Thor (Legacy of the Void)

From Liquipedia StarCraft 2 Wiki
This article is for the Legacy of the Void multiplayer version. For the Heart of the Swarm version, see Thor (Heart of the Swarm). For the Wings of Liberty version, see Thor (Wings of Liberty).
[e][h] Thor
Unit Information
Ground Unit
Built From:
300 200 43 6
Attack 1:
Targets: Ground
Damage: 30 (+3) (x2)
DPS: 65.9 (+6.59)
Cooldown: 0.91
Range: 7
Air (Explosive):
Targets: Air
Damage: 6 (+1) (x4) (Splash)
DPS: 11.2 (+1.87)
Cooldown: 2.14
Bonus: +6 (+1) vs Light
Bonus DPS: +11.2 (+1.87) vs Light
Range: 10
Air (High Impact):
Targets: Air
Damage: 35 (+3)
DPS: 16.3 (+1.4)
Cooldown: 2.14
Bonus: +15 (+2) vs Armored
Bonus DPS: +7 (+0.93) vs Armored
Range: 10
400 2 (+1)
Cargo Size:
Strong against:
Weak against:


The Thor is a Massive Terran walking Gun-Battery with strong single target ground attack and a long range missile pod with small area of effect damage. After finishing an Armory, Thors can be built from a Factory with a Tech Lab and have no ability upgrades. The Thor is like the Ultralisk has a moderate damage output for cost, but most of these two units strength comes from a large health pool that can be repaired with SCVs and Queens; while blocking for weaker higher damage units like Liberators and Siege Tanks.

The Thor has issues with overkilling low health units like Marines, Zerglings and Workers because of it's the attack animation for two attacks will fire even if the first shot killed the target (same with Explosive Payload attack but the splash damage will still hit as normal), and will always prioritizes air units (even an Overlord for example) instead of the units attacking it; because of these two issues (and the size of the unit) this unit is not recommended in high numbers.

In contrast with the aerial mobility and anti-ground damage of Liberators, which are better suited to the drop harassment style of Terran Bio and Medivacs. Thors are better suited to the hold the line/range advantage given by Siege Tanks and Cyclones; can also be made in a pinch (even without any upgrades) to support Vikings or Ghosts to engage Broodlords, Disruptors, or any other Capital Ships directly with High Impact Payload and high health tankiness.


In Legacy of the Void, High Impact Payload was initially removed, and Explosive Payload was active by default. But both modes were re-added in Patch 3.3.0.

Cooldown: 2.86
Hotkey: E
Activates the Thor's 250mm Punisher Cannons, which strike a single air target for heavy damage.
Cooldown: 2.86
Hotkey: D
Arms the Thor's Javelin missile launchers, which deal splash damage to nearby air units and additional damage to Light units.


Smart Servos
 100      100      79 Hotkey: S
Researched from: Tech Lab
Allows Hellions, Hellbats, Vikings, and Thors to transform quickly between combat modes.

Competitive Usage[edit]

In General[edit]

The Thor's high health and being repaired by SCVs make Thors difficult to kill. Like the Marauder is an anchor on the battlefield to other fast, but low health units. A useful tactic is retreat to behind this or the Marauder to avoid splash damage or sniping tactics.

The Thor is primarily used as an anti-Mutalisk unit for it's +Light splash damage. With its Explosive Payload anti-air attack, it out ranges the opponent to spread their air units or suffer large amounts of splash damage. One of the advantages of flying units is that they have no unit collision, and can stack on top of each other for maximum DPS density and forcing the opponent to spread out their air units manually before engaging (called Magic Boxing).

Vs. Protoss[edit]

Thors have begun seeing more and more use against Protoss, particularly by Swedish Pro Gamer ThorZaIN, who used Thors to great effect as a staple unit against NonY. All-ins featuring the Thor with SCV repairs are fairly strong. Late game vs Protoss, however, it becomes difficult to find good engagements with mass Thors. The Thors have a tendency to clump up in chokes, and the Immortal's smaller size allows it to quickly form a better concave, the immediate burst damage of the Immortal will tear through the front Thors. Therefore, if a Terran player is using Thors as a staple unit, they are advised to supplement with Ghosts to EMP the entire Protoss army, and then attack using the Thor to finish the Protoss army.

With the removal of its energy-based ability and it no longer having energy, the Thor is slightly more viable against Protoss due to it no longer being a target for High Templar's Feedback ability. In addition, the Immortal's Barrier ability no longer reduces all damage to 10, which was a major point against Thors in TvP previously.

Vs. Terran[edit]

Thors can play an important role in TvT, as they both complement your own tank force while drawing fire from the opponent's Tanks. Because Thors are so large, they effectively reduce the splash damage from the opponent's Tanks, while easily focus firing them down. Thors can provide anti-air support for Tanks in case of a Banshee transition. Thors struggle with Bio units, especially the Marauder. In this case, Marines and Hellions can complement the Thor.

Vs. Zerg[edit]

The sheer range of the Thor's splash and bonus damage against light air units like Mutalisk or single Armored targets in the air, like Capital Ships and Broodlords, to gain back air control with Vikings if you have economy or Ghosts if you have the time to gain the energy. Proper control of Mutalisks (Moving them over the Thor rather than using attack-move or right clickling the Thor to prevent them from bunching up as they fly in) can greatly reduce the splash damage Thors can do to Mutalisks.



Thor's quotes (video and sound) - YouTube video.

Patch Changes[edit]


  1. Blizzard Entertainment (23 May 2016). "Legacy of the Void Balance Update -- May 23, 2016".
  2. Blizzard Entertainment (22 November 2016). "Legacy of the Void - Patch 3.8.0 -- November 22, 2016".
  3. Blizzard Entertainment (23 May 2017). "Legacy of the Void - Patch 3.14.0 -- May 23, 2017".