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The Ghost is a Terran unit that was present in StarCraft 1, and has made the transition over to StarCraft 2. It is a very high cost unit, costing 150 Minerals and 150 Vespene Gas, but more than makes up for this with the abilities it can bring to the battlefield.
Only a few Ghosts should ever be built as they don't scale well with high numbers, and you will be wasting resources building masses of them. 2 or 3 on the battlefield should suffice.
As the Ghosts have a few abilities, I will list them below:
- The Ghost itself is quite a fragile unit but packs a serious punch. With the Sniper Round ability, they can instantly cause 45 damage to a target unit for the cost of 25 energy. 2 or 3 Ghosts continuously using Sniper Rounds can make very short work of Zerg Mutalisks/Hydralisks, Protoss Templars or even Terran Marines.
- The next ability a Ghost has is the EMP Round. This ability deals 100 Shield Damage, drains all of the energy of a target, and also reveals other cloaked units for 10 seconds. This ability is one of the most devastating abilities of the Ghosts especially against the Protoss. If a Protoss player is massing units, you can use the EMP ability to deal some serious damage in its aoe effect, reducing the shields of the targets within the aoe, and causing damage to them as well. Also, it completely immobilizes one of the key Protoss units - The High Templar. The EMP Round will drain all of the energy from a High Templar unit, and as they rely on their energy for their abilities, they are useless without them. Effective use of the EMP can win you matches as you can disable entire forces from using any special abilities, allowing you to destroy them with ease.
- One of the defensive abilities of the Ghost is being able to cloak. This does need to be researched before it can be used by your Ghost units, and should be researched as a priority if you are going to be using Ghosts in the field of battle. The cloak enables the Ghost to be undetectable by enemy units, allowing it to destroy buildings or other units without being seen. If your opponent doesn't have any detection type units then you can just send your Ghosts into your opponents base to pick off units at will without fear of retaliation. When your opponent does get detection units however, you need to be careful about when and where you use your Ghost units, as they are very vulnerable without the cloak providing them with invisibility.
- The last ability the Ghosts have is called Tactical Nuke Strike. This allows the Ghosts to call down a nuke at a target of your choosing, dealing 300 damage to everything in its aoe. It will deal some bonus damage to buildings as well. The Nuke has to first be built from the Ghost Academy, and then the Ghost units will be able to call it down on the battlefield. It takes 20 seconds for a Nuke to strike its target, and your opponent will see a little red dot on the battlefield of where the Nuke will hit. It is important that you target structures or workers as armies can just move out of the way of the nuke to avoid its impact.
As you can see the Ghost has many different abilities, and is a unit that can cause some serious damage if played correctly. If you would like some more information on the Terran Units then please visit my
Terran Unit Guide
.
Alternatively, if you would like some free StarCraft 2 tips and strategies, please visit the StarCraft 2 Pro Guide!
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