Immortal  

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ProtossIcon.pngImmortal
Immortal.png
TypeGround Unit
DescriptionAssault strider. Has shields that reduce high damage attacks.
CostMinerals.gif 250 Vespene-protoss.gif 100 Buildtime protoss.gif 55 Supply-protoss.gif 4
AttributesArmored, Mechanical
Attack
Ground Attack:   20(+2)
Ground DPS:   13.8(+1.4)
Bonus:   +30(+3) vs Armored
Bonus DPS:   +20.7(+2.1) vs Armored
Range:   6
Cooldown:   1.45
DefenseIcon Hitpoints.png 200 Icon Shields.png 100 Icon Armor.png 1 (+1)
HotkeyI
Sight9
Speed2.25
Cargo Space4
Strong Against
Weak Against

Contents

[edit] Description

The Immortal is a powerful, ranged, mechanized assault strider for the Protoss army, produced at the Robotics Facility. Their Hardened Shield passive ability makes them specialists at dealing with any high-powered armored unit whose attack deals a large amount of damage such as Siege Tanks, Ultralisks, or Marauders.

[edit] Abilities

Hardened shield.png
An Immortal's passive ability that reduces all damage inflicted on the shields that is greater than 10 to 10.


The Hardened Shield makes the Immortal very effective at handling heavy weaponry like Siege Tanks, but provides no additional protection from lower damage dealing units such as the Marines, Zerglings, or Zealots.

The Sentry's Guardian Shield can stack with the Hardened Shield, limiting a single attack's damage to a maximum of 8 damage against the Immortal's shields, allowing the Immortal's shields to absorb three more attacks before they fail.

A hallucinated Immortal also has the hardened shield ability but the double damage that hallucinated units take applies after the hardened shield effect. This means a hallucinated Immortal will take a maximum of 20 shield damage from a high damage attack.

[edit] Competitive Usage

[edit] General

Immortals are often made by Protoss players while teching to Colossus. Typically, Protoss players will phase out the number of Immortals in their army as the game progresses in favor of building Colossi, since Colossi are generally more effective in battle and both units build from the Robotics Facility, meaning the Protoss user must choose one over the other. In the early game they are very effective at clearing destructible rocks and are typically used to clear the rocks blocking an expansion.

Keep in mind that one Immortal is exactly the same cost in minerals, gas, and supply as two Stalkers. They also have the same DPS on non-armored units. The choice between the two is determined by a trade-off between the Stalker's anti-air and Blink capabilities and the Immortals anti-armor superiority, as well as the ability to warp-in Stalkers at remote Pylons.

Of note is the fact that Immortals are one of only two Protoss units (the other being Probes) that cannot be fielded from a production structure behind a complete wall-in. All other units can fly, cliff-walk, or be warped in, allowing them to be produced from a structure that is behind a full wall-in.

[edit] Vs.ProtossIcon.png Protoss

Immortals deal a large amount of damage to Stalkers and Colossi, but are quite ineffective against enemy Zealots. Zealot/Immortal vs Zealot/Colossi battles generally revolve around the Immortal user trying to snipe the opponent's Colossi before they are able to do too much damage. However, if Extended Thermal Lances is researched, the player with 9-range Colossi retains a large range advantage over the 6-range Immortals and often can position his Colossi to avoid Immortal fire while still attacking.

Against Stalkers, an un-upgraded Immortal will take 4 shots to kill a Stalker, however with +1 Weapons, an Immortal needs only 3.


[edit] Vs.TerranIcon.png Terran

Immortals are incredibly effective against small numbers of sieged Tanks due to their slow rate of fire, and do quite well against other armored units such as Marauders. The effectiveness of Immortals decreases, with increasing numbers of Ghosts (with EMP), because the hardened shield only reduces damage for shield damage.

Two Immortals in a Warp Prism may be dropped into a Terran base to destroy SCVs, or, more commonly, Supply Depots.

[edit] Vs.ZergIcon.png Zerg

Immortals are a hard counter to Roaches due to their 50 base-damage against armored units and +2 range advantage over Roaches. One Immortal can defeat 3 Roaches single-handedly, and a superior player can abuse the Immortals range advantage and Hardened Shield ability to fend off Roach pushes with minimal damage. Typically, once the Immortal enters the battlefield the Zerg user will have to stop building Roaches else they will be run over fairly easily.

Immortals are less effective against Hydralisks and Zerglings and is unable to attack Mutalisks, and thus have little use against Zerg armies that largely consist of these units. However, Immortals are very effective in countering Ultralisks due to the added damage against armored units and their own hardened shield ability.

[edit] Gallery

Immortal.gif

[edit] Quotes

Immortal's quotes (video and sound) - Youtube video.

[edit] Patch Changes

[edit] References



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