Hallucination
Hallucination has a cost of 100 minerals/100 gas and is researched at the Cybernetics Core. The research time is 80 seconds however this can be reduced by 10 seconds per chrono boost.
Hallucination is cast by the sentry at a cost of 100 energy. To put this into perspective a sentry can cast 1 hallucination about 90 seconds after it has warped in. A hallucination will last for 60 seconds or until it is killed.
All protoss units except carriers, mother ships, observers, dark templar, and sentries can be hallucinated.
Hallucinations look like normal units to the opponent unless scanned, or spotted by an overseer, observer, or raven. Hallucinations are also revealed by spores, cannons, and turrets. Hallucinations are not revealed by EMP or fungal growth but take damage from both (EMP will remove 100 shields and "energy")
Hallucinations have the same shields/health, movement speed, range, energy, vision, and armor designations as their real counterparts. Hallucinated stalkers do receive additional damage from marauders etc. (Yes hallucinated units have energy, but there is no use for it) Hallucinations take twice as much damage as the real units. This applies to all spells and abilities as well. Ex. Emp, Snipe, Storm, Fungal etc.
Protoss Upgrades and Hallucinations
Zealot Charge - Hallucinated Zealots will NOT have the charge ability if charge is upgraded.
Blink - Hallucinated Stalkers will NOT blink even if Blink is upgraded.
Thermal Lance - Hallucinated Collosi will have extended range if thermal lance is upgraded.
Graviton Drive - Hallucinated Warp Prisms will receive the speed boost if gravitic drive is upgraded.
Forge Upgrades - Protoss Armor and shield upgrades do NOT affect hallucinations. However they DO appear to be upgraded to both players.
How do other special abilities interact with Hallucinations?
Hunter Seeker Missile, Yamato Cannon, Strike Cannon, Graviton Beam, and Neural Parasite can all be used on Hallucinations.
Detection, Hallucinations, and Battle?
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I will test this (or someone else can before I get to
) in a few days after I'm all moved. However from what I've seen I would assume that AI targeting and pathing is going to be very similar to how units behave around workers on hold position.

The Uses of Hallucination (reply with any additions)
General Abilities
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- Ground hallucinations can take control of watch towers.
- Air hallucinations (+ colossus) can spot up cliffs making warp ups possible.
- Ground hallucinations cannot be picked up by warp prisms.
- Sensor towers detect hallucinations as if they were real units.
- Air hallucinations (+ colossus) can spot up cliffs making warp ups possible.
- Ground hallucinations cannot be picked up by warp prisms.
- Sensor towers detect hallucinations as if they were real units.
Probe (x4)
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20/20 = 80 Health (4 probes each with 40 HP. They take double damage so 4*40/2=80)
Special Notes: Hallucinated probes will not automatically pretend to mine minerals or gas.
Uses of hallucinated probes
The strength of hallucinated probes is not in how much damage they can soak up, but the fact that they are a worker unit, and that 4 can be summoned at a time.
Scouting Multiple Locations Quickly
If you want to search for proxies or hidden expansions quickly there is no better protoss unit for the job (real or hallucinated). Probes are quite fast and have sufficient vision to quickly check/patrol large areas of the map. In 60 seconds with 4 hallucinated probes you can check every proxy and expansion location on the map.
Confusing the Opponent
If you send 8 hallucinated probes out to various locations on the map more than likely your opponent (if they are any good) will see 1-2 probes moving out on the map. Immediately some of their attention will be spent searching for proxy pylons, new expansions, and scouting workers. Now imagine those probes disappearing after 60 seconds. If they don't find the probe while its still alive they will spend the rest of the game wondering why they can't find it and what it's up to.
Another way is to send 2-3 hallucinated probes out at a 4 gate or other timing, You could be doing the safest 3 gate expand and simply by sending 2-3 hallucinated probes out you can (basically for free) make the opponent make a bunch of units instead of drones, throw down unnecessary spine crawlers or bunkers, and spend their time chasing 2-3 probes that from their point of view are desperately attempting to get a proxy pylon in place.
Another very simple idea is to move a probe out at an obvious expansion timing towards your next expansion. This is a signal to the opponent that you are trying to expand... When in reality a timing attack is coming.
Probes are very good at confusion tactics. Their health is already very low and it is extremely hard to notice that they died too easily.
I also believe there is a place for "mining tricks" At the highest levels it might be worth it to summon some extra probes and artificially mine with them to increase the number of probes your opponent scouts, or to execute fake probe transfers to nonexistent expansions.
Using Probes as walls
Even though Probes are small units all 4 combined actually take up more space then all the other hallucinated units. 4 hallucinated probes lined up and in hold position is actually big enough to completely block small ramps. A very sexy move. (I will admit that changeling ramp blocks are sexier)
A bunch of hallucinated probes could also be called in to create hold position walls or reduce surface area in times of desperate need.(some may argue that force fields are better. However I would give you cool points and a cookie if you micro'd hallucinated probes instead of forcefields).
Probe Rush
Bit by Bit uses SCV's... I use hallucinated probes. You want to make someone freak out. Bring 20-30 hallucinated probes with you and watch players overreact. It's my, all my probes are home mining, all-in rush with probes.
Special Notes: Hallucinated probes will not automatically pretend to mine minerals or gas.
Uses of hallucinated probes
The strength of hallucinated probes is not in how much damage they can soak up, but the fact that they are a worker unit, and that 4 can be summoned at a time.
Scouting Multiple Locations Quickly
If you want to search for proxies or hidden expansions quickly there is no better protoss unit for the job (real or hallucinated). Probes are quite fast and have sufficient vision to quickly check/patrol large areas of the map. In 60 seconds with 4 hallucinated probes you can check every proxy and expansion location on the map.
Confusing the Opponent
If you send 8 hallucinated probes out to various locations on the map more than likely your opponent (if they are any good) will see 1-2 probes moving out on the map. Immediately some of their attention will be spent searching for proxy pylons, new expansions, and scouting workers. Now imagine those probes disappearing after 60 seconds. If they don't find the probe while its still alive they will spend the rest of the game wondering why they can't find it and what it's up to.
Another way is to send 2-3 hallucinated probes out at a 4 gate or other timing, You could be doing the safest 3 gate expand and simply by sending 2-3 hallucinated probes out you can (basically for free) make the opponent make a bunch of units instead of drones, throw down unnecessary spine crawlers or bunkers, and spend their time chasing 2-3 probes that from their point of view are desperately attempting to get a proxy pylon in place.
Another very simple idea is to move a probe out at an obvious expansion timing towards your next expansion. This is a signal to the opponent that you are trying to expand... When in reality a timing attack is coming.
Probes are very good at confusion tactics. Their health is already very low and it is extremely hard to notice that they died too easily.
I also believe there is a place for "mining tricks" At the highest levels it might be worth it to summon some extra probes and artificially mine with them to increase the number of probes your opponent scouts, or to execute fake probe transfers to nonexistent expansions.
Using Probes as walls
Even though Probes are small units all 4 combined actually take up more space then all the other hallucinated units. 4 hallucinated probes lined up and in hold position is actually big enough to completely block small ramps. A very sexy move. (I will admit that changeling ramp blocks are sexier)
A bunch of hallucinated probes could also be called in to create hold position walls or reduce surface area in times of desperate need.(some may argue that force fields are better. However I would give you cool points and a cookie if you micro'd hallucinated probes instead of forcefields).
Probe Rush
Bit by Bit uses SCV's... I use hallucinated probes. You want to make someone freak out. Bring 20-30 hallucinated probes with you and watch players overreact. It's my, all my probes are home mining, all-in rush with probes.
Zealot (x2)
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50/100 = 150 Health
How to give a zerg a hard time early in the game?
Answer: Zealot hallucinations.
All your base belong to me
Hallucinating 4 zealots and kamikaze rushing worker lines and new expansions is bound to create a reaction before they realize no damage is actually being done. Especially zergs that are trying to get away with making too many drones. (possibly could use 4 hallucinated zealots to simply escort a single real zealot to the mineral line which you would target fire drones with)
Scarecrow tactics
Terran scans sees very few units, Terran walks across the map and pokes. See's 48 (exaggeration) zealots and some other units. Terran walks back home. Huge success! Zerg pokes with some lings. Sees no units. Zerg makes a bunch of lings. Attacks... into 48 zealots. Zerg runs back home. Makes banelings. Zerg Attacks again this time with banelings. Collosi kills them. Success.
Spine crawlers? lol
If you ever want to break a wall of spine crawlers. Focus on stalker production and hallucinate a bunch of zealots. Spine crawlers just love spending 20 minutes poking the zealots. In the mean time your real units tear the spine crawlers apart. 2 hallucinated zealots last just as long as 1 real zealot.
Don't need force fields?
I find that in some early sentry pushes it actually is just better to hallucinate a bunch of extra zealots then to try to get perfect force fields. (mostly against zerg)
Instant army
Possibly the most obvious use. Simply make a bunch of zealots to make your army spontaneously grow twice its normal size.
Buffer against drops
Sick of marauders destroying your stalkers during drops? Hallucinate a few zealots and use them to buffer hits as your stalkers chase the drop away.
How to give a zerg a hard time early in the game?
Answer: Zealot hallucinations.
All your base belong to me
Hallucinating 4 zealots and kamikaze rushing worker lines and new expansions is bound to create a reaction before they realize no damage is actually being done. Especially zergs that are trying to get away with making too many drones. (possibly could use 4 hallucinated zealots to simply escort a single real zealot to the mineral line which you would target fire drones with)
Scarecrow tactics
Terran scans sees very few units, Terran walks across the map and pokes. See's 48 (exaggeration) zealots and some other units. Terran walks back home. Huge success! Zerg pokes with some lings. Sees no units. Zerg makes a bunch of lings. Attacks... into 48 zealots. Zerg runs back home. Makes banelings. Zerg Attacks again this time with banelings. Collosi kills them. Success.
Spine crawlers? lol
If you ever want to break a wall of spine crawlers. Focus on stalker production and hallucinate a bunch of zealots. Spine crawlers just love spending 20 minutes poking the zealots. In the mean time your real units tear the spine crawlers apart. 2 hallucinated zealots last just as long as 1 real zealot.
Don't need force fields?
I find that in some early sentry pushes it actually is just better to hallucinate a bunch of extra zealots then to try to get perfect force fields. (mostly against zerg)
Instant army
Possibly the most obvious use. Simply make a bunch of zealots to make your army spontaneously grow twice its normal size.
Buffer against drops
Sick of marauders destroying your stalkers during drops? Hallucinate a few zealots and use them to buffer hits as your stalkers chase the drop away.
Stalker (x2)
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80/80 = 160 Health
Hate Muta Harass?
Simply hallucinate a few stalkers and send them to one mineral line while you protect the other with you real army. 60 seconds should buy you enough time for cannons to warp in or for you to get tech or units out to respond to the mutas. I've also hallucinated phoenix, and high-templar to deal with muta harass, but I've found that zergs love trying to snipe templar or challenge pheonix. Yet they leave my stalkers alone.
Suicide Scout?
If for some reason you don't want to use phoenix to scout the opponents base, the next best option is a warp prism, and finally the next best option is a stalker. However if I'm going to skip warp prisms and phoenix I would never scout with a stalker. If you're going to scout on the ground do it the right way. Use an Immortal.
Using blink stalkers?
With hallucinated stalkers you literally can be in 4 places at once instead of just 2. 50/50 chance that the opponent chases the fake stalkers instead of the real ones.
You wanna drop me?
A drop was spotted moving towards your base. How do you respond? With special tactics of course. Simply tag the drop ship with a hallucinated phoenix (Players are much less likely to try to drop if they know you know about it.) If they continue to try to drop, the patrolling stalkers let them know you mean business. Simply tagging the drop ship with a phoenix is incredibly useful as you know exactly where it is.
Hate Muta Harass?
Simply hallucinate a few stalkers and send them to one mineral line while you protect the other with you real army. 60 seconds should buy you enough time for cannons to warp in or for you to get tech or units out to respond to the mutas. I've also hallucinated phoenix, and high-templar to deal with muta harass, but I've found that zergs love trying to snipe templar or challenge pheonix. Yet they leave my stalkers alone.
Suicide Scout?
If for some reason you don't want to use phoenix to scout the opponents base, the next best option is a warp prism, and finally the next best option is a stalker. However if I'm going to skip warp prisms and phoenix I would never scout with a stalker. If you're going to scout on the ground do it the right way. Use an Immortal.
Using blink stalkers?
With hallucinated stalkers you literally can be in 4 places at once instead of just 2. 50/50 chance that the opponent chases the fake stalkers instead of the real ones.
You wanna drop me?
A drop was spotted moving towards your base. How do you respond? With special tactics of course. Simply tag the drop ship with a hallucinated phoenix (Players are much less likely to try to drop if they know you know about it.) If they continue to try to drop, the patrolling stalkers let them know you mean business. Simply tagging the drop ship with a phoenix is incredibly useful as you know exactly where it is.
Immortal (x1)
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100/200 = 150 Health
Special Note: Hallucinated Immortals have hardened shields. The shields of hallucinated immortals limit damage to a maximum 20 damage per attack for 100 shields (that means it takes a minimum of 5 attacks to get through the shields compare that to 10 for a real immortal)
Tanks?
Dealing with early to mid game tank pushes is actually a lot easier than most Protoss realize. You don't need immortals or a ton of zealots. Just make some sentries, research hallucination, and then build whatever army you need to crush the rest of the unit composition. When the push comes simply hallucinate some extra zealots and 2-3 immortals and walk through the push with your units. The combination of fake and real zealots will tank damage, while the opponent desperately tries to focus fire your fake immortals. Because you made less immortals and zealots you should have more than enough units to break the push.
How to beat roaches?
I've won battles against roaches I never should have won. Simply hallucinate 1-2 immortals, throw up some force-fields and spend the rest of your time microing your fake immortals around. The zerg player most likely will spend a lot of time (and waste a lot of dps) trying to snipe them. Every time they do and you micro your fake immortals away the more damage the rest of your real army will deal.
Collosi are imba?
Yes, Collosi are imba when you transition from hallucinated immortals to Collosi. Forcing Hydras with 2-3 hallucinated immortals is imbalanced.
Play Badly for your own Good?
Normally setting your rally points to your opponents base twice in the same game is a bad idea. Unless of course they are immortals. Everyone that plays protoss has "purposely" scouted the opponents base with immortals due to bad rally points. The trick here is to appear to do this twice in the same game. If you hallucinate 2 immortals at different points in the game and rally them to your opponents base (raging or commenting about it makes it that much better) there is no way that this won't effect the opponent. They will think they are in a better position then they really are.
Special Note: Hallucinated Immortals have hardened shields. The shields of hallucinated immortals limit damage to a maximum 20 damage per attack for 100 shields (that means it takes a minimum of 5 attacks to get through the shields compare that to 10 for a real immortal)
Tanks?
Dealing with early to mid game tank pushes is actually a lot easier than most Protoss realize. You don't need immortals or a ton of zealots. Just make some sentries, research hallucination, and then build whatever army you need to crush the rest of the unit composition. When the push comes simply hallucinate some extra zealots and 2-3 immortals and walk through the push with your units. The combination of fake and real zealots will tank damage, while the opponent desperately tries to focus fire your fake immortals. Because you made less immortals and zealots you should have more than enough units to break the push.
How to beat roaches?
I've won battles against roaches I never should have won. Simply hallucinate 1-2 immortals, throw up some force-fields and spend the rest of your time microing your fake immortals around. The zerg player most likely will spend a lot of time (and waste a lot of dps) trying to snipe them. Every time they do and you micro your fake immortals away the more damage the rest of your real army will deal.
Collosi are imba?
Yes, Collosi are imba when you transition from hallucinated immortals to Collosi. Forcing Hydras with 2-3 hallucinated immortals is imbalanced.
Play Badly for your own Good?
Normally setting your rally points to your opponents base twice in the same game is a bad idea. Unless of course they are immortals. Everyone that plays protoss has "purposely" scouted the opponents base with immortals due to bad rally points. The trick here is to appear to do this twice in the same game. If you hallucinate 2 immortals at different points in the game and rally them to your opponents base (raging or commenting about it makes it that much better) there is no way that this won't effect the opponent. They will think they are in a better position then they really are.
High Templar (x2)
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40/40 = 80 Health
2x fake High Templar for the cost of 100 sentry energy? lol. This better than Khaydarin Amulet.
Ghosts?
Here, I'll micro these fake high templar out at you so you can use your 1337 ghost micro to emp and snipe these hallucinations to death. Every EMP that you lure is one less that can be used against your army.
Drops?
Another option other than the standard 2 stalker 1 phoenix response is the HT response. Getting a hallucinated HT in position to feedback a drop often will scare a drop away.
Fear the Storm?
Players generally fear storm. Adding 1-2 HT to any army composition can't hurt.
2x fake High Templar for the cost of 100 sentry energy? lol. This better than Khaydarin Amulet.
Ghosts?
Here, I'll micro these fake high templar out at you so you can use your 1337 ghost micro to emp and snipe these hallucinations to death. Every EMP that you lure is one less that can be used against your army.
Drops?
Another option other than the standard 2 stalker 1 phoenix response is the HT response. Getting a hallucinated HT in position to feedback a drop often will scare a drop away.
Fear the Storm?
Players generally fear storm. Adding 1-2 HT to any army composition can't hurt.
Archon (x1)
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350/10 = 180 Health
Note: Hallucinated Archons can walk over force-fields without breaking them.
How to prevent lings from doing a runby?
Step 1. Leave your base
Step 2. Hallucinate an Archon.
Step 3. Plug the hole with the Archon.
If they figure it out and start attacking it hallucinated archons have a lot of health. You should have plenty of time to warp in units or pull back.
Can't beat muta builds?
If you are having problems getting enough real archons to deal with direct muta or baneling attacks... Simply hallucinate them. Archons have quite large footprints and large amounts of hit points so banelings do poorly against them (hallucinated archons included) and no zerg will attack directly into a bunch of archons with their mutas.
Meat Shield?
Hallucinated Archons can soak up more damage than any other hallucination. Never a bad idea to use them.
Showing an early Archon
Showing an early Archon will put the fear of DT's and HT into the opponent. I've had a few opponents immediately rush detection after seeing an early hallucinated archon.
Note: Hallucinated Archons can walk over force-fields without breaking them.
How to prevent lings from doing a runby?
Step 1. Leave your base
Step 2. Hallucinate an Archon.
Step 3. Plug the hole with the Archon.
If they figure it out and start attacking it hallucinated archons have a lot of health. You should have plenty of time to warp in units or pull back.
Can't beat muta builds?
If you are having problems getting enough real archons to deal with direct muta or baneling attacks... Simply hallucinate them. Archons have quite large footprints and large amounts of hit points so banelings do poorly against them (hallucinated archons included) and no zerg will attack directly into a bunch of archons with their mutas.
Meat Shield?
Hallucinated Archons can soak up more damage than any other hallucination. Never a bad idea to use them.
Showing an early Archon
Showing an early Archon will put the fear of DT's and HT into the opponent. I've had a few opponents immediately rush detection after seeing an early hallucinated archon.
Void Ray (x1)
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100/150 = 125 Health
3 words...
Huk vs. Idra
There has been some discussion about using hallucinated void ray(s) to counter a thor rush. I believe (Can't confirm this right now) thors prioritize the void ray over ground units. By the time the opponent realizes the void ray is hallucinated it probably is too late.
3 words...
Huk vs. Idra
There has been some discussion about using hallucinated void ray(s) to counter a thor rush. I believe (Can't confirm this right now) thors prioritize the void ray over ground units. By the time the opponent realizes the void ray is hallucinated it probably is too late.
Phoenix (x1)
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60/120 = 90 Health
How to scout the opponents base as protoss without observers?
Hallucinate a pheonix
Scout the opponents base
Scout the map
Scout the opponents base again
Scout the map again
Point Defense Drone?
Hallucinated Phoenix actually cause Point Defense Drones to use energy. Even if the raven is range to see that it's a hallucination. Hallucinating 1-2 Phoenix can greatly reduce the effect of PDD.
(For all you protoss whining about 1-1-1 being imba. Try this. It really does work.)
Annoying?
Attack an overlord mercilessly for 60 seconds. Rinse and repeat.
Force turrets?
I've honestly forced turrets (multiple times) after hallucinating 4 phoenix vs Terran players. It is a goal of mine to force spore crawlers as well (I always seem to attack an overlord on accident)
How to scout the opponents base as protoss without observers?
Hallucinate a pheonix
Scout the opponents base
Scout the map
Scout the opponents base again
Scout the map again
Point Defense Drone?
Hallucinated Phoenix actually cause Point Defense Drones to use energy. Even if the raven is range to see that it's a hallucination. Hallucinating 1-2 Phoenix can greatly reduce the effect of PDD.
(For all you protoss whining about 1-1-1 being imba. Try this. It really does work.)
Annoying?
Attack an overlord mercilessly for 60 seconds. Rinse and repeat.
Force turrets?
I've honestly forced turrets (multiple times) after hallucinating 4 phoenix vs Terran players. It is a goal of mine to force spore crawlers as well (I always seem to attack an overlord on accident)
Warp Prism (x1)
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40/100 = 70 Health
Special Note: Hallucinated Warp Prisms cannot enter phasing mode.
Diversion?
The warp prism is the protoss unit that will always get a reaction if you put it in the opponents base. Simply place somewhere obvious. Wait for reaction. Then attack or drop somewhere else or... expand... Whatever you were going to do...
The Correct Way to DT drop.
Hallucinate 2-3 warp prisms.
Send warp prisms to the opponents base.
Warp in DT's somewhere else on the map.
Watch as they chase 3 warp prisms around.
Walk DT's through the front door.
Diversions with hallucinated warp prism are extremely strong... Both warp prisms and hallucinated warp prisms are under-used.
Special Note: Hallucinated Warp Prisms cannot enter phasing mode.
Diversion?
The warp prism is the protoss unit that will always get a reaction if you put it in the opponents base. Simply place somewhere obvious. Wait for reaction. Then attack or drop somewhere else or... expand... Whatever you were going to do...
The Correct Way to DT drop.
Hallucinate 2-3 warp prisms.
Send warp prisms to the opponents base.
Warp in DT's somewhere else on the map.
Watch as they chase 3 warp prisms around.
Walk DT's through the front door.
Diversions with hallucinated warp prism are extremely strong... Both warp prisms and hallucinated warp prisms are under-used.
Colossi (x1)
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150/200 = 175 Health
Special Note: Hallucinated Colossi can walk up cliffs and be used to spot high ground. They also can walk over force-fields without breaking them.
How to win?
Hallucinate Colossi. Let opponent see them. Make other units. Wait for opponent to overreact. Attack. Win.
NP? Vikings? Corrupters?
Simply hallucinate some extra colossi and turn the odds in your favor. Every NP on a hallucinated colossi is a huge victory. Every hallucination they snipe with vikings or corrupters is again... a huge win.
Special Note: Hallucinated Colossi can walk up cliffs and be used to spot high ground. They also can walk over force-fields without breaking them.
How to win?
Hallucinate Colossi. Let opponent see them. Make other units. Wait for opponent to overreact. Attack. Win.
NP? Vikings? Corrupters?
Simply hallucinate some extra colossi and turn the odds in your favor. Every NP on a hallucinated colossi is a huge victory. Every hallucination they snipe with vikings or corrupters is again... a huge win.
This was an effort to compile some smart, funny, and useful ways in which hallucination can and should be used more often. It's sad to see so much strategic potential and fun go to waste. If you have any ideas for the use of Hallucination (useful, strategic, or just fun) please contribute.
Uses of Hallucination specifically for PvP would be very cool to hear about.