wraith

Posted: 22 DecamTue, 18 Dec 2007 01:44:30 +0000, 2008 by Siegetank55 in starcraft
Hit Points: 120
Size: Large
Supply: 2
Cost: 150100
Build Time: 60
Trained at: Starport
Requires: Factory, Starport

Energy: 200 (Upgrade to 250)
Ground Attack: 8 (Upgrade to +3)
Air Attack: 20e (Upgrade to +6)
Range: 5
Sight: 7
Armor: 0 (Upgrade to +3)
Production Hot key: W

A wraith is your main air fighter with a special cloacking ability armed with both air-to-air missiles and a versatile burst laser for ground attacks, and is equipped with the latest in ECM and Stealth technology. Wraiths do a single of 8 damage to ground so it isn’t good of use if you’re trying to attack a main base. A missile turret, spore colonies, or phonton cannons could kill a wraith easily so use it to attack at ground to ground units such as the siege tank, the firebat, and the zealot. Wraiths are also good backup for battlecruisers. When the battlecruisers are in the red bar, send the wraiths to “protect” the battlecruisers. It is also really helpful when you’re attacking with marines. Still the attack of the air is 20 which is a explosive type (50% damage to Small Units 75% damage to Medium Units) it is better to attack large units such as guardians, battlecruisers, and carriers rather than scouts, scourage, or multalisks. To save youre base when wraiths attack you make sure you have a comsat station and stimpacked marines will deal with the wraiths. Wraiths are also easy to deal with goliaths. Turrets are also good for wraiths. If you make sure you make them all around your base. If you’re a protoss you should use dragoons and if you’re outnumbered you should support them with some shield batteries or phonton cannons. Archons deal with wraiths easily. But be careful of EMP shockwave or else your army of archons would dissapear in 10 seconds. If you are a zerg there is a few ways to defend from wraiths. First you can just plaque them and you won’t need detectors anymore, then use hydralisks supported by dark swarm of the definer. You can also ensnare them and/or parisite them so they could not cloak. Spore Colonies are really good for dealing with wraiths but make sure you have some colonies together. Massing with scourges would work, but won’t really be a good idea.

Upgrade Ship Weapons
Level 1: 100 100
Level 2: 150 150
Level 3: 200 200
Researching all of the Ship Weapons upgrades will increase ground lasers by +3, and air-to-air missiles by +6 (+2 per upgrade)
  Upgrade Ship Plating
Level 1: 150 150
Level 2: 225 225
Level 3: 300 300
Researching all of the Ship Armor upgrades will increase armor by +3 (+1 per upgrade)
  Research Apollo Reactor
200 200
(+50 Wraith energy)
If you’re using Cloaking, this upgrade is a necessity. Apollo Reactor gives Wraiths increases the top limit of energy to 250. 50 extra energy per ship allows your Wraiths to cloak much longer without being revealed.

  Research Cloaking Field
150 150
Cost: 25  to cloak + 1 /second to remain cloaked
Once Cloaking Field is researched, Wraiths have the ability to cloak. Cloaking works exactly the same as it does with the Ghost. Only Detectors and some abilities will reveal Wraiths as long as there is enough energy. It costs 25 energy to initially activate Cloaking. Once the Wraith is cloaked, the energy of the Wraith slowly decreases until it reaches 0. Once the energy has reached 0, the Cloaking field wears off and the Wraith cannot cloak again until it has at least 25 energy.

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Comments
  1. hippiefreak12 says:

    were the hell didja get this – Youngjin

  2. siegetank55 says:

    i wrote it from info i knew and the upgrades i got from Blizzard.com

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