This page is meant to be a guide for everybody who wishes to learn micro and yet doesn't know it. Feel free to add/change anything on this page. But please, if you are going to make any changes (that includes adding a tip), be descriptive. When posting a tip, don't leave out any detail, however minute it may seem. It is also nice if you post a video to go with your tip. Seeing it done and reading how to do it make things simpler. With enough detail, people who don't know the tip can learn it and practice it easier.
So, here are the sections to the compendium:
Also known as Mineral Walking, this technique can be used in a lot of maps for scouting, proxying or surprising the opponent with an attack form an alternative entrance to his base. For more details on how to perform this see the linked Article but basically you have 1 peon and 1 unit (It seems that large units work best, medium work ok, and small basically will rarely work at all). You put the unit in the gap so that it's between 2 minerals, aka surrounded by minerals on 3 sides. Then you have the worker mine the mineral in the direction you want it to go, and when the units are stacked, right click where you want it to go once, right click on the mineral it's passing over once, and then spam right click at the destination.
There are several ways to unload units from a transport, depending on the situation. This article covers a lot of them in detail.
Attacking your own units with splash damage to eliminate an undetected enemy nearby. Most common examples are Siege Tanks shooting Medics on top of Lurkers (Xellos - Yellow, for example), and Archons or Reavers attacking Zealots vs. Lurkers.
Perhaps the most basic form of micro, this involves pulling back damaged units during a battle to prolong their life or taking advantage of the superior range of certain units to kill others even when outnumbered.
Mostly utilized by ranged units. It can generally be described as rhythmically interleaving attack and move commands. Used either while retreating (to exploit attack range differences), chasing (to increase the number of applied attacks) or doing run-by/fly-by attacks.
Magic boxes is a simple concept that allows players to keep units in formation, keep fliers stacked or spread out spells.
Army Positioning is an essential part of microing one's units, since a better positioned army will usually overpower an army even of superior size and strength. The exact way to do this depends on the match-up and unit composition but generally always position your units in such a way that they are spread out and have a good concave.
When attacking an enemy with lurkers, the enemy tends to run off the minute they get attacked. But there is a way to stop them from attacking. If you burrow your lurkers in the spot you want them, then tell it to attack something in far off in the fog of war (like a friendly or enemy building within the fog), then it will not attack enemy units until you tell it to attack another unit. This can be used to ambush units while they think they are safe…
Another way is to have one of your overlord in the same group as your lurkers. And then you press the Hold button. But beware, in some very rare case, the lurker sometime will attack at their own will whenever an ennemy goes within its range.
Ling vs. Goon Micro
The goal is to move past the goons with your lings so that your lings intermingle with the goons, then a - move, resulting in 2-3 lings attacking each goon and preventing from easily microing back with hold position micro to own you.
In ZvP, Psionic Storm is the Zerg's worse enemy since it can decimate whole groups of units in seconds. Dodging Storms is an essential micro technique for Zerg players that relies on quick reactions as well as the ability to predict where the opponent will storm.
Yet an other basic micro technique for Zerg players, stacking and microing Mutas properly greatly increases their effectiveness. This is something every Zerg user should be familiar with.
Scourge Cloning makes this small unit even more deadly, allowing large groups of scourge to spread to different targets in a minimal amount of time.
General micro tips for common situations as Zerg.
Depending on your target the execution will be different.
- vs. Carriers, killing the Carrier - Select a group of Goliaths and right click beside closer to the carrier then right click on the carrier; then repeat, preferably attacking the same one each time. The time between right clicking to move and attack will be slightly less than 1 second.
- vs. Carriers, killing the Interceptors - It's the same step as before except instead of targeting an individual Carrier what you want to do is right click a bit behind your Goliaths (away from the carriers) then right click towards the carriers then attack move and repeat.
- vs. Mutalisks - Against Mutalisks you are going for more of a defensive kind of thing, and you'll want to stay near turrets if possible. right click behind your Goliaths then right click slightly towards the Mutalisks but less than your click back and then attack move next to them and repeat.
This can be done the same with Mutas and with Goons, for non-Terran users.
Casting irradiate on your own science vessels and then patrolling them over enemy units (usually drones or zerglings) to kill them.
The Vulture Patrol Strategy involves using the Patrol command's lack of cooldown to have the Vulture move, fire, and retreat without slowing down. Noting the picture above this is done by:
- Right clicking past the unit that is being attacked (1),
- Pressing Patrol within the Vulture's range of the unit at the angle shown(2). Why this spot? By clicking patrol here, vultures will shoot while slightly turning 15 degrees or so, sometimes they don't even seem to turn. If you patrol behind your vultures they will sometimes turn around, and you don't want that happening. If you click less than that spot (closer to points 1 or 3) vultures will sometimes not shoot.
- Retreating (3).
Attack a unit or a building. When all of the interceptors come out, Press stop to force the interceptors back to the carriers then start moving your carriers. Never stop them. So when you attack a target next time, all of the interceptors will come out at the same time rather than 1 at a time Here is a video In the first attack, you can see the interceptors come out 1 by 1. But in the second attack they all come out at once.
Carrier Hit and Run
Focus fire on a unit and then, as the interceptors are ejected, retreat. Although the Carrier leaves range, several volleys may be fired; this makes the carrier the only unit that can attack while retreating. Do not hit stop or Hold position, this will force the interceptor back to the carrier. Also, while a Carrier is moving, already launched interceptors don't come back on board (but rather fly underneath a Carrier) and would do the next attack all at once, without the need to relaunch.
What you do is with a zealot in a shuttle, you start flying over the terran tanks. You try to go to a tank on the outer rim/alone (but within firing distance of the other tanks) then you drop the zealot on the tank. All the other tanks will fire at the zealot, and the splash damage will kill the Terran's own tank.
In preparation try to get a decent flank so that your units will be spread and not take as much splash damage from mines/tanks.
First attack move with a group of goons into the minefield. At the same time start 2-3 Zealots moving past the minefield into the front of the push to drag mines and clear the way for your main zealot force. then move your zealot groups into and past the tank line.. drag groups of 3 zealots or so to individual tanks OR if you get a decent spread you can attack move when your zealots are into the line and a few zealots should automatically target individual tanks.
After the zealots are spread to tanks begin spreading goons so they won't take splash damage to goons, preferably while microing them froward and focus firing tanks...though usually if the push break was good the tanks really die before the focus fire has much effect. However, spreading them still reduces damage.
Mines can be deadly to Protoss armies but the can also be used against the Terran.
There are times when the Protoss player has to defend against mines without the presence of observers. This Micro technique allows Dragoons to defuse Vulture Mines just with precise control.
Reavers are a great tool in the hands of a player who can control them well. This article provides with all the knowledge needed to use Reavers and Shuttles to their fullest.
The term "Storm Drop" is a combination of two abilities from the two units involved: the High Templar's Psionic Storm spell, and the Shuttle's ability to ferry units around the map, most frequently targeting workers at mineral lines or clumps of combat units.