Creates a devastating Psionic Storm which damages all units located below and ignores any armor. Deadly if used during a containment at spawn area. Cloaked and burrowed units are also affected. Overlapping Storms do not multiply damage. Units caught in a Stasis Field are not harmed.
Damage: 112
Cost: 25
Range: 9
Used by: High Templar, Tassadar, Infested Kerrigan
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Creates two illusions of any unit for about 3 minutes. Other players can't distinguish these from real units what makes this ability very effective when used on heroes. However, good players will quickly check the unit kills. Due to the fact that illusions dont do any damage, this will always remain 0. Illusions are immediately destroyed by spells like Ensnare, Plague, Psy Storm or EMP.
Cost: 20
Range: 7
Used by: High Templar, Tassadar
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Creates a web which prevents all ground units located below from attacking. Deadly during containment of spawn area. However, spells work.
Cost: 50
Used by: Corsair, Raszagal
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Teleports ground and air units of the player from one location to the location of the Arbiter. Dangerous when used on powerful heroes, Tanks or Reavers to get them near the enemy Nexus. Use Lockdown or EMP to prevent from teleporting.
Cost: 20
Range: 5x5
Used by: Arbiter
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Traps any unit within a certain area (3x3) for about 40 seconds. Trapped units can neither move, attack, use spells nor can they be damaged or hit by spells - with the exception of EMP! Does not work on burrowed units. Devestating when casted on spawn area with perfect timing. Using ground suicide will also suicide trapped units.
Cost: 125
Range: 9
Used by: Arbiter
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When a unit is hit by this spell it will lose all energy and take an equal amount of damage. Affects any unit using energy. Helpful to avoid EMP, Mind Control, Psy Storm or other spells depending on the situation.
Cost: 20
Range: 10
Used by: Dark Archon
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Organic air and ground units are immediately stunned what makes them unable to move, attack or cast any spells for about 10 seconds. Very useful at spawn. Can be healed by a Medic.
Cost: 30
Range: 100
Used by: Dark Archon
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Casted on any unit it will immediately be captured and permanently given to the player who casted the spell. When used the Dark Archon will lose all of its Shield Points. Most effective when you are able to get a hero unit.
Cost: 80
Range: 8
Used by: Dark Archon
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