Each unit has three versions that differ in abilities and usefulness in specific situations.

Versions can be freely changed between missions.

All three versions of this unit have thechargeability which allows them to get quickly to enemy.

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Because of that,centurionorzealotwill be the best choice, with a small advantage of the first one.

Stalkeris great for an army that needs mobility.

Not only can he teleport on short distance, but during a jump his shields are partially restored.

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It deals additional damage to armored units.Dragoonis a typical armored combat unit.

It is slow and has slow shooting speed, but it deals high damage and is resistant.

In addition to that, it has slightly larger range thanstalker.

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It also deals additional damage to armored units.Adeptis a unit for players who like to contrive.

His special skill sends a ghost.

It can be controlled and enemies touched by it receive more damage for few seconds.

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Ghost can be also cancelled, which allows using him as a scout.

In difference to previous units, this unit deals additional damage to enemies with light armor.

Each of these versions is good and which to choose depends on your needs and favorite tactic.

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All units of this group have permanent camouflage and cannot be attacked if there is no detector nearby.

They also cannot attack air targets.Dark templarcan attack up to five enemies at once by jumping between them.

The attack works against buildings as well, so this unit is very useful when attacking bases.

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In addition to that, he can be respawned once every 60 seconds, not 120.

The problem is, during these 10 seconds no one can attack them.

No other abilities will work on them as well.

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He increases the range of allied attacks and increases the damage received by enemies.

Select a unit throw in that suits your tactic the most.

The turret can be used while moving.Vanguardcan attack few units at once, even from far distance.

High Templarhas a set of useful abilities.

He can deal much greater damage to units that use energy.

He can create a psionic storm which will hurt enemies and restore the shields of your allies.

He can also be transformed intoarchontogether with anotherhigh templar.

First one deals great damage to a single target, the second generates an orb that hurts bypassed targets.

He is especially useful later in the campaign, when the enemy will have larger number of stronger units.

In general, all three units from this category are very useful and selection should depend on your preferences.

Both units are very strong, so it should all depend on your preferences.

If you need a flying support unit, then you should select thearbiter.

He makes all nearby units invisible and he can summon allied units from any part of the map.

Thanks to that, you might quickly send reinforcements to where they are needed.

Carrieris able to attack land and aerial targets.

In addition to that, if the fighters are destroyed, the ship can create new ones for free.

It also hasrepair droneswhich will heal allied mechanic units when the ship stops.

It can also teleport.

Colossusis able to move through cliffs and his attack wounds few units at once.

However, it can attack only aerial targets and is considered as a flying unit.

It means that he can be attacked both byzealotandphoenix.Reavercannot move through cliffs, but he produces grenades for free.

These grenades deal damage on a specific area and are effective against buildings.Wrathwalkeris the opposite ofcolossus.

It doesn’t attack few, but one target at once and it deals additional damage to buildings.

The choice betweenwrathwalkerandcolossusdepends on what you need.

If you want to attack land and aerial targets dealing high damage, pick the first one.

If attacking only infantry, but few at once, is enough, then go for the second one.

The advantage of both units is the ability to climb on cliffs.

Thanks to that, many infantry units cannot reach and attack them.

Sadly,reaverdoesn’t have such ability.

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