Heal
From Liquipedia StarCraft 2 Wiki
The Medivac will Heal a close-by friendly Biological unit - both ground and air - for a total of 9 HP per 3 energy used every game second. The ability is set to autocast by default but may be performed manually. The Medivac must have a minimum of 5 energy to start the process.
Use[edit]
The Medivacs Heal ability is typically used in conjunction with a Marine & Marauder army to provide Healing. Heal can also affect Reapers, SCVs and Ghosts.
Vs. Protoss[edit]
It is especially important to have Medivacs with Heal available for your Marine & Marauder units in this match-up, as they will often be taking damage from Psi Storm, and will be doing a lot of attacking and retreating which involves the use of Stimpack. This creates a consistent need for Healing.
Vs. Terran[edit]
Vs. Zerg[edit]
In Combination with Other Spells[edit]
- Having Medivacs in your army with Heal allows for much more liberal uses of Stimpack. The ability to use stim on a whim grants Marines & Marauders mobility and flexibility in how they respond to events on the battlefield.
- Having Heal ready and nearby a Ghost while it's launching a nuclear weapon will increase the chance of the success of the operation.
Notes[edit]
- Unlike Transfusion (which also restores HP to a Biological target) Heal cannot target Structures