Widow Mine (Legacy of the Void)
- This article is for the Legacy of the Void multiplayer version. For the previous expansions' multiplayer version, see Widow Mine (Heart of the Swarm).
A Light Mechanical Mine produced from the Factory with a Reactor. Has no auto attack and must be Burrowed into the ground to use it's "Activate Mine" ability to deal Splash damage ground or air units. Deals fixed Spell damage (ignores both sides Attack & Armor upgrades) to both the primary target and splash, then taking 29 seconds to load the next attack. Having a slight attack delay before casting "Activate Mine" makes this Unit vulnerable to even to units like Mutalisks and Adepts (with a Detector) even if they have shorter range than the Mine's casting distance.
Widow Mines are not affected by the splash damage of friendly Widow Mines (be it the Widow Mine's own attack or another) but other friendly units are; the enemy can use fast units to drag the Mine attacks towards Terran's army. Medivacs picking up units or the fast movement of Stimpacked units is enough to dodge the worst of the spell.
Commonly used as an anti-Melee unit against Zealots and Zerglings that Marines on their own may struggle with, until the opposing army has range 6+ units like Stalkers and Hydralisks with Detection to clean up, and then functions as rear guard unit against air to for Liberators or Siege Tanks, alongside Vikings or Missile Turrets. The Widow Mine's effectiveness at different stages of the game takes some experimentation and experience to understand properly.
- Widow Mines are revealed while Sentinel Missile is on cooldown.
1) A widow mine takes 2 seconds to activate. Whenever there is a unit in the mine radius, the mine will lock on it with a visual line to indicate it's target and 2 seconds later, a Sentinel Missile will be launched at it. If, in the meantime, the unit successfully gets out of the mine radius, the rocket won't be launched (the mine won't lose its cooldown) and only then the mine will be able to lock on a new target.
This can effectively lead to unnatural or seemingly random behavior where several units pass through a mine field without activating any of them. A fast unit can pass through a mine radius in less than 1.5 sec, being targeted and not fired upon. Since the mine locks on to a new target only when the first gets out, the second target would be halfway through the mine radius when it is locked on, and yet again get out in less than 1.5 sec.
2) Two mines cannot automatically target the same unit. This means that a field of mines will never do any overkill. As a side effect, a high-HP unit will be able to pass through multiple mines and take very few hits
3) The target of mines can be set manually (by right clicking), in which case they will all drop their current target and resetting their targeting to lock onto a new one (overruling the previous point), re-selecting the closest units. After 1.5 sec, all the rockets will launch simultaneously, causing potential overkill. However, constantly right-clicking on units will cause the mines not to fire, since each right-click resets the 1.5 sec firing cooldown for all mines in range
4) A mine will never automatically target disguised Changelings or revealed Hallucinations.
- In combination with fast and mobile units, Widow Mines are slightly faster than Marine+Marauder forces (unless Stimmed) and can maneuver around defending units hit units with shorter range, but production stops when the opponent has range 6 units. Drilling Claws increases the speed of the burrowing phase and makes it easier to have your mines form a mobile and flexible attacking force.
- In defensive formations, Widow Mines can be used to guard chokes and protect vulnerable points.
- Can be used in combination with Missile Turrets or a Cyclone to protect from flying units were Marines are not.
- A Widow Mine does total of 160 damage to a protoss unit when counting the shield damage and can one shot each and every Gateway unit and the Oracle.
- Used to zone out opposing Mineral fields from workers with Medivac (1) and Marines (6) as a standard opening being used since early Heart of the Swarm.
- Sometimes the Factory is proxied and landed in the Protoss main for an attempt to snipe the first Oracle or Observer and have free reign to produce a few Mines delay mining considerably.
- A strong counter to attempts to mass Adepts, and may be a few Phoenix, from Protoss; giving a good timing to push before Stalkers and Marauders are usually in play but are fazed out after these two Armored units begin pushing against each other. Some Siege Tank timings with Bunkers can hit before Stimpack to push a fast third base being the other punishing attack that Protoss builds have to consider defending.
- Banshee openings are prepared for by default with Cyclone (1) with a few Vikings soon to follow.
- Cyclones having a range of 6 also blind counters the potential of an early Mine drop and Reapers beforehand, making Mines uncommon as an opening in TvT.
- Commonly used for Marines (to 6), Widow Mine (1) drop being much faster than the previous standard, and also common, follow-up of Hellion Banshee (1) with Cloaking Field to punish a fast third Hatchery before Roach Warren or Baneling Nest.
|Patch 3.11.0 Balance Update |
|Patch 4.0.0 |
|Patch 4.1.1 Balance Update|
- In its original incarnation as the Shredder, it did a pulsing field of damage unless a friendly unit was nearby.
- It was then changed to the more familiar mine form, in which it latches on to its target and explodes after 10 seconds.
- Upon the release of the Heart of the Swarm Beta, it seems closer to a single use projectile that fires at any unit that comes within range.
-  Math on Widow Mines
-  Widow Mines communicates
- Blizzard Entertainment (7 March 2017). "Legacy of the Void Balance Update -- March 7, 2017". Battle.net.
- Blizzard Entertainment (14 November 2017). "STARCRAFT II 4.0 PATCH NOTES". Battle.net.
- Blizzard Entertainment (18 December 2017). "STARCRAFT II BALANCE UPDATE – DECEMBER 18, 2017". Battle.net.