Like most of the Starcraft units with powerful special abilities, the Dark Archon has no conventional attacks. Its three special abilities are Feedback, Maelstrom, and Mind Control.
Feedback is useful only against units which have special abilities of their own, and hence have energy points. It depletes the targeted unit's energy, and does damage to that unit equal to the energy drained.
Maelstrom resembles the Terran Ghost's Lockdown ability and the Protoss Arbiter's Stasis Field ability, but affects biological units. It freezes all enemy biological units within a small area. The effect does not last as long as Lockdown or Stasis Field, but allows plenty of time for a small group of Zealots to clean up the frozen foes.
Mind Control has been called the single most powerful ability in the game, and quite rightly. It targets a single enemy unit and converts it instantly to a friendly unit, under the invoking player's control. It is quite costly: besides its taxing cost in energy points, using Mind Control fully depletes the Dark Archon's shields.
Mind-controlling an enemy Protoss player's units is not terribly interesting, though it can be useful to snatch a Carrier or Arbiter -- or another Dark Archon, for that matter. Much more interesting is to take units of another species, thus gaining their advantages alongside those of the Protoss. In a large game with lots of available resources, it may even be useful to mind-control a Zerg Drone or Terran SCV -- and build up a combined, two-species force.
The Dark Archon, the fusion of two noble Protoss Dark Templar assassins, is the most powerful spellcaster in the game of StarCraft: Brood War. There is not a single spellcaster that can match it in potential use.
1: Cost.
Compare this to the other attractive alternatives presented to the Protoss player: The Stargate and the Robotics Facility. The Stargate is a popular option when a Protoss player is battling a Zerg opponent; the Corsair is a quick unit that can scout out the Zerg player's technology and harass his source of control: (food, supply, what-have-you) the Overlords. The immediate benefit of constructing a Stargate against a Zerg player is ENORMOUS in a game like StarCraft, where scouting is king. Zerg players constantly change the shape of their army. A speedy Corsair is much more useful than an easily-spotted (to the Zerg, anyway) Dark Templar in the mid-game. The Stargate also costs a low amount of resources to construct; it can be bought for the small sum of 150 Minerals and 150 Vespene Gas.
2: There are better things to make at your Gateway.
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