Currently I've only played around with the Protoss units, but I'll get around to Zerg and Terran in due time.
Adept
- If a phoenix has lifted an adept that has casted its shade, the adept will still teleport out of the phoenix's clutches after the usual 7 seconds. However, the shade cannot be cancelled while the adept is in the air. The shade is untargetable by phoenixes.
- The Sentry can summon 2 Adept halluncinations with 100 Mana, making it the tankiest hallucination if you don't count splash. Colossus has 350 HP, Archon has 360 HP, the 2 Adepts have 2x180 HP which goes up to 2x230 HP with the upgrade. Which is 230 'real' HP since hallucinations take double damage.
- Adepts can bypass forcefields.
- Shades path through units - possibly useful in getting to the hydralisks in a roach/hydra mix by having them phase to a target location and then shift-A to a target to have them instantly target down hydras or other key units.
Disruptor
- Can't be tested yet since Disruptor is invulnerable, but if they patch out the invincibility I'll check the effects of being lifted by a Phoenix once the nova has been activated. It's only theory at this point, but for reference, a baneling lifted and then shot will explode and deal splash damage to the units below it.
- Disruptors do not do friendly fire damage to each other, even when stacked on top of one another and none but the expoding one are in the invulnerable state.
- Purification Nova stacks, apparently. I was always under the impression that it didn't.
- Disruptors have a dull core when their ability is on cooldown, and begins to glow a few seconds before it is charged. When the ability is available, they glow bright orange.
- 12 disruptors can instantly take out a nexus. 10 can instantly take out a PF/CC/OC or hatchery.
Oracle
- Workers hit by a stasis trap continue to mine after they are released.
Warp Prism - Kiting
- Can now kite. This is done by giving the warp prism a simple move command and having an immortal, colossus, or other attacking unit inside. Simply drop the unit, have it attack, and then load it back up before the prism gets more than 6 range away. This is nice because it speeds up slow units (like HT, Coloossus, etc.) without sacrificing much firepower, and also makes warp prisms beefier by having another unit take damage.
- Can also pursue faster units, like an Immortal shooting at escaping roaches.
- Another plus is that once the unit pops into the prism, control shifts immediately to the prism, meaning you can practice and learn this micro incredibly easily. (or you can just left-click the immortal out and right-click him back in but this slightly slows you down)
- If you have the prism selected and want to put the kiting unit back in, if it's within range, it'll pick up the unit and then slow down. If the unit is out of range, it'll reverse, get to 6 range, slow down, and then pick up the unit once it is at a standstill. So if you find yourself out of range, make sure you either have your kiting unit selected while you fly your prism back, or fly the prism back and then put him back in.
This is definitely my favorite unit interaction.
Immortal
- Barrier continues its 2 second duration inside a Warp Prism (i.e. transport has no effect on it).