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Dark archon (StarCraft)

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Shakurus SC1 Art2

This article concerns StarCraft/StarCraft: Brood War gameplay. You may be looking for:

Dark Archon
DarkArchon SC1 HeadAnim1
DarkArchon SC1 Game1
Unit
Race

Protoss

Affiliation

Nerazim SC2-LotV Logo1 Dark Templar

Role

Psionic Support Entity

Properties
Maximum energy

200 (init. 50) Energy Terran SC1

Size

Large

Transport slots

4

Sight range

10

Production
Psi

4 Psi Protoss SC1

Build time

20 Time SC2 Game1

Produced from

2 Dark Templar

Requires

2 Dark Templar

Movement
Speed

5

Protection
Shields

200

Hit points

25

Armor

1

Dark Archon SC1 Rend1

Dark archon stat profile

The dark archon is a "spellcaster" with no regular attack, unlike the archon. Like the archon, it is well protected by shields but has few hit points underneath; it is vulnerable to the science vessel's EMP shockwave. It is neither biological nor mechanical, and is immune to many abilities, such as Lockdown and Spawn Broodling. It is also a hovering unit and does not trigger spider mines.

Mind Control may be used to instantly deprive the enemy of an expensive unit. It may also be used to enhance the flexibility of the protoss army. Zealots benefit from medics as much as marines. Enemy workers may also be stolen, opening up the terran and zerg tech trees; each tree uses its own pool of supply and control respectively. It is typically infeasible to fully exploit another tree in multiplayer due to the time and resources required.

The dark archon may deprive enemy spellcasters of energy and life with Feedback. The ability can instantly kill a high templar, ghost, medic, Wraith, science vessel, defiler or a queen that was at full health. The amount of damage is not affected by armor or unit size.

DarkArchon SC1 Game2

Dark archon fusing

Zerg are vulnerable to Maelstrom, which disables groups of biological units for a short time. For protoss players, Maelstrom has a lot of potential benefits when fighting the zerg. From preventing precious high templar from being sniped by mutalisks, to saving a group of dragoons surrounded by large group of zerglings with the Adrenaline Glands upgrade, Maelstrom can be used in many ingenious ways. A large group of mutalisks, held at one place by Maelstrom, can be slaughtered by corsairs or Psionic Storm, or several group of zerglings and hydralisks trying to rapidly close in to kill reavers quickly, only to be held at one place by Maelstrom and sustain two or three scarab hits before getting annihilated, are only few out of many examples of Maelstrom's proper usage.

ProductionEdit

Two dark templar can sacrifice themselves, transforming into a dark archon.

Usage
Cost 20Time SC2 Game1 2 dark templar

AbilitiesEdit

Drains a target's energy and deals damage equal to the amount of the energy drained.[1] The ability can instantly kill a high templar, ghost, medic, Wraith, science vessel, defiler or a queen that was at full health. The amount of damage is not affected by armor or unit size.

Usage
Hotkey F
Cost 50 Energy Terran SC1
Range 10

Prevents all biological units (friendly included) within a 4 x 4 area from attacking, moving, or casting spells for short period of time.[1] Stunned cloaked units will be revealed. Burrowed units will not be revealed or stunned.

Usage
Hotkey E
Cost 100 Energy Terran SC1
Range 10
Acquisition
Purchased from Templar archives
Hotkey E
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 100Time SC2 Game1

Transfers control of any enemy unit to the casting player. Using Mind Control will drain the dark archon's shields and leave it vulnerable.[1]

Mind controlling a transport will also transfer control of any units the transport is carrying, and mind controlling a unit that has researched upgrades or special abilities will transfer them to the dark archon's player.

The transfer is permanent and irreversible, even after the death or the transfer of control of the dark archon who performed it. Any unit can be subject to multiple Mind Control spells, effectively changing ownership every time.

Usage
Hotkey C
Cost 150 Energy Terran SC1 AllSC2ProtUpgrdShield
Range 8
Acquisition
Purchased from Templar archives
Hotkey E
Cost 200 Minerals Terran SC1 200 Gas Terran SC1 120Time SC2 Game1

UpgradesEdit

  • +1 armor bonus to shields per level for all units and structures.
Acquisition
Purchased from Forge
Hotkey S
Level 1
Cost 200 Minerals Terran SC1 200 Gas Terran SC1 266Time SC2 Game1
Level 2
Cost 300 Minerals Terran SC1 300 Gas Terran SC1 298Time SC2 Game1
Required Cybernetics core
Level =Level 3
Cost 400 Minerals Terran SC1 400 Gas Terran SC1 330Time SC2 Game1
Required Cybernetics core
Acquisition
Purchased from Forge
Hotkey A
Level 1
Cost 100 Minerals Terran SC1 100 Gas Terran SC1 266Time SC2 Game1
Level 2
Cost 175 Minerals Terran SC1 175 Gas Terran SC1 298Time SC2 Game1
Required Templar archives
Level 3
Cost 250 Minerals Terran SC1 250 Gas Terran SC1 330Time SC2 Game1
Required Templar archives
ArgusTalisman SC1 Upgrd1 Argus Talisman
Acquisition
Purchased from Templar archives
Hotkey T
Cost 150 Minerals Terran SC1 150 Gas Terran SC1 166Time SC2 Game1

QuotationsEdit

See: StarCraft Dark Archon Quotations

ReferencesEdit

  1. 1.0 1.1 1.2 Underwood, Peter, Chris Metzen and Bill Roper. StarCraft: Brood War (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.

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