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{{Header Nav|game=StarCraft II: Legacy of the Void}}
{{Header Nav|game=StarCraft II: Wings of Liberty}}
{{Cleanup}}
{{Cleanup}}


Note that the game is still in pre-alpha stage, and any of the unit stats could change for balance and other purposes.
All protoss units have shields which prevents them from taking HP damage until the unit has no more shields. In multiplayer SCVs can repair any protoss vehicles and medivacs can heal any biological protoss.


==High Templar==
==Probe==
*Anti-Gravity
[[File:SC2.Probe.jpg|thumb|left]]
High Templar can lift enemy units and structures (such as the Supply Depot) into the air, preventing them from moving and attacking, and rendering them as air targets. It does not work on resource-collecting structures such as the Nexus. The ability is channelled, which means that the High Templar using the ability should not perform any other action (such as movement) while using the ability if it is to continue. It costs 50 energy.
*'''HP''': 20
*'''Shields''': 20
* Psionic Storm
*'''Damage''': 5
High Templar still have the ability to use psionic storm, although it now does less damage.
*'''Range''': Melee
*'''Minerals''': 50  
*'''Gas''': n/a
 
The Protoss worker; able to gather resources and warp in buildings.


*Summon Twilight Archon
The Protoss create their structures in a different way to that of the other races, for the sole reason that the Probe can 'warp in' multiple buildings simultaneously. This allows for a Protoss base to be constructed or repaired very quickly with a small number of workers. A Probe does not need to stay with a building under construction. However, this means that Protoss must be very careful of raids, as multiple half-built structures are an easy target, and may cost a lot to replace.
Two High Templar, or one High Templar and one Dark Templar can combine to form a Twilight Archon.


==Carrier==
Like all other workers, the Probe is fragile and unable to deal with the vast majority of enemies.
[[Image:SC2Carrier.jpg|thumb|left|Carriers]]
Auto build interceptors.
{{-}}
{{-}}
==Colossus==
[[Image:SC2_Colossus.jpg|thumb|left|Colossus can attack multi targets]]
*'''HP''': 400
*'''Shields''': 325
*'''Built At''': Robotics Facility
*'''Weapon''': Twin Thermal Lances
*'''Type''': Heavy


A long legged mechanical unit, the Colossus is able to walk up and down cliffs. Each Colossus has its own pair of long ranged lasers.  These lasers burn enemies over time and are good against weaker enemies and for sweeping a battlefieldThey have a weakness against flying enemies and their size makes them vulnerable to Missile Turrets.
==Zealot==
{{-}}
*'''HP''': 100
==Dark Templar==
*'''Shields''': 50
[[Image:SC2_Dark Templar.jpg|thumb|left]]
*'''Built At''': Gateway
Elite Troopers that are Stealth, wore dark capes and armed with double Psi Blades for ground foes.
*'''Weapon''': Twin Psionic Blades
*'''Type''': Light, Melee
 
The traditional Protoss melee warrior. Strong against Marauders, zerglings and immortals but bad against hellions, banelings, roaches and colossus.
 
;Abilities
*'''Charge''': A non-linear distance covering ability in which the Zealot moves a short distance at an increased rateThis allows them to face ranged enemies with less of a disadvantage.
 
==Sentry==
Can create guardian shield, forefields and can produce hallucinations. Also a ranged unit but very fragile.
 
==Stalker==
[[File:SC2 Stalker.jpg|thumb|left|Stalker]]
 
Strong against any unit that is armored and can attack any air and ground units. Can teleport when upgraded.
 
Weak against Marauders, Zerglings, massed hydralisks, roaches and Immortals.
 
{{-}}
{{-}}


==Immortal==
==High Templar==
[[Image:StarCraft II Immortal Stats.png|right]]
Powerful cape wearing Psionic Master that is meant to support units. Its slow moving however and cost 50 minerals and 150 gas.
*'''HP''': 240
 
*'''Shields''': 100
* Psionic Storm
*'''Built At''': Gateway
powerful against groups or small swarms of enemies. Does up to 80 damage.
*'''Weapon''': Twin Phase Disruptors
 
*'''Type''': Medium
* Feedback
Drains all energy from units like Thors, Ghosts and Battlecruisers. The more energy they lose means the more damage they take.
 
*Summon Archon
Two High Templar, or one High Templar and one Dark Templar can combine to form an Archon.
 
Strong against Marines, Infesters and sentries but bad against ghosts, roaches and colossus.


After the destruction of Aiur, the Protoss were forced to adapt. As a result, Dragoons were passed up for this new and improved ranged combination of Protoss warrior and machine.  They have a short ranged energy pulse attack in which the projectiles move faster than the eye can see.
==Dark Templar==
[[File:SC2 Dark Templar.jpg|thumb|left]]
Elite Troopers that are Stealth, wore dark capes and armed with warp Blades for ground foes.


Immortals are produced from the Gateway and require a Twilight Council to be built.
Can merge with another high or dark templar to form Archons.


They can only attack ground units. Their powerful shields protect them against enemy units with heavy attacks but they are easily counterable by units such as Reapers, Marines, Zerglings or Banshees.
Also there are two models of the Dark Templar, the one that wore zerg bones as armor and the other has a cloth covering its face.


* Hardened Shields
Vulnerable to anything that detects cloaked units.
Researched: Twilight Council
The hardened shields reduce incoming damage[8]to a set amount.  


;Abilities
*Concussion shield: Immortals have the ability to automatically create a powerful shield around them when struck by a very powerful attack.  It can reduce the damage taken from enemies such as Terran Siege Tanks.
{{-}}
{{-}}


==Mothership==
==Archon==
[[Image:SC2_Mothership.png|thumb|left|The Mothership is powerful]]
[[File:StarCraft II Twilight Archon.png|thumb|left|A Twilight Archon.]]
*'''HP''': 950
*'''HP''': 10
*'''Shields''': 350
*'''Shields''': 350
*'''Energy''': 300
*'''Built At''': Merge 2 Templars of any kind
*'''Psi''':8
*'''Weapon''': Psionic Shockwave
The Mothership is the ultimate Protoss battleship.  A player is only allowed to control one at a time and they cost a significant amount of resources to summon.
*'''Type''': Heavy, Short Range
;Abilities
The Mothership's standard attack consists of eight disruptor pulses, that spread out and attack all enemies within range. These can attack both air and ground units.[2] This makes them quite ideal as support in the back lines of a battle, dishing out pain to the front lines. While the Mothership has an immense amount of a hit points, they are incredibly expensive, and are not worth the risk of being exposed to open fire. Indeed, expect the enemy to throw everything they have in destroying these immense vessels.


The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory.
Powerful attacker that does bonus damage to biological units. Requires two high or dark or one dark and high templar to create. Not effective against heavy units or mechanical units like most terran and protoss units though.


* Time Bomb - Slows down all enemy movement within a radius around the Mothership's position when it casts this. It also stops ranged weapons from reaching their targets, causing projectiles to "collect" within the field and drop harmlessly to the ground when the effect ends. Ideal for dealing with static defense like Missile Turrets.
{{-}}
** Time Bomb can stop attacks such as nukes.[3]
** Time Bomb cannot stop beam attacks, such as those of the Colossus or Warp Ray.[4]
* Planet Cracker - Deals massive damage to an area directly below the Mothership's position (ideal for destroying buildings and slow-moving targets such as Siege Tanks) over a period of time. It has no effect on air units.
* Cloaking Field: The Mothership has the ability to cloak not only all ground units under it, similar to that of the Arbiter, but buildings as well. The field is only active when the Mothership is stationary.


{{-}}
==Immortal==
==Nullifier==
[[File:StarCraft II Immortal Stats.png|right]]
The Nullifier is a mechanical hovering ground unit and has 100 energy points. It has an attack similar to the Terran Marine's.


It is produced from the Gateway and requires a Cybernetics Core. It costs 50 minerals and 100 Vespene gas.  
Immortals are produced from the Robotics facility.


Abilities
They can only attack ground units. Their powerful shields protect them against enemy units with heavy attacks making them effective against Siege tanks, roaches and stalkers but they are easily counterable by units such as Marines, Zerglings or zealots.


* Force Field
* Hardened Shields
*Energy Cost: 30
*Creates an invincible 'globe' over a small area that lasts 15 seconds that blocks the movement of ground units and melee attacks. Units caught under the shield when it is placed may escape. The Colossus may step over the shield.


* Null Void
The shields reduce all heavy damage to 10 while it has shields.
*Energy Cost: 50
*Prevents any unit caught in the target area from using abilities that cost energy.  


It does not affect abilities such as a Stalker's Blink, a Carrier's Build Interceptor, a Phoenix's Overload or an SCV's Repair. Units that move out of the field immediately can immediately use their abilities.
{{-}}


Nullify acts as a detector, decloaking units such as Ghosts and Dark Templar and revealing burrowed units. The ability to detect cloaked and burrowed units is currently being subjected to balance testing.
==Colossus==
[[File:SC2 Colossus.jpg|thumb|left|Colossus can attack multi targets]]
*'''HP''': 300
*'''Shields''': 150
*'''Built At''': Robotics Facility
*'''Weapon''': Twin Thermal Lances each attack does 15 damage result in enemy units take 30
*'''Type''': Massive


The effect lasts 15 seconds.
A long legged mechanical unit, the Colossus is able to walk up and down cliffs. Each Colossus has its own pair of long ranged lasers.  These lasers burn enemies over time and are good against weaker enemies and for sweeping a battlefield.  They have a weakness against flying enemies and their size makes them vulnerable to Missile Turrets. Their size is massive which means they fill 8 slots in a Phase Prism.
 
{{-}}


==Observer==
==Observer==
[[Image:SC2_Observer.jpg|Thumb|left|Observer in Starcraft II]]
[[File:SC2 Observer.jpg|Thumb|left|Observer in Starcraft II]]
 
Stealth spy and detector. Can be upgraded to move faster.
 
{{-}}
{{-}}
==Phase Prism==
==Phase Prism==
[[Image:StarCraft II Phase Prism Stats.png|right]]
[[File:StarCraft II Phase Prism Stats.png|right]]
*'''HP''': 100
*'''HP''': 100
*'''Shields''': 40
*'''Shields''': 40
Line 109: Line 125:


==Phoenix==
==Phoenix==
[[Image:SC2_Phoenix.jpg|Thumb|left|This air unit can shoot down almost anything.]]
[[File:SC2 Phoenix.jpg|Thumb|left|This air unit can shoot down almost anything.]]
*'''HP''': 120
*'''HP''': 120
*'''Shields''': 60
*'''Shields''': 60
*'''Built At''': Stargate
*'''Built At''': Stargate
*'''Weapon''':Twin Ion Cannons
*'''Weapon''':Twin Ion Cannons
*'''Type''': ATA
*'''Type''': Light, Mechanical
*'''Range''': 6


A new unit for air-to-air combat.  It has a short ranged, quick-firing energy weapon that is weak against ground. It replaced the Scout and Corsair.
A new unit for air-to-air combat.  It has a short ranged, quick-firing energy weapon that is weak against ground. It replaced the Scout and Corsair. It can devastate light air units but it wont last long against massive units like the Battlecruiser. It can hit and move at the same time besides the void rays and the mothership.


;Abilities
;Abilities
*'''Overload''': The pheonix unleashes a flurry of energy attacks against nearby enemies. When it stops the attack, the phoenix shuts down and becomes vulnerable to attack.
*'''Gravitational Beam''': The Phoenix uses a beam that lifts non-massive units into the air for a few seconds. Cannot do anything while using the ability.
{{-}}
 
==Probe==
[[Image:SC2.Probe.jpg|thumb|left]]
The Protoss worker; able to gather resources and warp in buildings.
{{-}}
{{-}}


==Stalker==
==Scout==
[[Image:SC2_Stalker.jpg|thumb|left|Stalker]]
The scout is still used by the protoss. It is still armed with the same anti ground weapons and the powerful anti air missiles.
*'''HP''': 120
*'''Shields''': 60
*'''Built At''': Gateway
*'''Weapon''': Chronal Web
*'''Type''': Light Mechanical


Although the Dragoons were lost, the technological advancement made by the Protoss has also spawned the Stalker, one of the Dragoons' successors.  It is a four legged, Protoss manned machine with a medium ranged dual beam cannon, with the souls of Dark Templar that have voluntarily offered their service.
==Void Ray==
*'''HP''': 150?
*'''Shields''': 200?
*'''Built At''': Stargate
*'''Weapon''': Prismatic Beam
*'''Type''': Surgical strike craft
*'''Minerals''': 250
*'''Gas''': 150


;Abilities
An aerial unit with an advantage against heavily armored units and structures.  The longer a Void ray attacks a target, the more damage the target will take.  They can target all units, but are weak against small units because they waste time powering up the damage against a single, small enemy; by the time one is killed, the Void Ray will be seriously damaged. Can be upgraded to move faster. Can fire while moving like Diamondbacks. They are good against '''Armored''' targets but they are not good against Mutalisks, Vikings and the fast moving fire while moving Phoenixes.
*'''Teleport''': The stalker is able to instantly move a short distance to a new location.  It is possible to use this ability to avoid obstacles such as cliffs, however it is primarily used as an offensive ability for chasing down fleeing enemies.


{{-}}
==Carrier==
==Twilight Archon==
[[File:SC2Carrier.jpg|thumb|left|Carriers]]
[[Image:StarCraft II Twilight Archon.png|thumb|left|A Twilight Archon.]]
*'''HP''':
*'''Shields''':
*'''Built At''': Merge 2 Templars of any kind
*'''Weapon''': Psionic Shockwave
*'''Type''': Heavy, Short Range


The Protoss Twilight Archon is a heavy assault unit in StarCraft II, replacing the Archon and Dark Archon.
*'''HP''': 300
*'''Shields''': 150
*'''Gas''': 250
*'''Minerals''': 350
*'''Time''': 120


A Twilight Archon can be created from the merging of either two High Templar, two Dark Templar, or one of each type of warrior.
Can Auto build interceptors. Takes 160 seconds to warp in however. Can be upgraded to launch interceptors at a faster rate. These vessels are good against anything that is not a Viking, corruptor or void ray.


Both branches of the Protoss warrior tradition share the ability to merge their souls. Twilight Archons radiate incalculable power and can unleash devastating psionic storms against enemy forces both in the air and on the ground.
{{-}}


The Twilight Archon noticeably blends the past two archons in appearance, as it appears to have the physical body of a Dark Archon and the energy manifestation of the Archon.  
==Mothership==
[[File:SC2 Mothership.png|thumb|left|The Mothership is the single most powerful unit in the protoss army.]]
*'''HP''': 350
*'''Shields''': 350
*'''Energy''': 200
*'''Psi''':8


The true abilities of the Twilight Archon are still shrouded in mystery, though it is clear that they are more than capable of taking care of themselves and dishing out considerable damage to clumps of weaker ground units. They are described as "attacking with psionic storms" which is identical to the Archon description in the StarCraft I manual.
The Mothership is the ultimate Protoss capital ship. A player is only allowed to control one at a time and they cost a significant amount of resources to summon and 160 seconds to warp in. They are constructed at the Nexus, and require a Fleet Beacon and the lack of any other Mothership owned by the player before it can be produced. As such, it is a very late game unit.


Twilight Archons possess the Dark Archon's feedback ability, an ability revealed at BlizzCon 2007.
;Abilities
{{-}}


==Void Ray==
The Mothership's standard attack consists of multiple disruptor pulses, that spread out and attack all enemies within range. These can attack both air and ground units. This makes them quite ideal as support in the back lines of a battle, dishing out pain to the front lines. While the Mothership has an immense amount of a hit points, they are incredibly expensive, and are not worth the risk of being exposed to open fire. Indeed, expect the enemy to throw everything they have in destroying these immense vessels.
*'''HP''': 125
*'''Shields''': 75
*'''Built At''': Stargate
*'''Weapon''': Prismatic Beam
*'''Type''': Light Siege


An aerial unit with an advantage against heavily armored units and structures.  The longer a warp ray attacks a target, the more damage the target will take. They can target all units, but are weak against small units because they waste time powering up the damage against a single, small enemy; by the time one is killed, the Warp Ray will be seriously damaged.
The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory. It passively cloaks all nearby friendly units (though not itself or other player's Motherships). It also has two activated abilites, both costing 100 energy. One of them can make any units in a certain area disappear for 20 seconds, while the other teleports a group of friendly units to it.


==Zealot==
{{-}}
*'''HP''':
*'''Shields''':
*'''Built At''': Gateway
*'''Weapon''': Twin Psionic Blades
*'''Type''': Light, Melee


The traditional Protoss melee warrior.
==Void Seeker==
Zeratuls personal starship. Unplayable outside of a Custom-made map.


;Abilities
*'''Charge''': A non-linear distance covering ability in which the Zealot moves a short distance at an increased rate.  This allows them to face ranged enemies with less of a disadvantage.


{{Footer Nav|game=StarCraft II: Legacy of the Void|prevpage=Protoss buildings}}
{{Footer Nav|game=StarCraft II: Wings of Liberty|prevpage=Protoss buildings|nextpage=Protoss strategy}}

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All protoss units have shields which prevents them from taking HP damage until the unit has no more shields. In multiplayer SCVs can repair any protoss vehicles and medivacs can heal any biological protoss.

Probe[edit]

SC2.Probe.jpg
  • HP: 20
  • Shields: 20
  • Damage: 5
  • Range: Melee
  • Minerals: 50
  • Gas: n/a

The Protoss worker; able to gather resources and warp in buildings.

The Protoss create their structures in a different way to that of the other races, for the sole reason that the Probe can 'warp in' multiple buildings simultaneously. This allows for a Protoss base to be constructed or repaired very quickly with a small number of workers. A Probe does not need to stay with a building under construction. However, this means that Protoss must be very careful of raids, as multiple half-built structures are an easy target, and may cost a lot to replace.

Like all other workers, the Probe is fragile and unable to deal with the vast majority of enemies.

Zealot[edit]

  • HP: 100
  • Shields: 50
  • Built At: Gateway
  • Weapon: Twin Psionic Blades
  • Type: Light, Melee

The traditional Protoss melee warrior. Strong against Marauders, zerglings and immortals but bad against hellions, banelings, roaches and colossus.

Abilities
  • Charge: A non-linear distance covering ability in which the Zealot moves a short distance at an increased rate. This allows them to face ranged enemies with less of a disadvantage.

Sentry[edit]

Can create guardian shield, forefields and can produce hallucinations. Also a ranged unit but very fragile.

Stalker[edit]

Stalker

Strong against any unit that is armored and can attack any air and ground units. Can teleport when upgraded.

Weak against Marauders, Zerglings, massed hydralisks, roaches and Immortals.

High Templar[edit]

Powerful cape wearing Psionic Master that is meant to support units. Its slow moving however and cost 50 minerals and 150 gas.

  • Psionic Storm

powerful against groups or small swarms of enemies. Does up to 80 damage.

  • Feedback

Drains all energy from units like Thors, Ghosts and Battlecruisers. The more energy they lose means the more damage they take.

  • Summon Archon

Two High Templar, or one High Templar and one Dark Templar can combine to form an Archon.

Strong against Marines, Infesters and sentries but bad against ghosts, roaches and colossus.

Dark Templar[edit]

SC2 Dark Templar.jpg

Elite Troopers that are Stealth, wore dark capes and armed with warp Blades for ground foes.

Can merge with another high or dark templar to form Archons.

Also there are two models of the Dark Templar, the one that wore zerg bones as armor and the other has a cloth covering its face.

Vulnerable to anything that detects cloaked units.

Archon[edit]

A Twilight Archon.
  • HP: 10
  • Shields: 350
  • Built At: Merge 2 Templars of any kind
  • Weapon: Psionic Shockwave
  • Type: Heavy, Short Range

Powerful attacker that does bonus damage to biological units. Requires two high or dark or one dark and high templar to create. Not effective against heavy units or mechanical units like most terran and protoss units though.

Immortal[edit]

StarCraft II Immortal Stats.png

Immortals are produced from the Robotics facility.

They can only attack ground units. Their powerful shields protect them against enemy units with heavy attacks making them effective against Siege tanks, roaches and stalkers but they are easily counterable by units such as Marines, Zerglings or zealots.

  • Hardened Shields

The shields reduce all heavy damage to 10 while it has shields.

Colossus[edit]

Colossus can attack multi targets
  • HP: 300
  • Shields: 150
  • Built At: Robotics Facility
  • Weapon: Twin Thermal Lances each attack does 15 damage result in enemy units take 30
  • Type: Massive

A long legged mechanical unit, the Colossus is able to walk up and down cliffs. Each Colossus has its own pair of long ranged lasers. These lasers burn enemies over time and are good against weaker enemies and for sweeping a battlefield. They have a weakness against flying enemies and their size makes them vulnerable to Missile Turrets. Their size is massive which means they fill 8 slots in a Phase Prism.

Observer[edit]

Observer in Starcraft II
Observer in Starcraft II

Stealth spy and detector. Can be upgraded to move faster.

Phase Prism[edit]

StarCraft II Phase Prism Stats.png
  • HP: 100
  • Shields: 40
  • Built At: Robotics Facility
  • Weapon: N/A
  • Type: Transport

Phase Prisms are basically mobile Pylons. They are able to deploy and become stationary like a Pylon, providing an energy source to buildings, and able to be moved again when a player decides to remove the energy source. These units are advantageous for battles where photon cannons play a large role in a player's success. They also come in handy when repairing a town that has had its pylons destroyed, but need the energy to protect the town and energize the buildings. The energy emitted by a Phase Prism can also be used for warping in fellow Protoss units.

Phoenix[edit]

This air unit can shoot down almost anything.
This air unit can shoot down almost anything.
  • HP: 120
  • Shields: 60
  • Built At: Stargate
  • Weapon:Twin Ion Cannons
  • Type: Light, Mechanical
  • Range: 6

A new unit for air-to-air combat. It has a short ranged, quick-firing energy weapon that is weak against ground. It replaced the Scout and Corsair. It can devastate light air units but it wont last long against massive units like the Battlecruiser. It can hit and move at the same time besides the void rays and the mothership.

Abilities
  • Gravitational Beam: The Phoenix uses a beam that lifts non-massive units into the air for a few seconds. Cannot do anything while using the ability.

Scout[edit]

The scout is still used by the protoss. It is still armed with the same anti ground weapons and the powerful anti air missiles.

Void Ray[edit]

  • HP: 150?
  • Shields: 200?
  • Built At: Stargate
  • Weapon: Prismatic Beam
  • Type: Surgical strike craft
  • Minerals: 250
  • Gas: 150

An aerial unit with an advantage against heavily armored units and structures. The longer a Void ray attacks a target, the more damage the target will take. They can target all units, but are weak against small units because they waste time powering up the damage against a single, small enemy; by the time one is killed, the Void Ray will be seriously damaged. Can be upgraded to move faster. Can fire while moving like Diamondbacks. They are good against Armored targets but they are not good against Mutalisks, Vikings and the fast moving fire while moving Phoenixes.

Carrier[edit]

Carriers
  • HP: 300
  • Shields: 150
  • Gas: 250
  • Minerals: 350
  • Time: 120

Can Auto build interceptors. Takes 160 seconds to warp in however. Can be upgraded to launch interceptors at a faster rate. These vessels are good against anything that is not a Viking, corruptor or void ray.

Mothership[edit]

The Mothership is the single most powerful unit in the protoss army.
  • HP: 350
  • Shields: 350
  • Energy: 200
  • Psi:8

The Mothership is the ultimate Protoss capital ship. A player is only allowed to control one at a time and they cost a significant amount of resources to summon and 160 seconds to warp in. They are constructed at the Nexus, and require a Fleet Beacon and the lack of any other Mothership owned by the player before it can be produced. As such, it is a very late game unit.

Abilities

The Mothership's standard attack consists of multiple disruptor pulses, that spread out and attack all enemies within range. These can attack both air and ground units. This makes them quite ideal as support in the back lines of a battle, dishing out pain to the front lines. While the Mothership has an immense amount of a hit points, they are incredibly expensive, and are not worth the risk of being exposed to open fire. Indeed, expect the enemy to throw everything they have in destroying these immense vessels.

The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory. It passively cloaks all nearby friendly units (though not itself or other player's Motherships). It also has two activated abilites, both costing 100 energy. One of them can make any units in a certain area disappear for 20 seconds, while the other teleports a group of friendly units to it.

Void Seeker[edit]

Zeratuls personal starship. Unplayable outside of a Custom-made map.