Special Abilities > Terran Abilities
These abilities are used by Terran Units and some Heroes.
| Stim Pack | Lockdown | Personal Cloaking | Heal | Restoration |
| Optical Flare | Spider Mines | Siege Mode | Cloaking Field | Yamato Gun |
| Defensive Matrix | Irradiation | EMP Shockwave |

Increases fire rate and ground speed for a short period of time. However it costs 10 HP per use. Very effective when combined with Medics.
Used by: Marine, Firebat, Jim Raynor, Gui Montag

Completely disables any mechanical unit for about 60 seconds, including shutdown of Detection and any other special ability. Can be restored by a Medic.
Cost: 30

Makes the unit invisible for all units unless it's detected by Science Vessel, Observer or Overlord. Still vulnerable to spells like Ensnare, Psy Storm, Mealstrom, Plague, Irradiation or EMP. Also note that Spider Mines will attack even when cloaked.
Cost: 20 once + 1 per sec
Used by: Ghost, Duran, Infested Kerrigan, Sarah Kerrigan

Automatically heals your and your teams biological ground units.
Cost: 1 per 2 Hit Points healed
Range: 2
Used by: Medic

Removes harmful effects of any unit. Escpecially important vs Ensnare, Irradiation, Lockdown, Plauge and Optical Flare.
Cost: 30
Used by: Medic

Reduces sight range of any unit to 1. Due to the fact that it also removes the ability of Detection it's especially effective vs units like Science Vessel, Observer and Overlord.
Cost: 10
Used by: Medic

3 single Spider Mines can be planted on the ground. Very dangerous vs all ground units (except for other Vultures, Archons and SCVs), especially when planted at spawn. Cloaked units will also be attacked. Can be spotted by units with the ability of Detection. Units with a high rate of fire (such as Marines) can destroy the mines before they hit the target.
HP: 18
Sight: 3
Damage: 125
Kill Score: 25
Used by: Vulture, Magic Raynor

Heavily increases range (doubled) and firepower (splash damage). However sieged Tanks are unable to move and cannot attack targets very next to them. High ground can be used for advantage.
Used by: Siege Tank, The Duke

Makes the unit invisible for all units unless it's detected by Science Vessel, Observer or Overlord. Still vulnerable to spells like Ensnare, Psy Storm, Plague or EMP.
Cost: 20 once + 1 a sec
Used by: Wraith, Tom Kazansky

A devastating burst, needs a short time to build up energy. Use Lockdown or EMP to prevent from firing.
Damage: 260
Cost: 100
Range: 11
Used by: Battlecruiser, Norad II

Adds an amount of 250 extra Hit Points for about 30 seconds to any unit chosen.
Cost: 40
Used by: Science Vessel, Teleporting Vessel

Any organic unit targeted will get radioactive for about 30 seconds. During this time it will lose up to 250 hit points (one by one) and meanwhile damages all air and ground units nearby. Even when cast on units immune to it, the radioactive cloud will affect organic units next to it. Defensive Matrix can slow the Irradiation down. Can be healed by a Medic.
Cost: 30
Used by: Science Vessel, Teleporting Vessel

Decreases all energy and all Shield Points of any unit affected to 0. Useful to prevent units with energy from using their spells. Extremely dangerous when fired on Nexus since it's left vulnerable without any Shield Points.
Cost: 100
Used by: Science Vessel, Teleporting Vessel