Probe
-----
Minerals - 50
Vespene Gas - 0
Build Time - 20
Supplies - 1
Hit Points - 20
Armor - 0
Shields - 20
Type - ground; robotic; small
Ground - weapon : Particle Beam
- damage : 5 normal
- cooldown : 22
- range : 1
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 8
Upgrades - none
Prerequisites - Nexus
Abilities - ground attack
- build (warp)
- gather
Quotes - ready : \
- selected : \ purely robotic sounds (though there is
- annoyed : / one which seems Protoss in language)
- ordered : /
Misc. Data - Overall the SCV is the most versatile worker in the game,
but if building construction and ONLY building construction
is taken under consideration, then it would be a unanimous
decision that the Protoss probe is the best worker in the
game. Why? Consider this: Terran SCVs use their own arms
and legs to construct the buildings they are assigned to,
therefore would not be able to do anything else unless
they leave the unfinished building unattented or they
finish the construction altogether. Zerg drones are worse;
they BECOME the building they're supposed to construct,
therefore canceling all the previous uses they had as a
worker. The Protoss probe, however, simply open portals
when instructed to construct Protoss buildings. These
portals send in the desired buildings by themselves, thus
can be left alone by the probe, which in turn could either
open more portals that send in more buildings or just
do some serious gathering.
Zealot
------
Minerals - 100
Vespene Gas - 0
Build Time - 40
Supplies - 2
Hit Points - 80
Armor - 1
Shields - 80
Type - ground; biological; small
Ground - weapon : Psi Blades
- damage : 16 normal
- cooldown : 22
- range : 1
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 7
Upgrades - ground weapon : damage + 2
- movement : speed x 2
Prerequisites - Gateway
Abilities - ground attack
Quotes - ready : "My life for Aiur!"
- selected : "What now calls?"
: "(may be of Protoss language)"
: "I long for combat."
: "(may be of Protoss language)"
- annoyed : "En Taro Adun."
: "All for the empire."
: "Doom to all who threten homeworld."
- ordered : "Thou corrupt."
-------------
|
|
-----> makes no sense so is probably
really of Protoss language and
I just heard wrong.
: "Thus I serve."
: "Honor guide me."
: "For Adun."
Misc. Data - In my opinion one of the best units in the game, the
zealots are the only basic attackers in the game which
you could still use quite effectively in terms of offense
way after 30 mins has passed. They cost the most and take
the longest to train among the three basic attackers,
but one could easily see how worthy a zealot is of its
high price. And while one of them wouldn't stand a chance
against his mineral's worth of zerglings, the more members
a group of tightly packed zealots have, the less their
mineral's worth of zerglings stand a chance. This is so
because the tendency of a Zerg player battling his zerglings
with your zealots is to leave some zerglings out, usually
those who no longer have any gap to attack from. To
illustrate, imagine a single zealot battling its mineral's
worth of zerglings (four, to be exact)---not much of a
chance, huh? Now imagine a group of six zealots tightly
packed. It would take a little less than twenty zerglings
to completely surround them, and that would no longer
be a one on four situation, thus more chances of winning
for the Protoss zealot. Also don't forget that official
Starcraft rules state that a player is eliminated when
he/she does not have a single building left, and it's
the Protoss zealot that can fully take advantage of this
rule. I mean, you can just swarm your zealots in his base,
and though they are helpless against air units, there
won't be enough to finish all your zealots off before
THEY finish all HIS BUILDINGS off!
Dragoon
-------
Minerals - 125
Vespene Gas - 50
Build Time - 40
Supplies - 2
Hit Points - 100
Armor - 1
Shields - 80
Type - ground; mechanical; large
Ground - weapon : Phase Disruptor
- damage : 20 explosive
- cooldown : 30
- range : 4
Air - weapon : Phase Disruptor
- damage : 20 explosive
- cooldown : 30
- range : 4
Sight - 8
Upgrades - ground weapon : damage + 2
: range + 2
- air weapon : damage + 2
: range + 2
Prerequisites - Gateway
- Cybernetics Core
Abilities - ground attack
- air attack
Quotes - ready : "I have returned."
- selected : "Receiving..."
: "Awaiting instructions..."
: "Transmit."
: "Input command."
: "(may be of Protoss language)"
: "(may be of Protoss language)"
: "Make use of me."
: "I am needed."
- annoyed : "Unauthorized transmission."
: "Incorrect protocol."
: "(error tone) Drop your weapon, you have 15
to comply..."
: "5....4...3..2.1(attack sound)"
- ordered : "Confirmed."
: "Initiating..."
: "(may be of Protoss language)"
: "(may be of Protoss language)"
: "Commencing..."
: "(may be of Protoss language)"
: "For vengeance."
Misc. Data - But there will always be situations where an army of zealots
just aren't enough finish the opponent off before his
air units eradicate them all, especially in the Terran's
case, where buildings could be lifted off. Thus you may
need a little help from units that can attack airborne
enemies, and the dragoon is the cheapest way to get that
help. These dragoons can keep your opponent's air force
busy while your zealots go for their buildings and/or
workers, though in rare cases, especially again in the
Terran's case where buildings can be airborne, it may
be the other way around. I really do not recommend attacking
only with dragoons though, since they deal explosive damage
thus are at a disadvantage against certain units. What
you can always do with them is situate them near Photon
Cannons, since the two work mighty well together in repelling
the opponent's basic air units. Photon Cannons detect
the cloaked attackers, while the dragoons finish them
all off, saving you the time and space needed to construct
an equal amount of Photon Cannons.
High Templar
------------
Minerals - 50
Vespene Gas - 150
Build Time - 50
Supplies - 2
Hit Points - 40
Armor - 0
Shields - 40
Type - ground; biological; small
Ground - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 7
Upgrades - spells : Psionic Storm
: Hallucination
: energy + 50
Prerequisites - Gateway
- Templar Archives
Abilities - Psionic Storm
- Hallucination
- Archon Meld
Quotes - ready : "(may be of Protoss language)"
- selected : "Your thoughts?"
: "(may be of Protoss language)"
: "I heed thy call."
: "State thy being."
- annoyed : "Your thoughts betray you."
: "I see you have an apetite for destruction."
: "And you learned to use your illusion."
: "But I find your lack of control disturbing."
- ordered : "You think as I do."
: "It shall be done."
: "My path is set."
: "(may be of Protoss language)"
Misc. Data - High templars are your basic spell casters, and yet again
serve as proof that the Protoss really do believe in its
"Quality over quantity" slogan. These "priests" have in
their arsenal every kind of trick to drive swarms or
legions of enemy forces away, all by themselves! Their
first trick: the Psionic Storm. When cast, this spell
enables the high templar sends forth a wave of psionic
eminations that crack like lightning and thunder in the
brains or even circuitries of whatever unit is within
the storm (no buildings though), and will continue to
wear this unit or group of units out till they die or
become really low on HP. Theese units can, however, move
away from the affected area to stop themselves from
sustaining any more damage. But since a single fully
charged high templar can cast up to three of them spells,
he's bound to take out at least one batch of attackers!
Second trick: the Hallucination. With this spell high
templars create an exact duplicate of the unit on which
the spell was cast (well, two copies actually). These
duplicates, in the enemy's eyes, are as real as can be,
only they can't deal any damage and would immediately
vanish upon being the target of another spell. Still,
they are a very good way of scaring your enemies off
till you find the time to replace those copies with the
real deal. Third and last trick is the Archon Meld. This
spell/ability will of course give the Protoss player an
archon under his control, but he must know that the price
for such a unit is the same TWO high templars used to
cast it, since they have joined to become the archon and
will forever be inseparable. Mind your that archons are
also good swarm handlers since they deal a nice 30 damage
on both air and ground units, with range 3, (not 1), and
most importantly, of the type NORMAL SPLASH.
Archon
------
Minerals - n/a
Vespene Gas - n/a
Build Time - 20
Supplies - n/a
Hit Points - 10
Armor - 0
Shields - 350
Type - ground; large
Ground - weapon : Psionic Shockwave
- damage : 30 normal splash
- cooldown : 20
- range : 2
Air - weapon : Psionic Shockwave
- damage : 30 normal splash
- cooldown : 20
- range : 2
Sight - 8
Upgrades - ground weapon : damage + 3
- air weapon : damage + 3
Prerequisites - High Templar
Abilities - ground attack
- air attack
Quotes - ready : "The merging is complete."
- selected : "We burn."
: "We need focus."
: "(of Protoss language)"
: "Power overwhelming!"
-------------------
|
|
-----> Starcraft invinsibility cheat
(for single player mode)
- annoyed : "It all looks so different on this side."
: "Break on through!"
: "It's beautiful..."
: "They should have sent a poet."
- ordered : "Destroy."
: "Annihilate."
: "Obliterate."
: "Eradicate."
Misc. Data - Hooyaah!! Archons are the best! They rule! I could win
most matches with one batch o them, and 2-3 batches
for more than one opponent! Heh, well, that is, IF there
are no Terrans with their dreaded EMP Shockwaves around.
You see, EMP shockwaves reduce all that can be charged
up---including shields---to zero. And since archons are
97% shields, they won't have much to defend themselves
with after a taste of the shockwave. But even after being
shockwaved, archons can still wreck havoc, that is, (once
again) IF there are no siege-moded siege tanks to finish
them off. If there are, then you're screwed. Head back
to your base and start warping in some air units.
Reaver
------
Minerals - 200
Vespene Gas - 100
Build Time - 70
Supplies - 4
Hit Points - 100
Armor - 0
Shields - 80
Type - ground; robotic; large
Ground - weapon : Scarab
- damage : n/a
- cooldown : n/a
- range : n/a
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 10
Upgrades - Scarab : capacity + 5
Prerequisites - Robotic Facility
- Robotics Support Bay
Abilities - ground attack
- build Scarab
Quotes - ready : \
- selected : \ purely
- annoyed : / robotic sounds
- ordered : /
Misc. Data - The Protoss is the only race with units created for the
sole purpose of storing even more units inside their
bodies, and these stored units, once released, would
blindlessly attack the desired enemy units in sight. And
the reaver is one of those units. Its sole purpose is
to hold scarabs in its hangar, and to release these
"bombs" towards enemy property. One of the main disadvantages
of a reaver is its speed, since it looks like a caterpillar,
and moves just about as slow as one. The faster ground
units can take it out before it could take anything out,
and if air units find their way to it, it's sure as dead.
Scarab
------
Minerals - 15
Vespene Gas - 0
Build Time - 7
Supplies - 0
Hit Points - n/a
Armor - n/a
Shields - n/a
Type - ground; medium
Ground - weapon : itself
- damage : 100 suicidal explosive splash
- cooldown : n/a
- range : n/a
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - n/a
Upgrades - ground weapon : damage + 25
Prerequisites - Reaver
Abilities - ground attack
Quotes - ready : \
- selected : \ none since it
- annoyed : / can't be clicked
- ordered : /
Misc. Data - The scarabs, as mentioned, are but ammunition for the
mighty reaver. Their advantages include, of course, their
damage---100 and upgradable to 125!---which makes them
similar to the Terran spider mine, only they can't be
killed and they can very well be replenished at the low,
low price of 15 bucks. Scarabs are also heat-seeking,
and will stay alive until it finds a new target in cases
where its former target is currently unreachable (eg.
cloaked, on stasis, or already dead)
Shuttle
-------
Minerals - 200
Vespene Gas - 0
Build Time - 60
Supplies - 2
Hit Points - 80
Armor - 1
Shields - 60
Type - air; robotic; large
Ground - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 8
Upgrades - movement : speed x 2
Prerequisites - Robotic Facility
Abilities - flight
- load and unload
Quotes - ready : \
- selected : \ purely
- annoyed : / robotic sounds
- ordered : /
Misc. Data - There are cases when only a ground unit can do the job
but there are just too many blocking factors in thr terrain
(eg. bodies of water) that no ground unit could pass through.
And this is where the shuttle butts in. Its ability to
load and unload different ground units in the game can
prove very useful in countless situations, situations
like having to go around a tough frontal defense, needing
to expand on an island, etc, etc, etc. Each shuttle has
eight small slots with which to hold its units, but not
all units occupy only one slot. The high templar, for
example, occupies two slots while the reaver occupies
four.
Observer
--------
Minerals - 25
Vespene Gas - 75
Build Time - 40
Supplies - 1
Hit Points - 40
Armor - 0
Shields - 20
Type - air; robotic; small
Ground - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Air - weapon : none
- damage : n/a
- cooldown : n/a
- range : n/a
Sight - 9
Upgrades - sight : range + 2
- movement : speed x 2
Prerequisites - Robotics Facility
- Observatory
Abilities - detector
- flight
- permanent cloaking
Quotes - ready : \ purely
- selected : / robotic sounds
- annoyed : "I sense a soul in search of answers."
------------------------------------
|
|
-----> sounds like this
observer's been spying
on Adria, the witch
from the game "Diablo".
: "It sounds like...a huge, gargantuan, swollen,
---------------------------------------------
bloated mushroom!" |
----------------- |
| |
| |
-------------------> and again another
Diablo quote.
This time it's
from Griswold,
the game's blacksmith
: "One small step for man, one giant...(static)
---------------------------------
...Stop Poking Meeee!" |
----------------- |
| -----> ain't it
| obvious
| where this
| came from?
|
-----> Warcraft's pissed Orc quote
: \ will someone help me out with these remaining
: / quotes? They're say something about Warcraft.
- ordered : > purely robotic sounds
Misc. Data - Observers have two highly invaluable uses: One, because
they are relatively small, can fly, and are permanently
cloaked, you may very well use them to scout for enemy
units, defensively or offensively. By defensively I mean
distributing a good number of observers way outside your
base to warn you of any incoming attacks the opponent
may be having just for you. On the other hand, by offensively
I mean situating an observer somewhere in the opponent's
base unreachable by all his detector's sight ranges put
together. This way you can see his development as well
as what type of units he'll use against you. This spot
is often non-existent for good players, especially for
the Zerg, but it won't hurt to try, after all it's just
a measly 25 in minerals and 75 in gas. Number two, observers
are detectors, thus will render all cloaking and burrowing
skills of the enemy useless. Again, you may use this feature
defensively and offensively, since you can use it to
help detect all kinds of cloaked attackers as well as
help take out burrowed units before swarming the opponent's
base. All in all, the observer is a must for any semi-long
term games or even longer.
Scout
-----
Minerals - 300
Vespene Gas - 150
Build Time - 80
Supplies - 3
Hit Points - 150
Armor - 0
Shields - 100
Type - air; mechanical; large
Ground - weapon : Dual Photon Blasters
- damage : 8 normal
- cooldown : 30
- range : 4
Air - weapon : Anti-matter Missiles
- damage : 28 explosive
- cooldown : 22
- range : 4
Sight - 8
Upgrades - ground weapon : damage + 1
- air weapon : damage + 2
- sight : range + 2
- movement : speed x 2
Prerequisites - Stargate
Abilities - ground attack
- air attack
- flight
Quotes - ready : "Teleport successful."
- selected : "Awaiting command."
: "Standing by..."
: "Contact."
: "Cho'Gall?"
---------
|
|
-----> from Warcraft 2
- annoyed : "Single unstable (echoing)"
: "(sound waves) Psionic link, dissipating."
: "Adjusting your transmission..."
: "Adun...(voice tightening and hard to understand)"
: "(not sure but..)Solarized Shot Hearers reengaged."
- ordered : "Due yours."
: "(may be of Protoss language)"
: "Look who's acknowledged."
----------
|
|
-----> Nah, judging by the scout pilot's
noble personality, this shouldn't
be true.
: "It will be done."
Misc. Data - The scout, in my opinion, is the best air unit around.
It'd be a cold day in hell before a mutalisk could take
it out two-on-one, and even if there were three mutalisks
against one scout, the two would get killed and the last
one would have half its HP left. For the wraiths, two of
them against one scout would result in one getting killed
and the other one escaping with half his life---cool!
On the ground, however, there are a number of units that
can put a scout's life in danger, since its ground weapon
is just as weak as the Terran wraith's. Examples of
these ground units are the goliath, the hydralisk(a bunch
of them), and the archon itself. Still, it is one of
my favorite units in the game and is the cause of many
of my most basic wins.
Carrier
-------
Minerals - 350
Vespene Gas - 250
Build Time - 140
Supplies - 8
Hit Points - 300
Armor - 4
Shields - 150
Type - air; mechanical; large
Ground - weapon : Interceptor
- damage : 0
- cooldown : 0
- range : 8
Air - weapon : Interceptor
- damage : 0
- cooldown : 0
- range : 8
Sight - 11
Upgrades - Interceptor : capacity + 4
Prerequisites - Stargate
- Fleet Beacon
Abilities - ground attack
- air attack
- flight
- build Interceptor
Quotes - ready : "Carrier has arrived."
- selected : "Instructions?"
: "Your command?"
: "(may be of Protoss language)"
: "(may be of Protoss language)"
- annoyed : "Our enemies our legions."
: "And still you procrastinate."
: "Command, or you will be relieved..."
: "This is not an idle threat!"
- ordered : "Commencing..."
: "(may be of Protoss language)"
: "(may be of Protoss language)"
: "Affirmative."
Misc. Data - Carriers take a real while to reach their full potential,
but when they do, they'll ROCK!! (not always, but at least
sometimes) The thing is, carriers can't survive alone,
especially when it still doesn't have its hangar upgrade,
which is the only upgrade that can make it somewhat stand
a chance against the battlecruiser, the only other mothership
in the game. Even so, a fully charged battclecruiser can
just Yamato blast his way through half your carrier's
life, thus is still the dominant ship. And that's why
I really do not recommend using this air unit, which by
the way is the second Protoss unit ever made for the sole
purpose of storing even more units within its body. These
units are called interceptors, and though can play a good
role in confusing enemy units, will all explode along
with the carrier from which they came if that carrier
gets whacked.
Interceptor
-----------
Minerals - 25
Vespene Gas - 0
Build Time - 20
Supplies - 0
Hit Points - 40
Armor - 0
Shields - 40
Type - air; mechanical; small
Ground - weapon : Pulse Cannon
- damage : 5 normal
- cooldown : 0
- range : n/a
Air - weapon : Pulse Cannon
- damage : 5 normal
- cooldown : 0
- range : n/a
Sight - n/a
Upgrades - ground weapon : damage + 1
- air weapon : damage + 1
Prerequisites - Carrier
Abilities - ground attack
- air attack
- flight
Quotes - ready : \
- selected : \ purely
- annoyed : / robotic sounds
- ordered : /
Misc. Data - The interceptors, as mentioned, are but ammunition for
the "mighty" carrier. They are the smallest air units
in the game, (even smaller than the scourge in my opinion)
and consequently use the weakest of air weapons. They
do, however, come in fours (or eights when upgraded) thus
are still able to wreck havoc if not properly dealt with.
Their mode of attack is one of the coolest I've seen,
and winning through a whole lotta interceptors really
make a player look flashy. In the said attack mode, the
interceptor flies in a certain loop or orbit, and at one
point of this "loop", (usually that which is nearest the
target) it shoots out two small beams from its Pulse Cannon
and hits the enemy while on the way back to the carrier
from which it came---cool, huh?
Arbiter
-------
Minerals - 100
Vespene Gas - 350
Build Time - 160
Supplies - 4
Hit Points - 200
Armor - 1
Shields - 150
Type - air; mechanical; large
Ground - weapon : Phase Disruptor Cannon
- damage : 10 explosive
- cooldown : 45
- range : 5
Air - weapon : Phase Disruptor Cannon
- damage : 10 explosive
- cooldown : 45
- range : 5
Sight - 9
Upgrades - ground attack : damage + 1
- air attack : damage + 1
- spells : Stasis Field
: Recall
: energy + 50
Prerequisites - Stargate
- Arbiter Tribunal
Abilities - ground attack
- air attack
- flight
- Stasis Field
- Recall
- cloaking nearby subordinates
Quotes - ready : "Warp field stabilized."
- selected : "We feel your presence."
: "(may be of Protoss language)"
: "(may be of Protoss language)"
: "We are vigilant."
- annoyed : "We sense a soul in search of answers."
-------------------------------------
|
|
-----> Hey, this is what
the witch Adria says
in another Blizzard
game called "Diablo"!
Either Blizzard wants
fans of both Starcraft
and Diablo to appreciate
their work or they're
just running out of
quotes ;)
: "Do you seek knowledge of time travel?"
-------------------------------------
|
|
-----> Another supposed
parallelism between
these two great games.
=P
: "We take that as a yes."
: "And now for your first lesson, (sinister laugh)"
: "(rewinding sound) Do you seek knowledge of
time travel?"
- ordered : "In Khast's name..."
-------
|
|
-----> not sure, not sure.
: "(may be of Protoss language)"
: "(may be of Protoss language)"
Misc. Data - The sole unit on the top of the Protoss tech tree, the
arbiter is the said race's advanced spell caster---and
its spells really are ADVANCED. Spell number one is the
Stasis Field. It encases all units in the target area
within a blue crystal of some sort, making these units
invulnerable as well as immobile for a whole minute,
which could decide the outcome of the match. They are,
in a way, "taken out" of the game since they cannot
attack nor can they be attacked; they also cannot cast
spells nor be the target of any, and any abilities they
may have had (like detector and cloaking abilities) will
be temporarily disabled. Everything else will go on as
if the affected units weren't there at all. Spell number
two is called Recall. This is one of the few spells that
may target any area in the map, and its purpose is to
teleport all your units present in the target area to
where the arbiter currently is. And since the arbiter
has a third ability, the ability to cloak ALL nearby units
(your units) in the game, casting Recall on an army of
yours somewhere else into where your arbiter is (hopefully
in the middle of an opponent's base) will result in you
instantly having a cloaked army under your control!
Photon Cannon
-------------
Minerals - 150
Vespene Gas - 0
Build Time - 50
Supplies - 0
Hit Points - 100
Armor - 0
Shields - 100
Type - ground; large
Ground - weapon : STS Photon Cannon
- damage : 20 normal
- cooldown : 22
- range : 7
Air - weapon : STA Photon Cannon
- damage : 20 normal
- cooldown : 22
- range : 7
Sight - 11
Upgrades - none
Prerequisites - Forge
Abilities - ground attack
- air attack
- detector
Quotes - ready : \
- selected : \ none
- annoyed : / of course
- ordered : /
Misc. Data - The Photon Cannon is the only attacking building the Protoss
race has to offer, and has definitely proven itself to
be invaluable in countless situations. Besides automatically
attacking every single enemy unit (ground AND air) in
sight, it is a detector, meaning cloaked wraiths have
no chance of entering an opponent's Photon Cannon filled
base unharmed. Beware though, since these building attackers
will only prove useful until the opponent decides to build
higher level units like the battlecruiser, the carrier,
and especially the guardian. These units can whack tons
of Photon Cannons without suffering a scratch, so the
only way to effectively defend against them is providing
air-to-air encounters.
|
|
|