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Caster: Ghost
Energy Cost: Energy 25
Range: 10


Cooldown: 0.5 s

Snipe is an offensive spell used by the Terran Ghost to quickly eliminate vital biological units in the opposing army. The Snipe spell can be used while the Ghost is cloaked and deals 25 (+25 vs psionic) damage to an enemy unit regardless of armor.


In competitive play Snipe can be used to quickly dispatch enemy caster units such as the Protoss High Templar and the Zerg Infestor, as both can be killed with only 2 Shots at long range. At its Range of 10, it also out-ranges the High Templar´s Feedback by 1, (9 range) and the Infestor´s Fungal Growth by 2 (8 range). While Snipe can be used for picking off all units carrying the Biological attribute, Units featuring the Light attribute are rarely worth the necessary APM-Investment, as it would only result in a marginal amount of additional damage compared to the 20 (excluding the very likely upgrades at this stage of the game) that a Ghost deals with its general attack against light units.

Vs. Protoss[edit]

While EMP Round is the more common spell used against Protoss, Ghosts can use their left over energy to snipe remaining High Templar; Once their Plasma Shield has been removed, one Snipe suffices.

Vs. Terran[edit]

Is rarely used now due to changes to the spell.

Vs. Zerg[edit]

With the proliferation of Fungal Growth, Infestors can be a viable target. Though Infestors require two Snipes, an EMP Round can render multiple Infestors useless - albeit still alive - more efficiently. Snipe is also an effective spell when used on queens.


  • Can be cast on friendly units
  • Can be cast on Larvae
  • Cannot be cast on Structures

In Combination with Other Spells[edit]

Snipe can be very effective against Protoss High Templars in combination with EMP if the Protoss opponent is not microing his Templars effectively. Casting EMP and then sniping the enemy Templars can be devastating to Protoss ground attacks.


Patch Changes[edit]

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