StarCraft II: Wings of Liberty/Protoss units

Note that the game is still in pre-alpha stage, and any of the unit stats could change for balance and other purposes.

High Templar
High Templar can lift enemy units and structures (such as the Supply Depot) into the air, preventing them from moving and attacking, and rendering them as air targets. It does not work on resource-collecting structures such as the Nexus. The ability is channelled, which means that the High Templar using the ability should not perform any other action (such as movement) while using the ability if it is to continue. It costs 50 energy. High Templar still have the ability to use psionic storm, although it now does less damage.
 * Anti-Gravity
 * Psionic Storm

Two High Templar, or one High Templar and one Dark Templar can combine to form a Twilight Archon.
 * Summon Twilight Archon

Carrier
Auto build interceptors.

Colossus

 * HP: 400
 * Shields: 325
 * Built At: Robotics Facility
 * Weapon: Twin Thermal Lances
 * Type: Heavy

A long legged mechanical unit, the Colossus is able to walk up and down cliffs. Each Colossus has its own pair of long ranged lasers. These lasers burn enemies over time and are good against weaker enemies and for sweeping a battlefield. They have a weakness against flying enemies and their size makes them vulnerable to Missile Turrets.

Dark Templar
Elite Troopers that are Stealth, wore dark capes and armed with double Psi Blades for ground foes.

Immortal

 * HP: 240
 * Shields: 100
 * Built At: Gateway
 * Weapon: Twin Phase Disruptors
 * Type: Medium

After the destruction of Aiur, the Protoss were forced to adapt. As a result, Dragoons were passed up for this new and improved ranged combination of Protoss warrior and machine. They have a short ranged energy pulse attack in which the projectiles move faster than the eye can see.

Immortals are produced from the Gateway and require a Twilight Council to be built.

They can only attack ground units. Their powerful shields protect them against enemy units with heavy attacks but they are easily counterable by units such as Reapers, Marines, Zerglings or Banshees.

Researched: Twilight Council The hardened shields reduce incoming damage[8]to a set amount.
 * Hardened Shields


 * Abilities
 * Concussion shield: Immortals have the ability to automatically create a powerful shield around them when struck by a very powerful attack. It can reduce the damage taken from enemies such as Terran Siege Tanks.

Mothership
The Mothership is the ultimate Protoss battleship. A player is only allowed to control one at a time and they cost a significant amount of resources to summon. The Mothership's standard attack consists of eight disruptor pulses, that spread out and attack all enemies within range. These can attack both air and ground units.[2] This makes them quite ideal as support in the back lines of a battle, dishing out pain to the front lines. While the Mothership has an immense amount of a hit points, they are incredibly expensive, and are not worth the risk of being exposed to open fire. Indeed, expect the enemy to throw everything they have in destroying these immense vessels.
 * HP: 950
 * Shields: 350
 * Energy: 300
 * Psi:8
 * Abilities

The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory.


 * Time Bomb - Slows down all enemy movement within a radius around the Mothership's position when it casts this. It also stops ranged weapons from reaching their targets, causing projectiles to "collect" within the field and drop harmlessly to the ground when the effect ends. Ideal for dealing with static defense like Missile Turrets.
 * Time Bomb can stop attacks such as nukes.[3]
 * Time Bomb cannot stop beam attacks, such as those of the Colossus or Warp Ray.[4]
 * Planet Cracker - Deals massive damage to an area directly below the Mothership's position (ideal for destroying buildings and slow-moving targets such as Siege Tanks) over a period of time. It has no effect on air units.
 * Cloaking Field: The Mothership has the ability to cloak not only all ground units under it, similar to that of the Arbiter, but buildings as well. The field is only active when the Mothership is stationary.

Nullifier
The Nullifier is a mechanical hovering ground unit and has 100 energy points. It has an attack similar to the Terran Marine's.

It is produced from the Gateway and requires a Cybernetics Core. It costs 50 minerals and 100 Vespene gas.

Abilities


 * Force Field
 * Energy Cost: 30
 * Creates an invincible 'globe' over a small area that lasts 15 seconds that blocks the movement of ground units and melee attacks. Units caught under the shield when it is placed may escape. The Colossus may step over the shield.


 * Null Void
 * Energy Cost: 50
 * Prevents any unit caught in the target area from using abilities that cost energy.

It does not affect abilities such as a Stalker's Blink, a Carrier's Build Interceptor, a Phoenix's Overload or an SCV's Repair. Units that move out of the field immediately can immediately use their abilities.

Nullify acts as a detector, decloaking units such as Ghosts and Dark Templar and revealing burrowed units. The ability to detect cloaked and burrowed units is currently being subjected to balance testing.

The effect lasts 15 seconds.

Phase Prism

 * HP: 100
 * Shields: 40
 * Built At: Robotics Facility
 * Weapon: N/A
 * Type: Transport

Phase Prisms are basically mobile Pylons. They are able to deploy and become stationary like a Pylon, providing an energy source to buildings, and able to be moved again when a player decides to remove the energy source. These units are advantageous for battles where photon cannons play a large role in a player's success. They also come in handy when repairing a town that has had its pylons destroyed, but need the energy to protect the town and energize the buildings. The energy emitted by a Phase Prism can also be used for warping in fellow Protoss units.

Phoenix

 * HP: 120
 * Shields: 60
 * Built At: Stargate
 * Weapon:Twin Ion Cannons
 * Type: ATA

A new unit for air-to-air combat. It has a short ranged, quick-firing energy weapon that is weak against ground. It replaced the Scout and Corsair.


 * Abilities
 * Gravitational Beam: The Phoenix uses a beam that lifts non-massive units into the air for a few seconds.

Scout
The scout is still used by the protoss. It is still armed with the same anti ground weapons and the powerful anti air missiles.

Probe
The Protoss worker; able to gather resources and warp in buildings.

Stalker

 * HP: 120
 * Shields: 60
 * Built At: Gateway
 * Weapon: Chronal Web
 * Type: Light Mechanical

Although the Dragoons were lost, the technological advancement made by the Protoss has also spawned the Stalker, one of the Dragoons' successors. It is a four legged, Protoss manned machine with a medium ranged dual beam cannon, with the souls of Dark Templar that have voluntarily offered their service.


 * Abilities
 * Teleport: The stalker is able to instantly move a short distance to a new location. It is possible to use this ability to avoid obstacles such as cliffs, however it is primarily used as an offensive ability for chasing down fleeing enemies.

Archon

 * HP: 10
 * Shields: 350
 * Built At: Merge 2 Templars of any kind
 * Weapon: Psionic Shockwave
 * Type: Heavy, Short Range

Powerful attacker. Requires two high or dark or one dark and high templar to create. Not effective against heavy units like Thors and Battlecruisers though.

Void Ray

 * HP: 125
 * Shields: 75
 * Built At: Stargate
 * Weapon: Prismatic Beam
 * Type: Light Siege

An aerial unit with an advantage against heavily armored units and structures. The longer a warp ray attacks a target, the more damage the target will take. They can target all units, but are weak against small units because they waste time powering up the damage against a single, small enemy; by the time one is killed, the Warp Ray will be seriously damaged.

Zealot

 * HP:
 * Shields:
 * Built At: Gateway
 * Weapon: Twin Psionic Blades
 * Type: Light, Melee

The traditional Protoss melee warrior.


 * Abilities
 * Charge: A non-linear distance covering ability in which the Zealot moves a short distance at an increased rate. This allows them to face ranged enemies with less of a disadvantage.