Faction: Descendants of Aiur

Descendants of Aiur

 Race: Protoss

Faction Overview:

  • Focuses on mastery of warp technology - Easy access to power fields and more effective warp-in.
  • Versatile set of units making for a good offense that is easily reinforced.
  • Potentially global threat due to the use of Orbital Strikes.
  • Weak early game due to slow unit production speed.
  • Core concept easily countered by destroying power fields.

Faction Traits & Faction Upgrades:

  • Warp technology is utilized for all production structures.
  • Warp-in cooldowns reduced by 20%.
  • Passive: Warp Mastery - Descendants Probes can warp in structures at a range of 5, and structure warp in time is reduced by 33%.
  • Passive: Power Conservation - Descendants units at the Warp Gate, Warp Robotics Facility and Warp Stargate warp in 200% slower.
  • Upgrade: Matrix Overload - Allows Descendants units to gain 20% increased movement and attack speed while inside a power field. Cannot affect Probes.
  • Upgrade: Warp Conduit - Reduces the time it takes for units at the Warp Gate, Warp Robotics Facility and Warp Stargate to warp in by 9 seconds, a decrease of 60%.

Want to try out this faction outside of the campaign? Search for AWS Faction Wars on the StarCraft II Arcade, where you can select a faction, gaining access to the full tech tree while you complete objectives against 3 other factions featured in the campaign.

EU link: battlenet:://starcraft/map/2/220061
US link: battlenet:://starcraft/map/1/313341


Extended Faction Overview:

Below is an overview of the faction's full tech tree in a list-format, along with the stats and abilities of each structure and unit.

Nexus

==Unit Info==

Health: 1000

Shields: 1000

Armor: 1

Shield Armor: 0

Cost: 400/0/-10

Build Time: 66,66 Seconds

Description: 

Primary structure. Used to receive gathered resources. Can train worker units and Observers, and use the Chrono Boost and Orbital Strike abilities.

Enables:

- Probes

- Warp Gates from Probes

- Forges from Probes

==Unit Abilities==

Chrono Boost: 

Places target structure in a Chrono Boost, causing it to operate 22,5% faster.

Global range.

  • Cooldown: 5 Seconds

Orbital Strike: 

Orders the Nexus to launch an Orbital Strike at a visible target location. Once issued, the Orbital Strike will impact after 1.5 seconds, and deal 25 (+50 vs Armored) damage to enemy units and structures hit.

Can store up to 2 charges. There is a 5 second global cooldown between each use.

Global range.

  • Charge Cooldown: 90 Seconds

Assimilator:

==Unit Info==

Health: 450

Shields: 450

Armor: 1

Shield Armor: 0

Cost: 75/0/0

Build Time: 20 Seconds

Description: 

Warped in over a Vespene Geyser to allow harvesting of vespene gas.

Pylon:

==Unit Info==

Health: 200

Shields: 200

Armor: 1

Shield Armor: 0

Cost: 100/0/-8

Build Time: 16.66 Seconds

Description: 

Provides supply.

Supply allows you to warp in more units.

Creates power for nearby structures. Descendants pylons provide a 25% larger power field.

==Unit Passives==

Khaydarin Power Projector: Descendants pylons provide a 25% larger power field.

Gateway:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 43.33 Seconds

Requirements: Nexus

Description: 

Warps in Descendants ground units. Automatically transforms upon creation, enabling its ability to warp in units directly within pylon power fields.

Enables:

- Zealots

- Cybernetics Cores from Probes

- Warp Stargates from Probes

- Warp Robotics Facilities from Probes

==Unit Passives==

Power Conservation: Descendants units at the Warp Gate, Warp Robotics Facility and Warp Stargate warp in 200% slower.

Forge:

==Unit Info==

Health: 400

Shields: 400

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 30 Seconds

Requirements: Nexus

Description: 

Contains weapon and armor upgrades for Descendants ground units and shield upgrades for Descendants units and structures.

Enables:

- Shield Batteries from Probes

- Photon Cannons from Probes

==Research==

Ground Weapons Level 1: Upgrades the damage dealt by Descendants ground units.

  •  Cost: 100/100
  • Research Time: 160 Seconds

Ground Weapons Level 2: Further upgrades the damage dealt by Descendants ground units.

  • Cost: 150/150
  • Research Time: 190 Seconds
  • Requirements: Ground Weapons Level 1 & High Council

 Ground Weapons Level 3: Maximizes the damage dealt by Descendants ground units.

  • Cost: 200/200
  • Research Time: 220 Seconds
  • Requirements: Ground Weapons Level 2 & High Council

Ground Armor Level 1: Upgrades the armor of Descendants ground units.

  •  Cost: 100/100
  • Research Time: 160 Seconds

Ground Armor Level 2: Further upgrades the armor of Descendants ground units.

  • Cost: 150/150
  • Research Time: 190 Seconds
  • Requirements: Ground Armor Level 1 & High Council

Ground Armor Level 3: Maximizes the armor of Descendants ground units.

  • Cost: 200/200
  • Research Time: 220 Seconds
  • Requirements: Ground Armor Level 1 & High Council

Shields Level 1: Upgrades the shields of all Descendants units and structures.

  • Cost: 150/150
  • Research Time: 160 Seconds

Shields Level 2: Further upgrades the shields of all Descendants units and structures.

  • Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Shields Level 1 & High Council

Shields Level 3: Maximizes the shields of all Descendants units and structures.

  • Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Shields Level 2 & High Council

Shield Battery:

==Unit Info==

Health: 200

Shields: 200

Armor: 1

Shield Armor: 0

Cost: 100/0/0

Build Time: 20 Seconds

Requirements: Forge

Description: 

Support structure. Restores shields to nearby friendly units and structures.

==Unit Abilities==

Shield Restoration: 

Restores target unit or structure's shields.

Restores 3 shields per 1 energy.

Autocasting targets units and defensive structures only.

Cybernetics Core:

==Unit Info==

Health: 550

Shields: 550

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 33,33 Seconds

Requirements: Warp Gate

Description: 

Contains weapon and armor upgrades for Descendants air units.

Enables:

- Sentries at the Warp Gate

- Dragoons at the Warp Gate

- High Councils from Probes

==Research==

Air Weapons Level 1: Upgrades the damage dealt by Descendants air units.

  • Cost: 100/100
  • Research Time: 160 Seconds

Air Weapons Level 2: Further upgrades the damage dealt by Descendants air units.

  • Cost: 175/175
  • Research Time: 190 Seconds
  • Requirements: Air Weapons Level 1

 Air Weapons Level 3: Maximizes the damage dealt by Descendants air units.

  • Cost: 250/250
  • Research Time: 220 Seconds
  • Requirements: Air Weapons Level 2 & Fleet Beacon

Air Armor Level 1: Upgrades the armor of Descendants air units.

  • Cost: 150/150
  • Research Time: 160 Seconds

Air Armor Level 2: Further upgrades the armor of Descendants air units.

  • Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Air Armor Level 1

Air Armor Level 3: Maximizes the armor of Descendants air units.

  • Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Air Armor Level 2 & Fleet Beacon

Photon Cannon:

==Unit Info==

Health: 150

Shields: 150

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 26,66 Seconds

Requirements: Forge

Description: 

Primary defensive structure.

Can attack ground and air units.

Detector.

==Unit Weapons==

Phase Cannon: 

Damage: 20

Attack Speed: 1.25

Range: 7

Type: Single-Target

Twilight Council:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/100/0

Build Time: 33,33 Seconds

Requirements: Cybernetics Core

Description: 

Contains upgrades for Descendants Warp Gate units.

Enables:

- Templar Archives from Probes

==Research==

Matrix Overload: Allows Descendants units to gain 20% increased movement and attack speed while inside a power field.

Cannot affect Probes.

  • Cost: 200/200
  • Research Time: 150 Seconds

Warp Conduit: Reduces the time it takes for units at the Warp Gate, Warp Robotics Facility and Warp Stargate to warp in by 9 seconds, a decrease of 60%.

  • Cost: 250/250
  • Research Time: 200 Seconds
  • Requirements: Fleet Beacon

Whirlwind: Allows Zealots to use the Whirlwind ability.

The Zealot rapidly swings its weapon, dealing 3 damage every 0.5 seconds to all ground targets hit. Lasts 3 seconds.

  • Cost: 100/100
  • Research Time: 60 Seconds

Stargate:

==Unit Info==

Health: 600

Shields: 600

Armor: 1

Shield Armor: 0

Cost: 150/150/0

Build Time: 40 Seconds

Requirements: Warp Gate

Description: 

Warps in Descendants air units. Automatically transforms upon creation, enabling its ability to warp in units directly within pylon power fields.

Enables:

- Phoenixes

- Scouts

- Fleet Beacons from Probes

Robotics Facility:

==Unit Info==

Health: 450

Shields: 450

Armor: 1

Shield Armor: 0

Cost: 200/100/0

Build Time: 43,33 Seconds

Requirements: Warp Gate

Description: 

Warps in Descendants robotic units. Automatically transforms upon creation, enabling its ability to warp in units directly within pylon power fields.

Enables:

- Warp Prisms

- Immortals

- Observers at the Nexus

- Robotics Bays from Probes

Templar Archives:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/200/0

Build Time: 33,33 Seconds

Requirements: High Council

Description: 

Contains upgrades for High Templar and Archons.

Enables:

- High Templar at the Warp Gate

Fleet Beacon:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 300/200/0

Build Time: 40 Seconds

Requirements: Warp Stargate

Description: 

Contains upgrades for Descendants air units.

Enables:

- Arbiters at the Warp Stargate

- Carriers at the Warp Stargate

Robotics Bay:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 200/200/0

Build Time: 43,33 Seconds

Requirements: Warp Robotics Facility

Description: 

Contains upgrades for units warped in at the Warp Robotics Facility.

Enables:

- Reavers at the Warp Robotics Facility

- Disruptors at the Warp Robotics Facility

Probe:

==Unit Info==

Health: 20

Shields: 20

Armor: 0

Movement Speed: 2.812

Cost: 50/0/1

Build Time: 17 Seconds

Description: Basic worker unit. Can gather resources and warp in Descendants structures. Can warp in structures faster and at increased range.

Can attack ground units.

==Unit Weapons==

Particle Beam: 

Damage: 5

Attack Speed: 1.5

Range: 0.1

Type: Single-Target

==Unit Passives==

Warp Mastery: Descendants Probes can warp in structures at a range of 5, and structures warp in 33% faster.

Zealot: 

==Unit Info==

Health: 100

Shields: 50

Armor: 1

Movement Speed: 2.75

Cost: 150/0/2

Warp Cooldown: 22.4 Seconds

Description: 

Powerful melee warrior. Can use Charge and be upgraded to use Whirlwind.

Can attack ground units.

==Unit Weapons==

Solarite Reaper: 

Damage: 18

Attack Speed: 1.65

Range: 0.1

Type: Single-Target

==Unit Abilities==

Charge: 

The Zealot quickly intercepts the target unit, increasing its movement speed by 120% for 3.5 seconds or until it attacks the target or stops attacking.

  • Cooldown: 10 Seconds

Whirlwind: 

The Zealot rapidly swings its weapon, dealing 3 damage every 0.5 seconds to all ground targets hit. Lasts 3 seconds.

  • Cooldown: 15 Seconds
  • Researched at: High Council
  • Research Time: 60 Seconds
  • Research Cost: 100/100 

==Unit Upgrades==

Khala’s Embrace: Zealots gain +4 life armor while their life is below 35%.

Improved Whirlwind: Increases the damage dealt by Whirlwind by 3, an increase of 100%, and reduces its cooldown by 7.5 seconds, a decrease of 50%.

Blade of the Hierarch: Increases the attack damage of Zealots and their bonus damage gained from weapon upgrades by 75%, but reduces their attack speed by 40%.

  • Cost: 100/100
  • Upgrade Time: 60 Seconds
  • Upgraded at: High Council

Dragoon:

==Unit Info==

Health: 120

Shields: 80

Armor: 1

Movement Speed: 2.25

Cost: 125/50/2

Warp Cooldown: 25.6 Seconds

Requirements: Cybernetics Core

Description: 

Ranged assault strider.

Can attack ground and air units.

==Unit Weapons==

Phase Disruptor: 

Damage: 14 (+8 vs Armored)

Attack Speed: 1.8

Range: 6

Type: Single-Target

==Unit Upgrades==

Trillic Compression Mesh: Dragoons gain +40 life, an increase of 33%.

Singularity Charge: Dragoons gain +2 range, an increase of 33%.

Compact Machinery: Reduces the Dragoon’s collision radius by 20%, and allows them to attack while moving.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: High Council

Sentry:

==Unit Info==

Health: 40

Shields: 40

Armor: 1

Movement Speed: 2.25

Cost: 50/100/2

Warp Cooldown: 21.6 Seconds

Requirements: Cybernetics Core

Description: 

Robotic support unit. Can use the Shield Restoration and Guardian Shield abilities.

Can attack ground and air units.

==Unit Weapons==

Disruption Beam: 

Damage: 6

Attack Speed: 1.0

Range: 6

Type: Single-Target

==Unit Abilities==

Shield Restoration: 

Recharges the shields of a friendly unit.

Restores 9 shields per 3 energy.

Guardian Shield: 

Creates an aura in an area around the Sentry that reduces the damage that friendly units take from attacks by 2. Lasts 15 seconds.

  • Energy Cost: 75
  • Cooldown: 15 Seconds

==Unit Upgrades==

Guardian Shell: Upon taking fatal damage, Sentries gain a shield, granting them invulnerability for 6 seconds. While this effect is active, the attack damage of Sentries is increased by 200%.

This effect can only occur once every 60 seconds.

Auxiliary Lens: Allows Sentries to use Shield Restoration on two targets at once, and reduces the energy consumed from Shield Restoration by 25%.

Chrono-Accelerator: Allows Guardian Shield to increase the movement and attack speed of affected units by 30% for the duration, but causes it to drain 0.125 energy from the Sentry per second for each affected unit.

  • Cost: 125/125
  • Upgrade Time: 80 Seconds
  • Upgraded at: High Council

High Templar:

==Unit Info==

Health: 40

Shields: 40

Armor: 0

Movement Speed: 2.25

Cost: 50/150/2

Warp Cooldown: 36 Seconds

Requirements: Templar Archives

Description: 

Potent psionic master. Can use the Feedback and Psionic Storm abilities. Can merge with another High Templar to form an Archon.

Can attack ground units.

==Unit Weapons==

Psi Blast: 

Damage: 9

Attack Speed: 1.754

Range: 7

Type: Single-Target

==Unit Abilities==

Feedback: 

Drains all energy from the target, and deals 1 damage per point of energy drained. 

  • Energy Cost: 50

Psionic Storm: 

Creates a storm of psionic energy dealing 10 damage every 0.5 seconds to all enemy units in the target area for 4 seconds.

Beware of friendly fire.

  • Energy Cost: 75
  • Cooldown: 4 Seconds

Archon Merge: 

Sacrifices 2 High Templar to form an Archon.

Powerful psionic attacker.

Can attack ground and air units.

==Unit Upgrades==

Siphoning Impact: Allows Feedback to restore 75 energy if it kills the target. This is equal to 150% of Feedback’s energy cost.

Burst of Lightning: When Psionic Storm kills an enemy target, the damage of the High Templar’s next Psionic Storm is increased by 10%. Stacks up to 10 times.

Inner Control: Allows a single High Templar to morph into an Archon, and reduces the morphing time of Archons by 4 seconds, an increase of 33%. Archon morphs can now be cancelled. Supply cost remains the same.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Templar Archives

Archon:

==Unit Info==

Health: 10

Shields: 380

Armor: 0

Movement Speed: 2.812

Cost: 175/275/4

Build Time: 12 Seconds

Requirements: 2 High Templar

Description: 

Powerful psionic attacker.

Can attack ground and air units.

==Unit Weapons==

Psionic Shockwave: 

Damage: 25 (+10 vs Biological)

Attack Speed: 1.754

Range: 1.5

Type: Splash

==Unit Upgrades==

Power Conduit: Allows Archon attacks to unleash an energy field around the Archon that deals 10 (+25 vs Shields) damage to nearby ground targets.

Energy Barrier: Archons gain +2 shield armor.

Psionic Shift: Increases the movement speed of Archons by 15%, and allows them to move through other units.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Templar Archives

Observer:

==Unit Info==

Health: 40

Shields: 20

Armor: 0

Movement Speed: 1.875

Cost: 25/75/1

Build Time: 30 Seconds

Description: Flying spy. Cloak renders the unit invisible to enemies without detection.

Cannot attack.

Detector, Permanently cloaked

Warp Prism:

==Unit Info==

Health: 100

Shields: 100

Armor: 0

Movement Speed: 2.5

Cost: 200/100/2

Warp Cooldown: 32 Seconds

Description: Flying transport. Can load units at an increased range. Can deploy into Phasing Mode to create a power field equal to that of the pylon, and be upgraded to use Phase Teleport. Upon death, all cargo units are destroyed.

Cannot attack.

==Unit Abilities==

Phase Teleport: 

Teleports the Warp Prism to a nearby target location, and prevents it from taking damage for 1.5 seconds.

  • Cooldown: 25 Seconds
  • Researched at: Robotics Bay
  • Research Time: 60 Seconds
  • Research Cost: 100/100

Immortal:

==Unit Info==

Health: 200

Shields: 100

Armor: 1

Movement Speed: 2.25

Cost: 250/100/4

Warp Cooldown: 36 Seconds

Description: 

Assault strider. Can use Barrier.

Can attack ground units.

==Unit Weapons==

Anti-Matter Disruptors: 

Damage: 20 (+30 vs Armored)

Attack Speed: 1.45

Range: 6

Type: Single-Target

==Unit Abilities==

Barrier: 

Absorbs up to 100 damage. Lasts for 10 seconds.

  • Cooldown: 60 Seconds

==Unit Upgrades==

Photonic Weaponry: Allows Immortals to deal 30% increased damage while Barrier is active.

Reabsorption: Allows the Immortal to restore shields equal to 100% of the damage absorbed by Barrier after it expires.

Gravimetric Overload: Causes every 2 damage absorbed by Barrier to deal 1 damage in a small area around the Immortal upon expiration.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Robotics Bay

Disruptor:

==Unit Info==

Health: 100

Shields: 150

Armor: 1

Movement Speed: 2.25

Cost: 150/300/4

Warp Cooldown: 40 Seconds

Requirements: Robotics Bay

Description: 

Robotic disruption unit. Can use Purification Nova.

Cannot attack.

==Unit Abilities==

Purification Nova: 

Shoots out a ball of energy that lasts 3 seconds and emits a powerful nova, dealing 145 (+55 vs Shields) splash damage to nearby ground units and structures. The Disruptor is immobile while this is active.

Beware of friendly fire. Friendly splash damage does not affect allied Disruptors.

  • Cooldown: 30 Seconds

==Unit Upgrades==

Concentrated Blast: Increases the damage of Purification Nova by 30%, but reduces the splash radius by 30%.

Volatile Energy: Increases the travel speed of Purification Nova by 40%, and reduces the delay before detonation by 0.75 seconds, a decrease of 25%.

Accelerated Reload: Reduces the cooldown of Purification Nova by 10 seconds, a decrease of 33%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Robotics Bay

Reaver:

==Unit Info==

Health: 200

Shields: 150

Armor: 1

Movement Speed: 2.0

Cost: 300/200/6

Warp Cooldown: 52 Seconds

Requirements: Robotics Bay

Description: 

Area damage siege unit. Builds and launches Scarabs for high burst damage.

Can attack ground units.

==Unit Weapons==

Scarabs: 

Damage: 100 (+50 vs Structure)

Attack Speed: 2.0

Range: 9

Type: Splash

==Unit Abilities==

Build Scarab: 

Build a Scarab that automatically launches at the Reaver's target and explodes for area damage.

Can attack ground units.

  • Build Time: 8 Seconds

==Unit Upgrades==

Scarab Housing: Increases the maximum number of Scarabs that a Reaver can store by 2, an increase of 40%, and reduces the build time of Scarabs by 2 seconds, a decrease of 25%. 

Solarite Payload: Increases the splash radius of Scarab explosions by 45%.

Lethal Detonation: Allows Reavers to deal 75% additional damage to the primary target. Splash damage remains the same.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Robotics Bay

Phoenix:

==Unit Info==

Health: 120

Shields: 60

Armor: 0

Movement Speed: 4.25

Cost: 150/100/2

Warp Cooldown: 20 Seconds

Description: 

Air superiority starfighter. Can use Graviton Beam.

Can attack air units.

==Unit Weapons==

Ion Cannons: 

Damage: 5 (+5 vs Light)

Attack Speed: 1.1

Range: 5

Number of Attacks: 2

Type: Single-Target

==Unit Abilities==

Graviton Beam: 

Makes the target unit float in the air, making it unable to act and disabling its abilities. Effect lasts up to 10 seconds.

Massive units are immune.

  • Cooldown: 24 Seconds

==Unit Upgrades==

Graviton Amplifier: Reduces the cooldown of Graviton Beam by 4 seconds, a decrease of roughly 15%, and allows it to affect an additional unit near the target.

Energy Spark: Allows units affected by Graviton Beam to take 25% increased damage.

Overload: Phoenixes gain the Overload ability:

Overload’s the Phoenix’s engine, increasing its range, attack speed and attack damage by 60%, but making it unable to move. Lasts 8 seconds.

Overload has a 120 second cooldown. 

  • Cost: 125/125
  • Upgrade Time: 80 Seconds
  • Upgraded at: Fleet Beacon

Scout:

==Unit Info==

Health: 140

Shields: 100

Armor: 0

Movement Speed: 2.812

Cost: 275/125/3

Warp Cooldown: 40 Seconds

Description: 

Versatile combat ship.

Can attack ground and air units.

==Unit Weapons==

Photon Blaster: 

Damage: 16 (+14 vs Light)

Attack Speed: 1.694

Range: 4

Targets: Ground

Type: Single-Target

==Unit Weapons==

Anti-Matter Missiles: 

Damage: 10 (+7 vs Armored)

Attack Speed: 1.25

Range: 4

Number of Attacks: 2

Targets: Air

Type: Single-Target

==Unit Upgrades==

Apial Sensors: Scouts gain +2 range on both weapons, an increase of 50%, and +3 vision range.

Gravitic Thrusters: Increases the movement speed of Scouts by 25%, and causes them to gain an additional 1.25% increased movement speed for every nearby allied Scout. This effect stacks up to 10 times.

Suppression Procedure: Allows every 4th Scout attack to stun the target for 1.25 seconds and deal 40% increased damage. Each weapon is tracked individually.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Fleet Beacon

Arbiter:

==Unit Info==

Health: 150

Shields: 250

Armor: 0

Movement Speed: 2.25

Cost: 150/300/4

Warp Cooldown: 56 Seconds

Requirements: Fleet Beacon

Description: 

Army support craft. Can use Stasis Field and Recall. Passively provides a Cloaking Field around it for friendly units.

Can attack ground and air units.

==Unit Weapons==

Warpspace Cannon: 

Damage: 10

Attack Speed: 1.5

Range: 6

Type: Single-Target

==Unit Passives==

Cloaking Field: The Arbiter passively provides a cloaking field around it. Friendly units inside a Cloaking Field cannot be targeted and will only be revealed by enemy Detectors or effects.

Arbiters are unaffected.

==Unit Abilities==

Stasis Field: 

Places enemy units in target area into stasis for 8 seconds. Units in stasis cannot be attacked or affected by abilities. 

There is a 1.5 second global cooldown between each use.

  • Energy Cost: 50

 

Recall: 

Teleports all friendly units in the target area to the location of the Arbiter after 1 second. Before recalling and for 2 seconds after, targeted units cannot move, attack or use abilities.

Global range.

  • Energy Cost: 100

==Unit Upgrades==

Emergency Shielding: Allows units targeted by Recall to instantly fully recharge their shields upon arriving and gain +3 shield armor for 8 seconds. Once this effect ends, the shields of all affected units are depleted. 

Units can only benefit from Emergency Shielding once every 20 seconds.

Power Transference: Arbiters regain 0.0625 energy per second for each unit affected by Cloaking Field.

Lockdown: Increases the duration of Stasis Field by 8 seconds, an increase of 100%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Fleet Beacon

Carrier:

==Unit Info==

Health: 300

Shields: 150

Armor: 2

Movement Speed: 1.875

Cost: 350/250/6

Warp Cooldown: 88 Seconds

Requirements: Fleet Beacon

Description: 

Capital ship. Builds and launches Interceptors that attack enemy targets.

Can attack ground and air units.

==Unit Weapons==

Interceptors: 

Damage: 5

Attack Speed: 3.0

Range: 8

Number of Attacks: 2

Type: Single-Target

==Unit Abilities==

Build Interceptor: 

Build an Interceptor that automatically attacks the Carrier's target. Carriers may not attack without Interceptors. Interceptors can be targeted and shot down by enemy fire, and can sustain 80 damage.

Can attack ground and air units.

  • Build Time: 10 Seconds

==Unit Upgrades==

Fighter Bay: Increases the maximum number of Interceptors that a Carrier can store by 3, an increase of 50%. 

Repair Drones: Grants the Carrier 2 repair drones that automatically heal a nearby friendly mechanical unit at a rate of 8 life per second.

Repair Drones are invulnerable and cannot be targeted.

Laser Cannon: Carriers gain the Laser Cannon weapon. The Laser Cannon strikes a target every 2 seconds, dealing 5 damage in a small area and reducing the armor of enemies hit by 0.5 for 2.5 seconds, stacking up to 8 times. Range of 7.

  • Cost: 250/250
  • Upgrade Time: 150 Seconds
  • Upgraded at: Fleet Beacon

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