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“We are the protoss. Children of ancient gods. We are the Firstborn. And we shall be the last left standing.”


Eons ago, an alien race called the Xel’Naga came to the world of Aiur where a species called the Protoss lived and genetically augmented them, believing the Protoss possessed “purity of form” needed for their experiments. The Protoss worshipped the Xel’Naga as gods, but the Xel’Naga believed their experiment was a failure and left Aiur. The Protoss tribes blamed each other for this and the entire planet descended in a civil war, an age known as the Aeon of Strife. The Aeon of Strife came to an end when the philosopher Khas founded a belief system known as the Khala, which teaches the Protoss to use their telepathic powers to temporarily join minds, bestowing profound empathy and understanding of each other.

The Protoss on Aiur reformed into a great and glorious Empire that explored the stars and colonized the sector, and it was under the banner of the Empire that the bulk of the Protoss race lived. Some Protoss that rejected the teachings of Khas and the Khala were banished from Aiur and become the Nerazim, the Dark Templar, who eventually settled on Shakuras. Other Protoss that had served the Xel’Naga and left Aiur with them founded the Tal’Darim, a brutal war-loving tribe that made their home on Slayn, where they made preparations for the day the Xel’Naga would call on them to serve again.


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    Race as a whole 


Defensive Structures

     Photon Cannon 


  • Anti-Air: When the skies are contested, the Photon Cannon is the primary solution for the static anti-air needs of the Protoss. If the fight reaches the ground, then the cannon(s) can still help out.
  • Jack-of-All-Stats: A very well rounded all-purpose defense. You don’t have to plan too hard for the right ratio of ground defense to air defense as this cannon does both. In the sequel, they even got a health boost for a total of 300 Hit Points, and their shields now benefit from the structure’s elemental attributes like all Protoss units were buffed to do. Their main drawbacks are that they’re not as cost-efficient as the Terran Missile Turret MK2 for anti-air duty or as durable and movable as the Zerg Crawler defenses and can still be overwhelmed by heavy numbers or turned to scrap by enemy Siege Engines outside their attack range.
  • Simple, yet Awesome: It’s available early on and is the only standard defensive structure that targets both ground and air and detects stealth, all in one convenient package. They’re also popular in the Cheese Strategy called the Cannon rush, where a Probe sneaks into a player’s base and starts building Cannons near their mineral line out of sight. Just remember that Cannons can’t move at all so don’t sink too many minerals into them so you have a sufficient mobile army.
  • True Sight: Dangerous to all stealth units unless the cannons are outnumbered and unsupported by backup. It targets both ground and air varieties of stealth units.

One of the most iconic defensive structures in the game and well appreciated for its ability to detect stealth and attack both ground and air targets. While not as cheap as the Terran Missile Turret MK1, efficient and cheap as the Terran Missile Turret MK2, or as durable as Zerg Spore defenses, they makes up for their lack of a specialization with versatility, plus they can detect AND attack cloaked units on the ground or in the sky.

     Khaydarin Monolith 

  • Awesome, but Impractical: Downplayed but you still don’t want to build solely these for your defense as they can be overwhelmed by large numbers without support. On the plus side, they have siege range, which is a relief when units like Brood Lords and Siege Tanks attack. Photon Cannons will still make up the bulk of your defensive needs however.
  • BFG Their weaponry is huge, rivaling the height of a Colossus and will strike a single target for obscene damage.

Exclusive to the Legacy of the Void campaign, these massive structures possess immense up-front damage and extreme attack range (rivaling the Terran Siege Tank). However, they are very expensive for a defensive battery and also cost gas, so they need support from the relatively inexpensive Photon Cannons. They also can only strike one target at a time, and have a considerable cooldown before they may fire again.

Biological warriors



“Glory to the Daelaam!”

A new Gateway unit added in Legacy of the Void designed as a counter to the early game units. Has a form of teleportation via its Psionic Transfer ability. They appear in the Legacy of the Void campaign as an alternate Stalker.

The war against Amon saw Adepts being augmented by Purifier technology, allowing their glaive cannons to attack air units and causing their Psionic Transfer shades to weaken enemies they pass through. The Purifiers also field their own Adept variant, whose shades can attack enemies.

  • Action Girl: The only Gateway unit to be a female Protoss.
  • Anti-Infantry: Much better damage vs. lightly armored units.
  • Balance Buff: In melee they cannot attack air units, but they can in the campaign as they’re a tech option alongside Stalkers and Dragoons, who can also attack air units.
  • Battle Cry: “For Selendis!”
  • Blood Knight: Their “under attack” quote is far too enthusiastic for anything else, even by Protoss standards.
  • Confusion Fu: Their specialty. Psionic Transfer sends out “shades” of the Adept; they are intangible, move quickly, and can be controlled independently of the Adept and can travel quite a long distance. After 10 seconds, the Adept teleports to the shade automatically… unless the Protoss attacker cancels the shade, leaving the Adept where it is. Meanwhile, the Adepts themselves do not do the standard “Can’t move, doing psychic stuff” trope; they can keep fighting while the shades are traveling. This can create extremely confusing raids where the attacker seems to be wherever the enemy is not, the Adepts happily dancing around the battlefield while the defenders scramble to catch them.
  • Damage-Increasing Debuff: The Adepts in the Legacy of the Void campaign; their Psionic Transfer now causes units the shade passes through to take additional damage for a short amount of time.
  • Glass Cannon: In the Legacy of the Void campaign, they lean towards this compared to Dragoons and Stalkers. They have much better mobility than Dragoons and deal higher damage than Stalkers (even more so with a previously applied Psionic Transfer), but they lack the Dragoon’s higher durability and the Stalker’s ability to regenerate shields quickly after a Blink (compensating the Adept’s higher HP and shields). The Adept is the only Biological ranged warrior variation, preventing them from regaining HP via the Spear of Adun’s Reconstruction Beam, or the presence of nearby Carriers.
  • Guys Smash, Girls Shoot: The ranged Distaff Counterpart to the Zealot.
  • Hit-and-Run Tactics: They were designed as potent harassment units for mid-to-late game.
  • Proud Warrior Race Guy: She could give the Zealot a run for his money.

    (when attacked) “Glorious combat is upon us!”

  • Shadow Walker: Its Psionic Transfer ability works this way.


“My life for the Highlord!”

Low-ranking Tal’darim warriors, they appear in Co-op Missions where they serve as Alarak’s basic infantry troop, replacing the Zealot. Unimpressive on their own, they mainly exist to be sacrificed to Alarak and his Ascendants to empower them.

  • Black Comedy: Most of the humor in their Stop Poking Me! quotes comes from them being completely aware that their entire purpose is to be sacrificed in short order.

    “A few of the supplicants and I have a bet going over which of us dies first. We call it “The Dead League.” Yes, we’re still working on the name.”

  • Cannon Fodder: Acknowledged in-universe, they’re weak units that exist solely to provide Alarak support and will quickly die in his name. Their character models don’t even have weapons or armor.
  • Energy Ball: They attack by flinging energy orbs at targets.
  • Foil: To the Zealot, seeing as they replace them as Alarak’s base infantry unit. Zealots are powerful but fragile melee attackers while Supplicants are weak but sturdy ranged attackers Zealots charge in first to serve as meatshields from your bigger units, Supplicants will be staying at range while Alarak charges in, sacrificing them to survive. Zealots get the Charge and Whirlwind abilities to improve their offensive capabilities, Supplicants get Blood Shields and Soul Augmentation upgrades to improve their survability. This is even reflected in their unit quotes; the newly trained Zealot shouts “My life for Aiur,” while the Supplicant shouts “My life for the Highlord.”
  • Heroic Sacrifice: Their main purpose is to be sacrificed to Alarak to restore his health when he grows weak, or to his Ascendants to restore their energy.
  • Irony: They use a modified Preserver model from Wings of Liberty. Preservers use the Khala to absorb and store the memories of other Protoss; as the Tal’darim do not access the Khala, they cannot have Preservers.
  • Stone Wall: With their unique shield upgrades as well as faction-universal shield upgrades, they have 150 shields with an armor rating of 5, making them surprisingly effective tanks. Still not much on offense, though.
  • Zerg Rush: They’re individually weak, but easily massed. Interestingly they warp in two at a time just like the Trope Namer Zerglings.

    High Templar 

    Dark Templar 


    Dark Archon 

Robotic forces



The Protoss gatherer, they collect resources and can place warp beacons to call in structures.

  • Action Survivor: Frequently the target of mineral line attacks by Hellions, Reapers, Mutalisks, Stalkers, etc.
  • Boring, but Practical: Again, you’re not getting anything done without them.
  • Red Shirt: The likely fate of the unlucky Probe that gets sent on scouting duty.
  • Ridiculously Fast Construction: Averted compared to the SCV and Drone, as the Probe never actually builds anything. When a build command is issued, it places a beacon to mark the point to open a warp rift, and the “construction time” is actually the time it takes to open the rift fully. Once it finishes, the building warps through the rift and appears pre-constructed from somewhere else.
  • Shock and Awe: They fight (inasmuch as they can) with small bolts of electricity.
  • Worker Unit: The Protoss one.



“I have returned.”

A Protoss walker unit consisting of a robotic shell driven by the body of a wounded Protoss warrior contained within, they fire phase disruptors to attack.

  • Artificial Stupidity: In the first game. Just like the Goliath, don’t expect Dragoons to navigate all but the most open areas well.
  • The Bus Came Back: In Legacy of the Void, the Protoss manage to recover the means to create them in the Spear of Adun, making them available once again.
  • Captain Ersatz: A Space Marine Dreadnought but protoss-ified.
  • Energy Ball: Their attack.
  • Fate Worse than Death: Many Protoss regard becoming a Dragoon pilot this way — as a Proud Warrior Race, they see becoming wounded or crippled to the point you have to fight using a robotic walker as an unfortunate or shameful thing. Make no mistake, however, that the Protoss contained within the machine is often just as proud and warlike as they were when they were Zealots and/or High Templars, as demonstrated by Fenix.
  • Lost Technology: As of the sequel. The facilities to create them were lost after the fall of Aiur, so whichever ones remain have been modified into Immortals. Their role as ranged units capable of attacking airborne enemies is now filled by the Dark Templar replacement, Stalkers. However, they return as the Templar option in Legacy of the Void when the Spear of Adun and its Star Forge are recovered.
  • Man in the Machine: All Dragoons are a wounded Protoss in a robotic shell.
  • Mighty Glacier: Its perk over the Nerazim Stalker and the Purifier Adept in Legacy of the Void. The Dragoon has the worst mobility of the three (Stalkers can Blink, Adepts are small and fast, and Dragoons are the slowest even if the Stalker or the Adept don’t use their mobility skills) but it has the highest hit points and range of the three. It also deals respectable damage against all targets, while the Stalker is comparatively weak, and the Adept is specialized against Light units.
  • Spider Tank: Four legged robots, ayup.
  • We Can Rebuild Him: Their backstory in the lore.




A robotic support drone that specializes in energy manipulation, it can project energy fields to protect allies and block passage over terrain. The Protoss later modified them with portal shield generators, allowing the Sentry to restore the shields of their brethren in the battlefield.

Sentry variants include the Purifier Energizer, which can boost the speed of allied units and project a power field; the Tal’darim Havoc which boosts the range of nearby units and can designate enemy targets to boost damage against them; and the Purifier Conservator, which can place stationary shields to reduce damage to allied units in their radius, and can also project power fields.

  • Barrier Warrior: Force Fields physically block enemy units, which have many uses to deny enemy advance/retreat or to funnel them into a chokepoint.
  • Boring, but Practical: A relatively small group of Sentries with good energy reserves can rapidly erect several Force Fields, letting them stop the opponent’s retreat, block their reinforcements, and keep melee units at bay. Add in Guardian Shield to defend allies and the support fire it offers normally, and Sentries are a nice addition to any Protoss ground army.
  • Damage-Increasing Debuff: The Havoc’s Target Lock ability increases damage dealt to the targeted unit by 30%.
  • Deflector Shields: Besides the standard Protoss plasma shields, it has Guardian Shield to reduce damage to nearby allies.
  • Fighter, Mage, Thief: While all Sentries are purely a Support Party Member, the varying forms of their support falls into this trope: The Aiur Sentry provides Defensive Buffs with Shield Regeneration and Defensive barriers. The Purifier Energizer gives Mobility Buffs by boosting Speed and providing a power field to warp in units wherever you might need it. And the Tal’darim Havoc gives Attack Buffs, boosting damage and range of allies.
  • Master of Illusion: They inherit the High Templar’s Hallucination skill from the first game.
  • The Medic: In the Legacy of the Void campaign, it can restore friendly units’ shields, not unlike the Shield Battery. The Aiur Sentry in particular can restore shields of two units at the same time.
  • Spotting the Thread: Illusions of units deal zero damage despite attacking just the same as real ones; knowing this is important to figuring out how many of the enemy are fakes.
  • Squishy Wizard: Keep them alive and they’ll more than prove themselves worth the cost. The problem is that first part.
  • Support Party Member: Incapable of killing much (or at all in the case of the Havoc variant) on their own, yet invaluable for their abilities nonetheless.
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A Protoss robot equipped with on-board manufacturing facilities used to construct bombs called Scarabs. They move slowly but can decimate enemies.

  • Animal Mecha: Unambiguously a giant slug.
  • Balance Buff: In the sequel campaign, they can auto-manufacture Scarabs and do it without a mineral cost.
  • The Bus Came Back: Like Dragoons, the Spear of Adun allows the Protoss to bring them back in Legacy of the Void.
  • Difficult, but Awesome: The Reaver is a high-risk, high-reward unit. It’s fat, slow, squishy, and hits really hard. If the scarab gets stuck it may do no damage, or if misused or outplayed it may waste its lengthy cooldown on a suboptimal target. If you position the Reaver right and get a good shot off you may devastate your opponent’s economy or military. The ability to micro a Shuttle with a Reaver is a highly valued skill for Protoss players.
  • Hit-and-Run Tactics: Combined it with a Shuttle it can do this, able to slip into enemy lines, launch its scarabs, then re-enter the Shuttle and escape before defenders arrive. Reaver Drops are used in professional games as a form of devastating harassment tactic.
  • Mighty Glacier: A couple of good scarab shots can cripple armies and destroy worker lines and the Reaver is tough as nails, but it’s the slowest unit in the game. This is why Shuttles are so vital to getting proper use out of them.
  • Mobile Factory: They’re armed with on-board facilities to manufacture scarabs in the field.
  • Mook Maker: Unlike the Carrier’s, the scarabs can’t be targeted by enemies.
  • Necessary Drawback: In Brood War, their obscene power is curtailed by each shot costing 15 minerals and having a maximum storage capacity of 10 with no option to auto-cast, forcing the player to pick their targets carefully and pay attention to the unit. These drawbacks were lifted in Legacy of the Void, however due to the Reaver only appearing in Campaign and Coop modes or maps with custom settings.
  • Overshadowed by Awesome: They were initially in Starcraft II, but their role as a siege unit overlapped with the Colossus, who was simply better than the Reaver at said job. Legacy of the Void brought them back to the campaign as an alternative to the Colossus, but this trope is still very much apparent — while the Reaver has better raw damage, the Colossus moves faster, can walk over cliffs, and their attacks don’t need to track to the target to hit.
  • Siege Engines: Attacks from outside the range of conventional defenses and can hit without being seen by enemy units.
  • Splash Damage: Their scarabs deal damage across a large area.
  • Stuff Blowing Up: The fate of anything they aim at, more likely than not.



“Consciousness awakened.”

A new unit in Legacy of the Void, they can fire orbs of pure energy that explode in a blast of psionic power.

  • Action Bomb: The initial version of the Disruptor would turn into a Purification Nova, then revert after the Nova detonates.
  • Balance Buff: Disruptors used by Fenix in Co-op Mode are much more powerful than the ones in multiplayer; he can upgrade them to permanently cloak themselves, their Purification Nova materializes at the target location rather than travelling from the Disruptor and can be upgraded to explode twice, and, unlike Disruptors from the multiplayer, possess a basic attack. The only weakness of Fenix’s Disruptors, their hefty vespene cost of 240, (considering that vespene is a resource that most Co-op Players are constantly hungry for) was recently remedied.
  • Death-or-Glory Attack: Their Purification Nova has a hefty 30 second cooldown. Hit and a lot of things are gonna die. Miss and your Disruptor is helpless against reprisals. Furthermore, the Purification Nova is not Friendly Fireproof, so aim it badly and you will just blow up your own units.
  • Gameplay and Story Segregation: In StarCraft: Evolution, the Disruptor’s blast radius is described as having a blast radius of 3 kilometers by 2505. This would obviously be overpowered if the Nova successfully lands so in gameplay its blast radius is comparable to a Psionic Storm due to balance constraints while a Terran Tactical Nuke has a considerably larger blast zone.
  • Glass Cannon: Deals high damage, but can’t take it in kind.
  • Kamehame Hadoken: Though a robot unit, it can produce an orb of pure psionic energy.
  • Mythology Gag: Disruptors use a recolored model of the Replicator, a cut Protoss unit from Heart of the Swarm.
  • Player-Guided Missile: Purification Nova is controllable while active, letting you redirect it if the opponent tries to run away.
  • Splash Damage: Their primary offense is a targeted bomb.
  • Suspiciously Similar Substitute: With the Reaver being retired from melee matches, the Disruptor plays a similar role to the former. They have a devastating Splash Damage ability that can eliminate a considerable group of enemies, can be dropped near mineral lines to take out many workers, and require micromanagement to get the most out of them like the Reaver.
  • Squishy Wizard: Has relatively low health and shields, and no basic attack. After throwing out the Purification Nova, they’re completely defenseless until it comes back online.



A small flying drone armed with a cloaking field, it acts as a spy and escort, detecting invisible and burrowed units and watching points of interest.

  • Boring, but Practical: They don’t do anything except act as detectors, but they are excellent detectors; low cost, fast build time and decent movement rate makes them quick and simple to deploy. Their cloaking ability meanwhile makes them the ideal scout, able to slip into an opponent’s base and see what they’re doing without being caught, and they can be sent out in numbers to watch points of interest for opposing armies on the move or expansions under construction.
  • Difficult, but Awesome: In the first game, they were relatively cheap and readily available once you unlocked them but required their own building on the Protoss Tech Tree — the Observatory — to be unlocked and needed specialized upgrades to mitigate the risk of losing them. They also required proper attention as they were the frailest detector by far, at 60 HP, and losing too many would seriously impact your Vespene Gas expenses. The Observatory was removed in Starcraft II, and their one remaining upgrade (a speed boost) was moved to the Robotics Support Bay and their maximum sight range was provided by default. In Legacy of the Void, they could activate a new Surveillance Mode to anchor in place, but gain even more sight range for even more advanced warning of opponent actions. They were still just as frail, so it remained prudent to micromanage Observers sufficiently. Regardless, if possitioned properly, Observers could make it seem like the Protoss was using map-revealing cheats and let them have strong awareness of what’s happening all across the map, and hunting down cleverly placed observers can be a hassle for the opponent.
  • Dual Mode Unit: In Legacy of the Void, Observers gained a stationary mode, where they provide more vision at the cost of not being able to move.
  • Invisibility Cloak: Same as the Dark Templar.
  • Non-Action Guy: No attack and flimsy armor and health, they die in seconds if detected. Steer clear of those Anti-Air defense structures


    All of the defensive structures that can attack air units i.e Spore Crawler, Photon Cannon, and Missile Turret are all detectors


  • Spy Bot: Their role.
  • Spy Satellite: They’re also used as this in the lore.
  • True Sight: The Protoss detector for burrowed and cloaked units.



The Protoss transport, a simple carrier vessel that has the distinction of being the fastest transport of the races with its speed upgrade.

  • Boring Yet Practical: With their speed boost, in the original game they were the fastest of the three transports. But much like the Terran Dropship, transportation is all it did.
  • Drop Ship: Their role as unit transport.
  • Flat Character: Feature-wise, their main trait was their upgrade that makes them the fastest transport in the game during melee matches. They are replaced by the Warp Prism in II which also has the ability to deploy into a flying pylon, enabling building warp-ins and Warpgate(s) reinforcements.
  • In Name Only: In Heart of the Swarm, a flier called the Shuttle appears during one campaign mission. However, it’s a huge, slow-moving, fairly beefy, different-looking ship, and is a mission objective to be destroyed rather than a typical tech tree unit used to drop off ground units.
  • Non-Action Guy: No attack and easily killed by air turrets. Find a safe place for the drop then get it out.
  • Put on a Bus: The Warp Prism took its place in StarCraft II.

    Warp Prism 


The new Protoss transport, consisting of a crystal “computer” inside a mechanical structure, the crystal can covert matter into energy, allowing it to transport even the massive Colossus across great distances. It can also transform into a stationary form to tap into the psionic matrix and provide pylon power.

The Tal’darim field a variant known as the War Prism, which is able to attack enemies in transport mode.

  • Applied Phlebotinum: To elaborate on the above description, the Warp Prism is a crystal lattice controlled by a robotic mind created by psionic manufacturing techniques, capable of converting matter into energy, imprinting the subject’s energy signature on the crystal, then reconfiguring that energy signature back into matter… Yeah.
  • Drop Ship: They’re the new Protoss transport.
  • Dual Mode Unit: The Warp Prism can change between two modes, one where it’s a mobile transit unit, the other has it as a stationary power-producing unit.
  • Mook Maker: Thanks to its ability to become a floating Pylon, you can use them in tandem with Warp Gates to create units anywhere.
  • Simple, yet Awesome: They’re available from a Robotics Facilty right from the start and aren’t merely a transport like the Shuttle they replaced. They can also deploy into a flying Pylon, enabling structures to be warped in or enabling offensive warp-ins right in the opponent’s backyard.
  • Spiritual Successor: Their ability to deploy a psionic matrix allows them to principally take on the role of the Arbiter by allowing you to pool some resources and warp in a whole bunch of Warpgate units right in an enemy’s undefended areas. The Warp Prism also benefits from lower tech requirements; the main limit is how many Warpgates are available for use. Their hull even resembles the Arbiter’s in how it flows.

Aerial fighters



“Teleport successful.”

The Protoss aircraft and the backbone of their fleet, they launch anti-matter missiles at aerial foes and photon blasters at ground targes.

  • Awesome, but Impractical: In the first game. Like other Protoss units tend to do, Scouts have much higher resource costs than their counterparts in the Terran and Zerg armies in exchange for higher health and attack power. But while the Terran Wraith has cloaking to be a base raider and launch sneak attacks, and the Mutalisk is an effective hit-and-run attack with splash damage, the Scout’s unique benefit are rather meaningless speed and sight upgrades. Otherwise its only advantage is its higher stats, which aren’t so much higher to be worth it. A single Scout costs more to build than two Dragoons or a single Reaver, and either one is far more cost-effective and useful than a lone Scout.
  • Balance Buff: For the fact they weren’t player-usable in the Legacy of the Void campaign


    Unless you use a Dark Archon’s Mind Control on them.

    , when AI Scouts appeared they had been given a substantial buff to their ground attacks, doing 16 damage +16 vs Light units.


    This, ironically, makes them effective against ground light units, a foil to the Phoenix, the Corsair and the Mirage, which are effective against air light units.

    Fenix in Co-op has Scouts that retain this damage buff against ground light units, and they are cheaper to build, 180/60 compared to 275/125.

  • The Bus Came Back: After not being playable in Legacy of the Void’s campaign, they finally make their playable debut in Starcraft II via Fenix’s arsenal in Co-op.
  • Cool Starship: Sleek, fast, and well-armed.
  • Demoted to Extra: Seen in StarCraft II a few times as a campaign unit but is otherwise replaced by the Phoenix. They don’t even appear in the Legacy of the Void campaign as a player-available unit; AI enemies have them, but the player never does. Fenix eventually got them in Co-op mode.
  • Flat Character: Feature-wise, the Scout is a relatively bland unit, working like the Terran Wraith, but about twice as durable with beefed-up anti-air missiles & and a similar weak air-to-ground attack. (No cloaking though) They were effectively replaced by the more versatile Void Ray in the sequel, which has the same defense stats.
  • Nonindicative Name:
    • They’re fast, well-armed and armored, and capable of beating a Wraith or Mutalisk in a 1-on-1 fight with ease, but the Protoss only consider them “scouts.” Lore flavor text explains it’s because of the vast difference in power — for the Protoss, the Scout is a lightly armored scout flyer, but against the “inferior technology” of the Terrans, it’s seen as a powerful fighter craft.
    • In a gameplay sense, Scouts are far too expensive and slow to build to be used as scouts. Observers are more cost effective and are cloaked to boot, and the Corsair is faster by default and cheaper and thus a common choice for scouting and harassing a Zerg player.
  • Space Fighter: As with the Wraith, they’re used in space and on planetfall.
  • Space Plane: It’s design aesthetic.



“It is a good day to die!”

Spacecraft designed by the Dark Templar, they move fast and launch neutral flares from their hull to rapidly attack enemies. They can also project disruption webs, creating electromagnetic fields on the ground that prevent units and structures from attacking.

  • A.I. Breaker: In Legacy of the Void, casting Disruption Web will make whatever enemy AI ground units were in its area escape. In a choke point, clever placement of multiple webs can make the enemy units run in circles, never doing anything.
  • Artificial Stupidity: In the sequel, a group of them tend to be rather trigger-happy with their autocast Disruption Web on the first enemy they see, and will overlap each others fields if no other enemies are nearby, often wasting the ability since they all cast at the same time and reach the enemy first due to their insane speed.
  • Blood Knight: They’re very enthusiastic about being ready for battle and even dying it seems. This carries over to gameplay with their zeal to engage aerial targets, necessitating carefully control like ordering them to hold positions when unattended.
  • The Bus Came Back: They return in Legacy of the Void as the Nerazim variant of the Phoenix.
  • Cool Starship: One of the speediest units in the game with a powerful ability.
  • Crippling Overspecialization: The Corsair has no abilty to directly fight against ground targets (just disrupt them), so care must be taken to not squander resources on too many. While they’re made to engage air, they are inefficient agaist armored fliers like Carriers, Battlecruisers and Devourers.
  • Fragile Speedster: Fastest ship in the Protoss military, but easier to destroy than the Scout and not much on the offensive. When compared to the Wraith or Mutalisk however, that doesn’t mean much.
  • Splash Damage: Their flares deal it to tear up stacked units.
  • Support Party Member: They’re best used for their supportive Splash Damage against clumped air units such as Mutalisks and Scourge, and their Disruption Webs to neutralize ground targets. They’re excellent escorts for capital ships for this reason.




https://static.tvtropes.org/pmwiki/pub/images/Starcraft_Phoenix_1712.pngTeleport successful.

Fast-moving air skirmish units, they can’t attack ground units but don’t need to—their Graviton Beam lets them bring ground units up to their level instead.

The Purifiers field their own variant of the Phoenix, the Mirage, which are equipped with Phasing Armor that temporarily renders it invulnerable to damage after being attacked.

  • Beam Spam: During development their ability was “Overload”, where they fire a flurry of lasers to attack enemies with a Herd-Hitting Attack, then go off-line for a period of time.
  • Fragile Speedster: Not too durable, but they’re fast enough to make Hit-and-Run Tactics and outrun other air-to-air fighters.
  • Energy Weapon: Equipped with twin ion cannons, which tear through lightly-armored foes.
  • Gravity Master: Their signature ability is to lift a ground unit up within their blasting range. Even more in the Legacy of the Void campaign, as Phoenixes can lift two units at the same time, with no energy cost and not preventing attack by the user.
  • Hit-and-Run Tactics: Phoenixes are infamous for using their speed and maneuverability to dance circles around larger air units, attack, then make their getaway. They don’t even need to stop to attack.
  • Intangibility: The Purifier Mirage’s signature ability, Phasing Armor, allows it to phase out when attacked, turning invincible for two seconds. This recharges very quickly.
  • Suspiciously Similar Substitute: They’re the successor to the Corsair as Protoss air-to-air Support Party Member.

    Void Ray 


“Prismatic core on-line.”

A Protoss support ship, it is armed with a prismatic beam that fires a steady stream of energy. The longer it fires at a single target the better the crystals firing the beam align together, slowly intensifying the beam’s energy output and doing more damage.

The Tal’darim have a variant of the Void Ray called the Destroyer. The Destroyers use a different lens for their beams, made from volatile bloodshard crystals, that causes their beams to fragment on impact and strike multiple targets.

  • Beam Spam: Fire long continuous lasers at enemies.
  • Blood Knight: The Tal’darim Destroyer pilot is this for Tal’darim standards, which says A LOT about him. Good luck finding one line that is not related to destruction.
  • Chewing the Scenery: The Destroyer pilot makes Large Ham look like an Understatement.



  • Converging-Stream Weapon: Their weapons converge on a crystal hovering in the middle of their laser array that combines the beams into one.
  • Evolving Attack: In Wings of Liberty and the Legacy of the Void campaign. The longer they attack a single target, the higher their damage (And range, in the Legacy of the Void campaign) climbs.
  • Expy: Their organic design feels very reminiscent of the Species 8472 Bioship with both using a Converging-Stream Weapon that melts through massive targets with ease.
  • Gathering Steam: Depends on the patch: The very first version had them do more damage the longer they stayed on a single target by having their Converging-Stream Weapon use only one, then two, then all three beams (their damage increasing with each one), other patches instead give them a temporary damage bonus against Armored enemies. The versions seen in the single player campaign remain unchanged from the first patch, and so all have this trope built into them.
  • Herd-Hitting Attack: The Tal’darim Destroyer in Legacy of the Void has its beams hit more targets as they power up, instead of dealing more damage to the primary target.
  • Incoming Ham: The Destroyer pilot, again.


  • Jack-of-All-Stats: Zig-Zagged, They have good durability by aerial unit standards but are medium strength by Protoss standards. They are not as fragile as the Phoenix or Oracle, but not as durable as the Carrier or Tempest, nor as nimble as Phoenix or Oracle (even with the speed boost from Flux Vanes). Their lack of native armor value means their effective health is less effective than it appears, but 250 total Hit Points still gives leeway to pull them back from harm. Legacy of the Void removed their charge-up mechanic due to a high prevalence of cheese tactics with it, but their speciality remains Armored targets, of which there are an abundance of; players can strategically toggle Prismatic Allignment to for additional anti-armor power at the expense of movement speed. They’re directly effective against both ground and air, unlike the Phoenix, and more accessible than the Carrier and Tempest. They later got a significant price reduction, from 250/150 to 200/150, helping blunt their once-costly mineral price. They’re also easy for beginners to use and can be rushed at the beginner level to defeat an unsuspecting player. Yet, they can even take experienced players by surprise at higher levels if they’re protected from scouting and they can divert the opponent into spending funds on anti-air defenses.
  • No Indoor Voice: Dear Lord, the Destroyer pilot. Just look at the quotes above.
  • Suspiciously Similar Substitute: They repace the Scout’s role as the medium flier of Protoss, boasting a much more flexible weapon that can engage both ground and air targets. Like the Scout, their forte is punching through heavily armored targets. Both also use a polarity-based attack, the Scout using Anti-Matter Missles against matter.
  • Wave-Motion Gun: Their laser gets impressively large when powered up.
  • Yin-Yang Bomb: According to the lore, it was designed by combining Dark Templar and Khalai manufacturing techniques, and its powerful energy beam is created by combining the two forms of psionic energy.



“Kinetic matrix active.”

The new Protoss capital ship in Heart of the Swarm, it is a very long-range siege ship that blasts enemies from beyond their normal line of sight and can disable enemy ground units with its Disruption Blast ability.

The Purifiers have a Tempest variant that can fire more powerful energy orbs to disintegrate enemies over time.

  • Awesome, but Impractical: Invoked in order to enforce the Tempest’s role as a support unit. Despite its very long range and respectable health (But somewhat low shields), the Tempest deals low damage-per-second for the expensive unit it is (300 minerals, 200 gas, 6 psi and requires a Fleet Beacon). It’s not supposed to spearhead an offensive like the Carrier, but rather supposed to stay behind and attack safely.
  • The Bus Came Back: The Tempest was in the Wings of Liberty alpha as a dedicated anti-ground unit, though it had a different appearance. It got cut when the Carrier made it back into the game in Wings of Liberty, only to return in Heart of the Swarm. Now it’s the original Tempest In Name Only: The original cut Tempest was basically a modified carrier, while this final Tempest is entirely different.
  • Dangerous Forbidden Technique: It’s stated that handling the humongous amount of energy that uses the Tempest takes a toll on the body of its pilots, something lessened by the armor they wear. The Purifier Tempest sidesteps this problem entirely due to being piloted by an AI, allowing them to crank the power Up to Eleven.
  • Energy Ball: Word of God has commented that the massive sphere of electricity that dominates the front of the ship is as much a part of its design appearance as the actual ship.
  • Gameplay and Story Integration: Flavor Text mentions that, due to the strain that handling the Tempest has on the protoss, its only piloted by loyal and fanatic protoss, hence why the unit portrait looks like an armored Zealot.
  • Nerf: The 3.8 patch drastically reduced the Tempest’s anti-ground range in return for the Disruption Blast ability, making them more of a support unit against ground enemies, its supply cost was also increased from 4 to 6. The Disruption Blast ability was removed in a subsequent patch but in return, the Tempest anti-ground weapon was slightly buffed (8 to 10 range and 35 to 40 damage anti-ground attack). All-in-all, the current version of the Tempest is weaker than its pre-3.8 iteration due to its shorter anti-surface range and is increased supply cost. Later patches tweaked them, bringing their total hitpoints down, and slowing their movement speed and acceleration, but reducing their supply cost from 6 to 5, and resource cost a tad. This further reinforces their role as a support ship rather than a primary one.
  • Siege Engine: Remember how Siege Tanks can hit a few squares outside their sight range if another unit spots for them? The Tempest can hit outside their spotter’s sight range! As added value, one of their additional roles is a heavy-armor destroyer, making them dangerous against massive units such as Carriers, Battlecruisers, and Brood Lords. They later gained Tectonic Destabilizers nearly doubling their damage output against structures, giving them an additional niche as a base-sieging ship.



“Dimensional strings attuned.”

An aerial support caster debuting in Heart of the Swarm, Oracles featured a variety of abilities during development. In the final product, they can detect hidden enemies and reveal areas in the fog of war, making them effective scouts. They can also attack units with a damage buff against light targets, making them dangerous harassers. Legacy of the Void combined their two abilities into one and gave it a new ability in Stasis Ward.

  • Fragile Speedster: That’s how you know it’s a Nerazim unit. Don’t keep them over anti-air towers or they’ll return the void in seconds.
  • Hit-and-Run Tactics: Moves at a fair clip and its basic attack is horribly potent; two harassing Oracles can chew through an entire base’s Worker Units in about five seconds.
  • Irony: During the Blizzcon preview of the Oracle, it was billed as a “worker friendly harassment unit” because it sealed mineral clusters in forcefields that made them unmineable — the specific words being used were “Not a single worker will be harmed by an Oracle”. Over the course of development however, this sealing ability was removed and the Oracle gained an energy-dependant weapon that gets a bonus against Light-type units — if not dealt with quickly, even a single Oracle can kill many workers very quickly.
  • Nerf: The Oracle gets hit hard in the patch 4.0 : its weapon has its damage reduced to 22 vs light (down from 25, its damage against armored remain unchanged), its Stasis Wards have 170 seconds timed life, instead of infinite duration and its Revelation ability has its duration reduced to 30 seconds (down from 43 seconds).
  • The Smurfette Principle: Their presence averts it, being the second Protoss air unit with a female voice set.
  • Spy Bot: was formerly able to either stop the enemy from seeing or give you sight on an enemy building (depending on the build); the latter of which had obvious synergy with the Tempest’s BVR attack. Now it just has the 60-seconds-vision ability called Revelation and in Legacy of the Void, it reveals cloaked and burrowed units hit by it.
  • Squishy Wizard: Damn good damage against light armor and useful abilties, but they won’t last long against dedicated attackers.
  • Trap Master: In Legacy of the Void they can set Stasis Wards, cloaked traps that trigger against nearby units and freeze them in stasis.
  • True Sight: Can make itself a detector to sense cloaked and burrowed enemies. This was changed in Legacy of the Void by changing the above Revelation by making it reveals cloaked and burrowed units hit by it. In Co-op Missions, Oracles have detection by default.

    Mothership Core 

A spellcasting ship with potent abilities, the Protoss are only allowed to have one at a time. It can use “Mass Recall” to return itself and all nearby units to your base; “Photon Overcharge” to temporarily turn a Pylon (no, Warp Prisms don’t count) into a makeshift Photon Cannon; and “Time Warp” to reduce the movement speed and attack speed of all units in the chosen area for a short time. Finally, once you climb the Tech Tree enough, it can be upgraded into a Mothership (see below).

  • Nerf: Prior to Legacy of the Void, Photon Overcharge targeted the Nexus instead of a Pylon and had a much longer duration. However, its damage was improved in return.
  • Squishy Wizard: Its abilities are all pretty nice; HP, shields and movement speed, not so much.


Other Protoss units

    Stone Guardian 

  • Eye Beams: They fire beams like the Colossus from their eyes to attack, though they don’t deal splash damage.
  • Fake Ultimate Mook: They’re the size of buildings and tower over your army as they attack with lasers from their eyes. However, they don’t deal much damage and despite using the Colossus’ attack, don’t deal splash damage, and with an infantry deathball of Marines and Marauders (which deal bonus damage to Armored units, which the guardians are), you can kill them in a few seconds. That there’s an achievement for killing them without losing a unit to them should be an indication of how threatening they are.
  • Mistaken for Granite: They appear to be statues around the altar before they come to life and attack.

Massive statues of Protoss warriors that decorate an altar to one of the Xel’naga artifact fragments, they come alive to attack when someone tries to take the item.


  • Escort Mission: It automatically goes to the stasis locks to release Cybros, but the path is infested with Zerg, so players have to clear the way and protect it.
  • Energy Weapon: It attacks with a laser beam that sweeps across the field, like a singular version of the Colossus’ beams.
  • Stone Wall: It moves a bit slow and deals pitiful damage, but has a ton of HP. Justified since it’s an Escort Mission — the player is to do the heavy lifting of killing things, the Megalith is just supposed to not get destroyed.

A Protoss machine left on the forest moon of Endion to safeguard the stasis locks holding the Purifier space station Cybros in orbit.

    Purifier Warden 

“Firstborn… I remember… betrayal… death… Unacceptable.”

A Purifier that was left on Cybros in stasis with the other Purifiers. It awoke early when Cybros was released from stasis, but its AI had degraded to the point it thought everything not a Purifier was its enemy.

  • AcCENT upon the Wrong SylLABle: You can tell it’s struggling to speak.
  • A.I. Is a Crapshoot: It’s gone rogue and attacks anything in sight. Justified by how long it’s been sealed away and its memory lattice had degraded, corrupting it.
  • Attack Drone: It is accompanied by two smaller Purifier units, one heals its shields and the other provides support fire.
  • Tragic Villain: It was probably once a noble Protoss warrior like the other Purifiers, but its memory has degraded to the point it speaks in broken sentences and barely recognizes the Protoss. When it is destroyed, Fenix and Karax treat it as a somber moment.

A Purifier that was left on Cybros in stasis with the other Purifiers. It awoke early when Cybros was released from stasis, but its AI had degraded to the point it thought everything not a Purifier was its enemy.

    The Spear of Adun 

[NEW] Starcraft 2 Protoss vs Protoss Strategy | protoss dark templar – Vietnamnhanvan

Starcraft 2 Protoss vs Protoss Strategies

Home –>
Protoss Guide –> Protoss Strategy –> PvP Strategy (you are here)

Protoss vs Protoss is definitely the most precarious of the
Protoss match-ups in Starcraft 2. A slight misstep or misclick at any point can cause you to lose a few
Gateway units.

This loss of early units can give the opponent a large enough army lead to build a proxy Pylon inside your base.
Once that Pylon goes up, the game is over. This is an all too familiar scenario for even the top Protoss

In this strategy section for the Protoss vs Protoss mirror match-up, you will discover the best strategies,
micro tricks, and army compositions you can use to best your Protoss brethren in Starcraft 2.

Learning to Micro

The little micro battles of early Protoss vs Protoss matches are extremely important. Not only can winning these
micro battles result in outright victories with Gateway-based rushes, but these small victories can be used by
conservative players to gain a big economic lead heading into the mid game.

If one player is able to snag a few extra unit kills, these resources can be used by the victorious player to
build a Nexus. If a player is able to net a few Zealot and Stalker kills early in the game without losing any of
their own units, the victorious player will have their second expansion going without sacrificing army size.

If the opponent tries to expand, not only will they have a smaller army from losing units early in the game, but
the resources invested in the expansion make it impossible to counter an enemy attack.

Learning to micro properly is easier said than done. More accurately, it is easier watched and copied than read
in text format. What I recommend doing is downloading the replay packs from major tournaments and picking out all
the Protoss vs Protoss matches. Each day before you play Starcraft 2, watch 1 Protoss vs Protoss pro-level replay.
You will see the tricks that the top Protoss players use to out-micro their weaker opponents, and simply watching
this action and then trying to replicate it in your own game is enough to significantly improve your micro.

One way players try to opt out of these early micro battles is by going for fast Dark Templar, which is
discussed below.

The Dark Templar Rush

Perhaps the most recognizable and most commonly performed Protoss vs Protoss strategy is the Dark Templar rush.
Prior to Heart of the Swarm, this distinction may have belonged to the 4-Gate, but now there are a wide variant of
early Gateway rushes that are commonly used, making the Dark Templar rush arguably the most common Protoss vs
Protoss strategy.

The strength of the build is obvious: if you have Dark Templar out before the opponent has an Observer, you will
be able to attack the opponent without reproach. If the opponent has no Observer but has Photon Cannons, you
can still expand without reproach. Given the Dark Templar’s high DPS, any enemy units or structures in its path
will be quickly burned down.

What is not self evident are the two other perks of opening with fast Dark Templar. The first perk is that you
get to opt out of the micro battles and early Gateway rushes of Protoss vs Protoss. Getting out fast Dark Templar
means that the Protoss player will have to finish you off before you get your Dark Shrine up. If they cannot, they
will have to pull back and wait for detection before they can attack again.

The second perk is that even if your Dark Templar rush fails, you can just convert those Dark Templar into
Archons, which are extremely good at the early phases of the game. Not only are Archons great versus Zealots, but
they also crush Force Fields, making it easy to push up the opponent’s ramp if you want to continue your

Taking Your Expansion

One of the most difficult aspects of Protoss vs Protoss strategy is the timing of the natural expansion. If you
take it too early and the opponent reacts with offense, you can lose very quickly to a Warp Gate powered 1-base
rush. The 400 minerals you invest in a Nexus will be 4 less Zealots when the initial attack comes. It is also
hard to defend a new Nexus because an aggressive Protoss player can Force Field the ramp to the main base,
preventing units on the high ground from defending the natural expansion and preventing Probes from fleeing the
natural expansion to safety in the event of an attack.

Defending the natural expansion is much easier once the Nexus itself has been fully constructed. This is because
the Mothership Core’s Photon Overcharge ability is very effective at defending early Gateway attacks. Of course, in
order to use this ability, you need the Nexus to be fully constructed and have a Mothership Core with 100

The best way to secure this Nexus is to expand off the back of an attack. If you make an attack with early
Gateway units, you can throw down the Nexus at your natural expansion while you joust with your opponent. Try to
lose as few units as possible (if any at all) while you distract your opponent with the threat of an attack. During
this time, your Nexus will be under construction. Once the Nexus finishes, fall back and use the Mothership Core to
help defend while you macro up.

The Best Tech Switches

There are three important tech switches you can make in Protoss vs Protoss to surprise your enemy:

  • Void Rays: If you can surprise your enemy with a couple Void Rays, you can win the game
    outright. Many Protoss players overproduce Zealots, Sentries, and Immortals in the early to mid game, all of
    which are very weak against the Void Ray. You only need a single Stargate with Chrono Boost to secretly build a
    meaningful 3-4 Void Rays that you can use to surprise your opponent.
  • Colossi: Backing up a ground army with Colossi is strong versus all Protoss ground
    combinations. The surprise here is getting out a few Colossi before the Protoss opponent even gets down a Fleet
    Beacon. Building a Fleet Beacon and then Tempests takes a very long time, so if you can sneak out a few
    Colossi, you can often surprise your opponent and make a meaningful attack before they are able to produce
    Tempests in response.
  • Tempests: Secret tech switch or completely scouted, it hardly matters. If your opponent
    makes Colossi, you must get Tempests. Tempests are good support for any Protoss army, so even after they take
    down all the enemy’s Colossi, they still make a meaningful comtribution to your army. Just make sure you use
    the Tempest to focus-fire down Colossi as a priority.

Dumping Your Minerals

The best Protoss vs Protoss units cost a lot of gas. As a result, you will end up with a lot of excess minerals
in the mid to late game. Do not let these minerals go to waste. If you lose a game with 3000-4000 minerals in the
bank but zero gas, you made a big mistake. Here are six great ways to spend your excess minerals:

  • Zealot Backstab Warp Ins: A great PvP strategy is to constantly warp in waves of Zealots
    and sending them on suicide missions to the most exposed enemy expansion. You can also warp them in the main
    base. These Zealots will assuredly die, but if they kill any workers or tech structures, it was certainly worth
  • Proxy Pylons: Dropping Pylons all over the map significantly improves your mobility as a
    Protoss player, enabling you to attack and reinforce positions all over the map with ease depending on your
    opponent’s troop movement.
  • Warp Prisms: Warp Prisms are always a good investment. Whether you use them for Zealot
    backstab attacks or to warp reinforcements in to your main army, they are a very useful unit to have.
  • New Expansions: If you have extra minerals, why not grab a new Nexus and some additional
    Probes? Even if you have more minerals than you can spend, you might as well take the expansion, if only to
    harvest gas.
  • Photon Cannons: Defend your new expansions and protect yourself from Zealot warp ins by
    adding on Photon Cannons at each base. Even in the event of large attacks, these cannons can help buy you
    enough time to warp in reinforcements to the area.
  • Warp Gates: You can never have enough Warp Gates. This increase in production capacity
    makes it much easier to re-macro your army after a large battle and increases the potential strength of Warp
    Prism attacks.


The Protoss vs Protoss match-up is a volatile one, but you do not have to lose 50% of these matches. Follow
the strategies presented in this guide and regularly watch pro-level PvP replays for micro tips and you will start
winning your mirror matches in no time!

Maru’s Genius Battlecruiser Strategy – Starcraft 2

Maru going for Mech with lots of Battlecruisers vs. Ragnarok, showing off some amazing terran plays.
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Thank you for watching our videos! Subscribe for more StarCraft 2: Legacy of the void highlights. We also upload other content, such as trailers \u0026 montages.
StarCraft 2: Legacy of the Void is a standalone expansion pack to the military science fiction realtime strategy game StarCraft 2: Wings of Liberty, and the third part of the StarCraft 2 trilogy developed by Blizzard Entertainment. On this channel you will find Starcraft funny moments, micro, highlights, plays and a lot more! starcraft 2 vods

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Maru's Genius Battlecruiser Strategy - Starcraft 2

DARK TEMPLARS EVERYWHERE! – Starcraft 2: Nice vs. TY

The Taiwanese protoss Has taking on the GSL Champion TY in a Protoss vs. Terran
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StarCraft 2: Legacy of the Void is a standalone expansion pack to the military science fiction realtime strategy game StarCraft 2: Wings of Liberty, and the third part of the StarCraft 2 trilogy developed by Blizzard Entertainment. On this channel you will find Starcraft funny moments, micro, highlights, plays and a lot more! starcraft 2 vods

DARK TEMPLARS EVERYWHERE! - Starcraft 2: Nice vs. TY

[NovaRO] – Meta Cross Impact Build (Full Damage Glass Cannon)

Today we go over the meta Cross Impact GX setup, which aims to deal as much damage as possible! This video was created from my livestream.

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[NovaRO] - Meta Cross Impact Build (Full Damage Glass Cannon)

13 Dark Templars vs. Planetary Fortress? – Starcraft 2: Maru vs Neeb

Maru vs Neeb at WESG 2019. Maru and Neeb play an epic 31 minute Terran vs Protoss with some wacky strategies. Watch WESG at: http://twitch.tv/wesg_sc2
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13 Dark Templars vs. Planetary Fortress? - Starcraft 2: Maru vs Neeb

Starcraft: Dark Templar Rush

Dark Templar Rush

Starcraft: Dark Templar Rush

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ขอบคุณที่รับชมกระทู้ครับ protoss dark templar

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