Two alien races are at war, and humanity is stuck in the middle. Will your band of giant neck-bulging space marines be wiped out, or merely suffer 80% casualties while taking their objective? And can Jimmy Raynor ever find love after promising to be the one to kill his former flame? Tune in to find out on UNN, right after this special report from Kate Lockwell and Donny Vermillion on the new statutes being raised to Emperor Mengsk at the Metalopolis!StarCraft II is a real-time strategy game, which is not the most amazingly conducive genre to the DL, but there are a number of missions that are done RPG-style a la WarCraft III. No levelling up, but you do get to control special heroic units and order clicky doom on the enemies, so close enough for Dominion work.
I've prepared just a heroic unit average, under the assumption that everyone else is the equivalent of random monsters in an RPG. OblivionKnight is writing a full cast write-up below. If you include normal on-foot units, the heroic units all have godlike stats. As for that "on foot" part... I'm honoring the DL precedent that this is about duels when NOT in vehicles, mechs, castles, etc. Including mechs would make everyone here look considerably punier on the stat front. (Though all the heroic mechs, with one notable exception, are Protoss units in a mission that technically doesn't happen, so go figure.) Note also that the scale in StarCraft is wonky anyway, sometimes it's 10 Marine survival horror, other times they want epic space battles, so you end up with things like a squad of 15 Marines on drugs able to take down a freakin' Battlecruiser or mop up the world's most claustrophobic Ghost Academy with room to house 8 students max if you were to take the unit sizes seriously.
Stats!
HP: Lose these and free up some supply to train more troops. (Unless you're a Thor in campaign mode.)
Shields: Only Protoss have these. They're extra HP that regenerates quickly if the unit hasn't been damaged for ~15 seconds or so. Note that unlike SC1, they don't regenerate at all if the unit has been damaged recently.
EP: Not sure this is an official name, but max Energy supply for caster types. Most abilities run off a straight cooldown, though, not EP.
Armor: Straight subtraction defense. If a Marine (damage 6) shoots a Roach (armor 1) he does 5 damage. Without upgrades, Armor tends to range from 0-2 for units. Structures have a bit higher armor, usually 1-3. While armor is pretty irrelevant against one shot of big damage a la Dark Templar warp blades, many big damage dealers later have multiple hits in their attack, and Armor applies against each one, so Armor is not irrelevant. For example, Colossi do 2 hits of 15 damage, and the Mothership does 6 hits of 6 damage. Also note that Protoss have a separate stat for Plasma Shield Armor which dictates their damage reduction while they have Shields up, but it's almost always 0 pre-upgrades.
Damage: Damage per hit of a regular attack / delay till the next attack. 6 / .83 means "6 damage, .83 seconds until the next attack" for example.
5-second damage: Optimal damage output over 5 seconds against an Armor 0 opponent. Assumes opponent is always in range. I figure this is the equivalent of the "3 round average" in most games. It's kind of necessary to pick an arbitrary time cutoff, since everyone has different cooldown rates.
In game, range is rather important, but everyone here has "good but not amazing" range, except for Zeratul who has Blink and thus it doesn't matter anyway. Also note that the times are not necessarily accurate to in-game ones since you can change the speed setting, and in fact usually will (who plays on Normal speed?!).
Initiative: You tell me. Because everything is off cooldowns, technically everyone can act right away? Which means either that everyone has initiative, or everyone is average speed. Alternatively you can force everyone to shoot a wall on turn 0, so that low cooldown = fast initiative and long cooldown = slow initiative. Longer range might also help the hype here? Who knows.
Special abilities: The abilities don't really slow down attack rate much at all - as soon as the special animation is done, it's back to shooting, and the animation doesn't take long. We're talking a delay in the .2 - .5 seconds range I'd guess? I've charged .4 seconds in the damage calculations to using a special move, but this is not a big deal.
One special ability deserves special mention. That is cloak. What does Cloak do?
Short version: You win in the DL.
Long version: It's like the Invisible Stalkers in WA:XF. Cloaked units can only be targeted if there is a Detector nearby. Detection is fairly rare in SC2 and you have to actively build a rare unit that detects, with the exception of the Terrans, who get Orbital Scans off upgraded Command Centers. Using an Orbital Scan means giving up a MULE for fast mineral mining so it's not done lightly but it still helps. Now, if you're paying attention, you can see the trademark distortion of "there is a cloaked unit in this area," but very few units in SC2 have an "attack this patch of ground" command. Splash damage still works but only if you have something to target nearby - if Nova stands next to a Marine and a Siege Tank fires, she'll take some Splash. But once the Marine is dead, the Tank is SOL. In other words, your average MT magic doesn't work - there are no enemies to cast it on, though it might work in team matches. So you really need some kind of legal argument for detecting hidden (D&D True Seeing? Alucard's Holy Glasses?) to take on cloaked units effectively. That, or large area effect spells from games where this exists (WA:XF Enigmancer, FFT Wizard but not Summoner or Priest!).
To expand on this, I'd suggest that when trying to figure out if an area attack / multitarget spell might hit a cloaked unit, see what the game lets you do if there are no enemies targetable. Examples would be if all the enemies are currently jumped in the air (a la FF6) or phased out or just not nearby (FF12). If the game lets the character fire off a (probably useless) attack, that might be able to hit a cloaked unit. A more liberal approach would be to let any multitarget attacks do the job, which would make cloaked units merely Belial-level unfair rather than totally unfair.
In game, your notable options for spoiling cloaked units without a detector are the Ghost, the Infestor, and the High Templar. Ghosts can EMP Blast an area which robs Energy, which will decloak rival Ghosts, Banshees, etc. but not units which cloak for free like Dark Templar or any of the heroes below. The Infestor can Fungal Growth an area, which if it hits a cloaked unit will reveal it and also freeze them in place and do light damage. This is definitely the best counter. High Templars can Psionic Storm an area they think cloaked units are hiding in, but if the other player is paying attention they can probably just run away (burrowed Zerg units excepted).
Types: Every unit has some tags associated with them. They rarely do anything on their own, but they do interact with a lot of damage and other effects. Notable ones:
Biological / Mechanical: Most units are one and only one of these. Biological units can be healed by Medics, Sniped by Ghosts, damaged by Irradiate, etc. Mechanical units are healed by SCVs and Science Vessels.
Light / Armored: The most important types. Again, almost every unit is exactly one of these (never both). Light units tend to be finesse troops while Armored units tend to be heavy brawlers. For those who care about DL elements, you can argue that Light units are slightly weak to fire and resist explosive damage, as 3/4 of the flame units in the game get a bonus vs. Light (the one exception CLAIMS to do extra damage to light but doesn't, and it's Swann's Flaming Betty below - go figure), while most damage flavored as big boomy stuff that can penetrate armor has a large bonus vs. Armored (Marauder Punisher Grenades, Immortal laser blasts, siege tank explosions). These damage boosts are incredibly crucial in-game and you definitely should work a +X vs. Light or Armored into the damage average somehow - this will be hit a good half the time. (There are a few weird units like Archons which are neither, but it's rare.)
Massive: It's Hueg! They smash through puny Forcefields and can't be picked up by the Phoenix's Graviton Gun.
Psionic: Doesn't really matter yet, except NOVA CAN FIND YOU or something.
Heroic: An often hidden type, I think this might give immuntiy to mind control? It never comes up in the campaign if it does, but it'd matter for custom campaigns. If so then all our heroes below block Charm, hurray.
One final note. All characters below enter the battle with max EP. This isn't true for freshly trained units, but you can never train a hero, and the only ones who care all start with max EP at the start of the mission anyway (The Odin, Tosh, Nova, Urun, and Artanis). I'd have let them have max EP even if they didn't, but they do, so there's not really an interpretation question here.
Right. Anyway.
HeroesJim Raynor"My father raised me right. Well. Tried, anyway."
(Liberation Day, Piercing the Shroud)
Light, Biological
HP: 200 (LD), 500 (PtS Normal), 350 (PtS Hard), 250 (PtS Brutal)
Armor: 2
Damage: 12 (LD), 16 (PtS) / 0.86
5-second Damage (no items):
60 (LD) / 80 (PtS) [Is .16 seconds away from having another shot, though.]
5-second Damage (items): 330 (toss Plasma Rifle + Grenade damage in there, too. This is potentially more, the cooldowns on the items are very fast, so he might get two uses in.)
I could list the items here, but I don't think they're legal anyway, so see
http://starcraft.wikia.com/wiki/Jim_Raynor . Relevant non-damage ones are the Chrono Rift which is a Slow effect, and Breaching Charge if Raynor ever fights a door.
(Belly of the Beast)
Light, Biological
HP: 200
Armor: 1
APM: 270
Damage: 30 / 1.5
5-second Damage:
390 Penetrator Round -> 3x shot
Special abilities:
Radar: Raynor is a walking Sensor Tower - at about double his sight range, distant enemies show up as red dots. This doesn't detect cloaked units or show what the units are, just that they're there.
Penetrator Round (cooldown 20 seconds): Raynor fires his railgun. All units in a line take 300 damage.
Raynor has 3 forms. Liberation Day, the first mission, he's a souped-up Marine. He's basically exactly the same in Piercing the Shroud, the secret mission, except his HP gets a big boost depending on the difficulty, and he can pick up various cool limited-use items. In Belly of the Beast, he trades his Marine gun for a slower firing but more damaging rifle, and gets a clearly legal unlimited use Railgun. For the sake of avoiding headaches, I'm going with his Belly of the Beast form. While the HP boost might make Piercing the Shroud seem tempting, that's a bit of a "which difficulty level is canon" headache, and in the actual game that HP doesn't help as much as you think - that's the survival horror mission with a Hybrid chasing you that's quite capable of one-shotting your average poor Marine, so Raynor's extra HP can go down really fast if he gets caught.
Note that if you allow vehicles / mechs / etc., then Raynor wants his final-mission-of-SC1 form where he's in a battlecruiser. Flying so cheeses everyone melee instantly and has gross durability.
Comments: Owowow Penetrator Round is a brutal overkill OHKO. Kind of trashy backup damage but whatever. He doesn't shine on durability either, so unfortunately your ideas about Raynor's initiative are very relevant. The Rail Gun has good range, FWIW. Even an average speed OHKO is fine though, so
Heavy if you force the Rail Gun to fire at average init, and
Godlike if Raynor has speedy OHKOs.
Tychus Findlay"I'm a bad man."
Light, Biological
HP: 200
Armor: 1
Damage: 5 / 0.2 (w/ splash damage)
5-second damage:
315 Shredder Grenade + 23 shots
Special abilities:
Hail of lead: Tychus's chain gun deals splash damage to nearby units. Matters when fighting a multipart boss, I guess.
Shredder Grenade (cooldown 20 seconds): 200 damage. Decent radius of effect, too (also nails multipart bosses well).
Tychus has an NPC on-foot form for about 60 seconds at the beginning of "Engine of Destruction" but screw that.
Comments: Tychus is Raynor-lite, since his shot of big damage does less (for all that this rarely matters in "Belly of the Beast," where most non-Abberation / non-Boss critters die horribly to the Shredder Grenades anyway). The fact that Tychus is "many hits of small damage" also means that he's rather sensitive to Armor - Fire Emblem tanks will probably laugh off his normal attack as a tink. Still, depending on the damage average you pick, the Shredder Grenade might be a OHKO, and his regular damage is fine for terrifying healers who can barely survive a Grenade.
Heavy.
Tychus Findlay (in the Odin)"It followed me home. Can I keep it?"
Armored, Mechanical, Massive
HP: 2500 (!!!)
EP: 250
Armor: 3
Damage: vs. Ground: 40 (+60 vs. Structure) x2 / 1.23
vs. Air: 15 x4 / 2.5
5-second damage vs. opponents who can't move quickly: Barrage, win
5-second damage vs. mobile opponents:
320 Cannon x4
5-second damage vs. aerial opponents:
120 Missiles x2
Special abilities:
Barrage (75 EP): ~1.5 second charge time. A rain of destruction falls down on the targeted area for about 5 seconds. This will blow up basically any units in the game and will take down full-HP structures. I think it hits 10 times, and just 1 hit will kill 100 HP good armor Firebats, so um yeah. It's at least 1,000 damage.
For all you people who do allow mechs, though you should also average in the Protoss heroes too. The "x2" means two shots.
Comments: AHAHAHAHAHAHAHAHA. One of the rare duelers who beats Valkyria Chronicles Welkin in a slugfest? Guess there's still status at least.
Egon Stetmann"Back off, man. I'm a scientist."
Light, Biological
HP: 150
EP: 250
Armor: 1
Damage: Nope.
Heal (3 energy): Stetmann heals 25 HP/sec, which is a way better rate than your average medic.... though he only heals somebody else.
Selfix Armor: If Stetmann hasn't taken damage or healed recently, he goes back to max HP / EP, so no waiting around for energy to recharge during lulls in the mission.
Don't you hate how useful healers who can't heal themselves get screwed in the DL? Stetmann has that problem. The whole "can't do damage" thing is also a mite of an issue. He can't even outlast for a draw with Selfix Armor, unless he's fighting Phantom Brave healers or the like.
Puny.Rory Swann"No sooner said then done, cowboy."
Armored, Biological
HP: 200
Armor: 1
Damage: 25 / 1.2
5-second damage (w/ Flaming Betty):
103 FB + 2 Flame Shots + 3 Grenades
5-second damage (no FB):
100 4 Grenades
Special abilities
Flaming Betty (cooldown 44 seconds): Swann drops his own custom Perdition Turret on the battlefield, shooting flames at anything nearby. It's range actually isn't as short as you'd think, so as long as Swann stands next to it, it should definitely be able to hit even ranged opponents in a slugfest. It is however stationary (until the cooldown expires and Swann can replace it, natch), so if you assume a spacious dueling arena, it is reasonable to let a healer run away, turtle, and buff, perhaps, while avoiding its damage.
Flaming Betty:Armored, Mechanical
HP: 750
Armor: 1
Damage: 14 / 2
Duration: 45 seconds, then disintegrates (though Swann can just place a new one)
Comments: Bad damage in the DL, alas.
Low Light. In game, you're supposed to distract the Zerg AI with the turret, but most in the DL will be smart enough to gun for Swann instead.
Zeratul"The scales will be balanced."
Light, Biological, Psionic
HP: 300
Shields: 100
Armor: 2
Damage: 85 [+25 vs. Armored] / 1.69
5-second damage vs. Armored:
330 3x Master Psi Blade (fudging slightly, Zeratul baaarely goes over the 5 second mark with 3 hits, so whatever)
5-second damage vs. non Armored:
255 3x Master Psi Blade
Special abilities:
Zeratul, like all Dark Templars, is permanently cloaked.
Blink (cooldown 10 secs): Like Stalkers, Zeratul can teleport short distances. It doesn't really slow down his attack rate much to use it assuming he's still in range of something at his destination. You can use Blink to get out of Psionic Storm really fast (not that Zeratul ever faces that) and dodge certain other rare attacks which travel on the screen (Raven's Seeker Missile?). You can also use it to close really fast against a ranged enemy, of course.
Void Prison (cooldown 22 secs): Badass Stop / Paralysis type effect. Enemy unit is helpless, can't attack, and can't detect for 12 seconds, more than enough time for Zeratul to shred them. Works on everything. (Though as a side note... Despite the fact that Void Prison works fine on Hybrids in In Utter Darkness (which has not happened yet?), Zeratul cowers in his weird little Dark Templar ship for the "A Sinister Turn" mission. Of course this makes the hybrid Maar a scary badass who shreds your army rather than laughable imprisoned target practice, so perhaps Zeratul merely has a sense of what'd make for a dramatic mission.)
Zeratul and Raynor are the only characters that get 3 missions, and amusingly enough it's easy to just play one mission with Raynor ( miss the secret mission, and Belly of the Beast is splitpath). Though I guess technically all of Zeratul's missions are optional, though it is NOT optional to unlock them.
While Zeratul is by far the tankiest of the uniques, he also gets to play on maps vs. full enemy armies rather than RPG-style maps, so he's potentially up against a lot of firepower.
Comments: Cloak cheeeeeeeeeeese and also Void Prison means Zeratul wins a lot anyway. Immune Prison somehow + detect + tank Zeratul who hits like a truck or lose.
Unrankable Ubergodlike.
Gabriel Tosh"Gonna do it real quiet."
Biological, Psionic
HP: 300
EP: 250
Armor: 2
Damage: 35 / 1
5-second damage:
280 5x Mindblast -> 3x shot
~6-7 second damage vs. stunnable: 735 Mindblast -> Nuke
Special abilities:
Tosh is permanently cloaked.
Mindblast (50 EP): 35 damage + short duration stun (~4 seconds?). It's long enough for a duel, though. Works on mechanical enemies, too. Note that there is no cooldown; Tosh can spam this almost as fast as you can hit "B," and re-stun enemies about to recover.
Psionic Shield (30 EP, cooldown 20 seconds): Tosh gets 300 points of Shields, a la the Protoss, for 10 seconds. The shields take hits before HP, of course.
Consumption (10 EP, cooldown ? seconds): Drains half the life of an allied unit; Tosh gets 2 EP back per HP drained. Not real useful in the DL.
Nuke (costs 1x Nuclear Missile): Tosh's nukes drop fairly fast - 5 second charge time perhaps? They're also apparently extra-powerful, not that it really matters. Epicenter takes 700 damage, +500 vs. Structures. If you're far enough away you take less damage. Tosh gets 5 nukes on normal, 4 nukes on hard, and 3 nukes on Brutal.
Comments: Hey look it's more cloak cheese. And stun (which nobody really immunes in game) -> shot cheese. And probably stun-> nuke cheese too, though this is chancier since Tosh can't reapply Mindblast while sighting the Nuke (but he can about 2 seconds before the Nuke lands, though). And crazy good tanking with Psionic Shield while we're at it. The nukes for Tosh might actually be legal, too, as you can't avoid getting them.
Unrankable Ubergodlike.Nova"They won't see me coming."
Biological, Psionic
HP: 300
EP: 250
Armor: 2
Damage: 30 / 1.5
5-second damage:
215 Snipe -> 3x shot
5-second damage to Mechanical enemies:
90 3x shot
Nova is permanently cloaked.
Snipe (10 second cooldown): 125 damage to an enemy non-mechanical unit. (So it doesn't have to be marked "Biological", just not "Mechanical.")
Dominate (75 energy): Take control of target unit. Lasts as long as Nova's alive. Unit won't even complain if Nova or her allies shoot it up. Nova can only control one unit at once, but can voluntarily relinquish control of a dominated unit if she'd like. (It's generally better just to shoot it.)
Psionic Radar: Nova is currently the only unit in the game that cares about the Psionic type - she makes every psionic unit light up on the minimap.
Nuke: See Tosh, but without mindblast, it's harder to hype Nova's nuke. If the arena is very close quarters, then Nova will nuke herself; if it's not, then the opponent can just go stand next to Nova. Matters vs. immobile FE bosses, I guess.
If you only know Nova as "the main from that canceled stealth game," you should go read her profile on the StarCraft wiki (
http://starcraft.wikia.com/wiki/Nova ). It's positively something out of a JRPG, or a teen fantasy novel. She was born practically a Confederate princess into the aristocracy! But assassins murdered her family! Which caused her vast psychic energy to erupt and she killed all the assassins and blew up a skyscraper! Then she fled into the slums! But the Confederates wiped her memory and made her a secret agent! But will she find out the truth about old General Warfield and his plans?! And can you tell the following two portraits apart?! (
Separated at birth?)
Anyway. Cloak cheese AND 100% charm cheese. Damage is not great for a hero but still decent enough to beat up, uh, the BG2 mages that could potentially spoil both the charm and the cloak.
Unrankable UberGodlike.
TODO: Add the other Protoss heroes who technically don't appear in the missions that actually happened and are in mechs anyway.
---
For way of comparison to the heroes, here are 3 sample mooks for comparison. (Unlike the SC1 topic, no, I don't intend to stat-up the many many units of SC2. Be my guest if you want to go for it yourself.)
Marine
"Who wants some?"
Light, Biological
HP: 55 (45+10)
Armor: 0
Damage: 6 / 0.86
5-second damage:
48 8x shot, 10 HP self-damage
5-second damage (no Stimpack):
30 5x Shot (but very close to a 6th shot)
Special abilities:
Combat Shield: +10 HP (already factored in).
Stimpack: -10 HP. The Marine gains 150% walking speed and fires 150% as fast for 12 seconds. Can be used again as soon as it wears off, HP permitting.
Comments: Hey, Stimpack gives surpirisingly okay damage, and might live to unleash it with range hype vs. melee characters! Just please don't have armor. Or Guardian Shield. Or ranged damage yourself. Marines still go splat in SC2 real fast.
Zealot
"My life for Aiur!"
Light, Biological
HP: 100
Shields: 50
Armor: 1
Damage: 8 x2 / 1.2
5-second damage:
64 Double Slice x4
Special abilities:
Charge (cooldown 10 seconds): The Zealot, once in sufficient range of an opponent (about equivalent to the usual ranged damage range), will charge in at super-speed to close and attack. This can include charging through the one tiny hole in a Terran wall, say. Basically once Zealots have charge you can't just kite them to death with ranged units - while you can run away again after the first charge, you can't really stop and fire much before Charge warms up again and you get hit.
Comments: Tanks, hits hard and quickly, doesn't have range headache issues. Loses horribly to heroes still, of course, but hey.
Zergling
kekekekeke
kekekekekekeke
omg zerg rush
Light, Biological
HP: 35
Armor: 0
Damage: 5 / .59
5-second damage:
40 8x Claw swipe
Special abilities:
Metabolic Boost: Increases Zerg speed by a great deal. Helps 'em close the gap to ranged units faster, which is something.
Adrenal Glands: Changes the Zergling into
deep-fried pork. Nope, never made any sense to me either. Oh that and 20% faster attacks (already factored in).
Comments: Takes hits worse than Pikachu, but gets attacks off rapidly at least! Of course there's never just one Zergling... vs. the horde, have group / area damage or you may be in trouble. Though if you can back up against a wall, that'd help, reduce the number of Zerglings that can surround you.
---
And oh yes... bossess... there's at least one people might care about...
Kerrigan"Do you think death is the worst thing that can happen to you here? Infestation is what awaits you."
Biological, Psionic
HP: 1000 (Normal), 1250 (Hard), 1500 (Brutal). Doesn't die upon reaching HP 0, but "Burrows" and comes back for more later with full HP. Will probably attack you three times over the course of the mission.
EP: 250 (Normal), 375 (Hard), 500 (Brutal)
Armor: 1-4 (but she's got weird extra damage-reduction on top of this)
Damage (w/ 3 upgrades): 90, 165 vs. Structures / 1.5 (Psi Blast, ranged and Razor Talons, melee, both do the same damage)
5-Second Damage:
245-400?? Razor Storm -> 3x Psi Blast
Special abilities:
Kerrigan detects cloaked units and has vision as if she was flying.
Razor Storm (75 energy): Kerrigan's custom Psionic Storm. Damned if I know the mechanics but hang around in it and die - this will wipe out immobile 160 HP Siege Tanks pretty reliably.
Implosion (75 energy): Instant death to Mechanical units. Don't go mass Battlecruiser vs. Kerrigan, kids.
Comments: More AHAHAHAHA and also an interp nightmare. For those who didn't play "All In," the final mission, you're under constant siege from a stream of Zerg units, but also have a Xel'Naga artifact that can blow up all Zerg in the vicinity. PROTIP: When Kerrigan attacks, use the Artifact's Energy Nova! Get rid of her support and all. This means that Kerrigan should probably be scaled against half an army, as there are two chokepoints you have to defend, and she'll pick one to hit. You can also move your more mobile troops like Banshees over to help out. So around 70-100 supply of units, considering you need to have SCVs too? Kerrigan also benefits from Zerg upgrades and will tend to have at least +2 Weapon upgrades which help a good deal, certainly more than the wussy Armor upgrades for your troops will help against her shots of doom. By her final appearance she'll have lvl. 3 of everything for 4 Armor and +15 damage.
Kerrigan has weird damage resistance - I think a FAQ somewhere claimed that sieged tanks were doing far less damage than printed on the tin. However you can throw a hell of a lot at her. If all you cared about was killing Kerrigan, you could have a force of Spectres / Ghosts spamming Psionic Lash and Snipe. Theoretically these ignore defenses, but Kerrigan reduces the damage a bunch anyway, but it's still better than your other options (
http://wiki.teamliquid.net/starcraft2/Campaign/All-In claims that the normally 200 damage Psionic Lash does 75 damage on Normal, and 50 damage on Hard.). Of course that means they were just storing energy earlier rather than using that on the troops during the rest of the stage. But even given that and a good defense, she tends to take ~10-15 seconds to take down with an average force? Maybe a little less if you distracted her well with Perdition Turrets. That's still a lot of RPG turns. Even if you can't hype her HP much, there's still the form chain which means she ruins non-healers that let her get turns. Of course the ID, Razor Storm, and terrifying damage means that she wins a lot even when her HP is irrelevant. Total headache in the DL, but at least doesn't have Cloak like her SC1 form. Probably
Low Godlike with no form chain and low HP respect, and
High Godlike with the form chain and decent HP respect.
Her SC1 form is probably better anyway, as her HP is more plainly good and she gets to Cloak Cheese out people. Odd that Kerrigan took the direct route in the last mission rather than infiltrating from behind...
Averages! Well. The heroic infantry average, to be precise.
Durability (HP + Shields) Tychus w/ Odin 25001. Zeratul 400 (300+100)
2. Tosh 300
2. Nova 300
Average3. Raynor 200
3. Tychus 200
3. Swann 200
4. Stetmann 150
Zealot 150 (100+50)
Marine 55
Zergling 35Average: 250
Average (HP only, no Shields): 236
Armor Tychus w/ Odin 31. Zeratul, Tosh, Nova 2
Average2. Raynor, Tychus, Stetmann, Swann,
Zealot 1
Marine, Zergling 0
Average: 1.43
5-second damageTychus w/Odin vs. slow or immobile opponents, Tosh w/ Mindblast -> Nuke seen as legal Sufficient1. Raynor 390
Zeratul 330 (vs. Armored)Tychus w/Odin 320 (vs. ground opponents)2. Tychus 315
3. Zeratul 292.5 (average vs. Armored & non-Armored opponents)
4. Tosh 280
Average no StetmannZeratul 255 (vs. non-Armored)5. Nova 215
Tychus w/Odin 120 (vs. ground opponents)6. Swann 103
Zealot 64
Stimpacked Marine 48
Zergling 40
Marine 307? Stetmann 0
Average (no Stetmann): 266
Average (w/ Stetmann): 228
If we assume that 5 seconds is three rounds, then the 2.5 round killpoint would be
223 without Stetmann, and
190 with Stetmann. No idea if he should be included; I know FE Bards generally aren't included in averages, but then they directly help you get more killing turns in game and nobody complains about really bad damage healers who never attack being in the averages, so who knows.