Starcraft QA Batch 18
Starcraft QA Number 17
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Terran Tech-Tree
So, What's Changed?


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Protoss Ground Units:

The Protoss lack the numbers of the Zerg, or the cunning of the Terran, and make up for it with the brute strength and mobility of their units. The Protoss Gateway possesses the ability to 'warp in' Protoss units anywhere within pylon radius, and thus Protoss troops can be deployed from main base to expansions instantaneously. Thus, while a Protoss is disadvantaged in terms of total numerical numbers, a skilled player can ensure that their men are always around in the place they are most needed.

Probe

Size
Small
HP/Shields:
20/20
Cost:
501
Attack:
Ground Attack:
?
Cooldowm: ?
Range
Melee

The Protoss Probe is the basic Protoss construction unit. Its primary purposes are planting warp beacons to "summon" Protoss structures and to collect resources like all workers. As the buildings "summon" themselves, the Probe is free to continue to fulfill numerous other tasks. The Probe is a robotic unit and, like all protoss units, has shields which provide additional defensive measures.

Strategic Properties:

The Protoss Probe, like all basic workers,is complete essential to any protoss player. Probes have the advantage that a single probe is capable of warping in an entire base, however, they are also the weakest workers out of the three factions, and hence are extremely vulnerable to supply line attacks.

Special Abilities:

Warp Building:
The Protoss Probe is capable of warping into all protoss structures. Once warping is initiated, the probe is free to do other stuff.
Harvest:
The Protoss Probe harvest both minerals and gas.

Special Properties::

Hovering:
The Protoss Probe hovers, and is thus immune to terrain effects.

Probe

zealot
Size
Small
HP/Shields:
100/60
Cost:
1002
Attack:
Ground Attack:
16 N
Cooldowm: ?
Range
Melee

Zealots are trained in hand-to-hand combat, pain tolerance, tactics and discipline. The Protoss Zealot's weapon is generated by focusing psionic energy into their forearms, projecting deadly psionic blades on both arms. Some Zealots have the ability to see a very brief period in the future, enhancing their ability to make and dodge strikes. In StarCraft II, Zealots can charge enemies rapidly, briefly transforming into energy to do so.

Strategic Properties:

The Protoss Zealot, due to its small unit size, fast speed, and comparatively low cost, make excellent meat shields for expensive units when charging into the fray. This is especially true against artillery units, which typically deal explosive damage. Due to the lack of need to be micro-managed, it is a common tactic to send a group of zealots in, followed by expensive artillery, or a carefully timed psionic storm.

Special Properties::

Charge:
Once a Protoss Zealot reaches a certain proximity from his intended target, he will automatically charge and close the remaining distance in a split second. This ability makes it almost impossible for any missile unit to kite the zealot. Hydralisk dancing will not longer work in Starcraft 2.

'Probe

Size
?
HP/Shields:
?
Cost:
?minerals?supply
Attack:
Ground Attack:
?
Cooldowm: ?
Range
5

With Auir ravaged and destroyed, the remaining Protoss have grown ever mroe reliant on the protection of the Dark Templar. Enlisted from the bold and eager, Soul Hunters are armed with entropic weapons that allow them to gather the khala of their opponents. The more essence of a soul hunter gather's, the stronger it becomes.

Strategic Properties:

Soul Hunters should be primarily used against weak organic targets, as each organic unit they kill makes them stronger. Possessing reasonable range, it is a often a good idea to keep Soul Hunters behind primarily lines so that they main gain their strength in safety. Once the maximal amount of souls are collected, Soul Hunters become utterly deadly to enemy infantry. Reasonably fast, these units also make for perfect drone killers.

Special Properties::

Weakness to Robotics:
Soul Reavers do drastically reduced damage to robotic units..
Gather Soul:
Whenever a Soul Hunter kills enough organic units, he gains an extra attack, to a miximal of three times his starting power. This makes Soul Hunters who survive for a while very power, and prime enemy targets.
Hovering:
This unit hovers, and is thus immune to terrain effects.

Probe

Size
Large
HP/Shields:
240/100
Cost:
?3
Attack:
Ground Attack:
?
Cooldowm: ?
Range
6

The dragoons of the past are all but gone. The sacred shrine that was dedicated to the creation of the dragoons was infested by the zerg and lost along with the protoss homeworld itself. The remaining dragoons have become the immortals, refitted with twin phase disruptors and hardened energy shields that can shrug off the most powerful weapon strikes - though at the cost of leaving them more vulnerable to the pinprick attacks of lesser foes. The heavily armed and shielded immortals give critical fire support to the ferocious legions of zealots by eliminating enemy artillery and ranged attackers, allowing the zealots to close in and complete their work of destruction.

Strategic Properties:

The Protoss Immortal is designed to be a meat shield for enemy heavy artillary, where their heavy shields are capable of absorbing almost the entire firepower. This makes Immortals ideal for breaking entrenched encampments, absorbing enough fire so that the Collosus behind them can do the heavy damage. Due to their slow speed, Immortals are unsuited for any hit and run tactic, and make poor options in open battle. These units should be reserved for key moments of base defence and offence, where mobility is not a issue.

6-15-2007: Unit confirmed to Attack ground only.

Special Properties::

Heavy Shields:
The Immortal is armed with Heavy Shields that can absorb around 800hp worth of damage. However, this shield is only activated when the Immortal is hit by highly damage fire. Small firearms, such as those used by Marines or Zerglings, are not absorbed by the heavy shields.

Probe

collosus
Size
Large
HP/Shields:
400/325
Cost:
?6
Attack:
Ground:
?
Cooldowm: ?
Range
8

In response to the unending swarms of Zerg has have ravaged their homeworld, the Protoss have developed a weapon of war designed expressly for riot control. Towering well over 15 meters tall, the collosus is an imposing sight in any battlefield. Armed with twin lasers that wreack havoc to anyone with a few meters radius, the Collosus is testament of the Protoss's brute power.

Strategic Properties:
The Collosus provides heavy artillery support for the Protoss. Their sweeping lasers deal AOE damage, and thus make these units ideal against swarms of zerglings and marines. A typically strategy would be to use them in conjunction with Immortals, who are better suited to taking out single strong units, or zealots as meat shields. Their AOE attack, in conjunction with long range, and the ability to scale cliffs, make the Collosus a deadly weapon against almost any ground unit.

The only major weakness is the fact that a Collosus counts both as a air or ground unit, making it vulnerable to Missile Turrets, as well as air superiority fighters whose weapons are normally reserved only for capital ships. This coupled with the fact that the Collosus has no defences against arriel assaults, mean that a lone Collosus with be easy pickings for a squadron of fighters. Guard a Collosus with anti-air, and you've got a force to be reckoned with.

Special Properties::

Also Counts as Air Unit:
Due to its height, the Collosus counts as both a ground and air unit for the purposes of checking which units can attack it.
Cliff Climber:
The Collosus can traverse different Terrain levels without using a ramp..
AOE Damage:
The Collosus's standard attack does a small radius AOE.

Probe

blink
Size
Medium?
HP/Shields:
120/60
Cost:
?2
Attack:
Ground/Air Attack:
?
Cooldowm: ?
Range
5

Denied the support of the great forges and armories of their homeworld, the dark templar were forced to find new ways to defend themselves from a hostile universe. dark templar warriors learned new ways of war. By focusing their inner psionic strength and drawing power from the Void itself the dark templar learned to mask their presence and strike unseen from the shadows. The defiant exiles perfected techniques to spread terror and confusion among their enemies by assassinating leaders and destroying vital structures. Ultimately the dark templar came to rival even the mighty zealots in combat.

However, the overthrow of Aiur has proven that guile alone cannot defeat a foe as relentless as the zerg. Inspired by the ancient and honored dragoon walkers the dark templar have begun to build war machines of their own. The stalker is a machine controlled by the shadow-essence of of a dark templar warrior, willingly fused into its metal body to protect his people.

Strategic Properties:

The Stalker 's normal damage and weak hit points make the unit ineffective against capital ships or as frontline troops in besieging an enemy installation. However, their blink make ability make these units a perfect surprise strike force, and good Protoss players should use these to their full potential in destroying enemy workers. Typically, a skilled will engage the enemy force using his more resiliant Zealots and Immortals. During the confusing, Stalkers can be used to pick off enemy casters, artillery, or circle the battle entirely to lay waste on the supply line.

Special Abilities:

  Blink:
The Stalker is capable of teleporting to any location withiin his sight range.

Special Properties:

  Independent Weapons:
The Stalker is capable of attacking a single ground and air unit simultaneously.

Reaver

Reaver
Size
Large
HP/Shields:
?
Cost:
?Minerals2Supply
Ground Attack:
Damage:
?
Cooldowm: ?
Range
5

Assaulting an enemy encampment can be a very costly affair and, rather than needlessly sacrificing lives, the Protoss have developed a robotic war machine known as the Reaver to use as mobile artillery. The Reaver is heavily armored and houses a micro-manufacturing plant to produce tiny, highly explosive drones called Scarabs. Although the Reaver carries no weapons, a well-placed wave of Scarabs can reduce both troops and buildings to rubble in moments. .

Strategic Properties:

The Reaver is the only Protoss unit capable of attacking enemy static defences from a safe distance, and thus fullfill the much needed role of Artillery for the Protoss. Their Scarabs deal immense damage, and are also ideal as clumps of units. Reaver's themselves, however, are extremely slow, and can be easily overwhelmed if not supported by a line of zealots who guard them from incoming attackers. In all practical situations, reavers are deployed from Phase Prisms, which compensate for thier excruciatingly slow movement speed.

Special Properties::

AOE Damage:
The Reaver's Standard Attack does AOE damage over a significant radius

Probe

Size
Small
HP/Shields:
?
Cost:
?2

The High Templar is a powerful Protoss psychic of the Templar Caste. They have given up their rage and martial training in order to more perfectly command brutal psychic forces. While powerless of melee combat, power templar are known conjure powerful illusions and liettrally drive insanity into their enemy's minds.

Strategic Properties:

The High Templar is the main spellcaster for the Protoss, ideal at dishing out damage to large groups of weaker units from both ground and air, and disrupting the enemy retreat with forcefields. Weak in hit points and lacking any standard attacks, High Templars should always be protected bu either troops or static defences.

6-15-2007: Forcefield Ability Confirmed

Special Abilities:

  Force Field:
Creates a translucent forcefield in which no unit may traverse. Create for creating artificial chokepoints, or blocking the enemy's escape route.
  Psionic Storm:
Blasts the target area with a deadly psionic energy, dealing damage to all units within.

Special Properties::

Hovering:
The Protoss Probe hovers, and is thus immune to terrain effects.

Darl Templar

Size
Small
HP/Shields:
?
Cost:
?2
Ground Attack:
Damage:
?
Cooldowm: ?
Range
Melee

Banished from Aiur for refusing to submit to the Khala, the Dark Templar have wandered throughout the far reaches of space for generations. These mighty warriors, drawing secret powers from the cold void of the cosmos, are able to bend light around themselves, which renders them virtually invisible. Armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes

Strategic Properties:

The Dark Templar is best used to quickly disrupt the enemy economy when they are foolish enough to not build sufficient detectors. The high damage output of this unit also makes it ideal for assasinating key enemy casters such as High Templars or Succubi, before the enemy can react. The use of Dark Templars, however, must be controlled. While they can turn the battle in key situations, they are very vulnerable is the enemy has detectors prepared.

6-15-2007: Unit Confirmed

Special Properties:

  Permanent Cloak
The Dark Templar is permanently cloaked.

Darl Templar

Size
Large
HP/Shields:
?
Cost:
??
Ground/Air Attack:
Damage:
?
Cooldowm: ?
Range

The Twilight Archon is the ultimate expression of unity that once separated the Templars who chose the way of the Khala and those who did not. Much as the powerful Tassadar, Twilight Archons embody the combined might of factions once split asunder. .

Strategic Properties:

The true abilities of the Twilight Archon is still shrouded in mystery, though it is clear that are more than capable of taking care of themselves and dishing out considerable damage to clumps of weaker units. Current it is unclear whether Dark Archons will have deadly abilities in addition to thier standard attack.

6-15-2007: Unit Confirmed.

Special Properties:

  Hovering:
This unit hovers, and is thus immune to terrain effects.
  AOE Attack:
This unit deals splash damage to all units within a small radius of his attack.




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