Reaver / Archon / Shuttle:

The Reaver is a slow, yet powerful unit in the Protoss Race. It can be likened to the Terran Siege Tanks and there are only a few weeknesses: a) it cannot defend against air b) it moves slower than molasses c) it requires micro-management. Micro management means than you can not just tell the Reaver to attack - you have to manually build Scarabs (tiny, robotic drones, used as photon torpedos) to shoot, and then be ready to build more as soon as they are done. Each unit can only hold 5 Scarabs at a time - unless you get the upgrade. Also, always be prepared with air-support for these units. You can send Reavers in to level a base, but if you do not have adequate air defense, the enemies air defense will most surely pick away at the Reaver's heavy armor until they are finished.

Shown in illustration: the classic Reaver Drop tactic. Each Shuttle holds two Reavers, which are dropped next to enemy base. In practice, multiple shuttles are used, and other support units as well.

Observer:

The Observer is a simple unit, made at the Robotics Support Bay. All it does is stay cloaked and help your units attack cloaked enemies. It also, of course allows great scouting of terrain without being seen (until you come across another detector). The observatory is needed before this can be built.

Note: The Shuttle Is built here too. It allows transportation of units, just like the Terran Dropship and Zerg Overlords.

Archon:


The mighty Archon is formed when two High Templars Merge

The Archon is the first unit I was able to really win with when I started playing StarCraft. Once you learn the buildings (and gas / minerals) required for this unit, you may want to plan to churn out armies of them! They have a shield level of 350, but only a hit point value of 10, so after thier shields get low - they are almost dead! The best thing to do is retreat in time for the shields to re-charge, if that is an option. Always beware of the Science Vessel's EMP shockwave, which reduces shields to 0!

One great thing about the Archon is that it can destroy units on land or in the air - which many units can not. They definitely can floor bases, just like the above Reaver. Not a whole lot more needs to be said about the Archon!


Dark Archon:

The Dark Archon is formed similarly to the regular Archon. When two Dark Templars [see cloaked units at left] merge, this unit is created. The Dark Archon has many different psionic abilities as well. These beings can wield the mysterious energies of the void, such as:

Feedback - turns the power of enemies against themselves. Great against units requiring energy like the Zerg Queen or Defiler - will drain them (and destroy them)!

Mind Control - This power of command is the ultimate weapon in the arsenal of the Dark Archon [see bottom photo].

Maelstrom - With a powerful surge of mental energy, a group of attackers can be stunned for a short period of time. (Organic units only).

Each of these abilities takes practice to master - and LOTS of gas and minerals. Because everything about this unit takes f-o-r-e-v-e-r to charge and upgrade, every use of the Dark Archon means careful planning of resources (especially energy levels). Protecting the Dark Archon is important too, because it has very little defense. At the Templar Archives, there are several upgrades for the Dark Templar. Mind Control [200g/200m], Maelstrom, and the Argus Talisman, which extends the energy limit to +50.


Dark Archon using Mind Control on enemy Siege Tank

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