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==General== | |||
== | These are the buildings useable from the beginning of the game, requiring no focus on a particular unit strategy. | ||
=== | ===Nexus=== | ||
This building is '''the''' most crucial of the Protoss, serving a role comparable to those of the Terran Command Center and Zerg Hatchery. As well as producing [[StarCraft/Protoss units#Probe|probes]], it is also the resource gathering center. Losing one's last Nexus means a complete stop to all resource gathering until another can be built...if there are enough minerals available. At 400 minerals each, it's pretty hefty. It is also one of the few buildings which does not have to be built in the range of a [[#Pylon|pylon]]. | |||
*Cost: 400/0 | |||
*Hotkey: B (build), then N (nexus) | |||
* | *Hit Points: 750/750 | ||
*Prerequisites: None | |||
=== | ===Assimilator=== | ||
Assimilators allow Probes to mine Vespene Gas. Players sometimes use their early worker scout to build an assimilator on top of their opponent's vespene geyser, delaying vespene gas accumulation. Although this trick can be performed by any race, it is most apt to the Protoss, as their [[StarCraft/Protoss units#Probe|probes]] need only start the building process. | |||
*Cost: 100/0 | |||
*Hotkey: B (build), then A (assimilator) | |||
*Hit Points: 450/450 | |||
*Prerequisites: None | |||
=== | ===Pylon=== | ||
The | The Pylon is the power source for all Protoss buildings (except the [[#Nexus|Nexus]] and [[#Assimilator|Assimilator]]). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. Pylons also provide 8 unit Psi each. | ||
*Cost: 100/0 | |||
*Hotkey: B (build), then P (pylon) | |||
* | *Hit Points: 300/300 | ||
*Requirements: None | |||
=== | ===Gateway=== | ||
The Gateway is where Protoss ground units ([[StarCraft/Protoss units#Zealot|Zealot]], [[StarCraft/Protoss units#Dragoon|Dragoon]], [[StarCraft/Protoss units#High Templar|High Templar]], and [[StarCraft/Protoss units#Dark Templar|Dark Templar]]) are warped in from Aiur (or in the more conventional sense, built). | |||
*Cost: 150/0 | |||
* | *Hotkey: B (build), G | ||
*Hit Points: 500/500 | |||
*Requirements: [[#Nexus|Nexus]] | |||
=== | ===Forge=== | ||
The Forge does not build any units, but instead expands the tech tree and is used for upgrading ground units. | |||
*Cost: 150/0 | |||
*Hotkey: | |||
*Hit Points: 550/550 | |||
*Prerequisites: [[#Nexus|Nexus]] | |||
*Available Upgrades | |||
:Upgrade Ground Weapons, Level 1: 100/100, Level 2: 150/150, Level 3: 200/200 | |||
:Upgrade Ground Armor, Level 1: 100/100, Level 2: 175/175, Level 3: 200/200 | |||
:Upgrade Plasma Shields, Level 1: 200/200, Level 2: 300/300, Level 3: 400/400 | |||
=== | ===Photon Cannon=== | ||
The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units. | |||
:Cost: 150/0 | |||
:Hit Points: 100/100 | |||
:Requirements: [[#Forge|Forge]] | |||
:Damage: 20 (Air and Ground) | |||
=== | ===Shield Battery=== | ||
The Shield Battery can be used by all Protoss units to recharge their shields. | |||
:Cost: 100/0 | |||
:Hit Points: 200/200 | |||
:Requirements: [[#Gateway|Gateway]] | |||
:Max Energy: 200 | |||
=== | ===Cybernetics Core=== | ||
The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for [[StarCraft/Protoss units#Dragoon|Protoss Dragoons]]. It is also necessary in order to begin building advanced Protoss structures. | |||
:Cost: 200/0 | |||
:Hit Points: 500/500 | |||
:Requirements: [[#Gateway|Gateway]] | |||
:Research: Air Weapons Upgrade, Air Armor Upgrade, Singularity Charge | |||
=== | ==Robotics Tech Path== | ||
This particular technology path leads to special units which provide transportation, detection and artillery. Often used on ground maps for detection or for a reaver drop on ground maps, it is usually a popular choice on air maps, to provide the transportation needed for a quick attack or expansion. | |||
=== | ===Robotics Facility=== | ||
The Robotics Facility is the construction center for [[StarCraft/Protoss units#Shuttle|Shuttles]], [[StarCraft/Protoss units#Reaver|Reavers]], and [[StarCraft/Protoss units#Observer|Observers]]. Only [[StarCraft/Protoss units#Shuttle|Shuttles]] are available by default. | |||
:Cost: 200/200 | |||
:Hit Points: 500/500 | |||
:Requirements: [[#Cybernetics Core|Cybernetics Core]] | |||
=== | ===Robotics Support Bay=== | ||
Allows [[StarCraft/Protoss units#Reaver|Reavers]] to be built at the Robotics Facility | |||
:Cost: 150/100 | |||
:Hit Points: 450/450 | |||
:Requirements: [[#Robotics Facility|Robotics Facility]] | |||
:Research: Scarab Damage, Reaver Capacity, Gravitic Drive | |||
=== | ===Observatory=== | ||
Allows [[StarCraft/Protoss units#Observer|Observers]] to be built at the Robotics Facility | |||
:Cost: 50/100 | |||
:Hit Points: 250/250 | |||
:Requirements: [[#Robotics Facility|Robotics Facility]] | |||
:Research: Sensor Array, Gravitic Booster | |||
=== | ==Citadel Tech Path== | ||
This is a very common choice on ground maps, as Protoss ground units are far superior to other races' units, allowing greater versatility to the [[StarCraft/Protoss units#Zealot|Zealot]] and bringing into play the [[StarCraft/Protoss units#High Templar|Templar]] and [[StarCraft/Protoss units#Archon|Archon]] units. | |||
=== | ===Citadel of Adun=== | ||
Allows the Templar Archives to be warped in. | |||
:Cost: 150/100 | |||
:Hit Points: 450/450 | |||
:Requirements: [[#Cybernetics Core|Cybernetics Core]] | |||
:Research: Leg Enhancement | |||
== | ===Templar Archives=== | ||
=== | Allows both [[StarCraft/Protoss units#High Templar|High]] and [[StarCraft/Protoss units#Dark Templar|Dark Templar]] to be built at the [[#Gateway|Gateway]]. | ||
:Cost: 150/200 | |||
:Hit Points: 500/500 | |||
:Requirements: [[#Citadel of Adun|Citadel of Adun]] | |||
:Research: Psionic Storm, Hallucination, Khaydarin Amulet, Mind Control, Maelstrom, Argus Talisman | |||
==Stargate Tech Path== | |||
Stargate technology is one of the more rarely used pathways, used mainly on air maps or in the endgame for that extra punch. | |||
===Stargate=== | |||
The Stargate allows air units to be warped in. | |||
:Cost: 150/150 | |||
:Hit Points: 600/600 | |||
:Requirements: [[#Cybernetics Core|Cybernetics Core]] | |||
:Can Train: [[StarCraft/Protoss units#Scout|Scouts]], [[StarCraft/Protoss units#Carrier|Carriers]] and [[StarCraft/Protoss units#Arbiter|Arbiters]] | |||
===Fleet Beacon=== | |||
The Fleet Beacon allows [[StarCraft/Protoss units#Carrier|Carriers]] to be constructed, and allows [[StarCraft/Protoss units#Scout|Scouts]], [[StarCraft/Protoss units#Carrier|Carriers]], and Corsairs to be upgraded. | |||
:Cost: 300/200 | |||
:Hit Points: 500/500 | |||
:Requirements: [[#Stargate|Stargate]] | |||
:Research: Apial Sensors, Gravitic Thrusters, Carrier Capacity, Disruption Web, Argus Jewel | |||
===Arbiter Tribunal=== | |||
The Arbiter Tribunal allows [[StarCraft/Protoss units#Arbiter|Arbiters]] to be constructed and upgraded. | |||
:Cost: 200/150 | |||
:Hit Points: 500/500 | |||
:Requirements: [[#Stargate|Stargate]], [[#Templar Archives|Templar Archives]] | |||
:Research: Recall, Stasis Field, Khaydarin Core | |||
{{Footer Nav|game=StarCraft|prevpage=Zerg upgrades|nextpage=Protoss units}} |
Latest revision as of 15:35, 21 November 2010
General[edit]
These are the buildings useable from the beginning of the game, requiring no focus on a particular unit strategy.
Nexus[edit]
This building is the most crucial of the Protoss, serving a role comparable to those of the Terran Command Center and Zerg Hatchery. As well as producing probes, it is also the resource gathering center. Losing one's last Nexus means a complete stop to all resource gathering until another can be built...if there are enough minerals available. At 400 minerals each, it's pretty hefty. It is also one of the few buildings which does not have to be built in the range of a pylon.
- Cost: 400/0
- Hotkey: B (build), then N (nexus)
- Hit Points: 750/750
- Prerequisites: None
Assimilator[edit]
Assimilators allow Probes to mine Vespene Gas. Players sometimes use their early worker scout to build an assimilator on top of their opponent's vespene geyser, delaying vespene gas accumulation. Although this trick can be performed by any race, it is most apt to the Protoss, as their probes need only start the building process.
- Cost: 100/0
- Hotkey: B (build), then A (assimilator)
- Hit Points: 450/450
- Prerequisites: None
Pylon[edit]
The Pylon is the power source for all Protoss buildings (except the Nexus and Assimilator). Protoss buildings require at least one Pylon built nearby in order to function properly. If a Pylon powering a building is destroyed, the building will stop working. Pylons also provide 8 unit Psi each.
- Cost: 100/0
- Hotkey: B (build), then P (pylon)
- Hit Points: 300/300
- Requirements: None
Gateway[edit]
The Gateway is where Protoss ground units (Zealot, Dragoon, High Templar, and Dark Templar) are warped in from Aiur (or in the more conventional sense, built).
- Cost: 150/0
- Hotkey: B (build), G
- Hit Points: 500/500
- Requirements: Nexus
Forge[edit]
The Forge does not build any units, but instead expands the tech tree and is used for upgrading ground units.
- Cost: 150/0
- Hotkey:
- Hit Points: 550/550
- Prerequisites: Nexus
- Available Upgrades
- Upgrade Ground Weapons, Level 1: 100/100, Level 2: 150/150, Level 3: 200/200
- Upgrade Ground Armor, Level 1: 100/100, Level 2: 175/175, Level 3: 200/200
- Upgrade Plasma Shields, Level 1: 200/200, Level 2: 300/300, Level 3: 400/400
Photon Cannon[edit]
The Photon Cannon is a defensive structure for the Protoss. Its ranged attack can hit both ground and air units. It can also detect cloaked units.
- Cost: 150/0
- Hit Points: 100/100
- Requirements: Forge
- Damage: 20 (Air and Ground)
Shield Battery[edit]
The Shield Battery can be used by all Protoss units to recharge their shields.
- Cost: 100/0
- Hit Points: 200/200
- Requirements: Gateway
- Max Energy: 200
Cybernetics Core[edit]
The Cybernetics Core is used for upgrading Air Attack, Air Armor, and increased attack range for Protoss Dragoons. It is also necessary in order to begin building advanced Protoss structures.
- Cost: 200/0
- Hit Points: 500/500
- Requirements: Gateway
- Research: Air Weapons Upgrade, Air Armor Upgrade, Singularity Charge
Robotics Tech Path[edit]
This particular technology path leads to special units which provide transportation, detection and artillery. Often used on ground maps for detection or for a reaver drop on ground maps, it is usually a popular choice on air maps, to provide the transportation needed for a quick attack or expansion.
Robotics Facility[edit]
The Robotics Facility is the construction center for Shuttles, Reavers, and Observers. Only Shuttles are available by default.
- Cost: 200/200
- Hit Points: 500/500
- Requirements: Cybernetics Core
Robotics Support Bay[edit]
Allows Reavers to be built at the Robotics Facility
- Cost: 150/100
- Hit Points: 450/450
- Requirements: Robotics Facility
- Research: Scarab Damage, Reaver Capacity, Gravitic Drive
Observatory[edit]
Allows Observers to be built at the Robotics Facility
- Cost: 50/100
- Hit Points: 250/250
- Requirements: Robotics Facility
- Research: Sensor Array, Gravitic Booster
Citadel Tech Path[edit]
This is a very common choice on ground maps, as Protoss ground units are far superior to other races' units, allowing greater versatility to the Zealot and bringing into play the Templar and Archon units.
Citadel of Adun[edit]
Allows the Templar Archives to be warped in.
- Cost: 150/100
- Hit Points: 450/450
- Requirements: Cybernetics Core
- Research: Leg Enhancement
Templar Archives[edit]
Allows both High and Dark Templar to be built at the Gateway.
- Cost: 150/200
- Hit Points: 500/500
- Requirements: Citadel of Adun
- Research: Psionic Storm, Hallucination, Khaydarin Amulet, Mind Control, Maelstrom, Argus Talisman
Stargate Tech Path[edit]
Stargate technology is one of the more rarely used pathways, used mainly on air maps or in the endgame for that extra punch.
Stargate[edit]
The Stargate allows air units to be warped in.
- Cost: 150/150
- Hit Points: 600/600
- Requirements: Cybernetics Core
- Can Train: Scouts, Carriers and Arbiters
Fleet Beacon[edit]
The Fleet Beacon allows Carriers to be constructed, and allows Scouts, Carriers, and Corsairs to be upgraded.
- Cost: 300/200
- Hit Points: 500/500
- Requirements: Stargate
- Research: Apial Sensors, Gravitic Thrusters, Carrier Capacity, Disruption Web, Argus Jewel
Arbiter Tribunal[edit]
The Arbiter Tribunal allows Arbiters to be constructed and upgraded.
- Cost: 200/150
- Hit Points: 500/500
- Requirements: Stargate, Templar Archives
- Research: Recall, Stasis Field, Khaydarin Core