Note:
Always get Energy Upgrades for these units to maximize
their spell power.
Spell Descriptions:
Protoss:
Disruption
Web
|
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Casting:
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Corsair
- 150 Energy
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Research: |
200
M 200 G at Fleet
Beacon
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Effects: |
Immobilizes
ground defense structures
[TOP] |
Psionic
Storm
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|
Casting: |
High
Templar - 75
Energy
|
Research:
|
200
M 200 G at Templar
Archives
|
Effects: |
Casts
electrical storm over clusters of enemies. This a good
attack against swarms of enemies, land or air.
[TOP] |
Hallucinate
|
|
Casting: |
High
Templar -
100 Energy
|
Research:
|
200
M 200 G at Templar
Archives
|
Effects: |
Creates
two fake duplicates of the unit it is cast on; good for recon,
creating diversions, and damage soaking.
[TOP] |
Summon
Archon
|
|
Casting: |
Merge
two High
Templars |
|
Research: |
N/A |
|
Effects |
Summons
Archon
[TOP] |
|
Mind
Control
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|
Casting: |
Dark
Archon - 200 Energy and All Shield Points |
|
Research: |
200
M 200 G at Templar
Archives
|
|
Effects: |
Steals
a unit from an enemy; use on expensive and powerful units.
[TOP]
|
|
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|
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Feedback
|
|
Casting: |
Dark
Archon - 50 Energy |
|
Research: |
N/A
|
|
Effects: |
Targeted
spell that when cast on a unit, that unit lose all of its
mana and will take an amount of damage equal to the mana
lost.
[TOP] |
|
Maelstrom
|
|
Casting: |
Dark
Archon - 100
Energy |
|
Research: |
100
M 100 G at Templar
Archives
|
|
Effects |
Area
of effect spell (same size as Ensnare) that will stun (cannot
move or attack) all organic units for several seconds.
[TOP] |
Recall
|
|
Casting: |
Arbiter
- 150 Energy
|
Research: |
150
M 150 G at Arbiter
Tribunal
|
Effects: |
Opens
a 5x5 wormhole which teleports all friendly units in the
wormhole to the caster.
[TOP] |
Stasis
Field
|
|
Casting: |
Arbiter
- 100 Energy
|
Research: |
150
M 150 G at Arbiter
Tribunal
|
Effects: |
All
units in the Stasis Field are trapped. While trapped, the
units cannot be damaged, move, attack, or use special
abilities. Lasts for about 40 seconds.
[TOP] |
Terran:
Restoration
|
|
Casting: |
Medic
- 50 Energy
|
Research: |
100
M 100 G at Academy
|
Effects: |
The
Medic may use this ability on any unit to remove harmful
effects such as Lockdown, Optic Flares, Irradiate, Plague,
Ensnare and Parasites (does not affect Stasis Field).
[TOP] |
Optical
Flare
|
|
Casting: |
Medic
- 75 Energy
|
Research: |
100
M 100 G at Academy
|
Effects: |
The
sight range of the targeted unit is permanently reduced to 1
matrix, unless the condition is Restored by a Medic. This also
removes any detection ability that unit may possess.
[TOP] |
Healing
|
|
Casting: |
Medic
- 1 Energy for every 2HP
|
Research: |
N/A
|
Effects: |
The
Medic starts with this ability and may use it to heal damage
done to any biological units, including the Protoss Zealot,
Dark Templar, High Templar and all Zerg ground units.
[TOP] |
Spider
Mines
|
|
Casting: |
Vulture
- Spider Mine |
Research: |
100
M 100 G at Machine
Shop
|
Effects: |
The
mine first embeds itself into the ground and then cloaks. Once
a target is acquired, the Spider mine raises up out of the
ground and attacks the enemy.
[TOP] |
Cloaking
|
|
Casting: |
Wraith
- 25 Energy to cloak and 1Energy per
second cloaked |
Research: |
100
M 100 G at Control
Tower
|
Effects: |
Cloaked
units disappear to a faint shimmer, and cannot be targeted by
enemy attacks or single-unit special abilities like Lockdown.
[TOP] |
Personal
Cloaking
|
|
Casting: |
Ghost
- 25 Energy to cloak and 1Energy per
second cloaked |
Research: |
100
M 100 G at Covert
ops
|
Effects: |
Cloaked
units disappear to a faint shimmer, and cannot be targeted by
enemy attacks or single-unit special abilities like Lockdown.
[TOP] |
Lockdown
|
|
Casting: |
Ghost
- 100 Energy |
Research: |
200
M 200 G at Covert
ops
|
Effects: |
Targets
mechanical units shorting out circuitry of target, rendering
it immobile for about 60 seconds.
[TOP] |
Nuke
|
|
Casting: |
Ghost
- Inmobile for a while |
Research: |
400
M 400 G at Nuclear
Silo
|
Effects: |
In
order to call down the nuclear strike, the Ghost must remain
stationary and "paint" the target with a visible
laser. The missile will take several seconds to launch and
home in on the target, and if the Ghost is killed or
incapacitated during this time the missile will abort and
cause no damage.
[TOP] |
EMP
(Electro-Magnetic Pulse) ShockWave
|
|
Casting: |
Science
Vessel -
100 Energy |
Research: |
200
M 200 G at Science
Facility
|
Effects: |
Upon
impact, the shields of any units (Protoss) are dispersed
bringing them to 0. The energy of any unit caught within the
EMP blast is also set to 0.
[TOP] |
Irradiate
|
|
Casting: |
Science
Vessel -
75 Energy |
Research: |
150
M 150 G at Science
Facility
|
Effects: |
Target
unit becomes radioactive for 30 seconds. All air and ground
units within 2 matrices of affected unit receive up to 250
hit points of damage including the affected unit itself. You
can target any unit but only organic units will receive
damage.
[TOP] |
Defensive
Matrix
|
|
Casting: |
Science
Vessel -
100 Energy |
Research: |
N/A
|
Effects: |
Gives
250 HP non-regenerating shield to target unit. After about 30
seconds, the effect wears off even if the shields haven't run
out of HP.
[TOP] |
Zerg:
Spawn
Broodlings
|
|
Casting: |
Queen
- 150 Energy |
Research: |
200
G and 200 M at Queen
Nest
|
Effects: |
Queens
can launch a small spore cluster to a target non-robotic
ground unit. The spores then attempt to fertilize within any
organic matter in the target, even making their way through
armored shells to reach their organic destination. The spores
metabolize the victim immediately and within a few seconds,
the spores gestate and produce a pair of Broodlings which,
upon an explosive birth, destroy the host.
[TOP] |
Ensnare
|
|
Casting: |
Queen
- 75 Energy |
Research: |
100
G and 100 M at Queen
Nest
|
Effects: |
A
web of sticky green fluid is ejected over a small area,
affecting all units caught beneath it. The affected area
covers a 4x4 matrix and lasts for approximately 40 seconds.
Once a unit is caught by an Ensnare, its movement is cut in
half. Note that this ability is indiscriminate in its effects
and you can potentially get your own units caught.
[TOP] |
Parasite
|
|
Casting: |
Queen
- 75 Energy |
Research: |
N/A
|
Effects: |
The
Queen can produce and attach a remora-like Parasite to any
other unit, organic or not. These parasites give their Queen
the ability to see everything the affected unit can see. These
Parasites, once attached, are difficult to remove and can be
destroyed either by killing the host unit or having a Medic
use her Restoration ability on the host unit. Zerg Drones that
have been Parasited can destroy the Parasite by morphing into
a structure. In any other situation, the Parasite will survive
for as long as the host unit is alive and will continue to
share the affected unit's vision with the Queen. Note that
this ability works only with units -- buildings of any kind
cannot be Parasited.
[TOP] |
Plague
|
|
Casting: |
Defiler
- 150 Energy |
Research: |
200
G and 200 M at Defilers
Mound
|
Effects: |
Plague
is indiscriminate in its effects and can seriously damage both
units and structures, friendly or not. Once the corrosion
process begins, Plague will cause 25 points of damage per
second to each affected unit. After Plague has run its course,
an affected unit will have taken 300 total damage, though
Plague will not cause a unit to actually die (the Plague
continues, but damage from Plague stops if a unit has only 1
HP).
[TOP] |
Dark
Swarm
|
|
Casting: |
Defiler
- 100 Energy |
Research: |
N/A
|
Effects: |
The
Dark Swarm covers a 6x6 matrix area and lasts approximately 60
seconds. Ground units within the cloud cannot be hit by ranged
attacks from either ground or air, however this will not stop
melee attacks or splash damage from affecting the units inside
the Dark Swarm. Note that while ranged attacks will not affect
units within the cloud, ranged attacks from units inside the
cloud can still hit units outside of the cloud. Also, ranged
attacks from units within the cloud will not work against
other units inside of the Dark Swarm.
[TOP] |
Consume
|
|
Casting: |
Defiler
- None |
Research: |
100
G and 100 M at Defilers
Mound
|
Effects: |
Consume
gives Defilers the ability to instantly gain 50 energy by
metabolizing a Zerg unit within close proximity. The Defiler
can only consume units from its own brood (yours or your
teammate's). This ability does not affect the Defiler's
maximum energy capacity, and therefore can never give more
than 200 energy(or 250 if the Defiler has been evolved with a
Metasynaptic Node).
[TOP] |
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