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Note that the game is still in pre-alpha stage, and any of the unit stats could change for balance and other purposes.
All protoss units have shields which prevents them from taking HP damage until the unit has no more shields.


==High Templar==
==High Templar==
*Anti-Gravity
Powerful Psionic Master that is meant to support units.
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.
 
* Psionic Storm
* Psionic Storm
High Templar still have the ability to use psionic storm, although it now does less damage.
powerful against groups or small swarms of enemies.


*Summon Twilight Archon
* Feedback
Drains all energy from units like Thors, Ghosts and Battlecruisers. The more energy they lose means the more damage they take.
 
*Summon Archon
Two High Templar, or one High Templar and one Dark Templar can combine to form a Twilight Archon.
Two High Templar, or one High Templar and one Dark Templar can combine to form a Twilight Archon.


==Carrier==
==Carrier==
[[Image:SC2Carrier.jpg|thumb|left|Carriers]]
[[Image:SC2Carrier.jpg|thumb|left|Carriers]]
Auto build interceptors.
 
Can Auto build interceptors. Takes 160 seconds to warp in however.
 
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==Colossus==
==Colossus==
[[Image:SC2_Colossus.jpg|thumb|left|Colossus can attack multi targets]]
[[Image:SC2_Colossus.jpg|thumb|left|Colossus can attack multi targets]]
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*'''Type''': Heavy
*'''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.
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. Their size is massive which means they fill 8 slots in a Phase Prism.
 
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==Dark Templar==
==Dark Templar==
[[Image:SC2_Dark Templar.jpg|thumb|left]]
[[Image:SC2_Dark Templar.jpg|thumb|left]]
Elite Troopers that are Stealth, wore dark capes and armed with double Psi Blades for ground foes.
Elite Troopers that are Stealth, wore dark capes and armed with double Psi Blades for ground foes.
Can merge with another high or dark templar to form Archons.
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==Immortal==
==Immortal==
[[Image:StarCraft II Immortal Stats.png|right]]
[[Image:StarCraft II Immortal Stats.png|right]]
*'''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 Robotics facility.


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 Marines, Zerglings or zealots.


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.
* Hardened Shields


* Hardened Shields
The hardened shields reduce incoming damage to 10.
Researched: Twilight Council
The hardened shields reduce incoming damage[8]to a set amount.  


;Abilities
;Abilities
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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.
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.


The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory.
The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory. It can teleport allies, it can cloak friendly units and can make any units disappear for 20 seconds.
 
* 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.  


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==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.  
==Observer==
[[Image:SC2_Observer.jpg|Thumb|left|Observer in Starcraft II]]


Abilities
Stealth spy.


* Force Field
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*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.


==Observer==
[[Image:SC2_Observer.jpg|Thumb|left|Observer in Starcraft II]]
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==Phase Prism==
==Phase Prism==
[[Image:StarCraft II Phase Prism Stats.png|right]]
[[Image:StarCraft II Phase Prism Stats.png|right]]
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;Abilities
;Abilities
*'''Overload''': The pheonix unleashes a flurry of energy attacks against nearby enemies.  When it stops the attack, the phoenix shuts down and becomes vulnerable to attack.
*'''Gravitational Beam''': The Phoenix uses a beam that lifts non-massive units into the air for a few seconds.
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==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.
==Sentry==
Can create various shields and can produce hallucinations.
==Probe==
==Probe==
[[Image:SC2.Probe.jpg|thumb|left]]
[[Image:SC2.Probe.jpg|thumb|left]]
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==Stalker==
==Stalker==
[[Image:SC2_Stalker.jpg|thumb|left|Stalker]]
[[Image:SC2_Stalker.jpg|thumb|left|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.
Strong against any unit that is armored and can attack any air and ground units. Can teleport when upgraded.


;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.


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==Archon==
==Twilight Archon==
[[Image:StarCraft II Twilight Archon.png|thumb|left|A Twilight Archon.]]
[[Image:StarCraft II Twilight Archon.png|thumb|left|A Twilight Archon.]]
*'''HP''':  
*'''HP''': 10
*'''Shields''':
*'''Shields''': 350
*'''Built At''': Merge 2 Templars of any kind
*'''Built At''': Merge 2 Templars of any kind
*'''Weapon''': Psionic Shockwave
*'''Weapon''': Psionic Shockwave
*'''Type''': Heavy, Short Range
*'''Type''': Heavy, Short Range


The Protoss Twilight Archon is a heavy assault unit in StarCraft II, replacing the Archon and Dark Archon.
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.


A Twilight Archon can be created from the merging of either two High Templar, two Dark Templar, or one of each type of warrior.
Both branches of the Protoss warrior tradition share the ability to merge their souls. Twilight Archons radiate incalculable power and can unleash devastating psionic storms against enemy forces both in the air and on the ground.
The Twilight Archon noticeably blends the past two archons in appearance, as it appears to have the physical body of a Dark Archon and the energy manifestation of the Archon.
The true abilities of the Twilight Archon are still shrouded in mystery, though it is clear that they are more than capable of taking care of themselves and dishing out considerable damage to clumps of weaker ground units. They are described as "attacking with psionic storms" which is identical to the Archon description in the StarCraft I manual.
Twilight Archons possess the Dark Archon's feedback ability, an ability revealed at BlizzCon 2007.
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*'''Type''': Light Siege
*'''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.
An aerial unit with an advantage against heavily armored units and structures.  The longer a Void 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 Void Ray will be seriously damaged.
 
==Void Seeker==
Zeratuls personal starship.


==Zealot==
==Zealot==

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All protoss units have shields which prevents them from taking HP damage until the unit has no more shields.

High Templar

Powerful Psionic Master that is meant to support units.

  • Psionic Storm

powerful against groups or small swarms of enemies.

  • Feedback

Drains all energy from units like Thors, Ghosts and Battlecruisers. The more energy they lose means the more damage they take.

  • Summon Archon

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

Carrier

Carriers

Can Auto build interceptors. Takes 160 seconds to warp in however.

Colossus

Colossus can attack multi targets
  • 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. Their size is massive which means they fill 8 slots in a Phase Prism.

Dark Templar

SC2 Dark Templar.jpg

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

Can merge with another high or dark templar to form Archons.

Immortal

StarCraft II Immortal Stats.png

Immortals are produced from the Robotics facility.

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 Marines, Zerglings or zealots.

  • Hardened Shields

The hardened shields reduce incoming damage to 10.

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 powerful
  • HP: 950
  • Shields: 350
  • Energy: 300
  • Psi:8

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.

Abilities

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.

The true power of the Mothership comes from its three special abilities. Each one has the capacity to turn defeat to victory. It can teleport allies, it can cloak friendly units and can make any units disappear for 20 seconds.

Observer

Observer in Starcraft II
Observer in Starcraft II

Stealth spy.

Phase Prism

StarCraft II Phase Prism Stats.png
  • 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

This air unit can shoot down almost anything.
This air unit can shoot down almost anything.
  • 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.

Sentry

Can create various shields and can produce hallucinations.

Probe

SC2.Probe.jpg

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

Stalker

Stalker

Strong against any unit that is armored and can attack any air and ground units. Can teleport when upgraded.

Archon

A Twilight 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 Void 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 Void Ray will be seriously damaged.

Void Seeker

Zeratuls personal starship.

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.