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Archons can be constructed by fusing together two High Templar, two Dark Templar, or one of each. Archons can attack enemies with a beam of pure energy that does considerable amounts of damage. In addition, Archons have powerful shields that make them very difficult to take down.
Heavily armored and shielded, Carriers are some of the largest units of the Protoss fleet. Carrying no weapons, Carriers instead serves as factories and launching platforms for flights of robotic interceptors. In sufficient numbers the fast and small interceptors can quickly decimate the largest of enemy units. Multiple carriers can form a force to be reckoned with.
The great height of these machines allows them to step up and down cliffs and other steep elevations with little difficulty, and gives them a dominating field of fire. Armed with twin energy lances, these large units are very effective against swarming ground units. The beams sweep out a wide arc with each shot so that a Colossus’ beam cuts a fiery swathe of destruction through multiple enemies with each firing cycle. Unfortunately, their great height works against them. Colossi are so tall that anti-ait attacks can effectively be trained against them.
The permanent cloaking ability of all Dark Templar make them particularly useful for any ground operation. Armed with modified Psi-Blade technology, the Dark Templar relentlessly strive to protect their race and the ancient secrets of their tribes.
Disrupters are early Protoss ground support units. Their primary attack is an anergy beam. Their force field ability can be used to temporarily block off choke points and slow down enemy attacks, making Disrupters a key part of any Protoss defense. Disrupters also have a Hallucination ability, projecting several fake copies of a unit that are indistinguishable from the original.
Those who choose to accept the mantle of the High Templar set aside the frenzied rage of the Zealot, and instead use their highly potent Psionic abilities to suport the warriors of Aiur. Although High Templar are not very strong in direct combat, their special abilities – as well as their potential to sacrifice themselves to form mighty Archons – make them a threat that cannot be ignored. Their psionic storm damages all enemies caught within its range, and their Phase Shift temporarily removes an enemy unit from combat.
The remaining Dragoons have become the Immortals. They have been refitted with twin phase disruptors and hardened energy shields that can shrug off the most powerful weapon strikes – though at the cost of leaving them more vulnerable to the pinprick attacks of lesser foes.
Motherships are extremely powerful Protoss air units, with devastating attacks and abilities. They can attack both land and air units with their missiles, but their abilities are even more effective. The Planet Cracker uses enormous lasers to destroy anything beneath a Mothership, the Gravity Vortex incapacitates enemy units and Motherships also project a cloaking field which hides friendly units. A Mothership can instantly teleport to any friendly protoss building.
Observers are robotic spies for Protoss forces on the battlefield. Their huge advantage is their low cost and their ability to stay permanently cloaked coupled with their ability to detect cloaked units. No upgrades are necessary to enable this cloaking ability, and there is no need to worry about activating the cloak in combat. A network of Observers can provide a critical early warning system.
The Phoenix is a swift and deadly spacecraft that is rapidly replacing the older Scouts and Corsairs in the role of fighter for the Protoss. It is highly suited for air-to-air combat but cannot attack ground target. In addition, the Phoenix pilot can lift enemy units bodily off the ground. This ability leaves the Phoenix helpless for the duration of the lifted unit’s flight. The lifted unit cannot attack while in the air. Friendly units can be lifted.
Probes are responsible for harvesting the Minerals and Vespene Gas that are needed to fuel the Protoss industry. They also produce and plant the warp-beacons that allow the Protoss to teleport buildings from Aiur to distant planets. They can temporarily improve the mineral harvesting abilities of themselves and nearby units.
Swift and deadly with their dual blasters, Stalkers have been credited with many fantastic powers in recent conflicts. Nevertheless the only one that has been witnessed consistently is the ability to instantly teleport or ‘Blink’ from one spot to another. This ability enables Stalkers to strike from unexpected quarters, catch a fleeing foe, or escape an unfavorable encounter.
Void Rays are ships virtually built around a single gigantic power source: the prismatic core, which releases a prismatic beam. As a prismatic beam is held on a target, more of the focusing array becomes aligned, and up to three individual power streams combine together. Over a few seconds the beam’s intensity and power grow exponentially. This makes Void Rays very strong versus large units and buildings where the array has time to fully align, brining the full power of the beam into play.
The primary function of a Phase Prism is to transport Protoss forces on the battlefield, but a secondary but no less vital function of the Phase Prism is to act as a mobile focus for the Protoss psionic matrix. Once the prism is deployed it can power Protoss structures around it. In this configuration Phase Prisms can be used to temporarily replace destroyed Pylons in a colony or enable the rapid establishment of a forward base of operations.
Ever eager for battle, Zealots train constantly to attune themselves more closely to the Khala’s disciplines and prove themselves worthy of advancement. They exemplify the unbridled ferocity of the Protoss at war. The formidable physique of a Zealot is further enhanced by cybernetic implants and their coveted power suit, complete with two deadly energy blades. Some Zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range.