13

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 ...


13

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


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 ...


10

It depends on what tier you've reached at this time: 2: roach + corruptors - classic 2: baneling drops are pretty good against stalker heavy army, muta will take care of collusus 3: broodlords + mass roach / infestors Some hint when you want to attack: harass opponent so it move this ball... and ball will become line or two smaller balls attack from ...


10

I find the best way to find out is to test it, made this video to show that as long as the Dark Templar is held by the Graviton Beam it can be attacked even if the observer moves away. If Graviton Beam is used on a friendly Dark Templar enemy units can attack the Dark Templar


9

There are a hundred possible answers to this question. As a rule of thumb you want Colossi first since you can get them a lot faster and you really, really need them against marines and marauders. Without any sort of AoE on your side, Terrans MMM can beat a Protoss army cost efficiently. Once the opponent is building Vikings, slowly transition into High ...


8

There are a few things that you can do to kill a void ray rush, mass stalkers that target fire can counter his void rays. Just shift+right-click his void rays and they will drop like flies. If you let him get that many void rays then it's your fault he wins, if you scout early that he's going void rays just 4 gate him. He will have a tough time holding ...


8

The Mothership is a very effective unit, however, it is rarely used due to being late-game unit and being very expensive (and time consuming) to produce. However, when it is produced, and when it is used correctly, it is an immensely powerful unit. Cloak will cloak all your units within 5 units of the Mothership. This is a very useful ability for both ...


8

The mothership has three abilities; Mass Recall as you listed is probably the least interesting ability. It instantly transports a chunk of units to the mothership's position. This can be used offensively to reinforce your army from your production base or defensively to pull out units from a losing battle. Vortex is the other active ability and is much ...


7

What happens... to what? To the structures, nothing. Any units pressed between the forcefield and the structures will just warp to the closest free position, but not across structures. Either that, or they will just stay where they are, unable to move.


7

The Terran MMM technique is easily defeated by the Protoss Deathball technique. The Deathball takes advantage of large clusters of weak units which is exactly what MMM is. Basically, you create a "ball" which consists of: Colossi (w/ range upgrade) in the centre, this is the key element Stalkers creating a forward arc or ring around the Colossi as a ...


6

If the Zerg build you are talking about is the Stephano build, or at least close like it, then this answer should help. What it is The stephano build as it is called involves the Zerg player fast expanding to 3 bases total when your opponent sees you with a FFE. The object is to get a clear economic advantage over the protoss because it is said that zerg ...


6

Your units will prefer to attack real units if they are in range of both and the illusions are detected. If they are only in range of illusions they will attack illusions. I believe that they also will switch away from attacking illusions if a real unit enters range, but I will try and find a source on that. Liquipedia has the following quote: If exposed ...


5

I'll try to cover as much as I can in this answer. As I stated in my comment it depends on what race you are playing against, what you scout, and when you are trying to get both these buildings. Map size also factors into your decision as well. Since you are referring as to having to make a choice, I'm going to assume that you are trying to do this off one ...


4

According to Team Liquid the Brood Lord does count as a ranged unit, but is not affected by guardian shield. Secondly, like you mentioned, all subsequent attacks by the broodlings are melee and are also not effected.


4

It's not necessarily a good idea to break a wall. A wall is one strong way to use the defender's advantage, and there is no guarantee that you have the tools to break it "efficiently / safely". Also there is also less reward for breaking a wall with Protoss than if you're Zerg. On maps like Scorched Haven where it's popular to mutually wall-off on the low ...


4

The correct way to beat FFE is not to all-in or go for early aggression (which can work but is gimmicky and not reliable) but to expand faster yourself. Think about what your opponent can't do when he FFEs... correct, punish you for greed. Take for example games of stephano where he gets his third as early as 4:30 and that way has a far stronger economy ...


4

Sentries, Sentries, Sentries! I play as zerg and HATE sentries. They're useful against early pushes to hold off a rush, or at least create a choke point. The idea is that you can slow down the attack long enough to get an extra warp-in of units. Also remember that although roaches are ranged, their range isn't all that high, so with any kind of choke ...


4

It is possible for 15 to be powered off one pylon. Ignore that other green blob, it only has 14 :)


4

yes it is. If you scout your opponent first and see what he does. If your opponent is Zerg and he doesn't build a pool first but a hatchery, so you can expand as well. But make sure you place the pylon correct, I would place it at the entrance of the second base and after the second nexus you should build follow up with a forge and cannon and be ready to ...


3

One question I would ask.... why does the Zerg only have 37 drones? That brings me to the focus of how to counter this composition - macro. From the descriptions if the game, it seems like the Protoss has three bases, one of them a gold. To get this costs money and time. Additionally, his army costs, in total, 5150 minerals and 1900 gas. This is an ...


3

Why you need to counter him? Protoss looks peaceful :) take 12 mutas - kill few probes on gold expansion. His death ball (I believe whole) will move to your mutas - fly to his natural. Once death ball move to natural - attack his expansion with roaches... Kill few stalkers here and there, but your main goal should be: damage to opponent economy... yes you ...


3

Units that are forcefielded when there is no available space will stack on top of each other when necessary. See this video for an example.


3

You've failed to take into account that the Protoss can just cancel their building and start a new one, so you wasted all that mining time (attacking with SCVs) whereas they only wasted 25 minerals. Unless you are talking about attacking a building that is already fully built... in which case, is also a bad idea because he will probably be building cannons ...


3

The Answer by Resorath was almost right, but what you want to do in bronze league is always focus on macro above micro. To this end the protoss death ball should win you most bronze level games against MMM. The difference is that you want to focus on units that don't require as much work on your part. Sentries and high templar require you to use their ...


2

This is not fool proof, but it should work and it is quite easy to pull of. Once you see he invests in static defenses (especially when taking an expension). You keep unit production and static defenses to a bare minimum, this means one or two gate constant production. And chrono boost your probe production. You take two expansions very fast, so you have ...


2

Ok, both have their place and their time. There is no "which is better. I want to only get the one that't always better". While I'd agree with that statement, get the better upgrade because that would help you win ... it is still flawed because it asks the wrong question. Instead ask WHEN is EITHER better than the OTHER ? So here we go. We start by ...


2

Instead of going all in you need to force the protoss to fight on multiple fronts. Build your forces with speed in mind, and attack on multiple sides at once if possible. Preferably some distance apart, IE: Their army mid map, AND their base across the map. Also you can use banelings and zerglins in multiple hit and run skirmishes forcing them to either use ...


2

As a general rule, you always want to keep your more expensive units alive. If you know you are going to lose your ground force, run away with the void rays sooner. Void rays are more expensive and take longer to replace than the stalkers you have on the ground. If you can save the void rays to meet up with another stalker army, then you should do so. In ...


2

How do I know how much defense is necessary to defend early-midgame gateway pressure? Typically you don't make units until you see him move out. An overlord sac will get you an idea for what he's doing (all-in vs pressure). Making sure there are no hidden pylons on your side of the map is very important, because you need the time between his base and ...


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