![]() |
Protoss Air Power | ![]() |
||
Back to Robotic Forces |
|
Back to Protoss |
|
||||||||
The Carrier is the top-of-the-tech-tree unit for the Protoss. They have massive amounts of hit points and armor making them one of the hardest things to kill. Don't let their low attack decieve you. They have 8 little Interceptors that fly out and attack, so actually if all 8 interceptors attack at the same time, that would actually make it do 40 damage per shot. so 12 carriers can take out a Command Center in one or 2 shots. But they are not invincible. If you don't have propor support, Wraiths tear up Carriers. So do Scouts and masses of Mutalisks, Devourers, or Hydralsisks. |
|
||||||||
The Arbiter is a unit that has an attack, but really doesn't need it. The Arbiter has the ability to cloak all friendly units around it, as well as do some really cool spells. They used to cost a fortune in gas, but they decreased it by 200 gas in Version 1.04. Arbiters cannot be cloaked by another Arbiter. One major drawback of the Arbiter is when everything is cloaked underneath it, your enemy tries to kil the Arbiter as fast as they can, so you better keep it on the move to keep it alive. |
|
||||||||
The Corsair has the weakest attack of any Protoss unit other than the Probe and units that don't attack at all. They have very little life and don't have very much range. Why make them you say? Lets say this, Their attack is extremely fast, they do splash damage (which surprised me), they cost very little, they take little comtrol, they build very fast, and hoards of them beat the crap out of air units for the same price. And the Disruption Web makes it evern more useful. |