StarCraft II: Wings of Liberty/Protoss units

Colossus

 * HP: 400
 * Shields: 325

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.

Immortal

 * HP: 240
 * Shields: 100

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.


 * 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 Seige Tanks.

Mother Ship

 * HP: 950
 * Shields: 350
 * Energy: 300
 * Food:8

The mother ship is the ultimate Protoss battle ship. You're only allowed to control one at a time and they cost a significant amount of resources to summon.
 * Abilities
 * Time Bomb: Creates a large field around the mother ship, slowing down enemy unit movement and stopping projectiles; thereby protecting the mother ship.
 * Planet Cracker: A massive energy strike against ground targets. The mother ship transfers its protective shielding to create four points of attack through the simultaneous use of eight energy beams that strike the ground beneath it.  The four points are directly beneath the center of the ship and each of the three corner points on the mother ship.  The mother ship can move while it is using this ability.
 * Black Hole: The mother ship is able to create a black hole anywhere it desires. In doing so, enemy flying units will be sucked in and lost forever.

Phase Prism

 * HP: 100
 * Shields: 40

Phase Prisms are basically mobile pylons. They are able to deploy and become stationary like a pylon, providing an energy source to buildings, but then 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

A new aerial vehicle for air-to-air combat. It has a short ranged, quick firing energy weapon that is weak against ground.


 * Abilities
 * Overload: The pheonix unleashes a flurry of energy attacks against nearby enemies. When it stops the attack, the pheonix shuts down and becomes vulnerable to attack.

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

Stalker

 * HP: 120
 * Shields: 60

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.


 * 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.

Soul Hunter

 * HP:
 * Shields:

A hovering land unit that shoots lightning bolts.

Tempest
A flying unit that controls many small interceptors which attack the enemies.
 * HP:
 * Shields:

Twilight Archon
Land unit that does splash damage.
 * HP:
 * Shields:

Warp Ray

 * HP: 125
 * Shields: 75

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
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.