After many years of studying the power of the Void and mastering their psionic skills, the Dark and the High Templars found a way to sacrifice their bodies in order to create a lethal spirit of pure psionic energy. This spirit was named Archon and his limits are still unknown. After Aiur was lost to the Zerg Swarm, every single Protoss was vital. Despite this fact the Templars carried on with this ancient ritual and those of them that sacrificed are now considered heroes of the Protoss race.
Unit Type: Psionic Massive
Hightlights
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Protoss Ground Weapons – Increases the damage of ground units. Has three upgrades. |
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Protoss Ground Armor – Increases the armor of ground units. Has three upgrades. |
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Protoss Shield – Improves the shield armor of all units and structures. Has three upgrades. |
Competitive play with Archon
Generally speaking the Archons are a heavy support unit with extremely powerful splash attack to bio units. What’s more their range (3) gives them the opportunity to sit safely behind the Zealots, which absorb the major damage, and deal tons of damage. Another strong point is that the Archon is very durable unit thanks to its shield and you can use it to pull the Archon back and then return it when the shield regenerates.
The downside and the main reason why there not widely used in competitive plays is due to their high gas cost. An Archon can be morphed from a couple of Dark (250 minerals 250 gas ) or High Templars ( 100/300 ) or mixed ( 175/275 ), but these units are also very useful on their own.
The Archon is a good addition to your army when fighting Terrans, because after your Dark Templar rush is over you can morph them. The popular Terran strategies feature bio units, so the slash bonus attack of the Archon is very efficient. What’s more, it is a massive unit, which makes it immune to Concussive Shells. Important thing here is to mention that the Ghost’s EMP will drain only 100 shield from the Archon.
This is where the Archon proves to be most useful. The popular Sentry/Stalker/Colossus strategy is effectively countered by the Archons for several reasons:
However it is very important to have nice micro control, because pulling Archons near death and them bringing them back in with max shied is crucial here.
The Archons are a beautiful alternative to the Colossi strategy, because the vast majority of the Zerg’s army is bio. If you open with Zealots/High Templars, you can easily stop the popular Zergling/Baneling rush and in mid game you can make the transition to Zealot/Archon. Use the Zealots as shield so that your Archons don’t get surrounded and unleashed their massive AOE damage. What’s more, they are very effective against Mutalisks, because they are bio and tend to stack up when attacking, which maximizes the AOE effect.
VS Terran
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VS Protoss
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VS Zerg
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