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DARK TEMPLAR TACTICS |
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Dark Templar are incredibly powerful units. They're on par with other Protoss units in terms of price, and they also display the incredible power associated with the high technology of their race. Like Observers, Dark Templar are permanently cloaked units. Despite being lightly armored, Dark Templar attack at a whopping 40 hit points of damage per shot, which is enough to kill a Drone, Probe, Zergling or Marine in one shot! Dark Templar are also available quite early in the game; their pre-requisite structure is the Templar Archives, a must for a good Protoss player anyway. |
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Dark Templar are most effective when used early on in the game, before detectors have become readily availabl e. Dark Templar rushes can be devastating against an unprepared Terran or Protoss player, although the presence of Overlords virtually eliminates the chances of c onducting early Dark Templar raids a gainst Zerg opponents. For more information on executing Dark Templar rushes, consult the section on Dark Templar Rush Build-Orders. |
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An excellent strategy to use against the Zerg is a combination of Dark Templar and Corsairs. Have a group of roughly five or six of each, and move them to an expansion where the Zerg player is attempting to expand. The Corsairs will be able to quickly kill any Overlords in the area, while the Dark Templar reek havoc on the Hydralisk and Zergling on the ground! |
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A combination of Dark Templar and Observers is an excellent way to snuff out enemy burrowed positions that are guarding expansions. Think of the surprise an enemy Zerg player will experience when his Lurkers are suddenly ripped to shreds, seemingly out of no-where! |
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If an enemy's defenses are too tight to penetrate, use a series of Disruption Webs and rush your now-protected Dark Templar through the defenses to the enemy workers. Against Terrans, cast Disruption Web on the Bunkers and send the Dark Templar in to quickly destroy the Missile Turrets (an easy task, as they have only 200 hit points). Use Dragoons to fire at the Bunkers and also to draw any Siege Tank fire from the Dark Tempalr. Against Zerg, simply Disruption Web the Spore Colonies and any defending Hydralisk. Use the Corsairs to clean up any air units (including the Overlords, the Zerg detectors), and follow with Dark Templar to finish them off. |
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Use Dark Templar to guard expansion locations and key choke points. For extra defense, back them up with a pair of Dragoons (for anti-air) and an Observer (for detection). Even if you loose a Dark Templar, your opponent will become very paranoid. He'll neither expand quickly nor leave his units out and about. |
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Position a handful of Dark Templar on Hold outside your base. If enemy Siege Tanks or Reaver approach, your Dark Templar will be able to dispatch them without any hassle. Also, taking care of attackers from two sides means they have nowhere to retreat. |
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Dark Templar aren't as effective against the Terrans, since they have the ability to conduct a ComSat sweep at will. If you see the characteristic sparkle of a ComSweep, retreat your Dark Templar until the effect has worn off. Successive attacks with Dark Templar, however, will quickly drain a ComSat's energy. |
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The only way to stop Dark Templar is to have detectors near so that your units can target them. Casting Ensnare or Plague will make them visible to your units, as will attaching a Parasite. Psionic Storm affects cloaked units too. Another way to kill them with splash attackers (ie: Siege Tanks or Reavers) is to run a low-tech infantry unit, such as a Marine or Zealot, towards the shimmer of the cloaked units. Target the friendly units with your heavy attacker, and the splash damage will hurt the Dark Templar too. (Note that this tactic can also be used to snuff out enemy Gh osts). Spider Mines are also able to target Dark Templar. |
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