| Probe |
The Protoss gathering unit. The
weakest of the 3 in terms of attack, but the probe just has to open the
warp rift, then get back to mining or whatever. So all you need are a few
building probes, and the rest can mine for you. |
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| Zealot |
I think it's the best unit for
the money. Cheap and strong the Zealot is an extreme force in the early
game. A Zealot can take 3 to 4 zerglings each depending on who attack
first, so six is very hard to counter. |
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| Dragoon |
An awesome anti-air unit with
good range and descent price, but slow and big and easy targets for
explosive attacks. Great with Zealots. |
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| High Templar |
Psi-Storm will work wonders for
any seasoned vet if used properly. Hallucinating can be good, but is only
good with large numbers of real units. Can merge into super powerful
Archon. |
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| Dark Templar |
Weak, slow, and very expensive
describe this great unit. However, permanent cloak and huge attack can
make up for the downsides if used correctly. If you can pull off a rush,
you can easily defeat Protoss or Terran players if apt cloak detection is
not available. |
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| Archon |
350 Shields and 10 HP is a lot of
defense, but an attack of 30 which can hit both air anf ground tops it
off. Kind of expensive, since it's High Templars merged into 1 unit, and
the attack has a very short range. Watch out Vessels EMP Shockwave or all
you have is 10 HP and a little armor. |
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| Dark Archon |
Not assault units, but super
intelligent special ability units. Mind Control will take over any unit.
Maelstrom is priceless against stopping (literally) organic units in their
tracks and will let you attack them. Feedback will kill most units with
energy, and will drain them of their energy to. |
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| Shuttles |
Normal transport units, but extra
fast with Speed upgrade. |
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| Observer |
A cloaked detector with good
range and speed. |
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| Reaver |
Fairly weak tank like unit with
huge attack that costs 15 minerals per shot, but does massive damage.
Great with Shuttle as aReaver Drop. Upgrade capacity and damage to make
this unit over twice as effective. |
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| Scout |
Really strong, really expensive,
and really good. Use in groups with Zealots for a force to be reckoned
with. I recommend upgrading both speed and sight range. Highly. |
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| Corsair |
Good anti-air unit with a low
cost, and a super fast weak attack which is great in numbers. Use with
units with a high ground attack. Also, upgrade disruption web and energy
to neutralize all ground units' attacks (even yours) in a fairly large
area. |
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| Carrier |
Very, very expensive with unit
with houses 4 interceptors (and with the highly recommended upgrade up to
8) with an attack of six. When fully upgraded this very strong unit is
hard to stop, especially in large numbers. |
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| Arbiter |
Terrible attack, but (unlike most
special ability units) at least it
has one. Stasis field can stop units completely, but makes them comple
invulnerable to anything. Recall warps your own units to Arbiter's current
position. The best feature is the cloak field around the Arbiter which
cloaks all of your units within the area. However, the Arbiter dies
quickly since it's the first unit your opponent sees when it's cloaking
units. |
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