Starcraft II: Protoss Strategy Compendium

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By ldoelman

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Intro

Though by no means among the ranks of pro-gamers, I have a good sense of strategy and tactics and can offer any Starcraft II newb looking to improve his game some invaluable tips. 

During the Beta testing phase of SC2, I was experimenting with the Protoss mostly, testing each unit and his tactical value against opponents. I have stumbled upon a couple of build orders and unit combinations that have given me quite some success against my opponents. Needless to say, every game is inherently different from the next, but having a practiced set of strategies in your arsenal will enable you to make the right decisions when in the heat of battle!

Below you will find some articles containing various build orders, unit combinations, and in-game strategies, when to use them, and more importantly when NOT to use them. Also, I have included a grade sheet of sorts evaluating every Protoss unit and his pros and cons. Keep in mind these "grades" are somewhat subjective.

Zealots Defending Choke Point
Zealots Defending Choke Point
Stalkers Using Blink Ability
Stalkers Using Blink Ability
Carrier Fleet Poised To Take Out SCVs
Carrier Fleet Poised To Take Out SCVs
Dark Templar Warp In For The Kill
Dark Templar Warp In For The Kill
High Templar Casting Psionic Storm
High Templar Casting Psionic Storm

Protoss Unit Grade Sheet

Zealot - In my book this basic Protoss unit gets an "A", absolutely my favorite unit in the game. Versatile and strong, these guys are devastating when used correctly (more on this later). Particularly strong against Terran Marines and Marauders and Zerg Zerglings they are only really weak against air units and Protoss Stalkers, Terran Hellions, and Zerg Roaches.

Stalker - Easily another strong "A", but only when Blink is researched. This unit's base raiding capabilities are phenomenal (again, if Blink is researched). They also provide strong support for Zealots. Use Zealots as a meat wall while focus firing on enemy units with your Stalkers. Useful in chasing down enemy units on the run or kiting* enemy units.

Sentry - Not a very strong unit, but has some interesting abilities like force field and energy shield which, when used well, can decide battles. Use force field to block ramps, trap the enemy, or split up an army. A "C" for this unit because it requires intense micro-management in the heat of battle in order to use it successfully.

Phoenix - Despite the Phoenix's interesting Graviton Beam ability, it is more or less one of the weaker aerial units in the game and perhaps not even worth spending your resources on. This unit gets a meager "D". The best use for this unit is to go Overlord hunting in the beginning-to-mid phases of the game. When facing the Terran, this unit can be useful intercepting Medivacs.

Void Ray - Again, I have not found an optimal use for this slow, but no doubt powerful, unit. In my experience with the Protoss it is always better to go for speed over power (the Carrier being the only exception). Perhaps useful as anti-air, the Stalker is most always the better alternative. Another "D".

Carrier - An awesome unit only weak when largely outnumbered. Hands down the best aerial unit the Protoss possess. The many interceptors launched by a fleet of Carriers serve as both attack and defense. Enemy units will auto-fire on these easily replaced interceptors while your Carriers remain unharmed. Use in support of main army or to wipe out expansions. Best when used on maps with plenty of cliffs (you can fly them over cliffs to escape from chasing ground units). When in a fight, keep Carriers out of range of enemy fire and let the interceptors do the work. Rule #1 with Carriers: DON'T LOSE THEM! EVER! An "A".

Mothership - Strongest unit of the Protoss, but due to high cost and high tech you won't see these in action much when playing online. A "C".

Immortal - Useful when facing heavily armored units. A must when facing Terran Siege Tanks or Thors. Use a handful of these guys to soak up damage while the rest of your army moves to take out the enemy. Also very powerful attack against buildings. Warp these bad boys into an opponent's base (if it is not too well guarded) and watch the buildings collapse like dominoes. A "B".

Observer - A must in mid-to-late games. If your opponent catches you unprepared with cloaked units, you are screwed. Keep an Observer or two with your army at all times. These units are excellent for keeping tabs on any expansion sites as well. A "B".

Warp Prism - A back door into your enemy's base. Great tactical value; the offensive possibilities this unit generates are endless! Deploy these behind enemy expansions and warp in a couple of units to punish those resource gatherers with impunity. A "B".

High Templar - When it comes to casters of any race in this game, I still think the High Templars give a player the most bang for their buck. Well-placed Psionic Storms are so devastating. When facing overwhelming numbers of Zerg forces you want a significant number of these guys to supplement your forces. It does require high micro-management skills however. Nonetheless, I give this unit an "A".

Dark Templar - Now that Overlords do not detect invisible units anymore (they have to morph into Overseers first) the Dark Templar is a viable unit to rush both Zerg and Terran (and Protoss of course in mirror matches). If the enemy has no way of detecting you, Dark Templar can decide the game. Best used in groups of two or three to take out resource gatherers in the blink of an eye. Another use for these invisible terrors is to deploy them at expansion sites where you think your enemy might move to next. Your opponent will never know what hit him! An "A".

Colossus - This unit made me wish Blizzard had never replaced the Reaver. This unit, for all the hype surrounding it, gets an "F" in my book. A player is almost never justified in wasting resources on it. It lacks the massive damage a Reaver's Scarab could put out in the older version of Starcraft and is a bit clumsy in battle. But it's biggest weakness is a combination of its size and its weak armor. Always the biggest target on the battlefield, it doesn't help that this galumphing unit cannot soak up damage like an Immortal can.

Archon - Though a High Templar or Dark Templar have more strategic value individually, they can combine to make a more powerful unit in the Archon. Only summon these units if your High Templar are out of Psi energy and you need an instant reinforcement on the battlefield. Or if your Dark Templar are no longer of any use. A "B".

*kiting - using fast, ranged units (like the Stalker) to lure slower, melee units into the chase while firing at them 

Comments

chaladar profile image

chaladar 22 months ago

These are some great strategies but definitely not the ones used for pro gamers. For anyone who is interested in some higher level strat free to checkout my starcraft 2 guides webpage at http://www.starcraftiiguide.com/

Cheers!

glenn wallace profile image

glenn wallace Level 1 Commenter 21 months ago

I've been playing a lot of Protoss in the practice league, and co-op, and have a slightly different grading scale for the Toss.

For instance, an early Void ray (which seems like a common strategy for the pros) can absolutely wreak an opponent. I'd up them to a 'B' personally.

Colossus is one of my favorite units! Give em the thermal lance upgrade right away, and play em smart by using the terrain, and they devastate crowds of terran infantry, or zerg anything.

I'd actually downgrade the zealots. A skilled Terran player can easily use the cheaper Marauder unit to pick zealots apart All that said, your Z-rush strategy guide looks great. I'ma try it right now!

Starcraft II Videos 20 months ago

It's an interesting game. Thanks for writing about it.

Goomba 18 months ago

This was an old post. I am sure you have realized the errors in your ways by now! :) You downgraded the Toss's two most powerful units, IMO.

Collossi are devastating. They are Reavers that can step up and down cliffs and can wipe out hordes or marines; they are THE counter for any infantry units, or anything, when in groups. The enemy must go air if you get enough of these together.

Void ray rushes spell gg if the enemy is not prepared; a small group can wipe out buildings faster than any other unit; popular strategy is taking out a CC or Nexus. It is gg. Void Rays also counter your beloved Carrier, pretty easily. Not to say Carriers don't deserve the "A"; try combining Rays and Carriers. It is SICK.

Lastly, the Phoenix beam is what makes it a winning unit; you can pick up enemy units and kill them in the air. Great vs workers! They also rock vs mutas and vikings. They directly counter mutas.

Really now, if you are good and know the units, and the game is balanced, all units should get an "A." These are if's but that is the theory.

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    You Try To Sneak By Me?

    Dark Templar Rush

    This Strategy works well on larger maps like Lost Temple and Kulas Ravine for example. Scouting is invaluable and you should use either the 2nd or 3rd Probe you build to scout your enemy's position. If possible scout his base too to find out what he's up to. If he is preparing for a rush this strategy will be extremely hard to pull off and you should probably discard it.

    Build Order:

    • Probe
    • Probe
    • Probe
    • Pylon
    • Probe
    • Probe
    • Gateway
    • Probe
    • Assimilator
    • Probe (from this point on you should not stop building probes until you have 40-60)
    • Cybernetics Core
    • Pylon (proxy*)
    • Gateway
    • 2nd Assimilator
    • Gateway
    • Build Twilight Council AS SOON AS Cybernetics Core finishes
    • Research Gateway ability at Cybernetics Core
    • Pylon
    • Gateway
    • Build Dark Shrine AS SOON AS Twilight Council finishes

    When your first Gateway finishes you want to start building Zealots and send them up to your opponent's base to start pressuring/harassing him; go for the resource gatherers! This requires some micro management as you want to be building your structures as soon as your resources allow you to while harassing your opponent as much as possible at the same time. If base is blocked off, camp out in front to make sure he doesn't escape with any units without you knowing about it. Make sure you control the Xel Naga Watchtowers! Scouting is of vital importance! Anywhere from 6-10 Zealots should be adequate, but don't build too many because you want to save resources for those Dark Templar.

    Build your proxy Pylon somewhere close to your opponent's base yet hidden away from view (behind the tall grass is ideal). If you want you can also build proxy gateways; or you can change your gateways to warp gates to warp in your units. Remember, speed is everything! The more time you can shave off the clock the better!

    If resources allow, you can build a forge and upgrade the attack ability first (get that extra damage for your Dark Templar to wreak some havoc), followed by the plasma shield upgrade next. Mix in Stalkers with your Zealots if your opponent counters versus the Zealots. 

    Once you get your first 2-4 Dark Templar move in on his base and always go for his resource train first! Your strategy here is to choke him to death, not to wipe him out with mass Dark Templar! After your opponent finds out you are using Dark Templar he will most likely tech in order to detect your DTs. By that time it will be too late as you have the map control and the resource advantage. If he adjusts to your DT strategy, don't keep building DTs. Change your build to take out whatever units he has. At this point you can even start expanding to gain an even better resource advantage. Never let up on your siege! Keep him pressured so that he can't leave his base!

    Again, if his base is closed off, try getting a warp prism to drop those DTs behind his base. Do not try to force your way into the base if your opponent has Overseers or Scanner Sweep. If you find out he has one of these two it is time to stop building DTs and move onto something else. Use your remaining DTs to guard expansion points. A good SC player never wastes his DTs ;]

    *proxy is another way of saying a forward building. In other words, a structure built across the map closer to your opponent's base.

    Comments

    Goomba 18 months ago

    Very good strat :)

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      You Told Me To Do What With My Blade?

      The Zealot Rush

      This strategy works well on small 2 player maps, but can work on 4 player maps if opponent spawns at a nearby location. The concept is simple: overrun your opponent with mass Zealots before he even knows what's going on.

      Build Order:

      • probe
      • probe
      • probe
      • pylon
      • probe
      • probe
      • gateway
      • probe
      • pylon(proxy)
      • probe
      • gateway(proxy)
      • gateway(proxy)
      • probe
      • pylon
      • gateway(proxy)
      • probe
      • forge

      Because a Cybernetics Core costs extra resources (and requires you to build Assimilators), I would NOT recommend building one in order to research the Warp Gate ability. Speed is everything in this strategy and you want to pump those Zealots out quickly in order to put pressure on your opponent early on. Focus all your resources on building Gateways and Zealots.


      As soon as you have 2-3 Zealots move towards your enemy's base. If you're going in to harass, go for the resource gatherers! Try not to lose any Zealots while you do so.


      Secure a forward position and build those proxy gateways/pylons. The reason why you want proxy gateways in addition to you pylon is because you do not have the luxury to research Warp Gate. The closer you put those Gateways to the enemy base, the closer your reinforcements are as well. Keep your proxy base hidden! Choose a strategic location on the map where you think the opponent won't notice it right away. When he does, it should be too late.


      Try distracting your enemy by making hit and run attacks into his base, that way he won't have time to scout for your proxy base.

      Never stop pumping out Zealots; you should have a constant stream of them coming out to bolster your attack. Never let up on the pressure either.


      If you cannot break through the opponent's defense within the first 8-10 minutes of the game, you might want to consider moving on to another strategy. Don't keep building Zealots if your opponent keeps countering them with Roaches/Hellions/Stalkers or even air units. Just retreat with the remaining Zealots and switch your build order. Chances are your opponent is teching in order to get those strong second/third tier units. You should probably start teching too.

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