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Starcraft II: Heart of the Swarm Army Unit Compositions

Updated on November 18, 2013

When I was starting out playing multiplayer Starcraft 2, information and tips and strategies are everywhere. Tutorials taught you the basics, you can watch the advance tactics through Twitch streamers, and there are articles about the game everywhere. The one thing I had difficulty finding back then was what exactly should I build. What army composition should I go for?

Here are the most recent army compositions of the metagame of Heart of the Swarm right now. The compositions are not set in stone, so do not be afraid to experiment!

Terran

Terran's compositions are more versatile than the rest of the other races. You can easily mix and match units depending on what you need to do.

The Core: Marine Marauder Medivac

The most basic army composition would be the Marine Marauder Medivac army. This compositions works well throughout all three matchups for Terran. MMM opens up opportunity to drop harass an opponent to keep them on their toes. This army is the best composition for beginners Terran players.

Units:

  • Marines
  • Marauders
  • Medivacs

Modified MMM: Zerg

Against a Zerg player, Terran adds a few Factory units to the MMM composition. Currently, most players add Widowmines as they are very effective in dealing with both Zerglings and Mutalisks. Against Roach heavy Zerg compositions however, Terrans often add Siege Tanks and Thors as Widowmine effectiveness is diminished due to the bulky nature of Roaches.

Units:

  • Marines
  • Marauders
  • Medivacs
  • Widowmines
  • Tanks
  • Thors

Modified MMM: Protoss

Against Protoss, Terrans add Ghosts to the composition. EMP is a very powerful spell that deals damage to the Protoss shields. Hellbats from the Factory can also be used to soak up damage and deal with Chargelots later in the game.

Units:

  • Marines
  • Marauders
  • Medivacs
  • Ghosts
  • Hellbats

Mech

Mech is characterized by a majority of Factory units, hence the name. Mech comps are slow, turtly comps not dissimilar to the Protoss Deathball. With the recent patch, Mech ground and air upgrades have been combined so you can transition well into a more Air Mech composition with Battlecruisers and Ravens. Mech is mostly used in TvT but it can work well against Zerg as well. Against Protoss, Mech is significantly weaker because of the Immortal which is incredibly strong against Mech.

Units:

  • Hellbats/Hellions
  • Tanks
  • Thors
  • Vikings
  • Banshees
  • Battlecruisers
  • Ravens

Protoss

The Protoss army synergizes well with each unit so any combination of units can work well. The Protoss Deathball as it is popularly known, is extremely powerful albeit immobile. A Protoss army works well when clumped up and its strength greatly diminishes when split.

Core: The Protoss Deathball

The core Protoss army is known as the Deathball. It can be any combination of units as they surprisingly synergize well. High tech units such as Collosi and High Templars are buffered by low tech Gateway units.

Units:

  • Gateway units: Zealots, Sentries, Stalkers
  • Collosi
  • High Templars
  • Immortals
  • Archons
  • Voidrays and Phoenixes
  • Observers

Chargelot Archon versus Terran

Against a Marine-heavy Terran, Protoss can opt to use a Chargelot-Archon composition. This comp synergizes well. Additional High Templars with Storm makes this comp formidable, albeit vulnerable to air compositions.

Units:

  • Zealots with Charge upgrade
  • Archons
  • High Templars
  • Dark Templars

Airtoss

A complete opposite of the ground heavy Chargelot Archon, Airtoss focuses on air units as its deathball comp. This is more effective versus Zerg because of its paltry anti-air.

Units:

  • Voidrays
  • Phoenixes
  • Oracles for Revalation (detection)
  • Tempests
  • Carriers (although very rarely)

Zerg

Zerg compositions are less streamlined than the other two races. Because of the separate upgrade for melee and ranged units, Zerg's compositions are a bit more diverse. Usually the match up will determine what type of unit composition Zerg goes for.

Roach Hydra

Roach Hydra is the closest to a core composition Zerg has. Usually seen in Zerg versus Zerg, Roach Hydra can also work in ZvP and to a lesser extent, ZvT. Support units depends on the match up and enemy composition. Infestors can be good in ZvT and ZvZ and Vipers can be used in ZvT versus Mech and ZvP to pull high tech units. Usually, Corruptors are used to counter Collosi.

Units:

  • Roach
  • Hydra
  • Corruptors
  • Vipers
  • Infestors

Zergling Ultra

Fast upgraded Zerglings into Ultraliks is a primarily ZvP comp. It can be used in ZvT to a lesser extent although it's much less popular due to drops being insanely hard to deal with without Mutalisks. Ultralisks are used to break Forcefields allowing Zerglings free reign to do damage to a Protoss deathball.

Units:

  • Ultralisks
  • Zerglings/Banelings
  • Queens to help heal Ultras
  • Infestors to hold units for a surround

Mutaling

Mutalisks and Zergling are a very good composition that works versus all matchups although they play differently despite having the same unit composition. In ZvT, Mutalisks are used as a core composition as Mutas are used to deny drops and harass. Zerglings and Banelings are used to deal with the core MMMwithMines comp from Terran. Once Z gets to Hive, he can add Ultras to the mix. In ZvP, Mutas used to back stab the Protoss and attack where he is not. Muta games versus Protoss usually end in a base race unless Zerg transitions into another comp.

Units:

  • Mutalisks
  • Zerglings
  • Banelings
  • Ultraliks

Endgame composition

You can bolster any Zerg comp with any of the Hive Units for end game. What you go for usually depends on your opponent's comp. When going Broodlords, remember to have buffer units so your opponent can not simply go under and snipe them.

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    • My Cook Book profile image

      Dil Vil 3 years ago from India

      Looks like good strategic game.

    • Pazthelobster profile image
      Author

      Paz 3 years ago

      It really is. Thanks for reading

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