| The earliest available Armored unit in the Terran | | | | more so than Marines. Marauders also benefit from |
| arsenal, the Terran Marauder is an extremely useful | | | | the StimPack upgrade located in a Tech Lab, which |
| support unit that still packs quite a punch. Suited in a | | | | provides an increased movement and attack speed |
| bulkier and more durable armored suit than their | | | | for approximately 5 seconds at the cost of 10 health. |
| Marine counterparts, Marauders start with an | | | | Because of their considerably higher health than |
| impressive 125 life, and 1 point of armor, which may | | | | Marines, Marauders arguably make much better use |
| be upgraded for an extra +1 armor a maximum of | | | | of StimPack ability. In addition to using the ability to |
| three times. Armed with Dual Punisher Grenade | | | | overpower enemy armies, Marauders can again |
| Launchers, Marauders deal an additional 10 damage to | | | | increase their hit and run ability by using StimPack |
| Armored units in addition to their 10 base damage. | | | | right before attacking an expansion. |
| With every upgrade in Terran Infantry Weapons, | | | | What really makes the Marauder shine though is the |
| Marauders gain an additional +1 damage and +1 | | | | Concussive Shell upgrade located at a Tech Lab. This |
| damage vs Armored. | | | | ability provides the Marauder with a passive slow |
| Only requiring a Barracks with an attached Tech Lab, | | | | attack which decreases the movement speed of any |
| Marauders are easily accessible and are a common | | | | target attacked by the Marauder. Incredibly useful on |
| sight in Terran armies from early game through the | | | | its own, the upgrade cost of only 50 Minerals and 50 |
| late. While Marauders are more durable and deal more | | | | Gas just makes the ability even sweeter. Marauders |
| damage than Marines, they are incapable of attacking | | | | with Concussive Shells give Terran armies the ability |
| air, and are most often mixed into Marines to form a | | | | to "kite" enemy melee units: when they try to attack |
| well mixed "bio ball" capable of dealing excellent | | | | your army, pull back in between attack cooldowns |
| damage against both air and Armored units. With | | | | never letting them reach you because of the slow; |
| Medivacs flying overhead, a combination of | | | | the moment they try to retreat, follow the slowed |
| Marauders and Marines are a deadly mix; this | | | | enemies. |
| technique of "MMM" is one of the most popular and | | | | Because of their lack of an air attack, Marauders are |
| common Terran strategies because of its efficiency | | | | extremely vulnerable to almost any air unit and they |
| and mobility. Marauders are also good for hit and run | | | | should generally be supported with a unit capable of |
| techniques on unguarded enemy expansions because | | | | attacking air. Marauders must also watch out for |
| of their +10 extra damage to Armored units making | | | | swarms of "weaker" units such as Terran Marines, |
| them a viable "siege" or "demolition" unit. | | | | Protoss Zealots, and Zerg Zerglings. While Marauders |
| Just like Marines, Marauders greatly benefit from the | | | | are viable throughout the game because of their |
| +1 damage Terran Infantry Weapons upgrade in | | | | slow, Marauders are extremely effective against Zerg |
| order to eliminate incoming melee units and for | | | | Roaches and Protoss Stalkers during the early game, |
| quicker hit and run tactics. Because of their high | | | | and dish out a lot of damage to Terran Thors during |
| health though, Marauders also get a nice bonus from | | | | the mid to late game. |
| the +1 armor Terran Infantry Armor upgrade, much | | | | |