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Probes

While their combat uses are relatively limited, Probes are essential, as they are the only Protoss units that can gather minerals and Vespene Gas, which are required for any constructions.

Damage: 5
Armor: 0
Hit Points: 20
Shields: 20
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

Zealots

Without a doubt the most powerful light-infantry unit in the game, the Zealots are excellent in both defense and attack mode. Able to take insane amounts of damage, and dish it out too, these units can easily handle several light infantry units from other races at once, and with the speed upgrade at the Citadel of Adun, they can close on long range units with terrifying speed.

Damage: 16
Armor: 1
Hit Points: 80
Shields: 80
Upgrades: Armor: Factor of 1, Weapons: Factor of 1

Dragoons

Able to inflict a greater amount of damage than the Zealot, with the added bonus of a distance attack, the Dragoons provide a deadly combination of speed, firepower, and endurance. Large groups can overrun even fortified Terran defenses in minutes, if properly coordinated.

Damage: 20
Armor: 1
Hit Points: 100
Shields: 80
Upgrades: Armor: Factor of 1, Weapons: Factor of 2

High Templar

While possessing no close range or melee attack, they have one huge advantage: Psionic Storm. Capable of literally destroying a dozen marines in seconds, it can also be cast against cloaked units, which can be significantly helpful when dealing with large amounts of cloaked Wraiths. And, since it doesn't harm buildings, it is relatively safe to cast in desperate base defense situations.

Damage: N/A
Armor: 0
Hit Points: 40
Shields: 40
Energy: 200
Upgrades: Armor: Factor of 1, Weapons: N/A

  • Psionic Storm: Sends out psychic ripples that are disruptive to other life forms.
  • Hallucination: Creates illusionary duplicates of other beings. These beings have no substance but confuse enemy forces.
  • Summon Archon: High Templar warriors can sacrifice themselves and merge together as a powerful, psionic entity the Archon.

Archons

Created by fusing two templar, these spiritual monstrosities have frighteningly powerful shields, as well as an impressive attack. While they have the added bonus of being able to attack air and ground targets, and posses strong shields, they only have ten actual hit points, so watch out for those EMP pulses from Terran Science Vessels.

Damage: 30
Armor: 0
Hit Points: 10
Shields: 350
Upgrades: Armor: Factor of 1, Weapons: Factor of 3

Reavers

These cause the most damage out of any ground unit in the game; unfortunately, they sometimes don't match up against the Terran Seige Tanks. While they do more damage and have a faster rate of fire, they don't have the range of the Seige Tank, and are woefully slow. They also require "reloading" after several shots, making them a hassle to micromanage during a pitched battle.

Damage: 100
Armor: 0
Hit Points: 100
Shields: 80
Upgrades: Armor: Factor of 1, Weapons: Factor of 3

  • Create Scarab: Scarabs do not return to the reaver after they attack. Instead they explode on impact.