Hellbat (Legacy of the Void)
- This article is for the Legacy of the Void multiplayer version. For the Heart of the Swarm version, see Hellbat (Heart of the Swarm).
The Hellbat is both a Biological unit and a Mechanical unit and can be healed by both Medivacs and SCVs. The Hellbat has 45 more health points than the Hellion and a short-ranged conical splash damage. Ideal for tanking and dealing damage to Melee units.
Hellbats take up four Cargo Space in a Medivac and cannot load into Bunkers; but in Hellion mode can control the map against Light-units, Cyclone has same movement speed and is effective against Armored-units.
- Used in TvT and TvZ to stop Stimpack and Metabolic Boost rushes from turning into Siege Tank pushes and Baneling busts, as Hellions combined with Medviacs can counter harass an opponent's base after they have moved out and cause serious damage.
- Even more effective against Melee troops in chokes.
- As a high health and relatively low DPS unit, Hellbats are best used in combination with high firepower units like the Marine and Siege Tank.
- Hellbat drops are very effective at harassing mineral lines, and the Medivac Afterburn ability makes it possible to chase down retreating harvesters.
Hellbats take six shots from Colossi to kill and deal with mass Zealots very effectively; giving Terran a strong tanking unit against a popular Protoss mid game composition. However, since they are Biological, they are dealt with very easily by Archons, and their low movement speed makes it difficult for them to dodge Storms.
Hellbats in this matchup can be part of a Mech composition, along with Siege Tanks, Vikings, and eventually Ravens. They do not have the mobility and range of Hellions, which makes it more difficult to establish positions, but have more health and can therefore take more damage from Siege Tank lines, making established positions more secure. They are commonly placed between sieged tanks to nullify drops on the tanks.
By using Ignite Afterburners, a player can drop hellbats onto the enemy marine/marauder force to deal large amounts of damage and allow the player's siege tanks to move forward. This strategy can be seen used by Innovation
Early Hellbat drops in this matchup can be more difficult to deal with than in the other two, since generally Zerglings are used to deal with drops until Mutalisks are out or the Zerg player can establish sufficient static defense. The DPS of Queens is not high enough to effectively deal with the drop by themselves, but they can delay the Hellbats long enough to allow Zergling reinforcements to arrive. Hellbats are not usually used in mid-game compositions with other bio units, since they lack the mobility and range of Marines and Marauders with Stim. If used in combination with Siege Tanks and Thors, the Terran army runs the risk of being overrun by Mutalisks and Zerglings, since it is difficult to maintain sufficient production of three Factory based units. However, they still remain an integral part of a mech composition against zerg, since they are a cheap cannon fodder which quickly decimates hordes of zerglings, hydralisks, or roaches that try to dive on top of the siege tanks.
There currently exists a push which uses 4-6 hellbats, a handful of marines and 1-2 medivacs which is extremely powerful if the zerg player skipped a roach warren or a baneling nest. To deal with the push with banelings as zerg, use banelings to split the force up so your zerglings can jump on top of the marines and surround the hellbats. Have queens target down the medivacs aswell. Although hellbats do very well against zerglings, if they hellbats are split up and surrounded, they can be dealt with easily.
Hellbat's quotes (sound) - YouTube video.
No patch changes so far in LotV.