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Immortal (Legacy of the Void)

From Liquipedia StarCraft 2 Wiki
This article covers the current multiplayer version of this unit. For another version see Immortal (Wings of Liberty and Heart of the Swarm).
[e][h] Immortal
Unit Information
Ground Unit
Assault strider. Can use Barrier to absorb damage.
Built From:
275 100 39 4
Attack 1:
(Phase Disruptors)
Targets: Ground
Damage: 20 (+2)
DPS: 19.2 (+1.92)
Cooldown: 1.04
Bonus: +30 (+3) vs Armored
Bonus DPS: +28.9 (+2.9) vs Armored
Range: 6
200 100 1 (+1)
Cargo Size:
Strong against:
Weak against:


The Immortal is a powerful, ranged, mechanized assault strider for the Protoss army, produced at the Robotics Facility. Their Barrier ability makes them specialists at dealing with any high-powered armored unit whose attack deals a large amount of damage such as Siege Tanks, Ultralisks, or Marauders.


Caster: Immortal
Cooldown: 32 s
Absorbs up to 100 damage. Lasts for 2 seconds.

Competitive Usage[edit]


Since the release of Legacy of the Void the Immortal has succeeded the Colossi as the Premier Anchor of the Robotics Facility due to the changes to the Colossus and the addition of new units notably the Ravager Lurker and Disruptor. It is only against Terran now where Colossi have their best use as they provide consistent splash that micro cannot mitigate. Versus Zerg Corrosive Bile destroys forcefields removing the most important tool when supporting Colossus armies, and Lurkers can stall the walkers long enough to tech to the many counters against them alongside the fact that Lurkers rip the standard complementary unit to Colossi the Stalker. In PvP Disruptors have become the primary form of splash damage (not counting Archons) as they have the ability to blow up Protoss units in less hits and don't need any upgrades to achieve damage.

Keep in mind that although Stalkers and Immortals have the same DPS against non-armored units, an Immortal costs a little over twice that of a Stalker (275 100 4 vs 125 50 2 for Stalkers). The choice between the two is determined by a trade-off between the Stalker's anti-air and Blink capabilities and the Immortal's anti-armor superiority, as well as the ability to warp-in Stalkers at remote Pylons. HerO has used Warp Prisms to help move Immortals in and out of range to devastating effect, including in tournaments - against Life in the IPL Tournament of Champions and against Jaedong at IEM Season VIII - Cologne, one of his Immortals recorded over 40 kills.

Of note is the fact that Immortals are one of only three Protoss units (the other being Probes and Disruptors) that cannot be fielded from a production structure behind a complete wall-in. All other units can fly, cliff-walk, or be warped in, allowing them to be produced from a structure that is behind a full wall-in.

Vs. Protoss[edit]

Immortals deal a large amount of damage to Stalkers and Colossi, but are quite ineffective against enemy Zealots. Zealot/Immortal vs Zealot/Colossi battles generally revolve around the Immortal user trying to snipe the opponent's Colossi before they are able to do too much damage. However, if Extended Thermal Lances is researched, the player with 9-range Colossi retains a large range advantage over the 6-range Immortals and often can position his Colossi to avoid Immortal fire while still attacking.

Against Stalkers, an un-upgraded Immortal will take 4 shots to kill a Stalker, however with +1 Weapons, an Immortal needs only 3.

Vs. Terran[edit]

Immortals are incredibly effective against small numbers of sieged Tanks due to their slow rate of fire, and do quite well against other armored units such as Marauders. Like when fighting Stalkers, an un-upgraded Immortal will take 4 shots to kill a Siege Tank; with +1 Weapons, an Immortal needs only 3.

Immortals are also effective against Thors, having similar effective HP but much more attack per supply.

Two Immortals in a Warp Prism may be dropped into a Terran base to destroy SCVs.

Vs. Zerg[edit]

Immortals are a strong counter to Roaches due to their 50 base damage against armored units and +2 range advantage over Roaches. Do note that just because Immortals counter Roaches does not mean that it's black and white, as their economic costs and production system are very different. GAMETIME a 6k MMR Zerg player has been known to take wins against Protoss players with mass Roach timings, meaning when they hit early enough Immortals alone aren't enough. Sentries are excellent additions when defending these timings as forcefields can deny Roaches the ability to walk up to the Immortal and attack. Conversely towards the midgame, even if the opponent has no Roaches or Lurkers, producing them could preemptively deny the switch for the Zerg player, which is particuarly important in protecting themselves from a Lurker switch.

However, while Immortals are also effective against Lurkers and Ultralisks, those are late-game units. In the early game, Immortals are less effective against Hydralisks and Zerglings and are unable to attack Mutalisks, and thus have little use against Zerg armies that largely consist of these other units. Keep in mind that Hydralisk based armies tend to transition into Lurkers making the Immortal necessary and not a unit a Protoss player should avoid building. They also shut down Ultralisk transitions due to their bonus against armor.



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

Patch Changes[edit]


  1. Blizzard Entertainment (15 April 2015). "Legacy of the Void Beta Balance Update -- April 15, 2015".
  2. Blizzard Entertainment (23 May 2016). "Legacy of the Void Balance Update -- May 23, 2016".
  3. Blizzard Entertainment (8 December 2016). "Legacy of the Void Balance Update -- December 8, 2016".
  4. Blizzard Entertainment (22 January 2019). "STARCRAFT II 4.8.2 PATCH NOTES".