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hallucination.gif (1460 bytes) HALLUCINATION
Cost: 100 energy    Range: 7
Cast by: High Templar
Researched at: Templar Archives     150 images/min.gif (912 bytes) 150 images/gas.gif (908 bytes)
Use And Effects
Cast by the High Templar, Hallucination creates two images of any targeted unit in the game, allied and enemy units included. You can tell your hallucinated units from real units by their blue tint, but to enemies and allies they will appear normal. Hallucinations attacks will not do damage and they are unable to use any special abilities or properties (ie; cast spells, transport units, cloak or act as detector units). Hallucinations have a life span of 180 seconds, take double damage from enemy attacks and will disappear if any special ability is used on them. Hallucinated units do not effect Supply/Psi/Control amounts.

Strategic Notes
Hallucinations are a valid tactic and can be used in several situations. One of the best uses are as decoys to draw enemy fire while transporting and unloading units or to help break through heavily fortified locations. Use as inexpensive scouts or to divert attention. Use Hallucinations to intimidate and confuse opponents. A fleet of Hallucinated Arbiters and Carriers can be very effective in this area.


psistorm.gif (1520 bytes) PSIONIC STORM
Cost: 75 energy     Range: 9
Cast by: High Templar
Researched at: Templar Archives    200 images/min.gif (912 bytes) 200 images/gas.gif (908 bytes)
Use And Effects
Cast by High Templars, Psionic Storm creates an energy field that causes heavy damage to anyunits (air and ground) inside the field for the duration of the Storm. Psionic Storm is indiscriminate, it will damage your units as well as allied and enemy units so cast with care. It even affects cloaked and burrowed units. Psionic storm has no effect on buildings or any units inside buildings (ie; Bunkers). Overlapping Psionic Storms does not increase damage, spread them out instead.

Strategic Notes
Although Psionic Storm has a short duration it can be deadly and is very effective when cast on large, tightly packed groups or on slow moving targets (Tanks and Reavers). Cast several at a time, spread out, to increase the damage area and hamper escape. Cast over mining locations to quickly destroy SCVs, Probes and Drones and bring harvesting to a halt. Psionic Storm doesn't effect buildings, and can be useful defending your base, just make sure your own units aren't in the damage field. Psioinic Storm has no effect on units inside a Stasis Field.


archonmerge.gif (1367 bytes) SUMMON ARCHON
Cost: None     Range: N/A
Cast by: High Templar
Researched at: None needed   
Use And Effects
Two High Templars can merge together to create an entirely new entity, the Archon. Cast by group selecting two High Templar and then choosing the Summon Archon ability. During the transormation, High Templar have no attack and are completely vulnerable. Forming an Archon is permanent and cannot be reversed. The Archon will not retain the High Templar special abilities.

Strategic Notes
Unlike the High Templars they are merged from, Archons have no magic abilites, they are warriors of great rage able to attack both air and ground units. Archons rely on their heavy shielding for protection (350pt) as their physical form is very weak (10pt). Archons do normal damage with splash damage. The spash damage will not damage your units, but can damage your allies. Archons are considered Hover units and will not set off Spider Mines. Use them with Observers to clear out mine fields. Archons are immune to many special abilities (Irradiate, Spawn Broodling) and somewhat protected from others (Dark Swarm and Plague), but are not immune to Protoss special abilities.


darchonmerge.gif (1503 bytes) SUMMON DARK ARCHON
Cost: None     Range: N/A
Cast by: Dark Templar
Researched at: None needed   
Use And Effects
Like High Templars, two Dark Templars can merge together to form the powerful Dark Archon. Cast by group selecting two Dark Templars and selecting the Summon Dark Archon ability. During the transormation, Dark Templars have no attack and are completely vulnerable. Forming a Dark Archon is permanent and cannot be reversed. The Dark Archon retains none of the Dark Templar abilities, including Cloak. A Dark Archon is a powerful magic user and has several special abilities available.

Strategic Notes
Dark Archons have no physical attack, but their special abilities Feedback, Mind Control and Maelstrom make them a powerful addition to your forces. Like the Archon, their physical form is weak (25pts), relying on heavy shielding for protection (200pts). Dark Archons are Hover units and will not set off Spider Mines. Use them with Observers to clear out mine fields. Dark Archons are immune to many special abilities (Irradiate, Spawn Broodling) and less affected by others (Dark Swarm and Plague), but are not immune to Protoss special abilities.


feedback.gif (1379 bytes) FEEDBACK
Cost: 50 energy    Range: 10
Cast by: Dark Archon
Researched at: None needed    
Use And Effects
By casting Feedback, a Dark Archon is able to turn a units energy against itself. A targeted unit first has all it's available energy points drained, then recieves an amount of damage equal to the energy points that were drained. If the unit has less hitpoints than energy points at the time Feedback is cast on it, the unit will die. Example: Feedback is cast on a Wraith with 100 energy points and 120 hit points. The Wraith instantly loses all 100 energy points and sustains 100 damage, leaving it with 20 hit points. If the Wraith had only had 80 hit points it would have died.

Strategic Notes
Feeback can be very effective as many units max energy points exceed their hit points, (Wraiths, Ghosts, High Templars, Dark Archons etc..). Units that have no energy points will not be affected by Feedback. Feedback does not affect Protoss shields. Feedback has no affect on buildings, even if they have energy points (Shield Battery, Comsat Station). Units that can be affected by Feedback are the Terran Medic, Ghost, Wraith, Science Vessel and Battlecruiser. Protoss High Templar, other Dark Archon, Arbiter and Corsair. Zerg Queen and Defiler.


maelstrom.gif (1493 bytes) MAELSTROM
Cost: 100 energy     Range: 10
Cast by: Dark Archon
Researched at: Templar Archives     100 images/min.gif (912 bytes) 100 images/gas.gif (908 bytes)
Use And Effects
Maelstrom is an area effect spell that stuns any biological units within a 3 matrix radius. Units in the affected area are unable to move, attack or use special abilities for 12 seconds. Maelstrom will reveal cloaked units, but not burrowed units.

Strategic Notes
Maelstrom is extremely useful against all the Zerg units due to their biological nature. Use it to immobilize and attack at will. It can be effective against select Terran and Protoss units to stun large groups of Marines, Firebats and Zealots or to reveal and imobilize cloaked units. Units affected by Maelstrom are the Terran Marine, Firebat, Medic, Ghost, Protoss Zealot, Dark Templar, High Templar and all Zerg units (not buildings).


mindcontrol.gif (1414 bytes) MIND CONTROL
Cost: 150 energy     Range: 8
Cast by: Dark Archon
Researched at: Templar Archives    200 images/min.gif (912 bytes) 200 images/gas.gif (908 bytes)
Use And Effects
Casting Mind Control costs 150 energy plus drains all of the Dark Archons shield points, leaving him in a vulnerable state. Mind Control can be cast on any unit in the game and passes control of that unit onto the owner of the Dark Archon. It is a permanent effect, only another Mind Control can transfer ownership again.

Strategic Notes
When you Mind Control a unit, you retain that units researched technologies/abilities but not the weapon, armor and shield upgrades. Mind Controlled units will instantly switch alliance, change to your color and if in range of enemy units, start attacking them. An excellent target for Mind Control are enemy transport ships. You not only get the transport, but you also get control of all units inside. Mind Control has no affect on Interceptors, Scarabs, Spider Mines, Larva or units inside a Stasis Field. Mind Controlled units do not affect your Psi slots, you can still MC a unit even if you are at your Psi limit. MC is one of the most confusing spells for Brood War players, get more info at the BW FAQ under the Dark Archon section.


recall.gif (1423 bytes) DISRUPTION WEB
Cost: 125 energy     Range: 9
Cast by: Corsair
Researched at: Fleet Beacon     200 images/min.gif (912 bytes) 200 images/gas.gif (908 bytes)
Use And Effects
Disruption Web is an area effect spell that disables the attacks of all ground units and structures within the affected area. Structures include Missile Turrets, Bunkers, Photon Cannons, Spore Colonies and Sunken Colonies. Air units are not affected by Disruption Web.

Strategic Notes
It's important to remember that a disruption web itself does not do any damage to the units and structures, it only disables their ability to attack. Use your distance units outside of the web to target and attack units INSIDE the web. Disruption Web is an effective way to take out Siege Tank/Bunker combos or heavy fortifications of Missile Turrets, Photon Cannons and Spore Colonies (especially on island maps). Use to protect Shuttles while dropping off units.


recall.gif (1423 bytes) RECALL
Cost: 150 energy     Range: N/A
Cast by: Arbiter
Researched at: Arbiter Tribunal     150 images/min.gif (912 bytes) 150 images/gas.gif (908 bytes)
Use And Effects
Recall is basically a teleportation spell. Recall targets a 5x5 matrix area anywhere on the map and transports units within that area back to the casting Arbiter. You can recall both air and ground units simutaneously but keep in mind that you cannot Recall ground units onto a terrain that is normally impassable to them (lava, water, space). If you do, only the air units will transport. You can Recall your teammate's units in Team Games but not allied units in Allied or Melee Games.

Strategic Notes
Recall is excellent for transporting large groups of units quickly. You can transport as many units at one time as you can pack into the 5x5 matrix area. Stack your air units on top of your ground units and pack them in tight. Recall is also useful for emergency retreat and evacuations of the more expensive units (Archons, Carriers). Use Recall to quickly transport in needed reinforcements and newly produced units. Recalled units are within the Arbiter's cloak field when they arrive.


stasisfield.gif (1269 bytes) STASIS FIELD
Cost: 100 energy     Range: 9
Cast by: Arbiter
Researched at: Arbiter Tribunal     150 images/min.gif (912 bytes) 150 images/gas.gif (908 bytes)
Use And Effects
Stasis Field effectively immobilizes and traps all units within a 3x3 matrix area. No units within the Stasis Feild can be damaged, move, attack, or use their special abilities for 40 seconds. Units within a Stasis Field are immune to special ability attacks such as Plague, Ensnare, Lockdown, Irradiate, etc., even the Terran Nuke. EMP Shockwave is the exception.

Strategic Notes
Use Stasis Field when you are outnumbered or being overwhelmed by particular units. Cast it on the least damaged units or heavy hitters, gaining yourself time to thin out the forces. Cast it to gain time to bring in proper support units and reinforcements if you find yourself facing troops your ill prepared to defend against. Cast it on Archons and High Templars for protection while they regenerate their shields after costly spells. Use Stasis Field on your units to halt damaging effects from and as protection against special ability attacks.


Red denotes Brood War special abilities and units.



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