Dark Archon

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Picon.pngDark Archon
Darkarchon.png
Type: Large Ground Unit
Cost: Mineral.gif 0 (250) Vespine.gif 0 (200) DurationIcon.gif 20 Psy.gif 4
Defence: Icon Hitpoints.png 25 Icon Shields.png 200 Icon Armor.png 1
Energy:

50/200 (50/250 upgraded)

Sight:

10

The Dark Archon is a spellcaster with no normal attack, but three powerful spells. It is formed by merging two Dark Templar.

Contents

[edit] Abilities

The Dark Archon's three spells are:

FeedbackIcon.gif
Energy: 50 Range: 10
Effect-Radius: - Duration: -
This spell will set the target unit's energy to zero and deal damage to the target unit equal to the total energy removed. This can be useful for Sniping other spellcasters.
Maelstromicon.gif
Energy: 100 Range: 10
Effect-Radius: - Duration: -
This spell will freeze all organic units in a small radius of the target location for a short duration(about 7 seconds). Since all Zerg units are organic units, Maelstrom is extremely powerful against Zerg - particularly Ultralisk/Zergling, or stacked mutalisks. Units frozen by Maelstrom are not protected from damage - in this respect, Maelstrom is similar to the Ghost ability Lockdown.
Mindcontrolicon.gif
Energy: 150 Range: 10
Effect-Radius: - Duration: -
This spell will instantaneously place the targeted unit permanently under the control of the casting player. The Dark Archon's shields are reduced to 0. It is important to note that the casting player will receive all ability upgrades the stolen unit had, making Mind Control potentially powerful in a PvP game. For example, Mind Controlling an Arbiter which has researched Stasis Field will grant that ability to all Arbiters owned by the Mind Controlling player. Weapons, Armor, and Plasma Shield upgrades are not transferable in this manner. Mind Controlling a transport unit (Overlord, Shuttle, Dropship) confers control of both the transport unit and its contents. Mind Controled units can cap over the 200 max supply count.
Energy: 0 Range:
Effect-Radius: - Duration: -
Increases the Dark Archon's maximum energy to 250. Does not affect initial energy, so a Dark Archon, when it is created, will always start at 50 energy.

[edit] Competitive Usage

[edit] versus Zerg

[edit] Midgame

Occasionally, Dark Archons with a fast Maelstrom can be used as a counter to early game Zerg Mutalisk Harass. This Freezes Mutalisks in place while Psionic Storms, Archons, or Corsairs make short work of them.

Maelstrom is also used in 2v2 when you have a zerg ally and one or two zerg opponents as they will be more likely to make mutalisks.

[edit] Late Game

Dark Archons are seen with some frequency in long PvZ matches. With a combination of Archons, High Templars, Reavers, and Zealots, the Dark Archon is safe to cast its spells against late game Zerg armies. Maelstrom in particular is effective, as it holds them in place so Psionic Storms, as well as Protoss units, can pick off Zerg armies late game.

Sometimes Dark Archons are used to Feedback Defilers, usually killing them instantly as Defilers are often kept at high energy levels due to Consume.

Mind Control isn't used as extensively as the other two spells, but can serve some utility in taking control of high value Zerg units such as Ultralisks or Defilers. Generally, however, Maelstrom is the spell of choice as it allows for easier engagement of the Zerg army.

For an extensive discussion on Dark Archon use in modern PvZ see (I) Dark Archon key to next metagame shift in PvZ?

[edit] versus Terran

Dark Archons are usually not used in PvT as they have no real use. It would be possible to get them for the purpose to Feedback Science Vessels, however it is impractical as the tech would be better spent elsewhere. However, Mind Control can be used should the opponent for some reason go Battlecruisers.

The Dark Archon is part of the Royal Stove strategy, used to Mind Control an SCV and eventually tech to Factories so that the Protoss player can recall Sieged Tanks.

[edit] versus Protoss

Although rarely seen, Dark Archons have been used to counter High Templars with Feedback. Being that Feedback has one of the highest cast ranges, it would prove effective in Sniping High Templars. Also should the opponent make carriers, Mind control can be used to steal them away.

[edit] Notable Games

[edit] Versus Zerg

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