The arbiter is a high cost offensive-support psionic unit. It relies on allied escorts, a fairly high shield and hit point strength to survive the front-lines, rather than its low powered direct attack.
The cloaking field passive ability cloaks all nearby friendly units, but not itself. A popular strategy is to attach arbiters and observers to a carrier/corsair group. The carriers/corsairs attack from under the cloak, and ward off attacks on the uncloaked arbiters.
The stasis ability can cut an enemy attack wave in half, allowing allied forces to eliminate foes in smaller, more manageable groups. A popular strategy is to use stasis to disable high threat units, like siege tanks or devourers, while destroying weaker enemies.
The recall ability offers a powerful means of strategic movement. Arbiters may use recall to teleport allied forces into an enemy base, circumventing any defenses.
Abilities[]
Cloaking Field
The Arbitercloaks all nearby friendly units except for Arbiters. The cloak is disabled under Lockdown.
Usage
Range
5
Duration
Constant
Arbiter: Recall
The Arbiter teleports a group of friendly units in a 5 x 5 area to its location. Note that burrowed zerg units are immune to this ability, but siege tanks in siege mode can be recalled.
The Arbiter can prevent units in a targeted area (3 x 3) from moving, attacking, or using special abilities. Trapped units may not be attacked or affected by special abilities.