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From Liquipedia StarCraft 2 Wiki

Energy is an attribute of certain units and structures, which accumulates over time and is spent to activate (some or all of) the unit's or structure's special abilities (spells).

A Sentry and a High Templar, with their energy bars (purple) showing.

Energy is represented in-game by a purple bar below the health and shield bars (assuming status bars are displayed).

Units with energy generally start out with 50 energy and slowly build up energy over time to a maximum of 200. Energy is passively generated at 0.7875 energy per second on Faster speed (0.5625 per second on Normal speed).

The exceptions to the above are:

Most spells only cost a fixed amount of Energy to cast. Cloak (Ghost & Banshee) and Pulsar Beam (Oracle) are ongoing spells that cost an initial amount of energy to activate and also drain energy so long as they are active. The Shield Battery & Medivac spend energy proportional to the amount of shields/health they restore.

Units That Use Energy[edit]







Abilities Affecting Energy[edit]

Caster: High Templar
Range: 10
Hotkey: F
Drains all energy from target unit. Deals 0.5 damage per point of energy drained this way.
Caster: Ghost
Range: 10
Radius: 1.5
Damage: 100
Hotkey: E
The Ghost fires an EMP Round that removes up to 100 shields and energy from every unit and building within the AoE. Also reveals cloaked units.
Caster: Viper
Hotkey: C
Targets friendly structure and consumes 200 life over 14 seconds converting the damage dealt into 50 energy. Excluded targets: Creep Tumor

Upgrades Affecting Starting Energy[edit]

Corvid Reactor
 150      150      79 Hotkey: T
Researched from: Tech Lab
Increases the Raven's starting energy by 25.
Pathogen Glands
 150      150      57 Hotkey: G
Researched from: Infestation Pit
Increases the starting energy of Infestors by 25.

Removed Upgrades[edit]

Moebius Reactor
 100      100      57 Hotkey: M
Researched from: Ghost Academy
Increases the Ghost's starting energy by 25.

The Ghost's starting energy (without any upgrades) has been switched between 50 and 75 multiple times (Patch 2.1 BU, Patch 4.0.0 and Patch 4.1.4 BU). Moebius Reactor was available whenever the Ghost's starting energy was at 50.

Behemoth Reactor
 150      150      57 Hotkey: B
Researched from: Fusion Core
Increases the starting energy of Battlecruisers by 25.

Behemoth Reactor was removed from the game in Patch 3.8.0 when the Battlecruiser's abilities were switched to cooldown timers rather than energy.

Caduceus Reactor
 100      100      80 Hotkey: A
Researched from: Tech Lab
Increases the Medivac's starting energy by 25.

Caduceus Reactor was removed from the game with the release of Legacy of the Void.

Khaydarin Amulet
 150      150      110 Hotkey: K
Researched from: Templar Archives
Gives High Templar 25 more starting energy.

Khaydarin Amulet was removed from the game in Patch 1.3.0.