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SC2 ATLAS
Visual ReconGhost
Status: Active
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TerranstealthsnipercasterMidLate

Ghost

Vital Systems

Hull Integrity (Life)100 / 200
Energy Reserves200 / 200
Base Armor0
Attributes
biologicalpsionic

Combat Specs

Damage Output
10(+10 vs ligero)
Attack Range6
Movement Speed3.94
Sensor Sight11
Minerals150
Vespene Gas125
Supply2
Build Time29s

Tactical Overview

"Elite stealth unit that neutralizes enemy spellcasters, spells, and shields with EMP and Snipe."

The Ghost is the ultimate tactical unit for the Terran. Capable of becoming invisible and launching tactical nuclear missiles, it can devastate entire armies if undetected.

Strengths

  • EMP drains Protoss shields and energy in a large radius
  • Cloak allows repositioning without taking fire
  • Tactical Nuke forces opponent movement and denies areas

Weaknesses

  • Expensive and requires significant tech investment
  • EMP requires good aim under pressure
  • Needs constant energy management

Good Against

High TemplarsInfestorsProtoss Armies (EMP)Ravagers

Vulnerable Against

DetectorsMass anti-airLings in melee range

Usage Tip

Pre-position Ghosts and use EMP on the Protoss army before engaging. Against Zerg, use Snipe on Infestors before they can cast.

Tactical Abilities

Steady Targeting

Deals massive damage to a biological unit after a brief channeling period.

EMP Round

Drains energy and shields in an area of effect.

Combat Upgrades

Tactical Nuke Silo

Allows the Ghost Academy to arm tactical nuclear missiles which the Ghost can call down.

Personal Cloaking

Allows the Ghost to research personal cloaking at the Ghost Academy to become invisible in exchange for continuous energy drain.

Production Intelligence

Facility:Barracks
Tech Requirements:
Ghost Academy