Protoss Infantry  
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     Protoss Zealot   
 

Unit Type: Basic Infantry Unit

Unit Size: Medium

Cost: 100

Build Time: 40

Control: 2

Buildings Required:

       Gateway

Shields/Hit Points: 80/80

Attack Type: double melee attack

Range: 1

Rate of Fire: 70 attacks per minute

Damage Type: Normal

Attack Power: 16 (upgrade factor +2)

Base Armor Rating: 1 (upgrade factor: +1)

 

 

The Zealot is your first attack unit available for the Protoss. These are the strongest basic unit in the game. One Zealot, although expensive compared to Marines and Zerglings, can do quite well in battle. You will want to build these throughout your game.

 

 

 
     Protoss Dragoon   
 

Unit Type: Mechanical Ground Assault Unit

Unit Size: Large

Cost: 150 50

Build Time: 50

Control: 2

Buildings Required:

    Gateway
    Cybernetics Core

Shields/Hit Points: 80/100

Attack Type: Ground and Air

Range: 4 (+1)

Rate of Fire: 36 attacks per minute

Damage Type: Explosive

Attack Power: 20 (upgrade factor: +2)

Base Armor Rating: 1 (upgrade factor: +1)

 

 

The Dragoon is your air support infantry. The Dragoon does has a strong attack and many hit points. The Dragoon's greatest weakness is its explosive damage and slow attack rate. This makes them easy prey for packs of zergligns. Also, their large size gives them the tendancy to get stuck in tight spots.

 

 

 
     Protoss Templar   
 

Unit Type: Psi Warrior

Unit Size: Medium

Cost: 50 150

Build Time: 50

Control: 2

Buildings Required:

    Gateway
    Templar Archives

Shields/Hit Points: 40/40

Base Armor Rating: 0 (upgrade factor: +1)

 The most unfair spell in the game is Psi Storm. If you are Protoss, use this spell with great vengence. If you are not, pray that your enemy does not use this spell. It makes a large area of lightning that does about 150 damage at its greatest. This spell can desimate your Hydralisks, Mutalisks, Guardians, Tanks, Marines, Battle Cruisers, and just about every other unit in the game.

Hallucenation is a spell that makes "dummy" units. You cast it on a unit, and it makes 2 hallucenations that do no damage when they attack, take double damage, but look like the real thing. Hallucenations can be instantly destroyed by Psi Storm, Ensnare, EMP shockwave, and several others. Great for sneaking an Arbiter in so it can do Recal. Unless they fire at the right one that is.

2 Templar can join together to make the ultimate ground unit: The Archon.

 

The Templar is one of the most useful unit in the Protoss inventory. They are good for attack, strategy, and even more attack, although they have no attack of their own. They rely on spells and energy to win a battle. They are easily killed, so if you see a Templar taking a beating out by himself, you better cast Psi Storm quickly so it doesn't die in vain.

 

 

 
     Protoss Archon   
 

Unit Type: Psi Assault Warrior

Unit Size: Large

Cost: two Templars

Build Time: 20

Control: 4

Shields/Hit Points: 350/10

Attack Type: Ground and Air

Range: 3

Rate of Fire: 56 attacks per minute

Damage Type: Normal

Attack Power: 30 (upgrade factor: +3)

Base Armor Rating: 0 (upgrade factor: +1)

 

 

The Archon is a super power unit. It does massive amounts of damage, it does splash damage, it has a ton of life, it can attack ground and air, it has normal damage, and it attacks at a fast rate. The only weakness of this unit is its shields. Shields take full damage from every unit, no matter if its Normal, Explosive, or Concussive. So uints like Vultures and Tanks Work very well against Archons. Also, The Science Vessel's EMP shockwave leaves the Archon with 10 Hit Points left because it drains all its shields. Its handy to have a few Sheld Batteries around when you are using Archons. If you are Zerg, you better hope you have a bunch of Guardians or Hydralisks if your enemy is going heavy with these.

 

 

 
     Protoss    Dark   Templar
 

Unit Type: Stealth Assault Infantry

Unit Size: Medium

Cost:100 150

Build Time: 40

Control: 2

Buildings Required:

    Gateway
    Templar Archives

Shields/Hit Points: 40/80

Attack Type: Melee

Range: 1

Rate of Fire: 70 attacks per minute

Damage Type: Normal

Attack Power: 40 (upgrade factor: +2)

Base Armor Rating: 1 (upgrade factor: +1)

Like the Templar, two Dark Templar can join into a Dark Archon.

 

Dark Templar are devastatingly powerful. They are cloaked ground units that do massive damage. If your Terran opponent is relying on his Com Sat station to detect, you can just run your Dark Templar past their defense, surround his Com Sat, then kill it quickly. Your opponent will be left to watch his base get turned to ashes in a matter of moments. They are also good to combine with your other ground units becasue they won't think about you having Dark Templar stuck in the mob until they hear the "shink..... shink" of the Dark Templar attacking. And then its too late!

 

 

 
     Protoss  Dark Archon
 

Unit Type: Psionic Spell Casting Unit

Unit Size: Large

Cost: two Dark Templar

Build Time: 40

Control: 2

Shields/Hit Points: 250/20

Base Armor Rating: 1 (upgrade factor: +1)

Feedback is one of those pissoff spells that your can't avoid and you just have to live with like Spawn Broodlings, Irradiate, EMP, Ensnare, Plague, Dark Swarm, and several others. What it does is it takes all the energy a unit has deals an amount of damage to the unit for as much energy it had.

Mind Control is the main reason people build Dark Archons. Although it has its uses, its one of the most overused spell. If you see a solitary unit just roaming around, of course its a good idea to Mind Control it. But if you decide in the heat of battle to Mind Control a unit in the battle, its probably going to die before you get much use out of it. When you Mind Control a unit, you keep any upgrades that it may have had.

Maelstrom is like a mini Stasis Field. It stuns a group of units (including your own) but you can still fire at them. So its sort of a mix between Stasis Field and Lockdown.

 

The Dark Archon is the opposite to the Archon. Just like the Templar is the opposite to the Dark Templar. The Dark Archon has no atattack of its own, but relies on its spells to pull it through. You can greatly lower a Dark Archon's life by EMPing it, but its not as effective because the Dark Archon doesn't fight in battles. The best way to deal with these are probably to just shoot it with anything. They aren't that much of a threat.

 

 


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