            
| | Protoss Information
Units
Basic rundown:
The Protoss are known for their sheer force and expensive units. They are all very powerful but also cost a lot of money and a while to build. Nearly every unit in the Protoss force could overpower a lot of other units. But since they have so few in numbers they can easily be foiled by a large Zerg or Terran force. But if used correctly they can be by far the most powerful race. They might not be as good as rushing as the Zerg are, but they dominate in later games.
Units:
| Unit Name |
Minerals - Gas - Food |
Unit Description |
Probe
 |
50 - 0 - 1 |
Probes are the Protoss versions of the SCV or Drone, but they build in a very different way. While the SCV has to build a building by hand and the Drone has to morph into it completly, the Probe can just start the warp-in of a building and go on to doing something else while the building builds itself. That is a huge Protoss advantage.
|
Zealot
 |
100 - 0 - 2 |
Zealot's are the Protoss basic ground melee unit. They cost 100 minerals which is a lot for a basic ground unit and also take up 2 psi, which is like the Terran's supply. But, they are very powerful for their cost. They have 80 hp and 80 shields and do 16 damage. They are great for rushing, you just can't rush very fast with them. They also have a speed upgrade which makes them more effective in later games. |
Dragoon
 |
125 - 50 - 2 |
Dragoon's are the Protoss range ground unit that attacks both ground and air. They are cheap at only 125 minerals and 50 gas considering their power in numbers. They have a longer range than a Marine or Hydralisk even when they are all upgraded, and they do 20 damage. Great all around units. |
High Templar
 |
50 - 150 - 2 |
High Templar are the Protoss ground unit spellcaster. They have 2 spells, one of which is probably the best spell in the game. Their first spell, Hallucination, costs 100 mana and makes 2 fake units of the unit cast on that do not do any damage. Their second spell, Psionic storm, costs only 75 mana and can hit both ground and air units in a rather wide area for an immense amount of damage. 2 High Templars can also be morphed into a powerful Archon at no cost that can attack both ground and air units for 30 damage. |
Archon
 |
0 -
0 -
4 |
Archon's are a morph of 2 High Templars. They have an attack instead of spells unlike the High Templar. They archon has a huge amount of shields but only 10 hp. They do a nice amount of damage and also do splash damage. |
Shuttle
 |
200 -
0 -
2 |
Shuttles are the Protoss transports. They are more expensive than the Terran or Zerg counterparts, but are also the fastest if upgraded. |
Reaver
 |
200 - 100 - 4 |
Reavers are the Protoss ground seige unit. They do a lot of damage, however, you have to build scarabs for them to attack with at a price of 15 minerals. They work well in conjunction with an upgraded Shuttle. A reaver can hold 5 scarabs unupgraded, and 10 scarabs with the upgrade. 1 scarab does 100 damage plus a lot of splash damage, but with an upgrade they can do 125 damage. Reavers are great for taking out masses of ground units or ground defense buildings. |
Observer
 |
25 - 75 - 1 |
Observers are the Protoss's flying detectors. They also have permanent cloak, but they do not have any attacks or spells. They have a small amount of shields and hp so they can die rather easily if detected. |
Scout
 |
300 -
150 -
3 |
Scouts are the Protoss basic air unit. They are very expensive, but they are also very powerful. They have a lot of shields and a lot of hp and do a lot of damage to air. However, they attack ground really slowly and for a little amount of damage. They are really good in large numbers. |
Carrier
 |
350 -
250 -
8 |
Carrier's are the Protoss air seige unit. They are rather expensive, but they have a huge amount of shields, hp, and armor. They need to build Interceptors to attack, however, they are attackable. The Carrier can attack both ground and air with it's Interceptors that cost 25 minerals a piece. You also need an upgrade to carry 8 of them instead of 4. They don't do a whole lot of damage, but with 8 to a Carrier attacking at once, they can annihilate defenses in great numbers, because they have to attack your Interceptors and not your Carriers. They work really well with a group of Scouts with them. |
Interceptor
 |
25 -
0 -
0 |
The Interceptors are what the Carrier uses to attack. They have 40 hp and 40 shields and do 6 damage to both ground and air when unupgraded. |
Arbiter
 |
100 -
350 -
4 |
The Arbiter is the Protoss Air unit spellcaster with 2 different spells and an attack and a special ability. It's attack is really slow and is also not very strong. But it's spells are pretty good and so is it's skill. It's first spell, Recall, allows you to cast the spell on a small group of your units and bring them to where your arbiter is. Their other spell, Stasis, is casted on a small group of units, and they cannot move or be attacked or do anything for a period of time. It's skill is cloaking all of the units in a small area around it. |
Buildings:
| Building Name |
Minerals - Gas |
Building Description |
Nexus
 |
400 - 0 |
The Nexus is where your Probes bring back minerals and gas to. That's pretty much all it does. |
Pylon
 |
100 - 0 |
Pylons are really important Protoss buildings. They provide food for the protoss units and also they provide a small PSI area where you can build other buildings besides the Pylon and Nexus. All Protoss buidlings excluding the Pylon and Nexus have to be built within the blue influence area of a Pylon. |
Gateway
 |
150 - 0 |
The Gateway is where the Protoss construct their basic ground units, The Zealot, Dragoon, and High Templar. It also allows the construction of a Cybernetics Core. |
Assimilator
 |
100 - 0 |
The Assimilator is
placed on top of a vespene geyser so your Probes can harvest gas. It does not need to be near a Pylon. |
Shield Battery
|
100 - 0 |
The Shield Battery is a battery that can recharge your units shields with it's energy. This building isn't very useful and isn't used very often. |
Forge
|
150 - 0 |
The Forge is where the Protoss upgrade their ground unit weapons and armor. You can also upgrade shields which effects all of your units. It also allows production of the Photon Cannon. |
Cybernetics Core
|
200 - 0 |
The Cybernetics Core is where you upgrade the Protoss Air armor and Air weapons and upgrade the Dragoons attack range. It also allows contstruction of the Dragoon, Robotics Facility, Stargate, and Citadel of Adun. |
Robotics Facility
 |
200 - 200 |
The Robitics Facility is where Shuttles, Reavers, and Obersvers are created. It also allows you to build a Robotics Support Bay, where you can upgrade the Shuttle and Reaver, and also the Observatory. |
Stargate
|
150 -
150 |
The Stargate is where the Protoss produce the Scout, Carrier, and Arbiter. It also allows prodcution of the Fleet Beacon. |
Citadel of Adun
|
150 - 100 |
The Citadel of Adun is where you upgrade the Zealot leg speed. It also allows you to build the Templar Archives. |
Robotics Support Bay
|
150 - 100 |
The Robotics Support Bay allows you to build Reavers, and is where you upgrade the Shuttle speed, the Reaver Scarab capacity and the Reaver Scarab damage. |
Observatory
|
50 - 100 |
The Observatory allows your to build Observers, and is where you upgrade the Observer sight range and Observer speed. |
Templar Archives
|
150 - 200 |
The Templar Archives allows you to build High Templars and you can also upgrade all of the High Templar's spells there, and also allows you to build Arbiter Tribunals if you already have a StarGate. |
Fleet Beacon
|
300 - 200 |
The Fleet Beacon allows you to build Carriers, and it is also where you upgrade Scouts and Carrier's Interceptor capacity. |
Arbiter Tribunal
 |
200 - 150 |
The Arbiter Tribunal is the last of the Protoss buildings that allows you to build Arbiters and also let's you research their spells. |
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