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==Dark Archon Merge==
==Dark Archon Merge==
Hotkey: R
Two dark templar merge into a dark archon.
 
Gets two dark templar to merge into a dark archon. A dark archon is capable of using three spells: Feedback, Mind Control, and Maelstrom.


==Feedback==
==Feedback==
Hotkey: F
Hotkey: F


Feedback is the Dark Archon's only way of doing damage, or possibly killing, any unit. Feedback takes the Target's energy and uses it against them and inflicts damage to the target. The amount of damage dealt depends on the target's current amount of energy. For example, if Feedback is used against a Terran Ghost (45HP) with 100 energy, then Feedback will deal 100 damage to the Ghost, regardless of the armor level. Since the damage level exceeds the amount of HP the Ghost has, the Ghost ultimately dies.
Feedback is the Dark Archon's only way of doing damage, or possibly killing, any unit. Feedback takes the Target's energy and uses it against them and inflicts damage to the target. The amount of damage dealt depends on the target's current amount of energy. For example, if Feedback is used against a Terran Ghost (45HP) with 100 energy, then Feedback will deal 100 damage to the Ghost, regardless of the armor level. Since the damage level exceeds the amount of HP the Ghost has, the cost ultimately dies.


In contrast, if Feedback is used against a Battlecruiser (500HP) with 250 energy, then Feedback will only do 250 damage. The Battlecruiser loses 250 HP as well as all energy, so it disables its ability to Yamato for a long time. Note, using the Feedback again in this situation is useless because the Battlecruiser already lost all energy and thus can only be dealt 2 or 3 damage at a time, which is a complete waste of energy.
In contrast, if Feedback is used against a Battlecruiser (500HP) with 250 energy, then Feedback will only do 250 damage. The Battlecruiser loses 250 HP as well as all energy, so it disables its ability to Yamato for a long time. Note, using the Feedback again in this situation is useless because the Battlecruiser already lost all energy and thus can only be dealt 2 or 3 damage at a time, which is a complete waste of energy.


==Maelstrom==
==Maelstrom==
Hotkey: E


Maelstrom is the Protoss equivelant for Lockdown - except only Organic units can be targeted and the spell lasts for a shorter period of time. Maelstrom stuns all organic units, including allied units, and they can not Attack, use spells or move. This makes them completely useless and vulnerable to any attack. This is definitely a spell one should consider researching against a Zerg opponent (all of their units can be maelstromed). A notable combination is getting a dark archon to maelstrom several units and getting a high templar to Psi Storm them. The Maelstrom will last long enough for the High Templar to cast two Psi Storms, which will decimate a bunch of Zerglings, Hydralisks, and Mutalisks.
Maelstrom is the Protoss equivelant for Lockdown - except only Organic units can be targeted and the spell lasts for a shorter period of time. Maelstrom stuns all organic units, including allied units, and they can not Attack, use spells or move. This makes them completely useless and vulnerable to any attack. This is definitely a spell one should consider researching against a Zerg opponent (all of their units can be maelstromed). A notable combination is getting a dark archon to maelstrom several units and getting a high templar to Psi Storm them. The Maelstrom will last long enough for the High Templar to cast two Psi Storms, which will decimate a bunch of Zerglings, Hydralisks, and Mutalisks.


==Mind Control==  
==Mind Control==  
Hotkey: C
Mind control allows a player to gain access of the target unit. The unit then becomes completely yours, but however, the dark archon loses all shield points, and thus becomes a vulnerable target for enemy units.
Mind control allows a player to gain access of the target unit. The unit then becomes completely yours, but however, the dark archon loses all shield points, and thus becomes a vulnerable target for enemy units.


If a player mind controls a unit, all of the special abilities the unit is currently capable of using become automatically researched for the current player. For example, if Player 2 has Psi Storm researched, and Player 1, who did not research Psi Storm, Mind Controls Player 2's High Templar, then Player 1 automatically gets Psi Storm researched, potentially saving lots of resources. However, unit stat upgrades, such as armor and attack, do not get researched automatically.
If a player mind controls a unit, all of the special abilities the unit is currently capable of using become automatically researched for the current player. For example, if Player 2 has Psi Storm researched, and Player 1, who did not research Psi Storm, Mind Controls Player 2's High Templar, then Player 1 automatically gets Psi Storm researched, potentially saving lots of resources. However, unit stat upgrades, such as armor and attack, do not get researched automatically.


An interesting thing to note is that if a player mind controls a builder/gatherer unit of a separate race, then the current player is able to build up Zerg and Terran tech trees and armies in addition to the starting Protoss base. The best thing is that the Zerg and Terran supply counts are kept separate from the starting Protoss supply. In other words, a player could potentially have 600 supply altogether (200 from Terran, 200 from Zerg, 200 from Protoss), thus giving the player a far greater advantage. Of course this will require lots of resources, so use if you have a considerable amount of resources for burning off. Additionally, mind controlled units will add to the existing supply, but if the supply limit has been reached, mind control will still allow the player to capture additional units and is thus the only true way to exceed the supply limit.
An interesting thing to note is that if, for example, a player mind controls a drone, then the current player is able to have zerg units by mutating the drone into a hatchery and climbing up the tech tree. But the best thing is that the zerg supply count is kept seperate from the starting protoss supply. In other words, a player could potentially have 600 supply altogether (200 from Terran, 200 from Zerg, 200 from Protoss), thus giving the player a far greater advantage. But of course this will require lots of resources, so use if you have a considerable amount of resources for burning off.


==Disruption Web==
==Disruption Web==
 
Disable all attacks (units and buildings) in a target area for a short period of time. (Initially this spell lasted for a really long time, and it was so unbalanced that Blizzard made a patch in which they corrected the duration of this spell.)
Hotkey: D
 
Disruption Web, cast from a Protoss Corsair, targets an area for a short period of time. (Initially this spell lasted for a really long time, and it was so unbalanced that Blizzard made a patch in which they corrected the duration of this spell.) Disruption Web can disable any unit or building under it from attacking (but they are still capable of using special abilites such as Lockdown or Psi Storm. It also does not affect a building's ability to detect.
 
Using Disruption Web against enemy towers can be useful for getting past enemy defenses as they are unable to attack. Terran Bunkers are also affected - the units inside cannot attack. Disruption Web is also great if your enemy units are attacking from one large clump, as one disruption web will make them useless unless they walk out of it.


==Build Scarab==
==Build Scarab==
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==Stasis Field==
==Stasis Field==
Hotkey: T
Statis field can be cast from an Arbiter and completely freezes all units for a period of time. Allied and enemy units are affected, so use with caution.
Statis field can be cast from an Arbiter and completely freezes all units for a period of time. Allied and enemy units are affected, so use with caution.


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==Recall==
==Recall==
Hotkey: R
Places a wormhole which units enter, and teleports them to the location of the arbiter. This is the Protoss method of "teleportation" and can be really effective when scouting before attacking.
Places a wormhole which units enter, and teleports them to the location of the arbiter. This is the Protoss method of "teleportation" and can be really effective when scouting before attacking.
Send several arbiters ahead of the rest of the strike force and stop outside of the enemy expansion. During this time, if you happened to plan an attack at the same time your enemies did, then the strike force at the main base can help defend while the arbiters get into position. Cast a well placed Recall (takes 150 energy - same as a Terran Yamato or a Zerg Spawn Broodling - so use with care) and warp all your units you want to use for attack, and let the fun begin. The arbiters can either stay with the army to cloak, or you can send them back to recall them back if a hasty retreat is necessary.
Send several arbiters ahead of the rest of the strike force and stop outside of the enemy expansion. During this time, if you happened to plan an attack at the same time your enemies did, then the strike force at the main base can help defend while the arbiters get into position. Cast a well placed Recall (takes 150 energy - same as a Terran Yamato or a Zerg Spawn Broodling - so use with care) and warp all your units you want to use for attack, and let the fun begin. The arbiters can either stay with the army to cloak, or you can send them back to recall them back if a hasty retreat is necessary.


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