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[G][D] Everything Hallucination

Forum Index > StarCraft 2 Strategy
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HungrySC2
Profile Blog Joined September 2011
United States191 Posts
Last Edited: 2011-09-21 16:30:08
September 20 2011 03:38 GMT
#1
Quick Note: This research/compilation was done by myself a few months ago. I don't believe any changes have been made to the game that affect anything written here. If there is a mistake here due to myself or game changes, please post and hopefully we can get this edited.

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?

+ Show Spoiler +
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
+ Show Spoiler +
- 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.

Probe (x4)
+ Show Spoiler +
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.

Zealot (x2)
+ Show Spoiler +
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.

Stalker (x2)
+ Show Spoiler +
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.

Immortal (x1)
+ Show Spoiler +
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.

High Templar (x2)
+ Show Spoiler +
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.

Archon (x1)
+ Show Spoiler +
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.

Void Ray (x1)
+ Show Spoiler +
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.


Phoenix (x1)
+ Show Spoiler +
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)

Warp Prism (x1)
+ Show Spoiler +
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.

Colossi (x1)
+ Show Spoiler +
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.


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.
"First say to yourself what you would be; And then do what you have to do. (Epictetus)
Falcon-sw
Profile Joined September 2010
United States324 Posts
September 20 2011 03:53 GMT
#2
Nice writeup. I would definitely like to see more hallucination use in pro games... the entertainment value would skyrocket.
https://www.youtube.com/FalconPaladin https://twitch.tv/falconpaladin
FinestHour
Profile Joined August 2010
United States18466 Posts
September 20 2011 03:58 GMT
#3
Not just for entertainment value either, people still have not fully used this skill to the max yet. I'm sure someone is going to develop a new exciting way to make it a very common tool for protoss soon.
thug life.                                                       MVP/ex-
mYiKane
Profile Blog Joined March 2011
Canada1772 Posts
September 20 2011 04:01 GMT
#4
really nice ideas! nice write up
quillian
Profile Joined April 2010
United States318 Posts
Last Edited: 2011-09-20 04:05:18
September 20 2011 04:04 GMT
#5
For colossus: Hallucinated colossus are awesome at soaking viking or corrupter damage in big fights. If you haven't used hallucinate much yet in the game you can often catch them by surprise and overwhelm them with a huge colossus force.

Void ray: one of the best feints. showing off 6+ halu void rays at the edge of their vision can cause major over-reaction.
Trusty
Profile Joined July 2010
New Zealand520 Posts
September 20 2011 04:10 GMT
#6
Research time is 80s
HungrySC2
Profile Blog Joined September 2011
United States191 Posts
September 20 2011 04:15 GMT
#7
On September 20 2011 13:10 Trusty wrote:
Research time is 80s


~edited ty~
"First say to yourself what you would be; And then do what you have to do. (Epictetus)
askTeivospy
Profile Blog Joined March 2011
1525 Posts
September 20 2011 04:18 GMT
#8

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.


scans act as detection
hihihi
edc
Profile Blog Joined May 2011
United States666 Posts
September 20 2011 04:25 GMT
#9
Thanks for compiling all the useful facts you could discover about Hallucination. I'll be looking into this a lot.
“There are two kinds of people in this world, those with loaded guns, and those who dig. You dig.” - Clint Eastwood
Endymion
Profile Blog Joined November 2009
United States3701 Posts
September 20 2011 04:35 GMT
#10
As a zerg, I attack toss armies more if they have more HTs, HTs suck vs roaches. just something to think about.
Have you considered the MMO-Champion forum? You are just as irrational and delusional with the right portion of nostalgic populism. By the way: The old Brood War was absolutely unplayable
khanofmongols
Profile Joined January 2011
542 Posts
Last Edited: 2011-09-20 04:40:56
September 20 2011 04:38 GMT
#11
Lots of great uses!

Had not considered the possibility of fake probe transfers. Also you get 2 high templar? Wow, that would be great to eat up ghost energy.
BobTheLob
Profile Blog Joined July 2011
Canada362 Posts
September 20 2011 04:40 GMT
#12
as a terran player this scares me i try to focus down collosi or imortalls with my mmm (or gvmmm) and if i found out i just wasted 500~ dps on hallud units well i'd prollboly quit
BobTheLob Lurker extraordinaire
Conquerer67
Profile Joined May 2011
United States605 Posts
September 20 2011 04:55 GMT
#13
On September 20 2011 13:35 Endymion wrote:
As a zerg, I attack toss armies more if they have more HTs, HTs suck vs roaches. just something to think about.


Wait, what? With or without burrow micro? Because whenever I play, the protoss just a-moves, spilts me in half, then when my ultras shatter the FFs, he carpet storms my roaches and then focus-fires down my ultras.
I hate when people compare SC2 and rochambeu. One race isn't fucking supposed to counter another one. | Protoss isn't OP. Their units on the other hand....
Rubix314
Profile Joined December 2010
54 Posts
September 20 2011 05:22 GMT
#14
Ehh...some of these don't work. Hallucinated units give an audible *puff* when they die iirc.
Belisarius
Profile Joined November 2010
Australia6232 Posts
Last Edited: 2011-09-20 05:42:55
September 20 2011 05:35 GMT
#15
Buhahahahah this is an amazing thread. I had pretty low expectations, but you sir have both entertained me and made me think. Disappearing probes making the opponent wig the hell out looking for proxies - and the 2x immortal noob misrally - take the cake.

I don't agree with hallucinating phoenix to fend off harass. It's impossible to stop the stupid things shooting, and as soon as they do he knows it's fake. Similar deal with using hallu stalkers against mutas; a lot of Z will engage you at least for a second due to looking elsewhere or whatever, and if all his mutas are green when he follows the ping he might call your bluff and hang around.

Personally, I love mixing real units in with hallu, particularly in that situation, as it's quite hard on the fly to pick the damage done by 3 stalkers from the damage that should have been done by 6-8.

Also you missed (/intentionally left out because it's obvious, boring and useful) using hallucinated colossi to bait NP.

In all seriousness, hallu I think is the great untapped in the Protoss arsenal, particularly against Zerg. Misleading your opponent by showing fake colossi or whatever might seem gimmicky, but it's always going to have an effect even if he's totally expecting it, and even if that effect is just forcing a scan to confirm.

EDIT: Also questions!
I didn't realise forge upgrades didn't apply to hallu. If the opponent clicks on them, do they still at least show +1, or is that a laughably easy way to tell hallu units from real ones?
And do hallucinations take double damage from spells as well (eg storm, snipe)? In particular, does it still take two snipes to kill a hallucinated HT?
Tiamat
Profile Joined February 2003
United States498 Posts
September 20 2011 05:46 GMT
#16
Yes the "puff" kinda gives the strategy away. How does the AI work in regards to hallucinates? If you "detected" the fake units will the AI switch to the real units? I know if BW the AI didnt even target the fakes.
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
September 20 2011 05:50 GMT
#17
I had never actually contemplated the fact that Hallucination might be the key to fending off the 1-1-1 build... Think about it, if you go with a fast expand, get lots of Zealot/Sentry early on to fend off early aggression, and then once you have a bunch of sentry energy, hallucinate a bunch of Phoenix to "shoot down" the pdds (i.e. draining them of energy, making your stalkers useful again)... Heck, if you can snipe the Raven, you can then hallucinate immortals and I'm pretty sure the siege tank ai will target them if at all possible.

Something that will require testing for sure... But I think it could work. If you have a bunch of Sentries you should have enough energy for Guardian shield and Hallucinate (since FFs are not nearly as crucial against the 1-1-1 i find).
J.E.G.
Profile Joined May 2010
United States389 Posts
September 20 2011 06:28 GMT
#18
They work well holding non raven 1-1-1 also, just hallu immo's instead of phoenix and watch them get focused while your army destroys theirs
Do or do not; there is no try.
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
September 20 2011 07:01 GMT
#19
I actually had a Protoss player use Hallucination on me quiete effectively. I pressured with 2 rax fast stim, walk into his expo and he has 4 Collossi already. I'm like fuck and get out of there while producing vikings. Only to find out later he switched to templar after robo and had no collossi to begin with. Never feeled so "played" in my whole life.
Skyro
Profile Joined May 2010
United States1823 Posts
September 20 2011 07:04 GMT
#20
On September 20 2011 14:50 CrAzEdMiKe wrote:
I had never actually contemplated the fact that Hallucination might be the key to fending off the 1-1-1 build... Think about it, if you go with a fast expand, get lots of Zealot/Sentry early on to fend off early aggression, and then once you have a bunch of sentry energy, hallucinate a bunch of Phoenix to "shoot down" the pdds (i.e. draining them of energy, making your stalkers useful again)... Heck, if you can snipe the Raven, you can then hallucinate immortals and I'm pretty sure the siege tank ai will target them if at all possible.

Something that will require testing for sure... But I think it could work. If you have a bunch of Sentries you should have enough energy for Guardian shield and Hallucinate (since FFs are not nearly as crucial against the 1-1-1 i find).


Sounds good but doesn't work in practice. If you have enough sentries to actually spare energy to hallucinate phoenix, you probably don't have enough stalkers to gain enough benefit from eating their PDD, and PDD only affects stalkers.

The one thing that absolutely annoys me about hallucination is why warp prisms can't enter phase mode. If it could it would add so much to the fake out factor. That said some zergs still fall for it and if they make the mistake and send a good portion of their army to their main to defend you can keep them up there forever with FFs and take out their expo.

And yeah most of your suggestions wouldn't work because hallucinations don't have a death animation but just go poof and it is pretty noticeable. The only one that stands out that I think has some potential is hallucinating HT and sending them in to get EMP'ed.
CrAzEdMiKe
Profile Joined March 2011
Canada151 Posts
September 20 2011 07:32 GMT
#21
@Skyro

I think the idea would be to get a somewhat decent number of sentries early on with something like a 1 gate FE, and then transition into Stalkers once you're on two bases... Do a phoenix scout and if you see a 1-1-1 coming you can make lots of gates to produce a bunch of units, and if you see bio play then you can go either for Templar or Colossi from there and proceed as normal. I feel like Hallucinated Phoenix isn't used all that often in PvT as a scouting method, and I don't know why I don't use it more often now that I'm thinking about it.
AnxiousHippo
Profile Blog Joined January 2011
Australia1451 Posts
September 20 2011 07:41 GMT
#22
To be honest I wish DTs could be hallucinated.
Pheonix
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)
Pheonixes attack while moving, how would you prevent them from attacking ovies?
An apple a day keeps the Protoss away | TLHF
PikQ
Profile Joined February 2011
Finland9 Posts
September 20 2011 07:44 GMT
#23
I was once beaten by hallucinated colossi in PvP. I had blink and when I saw the colossi, naturally i blinked in and focused 2 of them down, only to see my army vaporate against the mass of gateway units he brought. Doesn't work against anyone who realizes you have an impossibly large army, but hiding half of your gateway units and flanking can be very effective.
Xanatoss
Profile Joined May 2010
Germany539 Posts
September 20 2011 10:14 GMT
#24
You did not state the most important fact about Hallucinations: Once detected enemy Units completely ignore Hallucinations for Autoattack-Priority unless there is nothing else in Range. They not even kill their current target if its a Hallucination and then search for a real one, the moment anything real is in Range, they drop their target immediately.
The chair slowly turns around. You see his face, but it can't be. He's not supposed to be here. Not him. Not a Protoss. Not THAT Protoss. MC says, "Hi Greg, long time no see." You back slowly out of the booth. But you can't. It's already forcefielded.
Universum
Profile Joined January 2011
Canada192 Posts
September 20 2011 10:57 GMT
#25
Hey All,

Top Diamond Protoss here (Because it matters to some!). I actually am researching Hallucination at some point in ALMOST EVERY GAME and EVERY MATCHUP and I found out that there are only one real way you can really make it worth:

1 - Hallucinate phoenix to scout the entire map (Expansions, army position etc...)

In lower leagues, I used to hallucinate fake tech such as colossus while I was going High Templar or even hallucinate Immortals to tank damage whilst in battle (They do keep their shield effect). However, in higher leagues, all players have detection and spots right away the hallucinated units and never falls for them. In battle, as soon as the hallucinations are spot by a detector, the Units AI stops attaking them making them not viable. Plus, having a strategy based around hallucination, makes you rely on a more heavy sentry count, which leads to an army having less dps early/mid game. Take my advice with a grain of salt, but after about 2000 games using hallucination almost everytime, those are my conclusions.
You often learn more from losing than winning. Don't rage, it's a game!
Truedot
Profile Joined August 2011
444 Posts
Last Edited: 2011-09-20 11:13:11
September 20 2011 11:12 GMT
#26
On September 20 2011 13:04 quillian wrote:
For colossus: Hallucinated colossus are awesome at soaking viking or corrupter damage in big fights. If you haven't used hallucinate much yet in the game you can often catch them by surprise and overwhelm them with a huge colossus force.

Void ray: one of the best feints. showing off 6+ halu void rays at the edge of their vision can cause major over-reaction.


that depends on the timing. and if you don't attack with 6 void rays when Im weak against air, Im assuming you're not sure you can win. throw down hydra den and scout your base. No stargate? pff. 1 stargate, build 4-6 hydras that can synergetically work with queens and can go on the offensive if you never attack.

Overreactions are for chumps.

if its late game, build mutas, find out there's no VRs, go stomping probes.
I used to spend my time not caring about people's language in chat. Until I got hit by blizz. Now I spend my time instigating people to verbal abusive levels, so I can ban them in turn. The circle of life.
Xalorian
Profile Joined September 2011
Canada433 Posts
Last Edited: 2011-09-20 11:25:21
September 20 2011 11:24 GMT
#27
Can't tell if it's really viable since I don't play Toss that much but... watching SC2 would instantly become twice the fun.

Looking forward to watch this more and more

Do you have any good replays?
Fairwell
Profile Joined July 2011
Austria195 Posts
September 20 2011 12:03 GMT
#28
Do you have some replays showing good hallucination usage apart from hallu phoenix scout through the mid-lategame?

I'm pretty sure everyone knows what hallucination can be used for, in reality though in pvp getting enough sentries in order to use hallucination loses to 90% of all toss who go robo anyways, you basically sac tech of one base to get those sentries which help none in robo battles with their hallu (only gs and sometimes some ff useful in only immo+gateway and non colossi battles). In pvt you can fake tech like fast colossus but it's hard since they often like to scan or just stim an run a single marine to your nat before you can see it (not coming right from the xel naga you might have but rather from the side). In the midgame it gets pretty useless since terran will use emp on your army already and happen to kill of your hallus automatically. Apart from that chargelots with good upgrades do quite some dps in pvt, if you hallu them they block your real ones from doing dmg. If you hallucinate archons there, they will get emped for obvious reasons. In pvz hallu+gateway pushes can force units from the zerg or provide a meatshield with zealots in some ocasions (why in some? well because most of the time ff for the same energy does the job better). In midgame-lategame pvz most zerg atm run a ton of infestors and fg spam your army, from that point on hallus/dts in your main army don't work that well (dts in main army or hallu colossi vs corruptors for example worked quite well in the old pvz metagame).

Where I've been able to use hallu consistently successful:
- holding thor rushes in pvt (getting stargate asap for voids or if you happened to open quick robo get immos instead and rest pure zealot-sentry, since stalkers don't do well vs it, on small maps it's close but on bigger maps if you wait on top of your ramp and spread out you get hallu when he pushes up ... you will only need one gs vs marines anyways)
- pvz gateway+hallu pushes (mentioned above)
- pvz hallu colossi (in infestormetagame not useful, they will detect it automatically with fg spam and most of the time don't even bother to make corruptors since np does the job ... but maybe with patch 1.4 and np nerf incoming might be worth again)
- pvz hallu phoenix scouting
- pvz fake prism to some base while warping in somewhere else or attacking straight up (you should have done at least one warpin drop that game already, zerg will take the fake prism seriously for sure then)

So again, plz provide some replays of your meatshield usesage where your gas spent on those extra sentries (you need more sentries because you still want to be able to have ff+gs) or a real advantage over ff. Especially with archon hallus vs infestor play and terrans. I'm sure this would help all those people reading the thread a lot.
Ganseng
Profile Joined July 2011
Russian Federation473 Posts
September 20 2011 12:16 GMT
#29
excellent write up!
i reflected myself on hallucination as alternative to rush to robo for the sake of early scouting. the idea with fake phoenixes to deplete pdd energy is also ingenious.
only 100 gas and 80 seconds. definitely a lot of unused potential in this spell.
my question would be, do units ignore hallucinations if there is detection available? e.g., we have hallucinated zealots in front and real stalker in the back, will marauders autotarget stalkers (if there is a raven in the air)?
Beardedclam
Profile Joined September 2010
United States839 Posts
Last Edited: 2011-09-20 12:41:20
September 20 2011 12:41 GMT
#30
On September 20 2011 13:55 Conquerer67 wrote:
Show nested quote +
On September 20 2011 13:35 Endymion wrote:
As a zerg, I attack toss armies more if they have more HTs, HTs suck vs roaches. just something to think about.


Wait, what? With or without burrow micro? Because whenever I play, the protoss just a-moves, spilts me in half, then when my ultras shatter the FFs, he carpet storms my roaches and then focus-fires down my ultras.


What micro do you do? :D

Protoss doesn't just A-move. Zerg is actually the A move race. Their macro is just more demanding so that compensates for it.
"bye bye" - genius "#$@% you" - Idra------------|Genius|DRG|Keen|---------Breakfast.213
AmericanUmlaut
Profile Blog Joined November 2010
Germany2578 Posts
September 20 2011 12:42 GMT
#31
I like the idea of using hallucinated Probes to scout multiple positions quickly, though I'm not yet totally certain that that's more effective than a single Phoenix, given how quickly Phoenix fly and the larger likelihood that a Phoenix will survive the entire 60 second duration of the spell. I'll definitely give it a shot, though.

The one issue that I think always needs to be kept in mind when looking at potential uses for Hallucination in a battle (like using Immortals to tank) is that you have to keep the opportunity cost of two force fields in mind. There are definitely situations, like charging into a Tank line, where three Immortals will be more valuable to you than six force fields, but in other situations you're going to reduce your opponent's DPS more by holding units out of attack range than by giving them an alternative target.
The frumious Bandersnatch
E.H Eager
Profile Joined August 2011
United States227 Posts
September 20 2011 13:12 GMT
#32
This is awesome. Do you know how the targeting AI works for units who can see hallucinations? Do they attack them even if though they can see seem? Do you have to manually attack the real units? Or can you just a-move if you have detection?
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
September 20 2011 13:23 GMT
#33
Hallucinated Collossus, no matter if detected or not, are awesome to prevent focus fire if you park them above your army, similar to what zergs do with massive amounts of overlords.
E.H Eager
Profile Joined August 2011
United States227 Posts
September 20 2011 13:25 GMT
#34
On September 20 2011 22:23 RubiksCube wrote:
Hallucinated Collossus, no matter if detected or not, are awesome to prevent focus fire if you park them above your army, similar to what zergs do with massive amounts of overlords.


But is that really worth the forcefields that you have wasted? I can see it being helpful, but only in very specific situations (when you have like two immortals vs mass roach).
Xalorian
Profile Joined September 2011
Canada433 Posts
September 20 2011 13:27 GMT
#35
On September 20 2011 22:12 E.H Eager wrote:
This is awesome. Do you know how the targeting AI works for units who can see hallucinations? Do they attack them even if though they can see seem? Do you have to manually attack the real units? Or can you just a-move if you have detection?


You can just A-Move. If you detect them, the autotargeting will target only real units.
E.H Eager
Profile Joined August 2011
United States227 Posts
September 20 2011 13:32 GMT
#36
On September 20 2011 22:27 Xalorian wrote:
Show nested quote +
On September 20 2011 22:12 E.H Eager wrote:
This is awesome. Do you know how the targeting AI works for units who can see hallucinations? Do they attack them even if though they can see seem? Do you have to manually attack the real units? Or can you just a-move if you have detection?


You can just A-Move. If you detect them, the autotargeting will target only real units.


Thanks, makes it a little less viable for straight up fights, but definitely still has some uses.
DreamChaser
Profile Blog Joined February 2011
1649 Posts
September 20 2011 13:41 GMT
#37
The only units i ever hallucunate if ever are Immortals to tank damage and collosus to force them to try and snipe it.
Plays against every MU with nexus first.
RubiksCube
Profile Blog Joined March 2009
Germany259 Posts
September 20 2011 13:44 GMT
#38
On September 20 2011 22:25 E.H Eager wrote:
Show nested quote +
On September 20 2011 22:23 RubiksCube wrote:
Hallucinated Collossus, no matter if detected or not, are awesome to prevent focus fire if you park them above your army, similar to what zergs do with massive amounts of overlords.


But is that really worth the forcefields that you have wasted? I can see it being helpful, but only in very specific situations (when you have like two immortals vs mass roach).


I usually do that vs. Mass Flying Units to prevent their target fire. Can be quiete effective and forcefields wouldnt help anyways.
ShatterZer0
Profile Joined November 2010
United States1843 Posts
September 20 2011 14:02 GMT
#39
It's actually pretty funny to watch terrans pull scv's to take on a supposed 6 gate 2 base timing.... because you "pulled probes"... then you just park in front of their base and watch them fortify until there's no tomorrow!
A time to live.
E.H Eager
Profile Joined August 2011
United States227 Posts
September 20 2011 14:14 GMT
#40
On September 20 2011 23:02 ShatterZer0 wrote:
It's actually pretty funny to watch terrans pull scv's to take on a supposed 6 gate 2 base timing.... because you "pulled probes"... then you just park in front of their base and watch them fortify until there's no tomorrow!


Ha, that's awesome; I'm going to have to try that. I feel like it has a lot of viability as a scare tactic, or as something to force a huge unnecessary response. Also, Day[9] needs to do a funday monday with hallucination...
Carrera26
Profile Joined April 2011
United States29 Posts
Last Edited: 2011-09-20 18:39:44
September 20 2011 18:38 GMT
#41
If the AI immediately stops targeting hallucinations and hunts for "real" targets when they are revealed... and the hallucinations are on hold command... would that effectively make them a movable forcefield? IE plug holes with hallucinated Immortals and let the Melee or out-ranged but in-sight ranged units stuck behind them flip out and try to attack "real" units they can't reach until the other player?

Could you, for example, plug a ramp with hallucinated Immortals or Archons and get even massive units like collossi, thors, ultras trapped while they keep trying to reach the "real" units they see attacking the other side and doing 0 damage? They would have to target-fire the Hallucinations just to get through, and wouldn't just crush them like FFs.

You could also hallucinate before battle and leave the tissue-paper tough Sentries behind and plug holes at will.

I only play Terran, but that sounds like a LOT of fun.
Roynalf
Profile Joined August 2011
Finland886 Posts
Last Edited: 2011-09-20 18:49:13
September 20 2011 18:48 GMT
#42
I once used hallucinated probes to tank siege tank shots at some 4vs4 game just to get some achievements.

Does Hallucinationed colossus or archon break down forcefields?
(V) (;,,;) (V) Woopwoopwoopwoop
skatbone
Profile Joined August 2010
United States1005 Posts
September 20 2011 19:06 GMT
#43
On September 20 2011 16:41 AnxiousHippo wrote:
To be honest I wish DTs could be hallucinated.
Show nested quote +
Pheonix
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)
Pheonixes attack while moving, how would you prevent them from attacking ovies?


Send your phoenixes around the map with a move command rather than using attack move and they will not attack.
Mercurial#1193
bobucles
Profile Joined November 2010
410 Posts
Last Edited: 2011-09-20 19:27:27
September 20 2011 19:22 GMT
#44
There's two good uses I'd like to add my 2c on:

The archon plug.
For 100 energy you get 60 seconds of protection from zergling runbys. This is great long term insurance for when you leave base or can't afford to be distracted. An Archon lasts about 24 "thwack-seconds" against lings, so 2 lings will kill an Archon in slightly less time than a force field takes to drop. This is plenty of time to warp in reinforcements.


The "mobile forcefield"
Hallucinated units, when spotted, are skipped if real units are in range. This means melee units will run around looking for real targets to engage. If they attack the hallucination, you win. If they are blocked and can't reach your units, it's still a win. A push with fake zealots can be particularly good at keeping marines that special 5-6 distance away which Stalkers LOVE, something that a stationary force field can't do. On a larger scale those same fake Zealots could consistently hold back marauders from your Colossus.
~~~~~~~~~~
Keep in mind that a melee unit surrounded by fakes has NO CHOICE but to kill the fakes! This can break up enemy forces and trap them if you clog the field(use zealots or probes), but takes ridiculous amounts of sentry energy. Probably better to force field instead. A fake wall still forces melee units to path around, and they're a bit smarter about it than with force field.

Hallucinated units still screw up a-move armies. The a-move priority is to find "anything worth shooting". If only fake units are in range, it doesn't care! A-move will not make your units travel to acquire real targets. In the high leagues this doesn't matter, since most units are always being manually moved. It still hurts a-move's ability to get good concaves, as they will concave on both fake and real targets. In lower leagues this can be even nastier than force fields.
Carrera26
Profile Joined April 2011
United States29 Posts
September 20 2011 19:58 GMT
#45
If a real target is within sight, but out of range, will the enemy unit target the hallucination in range or try to find a path to the real unit?

Example, a Thor with range 7 sees a Colossus at range 9, and is blocked at that distance by Hallucinated units. Does it attack the hallucinated units or run around looking for a path to the real (and presumably attacking) enemy?
CaptainPlz
Profile Joined September 2010
Canada38 Posts
Last Edited: 2011-09-20 20:51:22
September 20 2011 20:50 GMT
#46
I had some success with using it in the past. I put up some replays of me doing this build around the mid diamond level a few months back.

Disregard my build on typhon peaks, it was my first time playing that map

http://www.teamliquid.net/forum/viewmessage.php?topic_id=207484
tsuxiit
Profile Joined July 2010
1305 Posts
September 20 2011 21:01 GMT
#47
The death animation is a significant tell on whether a hallucinated unit is real or not. If you attempt to psych a player out with a hallucination just once and they notice its death animation, they will instantly be incredibly wary of whatever you show them the rest of the game.

That said, I agree with you in that players have come nowhere close to exploiting the potential benefits of hallucination.
tsuxiit
Profile Joined July 2010
1305 Posts
September 20 2011 21:02 GMT
#48
On September 21 2011 04:06 skatbone wrote:
Show nested quote +
On September 20 2011 16:41 AnxiousHippo wrote:
To be honest I wish DTs could be hallucinated.
Pheonix
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)
Pheonixes attack while moving, how would you prevent them from attacking ovies?


Send your phoenixes around the map with a move command rather than using attack move and they will not attack.


That's not true, if they move in range of an overlord they will still automatically attack it.
Crow!
Profile Joined September 2011
United States150 Posts
September 20 2011 21:06 GMT
#49
Your opponent can try to feed back your hallucinations. This will kill fake Sentries and High Templars but simpy damage Phoenixes.
bobucles
Profile Joined November 2010
410 Posts
September 21 2011 00:03 GMT
#50
If a real target is within sight, but out of range, will the enemy unit target the hallucination in range or try to find a path to the real unit?
From what I can test, yes. Marines will stop to shoot hallucinations, but will try to get in range of real Stalkers that open fire. If you swarm the marines with fake zealots, the marine's pathing sends them scattering as they try to close the 5-6 range gap. That means free shots for Stalkers! A large number of hallucinated Zealots can either break enemy cohesion, trapping the odd unit here or there, or wrap around and trap them all. Obviously if they FF the fake units to escape, they're gifting you free shots.

It's very difficult to place force fields behind a bio ball (without running into a million stim marines), so using hallucinations may be a more effective solution.

If the marines can path around the Zealots, the advantage isn't as good. From what I see it hurts stutter step quite a bit, since stutter step relies on kiting REAL Zealots to be effective.

Who knows? Maybe a combination of hallucinations and force field will become the norm. But hallucinated pushes (At least mass zealot) show some usable potential.
Telenil
Profile Joined September 2010
France484 Posts
Last Edited: 2011-09-21 12:43:11
September 21 2011 12:40 GMT
#51
- holding thor rushes in pvt
This.
It's one of the things that can be useful some times, thors prioritise void rays over any other protoss unit (just like they prioritise mutas and brood lords vs zerg), and their dps against armored air is pathetically low with respect to their anti-ground. Add guardian shield to further weaken the missles, and that's hundred of damages that won't be dealt to your ground units.
Real void rays are even better of course, but you don't necessarily have a stargate.

Note that if a terran scans you, his units will instantly switch back to hallucinations if the effect ends. Units don't "remember" which enemies were fake.
Mass Recall: Brood War campaigns on SC2: http://www.teamliquid.net/forum/viewmessage.php?topic_id=303166
Ninety-Three
Profile Joined November 2010
United States68 Posts
September 21 2011 13:28 GMT
#52
Just read the guide, very interesting! It's very useful to open people's eyes to tactics they wouldn't normally think about that can enhance their game.

You should add a section or at least a couple lines about how detection affects hallucinated units in battle. It's rather important when you're using them in your army to know that the AI will not attack hallucinated units that are detected until the real units nearby are dead first. Just something that I thought would help out to include

Thanks for the great post! :D
Xenocryst
Profile Joined December 2010
United States521 Posts
September 21 2011 14:25 GMT
#53
ive always used archons and pheonixes myself. the HT one vs terran sounds really annoying. also can hallucinated units take watchtowers?
bobucles
Profile Joined November 2010
410 Posts
September 21 2011 21:14 GMT
#54
also can hallucinated units take watchtowers?
Yes, they can. A hallucinated unit could be useful for contesting a tower, without placing good units at risk.
Legion710
Profile Joined November 2010
Canada423 Posts
September 21 2011 21:48 GMT
#55
Hallucination would be very used if FF and guardian shield weren't so vital in all of the matchups. I'm sorry but that is why hallucination just can't be used to this extent.
Tyrion Lannister
NoisyNinja
Profile Joined February 2011
United States991 Posts
September 22 2011 01:13 GMT
#56
I really think you should check your math, some of your "health values" were way off. But otherwise, good read.
Hattori_Hanzo
Profile Joined October 2010
Singapore1229 Posts
September 22 2011 02:09 GMT
#57
It just occured to me to use hallucination to feint builds.

Feint X gate but going blink stalker or higher tech; almost would guarantee a reaction from Zerg)
Feint two robo builds but going DT/archon
Feint (midgame) HT build (hallucinate HTs) but going mass gateway v T ( since we'd start massing up ghosts if we spot HTs)

Hallucination could be the key to carrier builds, since every race fears the Protoss deathball resulting in delaying their own push.

Cauterize the area
Trusty
Profile Joined July 2010
New Zealand520 Posts
Last Edited: 2011-09-22 02:21:33
September 22 2011 02:19 GMT
#58
research cost to 50/50 please.

imagine the awesomeness.. being able to afford hallu first + a stalker... from one gas. insane.

oh and maybe energy cost to 75, so that I dont have a sentry completed 10 seconds before I start researching hallucination.
HungrySC2
Profile Blog Joined September 2011
United States191 Posts
Last Edited: 2011-09-22 02:29:21
September 22 2011 02:26 GMT
#59
On September 22 2011 10:13 NoisyNinja wrote:
I really think you should check your math, some of your "health values" were way off. But otherwise, good read.

Such as?

(Number of hallucinations per cast)*(Hit points per normal unit)/(Double damage taken) = "Total Health the Hallucination has per cast"

Didn't see anything wrong with the health values when I checked it quickly.
"First say to yourself what you would be; And then do what you have to do. (Epictetus)
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
September 22 2011 02:58 GMT
#60
The only bad thing about depending on hallucinations to hold off timing pushes like 1-1-1 is that if it ever gets to be a part of the metagame, Terran players will realize that your "solid" defense is composed of many hallucinations and will proceed to 1-1-1 roflstomp you into oblivion.
Stipulation
Profile Blog Joined April 2009
United States587 Posts
September 22 2011 03:08 GMT
#61
You sir just earned a bookmark in my browser.
theredone
Profile Joined November 2010
United States49 Posts
October 15 2011 01:30 GMT
#62
PvP - 3gate expand with some stalkers early and 1 sentry to stop 4gate, get 3 more sentries. push out with hallucinate on the way. Drop a nexus. if you meet him in the field use your forcefields to back up, if you get to his base make 8 fake zeals and push in, do real estate damage with your stalkers and micro your face zealots.
NDDseer
Profile Blog Joined April 2011
Australia204 Posts
October 15 2011 07:32 GMT
#63
there was a build a while ago that made use of hallucinated colossi to make the terran player freak out, and to give vision allowing you to fourgate warp into their base.


[On balance, and qq about cheese] "Sure some strategies might be easier to execute, but you can do them too - you have the same tools as your opponent, including your race selection." - Pokebunny
DisaFear
Profile Blog Joined September 2010
Australia4074 Posts
October 15 2011 07:52 GMT
#64
When Hallucination units die, however, is there a different death animation? Do they disappear in a whiff of smoke, alerting the opponent that hallucination is being used?
How devious | http://anartisticanswer.blogspot.com.au/
Belha
Profile Joined December 2010
Italy2850 Posts
Last Edited: 2011-10-15 08:17:26
October 15 2011 08:17 GMT
#65
Not offense but most of the uses in the OP are retarded or low level.
-Probes for fake bit bit bit??? ya, in minute...what? 9? spending all in sentrys?? So how i can really win the game??
- Zealots to freak out z?? I need that energy for ff or im dead!!! Again, when? 9min mark? 8? By that time Z will have a 3rd to punish my dumb fake. Btw any decent T will scan during the battle.
- Few stalkers to scare mutas? If the z see few stalkers, he will attack. Its the same with or without hallu, with late blink, u re already dead.

The only usefull hallus are the tanks (void for air, archon+immortal) and the fake tech/numbers collosi. And of curse Phoenix to scout.
Chicken gank op
Corrosive
Profile Joined August 2010
Canada3741 Posts
October 15 2011 08:17 GMT
#66
On October 15 2011 16:52 DisaFear wrote:
When Hallucination units die, however, is there a different death animation? Do they disappear in a whiff of smoke, alerting the opponent that hallucination is being used?

Unfortunately, yes.
Maruprime.
Philipd122
Profile Joined April 2011
Australia776 Posts
October 15 2011 08:31 GMT
#67
Lol the next time im in a crucial PvT battle I'll hallucinate 4-6 HTs, send them to be sniped so the MMM ball runs into my storms <3.
Oz | Leenock | GuMiho | Lucky | MC | PartinG | DRG | Mvp
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
October 15 2011 08:42 GMT
#68
On October 15 2011 17:17 Belha wrote:
Not offense but most of the uses in the OP are retarded or low level.
-Probes for fake bit bit bit??? ya, in minute...what? 9? spending all in sentrys?? So how i can really win the game??
- Zealots to freak out z?? I need that energy for ff or im dead!!! Again, when? 9min mark? 8? By that time Z will have a 3rd to punish my dumb fake. Btw any decent T will scan during the battle.
- Few stalkers to scare mutas? If the z see few stalkers, he will attack. Its the same with or without hallu, with late blink, u re already dead.

The only usefull hallus are the tanks (void for air, archon+immortal) and the fake tech/numbers collosi. And of curse Phoenix to scout.


Agree with this, pretty much.

No strategy that hinges entirely on deception is reliable or can have a very good success rate. It's normally a better idea to just play straight up and have enough energy for FF/GS when you really need it.
Gamma4
Profile Joined March 2011
Australia75 Posts
October 15 2011 09:03 GMT
#69
i dont think hallucinated probes can fake mine, they dont go to mineral patches like normal probes. But the rest looks good ^_^
Just Huking around ;)
Gamma4
Profile Joined March 2011
Australia75 Posts
October 15 2011 09:05 GMT
#70
I Think it would be good vs terran to either hallucinate collosi or HT as it is often a tech switching battle. So to show collosi or HT and force ghosts or vikings but not both initially, you actually go down the other tech path you could take battles pretty easily mid game.
Just Huking around ;)
tsango
Profile Joined July 2011
Australia214 Posts
October 15 2011 09:55 GMT
#71
cant wait to juke terrans relying on sensor towers with mobs of hallucinated probes moving towards their expansions forcing a split whilst my army moves to the other side :D
If you dont like something, then that should be reason enough to try and change it
pRo9aMeR
Profile Blog Joined September 2008
595 Posts
October 15 2011 10:28 GMT
#72
I had no idea that hallucinated archons and colossi didn't break forcefields...

Ya lern somt'n new e'ry day...
In training...let's play, gg! d^..^b
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