P R O T O S S

The protoss are the big bad asses of the Starcraft universe. The Protoss believe in big, powerful, expensive units that take up all your supply space rather quickly. Even the weakest attacker in the Protoss army has more health than any Terran vehicle. The protoss acheive this through the use of special sheilding that constantly regenerates at a slow rate. Sheilds do have one draw back: They all take normal damage, regardless of what type of attack was dealt. Sheilds can also be instantly regenerated from rechargers that can be built anywhere. Protoss also have the lovely ability of being able to warp in all of their buildings, which dont require a builder present. All buildings must be build within the range of a "pylon" which also acts as a supply depot. If a pylon goes down, any buildings it was supported become unusable till another one is built. For this reason keep pylons plentiful. Pylons can be built anywhere. Protoss also build their units the same way the terrans do, one at a time with other units qued up.

Pros
All units and buildings have sheilding
Unit sheilding can be instantly healed via Recharge Batteries.
Units are generally much more powerful than other race's
Buildings do not require a worker to work on the building while being built
All units can be cloaked (via Arbiter)
Some units naturally cloaked
Basic attacker extremely strong
Very stealthy observer
Instant teleporting for groups of units (via arbiter)
3 Magic support units rather than 2
Defensive structure is all-purpose.
Mind Control allows you to build and use technologies from the other 2 races

Cons
Units are very expensive
Units require a lot of supply space
Units take long to build
All buildings must be built within a pylon's range, and are dependent on it for power
Buildings and non organic units' health cannot be repaired
A building's sheilding cannot be recharged via battery
Sheilds take normal damage from all attacks
Most amount of upgrades to research
Most units require a speed upgrade to achieve decent speed.
Some units need to "buy" their methods of attack
Archons have almost nothing but sheilding, and are extremely stupid with pathfinding.


PROTOSS INFANTRY
The protoss have the biggest and the baddest infantry in the game. Their health and sheilds usualy equals or surpasses the health of more advanced units of the other races.

Zealot
Hit Points: 100
Plasma Shields: 60
Size: Small
Supply: 2
Cost: 100
Build Time: 40
Produced at: Gateway
Requires: Gateway
Base Ground Attack: 16(x2) (Upgrade to +6)
Attack Speed: Medium
Base Air Attack: N/A
Base Armor: 1 (Upgrade to +3)
Range: 1
Sight: 7

The Zealot is the workhorse of the Protoss army. It has a job to do and it does it well. Instantly availible once your gateway is up, the zealot delivers a massive punch with incredible health. A small group of zealots can easliy take out a much larger group of marines, zerglings, or hydralisks. Midway through the game they get the ability to run at a much faster rate, making them useful all the way till the final moments of a map. It deals normal damage, and is a good answer to terran seige tanks, as zealots can soak up the damage and still attack the tanks under it's range. While they have recieved more health and less sheilding in a recent update, this can be good and bad. More health means more benefits from its 1 base armor, and less damage taken from explosive shots. However, this means less sheilding to block its actual health, making recharging a protoss without allied medics around a difficult task. Speaking of medics, this unit goes great with them in team games. You can even snag a medic while playing solo mode too, but thats in the Dark Archon Section..

Again, the obvious flaws with melee characters arise. Its melee which means ranged units can get an easy drop on the zealots, and it cannot attack air units. It also deals out damage with a x2 modifer, which can mean lots of damage soaked up by upgraded units. The zealots are also prone to lurker attacks and large amount of ranged units hiding behind defensive structures. But perhaps the zealot's biggest enemy is firebats. Firebats, although much weaker in constitution, can tear through groups of zealots more efficiently than zealots can hurt them, especially when in bunkers or with medics and marines. Without the speed upgrade, the zealots are also prone to hit-and-run tactics by faster ranged units. With all that being said, zealots are still amasingly useful melee fighters, just back them up accordingly with support units.


Dragoon
Hit Points: 100
Plasma Shields: 80
Size: Large
Supply: 2
Cost: 125 50
Build Time: 40
Produced at: Gateway
Requires: Cybernetics Core
Base Ground Attack: 20e (Upgrade to +6)
Base Air Attack: 20e (Upgrade to +6)
Base Armor: 1 (Upgrade to +3)
Range: 4 (Upgrade to +2)
Sight: 8

The dragoon is the protoss's basic ranged attacker. Again, at a price, you get the toughest and most powerful basic ranged attacker in the game. It also can recive a nice bonus to its range (+2 instead of +1). Although it's attack is explosive, it deals enough damge to be effective against almost any type of unit. Most basic flying units will fall to their knees while attacked by only a small pack of dragoons. The dragoons will complement your zealots well. Build many of these, as you will need them when the big units start to become more common.

Dragoons deal explosive damage, which means they can be swarmed by infantry and eventually overpowered. Keep zealots near these to minimize the chances of that. These also have some issues dealing with mutalisks, like all units with explosive damage. The dragoons usualy win, but expect some losses. Dragoons should also fear seige tanks greatly, as they will take all 75 points of damage from the tank's attack.

High Templar
Hit Points: 40
Plasma Shields: 40
Size: Small
Supply: 2
Cost: 50 150
Build Time: 50
Produced at: Gateway
Requires: Templar Archives
Energy: 200 (Upgrade to 250)
Base Ground Attack: None
Base Air Attack: None
Base Armor: 0 (Upgrade to +3)
Range: N/A
Sight: 7

The Templar is the magic support unit of the protoss army, and has 2 spells and one ability to perform. As always, this magic unit has no direct way of attacking, and should be kept defended, particularly because of the amount of gas needed to build one of these. Still, against swarms, something that the protoss sometimes have issues with, these will greatly increase your chances of living.

Beware this magic unit starts off with no spells, only the ability to morph into an archon with another templar.

Abilities

Psi Storm
Psi storm can be a very deadly spell if used correctly. For 75 mana, the templar will cast a medium sized lightning storm, damaging all units in the area. Weaker units will die very quickly, and before the spell is over, even wraiths and mutalisks will fall prey. Combine this with the fact that air units clump together very easily, and psi storm might just end that air raid rather quickly. You can also use this to hit cloaked units, as it does not require a direct target to be casted. The spell does not effect buildings, but use this to your advantage. Use this with photon cannons for an impenatrable defense. The downside to this spell is that units can escape the storm if they move fast enough, and it deals equal damage to friend and foe.

Hallucenation

Hallucenation is an odd spell that can really mess with a human player's head. Cast this spell on any type of unit you want, your own, an ally's, or an enemy's. The result of the spell will create 2 copies of the original unit, on your side. The copies are of course, hallucenations, and cannot actually be used like normal units. To you, they will appear colored light blue, but to the enemy they will appear as normal looking units. They cannot deal damage while attacking (although can still appear to be), and cannot cast magic spells. Hallucenations also take double damage, and will dissappear after a few minutes if not killed. Besides making mass confusion, free decoys, and simply screwing with the other player, hallucenation can also make a pair of free temporary scouters. This will allow you to scout the enemy base without fear of losing expensive protoss units. Also, if you hallucenate an observer unit, the hallucenations still retain the observing ability.

Archon Morph

By selecting 2 templar at once, you can morph them into one unit, known as the Archon. More on this unit later.

Dark Templar
Hit Points: 80
Plasma Shields: 40
Size: Small
Supply: 2
Cost: 125 100
Build Time: 50
Produced at: Gateway
Requires: Templar Archives
Base Ground Attack: 40 (Upgrade to +9)
Attack Speed: Medium
Base Air Attack: None
Base Armor: 1 (Upgrade to +3)
Range: 1
Sight: 7


The exact opposite of it's light cousin, the dark templar has no magic abilities at all. Rather, it has a frighteningly damaging melee attack. While this may seem great, one might wonder how much damage it can do with an average moving speed and low health (for a protoss unit, anyway). The real beauty in dark templar is that they are permanately cloaked, with no mana cost whatsoever. With 2 or 3 swipes killing most ground units, I dont need to explain the obvious benifits of that, other than if you want to cause panic, get a bunch of these and take out enemy observers before rushing these in.

The obvious downside to these is being spotted before they can get in range. For this reason it is smart to take out any observer unit in the area before attacking. This also means being extra cautious about attacking terrans, as they can still scan dark templar. Use these units carefully, they cost a lot of minerals and gas to just waste.

On top of the awsome melee abilites, 2 dark templar can also morph into one of the protoss' other magic support unit, the dark archon.

PROTOSS ARCHONS
Archons are an odd type of unit. They are not organic, machinated or robotic, and are immune to most spells as a result of this. The archon's also consist of a large ammout sheilding, with VERY little health. Archons have very bad pathfinding AI due to their huge size and because they hover instead of walking. Archons are also not built, rather, the must be morphed from a pair of respective templar. The morphing process is NOT reversable, so make sure this is what you want before doing so.

Archon
Hit Points: 10
Plasma Shields: 350
Size: Large
Supply: 4
Cost: None
Build Time: 20
Requires: 2 High Templar
Base Ground Attack: 30s
Base Air Attack: 30s (Upgrade to +9)
Attack Speed: Slow
Base Armor: 0 (Upgrade to +3)
Range: 2
Sight: 8


The archon is made from morphing two high templar together. Unlike the high templar, which had only magic abilities, the archon only has a direct attack. (And what an attack it is!) The archon can litterally tear through groups of units and defensive structures with little problems as it soaks up damage from it's massive sheilding. While all sheilding would usualy be a problem, it is not so with the archon. The archon is a large unit, and would be taking full damage from explosives anyway. And concussive dealing terran units should not be a problem for the archon to handle. Technically, all sheilding means that the Archon can be recharged to full health instantly via the recharging batteries (as long as enough mana is availible). The archon deals 30 points of normal splash damage, which leaves very little standing after 1 or 2 shots. Against flying units, the archon is a nightmare, being able to attack an entire group of tightly packed flying units in one shot. A lone archon can take out a dozen basic flyers with little problems.

The archon has a weird moving method of floating and gliding across the land. Couple this with it's large size and a group of archons have a hard time manuvering correctly. Also while not technically a melee unit, the archon does have a very short range. Longer ranged units such as tanks and guardians can sometimes kill an archon before it gets in range. Also, against terrans, an entire army of archons can be rendered 10hp weaklings with only one emp shockwave spell. Use cautiously, but should the need arrive dont be afraid to charge these headfirst into battle to at least absorb damage.

Dark Archon
Hit Points: 25
Plasma Shields: 200
Size: Large
Supply: 4
Cost: None
Build Time: 20
Requires: 2 Dark Templar
Energy: 200 (Upgrade to 250)
Base Ground Attack: None
Base Air Attack: None
Base Armor: 1 (Upgrade to +3)
Range: N/A
Sight: 10


The Dark Archon is the opposite of dark templar, with no direct attacks but the ability to cast magic attacks. Unlike most magic support units, the dark archon is well sheilded. In fact, it is almost nothing but sheilding. The Dark archon has 3 unique spells to cast in the enemy's general direction, including the arguably most cheap and unbalanced spell in the game.

The archon may be able to take a licking, but it is a big, bright, shiny red target that most players can't resist killing. Its hard to hide one of these big boys. Also, they should be extra fearful of terran science vessles. The emp grenade will take out all of their sheilding and mana, rendering them completely useless for quite a while.

Feedback

Feedback is the Dark Archon's default spell. What it does is it will instantly turn whatever mana reserves a magic unit might have into damage points. Any magic user with a full 250 points of mana will die with this attack, except for the battlecruiser. This works particularly well with flying units which are easier to spot and hit with this spell. Wraiths and Coursairs are also prone to this spell, however, it is smarter to go after magic attack units.

Malestrom

Malestrom is a spell that some will love, and others wont even bother getting. What malestrom does is it will freeze a small group of organic units for a few seconds. During this time the organic units are open to all sorts of attack without being able to fire back. Works particularly well on the Zerg, but has limted uses on other races.

Mind Control

The mother of all "that cant be right..." spells, mind control, when cast on an enemy unit, will instantly make the unit under your control. On top of this, you also get any upgrades or abilites the unit had when it was converted. Using this spell also drains a dark archon of all it's sheilds, so be prepared to cast and then run the hell away to a sheild battery. So its a very good spell with that function on its own, but you can take this spell a few steps further. If you steal a dropship, you will also get whatever units were inside the dropship at the time. But perhaps the most important feature comes if you think just a little harder. Hey, instead of stealing all my medics, why not just make em myself? Thats right, if you steal an SCV or drone, you are given the abilities to start up a Zerg or terran base from scratch all the way up the technology ladder, and each race with its own 200 max supply limit. While this takes a while and is also somewhat expensive, you can technically have EVERY building, EVERY unit, and EVERY ability the 3 races have to offer. What is supposed to stop an army of guardians, seige tanks and carriers all under the control of one mad dictator? How about lurkers with their own medics, and siege tanks that can teleport in and out of a situation instantly? The possibilities are endless, all thanks to this one simple spell.

Don't think the computer isnt stupid to this spell, however. When you steal an SCV or drone a red light goes off in the collective brain of the AI, and will instantly switch into "kill it before it build's something!" mode. Even the workers which probably surrounded the converted scv or drone will start to attack it. The best way to steal one of these is to raid a base, and take the worker in the chaos. Just build something fast before its gone. Converted units will be able to use eachother's buildings and abilites equally. For example, a Zerg drone could use a protoss nexus and assimilator to harvest resources, and protoss units can go into your terran dropship, etc. Medics can heal all ground organic units, but scvs cannot repair protoss buildings and machines.

Even with all that said, mind control works great whether or not you plan to build up one of the other races. Nothing beats finnaly snagging that Battlecruiser that was shooting down your photon cannons with its yamato gun.

PROTOSS ROBOTIC UNITS
These units can be made at the robotics facility, and do not contain any pilot or driver. While generaly expensive, these units are still worth the cost. (Note: The protoss drone also counts as a robotic unit, but is built at the nexus.) Because the 3 units made here are used for 3 entirely different uses, and because they all take a while to build, getting multiple robotics facilities is usualy a good idea. Because it is robotic, the reaver is immune to the queen's spawn broodling spell.

Shuttle
Hit Points: 80
Plasma Shields: 60
Size: Large
Supply: 2
Cost: 200
Build Time: 40
Produced at: Robotics Facility
Requires: Robotics Facility
Base Ground Attack: None
Base Air Attack: None
Base Armor: 1 (Upgrade to +3)
Sight: 8

The shuttle is the first robotic unit you can build. Generally, it is like most air transporters. However, with the speed upgrade it is the fastest of them all. It also has decent sheilding and health. The transporter has the standard 8 slots of room, and can fit units accordingly:

8 Drones (1 slot each)
4 Zealots, Templar, or Dark Templar (2 slots each)
2 Dragoons, Archons, Dark Archons, or Reavers (4 slots each)

As you can see, the Shuttle's biggest problem has nothing to do with the shuttle at all. Even the most basic fighter must take up 2 spots in a shuttle. Shuttles are not cheap or quickly made, either. Luckily the protoss can move quickly across a map another way, teleportation. See the Arbiter section for more details.

Reaver
Hit Points: 100
Plasma Shields: 80
Size: Large
Supply: 4
Cost: 200 100
Build Time: 70
Produced at: Robotics Facility
Requires: Robotics Support Bay
Base Ground Attack: 100s (Upgrade to +25)
Ammount of Scrabs Held: 5 (Upgrade to +5)
Base Air Attack: None
Base Armor: 0 (Upgrade to +3)
Range: 8
Sight: 10

The reaver is the protoss' long range bomber unit. It can send tiny little robots called scrabs at it's foes. The scrabs will quickly zip along the landscape, and eventually explode when they reach their target. The scrabs themselves cannot be destroyed, although it can take a while for it to reach it's target. The reaver's scrabs must be built within the reaver in order for it to fire. Scrabs cost 15 minerals each, and take a few seconds to be built. The Reaver has enough range to destroy defensive structures and other units before they can get within it's range. Keep the scrabs comming and the reaver will take out swarms of weaker units easily. Be sure to research the two upgrades for the reaver before you start attacking with it.

The reavers biggest problem is it's ammo, the scrabs. Not only will this take your time and money, but eventually the reaver will start to use up it's ammo faster than you can build it. When this happens, the reaver has an AI problem. Because it has no ammo, it will ignore your commands to attack something. Once it gets ammo again, it will automatically pick its own target and fire the scrab at what it wants to kill. This makes managing reavers in a heavy battle somewhat of a problem. Also should even a lone Zergling wander near a group of idle reavers, all of them will throw a scarab at it, making more money wasted and time used. The Reavers also have a slow rate of fire, and no air support. On top of all this, the reavers are pathetically slow. Deffinately have air support for these. Also, keep in mind that scarabs will damage your own unit's sheilds. However, the reaver will destroy any allied units caught in the blast. The scarabs have one final issue, as they must glide across the land to reach their target. This means reavers cannot hit units ontop or below ledges without ramps. Also if your melee units are in the way, then the scarab will have to wait or zoom around more till it can find an opening.


Observer
Hit Points: 40
Plasma Shields: 20
Size: Small
Supply: 1
Cost: 25 75
Build Time: 40
Produced at: Robotics Facility
Requires: Observatory
Base Ground Attack: None
Base Air Attack: None
Base Armor: 0 (Upgrade to +3)
Range: N/A
Sight: 9/11 Upgraded

The protoss observer does just that, observe. And it does it well. Unlike the Zerg and Terran observering units, the protoss observer has no special features besides seeing cloaked units and scouting. The observer itself is a tiny flying robot that is permanately cloaked. It is hard to spot even when you can see it, and gives the protoss a deffinate edge in observing. If you get the sight and speed upgrade, and can afford to make a bunch of these, you can patrol observers all over the map for constant recon. Bases without observers of their own or anti air structures can have an observer sitting in their base the whole time, so keep an eye out for your own base being spied on. These also work great with Terran seige tanks to allow them to see far enough to reach their full attack range.

The observer has no means of defending itself, and also has very low health and sheilding (even for a non Protoss unit). A great way to get around risking losing an observer is to make one real observer, then keep hallucenating it. The fake observers may be only temporary and take double damage, but they are free. Always have a pair of these around just in case.

PROTOSS AIR UNITS
Protoss air units are the strongest and hardest hitting in the game. They are also the most expensive units to maintain and produce, but well worth it if you use them correctly. Just make sure to get all of their special upgrades.

Scout
Hit Points: 150
Plasma Shields: 100
Size: Large
Supply: 3
Cost: 275 125
Build Time: 80
Produced at: Stargate
Requires: Stargate
Base Ground Attack: 8 (Upgrade to +3)
Ground Attack Speed: Slow
Base Air Attack: 28e(x2) (Upgrade to +6)
Air Attack Speed: Medium
Base Armor: 0 (Upgrade to +3)
Range: 4
Sight: 8 (Upgrade to +2)


The scout is an air unit that simply dominates the light fighter division. While very expensive to produce when compared to the wraith or mutalisk, it has nearly twice the health, and much better firepower. With it's speed upgrade, it can also chase down most flying units with ease. Be sure to make frequent trips to recharge batteries to keep them in top shape. Unlike the wraith or mutalisk, these can easily take the brunt of an attack (air or land) and still fly out in one piece. Use these against larger air units to swarm and take down with supreme efficiency.

The things that can take down a large group of scouts will be ground units, which is the scout's main weakness. While it's air attack and health is great, it's ground attack is no better than that of a wraith's, and worse than a mutalisks. A large group of goliaths, hydralisks, or dragoons can take down scouts with little problems. For this reason keep it backed up with carriers, other ground units, or corsairs (with disruption web). Also, it's attack only does half damage against mutalisks, and has a 2x modifer on it, when paired with devourers, the mutalisks actually stand a chance at taking out scouts. The scout also has the least armor of any attacking unit for the Protoss (0.)

Corsair
Hit Points: 100
Plasma Shields: 80
Size: Medium
Supply: 2
Cost: 150 100
Build Time: 40
Produced at: Stargate
Requires: Stargate
Energy: 200 (Upgrade to 250)
Base Ground Attack: None
Base Air Attack: 5es (Upgrade to +3)
Air Attack Speed: Fast
Base Armor: 1 (Upgrade to +3)
Range: 5
Sight: 9

The corsair is primarily an anti air unit with one anti ground magic spell. It's attack may not be very powerful, it does attack very quickly for an air unit. The corsair itself is also the fastest air unit the Protoss can make. The attack, while weak, does have splash damage. Basically the splash damage will help you take down large packs of mutalisks better, but agaist wraiths or other scouts they die quickly, and their attack is too weak to damage larger, more heavily armored air units.

There are some nice advantages the corsair have over scouts for anti air power. First, it is cheaper, and takes less supply space. The corsair is also medium sized. This means it will only take 75% damage from explosive attacks, which will help out the corsair from loosing health fast, but keep in mind it's size does not effect sheilds. Again, use these as support units, not as the only means of attacking.

Abilities

Disruption web

Disruption web, when cast, will create a fair sized "web" over a group of ground units and buildings. Anything under this web will be unable to perform an attack at all, against ground or air. This web will last for about 10-15 seconds. While units can still move out from under the web and continue firing, defensive structures are completely succeptible to attack. Also, slower moving units such as seige tanks in seige mode, and reavers, can be almost unable to get out from under the web before other units can fly in and destroy it. The useage of this spell is endless, and its good to have a few coursairs with this spell flying around whatever army you have as soon as it becomes availible. This will greatly reduce the risk of seige tanks getting the drop on your units/cannons. Upgrade the coursair's energy, and you can cast 2 webs with a full reserve of mana. Very useful, as there is no way to counter the web other than killing the coursair before it gets the chance to cast it.

Carrier
Hit Points: 300
Plasma Shields: 150
Size: Large
Supply: 6
Cost: 350 250
Build Time: 140
Produced at: Stargate
Requires: Fleet Beacon
Base Ground Attack: None
Base Air Attack: None
Interceptors Held: 4 (Upgrade to +4)
Base Armor: 4 (Upgrade to +3)
Range: 8
Sight: 11

Interceptor
Hit Points: 40
Plasma Sheilds: 40
Size: Small
Supply: None
Cost: 25
Build Time: 25
Produced at: Carrier
Base Ground Attack: 6 (Upgrade to +3)
Base Air Attack: 6 (Upgrade to +3)
Base Armor: 0 6 (Upgrade to +3)
Range: 3
Sight: 4

The carrier is the big-ass destroyer of the Protoss air force. The carrier has no direct attack of it's own, but can launch up to 8 interceptors at a time to attack it's foes. Interceptors must be built within the carrier, and cost 25 minerals each. The interceptors will circle around the target, strafing it with shots as it flies by. Should the interceptor start to become damaged, it will fly back to the carrier and recharge its health and sheilding instantly, then fly back out to dish out more damage. The inteceptors must stay within a set range of the carrier, luckily this range is very large, and will allow the carrier to attack most defensive structures, air units, and ground units before they can even reach the carrier. Attacking the interceptors is usualy a wasted effort as they will fly to the carrier and instantly repair when injured, and you can build more while a fight is going on. Luckily the AI will almost always go for your interceptors rather than your carriers. In order to fully utilize the carrier, you MUST get the +4 max interceptor upgrade before attacking. When a carrier is destroyed, all of it's interceptors follow suit and explode.

The carrier may be a big bad ship, but it does have problems. First, it's interceptors may be powerful, but take a second or two to get into attack mode, and when up against a large group of flying units that is a problem. Also, it's interceptors do the same damage as a marine's shot, and up against heavily armored units, such as the battlecruiser, its not very effective. Still, it has lots of firepower and health. Just keep in mind that it will cost you an extra 200 minerals just to get the interceptors, and during the time it must build interceptors it won't be at full attack power. Use the carrier primarily against ground units while your scouts help defend it from air attacks.

Arbiter
Hit Points: 200
Plasma Shields: 150
Size: Large
Supply: 4
Cost: 100 350
Build Time: 160
Produced at: Stargate
Requires: Arbiter Tribunal
Energy: 200 (Upgrade to 250)
Base Ground Attack: 10e (Upgrade to +2)
Base Air Attack: 10e (Upgrade to +2)
Attack Speed: Very Slow
Base Armor: 1 (Upgrade to +3)
Range: 5
Sight: 9

The arbiter takes a hell of a long time to build, and will be a total waste of your money and time unless you know how to use it right. Arbiters will help support your units in two ways. First, with magic spells, and secondly any unit of yours that is within the arbiters range will instantly be cloaked. The arbiter itself cannot be cloaked by its own feild, or other arbiter feilds.

The arbiter has no spells that will directly injure enemy units, but it does have a weak and slow firing direct attack that it can use if attacked. Dont expect this to take down much. Also keep in mind that when an arbiter and a hidden army is attacking a base without detectors, the first thing the will attempt to destory will be your arbiter, as it is the only thing they can see. Keep the arbiter safe with units under it's feild to make sure it lives, as it takes a while and costs a lot of gas to replace.

Statis Feild

Statis Feild is an odd spell that can be used offensively or defensively. When cast, any units within range of the spell will be completely frozen in a large cyrstal like cell. The units trapped cannot attack, move, or receive damage while in the statis feild. You can use this to stop enemies that may have caught you off guard while you move your real attackers into place. You can also use this on your own units if they are under attack and unprepared. It requires a bit of pracitice to use correctly, and most players forget they even have this spell. Statis Feild will not work on buildings. Statis feild can also help you raid base more efficiently. Simply cast statis feild on the enemy running to defend the base while you pick off buildings.

Recall

Recall is probably the arbiter's most used and most appreciated spell. Casting recall on a group of your own units will instantly bring them under the arbiter, no matter where they are on the map. Just make sure your units are tightly packed before casting, or else you will not be able to bring them over in one recall. Also, recall uses up a lot of mana, so make it count. This is the best way to get around the Protoss units that have too fat of an ass to squeeze into shuttles. Although you can instantly teleport air units this way, it is probably a better idea to escort the arbiter to it's location with the air units. You cannot recall other arbiters, but if you keep one arbiter at your base, you can also instantly bring an army home should the fight get too intense.

PROTOSS DEFENSIVE STRUCTURES
Unlike the other races, the Protoss only have one, all-purpose defense structure, the photon cannon. These are at the mercy of pylons for power, so keep many of those around your cannons. A force of 12 cannons may be hard to beat, but if being powered by one pylon, they can all become worthless in a flash.

Photon Cannon
Cost: 200
Build Time: 50
Hit Points: 100
Plasma Shields: 100
Damage: 20
Attack Speed: Medium
Attack Range: 7
Detection Range: 7
Armor: 0

The photon cannon is the only defense structure the Protoss get. Luckily, it will be the only one they need. The cannon will fire a powerful shot at a decent rate of fire. This shot will deal normal damage, and for that we can be greatful. Mutalisks, infantry, or anything that attacks within range of the cannon, will have a hard time breaking through a wall of these. While they are weak in constitution, you can upgrade their shields at the forge. Just keep one drone around to quickly rebuild your cannons when they die.
• Intro - 20020603.225002 - moo
• Protoss - 20020603.225943 - moo
• Terran Defense Structures - 20020603.230322 - moo
• Terran Units - 20020603.230234 - moo
• Terran: Infantry and Vehicles - 20020603.225248 - moo
• Zerg - 20020603.225409 - moo


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