HALLUCINATION Cost: 100 Range: 7 Cast by: High Templar Researched at: Templar Archives 150 150 |
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 |
PSIONIC STORM Cost: 75 Range: 9 Cast by: High Templar Researched at: Templar Archives 200 200 |
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 |
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 |
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
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FEEDBACK
Cost: 50 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 |
MAELSTROM Cost: 100 Range: 10 Cast by: Dark Archon Researched at: Templar Archives 100 100 |
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 |
MIND
CONTROL Cost: 150 Range: 8 Cast by: Dark Archon Researched at: Templar Archives 200 200 |
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
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DISRUPTION WEB Cost: 125 Range: 9 Cast by: Corsair Researched at: Fleet Beacon 200 200 |
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 |
RECALL
Cost: 150 Range: N/A Cast by: Arbiter Researched at: Arbiter Tribunal 150 150 |
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
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STASIS
FIELD Cost: 100 Range: 9 Cast by: Arbiter Researched at: Arbiter Tribunal 150 150 |
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
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