Protoss Units

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. No Pic
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. No Pic
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. No Pic
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. No Pic
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. No Pic
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. No Pic
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. No Pic
Shuttles Normal transport units, but extra fast with Speed upgrade. No Pic
Observer A cloaked detector with good range and speed. No Pic
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. No Pic
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. No Pic
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. No Pic
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. No Pic
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. No Pic