Reaver
Overview
A lumbering crawler whose slow, unorthodox long-range attack can devastate large groups of enemy ground forces without fear of injuring friendly units, making it ideal both as a defensive measure and as a component of any attack.
How It Has Changed
The Robotics Support Bay, as well as the Reavers themselves, build slightly slower than before. Grouped Reavers can be ordered to build Scarab ammunition simultaneously. Because units emerging from Shuttles can no longer attack immediately, the Reaver and Shuttle combination is no longer as effective for surprise attacks.
 Reaver |
Recommended Uses
Near a Shield Battery for base defense. Transported in pairs by Shuttle for devastating surgical strikes against enemy supply lines or targets of opportunity.
Further Detail
You cannot rely on Shuttle-dropped Reaver ambushes as you might have in the past, not only because Reavers and Shuttles are slower to produce, but because the Reaver cannot attack instantly when emerging from a Shuttle. This change significantly hampers the Reaver's offensive functionality. However, it remains a perfect candidate for the Arbiter's Recall ability, and it is still very effective as a defense against weak enemy ground units.
|
hit points / shield points (size) |
100 / 80 (large) |
|
build time |
70 |
|
vision |
10 |
|
cost (minerals / vespene gas / psi) |
200 / 100 / 4 |
|
damage (type) / bonus |
100 (normal) / +25 |
|
attack range / cooldown |
8 / 60 |
|
armor / bonus |
0 / +1 |
|
special options |
|
|
build scarab |
15 minerals per scarab |
View the table legend
The Protoss Units, continued
GameSpot is a CNET Networks Media Property. Copyright ©1995-2001 CNET Networks, Inc. All rights reserved. Privacy policy.
|
|