Thor (Heart of the Swarm)  

From Liquipedia Starcraft 2 Wiki

Jump to: navigation, search
This article is for the Heart of the Swarm multiplayer version, for the Wings of Liberty version see: Thor (Wings of Liberty).
TerranIcon.pngThor
Thor.png
TypeGround Unit
DescriptionHeavy Assault Mech.
Built FromFactory
CostMinerals.gif 300 Vespene-terran.gif 200 Buildtime terran.gif 60 Supply-terran.gif 6
AttributesArmored, Massive, Mechanical
Attack
Ground Attack:   30 (+3) (x2)
Ground DPS:   46.9 (+4.7)
Air Attack:   6 (+1) (x4) (Splash) (Explosive)
24 (+2) (High Impact)
Air DPS:   8 (+1.3) (Explosive)
12 (+1) (High Impact)
Bonus:   +6 (+1) vs Light Air (Explosive)
Bonus DPS:   +8 (+1.3) vs Light Air (Explosive)
Range:   7 (Ground)
10 (Air) (Explosive)
10 (Air) (High Impact)
Cooldown:   1.28 (Ground)
3 (Air) (Explosive)
2 (Air) (High Impact)
DefenseIcon Hitpoints.png 400 Icon Armor.png 1 (+1)
HotkeyT
Sight11
Speed1.875
Cargo Size8
Strong Against
Weak Against

Contents

[edit] Description

The Thor is a massive Terran ground unit and is built from a Factory with a Tech Lab once an Armory has been constructed. The Thor is one of the most powerful single units in the game, dealing 60 damage per ground attack and 24 (+24 vs light) damage with 0.5 splash radius against air. It has a large amount of hit points. The Thor's powerful attacks deal devastating damage to many units, providing strong support in a late game army. When supported by groups of SCVs, the Thor can be very hard to kill, especially in an early game situation. However, the Thor can struggle against large numbers of units as their large size and slow speed inhibits their ability to form a concave.

The Thor is specifically used against Zerg as a counter to Mutalisks, which can only kill an unsupported Thor in large numbers. The Thor is used against Protoss either as a staple unit, or a supplement to Bio. Despite the size of the unit, a single Thor can be loaded into a Medivac. When used in conjunction with the Medivac's transport function--a combination often called a "Thorship"--the Thor can be a useful unit for early harassment, especially when considering the Thor's range and durability. Thors also excel at keeping an area designated for an expansion safe from sudden ambushes. Due to the Thors stable ground attack, they provide key support when paired with other units.

[edit] Abilities

High Impact Payload
HighImpactPayload.png
Hotkey: E
Activates the Thor's 250mm Punisher Cannons, which strike a single air target for heavy damage.
Explosive Payload
ExplosivePayload.png
Hotkey: D
Arms the Thor's Javelin missile launchers, which do splash damage to air units and additional damage to Light units.


[edit] Competitive Usage

[edit] In General

Thors are one of the best support units in StarCraft II, using their massive Ground DPS and anti-air range to support the units up front. The Thor's high HP count also lets them stand in front of the army, acting as a barrier for more fragile units, such as the Siege Tank. The Thor is not very cost effective when faced with many units. Massed units like the Marauder and Zergling can cost-efficiently take Thors down. However, the Thor's effectiveness increases significantly with Weapon and Armor upgrades.

The Thor's anti-air weapons can protect costly units from mobile air units. This can be extremely useful in a pinch, especially at the mineral line.

[edit] Vs.ProtossIcon.png Protoss

Thors have begun seeing more and more use against Protoss, particularly by Swedish Pro Gamer ThorZaIN, who used Thors to great effect as a staple unit against Nony. All-ins featuring the Thor with SCV repairs are fairly strong. Late game vs Protoss, however, it becomes difficult to find good engagements with mass Thors. The Thors have a tendency to clump up in chokes, and the Immortal's smaller size allows it to quickly form a better concave, the immediate burst damage of the Immortal will tear through the front Thors before their strike cannon ability can kill opposing Immortals. Therefore, if a Terran player is using Thors as a staple unit, they are advised to supplement with Ghosts to EMP the entire Protoss army and then use the regular Thor auto attack to finish the Protoss army.

With the removal of its energy-based ability and it no longer having energy, the Thor is slightly more viable against Protoss due to it no longer being a target for Feedback.

[edit] Vs.TerranIcon.png Terran

Thors can play an important role in TvT, as they both complement your own tank force while drawing fire from the opponent's Tanks. Because Thors are so large, they effectively reduce the splash damage from the opponent's Tanks, while easily focus firing them down. Thors can provide anti-air support for Tanks in case of a Banshee transition. Thors struggle with Bio units, especially the Marauder. In this case, Marines and Hellions can complement the Thor.

[edit] Vs.ZergIcon.png Zerg

The Thor's extreme range and splash damage against light air units makes them very effective as anti-Mutalisk support, even if only a handful are present on the battlefield. However, proper control of Mutalisks (moving them over the Thor rather than using attack-move or targeted attack, to prevent them from bunching up) can greatly reduce the damage Thors can do to Mutalisks. The Thor's vastly superior range is excellent for scoring free hits against a Mutalisk attack AND retreat (making every harass decision extremely costly), but they should not be your sole air defense against Mutalisks. Due to the sheer number of Mutalisks spawned in HoTS, Thors have seen a drop in use against Mutalisks.

Furthermore, Thors serve a heavy/anti-air support role in a build which consists of Marauders/Hellions/Thors to make a push that provides a strong match-up against a Zerg's midgame unit composition of Zerglings/Roaches/Banelings.

[edit] Gallery

Animated 3D model
Standard model
Collector's Edition model

[edit] Quotes

Thor's quotes (video and sound) - YouTube video.

[edit] Patch Changes

[edit] References

  • [[1]] A game showing a successful early Thor harass
Personal tools