Raven (Legacy of the Void)

From Liquipedia StarCraft 2 Wiki
This article covers the current multiplayer version of this unit. For other versions see Raven (Heart of the Swarm) and Raven (Wings of Liberty).
[e][h] Raven
Unit Information
Air Unit
Built From:
100 200 43 2
140 1 (+1)
50 (+25) / 200
Strong against:
Weak against:


The Raven is a flying support craft with detection. It provides both defensive and offensive capabilities through the use of its abilities. The Raven is the spiritual successor to StarCraft: Brood War's Science Vessel.

Ravens are a useful addition to a mid or late-game Terran army. With detection, a Terran player is able to see both cloaked and burrowed units within the Raven's sight range which allows them to respond to cloaked foes such as Ghosts, Dark Templar and Burrowed Roach Sorties.


Ravens are equipped with an Build Auto-Turret, which creates an automated defense structure with 6 range (upgradable to 7 range with Hi-Sec Auto Tracking) and lasts for 10 seconds after deploying. The range for the Raven to cast this ability is only 2, so using the Raven as a harassment tool is ill-advised. The Auto-Turret deals 18 damage at 0.57 cooldown which adds up to 31.58 DPS. This combined with the Auto-Turret's 150 HP and base 1 armor (upgradable to 3 with Structure Armor) makes the Auto-Turret a very cost-effective ability against small numbers of units or as additional damage support in an extended fight (such as during a push) due to its tankiness. It can also be used to briefly wall off a ramp as it takes the same amount of space as a supply depot. The Auto-Turret has 150 HP, upgradable armor and can be deployed on creep. It can deal a maximum of 315 damage during its lifetime, excluding armor.

Raven's second ability is Interference Matrix, this is a long range cast-able missile that disables the enemies abilities and attacks but does not stop movement. The effect lasts for 7.9 seconds and is effective at disabling key units much like BW Ghost's Lockdown. The ability costs 50 energy and is castable at 9 range. The raven will deploy the missile which will then rapidly accelerate towards the enemy, not dodge-able once casted. The ability is most effective when used against units such as Carriers and Mothership or other high priority units (Battlecrusier disables warp and yamato). If used on an enemy transport however, it will prevent it from healing/transforming (if applicable), or drop off/load up units. The ability is also highly effective against the protoss Oracle. The Ability can only be cast against mechanical or psionic units.

The Raven's third ability is Anti-Armor Missile, which functions similar to the old Seeker Missile. The missile immediately fires forward and pursues its target rapidly after it locks on. The missile can be dodged by loading the targeted unit into a structure, such as Command Center or Nydus Worm/Canal, and by teleporting abilities, such as Blink and Recall, though it will still detonate where the targeted unit was before dodging it. The Anti-Armor Missile inflicts no damage, but reduces armor and shield armor by 3 on all units within the blast radius. Armor is not capped at 0, so units with less than 3 armor will still take 3 additional damage per attack. The effects of multiple missiles do not stack. The ability costs 75 energy and is castable at 10 range though its pursuing distance can be extended to 18 range given there is vision (such as through a scanner sweep). The missile is best complemented by units with low attack cooldowns such as stimmed Marines or Battlecruisers, but still has a significant impact for most other attacking units.


Range: 11
The Raven is a Detector unit that can see cloaked, burrowed and hallucinated units.


Duration: 10 s
Radius: 6 (+1)
Hotkey: T
The Raven drops an Auto-Turret at the target location.
Interference Matrix
Duration: 7.9 s
Hotkey: C
Disables a target unit rendering it unable to attack or use abilities for 7.9 seconds. Reveals Cloaked units. Can only target mechanical and psionic units.
Anti-Armor Missile
Range: 10
Duration: 21 s
Radius: 2.88
Hotkey: R
Deploys a Missile which pursues the target unit, and, upon contact, reduces the armor and shield armor of affected units by 3 for 21 seconds.

Removed Spells[edit]

Duration: 14 s
Radius: 8 (+1)
Hotkey: D
The Raven drops a Point Defense Drone at the target location.
Build Repair Drone
Duration: 90 s
Hotkey: D
Repairs nearby friendly mechanical units for 90 seconds.
Range: 10
Radius: 2.88
Damage: 30
Hotkey: R
Missile rapidly moves and explodes at the target, causing 30/15/7.5 splash damage in 0.72/1.44/2.88 radius and reducing the armor of affected units by -3 (can make armor negative). Targeted unit lights up red when targeted. Can be fully dodged by teleport abilities and loading units inside structures.


 100      100      57 Hotkey: H
Researched from: Engineering Bay
Adds +1 attack range to Auto-Turrets, Missile Turrets, Point Defense Drones, and Planetary Fortresses.
 150      150      79 Hotkey: T
Researched from: Tech Lab
Increases the Raven's starting energy by 25.

Removed Upgrades[edit]

Enhanced Munitions
 150      150      79 Hotkey: E
Researched from: Tech Lab
Increases the Raven's Anti-Armor Missile explosion radius by 20% and its tracking range by 50%.
Explosive Shrapnel Shells
 150      150      79 Hotkey: E
Researched from: Tech Lab
Increases the damage of Raven Auto-Turrets and Seeker Missiles by 30%.
Recalibrated Explosives
 150      150      79 Hotkey: E
Researched from: Tech Lab
Increases the Seeker Missile unit's tracking range by 50% (13 to 19.5) and Increases the Seeker Missile's damage by 30%.

Competitive Usage[edit]

It is important note that while the raven is applicable in many situations, it's fragility, cost and dedicated abilities require the player's attention at all times to allow for a worthwhile investment. The Raven like the Ghost is first-mostly an anti-caster unit.

Historically, when the Anti-Armor Missile still dealt damage (even if just as little as 15), it was occasionally used in the late game as a burst of reliable splash damage.

Vs. Protoss[edit]

The Terran player uses Ravens to support his push during a TvP on Metalopolis.

Ravens are primarily used as mobile detectors in TvP, providing protection from Dark Templar, and allowing the Terran to destroy scouting Observers to limit the information gathering abilities of the opposing Protoss player.

The recent changes to the raven have allowed it to be situationally effective in the mid game to late game of a terran fleet as an anti-capital ship using it's Interference Matrix to disable protoss collossi, high templar, tempests, carriers and even oracles. A single raven can disable up to 4 of these units for 8 seconds, long enough for a bio ball or mech force to re-position and/or kill these important targets.

The Raven's susceptibility to a High Templar's Feedback, limits its uses in TvP to an extent however as while Interference Matrix and Feedback both have 9 range, feedback does not have a travel time so chances it procs and kills the raven first.

Vs. Terran[edit]

A single Raven forces a Siege Tank to unsiege or be destroyed on the high ground of Desert Oasis.

Raven TvT use is dictated by the opening builds of the two players, and the amount of gas they consume. They are commonly used to defend against early Banshee harass when paired with a defensive Viking.

Ravens can use Interference Matrix to disable key units in the early mid game such as siege tanks and medivacs (disabling them from healing and dropping off units as well as preventing the use of Ignite Afterburners.

Vs. Zerg[edit]

Hincram(T) uses his Ravens to attack SluSh's(Z) Roach / Zergling force during a game on Lost Temple.

Ravens have multiple uses in TvZ. One of the major benefits of Raven usage is its functionality as a mobile Detector. This allows the Terran player to defend properly against burrowed Banelings, Roaches, and Infestors, limiting the damage the Zerg units can cause.

The above example is a dated but applicable tactic that can still be applied to the Raven's new Anti-Armor Missile to force zerg armies to retreat or force a fight into the terran's favour. Higher ranked players have also realize that Interference Matrix is also usable on psionic units such as Overseers and especially the Viper to prevent a Blinding Cloud or Abduct.



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

Patch Changes[edit]


  1. Heart of the Swarm Balance Update -- April 9, 2015
  2. Blizzard Entertainment (22 November 2016). "Legacy of the Void - Patch 3.8.0 -- November 22, 2016". Battle.net.
  3. Blizzard Entertainment (23 May 2017). "Legacy of the Void - Patch 3.14.0 -- May 23, 2017". Battle.net.
  4. Blizzard Entertainment (14 November 2017). "STARCRAFT II 4.0 PATCH NOTES". Battle.net.
  5. Blizzard Entertainment (18 December 2017). "STARCRAFT II BALANCE UPDATE – DECEMBER 18, 2017". Battle.net.
  6. Blizzard Entertainment (29 January 2018). "STARCRAFT II BALANCE UPDATE – JANUARY 29, 2017". Battle.net.
  7. Blizzard Entertainment (15 May 2018). "STARCRAFT II BALANCE UPDATE – MAY 15, 2018". Battle.net.
  8. Blizzard Entertainment (20 November 2018). "STARCRAFT II 4.7.1 PATCH NOTES". Battle.net.