Protoss Air Power  
Back to Robotic Forces  
   
Back to Protoss

 

 
     Protoss Scout   
 

Unit Type: Airborne Fighter

Unit Size: Large

Cost: 300 150

Build Time: 80

Control: 2

Buildings Required:

    Stargate

Shields/Hit Points: 90/130

Attack Types: Ground and Air

Range: 4

Rate of Fire: 48 attacks per minute

Damage Types: Missiles:

Explosive
Machine Guns: Normal

Attack Power:

24 for missiles (upgrade factor: +2)
8 for ground (upgrade factor: +1)

Base Armor Rating: 1 (upgrade factor: +1)

 

 

The Scout is the best anti-air unit in the game. The air attack is 24 damage at a very fast rate and masses of scouts decimate the air. The Scout is also fast enough to evade overwhelming forces. They cost quite a bundle though, so don't start mass producing them until you're rich.

 

 

 
     Protoss Carrier   
 

Unit Type: Aircraft Carrier

Unit Size: Large

Cost: 350 300

Build Time: 140

Control: 8 

Buildings Required:

    Stargate
    Fleet Beacon

Shields/Hit Points: 150/250

Attack Type: Ground and Air

Range: 8

Rate of Fire: 224 attacks per minute (for 8

      interceptors)

Damage Type: Concussive

Attack Power 5 (upgrade factor +1)

Base Armor Rating: 4 (upgrade factor: +1)

 Like the Scarab, the Carrier manufactures and stores small Interceptors that engage into combat instead of the Carrier itself fighting.

 

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.

 

 

 
     Protoss Arbiter   
 

Unit Type: Air Strategic Vessel

Cost: 25 300

Build Time: 160

Control: 4

Buildings Required:

    Stargate
    Templar Archives
    Arbiter Tribunal

Shields/Hit Points: 150/200

Attack Type: Ground and Air

Range: 5

Rate of Fire: 24 attacks per minute

Damage Type: Explosive

Attack Power: 10 (upgrade factor: +1)

Base Armor Rating: 1 (upgrade factor: +1)

Stasis Field is like a big blob of invincible glue that surrounds anything it touches. It makes a clear polyhedron around a group of units that prevents it from moving, attacking, using any spells, or being attacked. It is only temporary but it can be a serious pain if your opponent has 2 or 3 Arbiters and constantly Stasis everything you throw at him, even if it doesn't hurt your units directly

Recal is one of my favorite spells. It warps a group of units from anywhere on the map that belong to you to where the Arbiter is. So you can Hallucenatie an Arbiter several times and do Recal with the real one right into the middle of their base while they frantically try to shoot the right one.

 

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.

 

 

 
     Protoss Corsair   
 

Unit Type: Light Air Fighter

Unit Size: Medium

Cost: 100 150

Build Time: 60

Control: 3

Buildings Required:

    Stargate
    Fleet Beacon

Shields/Hit Points: 100/80

Attack Type: Air Only

Range: 5

Rate of Fire: 105 attacks per minute

Damage Type: Explosive

Attack Power: 5 (upgrade factor: +1)

Base Armor Rating: 1 (upgrade factor: +1)

Disruption Web is an extremely useful spell for the turtling overdefending type. It renders all units in the field unable to attack. Disruption Web only affects ground units, and whatever is inside the Web can move out of it at any time. If your units get in the Web, they will be unable to attack also. Its a great spell against Turrets, Bunkers, Tanks, and other stationary defense.

 

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.

 

 

 


Back to Top