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Artanis is a playable commander in the Co-op Missions mode. He can warp in units instantly into battle, and can use support powers from the Spear of Adun.[1] This includes the ability to generate shields around friendly units, both his own, and that of his ally, and to use orbital strikes. He has access to units such as the Aiur zealot.[2] These abilities, along with the energy counter (which steadily recharges) are displayed across the top of the screen.
Overview[]
Artanis uses classic Protoss units as the main components of his army. While his army units themselves are fairly fragile, his Spear of Adun abilities compensate for his army's weaknesses by providing him with abilities that increase their survivability.
Artanis is a commander with simple mechanics, but a player will have to be attentive so as to keep his army alive. With adequate understanding of enemy compositions, a player can use Artanis' army to control entire attack waves, or weaken them using his Spear of Adun abilities.
Info[]
- Recommended for players of all skill levels
- Strike from high orbit with the Spear of Adun using devastating abilities
- Command Aiur units and warp your army instantly into battle
Mastery[]
- Power Set 1
- Shield Overcharge Duration and Damage Absorption: +3% – +90%
- Guardian Shell health and shield heal: +0.5% – +15%
- Power Set 2
- Energy Regeneration and Ability Cooldown reduction: +1.5% – +45%
- Speed Increase for Warped units: +2% – +60%
- Power Set 3
- Chrono Boost efficiency: +1% – +30%
- Spear of Adun starting and maximum energy: +3 – +90
Prestiges[]
- Level 1 – Valorous Inspirator
- Advantage: Increase the effectiveness of all active combat unit abilities by 100%.
- Disadvantage: Combat units cost 30% more.
- Damaging abilities (Disintegration, Feedback, Whirlwind, Psionic Storm) deal more damage.
- Zealots have increased Charge speed.
- Immortals' Barriers absorb more damage.
- Reavers build Scarabs more quickly.
- Phoenixes have reduced Graviton Beam cooldown.
- High Templars merge into Archon faster.
- Dragoons gain no benefit, but still have increased cost.
- Basic Zealots (pre-level 4) do not have increased cost.
- Level 2 – Nexus Legate
- Advantage: Upon use, Project Power Field warps out any of your combat units standing in an existing Power Field projection into the new location. Cooldown removed.
- Disadvantage: Project Power Field costs 25 energy.
- Speed Increase for Warped Units Mastery is reapplied when units teleport via Project Power Field.
- Probes and allies don't teleport with the field.
- Useful against the mutation microtransactions, as the Power Field warps do not cost any resources, nor does warping units into battle.
- Level 3 – Arkship Commandant
- Advantage: Orbital Strikes warp in an Unbound Fanatic that throws off damaging energy and lasts 15 seconds. Shield Overcharge is now targeted, has its cooldown reduced by 50% and costs 25 energy.
- Disadvantage: Orbital Strike costs 50 energy. Guardian Shell is disabled.
- Shield Overcharge affects units within 8 range of the targeted location.
Spear of Adun[]
Energy[]
Initial/maximum energy: 0/200
Energy regen/minute: 16.901
Mastery: +3/3 per Mastery point (up to a maximum 90/290)
Abilities[]
Calldown Abilities[]
Project a pylon power field onto the target location (starts with power field on initial base). Using this ability again will move the power field to a new location. Your ally may also use this field.
Speed Increase for Warped units Mastery: All combat units, after warped on energy fields (from both Pylons and Project Power Field ability), gain +2% to movement speed, attack speed, cooldown reduction and energy regeneration per each mastery point for 30 seconds.
Nexus Legate: Upon use, Project Power Field warps out any of your combat units standing in an existing Power Field projection into the new location. Project Power Field has no cooldown, but costs 25 energy.
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Campaign Acquisition | ||
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Fires five lasers onto the battlefield from orbit, each of them dealing 50 (100 vs Armored) area damage. A HUD is super-imposed over the user interface when selecting points of impact.
Arkship Commandant: Increases the Orbital Strike cost by 100%. Orbital Strikes warp in Unbound fanatics, which throw off damaging energy and lasts 15 seconds.
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Allows friendly units and structures to absorb up to 100 damage. Lasts for 20 seconds.
Shield Overcharge: Increases the Shield Overcharge' absorbs damage from 100 to 200.
Arkship Commandant: Reduces the Shield Overcharge cost and cooldown by 50%. Shield Overcharge is now required to target a location and applies to all units and structures within 8 range of selected area.
Campaign Acquisition | ||
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Bombards the target area from orbit, firing 200 random shots over 10 seconds. Each shot deals 15 (30 vs Armored) splash damage.
Solar Onslaught: Increases the Solar Bombardment shots from 200 to 400.
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Passive Abilities[]
Upon taking fatal damage, friendly units become invulnerable for 5 seconds and cannot be destroyed. Restore 15% life and shields. The same unit cannot be shielded again for 240 seconds.
Arkship Commandant: Guardian Shell is unavailable.
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Passive
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Warp Gate technology also affects Stargates and Robotics Facilities. Units can be warped in to any location with pylon power.
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Upgrades[]
Doubles the amount of shields granted by shield overcharge to 200 from 100.
Campaign Acquisition | ||
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Doubles the number of shots fired during Solar Bombardment to 400 from 200.
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Army Composition[]
Units and Structures[]
Artanis has access to the following units and structures:
Icon | Unit | Details | Production | Damage |
Zealot | Powerful melee warrior. Can use Charge ability.
Can attack ground units. |
100 2 | 13.33 DPS at 0/0 | |
Dragoon | Ranged assault strider. Has enchanced life and attack damage.
Can attack ground and air units. |
125 50 2 | Vs Light: 9.00 DPS Vs Armoured: 17.00 DPS | |
High Templar | Potent psionic master. Can use Feedback and Psionic Storm abilities. Can merge into an Archon.
Can attack ground units. |
50 150 2 | Vs Ground: 5.14 DPS | |
Archon | Powerful psionic attacker.
Can attack ground and air units. |
2 High Templars = 100 300 4 |
Vs Mechanical: 14.29 DPS Vs Biological: 20.00 DPS | |
Immortal | Assault strider. Can use Barrier to absorb damage.
Can attack ground units. |
250 100 4 | Vs Light: 13.79 DPS Vs Armoured: 34.48 DPS | |
Observer | Flying spy. Cloak renders the unit invisible to enemies without detection. | 25 75 1 | Vs Air: N/A Vs Ground: N/A | |
Phoenix | Air superiority starfighter. Can use Graviton Beam ability.
Can attack air units. |
150 100 2 | 12.7 DPS Vs Light: 21.8 DPS | |
Reaver | Area-damage siege unit. Shoots Scarabs for high burst damage.
Can attack ground units. |
300 200 6 | Vs Unit: 50.00 DPS Vs Structure: 75.00 DPS | |
Tempest | Siege artillery craft. Attacks from long range.
Can attack ground and air units. |
300 200 4 | Vs Air: 21.43 DPS Vs Ground: 21.43 DPS | |
Photon Cannon | Primary defensive structure.
Can attack ground and air units. |
150 | Vs Air: 16.00 DPS Vs Ground: 16.00 DPS |
Talent Progression[]
Artanis acquires the following talents as he levels up.
Artanis warps units into the battlefield almost instantly.
Campaign Acquisition | ||
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Upon taking fatal damage, friendly units become invulnerable for a short time, escaping death and restoring 15% life and shields. The same unit cannot be shielded again for 240 seconds.
Passive ability.
Campaign Acquisition | ||
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Enables for Artanis warp gates the ability to hold up to 3 charges.
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Upgrades zealot to aiur zealot and unlocks the following upgrades at the twilight council.
• Unlock the aiur zealot's Whirlwind ability, which deals 5 damage per second for 3 seconds to all nearby enemies.
• Increases the dragoon's life by 40, for a total of 120.
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Allows Artanis to warp in reavers from the robotics facility. Requires a robotics bay
Area-damage siege unit. Shoots scarabs for high burst damage.
Can attack ground units.
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Unlocks additional high templar upgrades at the templar archives.
• Increases the high templar's starting energy by 150, for a total of 200.
• Upgrade the high templar's Psionic Storm ability to also restore 50 shields to friendly units to the target area.
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Enables Artanis' archons to use the Feedback and Psionic Storm abilities. Also gives archons an energy bar to use these abilities.
Campaign Acquisition | ||
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Stargates and Robotics Facilities can warp in units at any location with pylon power.
Passive ability.
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Unlocks additional upgrades for the reaver at the robotics bay.
• Increases the maximum number of scarabs that reavers can hold by 5, for a total of 10.
• Increases the splash radius of scarab explosions by 25%.
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Unlocks the ability for the Spear of Adun to randomly bombard an area for massive damage over 15 seconds. Activate Solar Bombardment from the top panel.
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Allows Artanis to warp in tempests from the stargate. Requires a fleet beacon
Siege artillery craft. Attacks from long range.
Can attack ground and air units.
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Unlocks additional upgrades for the phoenix and tempest at the fleet beacon.
• Allow phoenixes to use Graviton Beam on two targets at once.
• Unlock the tempest's Disintegration ability, which deals 500 damage to target unit or structure over 20 seconds.
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Doubles the amount of shields granted by shield overcharge to 200 from 100.
Campaign Acquisition | ||
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Doubles the number of shots fired during Solar Bombardment to 400 from 200.
Campaign Acquisition | ||
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Increases Artanis' starting supply to 200.
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Strategies[]
Artanis' abilities overall contribute to a focus on exploiting warp in, variably increasing the frequency and quantity of units he can warp in. As part of this, he can exploit Pylon Power fields to establish forward positions and empower his troops.
Mastery Strategies[]
Power Set 1: Guardian Shell Life and Shield Restoration
- ☀Guardian Shell Life and Shield Restoration (+1% per level, up to +30%)
- Full points on a passive ability that grants +30% HP increased and heals to ALL units in both the player's and their ally's armies. Guardian Shell Restoration acts as a pseudo-heal for Artanis, which his army is severely lacking. Without this mastery, his units can potentially die immediately after Guardian Shell wears off.
Power Set 2: Speed Increases for Warped In Units
- ☀Speed Increases for Warped In Units (+2% per level, up to +60%)
- Energy Renegeration and Ability Cooldown is useful when going for ability heavy units like high templars and archons, and allows zealots to use whirlwind more often. However, Warp Speed mastery equates to a free Stim Pack for 30 seconds; which is especially important in the early game and when warping in Zealots/Reavers for defense. Build extra production facilities and produce units only before attacking to maximize this mastery.
Power Set 3: Chrono Boost Efficiency
- ☀Chrono Boost Efficiency (+1% per level, up to +30%)
- Extra Spear of Adun energy for Artanis is relatively useless since Artanis rarely runs out of solar energy, Orbital Strike is ineffective and Shield Overcharge is limited by cooldown rather than energy. Chrono Boost Efficiency provides much more tangible advantages. It boosts Probe production thereby accelerating his early economy, allows you to stay on fewer production buildings for longer, and synergizes well with allied research.
Prestige Strategies[]
Valorous Inspirator greatly increases the combat potential of Artanis' army, improving their abilities across the board to let them more easily engage and crush enemy forces. However, Artanis will have a smaller army due to their increased cost, and this can particularly hurt him in the early-game before he can research damaging abilities for his army. This prestige also naturally means that Artanis has incentive to research these damaging abilities earlier. If the player is able to work around this loss of early-game momentum, in the mid-game and beyond Artanis's army will be extremely powerful, and while they will be more expensive to replace, Artanis still has Guardian Shell and Shield Overcharge to extend their life and avoid taking losses.
Nexus Legate allows Artanis to be extremely aggressive. He can warp his entire army anywhere he can see, and with his Speed Increase mastery they will gain its benefits again. Artanis can be more lax in between engagements and then deploy his power field to move his army into position at a moment's notice, and with a reserve of energy can continuously re-deploy his power field closer and closer to enemies to push towards them easily and keep re-applying the Speed Increase benefits to his army. A downside is that because there is no control over this effect, Artanis may struggle to defend multiple points, as deploying his power field again will teleport his units in a power field to that point, even if the player doesn't want them there. It also makes Artanis more difficult to use control groups with, since no matter how the player splits up his forces, if they are within range of a power field they will all be teleported to one location when he deploys his power field again.
Arkship Commandant makes Artanis a more micro-intensive commander. Usage of Orbital Strike to soften up large attack waves and entrenched positions is central to this prestige, as the Unbound Fanatics that are warped in deal terrific damage and provide damage sponges to cover for Artanis' army as they close in. The prestige also makes Orbital Strike an effective tool on its own for dealing with such engagements, as the Unbound Fanatics themselves can be enough to defeat the enemy. However, the loss of Guardian Shell is a heavy one that makes Artanis' army much more vulnerable, especially against enemy compositions with high burst damage potential. The player must be more proactive with usage of Shield Overcharge to protect Artanis' army and avoid catastrophic losses. Since Guardian Shell is disabled, his first mastery should be redistributed to improve Shield Overcharge further.
A Bold Plan[]
Artanis is very effective at prolonged, sustained aggression. His ability to warp in all his units combined with his Pylon Power ability let him quickly reinforce armies, and his Superior Warp Gates talent alleviates building too many unnecessary production facilities. Once he hits Level 15 and begins every mission with max supply, the player has a substantial amount of freedom with their resources, and can get by with only a few production facilities powered by one or two pylons. Due to this, Artanis can begin producing an expensive army early as a result of the minerals he has saved.
We Stand Unified[]
Artanis has a varied unit composition and can use whatever tech path the player wants efficiently. Universally, the player should always have a large force of zealots, due to his high gas costs of his tech units. From there, the player should support them with either of the following:
- Tempests is the usual unit, and are hard to take out with their long range and high hp.
- Immortals and Reavers for anti-ground support, supported by a few dragoons for anti-air
- High Templars and Archons for high AOE damage from Psionic Storm. Immortals can be added to increase damage against objectives and structures.
- Phoenixes for mobility. Dual Graviton Beam also makes the excellent versus masses of light ground units.
Any of these unit compositions work perfectly well, with the preferred choice varying depending on the mission being played and the enemy race chosen, alongside his allies' choice of commander.
They Will Meet Justice[]
With Artanis' calldown abilities, Shield Overcharge is universally effective when going on the offensive. Solar Bombardment is excellent for crushing enemy forces coming through a chokepoint, and is also good on Oblivion Express and Void Launch to quickly kill the trains and shuttles. Keep in mind that the site of impact for Solar Bombardment must remain in sight for enemies to be hit by it; if the player just scouts an area to bombard and then retreat, it won't have any effect while in the fog of war. Enemies will also retreat out of the area of effect if they are not engaged in combat.
Valor is Eternal[]
Artanis's fleet is not to be underestimated. While his capital ships suffer from low speed and low DPS compared to a carrier fleet, they can be incredibly powerful if used carefully. Tempests excel at taking down towers, massive air units, and hybrid. This makes them deadly during sieges, and on maps such as Void Launch where their guns and massive range can help handle the last rush of shuttles. Disintegration, while less useful on some maps than in the campaign, can still be used successfully for weakening enemy forces or supplementing the tempests low DPS.
The Wrath of the Templar[]
Artanis excels at area of effect damage, His zealots, reavers, archons, high templar via their Psionic Storms, Orbital Strike and Solar Onslaught are all capable of inflicting area damage. This makes Artanis very useful against waves of enemies or when he is outnumbered, as his forces and abilities can allow him to shred incoming armies very quickly.
Conversely, Artanis has to be careful of enemies that inflict the same type of damage on him. His reliance on zealots leaves him wide open to enemy Psionic Storms and splash damage attacks.
Triumph Through Sacrifice[]
As the game continues on, Artanis can lag compared to his fellow commanders in terms of raw strength. While his forces are durable and effective in their roles, his lack of a single overwhelmingly powerful unit, like Alarak's ascendants or Swann's thors, combined with the slow speed of reavers and immortals, leaves Artanis somewhat behind in the endgame. Often, Artanis's endgame army can become locked into a prolonged engagement or be left performing a slow march across the battlefield. Artanis can make up for this weakness through consistent offense and the high utility of his abilities. Due to the ability to warp in units wherever he can project his pylon field, Artanis can become a very useful support in addition to fielding an offensive force of his own. Due to his own force suffering losses, as it inevitably will through the natural flow of the game, zealots and dragoons can be warped in to help an ally's push, defend a base, or to slow down an enemy advance via a sacrificial stand. Furthermore, his calldowns, while somewhat weaker than other commanders, can help his ally push or soften up enemy attack waves. Effectively, the player can use Artanis's strengths and his main weaknesses, his need to constantly reinforce his troops and his weaker calldowns, to keep Artanis a useful and powerful commander until the endgame.
Synergies[]
Protoss Commanders[]
Karax is a questionable teammate for Artanis. Artanis' mechanical forces benefit greatly from Reconstruction Beam and carrier repair drones abilities. However, Artanis' warp-in structures use charges, so Chrono Wave isn't particularly helpful in rebuilding an army if he has a sufficient number of structures. Artanis' army is also tougher and cheaper; Artanis can warp dragoons, a unit of which Karax lacks a counterpart; Artanis' tempests beat carriers at both burst and sustained damage; Artanis' reavers can out-burst colossi. If Karax makes use of warp gates, he can synergize well with Artanis' Pylon Power. He can also use Artanis' Pylon Power to set up stationary defenses without a pylon. While Karax benefits minimally from Artanis' shields, Artanis' robotic and mechanical units benefit greatly from Karax's repair beam, as he has no access to healing otherwise.
Vorazun is a questionable teammate for Artanis. Vorazun's Black Hole ability combos nicely with the Solar Bombardment ability. Vorazun's corsairs are superior anti-air compared to Artanis' phoenix. Like Karax, Vorazun can make use of Artanis' Pylon Power ability. Both Vorazun and Artanis have relatively expensive armies and tech paths, leaving them vulnerable to early game assaults. Note that will the help of full mastery Dark Pylons from Vorazun, an Artanis level 15 commander could attempt to win without making a single pylon.
Alarak is an effective teammate for Artanis. Aiur zealots, dragoons, and tempests complement Alarak perfectly by providing powerful melee attackers and anti-air power. Wrathwalkers are more powerful and mobile than Artanis' reavers, and ascendants are superior to Artanis' high templar as offensive casters. If Alarak is in peril, Artanis' Power Field calldown is invaluable to warp in supplicants in the field.
Fenix is a decent teammate for Artanis. Part of Fenix's great weakness is the relative fragility of his army mixed with the time it takes to replace them. Artanis's guardian shields allows Fenix's forces to be pulled back before they are totally destroyed. This also benefits Fenix's suits; Fenix can switch suits as the guardian shield is triggered, preventing their long cooldown. The each suit also has its own shield cooldown, allowing Fenix to become more durable. Artanis's dragoons also covers for Fenix's lack of reliable anti-air, while Fenix's colossi can deal heavy area damage alongside Artanis's reavers.
Zeratul is a questionable teammate for Artanis. Both of their armies are "attack-move" armies, but Artanis' Aiur Zealots and Dragoons may fight with Zeratul's Void Templar and Xel'naga Ambushers to attack enemies. There is also overlap in Artanis' Reavers and Zeratul's Xel'Naga Abrogators as ground-based burst-damage units. Since Zeratul does not need power fields, Artanis's Project Power Field calldown offers him no utility, and Zeratul has little he can do to support Artanis with his own tools. However, they do have a particularly complimentary set of defensive benefits; Zeratul's army has its own defensive measures with Blink, Barrier, and Reflective Shield, and when coupled with Artanis' Guardian Shell, Shield Overcharge, and shield regeneration from Psionic Storm, their armies can be very durable in heated battles.
Terran Commanders[]
Raynor is an excellent teammate for Artanis. Raynor's main offensive units (marines) have high DPS; Guardian Shell and Shield Overcharge supplements medics perfectly, which greatly extend the lifespan of Raynor's fragile infantry units, especially against enemy AoE attacks. Artanis' immortals and tempests can safely deal with the formidable hybrid behemoths, thus compensating for Raynor's general lack of durable units. Raynor's marines provide superior anti-air capabilities over Artanis's dragoons. Raynor also has access to missile turrets, providing more formidable anti-air than photon cannons. Medics can extend the lifespan of Artanis' army, which would otherwise end up surviving on low health after activating Guardian Shell and thus being weaker for the next engagement without healing.
Swann is an excellent teammate for Artanis. Artanis's mechanical forces benefit greatly from Swann's science vessel nano-repair abilities. Swann's units compliment Artanis' very well, with goliaths bringing anti-aircraft firepower that supplements Artanis' damage soaking anti-armor immortals for a well-balanced army. Artanis is also able to deploy observers, to allow the Drakken laser drill to fire on distant targets and objectives without risking either commander's army. Swann's Vespene Drones allow Artanis to field more high-tier units like Immortals, High Templars, Tempests and Reavers. With Swann backing him up with vespene supply, Artanis' massed Phoenixes become very effective against enemy ground forces.
Nova has decent synergy with Artanis, as his Guardian Shield and Shield Overcharge help a great deal in keeping Nova's expensive army alive. Nova can provide better anti-air than Artanis' Dragoons, and the two can ravage bases with their abilities if Nova acts as a spotter. Nova's airlift isn't the most helpful to Artanis since he can deploy a power field to any location he wishes.
Han and Horner and Artanis have some synergy together, as Han's mercenaries are fragile and Guardian Shell means reapers and Horner's units have a chance to recover from fatal attacks with their passive health regeneration. Depending on the composition this could be a detriment however, as units such as hellions will not immediately give their on-death effects to their allies. The two also overlap in a lot of roles, having armies that can tie up enemies and strong anti-air and single target options. However, Han and Horner do allow for Artanis to go heavier on reavers, screening for them and making up for Han and Horner's lack of reliable area of effect damage.
Tychus: Tychus and his mercenaries are hard to kill and limited in number, so guardian shell and shield overcharge have little benefit to them. Nikara and Rattlesnake's healing abilities greatly benefit Artanis' units, who otherwise have no access to heals.
Mengsk has good synergy with Artanis. His fragile and numerous conscript troops have much better survivability due to Artanis' guardian shell and shield overcharge, and the same abilities also benefit his expensive royal guard troops. Mengsk's zerg calldown becomes much hardier thanks to guardian shield and shield overcharge, and Artanis' often fragile army benefits from having them be damage sponges in front of tough objectives. Mengsk's numbers and abilities help prevent Artanis' often small army from being surrounded, as well as buffing their armor, range, and movement speed. Mengsk's intercessors can heal Artanis' biological units, and his workers can repair Artanis' robotic units.
Zerg Commanders[]
Kerrigan is an excellent teammate for Artanis. Shield Overcharge and Guardian Shell are invaluable for Kerrigan's many fragile high-dps units, giving Zerglings a massive increase in expected lifetime under fire, Hydralisks the ability to survive the high-damage splash spells common to high difficulties, and Mutalisks a chance to retreat and regenerate. Malignant Creep is a large boost to any ground-based army, increasing their DPS significantly and providing a bit of regen to heal them up after a Guardian Shield activation. Kerrigan's ability to solo early waves allows Artanis to tech for a more powerful late-game army, and Assimilation Aura can aid Artanis in building an army heavy on expensive Tempests and/or Reavers. Omega Worms, as always, provide great mobility for slow ground armies like Artanis wields.
Zagara is an excellent teammate for Artanis. Zagara's main offensive units (banelings) have high DPS; but are fragile, which Artanis alleviates with Shield Overcharge and Guardian Shell (works exceptionally well on swarmlings under mass frenzy). Zagara is able to hold a strong front due to her ability to maintain a numerical army, allowing Artanis' powerful offensive higher-tier reavers, archons, and tempests to be produced and deployed to the field.
Abathur is a questionable teammate for Artanis, as his units are already very hard to kill and don't get much benefit from Guardian Shell or Shield Overcharge. Artanis can destroy bases more effectively than Abathur via his Solar Bombardment, reavers and immortals. The problem comes due to Abathur's large ground units being able to cause collision issues with dragoons, immortals and reavers, especially in choke points or on ramps. Mend can help patch up Artanis' army after Guardian Shell is expended on them.
Stukov and Artanis have fairly minimal synergy. Guardian shell does not trigger for Stukov's core infested civilians, marines and troopers. However, Shield Overcharge does, allowing Stukov to make powerful pushes into enemy positions. Artanis meanwhile can help against early air attacks using his dragoons.
Dehaka and Artanis work well together. Both have the potential to cover for each other's weaknesses. Artanis's emergency shields and guardian shell can protect Dehaka if he takes fatal or near fatal damage, allowing him to recover health through devour or gathering essence and getting back into the fight. Dehaka's high health melee units can cover for Artanis's ranged combinations of dragoon/reaver and tempest, while Dehaka's ranged combination of guardian/muta or hydra is power alongside zealot/archon. Dehaka's global mobility is also helpful as he can give vision to place down a power field in non-vision areas a power field is needed.
Stetmann grants significant advantages to Artanis. Stetmann's stetzones can heal units, increase their energy regeneration, or increase their movement speed. While most of Artanis' units don't benefit much from increased energy regeneration, the healing can greatly increase the longevity of Artanis' expensive units, and aside from his Nexus Legate prestige, Artanis has normally very poor mobility, so the increased speed is a great benefit.
Quotations[]
Achievements[]
Gameplay[]
Warp Speed | |
Points | |
Criteria |
Warp in 5,000 units with Artanis. |
Edit |
Finger of Death | |
Points | |
Criteria |
Kill 50 units with Artanis's Orbital Strike in a single mission on Hard difficulty. |
Edit |
Sol-alright | |
Points | |
Criteria |
Absorb 10,000 damage for your ally with Artanis's Shield Overcharge. |
Edit |
Solar Fury | |
Points | |
Criteria |
Kill 50 units with a single strike of Artanis's Solar Bombardment on Hard difficulty. |
Edit |
Hierarch of the Daelaam | |||
Points | |||
Criteria |
Complete all the Commander Artanis achievements. | ||
Rewards |
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Edit |
Levels[]
Professional Protoss | |||
Points | |||
Criteria |
Reach level 5 with Hierarch Artanis, Matriarch Vorazun or Phase-Smith Karax in Co-op Missions. | ||
Rewards |
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Edit |
Artanis: Level 5 | |
Points | |
Criteria |
Reach level 5 with Artanis. |
Edit |
Artanis: Level 10 | |
Points | |
Criteria |
Reach level 10 with Artanis. |
Edit |
Artanis: Level 15 | |
Points | |
Criteria |
Reach level 15 with Artanis. |
Edit |
Development[]
References[]
Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Artanis (in English). 2018.
- ↑ 2015-08-08, StarCraft II: Showcase von Verbündete Kommandanten auf der gamescom #BlizzGC2015. YouTube, accessed on 2015-08-11
- ↑ 2015-08-08, Starcraft II: Legacy of the Void - Allied Commanders Mode - GamesCom 2015. YouTube, accessed on 2015-08-13