Co-op Commander Guide: Artanis

Hierarch of the Daelaam

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Commander Summary

Artanis' army features the basic staples of any Protoss army, including Zealots and Immortals. However, combined with the Spear of Adun, his army can be resilient and powerful.

Level Unlocks

Level/Icon Name Description
Swift Retribution Swift Retribution Artanis warps units into the battlefield almost instantly.
Guardian Shell Guardian Shell Upon taking fatal damage, friendly units become invulnerable for a short time, escaping death and restoring 15% life and shields. The same unit cannot be shielded again for 4 minutes.
Superior Warp Gates Superior Warp Gates Increases the number of charges on Warp Gates from 1 to 3.
Twilight Council Upgrade Cache Twilight Council Upgrade Cache Unlocks the following upgrades at the Twilight Council:
  • Unlock the zealot's Whirlwind ability, which damages all nearby enemies while active.
  • Increase the Dragoon's life from 100 to 120 and double its shield regeneration rate. Also allow the Dragoon to regenerate shields in combat.
New Unit: Reaver New Unit: Reaver Area-damage siege unit. Shoots scarabs for high burst damage. Warped in at the Robotics Facility.

Can attack ground units.
Templar Archives Upgrade Cache Templar Archives Upgrade Cache Unlocks the following upgrade at the Templar Archives:
  • Increases the High Templar's starting energy from 50 to 200.
  • Upgrade the High Templar's Psionic Storm ability to also restore 50 shields to friendly units to the target area.
High Archon High Archon Unlocks the ability for Archons to use the Feedback and Psionic Storm abilities.
Spear of Adun: Warp Harmonization Spear of Adun: Warp Harmonization Stargates and Robotics Facilities can warp in units at any location with pylon power.

Passive ability.
Reaver Upgrades Pack Reaver Upgrades Pack Unlocks the following upgrades at the Robotics Bay:
  • Increase the maximum number of scarabs that Reavers can hold from 5 to 10.
  • Increases the splash radius of scarab explosions by 25%.
Spear of Adun: Solar Bombardment Spear of Adun: Solar Bombardment Unlocks the ability for the Spear of Adun to randomly bombard an area for massive damage over 15 seconds. Activate Solar Bombardment from the top panel.
New Unit: Tempest New Unit: Tempest Siege artillery craft. Attacks from long range. Warped in at the Stargate.

Can attack ground and air units.
Fleet Beacon Upgrade Cache Fleet Beacon Upgrade Cache Unlocks the following upgrades at the Fleet Beacon:
  • Allow Phoenixes to use Graviton Beam on two targets at once.
  • Unlock the Tempest's Disintegration ability, which deals 500 damage to target unit or structure over 20 seconds.
Spear of Adun: Shield Overcharge Spear of Adun: Shield Overcharge Increases the amount of damage absorbed by the Spear of Adun's Shield Overcharge ability from 100 to 200. Activate Shield Overcharge from the top panel.
Spear of Adun: Solar Onslaught Spear of Adun: Solar Onslaught Increases the number of shots fired during the Spear of Adun's Solar Bombardment ability from 200 to 400. Activate Solar Bombardment from the top panel.
Glory of the Daelaam Glory of the Daelaam Increases starting supply to 200.

Highlighted rows denote large power spikes for the commander.

Achievements

The commander-specific achievements for Artanis are:

Achievement Name Description
Finger of Death Finger of Death Kill 50 units with Artanis's Orbital Strike in a single mission on Hard difficulty.
Sol-alright Sol-alright Absorb 10,000 damage for your ally with Artanis's Shield Overcharge in Co-op Missions.
Solar Fury Solar Fury Kill 50 units with a single strike of Artanis's Solar Bombardment on Hard difficulty.
Warp Speed Warp Speed Warp in 5,000 units with Artanis in Co-op Missions.

Calldowns

The calldowns for Artanis, at level 15, with no mastery points added are:

Calldown Name Description Recommended Usage Numbers
Project Power Field Project Power Field Project a power field onto the target location. Using this ability again will move the power field to a new location. Your ally may also use this field.
  • Use this to build a gateway before the pylon at the start of the game to speed up going up the tech tree.
  • Keep moving the power field around as your army moves forward for quick reinforcements.
  • Great for re-powering static defense while a pylon has been disabled.
  • Cooldown: 30 seconds
Orbital Strike Orbital Strike Fires five lasers onto the battlefield from orbit, each of them dealing 50 (100 vs armored units) area damage.
  • Very effective at taking clumps of enemy units.
  • There is a short delay between each shot, reducing the effectiveness of rapidfire.
  • Cooldown: 30 seconds
  • Energy Required: 25
Shield Overcharge Shield Overcharge Allows friendly units and structures to absorb up to 200 damage. Lasts for 20 seconds.
  • Always use this while pushing into enemy bases.
  • Can sometimes be useful when dealing with dangerously large attack waves.
  • Cooldown: 180 seconds
  • Energy Required: 50
Solar Bombardment Solar Bombardment Bombards the target area from orbit, firing 400 random shots over 10 seconds. Each shot deals 15 (30 vs armored units) splash damage.
  • Can be used to soften enemy defenses before pushing in.
  • Run through the middle of a base with a zealot, which will be protected by Guardian Shell, to cast this in the middle of tough-to-push locations.
  • Cooldown: 300 seconds

Masteries

Below are the three Power Sets for Artanis with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

Power Set 1:

Power Value Recommended Points to Add Further Considerations
Shield Overcharge Duration and Damage Absorption 3% per point
90% maximum
0 In particular scenarios, where engagements last a longer time, with stronger enemy forces, the Shield Overcharge mastery might serve players better as it prevents the player's units from taking damage.
Guardian Shell Life and Shield Regeneration 0.5% per point
15% maximum
30

The Shield Overcharge duration is not really beneficial in standard gameplay, as the most critical parts of the fight occur just as you push in, which is where most of the damage is dealt and absorbed.

Power Set 2:

Power Value Recommended Points to Add Further Considerations
Energy Regeneration and Cooldown Reduction 1.5% per point
45% maximum
? The choice here mostly depends on the type of units that the player prefers to use. The Energy Regeneration mastery can help improve the effectiveness of Archons and High Templars, especially when dealing with Zerg compositions.
Speed Increase for Warped in Units 2% per point
60% maximum
?

If you use a lot of Archons in your build, you may want to consider having the Energy Regeneration mastery. Otherwise, the Speed Increase is beneficial.

Power Set 3:

Power Value Recommended Points to Add Further Considerations
Chrono Boost Efficiency 1% per point
30% maximum
30 The Spear of Adun mastery can be useful for players that prefer to spam its abilities often. For example, those with hyper-aggressive playstyles can utilize this energy to its maximum extent.
Initial and Maximum Spear of Adun Energy 3 per point
90 maximum
0

In general circumstances, the Spear of Adun Energy mastery isn't beneficial if you play efficiently because you won't be able to use the energy in the early game.

Combat Units

For more information on unit stats, comparison between units and upgrade calculations, visit the Data Tables page.

Artanis's combat units are listed below:

Zealot

Zealot

  • They are the most basic unit in Artanis' army.
  • Realtively fragile, so not particularly useful when massed.
  • They should make up a small part of your army to tank for more expensive units.
  • Reasonably good when dealing with large amounts of low-HP units when they have Whirlwind.

Skills:

Skill Name Description Cooldown Energy Cost
Charge Charge Intercepts enemy ground units and increases movement speed. 10 seconds 0
Whirlwind Whirlwind Deals 10 damage per second to all nearby enemy units. Lasts 3 seconds. 10 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Charge Charge Allows Zealots to intercept nearby enemies. Also increases the movement speed of Zealots by 0.25. 100/100 60 seconds
Whirlwind Whirlwind Enables Zealots to use the Whirlwind ability. Whirlwind damages all nearby enemy units while active. 150/150 90 seconds
Dragoon

Dragoon

  • Useful when dealing with armored targets.
  • Not recommended to mass them in large numbers because they body-block themselves.
  • Good anti-air capabilities makes them a good choice against Air Terran.

Skills: None

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Singularity Charge Singularity Charge Increases the Dragoon's attack range by 2. 100/100 60 seconds
Trillic Compression Systems Trillic Compression Systems Dragoons gain +20 life and their shield regeneration rate is doubled. Also allows the Dragoon to regenerate shields in combat. 150/150 90 seconds
High Templar

High Templar

  • Powerful Psionic unit.
  • Psionic Storm is a great ability to use when dealing with Zerg and Infested compositions.
  • Feedback can 1-shot Phoenixes, Sentries and render BattleCruisers and Hybrid Dominators useless.
  • Draws high aggro, so they should be kept at the back of your army.

Skills:

Skill Name Description Cooldown Energy Cost
Feedback Feedback Drains all energy from the target. Deals 1 damage per point of energy. 0 seconds 50
Psionic Storm Psionic Storm Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all enemy units in the target area. Does not damage friendly units. 2s 75

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Psionic Storm Psionic Storm Allows High Templar and Archons to summon a storm of psionic energy, causing heavy damage to all enemy units in the target area. 100/100 60 seconds
Khaydarin Amulet Khaydarin Amulet Increases the starting energy of High Templar and Archons by 150. 100/100 60 seconds
Plasma Surge Plasma Surge The High Templar's Psionic Storm's radius is increased by 50%, range increased by 2, and restores 50 shields to friendly units in the target area. 150/150 90 seconds
Archon

Archon

  • Merged from two High Templars.
  • Psionic Storm is a great ability to use when dealing with Zerg and Infested compositions.
  • Feedback can 1-shot Phoenixes, Sentries and render BattleCruisers and Hybrid Dominators useless.
  • Splash damage is useful when dealing with Zerg and Infested compositions.
  • Bonus damage to Biological targets makes them a great pick for Infested maps.

Skills:

Skill Name Description Cooldown Energy Cost
Feedback Feedback Drains all energy from the target. Deals 1 damage per point of energy. 0 seconds 50
Psionic Storm Psionic Storm Creates a storm of psionic energy that lasts 4 seconds, causing up to 80 damage to all enemy units in the target area. Does not damage friendly units. 2s 75

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Psionic Storm Psionic Storm Allows High Templar and Archons to summon a storm of psionic energy, causing heavy damage to all enemy units in the target area. 100/100 60 seconds
Khaydarin Amulet Khaydarin Amulet Increases the starting energy of High Templar and Archons by 150. 100/100 60 seconds
Plasma Surge Plasma Surge The High Templar's Psionic Storm's radius is increased by 50%, range increased by 2, and restores 50 shields to friendly units in the target area. 150/150 90 seconds
Immortal

Immortal

  • Provides extremely powerful single-target DPS.
  • Great for destroying structures and other high-HP objectives

Skills:

Skill Name Description Cooldown Energy Cost
Barrier Barrier Absorbs up to 100 damage. Lasts for 10 seconds. 60 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Improved Barrier Improved Barrier Increases the amount of damage absorbed by the Immortal's Barrier by 100%. 100/100 60 seconds
Reaver

Reaver

  • Provides high damage, burst, splash damage.
  • Relatively ineffective on maps with prolonged combat, as they can run out of scarabs.
  • Since scarabs take time to hit their target, several Reavers can fire at the same target, wasting shots.

Skills:

Skill Name Description Cooldown Energy Cost
Create Scarab Create Scarab Builds Scarabs that automatically launch at the Reaver's target and explode for area damage.

Can attack ground units. (5 max).
8s 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Scarab Housing Scarab Housing Doubles the maximum number of Scarabs that Reavers can hold. 100/100 60 seconds
Solarite Payload Solarite Payload Increases the splash damage radius of Scarabs by 25%. 150/150 90 seconds
Phoenix

Phoenix

  • Great unit on defensive maps with ground compositions.
  • Its ability to lift can render ground-based attack waves useless.
  • Massing them should only be done against the correct compositions, because they are extremely fragile units.

Skills:

Skill Name Description Cooldown Energy Cost
Graviton Beam Graviton Beam Makes the target unit float in the air, disabling its abilities. Effect lasts up to 10 seconds.

Massive units are immune.
30 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Anion Pulse-Crystals Anion Pulse-Crystals Phoenixes gain +2 range. 100/100 60 seconds
Double Graviton Beam Double Graviton Beam Allows Phoenixes to cast Graviton Beam on two enemies at once. 150/150 90 seconds
Tempest

Tempest

  • Powerful air siege unit that can fire from long range.
  • Useful for taking down bonus objectives.
  • Disintegration is great for dealing extra damage to objectives.

Skills:

Skill Name Description Cooldown Energy Cost
Disintegration Disintegration Deals 500 damage over 20 seconds to target enemy unit or structure. 90 seconds 0

Upgrades:

Upgrade Name Effect Minerals/Gas Research Time
Disintegration Disintegration Enables Tempests to deal damage over time to an enemy unit or structure. 150/150 90 seconds

Build Order

Below is the standard economic build order for Artanis. For more information on how to read and construct your own build orders, please check the Build Order Theory page.

Porject Power Field
15 Gateway
17 Assimilator
18 Assimilator
Chrono Gateway
21 Zealot -> Rocks
24 Zealot
Chrono Nexus
31 Nexus
33 Cybernetics Core
34 Pylon

Gameplay Guide

Playstyle Traps

A common trap for Artanis players is to go for a mass Tempest build. Granted, Tempests are powerful units that can deal a lot of damage. However, it leaves players vulnerable to the early game. A mass Tempest build only works if the other ally is aware of that build, and is able to compensate with a strong early game.

In most co-op maps, a mass Tempest build can be outdone by some combination of Immortals/Zealots/Phoenixes/Archons. However, if a player still chooses to mass Tempests, it is better to start with some early game in the form of Zealots and Dragoons before transitioning to Tempests.

Building the Artosis Pylon

Because Artanis starts at 200 supply, he does not need to build pylons to increase his supply limit. Hence, pylons should only act as a source of power. Even warping in can be done via the "Project Power Field" calldown. Therefore, only one pylon should ever be built for Artanis.

A single pylon can power up to 16 buildings at the same time. This should be more than adequate for most intents and purposes. Such a pylon is shown below:

Artosis Pylon

The below is a top-down view of the pylon. The most important thing to notice is how two gateways are set adjacent to the pylon.

Artosis Pylon Placement

Once those two gateways are positioned, the rest of the positioning is easy as you will build around the pylon.

Playstyle Tips