- Spell: Something that costs energy to use
Ability: Uses a button to activate, but at no cost
Special: A special ability that requires no input from the player
Zealot
60sp,
100hp
Weapon: 1
Armor: Ground
Special: Charge (quickly closes gap between them and their target)
Immortal
100sp,
240hp
Weapon: 1
Armor: Ground
Special: Hardened Shield (actives only when hit by a high-damage attack, absorbing most of the damage)
Phase Prism
40sp,
100hp
Weapon: 0
Armor: Air
Ability: Unload (Replaces Shuttle, converts units to energy to transport)
Ability:
- Phasing Mode (E)
Psi: 2
??: 2
"Deploys a Phase Prism into Phasing Mode and generates power radius similar to that of a Pylon."
Stalker
60sp,
120hp
Weapons: 2
Armor: Ground
Ability: Blink (teleports a short distance)
Colossus
325sp,
400hp
Weapon: 1 (Beam attack deals a continuous stream of damage)
Armor: Ground
Special: Can step over cliffs
Phoenix
60sp,
120hp
Weapons: 2
Armor: Air
Ability: Overload (fires weapon at all nearby targets, but renders the unit temporarily inoperable afterwards)
Warp Ray
75sp,
120hp
Weapon: 1
Armor: Air
Special: Attack deals more damage the longer it fires on a single target. Seems to have 3 stages, signified by one, two, and three streams of energy from the base structure merging into the main stream.
Mothership
250sp,
850hp
Energy:
300
Weapon: 1 (fires a volley of 8-12 projectiles, able to engage multiple targets simultaneously)
Unit Limit: 1
Spell: Time Bomb
Spell: Planet Cracker
Spell: Black Hole
Additional Observations: Plasma Shields seem to have a delay after ceasing to take damage before they’ll begin to recharge.
Unit health bars are displayed above units now instead of at their feet.
Deaths leave holes in your selection queue, rather than rearrange as per normal SC or even WarIII.
Speaking of the queue, next to it is a box with a 1 in it. My best guess is it shows your hotgroups.
Special upgrades are noted in the upper left corner of a unit's wireframe, such as the Zealot leg enhancement icon and the two shield icons for the Immortal.