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     The Protoss is the favor of all. They have a good unit to start with, the zealot. A zealot has a lot of hit points and also does an amount of damage. Usually, you should always try to rush with zealots. Make 2-3 warp gates and start to pump out zealots. When the first come out, look for the enemy and attack. If the zealot killed many of the opposite forces, then keep on sending zealots, and build 4-5 barracks. The point is to keep the pressure on. After a few groups of zealots, the enemy should be weakened and almost defeated. If it does not work, then you can always switch to dragoons.

     If the zealot rush failed. Immediately get as much vespene gas as possible. Build two dozen dragoons, or one is enough. Then attack your opponent's base. Dragoons are excellent in large groups. You can also sacrifice some zealots to soak up the damage while the dragoons are making free hits. On islands, Dragoons are very important. They are the first unit that can attack air.

     The Protoss also have the reaver, which can cause a lot of pain. If you see your opponent making massive marines, firebats, zerglings, hydras, or zealots, you can make 4-5 reavers and relax. Reavers can kill half a dozen of infantry. Shuttles should always assist reavers because reavers are slow and vulnerable, and if melee units are present, they can not attack the flying shuttle. The famous Reaver Drop is vital on island maps as well as land maps. They can stop a player's economy in an instant, but the reaver dropper has to be quick and micromanage well.

     Another important unit is the templar. The high templar's most useful spell is psi storm. Psi storms are mostly used against large groups of armies. Psi storms works very well against massive hydra drops and Terran infantry. Watch out for science vessels with irradiate and queens with spawn brooding.

     The new corsair made the Protoss fleet even more fearful than before. The Protoss can harass overlords very early since corsairs can be made before mutalisks can be born. Disruption web can cause major damage to every player. Disruption web used on bunkers and sieged tanks can stop a whole defensive structure and the enemy can destroy the whole base with ease and suffering minor loss.

     Finally, the carriers are made in the late game when resource flow is not a problem anymore. Once 12 of these giant carriers are made, they are almost immortal. The interceptors take on all the damage therefore the carriers themselves can live longer. Also have one or two observers to look for cloaked wraiths. Kill templars, ghosts, arbiters, defilers, and science vessels first, because they can harm you the most with their powers (psi storm, lockdown, stasis, plague, and emp. shockwave).