StarKraftika EP 06: Upgrades and Research · 3h 06m Watch on YouTube ↗

The video is in Bulgarian. This page sums it up in English.

Upgrades and research in StarCraft: Remastered across PvT, PvZ and TvZ: Singularity Charge, EMP, Missile Attacks vs Carapace, and why +1 armor saves Marines.

In 30 seconds
  • Upgrades are an invisible force multiplier: choice and timing decide fights.
  • In PvTPvTProtoss versus Terran, seen from the Protoss side. Dragoon range comes first; against mines you need an early Observatory.
  • +1 Infantry Armor cuts a LurkerLurkerMorphed from a Hydralisk. Attacks only while burrowed, with spines that hit everything in a line. hit from 20 to 19, so Marines survive two hits.

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How many hits?

Check the numbers from this episode, or try any pair of units. Armour comes off every hit, then the damage type scales what is left by the target's size. Shields take full damage.

From this episode

Brood War base stats against one target: no splash, bounce or Chitinous Plating.

What this episode covers

  1. Grast opens episode 6: upgrades and research in every matchup.
  2. The first game, a PvT between Best (Protoss) and Last (Terran) on the four-player map Fighting SpiritFighting SpiritA four-player map and one of the most played 1v1 maps in Brood War..
  3. Why Singularity Charge comes first for Dragoons, and an early Observatory to find buried Spider Mines.
  4. The key Terran research: Siege ModeSiege ModeSiege Tanks deploy into stationary artillery with long range and heavy splash damage, but they can't move until they unsiege., Spider Mines and EMP Shockwave to wipe shields and energy.
  5. The second game, a PvZPvZProtoss versus Zerg, seen from the Protoss side. between StarLT (Zerg) and Bisu (Protoss) on Fighting Spirit.
  6. The Forge Fast ExpandForge Fast ExpandA Protoss opening against Zerg: a Forge and Photon Cannons at the natural make an early expansion safe., with Corsairs hunting Overlords and scoutingScoutingSending a unit to see what your opponent is building and where..
  7. StarLT's choice of Missile Attacks over Carapace to raise damage against Zealots.
  8. Zealot Leg Speed, and the Zerg move to Defilers with Dark SwarmDark SwarmA Defiler spell: a cloud that stops ranged attacks from hurting units under it. Melee, Psionic Storm and Reaver scarabs still work. late in the game.
  9. The third game, a TvZ between In_Dove (Terran) and CutePane (Zerg) on the Korean Fish server.
  10. An aggressive Bunker RushBunker RushA Terran rush: Bunkers built near the opponent's base and filled with Marines. in the style of Boxer against YellOw, then a quick move to Stimpacked infantry.
  11. How +1 Infantry Armor cuts Lurker damage from 20 to 19 and keeps Marines alive longer.
  12. A closing point: build more production buildings instead of filling unit queues.

Test yourself

4 quick questions on this episode.

1. How much damage does a Lurker spine deal to a Marine with +1 Infantry Armor?

2. Why does StarLT pick Missile Attacks over Carapace against Bisu?

3. What does EMP Shockwave do to Protoss units?

4. What does Grast recommend instead of filling unit queues?

Questions this episode answers

Why is +1 Infantry Armor so important for Terran in TvZ?

A Lurker spine deals 20 damage. With +1 Infantry Armor from the Engineering Bay each hit on a Marine drops to 19, so a Marine (40 HP) survives two hits instead of dying to them, and your infantry lasts much longer in a fight.

Missile Attacks or Carapace first for Zerg against Protoss?

If your army is Hydralisks and Lurkers, Missile Attacks from the Evolution Chamber comes first. It raises the damage of your attacking units directly, so you kill Zealots with Leg Speed before they reach your army.

What does EMP Shockwave do against Protoss?

EMP Shockwave, researched at the Science Facility, removes all shields and energy in its area. Fired on a Protoss army it strips the shields and empties Arbiters and High Templar, making them easy targets.

What is the most important early Protoss upgrade in PvT?

Singularity Charge at the Cybernetics Core, which extends Dragoon range. Dragoons can then fire from outside Marine range and approach sieged tanks more safely.

Full summary

Episode 6 is a deep dive into upgrades and research across the main matchups. It is for beginners, intermediate and competitive players who want to understand how the right choice and timing of weapon, armour, speed and spell upgrades works as a hidden multiplier on army strength in the mid and late game.

Grast explains it through three pro games. In Best (Protoss) vs Last (Terran) on Fighting Spirit he stresses Singularity Charge for Dragoons, Siege Mode and Spider Mines for Terran, Zealot Leg Speed, an early Observatory and EMP Shockwave. In StarLT (Zerg) vs Bisu (Protoss) he looks at the Forge Fast Expand and at StarLT's decision to research Missile Attacks at the Evolution Chamber instead of Carapace, to raise Hydralisk damage against Zealots before moving to Defilers with Dark Swarm.

The third game, In_Dove (Terran) vs CutePane (Zerg) on the Korean Fish server, opens with a Boxer-style Bunker Rush and shows the episode's key number: +1 Infantry Armor cuts a Lurker spine from 20 damage to 19 per Marine, which noticeably improves their survival. Grast closes with a macroMacroRunning your economy and production: constant workers, supply, new bases and spending your money. point: build more production buildings instead of queueing units.

Players mentioned

Best Last Bisu StarLT In_Dove CutePane Boxer YellOw

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