Abduct
Caster spellPulls a target unit to the caster. 75 energy.
Reference
Every unit rolls exactly one upgrade, drawn from its upgrade pool. The upgrade pools are intentionally curated to prevent both useless rolls and oppressive upgrades.
40 of 40 upgrades match your filters
Pulls a target unit to the caster. 75 energy.
+50% movement speed, and burrows or sieges faster.
+40% attack speed. Zerglings only.
+2.5 weapon range.
+3.5 anti-air range and +1.5 ground range.
Deploys a timed defensive turret. Cast range is raised from 2 to 5, so a ground unit can actually place it. 50 energy.
Creates a cloud that cuts the attack range of ground units and structures beneath it to melee.
Short-range teleport. On a burrowed Lurker or a sieged Siege Tank it blinks first, then auto-unburrows or unsieges at the destination.
Leap onto nearby enemies to intercept them, plus a permanent +50% move speed. Melee units only.
+2 armor.
Invisible to enemies without detection.
Adds splash damage to the Dusk Wing’s attack.
Attacks slow the target by 70% for 2 seconds. On splash, cleave, bounce and cone attackers the slow hits every target caught in the swing. Massive units shrug it off.
Launches a bile that deals 60 damage to everything in the area on impact, and destroys Force Fields.
A cluster charge that explodes after a short delay for 30 splash damage, and +100 against structures.
Prevents all units in an area from attacking. 50 energy.
Raises a barrier for 15 seconds that blocks ground movement. Massive units shatter it. 50 energy.
Roots enemies in the area, slows them by 75% and deals about 25 damage over its duration. Reveals cloaked and burrowed units, and blocks Blink and transports. 75 energy.
Lifts a target unit into the air for up to 10 seconds, disabling it while the caster channels. Massive units are immune. 50 energy.
An aura that reduces incoming ranged damage to nearby allies by 2. 75 energy.
Blue flame. +5 attack damage vs Light on the Hellion (to +11), and +12 vs Light in Hellbat form. The flame turns blue.
A 30-second damage-over-time centered on the target, damaging nearby biological units. Does not damage mechanical units directly. 50 energy.
The Marine’s attacks heal it for 15% of the damage they deal.
+50% move speed. Zerglings only.
A low-tier anti-air burst: flat 60 damage to all air units in the target area, with no Light bonus. 75 energy.
+50% movement speed.
Mind-controls a target enemy unit while the caster channels. 100 energy.
Attaches a cloud dealing 120 damage over 7 seconds to the target and nearby enemy air units. Cannot target ground. 125 energy.
Pounces onto its attack target every 2 seconds, and can leap up and down cliffs.
Teleports every friendly unit in the target area to the caster.
Disables a Mechanical or Psionic unit for 11 seconds so it cannot attack or use abilities, and reveals cloaked units.
Charges for 4 seconds, then chases its target for 100 damage plus splash. Fizzles if the target escapes 13 range.
+2 attack range, to 10, and two extra spines on the attack line.
+50% move speed, and a much faster transform to and from Defender Mode (roughly 3.5s down to 1.4s).
Reduces Blink cooldown by 50%.
Doubles Blink range and increases the Stalker’s sight range to 16.
Temporarily boosts move and attack speed at the cost of health.
After about 6 seconds the unit warps to any point on the map and is invulnerable while warping. No vision of the destination is needed.
+2.5 weapon range.
240 damage to a single target.