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The Protoss Conclave - Units and Stuctures
Reaver
| |  Strengths: Extremely powerful; long range; splash damage
Weaknesses: Very slow; expensive; easily killed; vulnerable without escort |
The Protoss Reaver is, quite simply, the single most dangerous ground unit in the Protoss arsenal. It may not look like much, but this slow-moving machine is remarkably potent.
| Hit/Shield Points/Size | 40/100/large | | Time to Build | 60 | | Cost (minerals/Vespene Gas/PSI) | 200/100/4 | | Weapon/Strength | Scarabs 100, +25 with upgrade (splash) | | Armor/Strength | Protoss Armor 0, +1 per upgrade
Plasma Shields 0, +1 per upgrade | | Special Options | Build Scarab 15m 0g time 7 |
Maintaining a Reaver's supply of Scarabs is a task not unlike babysitting a spoiled child (yet far more expensive). The nuisance of micromanagement is a price you will be prepared to pay, however, after witnessing the fury of the Reaver in combat. A Reaver may hold up to five Scarabs. You may double this capacity by means of an expensive upgrade at your Robotics Support Facility, but you are not advised to do so unless you have more resources than you know what to do with - which will not often be the case. Reavers will auto-acquire enemy ground targets that approach within firing range, but will not pursue a target that attempts to flee. Reavers have a very slow rate of fire and can produce Scarabs as quickly as they can fire them off. Scarabs may be launched from extreme distances, easily extending beyond the range of virtually all other units and defensive structures. Only the Terran Arclite Siege Tank, in its immobile artillery mode, packs similar reach. Their long range makes Reavers ideal for swiftly eliminating enemy defensive emplacements.
Scarabs seek out their targets and will maneuver around obstacles to strike. Though a Reaver cannot attack flying enemies, its Scarabs will travel up or down ramps to strike targets on higher or lower ground. The Reaver's attack inflicts horrific damage to a wide radius and may kill many smaller units in a single shot. You'll find the Scarab packs a more than sufficient punch for most any circumstances, but if you use Reavers extensively, you should invest in the Scarab damage upgrade from the Robotics Support Facility as soon as possible.
The most vital feature of the Scarab is its uncanny ability to discern friend from foe. Though a Scarab will devastate several enemies all at once, it leaves all friendly units in the area of effect unscathed. By all means, use Reavers in close conjunction with packs of Zealots (though remember to support them with anti-air defenses as well). The Zealots will occupy the enemy and soften him up, just as the Reaver fires a Scarab through their ranks to finish the enemy in one fell swoop.
Reavers work great in pairs (all the more so because two will fit in a Shuttle), but you must make certain to alternate their rate of fire. If both Reavers are ordered to attack simultaneously, you run the risk of their acquiring the same target and wasting precious ammunition. But if you compensate for their slow rate of fire by making one attack when the other is preparing its next shot, you should be able to fend aside enemy forces in droves.
Next: Shuttle
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