Advanced Guide


Micro is all the small unit movements you make in a game. It's the very precise ways in which you control a single unit, a group of units, and/or your entire army in StarCraft 2. Battles that you would normally lose just leaving your units flat footed and attacking can be easily won by keeping those units moving and/or repositioning them to strategic parts of the terrain. Micro is also the manner, timing, and positioning in which you use your unit's abilities to their maximum affect and potential.


Kiting is the act of using a unit's superior range, and sometimes speed, against an opponent by constantly moving your unit outside of your opponents range.

It works by constantly clicking your unit away from their foe(s), just outside their attack range, and then clicking back on the target opposition unit and/or just letting your unit turn and attack briefly before again moving them. The idea is to never let your opponent get close enough to attack. This works equally well with groups of units and particularly well against enemies that have zero range in their attacks.

attack and move... attack and move... ok, just move now!

Ramps and Cliffs

When you're on elevated terrain you have greater visibility of that area and if elevated high enough your opponent may have zero visibility of you. Positioning your army on these elevated areas can greatly improve the outcome of any clash. It's easy to think through this strategy defensively and where you're statically positioning those units on your own turf but when you're pushing into an opponent's base you should have these spots in mind ahead of time and attempt to capture them quickly.

Prevent Being Surrounded

Hold tight men, protect us fellas in the back, we've got families dammit

Along with kiting your enemy you should look for areas you can keep your ranged units from being surrounded by units such as Zealots, Zerglings, and Dark Templars. The ground level corner of a ramp, or wall of a base, or a structure itself can be a great spot to back your units into so that your opponent can't surround you.

As an example if you have 3 rows of marines against 3 rows of Zerglings you'll lose if they can surround you. But if you back those 3 rows into a corner only the Zerglings first row can attack your first row whereas you'll have all 3 rows firing back and will arise the victor.

Unit Abilities

There are certain units, such as High Templars and Infestors, that have no passive attack meaning you have to actually use their abilities in battle to damage your opponent. Other units like Ghosts have a passive attack but you really built them for their abilities. Stalkers would be a third type of unit where you need to use their abilities on occasion. It's crucial that you have units like this configured in their own control group so that you can quickly call upon them and direct their abilities.

If you have a group of multiple unit types selected the game will decide which unit types should have their abilities presented. For example, if you have Sentries and Stalkers all in one group the Sentries will be the default unit in your control panel and you can access their Force Fields and Guardian Shields without selecting just the Sentries. In order to Blink with the Stalkers though you'd need to select them independently. If you add High Templars to that same group they become the default unit in the control panel.

So get the units whose abilities you need to micro in their own control group to effectively and efficiently use them in battle.

Check out our Practice section for a Micro Trainer.

Let's strategize about attacking... Next>>>

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