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    Protoss Unit List by RCarlos

    Version: 1.1 | Updated: 01/10/99 | Search Guide | Bookmark Guide

    Protoss Unit Listing - Version 1.1
    By Roland Carlos
    FongSucks@hotmail.com
    
    Taken from:
    Commander RC's SC Page - http://commander.geminisector.com (I own the site)
    
    Version Updates
    ---------------
    1.1 January 10, 1999 - Updated with 1.04 info
    1.0 December 17, 1998 - First online text release of listing
    
    
    Little Intro
    ------------
    Protoss Units are the most costly, mineral, gas, and supply wise. Only two of
    their units only cost 1 supply unit. However, in exchange for this cost, you
    get a unit that is by far powerful compared to the other races. The shields
    each unit has regenerate like the Zerg, but the regeneration can be speeded
    up by a Shield Battery. You would want to build more than one Barracks and
    Stargate since the building time for many of the units are very slow compared
    to the other races.
    
    Explanations:
    Cost: How much the unit costs to build
    Armor: How much armor the unit is wearing
    HP: How much damage the unit can take
    MP: How much energy the unit has
    Shields: How much shields the unit has
    Supply: How much supply units the unit takes
    Transport: How much space unit takes in transports
    Ground Attack: How much damage the ground attack of unit does
    Air Attack: How much damage the air attack of unit does
    Attack Range: How far the unit can attack
    Ground Attack Type: What kind of type unit attacks the ground. Explosive 
    means that damage is reduced to 50% when attacking small units, 75% against
    medium units. Concussion damage means that damage is reduced to 25% when 
    attacking large units and 50% when attacking medium units. Normal damage 
    means that the damage is same to all units.
    Air Attack Type: As above, only having to do with air attacks.
    Size: What is the size of the unit, only affects attacks
    Attack Bonus: What the damage bonus is for each upgrade
    
    THE GROUND UNITS
    ----------------
    Probe:
    Cost: 50 Minerals
    Armor: Light
    HP: 20
    MP: 0
    Shields: 20
    Supply: 1
    Transport: 1
    Ground Attack: 5
    No Air Attack
    Attack Range: 1
    Ground Attack Type: Normal
    Size: Small
    Attack Bonus: 0
    
    The Probe is the worker peon of the Protoss force. Having the ability to warp
    in more than one building at once, you should only have 1 probe building 
    unless you have more than one base.
    
    -------
    Zealot:
    Cost: 100 Minerals
    Armor: Light
    HP: 80
    MP: 0
    Shields: 80
    Supply: 2
    Transport: 2
    Ground Attack: 16
    No Air Attack
    Attack Range: 1
    Ground Attack Type: Normal
    Size: Small
    Attack Bonus: 2
    
    When you think Zealot, you should always think power. The most powerful basic 
    attack unit of the all the species, the Zealot can dish out 16 damage and 
    take 160 points of it. When you send them in groups, the damage done is 
    incredible. Their weaknesses are the fact that they have a small size are 
    easily shredded by Terran Firebats and Vultures. They have no air or ranged
    attack so they are also equally shredded by air units and hydralisks. 
    Research the movement speed upgrade as quickly as possible so the ranged 
    attacks will become much less of an issue.
    
    --------
    Dragoon:
    Cost: 125 Minerals, 50 Gas
    Armor: Heavy
    HP: 100
    MP: 0
    Shields: 80
    Supply: 2
    Transport: 4
    Ground Attack: 20
    Air Attack: 20
    Attack Range: 4
    Ground Attack Type: Explosive
    Air Attack Type: Explosive
    Size: Large
    Attack Bonus: 2
    
    Dragoons will become very important after the beginning of the game. You'll 
    need them so you can defend against air units. You won't be able to get a 
    strong air force until late game so the Dragoons with help from Photon 
    Cannons will be your only air defense. Their weaknesses are that they have a 
    slow attack rate and are killed easily by Zerglings. In 1.04, the build time
    is decreased and the range upgrade gives you a bit more range (well, only 1).
    
    -------------
    High Templar:
    Cost: 50 Minerals, 150 Gas
    Armor: Light
    HP: 40
    MP: 200
    Shields: 40
    Supply: 2
    Transport: 2
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    Size: Small
    
    Psionic Storm: 75 MP
    Psionic damages any units contained within the storm. Psionic Storm does not 
    damage any buildings.
    Range of Spell: 10
    Does it affect multiple units?: Yes, up to one space away from target.
    
    Hallucination: 100 MP
    Create clones of any units. With Hallucination you can create two clones of 
    any unit. The catch is that, although these units can attack, the attacks do 
    no damage. Also, when the energy is drained, the Hallucination will die. 
    Hallucination are best used in diversionary attacks.
    Range of Spell: 7
    Does it affect multiple units?: No
    
    Summon Archon: 2 High Templars
    Two High Templars can merge to create the ultimate ground Protoss unit, the 
    Archon.
    
    When you gain access to the High Templars, you'll want them for two reasons. 
    The first is that they can cast spells to damage and confuse such as the 
    highly-underrated Psionic Storm and the diversionary Hallucination. The other
    reason is that they are needed to create Archons, the most Protoss powerful 
    ground unit. Their weaknesses are that they are easily killed by enemies and 
    they have no regular attacks.
    
    -------
    Archon:
    Cost: 2 High Templar
    Armor: Heavy
    HP: 10
    MP: 0
    Shields: 350
    Supply: 4
    Transport: 4
    Ground Attack: 30
    Air Attack: 30
    Attack Range: 3
    Ground Attack Type: Normal, Splash Damage
    Air Attack Type: Normal, Splash Damage
    Size: Large
    Attack Bonus: 3
    
    I believe the Archon to be the most powerful Protoss ground unit because it 
    has the ability to attack air and ground with the same amount of damage. The 
    Reaver can't admit to attacking air. A force of 12 Archons is easily said 
    than done since you need a good amount of time (unless you have many 
    Gateways) and resources. The only weakness of the Archon are that they can be
    made fish bait by the use of one Terran spell. EMP Blast.
    
    -------
    Reaver:
    Cost: 200 Minerals, 100 Gas
    Armor: Heavy
    HP: 100
    MP: 0
    Shields: 80
    Supply: 4
    Transport: 4
    Ground Attack: 100 (Reavers use Drones that are made inside of the unit)
    No Air Attack
    Attack Range: 8
    Ground Attack Type: Normal, Splash Damage
    Size: Large
    Attack Bonus: 25
    
    Reavers are great in most aspects of ground attacking. The almighty reaver is
    very damaging and the splash damage can kill move than one unit at a time. 
    The defensive part of the reaver is also nothing to laugh at. The splash 
    damage can also kill multiple attackers at once, and multiple reavers can 
    stop a mass hydra or zergling rush. The weakness of the reaver is the slow 
    attack rate and slow movement speed. In 1.04, the build time has been 
    increased.
    
    THE AIR UNITS
    -------------
    Scout:
    Cost: 300 Minerals, 100 Gas
    Armor: Heavy
    HP: 150
    MP: 0
    Shields: 100
    Supply: 2
    Ground Attack: 8
    Air Attack: 28
    Attack Range: 4
    Ground Attack Type: Normal
    Air Attack Type: Explosive
    Size: Large
    Ground Attack Bonus: 1
    Air Attack Bonus: 2
    
    No doubt the most pricey basic air unit, the payoff is big if you can get a 
    force of 12 into the air. The attacks from the Scout are the most powerful of
    an basic air unit. Once you research the Speed and Sight Upgrades, the Scout
    is nearly unmatched since they can fly into and out of battles very quickly. 
    Their weaknesses? The fact that they are built very slow and their price of 
    300 Minerals and 150 Gas. Scourge can easily turn this investment into a 
    waste of money very soon, so have them run away if a lot of scourge come.
    
    --------
    Shuttle:
    Cost: 200 Minerals, 0 Gas
    Armor: Heavy
    HP: 80
    MP: 0
    Shields: 60
    Supply: 2
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    Size: Large
    
    A transport, but the best transport. The Shuttle costs the most expensive and
    also has the lowest damage totals, but the once you get the speed upgrade for
    the Shuttle, the Shuttle is faster than the Terran Dropship or Zerg Overlord.
    In 1.04, the build time has been increased, but the Shuttle is still the 
    best.
    
    ---------
    Observer:
    Cost: 25 Minerals, 75 Gas
    Armor: Light
    HP: 40
    MP: 0
    Shields: 20
    Supply: 1
    No Ground Attack
    No Air Attack
    Attack Range: N/A
    Size: Small
    
    Have Observer patroling your base so you can see any cloaked enemies coming 
    to attack. You may also want to have Observers watching in the field so they 
    can watch enemy movements. However, once Observers are discovered, they are 
    basically near-death because of their low Shield and HP totals.
    
    --------
    Arbiter:
    Cost: 100 Minerals, 350 Gas
    Armor: Heavy
    HP: 200
    MP: 0
    Shields: 150
    Supply: 2
    Ground Attack: 10
    Air Attack: 10
    Attack Range: 5
    Ground Attack Type: Explosive
    Air Attack Type: Explosive
    Size: Large
    Attack Bonus: 1
    
    Recall: 150 MP
    Using the ship's energy, you can transport any of your units in the targeted 
    area to wherever the Arbiter is.
    Range of Spell: Unlimited
    Does it affect multiple units?: Yes, up to one space away from target.
    
    Stasis Field: 100
    This spell from the Arbiter halts any unit movement. Affected units stop 
    carrying out commands and stop recieving commands. This will affect any 
    units, friendly or enemy.
    Range of Spell: 8
    Does it affect multiple units?: Yes, up to two spaces away from target.
    
    I find the Arbiter to be the most expensive Protoss unit. 350 Gas? You may 
    have to hold off upgrades if you want one of these babies. The Arbiter has 
    great strengths. In addition to cloaking any units within the Arbiter's 
    location, the Arbiter has two very useful spells. The Recall can send your 
    units into or out of a battle very quickly. One minute, the enemy sees an 
    open field, the next, they an Arbiter floating by, only be followed by a few 
    Carriers. The Stasis Field spell is very useful in battle. Freeze units they 
    are attacking you so you can get the support to destroy them. An interesting 
    tactic you can employ is to freeze their worker units so they can't get any 
    resources for an amount of time.
    
    --------
    Carrier:
    Cost: 350 Minerals, 250 Gas
    Armor: Heavy
    HP: 300
    MP: 0
    Shields: 150
    Supply: 8
    Ground Attack: 5 (Carriers use Interceptors which are made inside of the unit)
    Air Attack: 5
    Attack Range: 8
    Ground Attack Type: Normal
    Air Attack Type: Normal
    Size: The Carrier is Large, The Interceptors are Small
    Attack Bonus: 1
    
    Ouch! If you didn't know, the Carrier can do about 80 points of damage about
    every 1-2 seconds if it has 8 Interceptors. The damage is great, and when 
    cloaked by Arbiters, well you'll have a great suprise advantage. The 
    weaknesses are many and important. First off, the Carrier build time is very 
    slow and expensive. The speed of the Carrier is very slow as well. Groups of 
    enemy aircraft (espcially Cloaked Wraiths or Speedy Scouts) and Zerg Scourges
    can destroy a Carrier within seconds. You'll lose an precious investment if 
    you lose a Carrier.
    
    ----------
    Disclaimer
    
    This guide can and should be given out as long as it is not altered in any 
    way. The guide's purpose is to help people play Starcraft and that is its 
    only purpose. This guide cannot be used in any commerically such as, but not 
    limited to, Magazines, Books, Guides, without first contacting the author for
    his consent. Credit must given if you take information from this guide.
    
    Starcraft is a trademark of Blizzard Inc., copyright 1998.  
    All other trademarks copyright their respective owners.
    
    Copyright Roland Carlos 1998
    

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