Effect: Damage done to allied units due to Siege Tanks in … Experience the … This is definitely a spell one should consider researching against a Zerg opponent (all of their units can be maelstromed). The dark templar refused to join the Khala, the communal mind link of the protoss people, preferring instead to strive as individuals. Increases the armor of protoss ground units. The Statis spell lasts a some time to wear off (40 game seconds), and since arbiters can stasis twice even without energy upgrade, you can take your time and only worry about keeping your units alive instead of evacuating any remaining survivors. Each race has its own strengths and weaknesses.