The Units > Protoss Units
The Protoss have biological and robotic units. Protoss Units are tough and protected by a Shield which is slowly regenerated automatically when damaged. Their Health Points can not be attacked until you killed all the Shield Points.
| Zealot | Dragoon | High Templar | Dark Templar | Shuttle |
| Reaver | Observer | Scout | Probe | Corsair |
| Archon |
The Protoss Zealot is a cheap but tough melee unit. Besides it can not attack air units, it moves fast on the ground and can take some damage.


Kill Score: 200
The Protoss Dragoon is a long ranged unit and especially nice for killing large ground and air units. Only little damage vs small units. Pretty long cooldown between attacks but an essential unit among your forces especially in late game.


Kill Score: 500
The Protoss High Templar is one of the most important non-hero units. The devastating Psy Storm is a perfect counter attack vs incoming mass units. Used in offence at the enemy spawn area it's even more deadly if well timed. Besides that you can also storm cloaked and burrowed units even if not detected. Hallucination is a brilliant possibility to 'hide' a hero unit. Be sure to support this unit well, because - besides the Storm - it is completly helpless vs enemy units. Especially Vultures are well known for hunting them down quickly. Two High Templar can be morphed into an Archon.


Kill Score: 700
The Protoss Dark Templar has no air attack and no other specials besides a strong melee ground attack. And still there's something that makes this unit a good choice in particular situations: It's cloaked permanently! However, Spider Mines will still attack. The ground attack can kill the Shield Points of the Nexus quickly. Once the Dark Templar is detected it is kinda easy to kill due to its slow movement and attack.


Kill Score: 650
The Protoss Shuttle can transport an amount of between 2 and 8 units depending on their size. Very common in combination with the Reaver. Quite vulnerable to anti-air units and of course the Lockdown.


Kill Score: 400
The Protoss Reaver is unable to attack after spawning. First you have to build up to 5 so called Scarabs which attack and explode with a deadly splash damage. When your Reaver is out of Scarabs you will need to build some more before it is able to attack again. Most effective in combination with a Shuttle to shortly drop the Reaver, wait for the attack and immediately load in again. If the enemies micro skills are good enough, he will split his units making it very hard for you to use your Reaver sucessfully.


Kill Score: 800
The Protoss Observer can not attack anything. Besides that it has two very useful abilities: First of all it's permanently cloaked. Secondly but even more important it can detect enemy units. That means you are able to see all cloaked and burrowed units. This ability is lost when it's blinded by a Medic.


Kill Score: 450
The Protoss Scout is a powerful and expensive anti-air unit. It's fast in movement and has a strong air attack. Besides that it takes some damage to bring it down. Although damage vs ground units is rather weak, the Scout is a very good choice when particular air units need to be killed quickly.


Kill Score: 1300
The Protoss Probe is a small and weak unit which can be used to shield your units from enemy melee forces.


Kill Score: 100
The Protoss Corsair can not harm ground units. However the damage vs low armored air units is very strong due to its fast rate of fire. The ability to cast a Disruption Web is very helpful to interrupt enemy Nexus attacks and drops as well as to support the offense when used at the enemy spawn area. No chance vs well armored air units.


Kill Score: 700
The Protoss Archon is a powerful and very expensive ground unit. Its splash damage is devestating especially vs Zerglings and when positioned at the enemy spawn area. Besides that it does not trigger Spider Mines. More skilled players will outmicro the Archon by using long ranged units and splitting them.


Kill Score: 1400