StarCraft® II

Advanced SC2 Micro/Ability-Heavy Melee Mod

Posts: 18
Greetings! Welcome to Advanced SC2 - The A-move stops here. This is a melee mod that tweaks unit stats, removes upgrades, adds upgrades, removes abilities, adds abilities, and transitions abilities that increase the utility of every unit in the game and present more opportunities to micro in a battle. Most of the changes will have the largest impact on the mid to late game. While all tier 1 and 1.5 units received boosts, tier 2 and 3 units should feel considerably stronger. This is a work in progress and is currently beta status.

Channel: Advanced SC2
SC2Mapster Thread:
Team Liquid Thread:
How To Find: Search for "advanced sc2" in Arcade.

To make units more interesting by giving them an ability that requires micro, rebalancing the unit, or increasing the utility of the unit when it cannot fill its primary role (e.g. the Corruptor cannot attack ground units)
Remove as many "boring" upgrades as possible and build them into the units (e.g. a +range upgrade and giving it to the unit by default)
Increase and reward micro

Make units more durable to justify the cost
Increase the amount of mobility options
Increase scouting potential

Reward good Creep spread
More speed units
More durable units

Create potential for a "turtle-version" or slow Biological army
Increase speed and utility of Mechanical army
More harassment options

MAP POOL (Currently, only publishing on NA)
Antiga Shipyard
Cloud Kingdom
Entombed Valley
Ohana LE
Molten Crater
The Ruins of Tarsonis
The Boneyard
Ulaan Deeps
Temple of the Preservers
Cinder Fortress
Reply Quote
Posts: 18
THE PATCH NOTES: Each race has an overview video followed with specific data changes made in the spoilers.


Increased Zealot maximum health to 115.
*NEW ABILITY- Penitence: While Penitence is active, the Zealot uses shields to inflict 5 damage per second to nearby ground enemy life and recovers the Zealot's health for 20% of the damage dealt. Drains 5 shields per second. Requires Fervor.
*NEW UPGRADE- Fervor: Zealot's fervor boosts the surrounding shields of allies by 25%.

*NEW UPGRADE- Accelerated Remissions: At the cost of movement acceleration, Stalkers can shoot twice as fast.
*NEW ABILITY- Prowling Continuity: Stalkers can cloak while stationary and out of combat. While Prowling, Stalkers regenerate their shields at a faster rate and can use Blink. Requires Blink.

*NEW ABILITY- Shield Battery: Channels a regenerative aura that recharges allied unit shields for 10 seconds. Cannot move while channeling. Costs 75 energy.

*ABILITY TRANSITIONED- Hallucination: Creates a hallucination of a Protoss unit at the caster's location. 60 second cooldown. No research required.
*NEW ABILITY- Holographic Watchman: Creates a Holographic Watchman at target location. The Watchman has a large sight radius and is invulnerable but cannot move. 2 charges.

Warp Prism
Increased Warp Prism (Transport) acceleration to 2.25.
*ABILITY TRANSITIONED- Warp Recall: Recalls Protoss units at a target location. Requires Phasing Mode. 120 second cooldown. Requires Warp Gate.

*NEW ABILITY- Last Stand: Sacrifice 65 life to 40 restore shields. 5 second cooldown.
*NEW ABILITY- Sacrificial Cannons: Immortals sacrifice 30 shields for increased 100% attack speed and can attack air for 8 seconds.

Removed the Anion Crystals upgrade.
Increased weapon range by 2.
Phoenix units can now attack ground permanently.
*NEW ABILITY- Stasis Field: Stasis Field freezes units in a target area for 3 seconds. Stasised units cannot move, attack, be attacked or be affected by spells for the duration of the stasis. Costs 50 energy.
*NEW ABILITY- Aversion Protocol: When Phoenix health drops below 30%, it can activate Aversion Protocol to become invulnerable for 3 seconds.

Void Ray
*NEW ABILITY- Monochrome Laser: Allows the Void Ray to switch between the Prismatic Beam and Monochrome Laser weapons. The Monochrome Laser heals allies and does no damage to enemies.

High Templar
Increased starting energy to 75.
Removed research requirement for Psi Storm. Psi Storm is now baseline.
*NEW ABILITY- Psionic Empowerment: Recharge 25 shield and 15 life points to allied units in a targeted area. Costs 100 energy.
*NEW ABILITY- Psionic Displacement: Creates a Vortex that temporarily removes units from battle. Costs 125 energy.

*NEW UPGRADE- Communion of the Eternal: The Archon's attacks leech life from enemy units and restore its own shields for 25% of the damage dealt. Nearby allied units leech life for 10% of their damage dealt. Researched at the Dark Shrine.
*NEW ABILITY- Psi Shield: Creates a shield around the Archon that lasts for 10 seconds or absorbs 300 damage. Costs 3 life. Researched at the Templar Archives.

Dark Templar
*NEW ABILITY- Khaldari Teleportation: Teleports the Dark Templar to a nearby location. 30 second cooldown. Requires Blink or Charge.
*NEW ABILITY- Void Prison: Imprisons the enemy in psionic energy, stunning it and suppressing its ability to detect for 6 seconds. 120 second cooldown.

*NEW UPGRADE- Fortified Manufacturing: Carrier armor is increased by 2 but movement speed reduced by 10%. Carriers can build all Robotics Facility and Stargate units except Carriers.
*NEW UPGRADE- Ex Machina Production: Interceptors build 100% faster and the launch speed of the Interceptors is now increased. The first four interceptors are launched at a cooldown of .125, the last four at .25.

Removed Extended Thermal Lance upgrade.
Increased Colossus weapon range to 9.
*NEW ABILITY- Emergency Defense Systems: Colossus can activate its Emergency Defense Systems, which doubles damage, for 6 seconds whenever targets get within 2 range. 45 second cooldown.
*NEW UPGRADE- Thermal Overheating- Colossus attacks decrease enemy attack speed by 25% and have a chance to disable Mechanical units' attacks. Requires Emergency Defense Systems.

Removed Mothership from the game.

Dark Shrine
Decreased cost to 150 minerals and 150 gas.
Edited by Grey on 12/18/2012 11:15 AM PST
Reply Quote
Posts: 18

Decreased armor to 3.
Added passive buff that makes Larva nearly immune to splash damage.

Zerg Egg
Decreased armor to 3.
Added passive buff that makes the Zerg Egg nearly immune to splash damage.

Increased Overlord movement speed to .667.
Changed Generate Creep to require Evolution Chamber instead of Lair.
*NEW ABILITY- Septic Laxative: Overlords can generate Creep while moving. Requires Hive.

*NEW ABILITY- Neural Synapse: Allies receive their commands faster and gain a 10% movement speed boost when near an Overseer. Requires Pneumatized Carapace.

Increased Queen starting energy to 50.
Decreased creep speed bonus multiplier for Queen to 1.1.
Increased Queen movement speed to 2.1.
*ABILITY TRANSITIONED- Fungal Growth: Reduces enemy movement speed by 50%, disables abilities, and reveals cloaked and burrowed units. Enemies can still attack. Requires Lair.
*NEW ABILITY- Spawn Broodlings: Instantly destroys a friendly Biological ground unit (except Massive) and creates three temporary Broodlings at the target location. Costs 25 energy.
*NEW ABILITY- Proevolution: The Queen can cast Proevolution on a friendly Biological unit to permanently increase its attack speed and damage by 15% and movement speed by 25%. Costs 150 energy. Requires Hive.

Changed Hive requirement to Lair for Adrenal Glands upgrade.
*NEW UPGRADE- Symbiotic Predators: Zerglings regenerate health faster and morph 4 at a time. Requires Hive.

Increased Baneling armor baseline to 1.
Increased Baneling (burrowed) life armor baseline to 2.
*NEW UPGRADE- Evolve Splitterlings: When Banelings die, they spawn two Splitterlings. Splitterlings are smaller than a Baneling, have less health, and cannot Burrow. This upgrade reduces reduces Baneling and Splitterling damage by 50%. Bonus damage remains unchanged. Requires Hive.

Removed Grooved Spines upgrade.
Decreased creep speed bonus multiplier for Hydralisk to 1.3.
Increased Hydralisk movement speed to 2.5.
Decreased Hydralisk build cost to 100 minerals and 25 gas.
Increased Hydralisk ranged weapon range to 6.
*NEW UPGRADE- Hunter Killer Strain: Increases Hydralisk movement speed by 20%, attack speed by 20%, and health by 20. Requires Lair.
*NEW UPGRADE- Killer Instincts: When Hydralisks use Unburrow, their damaged is increased by 50% for 3 seconds. Dread Response: When a target is in close range, the Hydralisk can activate their Dread Response for a 3 second 50% movement speed increase. Bone Harvest: When the Hydralisk drops below 30% health, it can activate the Bone Harvest which allows their Needle Spines to pierce everything in its path for 3 seconds. Requires Hunter Killer Strain.
*NEW ABILITY- Morph to Lurker: Allows a Hydralisk to morph into a Lurker.

Increased Roach build cost to 100 minerals, 50 gas, and 3 supply.
Changed Roach supply cost to 3 supply.
Decreased Roach weapon damage to 12.
*NEW UPGRADE- Chitin Reinforcement: Increases the armor of the Roach and nearby allied units by 2. While stationary, Roaches can attack air units and attacks have 2 more range. Requires Lair.
*NEW UPGRADE- Tunneling Vengeance: The Roach forms barbed layers of chitinous armor that increases its armor by 1 and allows movement while burrowed. Every time the Roach is attacked, it receives a boost to its attack speed. Attack speed buff lasts 5 seconds after receiving last attack. Requires Hive.

Added Lurker morph ability to Hydralisk. Lurkers cost 50 minerals, 125 gas, and 33 seconds to build. Lurker Den is required.
*NEW UPGRADE- Tunneling Spines: Allows Lurkers to move while Burrowed and hold fire. Requires Burrow.

Increased Infestor starting energy to 75.
Decreased Infested Terran starting and maximum health to 35.
Decreased Infested Terran movement speed to .75.
Increased creep speed bonus modifier for Infested Terrans to 2.
Decreased Infested Terran range attack speed to .5.
*ABILITY TRANSITIONED- Spawn Creep Tumor: Places a tumor that spreads Creep on any type of ground. Costs 50 energy.
*ABILITY TRANSITIONED- Contaminate: Contaminates a structure. The Contaminated structure will take 16 damage per second and be unable to train units or research upgrades for 25 seconds. Costs 75 energy.
*NEW ABILITY- Infested Zealot: Spawns an Infested Zealot egg which takes 5 seconds to hatch and has 100 health. An Infested Zealot has 75 health, lives for 30 seconds and has a melee attack. Costs 50 energy.

*NEW UPGRADE- Creep Pollination: When Mutalisks kill an enemy unit, the enemy has a chance to drop a Creep Tumor.
*NEW ABILITY- Larva Spit: Mutalisks can spit Larva onto the ground. 45 second cooldown. Requires Creep Pollination.
Edited by Grey on 12/18/2012 11:16 AM PST
Reply Quote
Posts: 18
Increased Corruptor starting energy to 75.
*ABILITY TRANSITIONED- Neural Parasite: Temporarily take control of the target unit. 45 second cooldown. Requires Greater Spire.
*NEW ABILITY- Defile: Defiles a single target, causing damage over time to target and any nearby units for 30 seconds. Costs 50 energy.

Removed Chitinous Plating upgrade.
Increased Ultralisk life armor to 2.
Increased Ultralisk movement speed to 3.
Removed bonus damage to Armored.
Increased damage to 35.
*NEW ABILITY- Devour: Consumes a non-Massive ground unit to regenerate health.
*NEW ABILITY- Bladefeast: The Ultralisk can attack twice as fast and devour its enemies to recover health for 5 seconds. While Bladefeast is active, the Ultralisk moves 50% faster. 60 second cooldown.

Brood Lord
*NEW UPGRADE- Swarm Transmitted Disease: If a unit is killed by a Broodling, the dead unit will spawn another Broodling in its place.
*NEW UPGRADE- Suicide Brood: Allows Brood Lords to spawn Scourge and Banelings. 45 second cooldown. Requires Baneling Nest.

*NEW UPGRADE- Mutaphiliac Ground: Friendly Zerg units regenerate health faster while on Creep. Requires Hive.


*NEW UPGRADE- Fortify Position: Marines can build Bunkers. Requires Engineering Bay and Armory.
*NEW ABILITY- Phalanx Defense: While Phalanx Defense is active, Marines have 2 more armor, reduce splash damage by 50%, and can attack while moving but move 80% slower and cannot use Stim Pack. Requires Combat Shield.

*NEW UPGRADE- Concussive Construction: Marauders can build Psi Emitters. Requires Engineering Bay and Armory.
*NEW ABILITY- Marauders can throw grenades that reduce armor by 1 for 3 seconds. 20 second cooldown. Requires Concussive Shells.

Increased Reaper movement speed to 3.4.
Removed Nitro Packs upgrade.
*NEW UPGRADE- Pillage: Reaper attacks on structures return 10 minerals on hit.
*NEW ABILITY- Breaching Charge: Plants a highly explosive charge that can only be used on structures. Deals 300 damage. 15 second cooldown. Requires Pillage.

Snipe does additional damage to Biological. Removed additional damage to Psionic.
Ghost attacks no longer do +10 to Light. Ghost attacks do +10 to Biological.
*NEW UPGRADE- High Voltage EMP: EMP saps energy in a larger radius and decreases enemy attack speed by 25%. Requires Armory.
*NEW UPGRADE- Moebius Cloaking Device: Allows the Ghost to cloak without using energy and regenerate energy faster than normal while cloaked.

Added the Firebat to the Barracks. Firebats cost 125 minerals, 25 gas, 2 supply, and 30 seconds to build. Factory is required.
Increased Firebat health to 125.
*NEW UPGRADE- Infernal Architecture: Firebats can build Perdition Turrets. Requires Engineering Bay and Armory.
*NEW ABILITY- Killswitch Engage: When the Firebat's health drops below 30%, they can engage their killswitch and explode in a small blast. Requires Factory.

*NEW UPGRADE- Afterburn: Enemies hit by a Hellion's attack have their armor reduced by 2 for 3 seconds. Hellions can attack while moving.

Siege Tank
*NEW UPGRADE- Turbo Engines: Siege Tanks come equipped with turbo engines which allow 10% faster movement and decreases the amount of time it takes to Siege and Unsiege by 50%. Requires Siege Tech.

Added the Goliath to the Factory. Goliaths cost 150 minerals, 50 gas, 3 supply, and 45 seconds to build. Tech Lab is required.
Increased Goliath health to 220.
*NEW UPGRADE- Multi-Lock Weapons System: The Goliath can target air and ground units simultaneously.

Increased Thor movement speed to 2.4.
Increased Thor starting energy to 75.
*NEW ABILITY- Calldown: ODRB: The Thor calls down an ODRB via Drop Pod. On-Demand Repair Bots can repair mechanical units faster and for free for 30 seconds.

*ABILITY TRANSITIONED- Auto-Turret: Drops an Auto-Turret that attacks air and ground units at the target location. Requires Fighter Mode. 45 second cooldown.
*ABILITY TRANSITIONED- Spider Mine: Spider Mines pursue enemy units that come in range and detonate for heavy area damage. Buried Spider Mines can only be seen by enemy detectors. Requires Assault Mode. 3 charges.

*NEW UPGRADE- Epinephrine Rush: While a unit is being healed by a Medivac, they do 50% more damage and have 20% more health.
*NEW ABILITY- Hot Pickup: Medivac can activate a 50% speed boost for 3 seconds while under fire and has its movement speed permanently increased. Costs 50 energy.
Edited by Grey on 12/18/2012 11:17 AM PST
Reply Quote
Posts: 18
Increased Raven starting energy to 75.
*NEW UPGRADE- EAP Cargo Bay: Allows the Raven to pick up Mechancial units and increases its movement speed by 20%. Requires Armory.
*NEW ABILITY- Scanner Brush: Scan a location on the map revealing cloaked, burrowed, and hallucinated units temporarily. Costs 50 energy.
*NEW ABILITY- Nano-Repair: Heals a friendly mechanical unit. Heals 3 life per 1 energy.
*NEW ABILITY- FUBAR Drop: Drop a temporary supply station that heals nearby friendly Biological units. Lasts 15 seconds. Costs 100 energy. Requires Engineering Bay.

Increased Banshee starting energy to 75.
*ABILITY TRANSITIONED- Seeker Missile: Missile that chases an air target. Has enough fuel for 15 seconds. Deals up to 100 area damage. Costs 125 energy.
*NEW UPGRADE- Salvos Momentum: While out of cloak, each shot that hits a unit boosts the Banshee's speed by 30% for 2.5 seconds.

Increased Battlecruiser starting energy to 100.
*ABILITY TRANSITIONED- Point Defense Drone: Drops two Point Defense Drones that negate nearby enemy projectiles. Costs 100 energy.
*NEW ABILITY- Onslaught Volley: Battlecruiser attack speed is reduced by 99% for 8 seconds and range increased to 11 but cannot move while the ability is active.

Vehicle Upgrades
Ground and Ship Vehicle plating upgrades are combined.

Known Bugs/Glitches:
Monochrome Laser for the Void Ray does not go past phase 2 and stops healing at phase 2.
ODRB not spawning with Repair as auto cast.

If you play and would like to give some feedback, use the TeamLiquid thread or the review system in Arcade. Can't wait to see you in the game!
Reply Quote
Posts: 12,306
Well I have to say, I've only played it against ai, but the large number of options presented makes it very difficult to predict what your enemy is doing.
Which is just as much a part of Starcraft as micro.

Many of the units are so versatile it doesn't really matter what you use, which isn't always a bad thing.
The abilities seem so over powered a battle looks to be determined more by who uses the most powerful ones at an opportunity your opponent did not expect.

However, the abilities are rather interesting, and since nearly every unit is stupidly powerful it can be pretty damned fun messing around and trying unit combinations that would be laughed at in the real game.
A proevolved Broodlord with all related upgrades, including the Splitterling upgrade, for instance is an army in itself.

In the end it is a very amusing mod and I'd like to try playing it with some people, if only they'd join.
Reply Quote
Posts: 1,325
Holy !@#$ this is in-depth. seems like toss kind of got the upper hand, with ATTACK MOVING PHOENIXES.
Reply Quote
Posts: 1,050
Balancing a so large variety of abilities is nearly impossible. Though, many of those abilities presented here are quite interesting. Some of those comes from SC1 applied, converted, into SC2 style. For example the Corruption ability down from the Overseer to the Infestor, which allows you to corrupt a building disabling it AND inflicting damage is great. This is something that would have add A LOT more use to this ability in WoL. I'm sure more people would have used it. It is similar as plague from SC1 which was an ability reducing over-time hp to 1% in a pretty wide radius; you well modified it to the SC2 gameplay. Though, I would have keep it for the Overseer ;)

Anyway this is quite something interesting that I will take a look when I have a computer that plays sc2 haha.

I suggest you for the Terran, a cast ability similar to the Mule/Supply drop, that would give a building the ability to auto-repair. Add in all good old spells; restor, flare, lockdown, dark swarm, defense matrix, Ensare, Parasite, what about an ability that corrupt building and makes few infested terran out of it so if you corrupt an expand, the player has to move its miners or they will blow! What about an ability similar to Hallucination that would duplicate all units in the aoe half true half hallucinations. What about all the unit/abilities abandonned by blizzard, I'm speaking here of the pheonix overcharge, the photon cannon that you could relocate within pylon radius, Planet cracker from the Mothership; even though you removed the MS, the idea of the ability; using a unit to move over enemy's army do devastating damage mixed with units regenerating shield and hallucinations could be great; and a bunch of other old stuff. There is whole lot of possibilities that I whish I had time to explore. I would give so many ideas all the way!!!

Well, I've not read all of the info on the changes, I know some of these are already implemented in some ways, but i'm just saying those who i think of at the moment. I know this represent a huge work and long work into the data. Map like this one can be of great help of inspiration for blizzard to make new abilities, modifications, variations... Showing new ideas is always a good thing.

Good job for your work, keep working, stay awesome.
Reply Quote
Posts: 2
I can see mass phoenix coming...
It can attack ground, stun them so they cannot deal damage, and can become INVINCIBLE!
Reply Quote
Posts: 359
i wish that you could replace david kim +1 i wish more people could see this
Reply Quote
Posts: 18
Hi, so I haven't updated my mod in quite some time. Would anyone be interested in an update for HotS? Just trying to gauge interest and see if it is worth the time investment.

Thanks for playing my mod. It makes me so happy that people have tried it out!
Reply Quote
Posts: 1
I'd love an update. I play it all the time with friends, and it's really fun. I rank it up there with SC Expanded as one of my all-time favorite melee mods. Keep up the awesome work!
Reply Quote

Please report any Code of Conduct violations, including:

Threats of violence. We take these seriously and will alert the proper authorities.

Posts containing personal information about other players. This includes physical addresses, e-mail addresses, phone numbers, and inappropriate photos and/or videos.

Harassing or discriminatory language. This will not be tolerated.

Forums Code of Conduct

Report Post # written by

Explain (256 characters max)