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"Vorazun leverages the advanced technology of the Protoss with the cunning and adaptable aspects of the Dark Templar to devastating effect. Gain access to some of the most mysterious powers of the Protoss, such as Dark Archons, and use ancient technologies to perform powerful feats—like stopping time itself. With Vorazun, you’ll have some of the most versatile tools in the StarCraft universe available to you. . . the question is, will you be crafty enough to claim victory?"

- Commander blurb(src)

Vorazun is a playable commander in Co-op Missions. She has access to dark archons and cloaked units with high damage, and time-stopping abilities.[1] Her abilities overall focus on stealth and subterfuge, utilizing cloaked units and abilities that incapacitate enemies for a short time. As part of this, she is able to summon dark pylons that can cloak nearby allied units and structures, and has several upgrades to variably improve the combat proficiency of her cloaked units, or to allow her to warp in dark templar easier.

Overview[]

Info[]

  • Recommended for experienced players
  • Manipulate the battlefield from the Spear of Adun with stealthy abilities
  • Command an army of cloaked and high damage Nerazim units

Mastery[]

Power Set 1
Dark Pylon Range: +2% – +60%
Black Hole Duration: +2% – +60%
Power Set 2
Shadow Guard Duration: +2 sec – +60 sec
Time Stop Unit Speed Increase: +1% – +30%
Power Set 3
Chrono Boost efficiency: +1% – +30%
Spear of Adun starting and maximum energy: +3 – +90

Prestiges[]

Level 1 – Spirit of Respite
Advantage: Emergency Recall recalls cloaked units to the closest Nexus or Dark Pylon instead of the primary structure and heals life and shields to full. Deploy Dark Pylon cooldown and cost reduced by 50%.
Disadvantage: Dark Pylons lose Recall.
Level 2 – Withering Siphon
Advantage: Void Stasis, Confusion, Stasis Ward, Disruption Web, and Darkcoil may affect heroic units and cause enemies to lose 20 life per second. This effect cannot kill.
Disadvantage: Combat units deal 25% reduced damage. Stasis Ward duration reduced by 75%.
Level 3 – Keeper of Shadows
Advantage: Time Stop becomes targeted. All Shadow Guard who have died are resurrected at the target location.
Disadvantage: Shadow Guard duration reduced by 40%.

Spear of Adun[]

Energy[]

Initial/maximum energy: 0/200Energy
Energy regen/minute: 16
Mastery: +3/3 per Mastery point (up to a maximum 90/290Energy)

Abilities[]

Calldown Abilities[]

SC2 Vorazun AC - DarkPylon
Summon Dark Pylon

Warps in a dark pylon granting supply and power. Dark pylons cloak nearby friendly units and structures.

Dark Pylon: Recall: Dark pylons gain the ability to recall friendly units to their location.

Spirit of Respite: Deploy Dark Pylon cooldown and cost reduced by 50%. Dark Pylons lose Recall.

Usage
Cost 25 Energy
13 (with Spirit of Respite) Energy
Cooldown 60 seconds
30 (with Spirit of Respite) seconds
Campaign Acquisition
Unlock Initially available.
ve
Vortex SC2 Icon1
Black Hole

Creates a black hole that pulls in and stuns enemy units.

Event Horizon: Negates all armor of enemy units affected by the Black Hole ability.

Usage
Cost 25 Energy
Duration 8seconds
Mastery: +0.16seconds per Black Hole Duration mastery point. Up to a maximum 12.8 seconds
Cooldown 60 seconds
Campaign Acquisition
Unlock Initially available
ve
SC2 Vorazun AC - ShadowGuard
Deploy Shadow Guard

Deploys 2 elite Dark Templar at the target location that last for 60 seconds.

Shadow Legion: increases the number of deployed Shadow Guards from 2 to 4.

Keeper of Shadows: Reduces Shadow Guard duration by 40%. Shadow Guards can be revived at the target location from Time Stop.

Usage
Cost 50 Energy
Duration 60 (36 with Keeper of Shadows) seconds
Mastery: +2 (+1.2 with Keeper of Shadows) seconds per Shadow Guard Duration mastery point. Up to a maximum 120 (72 with Keeper of Shadows) seconds
Cooldown 180 seconds
Campaign Acquisition
Unlock Initially available
ve
SC2 Vorazun AC - TimeStop
Time Stop

Alters space-time, freezing all enemies in place for 20 seconds. Unlimited range.

Chronomancy: Reduces the cooldown of time stop by 60 seconds, down to 240 seconds.

Time Stop Unit Speed Increase Mastery: All friendly units gain +1% to movement speed, attack speed, cooldown reduction and energy regeneration per each mastery point, while Time Stop is active.

Keeper of Shadows: Time Stop now additionally revives dead or despawned Shadow Guards at the targeted location.

Usage
Duration 20 seconds
Cooldown 300seconds
240 (with Chronomancy) seconds
Notes

Mastery: +1% per Time Stop Unit Speed Increase mastery point. Up to a maximum +30%

Campaign Acquisition
Unlock Reach Vorazun Level 10
ve

Passive Abilities[]

SC2 Vorazun AC - Orbital Assimilators
Orbital Assimilators

Vespene gas automatically harvest from Assimilators without the need for Probes.

Usage
Passive
Campaign Acquisition
Unlock Reach Vorazun Level 2
ve
SC2 Vorazun AC - EmergencyRecall
Emergency Recall

When friendly cloaked or burrowed unit takes fatal damage, it returns to the primary structure. This effect cannot occur more than once every 240 seconds.

Spirit of Respite: Emergency Recall recalls cloaked or burrowed units to the closest Nexus or Dark Pylon instead of the primary structure and heals life and shields to full.

Usage
Passive
Cooldown 240 seconds
Campaign Acquisition
Unlock Reach Vorazun Level 13
ve

Upgrades[]

SC2 Vorazun AC - DarkPylonRecall
Dark Pylon: Recall

Dark pylons gain the ability to recall friendly units to their location.

Campaign Acquisition
Unlock Reach Vorazun Level 11
ve
SC2 Vorazun AC - EventHorizon
Spear of Adun: Event Horizon

Negates all armor of enemy units affected by the Black Hole ability. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 8
ve
SC2 Vorazun AC - ShadowGuard
Spear of Adun: Shadow Legion

Increases the number of Vorazun's Shadow Guard from 2 to 4. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 3
ve
SC2 Vorazun AC - Chronomancy
Spear of Adun: Chronomancy

Reduces the cooldown of Time Stop from 300 seconds to 240 seconds. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 14
ve

Army Composition[]

Units and Structures[]

Vorazun has access to the following units and structures:

Icon Unit Details Production Damage
Zealot Default Vorazun

Zealot Centurion Vorazun

Zealot Powerful melee warrior. Can use Charge ability.

Can attack ground units.
(Upgrades to Centurion variant at level 4. Can use Shadow Charge and Darkcoil abilities.)

100 Minerals 2 Psi Vs Ground: 13.33 DPS
Stalker Default Vorazun Stalker Ranged attack strider. Can use Blink.

Can attack ground and air units.

125 Minerals 50 Vespene gas 2 Psi 9 DPS

Vs Armored:13 DPS

Dark Templar Default Vorazun Dark Templar Deadly warrior-assassin. Cloak renders the unit invisible to enemies without detection.

Can attack ground units.

125 Minerals 75 Vespene gas 2 Psi Vs Ground: 27 DPS
Dark Archon Default Vorazun Dark Archon Powerful attack caster. Can Confuse and Mind Control enemies.

Can attack ground and air units.
(Unlocks at level 5)

175 Minerals 275 Vespene gas 4 Psi 10 DPS
Oracle Default Vorazun Oracle Flying caster. Can use Stasis Ward.

Can attack ground units.
Detector.

100 Minerals 75 Vespene gas 3 Psi 17 DPS

Vs Light: 29 DPS

Corsair Default Vorazun Corsair Air-superiority fighter. Can use Disruption Web to prevent enemy ground units and structures from attacking.

Can attack air units.

150 Minerals 100 Vespene gas 2 Psi 9 DPS

Vs Light: 18 DPS

Void Ray Default Vorazun

Void Ray Nerazim Vorazun

Void Ray Surgical strike craft. Attacks charge up for extra damage versus armored targets.

Can attack ground and air units.
(Upgrades to Nerazim Void Ray variant at level 12. Attacks charge up for extra range and extra damage versus armored targets.)

250 Minerals 150 Vespene gas 4 Psi

Initial damage:
Vs Light: 12.00 DPS
Vs Armored: 20.00 DPS

Sustained damage:
Vs Light: 12.00 DPS
Vs Armored: 28.00 DPS

Pylon Nerazim Vorazun Dark pylon Provides supply and cloaks nearby units and structures. Provides 8 Psi Vs Air: N/A

Vs Ground: N/A

Photon Cannon Default Vorazun Photon Cannon Primary defensive structure.

Can attack ground and air units.

150 Minerals  Vs Air: 16.00 DPS

Vs Ground: 16.00 DPS

Talent Progression[]

Vorazun acquires the following talents as she levels up.

SC2 Vorazun AC - ShroudofAdun
Shroud of Adun

Vorazun's dark templar have 80 bonus shields, for a total of 160, and cost 50 less vespene, down to 75.

Campaign Acquisition
Unlock Initially available
ve
SC2 Vorazun AC - Orbital Assimilators
Orbital Assimilators

The Spear of Adun harvests vespene gas from orbit without the need for Probes.

Passive ability.

Campaign Acquisition
Unlock Reach Vorazun Level 2
ve
SC2 Vorazun AC - ShadowGuard
Spear of Adun: Shadow Legion

Increases the number of Vorazun's Shadow Guard from 2 to 4. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 3
ve
SC2 Artanis AC - TwilightCouncilUpgrades
Twilight Council Upgrade Cache

Upgrades zealot to centurion and unlocks the following upgrades at the twilight council.
• Allow centurions to stun nearby enemies.
• Allow the stalker's Blink to restore 40 shields over 5 seconds after use.

Usage
Notes

Replace default skin Icon Protoss Zealot to centurion variant Icon Protoss Centurion

Campaign Acquisition
Unlock Reach Vorazun Level 4
ve
SC2 Vorazun AC - UnlockDarkArchon
New Unit: Dark Archon

Allows Vorazun to warp in dark archons from the gateway. Requires a dark shrine.

Powerful attack caster. Can use Confuse and Mind Control abilities.

Can attack ground and air units.

Campaign Acquisition
Unlock Reach Vorazun Level 5
ve
SC2 Vorazun AC - DarkTemplarUpgrades
Dark Templar Upgrade Cache

Unlocks additional upgrades for dark templar on the dark shrine.
• Enables dark templar to teleport to nearby locations.
• Grants dark templar the ability to disable units, preventing them from attacking or being attacked for 10 seconds.

Campaign Acquisition
Unlock Reach Vorazun Level 6
ve
SC2 Vorazun AC - VeilofShadows
Veil of Shadows

Increases the shield regeneration rate of Vorazun's permanently cloaked units and any friendly units cloaked by dark pylons by 400%.

Campaign Acquisition
Unlock Reach Vorazun Level 7
ve
SC2 Vorazun AC - EventHorizon
Spear of Adun: Event Horizon

Negates all armor of enemy units affected by the Black Hole ability. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 8
ve
SC2 Vorazun AC - DarkArchonUpgrades
Dark Archon Upgrade Cache

Unlocks upgrades for dark archons on the dark shrine.
Dark archons start with full energy.
• Allows a dark archon to take control of a targeted unit permanently.

Campaign Acquisition
Unlock Reach Vorazun Level 9
ve
SC2 Vorazun AC - TimeStop
Spear of Adun: Time Stop

Unlocks the Time Stop ability which freezes all enemies in place for 20 seconds. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 10
ve
SC2 Vorazun AC - DarkPylonRecall
Dark Pylon: Recall

Dark pylons gain the ability to recall friendly units to their location.

Campaign Acquisition
Unlock Reach Vorazun Level 11
ve
SC2 Vorazun AC - FleetBeaconUpgrades
Fleet Beacon Upgrade Cache

Upgrades void ray to nerazim void ray and unlocks the following upgrades at the fleet beacon.
• Permanently cloaks all corsairs and oracles.
• Increases the range of the void ray's weapon as it continues to attack.
• Enemies affected by the oracle's Stasis Ward can now be attacked.

Usage
Notes

Replace the default skin IconVoidRay to Nerazim variant Icon Protoss Void Ray

Campaign Acquisition
Unlock Reach Vorazun Level 12
ve
SC2 Vorazun AC - EmergencyRecall
Emergency Recall

Upon taking fatal damage, friendly cloaked or burrowed units are recalled to their owner's primary structure. This effect cannot occur more than once every 240 seconds.

Passive ability.

Campaign Acquisition
Unlock Reach Vorazun Level 13
ve
SC2 Vorazun AC - Chronomancy
Spear of Adun: Chronomancy

Reduces the cooldown of Time Stop from 300 seconds to 240 seconds. This ability is located in the top panel.

Campaign Acquisition
Unlock Reach Vorazun Level 14
ve
SC2 Vorazun AC - StrikefromtheShadows
Strike from the Shadows

Increases attack damage of cloaked allied units by 15%, and increases energy regeneration by 50%.

Campaign Acquisition
Unlock Reach Vorazun Level 15
ve

Strategies[]

Vorazun is widely considered the most powerful of the original six commanders, with an array of useful talents to boost her offensive potential, powerful units, and versatile calldown abilities. Even after patches have repeatedly nerfed her, Vorazun remains very capable as a commander. Her Dark Templars can vaporize entire waves with a single casting of Shadow Fury, even the toughest ones. Dark Archon is great for redirecting enemy fire, regardless of numbers. Mass Void Ray allows Vorazun to solo most offense maps at any level. Cloaked Corsairs make for some very fun "entirely invisible and invincible" army when coupled with Dark Templar at level 13. Also the Void Rays can attack while moving provided that they're facing directly towards the enemy.

Mastery Strategies[]

Power Set 1: Both options are equally viable.

☀Dark Pylon Range (+2% - +60%)
☀Black Hole Duration (+2% - +60%)
Dark Pylon Range covers an entire expansion and helps offsets Vorazuns' primary weakness (enemies destroying the Dark Pylon). It is best used in combination with a non-cloaked army or defenses, such as with mass Void Rays or for cloaking the structures of a defensive ally. It can also be used in certain mutations to cloak the entire base and surrounding the Dark Pylon fully with cannons, leaving melee enemies unable to reach the Dark Pylon.
Black Hole Duration can be very useful in the early-game or against tough mutators that buff the enemy units - the extra duration is especially handy against Hybrid Nemeses that Corsairs otherwise have trouble dealing with.

Power Set 2: Time Stop Unit Speed Increase

☀Time Stop Unit Speed Increase (+1% - +30%)
The choice is clear: Time Stop Unit Speed Increase benefits to all units every four minutes, and provides a substantial DPS boost for both players’ armies whenever Time Stop is used, which should be early and often. Full points in Shadow Guard Duration effectively amounts to an extra 30 seconds.

Power Set 3: Chrono Boost Efficiency / Initial and Maximum Spear of Adun Energy

☀Chrono Boost Efficiency (+1% - +30%)
☀Initial and Maximum Spear of Adun Energy: (+3 - +90)
  • Should be used by more experienced players only, as this necessitates efficient usage of Vorazun’s abilities during the early-game as well as extra attention paid to tight macro play.
These are both good masteries. 8 mastery points into Spear of Adun Energy gives Vorazun enough energy to immediately call down a Dark Pylon, preventing her from being supply blocked and allowing her to tech up or expand faster by saving the minerals needed for a normal Pylon; further, the player will still have 50 energy in time to summon the Shadow Guard once they come off cooldown. Chrono Boost Efficiency (22 mastery points) allows for faster research, which Vorazun greatly appreciates since most of her army in reliant on researched upgrades to excel in battle.

Prestige Strategies[]

Spirit of Respite allows Vorazun to be more liberal with her Dark Pylons, and they are particularly useful when making pushes; a Dark Pylon can be dropped into the player's armies in the heat of battle, and when the player's units or their ally's are slain in its radius, they will respawn at the Dark Pylon and can re-engage immediately. This makes the prestige useful on missions where prolonged frontline aggression is necessary, and it combos very well with Vorazun's first mastery, allowing Dark Pylons to cloak a larger number of units. A drawback is that the loss of Recall heavily hampers Vorazun's ability to defend herself; with no other way to move units across the map, she cannot respond to enemy attacks if her army is out of position. She must rely on her calldowns or an ally for prompt defense while she brings her forces in, and ground armies in particular will be slow to move. An additional advantage is that Vorazun can drop a Dark Pylon early in a mission to provide additional supply and let her build a gateway a bit earlier, and she will still have energy to summon the Shadow Guard shortly after they come off cooldown.

Withering Siphon can be helpful on maps where the player expects to encounter large numbers of enemy Heroic units, most likely hybrids. With the capacity to stun and quickly drain their HP, Vorazun could potentially crush even the largest waves. However, this prestige considerably dampens her early-game potential, since she will not have many combat units, they will not have their upgrades yet, and their damage output is reduced. Vorazun is much more of a late-game commander with this prestige, as it will take time to upgrade her army and mass them in enough numbers enough that they can be effective. This prestige benefits from a more varied army composition to give Vorazun more abilities to exploit the benefits of Withering Siphon, and demands more micro-intensive gameplay to maximize its potential by using the abilities of her units.

Keeper of Shadows turns Time Stop into a nuke-like ability, able to spawn massive numbers of Shadow Guard the later the game goes on, and they will swiftly crush enemies. The reduced duration of Shadow Guard can be a complication depending on the map; they will certainly still last long enough to clear expansions of rocks, defeat an early attack wave, and secure a first objective point, but they may not last long enough to do more than one of these things. Vorazun's Shadow Guard duration mastery has increased strategic usage and is worth consideration to offset the drawback of Keeper of Shadows, though this in turn must also be weighed against the value of Time Stop's speed increase. Another drawback is that this prestige incentivizes Vorazun to make usage of Shadow Guard more often, giving her less energy for Dark Pylons and Black Hole. The change in Time Stop's mechanics to make it a targeted ability is a minor point that simply makes it slightly slower to activate than just clicking the top bar.

Must Have Energy[]

Vorazun is very vespene dependent, so build assimilators as resources permit; even before the first gateway if possible. Teching up to dark templar and researching their Shadow Fury should be highest priority, as even a few upgraded dark templar can rapidly crush the first few enemy attack waves and even the first primary objective. A large army of dark templars with Shadow Fury will simply delete anything you encounter on the ground, be they units or buildings, so your only remaining concern will be detection and anti-air. The Dark Pylon calldown combined with transformed Gateways can also be used for front-line reinforcements, and allow you to put unending pressure on enemy bases on attack maps (or as a quick defense).

Before they become available, however, Vorazun's Shadow Guard calldown can be used to defend the first wave, and can be used afterward to clear out the rocks for her expansion, and given control and timing is perfect, even ally's expansion.

From The Shadows[]

Vorazun's gameplay is about subversion and subterfuge. Dark templar are her primary units, and are much more effective than in melee gameplay due to their higher shields and lower Vespene cost. Upgraded and in mass numbers, a force of dark templar can rip apart virtually any ground-based units. However, Vorazun's other options should not be neglected, and properly used she has one of the most effective armies. Vorazun has Shadow Guard, which should be used exactly once at the beginning of the game to clear your rocks and solo the first wave. The easy way to use it is to cast it next to your rocks at your natural as soon as the red dot appears on the minimap. Clear the rocks and then go clear the wave using blink as much as possible, then clear ally's expansion rocks if possible.

We Are As One[]

Support from corsairs for anti-air will form a powerful attack force. Early on, stalkers make for useful anti-air counters, not to mention general purpose attack units. Oracles are necessary and primarily used for detection, but its stasis wards are useful to guard choke points and prepare ambushes for enemies. Her centurions make useful mineral dumps if the player has far more minerals than vespene, allowing for effective supporters for ally's army. Dark archons are effective support attackers, especially when faced with concentrated high-tier units. Because her Strike From The Shadows passive provide increased energy and shield regeneration, her dark archons greatly benefit from having a dark pylon nearby, and Emergency Recall will save them from death, preventing an expensive unit from being lost.

Mind Control is more a novelty when playing as Vorazun, but it does have utility. Terrans and protoss give her plenty of high-priority targets for Mind Control, including battlecruisers, thors, carriers, tempests, and colossi. Science vessels, medivacs, and medics are also valuable to give Vorazun healing units to support her army, and science vessels, ravens, and observers, give her detector units and allow her to forego oracles. Zerg enemies do not have as many units worth Mind Controlling, as their individual units are not very powerful unless massed, but ultralisks, lurkers, and brood lords are good targets, and overseers again provide Vorazun with a free detector. If intending to Mind Control the enemy, the player should disable them with Black Hole or Confuse first, as the enemy will tend to immediately turn their attention to destroying the brainwashed unit.

The exact viability of Mind Control varies greatly depending on the map, the enemy's race, and the composition of their attack waves; there are few opportunities to use Mind Control effectively against large waves of low-tier units, or on a map like "Scythe of Amon" or "Dead of Night" where the primary enemies are either not susceptible to Mind Control or have little value. Foreknowledge of the enemy's behavior in the early game is crucial to allow Vorazun to make the decision on how much time and researches to put into dark archons, if any. In regards to maps, Mind Control is most easily utilized on maps where the spawning points and movement paths of enemy attack waves are easily predictable and accessible, so Vorazun may intercept them and Mind Control targets of opportunity without difficulty.

Always Bet On Void[]

When using Vorazun, keep in mind that even if the enemy has detection, she grants cloaked units several combat buffs with Emergency Recall and Strike From the Shadows. Even in the heat of combat, a dropped dark pylon can turn the tide of what would otherwise be a total loss, especially for the allied commander. When utilizing Corsair and Dark Templar as primary force, a lost battle will not result in any losses unless they have already been recalled in the last few minutes.

The Enemy Has Discovered Us[]

Due to her heavy emphasis on stealth and special abilities, Vorazun requires a slightly different approach than her fellow commanders. Her dark templar need to be monitored unless they are in overwhelming numbers, as a small number will be left vulnerable to disrupters, banelings, and hybrid when their special abilities are on cool down, this should be taken into careful account during the mid-game when Vorazun's army isn't at full strength.

Oracles possess a unique challenge of their own, as they are Vorazun's only mobile detector. Unlike the other protoss commanders, Vorazun's oracles are fast and uncloaked, at least until upgraded with Stealth Drive. For a player used to fielding observers, it is easy to lose track of oracles in the middle of a battle and have them fly heedlessly into anti-air defenses that shred them, costing the player a fair amount of resources as he or she has to churn out more oracles for detection.

Synergies[]

Protoss Commanders[]

Artanis is an excellent teammate for Vorazun. While Artanis's Pylon Power is useful, Vorazun's dark pylon is functionally identical, and provides more combat benefits. This can be best used by having Artanis's Pylon Power used to summon both commanders' units on battlefield while Vorazun's Dark Pylon for defense and utility using the cloaking buffs and recalling Artanis's painfully slow ground army. Artanis's Guardian Shell and Vorazun's Emergency Recall goes nice together, where the Guardian Shell will keep the unit alive longer, then Emergency Recall making sure no cloaked unit will be lost, including Artanis's units within Dark Pylon field.

Karax is an excellent teammate for Vorazun. Karax's static defenses can be cloaked by Vorazun's dark pylons and hit harder when she is mastered. Vorazun's Black Hole ability clumps units together for his Purifier Beam and Orbital Strike abilities, and his Chrono Wave ability accelerates the production speed of Vorazun's buildings, as she has many upgrades critical to her army's success. Vorazun will perfectly patch up Karax's lack of combat ability using her overpowered army while being supported by his Spear of Adun abilities and possibly Energizers. Karax may even allow Vorazun to take 2 gases at his expansion, since his towers barely use up gases, to allow Vorazun to produce units at non-stop rate accelerated even further by Karax's abilities. If Karax expands fast enough, he may even be able to produce purifier colossi to answer for Vorazun's almost complete lack of splash damage. Upgraded dark archons can either offset the energizer's inability to control enemy biological units or its only-temporary ability to control enemy mechanical units.

Alarak is a questionable teammate for Vorazun. Corsairs and void rays provide powerful anti-air support to supplement Alarak's ground-focused armies. In large offensive battles, Alarak's Death Fleet can retrieve units saved by Emergency Recall, then teleport them back to the front lines. Black Hole can position large numbers of enemy hybrid ground units to be decimated by Alarak's vanguards. Alarak's havocs alleviate Vorazun's reliance on oracles for detection.

Fenix and Vorazun share many weaknesses, but also add a lot to each other's strengths. Fenix's Cybros arbiter can cloak his entire army as well as the army of Vorazun not normally cloaked, granting both forces the base 15% attack bonus from Vorazun as well as emergency recall. Fenix's disruptors can also benefit from Vorazun's cloak bonuses. This is doubly powerful for Fenix as his forces take a while to build. Vorazun's dark pylons also are great to allow for mobility, and black hole and time stop are invaluable for giving both forces time to wipe out waves. This is especially powerful with Fenix's colossi and area of effect heroes like Mojo or Taldarin. Fenix's early heroes also can help defend against early waves, saving Vorazun's energy for more important targets. The issue the two have is they both have expensive armies that take a while to become powerful, and if destroyed take a relatively long time to rebuild. In addition, both lack powerful early and midgame anti-air.

Terran Commanders[]

Raynor is a questionable teammate for Vorazun. Medics can heal weakened dark templar that were saved by Emergency Recall, but dark templars' 160 shield and 40 health makes it seem pointless; even more so given how Vorazun skips ground armor due to the same reason. However his scan ability will effectively make up for her ineffective detectors. Also Dark Pylons' slight damage boost will even more empower Raynor's bionic army, letting them quickly burn through enemy forces. However, increased use of detectors due to Vorazun may be troubleing to Raynor due to ravens' Seeker Missiles and vipers' Parasitic Bomb causing massacre in Raynor's highly concentrated infantry. The real strength to a Raynor pairing is taking a pair of gases from your ally as Raynor is generally mineral heavy.

Swann is an excellent teammate for Vorazun. His vespene harvesters greatly boost Vorazun's has income and allow her to afford her expensive units and upgrades earlier and easier, and and his science vessels and SCVs can repair her mechanical units saved with Emergency Recall. In return, Dark Pylons cloak Swann's static defences and Emergency Recall can save his more expensive units so that they can be repaired, and the Dark Pylons' Recall can be used to quickly move Swann's units around the map, since his units are rather slow without hercules dropships.

Nova is a perfect match for Vorazun, with her Strike from the Shadows passive boosting Nova's damage and that of her ghosts, banshees, and any units cloaked by her healing drones. Black Hole can set up Nova's airstrikes, nukes, banshees and ravens for area damage, and Emergency Recall will save any of her costly cloaked units from death. In return, Nova can heal Vorazun's units with her ravens and provide better ground-to-air damage than Vorazun's stalkers are capable of doing.

Han and Horner and Vorazun have some synergy. Permanently cloaked asteria wraiths are powerful on their own, but they benefit from Vorazun's stealth bonuses, getting increased damage and an emergency recall. Additionally, srike fighters can snipe detectors in the fog of war, potentially allowing enemy positions to be cleaned up with a relatively small force of cloaked units. Han and Horner can also go heavier anti-air to help Vorazun counter capital ships like battlecruisers, while Vorazun's black hole can tie up targets for mag mines hit their mark. Black hole can also line up attack waves to be instantly destroyed by Han's Space Station Reallocation.

Zerg Commanders[]

Kerrigan is a questionable teammate for Vorazun. It is best for Kerrigan to focus on dedicated anti-air with hydralisks, while Vorazun dedicates an air force composed of void rays. Lurkers benefit from Vorazun's 'stealth buffs' to burrowed units. The increased usage of hostile detectors renders Kerrigan's lurkers useless and her creep spreading much harder. The healing benefit from her creep is redundant for the same reason as Raynor's medics. Vorazun's Dark Pylons makes Kerrigan's Nydus Channel redundant.

Zagara is an excellent teammate for Vorazun. It is best for Zagara to focus on dedicated anti-air with corrupters and scourges, while Vorazun dedicates ground forces composed of dark templar and centurions. This allows them to focus only on one tech tree and gives them advantage of increased numbers, which coupled with their extreme efficiency on those units allows for quick and effective destruction of the enemies.

Abathur is an excellent teammate for Vorazun. His lack of fast and effective killing can be replaced by Vorazun's strong army while Abathur's army will take the heat with their increased health and size. As for anti-air units, Vorazun's corsairs may not do well against highly armored units like battlecruisers, but Abathur's devourers are perfect counter for multiple high armored enemies due to their strong one-hit damage. While Abathur's big-sized roaches may be very disturbing for other commanders, Vorazun's dark templar can blink to the front line easily to deal high damage while enemies are busy attacking the roaches. Vorazun's spare minerals can be used on centurions for Abathur's vipers to consume, while Abathur's healing can repair Vorazun's corsairs as well.

Stukov and Vorazun both suffer from similar weaknesses, their slow ability to start and lack of powerful early anti-air, but both become powerhouses in the late game. Stukov players going for more mineral heavy infested marine builds may want to consider giving their expansion vespene geysers to their Vorazun ally, as it will allow them to produce their forces faster while Stukov will rely heavier on minerals. Both forces have very powerful cooldowns, Black Hole and Time Stop can break defenses while Stukov pushes through, while Stukov's cooldowns can provide fire support for Vorazun's forces. Stukov also has greater defensive options, with his mobile infested bunkers and Infest Structure ability. In addition, their air superiority fighters, Infested liberators and corsairs complement each other by specializing against heavy air units and swarms of light air units respectively.

Dehaka and Vorazun cover for each other's weaknesses well, and make for a powerful late game army. Vorazun struggles against some early attack waves, while Dehaka benefits from having to deal with them as it will give him early essence. If Dehaka takes care of the early attack waves, Vorazun can save her energy for a push or emergency situation. In the late game, Dehaka's ability to tie up and slow enemies works well with Vorazun's disruption web, preventing enemies from moving out of them. Dehaka's ability to snipe big targets with devour mixed with the shadow strike of dark templar means large attack waves can be destroyed easily. Dehaka's calldowns and worms can provide damage and detection to areas where Vorazun can't cover. Time stop also allows Dehaka to deep tunnel into entrenched positions and cause havoc before the enemy unfreezes. Also worth noting is the level 15 damage boost granted to impalers.


Quotations[]

See: Vorazun Commander Quotations

Achievements[]

Gameplay[]

CoopVorazun SC2-LotV AchieveIcon1 Shadow Guard
Points

10 Achievement SC2 Game1

Criteria

Kill 50 units with Vorazun's Shadow Guard in a single mission on Hard difficulty.

Edit
CoopVorazun SC2-LotV AchieveIcon2 Event Horizon
Points

10 Achievement SC2 Game1

Criteria

Kill 15 trapped in a single Black Hole on Hard difficulty.

Edit
CoopVorazun SC2-LotV AchieveIcon3 My Turn
Points

10 Achievement SC2 Game1

Criteria

Kill 5,000 enemy units with Vorazun's cloaked units.

Edit
CoopVorazun SC2-LotV AchieveIcon4 Your Turn
Points

10 Achievement SC2 Game1

Criteria

Your ally kills 1,000 units while Vorazun's Time Stop is activated.

Edit
CoopVorazun SC2-LotV AchieveIconMaster Matriarch of the Nerazim
Points

20 Achievement SC2 Game1

Criteria

Complete all the Commander Vorazun achievements

Rewards
VorazunCoop SC2 Portrait1 Vorazun portrait
Edit

Levels[]

Co-opExplore SC2AchiveImage Professional Protoss
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Hierarch Artanis, Matriarch Vorazun or Phase-Smith Karax in Co-op Missions.

Rewards
Coop5Protoss DecalSC2 Coop Award: Level 5 decal
Edit
CoopLevel SC2-LotV AchieveIconVorazun1 Vorazun: Level 5
Points

10 Achievement SC2 Game1

Criteria

Reach level 5 with Vorazun.

Edit
CoopLevel SC2-LotV AchieveIconVorazun2 Vorazun: Level 10
Points

10 Achievement SC2 Game1

Criteria

Reach level 10 with Vorazun.

Edit
CoopLevel SC2-LotV AchieveIconVorazun3 Vorazun: Level 15
Points

10 Achievement SC2 Game1

Criteria

Reach level 15 with Vorazun.

Edit

Development[]

Dark Archons' Mind Control ability initially took 100 energy, which was changed to 150 energy on 3.1 patch, then was reverted to 100 energy on 3.2 Patch, then back again to 150 on 3.3 Patch.

Prior to Patch 3.2, Vorazun's "Strike from the Shadows" talent raised damage by 25%, and also affected any damaging abilities in addition to normal attacks. Also the Dark Templars' Shadow Fury also dealt 35 damage to any targets rather than 20(+15 light) damage.

Early in Vorazun's design, ideas were proposed to focus on the nomadic nature of the Nerazim, giving her a mobile mothership as the center of her base rather that a static base.[2] Cut abilities include a cloaking field she could give to both her and her ally, and a wormhole she could create to transport allied units between two points.[3]

External Links[]

References[]

  • Blizzard Entertainment. Co-op Missions. (Activision Blizzard). PC. Vorazun (in English). 2018.
  1. 2015-9-25, Co-op Missions: Additional Commanders Revealed. Battle.net, accessed on 2015-9-25
  2. 2017-08-28, StarCraft 2: DEVELOPER INTERVIEW!. Youtube.com, accessed on 2018-08-20
  3. Blizzard Entertainment. StarCraft II: Legacy of the Void Map Editor. (Activision Blizzard) (in English). November 10, 2015
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