Protos
The Protoss are a proud, noble, and ancient race. In Starcraft 2 they concentrate on really strong individual units. Nevertheless, due to the higher cost of every individual Protoss unit, they are almost always outnumbered in fights.
Like a Protoss player in Starcraft 2 it is essential that you understand how to properly use Protoss units. Whilst the Zerg and Terran can afford to lose a few units in a meaningless battle, you could not. This unit manual for the Protoss will help you get the most out of every unit you have available. Pick up your official
starcraft strategy guide for more info and training.
Archon
Formed by the fusion of two Templars, the Archon is a powerful and radically different unit. The Archon attacks using a sort of short-range psionic beam. This beam does bonus damage towards biological units and includes a high base damage as well. As a result, the Archon is particularly powerful against Zerg and Terran players who're trying to overwhelm you with a substantial force of biological units. But even if the enemy switches their build, you´re not in a terrible position. The Archon´s damage is really powerful even towards mechanical units and the Archon can take a lot of damage.
The only real weakness of the Archon is EMP attacks. EMP attacks strip away a unit´s shields. Simply because the Archon mostly relies on shields for protection - the unit has got only ten points - the Archon can be killed nearly instantly by any unit in the game if EMP is used. Watch out for Terran players using Ghosts - they are your Archon´s worst enemies.
Carrier
The Carrier is a big and effective air unit which has no offensive capability of its own but can build Interceptors, fighters which can attack enemy ground and air units. When fully loaded with the optimum of eight Interceptors the Carrier is a very powerful offensive unit along with a good selection towards opponents who are digging in. This is simply because the Interceptors can fly a reasonable distance from your Carrier. This allows the Carrier to sit a safe distance away from the battle while the Interceptors tear up the enemy front line.
There are not many units which are a hard counter towards the Carrier, but the Carrier is slow and costly. Most air units can chase down a Carrier and, when the Carrier is alone, it is going to be overwhelmed by sheer numbers. It is best to support Carriers with your personal anti-air units.
Colossus
This large mechanical unit is reminiscent of the walkers from War of the Worlds. They've the ability to Cliff Walk, which signifies that they are able to walk up or down cliffs at will. They also have two effective beam weapons which fire in a "linear arc." This arc of damage creates the Colossus an incredible unit for countering enemy ranged units. Ranged units almost always form a type of line in fight, and the linear arc will sweep through the line, causing harm to each unit as it does.
The biggest weakness of the Colossus may be the lack of anti-air capability. The Colossus is expensive, but it can be killed by a single inexpensive air unit if you aren´t paying attention and permit it to attack enemy forces unsupported. The Colossus can also be rather weak towards melee units. The linear arc doesn´t function as well against them, and the big size with the Colossus means that melee units can very easily surround it.
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