Units

Archon

Although their abilities are already impressive, High Templar and Dark Templar can wield even greater might by laying down their lives to merge their souls and form Archons. These unified Protoss spirits radiate incalculable power, unleashing psionic barrages against cowering enemy forces both in the air and on the ground. With the reunification of the Protoss race, any pair of High Templar or Dark Templar, or even one of each, can be fused together. The Protoss are loath to sacrifice their loyal warriors, but those who make this final commitment are forever honored in the memories of their people.
Unit Statistics

3D Model

Basic information

Race: Protoss
Life: 10
Shield: 350
Armor: 0 (3)
Movement: Fast
Cargo Size: 4
Attributes: Psionic - Massive

Production

Producer: High Templar
Hotkey: C
Cost: - -
Supply: -
Build time: 12

Combat

Upgrades:
Weapon:

General Strategy

Strong Against

  • Psionic warrior that can attack air and ground targets.
  • Their large shield pool allows them to withstand heavy punishment.
  • Excellent against biological units.
  • Costly to create, as they require the permanent merging of two High or Dark Templars (or one of each).
  • They have extremely high shields, but extremely low hp.
  • Only morph into an Archon if your High Templars are out of energy, or there is too much detection around to use Dark Templars.

Countermeasures

VS Terran
  • Train Ghosts and fire EMP rounds at them, as each shot will deal heavy damage to their shields.
  • Build Thors and use their 250 mm Strike Cannons.
  • Deploy Banshees and use the terrain to prevent them from getting in range.
VS Zerg
  • Spawn Infestors to cast Fungal Growth, which will root enemy Archons, or use Mind Control to use them against your opponent’s forces.
  • Use a sizeable force of Hydralisks, and don’ t forget to focus fire.
  • Roaches should be effective against them, but remember to burrow your damaged units to allow them to regenerate.
VS Protoss
  • Ranged armored units like Stalkers, Immortals, and Colossi do well against Archons.
  • Launch Void Rays or Carriers, and use the terrain to prevent them from getting in range.
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Comments (92)

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darktool #685
darktool
30/03/2012
Too effective against zerg... all zerg units are biological... I mean come on...
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ShadowLord #530
ShadowLord
27/04/2012
@darktool: not all
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Nightmare #1425
Nightmare
30/11/2011
and have to notice it they are weak against Siege tanks/colossi when tanks/colossi tanked by someunits...
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Nightmare #1425
Nightmare
30/11/2011
They need more hp and splash dmg i think they are expensive and so weak ...whats the blizzard point for that make protoss pathethic on land wars ?
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RainMan #232
RainMan
08/11/2011
weak against Ultralisk... BULL!@#$!!!!
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SyOpAzazel #983
SyOpAzazel
19/10/2011
i think their attack should go through multiple enemies since it is lightning. Makes them more effective right?
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I miss battery :(
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CAMMANDO #565
CAMMANDO
05/09/2011
Protos for life :-):-):-):-):-):-):-):-):-)
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Lazyking #776
Lazyking
02/08/2011
if the Dark Balls are returning with their perm mindcontrol the infestor should get perm mindcontrol as well.
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OmegaFilipIv #934
OmegaFilipIv
11/07/2011
"Build Phoenixes and use Gravition beam to lift them out of fight momentaraly."
Well,thats the thing im going to do -_-
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EGORazo #508
EGORazo
27/06/2011
is ti just NEXUS
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OmegaFilipIv #934
OmegaFilipIv
02/06/2011
I dont like the new attack animation i liked the archon more in SC1 with the two-hand lighting shot,it showed his power.
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NEXUS #168
NEXUS
11/06/2011
I think they should start with 1 shield armor
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OmegaFilipIv #934
OmegaFilipIv
19/06/2011
@NEXUS: probably
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NEXUS #168
NEXUS
31/05/2011
They shouldn't be massive
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WhOoZy #682
WhOoZy
03/06/2011
@NEXUS: Yes they should they were UP before now their actually usefull!
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WhOoZy #682
WhOoZy
03/06/2011
@NEXUS: You dont even have any games here and you claim to know what units should and shouldnt work like?
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NEXUS #168
NEXUS
11/06/2011
@WhOoZy: there are some bad things at being massive that's why I wrote it
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FalconPawnch #891
FalconPawnch
14/06/2011
@NEXUS: example?
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NEXUS #168
NEXUS
18/06/2011
@FalconPawnch: void rays do extra damage to theme.
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Sylux #860
Sylux
01/10/2011
@NEXUS: Void Rays hit extra dammage against armored, not to massive
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NEXUS #168
NEXUS
10/03/2012
@Sylux:VR now do +20% damage against massive also archons don't look big enough in my opinion to be considered massive.
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Fibonacci #813
Fibonacci
30/05/2011
"Build Phoenix fighters and use Graviton Beam to lift them out of the fight momentarily." - N/A massive unit!
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Moonshadow #339
Moonshadow
13/04/2011
how are they powerful only against mutas?
they can tear an MMM ball (without stims)

and they deal bonus damage against every single zerg unit...
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OmegaFilipIv #934
OmegaFilipIv
19/06/2011
@Moonshadow: Archons are good against biological units,such all the zerg and you are right about the MMM ball
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Rambol #724
Rambol
08/03/2011
,,The Protoss are loath to sacrifice their loyal warriors, but those who make this final commitment are forever honored in the memories of their people.'' Yeah like 'do you remamber billy he killed 2 zerglings with 2 storms and then he fused with this other guy from schakuras who killed a roach, we realy need to make a statue of them.
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Demetios #991
Demetios
16/02/2011
i always make 4 DT %!@@ his SCV or drone or probe,s and make 2 archon in his base 2 finish it off :)
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ReluxOr #653
ReluxOr
20/01/2011
Dont you think roaches and marauders could be put weak against Archons ? They are both biological, come in big pack and do +vs armored. If you exclude hit and run tactics (thanks FF) I think Archons can be in some way cost effective against these. Or am I wrong ?
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Yamon #990
Yamon
06/01/2011
BTW terrans in 1v1 are imbalanced......
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Mihai #507
Mihai
22/01/2011
@Yamon: yes I agree....I play toss in 1v1 and each time I get against terrans I have a really hard time winning(if I win). If the terran is a rusher ofc....if he is turtle he is dead.
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Yamon #990
Yamon
06/01/2011
Archons are alternative attack group...i personally use them only if i stay out of mana with high templars or if they go raven while i have dark templars killing scv
u can save units with low hp if u fuse em into an archon and pressing cancel will restore em to original form buying some time....I can agree with my fellla saying that they got trully low armor they are slow and got a weak splash attack but still making 5 of them and use them against any organic enemy gives u a result (even a slight one)
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Myst #470
Myst
01/01/2011
I make Archons because they look cool and in mass numbers they do deadly damage. I also find that when im playing against a mate in the same room. They loose confidence in the game after seeing a lot of Archons coming towards them and its GG and i win. So the larger the force of archons the better the chance of winning. But beware... they can be all wiped out with a single Collosus if used corectly. :D Yours,
CreepingMyst.... "cos i can" :P
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OmegaOnion #263
OmegaOnion
20/12/2010
there only reason to make archons is if your HT's lose energy during the battle and you need that little bit extra but to me it feels like my beautifuls high templars have been wasted
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Odin #459
Odin
19/12/2010
Why can't you make Dark Archon's, on Sc2?
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OmegaFilipIv #934
OmegaFilipIv
19/06/2011
@Odin: I think because Dark Archons are op with the mind control.
I not quite sure about this ,but Tassadar and Zeratul will merge their souls to form a archon,thats a reason why there are no DA.
I dont think they will bring them back in the expansions...
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NEXUS #168
NEXUS
17/12/2010
They should have a bigger area of effect to their attacks.
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NEXUS #168
NEXUS
17/12/2010
They should have at least 3.5 range.
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Fanatic #814
Fanatic
13/12/2010
Blizzard please, give them a buff, give them a range of 4, and shield armor 1 or 2...or at least make it an upgrade
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CptCarrot #154
CptCarrot
10/12/2010
what about an extra research to make at Templar archives: +1 armor to archon shield? Or +1 range to archon. That would do it. Or +1extra shield to archon for the first +armor:shield upgrade. (compared to colossus research +3 range...)
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CptCarrot #154
CptCarrot
10/12/2010
I agree with most of these comments: archon should have one armor on shield from the start and longer range. These are supposed to be THE best of prototss but about anything kan kill them. Especially marines since they are range and has no bonus against anything. I can't think of any situation where Archons would be the best choice of army. At most things zealots would be more effective (and thay have larger hp and start with armor 1 on hp). The only positive with archons is that their shield can reg. and that they *might* counter mutalisks but if the zergplayer is any good the muttas will just ignore him and fly away: they'are best at harassment not army-kicking. Archon might work against zerglings but then again, zealots would too. They're splash is too small to be noticed, or it might be that their damage is too small to be noticed.. Gotta try them largescale some time just to make sure. 1armor and larger range OR splash would do it. I mean, this unit probably was balanced when the game was released but since there has been a lot of changes, for example roaches have had their range increased (3->4), which makes some difference against archons.
Just take 30sec and compare archon with colossus:
Colossus: 200/150hp
Damage: 15->21 splash
Resources: 300/200
Range: 9 (if you go colossi without this upgrade they wouldnt be worth to call colossi..)
Archon: 10/350hp
Range: 2
Damage: 25+10 -> 34+13 splash
Resources: 100/300 or 250/250
They cost about the same (only gas instead of minerals: gas is more valuable since it's more difficult to get and have a very finite collection rate) or archon is slightly more expensive.
Now think how fast a colossus dies. A single colossus against zerglings for example. Not long, not long at all. An archon have the same amount of life as a colossus but 10hp more and one less armor for 190hp. I admit, against zerglings only, archon would be the best choice since it's damage will likely oneshot zerglings(35->47). However against any kind of ranged units, like marines, stalkers, roaches, hydras and even marauder Colossus would be preferalbe, yes even against maruders: they slow so much the archon won't even get close and since it has range 2..
So: archons are most preferable against melee only (i.e. zerglings and zealots). Then, against what units do they actually receive less damage from? Siege tanks, maruders, hellions, ultralisk, reaper, immortal, stalker. Against ST archons would die quickly and hardly: they are too slow and ST have a very long range (13) in siegemode, though they would do more damage in tank mode since the archon will absorb the splash any way (yes, they do, I've counted). Now, zealots are slightly faster, ST deal less damage to zealots too and they can charge in, very effectively dealing ST own splash on their own. Against maruders: about the same I guess even though I would prefer zealots. Hellions: kicks both zealots and archons due to their fast speed and can therfore kite any melee unit (archons are kind of melee), besides archons deal lower damage to hellions. And totally 4 zealots (about same resources) deal a lot more damage than one archon: 4*2*8 compared with 35. Against approximately anything zealots or colossus is better than archons, the only exception would be air but then you have stalkers..
Suggested changes: damage to kill marines instant not only zerglings OR longer range OR larger splash. And if it is not against sc policy: initional armor on shield.
Init armor on shield: Seriously. Compare with battlecruisers or thors who starts at 2 resp 1 which lasts for all the life. 1 armor on 10hp... whats the deal? => They're not made to absorb damage unless it is from ST where armor dont matter much and theyre not meant to deal damage against anyone except zerglings and eventually zealots. This is the best of protoss, a lot of tech to get there, OK not so many buildings but a lot of gas. Yay. Colossus is so overpowered in comparison, they even deal full damage to all types, not only bio (it is very cool though i admit: "+ against bio", very cool I like it). Pls make archon comparable to colossus/carrier in some balanced way. The three advanced tech trees I think should be different (as it is) but equal. Now I guess Robotics is the very best without any concurrent (except for early phoenix): Immortals are Insanely good, colossus have unbelievable range and some very nice splash and the observer is just the only moving detector a protoss can dream for => robotic is really the only way to go if not air.
At last I admit I'm no proplayer but that doesn't mean I don't understand the math. I'm only at gold but I like experimenting so it's just as good. I'll try one mass archon against zerg in the future, see where theory meet reality.