Castaway

Race description
A protoss race based on leveling heroes. Is the 21st race of the mod.

Pros:
Extremely powerful in lategame.

High micro potential.

Most abilities can be put on autocast.

Easy to marco, worker production can be put on autocast.

Increased extraction of experience from kills

Cons:
Somewhat weak early on, has to rely on static defenses.

Autocasting abilities usually does not work well.

Overall:
The one of strongest race in the mod. Fun fact: the 3 races that rely on leveling mechanic are the strongest.

Divine Vessel
Main builder, is immobile for the first 4.5 min, has 200 build range. Cannot build in unscouted areas.

Divine Shrine
A resouce drop-off point, can build workers and rebuild the Divine Vessel.

Adun's Obelisk (Divine Shrine required)
Just a pylon. Costs 35 minerals, so pylon rush the hell out of player's opponent.

Legend Gate (Adun's Obelisk required)
A hero production structure.

Aiur Beacon (Legend Gate required)
Allows building of tier 1 heroes.

Galaxy Beacon (Legend Gate required)
Required for building Altrapol.

Daelaam Beacon (Legend Gate required)
Allows building more heroes.

Coprulu Beacon ((Legend Gate required)
Allows building more heroes.

Distant Shop
Can give various buffs to units, such as emergency teleport, dodge chance, and heal. Also it can give powerfield to units for money.

Phaser
Defensive structure, spawns 6 adept shades that attack. Can be used as a followup to a Divine Vessel rush. 125/25 mineral/gas.

Khaydarin Monolith
Defensive structure. Huge damage, huge range, huge weapon cooldown, huge cost (100/175 mineral/gas), mediocre hp.

Alred (aka Artanis)
The best t1 unit by far, the only good 1st unit option. The team tank, premium single target damage/anti massive in the mid game. Can use campaign artanis dash, ram (basically coop kerrigan dash, but it collides with units while dashing and does massive damage to them, so it is more of a single target damage ability rather than splash), shield boost, shockwave (weak AoE + knockback), and a "do a lot of damage in a big area for 90% hp" ability.

Kuras (aka Future Kuras, aka Kuras the dark templar, aka Kuras v2)
There is one thing about this hero. It can cast the wave that sweeps over the enemy army, destroying everything if there are enough low hp units. It is a missile that does some damage to a target, and if the target is killed within 7 sec after impact, it shoots 5 more missiles at nearby units. If most enemy units are 1-shot by the missiles, the chain reaction is just so satisfying to watch.It also has blink that does decent splash damage and can soften up the enemies for the wave to reliably kill them. Has a dt escort, a heal ability, and a revive ability (NEVER USE IT, the revived unit will take up supply forever, even when it dies unrevived). Is removed from the mod since 25.06.20

Xun'Ral
Also provides powerfield, spawns units on attacking and spams protoss units (these are somewhat stronger than adept's). Permastuns hostile units near it. Much better than other heroes like him.

Noh'Typ (aka Python)
A support hero with long-range orbital bombardment abilities. Can use bombardment, stun, more bombardment, spawn cannons and buff allies. Has a "freeze all hostile structures on the map" ability as an ultimate. Can also be used to soften up enemies for Kuras to clean them up.

Solar II (aka disruptor)
This hero is all about spamming terran mercs and escaping.

X'Zal (aka voidray)
A healer/support hero. Can give units a barrier that regens the target's shields to full and gives a 300 shield boost (combine with Alred's shield boost ability for maximum tanking). Has some splash damage abilities and a voidray escort. Can spawn nydus worms protoss edition and mass recharge energy as an ultimate (mainly used just to cast more shields, no other units really benefit much from it).

Warbringer
Basically what you'd expect a reaver to be. A critically slow tanky unit that does huge amounts of damage. Can stun, regenerate, blink and use a "do a lot of damage to a unit" ability. Has a "wipe out everything in a given area after 14 sec charge up" ability as an ultimate.

Altrapol (aka carrier)
A giant carrier that also functions as an infinite range warp prism. Can scan and build divine shrines.

Bad units
There's not much to say about these. Almost all of them have a better alternative, so don't use them.

Kuras (yes, another one)
The only one that can actually be useful. Can use storm, heal, feedback, recall (the main reason it's not entirely useless), and vortex (combining it with warbringer's ultimate is the only decent use of it). Recall affects voidray's nyduses, the divine vessel, and (probably, haven't tested) phasers.

Tsarica (aka adept)
Can spam protoss units. They require powerfield, which is a real pain to deal with and is the reason the hero is worthless. Attacks create adept shades with a relatively strong attack (which still doesn't make it a good option). After CA rework Tsarica is better than old. It needs a test.

Vionasa (aka mother core)
Can spawn cannons, warp prisms and invulnerable obelisks that can use guardian shield. A harassment hero. And no, comboing it with adept does not make any of them any useful. There's no reason player would prefer that over, for example, Kuras v2.

Klora'Zul
Has a decent autoattack, some abilities, and that's about it. Something something Kuras v2 something something.

Richard Holldry (aka Swann)
This seems like the worst unit castaway has. Can stasis itself, spawn nukes and repair structures. Is removed from the mod since 25.06.20

Antra (aka Vorazun)
Can place stasis wards, use the campaign Vorazun ability, and spawn an oracle. No idea why it's a t3 hero.