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

  • Psioinic Storm: Templars can "cast" Psionic Storm, which is like Blizzard (it is an area attack) from WarCraft 2. It is different in that it hits all the area under the animation of the storm equally and doesn't hit the very edges of the animation at all. Always keep in mind that when you cast several storms at once, the overlapping storm animations do not do extra damage, so you are wasting your Templar's energy; try to have them nearly overlap for the best effect. Storm is good for killing grouped units, such as peons, Marines, Zerglings, Hydras, Zealots, Mutalisks, Carriers, etc. It is best used when you have a couple of men or buildings distracting the enemy. Sometimes you need to cast it in front of running enemy units to have it hit them. Use storm against cloaked (including spider mines) or burrowed units to kill them. Storm is my favorite special of the whole game! It is super versatile can when used wisely, it can decide the game for you!
  • Hallucination: This is a very important spell for the Protoss. Use it to break into defenses. "How?" you ask? By making false units that appear to the enemy to be real, you can one, scare the life out of the enemy from the shear number of "units" you have and make them panic; two, draw fire from attackers while your other units move in; three, set off spider mines; four, have air hallucinations to draw fire from towers while shuttles run past; and five, have your air hallucinations set off Scourge. In some occasions, you will want to use hallucinations to scout. This comes into play on big maps or island maps. Use hallucinations to set off spider mines and draw siege fire when trying to get in close to cast storm. Also, to scout an enemy's base hallucinations are the best bet since they are expendable - just use a unit (usually an air unit) with lots of hit points/shield points or fast speed to hallucinate. Hallucinations of carriers do not have interceptors, so be careful about faking them out with them. Remember, hallucinations take double damage from attacks, cannot truly attack, and are killed instantly by area affect spells like ensnare. When hallucinations die, they go up in a puff of smoke that alerts your enemy to their usage. Always save your hallucinations to a separate control + number hotkey so you can use them more effectively in battle (especially true for Archon hallucinations which are very close in appearance to the real ones to the user). Hallucinations appear with white outlines in the group selection box.

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

  • Recall: Use this to get troops behind defenses. Also good for moving troops on island maps. It's great to have 2 Arbiters, one attacking and one at home. Have the one at home hotkeyed to control + 0 or whatever, and recall your attacking arbiter + men if they get into trouble.
  • Stasis: My favorite use of the Aribter is this spell. It is great for cutting their army in half so you can pick them off. It's very nice to stop Scourge and Siege tanks with this spell. It's also possible to use this on important units to save them before they get killed by Scourge or after an EMP. But the best thing for this spell is to freeze the enemy so you can bring Templars in to storm them as soon as they come out of it!