Starcraft 2 Unit Guides - The Ghost

Starcraft 2 Unit Guides - The Ghost

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The terran ghost in SC2 holds his support purpose from SC1.He delivers a wide range of exotic abilities,wich can be destructive in the right hands.

Just about the most employed (and the most fun) power he's got is a Tactical Nuke,capable to incinerate a complete army using its excellent damage and range of effect.

The ghost is prepared in the Barracks using a Tech Lab add-on ,but before the unit is accessible you must build a Ghost Academy to train the unit,and likewise train Tactical Nukes.

Upgrades And Spells

Sniper Round : With this particular targeted skill the ghost deals 45 injury to organic units ignoring all armor.Great ability when deciding to take out harmful organics such as Templars and Infestors.

Personnel Cloaking : This skill is trained from the Ghost Academy .It lets the ghost to become cloaked at the cost of energy.Great for scouting expansions and opposition bases .The skill is effective in conjunction with his other skills.Additionally , it may provide an escape mechanism for the delicate ghost.

Emp Round : The targeted skill drains all shields,and energy within the area at which it was fired.Damaging vs Protoss units which rely heavily on shields as well as High Templars that depend on their energy.

Nuclear Strike : This isthe ability that the ghost is famous for.Used by competitors of all skill level,the nuclear strike will do 300 injury against units (+200 against structures),which usually means instantaneous demise for many organic units in SC 2,for instance marines,zealots ,and most of the Zerg units.To call down nuclear strikes you should first arm them in the ghost academy.This ability features a channeling periodbefore it strikes the target spot,which means it is not that ideal for mobile armies. Be sure you wait for the proper time before you cast it.

Employing The Ghost Against The Zerg
He a great solution against Zerg players due to his most destructive spells towards them : Nuclear Strikes and Sniper Rounds.
Sniper rounds will take out dangerous zerg units for instance Banelings and Infestors just before they can affect your army .The EMP rounds are excellent versus infestors should you have a mech army.Often zerg players use infestors to mind control Thors or siege tanks,the emp skill on the ghost drains their energy,causing them to be usually ineffective.His tactical nuke can stop most unsuspecting zerg gamers well before they even assault you.

Using The Ghost Against The Protoss

Here's where the ghost is in his prime,in opposition to protoss players.All protoss units have shields,so utilizing EMP rounds vs them is critical,leaving them basicaly naked to your army.EMP rounds are also good versus High Templars to deny them Psy Storms which are destructive towards Terran infantry.

The Terran Ghost Against Terrans

In Terran VS Terran match ups the ghost isnt that useful.During these kinds of match ups you may use him to harass your opposition by nuking or sniping his mineral lines.It's also possible to nuke a bioball army if he piles all of them in one place and lacks detection ,unusual however it does occur.


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