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Special Abilities

Psionic Storm - One of the best abilities in the game. Storm large groups of units for best effect. Aim for groups of infantry or hydras and they will be almost instantly destroyed. Works great against guards. It has a long range. If you want to target a moving unit, aim the storm at where the unit will be when the storm takes effect. If they are moving and you target a specific unit, they will be almost out of the storm by the time it executes. This will ensure maximum damage done. When storming tanks, use 2 very quickly. Tanks are strong enough to take one storm so it is in your interest to kill them as fast as possible.

Hallucination - One of the most useless abilities. The hallucinations don't do damage, have no special abilities, and take double damage and full damage when attacked. Send these into battle along with your army. Try to keep them in the front so they die first. While your enemies attack the hallucinations, your real troops will do real damage to their units. You can get different numbers of hallucinations depending on what you hallucinate.

Feedback - This takes the energy and shields that a unit has an does that amount of damage to the unit. This will usually kill a high templar that has not depleted its energy yet. Use it on medics and archons too.

Mind Control - This is a very expensive ability. It also has a very short range. You should only mind control units that are worth doing. This includes battlecruisiers, arbiters, science vessels, etc. Basically, steal an advanced unit. Stealing a unit will give you all upgrades it has. If you steal a goon with level 3 shields, all you goons will gain level 3 shields too.

Maelstrom - A crappy rip-off of psionic storm. You freeze your enemies momentarily so you can kill them. Good against masses but it's more expensive than storm and does no damage. Very small area effect.

Web - This has countless uses. You can use it to defend your base. While you get attacked, web the front and your enemies won't shoot in. You will need more than 1 but it's worth it. When you see a group of attacking units, quickly web the maximum range of your enemies and they will stop to shoot when they come into range. Surprise, they are under the web. Put your goons at halt so if they retreat, they won't lure you under the web. Web groups of lurkers, spores and hydras when you go on overlord hunts, cannons, bunkers, tanks.

Stasis - Stasis makes a group of units invincible and also immobilize. Units in stasis will recharge shields, health and energy. The main point of using stasis is you can easily temporarily eliminate a chunk of the enemies' army and attack them later. Units in stasis still take up space so using stasis in a choke will make the choke smaller and easier to defend. Units will squeeze through tiny openings and be killed easily. If you have put many units in stasis, you can web them a little while later so the the web will still be there when they come out of stasis. They will be easily destroyed if you surround them with units. Things you should stasis are templars, tanks cosairs or other air units trying to harm your arbiter, an enemies' detection unit, large, dangerous units. A detector in stasis loses it's ability so your units will safely be cloaked under the arbiter.

Recall - This is a very fast way to bring your whole army into an enemy base safely and quickly. One arbiter should be escorted by a few cosairs in case there are cannons or turrents. When you find the sweet spot to bring in your units, recall your attacking units, observers, and other arbiters That's right, recall your arbiters, don't bring them along. Then, use those arbiters to recall additional units or stasis any unit defense your enemy has. A decent attack usually requires 2 recalls to get enough units. Don't recall everything if you don't need to. Just take what you need and leave the rest to defend. Your units should be closely packed when you recall. This is to ensure a maximum number of units recalled. Recall goons as well as zealots. Zealots are small and can take up the little spaces in-between goons when you recall.

Protoss Strategy
Unit Stats
Advanced Units
Special Abilities
Upgrading
Offense
Defense
Anti-Rush
Building Positions
Building Orders
Advanced Tactics
Defense Breaking
Countering Races

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