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Protoss Strategies

1) Zealot Rush- Difficulty (1- easiest, 10- hardest): 4. One of the most popular tactics, the zealot rush is both powerful and relatively quick. Because the ease of having to use solely minerals to build a small ground unit with 160 HP, zealots in a pack of 12 in an early game would easily vanquish an opponent. Just be careful for Terran bunkers with repairing SCVS and massed sunken colonies.

2) Dark Templar Rush- Difficulty:9  In my opinion, this tactic is extremely difficult to pull off, and will easily fail against zerg. DT rushes are used primarily against Terran, since players tend to forget to build comsat stations (which require acadamies-- required for rarely used firebats/medics. Most players cut straight to the factory after their completion of the barracks.). Science Vessels come late in the game, and missle turrets can be easily taken out,  since they cannot defend against ground. The reason of its difficulty to succeed is the heavy requirements and the build time for the units/buildings.

3) Carrier + Arbiter- Difficulty:4 A classic tactic, done with 12 carriers and 3 arbiters, this is used to penetrate enemy defenses by allowing the interceptors to fly around, leaving them uncloaked, while protecting the hull of your massive carriers safe within the cloaking field of your arbiter. Make sure you statis field some your enemy's units to make your obliteration easier. Time consuming and resource hungry, this strategy is best used in mid games.

4) Mass Dragoons- Difficulty:3 Probably the most popular tactic of all time, dragoons, the most versatile protoss unit (180 HP, far-ranged, moderate damage with mod 2, and the best fighting unit for 2 supply). The choice of aiding these powerful fighters is up to you. Try using High Templars, or Arbiters.

5) Reaver Drop- Difficulty: 8 Difficult to prevail, but if your shuttles do not become destroyed and your reaver drops successfully, your opponent will be bewildered at the horror of his base being torn from inside out. Make sure to aid your reavers with some corsairs/scouts.

6) Scouts + Corsairs- Difficulty: 10 Very powerful in early-mid games, and recommended for experts only, these air units make a powerful force when used correctly. Because of these units relatively low HP for its high cost, these units are pursued for their fast build speed, though nothing compared to zerg units, but thats something else. The way to use these units is to first cover a cloud of disruption webs around the opponents base, then send in your units to take out all air defenses. After that, protected by the disruption web, you may take out their ground at your own free will with no harm. Remember, you MUST have upgraded disruption web with +50 energy (enables to cast 2 D webs with 1 corsair). After, set your rally points of your stargates to your opponents base to keep the flow coming.

7) Nexus wall- Difficulty: 2 Thought up by the genius of Goldporygon, the nexus wall will serve as a great defense combined with cannons. Goldporygon prefers to have: 1 layer of nexuses, then an inner 3 layers of cannons, then inside 3 gateways to spawn high templars- used against those pesky long ranged units. Plus, as a bonus, in case your probes die in your mineral base, or you just need a builder, but you can't seem to fit your probe into a place where you need to build, just build one right off the spot!

8a) Boxing out with cannons- Difficulty: 1. Very easy to do, this cheap tactic is used for desperate defense, or sparked by an urge to break a stalemate between heavy defenses. People may hate you for using this tactic, but it's easy to do, and certainly works. The picture above shows slow expansion with cannons (and nexuses, of course). 

8b) Offensive wall- Difficulty: 8 This is to build cannons in your ememy's entrance without them noticing. Very  humiliating to your foe if pursued correctly, this strategy would definitely keep away melee and mid-range ground units. Also, it's a good idea to bring a probe along with an army, and amist the bloody fighting, build cannons as defense (in your opponent's base) to make your fighting easier.

9) Mind Control- Difficulty: 7 Only good in late games, you may choose to use your Dark Archon to mind control one of another race's worker in order to start a new tree. That way you may have an army consisting of 600 supply. It is fairly difficult to steal a worker if the opponent has defenses; try to take a worker who is attempting to expand (done often in Lost Temple maps).

Check out this screenshot

Here I'm protoss, and taken over 3 bases- one base for each race. It has gotten to the point where I have already massed up an army of mutalisks.

VS Terran-

  • DT rush is pretty effective.

  • Air units can be taken down easily by valks.

  • Your best bet is to D web tanks/bunkers, then mass dragoons. Beware off EMP shockwave. Try to feedback (DA ability-- does damage to the unit equal to the # of energy that unit has) as many Sci Vessels as possible.

  •  Psi storm is EXTREMELY effective on tanks (if they survive), workers, slow battlecrusiers, and low HP wraiths and valks.

  • Keep cannons/observers on a lookout for nukes.

VS Zerg-

  • Zealot Rush.

  • Carrier + Arbiter is good here too (beware of scrouges).

  • PSI Storm KILLS zerg units quick because of their small size and low HP. Be careful of lurkers.

  • Beware of plague, because your buildings may not be repaired. Keep cannons to defend against early zergling rushes.

  • Keep defenses, such as cannons/dragoons to keep your workers safe from mutalisks rushes.

  • Whoop guardians with scouts and devs with goons.

  • Keep observers at all times for burrowed lurkers. D web them, then psi them.

VS Protoss-

  • Carrier + Arbiter is your best bet here

  • Mass goons is nice, as long you have a hold on cannon defenses.

  • Reaver vs cannons head on. Don't even bother trying to drop them, your shuttles will be destroyed.

  • DAs are pretty useless against another protoss

  • Psi storm works okay against large protoss units, but they are a must against enemy carriers.


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