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97

I'm not sure if you mean openings or builds, but I'll give you both. For openings, most Protoss start 13 Gate (9 probes, a pylon, 4 more probes, then a gateway). From here they will usually either build another Gateway or a Cybernetics core. You can go 10 Gate into a 2 Gate rush, but its less common. There are a number of builds which go down these two ...


41

So, you don't seem to be looking for an aggressive strategy and I can respect that. These days I fear the 3 Gate expand far more than the 4 Gate so I often feel the need to be aggressive and cripple the Protoss early, but let's assume for the moment you're not worried about FE Protoss. The strength of a 4 Gate is not so much a strong early-mid game push, ...


25

By "Scout around 9" I assume you mean 9 supply, not 9 minutes. If a Protoss is going for a Forge First Expand build (which is quite strong) there are a couple of options available to you. Taking a Third Going for a third is definitely a solid choice (see IdrA vs MC in group play at MLG). Because he's going to be investing heavily in infrastructure you ...


22

This is actually the best possible thing to happen for you as a zerg player. He's running just Phoenixes and he has given you map control FOR FREE. Your Strategy is going to be as follows: Build a couple spore to stop early Phoenix harass. Expand to 3 or 4 bases Spread your creep Build pretty much any unit, you're going to run over him He's giving up ...


21

I'm glad you asked. Massive units can break force fields by walking over them! Enjoy the power of the Ultralisk, the Colossus and the Thor! edit: its worth noting that you could burrow under force field with Roaches or Infestors.


20

First off, let me start by saying: There is nothing wrong with Carriers. Though they haven't seen the same revival that Battle Cruisers have under Terran, Carriers remain a very viable late game unit. Even in a world of "Hard Counters" Carriers do an enormous amount of damage and require very micro to beat. For players invested in heavy ground forces ...


19

Guardian shield confers the damage reduction to all friendly unit inside its radius, regardless of the location of the source inflicting the damage. It doesn't matter if the enemy is inside or outside the shield. EDIT: some ranged units (specifically hydralisks and roaches) have an alternate attack animation when they are in melee range. This attack does ...


19

It has been suggested that the many answers be combined into a single CW answer. This is that answer. Feel free to update with any additional information. Advantages of Gateways: Rally point can be set. Queuing of units is allowed. This means you have more time to remember to train units, reducing downtime for some novice players. It also means ...


19

Move, then attack-move away, then as soon as they attack, issue a move command followed by another attack move. They won't stop moving until they can fire their shot. Then they will fire instantly and you are free to move them again and repeat.


19

What people often forget about the 4 Warp Gate strategy is that it's an all-in strategy. If your rush fails, your opponent has a better economy than yours and will crush you in mid-game. If a 4 Gate is scouted and reacted to in the appropriate way, it's 70/30 in favor of the defender, and professional players recognize a 4 Gate when they see one.


17

As mentioned in the Reaper question. You need a stalker to deal with early Reapers as Photon Cannons tend to set you back by too much. However, there is no reason it has to be the first unit you build. Since a Stalker requires a Cybernetics Core (60 second build time) and it in turn requires a Gateway (which can build Zealots with a 33 second build time) ...


17

I think both of the other answers here discuss what sentries can be used for, so I'm going to concentrate more on the how instead of the what. The basic usage of sentries are as follows: Controlling a Ramp (or choke) Splitting an Army Scouting Increasing the Effectiveness of an Army PeterK alluded to the idea of preventing an opponent from reinforcing ...


17

Immortal High Templar Zealots Colossus More/Better Stalkers So the Protoss army is surprisingly well equipped to deal with Stalkers, and if you're scouting early heavy Stalker play (eg he has only 2 Zealots, 4 gateways and maybe a Twilight Council), awesome, just massing any of these and you win. But what if you don't? Its very easy to fall into the ...


17

Using a unit tester, assuming both groups are moving towards each other using attack move, no upgrades, no microing, and that all marines are grouped up, the max that I could take out was 3 marines with 1 zealot with 7 hp left, if all 3 marines are spread out with some small space between each unit, zealot survives with 2 hp most of the time. A little ...


16

So here is your problem: you're trying to figure out what you need right now. This is just about the worst thing you can do strategically. In your defense, this is a very common mistake (more common on the NA servers than EU and KR, but it happens there too). Instead of trying to out play your opponent, you're trying to out think your opponent, and that ...


15

In addition to Tzenes' excellent answer, you might want to check out this wiki; there you have: 1 Gate Core 10/10 Gate (vs. Protoss) 2 Base Robo (vs. Zerg) 2 Gate in base (vs. Protoss) 2-Base Zealot/Templar 4 Gate Push 4 Warpgate Rush Immortal Rush (vs. Zerg) Korean 4 Warpgate All In (vs. Protoss) One Base Colossus (vs. Terran) Photon Cannon rush Wall-In ...


15

When playing on a small map, you should be careful and scout your starting location. When you see a probe coming, try to kill it with two SCVs (micromanagement needed, you will have to round it up). If it starts building a pylon, send about 5 SCVs to destroy it, since without the pylon all buildings are useless. You should have at least one or two SCVs ...


15

Dealing with a cannon rush as Protoss is very different from dealing with it as Zerg. Creep prevents the placement of buildings in a lot of places, so a cannon rush against Zerg is largely used as a contain. This is not true for Protoss. A number of people have suggested countering, or getting up defense, or expanding, but against a standard cannon rush ...


15

I'm a protoss player so I'm on the opposite end of your situation. I believe the way for Terran to win is to never directly encountering the army. Use drops to keep his army out of position and win the attrition war. What I mean by this is that when they pull their army back to base, use your main force to knock out expansions. If you can keep denying ...


14

To physically transport Protoss you need the Warp Prism built in a Robotics facility. The Robotics facility require a Cybernetics core to be built, which require a Gateway (which require a Nexus) to be built. However Protoss have a better way to "transport" new unit to the battle field : A Gateway can be transformed into a Warp Gate (The research to be ...


14

Gateways can be rally-pointed. With warpgates, you must click the exit location every time you create units.


13

Colossi with Extended Thermal Lance have a range of 9, while Photon Cannons only have a range of 7. You can snipe off the defenses without taking any damage.


12

When your high templar run out of energy in a battle, morph them into archons to gain some extra firepower for the fight . They do bonus versus biological units, which means every zerg unit and terran infantry. EMP only removes 100 shield, so you can use them vs terran bio, even if they have ghosts. They do well vs mutalisks, zerglings, and zealots in ...


12

It sounds like you're building a large army and using it to gain map control, but then are falling prey to things like drops and backdooring. If you have map control your first thought should never be: Crush my opponent, as you're essentially sacrificing an advantage (map control) for an unsure victory (because he doesn't control the map doesn't mean he ...


12

You can queue them up and forget about them. Handy if you're a beginner and have lots of resources.


12

According to this article, if a phoenix lifts a Dark Templar, it remains visible and lifted for the duration of the ability. This means once you have the DT lifted, you can attack it with or without a detector nearby. Once the ability is done, however, a detector will be needed again to attack it or pick it back up. The same would hold true for a ghost, or ...


12

16 seems to be the max. credits to /r/starcraft


11

In the situation you described above: Target drones. The reasoning is because that is guaranteed damage. The drones will die; if you target the hatch, it might live and his drones can happily go back to mining after your army is killed/driven out. Killing drones also gives you an economic advantage. With the zerg race, the player has to actively make the ...


11

Most protoss units have more health than shields, so armour is worth more than shields in terms of extra health. This is compounded with the base armour of the units. It is much better to have armour 2 and shield 0 than armour 1 and shield 1 in terms of how many hits it takes to kill you, when you are fighting units such as zerglings and marines. This means ...


10

One time would be when they have sufficient detection but you are able to save your Dark Templar somehow, either escaping them in time or seeing the detection in advance. Dark Templar are not effective when the enemy sees them coming (or sees them at all), so it is generally better to have an Archon than 2 visible Dark Templar.



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