(If you don't know, the map is set in the StarCraft universe, and is basically a battle between Raynor's Raiders and a Protoss task force against a large Zerg Hive Cluster. The Terran/Protoss team has Dragoons and Scouts as their spawns; the Zerg team's spawns are Hydralisks and Mutalisks. Each side's computer has a ComSat Station.)
Here's the current list: (Note that the fourth spell in each list may not be unlocked until level 6. Also, you are not limited in the order in which you research spells, unlike Temple Siege. Also, each spell may be upgraded up to three times.)
METAL GEAR (Goliath)
Transform: Turns into a Valkyrie/back into a Goliath.
Overclock: Spawns a few Marines for a few seconds.
Nano-Repair: Creates an SCV to repair Metal Gear. It may not build. Repairing costs mana (gas).
Nuclear Strike: Creates a Ghost to use Nuclear Strike.
Note: The Goliath form has a very weak air attack (possibly 0 + 0).
WING COMMANDER (Scout)
Orbital Backup: Summons a Wraith. It may not cloak or move very far from Wing Commander and lasts until destroyed.
Extended Shield Matrix: Summons a Science Vessel. It can only use Defensive Matrix and may not move very far from Wing Commander.
Overcharge Shields: Temporary invulnerability.
Escort Wing: He has a number of "pet" Scouts equal to the level of the spell. The Scouts may not move very far from Wing Commander and respawn in about 20 seconds if destroyed.
COMMAND APC (Siege Tank)
Deploy Marine: Summons a Marine. There is a max of 5 Marines, plus 2 for each time the spell is upgraded.
Deploy Firebat: Summons a Firebat. There is a max of 3 Firebats, plus 1 for each time the spell is upgraded.
Construct Decoys: Creates three Hallucinated Civilians. There is no maximum number.
Deploy Goliath: Summons a Goliath. There is a max of 1 Goliath. Each upgrade to the spell increases the Goliath's HP.
Note: He may only use his spells while in Siege Mode. Also, his stats are very weak.
JCN (Science Vessel)
EMP Shockwave: Drains the mana of all nearby heroes.
Irradiate: Irradiate.
Distraction: Creates a Hallucination of JCN.
Radiation Beams: Several cloaked Wraiths spawn around him and attack for a few seconds.
(NOTE: He has a normal attack, namely an invincible Wraith following him.)
TEMPORAL TEMPLAR (Dark Templar)
Temporal Rift: Sets the enemy ComSat's energy to 0.
Temporal Distortion: All nearby units are "pushed" away from Temporal Templar.
Time Bomb: Projects a field of slow time. All units entering the field are slowed and heroes in the field have their mana regeneration slowed as well.
Aeon Merge: Summons "copies" of Temporal Templar from the past. The "copies" have weaker attacks and may not use spells.
DESTINY ARCHON (Archon)
Baseport: Destiny Archon teleports to an "outpost" within range. (Outposts are the groups of computer-controlled "towers" that attack enemies.) He can't go between lanes with this spell, but he can teleport to enemy outposts.
Lightningport: He rapidly teleports between two spots, so quickly he can effectively be in both at once. This is represented by Destiny Archon being moved out-of-play and two copies with much lower HP appearing. When the effect ends, the copies go away and Destiny Archon appears where one of them was. If either copy dies, he dies.
Heroport: Teleports him to a nearby enemy hero.
Psychoportive Storm: Creates a field of random teleporting. All units besides Destiny Archon are teleported to a random point within the field every few seconds and stunned for about a second.
UBERLISK (Ultralisk)
Grapple: All enemies within range are stunned.
Nydus Portal: An invulnerable Scourge appears above the Uberlisk and flies to the target. When the Scourge reaches the target, the target teleports to Uberlisk's position.
Stampede: He becomes briefly invulnerable and moves much faster. Any enemies he touches take lots of damage.
Earthquake: "Boulders" (hero Queens) are created at random nearby points and begin moving towards the bottom of the map. Any unit (including allies and Uberlisk!) touched by a Boulder takes heavy damage. If a Boulder runs into water, a cliff, another boulder, or some in-game objects (eg. mineral fields, Invulnerability Wards, most buildings), it is removed and an animation (exploding Terran air unit if it runs into a cliff/object, Hallucination death if it falls into water) plays.
BROOD WARRIOR (Lurker)
Deep Burrow: Sets the enemy ComSat's energy to 0.
Terrorize: Stuns all nearby enemies.
Escape: Teleports back to base. This spell has a two-second charging time.
Adrenal Rush: Creates a few "copies" of Brood Warrior at his position, burrowed. They only last a few seconds.
HERETIC (Defiler)
Healing Ward: Creates an immobile Medic at a position indicated by casting Dark Swarm.
Flame Ward: Creates a Bunker with Firebats in it at a position indicated by casting Dark Swarm.
Lightning Ward: Creates a Carrier at a position indicated by casting Dark Swarm with an immobilized Reaver under it. When the Reaver dies, so does the Carrier.
Invulnerability Ward: Creates an immobilized Critter at a position indicated by casting Dark Swarm. Any allied units standing next to the Ward becomes invulnerable. The spell does not have a limited duration, but there may only be one in play at once.
(NOTE: He doesn't have a normal attack, unlike the other heroes. Lightning Ward and Flame Ward are his only attacks.)
STALKER SLAYER (Hydralisk)
Tainted Ground: Places a trap that stuns the first enemy hero that touches it. Max 3.
Crippling Blow: Melee attack. Target enemy is paralyzed for two seconds and loses access to spells for a few seconds after that.
Frightful Presence: All enemy units within range are hyper-move-ordered to retreat towards their base.
Mana Blockage: Target slowly loses mana and can't cast any spells. The effect ends once the target's mana hits 0.
MUTILATOR (Zergling)
Blink Strike: A Dark Templar spawns next to the nearest enemy, attacks once, and dies. Mutilator then teleports to where the DT was.
Slow Disintegration: A nearby enemy structure has a "status effect" applied that causes it to take damage whenever the Mutilator kills something.
Redirection: Nearby enemy spawns switch to the Zerg side for a few seconds.
Disabling Aura: Nearby enemy units/heroes become "disabled" and can't attack.
INFESTED DURAN (Infested Duran)
Spawn Barrier: Spawns invulnerable Lurker Eggs around the target, immobilizing it.
Duran's Doppelgagner: Spawns a normal (non-Infested) Duran unit. It is slightly weaker than Infested Duran and may not move more than a few tiles away from Infested Duran.
Nydus: Creates a Nydus Canal next to Duran. It dies after being used or in 20 seconds.
Shinigami: Spawns an invulnerable hero Ultralisk.
INFESTED KERRIGAN (Infested Kerrigan)
Air Talons: Creates a Corsiar for a few seconds. It may not use Disruption Web.
Swarming Attack: Spawns LOTS OF BROODLINGS.
Mindquake: Gives Infested Kerrigan enough energy to cast Psionic Storm a few times.
Fury of the Storm: Turns into an invulnerable Archon with a really high attack long enough to attack once. (Think Assassin's L4 in Temple Siege.)
DISCIPLE OF ADUN (High Templar)
Adun's Wrath: Creates several Tassadars around Disciple of Adun. They die after attacking a few times and can't use spells.
Adun's Power: Sets energy to 100%.
Adun's Shield: Creates a Disruption Web at Disciple of Adun's position for a few seconds.
Adun's Brilliance: All nearby Hydralisks/Mutalisks belonging to P8 (the enemy computer) die, and all enemy heroes within range take 500 damage. There is a charging time.
Note: He's a non-hero Templar, not Tassadar. He can cast Psionic Storm (but not Hallucination).
BATTLEFRIGATE (Battlecruiser)
Assault Battery: Summons a Siege Mode tank. It may not unsiege.
Anti-Air Turret: Summons a Missile Turret.
Crash-landing: When it dies, it turns into a crashed battlecruiser (special building). It starts at very low HP and burning. It may use its Assault Battery and Anti-Air Turret spells while crashed.
Yamato Gun: Yamato Gun
SEASCOURGING LEVIATHAN (Devourer)
Seascourge: Spawns a "Sea monster" (Carrier) in the nearest patch of water. If there is no water within range, the spell fails and mana is not deducted.
Leviathan: Temporary invulnerability.
Hurricane: Several (either 9 or 15, probably) Hallucinated Beacons appear around the Leviathan. In a few seconds, they all explode and any unit standing in the area takes damage.
Typhoon: Water (Hallucination death animations) appears under the Leviathan and spreads outwards quickly. Any target hit by the Typhoon loses some of its mana, is stunned, and takes heavy damage. The effect is much weaker against air units. There is a delay before the effect goes off, and all heroes in the area are warned by a text message.
DECIMATOR (Guardian)
Infested Assault: Creates an Infested Terran. It dies in a few seconds (if it didn't already die from attacking).
Acid Bombardment: Creates a Scourge. It dies in a few seconds (if it hasn't already died from attacking).
Cluster Decimation: Creates two non-hero Guardians for a few seconds.
Empathatic Defense: Created a Kakaru which is hyper-ordered to move to Decimator. As long as it survives, Decimator is invulnerable.
PYRO and BANSHEE (Firebat/Ghost)
Cover Fire: If Pyro and Banshee are close enough to each other, they can lay cover fire for each other. One hero will be invincible for 2 - 3 seconds, then invincibility will be disabled, and the other hero will become invincible temporarily. This repeats until the player ends the spell, runs out of energy, of the units move too far apart. Uses energy per second.
Aggression: Cast Aggression once and kill as many enemies as you can. Cast Agression again to activate its effect: For each kill made between the two castings, all allies near either of the heroes turns invulnerable for one second. The mana cost of the spell is equal to the number of kills made.
Reinforcements: Teleports one hero to the other and summons Hallucinations of both heroes. If you press the button once, Banshee teleports to Pyro, but if you press it twice, Pyro teleports to Banshee.
Squad Tactics: Creates a Flashbang (one of the "pseudo-scout" units) that explodes in a few seconds, temporarily blinding nearby enemy heroes. Also spawns a Vulture to place Spider Mines and a Reaver that can attack once. The heroes will be invincible for 4 seconds.
SHARPSHOOTER (Ghost)
Flare gun: Creates a Scourge that explodes after a few seconds, stunning anything near it.
Phoenix shot: Creates an Observer that explodes when it touches an enemy hero and creates several Dragoons for a few seconds.
Diversion: Creates Hallucinations.
Sniping: Temporarily turns into a Ghost with higher damage.
KERRIGAN'S THRONE (Queen)
Acidic Wurm: Spawns Mutalisks that attack a few times.
Hydrassault: Summons Hydralisks.
Consume: The nearest Hydralisk summoned by Kerrigan's Throne dies, and Kerrigan's Throne gains some mana.
Emblem of the Swarm: Summons Drones to build Sunkens/Spores.
SPECTER (Arbiter)
Spectral Drift: The Specter turns into an Observer (not invulnerable). Cast again to turn back.
Apparitions: Creates Hallucinated Arbiters.
Spectral Vortex: Pulls in all nearby enemies (hyper move-order spam).
Possession: Gives you control of a nearby player's hero for 10 seconds. You cannot control the Specter at the same time. Upgrading the spell increases length of possession.
So, any ideas? Need more information/details?
Post has been edited 10 time(s), last time on Jan 30 2009, 7:38 pm by TassadarZeratul.
None.