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[[File:Arbiter SCR HeadAnim.gif|thumb|left|Unit profile (''[[StarCraft: Remastered]]'')]]
 
[[File:Arbiter SCR HeadAnim.gif|thumb|left|Unit profile (''[[StarCraft: Remastered]]'')]]
The [[arbiter]] is a high cost offensive-support psionic unit. It relies allied escorts, a fairly high shield and hit point strength to survive the front-lines, rather than its low powered direct attack.
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The '''[[arbiter]]''' is a high cost offensive-support psionic unit. It relies 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 [[Observer (StarCraft)|observer]]s to a [[Carrier (StarCraft)|carrier]]/[[Corsair (StarCraft)|corsair]] group. The carriers/corsairs attack from under the cloak, and ward off attacks on the uncloaked arbiters.
 
The [[cloaking]] field passive ability cloaks all nearby friendly units, but not itself. A popular strategy is to attach arbiters and [[Observer (StarCraft)|observer]]s to a [[Carrier (StarCraft)|carrier]]/[[Corsair (StarCraft)|corsair]] group. The carriers/corsairs attack from under the cloak, and ward off attacks on the uncloaked arbiters.

Revision as of 14:28, 9 August 2017

Shakurus SC1 Art2
This article concerns StarCraft/StarCraft: Brood War gameplay. You may be looking for:
"Warp fields stabilized."

- Arbiter pilot(src)

Arbiter SCR HeadAnim

Unit profile (StarCraft: Remastered)

The arbiter is a high cost offensive-support psionic unit. It relies 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 Arbiter cloaks all nearby friendly units except for Arbiters. The cloak is disabled under Lockdown.

Usage
Range 5
Duration Constant seconds
Recall Icon SC1
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.

Usage
Hotkey R
Cost 150 Energy
Acquisition
Purchased from Arbiter tribunal
Hotkey R
Cost 150 Minerals 150 Vespene gas 120seconds
ve
StasisField Icon SC1
Stasis Field

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.

Usage
Hotkey T
Cost 100 Energy
Range 9
Duration Approximately 40 seconds seconds
Acquisition
Purchased from Arbiter tribunal
Hotkey S
Cost 150 Minerals 150 Vespene gas 100seconds

Upgrades

Acquisition
Purchased from Cybernetics core
Hotkey W
Level 1
Cost 100 Minerals 100 Vespene gas 267seconds
Level 2
Cost 175 Minerals 175 Vespene gas 300seconds
Required Fleet beacon
Level 3
Cost 250 Minerals 250 Vespene gas 333seconds
Required Fleet beacon
Acquisition
Purchased from Cybernetics core
Hotkey A
Level 1
Cost 150 Minerals 150 Vespene gas 267seconds
Level 2
Cost 225 Minerals 225 Vespene gas 300seconds
Required Fleet beacon
Level 3
Cost 300 Minerals 300 Vespene gas 333seconds
Required Fleet beacon
  • +1 armor bonus to shields per level for all units and structures.
Acquisition
Purchased from Forge
Hotkey S
Level 1
Cost 200 Minerals 200 Vespene gas 267seconds
Level 2
Cost 300 Minerals 300 Vespene gas 300seconds
Required Cybernetics core
Level 3
Cost 400 Minerals 400 Vespene gas 333seconds
Required Cybernetics core
ve
KhaydarinCore Icon SC1
Khaydarin Core
  • Increases maximum Arbiter energy by 50.
  • Increases arbiter starting energy from 50 to 62.
Acquisition
Purchased from Arbiter tribunal
Hotkey K
Cost 150 Minerals 150 Vespene gas 166seconds

Quotations

Arbiter SC1 Game2

Wireframe

For StarCraft in-game quotations see: StarCraft Arbiter Quotations.

References