[NEW] Starcraft 2 Protoss Units Strategy Guide | starcraft 2 protoss units – Vietnamnhanvan

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PC – Starcraft 2

Starcraft 2 Protoss Units Strategy Guide

General
Protoss Tips:
You should generally always build your first pylon and gateway at your choke point. 
Build your second pylon, and maybe even a few more buildings at your choke
point.  You don’t want to block it off completely, you need to leave a
space for your units to walk out of your base.  But you should get it
enclosed enough so the enemy cannot just barge right on in to your base. 
You can have stalkers and sentries behind the buildings to prevent
zergling/zealot rushes.  Use the sentry’s Force Field ability to close off
the gap completely if the enemy is trying to get into your base, then have your
stalkers placed so they can fire and hit the enemy trying to get in.

PLEASE NOTE:  For all SC2: Heart
of the Swarm

specific strategy,
Shockz has you covered.

How to fast expand as Protoss safely:

A good fast expansion strategy I have with protoss involves building a pylon
first at the choke point of your expansion, then a forge, then a pylon, then 2
cannon towers, followed by a nexus at your expansion site.  Then you build
your first gateway, followed by a few more cannon towers.

This works well if you are facing a zerg or protoss, but if the enemy is terran,
you have to watch out for reapers.  Best way to be prepared for that is to
build your second pylon at your main base next to your nexus, and then proceed
to build 2 cannon towers to protect your main base from the reapers.

Be sure to put the cannon towers behind structures so zealots or zerglings will
have a harder time taking them down.

Chrono Boost – This is an ability available on each nexus, when used on a protoss building, it will operate 50% faster for 20 seconds.  During the
start of the game you can use it to speed up your probe production, fighting
unit production, or upgrade productions later on.  I usually tend to use
about 2 chrono boosts every game just for probe production, and then the rest on
fighting unit production, or upgrade production.

TIP: Keep using the chrono boost ability all
through out the game, try to never let your nexus(es) reach full 100 energy
points. Keep using the energy up and you will simply get things quicker.

TIP: What I like to do is have all my
nexuses set to one control group hotkey and then when you want to use chrono
boosts, you can simply press that hotkey and then chrono boost what ever you
like.

Warp gates – You can transform a gateway into a warp gate (you need to
research the Warp Gate ability on your Cybernetics Core first), this will allow
you to warp-in ground units to any location powered by a Pylon or Warp Prism. 
I personally think these are a little overrated.  I generally only get this
researched if I have expansions far off from my gateways, or if I plan on doing
a strategic attack involving pylons or a Warp Prism near the enemy’s base. 
It is a cheap upgrade, so it won’t hurt much to get it if you like using it all
the time.

TIP: Build a pylon near the enemy’s base
where they will probably never look, that way you can just build your units
right near the enemy’s base if your attacking them to get them in battle much
quicker.  This helps to keep the pressure on more efficiently if you are
trying to rush them.

NOTE: It is actually easier to macro using
just Gateways, as you do less work getting the units out of your Gateway than
Warpgates.  Gateways allow querying of units, but Warp Gates do not. 
Plus you have to pinpoint on the map where to place the units with warpgates,
with gateways they just go by rally points.  A lot of people compensate by
building a lot of warp gates so you don’t miss up on unit production.

NOTE: Warping in units on an enemy’s pylons
will NOT work, just to let you know.


The Protoss have several opening build order options, they can do a quick zealot
rush, stalker rush, dark templar rush, they can tech up quick to void rays, tech
up quick to carriers.  Here are the advantages and disadvantages of these
build orders..

Zealot

Zealot rushing generally involves building just two gateways at the beginning and
cranking out probes, pylons, and zealots non-stop, while continuously harassing
your opponent with a flow of zealots.  Gas mining and a Cybernetics Core
will be postponed for the time being.  This strategy is very powerful
against your average player and is a very quick way to rack up a LOT of wins
quickly.  You will start to discover however once you start climbing the
ladders, this strategy becomes less and less effective.  The zealot rush
can be easily countered and most starcraft pros skip massing zealots and instead
use stalkers more instead at the beginning.  But most noobs and even the
below-average player will be easily defeated by a zealot rush.  So I
recommend using this strategy if you know you are playing someone who is more
new to this game.  The zealot rush becomes more effective in 2v2 and 3v3
battles when teamed up right.  I would generally not do a zealot rush in a FFA unless you are playing all protoss players, I explain why below:

Vs another Protoss – This is really the best case a zealot rush is best
for.  The only time I would consider using the zealot rush vs a decent
protoss player is if it’s protoss vs protoss.  And through out my
experience you can win a lot of games using the zealot rush vs another protoss
player.  The way you would counter a zealot rush from another protoss, is
if you can simply crank out zealots faster than your opponent and keep them
alive longer through better micro. However the best overall most efficient way
for a protoss to stop a zealot rush would be to build your buildings tight at
your choke point and have your sentries block the zealots from coming in by
using the Force Field ability, while having the stalkers “pick” at them from
range.  This will force the zealot rusher to change strategies.

Vs Zerg – This can be somewhat effective, if you are going to zealot rush
the zerg you need to attack early on, like when you only have a few zealots,
keep the pressure on and you may win.  If they get roaches out soon then
your zealot rush will surely fail.  If they keep building zerglings then
your zealot rush is in your favor.  But yeah zerg roaches is the best way
early on to counter a zealot rush.  In this case the protoss must change
strategies and focus on more stalkers relative to zealots, and tech up to
Immortals, while also having a few sentries for the Guardian Shield ability to
help reduce the ranged damage the roaches are putting out.  Watch out
though if you build to many stalkers, the zerg may switch back to zerglings
which will put your stalkers down QUICK. So you need to have an understanding of
what the zerg has to properly counter it.

Vs Terran – This is the hardest one to pull off.  Basically if your
opponent is a noob, you may win, even then you still might fail.  The
terran is the hardest to zealot rush do to the fact they can totally block off
their choke point, have marines and marauders behind the choke point firing away
at the poor zealots, and they can even have reapers hitting-and-running
constantly at the zealots.  And to make matters worse, they have Hellions
which are designed to take out units like zealots quick.  So I never
recommend zealot rushing the Terran, unless you know for sure the player simply
sucks or if you are playing on a map that does not have choke points.  In
this case if you see the loading screen and you see you are playing terran
players, don’t even bother building zealots, instead skip right into a stalker
build order.

TIP: If you are trying to zealot rush the
terran, and the terran has his choke point blocked, you can try and kill a
supply depot to break through and get your zealots into their base.  You
need to do it quick before they send in SCVs to repair it, or have too many
units firing at you.  Or if you are playing on a 1v1 map that has a lot of
space inside your opponents base you can attempt a proxy rush…

PROXY RUSH – Advanced Zealot Rush

There are different variations of zealot rushes you can pull off, you can try
warp gates to warp in units right in at your opponents’ base, but that takes
a lot of time since you would need a cybernetics core along with gas mining. 
If you want THE fastest zealot rush, you will need to do a proxy rush.  
To do a proxy rush, go
directly to your opponents’ base at the start and build a pylon and 2 gateways
deep inside your opponents base (or right outside of your opponents base) and crank out zealots and send them in to
attack non-stop.  This is considered a Proxy Rush.  Proxy rushing is also effective
in 2v2, 3v3, and 4v4 games, however I would not bother using a proxy rush in a FFA game.

A proxy rush is also considered an All-In strategy, in which if it fails, you
will be in a situation that you will most likely lose.  Most pros can
easily stop a proxy rush, so once you hit the pro league, or even most players
in the platinum league I would not do this strategy any more.  But it can
get you to the platinum league VERY quickly.

Stalker

Stalker rushing generally involves getting stalkers
ASAP while virtually skipping zealots altogether.  You need to start mining
gas very soon, and build one gateway, and as soon as that one gateway is done,
quickly build your Cybernetics Core, followed by another gas mine and another
gateway, then when your Cybernetics Core is done start cranking out stalkers,
and use the chrono boost ability (on your nexus) to get them out quicker. 
You should then proceed to build a Twilight Council so you can research Blink
ASAP, and use the chrono boost ability to speed up its researching.

The stalker is the best harassing unit the protoss has early on.  Stalkers
are a great hit-and-run unit, especially combined with the Blink ability, you
can easily blink up onto cliffs (bypassing the enemy’s chokepoint) and kill
worker units, then blink back down off the cliff.  Keep
hitting-and-running, harassing the enemy non-stop and the game will surely be in
your favor.  Stalkers are much faster than zealots, so going back to your
base to defend it is much easier with stalkers.  You need to be careful
though stalkers are fragile, last thing you want is to be overrun by fast moving
ground melee units, such as upgraded zealots with the Charge ability, or
Zerglings with the enhanced Movement speed ability, or terrans with mass
marauders/marines.  In those cases, your army should be comprised more of
zealots with a few stalkers in there to counter that.

Vs another Protoss – If you are going to rush a protoss player with
stalkers be careful they may try to zealot rush you, which is a good counter for
it.  You can always try to hit-and-run from the zealots, but don’t let them
get to your worker units.  Like I said before, the best way to stop a
zealot rush with stalkers is to build your buildings tight at your choke point
and have your sentries block the zealots from coming in by using the Force Field
ability, while having your stalkers “pick” at them from range.  This will
force the zealot rusher to change strategies.  By doing this the game will
be more in your favor.  If it is a stalker vs stalker rush, then it comes
down to who has the better micro skills to blink around and kill worker units or
pick off stray stalkers, and putting your weaker stalkers in the back to save
them from dying.  Best way to counter stalkers as protoss would be to build
immortals and upgraded movement speed for zealots to take them out.

Vs Zerg – From my experience I generally get a few zealots first before
moving to mass stalkers when going up against the zerg, reason being is because
zerglings will give the stalkers a good beating.  Scouting the zerg early
is very important, you have to understand what they plan on doing to counter
them early on.  If you see a Roach Warren being built, then go
stalker/immortal route.  Immortals are the best ground counter against
roaches, way better than stalkers.  And use a few sentries for the Guardian
Shield ability to help reduce the ranged damage the roaches are putting out. If
you see no Roach Warren, you may just want to stick with zealots for now.

Vs Terran – You should generally always use the stalker rush against the
terran at the beginning of the game.  It is the most effective way to
counter them early on.  You can blink past their blocked off choke point
and pick off worker units, or kill supply depots then blink away.  You will
also be prepared for any reapers or hellions they will throw at you.  If
they have siege tanks, blink right up to them and they wont be able to hit you
then.  But in mid-game and later on, you will want to get more zealots in
your army (with the Charge ability), and save your gas for other units such as
High Templar or Colossi.  The zealots will help pick off the
marines/marauders/tanks quickly.  And the charge ability is best researched
for the terrans the most in my opinion, just about all terran units are ranged
fighters, so having the zealots quickly charging into battle is very important
against the terran.  I have also found having high templar using psi storm
to storm terran armies is the most effective than against any other race. 
So keep that in mind. And use a few sentries for the Guardian Shield ability to
help reduce all the ranged damage the terran is throwing at you.

Keep an eye out for what the terrans are building though, if you see they have
multiple starports, then keep building stalkers as they may get an army of
banchees, vikings or even worse battlecruisers.

If you see they have Banshees, stalkers with blink are good against them, but
a better approach would be to build Phoenixes to take out the banshees.

Void Ray Rush

This strategy isn’t used as often as going stalkers,
but can be very effective if done right.  There are several variations of
this strategy.  You could start out massing zealots, then build 1-2
starports to build void rays.  With the acceleration upgrade voidrays make
excellent hit-and-run scouting units.  You can really piss off your opponent
with void rays by constantly harassing them, killing off buildings or workers
one by one.  They will then be forced to build towers to defend it or keep
anti-air units around to stop it.

Another build order involving void rays is to tech to them quick, while having a
decent defense for your base (to stop your opponent from rushing you).  You
can accomplish this by starting off with a stalker build, then build 2 starports
once your Cybernetics Core is done.  Get a few photon cannons and units for
base defense to stop rushes.  You can then have a large void ray army out
quick, and if you’re lucky they will focus on more units that are not anti-air,
thus making winning the game very easy for you. You can eventually start
building zealots with the left over minerals you have, or stalkers if they are
going air units too.

Vs another protoss – With this strategy, you
will definitely need a good backup plan, because if they go stalkers your
voidrays will crumble to them quickly.  A good strategy you can do is to
start off with a zealot rush, and then tech up to void rays.  Stick with
zealots and voidrays throughout the game and get them upgraded good. Use the
void rays to harass constantly.  This strategy is not bad at all, give it a
try.

Vs Zerg – Same thing applies to what I said about protoss applies here
too.  You may want to start off with a short zealot rush, and then tech to
void rays.  This is an effective strategy as well. You can use your void
rays to pick off overlords through out the map, this will surely put the zerg
player in panic. Just watch out for hydras.  Get your zealots upgraded for
the charge ability and kill off the hydras with your zealots backed up by your
voidrays.  If you see them going roaches or mutas, switch to stalkers.

Vs Terran – This can be effective as well.  The only thing you will
have to watch out for is if the terran is going mass vikings, in which case I
would switch to immortals/stalkers to counter them, while using just a few void
rays to harass/scout.  Use a combination of upgraded zealots and stalkers
to kill off the rest of their army.  During battles, have your voidrays
focus fire on their Medivacs (if the medivacs have plenty of energy).

Dark Templar Rush

Not many people use this strategy, and to be honest I hardly ever use it. 
I have practiced this a lot, and came to the conclusion its not good to use on a
regular basis.  For one, it takes a LONG time to tech up and get to dark
templar, you could’ve used all that time to crank out zealots/stalkers and do
more damage in the long run.  Sometimes you will get lucky and caught them
off guard, they may have no detectors around, and they are screwed.  Dark
Templar do a TON of melee damage.  When a zealot and a dark templar go 1 on
1, the dark templar will kill the zealot off real quick.  But due to the
extra cost, expenses, and time of getting dark templar, it is not as efficient
as building something else.


TIP:
Try to find a hidden spot on the map where your opponent would
never look to build your Dark Shrine, somewhere not even in your main base, so
you catch them off guard with a few dark templar, they may not even think about
detectors and you will have the game at your advantage.

Vs Protoss – Really the only time I would consider doing a Dark Templar
Rush is vs Protoss.  You can block off your choke point and keep the
protoss from rushing you at the beginning, and quickly get dark templar out to
take care of the rest. To counter dark templar as protoss, you must get
observers out ASAP.  If you do not have a Robotics Facility and see you are
stuck in a situation with dark templar attacking you, then try building a
Robotics Facility somewhere off your base where your enemy cannot find it and
kill it or it’s game over for you.  Use the chrono boost ability to speed
up the observers production.  In the meantime try to build photon cannons
(need a forge first.), and protect the photon cannons with everything you got. 
Protoss have the hardest time beating the dark templar rush if they are not
prepared for them.

A variation of this strategy involves starting out with a zealot rush, and then
once you start mining gas, focus on nothing but dark templar/zealots.  The
opposing protoss player won’t even know what hit em. And it’s gg for you. 
This is actually a very good strategy against another protoss player. Just
remember to be clever and hide your dark shrine so your opponent will not scout
it out.

If you see they have a Robotics Facility, or if you are sure they have an
observer out, then you can build a Robotics Facility for the purpose of getting
a couple of observers yourself, plus get some stalkers, then use your observer
to detect your opponent’s observer and take it out with your stalkers(s).

Vs Terran – This one is the hardest to
pull off, the terran can quickly use the scanner sweeper (at the command center)
and your dark templar will be revealed.  Terran can also build missile
turrets or even Ravens for extra detection.  I would never dark templar
rush a terran.

Vs Zerg – This one is also hard to pull off as well, the zerg can quickly
turn overlords into detectors (if they have a Lair), and most zerg units will
make quick haste of dark templars.  It might be worth trying if they just
keep building zerglings or roaches (without a lair), but if they got a lair you
will be in trouble.  You can try to sneak in the zerg’s base and kill the
lair quickly, they will not be able to build overseers to detect you.  You
might be better off turning dark templar into archons vs zerg, since they do
extra damage to biological units, and all zerg units are biological units. 
You might need to do this if they got a lot of mutas.

Sentry

The Sentry is a great support spell casting unit that can win the tide of the
battle for you if done right.  For as low on the tech tree as they are
(they only need a Cybernetics Core) their abilities are GREAT. They are not
great fighters on their own, they are built for their spell casting abilities. 
They have 2 very useful abilities, Force Field and Guardian Shield.  They
can also use Hallucination (must first be researched at the Cybernetics Core),
which in my opinion is a little less useful than the former 2.

Force Field

I think the best use of a sentry is to block off choke points, or to trap units
with the Force Field ability.

A Force Field is a small non-destructible wall that lasts 15 seconds, no ground
units can pass through it.  A sentry can cast a Force Field immediately
after it is built, thanks to it’s low energy cost (of 50).

Protoss players use sentries to prevent the enemy from rushing into their base
early on if they are teching to stalkers.  You can also strategically use
Force Fields to cut the enemy’s army in half, if you see a bunch of enemy units
trying to get into your base, just wait until you see about half of them come
in, then force field the rest of them out, and have your zealots/stalkers take
care of what is trapped inside your base.

Force Fields are best used at the ramps (at the choke points) leading up to a
base, but can also be used out in the field to prevent units from running away,
you can block specific retreat paths so they will be stuck and die to your army.

Guardian Shield

Guardian Shield spell costs a bit more than a force field (75), and is used to
reduced ranged attack damage by 2 to all units inside the bubble surrounding the
sentry.  This is a very useful ability and you should always plan on using
this in about any battle with ranged attackers involved.  Keep in mind this
ability does not stack when multiple sentries use this ability, however it
doesn’t hurt to have more than one sentry use this ability during a battle to
spread out the shield and to have backup shields incase one of the sentry dies. 
Try to keep your sentries behind your troops to save them from dying since they
have low hit points and should be a prime target for your enemy to take out
first.

Here is some tips for using sentries vs different races:

Vs Protoss: Early on Force fields are needed to block your choke
point from zealot rushes, or to trap zealots and pick them off. Later on, you
can use force fields in battle to prevent zealots from charging in on you, to
cut their army in half, or to slow the enemy from running away from you so you
can pick them off.  Guardian Shield helps to reduce the ranged damage from
stalkers, immortals, Colossi, and most importantly carriers if they are massing
them.

Vs Terran:You can use the force fields to block the terrans from killing
your support army of colossi and get stuck in your zealot army (where they
should be.), also the Guardian Shield ability is awesome against the terrans,
and will reduce the damage of marines dramatically.  So I highly recommend
getting a sentry or two in your army at least for the Guardian Shield ability to
reduce all the range damage the terrans will throw at you.

Vs Zerg:Early on Force fields are needed to block your choke point from
zergling or baneling rushes, or to trap them and pick them off.  If you see
zerglings rushing into your base, just let a few of them come in, then throw up
a force field on the ramp to block the rest of them out.  Half of their
army will be trapped inside your base so you can easily take them out. 
Later on in the game, force fields will help a lot to slow the swarm of the zerg
get to your army.  Zerg swarms requires a lot of “openness” to be
effective, you can counter that with force fields to jumble their army up.

Also Guardian Shields will help reduce the damage from roaches and hydras, and
especially Mutas.  Mutalisks have “bouncing” attacks, which bounce around
twice to other units dealing a smaller amount of damage.  When each of
these bounces are reduced by 2 from the Guardian Shield, mutas are dramatically
weakened to you.  So Guardian Shields are very useful against Mutalisks,
keep that in mind.  In fact if you see the zerg going mutas, you should
definitely get a bunch of sentries in your army to counter them, since they can
attack air too, and throw up plenty of shields to protect you.

Carriers

Tech up Quick to Carriers

This can be effective to do.  But if you stick with this strategy all the
time, your chances of winning are about no different than using your usual
strategy of zealots/stalkers/immortals, and the games will take a longer time to
complete.  Generally with this build order, you will want to expand very
quickly at the beginning, and get your economy going hard core.  If you
can keep your opponent away with good defenses, and be prepared to do some
“camping” in your base until you get some carriers, then you have a VERY good
chance of winning the game.

Here is the effectiveness of this strategy for the various types of games:

1v1: This can work good if you can defend your base for rushes for about
10 minutes. You can accomplish this by building a couple of photon cannons at
the choke point at your expansion site, then build your second nexus, remember
though a good defense before an expansion is important in 1v1 games.

2v2: This is probably the worst case where you would consider doing
a carrier rush. You will have virtually no units early on to defend your ally if
he gets rushed.  I would not do this build order in 2v2 games.  You
can however move to this general strategy once things get going after the
initial rushes from tier 1-2 units.

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3v3: Just about the same thing applies to this as 2v2, but a little
less though. Since you have 2 additional allies to back you up, you will be a
little more okay vs rushes.  However I still do not recommend teching quick
to carriers in a 3v3 game. In most games I recommend starting off with rushing with zealots/stalkers, and then slowly move up the tech tree to carriers.

4v4:  Same thing again, I really do not recommend teching to
carriers in team games. However in a 4v4 game, you have even more allies to back
you up while you are teching.  I would actually consider trying this out
and see how this works in 4v4 games.  Just make sure your other allies are
not teching quick too. But again, in most games I recommend starting off with rushing with zealots/stalkers, and then slowly move up the tech tree to carriers.

FFA:  This strategy in my opinion is the best overall strategy for
FFA games. In the beta my FFA record for protoss doing this strategy is about
50-7, and my losses were due to either being rushed at the very beginning of the
game, or being rushed quick with air units such as mutas.  Other than that
mass carriers with a mothership is VERY powerful and hard to stop.

Here are some tips to use to make this strategy even more effective:

  • Get a 3rd expansion base for the sole purpose of collecting more GAS,
    yeah gas becomes a problem when massing out carriers.  Try to get it
    close to your base where you can easily defend it with your carriers, and
    build a few photon cannons around it to protect it.

  • Upgrade your carrier’s interceptors at your Cybernetics Core. Keep the
    upgrades going and use the Chrono Boost ability on them repeatedly to get
    them researched faster.  You can also upgrade your shields at your
    forge.

  • Since you are going mass carriers, then upgrading the Graviton Catapult
    ability at the Fleet Beacon is a MUST.  This is a passive ability that allows
    your carrier’s to launch interceptors more quickly.

  • IMPORTANT:

    For some reason, carriers come out with the Train Interceptor
    ability NOT on autocast, and by default will only train up to 4 in each
    carrier, if you turn it on autocast it will keep building them until you
    have 8 Interceptors.  Since you have 2-3 expansions of mining minerals then
    extra minerals for more Interceptors should be no problem.  So as your
    carriers come out, turn the Train Interceptor ability on autocast
    immediately.  Last thing you want is to go into battle with 10 carriers and
    they all only have 4 Interceptors each, when they could have 8. You could do
    twice the damage.  So ALWAYS keep this in mind.  Maybe some day Blizzard will
    make it so they are always on autocast when they come out.

  • Build a Protoss Mothership (at the nexus), since you already have a fleet
    beacon.  A mothership is well worth the price and the vortex ability is one
    of the best abilities in the game.  Get used to using the Vortex
    ability wisely and the game will be WAY more in your favor.

  • Carriers and the mothership are slow moving units, so you will need to be
    prepared for your opponent attacking your base if you are way across the
    other side of the map.  Best ways to be aware of where your opponent is at is
    to have detectors (observers) follow your opponents armies, and also have
    units such as probes near the Xel’Naga Towers (which are usually in every
    map in starcraft2 that provides a wide viewing area around the tower to be
    revealed only if you have a ground unit near them), you can easily spot
    these towers on your minimap with the

    small blue eyeballs

    .  You can also read
    up on the Mass Recall ability the mothership has as well to remedy this
    issue.

  • If you got 3 expansions going, then you should have about 4-5 Stargates, 1-2
    Robotics Bays, and 3 Gateways.

  • If your opponent has a lot ground units throw some Colossuses in the mix. 
    Maybe get a few of them, like 2-4. A combination of colossuses, carriers and
    a mothership is ridiculously powerful.

  • If you have a lot of unspent minerals, quickly build a bunch of zealots to
    fill your army up quick.  And research the Charge ability so they run
    quicker.

  • Get an Observer or two in your army to detect invisible or burrowed units.
  • When facing another protoss player who also has mass carriers, use focus
    fire and kill each of their carriers one at a time.  You can quickly
    accomplish this by pressing “a” for attack, then hold down shift and quickly
    click on each carrier.  Your carriers will focus on killing each of their
    carriers one by one.  If you do not do this, your carriers will end up
    attacking your opponents Interceptors, which is less efficient.  If they got
    a mothership, then focus fire on that FIRST, then the carriers. Or even
    better vortex their mothership before they vortex you.

  • The one thing that scares me with this strategy is facing a Terran player
    who is massing Battlecruisers with the Yamato Cannon.  In this case you
    may want to switch to void rays and stalkers.

  • Another thing that scares me even more is a Zerg player that is massing out
    Corruptors.  In this case you have to be very careful, try vortexing half of
    their Corruptors and kill half of them off, then kill the remaining once
    they come out.  You may need to switch to stalkers/void rays to counter this.

Mothership Guide

The mothership is a cool protoss unit, they can be used as an offensive unit
with the vortex ability, or a defensive unit with the Mass Recall ability.  You
can only have one mothership out at a time.  Here are some general tips for using
the mothership, and how to counter the mothership:

Cloaking Field:This is awesome, cloaks all protoss units and buildings around
the mothership.  To counter this the enemy would simply need detectors in their
army, which in most games would not be that big of a deal.  You could also just
have all your units focus fire and kill the mothership quickly and the cloaking
field will go away.

Mass Recall:Teleports all of the player’s units in the target area to the
Mothership.  The best way for using Mass Recall is to keep your mothership at
your main base (or where most of your worker units are), and have the rest of
your army go harass and attack the enemies.  If someone comes to your base, or
if you see your units are all injured and about to die, or if you think you will
lose the battle, simply have your mothership use the Mass Recall ability to
quickly call all your units to your mothership at your base to protect it or
escape out of the field of danger.  Of course the downside to that is you won’t
have the cloaking field nor the vortex ability available to you while out
prowling around.  But most pros can outsmart both the vortex ability and the
cloaking field, so as you start getting higher in the ladders (especially in the
FFA ladder), you will have to generally switch to letting your mothership stay
in your base at all times for defense purposes simply because most good players
can easily counter the cloaking field and vortex ability..

Vortex:  This like starts a big black hole and any unit that goes near it will be
sucked in, and will then come out in a few seconds unharmed.  You can use this to
cut an enemy’s army in half, while you kill off the other half. This can be a
very devastating ability if you don’t know how to avoid it.  If you see the enemy
use a vortex on you, then the best option is to actually just let the rest of
your army go into the vortex where they can be safe..  You will be better off
just letting your whole army fly into the vortex, and wait till it runs out and
then continue fighting. This is the easiest way to counter a vortex.

Immortals

Immortals do incredible amounts of damage to armored units.  They also have
Hardened Shields that reduces all damages to the shields to only 10 hitpoints
per hit.  So for example, if a siege tank shoots one attack at the immortal and
hits his shield rather than his actual hitpoints, and instead of the siege tank
doing his normal shot of 60 damage, it will instead only hit for 10 damage to
the immortals shields.  Another example would be if a roach hits an immortals
shields, and instead of doing 16 damage, it will only do 10 damage.

Vs Terran:  Immortals are great against siege tanks, since they do their bonus
damage to them and also if their shields are up, will dramatically reduce the
damage from the siege tanks.  Immortals also counter the marauders VERY well and
will take them out very quick.  Immortals are great early on but later you have
to watch out for Ghosts and them shooting EMP rounds at the immortals, which
will take out their hardened shields.  Once the terrans get ghosts and medivacs,
then it’s time to switch to colossi instead of immortals.

Vs Zerg:  Immortals are best built to counter the roaches early on, and they do a
GREAT job at that.  You have to watch out for zerglings though, they will take
down immortals quickly.  If you combine zealots and immortals together you can
easily counter the roach rush, and to help stop any zerglings they throw at you. 
In this case, the zerg player must change strategies or force to face a failure.  Other than roaches, the only other zerg unit the immortal is good against is the
ultralisk.

Vs Protoss: If the opposing protoss player
has a lot of stalkers, then immortals will take them out like nothing. but most
protoss matchups do not involve stalkers usually, and instead protoss players
tend to go for a zealot/colossi build, in which case immortals can be useful for
taking out the colossi. But if the colossi can get the Extended Thermal Lance
upgrade for the colossi, it makes it much harder for the immortals to take out
the colossi.  Generally most protoss vs protoss match ups will be better
off building colossi rather than immortals.  You also have to watch out for
Phoenix, since they can “beam” up the immortals and make them useless then.

Colossus

The Colossus is a great unit.  It can walk up and down cliffs, is
relatively quick
and does splash damage with it’s Thermal Lance weapons.  They make great support
units for backing up your stalkers, carriers, void rays, or really anything else
the protoss have.  However I would not just mass these out by themselves with no
other units to back them up.

Colossi make great units for attacking defensive structures from a distance, you
can easily wipe out towers, bunkers or the enemy’s guarded choke points with no
problem.  BUT, you must first research the Extended Thermal Lances at the
Robotics Bay, this will extend their weapon rage to 9 (from 6), that’s a 50%
increase.  This will put you well out of range of being hit by any defensive
structure and allow you to break through it unharmed.

NOTE:  Air units can hit colossi, so units like corruptors and vikings can pose a
serious threat to them.  Actually anything can hit them, they are considered both
a ground unit and an air unit (in a way), so they are very vulnerable to all
attacks.

NOTE: Colossi are great combined with carriers and a mothership, they can follow
them efficiently thanks to the ability for them to walk up and down cliffs.

Here are tips for the Colossus against different races:

Vs protoss: You will definitely want to get a few Colossi in your army to fight
the opposing protoss player.  In most protoss ground battles, whoever seems to
manage to get the most Colossi out will win.  You will have to watch out
for immortals, the best way to counter immortals is to simply upgrade the
Extended Thermal Lances at the Robotics Bay, this will put them out of harms way
of the immortals.  Alternatively you can use the Phoenix unit to beam up
the immortals (more on that later).  Just make sure your Colossi are backed
up by plenty of zealots/stalkers.

Vs terran:Colossi are great against the terrans. If you see the terrans are
going the usual Marine/Marauder/Medivac army, then you will want to crank out
Colossi one right after another, and your chance of beating the terrans becomes
much easier.  You have to watch out if they have 2 or more starports, they will
most likely try to mass vikings, in which case your Colossi are useless against. 
So know what the enemy has.

Vs zerg:  Once again this totally depends on what the zerg is going for.  Colossi
are great against hydras, zerglings, banelings, and roaches.  If the zerg player
is doing a zergling/muta build, then I would not even bother building Colossi,
instead go mass zealots/stalkers/high templar for that.  If you see the zerg is
going mass roaches you are actually better off just massing out immortals to
take care of that.  Same thing applies to ultralisks, immortals will do a
better job against them than Colossi.  So basically it comes down to the
best case to use Colossi against the zerg, is if they are going mostly mass
zerglings and hydras.

High Templar

I personally feel the High Templar got slightly weaker compared to starcraft 1,
they still are very powerful units however, and the Psionic Storm ability is one
of the most powerful in the game.  they can do serious damage with Psionic Storms,
get a couple of High Templar and when the enemy comes all bunched together, just
storm them, and you will hit all of them in that radius dealing 80 damage to
everyone, so as you can see the more units you can bunch together to storm the
more you can get out of the spell.

Feedback ability: High Templar can use the Feedback ability, here is the
description: This can be very useful when fighting massive
units that have energy or other strategic units, such as the following (listed
from best used on to the least used on for each race):

Protoss:  Mothership, Phoenix, High Templar, Sentry
Terran: Battlecruiser, Medivac, Thor, Banshee, Ghost, Raven
Zerg:  Corruptor, Infestor, Queen, Overseer

TIP: When going into battle, I would quickly use the feedback ability on units
like the mothership, battlecruiser, medivac, thor, infestor, or corruptors
rather than storming them, as you would be doing more overall damage. Save your
storms for more tightly packed smaller units.

High Templar work slightly better in armies with stalkers relative to zealots,
since you have a better chance of not accidently storming yourself (your
zealots).

Vs Terran:I personally like to use High Templar in most battles against the
Terrans, they generally build mass marines/marauders combined with a few
medivacs for healing.  Templar can use Feedback on the medivacs to take out their
energy, and then storm the tightly packed marines/marauders.  However, any other
strategy the terrans do and High Templar becomes less useful.

Vs Protoss:This is probably the least case where you would want to build High
Templar against.  Storms are weaker overall against the protoss, and the feedback
ability is less useful here as well.

Vs Zerg: A little more useful here, as zerg units are in large numbers and can
get tightly packed together. Storms work great against the zerg as long as they
don’t quickly move out of it.

TIP: During battles when your high templar run out of energy from storming and
feedback, they become useless then, when that happens in order to make use of
them it would be to the best of your interest to combine them into archons..

Archons

To make an archon you need to combine 2 templars together, either a dark templar
or a high templar, or 1 of each, and it don’t matter which combination you use. 
So depending on which of the 3 different combinations you decide to combine will
be a totally different gas and mineral costs. Here is the breakdown of the costs
differences needed to make an Archon:

  • 2 Dark Templar: 250m/250g

  • 2 High Templar: 100m/300g

  • 1 Dark Templar, and 1 High Templar: 175m/275g

So the cheapest overall method would be to combine 2 High Templar, even
though that is the highest gas cost, but lowest mineral costs.  If you have
less gas to spend relative to minerals, then you would be better off combining 2
Dark Templar instead.

Archons are very powerful units that deal splash damage to both ground and air
units, they have a high hitpoint shield (350 hps), but only 10 actual hitpoints
once the shield is gone, and they have an attack range of 2.  So if you
plan on getting archons, upgrading shields at the forge is a wise thing to do. 
They also do bonus damage to biological units, so they do extra damage to ALL
zerg units.

Shields regenerate a bit faster in Starcraft 2 compared to Starcraft 1, so
archons can replenish their shields faster after battle.  If you see an archon
shields low in battle, pull them back out of the battle to replenish, then put
them back in battle later once they have replenished their shields. However I
feel the archons are slightly weaker overall compared to Starcraft 1, thanks to
their slower movement speed and overall less usefulness.

Archons are generally strong against all melee units in the game and are weak
against long ranged attackers.

Observer

Built from the Robotics Facility, an observer is always cloaked and is also a
detector.  They are relatively cheap and use up only 1 farm space, but they
cannot attack, they are simply spying units.  They can be used to scout the map
to see if your enemy expands, you can send one over to their main base to see
what they are building, you can have them follow your opponents army around to
always see where they are going with their army.  You can have them patrol around
certain parts of the map to spy over potential expansion sites.  It’s also
generally useful to always have an observer or two in your army to detect any
invisible or burrowed units.

Just about every time I first build a Robotics Facility I always crank a few of
these out, as they are units that can be useful for any game.

TIP:  One thing I like to do with
observers is to have one of them in my main army and set my rally points for all
my unit producing buildings to go to the observer, so all my newly produced
units will go right to my army when they are built.  This is a similar
concept to the Warcraft 3 heroes, in which we always had our rally points on our
heroes in Warcraft 3 so newly produced units will go right to your army. 
Just think of the same thing with an observer.  Since observers cannot
attack and are always cloaked, they are least likely to die.

Phoenix

These are one of the least used protoss units, and I hardly ever build them.  They are very quick but are not great attackers on their own.  Despite doing
bonus damage to light units, they are still weak when fighting mutas, so I would
not build these for the purpose of fighting mutas. They can fly around and kill
overlords with ease though.  The Graviton Beam ability is really why you would
want to build Phoenixes..

Graviton Beam:  Makes the target unit float into the air, disabling its
abilities.  Effect lasts up to 10 seconds. This is a channeled ability, the
phoenix must stay still and not attack while using this ability. Other units can
attack the beamed units.  It cannot be used on massive units however. Here are
the best units to use this against:

Vs Protoss:  Immortals and Archons – Disabling the protoss’s Immortals can put
the opposing protoss player in big trouble.  Its worth getting a few phoenixes in
your army if you are going the stalker/Colossus build against another protoss
player who has a Robotics Facility and/or with Immortals.

Vs Zerg:  Infestors and Queens – One strategy you can use against the zerg is to
send a small fleet of Phoenixes into the zerg’s base and use the Graviton Beam
on their queen, and use the other Phoenixes to take the queen out.  But even then
a small fleet of void rays can accomplish the same thing.  You can also send one
Phoenix and one void ray to accomplish the same thing as well, just have your
Phoenix beam up the queen while the voidray does the damage.  Beaming up the zerg
Infesters is a good tactic so they cant use the zerg Infester’s spells on you. 
Phoenixes are also a good counter to mutas, however void rays are generally a
better overall option to get vs the zerg.

Vs Terran:  Ghosts and Siege Tanks – Beaming up Ghosts and killing them before
they snipe you with the EMP is a good tactic.  Disabling siege tanks from
attacking you is obviously a big plus as well.  If you are harassing with a
Phoenix, you can beam up Terran MULEs, that will surely put a damper in the
economy.  Phoenix are also a good counter to the banshee.

Another strategy I like to do with the Phoenix, is to go to their worker units
and beam one up, then quickly cancel, then beam another one up, cancel again,
then run out of there.  The workers will stop mining, and the opposing player may
never put it back on the resources, thus wasting a unit.  Do these on gas
miners, and they may wonder why they are not getting gas fast enough.

Warp Prism

The Warp Prism is the air transport unit for the protoss, it can also deploy as
a pylon so you can warp in units under it.  The problem with Warp Prisms is how
inconvenient they are.  They cost 200 minerals, fly slow (without the upgrade),
take up 2 farm space, and take awhile to build.  So most players will end up
building something else at the Robotics Facility that is more cost effective
such as the immortal or colossus.

 

Disclaimer:  The following sections will
describe the protoss in typical matchups vs different races and type of games.  Please keep
in mind that this information may change over time as new strategies will
develop and new strategies will come into play.  This section will be expanded more over time with
replay commentaries etc.  Also please keep in mind most of the information
below is already covered in the information above, but I have it organized if
you need to quickly learn what it takes to do the various matchups without
reading ALL the info above.  PLEASE NOTE: 
For all SC2: Heart of the Swarm
specific strategy,
Shockz has you covered.

Protoss vs Terran

Opening Strategy:

In a protoss vs Terran match-up there could be
several opening options.  Typically the protoss can do 2 very good opening
strategies:

1.  The protoss can attempt to
proxy
rush
the terrans.  This involves sending a probe over to the Terrans base
right at the start of the game and build 2 gateways, and then flood them with
zealots.  This lacks on economy, and if the terrans manage to stop it, you
will be in a hole.  In order for the terrans to stop it, they would have to
build a bunker with
marines to protect their workers (if the protoss built the
gateways inside their base).  If they built their gateways outside their
base, the terrans will have to build a bunker with marines right at the choke
point and make sure it is blocked very well and SCVs are on hand to repair the
damaged buildings at the choke point.

2.  The usual strategy the protoss does
vs another terran is to simply go into a
Stalker build order at the beginning,
and focus on pumping out a small number of stalkers, then switch over to getting
some zealots in your army.  By doing this, you will be fully prepared for
any
reaper or
hellion rush they will throw at you.

Another decent opening strategy you may do against
the terrans is to fast expand with doing a pylon, forge, photon cannon at the
expansion site, then a pylon and a photon cannon at the main base (to stop any
reaper rushes).  Then get your second nexus, followed by a few more photon
cannons, then build a gateway, followed by a cybernetics core.

I would avoid starting a game vs the terran with a
zealot rush, where your gateways are in your own base.  Playing any decent
Terran player and this strategy will not succeed.

Mid Game Strategy

In the mid game, the terrans may try to rush you
with an
MMM army, in this case you will want to make sure your army is comprised
of mostly
zealots (upgraded with the charge ability).  Instead of spending
gas on
stalkers, switch over to getting
high templar.  Research PSI storm
at the Templars Archive and when the battle comes, first use the Feed Back
ability on the Medivacs to drain their energy out, then followed up by PSI
storming their army.  You will also want to get some
Colossi in your army,
as they work VERY well against an MMM army.  Also consider getting a few
sentries for the guardian shield ability to deduce all the ranged damage.

If the terrans are getting
siege tanks, get some
Immortals to take them out along with upgraded
zealots with the charge ability. 
The immortals will take a lot of reduced damage from the siege tanks with their
hardened shields.  The Terrans may counter that by going with a bunch of
ghosts to use EMP to take out the Immortals hardened shields.  You can recounter that by simply not producing immortals and instead just massing out
zealots.  Another alternative is to use high templar’s feedback ability to
take out the Ghost’s energy.  But the ghost may cloak themselves, in that
situation you would need
observers of course.  Yet another alternative is
to get a few
Phoenixes
and beam up the siege tanks to disable them.

How to get through a defensive Terran base

If the Terrans have a lot of bunkers, missile
turrets, supply depots and other buildings blocking a certain area and you wish
to go through it, your best bet is to build a lot of
colossi and upgrade their
attack range at the Robotics Bay.  The colossi will then be well out of
range to kill the bunkers and towers without getting hurt.  You will have
to watch out for siege tanks.  In this case if your colossi are getting hit
by the tanks, you can attempt to kill the tanks with your colossi and then move
back, or quickly kill the bunkers and then send your troops in to take care of
the rest.

Mid to Late Game
Strategy

The terrans may go mass
vikings, this could be a
nasty situation.  In this case you should be okay if you have a mixture of
zealots and
stalkers.  Also consider getting a few
sentries for the
guardian shield ability.  You can kick this up a notch by getting
immortals
in your army, they will take the vikings out quick when they land to fight. 
I would also keep an immortal or two at your expansion sites to protect them
from vikings landing and killing your worker units.  You may have to build
some photon cannons or keep stalkers around to if they have some
banshees in
their “harassing” army.

The worst thing about dealing with mass vikings is
them harassing you.  They will attempt to land in your base when your not
there and kill anything you got then lift up and fly away when you come. 
So your best bet is to pump out
observers and have them sit all around the map
so you know where they are at, at all times.  Also send probes to the
Xel’Naga Towers to reveal large portions of the map.  Your army should be
able to take them out with no problem, you just need to be aware of where they
are at.

Against Banshees:  The Terrans may come in with
a bunch of cloaked
banshees and try to kill your worker units.  If you were
caught by surprise you may be in trouble.  That is why scouting is so
important in this game.  In this situation you need to get
observers out
ASAP to reveal the banshees to kill them.

Late Game Strategy

Against Thors:  If they got
thors, the best
thing you can do is get
immortals combined with
zealots
to take them out.

Against Battlecruisers:  Use a combination of
stalkers and
void rays.  If you mass one of those two out you should have
no problem against
Battlecruisers.

Against Nukes:  The Terrans may try to send
Ghosts in to Nuke you.  Anytime a nuke is launched the game will tell
everyone in it that a “Nuclear Launch is Detected.”.  Immediately when you
hear that, you need to look all around your army or base for a shining red dot
on the ground and immediately move any of your units away from that dot and then
try to kill the Ghost by using detection from
observers and kill it.

Protoss vs Zerg

Opening Strategy:

In a Protoss vs zerg matchup a
proxy rush proves
very powerful.  Simply send a probe over to your opponents base at the
beginning of the game and build a pylon followed by 2 gateways, try to stay out
of range where you will not get scouted, and then flood them with zealots.  If
you see them building spine crawlers, try to take them out first, followed by
their worker units.  However most pros will be able to counter the proxy
rush, and since the proxy rush is considered an “all-in” strategy, I normally do
not recommend doing it in an expert matchup.

I would generally not build
stalkers against the
zerg right away.  You need to see what they are going for.  If you
start the game with 2 gateways in your base and put a
zealot rush on them, that
works good and I recommend doing that most of the time against the zerg.

If you see a baneling nest, then I would focus on
getting more stalkers than zealots.  The
banelings can take out zealots
quick but not stalkers so much.

If you see a roach warren, you will need to get a
Robotics Facility up and build
immortals along with some stalkers.  You
should also get an
observer or two for detected burrowed
roaches and for
scouting purposes.

Mid Game Strategy

Against
hydras, you will want to go with mass
zealots with the upgraded charge ability and try to get some
colossi out as
well. 
High Templar PSI storm also works very well against hydras.

If the zerg player is going with
zerglings and
mutas, things can get nasty.  You will want to get plenty of zealots to
take out the zerglings along with enough
stalkers to take care of the mutas. 
I would also get blink so you can blink your stalkers closer to the mutas
quicker.  I would also build a few photon cannons around your worker units
to protect them.  If you see they are very aggressive with the mutas, it
would not hurt to get some
Phoenixes to protect your base from muta attacks. 
Also
archons
tend to work well against mutas/zerglings.

You can then send a Phoenix around the map to kill
any overlords watching over mineral sites, that can really put a damper in their
food supply.  Also kill any Overseers that may be lurking outside of your
base so they can’t scout you.

Late Game Strategy

In the late game the zerg may go mass
corruptors and
brood lords.  This is a very nasty situation, the best way to combat this
would be to go mass
stalkers and use blink to blink up closer to the brood lords
and make sure they are attacking the brood lords and not the broodlings. 
Remember Brood Lords can make an infinite amount of free broodlings.  You can get some zealots in your army to soak up the damage from the broodlings.

Against Ultralisks:  Avoid getting
zealots against
Ultralisks, and instead focus on getting
immortals with a few
stalkers for support.  And of course any air unit is good against Ultralisks since
they cannot attack air units.

Mass carriers.  Mass
Carriers work great
against the zerg, the only thing you need to watch out for is
corruptors
If they have corruptors, you may want to switch to
stalkers to take the
corruptors down.

Protoss vs Protoss

Opening Strategy:

There are several opening possibilities the protoss
can do here.  The opposing protoss may attempt to
proxy rush you.  In
this case, you can attempt to stop it by blocking your choke point with a forge
followed by photon cannons, then you can follow through continuing on from there
since you will be protected from
zealot rushes.  You can also attempt to
stop it by simply building 2 gateways at your base and simply out build them in
zealots.

If you find yourself in a situation where both
players are proxy rushing each other, then things can get funny.  In this
case, try to get a probe over to their base, destroy their nexus and quickly
rebuild at their base, and you should be okay.  Just try to save any other
probes at your base and send them to your new one.  If things go well then
he may not be doing the same thing as you and it’s gg.

If both players build gateways in their own base and
do a zealot rush, it is best to build your buildings at your choke point to
block it, while teching up to
sentries and
stalkers to fully protect your choke
point.  Just have sentries use the force field ability to block zealots
from coming into your base while your stalkers hit them from range.  You
have to watch out though, he may be “containing” you in your base with zealots
outside of your base while he is expanding.  In that situation you can get
a bunch of stalkers out and use hit-and-run against the zealots.  Research
blink and then go harass at his base killing any workers you can.

Mid Game Strategy

There are several strategies can be done in mid
game.  You can follow through with teching to
void rays and harass, you can
continue to build an army of
zealots and
stalkers with some
immortals.  You
can attempt a
dark templar rush.  You can camp out and tech hard to
carriers.  Here are the differences and counters for these strategies.

Stalkers, zealots, and immortals is a very good
combination.  However mass zealots with charge can generally beat this.

Teching to void rays can be very devastating. 
You can build 2 starports (or more if you have an expansion) and crank out void
rays.  Get the acceleration upgrade and go harass non-stop.  If your
lucky he may only have mostly zealots.  If the opposing protoss has
stalkers, just use hit and run non-stop.  If they get blink your void rays
will be in more trouble.  At this point you will want to make sure you are
getting enough upgraded zealots to take out the stalkers.

Dark templar rush:  I got this
fully covered
here
.

Late Game Strategy

Colossus work great against the protoss, and I
recommend switching over from
immortals to colossi, since they are generally
more worth the cost than immortals.  I would only keep building some
immortals for support if they are simply going all ground armored units, such as
stalkers and colossi.

The ultimate strategy the protoss can do is mass
carriers combined with a
mothership, along with maybe a few
colossi and
zealots
for support.  Of course this is very pricey and in most 1v1 games is
unlikely to happen.  but the protoss can only really counter it with the
same thing.

Protoss FFA
Strategy

During a FFA, you can attempt to build 2 gateways in
your base and mass
zealots out and go rush everybody.  If you are lucky you
may kill a few players, but then you will be in a hole for the remaining
players.  The safest way to win most FFAs with the protoss is to do a quick
expansion by starting off with building a pylon, forge, photon cannon, photon
cannon at your natural expansion site, followed by a nexus and then a few more
photon cannons.  If there is a terran player in the battle, you can build 1
pylon and 1 photon cannon at your main base to protect yourself from reapers.

From there you will be safe from any rushes while
teching to higher tier units and upgrades while your economy is jump started. 
Then you can get a 3rd expansion later once you get your army going strong.

In FFA games, camping in your base while teching is
not a bad strategy at all.  Unlike Warcraft 3, where if you camped in a FFA
your heroes will be far behind in level and you would probably lose.  Well
in Starcraft 2 there are no heroes or upkeep, so camping is okay in starcraft 2. 
I know this I have played over a 100 FFA games in starcraft 2 beta and my record
is about 90 wins, 10 losses.

Here are the build order options you can do in FFA
with protoss, starting with the least overall recommended strategy to the most
powerful overall strategy in my opinion:

6.
Zealot Rush:
  As I said above, you
may kill a few players, but you will probably then be in a hole for the rest of
the game.  I do not recommend doing this actually.

5.
Zealot,
stalker, and
sentry rush:
 
These units are good for mid game, but you will be in trouble for any player who
is camping to higher tier units to take these out.

4.
Stalker,
colossi rush:
 
This is not too bad of a strategy, however there are better ones out there.

3. Mass
void rays:
 
I have seen a lot of protoss players going mass void rays in FFA, but non have
out matched my carriers, ever.

2. Mass
carriers:
  Mass carriers is
extremely powerful.  This can stop most things in this game.  However
you can crank it up a notch by getting a few support units in the mix:

1. Mass carriers with a
mothership, backed up by
colossi and
zealots:
 This is the ultimate army the protoss can make to
protect themselves from most stuff you will come across in an FFA.  The
only thing you may consider is, if you see the enemies are going mass air with
no ground, then do not build any colossi, save your money for more carriers. 
You can read more in-depth about
this strategy here.

Protoss Team Games

(2v2, 3v3, 4v4)

In team games it is recommend that you focus on
rushing as much as possible and keep your enemies from reaching your base. 
You ultimately want to try to kill off worker units to put their economy in a
hole.

In team games I recommend getting a plan going right
from the start, communicate with your allies and ask them what they are
building.  Focus on massing out only like 1-2 units only, have your ally do
the same, get a good mixture and you will be good.  For example, you can
have your allied zerg player go mass
zerglings with some
mutas later, while you go mass
stalkers with some
colossi later.  You got both ground and air covered nicely.

I usually start all my team games with 2 gateways
and build enough
zealots to rush or prevent rushes.  From there I then
branch off to other strategies.  I especially do this in 2v2 games. 
You can take a risk and tech up in 4v4 games as long as your allies are not
teching too.  By teching I mean fast expanding while having the focus on
skipping zealots/stalkers and go into something else such as mass
void rays,
which can be a very powerful strategy, but you will be weak early on, so you
will have to rely on your allies to protect you for awhile.

 

 

 

[NEW] [G] The Great Book of Protoss Bullshit | starcraft 2 protoss units – Vietnamnhanvan

[G] The Great Book of Protoss Bullshit

Text by

TL Strategy

Liquipedia

Contents

Introduction

The Great Chapters
San-GateTrain(PvZ)
Two-Base Blink All-in (PvT)
Two-Base Blink Macro Bullshit (PvT)
10-gate/3-gate (PvP)
One gate proxy Stalker rush (PvP)
Two-Base fast Blink All-in (also works in PvZ, yay!)

The Great Prophet
Kill-a-ZergTasteless Build
Kill-a-ProtossTasteless Build
Kill-a-TerranTasteless Build

Conclusion

Introduction

Welcome, to the Great Book of Protoss Bullshit. We at TeamLiquid Strategy believe that StarCraft is a beautiful game, and it is our goal to share this beauty with the world, as long as you play Protoss.

Lately, we’ve realized that due to the tireless efforts of our Protoss staff, we’ve become single-handedly responsible for making Protoss OP. The knowledge and understanding we have provided for the Protoss has race has had an affect bigger than any patch from Blizzard. After all why would anyone bother to figure the game out for themselves when Protoss has already been mapped out so well for them?

That doesn’t mean we have become complacent. Rather, we’ve been motivated to do an even job going forward. Thus, we are releasing what’s sure to be our most influential and game changing guide yet. With the following builds, a little bit of micro and multi-tasking are all you need for success. Execute them right, and you won’t even need to worry about the lategame. At worst, you might find yourself having to a-moving more than once.

While reading through this thread please listen to the following song as it accurately reflects how your opponents will feel when the game is over and you are collecting ladder points.

And before we truly get started, the following image should provide you all the motivation you need to learn from this guide.

And now, it is with the utmost honor that I present to you the crowning achievement of TL Strategy, a guide worked on tirelessly by our greatest players, the greatest guide of all:

The Great Book of Protoss Bullshit.

The Great Chapters

San-GateTrain(PvZ)

Are you a fan of zealots? Are you a fan of bullshit? Do you want to make Zerg players feel sad and impotent? Then this build is for you! The purpose of this build is to build a shitton of early zealots and completely obliterate your nooby Zerg opponent who’s trying to “macro”. The build order goes like this:

9 pylon
12 gate
Chronoboost x3 on nexus
15 gas
16 pylon
18 core
18 zealot
22 probe scout
23 warp gate (constant chrono)
23 nexus
23 MSC (chronoboost)
26 gateway x2 (4:35)
27 sentry
30 gateway (5:00)
31-32 proxy pylon
@6:00 warp in first zealots

First zealots hit @6:15
Hide probe after initial pylons

If you notice, the Sangate includes a gateway on 12 instead of the more standard 13, allowing for warpgate to finish about ten to fifteen seconds earlier. On top of that, all chronoboost is dumped into warp gate so that it finishes super early. The worst part? It looks like a normal gate expand into 3-gate pressure, but hits thirty seconds earlier with even more zealots. If you’re doing the build right, your zealots should roughly outnumber the Zerg units.

The probe scout simply looks for a third base then hides. If the Zerg decides to “macro” to take a third base, it’s an open invitation to warp in dozens of zealots to stomp all over the third and laugh. If the Zerg tries to be cute and counterattack, the sentry and wall should be strong enough to prevent any kind of shenanigans from going down; meanwhile, the Zerg player will be losing their third because they don’t have enough units because they decided to counterattack. Not that it would matter anyway. Most of the time, the Zerg should fail at macro and you can simply amove your way into the natural for the win while constantly warping in more and more zealots.

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“Well…what happens if the Zerg somehow DOES have enough units? What do I do after this?” That’s an excellent point you bring up there. In cases such as these, assuming the Zerg player manages to reach sufficient APM to macro, it’s important to sit back and think “what is the purpose of my race?” If you answered “Bullshit”, you are correct. To transition, we already have plenty of gateways and a solid two-base economy, so why not follow up with a sentry/immortal all-in! Simply take your natural gases, add a robo, and build two to three immortals and lots of sentries. Once your Zergy opponent feels “safe” and starts to drone, you can just move across the map and win.

Two-Base Blink All-in (PvT)

9 pylon
**Chronoboost x4 on nexus**
13 gate
14 gas
16 pylon
17 gas
18 core
**probe scout**
21 zealot (cancel)
21 nexus
21 MSC
23 pylon
23 warpgate
25 stalker
27 twilight council
28 stalker
33 blink (constant chronoboost)
35 stalker
@6:15 -> gate x2
**deny reaper scout**
@7:00 -> gate x3
**cut probes at 36**
Hits @8:30 with 12 stalkers
All chronoboost saved for blink after main base saturation

What do Yeonsu, Heavy Rain, Frost, Daedalus Point, and Polar Night have in common? They’re all great maps for a blink all-in! With so much surface area to defend, Terrans can’t possibly hope to put up enough bunkers, making a blink all-in a simple and wonderfully easy-to-execute strategy. As you may have noticed, I included five out of seven of the maps in the current ladder map pool, meaning that with map vetoes, you can do this build exclusively in PvT and win a majority of your games. What, did you say “freewins”? How do we do this?

When you assemble your first twelve stalkers and MSC and the Terran is sitting helpless in his base, you’re ready to begin bullshit. First, poke the front bunkers with your blink stalkers to lure units down the ramp and force SCVs to be pulled off while moving your MSC toward the main. After your opponent sends units down the ramp to help, time warp the ramp and blink into the main base. If you’re lucky and the Terran is awful, you may be able to blink directly on top of the tech lab researching stim; snipe it. If your opponent happens to be half decent and gets stim to finish, no problem – you are playing Protoss, so you’re going to win anyway. Simply throw down a time warp somewhere in his base and kite backwards through it, eliminating about 90% of his SCVs. From here, your stalker advantage should snowball and allow you to easily win the game with no problems.

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Sometimes the Terran player will attempt to be clever and lift his buildings, trying to force a “draw” (which is silly because you’re Protoss) and force his own frustration onto you. Of course, because most of your games are only six to ten minutes long, you can savor this time period and spend some time reaching out to another player on the internet. If you’re feeling extra gracious, pretend not to notice him mining with MULEs and let him feel like he’s making a comeback. And then, with a void ray, you can shoot down the hopes and dreams of your opponent forever.

Two-Base Blink Macro Bullshit (PvT)

9 pylon
**Chronoboost x4 on nexus**
13 gate
14 gas
16 pylon
17 gas
18 core
**probe scout**
21 zealot (cancel)
21 nexus
21 MSC
23 pylon
23 warpgate
25 stalker
27 twilight council
28 stalker
33 blink (constant chronoboost)
35 stalker
@6:15 -> gate x2
**deny reaper scout**
@6:45 -> gate x1
@7:15 -> natural gases
After first warpin, start templar archives
Start double forge when money allows
3rd base @9:30
Start charge when money allows
Hits @8:30 with 10 stalkers
Only replacement warpins (don’t go over 10)

In a world where Terran is terrified of blink, they are even more afraid of storm. If you talk to any Terran, they will QQ endlessly aboot how storm is overpowered and ends the game in seconds, etc. So, instead of just killing them with blink, we just instill them with enough fear to tech up quickly to storm and then send them into a downward spiral of depression and anguish! This build is almost the same as the one above, but with only four gates to allow faster natural gases and continuous probe production.

This build hits at the same time with slightly less stalkers, but it still scares the shit out of Terrans. Expect to see 4-5 bunkers, multiple SCV pulls, and some desperation stimming to stop the “all-in”. This is all good. Remember that your stalkers don’t even have to do much damage, they just have to scare the Terran, force a lot of defense, and buy a bunch of time.

When the Terran feels like they’ve finally blocked your attack and stabilized on medivacs, you should already have a third base up and storm/charge finished. The initial attack should be a breeze to hold off. Oh, but what if they start dropping? Remember those 10 blink stalkers, use those to LULZ at the Terran.

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From here the game simply turns into a standard templar play vs. Terran, but your opening should allow you to be a full set of upgrades ahead of your opponent as well as one base up. It’s also possible to follow up with colossi or dark templar, but HT is the most common followup due to its ease to transition into and its mid game power. Luckily, if you’ve done the build right, your opponent will suicide his entire army into storms, start raging, and QQ. In the best case scenario, he’ll lift his buildings and continue to bm you for a while (see above).

10-gate/3-gate (PvP)

9 pylon
10 gate
**Chronoboost x2 on nexus**
12 gas
15 core
16 zealot
18 pylon
18 warp gate (nonstop chronoboost)
19 stalker
@100% stalker -> move out
@4:00 gate x2
24 proxy pylon

zealot/stalker/probe poke @5:00-5:15
First warpin @5:20

Remember PvP in 2011? Remember the 4-gates? Remember that “Korean 4-gate” build? Good news, that build still exists, and it’s been adapted for all of your HotS needs! This build is the epitome of a warpgate rush, with the first units warping in at 5:20 – generally around the time that your opponent has one or two units total. And since we’re assuming your opponent sucks and can’t micro, this is a great (and super easy) build to pull off! If your opponent plays a standard opening, he dies. If he is trying to be clever and metagame you by going for ultra fast tech or rushing an expansion, he dies. It all comes down to whether your opponent can micro or not, and he probably can’t.

If your opponent is half decent, he probably won’t scout until after his cyber core gets started and won’t see anything too out of the ordinary inside your base besides an obvious lack of probes. But most players can’t count, especially on ladder, so it’s not a big deal. If you’re opponent is terrible and scouts super early…well, then he’s terrible, and you’ll still kill him anyway.

When your stalker completes, move out on the map with a little probe/zealot/stalker task force. This should be more than enough to clear any stalkers wandering around on the map. Throw down a proxy pylon at your opponent’s natural and walk up into their main base; you’ll usually arrive around 5:00-5:15 depending on the map. At most, your opponent can have one sentry and one forcefield at this time, so he can delay the push for 20 seconds, but not stop it from entering the main base. When you enter the main base, put down a pylon at the top of the ramp immediately.

Do your best to snipe your opponent’s first stalker or MSC, as this will generally just end the game instantly. When warpgate finishes constantly warp in stalkers; if you run out of gas, just make a few zealots. There are a few cases where your opponent actually doesn’t suck completely and gets a photon overcharge off without losing a ton of stuff. In these cases, keep warping in units just outside the radius of photon overcharge, then, because you still have the army advantage, kill him after it wears off.

One gate proxy Stalker rush (PvP)

Send out a probe immediately as the game starts to proxy
10 pylon (cut probes)
10 gateway
Resume probes
15 assimilator
15 pylon
15 zealot (chronoboost zealot)
18 cybernetics core
18 zealot
22 second assimilator
23 stalker
23 warp gate
25 pylon
26 stalker (when pylon finishes)

Every protoss likes to complain about PvP, and it’s kind of true, it’s a shit matchup. The important thing though, is that you can weight the coin that is being flipped in your favor, with some nicely timed bullshit. And of course, what could be more bullshit than a proxy that wins with cheesy aggression, that doesn’t really cut probes, and doesn’t really cut tech, leaving you with the ability to transition if they SOMEHOW manage to not die? Nothing of course!

It’s Bullshit Time

Continue making stalkers out of the gate, add 2 more gates as you can afford it, add more pylons as needed. You start the attack around when the second zealot pops, the probes are weak and defenseless, and they’ve got nothing on your zealots, it’s totally unfair. You’ll have a unit lead, so just micro and there’s very little your opponent can do. You don’t even need to have a close or inbase proxy with this build, it can be a reasonable distance away and still crush them. Proceed to laugh maniacally as your warp gate finishes and you warp in more units to kill them. Make sure to focus the mothership core down, the nexus cannon is the only thing that ‘might’ give let them defend, although you should still be fine, because, lets face it, this build is grade A steaming bullshit. Once you’ve got the lead, feel free to take a nice refreshing drink from the cup sitting next to you. You know the one I’m talking about, the one all Protoss bullshitters have that automatically fills with the tears of your opponents. Ummmmmm, yummy.

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Two-Base fast Blink All-in (also works in PvZ, yay!)

9 pylon
13 gate
15 assimilator
16 pylon
20 nexus
21 cyber core
22 second assimilator
23 zealot
24 pylon
24 mothership core
26 warp gate research
28 stalker
34 wall natural with 2 gateways and another pylon
36 twilight council
36 stalker
40 pylon
44 Blink
46 Warp Gate finishes, warp in 3 stalkers
46 proxy pylon
52 add 2 gates
Warp in one more round of stalkers, start pressure
add 2 more gates immediately.
Chronoboost Usage: first 5 on probes, rest on warp gate, then blink once Twilight Council finishes, then rest on gateways.
Cut probes at 38 (16 on both mineral lines, 3 on both geysers)

Basic Description:
Gate expand, never take gasses at natural, early stalkers to deny scouting, 7 gate blink all-in with 2 gas geysers, warping in stalkers and zealots. Attack starts at 7:30-7:40 with 5 gates, adds 2 more gates as attack starts.

Use your first couple of stalkers to keep overlords out and to prevent scouting. He’ll never see this coming. This build abuses the fact that most gate all-ins with blink hit later than this, so zergs typically drone harder and then make units later. If zergling speed is faster, wait until blink finishes to start pushing in, else zerglings will crush this. I wouldn’t worry about that too much though, zergs are so automated they can’t remember how to push a button other than the ‘d’ button before the 7 minute mark, and that’s the good zergs. The bad ones take even longer! (Hell, even the good zergs can’t multitask enough to produce more than one kind of unit per wave of units, even terrans can manage to make marines AND marauders out of their barracks).

This gateway expand is slightly greedy, and this build should only be executed and followed through upon if you detect a 3rd base from zerg with later gas (or suspect it). Normal zerg builds and reactions can do nothing. If he tries to rush hydras, as so many zergs are foolishly doing right now, you’ll kill him with too many units that won’t die.

Proceed to blink bullshit with time warp, keep making pylons as needed. Win EZ. Expect rage.

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The Great Prophet

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We have all heard tales of the mighty Tasteless build. Rumours, and whisperings between Artosis and the Great Prophet himself, Nick “Tasteless” Plott. While secret hallways may no longer exist on modern maps the Tasteless build lives on. Indeed, we have unearthed writings, discovered the secrets and are on a quest to enlighten the world of our Great Prophet’s teachings. The power of the Tasteless build has been known in PvT for a while now, however, today, for the first time ever, what were once a secret set of strategies in the other matchups will now be made public. May the Glory of Tasteless shine down on you as you carry out the Tasteless build and steal the ladder points of many nerds. Above all else remember: the Tasteless Build isn’t a simple build order, a list of things to do. It’s an idea, an inspiration.

Kill-a-Zerg Tasteless Build

9/10 pylon
10/18 Chronoboost Nexus(1)
13/18 gate, Chronoboost Nexus (2)
14/18 Assimilator
16/18 pylon, Chronoboost Nexus (3)
18/18 cybernetics core, Chronoboost Nexus (4)
23/26 Fake Zealot *
21/26 Nexus at natural, warpgate research
23/26 mothershp core, Chronoboost Nexus (5)
25/26 zealot, pylon at natural
29/34 sentry, Chronoboost Warpgate
31/34 Gateway x 3, pylon, push out with zealot/msc/probe
32/34 Assimilator (2)
35/44 Council
35/52 proxy pylon
43/60 warp 4 zealots at the zerg third base, keep pressuring while the DT tech completes.
47/60 Dark Shrine
8:00 Forge
8:10 Assimilator x2
8:30 warp 3-4 dark templar. Remember to hide extra pylons as you pressure, to ensure a close warp in.
8:40 Research Blink and +1 ground weapons
3 extra gates as you can afford
Amove to victory. Blink micro if you really really need to

Also known as: “the correct reaction to zealot pressure is making spores”.

So they idea behind this build is extremely simple. Every Starcraft player is told, from the start of his career, that he sucks horribly. This build turns it around: if i suck, so does my opponent. Enter the zealot pressure…once he sees that, the unlucky Zerg is going to think, more or less, fuck fuck fuck fuck need units fuck fuck fuck fuck…and then, as he’s there swearing and making roaches (or perhaps countering with them after defending, which is absolutely hilarious), BAM, 4 dt’s killing hatcheries and drones. Sure, he could (and should) have sent an overlord to your main to check what your followup was going to be, but since we all suck, he didn’t. He could have cleared out every pylon on the map, but we all suck, so he didn’t. He could have defended the pressure taking zero damage while scouting properly, but he didn’t. The result? His drones die…and 2 minutes later, so does every filthy zerg unit on the map, thanks to the blink followup. For shits and giggles you can go zealot/archon instead. Tasteless himself would very much so approve of this build, i’m sure.
Fun fact: i have done this build dozens of times, since 2012, up to high master level. I have lost a grand total of 3 times with it. I have even seen diamond teammates killing GM’s with it.

[image loading]

Kill-a-protoss Tasteless Build

9/10 Pylon
10/18 Gateway, resume probe production and chrono Nexus once
12/18 Assimilator, resume probe production, chrono Nexus
14/18: Send out probe
15/18, 2.25: Cyber Core
16/18: Assimilator
17/18: Proxy pyon
18/26, 3.23: Twilight Council (hidden), Warpgate
21/26, 4.15: Dark Shrine
23/26: 3xGateway, cut probes, proxy pylon
100% gateways: warp in one 4 dt’s. Reinforce with dt/zealot/stalker.
amove to victory

Also known as: The ninja four gate

10 gate means aggression, not fast tech, unless you scout thoroughly. See a pattern? Mindfuck the opponent with one bad build, do another bad build, amove to victory. As simple as it gets…plus it’s easy to write about, which gives me more time to collect sweet ladder tears. Note that you do not make any unit whatsoever before the DT, making this an incredibly gimmicky and risky build. Of course, we are cheesy bullshit ladder Protoss players, who ran out of fucks to give a long time ago, so it’s fine. Besides, what’s not to love about 4gating with invisible units?

[image loading]

Kill-a-Terran Tasteless Build

9/10 Pylon
10/18 Chrono Nexus
13/18 Gateway, send out probe, Chrono Nexus
15/18 2x Assimilator, 2 probes on each, Chrono Nexus
17/18 Proxy Pylon
18/18 Cyber Core, 3 probes in each gas, Chrono Nexus
21/26 Proxy Stargate, (3:45 game time)
22/26 Stalker, go to defend your proxy pylon.
24/26 Pylon, Warpgate
25/34: Cut probes; you should have 16 on minerals, 6 on gas and 1 on the map (23 total).
25/34: Oracle, Chronoboost 2x(4:48 game time).
28/34: Stalker
30/34: Pylon, second Oracle
5:30: your oracle kills every scv
33/34: 3 extra gates, Void Ray
Warp in 2 rounds of stalkers
Amove to victory

This build is also known as: “blind turrets or die…and then die anyway”

As usual, same thought process: if i suck so does he…therefore, he won’t scout this. The fastest proxy oracle possible is so retardedly fast, that you will most of the time win games out right just thanks to it. And even if you don’t, he’s going to be sitting there going fuckfuckfuck need turrets fuckfuckfuck before a bunch of stalkers show up. It’s very possible you will not lose resources with this build, while getting sweet sweet terran tears along with your ez, tasty ladder points. And if you are really, really good, you can go

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Conclusion

The following video sums up exactly how your opponents feel after you read this guide:

In conclusion, Protoss is bullshit.

Welcome, to the Great Book of Protoss Bullshit. We at TeamLiquid Strategy believe that StarCraft is a beautiful game, and it is our goal to share this beauty with the world, as long as you play Protoss.Lately, we’ve realized that due to the tireless efforts of our Protoss staff, we’ve become single-handedly responsible for making Protoss OP. The knowledge and understanding we have provided for the Protoss has race has had an affect bigger than any patch from Blizzard. After all why would anyone bother to figure the game out for themselves when Protoss has already been mapped out so well for them?That doesn’t mean we have become complacent. Rather, we’ve been motivated to do an evenjob going forward. Thus, we are releasing what’s sure to be our most influential and game changing guide yet. With the following builds, a little bit of micro and multi-tasking are all you need for success. Execute them right, and you won’t even need to worry about the lategame. At worst, you might find yourself having to a-moving more than once.While reading through this thread please listen to the following song as it accurately reflects how your opponents will feel when the game is over and you are collecting ladder points.And before we truly get started, the following image should provide you all the motivation you need to learn from this guide.And now, it is with the utmost honor that I present to you the crowning achievement of TL Strategy, a guide worked on tirelessly by our greatest players, the greatest guide of all:The Great Book of Protoss Bullshit.Are you a fan of zealots? Are you a fan of bullshit? Do you want to make Zerg players feel sad and impotent? Then this build is for you! The purpose of this build is to build a shitton of early zealots and completely obliterate your nooby Zerg opponent who’s trying to “macro”. The build order goes like this:If you notice, the Sangate includes a gateway on 12 instead of the more standard 13, allowing for warpgate to finish about ten to fifteen seconds earlier. On top of that, all chronoboost is dumped into warp gate so that it finishes super early. The worst part? It looks like a normal gate expand into 3-gate pressure, but hits thirty seconds earlier with even more zealots. If you’re doing the build right, your zealots should roughly outnumber the Zerg units.The probe scout simply looks for a third base then hides. If the Zerg decides to “macro” to take a third base, it’s an open invitation to warp in dozens of zealots to stomp all over the third and laugh. If the Zerg tries to be cute and counterattack, the sentry and wall should be strong enough to prevent any kind of shenanigans from going down; meanwhile, the Zerg player will be losing their third because they don’t have enough units because they decided to counterattack. Not that it would matter anyway. Most of the time, the Zerg should fail at macro and you can simply amove your way into the natural for the win while constantly warping in more and more zealots.“Well…what happens if the Zerg somehow DOES have enough units? What do I do after this?” That’s an excellent point you bring up there. In cases such as these, assuming the Zerg player manages to reach sufficient APM to macro, it’s important to sit back and think “what is the purpose of my race?” If you answered “Bullshit”, you are correct. To transition, we already have plenty of gateways and a solid two-base economy, so why not follow up with a sentry/immortal all-in! Simply take your natural gases, add a robo, and build two to three immortals and lots of sentries. Once your Zergy opponent feels “safe” and starts to drone, you can just move across the map and win.What do Yeonsu, Heavy Rain, Frost, Daedalus Point, and Polar Night have in common? They’re all great maps for a blink all-in! With so much surface area to defend, Terrans can’t possibly hope to put up enough bunkers, making a blink all-in a simple and wonderfully easy-to-execute strategy. As you may have noticed, I included five out of seven of the maps in the current ladder map pool, meaning that with map vetoes, you can do this build exclusively in PvT and win a majority of your games. What, did you say “freewins”? How do we do this?When you assemble your first twelve stalkers and MSC and the Terran is sitting helpless in his base, you’re ready to begin bullshit. First, poke the front bunkers with your blink stalkers to lure units down the ramp and force SCVs to be pulled off while moving your MSC toward the main. After your opponent sends units down the ramp to help, time warp the ramp and blink into the main base. If you’re lucky and the Terran is awful, you may be able to blink directly on top of the tech lab researching stim; snipe it. If your opponent happens to be half decent and gets stim to finish, no problem – you are playing Protoss, so you’re going to win anyway. Simply throw down a time warp somewhere in his base and kite backwards through it, eliminating about 90% of his SCVs. From here, your stalker advantage should snowball and allow you to easily win the game with no problems.Sometimes the Terran player will attempt to be clever and lift his buildings, trying to force a “draw” (which is silly because you’re Protoss) and force his own frustration onto you. Of course, because most of your games are only six to ten minutes long, you can savor this time period and spend some time reaching out to another player on the internet. If you’re feeling extra gracious, pretend not to notice him mining with MULEs and let him feel like he’s making a comeback. And then, with a void ray, you can shoot down the hopes and dreams of your opponent forever.In a world where Terran is terrified of blink, they are even more afraid of storm. If you talk to any Terran, they will QQ endlessly aboot how storm is overpowered and ends the game in seconds, etc. So, instead of just killing them with blink, we just instill them with enough fear to tech up quickly to storm and then send them into a downward spiral of depression and anguish! This build is almost the same as the one above, but with only four gates to allow faster natural gases and continuous probe production.This build hits at the same time with slightly less stalkers, but it still scares the shit out of Terrans. Expect to see 4-5 bunkers, multiple SCV pulls, and some desperation stimming to stop the “all-in”. This is all good. Remember that your stalkers don’t even have to do much damage, they just have to scare the Terran, force a lot of defense, and buy a bunch of time.When the Terran feels like they’ve finally blocked your attack and stabilized on medivacs, you should already have a third base up and storm/charge finished. The initial attack should be a breeze to hold off. Oh, but what if they start dropping? Remember those 10 blink stalkers, use those to LULZ at the Terran.From here the game simply turns into a standard templar play vs. Terran, but your opening should allow you to be a full set of upgrades ahead of your opponent as well as one base up. It’s also possible to follow up with colossi or dark templar, but HT is the most common followup due to its ease to transition into and its mid game power. Luckily, if you’ve done the build right, your opponent will suicide his entire army into storms, start raging, and QQ. In the best case scenario, he’ll lift his buildings and continue to bm you for a while (see above).Remember PvP in 2011? Remember the 4-gates? Remember that “Korean 4-gate” build? Good news, that build still exists, and it’s been adapted for all of your HotS needs! This build is the epitome of a warpgate rush, with the first units warping in at 5:20 – generally around the time that your opponent has one or two units total. And since we’re assuming your opponent sucks and can’t micro, this is a great (and super easy) build to pull off! If your opponent plays a standard opening, he dies. If he is trying to be clever and metagame you by going for ultra fast tech or rushing an expansion, he dies. It all comes down to whether your opponent can micro or not, and he probably can’t.If your opponent is half decent, he probably won’t scout until after his cyber core gets started and won’t see anything too out of the ordinary inside your base besides an obvious lack of probes. But most players can’t count, especially on ladder, so it’s not a big deal. If you’re opponent is terrible and scouts super early…well, then he’s terrible, and you’ll still kill him anyway.When your stalker completes, move out on the map with a little probe/zealot/stalker task force. This should be more than enough to clear any stalkers wandering around on the map. Throw down a proxy pylon at your opponent’s natural and walk up into their main base; you’ll usually arrive around 5:00-5:15 depending on the map. At most, your opponent can have one sentry and one forcefield at this time, so he can delay the push for 20 seconds, but not stop it from entering the main base. When you enter the main base, put down a pylon at the top of the ramp immediately.Do your best to snipe your opponent’s first stalker or MSC, as this will generally just end the game instantly. When warpgate finishes constantly warp in stalkers; if you run out of gas, just make a few zealots. There are a few cases where your opponent actually doesn’t suck completely and gets a photon overcharge off without losing a ton of stuff. In these cases, keep warping in units just outside the radius of photon overcharge, then, because you still have the army advantage, kill him after it wears off.Every protoss likes to complain about PvP, and it’s kind of true, it’s a shit matchup. The important thing though, is that you can weight the coin that is being flipped in your favor, with some nicely timed bullshit. And of course, what could be more bullshit than a proxy that wins with cheesy aggression, that doesn’t really cut probes, and doesn’t really cut tech, leaving you with the ability to transition if they SOMEHOW manage to not die? Nothing of course!It’s Bullshit TimeContinue making stalkers out of the gate, add 2 more gates as you can afford it, add more pylons as needed. You start the attack around when the second zealot pops, the probes are weak and defenseless, and they’ve got nothing on your zealots, it’s totally unfair. You’ll have a unit lead, so just micro and there’s very little your opponent can do. You don’t even need to have a close or inbase proxy with this build, it can be a reasonable distance away and still crush them. Proceed to laugh maniacally as your warp gate finishes and you warp in more units to kill them. Make sure to focus the mothership core down, the nexus cannon is the only thing that ‘might’ give let them defend, although you should still be fine, because, lets face it, this build is grade A steaming bullshit. Once you’ve got the lead, feel free to take a nice refreshing drink from the cup sitting next to you. You know the one I’m talking about, the one all Protoss bullshitters have that automatically fills with the tears of your opponents. Ummmmmm, yummy.Basic Description:Gate expand, never take gasses at natural, early stalkers to deny scouting, 7 gate blink all-in with 2 gas geysers, warping in stalkers and zealots. Attack starts at 7:30-7:40 with 5 gates, adds 2 more gates as attack starts.Use your first couple of stalkers to keep overlords out and to prevent scouting. He’ll never see this coming. This build abuses the fact that most gate all-ins with blink hit later than this, so zergs typically drone harder and then make units later. If zergling speed is faster, wait until blink finishes to start pushing in, else zerglings will crush this. I wouldn’t worry about that too much though, zergs are so automated they can’t remember how to push a button other than the ‘d’ button before the 7 minute mark, and that’s the good zergs. The bad ones take even longer! (Hell, even the good zergs can’t multitask enough to produce more than one kind of unit per wave of units, even terrans can manage to make marines AND marauders out of their barracks).This gateway expand is slightly greedy, and this build should only be executed and followed through upon if you detect a 3rd base from zerg with later gas (or suspect it). Normal zerg builds and reactions can do nothing. If he tries to rush hydras, as so many zergs are foolishly doing right now, you’ll kill him with too many units that won’t die.Proceed to blink bullshit with time warp, keep making pylons as needed. Win EZ. Expect rage.We have all heard tales of the mighty Tasteless build. Rumours, and whisperings between Artosis and the Great Prophet himself, Nick “Tasteless” Plott. While secret hallways may no longer exist on modern maps the Tasteless build lives on. Indeed, we have unearthed writings, discovered the secrets and are on a quest to enlighten the world of our Great Prophet’s teachings. The power of the Tasteless build has been known in PvT for a while now, however, today, for the first time ever, what were once a secret set of strategies in the other matchups will now be made public. May the Glory of Tasteless shine down on you as you carry out the Tasteless build and steal the ladder points of many nerds. Above all else remember: the Tasteless Build isn’t a simple build order, a list of things to do. It’s an idea, an inspiration.Also known as: “the correct reaction to zealot pressure is making spores”.So they idea behind this build is extremely simple. Every Starcraft player is told, from the start of his career, that he sucks horribly. This build turns it around: if i suck, so does my opponent. Enter the zealot pressure…once he sees that, the unlucky Zerg is going to think, more or less, fuck fuck fuck fuck need units fuck fuck fuck fuck…and then, as he’s there swearing and making roaches (or perhaps countering with them after defending, which is absolutely hilarious), BAM, 4 dt’s killing hatcheries and drones. Sure, he could (and should) have sent an overlord to your main to check what your followup was going to be, but since we all suck, he didn’t. He could have cleared out every pylon on the map, but we all suck, so he didn’t. He could have defended the pressure taking zero damage while scouting properly, but he didn’t. The result? His drones die…and 2 minutes later, so does every filthy zerg unit on the map, thanks to the blink followup. For shits and giggles you can go zealot/archon instead. Tasteless himself would very much so approve of this build, i’m sure.Fun fact: i have done this build dozens of times, since 2012, up to high master level. I have lost a grand total of 3 times with it. I have even seen diamond teammates killing GM’s with it.Also known as: The ninja four gate10 gate means aggression, not fast tech, unless you scout thoroughly. See a pattern? Mindfuck the opponent with one bad build, do another bad build, amove to victory. As simple as it gets…plus it’s easy to write about, which gives me more time to collect sweet ladder tears. Note that you do not make any unit whatsoever before the DT, making this an incredibly gimmicky and risky build. Of course, we are cheesy bullshit ladder Protoss players, who ran out of fucks to give a long time ago, so it’s fine. Besides, what’s not to love about 4gating with invisible units?This build is also known as: “blind turrets or die…and then die anyway”As usual, same thought process: if i suck so does he…therefore, he won’t scout this. The fastest proxy oracle possible is so retardedly fast, that you will most of the time win games out right just thanks to it. And even if you don’t, he’s going to be sitting there going fuckfuckfuck need turrets fuckfuckfuck before a bunch of stalkers show up. It’s very possible you will not lose resources with this build, while getting sweet sweet terran tears along with your ez, tasty ladder points. And if you are really, really good, you can go proxy oracle into 4gate into proxy void ray into proxy tempest into proxy nexus cannon The following video sums up exactly how your opponents feel after you read this guide:In conclusion, Protoss is bullshit.



REAL Size CARRIER vs 5000 MARINES – StarCraft 2 MASSIVE Battle


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►StarCraft II features the return of the three species from the original game: Protoss, Terran, and Zerg. In the Terran campaign, the original StarCraft briefing room is replaced with an interactive version of the battlecruiser Hyperion, with Jim Raynor, now a bitter and harddrinking mercenary captain, as the central character. In a departure from previous Blizzard games, the campaign is nonlinear, with Raynor taking jobs for money and using that money to buy additional units and upgrades.
►Starcraft 2 Legacy of the Void. You are Hierarch Artanis, leader of the mighty protoss race. Years ago, your homeworld of Aiur fell to the merciless zerg Swarm. Now, at long last, you have raised a powerful fleet of warships known as the Golden Armada, and are poised to reclaim your world. But an ancient evil—Amon—threatens this destiny and the fate of the entire galaxy. Only you can reunite the protoss factions and defeat the coming darkness before it consumes all life in the sector.
►Starcraft 2 Wings of Liberty features approximately the same number of units as the original StarCraft. Some units from the original game have returned, some featuring new upgrades and abilities. Wings of Liberty has 29 playable campaign missions, but only 26 of them are playable in a single playthrough since three missions are choicerelated alternates.
►Starcraft 2 Heart of the Swarm has 20 missions in the campaign (plus 7 evolution missions which allows the player to upgrade its units), and continues the story from Wings of Liberty.The player plays from the perspective of Sarah Kerrigan, recently returned to her human form by Jim Raynor. Similar to Wings of Liberty, the briefing room is replaced with an interactive exploration of the Leviathan, an enormous zerg breed which functions as a Bioship. Kerrigan and her allies are located in the nerve center, she has a personal chamber for altering her abilities, and there is an evolution pit where she can upgrade her units and perform evolution missions with the evolution master Abathur.
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REAL Size CARRIER vs 5000 MARINES - StarCraft 2 MASSIVE Battle

StarCraft 2 Protoss Units Size Comparison


\”We are the protoss. Children of ancient gods. We are the Firstborn. And we shall be the last left standing.\” (c) Hierarch Artanis
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StarCraft 2 Protoss Units Size Comparison

The most Chaotic Starcraft 2 Game Ever: Clem vs. Zest


Clem vs. Zest in what can be described as one of the most chaotic starcraft 2 games ever. Back and forth, hundreds of zealots lost and just a big clown fiesta.
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The most Chaotic Starcraft 2 Game Ever: Clem vs. Zest

StarCraft: Remastered – ALL Protoss Units!


Full overview of all Protoss units and structures in StarCraft: Remastered.
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With the release of StarCraft: Remastered right around the corner it is time to have a look at all of the units and structures in the game. In this video I cover all of the Protoss units that are available such as the Zealot, the Dragoon and the High Templar.
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StarCraft: Remastered is a 2017 remastered edition of the 1998 realtime strategy video game StarCraft and its expansion, Brood War. It retains the gameplay of the original games but adds remastered ultrahighdefinition graphics, rerecorded audio, and a modern online feature suite.

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StarCraft: Remastered - ALL Protoss Units!

StarCraft 2 Protoss unit trailer


Disclaimer: This video was made by blizzard, i’m posting it on youtube for everyone to see. Here are some of the Protoss’s new units in StarCraft 2

StarCraft 2 Protoss unit trailer

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