![]() ![]() In terms of splash counters however Archons are countered by Disruptors due to the latter's bonus vs shields and the former's inability to reliably dodge purification novas without prism pickup micro. ![]() Sentries are worthless because Archons break force fields. ![]() Zealots are eaten up by splash and bonus damage while Adepts can't deal any real damage against them. This may be especially useful to follow a DT Fast Expand, as the saved gas allows for a faster transition into a more "standard" method of play.Īrchons are strong against almost every Protoss unit, but most notably when up against Gateway units. However, the Protoss may use High Templar to save minerals for building chargelots, since chargelots are powerful when paired with archons. Gas is a more "precious" resource within StarCraft II because it is used for teching and upgrades therefore, it may be better to warp in Dark Templar to make Archons. The cost of merging an Archon from one of each is consequently 175/275. The warp in cost of an Archon from two High Templars is 100/300, and the cost from two Dark Templars is 250/250. Players often merge Archons when High Templar run out of energy in the field, or if the opponent has detectors that vitiate the Dark Templars' main strength. This makes them especially useful in PvP timing pushes because many players rely on Force Fields for defense. Colossi require a Robotics Bay in addition to the Colossus itself, whereas a High Templar's Psionic Storm costs 75 energy and must be researched.Īrchons are massive units ergo, they crush Force Fields on contact. The Colossi and High Templar require some time to reach their potential. They are a Protoss player's quickest access to area of effect damage. Morphing Archons can be moved behind the army as protection, or taken to retreat with the rest of the army.Īrchons are often used as part of or against a timing push. Because Protoss shields regenerate rapidly out of combat, Archons are much more effective if they pull out of battle before they die.Īrchons cannot be commanded as they merge, but they can be bumped around like big psionic soccer balls by moving units into them. Because they have a range of 3, Archons can sit safely behind a line of Zealots and deal damage to the enemy forces without taking much damage. As such, the Archon is an effective all-rounder unit - apart from Ghosts, who can use EMP Rounds to tear through their shields, there is no one unit that works especially well against the Archon.Īrchons have three possible mineral/ gas costs, depending on how they are created.Ĭompetitive Usage General Īrchons primarily function as support units. Bonuses against massive units only apply to air targets (and Graviton Beam can't target massive units), and Legacy of the Void has no bonuses against Psionic units ( Snipe was removed). Archons' tremendous shield points can withstand terrible punishment, offsetting their exceptionally low health: an Archon has only ten health points beneath its shield.Īrchons have very few attributes they are considered Massive and Psionic. Archons can attack air or ground units and deal area-of-effect damage. An Archon is created when two of either Dark Templar or High Templar merge together on the battlefield the Archon cannot be produced at any building. It excels against biological units and structures. The Archon is a powerful Protoss short-range unit. ![]()
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