Faction: Shadow Hunters

Shadow Hunters

 Race: Protoss

Faction Overview:

  • Focuses on ability-based utility through the use of deception, cloaking and a variety of buffs and effects.
  • Versatile set of units that, when combined, can handle virtually any situation.
  • Excellent defensive options - Ability to gain global map presence with an array of powerful defensive structures.
  • Large parts of their raw power are locked behind resource-heavy tech and upgrades.
  • Weak if abilities are left unused.

Faction Traits & Faction Upgrades:

  • Utilizes Orbital Assimilators to automatically harvest due to their gas-heavy playstyle.
  • Defensive structures can phase to any area with pylon power.
  • Nexii can utilize Chrono Surge which increases production speed of a single structure by 500% for 20 seconds.
  • Passive: Rapid Recharging - Shadow Hunter units and structures regenerate shields 300% faster.
  • Upgrade: Shroud of Adun - Causes Shadow Hunters units and structures to have their starting and maximum Shields increased by 20%, and reduces their shield regeneration delay by 4 seconds, a decrease of 40%.

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: 100 Seconds

Description: 

Primary structure. Used to receive gathered resources. Can train worker units, and be upgraded to use Chrono Surge.

Enables:

- Probes

- Gateways from Probes

- Forges from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Chrono Surge: 

Increases the target structure's unit warp in and research speeds by 500% for 20 seconds.

Global range.

    • Energy Cost: 100
    • Researched at: Forge
    • Research Time: 120 Seconds
    • Research Cost: 200/200 

Orbital Assimilator:

==Unit Info==

Health: 450

Shields: 450

Armor: 1

Shield Armor: 0

Cost: 75/0/0

Build Time: 30 Seconds

Description: 

Warped in over a Vespene Geyser to allow harvesting of vespene gas. Automatically delivers vespene gas straight to the Nexus. Requires an active Nexus to function.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Void Pylon:

==Unit Info==

Health: 200

Shields: 200

Armor: 1

Shield Armor: 0

Cost: 100/0/-8

Build Time: 25 Seconds

Description: 

Provides supply.

Supply allows you to warp in more units.

Creates power for nearby structures.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Gateway:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 65 Seconds

Requirements: Nexus

Description: 

Warps in Shadow Hunter ground units. Can transform to a Warp Gate.

Enables:

- Centurions

- Cybernetics Cores from Probes

- Stargates from Probes

- Robotics Facilities from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Forge:

==Unit Info==

Health: 400

Shields: 400

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 45 Seconds

Requirements: Nexus

Description: 

Contains weapon and armor upgrades for Shadow Hunter ground units and shield upgrades for Shadow Hunter units and structures.

Enables:

- Shield Batteries from Probes

- Photon Cannons from Probes

- Khaydarin Monoliths from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Research==

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Shroud of Adun: Causes Shadow Hunters units and structures to have their starting and maximum Shields increased by 20%, and reduces their shield regeneration delay by 4 seconds, a decrease of 40%.

  • Cost: 250/250
  • Research Time: 200 Seconds
  • Requirements: Dark Shrine

Phasing Warp: Allows Khaydarin Monoliths to use the Phasing Warp ability.

The Khaydarin Monolith phases out, temporarily disabling itself and teleporting to the target location after 2 seconds. Upon arrival, it will re-activate its systems over 15 seconds. Can only be used within a power field.

Global range.

  • Cost: 150/150
  • Research Time: 120 Seconds

Shield Battery:

==Unit Info==

Health: 200

Shields: 200

Armor: 1

Shield Armor: 0

Cost: 100/0/0

Build Time: 30 Seconds

Requirements: Forge

Description: 

Support structure. Restores shields to nearby friendly units and structures. Can use Phasing Warp.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Shield Restoration: 

Restores target unit or structure's shields.

Restores 3 shields per 1 energy.

Autocasting targets units and defensive structures only.

Phasing Warp: 

The Shield Battery phases out, temporarily disabling itself and teleporting to the target location after 2 seconds. Upon arrival, it will re-activate its systems over 2 seconds. Can only be used within a power field.

Global range.

  • Cooldown: 120 Seconds

Cybernetics Core:

==Unit Info==

Health: 550

Shields: 550

Armor: 1

Shield Armor: 0

Cost: 150/0/0

Build Time: 50 Seconds

Requirements: Gateway

Description: 

Contains weapon and armor upgrades for Shadow Hunter air units.

Enables:

- Nullifiers at the Gateway

- Stalkers at the Gateway

- Adepts at the Gateway

- Dark Councils from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Research==

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

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

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

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

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

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

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

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

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

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

Air Armor Level 3: Maximizes the armor of Shadow Hunter 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: 200/0/0

Build Time: 40 Seconds

Requirements: Forge

Description: 

Primary defensive structure. Can use Phasing Warp.

Can attack ground and air units.

Detector.

==Unit Weapons==

Phase Cannon: 

Damage: 20

Attack Speed: 1.25

Range: 7

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Phasing Warp: 

The Photon Cannon phases out, temporarily disabling itself and teleporting to the target location after 2 seconds. Upon arrival, it will re-activate its systems over 2 seconds. Can only be used within a power field.

Global range.

  • Cooldown: 120 Seconds

Khaydarin Monolith:

==Unit Info==

Health: 200

Shields: 100

Armor: 1

Shield Armor: 0

Cost: 300/100/0

Build Time: 80 Seconds

Requirements: Forge

Description: 

Extremely powerful defensive structure. Has superior range and damage, but is very expensive and attacks slowly. Can be upgraded to use Phasing Warp.

Can attack ground and air units.

==Unit Weapons==

Khaydarin Beam: 

Damage: 100

Attack Speed: 3.0

Range: 13

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Phasing Warp:

The Khaydarin Monolith phases out, temporarily disabling itself and teleporting to the target location after 2 seconds. Upon arrival, it will re-activate its systems over 15 seconds. Can only be used within a power field.

Global range.

  • Cooldown: 120 Seconds
  • Researched at: Forge
  • Research Time: 120 Seconds
  • Research Cost: 150/150

Dark Council:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/100/0

Build Time: 50 Seconds

Requirements: Cybernetics Core

Description: 

Contains upgrades for Shadow Hunter Gateway units.

Enables:

- Signifier Archives from Probes

- Dark Shrines from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Research==

Darkcoil: Allows Centurions to use the Darkcoil ability.

The Centurion unleashes a burst of shadow energy around it, stunning nearby ground units hit for 1.5 seconds.

Massive and Heroic units have their movement and attack speed reduced by 50%.

  • 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: 60 Seconds

Requirements: Gateway

Description: 

Warps in Shadow Hunter air units.

Enables:

- Corsairs

- Void Rays

- Oracles

- Fleet Beacons from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Robotics Facility:

==Unit Info==

Health: 450

Shields: 450

Armor: 1

Shield Armor: 0

Cost: 200/100/0

Build Time: 65 Seconds

Requirements: Gateway

Description: 

Warps in Shadow Hunter robotic units.

Enables:

- Twilight Prisms

- Annihilators

- Robotics Bays from Probes

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Signifier Archives:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/200/0

Build Time: 50 Seconds

Requirements: Dark Council

Description: 

Contains upgrades for Signifiers.

Enables:

- Signifiers at the Gateway

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Fleet Beacon:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 300/200/0

Build Time: 60 Seconds

Requirements: Stargate

Description: 

Contains upgrades for Shadow Hunter air units.

Enables:

- Tempests at the Stargate

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Robotics Bay:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 200/200/0

Build Time: 65 Seconds

Requirements: Robotics Facility

Description: 

Contains upgrades for Annihilators and Colossi.

Enables:

- Colossi at the Robotics Facility

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Dark Shrine:

==Unit Info==

Health: 500

Shields: 500

Armor: 1

Shield Armor: 0

Cost: 150/150/0

Build Time: 50 Seconds

Requirements: Dark Council

Description: 

Contains upgrades for Dark Templar.

Enables:

- Dark Templar at the Gateway

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

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 Shadow Hunter structures.

Can attack ground units.

==Unit Weapons==

Particle Beam: 

Damage: 5

Attack Speed: 1.5

Range: 0.1

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Centurion: 

==Unit Info==

Health: 100

Shields: 50

Armor: 1

Movement Speed: 2.75

Cost: 150/0/2

Build Time: 38 Seconds

Description: 

Powerful melee warrior. Can use Shadow Charge and be upgraded to use Darkcoil.

Can attack ground units.

==Unit Weapons==

Warp Blades: 

Damage: 8

Attack Speed: 1.2

Range: 0.1

Number of Attacks: 2

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Shadow Charge: 

The Centurion intercepts the target enemy unit and cloaks. During Shadow Charge, the Centurion can pass through other units. After charging, the Centurion retains the cloaking effect for 1.5 seconds.

  •  Cooldown: 10 Seconds

Darkcoil: 

The Centurion unleashes a burst of shadow energy around it, stunning nearby ground units hit for 1.5 seconds.

Massive and Heroic units have their movement and attack speed reduced by 50%.

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

==Unit Upgrades==

Improved Darkcoil: Increases the radius of Darkcoil by 33%, and increases the duration by 0.5 seconds, an increase of 33%.

Shadow Shroud: Increases the duration of the cloaking effect provided from Shadow Charge by 0.5 seconds, an increase of 33%, and causes Centurions to become undetectable while cloaked from Shadow Charge.

Evasive Maneuvers: Once every 10 seconds, the Centurion will dodge the next application of damage against it, nullifying its damage. Centurion attacks reduce this cooldown by 0.5 seconds.

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

Nullifier:

==Unit Info==

Health: 30

Shields: 60

Armor: 1

Movement Speed: 2.25

Cost: 75/125/2

Build Time: 37 Seconds

Requirements: Cybernetics Core

Description: 

Robotic support unit. Can use the Nullification Beam, Force Field and Void Prison abilities.

Cannot attack.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Nullification Beam: 

Channels on an enemy unit to reduce their damage dealt by 40%. Can channel on 2 targets simultaneously.

Drains 5 energy per second.

Force Field: 

Creates a solid barrier that lasts for 15 seconds and impedes movement of ground units.

Massive units shatter Force Fields on contact.

  • Energy Cost: 25

Void Prison: 

Imprisons target enemy in psionic energy, putting it in stasis for 9 seconds. While in stasis, the target cannot move, attack or use abilities, but cannot be targeted.

Can only be used on units, defensive structures and Detectors.

  • Energy Cost: 75
  • Cooldown: 16 Seconds

==Unit Upgrades==

Disruption Wave: Increases the number of units that Nullification Beam can target at once by 1, an increase of 50%, and causes units affected by Nullification Beam to have their movement speed reduced by 40%.

Void Rift: Increases the duration of Void Prison by 3 seconds, an increase of 33%, and reduces the cooldown by 2 seconds, a decrease of 12,5%.

Power Saving: Reduces the energy cost of Force Field by 15, a decrease of 60%.

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

Stalker:

==Unit Info==

Health: 80

Shields: 80

Armor: 1

Movement Speed: 2.95

Cost: 125/50/2

Build Time: 42 Seconds

Requirements: Cybernetics Core

Description: 

Ranged attack strider. Can use Blink. Phase Reactor restores shields over time after blinking. Gains additional blink charges after striking a killing blow on an enemy.

Can attack ground and air units.

==Unit Weapons==

Particle Disruptors: 

Damage: 10 (+4 vs Armored)

Attack Speed: 1.44

Range: 6

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Phase Reactor: After using Blink, the Stalker regenerates 40 shields over 5 seconds.

Cannot trigger on Blink charges gained from killing blows.

==Unit Abilities==

Blink: 

Teleports the Stalker to a nearby target location. Ability can only be used once every 12 seconds.

Upon striking a killing blow on an enemy, the Stalker gains 2 additional charges of Blink. These charges do not stack.

  • Cooldown: 12 Seconds

==Unit Upgrades==

Shield Surge: Causes Phase Reactor to apply to all charges of Blink.

Wormhole: Increases the teleport range of Blink by 10, an increase of 125%, and reduces its cooldown by 2 seconds, a decrease of roughly 15%.

Particle Enhancement: Blink causes the Stalker’s next attack to deal 40% increased damage.

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

Adept:

==Unit Info==

Health: 90

Shields: 90

Armor: 1

Movement Speed: 2.5

Cost: 150/50/2

Build Time: 38 Seconds

Requirements: Cybernetics Core

Description: 

Ranged specialist. Can use Psionic Transfer.

Can attack ground and air units.

==Unit Weapons==

Glaive Cannon: 

Damage: 15 (+15 vs Shields)

Attack Speed: 2.25

Range: 4

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Psionic Transfer: 

Projects an invulnerable Shade that can move 75% faster than the Adept but not attack. Enemy ground units that come in contact with the shade take 4 additional damage from Adepts for 5 seconds.

The Adept automatically teleports to the Shade's location 10 seconds after activation.

Cannot be cancelled.

  • Cooldown: 16 Seconds

==Unit Upgrades==

Disintegrating Glaives: Increases the bonus damage that Adepts deal against targets affected by Psionic Transfer's debuff effect by +4, an increase of 100%.

Ricochet Glaives: Allows Adept attacks to bounce to 2 nearby targets for 35% of normal damage.

Resonating Glaives: Adepts gain +1.5 range, an increase of 37.5%. Gain an additional +1.5 range, an increase of 70% against targets affected by Psionic Transfer's debuff effect.

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

Signifier:

==Unit Info==

Health: 40

Shields: 40

Armor: 0

Movement Speed: 2.25

Cost: 50/150/2

Build Time: 55 Seconds

Requirements: Signifier Archives

Description: 

Potent psionic master. Can use Psionic Storm, Plasma Surge and Cloak of Shadows.

Can attack ground units.

==Unit Weapons==

Void Blast: 

Damage: 9

Attack Speed: 1.754

Range: 7

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

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.

  • Energy Cost: 75
  • Cooldown: 4 Seconds

Plasma Surge: 

Restores 50 shields to all friendly units in the target area and increases their shield armor by +1 for 6 seconds.

  • Energy Cost: 75
  • Cooldown: 10 Seconds

Cloak of Shadows: 

Envelops the target area in fog, immediately cloaking friendly ground units underneath for 1 second. The fog persists, providing friendly ground units with immunity to ability damage while they remain in the area. Lasts for 9 seconds.

  • Energy Cost: 125

==Unit Upgrades==

Combat Restoration: Increases the amount of shields restored from Plasma Surge by 25, an increase of 50%, and increases the bonus shield armor gained by +1, an increase of 100%.

Void Amulet: Increases the starting energy of Signifiers by +50, an increase of 100%, and increases their energy regeneration rate by 60%.

Energizing Storms: Causes Psionic Storm to increase the attack speed of friendly units by 5% per tick, up to 30%. This effect persists for 3 seconds after leaving a Psionic Storm.

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

Dark Templar:

==Unit Info==

Health: 40

Shields: 80

Armor: 1

Movement Speed: 2.812

Cost: 150/150/2

Build Time: 55 Seconds

Requirements: Dark Shrine

Description: 

Deadly warrior-assassin. Resets its weapon cooldown upon striking a killing blow on an enemy.

Can attack ground units.

Permanently cloaked

==Unit Weapons==

Warp Scythe: 

Damage: 45

Attack Speed: 1.694

Range: 0.1

Type: Single-Target

This weapon’s cooldown is instantly reset when the Dark Templar strikes a killing blow.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Pemanently Cloaked: This unit is permanently cloaked and will only be revealed by detectors or effects.

==Unit Upgrades==

Emergency Recall: Upon taking fatal damage, Dark Templar are recalled to the closest powered Dark Shrine. Once recalled, Dark Templar gain 75% increased movement speed until they take or deal damage.

This effect can only occur once every 60 seconds.

Veil of Shadows: Dark Templar gain 30% increased movement speed and 50% increased attack damage while undetected.

Shadow Fury: Dark Templar gain the Shadow Fury ability:

Jump from target to target, dealing 15 (+20 vs Light) damage with each jump. Hits a maximum of 5 targets. Stasis and root effects will instantly end the effect.

Killing enemy units with Shadow Fury does not reset the Dark Templar’s weapon cooldown.

Shadow Fury has a 25 second cooldown.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Dark Shrine

Twilight Prism:

==Unit Info==

Health: 100

Shields: 100

Armor: 0

Movement Speed: 2.5

Cost: 200/0/2

Build Time: 50 Seconds

Description: 

Flying transport. Can deploy into Phasing Mode to create a cloaking field. Upon death, all cargo units are destroyed.

Cannot attack.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Annihilator:

==Unit Info==

Health: 200

Shields: 100

Armor: 1

Movement Speed: 2.25

Cost: 250/100/4

Build Time: 55 Seconds

Description: 

Assault strider. Can use Shadow Cannon.

Can attack ground units.

==Unit Weapons==

Annihilation Armament: 

Damage: 20 (+30 vs Armored)

Attack Speed: 1.45

Range: 6

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Shadow Cannon: 

Rapidly fire 8 shots at an enemy target from long range, each dealing 25 damage, for a total of 200 damage. The Annihilator can move while firing.

Can target ground and air units.

  • Cooldown: 90 Seconds

==Unit Upgrades==

Hyperaccelerator: Reduces the cooldown of Shadow Cannon by 25 seconds, a decrease of roughly 25%. 

Adun’s Wrath: Causes each shot of Shadow Cannon to deal a stacking 3 additional damage, up to 24, for a total of 108 bonus damage, but reduces the firing speed by 50%.

Energy Absorption: Causes each shot of Shadow Cannon to grant the Annihilator +5 bonus Shields. If the target dies from Shadow Cannon, the Annihilator gains an additional +80 Shields. These bonus Shields last for 10 seconds.

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

Colossus: 

==Unit Info==

Health: 200

Shields: 150

Armor: 1

Movement Speed: 2.5

Cost: 300/200/6

Build Time: 75 Seconds

Requirements: Robotics Bay

Description: 

Powerful battle strider. Can walk up and down cliffs. Attacks incinerate multiple enemies at once.

Can attack ground units.

==Unit Weapons==

Incendiary Lance: 

Damage: 20

Attack Speed: 2.2

Range: 6

Number of Attacks: 2

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Cliff Walk: The Colossus can walk up and down cliffs. 

==Unit Upgrades==

Fire Beam: Causes Colossi attacks to set fire to the ground, dealing 8 damage every 0.5 seconds for 5 seconds to enemy ground targets in the area.

Extended Thermal Tracking: Colossi gain +3 range, an increase of 50%.

Chronal Distortion: Causes Colossi attacks to slow the attack and movement speed of enemy units by 5% for 4 seconds. This effect stacks up to 4 times. Every 5 seconds while at maximum stacks of Chronal Distortion, increase the movement and attack speed reduction to 80% for 2 seconds.

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

Corsair:

==Unit Info==

Health: 120

Shields: 60

Armor: 1

Movement Speed: 4.0

Cost: 150/100/2

Build Time: 35 Seconds

Description: 

Air superiority starfighter. Can use Disruption Web.

Can attack air units.

==Unit Weapons==

Neutron Flare: 

Damage: 5 (+5 vs Light)

Attack Speed: 0.55

Range: 5

Type: Splash

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Disruption Web: 

Creates a web of energy at the target area that prevents enemy ground units and structures from attacking. Lasts 10 seconds.

  • Cooldown: 30 Seconds

==Unit Upgrades==

Rapid Dispersion: Increases the splash radius of the Corsair’s attacks by 15%, and increases their attack speed by 20%.

Neutronic Reloader: Reduces the cooldown of Disruption Web by 12 seconds, a decrease of 40%.

Weakening Web: Causes Disruption Web to reduce the movement speed of enemies hit by 15%, and causes it to increase the damage that affected units take by 30%.

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

Oracle:

==Unit Info==

Health: 100

Shields: 60

Armor: 0

Movement Speed: 4.0

Cost: 150/150/3

Build Time: 50 Seconds

Description: 

Flying support craft. Can use Revelation and Fabricate Stasis Ward. Can activate Pulsar Beam to attack at the cost of energy.

Can attack ground units.

Detector

==Unit Weapons==

Pulsar Beam: 

Damage: 15 (+10 vs Light)

Attack Speed: 0.86

Range: 4

Type: Single-Target

Ignores armor.

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Revelation: 

Increases the Oracle’s vision radius by 200%, and reveals cloaked and burrowed units while active. Lasts for 15 seconds.

  • Energy Cost: 50
  • Cooldown: 15 Seconds

Fabricate Stasis Ward: 

The Oracle constructs a Stasis Ward at the target location over 5 seconds that cloaks upon creation, preventing it from being seen or targeted by enemies. 

When a ground unit enters the Stasis Ward’s detection radius, it activates, trapping nearby ground units in stasis for 30 seconds. Units in stasis are unable to perform any actions, but cannot be targeted.

  • Energy Cost: 50

Activate Pulsar Beam: 

Charges the Oracle's Pulsar Beam and allows it to attack enemy ground units.

Drains 1.4 energy per second.

  • Energy Cost: 25
  • Cooldown: 4 Seconds

==Unit Upgrades==

Combat Mode: Removes all energy consumption from Pulsar Beam, and increases its damage by 15%. Pulsar Beam is now permanently active.

Stasis Disruption: Reduces the energy cost of Fabricate Stasis Ward by 25, a decrease of 50%. When the stasis effect ends, affected units have their movement speed reduced by 60% and deal 10% reduced damage for 12 seconds.

Void Shroud: While Revelation is active, the Oracle is cloaked, and causes enemies revealed by Revelation to have their maximum sight radius reduced to 5.

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

Void Ray:

==Unit Info==

Health: 150

Shields: 100

Armor: 0

Movement Speed: 2.25

Cost: 250/150/4

Build Time: 60 Seconds

Description: 

Surgical strike craft. Prismatic Allignment gradually increases the damage and range of the Void Ray as it continues to attack.

Can attack ground and air units.

==Unit Weapons==

Prismatic Beam: 

Damage: 5 (+5 vs Armored)

Attack Speed: 0.5

Range: 6

Type: Single-Target

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

Prismatic Allignment: The Void Ray’s weapon gradually becomes more powerful as it attacks, dealing increased damage and increasing its range. The weapon charges 3 times, each increasing the damage and the range that is added:

Charge 1: Weapon deals  6 (+4 vs Armored) damage.

Charge 2: Weapon deals 6 (+6 vs Armored) damage and increases the range by +1.5.

Charge 3: Weapon deals 6 (+8 vs Armored) damage and increases the range by +3.

==Unit Upgrades==

Focused Allignment: Increases the bonus range that is added with each charge of Prismatic Allignment by +1.

Melting Point: Increases the bonus damage that Void Rays deal to Armored targets by +3 with each charge of Prismatic Allignment.

Flux Vanes: Increases the movement speed of Void Rays by 25% with each charge of Prismatic Allignment.

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

Tempest:

==Unit Info==

Health: 300

Shields: 150

Armor: 2

Movement Speed: 1.875

Cost: 350/250/6

Build Time: 75 Seconds

Requirements: Fleet Beacon

Description: 

Siege artillery craft. Attacks splash to nearby targets from long range. Can use Disintegration.

Can attack ground and air units.

==Unit Weapons==

Resonance Coil: 

Damage: 30 (+30 vs Armored)

Attack Speed: 2.8

Range: 12

Targets: Ground

Type: Splash

Kinetic Overload: 

Damage: 15 (+15 vs Armored)

Attack Speed: 2.8

Range: 8

Targets: Air

Type: Splash

==Unit Passives==

Rapid Recharging: Shadow Hunter units and structures regenerate shields 300% faster.

==Unit Abilities==

Disintegration: 

Deals 10 damage every 0.4 seconds to the target unit or structure, for a total of 500 damage over 20 seconds.

  • Cooldown: 90 Seconds

==Unit Upgrades==

Farsight Targeting: Tempests gain +3 range on both weapons.

Obliteration Armament: Tempests gain +40 damage against Massive targets.

Disintegration Network: If a unit dies while affected by Disintegration, it spreads the effect to another nearby enemy, and resets its duration. This effect spreads indefinitely.

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

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