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Last update:11 May 2016

Artanis’flagship has eighteen abilities split into six groups and three systems.

Changing ability and upgrading the system costssolaritewhich is obtained during the campaign.

There is no way to buy all most expensive skills.

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There is not enoughsolariteto gain during the campaign, even if you complete all side objectives.

Because of that, you must choose the abilities depending on the task.

Cheaper abilities can also prove to be more useful than the expensive ones.

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This skill can be useful in various ways.

It can be used in the base when you lack supplies.

It can be used on the battlefield when you want to move additional units.

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It can be used in a strategic location so that you might easily move additional forces there if needed.

It can fill the gaps in building’s powering.

It can distract the enemies, for example during the escape.

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In theory, the possibilities are limitless and depend only on your imagination.

This skill can be useful in each mission.

Cost: 25 solarite

For 20 seconds, selected building is researching or creating units 1000% faster.

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This ability is useful during majority of the missions.

Has the exact same software as the previous skill, but it also reinforces your army.

Thanks to that, it is more suitable to distract the enemy and to secure important locations.

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However, later in the game its price might prove to be too high.

Energy cost: 50

Five missiles drop from the sky on the part of the map you see.

They deal higher damage to armored targets.

StarCraft II: Legacy of the Void

Very useful due to high precision, effective against large groups, resistant units and fortifications.

You won’t win the war with it, but many times it will back up your life.

Creates three fields that slow down the heroes and completely stop all other units for 20 seconds.

Stopped units can be attacked and skills work on them.

In addition to that, each new unit that will enter the field will be stopped as well.

Very useful during larger battles, attacks on enemy bases and when defending your own positions.

Limits the numbers of enemy forces and increases the survival rate of your own units.

Worth buying, especially if you are interested in two other offensive skills.

A better version of theorbital strike.

Only three charges, but much greater area of range and damage.

A priceless ability when protecting the base, attacking resistant targets and enemy groups.

Buy it when you’re free to and theorbital strikeis too weak for you.

Allows the Nexus to attack.

It is better to select something more useful.

Refineries doesn’t needprobesto obtain gas.

It allows you to spare 6, 9, sometimes even moreprobes.

The saves won’t be big, but will allow you to recruit few additional units.

This ability is much better than the previous one and because of that it is worth buying.

Stargatesandrobotic facilitiescan use thewarp technologyand teleport units instead of producing them.

It takes less time.

Worth buying if you’re using thewarp gatesand you prefer to summon units instead of building them.

This ability will allow you to teleport all available units, making transportation of the army much easier.

Don’t buy this skill if you prefer traditional building.

Energy cost: 25

Teleports a group of units near the mainnexus.

Teleported units receive a shield that is active for 20 seconds.

This ability is especially useful during missions when you oughta destroy few objects scattered through the map.

This ability can be used in many ways, it is very useful.

It will not only allow you to strengthen your army, but your allies as well.

It might be crucial during harder battles.

Worth picking if the mass teleportation using themass recalldoesn’t interest you.

Cost: 100 solarite

Energy cost: 0

Fenixdeals massive damage in the place where it lands.

For 30 seconds it will attack all enemy infantry units it will face and it will be using abilities.

It will disappear once the time ends or it dies.

However,Fenixis not able to attack aerial targets and it cannot be controlled.

Otherwise, invest thesolariteinto something more useful.

Units receive movement speed and attack bonus in the range of thepylonsand for 15 seconds after leaving the range.

It is useless in missions that require mobility and attacking.

All you oughta do is construct apylonnearby.

Before dying, unit becomes invincible for 5 seconds.

After using, the ability must reload for 60 seconds.

Counts separately for each your unit and, sadly, doesn’t work on your allies.

In theory a very useful ability, in practice it is hard to use it effectively.

Usually, units are grouped in tight groups during the game.

The fact that a unit will survive thanks to this skill will be mostly a matter of luck.

It also doesn’t work on allies, which makes it less useful than the previous one.

Spear of Adunrepairs units and buildings.

Up to 3 units and/or buildings can be repaired simultaneously.

This ability also becomes much less useful if you’re usingcarriersand theirrepair drones.

It isn’t mandatory, but might be useful during many situations.

Reload time: 300 seconds

For 15 seconds, an energy beam coming from theSpear of Adunhits the ground.

It deals high damage, two times greater to armored targets.

If the target is destroyed, the beam will automatically find another one.

Worth taking, especially if you cannot afford other skills.

All enemy units and buildings on the map become inactive for 20 seconds.

During that time they can be attacked.

Especially useful during missions with allies.

Throws 200 missiles on the marked territory for 15 seconds.

A single bullet doesn’t deal high damage, but it’s the numbers that count.

It is also better suited for attacking armored targets.

Excellent against targets that cannot move, such as fortifications or to be used in narrow passages.

Sadly, it is an expensive ability which will block access for you to many other ones.

Cost: 5 solarite per point, up to 20.

Increases the starting supplies.

Speeds up building’s construction.

This system is very useful during defensive missions that require you to quickly construct and rebuilt turrets.

It is slightly less useful during other missions.

Worth buying when you’re trying to set a new time record of completing a level.

A mandatory system for every commander.

Increases survival rate of units and reduces the consumption ofshield batteries.

Especially useful in missions that focus on defense, as enemy attacks become more frequent and stronger.

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