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Ghost
Overview
Though not particularly powerful in his own right, and not available early in a battle, the inexpensive Ghost commands the all-powerful Lockdown and Nuclear Strike abilities, which can quickly decide a battle if used appropriately.
How It Has Changed
The Ghost himself has not changed. However, Medics can now restore injured Ghosts to full health. Furthermore, the Terran Nuclear Silo add-on now generates Nukes at twice its previous speed, making the Nuclear Strike ability far more effective, and thus making Ghosts even more useful.
Recommended Uses
 Ghost |
Covertly dropping Nukes behind enemy lines. Scouting. Locking down powerful enemy units. Attacking small targets.
Further Detail
Although Nukes build much faster, the new emphasis on cloak detection makes getting those Nukes to actually drop far more challenging against a competent opponent. Choose your targets wisely. Otherwise, Ghosts remain an effective fighting unit against small targets like Zerg Mutalisks, especially when assisted by Medics. Try them in Bunkers, because the boost to the Ghost's already-impressive range can lead to startlingly potent results.
|
hit points (size) |
45 (small) |
|
|
build time |
50 |
|
|
vision |
9 (+2) |
|
|
cost (minerals / vespene gas / supply) |
25 / 75 / 1 |
|
|
damage (type) / bonus |
10 (concussive) / +1 |
|
|
attack range / cooldown |
6 / 22 |
|
|
armor / bonus |
0 / +1 |
|
|
special options |
|
|
|
personnel cloaking |
100 / 100 to research |
25 energy for activation |
|
lockdown |
200 / 200 to research |
100 energy per use, range 8 |
|
nuclear strike |
armed nuclear silo required, range 10 |
|
View the table legend
Next: The Terran Units, continued
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