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5 (60 charge cooldown) (Campaign) {{time}}<br>
 
5 (60 charge cooldown) (Campaign) {{time}}<br>
 
0.5 (60 charge cooldown) (Co-op Artanis)
 
0.5 (60 charge cooldown) (Co-op Artanis)
|produced=[[Robotics facility]]
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|produced={{LinkInside|Robotics facility|SC2}}<br>
 
[[Warp robotics facility]]
 
[[Warp robotics facility]]
 
|parent=
 
|parent=
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The reaver can now be set to auto-build scarabs and does not require minerals to build them. It is a slow unit compared to other units, but is stronger and moves quite faster than in the original ''StarCraft''. Due to the general improved AI of ''StarCraft II'', reavers choose their shots better and their scarabs have better pathing and can scale cliffs, making them overall more effective.
 
The reaver can now be set to auto-build scarabs and does not require minerals to build them. It is a slow unit compared to other units, but is stronger and moves quite faster than in the original ''StarCraft''. Due to the general improved AI of ''StarCraft II'', reavers choose their shots better and their scarabs have better pathing and can scale cliffs, making them overall more effective.
   
Reavers are useful against clusters of enemy units that it can decimate with scarab shots. However, it lacks the cliffwalking of the colossus and wrathwalker, making it more difficult to position, and it moves and attacks slightly slower than the colossus. Compared to the colossus and the wrathwalker, the reaver fills a compromise between the colossus' splash damage and the wrathwalker's higher single-hit damage. Reavers, unlike colossi and wrathwalkers, cannot be hit by anti air.
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Reavers are useful against clusters of enemy units, that they can decimate with scarab shots. However, they lack the cliffwalking of the colossus and wrathwalker, making it more difficult to position them, and they move and attack slightly slower than the colossus. Compared to the colossus and the wrathwalker, the reaver fills a compromise between the colossus splash damage and the wrathwalker higher single-hit damage. Reavers, unlike colossi and wrathwalkers, cannot be hit by anti air.
   
 
===Co-op Missions===
 
===Co-op Missions===
[[Artanis (Co-op Missions)|Artanis]] can build reavers in [[Co-op Missions]] once he reaches Level 5. They can be upgraded once he reaches Level 9. Reavers can be utilized by [[Amon's Forces|Amon's forces]] in some co-op missions, featuring in higher tech levels of the enemy compositions "Vanguard of Aiur" and "Disruptive Artillery."
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{{Link|Artanis|coop}} can build reavers in [[Co-op Missions]] once he reaches Level 5. They can be upgraded once he reaches Level 9. Reavers can be utilized by [[Amon's forces]] in some co-op missions, featuring in higher tech levels of the enemy compositions "Vanguard of Aiur" and "Disruptive Artillery".
   
 
====Upgrades and Abilities====
 
====Upgrades and Abilities====
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|effect3='''Shield armor:''' 3
 
|effect3='''Shield armor:''' 3
 
}}
 
}}
{{clear|left}}
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{{Clear|left}}
   
 
==Development==
 
==Development==
 
{{Main|Reaver (StarCraft II)/Development}}
 
{{Main|Reaver (StarCraft II)/Development}}
{{Clear|left}}
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{{Clear}}
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==References==
 
{{Protoss (StarCraft II)}}
 
{{Protoss (StarCraft II)}}
 
{{Legacy of the Void}}
 
{{Legacy of the Void}}

Revision as of 05:05, 20 January 2021

Shakurus SC1 Art2
This article concerns StarCraft II gameplay. You may be looking for:

Reavers are playable in the campaign of StarCraft II: Legacy of the Void as a robotic siege unit, one of three options with the colossus and the wrathwalker.

Game Unit

Legacy of the Void

The reaver can now be set to auto-build scarabs and does not require minerals to build them. It is a slow unit compared to other units, but is stronger and moves quite faster than in the original StarCraft. Due to the general improved AI of StarCraft II, reavers choose their shots better and their scarabs have better pathing and can scale cliffs, making them overall more effective.

Reavers are useful against clusters of enemy units, that they can decimate with scarab shots. However, they lack the cliffwalking of the colossus and wrathwalker, making it more difficult to position them, and they move and attack slightly slower than the colossus. Compared to the colossus and the wrathwalker, the reaver fills a compromise between the colossus splash damage and the wrathwalker higher single-hit damage. Reavers, unlike colossi and wrathwalkers, cannot be hit by anti air.

Co-op Missions

Artanis can build reavers in Co-op Missions once he reaches Level 5. They can be upgraded once he reaches Level 9. Reavers can be utilized by Amon's forces in some co-op missions, featuring in higher tech levels of the enemy compositions "Vanguard of Aiur" and "Disruptive Artillery".

Upgrades and Abilities

ScarabHousing SC2-LotV Icon
Build Scarabs

The Reaver can build scarabs. Reavers may produce up to five scarabs as an autocast ability.

Valorous Inspirator: Reduces the Scarab's build time by 50%.

Usage
Hotkey C
Cost 8 (Down to 4 with Valorous Inspirator)seconds
Mastery: -0.12 (-0.06 with Valorous Inspirator)seconds per Energy Regeneration and Ability Cooldown Reduction mastery point. Down to a minimum 4.4 (2.2 with Valorous Inspirator) seconds
ve
ScarabHousing SC2-LotV Icon
Scarab Housing

Doubles the number of scarabs a reaver can store.

Campaign Acquisition
Unlock Reach Artanis Level 9
Acquisition
Purchased from Robotics bay
Hotkey C
Cost 100 Minerals 100 Vespene gas 60seconds
ve
SolaritePayload SC2-LotV Icon
Solarite Payload

Increases the splash radius of the reaver's attack by 25%.

Campaign Acquisition
Unlock Reach Artanis Level 9
Acquisition
Purchased from Robotics bay
Hotkey A
Cost 150 Minerals 150 Vespene gas 90seconds
ve
SC2 ProGrndWeap
Protoss Ground Weapons

Increases the attack damage of protoss ground units.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Purchased from Forge
Hotkey G
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect Damage: 105 (+55 vs Structure)
Level 2
Cost 150 Minerals 150 Vespene gas 190seconds
Required Twilight council
Effect Damage: 110 (+60 vs Structure)
Level 3
Cost 200 Minerals 200 Vespene gas 220seconds
Required Twilight council
Effect Damage: 115 (+65 vs Structure)
ve
SC2 ProGrndArm
Protoss Ground Armor

Increases the armor of protoss ground units.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Purchased from Forge
Hotkey A
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect Armor: 2
Level 2
Cost 150 Minerals 150 Vespene gas 190seconds
Required Twilight council
Effect Armor: 3
Level 3
Cost 200 Minerals 200 Vespene gas 220seconds
Required Twilight council
Effect Armor: 4
ve
SC2 ProShields
Protoss Plasma Shields

Increases the shield armor of all protoss units and structures.

Usage
Passive
Campaign Acquisition
Unlock Initially available.
Acquisition
Purchased from Forge
Hotkey A
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect Shield armor: 1
Level 2
Cost 175 Minerals 175 Vespene gas 190seconds
Required Twilight council
Effect Shield armor: 2
Level 3
Cost 250 Minerals 250 Vespene gas 220seconds
Required Twilight council
Effect Shield armor: 3
ve

Development

References