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Special Abilities
-Irradiate - Here is a purely anti zerg ability. It deals damage to all biological units. This means it doesn't hurt mechanical things like tanks. Irradiate can be used against all 3 races. For zerg, irradiate clusters of any unit you choose. It is great for guardians, mutas and hydras. Aim for the undamaged units so it will do maximum damage to their surrounding units. Irradiate high templars first when playing against protoss. You can also irradiate dark templars. Against terran, you can irradiate medics. It drains life very fast and the medics will hurt surrounding infantry. It will then heal the damaged infantry, making it waste it's energy. Separate your irradiated units from your healthy units as quick as possible. This is one of the few things you can hurt units with when they are under swarm. At a low low cost of just 75 energy, this is a very inexpensive ability with drastic results.
-Defense Matrix - People underestimate this ability and therefore they don't use it. It adds a shield with 250 HP to the unit. It will stay until it absorbs the 250 damage or until it wears off. Casting a matrix on top of an existing one will replace the old one. Sometimes, damage will leak through and damage the unit slightly. The things you want to matrix are your units that are getting attacked. Usually, it is one of the units in the front lines or a tank that your enemy has commanded his troops to kill. Add the matrix after you see your unit getting attacked so you don't waste it. Conversely, make sure to use it quick enough so your unit isn't destroy by the time you click it. Prepare to matrix the units in the front lines. You should help out your buddies by matrixing their units too. You will last longer with good teamwork.
-EMP Shockwave - This is a fairly unreliable ability. It has a small effect area although the animation makes you think it is bigger than it really is. EMP groups of templars and goons. It puts all shields and energy to 0. EMP cloaked wraiths will make them uncloak. Next to templars, the other things worth killing the energy of are arbiters and cosairs. EMP enemies vessels before they do it to you.
-Lockdown - This freezes mechanical units in their tracks. This is most effective and useful on battlecruisiers and carriers. It can be used on any mechanical units. If you lock down something, they lose all function. Arbiters stop cloaking nearby units and vessels stop detecting cloaked ones.
-Spider Mine - These are great in the early game. You can trap terran or protoss players inside their base and bring in the tanks later. Be careful not to blow yourself up. A zealot with speed upgrade can lure the mines right into your army. Zerglings can be use as suicidal units to set them off at a low cost. Mines will automatically target dt's. They will not target hovering units. This include vultures, drones and archons. When attacking, put these in front of unit producing buildings. The mine will destroy whoever comes out.
-Nuke - This is the best defense breaker in the whole game. Check Advanced Tactics to learn how to nuke like an expert.
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