Part 2: Special and Air Units Templars are the size of Zealots but they are fairly slow, but have special attacks like mage spells. Remember to merge Templars if they are being attacked and cannot get away. This instantly gives them a large amount of shield points and normally saves them (although they will now permanently be an Archon). Don't bunch all your Templars in one area when defending, otherwise they will all die if sneak attacked. Try to hide them amongst your buildings, since they blend in well.
Templar Special Attacks Archons are the most powerful ground unit in many ways. They do have several weaknesses though, mostly against Terran players. The Archon's specialty is tearing through packs of small weak units. The fact that it hits air units harder than anything except Storm makes it your best Protoss anti-air unit, except for possibly large groups of Scouts. However, because of the Archon's slow acceleration it usually will not be able to fire on fast air units unless the other player is not very good. They can just hit and run wherever your Archon isn't. But the threat of the Archon often keeps air units away. Archons are great to use when a Zerg player is Plague happy. Another strength of the Archon is that he can quickly recharge his shields at shield batteries, and get back into battle quickly. The other weaknesses of Archons are that they need to attack in groups, Vultures (cheap fast units) do full damage to their 350 shields, and EMP Shockwave takes them down to near death. Note: Archons as well as any worker unit do not set off spider mines. The best way to use archons is to have the enemy come to them (so their poor acceleration/deceleration isn't a factor) or to move them close to the enemy then hit "s" to stop them and have them start firing. Observer: Good for scouting in the middle of maps and unoccupied areas. Bring two with your attacks on Terrans and Protoss that have an Arbiter. Use them to find burrowed guys, Wraiths, Ghosts, and spider mines. Shuttle: These little guys are very useful. They get your Zealots into the peon lines early in the game and extend the life and use of Reavers greatly. Upgrade their speed on big maps to help Reavers attacks better. Their acceleration is very poor, so be careful not to stop near a tower and try to move away your shuttle will bite it. Scout: These are some of the hardest air to air attack units in the game. Their biggest weaknesses are their great cost, slow building time, and poor acceleration. Always make two (more if you are rich) Protoss Stargates if you plan on making a fair amount of scouts. Upgrade their speed if you ever plan on making many of these guys. I would not think about making them in a normal game until I had an expansion. Use Scouts with shield batteries for the best effect. Beware of Scourge and Ensnare! Carrier: The giant carriers can do tremendous damage if you have enough of them. You need at least four to be a power. Beware of Scourge, their biggest enemy. Psi Storm, Lockdown, Protoss Scouts, and Battle Cruisers can also be trouble. Always remember to upgrade their Interceptor capacity. Use multiple shield batteries with your carriers for best results. Interceptors: Try to get air weapons upgraded to take full advantage of these damaging Carrier weapons. They along with Zerglings benefit the most from weapon upgrades. Upgraded all the way, they are deadly. Use their range to hit guys while sitting over plateaus and other safe places. Arbiter: The expensive arbiters are some of the coolest units around. Their spells are incredible, and their cloaking field is fun once you are ahead. Beware of Scourge and Yamato cannons. Try to have hallucinated arbiters accompany your real one all the time during attack runs. Scouts under the cloak help protect from scourge. Carriers under cloak are good against Terrans and Protoss alike.
Arbiter Special Abilities
General Strategies |