Tech Lab

## Panel

The **Tech Lab** is one of the Terran Tech Structures and can be built by a Builder. It provides the upgrades for accessing to the Tier 2 and Tier 3. Charging the Tech Lab allows it to cast spells (one of them being the famous Ion Cannon) . It also comes with a ranged auto attack. The attack damage of the auto attack increases by +1 with every charge.

Characteristics:

* Can store up to 1000 energy
* Deal 5 damage at 0.55s attack speed at a range of 7
* Can target 3 units at the same time

 Abilities & Research

From upper left to lower right:

* **Charge Up**:
	+ Exchange the 1000 energy stored for 1 charge
	+ Can be Auto-casted.
	+ Capped at 40 charges
	+ +1 damage per charge
* **Automatic Charging**: Toggle-Ability, nearby pylons and batteries will energise the Tech Lab automatically (like a unit)
* **Tier 2 Equipment**:
	+ Cost: 250 gas
	+ Unlocks Veteran Marines,Deflective Shatter, Conservation L2 and Warp Italis
* **Tier 3 Equipment**
	+ Cost: 600 gas
	+ Unlocks Elite Marines, Siege Tanks, Scope and Conservation L3
	+ Requires Tier 2 Equipment
* **Power field**:
	+ Cost: 2 charges
	+ Creates an zone field lasting 10 seconds anywhere on the map, **increasing allies attack by +3** and nullify the enemy units armor within the zone
	+ Cooldown: 10 seconds
* **Stasis Cannon**
	+ Cost: 4 charges
	+ Fires 30 long range Stasis missiles to target area, dealing 30 damage per missile.
	+ Dealing a fatal hit will put units in stasis for 40 seconds before dying. Structures **cannot be dealt** a fatal hit.
* **Warp Italis**
	+ Cost: 25 charges
	+ Warp Italis , a superior ranged unit, anywhere on the battlefield. Deals high damage with minor splash and can teleport across the entire map.
* **Scanner Sweep**:
	+ Cost: 1 charge
	+ Reveal the targeted zone for 10 seconds
* **Energy Warp**:
	+ Cost: 1 charge
	+ Warps 500 energy to anywhere on the map
* **Ion Cannon**:
	+ Cost: 40 charges, 500 minerals
	+ Fires the Ion-Cannon . It deals damage over time to all units and structures it touches and leaves a trail as it slowly moves. Lasts for 20 seconds (the trail lasts for 20 seconds as well). The direct damage dealt to a Hive cannot be regenerated from, while the trail's damage can. 5 Ions are required to kill a Hive so 10 ions to kill the 2 Hives, or 9 ions if the 5th ion is micro-ed correctly to target the 2nd Hive well enough.

\*DPS: damage per second

## Tips and Tricks

* If you autocast Charge and activate Automatic Charging, you can energise your army anywhere on the map at 50% efficiency rate. Useful for pushing a long way.
* You can warp energy to ally armies besides yours.
* Using a Power Field, Overcharge and having penetrating Laser will enable 30 Standard Marines to push a Large Spine with acceptable losses provided there is not a lot of units around.
* The Ion-Cannon is powerful, but costs a vast amount. Generally, you cannot fire it unless you have almost won already or are one of the last Terrans alive and are stuck in base.
* A well timed Ion cannon on an aggressive but low economy zerg can shred the zerg economy to pieces
* When all Brutalisks or Ultralisks spawners are located in the same place which is hard to access, a Ion can give enough breathing room for the Terrans to move out and smash the Zerg
* As Zerg you can calculate how many charges a Tech Lab has based on it's damage value.
* When the generator is fully upgraded and the energy is not distributed anywhere else, it takes approximately **2min and 35s** to get the 25 charges needed to warp in an Italis and **4min and 10s** to get the 40 charges for an ion-cannon.