors +1 Attack Range (7 up from 6).
There is a secondary effect.
Corruptors will get +1 Attack Range and +6 Damage on their next attack – if they have not attacked within the last 30 Seconds.
This is a useful ability for taking down large ships like Carriers, Tempests, Battlecruisers, and the Mothership.
UPGRADE 4: This upgrade is called “Slimy Cannon”. It will enable the Corruptor to launch a long-distance organic missile. Range 12.
This will do 100 damage over 10 seconds.
VISION: It will give vision over the area around the target for the duration.
ENEMY BUILDINGS: It will do +100 damage to buildings (200 over 10 seconds). The cooldown will be 30 seconds.
COST: The downside is that this long distance attack would do 50 damage to the Corruptor itself. It will take 2 seconds to cast.
FRIENDLY BUILDINGS: This ability can target friendly buildings. When this organic missile targets a friendly building, this building gains a “buff” and a “debuff”.
THE BUFF: The “buff” causes 1 + 1% max hp regeneration per second for 15 seconds. This affects both friendly buildings and units.
THE DEBUFF: The “debuff” causes enemy units and buildings to take 1 + 1% max hp as damage per second for 15 seconds.
There will be a visual indicator around the affected building that shows a bright orange slime on the ground. The area covered will be Range 5 around the building.
Any unit that dies from this condition will “infect” any friendly unit nearby. They will take 1 + 1% max hp as damage per second for 15 seconds.
Buildings that die from this effect will also infect other nearby buildings.
STACK: Several instances of “Slimy Cannon” to friendly buildings will stack over time. Each “Organic Missile” after the first will extend the duration by another +15 seconds.
Four instances will create an effect duration of 60 seconds (15 + 15 + 15 + 15 = 60).
SUMMARY:
- When targeting enemy Units + Buildings this ability will simply do damage over time (100 vs 200 over 10 seconds).
- When targeting friendly Buildings, however, it will generate a hp regeneration “aura” that boosts all friendly units and buildings (by 1 + 1% max hp per second for 15 seconds).
- Enemy Units + Buildings will be damaged by the same amount (that is 1 + 1% max hp per second for 15 seconds).
It doesn’t suck to be able to release an “Organic Yamato Cannon” from your body!
Even if it hurts.

Lurkers
UPGRADE 1: Lurkers have an upgrade called “Seismic Spines” which gives them +2 Attack Range. I will turn this upgrade into three upgrades/levels. Each level gives +1 Attack Range. They will give +1/+2/+3 Attack Range.
- This first upgrade (+1) would give Lurkers an early game power spike.
- The second upgrade (+2) would make them about the same in the mid-game.
- The third upgrade (+3) would give them a late game power spike.
Lurkers would have 11 Attack Range at max level (up from 10).
UPGRADE 2: This upgrade is called “Shadow Beast”. It gives Lurkers +20/+40/+60 hp. For a total of +60 Hit Points when maxed out (this gives them 260 up from 200).
There is a secondary effect.
This upgrade also gives +30%/+60%/+90% health regeneration. This translates to +0.34 hp regen/second at max level.
However!
The health regeneration boost is – DOUBLED – when they are burrowed. Effectively giving them a +180% health regeneration boost.
- This gives them a 1 hp regen/second while burrowed.
- This gives them 0.7 hp regen/second when not burrowed.
All Zerg units and buildings naturally regenerate at 0.38 hp/second (in case you WONDERED!).
This upgrade encourages a Zerg player to use their Lurkers ACTIVELY, since they regenerate health quickly.
Changes that encourage – AGGRESSION – is generally a positive thing (I know that sounds bad!).
Sorry about that.
UPGRADE 3: This upgrade is called “Air Defense”. This upgrade reduces the damage Lurkers take from air units by +10%/+20%/+30%. This is a soft counter to air units.
This gives +30% Damage Reduction – at max level.
UPGRADE 4: This upgrade is called “Lone Wolf”. It boosts the stats of any Lurker who is by itself. This Lurker gains +1 attack range, +25% attack speed, +1 armor, and 1 hp regen, and +2 sight (12 up from 10). This Lurker gains Detection Range 7.
No other friendly unit – or building – can be within Range 20 of this Lurker (if so the bonus disappears). With this upgrade, Lurkers can burrow themselves all over the map for vision – and harassment.
This “Super Lurker” – would be able to take out small bands of units. Especially workers – and scouting units.
If the Lurker stays burrowed on the exact same location for 120 seconds, the bonuses are doubled. This gives it +2 attack range, +50% attack speed, +2 armor, and 2 hp regen, and +4 sight. This Lurker will also gain Detection Range 14.
This Lurker will be STRONG.
UPGRADE 5: This upgrade is called “Spinal Destruction”. It increases damage by +2/+4/+6. This upgrade gives +6 Damage at max level (up to 30 from 24).
This damage upgrade will help Lurkers scale into the late game. Lurkers are strong in the mid-game (SURE!), but they tend to fall off in the late game.

Mutalisks
UPGRADE 1: This upgrade is called “Durable Tissue”. It gives Mutalisks +10/+20/+30 hp. It gives +30 Hit Points when maxed out (up to 150 from 120).
UPGRADE 2: This upgrade is called “Speedy Dragon”. It gives +3%/+6%/+9% movement speed. +9% when maxed out.
UPGRADE 3: The third upgrade is called “Dodgy Creature”. It reduces damage taken by Photon Cannons/Spore Crawlers/Missile Turrets by +10%/+20%/+30%. Three levels. So +30% Damage Reduction at max level.
UPGRADE 4: This upgrade is called “Glaive Destruction”. It increases damage by +1/+2/+3. Three levels. +3 Damage at max level (up to 12 from 9).
These upgrades will help Mutalisks scale into the late game. Right now, Mutalisks are mostly used for harassment of workers.

Hydralisks
Hydralisks will be given 3 (!) NEW UPGRADES. Another level is added to the skill “Grooved Spines” – which increases attack range.
Sweet.
UPGRADE 1: This upgrade is called “Tough Matter”. It gives +10/+20/+30 hp. So +30 hit points at max level. This gives them 120 hit points (up from 90).
UPGRADE 2: Their upgrade “Grooved Spines” increases attack range by +1. I will give it another upgrade. This upgrade will increase Hydra attack range by +1. This means +2 Attack Range (up to 8 from 6) at max level.
- The first upgrade will be 150/150 over 80 seconds.
- The second upgrade will be 300/300 over 160 seconds.
Attack range has a very large impact in Starcraft 2. It might be the single most important metric in battle.
UPGRADE 3: This upgrade is called “Relentless Spitter”. It increases attack speed by +5%/+10%/+15%. So +15% at max level.
Hydras did get a 8% attack speed nerf a couple years ago! Zerg was never the same after that.
Just kidding.
UPGRADE 4: This upgrade is called “Change of Mind”. It is a mobility upgrade. It will give Hydras a 75% movement speed bonus for 0.75 seconds – instantly after they change direction.
The change has to be at least 120 degrees, for it to activate. It has a 10 second cooldown. It starts off on autocast, but it can be manually activated.
When a group of Hydras move forward, then turn around and go backwards, they make a 180 degree turn. This will activate this ability. But even moving backwards at a slight angle will activate it, since it activates at 120+ degrees.
This ability would not require any additional “Micro” from the player. It is easy to use – and manage. The natural movement pattern of Hydras is to move forward – and backwards.
This is how the Roach/Hydra army is controlled.
A secondary effect is that Hydras gain +1 armor during this movement speed boost of 0.75 seconds.
This upgrade also gives Hydras a permanent movement speed bonus of +3.25%. This effect is increased by +1.75% (up to +5%) when they are off creep.
It is time to make Hydras GREAT AGAIN!

Drones
Drones will get several new upgrades.
Here we go!
UPGRADE 1: This upgrade is called “Tough Worker”. It increases the TOTAL hit points of all Drones by +1 for every minute passed in the game
It does work retroactively – but maxes out at minute 45. This would give each drone +45 hit points for a total of 90 hit points (up from 45).
It costs 350/350 and takes 120 seconds.
UPGRADE 2: This upgrade is called “Elephant Skin”. It gives all drones +1 Armor. It costs 300/300 and takes 120 seconds.
UPGRADE 3: This upgrade is called “Happy Camper”. It gives a drone a +10% Movement Speed boost when carrying 8 Minerals.
Three levels. +30% Movement Speed at max level. Does not apply to gas. Resource collection rate is not affected.
UPGRADE 4: This upgrade is called “Gassed”. It affects an individual drone. It costs 50 minerals and takes 0.5 seconds.
This effect will double the amount of gas collected (16 up from 8). It will spend the same amount of time inside the assimilator.
But the drone will die after 20 Trips. It will have collected 320 Gas at this point.
This upgrade allows you to speed up gas collection temporarily.
UPGRADE 5: This upgrade is called “Hide & Seek”. It makes a drone completely invisible for 10 seconds after burrowing. No amount of detection can see it. This effect has a 120 second cooldown. Each drone has its own cooldown.
There are two upgrades.
The first upgrade increases invisibility duration to 15 Seconds.
The second upgrade increases invisibility duration to 20 Seconds.

Overseers
UPGRADE 1: This upgrade is called “Durable Overseer”. It gives the Overseer +40/+80/+120 hp. +120 Hit Points at max level.
UPGRADE 2: This upgrade is called “Flying Regeneration”. It increases the health regeneration of the Overseer by +50%/+100%/+150%. So +150% Health Regeneration at max level.
Zerg units around the Overseer will benefit from 50% of this hp regeneration. This gives them +75% Health Regeneration at max level.
UPGRADE 3: The inherent skill “Oversight Mode” will get three upgrades which increases vision and detection radius. Each upgrade increases it by 10%. Up to +80% (from the original +50%) at max level.
UPGRADE 4: The skill “Contamination” will be adjusted. The mana cost is reduced to 60 from 125. The duration of 30 seconds is the same.
This skill will also do 1% max hp damage/second to the affected building. The skill would stack with itself. An Overseer could cast “Contamination” on a building twice, and infect that building for 60 Seconds (30 + 30). This would do 60% of the building’s max hp as damage (over 60 seconds).
This skill will get one upgrade.
This upgrade will increase the damage to 2% of max hp per second. This means that any building can be demolished with two uses of Contamination (which would do 120% of building damage over 60 seconds).
ENEMY UNITS: This skill can target enemy units. This unit will take 2% of its max hp as damage per second (60% of max hp in total). The affected unit will be slowed by 25% during the entire duration.
FRIENDLY UNITS: This ability can be used on friendly units. It will get a +12.5% movement speed boost. It will also heal 2% of max hp heal/second over 30 seconds (60% of max hp in total).
This ability can be used to harass bases, stop upgrades, halt technological development, boost your own units, or “shut down” key units (with damage + slow).

Ultralisks
UPGRADE 1: I will divide the upgrade “Chitinous Plating” into four upgrades. Each upgrade will give the Ultralisk +1 Armor. This will give +4 Armor at max level.
UPGRADE 2: This upgrade is called “Tough Beast”. This makes the Ultralisk gain +40/+80/+120 hp. This upgrade has three levels. It gives +120 Hit Points at max level (620 up from 500).
UPGRADE 3: This upgrade is called “Physical Deconstruction”. This upgrade increases damage to buildings and units. Three levels
It makes Ultralisks do +15%/+30%/+45% Damage to Buildings. +45% damage at max level.
This upgrade also increases Ultralisk damage to units by +2/+4/+6. So +6 Damage at max level (41 up from 35). This is a +17% damage increase.
UPGRADE 4: This upgrade is called “Friend Frenzy”. Whenever over 50 Supply of Zerg units die within 15 Range of an Ultralisk over 15 Seconds, they go into a “Frenzy”. This gives them +10 Health Regeneration/Second, +10% movement speed, and +40% attack speed.
This lasts for 15 Seconds.
This upgrade only has one level. This effect can only be triggered – once – per Ultralisk.
There is a secondary effect.
When this effect ends, the Ultralisk will retain half the movement speed – and attack speed bonus. It will retain +5% Movement Speed – and +20% Attack Speed.
It will also retain a +100% Health Regeneration bonus. This is the same as a +0.38hp regen/second bonus. These bonuses will last the rest of the game.

Infestors
UPGRADE 1: This upgrade is called “Copy Building”. It gives the Infestor the ability to “Copy” the opponents building, and build it somewhere else.
The cost and building time will be twice as big. When this building is done, the Zerg player can start building units from the opposing race.
These units will inherit the upgrades that were done – when the building was copied.
When this skill is cast, the enemy player gets a “ping” showing them where the skill was cast. The player gets another “ping” when the building starts building.
UPGRADE 2: This upgrade is called “Armor Manipulation”. This skill gives Zerg units around the Infestor +1 Armor and -1 Armor to enemy units.
This effect is passive. The Range is 10. The Infestor itself will get a double bonus (+2 armor instead of 1).
There is one upgrade.
This upgrade enables the Infestor to cast this spell on friendly Units and Buildings. Units and Buildings within Range 10 get +1 Armor, and enemy Units + Buildings get -1 Armor. Duration is 30 Seconds.
Main target gets double the armor bonus (+1 armor).
UPGRADE 3: This upgrade is called “Shady Shield”. It gives the Infestor a shield after they unburrow.
The first level gives the Infestor a 100 Hit Point shield for 10 Seconds – after they unburrow. This effect is automatic. It has a 90 second cooldown.
There are two levels.
The second level gives the Infestor a 200 Hit Point shield for 10 Seconds – after they unburrow. This effect is automatic. It has a 90 second cooldown.

Brood Lords
UPGRADE 1: This upgrade is called “Mobile Beast”. It improves the movement speed by +5%/+10%/+15%. Three levels. It gives +15% Movement Speed at max level.
UPGRADE 2: This upgrade is called “Ultralisk Slingshot”. It would allow a Brood Lord to carry one Ultralisk each (and fly around with them). It can drop them off like normal. It does not affect their movement speed.
But it would also allow them to throw or “sling” them up to 10 units away. Behind enemy buildings, over water, or hills.
Ultralisks thrown this way start losing 2% of their maximum hit points per second (until they die) – but gain 10% movement speed – and 35% attack speed.
A “Slinging Shot” has a 2 seconds loading time. The Ultralisk will spend 1.5 seconds in the air at max range (10).
Keep in mind that Ultralisks themselves have an upgrade which gives them +45% building damage and +17% unit damage (at max level).
This enables Brood Lords to “Sling” these FEROCIOUS BEASTS into the enemy base to cause havoc and confusion.
UPGRADE 3: This upgrade is called “Ranged Perpetrator”. It gives +1 Attack Range.
UPGRADE 4: This upgrade is called “Deliberate Destruction”. It increases the damage of Broodlings to Units and Buildings.
- Broodlings do +10%/20%/30% Unit Damage.
- Broodlings do +20%/40%/60% Building Damage.
There are three levels. They get +30%/60% Damage at max level.
UPGRADE 5: This upgrade is called “Mobile Sacrifice”. Brood Lords can “jump” to other locations in the map. But it has to be above creep. They take 1% max hp damage per Range traveled. 15 Range means 15% max hp as damage.
This upgrade allows Brood Lords to move at the cost of their health. This ability has a 90 Second cooldown. It introduces a much needed – Mobility Upgrade – to Brood Lords.
They aren’t the fastest creatures in the universe!

Vipers
UPGRADE 1: This upgrade is called “Fighting Glory”. It can be used on massive units and buildings. It can boost the stats of your Units and Buildings.
Or it can reduce the stats of enemy Units and Buildings. Costs 50 energy. This upgrade only has one level.
FRIENDLY UNIT: It gives the unit +15% movement speed + 5 armor + 5 hp regeneration for 20 seconds.
FRIENDLY BUILDING: A building will get +5 armor + 10 hp regeneration for 20 seconds.
ENEMY UNIT: It can also be used on enemy units. It will do -5 armor, 5 damage per second, and a 15% slow for 20 seconds.
ENEMY BUILDING: This ability will have the opposite effect on enemy buildings. It will reduce armor by -5 and do 10 damage per second over 20 seconds.
UPGRADE 2: The skill “Abduct” works as normal. But it will be given an upgrade.
This upgrade will enable the skill to move buildings. Both friendly buildings and enemy buildings.
If the Abduct is thrown at max range, the building will be moved 6 Range. If it is thrown at half range, it will be moved 3 Range.
With each move, the next abduct loses 50% effectiveness. Max movement from three Abducts is 6 Range, 3 Range, and 1.5 Range. Down to a minimum of 1. The building can always be moved 1 Range.
Costs 100 energy. Casting time is 5 seconds. The opposing player gets a “ping” when one of their buildings is moved.

Swarm Hosts
UPGRADE 1: This upgrade is called “Double Twin”. It will allow Swarm Hosts to combine into one large unit, which is classified as “Massive”. This unit will cost 8 Supply.
It will have 350 hit points and have 2 armor. The locusts it produces will have +50% more hp, +25% more damage, and +25% higher attack speed.
The lifespan is increased to 25 seconds (up from 18) and the flying movement speed is increased by +25%. The locusts are also given +1 attack range.
This will allow a Zerg player to “siege” an enemy much further away than with normal Swarm Hosts.
UPGRADE 2: This upgrade is called “Dirt Wall”. It gives Swarm Hosts the ability to erect a wall in front of them. This wall has a width of 6 units and depth of 2 units.
It has 100 hp for every minute passed in the game. This wall also gains +1 armor for every 3 minutes passed in the game.
At 15 Minutes this wall would have 1500 hp and 5 armor. This wall lasts for 10 seconds. The cooldown is 60 seconds. The Swarm Host uses up 25% of their max hit points when making this wall.
Swarm Hosts with the “Double Twin” upgrade can cast a wall that is 2 units wider and 1 unit thicker. It will have +25% max hp. The cost will still be 25% of max hp.
It makes sense that Swarm Hosts can make a wall to protect themselves from attacks. Since they are vulnerable to direct attacks.
I don’t want to call them “Organic Siege Tanks”… but I just did =).

Overlords
UPGRADE 1: This upgrade is called “Cargo Beast”. It gives increased Cargo, Armor, and Hit Points. There are two upgrades.
The first upgrade gives +1 Cargo, +1 Armor, and +50 Hit Points.
The second upgrade gives Overlord +1 Cargo, +1 Armor, and +50 Hit Points.
The Overlord gets +2 Cargo, +2 Armor, and +100 Hit Points at max level. This gives an Overlord 10 Cargo, 2 Armor, and 300 Hit Points – at max level.
UPGRADE 2: This upgrade is called “Rushed Cargo”. It gives a fully loaded Overlord a +3%/+6%/+9% movement speed boost. A partially loaded Overlord gets half the speed bonus (+1.5%/+3%/+4.5%).
There is another effect.
Immediately after an Overlord picks up their cargo, their movement speed bonus is doubled for 15 Seconds. This makes it +6%/+12%/+18%.
This effect has a cooldown of 60 Seconds.
This helps Overlords perform speedy drops. It also helps them – ESCAPE – with their army, since they get that +18% Movement Speed boost for 15 seconds.
This effect is set to “Autocast”, but it can be turned off. It can be manually cast.

Banelings
UPGRADE 1: The upgrade “Centrifugal Hooks” upgrade will be split into three upgrades.
They give +0.3/+0.6/+0.9 Movement Speed. It gives +0.9 Movement Speed at max level. This puts the movement speed at 4.4 (instead of 4.13 with Centrifugal Hooks).
This makes them better in the early game and in the late game. Since the first movement speed upgrade hits faster than “Centrifugal Hooks”, and all three upgrades make them faster than with “Centrifugal Hooks” (4.4 vs 4.13).
UPGRADE 2: This upgrade is called “Organic Demolition”.
BUILDINGS: It increases damage to buildings by +10/+20/+30. Three levels. +30 Building Damage at max level. This makes it 110 up from 80.
ARMORED UNITS: This upgrade also increases damage versus “Armored Units” by +5/+10/+15. +15 Damage at max level.
UPGRADE 3: This upgrade is called “Thick Skin”. It increases hp by +5/+10/+15. Three levels. +15 Hit Points at max level (this makes it 45 up from 30).
UPGRADE 4: This upgrade is called “Armored Lunatic”. It gives all Banelings Armor and Health Regeneration.
The first level gives +1 Armor and +100% Health Regeneration.
The second level gives +1 Armor and +100% Health Regeneration.
Banelings get +2 Armor and +200% Health Regeneration – at max level.
UPGRADE 5: This upgrade is called “Mad Gamble”. It gives the Baneling +25% Movement Speed and +50% Damage.
But the Baneling takes 3 Hit Points in Damage/Second. A Baneling has 30 Hit Points, so it will live for 10 Seconds.
There are two secondary effects.
- These Banelings do “Friendly Fire”. This means that they do full damage to friendly units.
- A Baneling in this mode will detonate at the first enemy unit or building it comes into contact with.

Zerg Building Upgrades

Spine Crawler + Spore Crawler
This building upgrade is called “Eternal Bond”.
This upgrade can link a Spine Crawler to a Spore Crawler that are positioned next to each other. It can also link two Spine Crawlers together, or two Spore Crawlers.
This costs 25/25 and takes 10 seconds. The cost and upgrade time will increase with every upgrade. The cost will increase by +10/+10. The upgrade time will increase by +5 seconds. Making the second upgrade 30/30 over 15 seconds. The third upgrade is 35/35 over 20 seconds.
This gives the Spine Crawler/Spore Crawler:
- +100 Hit Points (up to 400 from 300)
- +1 Armor
- +100% Health Regeneration (up to +0.76hp/second from 0.38)
- +1 Attack Range (up to 8 from 7)
There is another effect.
They also “Share Damage”. 30% of incoming damage will be sent to the other structure. This damage will in turn be reduced by 30%. This amounts to a total damage reduction of 9% (not much – I know!).
If both buildings are alive after 5 Minutes, they will get the same bonus as the upgrade gave them.
Which is:
- +100 Hit Points (up to 500)
- +1 Armor
- +100% Health Regeneration (up to +1.14hp/second)
- +1 Attack Range (up to 9)
Their Shared Damage and Damage Reduction will also be increased by +10% each. This will make it 40%/40%. This amounts to 16% total damage reduction.
If they are alive after another 5 Minutes, they get another round of bonuses. Which is:
- +100 Hit Points (up to 600)
- +1 Armor
- +100% Health Regeneration (up to +1.52hp/second)
- +1 Attack Range (up to 10)
Their Shared Damage and Damage Reduction will also be increased by +10% each. This makes it 50%/50%.
They cannot get more bonuses after this.
It takes two buildings 10 Minutes to “Max Out” after being upgraded with the “Eternal Bond” upgrade.
These buildings will have:
- +300 Hit Points (up to 600)
- +3 Armor
- +300% Health Regeneration (+1.52hp/second)
- +3 Attack Range (up to 10)
These buildings can be moved, but they unburrow, move, and burrow 50% Slower than normal buildings.

Evolution Chamber + Spire
UPGRADE 1: This upgrade is called “Rushed Synthesis”. It will speed up any upgrade within the Evolution Chamber and Spire by 30%. This does 30 Damage per second to the building.
An Evolution Chamber has 750 Hit Points. It will perish after 25 Seconds of this (without heal or regeneration).
This upgrade has three levels. Each level adds another +10% to the processing speed. So it is +50% Processing Speed – at max level.
This ability is toggled on and off, and has no cooldown.
REMEMBER: There is a solution to everything.
See the skill “Biological Regeneration” in the chapter below. This upgrade gives up to +200% hp regeneration to a specific building. It also boosts the hp regeneration of all other buildings in that base.
UPGRADE 2: This upgrade is called “Durable Upgrades”. It increases the maximum hit points and health regeneration of Evolution Chambers and Spires.
There are five levels.
Each level gives +10% Maximum Hit Points. This is +10%/+20%/+30%/+40%/+50%. This is +50% Maximum Hit Points at max level.
Each level also gives +20% Health Regeneration. This is +20%/+40%/+60%/+80%/+100% Health Regeneration. This is +100% Health Regeneration at max level.
A building gets +50% Maximum Hit Points and +100% Health Regeneration – at max level.
UPGRADE 3: This upgrade is called “Hivemind Ecstasy”.
It allows for one additional building (Evolution Chamber or Spire) to research the exact same upgrade as the original building.
This will add +100% Research Speed. The cost is 75% when you start upgrading with the second building.
Evolution Chambers and Spires are upgraded seperately. They both have an upgrade called “Hivemind Ecstasy”.

All Zerg Buildings
Here are upgrades that can apply to (almost) all Zerg buildings.
UPGRADE 1: This upgrade is called “Biological Regeneration”. It is a building specific upgrade, with a local boost to nearby Zerg buildings.
Please note that each building is upgraded individually.
BUILDING SPECIFIC BOOST: This upgrade will increase the natural health regeneration by the building by +50%.
There are four levels. They give +50%/+100%/+150%/+200% Health Regeneration. It gives +200% Health Regeneration at max level.
There is a secondary effect.
Your nearby buildings also benefit from this upgrade.
RANGE 0-10: Any other Zerg building within Range 10 will get 50% of this effect (+100% at max level).
RANGE 11-20: Buildings within Range 11-20 will get 25% of the effect (+50% at max level).
UPGRADE 2: This upgrade is called “Unbothered Soul”. Any building of yours that does not take damage over the next 5 Minutes will have its maximum hp increased by +5%.
Once upgraded, this effect keeps repeating every 5 Minutes. Although this effect is very slow to build, it does stack with itself, and has no technical limit.
This effect does not affect Spine Crawlers, Spore Crawlers or Main Buildings. It also does not affect the Spire or Evolution Chamber.
It does not work reatroactively.

Hatchery
This upgrade is called “Reinforced Hatchery”. It gives hit points, armor, and health regeneration.
It gives:
- +300 Hit Points
- +1 Armor
- +50% Health Regeneration
“Transfusions” from Queens are +50% stronger on this Hatchery.
If this Hatchery is alive after 5 Minutes, it gets another round of identical bonuses.
They are:
- +300 Hit Points
- +1 Armor
- +50% Health Regeneration
“Transfusions” from Queens are +100% stronger on this Hatchery.
This would be a nice upgrade for “exposed” Hatcheries that get “Gunned Down” – quickly by opposing forces.

Nydus Network
UPGRADE 1: This upgrade is called “Flying Tunnels”. It gives the Nydus Network the ability to transport “air units”. A specific Nydus Channel is upgraded for a small fee (in order to gain this ability).
It is able to transport 20 Supply of Air Units. These units take no time to load, but they take a small time to unload.
This upgrade has no effect on land units.
UPGRADE 2: This upgrade is called “Sacred Queen”. This upgrade gives Queens damage, attack range, armor, and health regeneration – for a limited time.
They get these bonuses the moment they exit the Nydus Network.
There are two levels.
The first level gives:
- +1 Damage
- +1 Attack Range
- +1 Armor
- +1 Health Regeneration
This bonus stays with them for 30 Seconds. This effect has a 90 Second cooldown.
The second level gives:
- +2 Damage
- +2 Attack Range
- +2 Armor
- +2 Health Regeneration
This bonus stays with them for 30 Seconds. This effect has a 90 Second cooldown.
This upgrade is especially useful for “Queen heavy” Nydus Attacks! This upgrade gives two offensive and two defensive attributes.
UPGRADE 3: This upgrade is called “Tunnel Armor”. It gives the Nydus Network +2 Armor. This upgrade only has one level.

Terran Unit Upgrades
Remember that all units in this game has:
- 5 General Weapon Upgrades
- 5 General Armor Upgrades
- 5 Unit Specific Weapon Upgrades
- 5 Unit Specific Weapon Upgrades
This means that each unit has:
- 10 General Attack Upgrades (5 General + 5 Unit Specific)
- 10 General Armor Upgrades (5 General + 5 Unit Specific)
The word “Unit Specific” refers to that UNIT TYPE, not that individual unit. This means that ALL UNITS of THAT TYPE are upgraded.
Remember that the “Unit Specific” upgrades are half as strong – as the normal upgrades (or “general upgrades”).
A fully upgraded Marine will have +5 Damage from the general upgrade. It will get another +2.5 Damage from the unit specific upgrade. This gives it +7.5 Damage.
It will have +5 Armor from the general upgrade. It gets +2.5 Armor from the unit specific upgrades. This gives it +7.5 Armor.
Unit specific upgrades are cheaper – and shorter – than normal upgrades.
Keep this in mind!

Marines
UPGRADE 1: Marines have an upgrade called “Combat Shield” – which gives them +10 Hit Points.
I will split this upgrade into four levels. They will give +5/+10/+15/+20 Hit Points.
The first level will be CHEAP and FAST.
- The first would be 50/50 over 40 seconds.
- The second would be 75/75 over 60 seconds.
- The third would be 100/100 over 80 seconds.
- The fourth would be 125/125 over 100 seconds.
This gives a Marine +20 Hit Points at max level. This increases their maximum hit points from 45 to 65. That is an increase of 44%!
I want early game units to scale into the mid-game – and even into the deep late game.
UPGRADE 2: This upgrade is called “Supersoldier”. It turns every 6th Marine into a “Supersoldier” with bonus stats. This Marine gets +1 Damage, +1 Armor, +1 Attack Range, and +1 Sight (vision).
This upgrade has three levels.
The second level turns every 5th Marine into a “Supersoldier”.
The third level turns every 4th Marine into a “Supersoldier”.
There is a secondary effect.
“Supersoldiers” have a slow natural health regeneration of 0.38hp/second (same as Zerg) while on creep. They also gain a +5% Movement Speed bonus (while on creep).
When a Supersoldier uses “Stim Pack”, there is a 1% chance that they die on the spot.
If this happens, their nearby comrades gain a permanent 5% Speed Penalty on creep. They also gain a negative hp regen of -0.38hp/second while on creep.
Some soldiers find these attributes SUSPICIOUS – as if their friends have been “altered” with Alien DNA.

Marauders
Marauders have been given 2 (!) UPGRADES to the “Concussive Shell” upgrade.
Apart from that, they have been given 4 (!) NEW UPGRADES.
The next upgrade is probably my personal favourite in this whole game patch.
I’m not going to lie.
UPGRADE 1: This upgrade is called “Medic”. This upgrade turns every 6th Marauder into a “Medic” with healing capacity. This Marauder can heal Marines and Marauders. This Marauder also gains +1 Armor.
This heal is activated automatically whenever the Marauder stands still – and does not take damage – for 5 Seconds. The units that are being healed also cannot move – or take damage.
This heal is fairly slow, but it happens automatically whenever the units stand still. It also does not run out of energy (like Medivacs).
The second level turns every 5th Marauder into a “Medic” and it gives them +15 Hit Points (up to 140 from 125). Healing speed has increased by +25%.
The third level turns every 4th Marauder into a “Medic”. It gives them +15 Hit Points (up to 155). It also increases healing speed by +25% (up to +50%).
A “Medic” Marauder will have:
- +1 Armor (up to 2 from 1)
- +30 Hit Points (up to 155)
- +50% Healing Speed
–at max level. “Medics” cannot heal themselves.
This upgrade will relieve those poor “Medivacs” from HEALING DUTY!
This upgrade enables a Terran to “Play Bio” – without “Medivacs”.
Since Terran “Plays Bio” in 90-95% of Professional Play – this is a NEEDED CHANGE!
UPGRADE 2: The upgrade “Concussive Shell” will be given two upgrades.
The first upgrade will increase the strength of the slow to 55% (up from 50%) and increase the duration to 1.65 seconds (up from 1.50).
There is a secondary effect. This effect will work on “Massive” Units. But the effect – and duration – is reduced by 50% (half effect + half duration).
A “Massive” unit will enjoy a 22.5% Slow for 0.825 Seconds (at this upgrade level).
The second upgrade increases slow and duration by 10% each. This makes it a 60% Slow over 1.8 Seconds. A “Massive” Unit will enjoy a 30% Slow over 0.9 Seconds.
Simple enough!
UPGRADE 3: This upgrade is called “Average Joe”. This upgrade increases the Movement Speed and Attack Speed of Marines and Marauders – who are NOT affected by “Stim Pack”.
This upgrade increases Movement Speed and Attack Speed.
- The first upgrade increases both by +5%/+5%.
- The second upgrade increases both by +10%/+10%
- The third upgrade increases both by +15%/+15%
- The fourth upgrade increases both by +20%/+20%
There is a secondary effect.
When a unit gets a “kill” – they gain a permanent +5%/+5% boost to Movement Speed and Attack Speed. A unit cannot get more “four stacks”. “Four stacks” equals a boost of +20%/+20%.
This gives this unit a +40%/+40% boost at max level.
This upgrade should allow players to “Play Bio” – without the “Stim Pack” upgrade. I think a +20%/+20% boost is enough to make it VIABLE, even if “Stim Pack” does “Hit Harder”!
I get it.
You don’t have to say it.
UPGRADE 4: This upgrade is called “Armored Soldier”. It gives all Marauders +1 Armor.
There is a secondary effect.
- Marauders get +1 Armor when within Range 15 of the Barracks that produced them.
- They get another +0.5 Armor when within Range 7.5 of the Barracks that made them.
- They get another +0.25 Armor when within Range 3.25 of the Barracks that made them.
This gives a Marauder +1.75 Armor when standing next to the Baracks that made them.
UPGRADE 5: This upgrade is called “Brave Soldier”. It gives Marauders attack speed and health regeneration when they are made.
This upgrade give Marauders:
- +20% Attack Speed
- +0.5 Health Regeneration
–for 50 Seconds after they are made. This is a 25 Hit Point heal over 50 Seconds.
- The second level increases duration to 75 Seconds.
- The third level increases duration to 100 Seconds.
- The fourth level increases it to 125 Seconds.
At max level a Marauder will heal for 62.5 Hit Points – over 125 Seconds. They will also gain +20% Attack Speed.
This upgrade encourages the player to “Stay Active” with their troops – since they regenerate health.

Stim Pack
This extremely popular upgrade is conveniently placed after “Marines” – and “Marauders” – in the list.
That is NO COINCIDENCE!
I love – GOOD STRUCTURE – almost as much as I love a – GOOD JOKE.
The upgrade “Stim Pack” will be given two upgrades.
The first upgrade will reduce the hit point cost by -10%. This will reduce the hit point cost for Marines to -9 hp (down from 10). The hp cost for Marauders will be -18 hp (down from 20).
The second upgrade will also reduce hp cost by -10%. Down to 8 for Marines – and 16 for Marauders. This means that the total hp cost of “Stim Pack” is reduced by 20% across the board.
The second and third upgrade would be expensive – and take a long time, since “Stim Pack” – is the most important upgrade for a Terran.
Here are my suggestions:
- The original “Stim Pack” upgrade will be unchanged. This makes it 100/100 over 100 seconds.
- The first upgrade will be 200/200 over 150 seconds.
- The second upgrade will be 300/300 over 200 seconds.
Here are the timings:
- The “Stim Pack” upgrade itself will hit late early game.
- The first upgrade will hit in the mid-game.
- The second upgrade will hit in the late game.

Medivacs
The “Medivac” is – “not” – a FORGOTTEN UNIT in this Game Patch!
It has been given several juicy upgrades.
UPGRADE 1: This upgrade is called “Safe Cargo”. It gives Medivacs armor, hit points, and movement speed.
There are two levels.
The first level gives:
- +1 Armor
- +25 Hit Points
- +5% Movement Speed
The second level gives the same bonus.
Which is:
- +1 Armor
- +25 Hit Points
- +5% Movement Speed
At max level a Medivac will have +2 Armor, +50 Hit Points, and +10% Movement Speed.
UPGRADE 2: This upgrade is called “Armored Transportation”. It has three levels.
Each level gives +10% Damage Reduction from:
- Photon Cannons
- Missile Turrets
- Spore Crawlers
This gives +30% Damage Reduction – at max level.
UPGRADE 3: This upgrade is called “Ranged Damage Negation”. It will negate the first incoming ranged attack every 20 Seconds (no matter what damage).
- When untrigged for 40 Seconds, it gains another stack.
- If untriggered for another 80 Seconds, it gains a third stack.
- If untriggered for another 120 Seconds, it gains a fourth stack.
- If untriggered for another 160 Seconds, it gains a fifth stack. 5 stacks is maximum.
This would allow inactive Medivacs to build a couple “Damage Negation Stacks” – before entering a dangerous area.
UPGRADE 4: This upgrade is called “Bipolar Healing”.
It allows Medivacs to heal Mechanical Units. With this upgrade, Medivacs can also heal each other.
This upgrade has three levels.
- The first level will enable a slow heal.
- The second level will enable a heal of moderate speed.
- The third level will enable a fast heal.
This ability would enable a whole new style of hybrid play.
Where Dropships – and Biological Units – are mixed with Mechanical Units.
Since Medivacs can heal – ALL OF THEM!
I like any changes – or upgrades – that open up NEW WAYS of playing the game.
UPGRADE 5: This upgrade is called “Mobile Medication”. It enables Medivacs to heal units that are inside of them.
There are two levels.
The first level makes the heal 25% the speed of the normal heal.
The second level makes the heal 50% the speed of the normal heal.
Here are the conditions:
- The heal is paused for 15 Seconds if the Medivac takes damage.
- If a Medivac is lower than 50% Max Hit Points, this heal does not work.
- It does not work over Creep (Zerg specific).
- It cannot heal units that are actively boosted by “Stim Pack”.

Banshees
Banshees will be given several big upgrades.
Pro players only use this unit as early game worker harassment (usually with “Cloak”).
After that, you really don’t see it.
Here are some issues:
- It does not scale into the mid-game.
- It does not scale into the late game.
- It cannot take direct engagements.
- It is hard countered by air.
- It is “soft countered” by detection.
Let me try to solve this problem!
UPGRADE 1: The upgrade “Cloak” will be given 3 (!) NEW UPGRADES. The original upgrade will be the same.
The first upgrade will grant Movement Speed, Attack Speed, and a minor Heal while “Cloaked”.
It will give this while “Cloaked”:
- +10% Movement Speed
- +20% Attack Speed
- +0.25 Health Regeneration/Second (this is 1 hp over 4 seconds)
The second upgrade will grant the exact same bonuses again. It will give this while “Cloaked”:
- +10% Movement Speed (up to +20%)
- +20% Attack Speed (up to +40%)
- +0.25 Health Regeneration/Second while “Cloaked” (up to 0.5)
The third upgrade will grant the same bonuses again. It will give this while “Cloaked”:
- +10% Movement Speed (up to +30%)
- +20% Attack Speed (up to +60%)
- +0.25 Health Regeneration/Second while “Cloaked” (up to 0.75)
At max level the Banshee will get this while “Cloaked”:
- +30% Movement Speed
- +60% Attack Speed
- +0.75 HP Regeneration/Second
This is a heal of 7.5 hp over 10 seconds. This is twice the speed of all Zerg units.
This enables the Banshee to – KEEP HARASSING – without going back to the base to heal.
Banshees always lacked a convenient heal.
They now have it!
#justsaying
UPGRADE 2: This upgrade is called “Undetected”. It makes Banshees “Completely Invisible” – when they have over 150 Energy (and “Cloak” is activated).
If they cast “Cloak” from the Maximum Energy of 200, this gives them 20 seconds of complete invisibility.
There is a secondary effect.
Banshees that are above 100 Energy, and have “Cloak” activated, need “Double Detection” in order to be seen.
I call this “Double Invisibility”. They have this state for 40 seconds before they become invisible in the normal way.
Remember that Banshees must be inactive for a long time – in order to gain 200 Energy.
This upgrade costs 200/200 and takes 120 Seconds.
UPGRADE 3: This upgrade is called “Hardened Steel”. It gives Banshees +20/+40/+60 Hit Points. This increases their hit points to 200 from 140.
UPGRADE 4: This upgrade is called the “Supership”. It becomes available when a Banshee has fully upgraded their hit points (has 200 hp).
Two Banshees combine into one “Supership” with 400 Hit Points and 3 Armor (Banshees have 0).
- This ship will have the attack capacity of 2.5 Banshees.
- It will attack with 5 Rockets that do 12 Damage each (without upgrades).
- This ship will have 7 Attack Range (Banshees have 6).
- This ship also has “Cloak”, and benefits from all other Banshee upgrades.
- This ship has 225 Energy.
- This gives it 40 Seconds of “True Invisibility” – if it casts cloak at maximum energy.
- Following that is 40 Seconds of “Double Invisibility”, which requires two separate cases of Detection to be seen.
There is a secondary effect.
This ship has a “Special Ability”. When this ship has not taken any damage for 40 Seconds, it gains 200 Hit Point Shield for 40 Seconds. This ability has a 120 Second cooldown.
This unit is classified as “Massive”. This ship will fully benefit from the Banshee “Unit Specific Upgrades” available at the Starport.
Sweet!
Did you know that one time I wrote an article where I QUOTED MYSELF in 10-15 different circumstances. The editor was like “WTF” – what is this?
This was for a personality type magazine. I have a website where I type celebrities. Here is a link. The systems I use are called “Myers-Briggs” and “The Personality Enneagram”.
I created a new “Personality Typing System” called “The Six Layers of Human Personality Type”. Here is a link to it. Here is a page where Elon Musk is typed with this new system.

Battlecruisers
The Battlecruiser is – BARELY USED – in professional Starcraft 2 play.
If I was running this game, I would reduce the size, cost, supply, and capacity of the Battlecruiser unit. I would turn it into a mid-game unit that complements other units.
But that is a different discussion.
UPGRADE 1: The Battlecruiser has an inherent ability called “Tactical Jump”. I will rework this ability into a Range 25 Jump – with a 25 Second cooldown.
You will have this ability immediately when the Battlecruiser is made. It does not require an upgrade.
There is a secondary effect.
If this ability is not used for 25 seconds (while available), it generates another charge.
This gives you two jumps.
- This effectively means that you have to wait 50 seconds after using the ability last time.
- There is 25 seconds for the ability to come off cooldown.
- There is another 25 seconds for the “stack” to be generated.
I hope that makes sense!
If this ability is not used for 50 seconds (while available), it gains another charge. You now have three jumps.
If this ability is not used for another 100 seconds (while available) it gains another charge. You now have four jumps.
After you use this ability, you have to wait 250 Seconds to get all four jumps. This is 4 Minutes and 10 Seconds.
This unit cannot gain more than 4 JUMPS.
This upgrade would give this unit enough MOBILITY and SAFETY to actively participate across the map!
I will give this ability three upgrades. Each upgrade gives +10 Jump Range.
- The first upgrade increases jump range to 35 (up from 25).
- The second upgrade increases jump range to 45.
- The third upgrade increases jump range to 55.
This gives you a 55 Range Jump on a 25 Second Cooldown.
Plus the ability to build “stacks” – if you wait for them to build up.
Not bad.
NOT BAD AT ALL!
UPGRADE 2: This upgrade is called “Speedy Repair”. It gives increased repair speed and reduced repair cost.
There are three levels.
The first level gives:
- +15% Repair Speed
- -15% Repair Cost
The second level gives:
- +15% Repair Speed (up to 30%)
- -15% Repair Cost (up to -30%)
The third level gives:
- +15% Repair Speed (up to 45%)
- -15% Repair Cost (up to -45%)
The Battlecruiser gets +45% Repair Speed and -45% Repair Cost – at max level.
There is a secondary effect.
This ability allows you to put an SCV inside the Battlecruiser. This SCV automatically repairs the Battlecruiser.
- You can put 1 SCV inside the Battlecruiser at level one.
- You can put 2 SCV’s inside the Battlecruiser at level two.
- You can put 3 SCV’s inside the Battlecruiser at level three.
These SCV’s are untargetable by the enemy (while inside the ship), but they are dropped on the ground – if the Battlecruiser is killed.
When this SCV lands it has reduced movement speed, attack speed, and repair speed. It is reduced by 50% for 25 seconds. It also takes 2 damage/second over these 25 seconds.
This debuff is called “Useless”.
But if this SCV is put into a new Battlecruiser, it will permanently gain +100% Repair Speed with all Battlecruisers.
There is another effect.
SCV’s inside Battlecruisers have the ability to repair other Battlecruisers. This happens automatically once their own Battlecruiser has full hp.
The repair Range is 5 around the Battlecruiser. Moving around or taking damage does not pause this repair (but it can be manually deactivated).
It cannot repair other Terran ships.
But this enables you to have a fleet of Battlecruisers that jumps around the map – and have automatic self-repair.
This upgrade is a “Quality of Life” change for Terrans who like Battlecruisers! It is no longer difficult – or expensive – to repair those big things!
UPGRADE 3: This upgrade is called “Battery Overcharge”. It increases Damage and Attack Speed.
It has three levels.
- +1/+2/+3 Damage.
- +5%/+10%/+15% Attack Speed.
The Battlecruiser gains +3 Damage (ground + air) and +15% Attack Speed at max level.
This upgrade helps Battlecruisers scale into the late game with their damage.
UPGRADE 4: I will rework “Yamato Cannon” to be an inherent ability for Battlecruisers. Damage is 200 (down from 240) and cooldown is 80 seconds (up from 71).
I will give this ability two more upgrades.
- The first upgrade will give +40 Damage and give +1 Range. Cast time is reduced by 0.5 Seconds (down to 2.5 from 3).
- The second upgrade would give +40 Damage and give +1 Range. Cast time is reduced by 0.5 Seconds.
This gives the “Yamato Cannon” 280 Damage and 12 Range at max level. Cooldown is 80 Seconds. Cast Time is 2 Seconds.
UPGRADE 5: This upgrade is called “Forgotten Technology”. It gives Armor and Hit Points.
Each level gives: +1 Armor and +50 HP. There are three levels. They give:
- +1/+2/+3 Armor
- +50/+100/+150 Hit Points
The Battlecruiser gets +3 Armor (up to 6 from 3) and +150 HP (up to 700 from 550) at max level.
This turns the Battlecruiser into the most durable unit in the game!
These 5 Upgrades would turn this slow and expensive unit into a DYNAMIC FIGHTING MACHINE!
I really do think so.
What do you think?

Ravens
UPGRADE 1: I will give the inherent skill “Auto-Turret” 3 (!) NEW UPGRADES.
The first upgrade gives:
- +15% Attack Speed
- +1 Damage
- +25 Hit Points (125 up from 100)
- +1 Armor (up to 1 from 0).
- +2 Seconds Duration (up to 10 from 8)
- +1 Health Regeneration/Second
The second upgrade gives the exact same bonuses again. Which are:
- +15% Attack Speed
- +1 Damage
- +25 Hit Points (150)
- +1 Armor (up to 2).
- +2 Seconds Duration (up to 12)
- +1 Health Regeneration/Second (up to 2hp/second)
The third upgrade gives the same bonuses again.
- +15% Attack Speed
- +1 Damage
- +25 Hit Points (175)
- +1 Armor (up to 3).
- +2 Seconds Duration (up to 14)
- +1 Health Regeneration/Second (up to 3hp/second)
This gives an Auto-Turret at max level:
- +45% attack speed
- +3 damage (up to 21 from 18)
- +75 hp (up to 175 from 100)
- +3 armor (up to 3 from 0)
- +6 duration (up to 14 seconds from 8)
- +3 hp regeneration/second (42 in total)
These upgrades will enable the Raven – and its “Auto-Turret” – to scale into the late game.
- The first upgrade will be 100/100 over 60 seconds.
- The second upgrade will be 200/200 over 90 seconds.
- The third upgrade will be 300/300 over 120 seconds.
UPGRADE 2: This upgrade is called “Mobile Steel”. It gives the Raven +1 Armor and +20 HP. There are three levels. The Raven gets +3 Armor (up to 4 from 1) and +60 Hit Points (up to 200 from 140) at max level.
UPGRADE 3: The inherent skill “Anti-Armor Missile” would be given 3 (!) NEW UPGRADES.
Each upgrade will reduce the armor of affected units by +1. It will also increase cast range by +0.5.
- The first upgrade reduces armor by -3 (up to 3 from 2). +0.5 cast range (up to 10.5 from 10).
- The second upgrade reduces armor by -4 (up to 4 from 2). +0.5 cast range (up to 11 from 10).
- The third upgrade reduces armor by -5 (up to 5 from 2). +0.5 cast range (up to 11.5 from 10).
Duration is set at 21 Seconds for all upgrades.
These upgrades should make this skill viable in the mid-game – and late game.
#youbet
UPGRADE 4: This upgrade is called “Automatic Cloaking”. Since the Raven does have built-in detection of invisible units, it also gains the ability to cloak itself and the units around it (ground + air).
For this to happen, the Raven has to reach maximum energy (200/200). The Raven cloaks at Range 5 around it.
There is a secondary effect.
If you add another Raven with maximum energy, these units become “Double Cloaked” – and require two separate instances of Detection in order to become visible. The cloaking Range is increased to 7 (around it).
There is a third effect.
This upgrade turns the Raven into a small Terran “Mothership”!
I really think all these upgrades would turn the – Raven – into a “FORCE OF NATURE” – on the BATTLEFIELD!
UPGRADE 5: The skill “Interference Matrix” is boosted to last 15 Seconds (up from 11). This skill will be given 3 (!) NEW UPGRADES.
The first upgrade makes this ability “Leap” to two other units. The two closest viable units will be selected automatically. The first unit is hit with an “Interference Matrix” over 7.5 Seconds (half of the original). The second unit is hit for 3.25 Seconds (half of the second unit).
This “Leaping” ability will show preference for large and expensive units.
The second upgrade will make “Interference Matrix” do 1% max HP Damage per second. This is 15% of max hp in total. It will also Drain 1% of the target’s max mana (if they have mana). This mana will be given to the Raven.
This mana will be split evenly among all Ravens within Range 15 of the casting Raven. If “mana” is unavailable, it will drain “Shield” (Protoss). If this is unavailable, this effect will do nothing.
The third upgrade will increase Cast Range with +2 (up to 11 from 9).
These upgrades would turn the Raven from a “Mobile Detection Station” – into a Dynamic Fighting Machine.
ENEMY BUILDINGS: “Interference Matrix” can target buildings. These will cease all activity. Like attack, production, upgrades, or movement. These buildings will take 1% of Max HP as damage per second.
The duration is double again buildings (30 seconds). The “Leaping” effect will also work against buildings. Buildings will take 1% Max HP + Shield/Second over 30 seconds.
FRIENDLY UNITS + BUILDING: Friendly Units and Buildings can be targeted. They will gain 1% Max HP/Second for the duration (15/30 seconds). These Units + Buildings will also gain 25% Damage Reduction during the duration.

Reapers
The Reaper is barely used by casual or even moderate players. The pro players use it very early to scout and to harass. After the early game, the unit falls off a cliff (LITERALLY!).
Yes.
To counter this drastic fall off, I would introduce one big upgrade that improved many different aspects at once.
UPGRADE 1: This upgrade is called “Reaper’s Pandemonium”. It has three levels.
All levels will do the exact same thing.
They will give it:
- +10 Hit Points
- +1 Damage
- +10% Attack Speed
- +0.5 Armor
- +3% Movement Speed
- +1 Grenade Damage
- -1 Second Grenade Cooldown
- +100% Grenade Building Damage (the grenade can damage buildings)
- The Reaper will gain 10% of its “Combat Drugs” regeneration while taking damage in combat.
- This is +0.28hp/second.
Level 2 + 3 gives the exact same thing.
At max level the Reaper gains:
- +30 HP (up to 90 from 60)
- +3 Damage (up to 7 from 4)
- +30% Attack Speed
- +1.5 Armor (up to 1.5 from 0)
- +9% Movement Speed
- +3 Grenade Damage (up to 8 from 5)
- +300% Building Damage (32 Damage/Grenade)
- -3 Second Grenade Cooldown (down to 11 from 14)
- 0.84 HP Regeneration/Second During Combat (this is 30% of the “Combat Drugs” skill)
This upgrade is large, so it would be fairly expensive.
It SHOULD make it possible to keep building Reapers throughout the mid-game!

Siege Tanks
UPGRADE 1: I will add two upgrades to the “Siege Tech” skill. The skill itself gives Siege Tanks the ability to siege.
- The first upgrade will give +5 Damage and +1 Attack Range (while sieged).
- The second upgrade will give another +5 Damage and +1 Attack Range (while sieged).
At max level a Siege Tank (will get +10 Damage (50 up from 40) and +2 Attack Range (15 up from 13) while sieged.
UPGRADE 2: This upgrade is called “Air Resilience”. It reduces damage taken from air units by +10%/+20%/+30%. There are three levels. It gives +30% Damage Reduction – at max level.
This upgrade is a “Soft Counter” to air units, which can be a – MOOD KILLER – for Siege Tanks!
UPGRADE 3: This upgrade called “Mobile Destruction”. It gives Splash Damage and Damage to Siege Tanks in mobile form.
There are three levels.
Siege Tanks get:
- +15%/+30%/+45% Splash Damage (up to 45% from 0%)
- +2/+4/+6 Damage (up to 21 from 15).
Max level gives it +45% Splash Damage and +6 Damage.
The Splash Damage hits all enemy units within Radius 0.75 of the target.
This upgrade will make Siege Tanks useful in mobile form. They already do +10 Damage to Armored Units in this form. They do +30 Damage to Armored Units while sieged.
UPGRADE 4: This upgrade is called “Ancient Titanium”. It gives Siege Tanks +1 Armor and +25 Hit Points.
There are three levels. Max level gives +3 Armor (4 up from 1) and +75 HP (225 up from 150).

Liberators
The Liberator is useful in very specific matchups. But it needs upgrades to scale into the mid-game, and late game. I also want it to be viable in more matchups.
Liberator vs Blink Stalker is a DEATH SENTENCE.
I will keep the upgrade “Advanced Ballistics” as it is. It is a good upgrade!
UPGRADE 1: I will add an upgrade called “Zoned”. It has three levels. Each increases the size of the “Liberation Zone” by +15%/+30%/+45%. +45% at max level.
UPGRADE 2: This upgrade is called “Defensive Mindset”. It gives the Liberator a +5%/+10%/+15% damage reduction from – all sources – while sieged.
Damage Reduction is always calculated after armor reduction. This ensures that it will reduce exactly the right amount of damage.
UPGRADE 3: This upgrade is called “Instant Karma”. It enables the Liberator to attack ground units outside of the “Liberation Zone”.
On the condition that this ground unit attack the Liberator first. This attack will do the same damage as a shot inside the “Liberation Zone”.
This is a “Soft Counter” to blink Stalkers. It enables the Liberator to be useful – even when – the “Liberation Zone” is dodged.
This upgrade would make it viable in more matchups, while still not being “overpowered”.
UPGRADE 4: This upgrade is called “Battle Endurance”. It gives the Liberator +1 Armor, +20 HP, and 0.5 HP regeneration/second. There are two levels.
At max level the Liberator gets +2 Armor (2 up from 0), +40 HP (220 up from 180), and +1 HP Regeneration (1 up from 0).
I think Liberators would become much more popular with these upgrades.

Widow Mines
The upgrades “Drilling Claws” and “Concealment” will stay as they are.
There is no point changing something that works!
UPGRADE 1: This upgrade is called “Friendly Fire”. It will reduce the Widow Mine’s damage to your own units. There are three levels. The damage will be reduced by 35%/70%/100%. 100% Damage Reduction at max level.
UPGRADE 2: This upgrade will be called “Eternal Hunger”. It reduces the cooldown of the Widow Mine. There are three levels. It is reduced by 3/6/9 seconds. It is reduced by 9 Seconds at max level (down to 20 from 29).
UPGRADE 3: This upgrade is called “Fast Ascent”. It increases the attack range, speed, and splash damage of the Widow Mine.
It gives +0.5 Range, 5% Projectile Speed, and +5 Splash Damage – per level. There are four levels.
This gives +2 Range (up to 7 from 5), +20% Projectile Speed, and +20 Splash Damage (60 up from 40) at max level.
UPGRADE 4: This upgrade is called “Tough Matter”. It gives armor and hit points. There are two levels. It gives +2 Armor (2 up from 0) and +30 Hit Points (120 up from 90) at max level.
UPGRADE 5: This upgrade is called “Deactivation”. This enables a Widow Mine to “Deactivate” itself permanently, rendering itself unable to shoot.
The tradeoff is that it gains +15% Movement Speed, invisibility while burrowed, and a Sight 15.
This turns them into “Mobile Observer Stations” – that can be placed all over the map for vision.

SCV
UPGRADE 1: This upgrade is called “Hoarder”. This gives all SCV’s +3% Movement Speed and +3% Resource Collection Rate (both minerals and gas). There are three levels. This gives +9%/+9% at max level.
UPGRADE 2: This upgrade is called “Durable Worker”. It increases the maximum hit points of all SCV’s. There are three levels. They give +5/+10/+15 Hit Points. It gives +15 Hit Points at max level (this gives them 60 up from 45).
UPGRADE 3: This one is called “Group Think”. SCV’s get +1 Armor for every 10 SCV’s that are located in a given area.
- 10-19 SCVs = +1 armor.
- 20-29 SCV’s = +2 armor.
- 30+ SCV’s = +3 armor.
A fully mined base will usually have 20-25 Workers. This gives them +2 Armor.
UPGRADE 4: This upgrade is called “Smooth Cooperation”. It allows – another worker – to help build a building. Building speed is increased by 70%. This costs 0.7 Minerals/Second.
A third SCV can be added. This will increase building speed by 49%, cost will be 0.49 Minerals/Second (70% of the second worker’s contribution).
UPGRADE 5: This upgrade is called “Explosive Copycat”. It turns the SCV into a “Probe”, or a “Drone” for 100 seconds. This upgrade only affects one single unit. Individual units are upgraded seperately.
The SCV will die when this effect expires. They will, in fact explode and do 120 Damage around it within Radius 3.
This explosion cannot be manually activated. But there will be a countdown that is visible to both players. This effect does double damage to buildings. It does damage to friendly units and buildings.

Vikings
UPGRADE 1: This upgrade is called “High Quality Steel”. It gives +15/+30/+45 hit points. +45 Hit Points at max level (up to 180 from 135).
UPGRADE 2: This upgrade is called “Land Viking”. It gives damage and armor while on the ground.
It gives: +1/+2/+3 Armor and +1/+2/+3 Damage while on the ground. +3 Armor/+3 Damage at max level.
There is a secondary effect.
When a Viking lands on the ground, it gains +40% Attack Speed, +40% Building Damage for 5 Seconds. This effect has a 45 Second cooldown.
This upgrade enables the Viking to fight on the ground.
Well.
The Viking has a tendency to – GET MERKED – the moment it lands on the ground.
Not anymore.
Nice.
UPGRADE 3: This upgrade is called “Extended Shooting”. It only applies to air attacks. It gives the Viking +1 Attack Range (up to 10 from 9).
There is a secondary effect. Every 30 seconds, the Viking gets +1 Missiles (up to 3 from 2) and +1 Attack Range on their next attack.
This is great for – “Sniping” – high value AIR UNITS!
UPGRADE 4: This upgrade is called “Air Prowess”. It gives damage, reduces target armor, and slows. Duration is 2 seconds. There are three levels.
It gives:
- +1/+2/+3 Damage
- -0.5/-1/-1.5 Armor (effect lasts for 2 seconds)
- 5%/10%/15% (slows for 2 seconds)
This ability gives the Viking +3 Damage, -1.5 Target Armor, and 15% Slow – at max level.

Thors
The Thor is a really cool unit!
It is probably my favourite unit in all of Starcraft 2. But it is sparingly used in professional play. I will give this unit several cool upgrades.
I will add two abilities to the unit. These abilities are available when the Thor leaves the factory.
ABILITY 1: The first will be called “Stationary Cannon”. This will make the Thor stationary – and make it unable to move.
This will remove it from the popular F2 key (select all army units), and turn it into a defensive force. It will take 4 Seconds to “siege” – and “unsiege”.
While “Sieged”, the Thor will become immobile, but gain:
- +1 Attack Range (up to 8 from 7)
- +1 Armor (up to 2 from 1)
- +0.5 SCV Self-Repair (Automatic + Free)
This ability can be upgraded twice.
The first upgrade gives:
- +1 Attack Range (up to 9)
- +1 Armor (up to 3)
- +0.5 SCV Self-Repair (up to 1 SCV)
- -0.5 Second Siege + Unsiege Time (down to 3.5 seconds)
The second upgrade gives:
- +1 Attack Range (up to 10)
- +1 Armor (up to 4)
- +0.5 SCV Self-Repair (up to 1.5 SCV)
- -0.5 Second Siege + Unsiege Time (down to 3 seconds)
At max level the Thor gets:
- +3 Attack Range
- +3 Armor
- 1.5 SCV Self Repair (Automatic + Free)
- 3 Seconds (Siege/Unsiege)
There is a secondary effect.
This repairing ability – DOES WORK – on other Mechanical Units. The Thor will always repair itself first.
It can repair other Mechanical Units that are close to it.
- The Efficiency is 75% at Range 0-3.
- The Efficiency is 50% at Range 4-6.
- The Efficiency is 25% at Range 7-9.
This repair is automatic. But it can be turned off.
INHERENT ABILITY 2: The second ability is called “Leap”. A Thor can leap 25 Units on a 40 Second Cooldown.
This ability can be upgraded twice to reduce the cooldown by 10 Seconds each time. This gives the Thor a 25 Unit Jump on a 20 Second Cooldown at max level.
There is a secondary effect.
If this ability is not used for 20 Seconds (while available) it gains a second charge.
If it is not used for another 40 Seconds (while available) it gains a third charge. It cannot have more than 3 Charges.
Without upgrades, the second charge will take 40 Seconds to generate (same cooldown as the skill). The third charge will take 80 Seconds to be generated (twice the cooldown of the skill).
This gives the Thor 3 Charges, if it does not use its ability for 120 Seconds (without upgrades).
These abilities give the Thor a POWER SPIKE – right when it is made. Yes. But I also want it to scale into the late game, and even the DEEP LATE GAME!
Check out these upgrades!
UPGRADE 1: This ability is called “Tough Titanium”. It gives the Thor +50/+100/+150 Hit Points. This gives it +150 Hit Points at max level (which is 550 up from 400).
UPGRADE 2: This upgrade is called “Rapid Bombardment”. There are four levels. It gives +5%/+10%/+15%/20% Attack Speed (both ground + air).
It gives +20% Attack Speed when maxed out.
There is a secondary effect.
If the Thor has not damaged an enemy unit within the last 60 Seconds, the attack speed bonus is doubled for 5 Seconds. This amounts to +5%/+10%/+15%/20% Attack Speed for 5 Seconds (depending on the level).
It gives +20% Attack Speed when maxed out. This ability only applies to ground attacks. It is activated automatically when the Thor does damage to ground units. It can be manually activated.
UPGRADE 3: This upgrade is called “I Got You Bro”. It links two Thors together. They gain armor, movement speed, they share damage, and get hp regeneration (when close to each other).
They gain +1 Armor, get +5% Movement Speed. 25% of incoming is sent to the other Thor. This damage is itself reduced by 25%. This is a total damage reduction of 7.5%.
When the Thors are within Range 5 of each other, they also gain 0.5 hp regeneration/second.
The Thors have to be within Range 15 of each other – or the effect stops (and has to be re-applied).
There is one upgrade.
It gives +1 Armor, +5% Movement Speed, and +10% Shared + Reduced Damage (up to 35/35). This is a total damage reduction of 12.25%.
When the Thors are within Range 5 of each other, they also gain 1 hp regeneration/second.
At max level both Thor’s get:
- +2 Armor
- +10% Movement Speed
- 35% Shared Damage
- 35% Damage Reduction (of shared damage)
- +1 HP Regeneration/Second (when within Range 5 of each other)
This effect does not work for Thors in “Siege Mode”.
When applied, this effect lasts for 60 seconds. It has a 120 second cooldown.
The duration is increased by +1 Second on both Thors, for every kill that the Thors get. Destroyed buildings count a +2 Kills. “Massive” units also count as +2 Kills.
This ability starts off with a manual activation. But a player can put this ability on “Autocast”. If so, it will be cast between two nearby Thors as soon as one of Them takes more than 100 damage over 5 seconds.
Since this upgrade is defensive by nature, it is triggered by “Damage Absorbed”.

Ghosts
UPGRADE 1: This upgrade is called “Bunker Madness”. It increases attack speed – and attack range – while inside a bunker.
- The attack speed is increased by 20%/40%/60%. It gives +60% Attack Speed at max level.
- The attack range is increased by +0.5/1/1.5. It gives +1.5 Attack Range at max level.
This should make Ghosts good enough to be placed inside Bunkers – just to defend the area!
I remember doing this in Starcraft 1 – actually!
UPGRADE 2: This upgrade is called “Thick Hide”. Ghosts get +10/+20/+30 Hit Points. It gives +30 Hit Points at max level. This gives them 130 Hit Points (up from 100).
There is a secondary effect.
Ghosts receive an active ability that gives them +2/+4/+6 Armor for 10 Seconds. They get +6 Armor at max level. This has a 100 Second cooldown.
If put on “Autocast”, it will activate when the Ghost takes more than 30 Damage within 3 Seconds.
UPGRADE 3: The skill “Steady Targeting” will be given two upgrades.
The first upgrade gives +1 Cast Range (makes it 11 up from 10). It also increases the “Cancelation Range” by +1 (makes it 14.5 up from 13.5).
There is a secondary effect.
Every 120 seconds the Ghost gets an extra powerful attack – with reduced cast time – and splash damage around the target.
This extra powerful “Steady Targeting” attack gets:
- +1 Cast Range (“Cancellation Range” is also increased by +1)
- -0.2 Seconds Cast Time (Cast Time becomes 1.23 seconds down from 1.43)
- +10 Damage (up to 140 from 130).
- 25% Splash Damage (within Range 2 of the target). This is 35 Damage.
This extra powerful “Super Snipe” is available instantly when the upgrade finishes.
It will hit:
- Faster
- Harder
- From Further Away
- Do Splash Damage
The second upgrade also gives +1 Cast Range (up to 12). “Cancellation Range” is also increased by +1.
The secondary effect is also improved. It gets another round of the same bonuses.
This extra powerful “Steady Targeting” attack gets:
- +1 Cast Range (“Cancellation Range” is also increased by +1)
- -0.2 Seconds Cast Time (Cast Time becomes 1.03)
- +10 Damage (up to 150).
- +25% Splash Damage (up to 50% Splash Damage). This is 75 Damage.
Both upgrades gave the skill “Steady Targeting” itself +2 Cast Range (up to 12 from 10).
But the secondary effect sometimes gives an extra strong attack with +2 Cast Range (up to 14 Range).
At max level this ability can hit from 14 Range. It will do 150 Damage, and do 50% Splash Damage. It hits after only 1.03 Seconds.
This is intended to be a high-skill “Comeback Mechanic” for Terrans, since it does large amounts of splash damage.
UPGRADE 4: This upgrade is called “Endless Energy”. It increases Energy Regeneration and Max Energy.
There are four levels.
A Ghost’s Energy Regeneration is increased by +10%/+20%/+30%/+40%. +40% Energy Regeneration at max level.
A Ghost’s maximum energy is also increased. It is increased by +25/+50/+75/+100 Energy. It gives +100 Energy at max level (up to 300 from 200).
There is a secondary effect.
This effect is called “Mana Shield”. It reduces incoming damage by +5%/+10%/+15%/+20%. Each point of absorbed damage consumes 0.5 Energy Points.
It starts off activated. But it can be turned on and off manually.
UPGRADE 5: The skill “Cloak” is unchanged. But it is given two upgrades.
The first upgrade makes Ghosts “Completely Invisible” for 2 Seconds immediately after activating “Cloak”. No amount of detection can see them during this time. They gain +10% Movement Speed bonus during this time.
For the next 4 Seconds (after this 2 second phase) Ghosts are “Double Invisible” which means that they require two instances of Detection to be seen. They gain a +5% Movement Speed bonus during this time.
They gain +2.5% Movement Speed during the rest of their “Cloak”.
The second upgrade doubles the duration and movement speed bonus at each stage. It makes Ghosts “Completely Invisible” for 4 Seconds after activating “Cloak”. They gain a +20% Movement Speed bonus.
After this, they become “Double Invisible” for 8 Seconds. They gain +10% Movement Speed bonus during this time.
They gain +5% Movement Speed during the rest of their “Cloak”.
Cloak cannot trigger the “Completely Invisible” effect more than once every 20 Seconds (this gives a max uptime of 20%). The “Double Invisible” effect has no cooldown.
This upgrade should enable Terrans to be more active with their Ghosts, and take more risks, since they know they can become “Undetectable” – for a couple seconds!
UPGRADE 6: This upgrade is called “Rifle Madness”. It gives damage, bonus damage to “Armored” targets, and attack range.
- It gives +1/+2/+3/+4 Damage (up to 14 from 10)
- It gives +2/+4/+6/+8 Damage to “Armored” Units + Buildings
- It gives +0.5/+1/+1.5/+2 Attack Range (up to 8 from 6)
At max level this ability will give a Ghost:
- +4 Damage
- +8 Damage to “Armored” targets
- +2 Attack Range
This upgrade, the bonus hit points upgrade, the mana shield, and the cloaking – should make Ghosts better in direct confrontations (using their physical attack).
I want Ghosts to be a PHYSICAL THREAT apart from their “Special Abilities”. I want the enemy to “Fear Ghosts” – even if they have zero mana!

Hellbats
Professional Starcraft 2 players will use Hellbats in rushes against Zerg. Usually with Marines and Marauders. Apart from this, you don’t really see them.
I want to change that! I want to turn the Hellbat into a popular (but not “Overpowered”) unit!
Here are my suggestions!
UPGRADE 1: This upgrade is called “Forced March”. It gives a permanent +5%/+10%/+15%/+20% Movement Speed boost. There are four levels. +20% at max level.
This will allow Hellbats to move around with stimmed “Bio” (Marines + Marauders).
UPGRADE 2: This upgrade is called “Regenerative Medicine”. It gives Hellbats a slow natural hp regeneration.
There are three levels.
- The first level gives +0.5 Health Regeneration/Second.
- The second level gives +1 Health Regeneration/Second.
- The third level gives +1.5 Health Regeneration/Second.
Zerg units regenerate at +0.38 hp/second. At max level, Hellbats get health regeneration 300% faster than Zerg units.
This enables Hellbats to fight along Marines and Marauders, since they heal up over time.
UPGRADE 3: This upgrade is called “Smooth Leather Skin”. It gives maximum hit points and armor. There are three levels.
They give:
- +15/+30+/+45 Hit Points
- +0.5/+1/+1.5 Armor
At max level a Hellbar gains +45 Hit Points (up from 135) and +1.5 Armor (up from 0).
This upgrade turns Hellbats into a capable “Meat Shield” between the enemy, and your EXPENSIVE UNITS!
UPGRADE 4: This attack is called ”Melee Mastery”. It increases the attack range of Hellbats.
There are three levels.
- The first level increases attack by +0.3 Range.
- The second level increases attack by +0.6 Range.
- The third level increases attack by +0.9 Range.
A maxed out Hellbat will get +0.9 Attack Range (up to 2.33 from 1.43). This is a – most respectable – attack range increase of 63%!
The Hellbat has been given:
- Movement Speed
- Hit Point Regeneration + Armor
- Maximum Hit Points
- Attack Range
These upgrades are all straightforward – there are no “Secondary Effects” to worry about!
This should make the Hellbat easy to:
- Understand
- Build
- Manage
- Control
HELLBATS = EASY WIN!
#stopcaps
#notfunny

Terran Building Upgrades

Engineering Bay + Armory
The upgrades in this chapter will apply to – BOTH – the Engineering Bay and the Armory.
- The Engineering Bay upgrades biological units and buildings.
- The Armory upgrades mechanical units.
UPGRADE 1: This upgrade is called “Production Overdrive”. It increases the processing speed of upgrades inside the Engineering Bay and the Armory.
It increases the upgrade speed by 40%, but it costs 20 hit points per second.
A secondary building nearby will take 10 damage per second. A third building nearby will take 5 damage per second. The total damage will be 35 damage per second.
- The Engineering Bay can sustain this for 42 seconds before perishing.
- The Armory can sustain it for 37.5 seconds before being destroyed.
This does not take into account “fire damage”.
“Fire” will do triple damage (9 damage/second) to a building that is currently using the “Production Overdrive” ability.
It will do double damage (6 damage/second) to a building that has used it before.
The secondary and third building that take damage will also get this amplified fire.
Buildings that are using the “Production Overdrive” ability should probably be repaired by SCV’s.
UPGRADE 2: This upgrade is called “Durable Structure”. It increases Hit Points, Armor, and reduces Fire Damage.
Every upgrade in this chapter apply to both the Engineering Bay – and the Armory.
There are four levels.
Each level gives:
- +150 Hit Points
- +1 Armor
- -25% Fire Damage
At max level this gives:
- +600 Hit Points
- +4 Armor
- -100% Fire Damage
Durable buildings INDEED!
UPGRADE 3: This upgrade is called “Sweet Repair”. It increases repair speed, and reduces repair cost, of the Engineering Bay and the Armory.
There are four levels:
Each level gives:
- +10% Repair Speed
- -10% Repair Cost
Max level gives:
- +40% Repair Speed
- -40% Repair Cost

Reinforced Baracks
This upgrade is called “Reinforced Baracks”. It makes the Terran “Baracks” more durable, mobile, and gives it special abilities.
It allows a Terran player to construct artificial “Choke Points” – with its own buildings on the map.
Wouldn’t this be sweet?
Hear me out!
This upgrade only applies to one specific Baracks (not all of them). Each building is upgraded individually.
This upgrade turns a regular Baracks into a “Reinforced Baracks”. It gets:
- +500 Hit Points
- +1 Armor
- 1 SCV Self-Repair (automatic)
- 25% Faster Lift
- 25% Faster Flight
- 25% Faster Landing
There is a secondary effect.
This “Reinforced Baracks” can make exactly one copy of itself. It is free. It takes 45 seconds to build (half the time of the original Baracks + Upgrade).
This copy can be made right away.
- After 5 Minutes, this new “Reinforced Baracks” can make a copy of itself. It builds in only 22.5 seconds. For free.
- After 10 Minutes, this new “Reinforced Baracks” can make a copy of itself. It builds in only 11.25 seconds. It is free.
- After 20 Minutes, this new “Reinforced Baracks” can make a copy of itself. It builds in only 5.125 seconds. It is also free!
There is no technical limit to this process, but it takes a LONG TIME!
There is a third effect.
Every single “Reinforced Baracks” in the same chain gain:
- +1 Armor
- +250 Hit Points
- +5% Movement Speed
–every 5 minutes. This effect does not work retroactively. When a “Reinforced Baracks” has been in the game for 5 minutes – they get this bonus.
This allows them to scale with the game.
The “cost” and “time” of “Reinforced Baracks” upgrades doubles with every single upgrade.
- The first upgrade costs 10/10 and takes 10 seconds.
- The second upgrade costs 20/20 and takes 20 seconds.
- The third upgrade costs 40/40 and takes 40 seconds.
- The fourth upgrade costs 80/80 and takes 80 seconds.
- The fifth upgrade costs 160/160 and takes 160 seconds.
There is no ceiling to the cost and time. It is doubled every single time.
This cost/time structure is designed to make “Reinforced Baracks” viable in early – and mid-game pushes. While still being useful in the late game.
For example:
- A Terran can upgrade 2 Baracks into “Reinforced Baracks” cheaply (total cost is 30/30 and takes 20 seconds).
- They can make two copies with these buildings.
- They can fly the original “Reinforced Baracks” over to participate in the attack (these Baracks cannot make more copies).
I know that this upgrade introduces a “Strange” and “Foreign” concept into the game!
Trust me BRO! I get it!
But every Terran would “Salivate” at the prospect of constructing artificial choke points – with their own buildings.

Reinforced Supply Depots
Professional Terran players often build “walls” with their Supply Depots outside their expansions. I always thought that these walls were “Expensive” – and “Inefficient”.
Yeah.
Terrans should have another type of Supply Depot – that serves this purpose better. These are called “Reinforced Supply Depots”.
A normal “Supply Depot” can be upgraded into a “Reinforced Supply Depot”.
This supply depot will gain:
- +1 Armor (up to 2 from 1)
- +200 Hit Points (up to 600 from 400)
- 1 SCV Self-Repair (automatic)
There is a secondary effect.
This “Reinforced Supply Depot” gains +20 hp and 0.1 armor – for every 1 minute (that it exists inside the game).
This is:
- 5 Minutes: +100 HP and +0.5 Armor
- 10 Minutes: +200 HP and +1 Armor
- 20 Minutes: +400 HP and +2 Armor
- 30 Minutes: +600 HP and +3 Armor
There is a third effect.
“Reinforced Supply Depots” that physically touch each other form a chain – that help repair each other.
5 “Reinforced Supply Depots” have the repair capacity of 5 SCV’s (one each). This will be directed to the “Reinforced Supply Depot” that is the most damaged in this group.
They cooperate – and help each other out!
Terrans would also be able to build “Reinforced Supply Depots” right away. Instead of building a normal Supply Depot – and then upgrade it.
I want to see “Reinforced Supply Depots” – at the “Frontlines”. I expect to see normal “Supply Depots” – back in the base.
That makes sense to me.

Planetary Fortress
Planetary Fortresses will be given several – JUICY – upgrades!
Yes.
UPGRADE 1: The skill “Planetary Fortress” will be given three more levels. There are four levels in total.
LEVEL 1: This level is the upgrade itself. Which turns the “Command Center” into the “Planetary Fortress”.
LEVEL 2: The Planetary Fortress gets:
- +1 Attack Range (up to 7 from 6)
- +1 Armor (up to 3 from 2)
- +200 Hit Points (up to 1700 from 1500)
LEVEL 3: The Planetary Fortress gets:
- +1 Attack Range (up to 8)
- +25% Attack Speed
- Range 4 Detection (around it)
LEVEL 4: This is the final level. The Planetary Fortress gets:
- The ability to Attack Air (Range 8).
- Automatic Self-Repair at the speed of 2 SCV’s (free).
- The ability to Load/Unload 15 SCV’s (up from 5).
- Range 8 Detection
- The ability to MOVE.
Each loaded SCV will contribute with the repair speed of 0.2 SCV’s. 15 SCV’s mean +3 SCV’s help repair this building (15 x 0.2 = 3). This happens automatically.
This level also gives the Planetary Fortress the ability to MOVE ONE TIME.
The lift-off, flying, and landing is 35% slower than a Command Center. Once it lands in one spot, it cannot move again.
But this ability to move once, encourages the player to invest resources into this building. Because it can be moved to another base, or another useful location.
UPGRADE 2: This upgrade is called “Bros For Life”. It binds a Unit to the Planetary Fortress.
This skill can only target units that Siege. Which are Siege Tanks, Liberators, and Thors (in this game mod).
This unit gets:
- +1 Attack Range (ground + air)
- +20% Attack Speed
- +100 Hit Points
- +1 Armor
- 2 SCV Automatic Repair
Since the “Attack Range” of Liberators are irrelevant (in this mode), they will gain a +15% Larger “Liberation Zone”.
There is another effect.
50% of the incoming damage to this unit will be absorbed by the Planetary Fortress. The Planetary Fortress will repair this unit automatically – as long as the building itself has full hit points.
In order for the Planetary Fortress to cast this ability on a unit, it has to be physically touching the Planetary Fortress. It also has to be in “Siege Mode”.
This ability renders the unit unable to move. It is stuck there for the rest of the game. It will die if the Planetary Fortress moves – or dies.
If this unit dies, the Planetary Fortress will lose all its armor for 5 Seconds – and take 2% max hp as damage per second (10% max hp in total).

Building Zone
This upgrade is called a “Building Zone”. It is an upgrade to the Command Center. It is capable of constructing buildings with its energy.
It can create permanent buildings. It can also create “temporary buildings” that last for 30 seconds, while only spending 35% of the energy cost.
This option might be used to “Spam Buildings” during an attack, to block the enemy from moving forwards, and to make “Choke Points” for your troops.
This “Building Zone” can store up to 1000 Energy.
For every 500 Energy that this building spends, it gains:
- +100 Hit Points
- +0.5 Health Regeneration/Second
- +0.5 Armor
- +20% Energy Regeneration (this ability fully stacks with itself)
A “Building Zone” cannot make structures that produce units.
But it can make:
- Supply Depots (50 Energy)
- Reinforced Supply Depots (65 Energy)
- Bunkers (100 Energy)
- Reinforced Bunkers (125 Energy)
- Missile Turrets (75 Energy)
- Sensor Towers (50 Energy)
This is the Energy Cost for “Permanent Buildings” (normal buildings). “Temporary Buildings” costs 65% less – and lasts for 30 Seconds.
There is another effect.
Each permanent building that the “Building Zone” makes increases the Max Hit Points of the next building by +1%. Temporary buildings have no effect on this.
This ability fully stacks with itself (it will build over time).
A “Building Zone” can only construct buildings within Range 15 of itself.
It can, however, move to a new location and build new buildings there. A “Building Zone” will lift, fly, and land 25% faster than a “Command Center”.
When the “Building Zone” makes a building, the building time is reduced by 50% (compared to normal). This applies to all buildings it makes.
The Supply Depot is made in 10.5 Seconds (instead of 21 seconds).
The building time of “Temporary Buildings” is reduced by 90%. The Supply Depot takes 2.1 Seconds to build.
When the “Building Zone” builds a Bunker (or “Reinforced Bunker”), it comes with the firing power of two marines.
No extra units can go inside this building. No units can leave it. But the bunker – will fire – as if two Marines were inside it.
These “fictitious” Marines will inherit the current upgrades of your Marines (when they are “made”). This enables this structure to scale with the game.
I know that this “Building Zone” introduces a brand new concept into the Starcraft 2 Universe.
I know.
But if this mechanism was well-balanced, I think it would make games MORE FUN!
Do you agree with me?

Orbital Command
The highly popular “Orbital Command” will get 7 (!) NEW UPGRADES.
Here they are.
UPGRADE 1: This upgrade is called “Tech Wizard”. It increases the repair rate of Mules.
There are two levels.
Each level increases repair speed by +100%. They give +100%/+200% Repair Speed. At max level the Mule repairs at the rate of 3 SCVs!
There is a secondary effect.
This upgrade also gives Mules an ability called “Repair Zone”.
Mules can set up a “Repair Zone” – where they automatically repair all Mechanical Units inside it. It starts with the unit that is most damaged, and goes from there.
This “Repair Zone” keeps going until the Mule “Times Out”. This should be an easy – and effective – way to repair mechanical units.
This is one of the reasons “Bio” is so much more popular than “Mech” – among Terrans. Because “Bio” has mobility, and self-sustain (heal).
This would solve that problem.
UPGRADE 2: This upgrade is called “Life Extension”. This upgrade increases the lifespan of Mules by +10%/+20%/+30%. There are three levels. It gives +30% Lifespan at max level.
This upgrade also gives Mules +5/+10/+15 hit points. This gives them +15 Hit Points (75 up from 60) at max level.
UPGRADE 3: This upgrade is called “Defensive Shell”. This turns Mules into a “Stationary Defensive Shell” when they take damage.
This gives them:
- +5 Armor
- +5 Hit Points Regeneration
–for 5 seconds.
This “Defensive Shell” is automatically activated when the Mule drops below 35 hp. It cannot be manually activated. But you can refrain from getting this upgrade!
Problem SOLVED.
This effect can only be activated once per Mule. This effect will take 0.5 seconds to activate. Killing a Mule quickly will prevent this effect from being activated.
The second level increases:
- +1 Armor (up to 6 from 5)
- +1 Hit Points Regeneration (up to 6 from 5)
- +1 Duration (up to 6 from 5)
The third level increases:
- +1 Armor (up to 7)
- +1 Hit Points Regeneration (up to 7)
- +1 Duration (up to 7)
The third level also enables a “Manual Activation” of this ability. This ability can always be activated. It does not require the Mule to be damaged.
UPGRADE 4: This upgrade adds two upgrades to the skill “Scanner Sweep”.
The first upgrade makes this ability do 1% max hp damage/second over 12 seconds. This only works on buildings. This would do 12% max hp – over 12 seconds.
Any Unit or Building cannot take more than 50% max hp damage due to these “Scanner Sweeps”. This limit applies to the whole game.
This ability can be used to “Soften Up” a base before the actual attack. It will also – of course – reveal information.
The second upgrade enables the “Scanner Sweep” to heal friendly buildings at 1% max hp/second over 12 seconds. This will heal 12% of max hp – over 12 seconds.
A friendly building cannot be healed more than 50% of its max hp – over the course of a game. This ability can be useful to support Reinforced Supply Depots and Reinforced Bunkers – during an attack.
UPGRADE 5: This ability is called “Boosted Building”. This ability will increase the Production Capacity, Armor, and Mobility of that building permanently.
It will give it:
- +15% Production Capacity
- +1 Armor
- +15% Lifting/Landing/Movement Speed (if applicable)
It will cost 100 Energy.
A building can be upgraded three times by this ability (but not more).
This gives it:
- +45% Production Capacity
- +3 Armor
- +45% Lifting/Landing/Movement Speed
Any building that produces Units – or Upgrades – can be targeted by this ability.
This ability should be especially powerful in long games, since each “Boosted Building” – will pay you back over time!
UPGRADE 6: This upgrade is called “Reinforced Supply Depot”. It enables an “Orbital Command” to upgrade a “Supply Depot” to a “Reinforced Supply Depot” – with 25 Energy.
UPGRADE 7: This upgrade is called “Reinforced Bunker”. It enables an “Orbital Command” to upgrade a “Bunker” to a “Reinforced Bunker” – with 25 Energy.

Bunkers
Bunkers are – SPARINGLY – used in professional Starcraft 2 play. You do see them defending early aggression.
You also see them in some Fast Rushes – and Timing Attacks. Usually with Marines/Marauders + Tanks.
But in the mid-game – and late game – they all but DISAPPEAR.
Where did they go?
I want to bring them back.
Here we go!
UPGRADE 1: This upgrade is called “Reinforced Bunker”. This only upgrades one specific bunker. Not all of them.
This bunker gets:
- +200 Hit Points (up to 600 from 400)
- +1 Armor (up to 2 from 1)
- +1 SCV Self-Repair (Automatic + Free)
- +1 Attack Range for Units Inside (up to 2 from 1)
Upgrading a “Bunker” costs 35 Minerals and takes 10 Seconds.
There is a secondary effect.
This “Reinforced Bunker” gains +20 hp and 0.1 armor – for every 1 minute (that it exists inside the game).
This is:
- 5 Minutes: +100 HP and +0.5 Armor
- 10 Minutes: +200 HP and +1 Armor
- 20 Minutes: +400 HP and +2 Armor
- 30 Minutes: +600 HP and +3 Armor
NOTE: Both “Bunkers” and “Supply Depots” can be upgraded with Minerals, or by the “Orbital Command” for Energy.
UPGRADE 2: This upgrade is called “Team Spirit”. It links two Bunkers – and their Units – together.
- This makes the Bunkers share damage with each other.
- It also makes the Units share damage with each other.
Allow me to explain!
BUNKERS: 50% of incoming damage is sent to the other Bunker. If one Bunker is destroyed this effect ends.
UNITS: The units inside the Bunkers also share damage for 10 seconds after leaving the Bunker. 50% of incoming damage will be spread out to every other unit.
If the Bunker is destroyed, this effect is activated automatically. If one unit (or more) leaves their Bunker, it is activated automatically.
There is a second level. This level allows you to use “Stim Pack” – on the units inside the Bunkers. They do not have to leave the Bunker.
There is another effect. This level also gives the units inside the Bunker a slow heal of 0.1 hp/second. This is 6 hp/minute.
This enables them to heal after a use of “Stim Pack”.

Sensor Towers
UPGRADE 1: This upgrade is called “I See You”. Sensor Towers are given a Range Upgrade. There are three levels. They give +2/+4/+6 Range. +6 Range at max level. This gives it 28 range (up from 22).
UPGRADE 2: This upgrade is called “Sturdy Tower”. Increases the hit points of Sensor Towers by +50/+100/+150. This gives +150 Hit Points at max level.
UPGRADE 3: This upgrade is called “Precious One”. It is an effect that comes into play when – any Sensor Tower – is damaged. It will give the Sensor Tower +10 armor and +10 hp regen for 10 seconds. The vision of this Sensor Tower will increase by +10 during this time.
This effect has a 120 second cooldown.
The second level reduces the cooldown to 90 seconds.
The third level reduces cooldown to 60 seconds.
This upgrade will help protect your Sensor Towers all over the map. It will prevent specific Sensor Towers from being destroyed quickly.

Missile Turrets
UPGRADE 1: This upgrade is called “Cannot Hide”. It gives the Missile Turret +1 Sight Range and +1 Detection Range (up to 12/12 from 11/11).
The second level gives it another +1/+1 (up to 13/13). The third level gives it another +1/+1 (up to 14/14).
This upgrade turns “Missile Turrets” into small “Sensor Towers” – but with “Detection”!
UPGRADE 2: This upgrade is called “Aerial Chemistry”. It allows a “Missile Turret” to heal any flying ship.
Like:
- Battlecruisers
- Liberators
- Banshees
- Vikings
- Ravens
- Medivacs
A Missile Turret will heal all ships within Range 3. It will heal at the rate of 0.1% max hp per second. 10 Missile Turrets will heal 1% of max hp/second.
This healing has two limitations:
- Once a Missile Turret takes damage the first time, its healing capacity will be permanently reduced by 50%.
- A Missile Turret cannot heal within 60 seconds of taking – or dealing – damage.
The second level increases the healing capacity to 0.2% max hp per second.
The third level increases it to 0.3% max hp per second. 10 Missile Turrets with max upgrades (and no penalties) will heal at 3% max hp per second.
This healing is automatic and free.
But the enemy can prevent this healing from taking place by “harassing” your “Missile Turrets” – which prevents them from healing your ships.
This Game Update offers Terran players – new ways – to repair mechanical units.
- The upgraded Mule
- The upgraded Medivac
- The upgraded Missile Turret
Remember that “Marauders” also have a “Medic” upgrade – that allows them to heal biological units!

Protoss Unit Upgrades

Zealots
UPGRADE 1: This upgrade is called “Meat Shield”. It gives Zealots Hit Points and Armor.
The first level gives:
- +15 Hit Points (up to 115 from 100)
- +1 Armor (up to 2 from 1)
The second level gives:
- +15 Hit Points (up to 130)
- +1 Armor (up to 3)
This gives them +30 Hit Points and +2 Armor – at max level.
UPGRADE 2: This upgrade is called “Healing Synthesis”. This upgrade gives Zealots a natural health regeneration.
The first level gives a health regeneration of 0.8 hp/second (this is 40% of the shield regeneration).
The second level gives a health regeneration of 1.6 hp/second (this is 80% of the shield regeneration).
The second level gives a health regeneration of 2.4 hp/second (this is 120% of the shield regeneration).
NOT BAD!
But there is a secondary effect.
When a Zealot has full hit points, 50% of their natural health regeneration is directed to the shield. This gives the shield another +20%/+40%/+60% regeneration.
This increases Shield Regeneration by +60% at max level (up to 3.2 from 2/second).
This makes this upgrade useful – EVEN WHEN – the Zealot has full hit points!
I am serious about this.
UPGRADE 3: The upgrade “Charge” will be given two upgrades.
The first upgrade will make the first attack after a “Charge” do +50% Extra Damage. This special attack will do Double Damage to “Buildings”.
The second upgrade will increase Charge Range by +1 (up to 5 from 4) – and reduce Cooldown by -1 Second (down to 6 from 7).
UPGRADE 4: This upgrade is called “Lethal Psi Blades”. It increases damage and attack speed. There are four levels.
- Damage is increased by +1/+2/+3/+4 (up to 12 from 8)
- Attack Speed is increased by +5%/+10%/+15%/+20%.
This gives Zealots +4 Damage (two attacks) and +20% Attack Speed – at max level.

Stalkers
Stalkers are given 3 (!) NEW UPGRADES. The “Blink” upgrade has been given two more levels.
UPGRADE 1: This upgrade is called “Durable Stalker”. This upgrade gives bonus Hit Points and Shield.
It gives:
- +10/+20/+30 Hit Points
- +10/+20/+30 Shield
Stalkers get +30 Hit Points (up to 110 from 80) and +30 Shield (up to 110 from 80) – at max level.
This is a powerful upgrade that allows Stalkers to take more direct engagements.
These upgrades might cost/time:
- 100/100 over 60 seconds (Level 1)
- 200/200 over 90 seconds (Level 2)
- 300/300 over 120 seconds (Level 3)
UPGRADE 2: This upgrade is called “Light Saber”. It increases a Stalker’s damage to light units by +1/+2/+3. It gives +3 Damage to Light Units at max level (up to 16 from 13).
Stalkers are notoriously bad against light units. This helps them deal with that.
UPGRADE 3: The “Blink” upgrade is given two more upgrades.
The first upgrade gives +1 Blink Range (up to 9 from 8) and gives -1 Second Cooldown (down to 6 seconds from 7).
The second upgrade gives Stalkers a +10 hp Heal every time they use “Blink”.
This would allow Stalkers to roam the map like Maxpax (a pro player) in the hunt for EASY WINS!
A cool little piece of information here is that Maxpax (a Danish Protoss) might be the first pro player in the history of Starcraft 2, that managed to develop a “Universal Opening” – that works against (almost) all openings at the highest level.
It has a high win-rate even though his opponents KNOW what he is going to do. He attacks early with 2 Adepts, does damage. He attacks the worker lines with 1-3 Oracles.
He follows up with “Blink” Stalkers with world-class “Micro”. They are supported by Oracles – and Stasis Traps – further back.
This Adept/Oracle/Stalkers pressure – gives him wins against the absolute best players in the world.
UPGRADE 4: This upgrade is called “Stalker Prowess”. It gives Stalkers +1 Attack Range. This upgrade is 300/300 over 180 Seconds.
This upgrade is designed to give Stalkers boost in the late game. They tend to fall off in the late game. I want a unit to be viable for as long as possible, during a game.
This is why I give units:
- Early Game Upgrades (cheap + hit fast)
- Mid-Game Upgrades (moderately expensive + moderately fast)
- Late Game Upgrades (costly + take a long time)
I want low-tech (or “cheap”) unit to have a:
- Early Game Power Spike
- Mid-Game Power Spike
- Late Game Power Spike
I also want it to be viable in direct engagements – and harassment.
This is accomplished by giving it several different upgrades. This can make the unit more VERSATILE – and help it SCALE – into the late game!
Roaches + Adepts + Hellbats are known to be (mostly) unusable in a late game army composition.
All these units have been given several strong upgrades – that help them scale into the late game.

Immortals
Immortals will get 3 (!) UPGRADES to their “Barrier” ability (their shield).
They will also get 3 (!) NEW UPGRADES. This will give them two defensive abilities, and two offensive abilities.
Let me make my case.
UPGRADE 1: The “Barrier” ability is given three upgrades. This ability gives the Immortal a 100 hp shield for 2 seconds. 32 second cooldown.
The first upgrade:
- +25 Barrier Shield Size (up to 125 from 100)
- +1 Second Duration (up to 3 from 2 seconds)
- -2 Second Cooldown (down to 30 seconds from 32)
The second upgrade:
- +25 Barrier Shield Size (up to 150)
- +1 Second Duration (up to 4 seconds)
- -2 Second Cooldown (down to 28)
The third upgrade:
- +25 Barrier Shield Size (up to 175)
- +1 Second Duration (up to 5 seconds)
- -2 Second Cooldown (down to 26)
At max level the Barrier Shield is 175 Hit Points, Lasts 5 Seconds, 26 Second Cooldown.
This ability starts off on “Autocast”, and is activated when the Immortal takes damage. It can also be cast manually.
UPGRADE 2: This upgrade is called “Impatient Blaster”. It inreases attack speed by +5%/+10%/+15%. +15% Attack Speed at max level.
There is a secondary effect.
When an Immortal has not fired a shot for 90 Seconds, this attack speed boost will automatically double for the next 5 Seconds (+30% at max level). The Immortal also gains +1 Attack Range during this time.
This ability will trigger on the first shot (assuming 90 seconds have passed). It is off cooldown when the Immortal comes into play.
“Autocast” can be turned off. This ability can be manually cast.
UPGRADE 3: This upgrade is called “Ranged Blaster”. It gives the Immortal +1 Attack Range (up to 7 from 6).
UPGRADE 4: This upgrade is called “Shield Beast”. It gives the Immortal Armor and Shield Regeneration.
There are three levels.
The first level gives +2 Shield Armor and +200% Shield Regeneration over 10 Seconds. The Shield Regeneration Rate is 6/Second during this time. The cooldown is 100 Seconds.
The second level gives +3 Shield Armor and +300% Shield Regeneration over 10 Seconds.
The third level gives +4 Shield Armor and +400% Shield Regeneration over 10 Seconds. This is 10 Shield Regeneration per second.
This ability is automatically activated when the Immortal drops below 50 in Shield Value (out of 100). “Autocast” can be turned off. It can be activated manually.
I believe these upgrades should help the Immortal scale into the late game.
I have seen so many Starcraft 2 pros hold IMPOSSIBLE timing attacks with an Immortal in the red, a Shield Battery, and some Probes!

High Templars
UPGRADE 1: The upgrade “Psionic Storm” gets 3 (!) NEW UPGRADES.
The first upgrade gives +1 Cast Range (up to 10 from 9).
The second upgrade gives +10 Damage (up to 90 from 80) and Reduces Friendly Fire Damage by 50% (down from 100%).
The third upgrade gives +10 Damage (up to 100) and Reduces Friendly Fire Damage by 50% (down to 0%).
When maxed out, “Psionic Storm” will have:
- +1 Cast Range
- +20 Damage
- 100% Friendly Fire Damage Reduction
These upgrades would be expensive – and take a long time. Because they would have a large impact on the game.
Here is the Cost & Time of each upgrade:
- “Psionic Storm” is 200/200 over 79 seconds.
- The first upgrade would be 250/250 over 100 seconds.
- The second upgrade would be 300/300 over 120 seconds.
- The third upgrade would be 350/350 over 140 seconds.
We are well into the – DEEP – Late Game before these upgrades are done!
UPGRADE 2: This upgrade is called “Shield Mastery”. It gives High Templars +20/+40/+60 Shield Points. Three levels. They get +60 Shield at max level.
This ability also increases the Shield Regeneration rate by +20%/+40%/+60%. +60% Shield Regeneration at max level. This increases Shield Regeneration rate to 3.2 – from 2.0 per second.
This gives them 100 Shield Points (up from 40) with a Shield Regeneration Rate of 3.2 – at max level.
This ability makes them extra strong behind Photon Cannons – and supported by Shield Batteries.
UPGRADE 3: The skill “Feedback” will have two upgrades. “Feedback” drains Energy from the target and does Damage.
The first upgrade gives +1 Cast Range (up to 11 from 10) and +25% Damage (up to 75% from 50%).
The second upgrade gives +1 Cast Range (up to 12) and +25% Damage (up to 100% of Energy drained).
At max level “Feedback” will:
- 12 Cast Range (up from 10)
- Drains All Energy From Target
- Does 100% of Energy as Damage
These upgrades will increase “Cast Range” by +20% (10 to 12) and “Damage” by 100% (50% to 100%).
There is a secondary effect.
The surplus Energy that is drained with the “Feedback” ability – will be absorbed into the Shield Value of the High Templar. There is no max limit to this Shield Value. It will stay with the High Templar for 180 Seconds.
If this High Templar morphs into an Archon, that Archon will inherit that boosted Shield Value.
UPGRADE 4: This upgrade is called “Psi Mastery”. It gives attack damage and makes the attacks “bounce” to additional targets.
The first level gives +4 Damage (up to 8 from 4) and makes the attack bounce to a secondary target.
The second level adds another +4 damage (up to 12) – and adds a third target.
At max level a this ability will:
- Attack 3 Different Targets
- Do 12 Damage to Each Target
This attack can also bounce among buildings, but it prioritizes units.
There is a secondary effect.
Each extra target hit will consume 1 Energy + 1 Shield Value from the High Templar. This ability can be turned on and off.
This upgrade is meant to make the normal attack of High Templars more useful.
From 4 Damage to 1 Target – to 12 Damage to 3 Targets. That is a percentage increase of 900%! Wow!
Isn’t that something?

Archons
Archons are sparingly used in professional Starcraft 2 play. You see them in some Protoss “Death Balls”, and in some “Timing Attacks”.
But they should have more uses than that.
I would like Archons to be viable in:
- Harassment
- Timing Attacks
- Defense
- Late Game Armies
The main drawback of Archons is that:
- They are slow
- They have short attack range
Stimmed “Bio” will RUN all over them! A Roach/Hydra army will “Kite” them to DEATH!
Yeah. No joke.
UPGRADE 1: This upgrade is called “Psionic Reach”. It gives Archons +1 Attack Range (up to 4 from 3).
Okay. One problem SOLVED!
UPGRADE 2: This upgrade is called “Sturdy Shield”. It gives shield value – and shield armor.
There are three levels.
- It gives +10/+20/+30 Shield Value (up to 380 from 350)
- It gives +1/+2/+3 Shield Armor (up to 3 from 0)
It gives +30 Shield Value and +3 Shield Armor at max level.
Remember that the Archons also benefit from the Shield Armor upgrades at the Forge. You also have Unit Specific Shield Upgrades.
Okay.
Let’s break this down.
Let’s examine a game where Archons have completed ALL SHIELD UPGRADES.
In this case:
- Archons would have +3 Armor from the “Sturdy Shield” upgrade.
- They would also have +5 Armor from the Forge Shield Upgrades.
- They would also have +2.5 Armor from the Unit Specific Shield Upgrades.
- This becomes 10.5 Shield Armor (3 + 5 +2.5 = 10.5)
Let’s picture 10 Fully Upgraded Archons against 1000 Zerglings without upgrades.
In a choke point!
UPGRADE 3: This upgrade is called “Psionic Bounce”.
It makes the Archon attack bounce to the nearest building (when attacking a building). Damaging two buildings with every attack.
The second level would make the attack bounce to two additional buildings. Damaging three buildings with every attack.
The third level would make it bounce to three additional buildings. Damaging four buildings with every attack.
This makes Archons effective demolishers of buildings.
UPGRADE 4: This upgrade is called “Psionic Splash”. It increases the “Splash Radius” – and Attack Speed of the Archon attack.
There are four levels.
Each level gives +0.1 Splash Radius and +5% Attack Speed.
- +0.1 Splash Radius + 5% Attack Speed (Level 1)
- +0.2 Splash Radius + 10% Attack Speed (Level 2)
- +0.3 Splash Radius + 15% Attack Speed (Level 3)
- +0.4 Splash Radius + 20% Attack Speed (Level 4)
This gives +0.4 Splash Radius and +20% Attack Speed – at max level.
This will give it a “Splash Radius” of 1.4 (up from 1). This is an increase of +40%. “Splash Attacks” works on both ground and air units.
UPGRADE 5: This upgrade is called “Suicide Blink”. It allows the Archon to:
- Teleport anywhere on the map
- +60% Attack Speed
- +10% Movement Speed
- -0.5 Hit Point/Second
- -17.5 Shield Value/Second
–This will kill them after 20 Seconds – if they do not take damage.
However, they also get +1 Hit Point and 35 Shield Value – for every 1 Kill they get. “Massive” Units count as 2 Kills. Buildings count as 3 Kills.
Their maximum hp and shield can extend beyond the normal range with this mechanism. An Archon’s hp is normally 10 – and the shield is 350.
An Archon that manages to gain 20 hp (+10 hp) – and 700 (+350 shield) shield – will become a normal Archon again.
It will retain a:
- +30% attack speed boost
- +5% movement speed boost
- +100% shield regeneration rate (up to 4 from 2).
- 20 Hit Point Value
- 700 Shield Value (if this is double)
By any account, this will be a “Super Archon”.
A “Superior Being” among mere “Mortals”!

Carriers
There are three problems with Carriers.
- The FIRST is that they are expensive and take a long time to build.
- The SECOND is that they have hard counters which make them almost useless (Corruptors + Vikings + Tempests).
- The THIRD is that they are slow and immobile.
The first upgrade – listed below – solves the third problem. Which also helps them deal with counters, which provides a soft counter to the second problem.
UPGRADE 1: This upgrade is called “Speedy Escape”. There are three levels. The movement speed of a Carrier is increased by +25%/+50%/+75% for 5 seconds. 30 second cooldown.
This gives it a +75% Movement Speed Boost over 5 Seconds – at max level.
Whenever this ability has not been used for 60 Seconds, it gains a second stack. Whenever it has not been used for another 120 Seconds, it provides a third stack.
This ability can be set to “Autocast”, whenever the Carrier takes hull damage. But it starts off with a manual activation. A group of Carriers can activate this ability at the same time.
There is a secondary effect.
Carriers passively gain 10% of the bonus movement speed. This gives them a permanent +7.5% Movement Speed Boost at max level.
UPGRADE 2: This upgrade is called “Flying Steel”. It gives bonus armor. There are three levels. They give +1/+2/+3 Armor. This gives the Carrier +3 Armor at max level (up to 5 from 3).
There is a secondary effect.
Interceptors gain +0.5 Armor per upgrade. This gives them +0.5/+1/+1.5 Armor. They get +1.5 Armor (up from 0) at max level.
UPGRADE 3: This upgrade is called “Interceptor Mastery”. It increases the amount of Interceptors, their hit points, and their shield value.
There are two levels.
The first level gives:
- +1 Interceptor (up to 9 from 8)
- +1 Interceptor Damage (up to 6 from 5)
- +5 Interceptor Hit Points (up to 45 from 40)
- +5 Interceptor Shield Value (up to 45 from 40)
The second level gives:
- +1 Interceptor (up to 10)
- +1 Interceptor Damage (up to 7)
- +5 Interceptor Hit Points (up to 50)
- +5 Interceptor Shield Value (up to 50)
This gives the Carrier +2 Interceptors. Each Interceptor also gets +1 Damage, +10 Hit Points, and +10 Shield Value.
Somebody once called “Carriers” for “Flying Siege Tanks”.
But nobody knows who said it!

Colossus
The Colossus – WILL NOT – be forgotten in this patch!
It will get some cool upgrades. For sure!
Their skill “Extended Thermal Lance” will be split into three different upgrades.
UPGRADE 1: The popular skill “Extended Thermal Lance” is split into three different upgrades. Each upgrade gives +1 Attack Range. They give +1/+2/+3 Attack Range. This gives the Colossus +3 Attack Range at max level.
This upgrade will give the Colossus an early mid-game power spike, since the first attack upgrade will be finished when the first Colossus comes out.
The Colossus will be about the same in the mid-game (the rest of it). But the Colossus will have a late game power spike – since it would have 10 Attack Range (up from the previous max of 9).
There is a secondary effect.
This attack range upgrade passively increases the attack range of other ranged Protoss units (that are on the ground).
Yes.
Here is a list of affected units:
- Stalker
- Adept
- Immortal
- Archon
- High Templar
Each upgrade gives these units +0.2 Attack Range per upgrade. This becomes +0.2/+0.4/+0.6 Attack Range. All units get +0.6 Attack Range – at max level.
RANGE 0-10: Units within Range 10 of the Colossus get this bonus (+0.2/+0.4/+0.6).
RANGE 11-20: Units within Range 11-20 get half the bonus (+0.1/+0.2/+0.3).
There is no effect beyond Range 20.
A fully upgraded Archon will have 4.6 Attack Range when benefiting from this passive ability (3 + 1 + 0.6 = 4.6).
This bonus is proportionately better for units with a lower attack range, since the bonus is in fixed numbers (and not a percentage).
Remember that only ground units benefit from this increased attack range aura.
UPGRADE 2: This upgrade is called “Robotic Legs”. It gives the Colossus a movement speed boost.
It gets +3%/+6%/+9% Movement Speed. There are three levels. The Colossus gets +9% Movement Speed at max level.
There is another effect.
This bonus speed is doubled (+6%/+12%/+18%) for 15 Seconds when the Colossus is brought into the game. This enables it to run to the other side of the map and attack!
It is also doubled (+6%/+12%/+18%) for 7.5 Seconds when the Colossus takes hull damage for the first time.
This bonus speed is only activated those two times.
But wait. There is more!
There is a secondary effect.
The movement speed upgrade passively increases movement speed of friendly ground units nearby. The movement speed bonus is +1%/+2%/+3%. It is +3% Movement Speed at max level.
RANGE 0-10: Units within Range 10 get this bonus (+1%/+2%/+3%).
RANGE 11-20: Units within Range 11-20 get half this bonus (+0.5%/+1%/+1.5%).
Only ground units are affected by this bonus.
UPGRADE 3: This upgrade is called “Air Dispersion”. This upgrade reduces damage taken from all air units. This upgrade is a soft counter to Vikings, Corruptors, and Tempests.
There are five levels.
The first level gives 10% Damage Reduction from all air units.
The second level gives 20% Damage Reduction from all air units.
The third level gives 30% Damage Reduction from all air units.
The fourth level takes all this reduced damage and sends it back to the attacker. 30% of incoming damage is reduced – and sent back to the attacker.
This effect is passive. It only works against air attacks.
The fifth level gives the Colossus an active ability that temporarily enables this ability to reduce and return damage from ground attacks.
For 5 Seconds, the Colossus will reduce and return damage from ground attacks – and air attacks – with 30%.
This ability starts off with “Autocast”. In this case, it will activate automatically when the Colossus takes hull damage from ground attacks.
“Autocast” can be turned off. It can also be manually activated.
This is actually THE ONLY upgrade in this entire Game Patch with 5 LEVELS!
Okay, man. Whatever.
#sowhat

Sentries
The Sentry will be given – SEVERAL – big upgrades with a LARGE IMPACT on gameplay.
Yes.
YOU BET!
I really like this version of the Sentry actually!
UPGRADE 1: The inherent skill “Hallucination” is given 3 (!) UPGRADES!
The word “Inherent” – means that the skill is available when the unit is made.
In Starcraft 2, Hallucinated units have normal hit points, but take double damage. They do no damage.
The first upgrade:
- Reduces Damage Taken to +75% (down from +100%).
- It enables the “Hallucination” to do 25% Damage (a normal unit does 100%).
- Duration is Increased to 60 Seconds (up from 43).
The second upgrade:
- Reduces Damage Taken to +50% (down from +100%).
- It enables the “Hallucination” to do 50% Damage (a normal unit does 100%).
- Duration is Increased to 77 Seconds.
The third upgrade:
- Reduces Damage Taken to +25% (down from +100%).
- It enables the “Hallucination” to do 75% Damage (a normal unit does 100%).
- Duration is Increased to 94 Seconds.
A fully upgraded “Hallucination” is going to be:
- Durable
- Do Damage
- Last Long Lime
5-10 Sentries could spawn a – SMALL ARMY – which could fly around and – CAUSE HAVOC – on the enemy!
This would be a very interesting addition to the game.
I like it.
I just gave MYSELF a compliment.
#fail
UPGRADE 2: The inherent skill “Force Field” will get two upgrades. Each upgrade increases cast range, makes “Force Fields” larger, and creates a secondary smaller “Force Field” – if the first one is destroyed.
The first upgrade will give:
- +1 Cast Range (up to 6 from 5)
- +10% Force Field Size
If the first “Force Field” is destroyed, a secondary “Force Field” will spawn in the same location 2 Seconds later. This Force Field will be 50% Smaller than the original.
The second upgrade will give:
- +1 Cast Range (up to 7)
- +10% Force Field Size
If the first “Force Field” is destroyed, a secondary “Force Field” will spawn in the same location 1 Second later. This Force Field will be 50% Smaller than the original.
This effect creates a “Soft Counter” to units that themselves counter “Force Fields” (Ravagers/Massive Units).
UPGRADE 3: This upgrade is called “Air Fields”. It enables a Sentry to cast a large “Air Field” – which targets air units. This “Air Field” will create a 50% movement slow, and a 50% attack speed slow (in that area).
All air units in this area are affected (not just enemy units).
UPGRADE 4: The rarely used skill “Guardian Shield” – will get two MAJOR UPGRADES.
The first upgrade will:
- Increase the Guardian Shield Range by +1 (5.5 instead of 4.5).
- It will also give the Sentry extra protection against ranged attacks (3 instead of 2).
- Duration is increased by 1.14 seconds (up to 14 from 12.86).
The second upgrade will:
- Increase the Guardian Shield Range by +1 (6.5 instead of 4.5).
- It will also give the Sentry extra protection against ranged attacks (4 instead of 2).
- Duration is increased by 1 second (up to 15 from 12.86).
At max level the “Guardian Shield” has 6.5 Range, gives casting Sentry 2 Extra Armor vs ranged attacks (on top of the shield itself), and lasts for 15 Seconds.
I will also introduce some “Quality of Life” changes for Sentry users!
KEEP READING!
AUTOCAST: It will be possible to put the “Guardian Shield” skill on “Autocast”. It will activate whenever a unit by the Sentry takes damage from a ranged attack.
This enables a player to put this skill on autocast on 1-2 Sentries within the army.
FRIENDLY BUILDING: I will also enable this skill to protect buildings from ranged attacks. Yes. The Sentry can also place the “Guardian Shield” itself on the building. It will have the exact same effect (as if put on a unit). But it clearly wouldn’t be mobile (since it is a Protoss building).
ENEMY BUILDING: I will also enable this skill to target enemy buildings. It would have the reverse effect. It would increase ranged damage by +2 and +4 to the main building. It would also give vision over that area.
FRIENDLY UNIT: I would also enable the Sentry to put the Guardian Field on a friendly unit. This would allow you to put this valuable effect on a big durable unit like an Immortal/Archon/Colossus/Carrier. This unit would also get double protection from ranged attacks (4 instead of 2).
For this effect to BE BALANCED, the Energy Cost might have to be increased to 75 (up from 50). Another solution is to reduce the duration to 10 Seconds (down from 15).
ENEMY UNIT: I would also allow the Sentry to put this “Guardian Shield” on enemy units. It would have the reverse effect. It would increase ranged damage by +2, and +4 to the main target. You would also get vision over that area.
PARTIAL STACKING: I will also enable this skill to “Partially Stack”. This means that you get half the effect – for every Guardian Shield after the first! The effect is reduced by 50% at every step.
Here is an example:
- The first Guardian Shield gives -2 damage from ranged attacks.
- The second Guardian Shield gives -1 damage from ranged attacks (half of 2).
- The third Guardian Shield gives -0.5 damage from ranged attacks (half of 1).
3 Guardian Shields will negate -3.5 Damage from Ranged Attacks.
In this redesign of the “Guardian Shield” skill we got:
- Boosted Stats
- Extra Range
- Extra Duration
- Autocast
- Targeting Friendly Buildings
- Targeting Enemy Buildings
- Targeting Friendly Units
- Targeting Enemy Units
- Partial Stacking
Wow.
That is a lot of changes for a single ability.
UPGRADE 4: This upgrade is called “Durable Sentry”. It gives the Sentry +10 Hit Points and +10 Shield. There are three levels. Gives +30/+30 Hit Points and Shield at max level.
This is 70/70 (up from 40/40).
This upgrade increases the durability of Sentries, which is sorely needed. Sentries are slow, weak, and do little damage.
UPGRADE 5: This upgrade is called “Better Beam”. It increases Sentry damage with +1/+2/+3. Three levels. +3 Damage at max level (up to 9 from 6).
These upgrades makes Sentries more viable in direct engagements. As they have more Hit Points – and do more Damage.
There is a secondary effect.
ENERGY STEAL: When a Sentry fires at another unit, they Steal 3 Energy Second (at max level).
SHIELD STEAL: But when they have no more Energy to “Steal”, the Sentry starts taking their “Shield” instead.
The Sentry can “Steal” 350 Shield Points from an Archon, rendering it useless in battle. But that Sentry will now have a Shield Value of 390 (without upgrades).
A Sentry can never have more than 400 Shield Value. The effect is permanent.
This effect allows a player to “Sacrifice” some Units – in order to boost others.
Any other friendly Unit with Energy – or Shield – can be used as a source.

Void Rays
Back in the EARLY DAYS of Starcraft 2, the “Void Ray” was a highly popular unit. It then got “Nerfed” – and “Fell Out of Fashion”.
But when it got a large movement speed boost – it made a comeback.
It is – STILL – not a popular unit among professional Starcraft 2 Protoss players. I want to change that!
UPGRADE 1: The inherent skill “Prismatic Alignment” will be given 3 (!) NEW UPGRADES.
The skill “Prismatic Alignment” gives Void Rays +6 Damage to Armored Units/Buildings. It lasts for 14.3 Seconds. It slows for 25%. It has a cooldown of 43 Seconds.
The first upgrade gives:
- +2 Damage to Armored Targets (up to 8 from 6)
- -12.5% Slow (down to 12.5 from 25%)
- -3 Second Cooldown (down to 40 from 43)
The second upgrade gives:
- +2 Damage to Armored Targets (up to 10)
- -12.5% Slow (down to 0%)
- -3 Second Cooldown (down to 37 Seconds)
The third upgrade gives:
- 20% Main Target Movement Speed Slow
- 10% Area Slow (Within Range 2 of Main Target)
- -3 Second Cooldown (down to 34 Seconds)
When the second upgrade is done, the Void Ray is not slowed by “Prismatic Alignment” anymore.
The third upgrade makes the Void Ray slow the target by 20%. Enemy units around the target are slowed by 10%.
SHIELD HEAL: The skill “Prismatic Alignment” allows the Void Ray to heal your own building by firing at them. But it can only heal the “Shield” (not the hull).
MAX SHIELD VALUE: When “Prismatic Alignment” is used on a friendly building for the first time, it unlocks that building’s “Max Shield Value”. Any surplus heal will increase that building’s “Max Shield Value”. The “Healing Rate” is 50% of the damage.
Max Shield value is 1000% of that building’s original shield value. Photon Cannons, Shield Batteries, and Nexus cannot be targeted.
A Void Ray can heal for 14.3 Seconds at the time, since this is the duration of “Prismatic Alignment”. A specific building’s “Max Shield Value” – can only be changed one time during a game.
COST: Void Rays will take 2% of their max hp + shield value per second while attacking and healing buildings. This is 5 Damage/Second. A Void Ray starts taking Hull Damage after 20 Seconds of firing/healing.
UPGRADE 2: This upgrade is called “Double Attack”. It enables a Void Ray to target – TWO – Light Units at the same time.
This upgrade just has one level. This would enable them to harass workers – and smaller light units.
Void Rays already do bonus damage to Armored Units, this gives them a boost against Light Units.
UPGRADE 3: This upgrade is called “Smooth Shield”. It increases Shield Value and Shield Regeneration.
Shield Value is increased by +25/+50/+75. +75 Shield Points at max level (up to 175 from 100). This gives the Void Ray 150 Hit Points and 175 Shield.
Shield Regeneration is increased by +25%/+50%/+75%. This gives +75% Shield Regeneration at max level (up to 3.5 from 2).

Warp Prisms
UPGRADE 1: This upgrade is called “Prismatic Medication”. It gives the Warp Prism +10 Hit Points and +0.5 Hit Point Regeneration per Second.
The second upgrade gives another +10 Hit Points and +0.5 Hit Point Regeneration.
This gives the Warp Prism 100 Hit Points and 100 Shield Points – at max level. It also has 1 Hit Point Regeneration/Second.
This upgrade allows a Warp Prism to be more active across the map. This allows it to regenerate.
UPGRADE 2: This upgrade is called “Cargo Mastery”. It increases “Cargo Size” – and the “Pickup Range” of Ground Units.
There are two upgrades.
The first upgrade gives:
- +1 Cargo Size (up to 9 from 8)
- +0.5 Pickup Range (up to 5.5 from 5)
The second upgrade gives:
- +1 Cargo Size (up to 10)
- +0.5 Pickup Range (up to 6)
This upgrade gives +2 Cargo Size and +1 Pickup Range – at max level.
UPGRADE 3: This upgrade is called “Armored Alignment”. It gives the Warp Prism extra Hull Armor and Shield Armor.
There are two upgrades.
The first upgrade gives:
- +1 Armor (up to 1 from 0)
- +1 Shield Armor (up to 1 from 0)
The second upgrade gives:
- +1 Armor
- +1 Shield Armor
This gives the Warp Prism +2 Armor and +2 Shield Armor – at max level.
UPGRADE 4: This upgrade is called “Superior Conduit”. It enables the Warp Prism to temporarily strengthen units that it warps in.
There are three levels.
The first level gives:
- +1 Shield Armor (up to 1 from 0)
- +100% Shield Regeneration (up to 4/second from 2)
- +3% Movement Speed
- Duration: 10 Seconds
When the “Warp Prism” enters “Phase Mode”, this bonus is given to all units that are warped in during the next 10 Seconds.
This effect has a cooldown of 60 Seconds. This cooldown affects all of your Warp Prisms (not just one).
The second level gives:
- +1 Shield Armor (up to 2)
- +100% Shield Regeneration (up to 6/second)
- +3% Movement Speed (up to +6%)
- Duration: 15 Seconds (up from 10)
The third level gives:
- +1 Shield Armor (up to 3)
- +100% Shield Regeneration (up to 8/second)
- +3% Movement Speed (up to +9%)
- Duration: 20 Seconds
The fourth level gives:
- +1 Shield Armor (up to 4)
- +100% Shield Regeneration (up to 10/second)
- +3% Movement Speed (up to +12%)
- Duration: 25 Seconds
At max level this upgrade gives:
- +4 Shield Armor
- +400% Shield Regeneration
- +12% Movement Speed
- Duration: 25 Seconds
This upgrade enables the Protoss Player to warp in Gateway Units that are STRONGER – and FASTER – than normal!
UPGRADE 5: This upgrade is called “Risky Warp”. It allows the Warp Prism to warp in Units from the Robotics Facility – and the Stargate.
The “Warping” time is only 20% of normal build time. The Carrier normally takes 64 Seconds to build. It is “Warped” into the game in 12.8 Seconds.
There is, however, a cost!
The Warp Prism, Building, and Unit takes damage equal to their maximum shield value. The unit comes into play without shields (but it will regenerate).
If they were full hp and full shield before, they will simply lose all their shield (due to this damage).
For every unit that is warped in this way, the failure rate increases by +5%. It is 0% on the first unit. It is 5% on the second unit. It is 10% on the third unit.
And so on.
A Units that “Fails” to be Warped into the game, will come into play with 1 Hit Point, and explode 1 Second later.
This will do 2% of Max Hit Points + Shield as Damage/Second for 10 Seconds, to all Units and Buildings within Range 10.
This will do 20% of Max HP + Shield over 10 Seconds.
This is a “high-risk high-reward” mechanism that allows you to – COME BACK – into THE GAME!

Probes
“Probes” will be given 4 (!) NEW UPGRADES in this patch.
Let’s do this.
UPGRADE 1: This upgrade is called “Shared Shield”. Whenever a Probe takes shield damage, that damage is shared equally among all Probes in that area. The search area is Range 10 from the Probe that takes damage.
There are four levels.
The first level gives:
- +1 Second Shared Damage Duration
- +1 Shield Armor (1 up from 0)
- +100% Shield Regeneration (4 up from 2)
- 80 Seconds Cooldown
All Probes in this area get these bonuses. But they only get these bonuses while the damage is shared. This is only for 1 Second – at Level 1.
The second level gives:
- +1 Second Shared Damage Duration (up to 2 seconds)
- +1 Shield Armor (up to 2)
- +100% Shield Regeneration (up to 6/second)
- -15 Seconds Cooldown (down to 65 seconds)
The third level gives:
- +1 Second Shared Damage Duration (up to 3 seconds)
- +1 Shield Armor (up to 3)
- +100% Shield Regeneration (up to 8/second)
- -15 Seconds Cooldown (down to 50 seconds)
The fourth level gives:
- +1 Second Shared Damage Duration (up to 4 seconds)
- +1 Shield Armor (up to 4)
- +100% Shield Regeneration (up to 10/second)
- -15 Seconds Cooldown (down to 35 seconds)
At max level this ability gives:
- 4 Second Shared Damage Duration
- +4 Shield Armor
- +400% Shield Regeneration (this is 10/second)
- 35 Second Cooldown
10+ PROBES: At least 10 Probes have to be present for this effect to be triggered.
2-9 PROBES: A “Reduced Version” of this effect will trigger with 2-9 Probes. The “Shared Damage Duration” and “Cooldown” will be reduced by 50% in this case. This makes the duration 1.5 Seconds and the Cooldown 17.5 Seconds at max level.
This effect does not trigger with only one probe.
SORRY BRO! YOU ARE BY YOURSELF!
#sorry
#lonely
UPGRADE 2: This upgrade is called “Nimble Hands”. It increases the speed at which Probes warp in new buildings.
The Building Time is reduced by -3% per level. This is -3%/-6%/-9% Building Time. This gives -9% Build Time at max level.
This upgrade applies to ALL PROBES – and ALL BUILDINGS.
UPGRADE 3: This upgrade is called “Happy Worker”. It reduces the time it takes to build new Probes. There are four levels. They reduce the Probe Building Time with -0.5/-1/-1.5/-2 Seconds.
It gives -2 Second Probe Build Time at max level. This reduces it to 10 Seconds (up from 12).
This upgrade should have a high impact earlier in the game – since you are building a lot of probes!
UPGRADE 4: This upgrade is called “Chrono Freak”. It allows a Nexus to “Chrono Boost” individual Probes. This will increase their movement speed and resource collection rate by 22.5%.
They will also carry +2 Minerals/Gas every single trip. When a probe gets this boost, the very first building they build (warp in) is Built 22.5% Faster.
A player can use this effect to build key buildings extra fast, in order to hit specific timing attacks.
It can also be used for “Scouting”, and “Resource Collection”.

Tempests
The Tempest will be given 4 (!) NEW UPGRADES.
I actually like these upgrades a lot.
UPGRADE 1: This upgrade is called “Double Twin”. It allows two tempests to unite side-by-side – and form one single flying unit.
This will cost 25/25 and take 25 seconds.
This unit will have:
- 400 Hit Points and 200 Shield (double from one Tempest)
- +1 Attack Range (up to 14 from 13)
- +1 Armor (up to 3 from 2)
- +50% Shield Regeneration (3/second up from 2)
This unit will fire two Tempest shots every time, so it will do the exact same amount of damage (as two Tempests).
This Tempest has the same movement speed – and attack speed – as normal Tempests.
There is a secondary effect.
This large “Double Twin Tempest” will fire +1 Tempest Shot (3 instead of 2) once every 25 Seconds. This gives +50% Damage on that shot.
UPGRADE 2: This upgrade is called “Stay Put”. It works for both normal “Tempests” – and “Double Twin Tempests”.
This ability gives the Tempest:
- +3 Shield Armor
- +300% Shield Regeneration (8/second)
- +100% Attack Speed
–for 5 Seconds. The Tempest cannot move during this time.
The Tempest will automatically target the enemy unit that is closest to them (the player cannot choose target).
This ability has a 60 Second Cooldown.
UPGRADE 3: This upgrade is called “Unlimited Warp”. This allows the Tempest to teleport anywhere on the map one time every 5 minutes. Cooldown is 300 seconds.
Jumping time – and Landing time – is 3 Seconds each. The Tempest loses all Hull Armor – and Shield Armor – when Jumping and Landing.
There are three levels.
The second level reduces Cooldown to 250 Seconds. Jumping and Landing Time is reduced to 2 Seconds (from 3 seconds).
The third level reduces Cooldown to 200 Seconds. Jumping and Landing Time is reduced to only 1 Second.
This upgrade also applies to the larger “Double Twin” Tempests.
UPGRADE 4: This upgrade is called “Kinetic Deflection”. It gives Shield and Movement Speed.
There are four levels.
The first level gives:
- +25 Shield Points (up to 125 from 100)
- +3% Movement Speed
The second level gives:
- +25 Shield Points (up to 150)
- +3% Movement Speed (up to +6%)
The third level gives:
- +25 Shield Points (up to 175)
- +3% Movement Speed (up to +9%)
The fourth level gives:
- +25 Shield Points (up to 200)
- +3% Movement Speed (up to +12%)
This gives the Tempest +100 Shield and +12% Movement Speed – at max level.
This gives it 200 Hit Points and 200 Shield.

Oracles
Oracles are given 6 (!) NEW UPGRADES. The existing abilities Stasis Field + Revelation – have been given new upgrades and uses.
Let’s keep going.
UPGRADE 1: The skill “Stasis Field” will gain two upgrades. These upgrades will enable your units to attack enemy units inside the “Stasis Field”.
The first upgrade gives your units the ability to attack enemy units that are “Frozen” – inside a “Stasis Field”. Your units will do 25% Damage (compared to normal). Your attack damage is reduced by 75%.
The second upgrade makes you do 50% Damage (compared to normal). Your attack damage is reduced by 50%.
This is calculated after armor reduction.
BUILDINGS: The “Stasis Ward” can affect buildings. These buildings will stop their production/upgrades when “Frozen” by the “Stasis Ward”.
UPGRADE 2: The skill “Revelation” gains four upgrades. Each upgrade increases the duration of “Revelation”.
The upgrades give +5/+10/+15/+20 Seconds Duration. “Revelation” gains +20 Second Duration at max level (up to 40 seconds from 20).
UPGRADE 3: This upgrade is called “Photon Overdrive”. It can only be applied to Photon Cannons. It gives +2 Attack Range and +100% Attack Speed for 20 Seconds. Costs 50 Energy.
UPGRADE 4: This upgrade is called “Protected Building”. It reduces incoming damage to that building by 50% for 20 seconds. Costs 50 Energy.
This ability is useful to protect the Nexus, Photon Cannons, or Shield Batteries.
UPGRADE 5: This ability is called “Protected Group”. It reduces incoming damage to that group by 25% for 5 seconds. Costs 50 Energy.
This ability should be useful in large battles.
UPGRADE 6: This upgrade is called “Ranged Pain”. It gives +1 Attack Range (up to 5 from 4).
UPGRADE 7: This upgrade is called “Energy Mastery”. It gives Extra Energy and Energy Regeneration.
There are three levels.
The first level gives:
- +30 Energy (up to 230 from 200)
- +20% Energy Regeneration
The second level gives:
- +20 Energy (up to 260)
- +20% Energy Regeneration (up to +40% Energy Regeneration)
The third level gives:
- +30 Energy (up to 290)
- +20% Energy Regeneration (up to +60% Energy Regeneration)
This gives +90 Energy and +60% Energy Regeneration at max level.
UPGRADE 8: This upgrade is called “Nirvana”. It gives several important bonuses to the “Oracle” – if it reaches “Full Energy” (200/200 Energy).
An Oracle with “Full Energy” Becomes “Cloaked” until it loses Energy.
While it is “Cloaked”, it gains several bonuses:
- BONUS 1: +0.9 Movement Speed
- BONUS 2: +140 Shield Points
- BONUS 3: +3 Shield Armor
- BONUS 4: +3 Sight (increased vision)
- BONUS 5: 5 Range Detection
These bonuses go away if it spends “Energy”, since this will drop it below “Full Energy”. But they will come back once the Oracle reaches “Full Energy” again. Yeah.
These bonuses should turn the Oracle into a highly MOBILE – and EFFECTIVE “Surveillance Machine”.
I’m sorry if I “oversold” that a little bit.

Adepts
The “Adept” is the FORGOTTEN unit of Starcraft 2.
Casual players don’t build them – because they are hard to use – and do not scale well.
Professional players will build them for early worker harassment. And in some “Timing Attacks” vs Zerg with “Resonating Glaives”.
They are EXTREMELY GOOD vs Zerglings! Apart from that – you really don’t see them. I cannot think of another unit that scales – WORSE – into the late game.
To solve this, I will give them several new upgrades.
UPGRADE 1: This upgrade is called “Overbearing Boss”. It gives Damage, Armor, Hit Points, and Shield.
There are four levels.
The first level gives:
- +2 Damage (up to 12 from 10)
- +0.5 Armor (up to 1.5 from 1)
- +5 Hit Points (up to 75 from 70)
- +5 Shield (up to 75 from 70)
The second level gives:
- +2 Damage (up to 14)
- +0.5 Armor (up to 2)
- +5 Hit Points (up to 80)
- +5 Shield (up to 80)
The third level gives:
- +2 Damage (up to 16)
- +0.5 Armor (up to 2.5)
- +5 Hit Points (up to 85)
- +5 Shield (up to 85)
The fourth level gives:
- +2 Damage (up to 18)
- +0.5 Armor (up to 3)
- +5 Hit Points (up to 90)
- +5 Shield (up to 90)
At max level the Adept gets:
- +8 Damage
- +2 Armor
- +20 Hit Points
- +20 Shield
UPGRADE 2: The upgrade “Resonating Glaives” is turned into three upgrades. They give +20%/+40%/+60% Attack Speed.
At max level this upgrade gives +60% Attack Speed.
POWER SPIKE: This would give Adepts a faster early game power spike. Because the first upgrade (which gives +20% Attack Speed) would hit much faster than “Resonating Glaives” (which gives +45% Attack Speed).
The second upgrade (which gives +40% Attack Speed) would hit at the same time as “Resonating Glaives” (which gives +45% Attack Speed). This power spike is therefore the same.
The third upgrade would hit later and give more attack speed (60% vs 45%) than “Resonating Glaives”, giving Adepts a third power spike later in the game.
Turning a big upgrade – into several smaller upgrades – allows a unit to achieve many more “Power Spikes” throughout the game.
It also gives the player more choice, which allows for a diversification in playing styles.
UPGRADE 3: This upgrade is called “Armor Penetration”. It increases damage to “Armored” targets (units + buildings).
There are three levels. They give +5/+10/+15 Damage to “Armored” targets. The Adept gets +15 Damage to “Armored” targets at max level.
UPGRADE 4: This upgrade is called “Ranged Glory”. It gives Adepts +1 Attack Range (up to 5 from 4).
I think these upgrades would turn the Adept into a versatile unit in Attack, Defense, and Harassment!
#maybe
#kinda

Protoss Building Upgrades

Stargate + Robotics Facility
Both the Stargate and Robotics Facility will have an upgrade called “Speedwarping”.
This speeds up the building process – at the cost of taking damage per second. It also costs minerals.
Here is a breakdown:
- The Stargate will take 24 Damage/Second.
- The Robotics Facility will take 17 Damage/Second.
- This amounts to 2% of their maximum Hit Points + Shield (1200 vs 900).
- This ability can be turned on and off.
- It costs 1 Mineral/Second.
- Building Speed is increased by +40%.
This upgrade also unlocks another option.
It is called “Deathwarping”.
- This ability increases Building Speed by +100%.
- This ability will do 2% of the building’s Maximum Hit Points + Shield – in damage per second.
- The building will last 54 Seconds (without external heals).
- This ability costs 1 Mineral + 1 Gas/Second.
- This ability cannot be turned off.
- It will keep going until the building is destroyed.
These two abilities allow a struggling player to rush out expensive high technology units – at the expense of building health.

Shield Batteries
UPGRADE 1: This upgrade is called “Buddy System”. It enables two Shield Batteries to link up – and help each other.
They get more:
- Hit Points
- Armor
- Shield
- Healing Benefits
Both Shield Batteries get:
- +100 Hit Points (up to 300 from 200)
- +100 Shield (up to 300 from 200)
- +1 Armor (up to 2 from 1)
They also heal each other more effectively.
Each point of energy will heal 4 Shield Points (instead of the normal 3). This extra powerful heal will also 1 Hit Point per instance.
1 Point of Energy will heal 4 Shield Points – and 1 Hit Point (it heals 5 points instead of 3).
Both Shield Batteries will always heal each other before ANY other target!
BROS FOR LIFE
#noshit
There is a secondary effect.
Every 5 Minutes both Shield Batteries gain:
- +50 Hit Points
- +50 Shield Points
- +0.5 Armor
- +0.5 Shield Armor
This allows them to scale with the game – without becoming “Overpowered”.
This effect happens automatically – and requires no extra thought – or action – from the player.
UPGRADE 2: This upgrade is called “Energy Management”.
It gives all Shield Batteries Shield Armor, Energy, and Shield Restore Range.
There are four levels.
The first level gives:
- +1 Shield Armor (up to 1 from 0)
- +20 Energy (up to 120 from 100)
- +0.5 Shield Restore Range (up to 6.5 from 6)
The second level gives:
- +1 Shield Armor (up to 2)
- +20 Energy (up to 140)
- +0.5 Shield Restore Range (up to 7)
The third level gives:
- +1 Shield Armor (up to 3)
- +20 Energy (up to 160)
- +0.5 Shield Restore Range (up to 7.5)
The fourth level gives:
- +1 Shield Armor (up to 4)
- +20 Energy (up to 180)
- +0.5 Shield Restore Range (up to 8)
This gives all Shield Batteries:
- +4 Shield Armor
- +80 Energy
- +2 Shield Restore Range
–at max level.
UPGRADE 3: This upgrade is called “Protective Spirit”. This ability protects all your Shield Batteries over the map.
Whenever a Shield Battery is physically damaged (beyond the shield) it gains:
- +10 Armor
- +5 Shield Armor
- +1000% Shield Regeneration (20/second)
–for the next 10 Seconds. This amounts to 200 Shield Regeneration over 10 Seconds.
When this effect is triggered, it goes on cooldown for 120 Seconds.
There are three levels.
The second level reduces cooldown to 90 Seconds.
The third level reduces cooldown to 60 Seconds.
At max level the Shield Battery gains:
- +10 Armor
- +5 Shield Armor
- +1000% Shield Regeneration
–over 10 Seconds. Cooldown is 60 Seconds.
This so-called “Protective Spirit” – WILL – prevent a specific Shield Battery from being taken out.
It gives the player time to react, in order to defend against the attack. This effect cannot be manually activated.

Nexus
UPGRADE 1: I will make several changes to the ability “Chrono Boost”. This ability increases production capacity by +50% for 20 Seconds.
STACKING: I will enable the “Chrono Boost” to stack with itself. But the benefits will diminish with each use.
- The first Chrono Boost gives 50% faster production.
- The second will give 40% faster production.
- The third will give 30% faster production.
- The fourth will give 20% faster production.
- The fifth will give 10% faster production.
As you can tell, the capacity is reduced by 10% with each successive use.
You cannot use more than 5 Chrono Boosts on the same target. Using 5 Chrono Boosts on the same building will increase production with 150%.
BUILDING PRODUCTION: I will also enable Chrono Boost to speed up building production. Using “Chrono Boost” on a building will speed it up with 50% for 20 seconds.
This should enable all sorts of interesting builds, rushes, and timing attacks.
If this is too strong, the percentage can simply be reduced until a suitable level is attained. This goes for EVERY SINGLE number that is suggested in this document.
There is always a “Sweet Spot”. You just GOTTA FIND IT.
#notsex
#tryhard
STRONGER EFFECT: I will give the “Chrono Boost” upgrades to make it stronger.
UPGRADES: The “Chrono Boost” will have three upgrades. Each upgrade will boost the effect by +5%. This becomes +5%/+10%/+15%.
This will give the “Chrono Boost” +15% Effectiveness at max level. This makes it 65% – up from 50%.
The Chrono Boost:
- Can Stack
- Can Target Buildings
- Can be Upgraded
It can even target – INDIVIDUAL PROBES – if you get that upgrade! If you forget EVERYTHING in this chapter, then REMEMBER THAT!
UPGRADE 2: This upgrade is called the “Final Boost”.
It gives a Nexus the ability to cast a much stronger Chrono Boost, consuming itself in the process.
A Nexus needs three things to cast it:
- 100% Hit Points
- 100% Shield Points
- 100% Energy (200/200)
The Nexus will be destroyed as a result. The Nexus also needs to have researched the “Final Boost” upgrade.
This “Final Boost” will increase production speed by +200% for 100 Seconds. The Nexus will take 1% of max hit points + shield/second over 100 seconds. It cannot be healed during this time, but it can be damaged.
There is a secondary effect.
SECONDARY BUILDING: A weaker version of this “Final Boost” will bounce to an identical building nearby (if there is one). It will increase production speed by 150% for 75 seconds.
THIRD BUILDING: This effect will also try to bounce to a third identical building. This building will increase production speed by 100% for 50 seconds.
There is a third effect.
SHARED DAMAGE: Buildings that are affected by this “Final Boost” (up to three) will share all incoming damage evenly. This effect is permanent – and will last for the rest of the game.
If there are three buildings, then each building takes one third (33.3%) of the incoming damage.
UPGRADE 3: This upgrade is called “Invisible Hustlers” (cool name huh?).
#notreally
#stopdoingthat
It allows a Nexus and its workers to become invisible. An individual Nexus is upgraded (not all of them). It will also make all Pylons within Range 15 of the Nexus invisible.
It will also make new Nexus/Probes/Pylons that come into its field invisible.
When a Nexus is upgraded, it can throw this spell on – any Nexus – on the map (no range limit).
This allows you to upgrade a Nexus that is deep within your territory on the map, and let a new fresh Nexus (without upgrades) take the risk.
This also allows you to invest more resources into a Nexus, since it is relatively “safe”.
A Nexus will upgrade itself to the next level automatically after 180 Seconds (3 Minutes).
There are five levels.
This allows a Nexus to reach – Level Five – 12 Minutes after being upgraded.
The first level makes the Nexus and all its workers invisible for 90 Seconds. 180 Second cooldown.
Probes also work more efficiently while invisible. They move 5% faster. They collect resources 5% faster.
The second level reduces cooldown by 45 Seconds (down to 135 seconds).
Probes are more efficient while invisible. They move 10% faster. They collect resources 10% faster.
The third level reduces cooldown by 45 Seconds (down to 90 seconds). This means that the base can be permanently invisible.
If the player puts this ability on “Autocast”, it will be cast on the same target instantly when it comes off cooldown.
Probes are more efficient while invisible. They move 15% faster. They collect resources 15% faster.
The fourth level makes the Nexus, Workers, and Pylons “Double Invisible”, which means that the opponent needs two separate cases of detection in order to see it.
Probes are more efficient while invisible. They move 20% faster. They collect resources 20% faster.
The fifth level makes the first half of the “Double Invisibility” spell more potent.
The Nexus, its Workers, and surrounding Pylons will become “Completely Invisible” for the first 45 Seconds of the “Double Invisible” spell that lasts for 90 Seconds.
This spell has a 90 Second cooldown. This base will be “Invisible” 100% of the time, but it will be “Truly Invisible” for 50% of the time.
NOT BAD!
No amount of Detection can see it during this time. But the Nexus + Pylons will still take up space – and have “Collision Boxes”. So it can be discovered THAT WAY!
Your Probes will work/move 25% Faster during the entire “Double Invisible” spell that lasts for 90 Seconds.
When you reach “Level 5”, the resources that are mined will be automatically replenished by the game. This applies to both Minerals + Gas.
I once heard a well-known Starcraft 2 caster joke that “I’ve never seen a secret or hidden base work in a pro game”.
I actually agree. They get discovered. They get MERKED!
#nolonger
#artosis

Fortified Gateways
Players often build Gateways on expansions to give vision over that area – and put a “Meat Shield” between their workers/army and the enemy units.
It is possible to upgrade existing Gateways into “Fortified Gateways”. This takes 15 Seconds (one third of a Gateway).
They will have:
- +250 Hit Points (up to 750 from 500)
- +250 Shield (up to 750 from 500)
- +1 Armor (up to 2 from 1)
- +1 Sight
- +50% Shield Regeneration (up to 3/second from 2)
After 5 Minutes, the “Fortified Gateway” gains the ability to make a copy of itself (FOR FREE!).
This building only takes 30 Seconds to build. This building has to be within Range 15 of the original Gateway.
When this new “Reinforced Gateway” is finished, the original “Reinforced Gateway” that made it, gains another round of the same bonuses (that it got when it became a “Reinforced Gateway”).
Which is:
- +250 Hit Points
- +250 Shield
- +1 Armor
- +1 Sight
- +50% Shield Regeneration
This aged “Reinforced Gateway” will now have:
- 1000 Hit Points
- 1000 Shield
- 3 Armor
- +2 Sight
- +100% Shield Regeneration
Each new copy can make a copy of itself after 5 Minutes. When this happens, they gain the exact same bonuses that all “Reinforced Gateways” – get when they are upgraded.
These “copies” are made in only 30 Seconds – and cost nothing.
But the “Waiting Time” is reduced by 60 Seconds for every new copy within the same building chain.
This becomes:
- BUILDING 1: 5 minutes
- BUILDING 2: 4 minutes
- BUILDING 3: 3 minutes
- BUILDING 4: 2 minutes
- BUILDING 5+: 1 minute (it cannot get lower than this)
It takes – at least – 15 Minutes to complete the whole chain and get 1 Minute Reinforced Gateway!
The cost of upgrading a normal “Gateway” into a “Reinforced Gateway” is increased with every single individual upgrade.
- The first costs 10/10 over 10 seconds.
- The second costs 20/20 over 20 seconds.
- The third costs 30/30 over 30 seconds.
- The fourth costs 40/40 over 40 seconds.
It keeps increasing like this.
This is because each upgraded Gateway can lead to an – entire chain – of new Gateways.
It only makes sense that you would limit players’ opportunity to start these new “Building Chains”.
There is a secondary effect.
The first:
- Zealot
- Stalker
- Adept
–built from a Fortified Gateway permanently gains +1 Armor. This bonus applies individually to each unit. So each Fortified Gateway can deliver three different units – with one extra armor each.
This does make a difference in the early game.
#itoldyouso
#notreally

Photon Cannons
UPGRADE 1: This upgrade is called “Durable Cannon”. It gives +25 Hit Points and +25 Shield to all Photon Cannons.
There are four levels.
They give:
- +25/+50/+75/+100 Hit Points
- +25/+50/+75/+100 Shield
This upgrade gives +100 Hit Points and +100 Shield at max level (up to 250/250 from 150/150).
UPGRADE 2: This upgrade is called “Steady Damage”. It increases the damage of Photon Cannons.
There are four levels. They give +3/+6/+9/+12 Damage. It gives +12 Damage (up to 32 from 20) at max level.
UPGRADE 3: This upgrade is called “Photon Reach”. It gives +1 Attack Range to Photon Cannons. There are two levels. It gives +2 Attack Range at max level (up to 9 from 7).
UPGRADE 4: This upgrade is called “Hero Mode”. It gives a single Photon Cannon increased attack speed over a short duration. It also reduces incoming damage to that Photon Cannon.
It is activated whenever a Photon Cannon gets a kill. It is activated automatically. All Photon Cannons share the same cooldown.
There are four levels.
The first level gives:
- +40% Attack Speed
- Duration: 2.5 Seconds
- 15% Damage Reduction
- 25 Second cooldown
The second level gives:
- +50% Attack Speed
- Duration: 3 Seconds
- 30% Damage Reduction
- 25 Second cooldown
The third level gives:
- +60% Attack Speed
- Duration: 3.5 Seconds
- 45% Damage Reduction
- 25 Second cooldown
The fourth level gives:
- +70% Attack Speed
- Duration: 4 Seconds
- 60% Damage Reduction
- 25 Second cooldown
This upgrade gives a single Photon Cannon both offensive and defensive properties. It is especially effective in small skirmishes – and against harassment.

Pylons
UPGRADE 1: This upgrade is called “Solo Scout”. It can apply to all Pylons – but it only works for Pylons that are by themselves. There can be no friendly buildings within Range 20.
It gives:
- +2 Sight (up to 12 from 10)
- +4 Range Detection (up to 4 from 0)
- +100 Hit Points (up to 300 from 200)
- +100 Shield (up to 300 from 200)
- +1 Shield Armor (up to 1 from 0)
- +100% Shield Regeneration (up to 4/second from 2)
This Pylon will get another round of the exact same bonuses after 5 Minutes.
They are:
- +2 Sight (up to 14)
- +4 Range Detection (up to 8 Range)
- +100 Hit Points (up to 400)
- +100 Shield (up to 400)
- +1 Shield Armor (up to 2)
- +100% Shield Regeneration (up to 6/second)
This Pylon will keep getting these bonuses every 5 Minutes – that it exists within the game. But the bonuses stop coming if there are friendly buildings within Range 20.
This upgrade turns a Pylon into a small – and durable – WATCH TOWER!
These Pylons can also be used to warp in Gateway troops – for support or harassment.

Assimilators
“Assimilators” aren’t the – MOST EXCITING – building in the Starcraft 2 Universe.
I GET IT!
#trustmebro
But I did make a serious attempt to give this old building something “New & Exciting”!
Okay. Here we go.
UPGRADE 1: This upgrade is called “Gasless”. This upgrade will turn the Assimilator permanently invisible. Any probe that has been inside this building the last 10 Seconds – is also affected.
If this invisible Probe starts making a building, then, this building will be invisible – up until the moment it finishes. This can be used to “hide” key buildings from the opponent.
Each Assimilator is upgraded individually. This allows you to hide your gas mining. You can also place invisible Assimilators over the map for scouting.
UPGRADE 2: This upgrade is called “Gassed”. It doubles the amount of gas that the Probe takes (up to 16 from 8). The drawback is that each probe takes 5 Damage/Trip and the Assimilator itself takes 10 Damage per trip.
It is a way for the Protoss player to gain fast gas – at the expense of Probe health – and Assimilator health.
UPGRADE 3: This upgrade is called “Durable Assimilator”. It gives the Assimilator +300 Hit Points and +300 Shield. This doubles the hit points and shield of the Assimilator.
This is a suitable upgrade whenever you steal the opponents gas, and they need that gas ASAP!
#relax
#whatever

Upgrade Philosophy
I have no connections within the computer game industry.
I realize that these ideas are never going to be implemented in reality.
I get it. But let me explain how I think.
I want units to have:
- Several different upgrades
- Several levels of each upgrade
This forces the player to choose. Generally speaking, the more choice – the better it is.
Yes.
For example, Dota 2 added:
- Talents
- Attributes
- Neutral Items
- New Map (much larger + many new features)
- New Items
- New Heroes
–and there was a – FLOOD – of new players coming back to the game! Myself included.
It was AWESOME!
The Dota 2 development team is always trying new things, and taking various risks.
Several times, now, they changed the whole game by making the three attributes:
- Strength
- Agility
- Intelligence
–do completely different things!
Many changes end up getting REVERTED – and that is PERFECTLY OKAY.
Even change for the worse is change.
The good ideas will prevail over time.
We can all respect THE HUSTLE.
FOR REAL! I have 3838+ Hours Played in Dota 2, so I have some personal experience in this realm =).
Here is a link to my Steam Profile.
EARLY GAME UNITS: My goal is to make all early game units viable in the mid-game – and late game – with upgrades.
MID-GAME UNITS: I want mid-game units to be viable from the moment they are made – right up until the deep late game. In order to achieve this, they need upgrades that enable them to scale into the late game.
LATE GAME UNITS: I want late game units to be viable from the moment they are made, but also in the later stages of late game. This, again, is achieved by giving them strong upgrades.
The goal is to make all:
- Units
- Upgrades
- Buildings
–“good” – but not “overpowered”.
I also want each “ability” to have as many uses as possible. I want it to be able to target:
- Friendly Units
- Friendly Buildings
- Enemy Units
- Enemy Buildings
Maybe even give it one effect for individual units, and another (weaker) effect for targeting groups. The same concept can be applied to buildings.
Gaming companies shy away from offering a large amount of “choice” – because it makes the game more difficult to MANAGE and BALANCE.
That is true. It is 100% TRUE!
But I think it is worth the work. I think it is worth the cost. I think it is worth the risk.
Yep.
Yes.
Because:
- A game’s popularity is – DIRECTLY – related to how fun it is.
- Monetization is – DIRECTLY – related to its popularity.
- If you make a game – REALLY FUN – the money will come!
It is a WIN-WIN.

Real World Application
How would a Gigantic Game Update like this actually be implemented in reality?
GOOD QUESTION!
The “Golden Solution” that makes everybody happy here, is to offer both versions of the game.
When you login to the actual game, there could be a box that says “Enable Experimental Starcraft 2 (OPEN BETA)”.
This box could also be put deeper into the game, inside the “Options Menu”. In this case, the player has to go there and manually enable it, in order to play it.
This is okay.
The game could also be released to the “Custom Games” community, where people can gather – and play together.
Either way.
The end goal is to make this “Modded” version of Starcraft 2 more popular – than the original game itself.
If this actually happened, it could actually replace the main game (and become the new “Default Game”).
This could only happen if:
- This game mode was more popular than the original
- If the game worked as an Esport (was well balanced)
If these conditions are met, I believe it could garner support from the parent company (Activision-Blizzard) who owns the rights.
They would, after all, make much more money with this new version of the game.
I know Starcraft 2 isn’t a big – MONEY MAKER – anymore, but I think this Game Mode could boost revenue significantly.

Several Versions
If I was put in charge?
If I was given the keys to the kingdom of Starcraft 2?
I would actually run several different versions of Starcraft 2 – and have them compete against each other.
Yes.
After a couple months, I would hold a Public Vote, that gives each player group equal strength.
The voting categories would be:
- Casual Players
- Moderate Players
- Hardcore Players
- Professional Players
Each group would be given a voting strength of 25%. Together they have 100%.
I would also present the numbers from the “Raw Vote”, where every single vote counts the same.
Anyway.
This vote would decide which versions get – PHASED OUT – and which are kept in the race.
It is important to kick “Bad Contenders” out – since it opens up a slot for a NEW and HUNGRY competitor!
This ensures a constant stream of new ideas into the field, which is bound to “stagnate” – if left unchallenged.
Yep.
This whole system would create an environment of “competition” – where everyone “battled for player attention”.
Yah.
But how would one “entice” a successful game company to spend time making a new “Modded” version of Starcraft 2?
There is a solution.
No.
There are TWO solutions.

Fixed Contract
The first solution is to offer a gaming company a fixed contract where they essentially get paid to develop a new version of Starcraft 2 – for the fans.
This contract can be set to a few months, and will only be extended if the game mode is popular.

50/50 Revenue Split
The second solution is to offer a “Revenue-Share” model. In this case, the gaming company pays for its own development fees, on the premise that the game monetization is split 50/50.
This solution offers a stronger monetary incentive for success than the other solution.
BIG SUCCESS = BIG MONEY.
This gaming company will:
- Make the game mod
- Update it
- Balance it
- Add new content
This is a WIN-WIN in my books!

A New Surge
I honestly do believe that all this new content would create A NEW SURGE of interest for the game.
Think about this.
Starcraft 2 is – STILL – the biggest strategy game Esport in the world. Starcraft 2 came out 2010.
Yeah. You BET!
There is so much dormant potential hidden inside this beautiful digital creation.
It just needs; new content, new angles, new ideas, new units, new buildings, new upgrades, new updates, new maps, new races (YES – I said it!).
I would do this work – FOR FREE – is they asked me! =)
I wrote this entire text – FOR FREE – did I not? =)
This text is currently – 256 PAGES – in my Google Document.
You do not WANT TO KNOW – how long it took me to:
- Write
- Edit
- Review
–this DOCUMENT!
Trust me on this one!

Influencers
If the known Starcraft 2 “Influeners” in the field actually started playing this version of Starcraft 2?
The interest would feed downstream to the masses, and bring back a large amount of players who once left.
They did not leave because the game was “bad”. They left because there was – no new content – added to the game.
You can’t blame ‘em.
I was one of them.
Starcraft 2 is still getting “Balanced”. New maps are still getting made for ranked play and competitions.
The “Pro Scene” is stronger than ever, with BIG PRICE POOLS!
You can make – MAD MONEY – if you can compete at the absolute highest level in Starcraft 2.
I think a – “Starcraft 3” – would have been a HUGE SUCCESS!
But without a Starcraft 3, let’s just make Starcraft 2 BETTER!
This is why I produced this document.
What do you think?
Let me know in the comment field!

Starcraft 2 MOBA
Do you know what would be a HUGE SUCCESS?
A science-fiction MOBA (Multiplayer Online Battle Arena).
Dota 2 and League of Legends are both MOBAs.
These are two of the BIGGEST (player count) and most PROFITABLE (money made) games in the whole world.
A science-fiction MOBA set inside the Starcraft 1 & 2 Universe would be a SMASHING HIT!
If the execution was high.
You could take all the learning lessons from Dota 2 and League of Legends – and make an even better game.
I just wanted to put that out there.
I apologize if that was a bit of an OVERSHARE.
#sorry
#notreally

Contact
This text was written by Theo Alexander Gerken.
Here is my Email Address: theo.gerken@gmail.com
- Here is a link to my Facebook Profile.
- Here is a link to my Steam Profile.
- Here is a link to my Substack Profile.
- Here is a link to my Medium Profile.
- Here is a link to my Personal Blog.

Want More?
- I created a new mobile PVP game called “Chaos Arena”. That text was called: The Ultimate Mobile PVP Game: Chaos Arena
- I also created a new hardcore PVP game called “12 Rounds of Chaos”. Here is that text: The Ultimate PVP Game: 12 Rounds of Chaos
- I actually wrote a text about Starcraft 2: Billion Dollar Strategy Game: My Starcraft 2 Revamp
- I also wrote a text about Dota 2. It is called: Billion Dollar MOBA: My Dota 2 Overhaul
- I also wrote a text about the biggest custom game in Dota 2 (that I am addicted to!). Here it is: Custom Hero Chaos: The Biggest Game Inside Dota 2
- I have also written two texts about the legendary fantasy game Lords of Magic. Here is the first one. Here is the second one.
- Here is a link to all my published articles on Substack.
- Here is a link to all my published articles on Medium.





























































































































































