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All protoss units have shields which prevents them from taking HP damage until the unit has no more shields. In multiplayer SCVs can repair any protoss vehicles and medivacs can heal any biological protoss.

High Templar

Powerful Psionic Master that is meant to support units. Its slow moving however.

  • Psionic Storm

powerful against groups or small swarms of enemies. Does up to 80 damage.

  • 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 an Archon.

Carrier

Carriers

Can Auto build interceptors. Takes 160 seconds to warp in however. Can be upgraded to launched interceptors more faster than before. These vessels are good against anything that is not a viking, corruptor or a void ray.

Colossus

Colossus can attack multi targets
  • HP: 300
  • Shields: 150
  • Built At: Robotics Facility
  • Weapon: Twin Thermal Lances
  • Type: Massive

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.

Also there are two models of the Dark Templar, the one that wore zerg bones as armor and the other has a cloth covering its face.

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 shields reduce all heavy damage to 10 while it has shields.

Mothership

The Mothership is powerful
  • HP: 350
  • Shields: 350
  • Energy: 300
  • Psi:8

The Mothership is the ultimate Protoss capital ship. 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 multiple disruptor pulses, that spread out and attack all enemies within range. These can attack both air and ground units. 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. It can devastate light air units but it wont last long against massive units like the Battlecruiser.

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: ???
  • Shields: ??
  • Built At: Stargate
  • Weapon: Prismatic Beam
  • Type: Surgical strike craft
  • Minerals: ???
  • Gas: ???

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. Can be upgraded to move faster. Can fire while moving like Diamondbacks.

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.