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Arbiter

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The Arbiter is an essential Protoss warship that is crewed exclusively by Judicators and provide high-end support for the Protoss army.

Contents

[edit] Background

StarCraft I Unit [e]
Arbiter
Race: Protoss
Role: Air Support
Unit Statistics
Size: Large
Type: Mechanical
Transport Slots: N/A
Hit Points: 200
Plasma Shields: 150
Energy Points: 200
Offence
Armament: Phase Disruptor Cannon
Ground Attack: 10
Air Attack: 10
Range: 5
Defence
Armor: 1
Sight: 9
Cooldown: 45
Special Abilities
Cloaking Field
Cloaks all nearby friendly units around the caster.
Recall
Teleports a group of friendly units to the caster's location.
Stasis Field
Traps and disables all units at, and nearby, the target for 40 seconds.
Production
Hotkey: A
Supply: Image:Psi_SC1.png 4
Resources: class="infobox" 100 class="infobox" 350
Build Time: 160
Produced by: Stargate
Prerequisite: Arbiter Tribunal
Two Arbiters in StarCraft I.
Two Arbiters in StarCraft I.

The only warship to be crewed exclusively by non-Templar, the mighty Arbiter is used to provide special support for assault groups. Psychic Judicators crew the Arbiter ships, and they use the Arbiter as a focal point to project a reality-warping field that serves to conceal all friendly units within close proximity.

[edit] Game Unit

[edit] Starcraft 2 Arbiter

The Arbiter has not yet been seen during the development of StarCraft II, however it may appear during the single player campaigns or in the map editor.

[edit] StarCraft I Arbiter

The Arbiter is a late game Protoss airship, one of the most expensive units and usually has some of the more useful abilities.

Cloaking Field is a passive ability of the Arbiter that allows it to cloak nearby friendly units in a short radius. This skill does not require energy to maintain and the use of an enemy detector will reveal the units. The downside is the Arbiter itself can not be cloaked, leaving it exposed to the enemy who may think it's alone. Since this skill cannot be toggled on or off it is important to keep an Arbiter protected or it will catch the brunt of damage from an enemy without detectors. Surrounding it with other support units, like the Scout, or using the High Templars Hallucination ability can help keep it alive during these situations.

Recall allows the Arbiter to open a 5x5 matrix wormhole to teleport all units (both ground and air) in the area of effect to its location. This is particularly useful in transporting a large group of units immediately across a large map, evacuating your forces from a hostile environment or warping an entire army in the middle of the enemy's base.

The final ability, Stasis Field, is a targeted skill that traps and disables any unit (friend or foe) within a 3x3 radius around the point of casting. The field lasts for 40 seconds, during which the affected units will be immobilized and unable to be damaged, moved, attacked, or make use of any special abilities. It is best used to separate or disable key units of the enemy army to simply overwhelm the remaining or help buy time for reinforcements.

Stasis Field is very effective when used as an offensive skill, however it can also be used as a desperate form of defense. As an example, if cast on a Plague infected friendly unit Stasis Field can preserve the unit until Plague expires. It can also serve as an excellent way to void the damage of a Terran Nuclear Missile.


[edit] Abilities


[edit] Upgrades



[edit] Gallery