Preview: The Protoss

by Corey Konieczka

In stark contrast to the adaptive terrans and feral zerg are the stolid, conservative protoss. With their highly advanced technology and potent psionic abilities, the protoss have long considered themselves the most powerful species in the known galaxy.

While more expensive than their terran and zerg counterparts, protoss units are protected by powerful energy shields. These shields, coupled with powerful psionic abilities make the protoss a dangerous foe. The protoss starting building is the Gateway which enables them to build a wide range of different ground units.

Zealot

ZEALOT Cost: 2 Minerals, 0 Gas

Leading the ranks of protoss ground units are the Zealots. Armed with powerful psi-blades, Zealots can easily cut through steel and bone. Their inability to attack flying units can hamper them, but their strength against enemies on the ground should not be underestimated.

Dragoon

DRAGOON cost: 2 Mineral, 1 Gas

When it comes time to defend against enemy flying units, Dragoons really shine. Dragoons fire bolts of anti-particles sheathed in a psychically charged field which can obliterate both ground and flying units alike. Dragoons are often used as escorts for groups of Zealots and can even provide additional support strength when upgraded with the Singularity Charge ability.
Technologies: Singularity Charge

High Templar

HIGH TEMPLAR - cost: 0 Mineral, 1 Gas

Known for their powerful psionic powers, High Templars are seasoned protoss warriors with a wide range of different abilities. While they have no inherent attack, they can produce Hallucinations of friendly units, causing enemies to attack them instead. In addition, their powerful Psionic Storm grants a large strength bonus as well as adding splash damage. Lastly, two High Templars can merge together to summon a powerful Archon.
Technologies: Hallucination, Psionic Storm, Summon Archon

Archon

ARCHON - cost: 0 Mineral, 1 Gas

Once summoned, the fiery form of an Archon is a frightening foe. Protected by a massive shield, these units can wade through countless ground and flying units, destroying them with powerful bolts of psionic splash damage. Archons require much time, effort and resources to produce, but are well worth it.

The protoss Robotics Facility enables them to build powerful machines of war. In the board game, the Robotics Facility allows players to build deadly Reavers.

Reaver

REAVER - cost: 2 Mineral, 2 Gas

These robotic units construct and launch explosive scarabs at enemy ground forces. While useless against enemy flying units, Reaver splash damage can be devastating against numerous ground-based opponents. Once upgraded, Reavers are one of the most destructive ground units in the protoss arsenal.
Technologies: Increased Reaver Capacity

Air support is extremely important to protoss players, especially since many of their units can only attack land based enemies. The Stargate enables them to construct a wide range of deadly flying units including Scouts, Arbiters and Carriers.

Scout

SCOUT - cost: 2 Mineral, 2 Gas

Scouts are the most resilient standard flying unit of the three races. While slightly more expensive than a Wraith or Mutalisk, they can take more punishment (especially when combined with the protoss shields). They do not have any special abilities, but are reliable and powerful fighters.

Arbiter

ARBITER - cost: 0 Minerals, 2 Gas

Although Arbiters have no real attack, the have a plentitude of powerful abilities. First off, Arbiters are permanently surrounded by a Cloaking Field which grants other friendly units in the skirmish Cloaking. Second, the Arbiter’s Recall ability enables the protoss to teleport friendly units into their location. Last, Arbiters can project a Stasis Field which makes a unit unable to attack and invulnerable at the same time.
Technologies: Cloaking Field, Recall, Stasis Field

Carrier

CARRIER - cost: 3 Minerals, 2 Gas

Carriers are powerful flying battle stations. They have no mounted weaponry – instead relying on their ability to construct and deploy swarms of interceptors. Interceptors are small robotic fighters that can lay waste to enemy units while the Carrier sits behind its massive energy shield. Once upgraded with Increased Carrier Capacity, a Carrier can often take on large numbers of enemy units all by its lonesome.
Technologies: Increase Carrier Capacity