This guide describes the basic options you have, how to earn money, experience and win the game. This guide does not try to be 100% complete and cover all caveats and exceptions, but instead tries to give you a general idea of what is possible.
Every player starts with one base building that automatically produces units and 1 hero. You only have 1 base building and 1 hero throughout the game. The goal of the game is to use your units to kill the basebuildings of all your enemies.
At the moment, there are 11 heros to choose from (and 1 random hero). Heros start with a basic weapon and can use special abilities such as psi storm and heal. As the game progresses your hero will gain experience (by being active in battles) which allows you to give your hero more abilities or stronger versions of the abilities. You also get experience points to divide of your heros Agility (=Movement&Attack Speed), Strength (=Health&Health regeneration) and Intelligence (=Mana,Mana regeneration&Spell damage). For newer players it’s recommended not to invest in agility but invest in Strength and Intelligence 50:50.
If a hero dies it will automatically respawn after about a minute and killing a hero gives whoever killed it a large amount of minerals and experience. Kerrigan is probably one of the strongest heros for new players, but a random hero (the question mark) is also a good pick because you’ll get some free items. See also: Why to choose Random
Your base building
Every player starts with a base building (the Barracks) that automatically produces Marines. Here you can buy upgrades for your units or start producing a different type (hier tier) of units. Unit upgrades are applied instantly but a new unittype needs to be freshly produced.
Earning experience and minerals
You get minerals and experience for killing heros, buildings and units. The amount of minerals you get for a unit depends solely on its unittype: higher tiers give more minerals. Heros give the most minerals and experience, and you should take any chance you can get to kill one (though preferably not losing your own hero in the process).
Things you can buy
With the minerals you earn you can buy several things, ordered by importance:
- Unit Attack/Defense/Health upgrades: This works pretty much like normal starcraft.
- Unit Tier upgrades: Allows you to start producing different, stronger, unittype instead of your current type.
- Hero Items: These give your hero extra abilities, such as a stronger weapon or detection for invisible units.
- Zoo units: These are special units you can buy individually from your Zoo shop.
If you’re in need of minerals it’s possible to sell any of your hero items for half price. You can sell an item by opening your inventory (by clicking the + sign), right clicking the item you want to sell, then rightclicking (dropping) it onto a shop.
Basically only two things are important in Footmen. The one is basic knowledge about counters and timings. The other is micro. Micromanagement determines how many kills you get and more kills means more income. And more income means you will have better units or opportunities to counter. Therefore your micromanagement is your basic economy and is very important. On this page you will find tips and tricks on how to improve your micro collected and explained
Hit and Run
- Hit&Run is a micro technique, that makes your units mobile while shooting.
Like in any other mod of Starcraft2 and the original game itself, the most desired and and worshiped micro technique might be the Hit&Run. It is easy to learn, but no one ever perfected it.
In the next paragraph you can find an explanation on what it is and why/how to do it. If you already know the basics, just skip it.
What is Hit&Run? Well, any unit in footmen has a certain attackspeed. For example the Marine has an attack-rate of 0.75. That means, it will shoot every 0.75 applying its damage instantly and then waiting the other 0.75 seconds to be able to shoot again. No matter what you do in the meantime, nothing will change this. So experienced players will use this little time window to move their units a bit, then stop them so they shoot again instantly, when the 0.75 seconds passed. This allows them to bring their units in a position they want, without losing any dps. Great, isn’t it?
There is only one thing to notice: If you move your units longer than those 0.75 you will lose dps. If you only move them for a short period of time, you won’t be able to move your marines very far. So Hit&Run is a continuous attempt of balancing the amount of way walked and DPS not-lost. Your goal would be to walk 0.7499999 seconds with a Marine and stopping only for the beginning of the shoot animation. This is, of course, humanly not possible, pro players get pretty close to it. You can see that a Hit&Run is done very good when Marines already move again, while their guns are still lighted up and every Marine shoots at the same time.
Hit&Run is very hard to do in Footmen. The reason why is, that the attack rate gets influenced by Haste and Slow and Hybrid units will change their attack rate constantly when researching hp upgrades. After a time of practice one can get pretty close to perfection though, as the units in Footmen have roughly the same attackspeed as in SC2.
Hit&Run can be used effectively with any Terran Unit, Marines, Preservers, Stalker, Immortals, Colossus and Brutalisks against air units.
- Concaving is a micro-technique, that will make you win against an equal amount and equally strong army.
Concaving means forming a bow, that is best bent with its middle into your direction. This will allow more of your units firing at the opponents units. If you have trouble imagining it, try to think of your opponents units standing in a bulk (o-shape), and your units around it (C-shape). Clearly your opponents units will quickly get shredded, as all of your units can shoot simultanously and your opponents units in the middle might not. It is also pretty clear that more units fit into the firing C-shape around the o-shape so the dps will be significantly higher.
On the Footmen map those exaggerated situations will rarely happen. It will look more like brackets instead of “C”s and “o”s, the system, however, stays the same.
Whenever a bulk of marines happen other, more spread out marines, it will most likely look like this
O Approach: O O O O O O O ->
Fight: O O O O O O O O O O O O O O
The units on the left side will automatically spread their damage, while the one one the right side will most likely automatically focus the 3 marines in the middle, which will reduce their firepower significantly, granting the right side the win.
Sometimes, the shops in footmen can be used to make those concaves even worse. Look at this example, where we let the units fight in the extreme version of being between the Weapon Shop North/South and the Center Item Shop.
XX XX O Approach: O O O O O O O -> O O (This army is waiting fo the other one to approach) O O O O XX XX
Fight: useless unit-> OXX O useless unit-> OXX O O O O O O O useless unit-> OXX O useless unit-> OXX O
While this example might seem a bit extreme and obvious, most people forget about it in fights and fight while stuck between two shops. You always want the other team to fight there, not you.
All those tips on concaving and abusing shops is most important in early game, as everyone has Marines, that are at the same strength-level.
- Stacking is a micro-technique, that uses your high amount of units
Just imagine you have an army of 40 marines. Your opponent has 20 marines. You are fighting in a place, that is 10 marines wide, therefore your first 10 marines will shoot at his first 10 marines. He will be able to hold you very long in this position and makes you lose nearly as many marines as him. To avoid this, you walk into his units (best done with Hit&Run), until all of your marines can shoot. You suddenly deal twice the damage and crush his marines very fast, therefore avoiding the damage that those instantly killed marines would’ve done to your units. This makes clear, that stacking your units not only kills your enemy faster, but also prevents your units too.
Stacking should be done whenever you have more units than your opponents and you see some of your units idling in the back (=running back and forth without shooting). Even if it is just 14 of your marines fighting 10 of his and only 4 of your marines are not shooting… Still move them! It is +40% damage, that is basically a free Courage buff!
TL;DR: If you have more units position them so they all can shoot.
Stacking has to be abused with units like Reapers, as their DPS is lower than any of the other T1 units, but their fast movementspeed and range allows them to put themselves into places, where multiple of them can shoot at single units/heroes, killing them instantly. They start blocking themselves, if they are just ordered by simple a-click, and can’t use their strength.
Note that stacking your units will make them more vulnerable to splash attacks and damage spells!
- Kiting is a micro-technique, that abuses your speed and higher range.
Imagine you have a lot of weak units with the range of 6, that are very fast. Your opponent has very strong, slow units, that have a range of 3. If you a-click your army into his army, you will lose.
At some point you do realize, that your army starts shooting way more early, than the one of your opponent. His units will still walk up to yours until they are in range.
The next thing you realize is, that you can easily run away from this fight, as your units are faster. Your opponent chases you and you start fighting him again, your units starting to shoot at 6, his units at 3. The last and final realization is, that you don’t even have to let his units come as close to be able to shoot, just start retreating again, before they do so.
Or you even hunt them until he has to commit himself into attacking, and you start your retreating dance again. Congratulations, you just invented kiting.
Kiting makes your units take no or considerable less damage, than it should in a direct confrontation. The only conditions are, that you need higher range than your opponent and be able to move faster. This can be done by slowing your enemy with Marauders or blinking out of range withStalkers. The most used race for kiting is Terran as all of those units have nice range and can move incredibly fast.
Common examples for kiting:
- Reapers against Zerglings
- Marauders against Dark Zealots
- Tanks against Queens
- Immortals against Hybrid Reavers
- Colossus against Ultralisks
- Odin against Brutalisks
The usage of hotkeys, like in any other RTS, will make you very efficient in Footmen. While it is not necessarily needed, to win a game, it will make it more comfortable and fast, if you use them.
The most important hotkeys are the ones for your hero’s spells. Those will always be on the letters Q, W, E and R, being assigned to the spells from left to right.
This makes memorizing the hotkeys very much easier; Ultimates will always be on “R”. Most damage spells, Toxine and Regena will always be found on “E”, Courage and Decourage on “W” and Haste and Slow on “Q”.
Templar for example has different hotkeys for debuffs, as it is the only unit, that can cast all buffs and the corresponding debuffs.
Other hotkeys include the usage of Consumable Items. The button “T” will open your shortcut inventory, allowing you to select nearly any bought item with the click of a button.
The most common ones are:
- T+T for TP-Scroll
- T+F for Stun Rocket
- T+R for Potion.
If you don’t use those hotkeys, teleporting back to your base would take several seconds. Seconds, that will decide whether you let your hero die or not.
The same goes for the use of Stun Rocket, as it will decide, whether you catch a hero or not.
The next important hotkeys are the one in your base. Upgrading your units during a fight comes in handy, as it will nearly instantly make your heroes stronger.
Therefore it is advised to have your Base on a hotkey, to get an upgrade of your choice by pressing 3 buttons, without leaving the battle. The buttons are:
- The number of your choice to select your Base
- Q for Footmen Upgrades, W for Special Units Upgrades
- Q for attack upgrades, W for armor upgrades and E for hp upgrades.
This means, pressing, for example, 5-q-e will within 3 seconds increase the hp of your units in battle, healing them for a bit and make them last even a bit longer.
This again can decide a whole battle, or whether your units survive a Psi Storm or not!
Hero in your Army
Losing your hero is not only painful, because your army will be significantly weaker for a period of 50 seconds. You also sent one of your enemies a big amount of minerals to his acount.
To avoid this, it is very important to be able to move your hero in your army without hesitation, in case he is under attack.
In addition, some abilities, like Guardian Shield or Warstomp require a precise placement of your hero. You see, it is VERY crucial to control your hero properly.
Unfortunately, apart from Stone Zealot, no hero is able to move through units easily and will most likely be pushed around or be stuck all the time.
But there is a simple micro-technique, that will allow you to move your hero to a place you want him to be, very fast, smoothly and with only 2 clicks!
The “Namenotinventedyet” is one like this:
- rightclick on the destination you want your hero to be.
- rightclick your army on your hero
This can be done even when you have your hero AND your army selected. The first click will make your army move in the direction,
Things to watch out for when performing “Namenotinventedyet”:
- This can not be done with Medivacs in your army, as they will pick your hero up instead.
- The first click must be as far away from your army, as to allow your army to move longer than it takes for you to click on the hero.
- This can be done with any other unit, not only heroes.
- It doesn’t work if there are allied units in your army mix, even if you are allowed to control them.
This Guide will explain, why experienced players tend to choose a random hero over their favorite one.
Picking “Random” will alter the game for you in two ways:
-You get 2 additional items, Boots of Speed and Jarood’s Amulet
-You have the chance to repick once.
The items grant you 15% higher movement speed, +80hp and +50 energy. That doesn’t sound much, compared that you only have a 19,1% probability of getting your favorite hero. Obvious counterargument to this is, that experienced players usually can play with nearly all heroes equally. But there are more reasons for picking “Random”!
The minor difference
Any player with the same hero, that is equally skilled and has the same stat points, will lose in a direct fight. This doesn’t sound impressive, but the small differences can turn a battle around.
80hp are a lot, if you only start with 700, as heroes like Nova do. You will endure 4 more shots from a normal Laser Gun and 20 more shots from 0/0 marines, as your hero has 1 base armor. If you barely escape from a fight, with 60hp (which isn’t happening too rarely), that amulet saved your life! 50 energy means nearly 50% more mana to nearly half of the heroes at the beginning, and as energy is very limited in the first few fights, you will be thankful for that extra energy.
15% more moving speed will allow you to escape from some things, that might have killed you, or catch another hero, that might have escaped YOU.
To sum this up, no matter if you focus on your hero or your units, your hero will be slightly stronger than other heroes, without spending any minerals. Basically for free!!!
Boots of Speed sell for 150 minerals, Jarood’s Amulet sells for 75. If you plainly sell those items, you have 225 minerals received for doing nothing. Combined with your 100 starting minerals you are able to buy the first upgrade, before the first fight has even started, giving you a huge advantage over the 0/0 marines of other players.
If you even sell both your start TP-Scrolls waited for your first income, you can achieve 475 minerals, while others are still stuck at about half of that. This, for example, is enough to buy you a haste and courage scroll! So even if your team consists of a Jim Raynor, a Tychus Findlay and aFirebat, you can start your first attack with a buff advantage, while having Goliaths, Carriers and Forcefields as well!
Just to give you another idea of what is possible with selling your starting items: If one of your allies left (you have 350 minerals) and you sell both TP-scrolls and your Boots of Speed, you will have 700 minerals, which is enough, to buy you a Punisher Grenade Launcher, allowing you to destroy early micro and increases your hero-snipe-capability drastically.
Whatever you want to spend your minerals on, those free 225 minerals can make a huge difference!
Now, that we spent our time analyzing, what those items can do for us, let’s have a quick look on the “Repick” option. Because this is more than just another chance of getting your desired hero, while having the items!
Two things will happen, if you click this “Repick” button in time:
– Your hero will disappear and a new one will spawn next to your base
– Everything your hero has done remains
“What do you mean with ‘it remains’?” Well, you can try it out. If you happen to get Firebat at first, teach him “Summon Goliath” and summon one, then repick. You might end up getting Kerrigan, but that Goliath remains until its 90 seconds expire or it gets killed. Or if you get Kerrigan first, you can buff your units with Regena and the buff will stay for the usual 50 seconds. Even though you just repicked and ended up with Jim Raynor, who can’t cast any buffs!
It gets even better, if you look at the first point: This allows the ultimate teasing. Just imagine, you received Firebat again, but spend your skillpoints on Firestorm instead of Goliaths. You then walk up, right into your opponents base, looking for his marines and cast a storm on them. If they start chasing you run away, you might even cast a second storm in the process. And if they catch you, you can easily press “Repick”, your hero will disappear and a new one with full health will appear safe in your base, no matter how damaged your first hero was! You see, this allows you to do whatever you please with your hero, before the “Repick” option expired. Tease, prod, walk into the base, lure out a whole army and repick whenever you are in danger.
PLEASE NOTE: There are some things that are not affected by repicking your hero:
– Your stat points will remain the way you spent it on the first hero.
– Everything you sold with your first hero won’t reappear in the inventory of your second hero. So you can’t sell your items twice!
Looking at all this, you might realize, why dealing with heroes you don’t like as much, might pay for itself. You have very many possibilities to get ahead in the first fight. And being ahead after the first fight might even win you the game! If you ever wondered, how some people can walk fearlessly with a Tauren Space Marine into you base, cast Toxine on your units and 1 minute later can rip apart your army, while being fully buffed and back upped by 2 Goliaths, THIS is a way to perform, what might seem overpowered to new players.
But now you are aware of this possibilities too and can start abusing them as well or simply expecting them, to counter (in this scenario, knowing of the suicidal mission of the tauren would prevent you from chasing him and 1 dispel item could make a huge difference in the following fight as you erase all his minerals spent on the scrolls, using only 75 minerals).
I hope you received some new perspectives on the game. Have fun trying out new stuff!
Complaints are often heard, especially from newer players, about hero-focus play. This guide tries to explain how hero-focus play works, what its strengths and weaknesses are, and how to counter it.
General idea of hero-focus play
Hero-focus play starts the same way as normal play, but instead of buying upgrades for the units the player instead chooses to save the money and buy items for his or her hero instead. One example build order for this is Rocket Launcher => Slim Shady => Heart of the Holy Maiden => Slim Shady => Talisman of Speed. At some point the units of this player (still 0/0 marines) cannot compete with the better units at the field anymore, and he or she leaves them at his or her base solely relying on the hero.
Strengths of hero-focus play
- It is easier to micromanage just 1 hero instead of a hero & units.
- If the player manages not to lose his or her hero his or her enemies will not be gaining any minerals from him or her.
- A strong hero is able to kill large amounts of units and/or heros very quickly.
- A heart of the holy maiden makes the hero almost invincible against marines and tier1 units, unless they have major attack upgrades.
Weaknesses of hero-focus play
- The greatest weakness is that a hero without an army can easily fall victim to a single Stun Rocket.
- Lategame units such as Thors can quickly kill hero-focus players, basically making them useless.
- To win, the hero-focus player is usually also required to invest in his or her units up to a point they can face other units. This means that this player needs to earn A LOT of minerals to recuperate the cost of all the items.
- If very little action happens in the center the unit-focus players will be getting stronger, bigger armies but having more useless 0/0 marines is only annoying to the hero-focus player.
Countering hero-focus play
- Buy Stun Rockets from the Item Shops and use them to stun and kill hero focus players with your units.
- Quickly retreat from hero-focus players if you’re not sure you can kill them.
- If your hero has any abilities to hurt or trap the hero, such as Novas Snipe, Taurens Toxin, or Tychus’ Carriers use them to hurt or scare hero-focus players away. Every time they have to return to their base to heal gives you time to earn minerals without being annoyed!
- If you have collected a large mass of units go to the base of the hero-focus player and kill all his or her 0/0 marines (earning you a huge amount of minerals) and destroy his base.
- Do not invest in armor upgrades for your units. Mostly invest in attack upgrades and health upgrades.
- Make sure you keep your units healed. Buy regeneration scrolls, medivacs or a High Templar if you do not have a healing hero.
- Know when to quit. In general, hero-focus play is weaker than unit-focus play. However if the hero-focus player has managed to gain a huge mineral lead on you and has bought extremely expensive items while you’re still on marines or tier1 it’s not possible to win anymore. Better start a new game and not let that happen again.
- Happy hero hunting!
Footmen has six main status effects: three positive (buffs) and three negative (debuffs). These are cast by the Templar, and are also in the arsenal of some heroes. Additionally, there are several other status effects that are inflicted by special items, weapons or spells. With a few exceptions, all status effects can be applied by any hero, though they do often have to be invested in. Heroes can be made immune to most negative status effects by purchasing a Ribbon from the Base Item Shop.
These spells only affect friendly units and last 50 seconds. If possible, try to buff your allies’ units as well: the stronger they are, the better they’ll be able to help and protect you later. Buffs can be cast by any hero, using scrolls bought at the Western/Eastern Item Shop for 200 minerals. Also, certain equippable items will give your hero a permanent buff. Buffs will cancel and replace their corresponding debuff when cast on a unit with that debuff. Rory Swann’s ultimate Happy Day will apply all three buffs.
Haste will increase the movement and attack speed of allied units by 25%. While the increased attack speed is useful in engagements, the main strength of this buff is the mobility it grants. An army with Haste can move around and pick off vulnerable targets (possibly even heroes), or retreat when an army looks too strong to defeat. They can also force engagements with other armies, since they’re generally faster. A hero with Haste is hard to catch, letting you be far more aggressive and retreat when things start to look bad. Other than the Templar, this buff can be cast by Zeratuland the War Pig. The corresponding scroll is the Scroll of Speed; your hero can get permanent Haste from the Talisman of Speed.
Courage will increase attack damage of allied units by 40%. For direct, head-to-head engagements, there is nothing better: your units will kill faster. However, keep in mind that your opponent will likely try to retreat from an army with Courage; you can get around this by casting Courage when the battle has already begun, so that your opponent cannot retreat without some losses. Since Courage increases damage by a percentage, it scales extremely well with attack upgrades. Other than the Templar, this buff can be cast by Nova and Rory Swann. The corresponding scroll is the Scroll of The Beast; your hero can get permanent Courage from the Orb of Strength.
Regena will make allied units regenerate their HP by 2,5% per second. Since it lasts 50 seconds, your units will regenerate 125% of their life in its duration. This buff lets you play more riskily with your army: should an engagement turn out unfavourable, you can retreat and let your units regain their health. Being a percentage-based buff, the effect scales with HP upgrades. When combined with Zerg’s natural regeneration, it creates an army that simply will not die. Other than the Templar, this buff can be cast by Kerrigan and the Stone Zealot. The corresponding scroll is theScroll of Regeneration; your hero can get permanent Regena from the Ring of Regeneration or the Heart of the Holy Maiden.
These spells only affect enemy units and last 50 seconds (with the exception of Toxine, which lasts 35 seconds). They will cancel and replace their corresponding buffs, so try to cast them just after the opponent casts their buffs. Unlike buffs, they cannot be cast through scrolls. However, Toxine and Slow can be inflicted through special hero weapons. Tosh’s ultimate, Graviton Bomb, applies all three debuffs.
The opposite of Haste: it reduces enemy units’ movement and attack speed by 25%. When applied to enemy armies, it not only makes the engagement less favourable for them, but it also makes it harder for them to retreat. In other words, an army with Slow has trouble with both fighting and retreating, which you can abuse with your faster, stronger army. Other than the Templar, this debuff can be inflicted by Kerrigan and the Shock Grenade Launcher.
Decourage will decrease the damage output of enemy units by 33%. Like Courage, it’s best used when already in an engagement. If you cast it when the enemy cannot retreat, it almost guarantees that you’ll wipe their army out. Since it decreases your opponent’s damage, it combines rather well with armour upgrades: if an attack has lower damage, a higher percentage of it will be negated by armour. This buff cannot be applied through weapons or items, so the only way to cast it is with a Templar, Tychus Findlay or Egon Stetmann.
Units affected by Toxine will lose a percentage of their total HP and shields per second, depending on the caster’s intelligence. At base strength, it will take off 1,2% per second; since it lasts 35 seconds, it will take off 42% of a unit’s total health if not cured. At 100 intelligence, it will remove 2,4% per second, or 82% total. This debuff is most effective against Terran armies: they lack the regenerating shields of Protoss and Hybrid units, as well as the health regeneration of Zerg. Generally, you want to cast this debuff before a battle to weaken the opponent’s army, or during a battle when you know most of the units are below 40% health. That way, you’ll be able to kill the opponent’s army with much fewer casualties on your side. Other than the Templar, this debuff can be inflicted by the Tauren Space Marine and the Acid Grenade Launcher. Since the damage scales with intelligence, the Acid Grenade Launcher can be a powerful addition to any spell-focused build.
Though not a status effect of its own, the Dispel ability does have a close link to them: it removes all buffs and debuffs from both allied and enemy units. Additionally, it reveals cloaked units for 10 seconds and prevents the use of abilities for 3 seconds of time, and deals 200 damage (scaling with intelligence) to summoned units like Zombies and Auto Turrets. If you mean to remove a buff and inflict a non-corresponding debuff (or vice versa), it’s wise to cast Dispel before casting the buff/debuff. Dispel can be cast by the Templar, the War Pig and the Tauren Space Marine. Additionally, it can be cast by any hero using the Dispel Item.
Other status effects
Stunned units have their movement and attack speed reduced to 10% for a short amount of time. It’s generally used to isolate and kill small groups of units, or in the case of Rory Swann, to kill surrounding enemies without retaliation. Stun can be inflicted by Zeratul’s Mind Blast, Swann’s War Stomp, the Mortar and the Multi Launcher.
A unit that is completely stunned will not be able to move, attack, or use any items or abilities for several seconds. This is almost exclusively used to disable and kill heroes. The only item able to inflict complete stun is the Stun Rocket, which also stops HP and Mana regeneration and reduces armour by 33%. Additionally, ground units can be completely stunned by Jim Raynor’s Graviton Beam, which lifts them into the air and reduces their damage taken by 50%, while air units can be completely stunned by the Ghost’s RGB-Rocket, which also makes them targetable by ground attacks and inflicts 100 damage.
As the name suggests, this status effect slows movement for a short amount of time. Much like stun, its primary use is to isolate enemies. In particular, slow movement can be used to catch and kill a hero. It is inflicted by the Marauder and by heroes with the Punisher Grenade Launcher (the latter dealing splash damage), thus trading power for accessibility when compared to stun.
Cloak and burrow
Cloak and burrow make a unit untargetable to enemies without detection. The difference between them is that cloaked units can attack and move as normal, while burrowed units can do neither. Burrowed units are also not revealed by Dispel. Keep in mind that while a cloaked or burrowed unit cannot be targeted, they are still affected by splash damage and area-of-effect abilities. Cloak can be achieved by equipping the Cloak Armor or through Tychus Findlay’s Personal Cloaking; the Tauren Space Marine can cloak nearby allied units with his Cloak Field. Burrow is available toBanelings and Roaches (though the latter needs an upgrade first). Detection can be granted by a hero with the All-seeing eye or by an Observer (which is itself cloaked).
Extended Corruption makes a unit take 20% more damage and reduces its armour to 0 for 25 seconds. Its main use is against tank-like heroes such as Rory Swann, or against big high-armour units like the Ultralisk. When dealing with heroes, it is recommended that you use this status effect along with complete stun, to ensure that the target cannot simply retreat. Extended Corruption can only be inflicted by the Ghost or the Spore Crawler