The Protoss Conclave - Units and Stuctures

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Archon

 
Strengths:
Hardy; powerful; versatile
Weaknesses:
Expensive; slow; very vulnerable to EMP Shockwave
The epitome of Protoss fury and discipline is the Archon, a being composed almost entirely of pure energy. Archons are summoned through the sacrifice of two High Templars, who may merge with one another at will to produce a single being far more physically powerful, though it lacks the High Templars' psionic abilities. Archons flow into battle with violent resolve, crushing anything and everything that stands in their way with fast and terribly potent Psionic Shockwaves. Though range is limited, Psionic Shockwaves can strike flying and standing units alike and will even injure units adjacent to the target to a lesser extent. Psionic Shockwaves are the single most powerful anti-air weapon known.

Hit/Shield Points/Size
350/10/large
Time to Build
20
Weapon/Strength
Psionic Shockwave 30, +3 per upgrade (splash)
Armor/Strength  Protoss Armor 0, +1 per upgrade
  Plasma Shields 0, +1 per upgrade

 
A combination of incredible attack power and remarkable defensive strength makes the Archon the single most potent warrior in the universe. In great numbers, Archons are virtually unstoppable. But like any other military unit, they are best used in careful conjunction with other specialized forces. Because, for all their fearsome strength, Archons are far from invincible - and an enemy in superior numbers can fend them off. Further, since Archons accelerate slowly, fast opponents can run away from them with little problem. Archons are best used in packs of three or more just behind your front lines. Send in your Zealots and Dragoons to draw enemy fire, then deploy Archons in their wake and quickly dispose of the enemy, as he concentrates on your more expendable forces. Also try sending Archons into battle leading pairs of High Templars. Those High Templars may be used either to divert enemy fire by casting Hallucinations or assisting in the attack with their Psionic Storms. Once their psionic energies are depleted, merge them into Archons to assist in combat more directly.

An Archon costs nothing in addition to the two High Templars required to produce it. Unfortunately, not only are two High Templars very expensive on their own, they are also rather slow to produce. And even after the High Templars have been trained, summoning the Archon demands still more time, at which point, the Archon is in a vulnerable cocoon state. Do not expect to achieve victory through Archons if you only have a single Gateway producing your High Templars. To build a capable squad of Archons, you need at least a pair of Gateways simultaneously producing High Templars, lest your opponent outnumber you in short order. Four Gateways are preferable.

Archons, like all Protoss ground forces, benefit immensely from weapons upgrades researched at the Forge. Attempt to upgrade your weapons at least one level before deploying Archons and proceed as swiftly as you can to upgrade weapons to maximum potency.

It must be said that the irksome Terrans possess a weapon so devastating that it can all but eliminate several Archons at once. That weapon is the Science Vessel's EMP Shockwave, which instantly depletes Protoss shielding on all units within a sizeable radius. A pack of Archons caught in an EMP Shockwave are stripped of their 350 points of shielding, leaving them extremely vulnerable. It cannot be stressed enough just how dangerous the Terran Science Vessel is to your forces in general and to Archons in particular. But even the Science Vessel may be counteracted under capable command. If you suspect you'll confront Science Vessels in combat, create a scattered front line of Hallucinated Archons. The Science Vessels will waste their energy using EMP on the false units (thus dispelling them), at which point, you may proceed with your attack as planned. Yet the safest solution is not to use Archons against a cunning Terran foe in the first place.



Next: Reaver