War Council | Spear of Adun SC II: Legacy of the Void Guide
Last update: 11 May 2016
As you progress in the campaign, you will unlock new units and their versions. Each unit has three versions that differ in abilities and usefulness in specific situations. Versions can be freely changed between missions.
Melee Warrior
All three versions of this unit have the charge ability which allows them to get quickly to enemy. Due to that, the choice of version should depend on the second skill. Zealot can attack even few units around him, which can be useful when fighting large groups of zerg but becomes less useful against large enemies such as ultralisks. Additionally, on the normal difficulty level during many missions, enemy attacks will consist of not more than few enemies, which will reduce the value of this unit even more. It can be useful when storming enemy bases, when there are many enemies, but except for that, its usefulness will be limited. Centurion can prove to be a much better choice. Not only can he jump over own units, which is very useful when controlling large armies, but he can also stun enemies. It doesn't matter if the target is a zergling or ultralisk, the target will be incapable of fighting and defending for 2.5 seconds. A great advantage of this skill is the fact that, when controlling centurions, you don't need to worry so much about selecting targets. During the aggressive march these units will disperse and attack the closest enemies, which mean they will stun more of them than if you were to select targets on your own. Additionally, the stun works on all targets surrounding the attacked ones, so few centurions are able to temporary eliminate large part of enemy forces from combat. Sentinel is a unit useful when collecting resources, as once every 120 seconds it can be resurrected after it is killed. The problem is it has no other useful abilities, so its usefulness on the battlefield will be limited in comparison to other two unit types. Because of that, centurion or zealot will be the best choice, with a small advantage of the first one.
Ranged Warrior
Stalker is great for an army that needs mobility. Not only can he teleport on short distance, but during a jump his shields are partially restored. You can use it to teleport in the middle of a group of enemy units and distract them, to quickly escape in case of danger or to attack from unpredictable directions, like from behind a cliff that is above the base. It deals additional damage to armored units. Dragoon is a typical armored combat unit. It is slow and has slow shooting speed, but it deals high damage and is resistant. In addition to that, it has slightly larger range than stalker. Very useful when you need a mobile fire platform and you don't need any additional skills, especially active ones. It also deals additional damage to armored units. Adept is a unit for players who like to contrive. His special skill sends a ghost. It can be controlled and enemies touched by it receive more damage for few seconds. It is best to use it during a battle with large groups of enemies since ghosts are small and they can have trouble with touching single units. In addition to that, after 10 seconds adept teleports to the place where the ghost finished his movement, allowing the unit to move from place to place without worrying about being killed by the enemy. Ghost can be also cancelled, which allows using him as a scout. In difference to previous units, this unit deals additional damage to enemies with light armor. Each of these versions is good and which to choose depends on your needs and favorite tactic.
Cloaked Warrior
All units of this group have permanent camouflage and cannot be attacked if there is no detector nearby. They also cannot attack air targets. Dark templar can attack up to five enemies at once by jumping between them. This makes him a great unit to fight against large enemy groups - for example against zergs, especially smaller ones. The attack works against buildings as well, so this unit is very useful when attacking bases. Good unit when you need a fast warrior whom you don't want to give detailed orders about who and when he must attack. Avenger works similarly to sentinel. The only difference is that he doesn't appear in the same place, but he returns to the dark shrine. In addition to that, he can be respawned once every 60 seconds, not 120. Good if you constantly lack resources, but in difference to the dark templar his combat effectiveness is smaller. Blood hunter is a very interesting unit whose ability removes any enemy units and buildings from the battle for 10 seconds. The problem is, during these 10 seconds no one can attack them. No other abilities will work on them as well. Because of that, this ability seems to be useful, but only when you need to retreat from the battlefield or temporarily deactivate selected unit from the battle. It can be effective when ultralisks or other expensive and strong enemy units become the target. Blood hunters can be useful if you know how to use their abilities. Dark templars will be effective when you need unit that focuses only on combat. Avenger can be used when you don't want to constantly rebuild your armies or you always lack resources.
Robotic Support
The choice in this category depends on your tactics. Sentry is used for regenerating the shields of your units and he can create a shield that reduces damage received by allied forces. Energizer increases the movement and attack speed of allied units and, after positioning, can be used as pylon. This means that with the warp gates you can create new units near him, for example at the back of enemy base or next to the army which moment ago were decimated in a large battle. Havoc is the only unit of this type that cannot attack. He increases the range of allied attacks and increases the damage received by enemies. He can also create a field that slows down enemies. Sentry should be selected when survival of your units is more important than destruction of enemies. Energizer is useful both during combat and when regenerating destroyed armies. Havoc is used mostly for offensive. Select a unit type that suits your tactic the most.
Robotic Assault
All units of this category deal additional damage to armored targets and all their basic attacks can be used only on land targets. Immortal is a more defensive units than others. He can create a barrier which will absorb part of the damage received by the unit and which lasts for 10 seconds. Annihilator has an additional turret which deals much more damage to land and air targets. The turret can be used while moving. Vanguard can attack few units at once, even from far distance. Selecting a unit type from this category depends on your preferences. Immortal will be good if you need a resistant unit that can receive large amount of damage. Annihilator should be chosen when you need large firepower and the possibility to attack both land and air targets. Vanguard is limited by the lack of possibility to attack flying targets, but he can quickly eliminate large groups of weaker land units.
Starfighter
All units of this category deal additional damage to enemies with light armors. Phoenix can immobilize and ascend up to two land units of the enemy. This can make the battle much easier for the rest of your units who will not be interrupted by the immobilized targets. Additionally, thanks to this ability phoenix is able to attack land units despite the fact that in theory he can attack only flying ones. This unit needs some time to regenerate, but 10 phoenixes are able to temporarily exclude 20 enemy land units from battle, which is very many. Additionally, this unit is very good in aerial battle. Corsair can attack only flying units, but his ability makes it impossible for enemy units to attack, forcing them to change position. It's not as effective as phoenix's skill, but in difference to it, it can stop turrets and other buildings which phoenix is not able to lift. Mirage can lift land units like phoenix and additionally it becomes invulnerable for 2 seconds after it receives damage. It can lift only one land unit, but can withstand a battle much longer than phoenix. Corsair is good only if you need a unit that can fight ships. Phoenix will be good when you need a unit that is able to attack both unit types and that is able to temporarily exclude enemy infantry from battle. Mirage is like phoenix, but not effective in holding enemy forces and more resistant in battle.
Psionic Warrior
High Templar has a set of useful abilities. He can deal much greater damage to units that use energy. He can create a psionic storm which will hurt enemies and restore the shields of your allies. He can also be transformed into archon together with another high templar. The archon has great strength, powerful shield, the ability to attack both land and aerial targets and he deals more damage to biological targets. Dark archon is able to attack land and aerial targets, but his main role is to force enemies to attack each other or to take control over them. He can target any unit, including enemy workers and the most dangerous units such as ultralisks and battlecruisers. Ascendant requires a bit of practice since he has two abilities. First one deals great damage to a single target, the second generates an orb that hurts bypassed targets. He can also regenerate his energy for the health of allied units. High templar is good as a strictly offensive unit, tasked mostly with dealing large damage on specific territory. Ascendant is similar, but his abilities require you to pick his targets more precisely and he cannot be transformed into archon. Dark archon is very useful if you want to manipulate enemy units and enlarge your army at enemy's price. He is especially useful later in the campaign, when the enemy will have larger number of stronger units. In general, all three units from this category are very useful and selection should depend on your preferences.
Assault Ship
Void ray increases your range and firepower when attacking single target, he can attack enemies on land and in air. Destroyer can attack few targets at once and the number of simultaneous shots increases as you attack the same target. The choice between them should depend on whether you prefer to kill one target faster and then take down the next one or to hurt many opponents at once. Both units are very strong, so it should all depend on your preferences. If you need a flying support unit, then you should select the arbiter. He makes all nearby units invisible and he can summon allied units from any part of the map. Thanks to that, you can quickly send reinforcements to where they are needed. In addition to that, he can temporarily exclude enemy units from the battle, making them at the same time invulnerable to any attacks or skills.
Capital Ship
Carrier is able to attack land and aerial targets. Fighter jets this unit creates aren't very strong, but in group they are a strong enemy, mostly because enemy flying units can focus on them instead on carrier or on units that accompany him. In addition to that, if the fighters are destroyed, the ship can create new ones for free. It also has repair drones which will heal allied mechanic units when the ship stops. It can be used for example to heal other ships. Tempest is a good choice when you need a strong long-range unit. Its attacks deal massive damage and since it is a flying unit, not all enemies are able to attack it. Mothership is both an offensive and supportive unit. It has high resistance and strong shield, it can stun enemies on large territories and it has a lance that attacks in straight line. It can also teleport. However, its offensive abilities are smaller than of two remaining ships and only one ship of that type can be controlled on the battlefield. If you need a medium firepower and you want to repair other units between battles, then pick the carrier. Tempest is a good choice when you need high power and reach. Mothership is a supportive unit with nice battle capabilities, but they aren't as impressive as in case of two other units.
Robotic Siege
Colossus is able to move through cliffs and his attack wounds few units at once. However, it can attack only aerial targets and is considered as a flying unit. It means that he can be attacked both by zealot and phoenix. Reaver cannot move through cliffs, but he produces grenades for free. These grenades deal damage on a specific area and are effective against buildings. Wrathwalker is the opposite of colossus. It doesn't attack few, but one target at once and it deals additional damage to buildings. It can attack both land and flying units and it can attack while moving, which is especially useful when retreating. It cal also move through cliffs and is considered as a flying unit. Reaver is good during battles with large enemy groups and buildings, when you need large firepower. The choice between wrathwalker and colossus depends on what you need. If you want to attack land and aerial targets dealing high damage, pick the first one. If attacking only infantry, but few at once, is enough, then select the second one. The advantage of both units is the ability to climb on cliffs. Thanks to that, many infantry units cannot reach and attack them. Sadly, reaver doesn't have such ability.