Personal tools

ADVERTISEMENT

Dark Archon

From StarCraftWiki

Jump to: navigation, search

The Dark Archon is a mighty caster of the Protoss that is summoned to the battlefield through the sacrifice of two Dark Templar.


Contents

[edit] Background

StarCraft I Unit [e]
Dark Archon
Race: Protoss
Role: Caster Support
Unit Statistics
Size: Large
Type: Ground Caster
Transport Slots: 4/8
Hit Points: 25
Plasma Shields: 200
Energy Points: 200
Offence
Armament: N/A
Ground Attack: N/A
Air Attack: N/A
Range: N/A
Defence
Armor: 1
Sight: 10
Cooldown: N/A
Special Abilities
Feedback

  Image:Energy_SC1.png 50

Drains and damages target equal to the current energy reserves.
Mind Control

 Image:Energy_SC1.png 150 + all shields

Transfers control of targeted unit to the caster.
Maelstrom

  Image:Energy_SC1.png 100

Traps and immobilize all biological units at, and nearby, the target for 12 seconds..
Production
Hotkey: R
Supply: Image:Psi_SC1.png 4
Resources: class="infobox" 0 class="infobox" 0
Build Time: 20
Produced by: [[2 Dark Templar]]
Prerequisite: [[2 Dark Templar]]
A Dark Archon casting the much feared Mind Control.
A Dark Archon casting the much feared Mind Control.
During their long exile, the Dark Templars have faced many challenges. Struggling and adapting their arsenal of skills and converting their biology to suit their harsh environment has ultimately resulted in the Dark Archon.

The burning, crimson effigy of the Dark Archon spreads fear across any battlefield. These powerful creatures of living Psionic energy embody the eternal wrath of the Dark Templar. Created by the merging of any two Dark Templar warriors, the Dark Archon can wield the mysterious energies of the void. These dire, volatile beings are so powerful that the Dark Templar have outlawed their creation for a thousand years. After the Zerg Swarm destroyed the planet Aiur, the Dark Templar have realized the necessity of their greatest weapons.[1]

[edit] Game Unit

Like their High Templar brethren, two Dark Templars sacrifice themselves in a Psionic melding giving rise to the Dark Archon. The powers of these avatars of Psionic might extend well beyond those of the regular Archon, more than compensating for their lack of any physical attack capability.

[edit] StarCraft II Dark Archon

The Dark Archon will not appear in the open multiplayer of StarCraft II. A regular Archon is now created when two Dark Templars combine.

[edit] StarCraft I Dark Archon

Unlike the Archon the Dark Archon has no direct physical attack, instead choosing to rely on allies and its own Psionic energy to defend itself. Its special abilities, if used right, can easily turn the tide of battle in the Protoss favor.

Feedback is a skill that will drain the energy of the targeted unit and cause it to take damage equal to the total energy drained. If the unit has more energy than HP, then the unit will die. This is particularly useful on Ghosts, Medics and High Templar since it will usually kill the unit due to their inherit low hit points. It can also be used on the mighty Battlecruiser to deal significant damage.

Perhaps the most useful ability of the three is Mind Control, a skill that allows the Dark Archon to permanently take control of a targeted enemy unit. This ability truly shines when used on the enemy workers as it will then allow the Protoss to use that race's units and technology by rebuilding the colony. For example, by capturing an enemy SCV, and assuming enough resources are available, the Protoss can build a Command Center to start producing additional SCVs, as well as any other Terran structure to create a separate Terran army that will work alongside their own. Mind Control is also very useful when cast on enemy transport units, such as the Shuttle, Dropship and Overlord, since any units that are currently being transported within the targeted unit will also be converted under the Dark Archons control. Care must be given when using this spell as it will completely drain the Dark Archon's shields after casting, leaving it highly vulnerable to an attack.

The Dark Archon's final ability, Maelstrom, is similar to the Arbiter's Stasis Field skill. It immobilizes and stuns all biological units, enemy or friendly, within a 3x3 matrix for 12 seconds and is extremely effective against the Zerg. Units that are caught in the Maelstrom can still be targeted and will continue to take damage if attacked, though they will be unable to move or retaliate, or use any special abilities. Maelstrom will reveal cloaked units but not those that are burrowed.

[edit] Abilities


[edit] Upgrades


[edit] Related Psionic Creatures



[edit] Gallery



[edit] References