The Marauders are the bad boys on the front line. After the Dominion took control, they upgraded the heavy armored suit of the Firebat. After that they combine it with multiple devastating guns and that is how the first Marauders were born.
Unit Type: Biological Armored
Hightlights
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Terran Infantry Weapons - Increases the damage dealt. Has three upgrades. |
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Terran Infantry Armor – Increases the armor. Has three upgrades. |
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Stimpack – Can be researched for both Marines and Marauders. This ability gives attack and movement speed in exchange for some of the unit’s hit points. |
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Concussive ShellsM – Slows down the enemies that were hit by the Marauder. |
Competitive play with Marauder
The Marauder is a good unit in almost any situation because it has good HP and good damage especially against armored opponents + 10. Also they have an upgrade that allows them to slow their enemies with each shot. A Marauder can make almost the same damage as a Siege Tank, but thanks to its Stimpack and high HP, the Marauder can take 3 shots from a Siege Tank in siege mode.
Against the Protoss, the Marauder is a real beast with his high damage and good HP. It can kite (hit and run multiple times) incoming Zealots without Charge very easily and if the Protoss starts with Stalkers...well the Marauder hits them with extra damage because of their heavy armor. If you have a mass of them they are good even against a few Colossi because they will bring them down fast enough. You can make a good combination with Ghosts against any Protoss ground force.
The Zerg’s Roaches are a bit of a problem, but if you make some Marauders backed up with Marines and Medivacs, you should take good care of them. Place them in front of your Marines, if you are facing Baneling treat, because of their good armor and HP.
VS Terran
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VS Protoss
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VS Zerg
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