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Protoss Tactical Guide

Knee of Justice US

Phoenix
3,306 posts

Pet 11,485
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Jun 28th 2009, 20:40
Other guides:

The Terran Tactical Guide by Omega

The Zerg Tactical Guide by MEDAVAS



NOTICE: This is a GUIDE and is expected to be used as such. It is meant to be a helpful tool when looking up strategies associated with certain units, NOT to give a detailed description of each unit's stats. Like an Encyclopedia, dont bother trying to read the entire thing, but instead, use it to investigate certain units individually.

We thought it would be interesting to have a Strategy guide for the different races in SC2. This guide is not meant to replace the official Starcraft 2 Armory Guide or any other guide, but rather, augment it by listing unit strategies, combos and roles and storing them in one central location. This will help organize discussions during beta as any new strategies or build-orders can be posted to this guide so that all may have access to the new ideas and unit combinations being developed in SC2. Perhaps this may eventually become a sort of Beginner's guide to the units, strategies and micro/macro tactics being adopted in SC2.

Protoss Tech Tree:




Protoss Macro Mechanics:


Chrono Boost:


The primary Protoss Macro Mechanic is now on the Nexus. Karune says:

The Obelisk is no longer in the game. Instead, the [chrono boost] ability which allows a building to produce or research faster for a set duration is now on the Nexus. This opens up several new strategies and the development team is really looking forward to what players will be able to come up with utilizing this ability during beta.


Effect: Boosts unit/research production by 50%
Energy: 25 (the nexus has 100 total energy)
Duration: 30 seconds

Warp-in Mechanic:


Warp in allows Protoss units from the Gateway to (almost) instantly warp into any location on the map where you have pylon power and line of sight.

Requires: Warpgate upgrade from the Cybernetics Core for 50 minerals and 50 gas. Upgrade takes 35 seconds. Once this upgrade is completed, Protoss players can upgrade their Gateways into Warpgates at NO cost. Gateways may turn into Warpgates in 35 seconds. Warpgates may turn into Gateways in 3 seconds. Once you have a Warpgate, you may warp in units.

Warp in works like this:

1. Click on a Warpgate
2. Select the unit you want to build (either by clicking on the build button or by hotkey)
3. Select a location where you want that unit to be warped in (note: it must be within pylon power)
4. The unit will begin to warp in. Units take 5 seconds to warp in and are vulnerable to attack during the duration. Dark Templar are cloaked when they warp in, so the enemy cannot see them.
5. The unit's cooldown begins to count down at the warp gate, so you cannot warp in infinite amounts of units from one building. The cooldown time for all units at the warpgate is 23 seconds (which can be further shortened with Chrono boost).
6. Once the cooldown is complete, you may warp in another unit from that warpgate. Units may NOT be queued up at the warpgate (unlike at gateways) so warpgates are much more micro-intensive, but you get units faster than from a gateway AND wherever you may need them.

Advantages:
> You may warp gateway(warpgate) units almost instantly to any location on the map where you have pylon power and line of sight. Currently, this includes zealots, stalkers, sentries, high templar and dark templar
> You may use phase prisms and proxy pylons along with this ability for added mobility
>Build time reduction (each unit takes less time to make from a warp gate than from a gateway.

Disadvantages:
>Requires an upgrade
>Units are vulnerable as they warp in, so warping into a place of safety is better than warping into battle.
>No build queue, so it requires more attention to make it work efficiently
>May only warp in units that are built from the gateway (if thats even a real disadvantage): Zealots, Stalkers, Sentries, Dark Templar, High Templar. Archons cannot be warped in but you may warp in some templars and then merge them on-site.

In action:

Proxy Pylon:

[5:50-6:15] http://www.youtube.com/watch?v=LERxOtIMif4&feature=related

Instant reinforcements:

[0:00-0:35] http://www.youtube.com/watch?v=iDFp6ENWNVA

Back Door Drops:

[8:05-8:55] http://www.youtube.com/watch?v=ewUmqiWntWE&feature=related

Protoss Shield Mechanic:


In StarCraft 2, Protoss shields do regenerate during combat. Instead, they will regenerate very quickly outside of combat (the unit is not being attacked). Around 7 seconds after being attacked, plasma shields will begin to regenerate at a rate of around 3 hp per second (estimate).

Key:

Green = Base Damage (will always do this damage no matter armor type. Armor upgrades will reduce this number.)
Blue = Bonus vs Light (will do extra damage only against units with "light" armor)
Red = Bonus vs Armored (will do extra damage only against units labelled "armored")
Purple = Damage Multiplier (Armor is counted according to the second number in the damage multiplier (8*2 means that the armor is counted twice, 8*10 means it is counted 10 times etc))

Unit W: 10 damage

Unit X: 10 (+10 to armored).

Unit Y: 10*2

Unit Z: 10(+10 vs armored)*2


[li]Shields take bonus damage based on the type of the unit.[/li]

If a Zealot (light) is attacked by Unit W, the zealot will take 10 damage and be left with 40 shields and 100 health. Likewise, if a Stalker (armored) is attacked by Unit W, the stalker will also take 10 damage and is left with 100 hp and 70 shield.

Ex: A Zealot (light) is attacked by a Unit X. Unit X would do 10 damage to zealots since they are not armored. The zealot is left with 50 shields and 100 health. The Stalker (armored) would take 20 damage though leaving it with 60 shields and 100 health

[li]Shield upgrades can be more important. In Brood War, since shields took full damage from every attack no matter what, +3 armor for shields didnt really help all that much. Now, since more units have damage multipliers, there is a chance to get more out of your shields than ever before. This calculation also applies to regular Protoss Armor upgrades.[/li]

Ex: Unit Y has no attack upgrades. It attacks a zealot (light) with 3 shield upgrades. Unit Y would normally do 20 damage to the zealot (no shield upgrades). However, since the zealot has 3 shield upgrades, and Unit Y has an attack multiplier of 2, the shield armor is counted twice. Therefore the Zealot would only take 14 damage instead of 20, as one might expect.

Think of it like this: ([10 damage] - [3 for armor]) * [2 attack multipliers] = 7*2 (or 14) damage done


Unit Y would do the same amount of damage (14) to a stalker with 3 shield upgrades.

Ex: Unit Z normally does 20 vs light units and 40 vs armored units

Against a Zealot (light) with 3 shield upgrades, Unit Z (no attack upgrades) would do 10(-3 for armor)*2 = 14 damage instead of 20 damage.

Against a Stalker (armored) with 3 shield upgrades, Unit Z (no attack upgrades) would do ((10+10 vs armored)-3)*2) = (20-3)*2 = 17*2 = 34 damage instead of 40 damage.


NB: The Immortal's Hardened shields are special and a description is found under the "Immortal" section of this guide.

StarCraft Brood War Shield Mechanic:

For comparison, here is a description of the SCBW shield mechanic

Protoss energy shields are effective at stopping all manner of physical and energy attacks, but they can be depleted during an attack. Given time, a shield will recharge to full strength...

Protoss units are produced with full Plasma Shields and Protoss buildings are charged with shields during their warp-in process. When a Protoss unit or building is attacked, full damage (regardless of damage type) is applied to the shields first (if they haven't already been depleted) and you will always be able to tell if there are shields present in one of two ways:

    The top status bar, when selecting a unit or building, will indicate the amount of shields that unit/building has left.
    Unit shields, when hit, will flicker around the unit at the moment of deflection.


Once the shields are gone, any attack damage will then be applied to the building or unit's health. Shields will regenerate at a slow pace ***, while health cannot be regenerated (a primary Protoss weakness).


http://classic.battle.net/scc/protoss/bstrat.shtml

***Shields are regenerated during combate at a rate of about 1 shield point per second.



Unit Strategy Guide:


NOTE: Detailed Unit and Building Statistics may be found here:

You may also click on the name of a unit to take you to that unit's page.


Probe:



50 Minerals
Health: 20
Shields: 20
Damage: 5
Abilities: Gather resources, construct buildings

Strengths: Shield regeneration, Probe may leave warp rift after constructing, used early game to scout
Good against: N/A
Weaknesses: Probes are fairly weak to everything
Poor against: Probes are countered by practically every unit in the game

Probes are the basic resourcing unit of the Protoss. They harvest Gas and Minerals and construct buildings via warp rift (unlike other races, probes may go back to work after beginning a building).

Shield regeneration allows the Probes to be a good scout in the beginning of the game by allowing it to survive attacks and continue to scout while its shields regenerate.

[3:05-3:45] http://www.youtube.com/watch?v=LERxOtIMif4

SCVs (you can use probes) were used in this match to provide vision up a ramp for the rest of the army, as well as acting as meat-shields.

[4:10-4:25] http://www.youtube.com/watch?v=pmZnSD-ucIo&feature=channel_page

Probes are also an ideal unit (with their low cost) of activating Xel'naga watchtowers.

[0:12-0:22] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

Zealot:



100 Minerals
Health: 100
Shields: 60
Damage: (8*2)
Abilities: Charge

Strengths: Strongest primary unit, large attack, charge increases survivability, able to survive most attacks in the game
Good against: Marauder, Immortal, Hydra
Weaknesses: a melee attacker (charge helps this by decreasing the running time between its target), weak to air, expensive
Poor against: Hellions, Colossi, Banelings. Air units.

Zealots are a great all-around fighter, and one of the most cost-effective units in the game. Early, they are expensive, but their strength is well worth it: 1 zealot is more than a match for an equal cost of marines or zerglings.

Charge: Zealots get a new ability, Charge, which allows them to engage the enemy at incredible speeds. Charge decreases the time zealots spend closing with their targets, making them less vulnerable to ranged attackers, and allowing them to chase down fleeing units.

This ability was made good use of in BR#1 to track down a force of marauders trying to retreat.

[7:40-8:40] http://www.youtube.com/watch?v=LERxOtIMif4

The 1-Zealot-to-3-Zergling ratio seems to have been preserved for the most part according to Cydra

Stalker:



125 Minerals
50 Gas
Health: 100
Shields: 80
Damage: 8 (+6 to armored)
Abilities: Blink

Strengths: Very mobile, fairly strong anti-armored attack, blink increases survivability and allows it to retreat/follow enemy units
Good against: Reaper, Voidray, Roach
Weaknesses: Light units that can swarm it, heavy anti-armored attackers
Poor against: Marauder, Immortal, Zergling

Stalkers are a great new addition to the Protoss ****nal, providing a mobile threat to the enemy.

Blink: Allows Stalkers to teleport anywhere within a range of 6. Blink is an excellent way of avoiding damage, like the dancing dragoons of SC1 and we have already witnessed this ability's usefulness many times before, like in the Yellow vs Sonkie matches and BR#3.

[1:25-2:10] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

[0:30-2:00] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

One strategy that has shown promise is blinking around forcefields. This was shown in an early demo video: a line of forcefields caused a force of zerglings to run around it while the stalkers got free hits, and then the stalkers blinked to the other side while the zerglings had to run all the way around the wall again.

[14:45-16:05] http://www.youtube.com/watch?v=n9dqRrc1UE8

Blink "spikes" are also possible where a group of stalkers simultaneously blinks into range of a building allowing all stalkers to get their hits at the same time, and finish the building off quickly.

[3:25-3:35] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

Blink also allows stalkers to teleport up or down cliffs, provided they have line of sight.

[0:20-0:25] http://www.youtube.com/watch?v=RjnxGelg2hM

[7:25] http://www.youtube.com/watch?v=az0iMi6nQ0A

Sentry:



50 Minerals
100 Gas
Health: 40
Shields: 40
Damage: 8 (+3 to biological)
Abilities: Forcefield, Hallucination, Guardian Shield

Strengths: One of the earliest casters in the game, strong disruptive abilities, and a decent attack.
Good against: Mutalisks
Weaknesses: Expensive, vulnerable
Poor against: Hellion, Stalker, Zergling. Just about any unit that has a decent stock of hitpoints and a strong attack can easily take on a Sentry. Sentries are not meant to be on the front lines and are much better when used behind a wall of your own units, casting its spells from relative safety. Ghosts (with EMP) take it down to 0 energy and 0 shields.

Sentries are one of the first casters in the game: they are easily accessible to the Protoss, but their high gas cost might be detrimental to a heavy stalker build or teching.

Forcefield: Forcefield casts an impenetrable "shield" on the ground which cannot be destroyed and lasts for 15 seconds and is impassable to land units. This ability can be used to support ranged attackers (like stalkers, colossi and immortals) by preventing the enemy from engaging your force. Colossi may step over forcefields, but reapers may not jump over them.

[5:05-5:30] http://www.youtube.com/watch?v=VNU21qess4c&feature=related

Forcefield can be used to block chokes.

[1:04] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

[8:00-8:10] http://www.youtube.com/watch?v=VNU21qess4c&feature=related

Forcefield can be used to prevent enemies from reinforcing their base.

[7:30-7:55] http://www.youtube.com/watch?v=VNU21qess4c&feature=related

Forcefield can be used to split up an opponent's attack force.

[7:15-7:30] http://www.youtube.com/watch?v=VNU21qess4c&feature=related

Forcefield was also used to block a pair of thors from retreating, while also stopping friendly SCVs from repairing them:

[10:45-11:00] http://news.replays.net/page/20091127/1440235.html

Guardian Shield: Creates an aura around the Sentry for 75 energy and lasts 15 seconds. Reduces damage from ranged attacks by 2.

Hallucination: Hallucination makes copies of units that take twice normal damage, and disappear when a spell is used on them. Hallucinations can be made of units you do not already have, but cannot be made of Carriers, Motherships, Dark Templar, or Observers.

For 100 energy, Hallucination can make (even if you do not have the tech required for a certain unit):

4 Probes
2 Zealots
2 Stalkers
2 High Templars
1 Archon
1 Immortal
1 Colossus
1 Void Ray
1 Phoenix
1 Warp Prism

Hallucinations can be detected by the enemy.

High Templar:



50 Minerals
150 Gas
Health: 40
Shields: 40
Damage: N/A
Abilities: Psionic Storm, Phase Shift, Archon Meld

Strengths: Very strong caster with great spells, can form with any other templar to create an archon when out of energy.
Good against: Marine, Stalker, Hydra. With psistorm it can kill off masses of light units
Weaknesses: No attack and low hitpoints makes it vulnerable to direct enemy attacks.
Poor against: Ghost, Zealot, Roach. Almost anything, so keep them safe! EMP takes all their energy and shields.

High Templar are the mid-game caster of the Protoss race and they pack some very powerful abilities.

Feedback: 50 Energy, targets any unit with an energy bar. When cast on an enemy, all of the opponent's energy is converted into damage and unleashed on them. 100 energy=100 damage to the target unit.

Psionic storm: This awe-inspiring ability acts in more or less the same way dealing splash damage to ground and air units (including your own). It deals 80 damage over 4 seconds and is subject to a short delay before casting. It cannot be cast up cliffs that you do not have vision on.

Archon Meld:

Dark Templar:

1) Lenassa Tribe:



2) Zer'atai Tribe:



125 Minerals
125 Gas
Health: 40
Shields: 80
Damage: 45
Abilities: Permanent Cloak, Archon Meld


Strengths: Cloaked, very high attack lets it one-shot many weaker units, can form Archons with other templar.
Good against: Light infantry and workers, or anything that doesn't have a detector nearby
Weaknesses: Fairly low health, expensive, slow, melee
Poor against: Detectors

The Dark Templar has two in-game models, as voted upon by Starcraft Fans:

If you can see it, you can probably kill it. However, Dark Templars are very strong units when their cloak is utilized properly, and combined with 2/3 of their health invested in regenerating shields, they are very dangerous hit-and-run assassins.
Dark Templar can many units in one or two hits alone. If they kill a unit within one hit, they will not alert the enemy to their presence.

Dark Templar Harassment

Dark Templar Being Warped into an Undefended base

Dark Templar are cloaked during warp in and will not be seen by an opponent unless they have a nearby detector.

Archon Meld:

When the enemy gets detection and your Dark Templar are coming under attack too often, simply meld your Dark Templar into Archons.

Archon:



HT+HT= 100 Minerals, 300 Gas
HT+DT= 175 Minerals, 275 Gas
DT+DT= 250 Minerals, 250 Gas
Health: 10
Shields: 350
Damage: 25 (+10 to biological) *Splash Attack*
Abilities: N/A

Strengths: Massive amounts of shield allows for 97% of their health to be regenerated, strong splash attack that can hit air and ground. Can be formed of different templars, allowing for some difference in cost
Good against: Zealot, muta. Biological units
Weaknesses: Very expensive, weak to units with bonus vs light or long range, very small range, slow and clumsy
Poor against: Thor, Immortal, Ultralisk

POWER OVERWHELMING!

Archons are powerful psionic warriors merged for one purpose: mass carnage. Archons' burning blue aura strikes fear into the hearts of all who see them: their powerful shields and strong bonus damage vs bio ensures that they are always a force to be reckoned with. As if that weren't enough, archons can attack both ground and air and have a splash attack, decent move speed, and decent attack speed. Their downside is that they are large, easily targeted and have short range. However, with their "light" armor type, archons manage to avoid bonus damage from anti-armored attacks. For example, the archon only takes 15 damage from a lurker (15+15 to armored). Since Archons have 97% of their health invested in shields, they can almost completely regenerate after a crippling attack.

However, Archons come at the cost of two of your templar warriors, which are not cheap, so when you choose to merge an archon, make sure that you have gotten as much out of your templar as possible (such as using up the energy of two high templar, or harassing with Dark Templar until your opponent gets too much detection to raid anymore).

Also, the different costs of the templar provide different costs for this unit, which you can adapt to your strategy and income: you dont have minerals to spare? Go for the gas-heavy HT+HT archon. Not enough gas? Go for an Archon made from DTs.

[1:30-1:50] http://www.youtube.com/watch?v=01k7jyOYNMw&feature=related

Observer:



25 Minerals
75 Gas
Health: 40
Shields: 20
Damage: N/A
Abilities:Permanent Cloak, Detector


Strengths: Detector, Cloaked, relatively inexpensive, fast, and large range, decently durable
Good against: Cloaked units
Weaknesses: Detectors
Poor against: Fast air units and detectors

One of the most remarkable scouts of all time, the observer is both permanently cloaked and a detector itself. They are great for sneaking around the battlefield unseen while gathering data on the enemy armys movements and expansions as well as tracking cloaked units. They haven't changed from Brood War, so will likely be used in a similar manner.

Observers will be great in SC2 as scouts for seeing up terrain allowing your units to attack enemy positions and for allowing stalkers to blink up cliffs.

Observers played two critical roles in this 1v1 Protoss mirror match from Blizzcon 09: it detected the Dark Templar when they warped in and it allowed the stalkers to blink up the cliff.

Immortal:



250 Minerals
100 Gas
Health: 200
Shields: 100
Damage: 20 (+30 to armored)
Abilities: Hardened Shields

Strengths: Hardened shield makes immortals very difficult to destroy, strong anti-armored attack
Good against: Armored units: Tanks, Stalkers, Roaches
Weaknesses: Weak to air, weak to units with large attacks when it loses hardened shield, weak to units with attacks that can wear down the hardened shield quickly, expensive
Poor against: Marines, Zealots, Zerglings, Ghosts (with EMP). Air units.

Immortals and their Hardened shields are another powerful addition to the Protoss army.

Hardened shields: The special Immortal shields reduce the damage of incoming attacks that are greater than 10 to 10 if Immortal's shields are up. Once shields are depleted, attacks hurt the immortal's life directly.

Hardened shields are affected by Upgrades, but in this order:
1. Damage
2. Shield Upgrades
3. Immortal's Hardened Shields

According to Cydra:

For example, if your Immortal shoots the enemy Immortal with fully upgraded shields, the damage will be 10: 35 (20+15 vs Armored) - 3 (full shield upgrades) = 32, and it's more than 10, so the enemy's Immortal takes only 10 damage by Hardened Shield. But if your Sentry shoots the enemy Immortal with fully upgraded shields, the damage will be 7: 10 - 3 (full shield upgrades) =7 (it's below 10 damage and so Hardened Shield won't do anything).


Our very own member, Crixomix wrote a good article on the hardened shield mechanic:

Hardened shields makes Immortals great tanking units, but weak to units that have weaker faster attacks that can bring down the hardened shield quickly. Once the immortal's shield is down, it behaves just like any other unit and can take heavy attacks hard, just like a normal unit.

[0:45-1:29] http://www.youtube.com/watch?v=fjVrumq9MJ0&feature=related

[5:30] http://www.youtube.com/watch?v=7zL-ZEHcnek&feature=related

Colossus:



300 Minerals
200 Gas
Health: 200
Shields: 150
Damage: (20*2) *Splash Attack*
Abilities:Cliffclimb


Strengths: Cliffclimb, whopping attack dealt in AoE, +3 range upgrade (total: 9 range, which also increases splash damage, slightly), can see up cliffs even though its a ground unit.
Good against: Light massed units: Zealots, Zerglings, Marines
Weaknesses: Very expensive, can be hit by all attacks: (AtA, AtG, GtA, GtG)
Poor against: Thor, Ultra, Immortal Air units.

The Colossus deals (23*2) in a horizontal line in front of it at 6 range (upgradable to 9). This means that the colossus is a great support unit, helping fill a crowd control role alongside psionic storm and Archons. It can one-shot light infantry (including un-upgraded marines) and in groups of 3-4, can fricassee entire groups of units at siege range.

Colossi are great for dishing out damage quickly:

[8:10 onwards] "Terrible Terrible Damage"

[2:00-3:45] More Colossus Action

Colossi can use cliffs to their advantage more than any other unit, although Cydra says that
Colossi and Reapers can't climb up a cliff of 2 level at one time.
.

[2:25-2:40] http://www.youtube.com/watch?v=iDFp6ENWNVA&feature=related

Features of the Colossus:

1) Colossi are very vulnerable to air units (since they're so tall, they can be hit by any type of attack, even Air to Air) and should be guarded by stalkers and phoenix at all times, especially since they are such a huge investment.

2) Colossi can actually stand on smaller ground units (at least yours and your ally's) because its so tall, and this gives it greater ability to escape because it cannot get trapped by friendly support units.

3) If a unit has two separate types of attacks (ex: Thor), Colossi take whichever attack is higher

[6:40-7:10] http://www.youtube.com/watch?v=iDFp6ENWNVA&feature=related

[8:30-8:45] http://www.youtube.com/watch?v=t0wob_nLSUI&annotation_id=annotation_700684&feature=iv

If you need colossi out on the field quickly, use chrono boost to build a colossus in half the normal time.

Warp Prism:



Phase Mode:



200 Minerals
Health: 100
Shields: 40
Damage: N/A
Abilities: Phase Mode

Strengths: Transport unit, can provide pylon energy for warp in or when a pylon is destroyed.
Good against: N/A
Weaknesses: Low hitpoints and shield points, high priority and vulnerable target
Poor against: Air units

Warp prisms are the new shuttle, allowing transportation across great distances.

Phase mode: The warp prism becomes a stationary pylon (remains an air unit) providing power to buildings bereft of a pylon, or to the back of an enemy base to prepare for warp-in.

Warp Prisms may be used to bypass new terrain blockers like destructible rocks.

[5:50-7:30] http://www.youtube.com/watch?v=mhxxwmWvR9k

Warp Prisms also may be used to warp in new units with warp in,

[8:10-8:55] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

[1:50-2:20] http://www.youtube.com/watch?v=xFNyg_EsJdA&feature=related

Or to power buildings in place of a pylon.

[0:10-0:39] http://www.youtube.com/watch?v=TqLcND11-cs&NR=1

Phoenix:



150 Minerals
100 Gas
Health: 120
Shields: 60
Damage: (5 (+5 to light) *2)
Abilities: Graviton Beam

Strengths: Exceptionally fast, relatively inexpensive, anti-air fighter
Good against: Vikings, Void ray, Mutalisks
Weaknesses: Cannot attack ground units (except in groups by using gravitron beam)
Poor against: Battlecruiser, Carrier, Corruptor

Phoenix are the new AtA ship of the Protoss combining scout-like power with corsair-like cost and agility.

Graviton beam: Costs 50 energy (immobilizes the phoenix) and lifts a ground unit into the air to be attacked by fellow air units for 10 seconds. This ability does not affect buildings and is not area of effect.

Phoenix are great scouts and harassers

[2:00-2:10] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

We have seen a Phoenix/Voidray combo immobilize and kill a Zerg queen in BR#3.

[2:30-2:53] http://www.youtube.com/watch?v=a2WkwEuZsa4&feature=related

Phoenix immobilizing Siege tanks with Graviton Beam

According to an article on SCLegacy (April 4, 2009), Graviton Beam can lift up burrowed units:


Burrowed units lifted will become burrowed again when the ability finishes.


It has also been confirmed that Phoenix cannot lift massive units or buildings.

Void Ray:



200 Minerals
150 Gas
Health: 150
Shields: 100
Damage: 2 (+4 vs armored) *Increases over time*
Abilities: N/A

Strengths: Fairly durable attacker, strong attack, attacks ground and air, follows the unit it is attacking for continuous damage
Good against: Battlecruiser, Carrier. Buildings.
Weaknesses: medium (7) range, smaller massable anti-air units, fairly expensive
Poor against: Viking, Phoenix, Corruptor

Void Rays are a very unique unit that use a large laser to deal incredible damage. Initially void rays do only a little damage, but the longer a Void Ray fires, the more damage its laser will do. However, smaller units that don't allow it enough time to focus its beam to maximum strength are a good counter to this mini-Death Star. Void Rays have only medium range, but can follow their target so their prismatic beam stays aligned (to keep dealing massive damage).

We have seen a Void Ray/Phoenix combo immobilize and kill a Zerg queen in BR#3 Seen here at [2:30-2:53].

Void Rays destroy a pack of Ultralisks and roaches, as well as an overlord, but Void ray's attacks are weak against lots of smaller units, like corrupters or marines:

[0:45-1:45] http://www.wegame.com/watch/Starcraft_2_Gameplay_Footage_6_29_09/

We have also seen a pack of Void Rays take out a fleet of Battlecruisers

[0:50-1:30] http://www.youtube.com/watch?v=PhX7iwGf0bI

A fleet of Voidrays harasses a Terran base, killing many marines as well as a starport:
[6:10-10:00] http://news.replays.net/page/20091127/1440235.html

Carrier:



350 Minerals
250 Gas
Health: 350
Shields: 150
Damage: N/A
Abilities: Build Interceptor

Strengths: Strong Capitol Ship, 4 armor takes a bite out of weaker attacks, 8 range makes this ship very dangerous to buildings and stationary forces
Good against: Light units. Buildings.
Weaknesses: Lots of smaller units that take advantage of its slow attack rate or dedicated anti-capitol ship weapons, very expensive
Poor against: Viking, Void Ray, Corrupter

Carriers have huge range (8) which makes them an ideal unit for hit and run attacks and microing. They also have plenty of shields so regeneration makes this more potent. Carriers are great against buildings (which cant fight back) and slow units that it can attack at greater range. Carriers now start with 4 interceptors in the hangar. Carriers are still incredibly resource heavy so losing them often is a huge blow to the Protoss.

Interceptor:


25 Minerals
Health: 50
Shields: 50
Damage: (5*2)
Abilities: N/A

Strengths: Fast, inexpensive fighters that repair themselves automatically when they go back to the carrier. There may be 8 per carrier, and each carrier starts with 4 pre-built.
Good against: Light units. Buildings.
Weaknesses: Enemys can target them separately to kill them OR go after the carrier itself: they die when the carrier dies
Poor against: Area of Effect attacks (its usually a better idea to go for the carrier though)

Interceptors have a fast attack speed and a range of 3.

Mothership:



400 Minerals
400 Gas
Health: 400
Shields: 400
Damage: (6*8)
Abilities: Wormhole Transit, Cloaking Field, Vortex, Temporal Rift

Strengths: Can attack multiple targets, lots of health and good damage, can be made at the nexus so your stargates may still be used, caster
Good against: Nothing directly
Weaknesses: Most expensive unit in the game, unique, vulnerable and slow (helped by wormhole transit)
Poor against: Units with high damage output (ex: Vikings, Void rays, Corruptors. Ghosts (with EMP) can bring a mothership down to 0 energy and 300 shields).

Slow, expensive, unique and powerful, the Mothership strikes fear into the hearts of all who see it.

Cloaking Field (passive): Cloaks friendly units and buildings within a range of 10.

Mass Recall: For 100 energy, the mothership may teleport friendly units to itself.

Mothership demonstrating the usefulness of Wormhole transit, teleporting to a proxy pylon so it can move around the battle more quickly. Also, note the use of Cloaking field on the Protoss base:

[3:30-4:10] http://www.wegame.com/watch/Starcraft_2_Gameplay_Footage_6_29_09/

Vortex: 100 energy: the Mothership creates a vortex that sucks in any nearby units (including your own). Lasts for 30 seconds.

***Special Thanks to Omega***
KneeJustice.war
Protoss Tactical Guide


Omega US

Raven
4,243 posts

Pet 69,491
52,445

Character:
Omega#122 (US)

Jun 28th 2009, 20:42
Wow you work fast... then again I take too many breaks(Damn you ADD). Good work I still have some time before I finish the Terran Tactical Guide still have some units to go.
Also anyone who would like to do the Zerg guide let me know

Death-Con 5 US

Point Defense Drone
2,635 posts

Pet 28,120
16,132

Character:
IfILikeYouIllAddYou#123 (US)

Jun 28th 2009, 20:49
Woot gj, instead of giving us lore, you gave us actuall useability, thanks alot,

This should be stickied or something

Knee of Justice US

Phoenix
3,306 posts

Pet 11,485
6,380

Jun 28th 2009, 20:53
LOL spent WAAAAY too much time doing this... but then againt im home by myself for the weekend, was bored as **** and needed something to do.

Now im going to go do something productive for the next 2 days like read Paradise Lost.

And yes, I hope these are stickied because there is a potential for great use.
KneeJustice.war
Protoss Tactical Guide


MarioMD US

Zergling
238 posts

Pet 16,213
15,204

Jun 28th 2009, 21:00
just a note, you have a mutas as an armored unit countered by stalkers but I'm pretty sure the game guide has them as light.

Awesome frickin' work though.
BTW: I'm pretty sure this is better sourced than most professional research papers I read. Nice work.
Give a man a match, and he'll be warm for a minute; light a man on fire and he'll be warm for the rest of his life.

Knee of Justice US

Phoenix
3,306 posts

Pet 11,485
6,380

Jun 28th 2009, 21:04
Mutas are countered by stalkers because stalkers are supposed to be the primary GtA unit of the protoss. Just as dragoons were a decent counter to mutalisks in SC, Stalkers are a decent counter to mutas in SC2 (...or appear to be...) I havent played SC2 yet so this is just a general guide based on current assumptions about units and about what we have seen so far. Hopefully it will be more detailed when beta comes out.

Thanks Dr. Mario (lol)

People, please, keep me honest and report mistakes. Also, if you have anything to add, or if ive forgotten something, please PM me!
KneeJustice.war
Protoss Tactical Guide


Ukalla98 US

Hydralisk
1,563 posts

Pet 8,253
5,186

Character:
Ukalla#817 (US)

Jun 28th 2009, 21:05
Very detailed guide, nice job

Also, you forgot Mr.Bubblesworth

MarioMD US

Zergling
238 posts

Pet 16,213
15,204

Jun 28th 2009, 21:57

Quote by Knee of Justice

Thanks Dr. Mario (lol)


oh good, you caught the reference

Quote by Knee of Justice

Mutas are countered by stalkers because stalkers are supposed to be the primary GtA unit of the protoss. Just as dragoons were a decent counter to mutalisks in SC, Stalkers are a decent counter to mutas in SC2 (...or appear to be...) I havent played SC2 yet so this is just a general guide based on current assumptions about units and about what we have seen so far. Hopefully it will be more detailed when beta comes out.


That makes since, I think your probably right. Now that I think about it, the stalker and the disruptor are the only ground to air units protoss has, but I guess it's a step up from SC1. Plus, I just noticed when reading this guide that immortals don't hit air which I guess is kind of a big deal.
Give a man a match, and he'll be warm for a minute; light a man on fire and he'll be warm for the rest of his life.

PsiWarp CA

Phoenix
3,487 posts

Pet 12,584
3,283

Jun 28th 2009, 22:03
Ooo! This is good, lots of stuff to read

Stick around for an hour or so, new stats will be revealed on various Starcraft fansites.


-Psi
Starcraft 2 Officially Released!!
Thankies Mustachio for the Awesomesauce Avatar ^^!

Omega US

Raven
4,243 posts

Pet 69,491
52,445

Character:
Omega#122 (US)

Jun 28th 2009, 22:10
.... Psi can you not bring them up I am almost done with the Terran units and don't want to have to redo them just yet. Just kidding I am going to have to do it anyway. So you are a done now I have to say the Drone is one of the more awesome Zerg portraits.

Jameskaldas CA

Probe
121 posts

Pet 6,452
4,316

Jun 28th 2009, 22:19
Quote by Knee of Justice
Units take 5 seconds to warp in and are vulnerable to attack during the duration.

edit*^^ I read invulnerable. lol
When was this changed?

Batch 9 for SC2 Q&A
Quote by Karune
Can Protoss Units be attacked during the Warp-In process?

Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit.

Ukalla98 US

Hydralisk
1,563 posts

Pet 8,253
5,186

Character:
Ukalla#817 (US)

Jun 28th 2009, 22:23
Quote by Jameskaldas
Quote by Knee of Justice
Units take 5 seconds to warp in and are vulnerable to attack during the duration.


When was this changed?

Batch 9 for SC2 Q&A
Quote by Karune
Can Protoss Units be attacked during the Warp-In process?

Yes. When units are warping in, the unit will increase in hit points until they are at max hit points and at that point youll be able to control the unit.


Eh... no. Both quotes pretty much say the same thing

Jameskaldas CA

Probe
121 posts

Pet 6,452
4,316

Jun 28th 2009, 22:29
Wow I must be drunk. Why did I read invulnerable...

Ukalla98 US

Hydralisk
1,563 posts

Pet 8,253
5,186

Character:
Ukalla#817 (US)

Jun 28th 2009, 22:30
Quote by Jameskaldas
Wow I must be drunk. Why did I read invulnerable...


Meh, it's fine. It's a common misconception.

Lavos Spawn US

Dark Templar
626 posts

Pet 6,643
4,836

Jun 28th 2009, 22:34
Great guide there Knee. Your efforts are appreciated.

Two things:

1)
Gateways may turn into Warpgates in 3 seconds. Warpgates may turn into Gateways in 35 seconds.
Is that a typo? Or does it really take 35 seconds to change back?

2) The Disruptor/Nullifier isn't actually the first spell caster in the game. That honor goes to the Queen, which only requires a Spawning Pool.

PS: I noticed more than a few square symbols in your guide, just so you know.