StarCraft/Counters

There is no perfect unit. While combinations of units may be powerful and hard to counter, there is still no perfect unit. This chapter explains how to counter each unit.

=Protoss=

Probe
This will almost never be used for military, but sometimes as early harrassment.
 * Zerg: Drones (then lings)
 * Terran: SCVs (marines)
 * Protoss: Probes!

Zealot
The zealot is the greatest unit of its age, but it cannot attack air units.
 * Zerg: Of course, in the beginning, there will be few zeals. Swarm with Zerglings. There will probably be as many hydras as zeals, and a zeal beats hydra 1 on 1, if the hydra doesn't or can't dance.
 * Terran: Firebats and medics, for marines are too weak and fragile. The firebat breaks through the shield in 4 hits. Marines when in walled in bunkers work too. Siege tanks and vultures and spider mines work later, but speedlots can chase a mine to the tank.
 * Protoss: Zeals of course! Also, both templar-dts if no detection, and high with storm. Reavers work well but ONLY if there is a shuttle. The Zealot is suprisingly tough, and it can stand two scarabs! (and spider mines for that matter)
 * ALL AIR UNITS

Dragoon
The dragoon is a very specialized unit, and it sees almost no use against Zerg.
 * Zerg: MUTAS+LINGS especially. The dragoon deals only 10 damage to them! And dragoons WILL be outnumbered. Hydras can work in numbers. If a guardian is placed right, it can kill a dragoon without taking a hit.
 * Terran: TANKS. They can mow through a dragoons shields VERY quickly. Marines work suprisingly well too. So can firebats, but once the shield is broken through the firebat only deals 2 damage to the dragoon, counting its 1 base armor.
 * Protoss: Zeals-They beat a dragoon one on one if the goon doesn't dance.