Top 3 most OP units of each race - put your own!

Top 3 most OP units of each race. Put your own thoughts here and give atleast some basic description why do you think they are OP.

My votes:

Zerg:

  1. Swarm hosts (spawns free units, extreme constant pressure and counters whole mech)

  2. Ultralisks (counters whole bio)

  3. Speedlings (universal unit, literally great for everything - harass , chase and ground fights - they are even better than marines when used properly and the only one CON is that they don’t shot air)

Terran:

  1. BC (opener in TvZ)
  2. Tanks (again in some kind of openers or all-ins VS all races)
  3. Reapers (TvT all-ins only)

Protoss:

  1. Carriers (mass carriers with some other air support are very good at late game but it’s very expensive)
  2. Disruptors (kinda random but when it hits… it hits hard)
  3. Tempests (situational)

All of the units I placed at 3th position are kinda “I need to put something there just to fulfill the list” so in my case just focus on the first two ones.

What are your votes?

yes, Swarmhost most OP unit ingame.
Its like a economic assault immortal drone.
I build it every game, often fast rushed, as long as it exist

Zerg:
1)Swarmhost
2)drone, muta, spine
3)the only 1queen for tumor

Protoss:
1)carry-air

Terran:
Widowmine
(just like swarmhost, they can 1v7 in multiplayer)

Terran doesn’t even have liberators mentioned in the top 3. Toss has tempests in their top 3. Even a non emotional person should be crying after reading that, granted they’re Toss.

Zerg

  1. Queens
  2. Vipers
  3. Lurkers

Terran

  1. BCs
    2a/2b Liberators/Vikings

Toss

  1. Disruptors

Everything else sucks. The void ray is probably Toss’ second best unit. Mother of god…

3 Likes

Zerg:
-Vipers: Abduct is basically an insta-kill, PB makes quick work of most basic Air units and Interceptors, and it never really runs out of Energy.
-Infestor: Neural Parasite and Fungal Growth, on the same caster, is quite a bit too strong.
-Queen: Enable super fast unit production, can heal units and buildings, and is the best base defense in the game.

Protoss:
-Immortal: They do shred through anything that is Armoured, no counterplay. The only weakness is that you can never get many of them.
-Archon: Way better then the infamous HT Psy Storm, melts through all soft targets, and is only hindered by it’s small range.
-Stalker: Blink gives it infinite micro potential, and it is one of the best T1 units in the game.

Terran:
-Ghost: Only vs Protoss, but it can chain nuke a whole army’s Shields into an insta-loss for the Protoss, no counterplay.
-Liberator: Siege Tank, but better in every way, to the point that it even counters Carriers, Mutalisks, Phoenixes and Vikings. It is likely the best unit in the game, from a cost-efficiency standpoint, and is only still allowed to be in it because Abduct, Yamato Gun, and Blink can counter it.
-Battlecruiser: BCs went from being the worst unit on Terran, to the best rush unit on Terran. To be honest, even though it is by far the best T3 unit, I would not change anything about it. Both Protoss and Zerg can counter it with but some effort, though it is still a monster to deal with.

Protoss:

  • zealot
  • carrier
  • warprism

i would put econ, but that doesn’t count as unit !!!

Terran:

  • maybe bcs, if you manage to max on them
  • maybe thor is little bit op sometimes not sure
    but really terran has no op units

Zerg:

  • sh
  • viper
  • lurker

Protoss:

  • Carrier
  • Zealot
  • Colossus
    Terran:
  • BC
  • Thor
  • Widow mine
    Zerg
  • Swarmhost
  • Zergling
  • Baneling

Protoss

Observers
Observers
Observers

2 Likes

Zerg:
Baneling: If (x==ground) x=Dead;
Queen: Eco mechanic that destroys any form of harras for the price of eco mechanic.
Locust: It deals 1 dmg to your tank? Already paid for itself.

Terran:
WM: Dont watch your mineral line for a second? LOL, what mineral line?!
Medivacs: This is a glue patching half this race together.
Raven: Uselessness of this unit is so OP it earned it a place on this list. (Otherwise, there would be Thor here)

Protoss:
Zealot: Behold, the Protoss glue! Where Terran needs healing, Protoss does away with expendable HP.
WP: lol, enjoy 20 zealots in your main. Or 2 disruptors. Or Collosi poking your army all the way across the map.
Probe: This usnit probably won most protoss games of SCII. Cannon rush ftw.

myohmind, is that you?

3 Likes

Zerg

Queen - the thing is the ultimate early game unit. High range, no tag, can heal other Queens and has a decent amount of health.

Vipers - The thing is overloaded with imba spells. Abduct was a mistake. PB is a massive hard counter ability and consume makes both spammable.

Swarm Host - free units cause balance issues unless they suck or are so niche that they are effectively dead supply outside of certain situations.

Terran

Thor - blatantly overtuned vs air.

Liberator - Deals insane amounts of damage to ground units when deployed and can be reactor’d. There’s a reason why it’s the most nerfed unit in the game, the thing is almost impossible to balance.

Widow Mine - It’s OP because no other race gets a tool equal in strength when it comes to harass and because one misclick can kill all of your workers vs Widow Mine drops. I’d hardly call that balanced, even if there are ways to mitigate the damage.

Protoss

Disruptor - the thing is absurd in regards to how much damage it deals and makes PvP kind of dumb due to the +shield damage.

Warp Prism - combined with Warp Gates, this thing does some pretty imba stuff.

Archons - Zerg complain about Skytoss because of Storm but it’s not Storm which makes it nigh impossible for Corrupters to get close, it’s the 6 Archons that are hovering around the Carriers+friends; because the moment the Corrupters step forward to snipe Carriers, they’re getting obliterated by Archon splash+Corrupters stacking to attack 1 Carrier.

3 Likes

Zerg:

  1. Viper. Free energy, powerful spells, inevitably turns the tide of war in favor of zerg. Hard to kill and even if it is killed, it can usually take a big trade.
  2. Swarm hosts. In ZvP, if you mass swarm hosts in the middle of the game, the only chance toss has of winning is all-inning you at that moment, or they’re already halfway through skytoss tech. I can’t believe this unit hasn’t been addressed after so many years. I’d go as far as to say it’s a major component in the death of this game.
  3. Infestor. I have no problems with it right now I guess, but stealing units and fungal are still powerful spells.

Terran:

  1. BC. No question about it. No counters, strongest unit in the game, universal map presence, always trades efficiently, yamato blast can’t be dodged in most cases, fast escape. ETC ETC
  2. Thor. No counters, strongest ground unit in the game, always trades efficiently, just so damn powerful and all-purpose. Insane; only weakness is its slow speed as a ground unit.
  3. Widow mines. Range and attention are its only counters. Always trades efficiently or devastatingly well. Upgrade is a permanent cloak. Incontestable map presence. Often a place and forget unit. Three widow mines are capable of making a severely lost battle into a favorable one for terran.

Honorable mentions: liberators, marauders, siege tanks.

Protoss:

  1. Disruptors. Absolutely BS unit. If the ball doesn’t land, it’s not necessarily game ending. If it does, it’s game ending. High range, potential value is significantly more than that of widow mines, trades extremely efficiently when the ball lands. I’m not a fan of games suddenly being lost over something as stupid as bowling a ball and getting a strike. It ruins PVP, and it’s not fair vs bio in PVT. It’s not fair in PVZ either until zerg has lurkers or brood lords. The balls are hard to dodge too, they travel so fast. You’re guaranteed a shot vs zerg, especially if they’re not on creep.
  2. Warp prism. This is necessary, though. Drop harass is very powerful and so is providing instant reinforcements on the battlefield. They were nerfed so they’re not as powerful though.
  3. I suppose dark templar. They’re a risky unit though. They don’t work well in main army fights, but their harass is deadly and potentially game ending. If you don’t sleep on them you’re in a great spot, but if the toss opponent finds an angle where you’re weak, your units get slashed to pieces. Also permanently cloaked and blink is cool.

Honorable mentions: probe, observer :)))))

I absolutely disagree with ultralisk and speedlings. It’s well known that ultralisks do not counter bio and speedlings, while they are extremely fast, only trade well if they get a surround or are doing harass damage. When 2 lings are fighting a marine at melee range, of course the lings win. If 16 marines fight 100 lings at a half chokepoint, the marines will win. Pick your fights wisely.

I disagree with reapers, even for TVT allins. Reapers take 32? Seconds to build. Marines take 18. 1 reaper barely beats 1 marine in a fight. You need to buy time for hard counter units like siege tanks, cyclones, liberators, etc.

I disagree with carriers. You only lose to them when you’re really far behind for any individual or multiple reasons. Even mass marine beats mass carriers. 20 carriers (120 supply) vs, say, 80 supply of marine medivac. The marines don’t even have to target fire the carriers, they can just shoot down interceptors and trade efficiently. The list goes on. Name what other air support they have. They don’t have any. It’s the ground stuff (archons, high templar) that make them worthwhile.
Tempests suck period. No situation. They can pick off your army, but they always lose the straight up fight. Tempests do not counter anything except for those that do not attack them.
The only broken unit protoss has is the disruptor. On the other hand, there are at least 3 for zerg and at least 4 for terran. Ridiculous. Chrono boosts don’t even provide a lead to us at any point in the game either, they keep us IN the game.

Oh and you suck

1 Like

3)Queen
Hatch-gass-pool-Hatch-Lair-Queen

My Queen is 15sec later then Serral’s Queen!
But my Queen provides 666%More vision then Serral’s queens
a) only 1 queen for only tumors, instead of 8to12serral queens
b) overlord drop creep from Lair-rush upgrade, allow offcreep tumor spam
c) I spam empty hatchery’s, witch allow new creepspread locations

1)Swarmhost
It replaces drones that mine minerals, and roaches that instaworm in the enemy base!
Its a walking mineral patch with 4 drones on it and a overlord with 2 roaches consantly fighting inside the enemy base

2)mutalist
Support swarmhost verry good and unleashe corruptor tech aswell
and can fight with locust waves, and regen between them
mosty counters anything that try to counter swarmhost
Stronk mapcontroll and speed to support creepspread-swarmhost assaults-Spines

  1. Creep tumor (It can be super spammed is like free vision while they have overlords, you have to spend too many scans for that )

  2. Zerlings, they can spam too many lings srly. they are like free

  3. Disruptors (they require no micro and can do too much damage)

  4. carriers, (there’s no way to counter mass carriers is the final build, mass carriers with storms and disruptors = gg)

zerg:
viper
gg lord
winfester

prottoss
observer

dark Templar and disruptions, not that they are op they just are not at all fun to play against and ruin the game,

terran
thors good unit
battle cruiser
liberator

Zerg:
Queens
Lurkers
Swarm Hosts

Terran:
Thor
Widow Mine
Liberator

Protoss:
Warp Prism
Probe
Immortal

Zerg:
drones
queens
hatcheries

Terran:

Protoss:

I don’t know if anything that is specifically OP, but more OP than other things, yeah I’ll have a go.

Zerg:
Queens, - being a very early tank unit with AA and also doubling as a macro mechanic unit.
Banelings, - although a melee suicide unit, has huge damage and cost efficiency potential. Only downside is if they don’t turn the tide, the Zerg is in trouble.
Viper, - flying yoink says it all.

Terran:
Marines, - has it’s countermeasures, but an incredibly versatile unit that’s also easily massable for cheap.
Widow mines - also cheap, and can earn their weight in gold very quickly against all types of units.
Cyclones? - “you almost got me… A bit more… Oops, you died to lock on… So sad.”

Protoss:
Immortal, - heavy armor, health, and shields, plus an ability granting even more tankiness when attacked. I also kill most anti-armor units.
High Templar, -“feelin’ cute, might storm your face off, IDK.”
Warp prism, -"na, you can’t kill that archon. Here, let me warp in a dozen or so zealots for ya instead. I’ll just bring them in way over here so you can’t reach them… Or me for that matter.

half the forum - so now is the time for my balance whine ?!?

Zerg

  • Free units
  • The ability to produce beyond the 200 supply cap
  • AOE damage to opponents upon destruction of their structures
  • Discounted structures
  • Ability of creep to deny structures and provide map vision
  • Ability to produce units without the producing structure provides ability to produce as many as 30 plus units (or more) at one time

Terran

  • BC speed

Protoss

  • Multiple harassment openers to choose from

Didn’t see a whole ton of true whining though, I’d have thought it would have been rampant under that title.