Sideshow Collectibles StarCraft II Tychus Sixth Scale Figure

The Sideshow Collectibles StarCraft II Tychus Sixth Scale Figure is now available for pre-order, so make absolute all preparations to reserve a limited copy. It is the most complex piece of work ever done for a Blizzard Licensed Product with a whooping 525 individually engineered components.

The Sideshow Collectibles StarCraft II Tychus Sixth Scale Figure is slated to ship around Q4 2015.

Product Summary

”Hell… it’s about time!”

From Blizzard Entertainment’s best-selling strategy game, StarCraft II, Sideshow Collectibles is proud to introduce the Tychus Sixth Scale Figure.

While not even Jim Raynor can be certain of the truth behind his past, or just where his loyalties lie, one thing is for sure: Tychus Findlay always goes big. Always. Assembled from over 525 individually engineered components, Findlay gears up in Sideshow’s Sixth Scale Terran Space Marine armor with an incredible range of articulation, multiple light-up features, and a colorful array of unique decals that suit him just fine – including snarky quips, tally marks and a pin-up of Kyla Velassi. Known for his big ego and even bigger guns, there’s no job in the whole universe too dangerous for this outlaw when he’s got a couple of flash grenades and a light-up C-14 Impaler Gauss rifle with bayonet attachment and removable clip. A born survivor, Tychus bears his ‘New Folsom Prison blues’ with true grit thanks to two interchangeable portraits: one with a scathing scowl, and one simply enjoying one of the best cigars in the Koprulu sector.


StarCraft Tech Manual by Insight Editions

StarCraft Tech Manual by Insight Editions is a new book slated to launch to bookstores on June 2015. This book, based on the StarCraft universe, may be compared with Diablo III: Book of Cain in terms of content and motiff.

It’s about time we see new books in development after the long hiatus since War Crimes. The StarCraft Tech Manual preview hints at new units never seen before, some even from StarCraft: Ghost. But what does that mean?

StarCraft Tech Manual by Insight Editions


Release Date: June 2015
Price: $45.00
ISBN: 9781608874507
Pages: 160

eBook: $32.99
ISBN: 9781608876341

About the Author: RICK BARBA is the author of several titles in the gaming genre, including StarCraft II: Heart of the Swarm Strategy Guide.

Selling Points

StarCraft Tech Manual joins Diablo III: Book of Cain and Diablo III: Book of Tyrael in our best-selling series of Blizzard lore books.

This unique book will take an in-world look at the StarCraft universe, with inserts lending the book an interactive element that fans will cherish.

StarCraft is a genre-defining science fiction military strategy game that boasts legions of fans worldwide. The latest installment, StarCraft II: Heart of the Swarm, was the top-selling PC game of 2013.


Additionally, the StarCraft series itself has sold more than 15 million copies.

Will include units that have not been seen in the game and have only been introduced into the IP through the fiction or the StarCraft: Ghost game, which has been placed on indefinite hold.

In addition to game assets, the book will feature epic original art comparable to our Diablo III books.

Building on the success of Diablo III: Book of Cain and The Dark Knight Manual, this immersive book will be designed to function as an in-world artifact within the StarCraft universe. Fully illustrated, the book will be narrated from the perspective of Dominion and will reveal the secrets of all the tech and science in the StarCraft world, including information on Zerg and Protoss units. Complete with diagrams, classified field notes by Terran researchers, technical breakdowns, and more, the StarCraft Tech Manual will form the ultimate companion to the best-selling franchise.



StarCraft Raynor Sixth Scale Figure Pre-Orders Begin

Sideshow Collectibles opened pre-orders for the Raynor Starcraft Sixth Scale Figure. The figure is slated to ship on February 2015*. There is a limited production of this figure, so grab it while you can.

*Correction: Earlier I posted it was shipping now. The affiliate page said Q4 2014 (as shown in the image below), but the landing sale page says February 2015. Blizzard Global Licensing Jason Bischoff confirmed it ships February 2015.


From the hit Blizzard Entertainment title, Starcraft II, Sideshow Collectibles is proud to introduce Jim Raynor -Terran Space Marine. Confederate marshal turned outlaw rebel, Jim Raynor does not back down from a fight. Equipped with technologically advanced armor and weaponry, the Raynor – Terran Space Marine was assembled from over 525 individually engineered components, making it one of Sideshow’s most ambitious Sixth Scale projects to date. The detailed armor features light up elements in the chest and engine vents, an impressive cache of weapons includes a C-14 Impaler Gauss rifle, a massive sniper rifle, and Jim’s signature revolver.

Product Details

License: StarCraft
Scale: Sixth Scale Figure
Manufacturer: Sideshow Collectibles

Product Size: 15.5″ H (393.7mm) x 9.5″ W (241.3mm) x 6.75″ L (171.45mm)*
Dimensional Weight: TBD

Product Sku: 100181
UPC: 747720222380


Anthony Mestas (Paint), Michael Fictenmayer (Paint), Wan Lee (Paint), Big Shot Toyworks (Sculpt and Development), Trevor Grove (Sculpt), Kevin Ellis (Costume Fabrication), The Sideshow Collectibles Design and Development Team

© Blizzard Entertainment, Inc. All Rights Reserved.

What’s in the Box?

  • Fully Articulated Figure Body with highly detailed, fully articulated armor
  • Removable Helmet with retractble visor
  • C-14 Impaler Gauss Rifle
  • Pistol with fabric holster
  • Sniper Rifle
  • Light up effects in chest, engine vents, and rifle


Legacy of the Void: Multiplayer Development Update # 1

Blizzard Entertainment plans to launch StarCraft II: Legacy of the Void beta in 2015. Today we got the first Legacy of the Void Multiplayer Development Update.

We wanted to give everyone an update on the current state of Legacy of the Void in order to gather more feedback and work together with everyone in order to prepare better for the upcoming beta next year. Obviously, nothing is final (even for the beta) and as you’ll see below, we’re still in a phase of exploration and testing, so please keep this in mind.

General Gameplay Changes

Resource changes
First, we’d like to give an update on the resource changes we showed at Blizzcon. In that build, resources were reduced to 70% of what they currently are in Heart of the Swarm. From our playtesting, we really liked that this set-up encouraged players to move out more and take expansions more aggressively which led to action packed games. One element we were still concerned about was the potential diminished importance of harassment since workers were being transferred much earlier. Since Blizzcon, we’ve looked at changes that keep the positive aspect of encouraging players to take more bases, while still providing incentives to harass bases in various locations. The change we are currently testing is as follows:

  • Half of the mineral patches have 1500 (same as HotS), and the other half has 750.
  • Gas is at 75% of total.

The main things we like with this change so far are:

  • Players are still encouraged to move out and take bases aggressively.
  • There are still reasons to harass most of the bases since they remain operational at half efficiency.
  • Macro on bases and transferring workers throughout the game becomes more meaningful and more rewarding to players who do this better.

We currently feel like this solution help resolve the main negative side of the change we proposed at Blizzcon, but we’ve only been testing this for a few weeks, so we can’t say with 100% certainty. We’d definitely like to hear your thoughts in this area.

Worker count change
We’ve heard a lot of thoughts and suggestions on different starting worker counts for Legacy of the Void, so we’ve tested alternate starting counts internally. Currently, we feel 12 is the correct number because that number feels like the point right before decisions start diverging. However, we feel that since this is a simple change from a development standpoint, we could explore alternate worker counts in the beta without any issue. Looking at our data, we believe this is the correct starting worker count, but it’s still something we are willing to test further in beta.

We’re exploring a couple things in this area. The first is to have more meaningful upgrades in the game. Here is what we’re thinking in this area.

  • Locate units that are used in the game that could potentially bring an impactful change at a much later stage of the game.
    • We’re currently looking at upgrades that bring a meaningful change to how existing units on the battlefield are used in later stages of the game. The upgrades for Zergling speed and Ghost cloaking are good examples of this. These units are already used in gameplay, but the upgrades provide visible changes to the interactions with that unit.
  • Don’t add upgrades on for unit late-game units.
    • Units like Battlecruisers, Carriers, or Thors come out so late that additional upgrades aren’t as interesting. Generally speaking, the late tier units are used only after the upgrades are purchased anyways, so we don’t see a huge value in adding more upgrades to them. For example, Ultralisks wait until their armor upgrade is done because both building Ultralisks and researching the upgrade start at the same time. So this upgrade is clearly not as interesting as say like Zergling speed or Marine stim pack that really change up how the units already on the battlefield are used.

We’re also considering splitting-up mech and air upgrades once again for Legacy of the Void. Currently, the unit lineup for the Factory and Starport are both very solid, and so we wonder if bringing back the choice of which tech to upgrade will make those upgrade decisions more interesting. For example, our internal playtests are seeing multiple builds that involve mixing bio with mech or air independently. Therefore, we believe splitting the upgrades might add to the strategy. It’s important to remember however, that we’ve made a lot of changes in order to make mech viable, so we need to be careful and see if this change would make mech less of a strategic option.

Terran Changes

We’ve gone through lots of iterations on various units and abilities, and this is just a snapshot of where we are at right now.

Changes to the HERC
The main things we didn’t like about the HERC were:

  • Too much overlap with Hellbats
  • Grapple ability isn’t really needed for the unit to function well.


  • Tech level changed to Armory requirement
  • No longer deals splash damage
  • No longer effective for cost
  • Grapple is to target ground
  • When landing from grapple, knocks enemy units in that area back

One of our goals with the HERC is to help give Terran an advantage vs Zerglings and Banelings and encourage the Zerg player to tech switch. By adding a knockback to Grapple, the HERC can counter Banelings in a way that makes the ability more core. And while these changes clearly fixed the two main issues we had with the HERC, it also brings in new challenges with the unit. If Grapple is too spammable, it takes too much control away from the opponent. We’re seeing that it feels silly because players using HERCs can shut down the ability for micro on the opposing side by timing the knockbacks correctly. In general, what we want is the potential for micro on both sides, and this new HERC was going against that philosophy. Therefore, we’re currently not in a good place on the HERC, and we’re working towards a better solution.

Banshee attack range decreased back to 6
With the Banshee speed upgrade alone, Banshees were doing many cool things to the game. However, we felt the range increase didn’t really impact the late game but hurt the early game vs. Zerg. The number of Spore Crawlers needed to counter just normal banshees became high enough that it felt cost effective to just build a Banshee and show it to the opponent. Because we already get the effect we want with the Banshee speed upgrade, we felt we didn’t have to also increase the Banshee’s attack range.

Cyclone ability is autocast, and the unit is rebalanced accordingly
In Legacy of the Void, we’ve added a lot of units that are more active or difficult to use. So we’ve been exploring various ways to keep the high-level, intensive micro play while allowing the game to be a bit more casual for average-level players. We believe the Cyclone’s ability being autocast is a good step in that direction. We wanted to push the importance of the positioning of the Cyclone more so than the click micro and because they’re autocast now, where they stand when engaging the army will be a lot more important. Prior to this change, whoever clicked faster was the more effective player using this unit. And players who want to make 100% sure that their Cyclones hit the right targets to turn off autocast and use it manually still.

Zerg Changes

Lurker siege range upgrade no longer has a Hive requirement
The Lurker is still working out well for us, but we felt the siege range upgrade comes in a bit too late. Seige range will still be at a very late Teir 2 tech level because it’s still gated by not only the Lurker Den, but also an upgrade on top of that. This isn’t set in stone, but we currently believe this is a better place for it.

Infestor ability removal + add?
Aggressive Mutation was only really effective when combined with Zerglings, due to the fact that ability provides a flat damage buff. At the same time, we also didn’t want to make a general upgrade that just generally buffs all Zerg ground units. If we feel that the buff its providing Zergling damage is needed and is good for the late game, we can just buff their Tier 3 attack speed upgrade. Therefore, we’re looking for other areas where the Infestor can be utilized.

Zerg AA vs. mass air strategies
We’re currently trying out an ability on the Viper to help deal with large numbers of air units (but not small numbers of them). This new ability deals an AoE dot to enemy air units. If only a few air units are in play, it’ll be easy for the opponent to micro against this ability, whereas when the air unit count gets really high, dealing with this ability will be exponentially more difficult.

We’ve tried out abilities like this in the past and we’ve experienced a couple problems. Counter micro on the opposing side is to just kill the unit that has the DoT on it. This is problematic, because it’s not difficult to just select everything you have and kill the one afflicted unit. Design wise, this type of enemy reaction is also problematic because it just becomes a doom type spell, and not the spell we’re going for. To solve this, we’ve tried versions in the past where burst damage goes through if the unit is killed. The problem in this case is that I can then cast this spell on the enemy unit and quickly focus fire it down.

In order to solve both of these issues, we’re trying a version where if you use the ability, the effect is applied to the enemy air unit, but if the unit is killed before the DoT damage expires, the DoT damaging effect still remains flying in the air at the location where the unit died. This way, the optimal move for the opposing player is to move the affected unit away from the other units rather than just killing it. On the user’s side, it’s slightly more effective to have the affected unit move around with the DoT damage, than to have the DoT damage remain stationary, so there’s little incentive to quickly focus fire the affected unit down.

We haven’t had as much testing with this ability yet, and we’re not even sure if the Viper is the correct unit for this ability, but the general idea of exploring a late game Zerg AA vs. mass air armies is something we’re focusing on.

Protoss Changes

Additional new Protoss unit
We haven’t finalized design on a new Protoss unit, but it’s something we’re heavily focused on these days. We have general concepts and ideas we’re trying, but haven’t nailed down something solid yet. Generally speaking, we’re experimenting with allowing Protoss to play a more aggressive containment game in the early game by utilizing a new unit. We feel this will give some more variety to Protoss openings, since Protoss generally tends to play defensively. If you have good ideas or feedback in this area, it would be appreciated.

We’re currently exploring a very different type of harassing unit. We don’t yet have the specific details yet but these are the things we’re thinking right now:

  • Early game unit
  • Slow movement speed (to differentiate from other early game harassers)
  • Phase shift ability. Unit goes completely invulnerable for X seconds on a short cooldown (to be able to move in and harass and to get out in a different way compared to say like Blink harass)
  • Doesn’t counter core units for cost (idea of having a core unit that goes invulnerable just sounds like it would be too much. Plus with this effective ability, this unit could still be a great harasser even if it’s not effective for cost).

But like we said, we’re still in the concept/discussion phase of this unit so additional feedback is welcome. It could even be suggestions on a completely different unit that the Protoss can use to make the game more exciting for everyone.

Mothership Core’s Photon Overcharge ability now hits both ground and air again.
Because of the resource changes we’re currently testing, Protoss is most impacted as they’re the ones that struggle the most with taking additional bases. We felt this nerf was no longer needed because to this.

Immortal Barrier ability is an upgrade
The Barrier ability combined with the new ranged pick up from Warp Prisms has been too difficult to defend against without having air units. We’re currently testing having the ability as an upgrade. We may need to make tweaks to improve the ability if needed, but this is something we’ll look at going forward.


StarCraft Raynor Premium Zip-up Hoodie Available Now

This is my StarCraft Raynor Premium Zip-up Hoodie. There are many like it, but this one is mine. My hoodie is my best friend. It is my life. I must master it as I must master my life.

Get yours now to wear the colors of General Commander Jim Raynor. Now you can play StarCraft in real life with the all new Raynor hoodie! It may not help your APM, but who cares? You have space armor!

  • Sublimated imprinted hoodie.
  • 100% Polyester with ultra-soft interior.
  • Machine Wash.

StarCraft II 2.1.7 Patch Notes

Blizzard Entertainment deployed today a small patch to address some bug issues. No balance fixes in this patch. Check out the StarCraft II 2.1.7 Patch Notes:

Bug Fixes

  • Fixed an issue that could cause the post-game score screen to become stuck while loading.
  • The “So many Banelings” achievement can now be completed properly.
  • The Confine Mouse Cursor option will now work correctly on Mac clients with Retina display.
  • Fixed an issue that could cause errors or delays when loading achievements.


BlizzCon 2014 – StarCraft II: Legacy of the Void | Cinematic Trailer

Blizzard Entertainment unveiled a new cinematic teaser for StarCraft II: Legacy of the Void. The cinematic titled “Oblivion” shows us Artanis, Zeratul, Kerrigan, Jim Raynor, Matt Horner, Valerian Mengsk and other characters.

Pretty much showing us a very grim scenario where the fate of creation is on a thin thread; and the Protoss are uniting to face it together. Artanis plans to reclaim Aiur in the process.

Kerrigan is going to be an ally to face that universe-threatening enemy. As usual Nick Carpenter and his cinematics team have created a masterpiece, and the level of detail and realism keeps getting better and better as time goes by.

Cinematic Transcript

Zeratul: I’ve pierced the veil of the future, and beheld oblivion.

The zerg swarm came as was foretold, and the protoss rose to fight them.

Protoss advisor: The invasion fleet stands ready. We await only your command, Hierarch.

Artanis: Today, we will reclaim our homeworld.

Zeratul: Now, the Xel’Naga that forged us all are returning.

Kerrigan: The galaxy will burn if they are coming. Fate that we shall face oblivion together.

Unknown: Amon whispered about this from the stars. He told you of ruin. Extinction. End of all things.

Zeratul: The fate of creation hangs in the balance.


BlizzCon 2014 – StarCraft II: Legacy of the Void Overview

All things must come to an end in StarCraft II: Legacy of the Void, the final chapter in the epic sci-fi storyline spanning the StarCraft II trilogy. With Kerrigan and the Zerg Swarm missing and Jim Raynor rebuilding the war-torn Terran civilization, the galaxy’s only hope rests with the Protoss and their greatest living heroes: Artanis and Zeratul.

Players will guide the powerful Protoss in the epic conclusion to Blizzard’s award-winning RTS series and aim to unite the three races in the ultimate battle for survival against an ancient evil threatening all life in the universe.

Featuring new units and the introduction of new cooperative and multiplayer modes, Legacy of the Void is the ultimate strategy experience, and StarCraft at its finest.


For more details, visit


  • As a standalone experience, Legacy of the Void will allow players to immediately dive into StarCraft II, even if they did not play Wings of Liberty or Heart of the Swarm.

  • The new campaign will reveal the stunning conclusion to one of the greatest sci-fi stories of all time, deciding the fates of Jim Raynor, Kerrigan, Zeratul, and more.

  • Archon Mode will be a new, two-player cooperative experience that involves both players sharing control over a single base and army in multiplayer action. By sharing the responsibilities of commanding troops and managing resources, players can focus on their own areas of the battle and execute more intricate strategies.

  • Allied Commanders is another cooperative mode that involves players joining forces and taking on the roles of powerful commanders from the StarCraft saga. Players battle through scenarios together, leveling up their commanders’ capabilities as they progress.

  • Brand-new units for the Protoss, Terran, and Zerg, and new abilities for existing units expand the strategic depth of StarCraft II multiplayer action.

  • Automated tournaments over will give players a new and convenient way to compete with each other online.

  • New multiplayer maps and tilesets will bring the battle to all corners of the Koprulu Sector.


BlizzCon 2014 – StarCraft II: Legacy of the Void – Characters

Blizzard Entertainment provided a first look at the new characters found throughout the Legacy of the Void single-player.

ARTANIS – Hierarch: When the First Contact War ended, Aiur had been conquered by the zerg Swarm. The protoss stood on the brink of oblivion, at risk of seeing their civilization disappear entirely. It was Artanis, a young executor, who prevented a bloody civil war and guided both the Khalai and Nerazim factions through the chaos of the Brood War. Now, with the Golden Armada at his command, he intends to take back Aiur and prepare his people for the final battle against an ancient and indomitable enemy.


KERRIGAN – Queen of Blades: She once worked in the shadows. Now the entire Koprulu sector fears her name. The Queen of Blades was the terror of humanity for years, a nightmare that haunted the rich and the poor, the soldier and the civilian, the folks on fringe worlds and the city dwellers on central planets.


RAYNOR – Rebel Commander: Jim Raynor has been called many things. Outlaw. Lawman. Soldier. Terrorist. He has endured the cruel tyranny of the Terran Confederacy, opposed the brutal dictatorship of Arcturus Mengsk’s Dominion, escaped the clutches of the zerg Swarm, and even made allies among the mysterious and enlightened protoss. He’s a loyal friend, a frightening enemy, and clever enough to take on the most powerful foes in the galaxy. Not bad for a farm boy from a backwoods planet.


KARAX – Phasesmith: The optimization of weapons, armor, and spacefaring ships is a phasesmith’s highest calling, and Karax is one of the most precise engineers in the whole of the Khalai. Through sheer dedication, he will rise above his origins in the protoss’ worker caste to become a crucial asset in Artanis’s war against Amon.


ROHANA – Preserver: The role of a preserver is to protect and maintain the memories of the greatest protoss who have ever lived. For millennia, the wisdom of preservers has been held in the highest regard by protoss leaders. Rohana, one of only three grand preservers, holds within her mind almost all of the memories of the ancient protoss civilization of the Firstborn. She has seen every battle, every war, and every loss. Rohana willingly entered stasis aboard the Spear of Adun, saving her knowledge for the time of her race’s greatest need.


VORAZUN – Nerazim Matriarch: Tensions remain high among the factions of the protoss. Vorazun, daughter of the legendary Nerazim matriarch Raszagal, frequently disagreed with Artanis during debates in the Twilight Council. More importantly, she is a peerless warrior and utterly dedicated to the survival of the dark templar. She will never back down—neither in debate nor in battle—when it comes to the well-being of her people.


ZERATUL – Nerazim Prelate: Zeratul has seen the end, tides of darkness surging across the expanse of the galaxy, erasing all life. In recent years, he has been consumed with the mysteries of ancient prophecies, hoping to discern and disrupt Amon’s plans. Now he is certain that time is running out. With fate hanging in the balance, it falls to Zeratul to warn the protoss of the imminent threat.


AMON: An ancient evil returned to remake the universe – to destroy all we cherish.

BlizzCon 2014 – StarCraft II: Legacy of the Void – New Units & Concept Art

Below you can take a look at the new StarCraft II: Legacy of the Void units, concept art, gameplay videos showing each unit in action, and the box artwork.

  • Terran Units

    There are two new Terran Units introduced in Legacy of the Void: The Herc and the Cyclone.

    In addition, Dropships can now literally grab sieged tanks (no loading inside) and drop them on the ground to continue shooting siege fire. A really new nasty way to micro to harass enemies.

    The Thor can now self-repair, but requires to change mode sitting idle while it slowly comes back to full health.

    Banshees can now get a speed upgrade at the Fusion Core. That means the Banshee can now outspeed detection units such as the Overseer to prevent zerg units from attacking cloaked Banshees.

    Battlecruisers can now teleport anywhere in the map without vision. However, using this teleport eats up a lot of energy.

    Check out the Terran video to see all these units in action.

    New Unit Descriptions

    HERC: HERCs are new terran units coming from the Barracks that can be used to counter the popular zergling and baneling army composition. They’re effective at tanking damage from most protoss ground units while other allied infantry units deal heavy damage.


    Cyclone: Cyclones debut a new way to open a fight for terran players. They pit the movement skills of both players against each other since Cyclones need to stay within a certain distance to deal damage with their Lock-On ability. The Cyclone is very good against zerg Lurkers from afar, and as fast as protoss Stalkers.



    The following video shows you the Herc and the Cyclone in action, as well as all the old Terran units' changes.

  • Zerg Units

    The Zerg gets two units: the Lurker has returned once more to devastate ground units from the depths and the Ravager. However, there are also new changes for old zerg units.

    The Corruptor will get a new ability named Caustic Spray which deals damage to ground units and structures which ramps up over time. That upgrade makes the corruptor ideal against buildings.

    The infestor will get a new ability named aggressive mutation which can target friendly units. Zerglings affected by aggressive mutation will be able to take out enemy units that previously it couldn't.

    The Swarm Host is taking a more aggressive role. The locusts will be stronger, but their spawn frequency will be longer. The Swarm Host can now spawn the locusts while on the move; and in late game the locusts will be able to fly.

    The Nydus Worm can no longer be damaged while emerging. This is ideal for heavily defended enemy areas with many photon canons, turrets or tight-placed bunkers.

    New Unit Descriptions

    Ravager: Ravagers are a new zerg artillery unit that morphs from the Roach, which can break Force Fields using their Corrosive Bile. Since this ability has a small delay before it lands, player skill has a large influence on the outcome of who will emerge victorious when these two abilities collide.


    Lurker: Lurkers provide the zerg with a new siege option, harassment option, and can be used to defend key locations. Additionally, they can be used as part of a zerg player’s core army causing splash damage to large numbers of smaller units.


    Gameplay Video

  • Protoss Units

    Blizzard Entertainment is adding one new protoss unit: The Disruptor. However, the developers are making changes to old Protoss units as well. The Immortal is losing the hardened-shield passive, but getting an active ability that absorbs damage for a short duration. This opens up new opportunities to micro Immortals to attack with shields up, and retreat when the shield is down.

    The Warp Prism can now pick up units from a distance and drop them on high or low ground to safety. Good for rescuing low-health units during engagements. This new ability is open for micro harassment on enemy bases.

    Oracle is getting a change combining revelation with envision. Cloaked units hit by it are revealed. The Oracle is also getting a new ability named Statis Ward. It is a trap that is triggered by nearby enemies freezing an area in stasis making enemies caught for a long period of time making them unable to move, attack nor cast abilities. However, in stasis they can't take damage either. Good to place near your base or outside the enemy base to neutralize large groups of zerglings, hydras, zealots or marines.

    The Tempest is getting movement speed buff, and can now only attack ground units. The Tempest is also getting a new ability known as desintegration. When the player targets a single unit, it gets a visual debuff that causes high damage over a period of time. That enemy unit will eventually be destroyed.

    The Carriers can now deploy Interceptors to fight at a specific target area allowing to deal damage in multiple queued locations.

    New Units Description

    Disruptor: From the Robotics Facility comes the Disruptor. The Disruptor can enter an invulnerable energy form for a short period of time before engaging enemies to approach and devastate.

    The Disruptors introduce a new splash damage option to the protoss. Unlike the Colossus, the Disruptor’s effectiveness depends on the movement skill of the player. It’s possible to get a larger number of kills with the Disruptor depending on how well you position it.




Concept Art


Legacy of the Void Box Artwork




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