A Light & Mechanical Mine that must burrow into the ground before it can attack either air and ground targets, and spiritual successor to the Brood War's Spider Mine. A Splash damage unit with an extremely slow rate of fire, but high single target damage; only able to fire while underground via its Activate Mine ability; similar to Zerg's Burrow ability. Burrowed Widow Mines can be attacked while Detected or by Splash damage. The Widow Mine's splash attack deals friendly fire damage (only to units, buildings are not affected by any form of Widow Mine attack).
This unit was designed to give Factory openings more stopping power and anti-air for early Mech pushes without the need for Marine production. This unit also completes the Reactored-Factory opening that previously allowed the production of only Hellions and was extremely weak to one or two base Roach-rushes that crippled this opening.
IMPORTANT TO NOTE: This unit deals Spell damage with its attack, which is not affected by opposing Armor upgrades, friendly Vehicle Weapons upgrades or abilities like the Immortal's Hardened Shield. Viper's Blinding Cloud won't stop the activation for the same reason.
Widow Mines are not affected by the splash damage of friendly Widow Mines (be it the Widow Mine's own attack or another Mine's).
1) A widow mine takes 1.5 sec to activate. Whenever there is a unit in the mine radius, the mine will lock on it and 1.5 sec later, a Sentinel Missile will be launched at it. If, in the meantime, the unit successfully gets out of the mine radius, the rocket won't be launched (the mine won't lose its cooldown) and only then the mine will be able to lock on a new target.
This can effectively lead to unnatural or seemingly random behavior where several units pass through a mine field without activating any of them. A fast unit can pass through a mine radius in less than 1.5 sec, being targeted and not fired upon. Since the mine locks on to a new target only when the first gets out, the second target would be halfway through the mine radius when it is locked on, and yet again get out in less than 1.5 sec.
2) Two mines cannot automatically target the same unit. This means that a field of mines will never do any overkill. As a side effect, a high-HP unit will be able to pass through multiple mines and take very few hits
3) The target of mines can be set manually (by right clicking), in which case they will all drop their current target and resetting their targeting to lock onto a new one (overruling the previous point), re-selecting the closest units. After 1.5 sec, all the rockets will launch simultaneously, causing potential overkill. However, constantly right-clicking on units will cause the mines not to fire, since each right-click resets the 1.5 sec firing cooldown for all mines in range
4) A mine will never automatically target disguised Changelings or revealed Hallucinations.
- In combination with fast and mobile units, Widow Mines are slightly faster than Marine+Marauder forces (unless Stimmed) and can maneuver around the more mobile units and hit clumped workers or high value units if target fired. Drilling Claws increases the speed of the burrowing phase and makes it easier to have your mines form a mobile and flexible attacking force.
- In defensive formations, Widow Mines can be used to guard chokes and protect vulnerable points.
- Can be used to protect against drops or protect mineral lines
After the Armory requirement for production was dropped, Marine + Widow Mine drops have become extremely popular against Protoss for early pressure, to force more units; this weakens the Protoss's transition into Colossus and double Forge by forcing more Stalkers and Observers than Protoss would have normally made. The follow up MMM attacks (usually with Stimpack, Combat Shields and Infantry Weapons Level 1) more effective against a smaller unit count.
A widow mine does total of 160 damage to protoss units when counting the shield damage. Effectively it can one shot each of these units: Zealot, Stalker, Phoenix, Oracle, Sentry, Observer or Probe. If Probes are clumped it can one shot a bunch of them since the splash damage is exactly Probe's health. Also, 2 widow mines can two shot clumped Sentry or High Templar as they have 40 hp and 40 shields.
Widow Mine drops have been a popular opening, usually making two along with a Medivac and dropping them in the opposing mineral line. The mines are also useful for defending drops in TvT and for defending Banshees too, however care should be taken with putting mines in your own mineral line for defense as they can splash damage your own SCVs.
Mines (in combination with Marines and Medivac) have become popular against Zerg. With Drilling Claws researched, the Terran army can be aggressive against mass Zergling-Baneling, whether dropping one Window Mine with Marines or pushing across the map.
|Balance Update #1|
|Balance Update #2|
|Balance Update #3|
|Balance Update #4|
|Balance Update #5|
|Balance Update #6|
|Balance Update #8 |
|Balance Update #9 |
|Balance Update #10 |
|Balance Update #13 |
|Patch 2.1 BU 2|
- In its original incarnation as the Shredder, it did a pulsing field of damage unless a friendly unit was nearby.
- It was then changed to the more familiar mine form, in which it latches on to its target and explodes after 10 seconds.
- Upon the release of the Heart of the Swarm Beta, it seems closer to a single use projectile that fires at any unit that comes within range.
- ↑  Math on Widow Mines
- ↑  Widow Mines communicates
- ↑ BALANCE UPDATE #1 9/7/2012
- ↑ BALANCE UPDATE #2 9/14/2012
- ↑ BALANCE UPDATE #3 9/20/2012
- ↑ BALANCE UPDATE #4 9/29/2012
- ↑ BALANCE UPDATE #5 10/5/2012
- ↑ BALANCE UPDATE #6 10/12/2012
- ↑ BETA BALANCE UPDATE #8 – DECEMBER 5, 2012
- ↑ BETA BALANCE UPDATE #9 – DECEMBER 12, 2012
- ↑ BETA BALANCE UPDATE #10 – DECEMBER 18, 2012
- ↑ BETA BALANCE UPDATE #13 – FEBRUARY 7, 2013
- ↑