Date: Mon, 27 Jul 1998 13:51:12 -0600 Starcraft Protoss Strategy Guide (includes Brood War units!!!) By Ed the Moogle Version 1.0 Don't copy without permission. I'm not responsible for any damage done with this FAQ or it's contents. The latest version is available at http://www.gamefaqs.com. I'm writing a guide for the Protoss because I have always liked them the most, and because they have the Mind Control ability in Brood War, no one plays as Terran or Zerg anymore (they can just Mind Control an SCV or Drone and build an entire Terran or Zerg base). Protoss Advantages/Disadvantages Buildings/Building Strategy Units/Unit Strategy Rush Stoppers VS Terran VS Zerg VS Protoss Advantages and Disadvantages + Their original fighting units are powerful (80 HP, 80 Shields, and 16 base damage), they're the only race to use Shields, Mind Control ('nuff said), their scouting unit is invisible (unless detected), and one Probe can warp in several buildings at a time (provided you have enough resources to cover the cost). - They're open to being rushed (they're quite slow), Their defensive cannons are easy to destroy, they must build near Pylons, their buildings are useless if not near a Pylon (the best way to take them out is to destroy all their Pylons). Buildings Nexus 750 HP, 750 Shields Cost: 400 Minerals, 0 Gas Options: Build Probe, Mine Gas/Minerals, Build Gateway or Forge This is probably the most important building you have. Minerals and Gas are gathered here, and you can build Probes to create buildings or harvest. It also enables you to build a Gateway to build units. It's one of the only three buildings that doesn't have to be near a Pylon (the others being an Assimilator and a Pylon itself). Put Photon Cannons near it and the place where you are harvesting minerals to prevent air units from coming in and picking off your Probes. Pylon 300 HP, 300 Shields Cost: 100 Minerals, 0 Gas Options: You can build near them, and they provide control. These allow you to build units and you can create buildings near them. Put them near your entrance and surround them with Photon Cannons for a good defense (until Reavers or Sieges arrive). Assimilator 450 HP, 450 Shields Cost: 100 Minerals, 0 Gas Options: You harvest Gas here. This is the only building you need for harvesting Gas (besides a Nexus). Put some Photons by it so some air units don't pick off your Probes. Forge 550 HP, 550 Shields Cost: 150 Minerals 0 Gas Options: Upgrade Ground Weapons, Ground Armor, or Plasma Shields (+1 armor on shields), Build Photon Cannons Here you upgrade your ground unit weapons and armor, as well as Plasma shields, which are on every Protoss unit (even Buildings!). The most useful thing about it is that it enables you to build Photon Cannons. Gateway 500 HP, 500 Shields Cost: 150 Minerals, 0 Gas Options: Build Zealots, Dragoons (require Cybernetics Core), High Templars (require Templar Archives), or Dark Templars (Brood War only, requires Templar Archives), enables you to build Shield Battery, Citadel of Adun or Cybernetics Core. Build at least two or three of these near your entrance, so if you're under attack by some Siege Tanks, you can take some Zealots to them and get rid of the threat. Shield Battery 200 HP, 200 Shields Cost: 100 Minerals, 0 Gas This building recharges your unit's shields. Protoss can't repair their HP, but they can repair their shields. Citadel of Adun 450 HP, 450 Shields Cost: 150 Minerals, 100 Gas Options: Upgrade Zealot Movement, Enables building of Templar Archives Here you can make your Zealots faster. Cybernetics Core 500 HP, 500 Shields Cost: 200 Minerals, 0 Gas Options: Upgrade Air Armor and Weapons, or increase Dragoon attack range. You can build a Starport and a Robotics Facility after making this. Here you upgrade Air Units, but you'll need a Starport to take advantage of this. Starport 600 HP, 600 Shields Cost: 150 Minerals, 150 Gas Options: Build Scouts, Carriers (require Fleet Beacon), or Arbiters (Requires Arbiter Tribunal). Enables building of Fleet Beacon. Here you can build Scouts (weak ground attack, but very strong air attack), Carriers (very strong air units), and Arbiters (which I'll explain later). Robotics Facility 450 HP, 450 Shields Cost: 150 Minerals, 100 Gas Options: Build Reavers, Shuttles or Observers, build Observatory or Robotics Support Bay. Here you can Build Observers (requires Observatory), Reavers (Require Robotics Support Bay) or Shuttles, which will be explained later.) Robotics Support Bay 450 HP, 450 Shields Cost: 150 Minerals, 100 Gas Options: Upgrade Scarab Damage, Reaver Capacity and Shuttle Speed. Enables building of Reavers. Here you upgrade your Shuttles or Reavers/Scarabs. Templar Archives 500 HP, 500 Shields Cost: 150 Minerals, 200 Gas Options: Enables building of High Templars or Dark Templars (Brood War only), upgrade Templars or Dark Archons (Brood War only), enables building of Arbiter Tribunal. One of the most important buildings you can get. Enables your High Templars to use the dreaded Psionic Storm, as well as Mind Control for your Dark Archons, among others. Observatory 250 HP, 250 Shields Cost: 50 Minerals, 100 Gas Options: Upgrade Observers, gain ability to build Observers. This enables you to build one of the best scouting units, Observers. Fleet Beacon 500 HP, 500 Shields Cost: 300 Minerals, 200 Gas Options: Upgrade Carriers and Scouts. Here you can increase Carrier Capacity and Scout Movement. Arbiter Tribunal 500 HP, 500 Shields Cost: 200 Minerals, 150 Gas Options: Enables building of Arbiters, upgrade Arbiters. You can research Stasis Field and Recall for your Arbiters here. Units Probe 20 HP, 20 Shields Cost: 50 Minerals, 0 Gas Base Armor: 0 Base Damage: 5 Size: Small Probes harvest Gas and Minerals, and also warp in buildings. They're very weak, though, so don't rely on them if you get rushed (unlike SCVs, which are very good at defending if they get rushed). Zealot 80 HP, 80 Shields Cost: 100 Minerals, 0 Gas Base Armor: 1 Base Damage: 8 (hits twice) Size: Medium Zealots are your basic fighting units, and are very skilled in close-up combat. You'll have to get some pretty quick, because Protoss are the most open to be rushed. They're also useful if a Siege Tank or Reaver is wiping out your Photon Cannons. Just send in some Zealots to destroy that tank. Dragoon 100 HP, 80 Shields Cost: 125 Minerals, 50 Gas Base Armor: 1 Base Damage: 20 Size: Large Dragoons are your basic defense from air attacks. They do just as much damage as a Photon Cannon shot, even when not powered up! But they're quite slow, which leaves them open to attack from Firebats or other units. To protect them from Firebats or Zerglings, use Zealots. High Templar 40 HP, 40 Shields Cost: 50 Minerals, 150 Gas Base Armor: 0 Base Damage: N/A Size: Medium High Templars have no physical attack, but can research Psionic Storm, a powerful attack that damages all units within it's range (it has no effect on buildings). They can also use Hallucinations to draw enemy fire while you retaliate on an attack. Hallucinations are also good for scouting. Two High Templar can merge together to become Archons. Archon 10 HP, 350 Shields Cost: 2 High Templar Base Armor:0 Base Damage: 30(!) Size: Large Archons are very powerful units, capable of taking out large groups of Marines or Zerglings at a time. But beware of the Terran's EMP Shockwave, which removes all Energy and Shields from a unit. With only 10 HP, an Archon can be easily destroyed by Terran forces after being hit by EMP Shockwave. They can hit air and ground units, and they do splash damage, meaning anything close to the unit you attack will also be damaged. They cannot be detected by Terran Spider Mines, so pairing them with an Observer is a wise plan for clearing them out. Dark Templar (Can only be built in Brood War) Cost: 125 Minerals, 50 Gas 80 HP, 40 Shields Base Armor: 1 Base Damage: 40(!!) Size: Medium Dark Templar are always "Cloaked", meaning that they can only be seen by Detector units (Science Vessels, Overlords, etc.). Their attacks are even more powerful than that of an Archon. But they must pause for a second or two between attacks. If seen, they can be quickly destroyed. But they're good for mowing down those tough defensive buildings in a hurry, just because of the sheer amount of damage they do. Two Dark Templar can merge to become a Dark Archon. Dark Archon (Brood War only) Cost: 2 Dark Templars 25 HP, 200 Shields Base Armor: 1 Base Damage: N/A Size: Large Dark Archons can use three spells: Feedback, Maelstrom, and Mind Control. Feedback can be cast on any unit that uses energy. They will lose all their energy and take damage equal to the energy loss. For example, a Battlecruiser with 500 HP and 200 Energy will take 200 Damage and lose all that energy. Very useful against those damn Ghosts that keep using Lockdown on your units. FeedBack costs 50 Energy. Maelstrom freezes any unit in it's range for a few seconds, rendering it unable to move or fire. It's useful when a whole army of Marines or Ultralisks are headed your way. Maelstrom costs 100 Energy. Lastly, Mind Control allows you to take control of an enemy unit you cast it on. If you cast it on a Dropship or Overlord with units in it, you'll get all the units inside it too! But keep in mind that this process drains 150 energy and all the Dark Archon's shields. The enemy will also begin firing on your Mind-Controlled unit as soon as you pull it off. So be sure to have an attack squad backing you up. The most useful thing is that you can Mind Control an SCV or Drone and build an entire Zerg or Terran base. It's very risky, though. Reaver Cost: 200 Minerals, 100 Gas 100 HP, 80 Shields Base Armor: 0 Base Damage: 100 (wow!) Size: Large Reavers are very powerful and have long range, but are the slowest units in the game. They're good for knocking down enemy defenses. Just be sure to have some Zealots and Scouts backing them up. The bad thing about Reavers is that you have to manually load them by selecting them, and choosing "Build Scarab" (Scarabs are little mechanical units that run up to the target and explode). It can only carry up to 5 at a time, unless you upgrade it's capacity. Best of all, they do Splash Damage, meaning that they can take out a large number of units at a time. They're also good for taking down Ultralisks (4 hits will kill one, but you'll need multiple Reavers to do it in time). Scouts Cost: 300 Minerals, 100 Gas 150 HP, 100 Shields Base Armor: 0 Base Damage: 8 to Ground units, 14 to Air units (hits twice, making 28!!) Size: Large Scouts are very good against Air attacks (like Battlecruisers that try to Yamato all your Photon Cannons to oblivion). They're also good for taking out Spider Mines, because if a ground unit attacks, you can send out an Archon or two to wipe them out. Or if some air units attack, the Scouts can wipe them out quickly. Just be sure to recharge every now and then. Corsair (Brood War only) 100 HP, 80 Shields Cost: 150 Minerals, 100 Gas Base Armor: 1 Base Damage: 5 (Air attack only) Size: Medium The bad thing about Corsairs is that they can only attack Air units. But they fire rapidly for light damage each hit (Sort of like Terran Valkyries, but their shots don't go all over the place). Corsairs can cast Disruption Web, which prevents all units within it's range from attacking. This only works on Buildings or Ground units, though. Perfect for when you need to get through those pesky Missile Turrets with a Shuttle or Arbiter. Shuttle Cost: 200 Minerals, 0 Gas Base Armor: 1 Base Damage: N/A Size: Large Shuttles are your only means of transporting Ground units across lava or other impassable obstacles (actually, I take that back. The Arbiter's Recall ability can do the same). Send them with some Scouts and an Observer to provide protection until you unload the units. Keep in mind that a Shuttle has eight spaces, and each unit takes up a certain amount of spaces, as follows. Small- 1 Space Medium- 2 Spaces Large- 4 Spaces Confused? You'll see how it works when you start loading them up. Observer Cost: 25 Minerals, 75 Gas 40 HP, 40 Shields Base Armor: 0 Base Damage: N/A Size: Small This is one of the best scouting units. It is always cloaked, and can detect cloaked or otherwise invisible units (Spider mines). Send them with a big group of Scouts or Carriers when trying to defend them. The only bad thing is that it's easily destroyed if it's spotted. Arbiter Cost: 100 Minerals, 300 Gas (Yeowza!) 299 HP, 150 Shields Base Armor: 1 Base Damage: 10 Size: Large Arbiters move and fire quite slowly and aren't very powerful to boot. But they can cloak any nearby Protoss units, making for a useful defensive unit (Cloak some Reavers and watch the sparks fly!). The only bad thing is that they can't cloak other Arbiters. Arbiters can cast Stasis Field, which imprisons all unit's within it's range in a crystalline field, rendering them invincible, but unable to attack or move. They can also Recall units to their location. Useful for moving in past enemy D and wreaking havoc. One of my favorite strategies is to fly in past enemy Defense (using the Disrupter Web from the Corsairs), then Recalling a bunch of Reavers and Dark Templars to wreak havoc. Be sure to bring some Scouts along, too, so your Arbiter doesn't get blasted out of the sky. Just watch out for Turrets/Photons/Spores. Carrier Cost: 350 Minerals, 250 Gas 300 HP, 150 Shields (Wow!) Base Armor: 4 (Wow!) Base Damage: 6 Size: REALLY BIG Carriers may not sound very powerful, but they send out smaller units called Interceptors that are extremely fast and attack quickly. They do little damage, but a large group of them can quickly tear down any building. Be sure to upgrade Carrier Capacity so that each Carrier can carry 8 Interceptors (it's a crime they don't start out with 8). Just be sure to bring some Scouts along in case some Wraiths try to ruin your day. Also bring some Observers with you (and watch out for Lockdown!). If your Observers get locked down and leave you open to attack, send in some Dark Templars or Zealots and an Observer to wipe out the threat. How to stop those damn Rushes Zergling Rush: A few Photons and Zealots should stop the threat. Just be quick about it. Zerglings wait for no one. Marine Rush: Some Photons and Zealots, definitely. Take out the Medics if they have any. Battlecruisers: Other players have a tendency to group them all together in one big group, leaving them open to Psionic Storm or Stasis Field (build Photon Cannons when they're unable to do anything about it!!!). A large group of Scouts also work well. Carriers: Scouts. Definitely Scouts. Photons may prove useless, because if you destroy anything, it will be some easily-replaced Interceptors. If they have an Arbiter, take it out with Scouts, then concentrate on the Carriers. Guardians: Scouts. They're defenseless against them. If they have Devourers or Mutalisks, send in some Corsairs as well. Ultralisks: Maelstrom or Mind Control is the way to go here. If you don't have either of those, use some Carriers and an Arbiter. VS Terran Strategy (Computer Opponent) Start out by getting 6 Probes mining minerals. Once you have the money, build a Pylon near your entrance and a Forge. Surround the Pylon with some Photons. That should hold them off until they get Sieges. If they succeed in destroying your Pylons, rebuild immediately. Once they get Sieges, you should have or be close to getting Dark Templars (if you have Brood War.) If they start blowing down your Photons, counter with Zealots or Dark Templars. About this time you should build some Photons near your minerals to prevent Air units from picking them off. Also, you should have 1 probe for each Mineral Field and 3 for each Gas Mine. You might also want to start building an Outpost (just be sure to back it up with Scouts and Zealots). Try to get Observers as quickly as possible, because they'll start trying to nuke you. When they do, spot them quickly and nail them with some Dragoons. A few good shots will take them out. About this time, you should be building Scouts and Carriers, and maybe an Arbiter or two. Park an Arbiter in the front lines with some Dragoons and Dark Archons (BW) to back it up. If the enemy attack is far stronger than yours, don't hesistate to Stasis Field some of them and deal with the rest. Mind Control is also an effective strategy. Get about 8 Scouts and 6 Carriers, and back it up with a couple Observers and an Arbiter. But beware of Ghosts that can use Lockdown. Be prepared with Zealots or Dark Templars. Open a gap in their defense with Corsairs, then level it with Carriers, and send in the Zealots or Dark Templars with an Observer to clear out the ground units. About 8 Zealots/D. Templars should suffice. But watch out for Sieges and Spider Mines. Take them out from above or with Archons (if you use Archons, watch out for EMP). You should level their base in no time with this strategy. VS Zerg Strategy (Computer) First of all, GET DEFENSE UP QUICKLY! They practically have Lurkers by the time you have Zealots! Build a Forge and a Pylon quickly, then set up lots of Photons. That should hold em for a little while. But, once they get Hydras and Lurkers, they'll attack in huge numbers. Use Dark Templars or a lot of Zealots and Dragoons for best results. When the Lurkers tunnel under the ground, back off until they resurface, then attack them fiercely before they reburrow. Once you fight them off, build up more units and rebuild your Photons. Then try to get Archons, because they can dish out punishment quickly and fiercely without fear of dying right away. When launching an attack, look out for Queens and their Ensnare tactic, which slows you down greatly. This can mean the difference between winning and losing. Bring some Scouts along, because Zerg comps usually don't build much defense. Have Archons take out the Sunken Colonies and the Spores, so Scouts can provide defense. Look out for Overlords though! If they give away a Dark Templar's position, Hydras or Sunkens can quickly tear them apart. Take out the Overlords with your Scouts. Once you do that, they'll be practically defenseless. VS Protoss Strategy (Computer) Get about 6 Probes mining Minerals. Build a Pylon near the entrance and a Forge. Put a bunch of Photons (about 8 to start with). Now send off a probe and lure the Zealots to your cannons. They should be blown to bits. Now they'll just keep sending them again and again. Rebuild as they destroy them, and concentrate on getting Archons or Dark Templars. Once they run out of Minerals or you have a good sized force, send them in and wipe out their base. Easy as that. Questions/Comments/Corrections? E-mail brunerp@juno.com