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====Protoss Units==== '''Probe:''' The Protoss' worker unit. Its unique gimmick is that it ''summons'' structures into place, so rather than needing to devote multiple workers to building like the Terrans and Zerg, a Protoss player can have a single little robot running around and planting magical energy bubbles wherever the player wants buildings to pop into existence. '''Zealot:''' Basic melee trooper; a Protoss warrior who [[Soulknife|punches things with daggers of concentrated hate]]. My life for Aiur! Is the strongest of the basic units, being the only one that can survive a hit from a Siege Tank's big gun. '''Dragoon:''' Basic ranged trooper; a mortally wounded Zealot stuck in a walking life support unit mixed with a plasma-blasting turret, ala a [[Dreadnought]]. Largely absent for most of StarCraft II, replaced with the newly invented '''Immortal''' (much tankier, and with twin dual-linked blasters meant for punching through armor) and the '''Stalker''' (the Dark Templar analogue, able to teleport short distances). Eventually it returned in Legacy of the Void's campaign where they hit harder and deal more damage. '''Adept:''' Female Protoss warriors armed with teleportation and psi-powered blasters. Introduced in StarCraft II. They like doing long-ranged dive attacks into the enemies backline and economy, but are piss poor as part of your main line due to their slow attack speed and low range. '''High Templar:''' Protoss mystic that can't attack, but can cast a number of useful spells, including blasting an area with a psionic lightning storm. Two High Templars can merge into an '''Archon''', an [[elemental]] of pure psionic energy that has great shielding, but shitty health, and has no spells, but instead blasts ground and air targets with [[rape|psi-beams]]. In recent balance patches High Templars gained an attack that does as much damage as a thrown water balloon. '''Dark Templar:''' Perma-cloaked Protoss [[assassin]]s with [[Soulknife|beefier versions of the Zealot's psi-blade]]. Initially appeared as campaign only units in the first game before the expansion. Gains teleportation in StarCraft II. Dark Templars are by far the most fragile unit of the Protoss roster but can oneshot workers and most early game units. As such, they can also support your main line while remaining cloaked and even after your main force is defeated... until detectors arrive on the scene. Two Dark Templars can merge into a '''Dark Archon''' in Brood War & StarCraft II, which is like an Archon that has the spellcasting abilities of a High Templar. It's weaker than the regular Archon in direct combat but still powerful due to their unique abilities which include mind control. Legacy of the Void's campaign brought it back where it's built like a normal unit and can now fight. It's not as strong as a regular Archon, though it's still really strong packs really strong spells. '''Sentry:''' Robotic support drone that can broadcast protective energy fields to make allies tankier, block off paths with forcefield walls and project illusions of protoss units that [[Wat|can fly around and see things independently, making them great scouts]]. '''Reaver:''' Slug-like robotic tanks that need to build its ammunition - kamikaze robot drones called "Scarabs" - individually. Packs a hell of a punch, but expensive and slow moving. '''Colossus:''' Giant walkers with insanely long legs that rake the ground with heat rays. They are so tall they can casually walk up and down cliffs, but are vulnerable to anti-air fire. Only found in StarCraft II. '''Disruptor:''' Robot drone that can launch exploding bolts of pure psionic energy. Only found in StarCraft II. '''Observer:''' A Probe reworked into an invisible scout and detector of cloaked enemy units. '''Shuttle:''' Basic Protoss transport ship. Replaced in StarCraft II with the '''Warp Prism''', which can both teleport units across the map and act as a fill-in pylon. '''Scout:''' Basic Protoss aerial unit, able to attack both ground and air targets. '''Corsair:''' Dark Templar-created aerial support caster that has (pitiful) anti-air attacks but the ability to paralyze ground units. A key component of Protoss's tendency to dominate the late game. '''Carrier:''' Protoss battleship armed with a fleet of AI-controlled drones, called "Interceptors". These can be shot down and must be manually replaced, so they require a fair bit of micro-managing. While an iconic unit they struggled with attempts to make them viable due to the lack of damage from the Interceptors (since they did so little damage, they were only worth it if you massed them up, which is a precarious strategy for such an expensive units that gets countered by units that cost less than half), to the point where SC2 just kept them around for the iconic status while the Tempest was meant to take up their role. Legacy of the Void finally made them viable since their Interceptors are made much cheaper and can be sent out away from the Carrier without it having expose itself to fire, meaning it can actually function like a real world aircraft carrier. In lore they have beams meant for glassing planets though you never get to use those in gameplay outside of version used by a CO-OP commander. '''Arbiter:''' Support vessel only found in the original StarCraft and Legacy of the Void's campaign; can teleport allies, freeze enemies in an area, and passively renders nearby allies invisible. The last ability doesn't work on other Arbiters so you don't get to a invisible army with them. '''Phoenix:''' Fast-moving anti-air skirmish ships with the ability to use a Graviton Beam to levitate ground units into the air so they can then blow them up. Slightly less obnoxiously OP than the Corsair it replaced. '''Void Ray:''' Secondary offensive battleship that uses a focused laser beam attack; the longer it concentrates on one target, the more damage it does. '''Tempest:''' Protoss battleship that acts as a ''very'' long-ranged siege unit, staying well out of harm's way and hurling destructive energy bolts. '''Oracle:''' Aerial support caster that actually has surprisingly decent attack against Light type units, it detects hidden units, can peel back the fog of war, and paralyze things with its Stasis Ward. Only found in StarCraft II. '''Mothership:''' The ultimate Protoss battleship...in theory. In practice, it had so many things going against it that the game eventually shifted to let you play with a wimpier version called the ''Mothership Core'' first that could then be upgraded into a proper Mothership. Actually, Motherships aren't battleships but support vessels. They replace Arbiters in StarCraft II as unit that cloaks and teleports allies. As a nice bonus can project fields of slowed time to reduce enemy movement speed and fire rates. Stronger versions tend to show up as boss enemies in campaigns. You never actually get to use the regular Mothership in Legacy of the Void's campaign, instead you get the Tal'Darim version that is more expensive, but significantly tougher, better armed, and its abilities are all focused on offense.
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