Units

Marauder

Primarily a support unit, the remodeled heavyweight Firebat suit packs Quad K12 Punisher grenade launchers that devastate enemy structures and vehicles from a distance. As the Dominion military began to reevaluate its systems, it determined that it was still geared to fight Terran-vs.-Terran battles that were imagined pre-Zerg. There needed to be an increase in armor-shattering combat units with weapons capable of piercing through hardened Zerg carapaces. The Marauder was the answer. These virtual walking tanks have given the Dominion infantry the hard-hitting, easy-to-produce support that had been missing on the front lines.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Terran
Life: 125
Armor: 1 (4)
Movement: Normal
Cargo Size: 2
Attributes: Armored - Biological

Production

Producer: Barracks
Hotkey: D
Requires: Tech Lab
Cost: 100 25
Supply: 2
Build time: 30

Combat

Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Terran
Life: 125
Armor: 1 (4)
Movement: Normal
Cargo Size: 2
Attributes: Armored - Biological

Production

Producer: Barracks
Hotkey: D
Requires: Tech Lab
Cost: 100 25
Supply: 2
Build time: 30

Combat

Upgrades:
Weapon:
Ability:

Field Manual

  • Armored assault trooper that can attack ground targets.
  • Once researched, concussion shells slow down enemies.
  • Very effective against land-based armored units and structures.
  • Can go inside bunkers for protection and a range increase.

Tech Lab Upgrades

  • Stimpacks: Combat stimulants that increase movement and attack speed at the expense of health.
  • Concussive Shells: Enemies hit by Marauder weapons have their movement speed slowed down temporarily.

Countermeasures

VS Terran
  • Focus fire with Marines and Marauders. Use Stimpacks and Medivac support.
  • Build a few Tanks and use Siege Mode.
  • Get Banshees; Marauders cannot attack air targets.
VS Zerg
  • Research Metabolic Boost and surround them with a large group of Zerglings.
  • Combine Zerglings with Hydralisks or Mutalisks.
  • Research Burrow to ambush enemy forces that are on the move.
VS Protoss
  • Attack with a large group of Zealots. Try to surround the Marauders and fight them in the open. Charge is essential.
  • Build a few Sentries. Use Guardian Shield to protect your warriors, and Force Field to separate enemy troops or block their escape route.
  • Get Immortals to support your Zealot force. Be sure to focus fire for maximum effectiveness.
  • Air units, especially Void Rays, are good against Marauders.
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Comments (458)

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ERECTOR #463
ERECTOR
11/26/2010
@VietPho: while marauders are really good against warp gate units the same cant be said for immortals they do 50 damage a shot to armored and have hardened shield so even with stim immortals will still rip apart marauders and you cant kite the immortal since maruaders have to stop to hit and they only have 1 more range
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MoonStalker #858
MoonStalker
11/8/2010
I'm in a world of hurt!
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maximillian #238
maximillian
11/15/2010
@ArconTe: time to get heavy!
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AwesomeTech #375
AwesomeTech
11/7/2010
hey terran why do u like :/ so much...and i dont mean that in a mean way
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AMERICA #607
AMERICA
11/7/2010
nerfing the marauder is NOT the answer :/
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FallenHero #272
FallenHero
11/2/2010
not that hard to counter guys just go muta/ ling it is a very powerful build against terran in general
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FallenHero #272
FallenHero
11/2/2010
not that hard to counter guys just go muta/ ling it is a very powerful build against terran in general
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slugishframe #492
slugishframe
11/3/2010
@FallenHero: i would have to agree with that for zerg but it's a great deal harder for protoss!! it takes two storms to kill them, too many shots from colossi to make it really worth while. and at least two or three zealots per marauder and that's only if there are no concussive shells and you have charge!!! anyone have a really good protoss counter for early marauder?
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Azileth #611
Azileth
11/5/2010
@Travis: two storms... mmm .... 90% of terran army gone.
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Doncroft #307
Doncroft
11/12/2010
@Travis: Sentries and only Sentries. You slap them around and pin them down with forcefields and use your guardian shields and positioning to give you an edge. Get tons of free kills too. Chrono boost our your first sentry or two to maximize their energy before the battle. They're extremely helpful against fending off marine pushes too.
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hohoho #650
hohoho
11/14/2010
@Doncroft: agreed... as a terran player sentries are devastating for my early push attempts. zealots baretly take damage from marines and marauders when under guardian shield
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FallenHero #272
FallenHero
11/2/2010
not that hard to counter guys just go muta/ ling it is a very powerful build against terran in general
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MoonStalker #858
MoonStalker
11/1/2010
Lol Rocket guy
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ultral #519
ultral
10/30/2010
The MMM with these guys as Protoss is hard to counter and fight off. There has to be an easier way to counter this so you don't lose a game with one push. I try ed the 3 gate way and robo worked some what but if they got more rines then marauders your done. Any new ways to help plz let me know. =)
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MoonStalker #858
MoonStalker
11/1/2010
@ultral: 4 gateway and robo, 2 colossus with range, full damage upgrade on ground and high templar with storm, stalkers
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miscelaneous #686
miscelaneous
11/7/2010
@ArconTe: Thats extremely expensive...
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MoonStalker #858
MoonStalker
11/12/2010
@miscelaneous:i found out that colossi+range is the same Tier than Medivacs with Marauders and Marines.. takes the same time to buy.
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ERECTOR #463
ERECTOR
11/26/2010
@ultral: well for starters my advice was for a match up when your going against a heavy marauder army you should always chrono boost out that first observer (unless you know for a fact they're going heavy marauder then you chrono boost the immortal) if they have a heavy marine army just throw down some sentries their guardian shield decimates marines since they have fast AS low damage and later in game build colossus they rip apart any ground army when you have the plus range and micro them to a fair degree
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ERECTOR #463
ERECTOR
11/26/2010
@ArconTe: the timing may be right but since you should be building units any time you can you can support that if you want early colossus 2 gate robo is the best build since you get to bank up gass and minerals for more colossi and their upgrades
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Binaro #769
Binaro
12/20/2010
@miscelaneous: Not really. Expansion at the right time + 2 or more robotic facility = col swarm.
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icephoenix #368
icephoenix
10/28/2010
ya i got all five fingers 3 on this hand and 2 on the other. lol
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Ethereal #511
Ethereal
11/14/2010
@icephoenix: lol :D
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ERECTOR #463
ERECTOR
10/27/2010
OK for all you protoss guys complaining about how op marauders are just go 3 gate robo it destroys mmm and if they're doing an early push force field of your ramp to buy your self time and soften them up with your stalkers while the force field is still active by the time the first force field is done you should have one immortal to decimate the marauders and have your warp gate units destroy the marines make sure to use sentry abilities they really turn the tide against an early 3 rax.
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ERECTOR #463
ERECTOR
10/27/2010
OK for all you protoss guys complaining about how op marauders are just go 3 gate robo it destroys mmm and if they're doing an early push force field of your ramp to buy your self time and soften them up with your stalkers while the force field is still active by the time the first force field is done you should have one immortal to decimate the marauders and have your warp gate units destroy the marines make sure to use sentry abilities they really turn the tide against an early 3 rax.
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BABAGANOSH #397
BABAGANOSH
10/31/2010
@ERECTOR: thank you guy who has played no ranked games wut so ever
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ROCKnROLLA #744
ROCKnROLLA
11/12/2010
@SweetC: ERECTOR is right; don’t let the stats from his current profile deceive you…
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ERECTOR #463
ERECTOR
11/26/2010
@SweetC: LOL ok wanna play me then? your freaking bronze i just don't play ladder i play with friends who are all gold or higher i was just offering advice rather that shoot it down you might want to actually try it
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AntiZerg #862
AntiZerg
10/27/2010
maradurs can actually be very good vs zealots once you get the concussive shell upgrade
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hasaboo #374
hasaboo
10/24/2010
Way way way to OVERPOWERED. Every time I throw zerglings and roaches at it during a rush with about 4 mauraders and 2 marines they always always die! The maurader needs to get nerfed. (If that means weaken it, which I think it does mean)
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nutterbutter #517
nutterbutter
11/6/2010
@hasaboo: you don't use roaches agains marines and mauraders you use banling ling
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root #122
root
10/22/2010
terran ground control, best countered with ghost snipe..
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arcane #442
arcane
10/21/2010
they should have given the marauder the attack quote KISS MY NEOSTEL ASS SUCKAS
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Professor #970
Professor
10/22/2010
@arcane: or when they yell for help "sucks to be me"
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ghoul #505
ghoul
10/24/2010
@Professor: sadly they dont cuz the F.C.C. thinks that inappropriate they consider ass a cuss
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RexSmith #797
RexSmith
10/31/2010
@Professor: hahaha
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ghoul #505
ghoul
10/21/2010
personally i think they should put requirments on maraders like in sc1 u had to get the acadamy to train firebats, maybe for them a new building i know loto people will say there the teclab but i feel they need more and then to give them weak anti-air attack like the thor.
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Sparky #207
Sparky
10/21/2010
@ghoul: firebats didnt have anti air and they were fine
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ghoul #505
ghoul
10/24/2010
@Sparky: but how many times u wished they could just to get rid of air raids especially when u had more them than any other unit. plus im just saying give them weak anti air not enought to kill a mutalisk single handly.
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Doncroft #307
Doncroft
10/27/2010
@ghoul: They have to build a tech lab for every single barracks that produces them. An academy requirement instead would be a buff.
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ghoul #505
ghoul
11/2/2010
@Doncroft: i mentioned above that i know they must have tec labs but i feel they should do like the zergs roachs and require a single building with just there upgrades or maybe more for marine and reapers like they were gana do marines baynett and reapers set bomb.