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subject: Starcraft 2 Ghost Unit Guide [print this page]


Starcraft 2 Ghost Unit Guide
Starcraft 2 Ghost Unit Guide

The terran ghost in Stracraft 2 maintains his assistance purpose from Starcraft 1.He provides a wide range of exotic skills,that can be destructive while in the right hands.

By far the most employed (as well as the most entertaining) power he's got is the Nuke,capable to incinerate a large army using its excellent damage and range of effect.

The Terran Ghost is trained at the Barracks using a Tech Lab add-on ,but before the unit is obtainable you need to make a Ghost Academy to train ghosts,as well as produce Nukes.

Ghost Upgrades And Abilities

Sniper Round : With this targeted spell the ghost does 45 injury to organic units ignoring all armor.Terrific ability for taking out serious light organics for instance High Templars and Zerg Infestors.

Personnel Cloaking : This skill is trained from your Ghost Academy .It allows for the ghost to be cloaked at the cost of energy.Ideal for searching mineral expansions and opposition bases .The skill functions in conjunction along with his other abilities.It may also offer an escape mechanism to the delicate ghost.

EMP Rounds : This targeted skill empties all shields,and energy from the spot at which it was fired.Devastating against Protoss units which depend heavily on shields as well as all casters that rely on their energy.

Tactical Nuke : This is certainly the ability that the ghost is famous for.Employed by players of all skill,the nuclear strike will do 300 injury towards units (+200 against buildings),which usually means instantaneous demise for many organic units in SC 2,such as marines,zealots ,and many of the Zerg units.To call down nuclear strikes you need to first equip them in the ghost academy.This ability has a channeling timebefore it strikes the marked region,which indicates its not that perfect for mobile armies. Be sure to wait for the right time before you decide to cast it.

The Terran Ghost Against The Zerg

He a great solution against Zerg players as a result of his most devastating abilities towards them : Tactical Nukes and Sniper Rounds

Sniper rounds takes out damaging zerg units like Banelings and Infestors before they will damage your army .The EMP rounds are fantastic towards infestors if you have a large mech formation.Sometimes zerg gamers use infestors to mind control Thors or siege tanks,the emp skill from your ghost drains their energy,making them most likely worthless.His tactical nuke can eliminate most unsuspecting zerg gamers before they even encounter you.

Using The Ghost Against The Protoss

Here is where the ghost is in his best,in opposition to protoss players.All protoss units possess shields,so applying EMP rounds versus them is important,leaving them basicaly naked for your army.EMP rounds can also be great against High Templars to deny them Psy Storms that are destructive towards Terran infantry.

The Terran Ghost Against Terrans

In Terran VS Terran games the ghost isn't that practical.In these kinds of games you can utilize him to harass your opposition by nuking and sniping his workers.You can even nuke a bioball army if he heaps all of them in one spot and doesn't have detection ,rare however it can come up.




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