StarCraft/Protoss upgrades

Psionic Storm
Causes significant area and duration damage.
 * Hotkey: T

All units under a Psionic Storm take the same damage regardless of how many units are affected, making Psionic Storm a good spell to use on clusters of troops. The attack affects a chosen area and does 112 damage over the course of four seconds. Once Psionic Storm begins, low-life units such as gatherers, infantry, and Zerglings have a minimal chance of escape. Psionic Storm affects cloaked, burrowed, hallucinated, Dark Swarm, and Disruption Web affected units. Psionic Storm is effective against particularly slow units.

One strategy, leading the enemy, involves predicting where enemy forces will be when the Psionic Storm's damage begins and not when it is cast, since the spell involves a delay. Psionic Storm can also be used on melee enemies, but will possibly damage any of your own units in the area. Psionic Storm is also effective against enemy mining operations, facilitated by a shuttle drop. Additional casts of Psionic Storm at the same location do not stack. Units that move out of the storm before it is finished (or move into it as it is in effect) take only some of the damage.

Stasis Field and Recall can get affected units out of trouble. Later in the game, players must beware of using their Psionic Storm too early on enemy forces that appear too small, as the enemy may have reserve troops for when the High Templar run out of energy. Psionic Storm does not work against enemy structures.

Hallucination
Creates two duplicates of the target unit which do no damage and have no special abilities.
 * Hotkey L

Hallucination works on both allied and enemy units; in either case, the hallucinations are marked as the caster's allies. Hallucinated Arbiters are particularly cost-effective if grouped with a real one, although they can be defeated with a well-placed Stasis Field. Enemies may waste costly spells on Hallucinations, and they're instantly destroyed by any spell except Hallucination. Hallucinations lose HP/Shields twice as fast as normal units and have neither weaponry nor armor. Hallucinations appear to attack and attract enemy units.

Hallucination forces an enemy to divert focused fire either upon fake units or spreading out the firepower. Fresh duplicates can be created from other hallucinations. They also serve as decoys, drawing the enemy's attention either to a distant place on the map or forcing the enemy to make poor decisions. The superior numbers that this skill may grant can intimidate an opponent. Hallucinations also serve well as scouts and cannon fodder, in which case their effects may be doubled by separating the two dittos.

Hallucinations do not produce anything and do not cast spells, which make hallucinated Reavers, Carriers, and spellcasters very poor and easily identifiable imitations. Beware of accidentally using this spell on an Interceptor instead of the Carrier. New ones appear out of nowhere, and players may be able to keep track of them. Some enemy spells, such as Ensnare, can vaporize multiple hallucinations in one cast.

Archon Meld
Sacrifices two High Templar to summon a powerful close range attacker, the Archon. Can attack air units. Unlike other air attack units, the archon is normal, giving mutalisks and scrunge full damage.

Dark Archon Merge
Two dark templar merge into a dark archon.

Mind Control
Removes all the shields and energy of the dark archon, but places the target under your control.

Disruption Web
Slows down enemies firing rates.

Build Interceptor
Builds interceptors so that the carrier can attack.

Stasis Field
freezes enemy units over a large radius.

Recall
Places a wormhole which units enter, and teleports them to the location of the arbiter.