Widow Mine (Legacy of the Void)
- This article is for the Legacy of the Void multiplayer version. For the previous expansions' multiplayer version, see Widow Mine (Heart of the Swarm).
A Light Mechanical Mine produced from the Factory with a Reactor. Must Burrow into the ground before it can use "Activate Mine" ability to cause Splash damage ground or air units. Deals fixed Spell damage (ignores Armor upgrades) to both the primary target and splash, takes 29 seconds to load the next attack and can only fire while Burrowed underground. Has a slight attack delay before casting "Activate Mine" and is vulnerable to fast units like Mutalisk and Adepts if they have enough units to one shot a Mine will be unharmed.
Widow Mine's are not affected by the splash damage of friendly Widow Mines (be it the Widow Mine's own attack or another Mine's) but other friendly units are; the enemy can use fast enemy units to drag the Mine attacks towards Terran's army.
Commonly used alongside Marines and Medivacs in the early game to harass, when unDetected, this is more likely to cause lost Worker mining time than kills if the opponent is fast enough but is equally as important as killing Workers. Needs Siege Tanks or Liberators to help defend against enemy units with better range from simply out ranging the Widow Mines 5 range.
1) A widow mine takes 2 seconds to activate. Whenever there is a unit in the mine radius, the mine will lock on it with a visual line to indicate it's target and 2 seconds 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
A widow mine does total of 160 damage to a protoss unit when counting the shield damage. Effectively it can one shot each of these units: Probe, Zealot, Stalker, Sentry, Adept, Dark Templar, High Templar, Oracle, Observer, and Interceptor. 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.
- Sometimes used instead of Banshee openings, before Siege Tank (1) finishes. Terran's will often get Missile Turrets or a Raven blind.
- Early Hellions are more useful for holding off Zerglings and the potential Baneling Bust attempt if they see no Wall-Off or Hellions being made. After Stimpack is completed it is common to get either Hellbats or Widow Mines to support Barracks units and Medivacs against Mutalisks and mass Zergling-Baneling.
No patch changes so far in LotV.
- 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.