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The Units > Hero Units

Hero Units

Hero Units are an essential part of the game. Altough a hero always has to be supported by other units, they mostly decide a game for or against you. Some help you to increase your Kill Points, some are perfect to take down an unshielded Nexus and others are able to cast mighty spells to support your teams forces.

Fenix Tassadar Zeratul Warbringer Raszagal
Danimoth Dark Archon Jim Raynor Gui Montag Infested Duran
Magic Raynor Edmund Duke Alan Schezar Tom Kazansky Norad II
Magellan Yggdrasill Hunter Killer Torrasque Infested Terran
Matriarch Xaax Infested Kerrigan Broodling Teleporting Vessel

Fenix

Fenix is undoubted the master when it's about ground/air damage. Almost every unit will be killed with one shot and also the Nexus will go down quickly. The other side of the coin are its Hit Points: It will die after only a few hits by most units! Be sure to support it well, drop it or sneak up from the sides of the map.

Unit PictureUnit Profile
Kill Score: 1000

  • Hit Points: 35
  • Shield Points: 105
  • Armor: 1
  • Ground Attack: 250
  • Air Attack: 250
  • Size: Large
  • Range: 6
  • Sight: 8
  • Type: Ground, Ranged

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Tassadar

Tassadar can just like any High Templer cast a Psy Storm or a Hallucination. But it wasnt a hero unit if that's all: Its energy is fully recharged every 15 seconds. With kinda endless Storms and mass Hallucination it's a powerful supportive unit. Besides that it's very well armored and can even attack ground units with a powerful damage.

Unit PictureUnit Profile
Kill Score: 1400

  • Hit Points: 350
  • Shield Points: 650
  • Armor: 8
  • Ground Attack: 50
  • Air Attack: None
  • Size: Small
  • Sight: 7
  • Energy at Start: 63/250
  • Type: Ground, Support
  • Abilities: Psionic Storm, Hallucination

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Zeratul

Zeratul is a Dark Templar, an invisible killer. It has a devestating ground damage similar to the one of Fenix (as a Dragoon). But it's no fighter and used best for sneaking towards the enemy Nexus for a direct attack when the shield is down. Once in position and if there are no detectors nearby, it won't take long to see the game over screen.

Unit PictureUnit Profile
Kill Score: 800

  • Hit Points: 125
  • Shield Points: 250
  • Armor: 4
  • Ground Attack: 250
  • Air Attack: None
  • Size: Small
  • Range: 1
  • Sight: 7
  • Type: Ground, Melee
  • Abilities: Permanently cloaked

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Warbringer

The Warbringer just like the Reaver needs to build Scarabs to attack. Although it has the same ground damage, it's incredible well armored and has a lot of Health Points. If u want to take this one down it will take some time.

Unit PictureUnit Profile
Kill Score: 1600

  • Hit Points: 1000
  • Shield Points: 1000
  • Armor: 15
  • Ground Attack: 100
  • Air Attack: None
  • Size: Large
  • Range: 8
  • Sight: 10
  • Type: Ground, Ranged

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Raszagal

Raszagal basically does the same air damage a normal Corsair does. Its Shield Points and its energy are fully regenerated every 12 seconds, making it able to cast up to 5 Disruption Webs. When used for hard pushes or containments at the enemy Nexus this ability can be absolutely menacing. Once out of energy simply fly back and recharge. Also staying at the Nexus it can be used to avoid incoming drops or hero attacks.

Unit PictureUnit Profile
Kill Score: 1300

  • Hit Points: 500
  • Shield Points: 300
  • Armor: 9
  • Ground Attack: None
  • Air Attack: 7
  • Size: Medium
  • Range: 5
  • Sight: 9
  • Energy at Start: 250/250
  • Type: Air, Support
  • Abilities: Disruption Web

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Danimoth

The Danimoth is a very special air unit. It is able to attack both air and ground units with a solid damage, but the cooldown rate is very high. If selected you possibly want to use it for other purposes than a fight. First of all Danimoth will cloak all units next to and below it without using energy. With the Recall ability you can teleport already sieged Tanks in front of or behind the enemy Nexus - a deadly strategy especially when supported by Dark Swarm. Of course you can also use that for a strong hero or other units like Reavers. Either as a last possibility for self-defence or as a well timed attack in the middle of the enemy spawn area - once you got enough energy for the Stasis Field your enemies will be quite pissed off.

Unit PictureUnit Profile
Kill Score: 2050

  • Hit Points: 300
  • Shield Points: 300
  • Armor: 5
  • Ground Attack: 50
  • Air Attack: 50
  • Size: Large
  • Range: 5
  • Sight: 9
  • Energy at start: 63/250
  • Type: Air, Support
  • Abilities: Recall, Stasis Field

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Dark Archon

The Dark Archon is pretty helpless vs most kind of attacks. However, it's a master of spells! You can use Feedback to prevent High Templers, Science Vessels or other important units from using their spells. The Maelstrom is very annoying when used during a containment of the enemy spawn area or if you just stop a hero unit from escaping. Mind Control of course is the probably most powerful spell of all. If you are able to control a hero unit of the enemy team you got the big jackpot. Besides that you will also weaken your enemy mentally. But be sure to support your Dark Archon well or just try to hide it somewhere on the map using the teleports.

Unit PictureUnit Profile
Kill Score: 1300

  • Hit Points: 100
  • Shield Points: 250
  • Armor: 6
  • Ground Attack: None
  • Air Attack: None
  • Size: Large
  • Sight: 10
  • Energy at start: 50/250
  • Type: Ground, Support
  • Abilities: Mind Control, Feedback, Maelstrom

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Jim Raynor

Jim Raynor is a really tough Space Marine. Although he can't harm the Nexus, he can quickly increase your kill points due to his strong and ranged attack. Use Stim Pack to make him fire at a very fast rate and be sure he's supported by some Medics. Don't get surrounded by melee fighters or Jim's appearance will be a short one.

Unit PictureUnit Profile
Kill Score: 200

  • Hit Points: 300
  • Armor: 3
  • Ground Attack: 20
  • Air Attack: 20
  • Size: Small
  • Sight: 7
  • Range: 5
  • Type: Ground, Ranged
  • Abilities: Stim Pack

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Gui Montag

This guy is very well armored and do a devestating splash damage. Once positioned at the enemy spawn area, he will cause a massacre and make it very difficult for your enemies to break the containment. However, he's unable to attack air units and can be outmicroed by ranged units - escpecially Vultures - without support.

Unit PictureUnit Profile
Kill Score: 400

  • Hit Points: 400
  • Armor: 4
  • Ground Attack: 36
  • Air Attack: None
  • Size: Small
  • Sight: 7
  • Range: 2
  • Type: Ground, Melee
  • Abilities: Stim Pack

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Infested Duran

This infested Ghost has the abilities of a Ghost mixed with a Zerg unit. Its sniper damage is powerful and of course it can also cloak and lock units down. A nice addition is the ability to consume your Zerg units. Like this you will never run out of energy and can lock units down in masses. However its Armor and Hit Points are anything but strong. Vultures for instance only need a few shots and Duran has to say goodbye.

Unit PictureUnit Profile
Kill Score: 700

  • Hit Points: 200
  • Armor: 3
  • Ground Attack: 50
  • Air Attack: 50
  • Size: Small
  • Sight: 11
  • Energy at start: 60/250
  • Type: Ground, Ranged
  • Abilities: Consume, Lockdown, Personal Cloaking

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Magic Raynor

The Magic Raynor is a normal Vulture. Basically. However, he is way better armored and causes a nice damage vs ground units. But the best thing is this: He will automatically lay Spider Mines no matter if attacking, moving or where positioned on the map. That means you can literally mine the whole map. He will stop when the limit of 30 mines on the map is reached, but once some are killed he will start again. Due to the fact that these very though mines make it almost impossible to use ground units, the enemy team often can only switch to air units what makes it way easier for your team to deal with them. Oh and...ever tried to put your Magic Raynor into Yggdrasill? No? Give it a try!

Unit PictureUnit Profile
Kill Score: 300

  • Hit Points: 700
  • Armor: 10
  • Ground Attack: 80
  • Air Attack: None
  • Size: Medium
  • Range: 5
  • Sight: 8
  • Type: Ground, Ranged
  • Abilities: Spider Mines

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Edmund Duke

The Duke really is one hell of a guy. In Tank Mode u wont bother him. But once in Siege Mode he causes the probably most devastating ground splash damage you can imagine. Positioned at the enemy spawn area, their units will die in seconds and also the Nexus won't resist for a long time. Also think about dropping it behind near the Observer suicide. Since it is incredible well armored you will often need to lock it down or use the Psy Storm which ignores the armor.

Unit PictureUnit Profile
Kill Score: 1400

  • Hit Points Tank Mode: 2000
  • Hit Points Siege Mode: 200
  • Armor: 50
  • Ground Attack Tank Mode: 60
  • Ground Attack Siege Mode: 400
  • Air Attack: None
  • Size: Large
  • Range Tank Mode: 6
  • Range Siege Mode: 12
  • Sight: 10
  • Type: Ground, Ranged
  • Abilities: Siege Mode

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Alan Schezar

Alan is way better than a normal Goliath. Altough his ground damage is only solid and not able to deal with large numbers of enemies, his air attack is just godlike. Most air units will go down after one or two hits what makes him a very effective support unit since you will be able to protect your heroes vs incoming air assaults.

Unit PictureUnit Profile
Kill Score: 800

  • Hit Points: 600
  • Armor: 6
  • Ground Attack: 25
  • Air Attack: 70 per missile
  • Size: Large
  • Ground Range: 5
  • Air Range: 8
  • Sight: 8
  • Type: Ground, Ranged

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Tom Kazansky

Tom is a very powerful Wraith. Definitly best about him is that when brought back to your Nexus he will recharge its energy to 75. Using this he can remain cloaked permanently and stay behind to guard your Nexus. Once enemy air units are spotted, go and take Tom out for a walk since his air damage is very strong. Ground damage is comparatively weak but still strong enough to targed some single units. Armor is pretty low so never risk a fight when it might be detected. Use it as a hunter, not as a fighter.

Unit PictureUnit Profile
Kill Score: 1600

  • Hit Points: 300
  • Armor: 4
  • Ground Attack: 20
  • Air Attack: 60
  • Size: Large
  • Range: 5
  • Sight: 7
  • Energy at start: 63/250
  • Type: Air, Ranged
  • Abilities: Cloaking Field

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Norad II

The Norad II is the most powerful air unit. Awesome air and ground damage is combined with strong armor and a lot of Hit Points. Of course the devastating Yamato Cannon is also available. Nevertheless be sure to support it well since Lockdown and focus fire will still deal with it.

Unit PictureUnit Profile
Kill Score: 4800

  • Hit Points: 1200
  • Armor: 5
  • Ground Attack: 70
  • Air Attack: 70
  • Size: Large
  • Range: 6
  • Sight: 11
  • Energy at start: 175/250
  • Type: Air, Ranged
  • Abilities: Yamato Gun

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Magellan

The Science Vessel is a very important hero unit and often selected. Although completly helpless vs incoming attacks it has some of the most useful spells at all - besides that it also has the ability of Detection and can detect enemy cloaked and burrowed units. The most important spell is the EMP which immediately kills all energy and Shield Points what makes the enemy Nexus your primary target for this one. Of course you can also perfectly use it vs all energy using units to prevent them from using their powerful spells. Imagine some incoming battlecruisers: Use EMP and byebye Yamato Cannon for the next minutes. The next interesting ability is the Irradiation. Wanna kill an organic hero unit? Use Irradiation and without the Restoration of a Medic this problem can already be solved. Last but not least the Defensive Matrix will give your targeted unit some more time before going down, especially interesting when used on Fenix or an Infested Terran. However the Vessel needs strong protection.

Unit PictureUnit Profile
Kill Score: 2500

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Yggdrasill

Yggdrasill can just like a normal Overlord detect cloaked and burrowed units as well as transport them from one location to another. Completly helpless vs incoming attacks it is still pretty strong armored and has a lot of Hit Points. Can be used as a tank to protect other hero units.

Unit PictureUnit Profile
Kill Score: 400

  • Hit Points: 1000
  • Armor: 5
  • Ground Attack: None
  • Air Attack: None
  • Size: Large
  • Sight: 11
  • Type: Air, Support
  • Abilities: Detection, Transportation

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Hunter Killer

The Hunter Killer is solidly armored and also causes serious damage especially vs medium and large ground and air units. Supported with Medics and other units it will help you to quickly increase your Kill Points.

Unit PictureUnit Profile
Kill Score: 500

  • Hit Points: 90
  • Armor: 17
  • Ground Attack: 60
  • Air Attack: 60
  • Size: Medium
  • Range: 5
  • Sight: 6
  • Type: Ground, Ranged
  • Abilities: Burrow

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Torrasque

Torrasque is real tank. It is one of the best armored ground units and has a lot of Health Points. Besides that it causes a fatal ground damage. The slow rate of attacking however makes it to a unit primary destined to take the biggest part of the enemy fire. But even this giant will finally go down without support and focus fire.

Unit PictureUnit Profile
Kill Score: 2600

  • Hit Points: 900
  • Armor: 8
  • Ground Attack: 50
  • Air Attack: None
  • Size: Large
  • Range: 1
  • Sight: 7
  • Type: Ground, Melee

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Infested Terran

The Infested Terran is a suicider. It will sacrifice itself for one final devastating explosion. Very vulnerable to any attack and completly helpless you best burrow and hide it untill there is a possibility to get near the unshielded enemy Nexus. Once nearby just attack the building directly and if successful about one third of its Hit Points are gone.

Unit PictureUnit Profile
Kill Score: 400

  • Hit Points: 20
  • Armor: 0
  • Ground Attack: 2000
  • Air Attack: None
  • Size: Small
  • Range: 1
  • Sight: 5
  • Type: Ground, Ranged
  • Abilities: Burrow

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Matriarch

The Matriarch itself is completly helpless vs incoming attacks and especially doesn't like air attacks. However there are some impressive spells available which can make this unit your number one choice. The Broodlings will bring death immediately to most units. This is a very comfortable way to get rid of annoying and dangerous hero units. Ensnare is often used and very effective vs cloaked units, especially at the spawn area when enemy units aren't splitted yet. The Parasite is rarely used but still pretty helpful especially when hero units are targeted.

Unit PictureUnit Profile
Kill Score: 1600

  • Hit Points: 350
  • Armor: 5
  • Ground Attack: None
  • Air Attack: None
  • Size: Medium
  • Sight: 10
  • Energy at start: 80/250
  • Type: Air, Support
  • Abilities: Ensnare, Spawn Broodling, Parasite

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Xaax

The Defiler Xaax is another spell-caster completly helpless to incoming attacks. However its spells are very powerful and can help you to win the game. First of all: Let it burrowed for most of the time so enemy units can't spot it. Dark Swarm is the perfect support to a devastating drop especially behind the enemy Nexus. It can also be self-defending when it's hunted by some air or ranged units. Plague can reveal cloaked units as well as slowly weaken the Nexus. Use Consume to keep on using the spells.

Unit PictureUnit Profile
Kill Score: 900

  • Hit Points: 280
  • Armor: 3
  • Ground Attack: None
  • Air Attack: None
  • Size: Medium
  • Sight: 10
  • Energy at start: 50/250
  • Type: Ground, Support
  • Abilities: Consume, Dark Swarm, Plague

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Infested Kerrigan

Kerrigan is one hell of a deadly and annoying bitch. The ability of Consume helps her to remain cloaked permanently and her strong melee damage deals with ground units in seconds. Besides that she can also cast Psy Storms and use the Ensnare ability. If she supports a solid push towards the enemy Nexus, it can get really hard to break free. Even cloaked units can be ensnared or stormed. However if she's left without support and detected, especially Vultures can hunt her down quickly.

Unit PictureUnit Profile
Kill Score: 4000

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Broodling

The Broodling has only a limited life span, but causes serious damage to ground units. It is also well armored and not easily taken down.

Unit PictureUnit Profile
Kill Score: 25

  • Hit Points: 200
  • Armor: 1
  • Ground Attack: 20
  • Air Attack: None
  • Size: Small
  • Range: 1
  • Sight: 5
  • Type: Ground, Melee

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Teleporting Vessel

Just like it's normal counterpart, this Vessel can detect cloaked and burrowed units. Of course the spells like EMP, Irradiation and Defensive Matrix are also available. Besides that it has a lot more Hit Points and is also stronger armored.

Unit PictureUnit Profile
Kill Score: 1250

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