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User:Happy Frog/Protoss Strategy

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[e][h] Protoss Strategy
Strategy Information
PvP, PvT, PvZ
Strategy, Build Orders

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Editing Guidelines

  • Please read the new Strategy Article Policy before you edit strategy articles.
  • If you create new articles, please copy/paste the source of the Strategy Template to a new page so you have skeleton article which you can fill in with your content.
  • Only add articles complying to the Strategy Article Policy and Strategy Template in sections General Builds and Match-ups. Incomplete articles should be linked in the Stub Builds section.
  • Note that builds have to be backed up by at least two replays from a relevant tournament (Unless it's a very common build).
  • If you stumble across a strategy article that seems incomplete, please mark by adding {{Strategy-stub}} to it's top.

General concepts

Macro mechanics

  • Chrono Boost - Should be used throughout the game; depending on the phase of the game it can be used to boost economy, production or technology.
  • Warpgate - A vital upgrade; not only does it cut production time for Gateway units, but it also allows you to reinforce wherever you have a psionic matrix up.
  • Pylons - The placement of pylons at strategic locations will enable reinforcements quickly, as well as spot drops, expansions and troop movements. Proper placement will also reduce vulnerability to having structures disabled by having Pylon power cut off. In the early game, pylons can be used to cut off enemy movement paths and structure placement. This is most useful against Zerg, as blocking an early Hatchery can have a profound effect on a Zerg build order.

Unit Roles

There are some general aspects of Protoss which play a large role in most Protoss strategies and builds:

  • A standard Protoss army will normally be composed of Zealots, Stalkers and Sentries in a ratio 3:2:1. This is an effective mix in most situations. With the addition of tier 3 and tier 4 units the combination becomes much stronger than any single part.
  • Zealots - Will normally make up the bulk of your forces. As front-line troops they will block your enemies movement and absorb most of the damage dealt during a battle
  • Stalkers - Will be your primary anti-air and ranged attackers and are placed behind Zealots and Sentries. Their presence serves to protect Zealots from air units and other ranged units who could kite Zealots easily. Stalkers are faster than most units and can kite most other units effectively or chase down retreating units.
  • Sentries - A useful spell caster, can control ramps and enemy movement with Force Field and reduce ranged damage with Guardian Shield. Can also make fake units after the Hallucination upgrade.
  • Immortals - Will often signal a timing attack or harass. Their ability to absorb damage and deal damage to armoured units makes them effective against many mid game units and base defences.
  • Colossi - Used to deal with large clusters of ground enemies and normally are produced after a second base is secured.
  • High Templar - Used to snipe enemy casters and attack clusters of ground and air units with their Psi Storm.
  • Dark Templar - Permanently-cloaked, high damage, melee ground units used to wreak havoc on opponents with insufficient stealth detection.
  • Observers - This unit's ability to fly and view the battlefield cloaked is strategically valuable and will normally be the first unit produced from the robotics facility.
  • Warp Prism - The transport unit for Protoss, Warp Prisms can also be deployed to provide energy, allowing the Protoss player to warp in gateway units on that location.
  • Phoenixes - These units are Protoss' air-superiority fighters. Their speed and ability to shoot while moving make them a key unit to defeating opponents that mass air units, particularly light air units such as Mutalisks. Their Graviton Beam ability can be used to remove key units from play or snipe enemy workers.
  • Void Rays - Air unit capable of attacking both air and ground. As the Void Ray continues to fire an uninterrupted beam, it charges up to a more powerful state, dealing more damage. Deals 20% more damage to massive units.
  • Carriers - High damage air fleet controlling maximum 8 interceptors. The Carrier isn't seen often, but is a very solid late game unit -- it's sometimes used against a meching terran.
  • Mothership - This unit cloaks all structures and units in a radius around it. The Mothership also has two strong abilities, the Vortex and Mass Recall, both are great for helping your army escape.
  • Archon - This unit can serve as an effective meat shield because of its high shield points. In addition, Archons are effective in killing light and clumped units (mutas, lings, etc.) because of their splash damage.

General Builds






Stub Builds

In the early stages of this game we're going to be strict as to what build to be published in the section above. Articles must adhere to the Strategy Article Policy and be written using the StrategyTemplate. Especially note Section 4 of the Policy - Articles must be backed up by at least 2 replays from a relevant Tournament.

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