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Stargates and robotic facilities can use the warp technology and teleport units instead of producing them. This ability is much better than the previous one and because of that it is worth buying. Additionally, protoss buildings don't require the presence of a worker, so you can order to build the refinery and immediately forget about it, which will spare you some micromanagement. The saves won't be big, but will allow you to recruit few additional units. It allows you to spare 6, 9, sometimes even more probes. Refineries doesn't need probes to obtain gas. It is better to select something more useful. It can be useful on higher difficulty levels and in critical situations, when your defense lines are broken, but most of the time the enemy shouldn't get close to the nexus. Nexus OverchargeĪllows the Nexus to attack. Buy it when you can and the orbital strike is too weak for you. A priceless ability when protecting the base, attacking resistant targets and enemy groups. Only three charges, but much greater area of range and damage. Solar LanceĪ better version of the orbital strike. Otherwise, after 20 seconds since immobilizing, the enemy will still be a threat to you, while attacked by orbital strike or solar lance he will probably no longer be any threat. The only disadvantage of this weapon is that, in difference to other two, it requires your units to be nearby to work. Worth buying, especially if you are interested in two other offensive skills. Limits the numbers of enemy forces and increases the survival rate of your own units. Very useful during larger battles, attacks on enemy bases and when defending your own positions. In addition to that, each new unit that will enter the field will be stopped as well.
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Stopped units can be attacked and skills work on them. Temporal FieldĬreates three fields that slow down the heroes and completely stop all other units for 20 seconds. You won't win the war with it, but many times it will save your life. It is wise to use it also as a defense measure in case of the lack of your own army. Very useful due to high precision, effective against large groups, resistant units and fortifications. They deal higher damage to armored targets. Orbital Strikeįive missiles drop from the sky on the part of the map you see. However, later in the game its price might prove to be too high. If you have the possibility to buy both of them, it is better to select the more expensive one. Thanks to that, it is more suitable to distract the enemy and to secure important locations. Has the exact same application as the previous skill, but it also reinforces your army.
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Upgraded version of the deploy pylon which, in addition to the building, summons also 2 melee fighters and two ranged fighters. This ability is useful during majority of the missions. Application is obvious - use it on forge to develop better shields faster, on stargate to build the carrier faster, on nexus to quickly train the workers. Chrono Surgeįor 20 seconds, selected building is researching or creating units 1000% faster. This skill can be useful in each mission. In theory, the possibilities are limitless and depend only on your imagination. It can distract the enemies, for example during the escape. It can fill the gaps in building's powering. It can be also used in place where you want to immediately place new buildings and the regular summoning of a pylon takes too much time. It can be used in a strategic location so that you can easily move additional forces there if needed. It can be used on the battlefield when you want to move additional units. It can be used in the base when you lack supplies. This skill can be useful in various ways.
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Deploy PylonĬreates pylons in any place you see where a building can be placed. Cheaper abilities can also prove to be more useful than the expensive ones. It is also not profitable to buy the most expensive abilities and ignore the other ones, mostly due to the great differences in costs. Because of that, you must select the abilities depending on the task. There is not enough solarite to gain during the campaign, even if you complete all side objectives. There is no way to buy all most expensive skills. Two skills are passive, other four are active and among the latter you can find both combat and support ones. Changing ability and upgrading the system costs solarite which is obtained during the campaign. Artanis' flagship has eighteen abilities split into six groups and three systems.