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StarCraft Brood War Protoss Buildings & Units

The Protoss Race is perhaps the strongest race, but also the most expensive. For that reason, strategy is extremely important for this race because even the mighty Protoss can fall to the Zerg while they collect the resources to gain that power.

Below we have listed every Protoss Unit & Building, their pictures, stats, requirements, abilities, weapons, and strategies.

We hope that this section will help you whether you are trying to save Aiur, or just mopping up opponents with a mass of Carriers.

The links below will jump you to the unit or section you are looking for.

Protoss Buildings
NexusPylonAssimilatorGatewayForgePhoton CannonCybernetics CoreShield Battery
Robotics FacilityStargateCitadel of AdunRobotics Support BayFleet BeaconTemplar ArchivesObservatory
Arbiter Tribunal
Protoss Units
Probe – Zealot – Dragoon – High Templar – Dark Templar – Archon – Dark Archon – Shuttle – Reaver – Observer – Scout
Carrier – Interceptor – Corsair – Arbiter



Protoss Buildings

Protoss buildings are warped in by Probes. The advantage is that you do not have to lose a worker to constructing the building permanently or until it’s done like the Terran or Zerg. They also have shield points for all of their buildings which regenerate over time. Plasma Shield upgrades help their defense, which is unique since Terran and Zerg buildings cannot have the same benefit with upgrades. The downsides to Protoss buildings are they are expensive, take longer to build, and require Pylons for power while being built near them.

There are four types of buildings in StarCraft.

- Defensive: Structures that have weapons to attack enemy units. (Photon Cannon)

- Factories: Structures that can create units. (Nexus, Gateway, Robotics Facility, Stargate)

- Research: Structures that can research upgrades and abilities for your units. (Forge, Cybernetics Core, Citadel of Adun, Robotics Support Bay, Fleet Beacon, Templar Archives, Observatory, Arbiter Tribunal)

- Support: Structures that provide a single special ability. (Pylon, Assimilator)

Protoss Nexus

Jump to TopNext Unit: Pylon

Description

This is the Protoss base building, the Nexus. It is the foundation of your economy due to it’s ability to collect the resources workers gather, and is the requirement of the most basic buildings aside from Pylons and Assimilators. It must be built a short distance away from any resources. Any Protoss player on a non UMS map should try to have at least one of these at all times.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

+9 400
0 1800 750 750 0 1 Large (75% Resistance to Concussive) 1200

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Probes
Units/Abilities/Buildings Required: Built by Probe.
Unit/Building Placement Requirements: 4×3 Size. Does not require Pylon’s aura to build.
Enables Creation of: Gateway, Forge.

Abilities & Upgrades

Process Resources: A passive ability, this allows the Nexus to collect resources that a worker brings.
Build Probe: Creates a Probe for 50 Minerals and 1 Psi.
Set Rally Point: Select an area on the map to set where created units will move to upon completion.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

The Nexus is provided to you as soon as you start after picking Protoss as your race. Being the supplier of resources to you, it is vital that you defend your Nexuses carefully. Photon Cannons are great for choke-points into your base, but having some around your Nexus and the Probes that are mining for it is the best way of keeping it alive. In non money maps, an emphasis is placed upon expanding to other areas. While it is important to defend those Nexuses too, it’s best to put the most Photon Cannons and units to protect your main base as that is usually where your main factories and higher tech buildings are.

When an enemy attacks your main base and you feel like you will lose no matter what, a good desperation move is to stop building other units and buildings and conserve minerals and Probes, that way you can move those Probes to a new area (like an ally’s base) and use the minerals you saved to build a new Nexus.

Knowing all this, the best strategy against players is to try to take out their Nexus before they expand and then wiping out their probes. Even simply destroying a Nexus at an expansion base can potentially make the cash flow come to a big halt for that player as they try to recover, especially after they have few mineral fields left in their main base.

- Money Melee

In money maps, you should emphasize on protecting your starting base. If you lose your Nexus in a Fastest Money map where the minerals are placed directly underneath your Nexus, this is a devastating hit to your economy. This makes it imperative to keep your defenses healthy around your Nexus. Make sure you have plenty of Photon Cannons or strong units around it, and try putting Observers around the perimeter of your base so you can see incoming unit drops and air attacks.

Likewise, taking out an opponent’s Nexus in one of these style maps can hurt them incredibly. Since most people stick to one or two bases, knocking out their Nexuses and Probes (Psionic Storm is great for the Probes, then focus on attacking the Nexus with something else) is the best tactic for leaving an enemy hung out to dry.

- Use Map Settings

In UMS Maps, the Nexus is typically given to a player in maps only when they are going to be building a base. They serve as NPC buildings for towns and landmarks in RPGs. In UMS maps, you want to be careful when making them to remove the option to build Nexuses if you don’t want a player building up a base because it will mess up your map. Go into the Player Settings and disable Nexuses to do this.


Protoss Pylon

Previous Unit: NexusJump to TopNext Unit: Assimilator

Description

The Protoss Pylon is a building of necessity. The Protoss do not construct buildings on the battlefield, but instead warp them in. Pylons come in by providing power to do this. Basically, you cannot build anything other than a Nexus or Assimilator without a Pylon. Pylons provide energy to buildings in a radius around the Pylon. If the Pylon gets destroyed, the buildings will lose their energy and will become unpowered making them sitting targets that cannot perform actions until a new Pylon is built near them. Also very importantly, Pylons provide psi so you can build more units.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

+8 100
0 450 300 300 0 0 Large (75% Resistance to Concussive) 150

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe.
Unit/Building Placement Requirements: 2×2 Size. Does not require Pylon’s aura to build.
Enables Creation of: Nothing. But is required to warp in any non Nexus, Assimilator, or Pylon Protoss building.

Abilities & Upgrades

Warp Aura: A passive ability that powers nearby buildings and allows you to build any non Nexus, Assimilator, or Pylon Protoss building.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Pylons are the most frequently created building for Protoss. While a Nexus provides psi too, Pylons do so in a much cheaper and space conserving manner. When creating a Pylon there isn’t too much strategy involved. If you’re creating a batch of Photon Cannons at a choke point into your main base, you’ll want to put the Pylon behind the cannons so units will be attacked by the Photon Cannons first instead of being able to just knock out your Pylon and then destroy the unpowered Photon Cannons. That being said, a good idea is to create more than one Pylon to power your Photon Cannons so a situation like that doesn’t happen against long range attackers.
When attacking an enemy’s base try to look for stupidly placed Pylons. If you see that their Gateways and Stargates are being powered by only one Pylon, it takes less time to destroy a Pylon that has 300 hp and 300 sp than a Gateway with 500 hp and 500 sp. You can cause their unit production to cease while you take out the remaining ground and air threats.

- Money Melee

Refer to the Non Money Melee section. The only differences you may want to keep in mind are that you should be able to build them quickly due to the higher cash flow. So creating Pylons all over your base to provide backup power to your buildings is good as you will need the Pylons for your psi limit anyhow. Or if you’re rich and bored enough you could just replace extra Pylons with Nexuses so you can a little more supply and they take much longer to kill.

- Use Map Settings

UMS Maps see Pylons primarily in defense games. But you can also see them in towns in RPGs. Usually a Pylon in a UMS map fit the same needs as in a Melee map because they don’t have much else of a role. In UMS maps, you want to be careful when making them to remove the option to build Pylons if you don’t want a player building up a base because it will mess up your map. Go into the Player Settings and disable Pylons to do this.


Protoss Assimilator

Previous Unit: PylonJump to TopNext Unit: Gateway

Description

To gather Vespene Gas from worlds, the Protoss require an Assimilator to be warped in. The Assimilator is placed on a Vespene Gas Geyser and Probes can then gather Vespene Gas from the Assimilator and return it to your Nexus. The Assimilator has one use, but is important if you want to build the majority of your units and buildings.

Remember that the difference between Mineral Fields and Vespene Gas Geysers is that while a Mineral Field can run out, Geysers will simply become depleted giving you less resources per harvest.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 100
0 600 450 450 0 1 Large (75% Resistance to Concussive) 150

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe.
Unit/Building Placement Requirements: 4×2 Size. Does not require Pylon’s aura to build. Must be built on a Vespene Gas Geyser.
Enables Creation of: Nothing.

Abilities & Upgrades

Process Vespene Gas: A passive ability that allows Probes to enter the Assimilator for a moment to harvest Vespene Gas so it can be returned to the Nexus.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

This is a building that you should try to get early on in maps. You usually will want to have 3-4 Probes gathering from your Assimilator (3-4 is based on distance) at all times. Vespene Gas is going to be relied on for your ground unit and air unit construction more so than any other race. Try to expand so you can create more Assimilators. You’re going to need the Vespene Gas, trust me.

- Money Melee

Refer to the Non Money Melee section. The main difference is you won’t need to expand in most cases because you are not going to have to worry about the geysers depleting as much. In Money Maps you will want to create an Assimilator even earlier on in the game as your Minerals will add up so quickly and you will want the Gas to keep up.

- Use Map Settings

UMS Maps do not see much in the way of Assimilators. In UMS Melee Maps they’ll be there for the most part. You will also be seeing them in RPGs for Towns and that’s about it. Don’t forget, the Assimilator doesn’t have any building requirements. If you want to give a player a Probe but don’t want them building an Assimilator, go to the Player Settings and to the Units tab to disable them.


Protoss Gateway

Previous Unit: AssimilatorJump to TopNext Unit: Forge

Description

The Protoss Gateway is the factory for all Protoss Ground Units aside from the Reaver. It is capable of warping in Zealots by itself, Dragoons with a Cybernetics Core, and High and Dark Templar with a Templar Archives. You can only create one unit at a time at a Gateway. Finally, the Gateway requires a Pylon nearby otherwise it will become Unpowered and will stop functioning.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
0 900 500 500 0 1 Large (75% Resistance to Concussive) 225

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Zealots, Dragoons (Requires Cybernetics Core), High Templar (Requires Templar Archives), and Dark Templar (Requires Templar Archives)
Units/Abilities/Buildings Required: Built by Probe. Requires Nexus.
Unit/Building Placement Requirements: 4×3 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Cybernetics Core, Shield Battery.

Abilities & Upgrades

Warp in Zealot: Creates a Zealot for 100 Minerals and 2 Psi.
Warp in Dragoon: Creates a Dragoon for 125 Minerals, 50 Vespene Gas, and 2 Psi.
Warp in High Templar: Creates a High Templar for 50 Minerals, 150 Vespene Gas, and 2 Psi.
Warp in Dark Templar: Creates a Dark Templar for 125 Minerals, 100 Vespene Gas, and 2 Psi.
Set Rally Point: Select an area on the map to set where created units will move to upon completion.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Gateways create the majority of your ground units and are required to get any kind of combat unit. It should be created early on so you can build Zealots for protection from rushes. If you’re going to play defensively with Cannons at first you can hold off on the Gateways for longer. If you’re playing against someone who is using lots of ground units, wipe out the Gateways when you attack their base after you take out immediate threats.
If you want to make an army of the troops it can warp in, then you should create several Gateways so you can produce your units faster. This is harder in non money, so be resource conscious and expand when needed so you can keep up the cash to continue your army. You’ll probably want your Gateways near your Nexus and behind any Photon Cannons or units you’re using for defense so they don’t get destroyed. Finally, don’t forget to use the rally point command with caution. You can use this to gather units in a better location than right in front of your gateway, but when units are created from it they will be ordered to Move to the location and will not attack any nearby enemies until they reach that spot.

- Money Melee

Money maps are a great way to get a lot of use of Gateways. If you’re going to be using a ground army, you should have the resources to get more than enough Gateways to create your forces quickly. Follow the same rules for Non Money Melee and you should be fine.

- Use Map Settings

Gateways are typically in UMS Melee Maps. They also tend to serve as landmarks or town buildings in RPGs. Basically, if you want the player to be able to build ground units, you’ll give them a Gateway. If not, go into the Player Settings and disable the Gateway.


Protoss Forge

Previous Unit: GatewayJump to TopNext Unit: Photon Cannon

Description

The Forge is the first research building available to the Protoss. It allows you to upgrade your Ground Weapons and Armor for your ground units. It also allows you to upgrade your Plasma Shields so that damage taken to your Shield Points is reduced for all Protoss units and buildings. Like everything else, the Forge can only research one upgrade at a time.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
0 600 550 550 0 1 Large (75% Resistance to Concussive) 300

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Nexus.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Photon Cannon.

Abilities & Upgrades

Upgrade Ground Weapons: Provides a damage bonus to Ground Units per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 3 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.
- Level 1: Minerals: 100, Vespene Gas: 100, Time: 266.
- Level 2 (Requires Templar Archives): Minerals: 150, Vespene Gas: 150, Time: 298.
- Level 3 (Requires Templar Archives): Minerals: 200, Vespene Gas: 200, Time: 330.
Upgrade Ground Armor: Provides +1 Armor bonus to Ground Units per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 3 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.

- Level 1: Minerals: 100, Vespene Gas: 100, Time: 266.
- Level 2 (Requires Templar Archives): Minerals: 175, Vespene Gas: 175, Time: 298.
- Level 3 (Requires Templar Archives): Minerals: 250, Vespene Gas: 250, Time: 330.
Upgrade Plasma Shields: Provides +1 Plasma Shields bonus to any unit with Shield Points per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 3 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.

- Level 1: Minerals: 200, Vespene Gas: 200, Time: 266.
- Level 2 (Requires Cybernetics Core): Minerals: 300, Vespene Gas: 300, Time: 298.
- Level 3 (Requires Cybernetics Core): Minerals: 400, Vespene Gas: 400, Time: 330.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

The Forge is an important building for any Melee game. You will want to upgrade your units as much as possible. When it comes down to it, if you fight an enemy with the same amount and same units as you do, upgrades will make a big difference. But if you are not going to be using ground units as your main force, you’re best off sticking to the Plasma Shields Upgrades and ignoring the others. If you are on the other hand using ground units, you should build 3 Forges so you can do each upgrade at once.

The Forge is not a big target when attacking a base. I recommend attacking the threats and unit producing buildings, leaving research buildings like this as a last kill.

- Money Melee

Forges in Money maps should always be cranking. You might not need the ground weapons upgrades if you are not focusing on a ground unit army. You should still get at least 2 forges for the Plasma Shields and Ground Armor upgrades.

- Use Map Settings

The Forge is a building that is used mostly in RPGs, UMS Melees, and Defense maps. Due to the upgrade limit being able to be pushed up to 255 with most 3rd party map editors, the Forge gets more useful than before. Typically when you want players to be able to make their units stronger, you’ll give them a Forge somewhere on the map or enable them to build it. Just make sure if you put one on the map that you didn’t want used for upgrading to disable the researching of those upgrades.


Protoss Photon Cannon

Previous Unit: ForgeJump to TopNext Unit: Cybernetics Core

Description

Your sole defensive building for the Protoss is the Photon Cannon. Photon Cannons are actually a pretty good deal compared to the other races’ defensive units due to cost and damage. While the other races need to spend much more cash to fill bunkers or build Sunken/Spore Colonies, you get one building that can hit both ground and air for decent damage while detecting cloaked and burrowed units. Photon Cannons do have their downsides though. They are low on overall HP compared to Bunkers and Sunken/Spore Colonies and have a slower attack speed. Most players will agree though that with Photon Cannons, the positives outweigh the negatives.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
0 750 100 100 0 0 Large (75% Resistance to Concussive) 300

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

TARGETABLE

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Forge.
Unit/Building Placement Requirements: 2×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Nothing.

Weapons

STS Photon Cannon
Attack Speed: Normal
Damage: 20
Damage Bonus: N/A.
Damage Type: Plasma (50% damage against Medium units and 25% against Large units.)
Range: 7
Targets: Ground
STA Photon Cannon
Attack Speed: Normal
Damage: 20
Damage Bonus: N/A.
Damage Type: Plasma (50% damage against Medium units and 25% against Large units.)
Range: 7
Targets: Air

Abilities & Upgrades

Detection: Allows you to see nearby cloaked or burrowed units.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Photon Cannons are a great defense against rushers and just in general. Good spots to place them are at chokepoints into your base, near your miners (in case of an air attack on them), and if you’re around the edges of a the higher elevation (so you can start attacking melee units while they have to go to a ramp and hit ranged ground units while gaining a cover bonus making them harder to hit). They’re pretty cheap, even in Non Money you can’t go wrong with them.

Don’t forget to protect the Pylons powering your Cannons. If you only have one Pylon providing power to a bunch of Cannons, watch out because one destroyed Pylon can lead to many destroyed Cannons. Always provide extra Pylons for large amounts of Cannons.

When attacking Photon Cannons, the best choice by far is a unit with a long range weapon. Seige Tanks, Reavers, and Guardians can make short work of Cannons or any other defensive building. Just make sure to back them up. Another good choice is to use the Disruption Web ability from a Corsair if you are Protoss and pick them off while they can’t attack.

- Money Melee

For the defensive players, Photon Cannons in Money Maps are a great benefit. They’re cheap and you can surround yourself with plenty of them to detect and fight off any approaching enemies. The best recommendation I can give is if you’re playing a map like a Fastest that’s laid out with only one entrance to your base, you wall it off with other buildings so your enemies can’t pass through without destroying them, while placing Cannons behind them. This will deter every computer player from attacking without siege units. I also recommend placing Observers around the outskirts of your base if you play defensively like this though, because then you can detect any threats before they reach your Cannons.

In a Money Map attacking against Cannons early on can be difficult. Bring in units that hit hard like melee units (not so much with Zerglings. They get wiped out quickly without the faster attack upgrade and a big number of them). Later on, they won’t be a problem if you bring a few siege units like Siege Tanks, Guardians, or Reavers. Make sure to back them up with other units of course. The Disruption Web ability from a Corsair is great if you are Protoss because you can destroy them off while they can’t attack.

- Use Map Settings

Photon Cannons are used most frequently in defense maps. Since they only have a defensive purpose, it’s a natural fit. Make sure when making a map with Photon Cannons to make sure to keep Pylons in mind otherwise you’ll be making a beginner’s mistake. Another mistake to look out for is that Plasma Shields are on the Cannons, so enabling 255 upgrades and giving them the ability to have Cannons can lead to very hard to kill Cannons. One of the coolest uses of Photon Cannons would be stacking, which is placing multiple Photon Cannons on the same spot. You can do this with editors like SCM Draft 2 or StarForge. They will rack up kills like crazy this way.


Protoss Cybernetics Core

Previous Unit: Photon CannonJump to TopNext Unit: Shield Battery

Description

The second research building for the Protoss is the Cybernetics Core. The counterpart to the Forge, it is for upgrading your Air Weapons and Armor. Like everything else, it can only research one at a time, so warping in 2 would be a good idea. It also houses an upgrade to increase the Dragoon’s weapon range. Last but not least, it’s the requirement to get to the advanced buildings for Protoss.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 200
0 900 500 500 0 1 Large (75% Resistance to Concussive) 300

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Gateway.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Dragoon, Robotics Facility, Stargate, and Citadel of Adun.

Abilities & Upgrades

Upgrade Air Weapons: Provides a damage bonus to Air Units per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 3 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.
- Level 1: Minerals: 100, Vespene Gas: 100, Time: 266.
- Level 2 (Requires Fleet Beacon): Minerals: 175, Vespene Gas: 175, Time: 298.
- Level 3 (Requires Fleet Beacon): Minerals: 250, Vespene Gas: 250, Time: 330.
Upgrade Air Armor: Provides a +1 Armor bonus to Air Units per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 3 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.
- Level 1: Minerals: 150, Vespene Gas: 150, Time: 266.
- Level 2 (Requires Fleet Beacon): Minerals: 225, Vespene Gas: 225, Time: 298.
- Level 3 (Requires Fleet Beacon): Minerals: 300, Vespene Gas: 300, Time: 330.
Develop Singularity Charge: Gives a 50% bonus to the Range of the Dragoon’s Phase Disruptor Weapon, increasing it from 4 to 6.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

The Cybernetics Core is a building you will want to hurry to build if you’re trying to climb the tech tree fast. It provides vital upgrades to those that love to swarm with Carriers. Those who prefer Dragoons will enjoy the range upgrade. This is an important building because it leads to the advanced buildings, but like the Forge it’s not something that enemies will rank as a high priority. If focusing on an air unit army, you will definitely want 2 of these so you can research the Air Armor and Weapons upgrades at the same time.

- Money Melee

Money Maps breed Carrier users. So getting two of these up and running ASAP is important. If you want to focus on ground units, it’s not as important. But keep in mind those who like to Recall ground units in or Unload them with a Shuttle may need the Air Armor upgrade for the Arbiter and Shuttle.

- Use Map Settings

The Cybernetics Core is as important to unit development as a Forge. A lot RPGs, UMS Melees, and Defense games will make providing a Cybernetics Core to players a necessity. Of course, keep in mind if you don’t want people to upgrade to disable the upgrades in the Players Settings. If you want to give Dragoons their increased Range automatically (or disabling it) that’s in the Players Settings too.


Protoss Shield Battery

Previous Unit: Cybernetics CoreJump to TopNext Unit: Robotics Facility

Description

Arguably the least used building next to the Infested Command Center, the Protoss Shield Battery has very limited uses. As you probably already know, Protoss units recover their shield points over time. The shield battery’s one ability is Recharge Shields, which acts like a Medic, healing damage dealt to your shield points.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 100
0 450 200 200 200
1 Large (75% Resistance to Concussive) 150

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Nothing.

Abilities & Upgrades

Recharge Shields: Uses the Shield Battery’s energy to regenerate the shield points for the target unit. Can only target non building units owned by the player that have shield points.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

The Shield Battery is a very underused unit for a reason: it’s uses are extremely limited and not too helpful. It can be helpful when doing hit and run attacks against targets early on. But loses it’s luster quite quickly. Shield points already regenerate themselves, and while healing them can be nice, it more often than not is a waste of space and Minerals. When attacking a base, ignore the Shield Batteries and focus on the enemy units unless they have at least 3 or 4.

- Money Melee

Refer to the Non Money Melee section for the Shield Battery.

- Use Map Settings

In UMS Maps, Shield Batteries tend to only be used in RPGs for landmarks or in towns. Again, this is a unit where there is not much you can do with it.


Protoss Robotics Facility

Previous Unit: Shield BatteryJump to TopNext Unit: Stargate

Description

The Robotics Facility is the only factory building that produces both air and ground units. It can build Shuttles, Reavers, and Observers. These are all tactical units that you can’t just throw at an enemy and then look away. The building is also a requirement for the Robotics Support Bay and Observatory so you can build the latter two units.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 200
200 1200 500 500 0 1 Large (75% Resistance to Concussive) 900

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Shuttles, Reavers (Requires Robotics Support Bay), and Observers (Requires Observatory).
Units/Abilities/Buildings Required: Built by Probe. Requires Cybernetics Core.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Robotics Support Bay, Observatory.

Abilities & Upgrades

Build Shuttle: Creates a Shuttle for 200 Minerals and 2 Psi.
Build Reaver: Creates a Reaver for 200 Minerals, 100 Vespene Gas, and 4 Psi.
Build Observer: Creates an Observer for 25 Minerals, 75 Vespene Gas, and 1 Psi.
Set Rally Point: Select an area on the map to set where created units will move to upon completion.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Robotics Facilities are not as popular as the other two factories for the Protoss. The units created by it are only good for certain situations (save the observer), and building a Robotics Facility does not open up any buildings’ requirements other than ones that help itself. This being said, Reavers are an expensive but great siege unit. You’ll want them when you have ground units trying to invade a base through a choke point that is covered with enemy defenses. Shuttles are another ground unit supporter, allowing you to transport a certain number of each unit to another location and drop them off there. This can be useful in island maps, getting probes to expansion bases (or to start a new one), or just plain old dropping in ground units into an enemy base. Observers are the last of the units it creates, and are cheap cloaked detectors making them great for any situation.

All and all, the main combat unit you’ll get from this is a Reaver which is very expensive. The two support units are nice, but not always necessary. Rush for making this building if you want them, otherwise save your minerals.

- Money Melee

Money maps let you get so loaded with cash you really just have to think about what your attack force will be made up off. The Robotics Facility can only create the Reaver for combat. But a Shuttle might help you if you want to use ground units. And Observers are always good if you have the free psi since they’re so cheap. If you have some free minerals or want some of these units, buy one. Otherwise don’t worry about it.

- Use Map Settings

Robotics Facilities are in UMS Melee Maps and also make their use as landmarks or town buildings in RPGs. As a factory building, you’ll want to make sure to disable units accordingly so players don’t build things you didn’t intend for.


Protoss Stargate

Previous Unit: Robotics FacilityJump to TopNext Unit: Citadel Of Adun

Description

The factory building for all Protoss combat air units, the Stargate is an important advanced building. Being able to manufacture Scouts, Arbiters, and Corsairs is great, but they can also build the powerhouse Carriers. Aside from being able to construct some strong air units, the Stargate is also a building requirement for the Fleet Beacon and Arbiter Tribunal.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
150 1050 600 600 0 1 Large (75% Resistance to Concussive) 900

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Scout, Corsair, Carrier (Requires Fleet Beacon), and Arbiter (Requires Arbiter Tribunal).
Units/Abilities/Buildings Required: Built by Probe. Requires Cybernetics Core.
Unit/Building Placement Requirements: 4×3 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Fleet Beacon, Arbiter Tribunal.

Abilities & Upgrades

Warp in Scout: Creates a Scout for 275 Minerals, 125 Vespene Gas, and 3 Psi.
Warp in Corsair: Creates a Corsair for 150 Minerals, 100 Vespene Gas, and 2 Psi.
Warp in Carrier: Creates a Carrier for 350 Minerals, 250 Vespene Gas, and 6 Psi.
Warp in Arbiter: Creates an Arbiter for 100 Minerals, 350 Vespene Gas, and 4 Psi.
Set Rally Point: Select an area on the map to set where created units will move to upon completion.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Any player who wants to go with air units for their main force needs a Stargate. Actually, you’ll want to build more than one. Rushing to build one of these can be great, if you want to attack an enemy very early on in the game with a Scout rush so those not protected against air yet get destroyed. Scouts are not powerful, but do make for a quick attacker. Corsairs are great anti air and their Disruption Web can be a quick way to knock down enemy defenses. Carriers are great against computer players, but against humans you’ll want a little back up in some form. Arbiters are good for cloaking a force the enemies don’t have detection on. The Arbiter’s Recall can be better than Shuttle transporting units. The Stasis Field ability they have is great against a mob of close enemies.

You’ll probably end up using a Stargate for the units in some way. So unless you’re rushing with Zealots and Dragoons I would recommend getting one.

When fighting against a Protoss player, wiping out their Stargate can be a critical loss if they don’t have any others.

- Money Melee

Money maps with Protoss players usually breed Carriers. So getting multiple Stargates quickly so you can get to the Fleet Beacon and start building some is a great idea. The Fleet Beacon will allow you to upgrade their Interceptor amount, and lets you upgrade your Air Armor and Weapons past level 1. If you are going to be using any kind of air units, get one of these as soon you feel you can.

- Use Map Settings

Stargates are in UMS Melee Maps and also make their use as landmarks or town buildings in RPGs. As a factory building, you’ll want to make sure to disable units accordingly so players don’t build things you didn’t intend for.


Protoss Citadel Of Adun

Previous Unit: StargateJump to TopNext Unit: Robotics Support Bay

Description

A stepping stone to the final ground unit research building, the Citadel Of Adun is another building with limited uses. It is a research building that allows you to upgrade your Zealot’s speed with Leg Enhancements. Most importantly, it’s the requirement to the Templar Archives.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
100 900 450 450 0 1 Large (75% Resistance to Concussive) 600

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Cybernetics Core.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Templar Archives.

Abilities & Upgrades

Develop Leg Enhancements: Increases the movement speed of the Zealot by close to 50% .
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

The Citadel of Adun is mainly just a required building for the Templar Archives. The Leg Enhancements upgrade shouldn’t be overlooked if you want to use Zealots though. With this upgrade they are much more effective against Hydralisks, Siege Tanks, and other ranged ground units. If you have a Shield Battery, you can use the upgrade to your advantage and do hit and run attacks with Zealots.

The Citadel Of Adun is a requirement for the Templar Archives. So if you want to upgrade your Ground Armor and Weapons, build High and Dark Templar, or want the Arbiter Tribunal you need one of these first.

- Money Melee

Refer to Non Money Melee.

- Use Map Settings

The Citadel Of Adun is another unit mainly used in UMS Melees and as decoration in RPG maps. If you do not want the player who owns it to buy the Zealot speed upgrade make sure to disable it in the Players Settings.


Protoss Robotics Support Bay

Previous Unit: Citadel Of AdunJump to TopNext Unit: Fleet Beacon

Description

The Robotics Support Bay is basically the home to the Reaver. Aside from letting you build them at a Robotics Facility, It allows you to increase the damage of the Scarabs Reavers use as well as the maximum number they can carry. It also has a Shuttle upgrade to increase its speed.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
100 450 450 450 0 1 Large (75% Resistance to Concussive) 375

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Robotics Facility.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Reavers.

Abilities & Upgrades

Upgrade Scarab Damage: Provides a damage bonus to Scarabs per level. The costs in time and resources will vary from Melee to UMS maps. UMS Maps can also increase the max upgrade level from the default 1 to 255. It starts with a base cost and then can increase each cost from level to level. Below are the default settings for Melee.
- Level 1: Minerals: 200, Vespene Gas: 200, Time: 166.
Increase Reaver Capacity: Increases the maximum number of Scarabs a Reaver can carry from 5 to 10.
Develop Gravitic Drive: Increases the movement speed of the Shuttle by close to 50%.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

If you are going to be using Reavers, the Robotics Support Bay is required. It’s also the best building to upgrade them. It increases the capacity which is good if you’re using a lot of Reavers (Not normally a good idea). The Scarab Damage upgrade gives them a 25 damage boost which is nice as well. The Shuttle Upgrade is a good idea for those who like to use transports because it makes it the fastest transport unit. But all in all, if you don’t want Reavers or Shuttles, you don’t want this building.

- Money Melee

Refer to Non Money Melee.

- Use Map Settings

The Robotics Support Bay gets a boost in UMS from 3rd party map editors. The feature to increase the max level on the Scarab Damage upgrade has led to Reaver Defense maps and is useful in other UMS games. But mainly this building is just for Reavers. So if you’re just using it for decoration in an RPG map or something then make sure to disable the upgrades in the Players Settings.


Protoss Fleet Beacon

Previous Unit: Robotics Support BayJump to TopNext Unit: Templar Archives

Description

Protoss Air Units have a good research building in the Fleet Beacon. It provides upgrades to the Scout making it faster and better at, well, scouting with the sight upgrade. The Corsair gets a boost from an increase in max energy upgrade, as well as the helpful offensive ability Disruption Web. Finally, much like the Robotics Support Bay with the Reaver, the Fleet Beacon has an upgrade to increase the Carrier’s max capacity when it comes to storing Interceptors. The Fleet Beacon is also a requirement for upgrading Air Armor and Weapons past level 1 at the Cybernetics Core. And to top it off, it is a requirement for Carriers and the Arbiter Tribunal.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 300
200 900 500 500 0 1 Large (75% Resistance to Concussive) 1050

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Stargate.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Carriers, Arbiter Tribunal.

Abilities & Upgrades

Develop Apial Sensors: Increases the sight range of Scouts.
Develop Gravitic Thrusters: Increases the movement speed of the Scout by close to 50%.
Increase Carrier Capacity: Increases the maximum number of Interceptors a Carrier can hold from 4 to 8.
Develop Disruption Web: Unlocks the Disruption Web ability for Corsairs.
Develop Argus Jewel: Increases the maximum Energy Points for Corsairs from 200 to 250.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

For Air Units, the Fleet Beacon is a great resource when it comes to just about everything aside from people who just want to rush with Scouts and Corsairs and not upgrade them. You get the majority of upgrades for air units here and it unlocks upgrades for Air Armor and Weapons past level 1 as well, making it the best Protoss air unit research building. If you want to use Air Units, you’ll be getting one of these. The decision on how quickly you get there is up to you. Unlike the Forge or Cybernetics Core, I would only get one of these because there’s 2 upgrades for the Scout, 2 for the Corsair, and 1 for the Carrier. That’s a lot of upgrades but they do not take long to research and you’ll probably be looking for one or two and the rest are just icing on the cake.

You do not really need to worry about enemies’ Fleet Beacons right away. Aim for enemy units and factories first.

- Money Melee

Refer to Non Money Melee.

- Use Map Settings

The Fleet Beacon is used in UMS maps primarily in RPGs and Defense maps. Mainly used for the Cybernetics Core being allowed to upgrade past level 1 requirement and for land marks in towns. Don’t forget to put one of these somewhere for the player if you want them to be able to do that. It’s an easily overlooked mistake.


Protoss Templar Archives

Previous Unit: Fleet BeaconJump to TopNext Unit: Observatory

Description

Home to the powerful Protoss Templars and Archons, the Templar Archives serves as a research building to upgrade those units only. There are also two powerful spells you can gain for the High Templars and for the Dark Archons at the Templar Archives. Finally, the building is a requirement for leveling up your Ground Armor and Weapons at the Forge. All in all a good building to wrap things up for ground units.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 150
200 900 500 500 0 1 Large (75% Resistance to Concussive) 750

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Citadel of Adun.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: High Templar, Dark Templar, Arbiter Tribunal.

Abilities & Upgrades

Develop Psionic Storm: Unlocks the Psionic Storm ability for High Templars.
Develop Hallucination:Unlocks the Hallucination ability for High Templars.
Develop Khaydarin Amulet: Increases the maximum Energy Points for High Templars from 200 to 250.
Develop Mind Control : Unlocks the Mind Control ability for Dark Archons.
Develop Maelstrom: Unlocks the Maelstrom ability for Dark Archons.
Develop Argus Talisman: Increases the maximum Energy Points for Dark Archons from 200 to 250.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Templar Archives is a great building to have for the Protoss, mainly if you’re doing ground units. Unless you want Arbiters you might want to pool your resources into Air Upgrades instead. Templars and Archons should not be overlooked though. A good High Templar drop near an enemy’s workers and you are a Psi Storm away from hurting their economy significantly. A good amount of Dark Archons can hold back Zerg forces with Maelstrom, Feedback Protoss and Terran Forces, or just Mind Control whenever something threatening comes around. Keep in mind with Mind Control as well you can gain upgrades for just Energy by Mind Controlling enemy units that already have higher upgrade levels than you. The Arbiter Tribunal that you can get once you fill the Templar Archives and Fleet Beacon requirement can get you some Arbiters to recall Dark Templar and Archons into the field quickly too.
If you can pull off a ground unit army, you will need a Templar Archives at some point. When attacking an enemy base, don’t worry about it so much until all are threats are taken care of.

- Money Melee

Refer to Non Money Melee.

- Use Map Settings

The Templar Archives is used in UMS maps primarily in RPGs and Defense maps. Mainly used for the Forge being allowed to upgrade past level 1 requirement and for land marks in towns. Don’t forget to put one of these somewhere for the player if you want them to be able to do that. It’s an easily overlooked mistake. Also, the abilities you can learn here are sometimes appropriate level up or such bonuses in RPGs.


Protoss Observatory

Previous Unit: Templar ArchivesJump to TopNext Unit: Arbiter Tribunal

Description

The Protoss Observer gets its own research building in StarCraft Brood War. The Observatory enables the creation of Observers at the Robotics Facility. The secondary function is supplying two upgrades you can buy for the Observer increasing its speed and sight range. Observers are almost always a good call and serve as the only mobile detection unit for the Protoss short of using area hitting abilities where you think cloaked enemies are.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 50
100 450 250 250 0 1 Large (75% Resistance to Concussive) 525

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Robotics Facility.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Observers.

Abilities & Upgrades

Develop Gravitic Booster: Increases the movement speed of Observers by close to 50%.
Develop Sensor Array: Increases the sight range of Observers.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Observers are one of the best detection units in the game. They not only detect cloaked units, but cloak themselves. On the flip side, they have low HP and SP which can cause them trouble if spotted. The Observatory enables Observers and also allows you to increase their detection range and speed to get away from enemies or get to them quicker. That’s up to you. The Observatory is a good building to have, simply because Observers are good to have on the field with your ground and air forces, simply at an enemy’s base, or around the perimeter of your own to detect incoming enemies before they see you.
As with other research buildings for Protoss, these should be a target only after all other threats and factories.

- Money Melee

Refer to Non Money Melee. Also, Observers are cheap to begin with. You can mass produce these guys easily in Money Maps. And that makes it great to get a huge view of the map (the sooner the better). So you’ll want to get the sight upgrade from the Observator and then get them out there. However, while they do not cost much in Psi, a lot of them will. So use them wisely or bounce them when you start maxing out on Psi.

- Use Map Settings

The Observatory is another building mostly used as a landmark in UMS maps. Specifically RPGs and Defense maps. When available in UMS Melee maps, make use of them as you would normally.


Protoss Arbiter Tribunal

Previous Unit: ObservatoryJump to TopNext Unit: Probe

Description

The Arbiter Tribunal gives access to the Arbiter and upgrades to it. Arbiters are air units built at the Stargate that can cloak all nearby units you control. The upgrades give you some nice tactical abilities and an Energy upgrade to the Arbiter. It is the final Protoss building due to the high requirements for building it in the tech tree.

Building Statistics


Time Requirement
HP Shields Energy Armor Armor Type Razings

Score

0 200
150 900 500 500 0 1 Large (75% Resistance to Concussive) 1350

Building Ability Resistances

All other abilities cannot target Buildings.








Activate EMP Shockwave

TARGETABLE

Dark Swarm

TARGETABLE

Disruption Web

NO EFFECT

Infest Terran Command Center

NO EFFECT

Nuclear Strike

TARGETABLE

Plague

TARGETABLE

Repair

NO EFFECT

Yamato Gun

TARGETABLE

Requirements & Tech

Creates: Nothing.
Units/Abilities/Buildings Required: Built by Probe. Requires Fleet Beacon and Templar ArchivesArbiters.
Unit/Building Placement Requirements: 3×2 Size. Requires Pylon’s aura to build and to be powered.
Enables Creation of: Arbiters.

Abilities & Upgrades

Develop Recall: Unlocks the Recall ability for Arbiters.
Develop Stasis Field: Unlocks the Stasis Field ability for Arbiters.
Develop Khaydarin Core: Increases the maximum Energy Points for Arbiters from 200 to 250.
Protoss Plasma Shields: +1 per upgrade from Forge.

Strategy

- Non Money Melee

Arbiters are great support units, not great fighters. So you will need to have back up for them otherwise any ability you try to use with them can be ruined by the enemy shooting it out of the sky. Recall is a fantastic ability allowing you to transport a chunk of units in a matter of seconds from one spot on the map to where the Arbiter is. This is great in combination with strong units such as Archons, Dark Templar, Carriers, etc. Warping over a group of Zealots into an opponent’s mineral area can take out their workers quickly. Another great ability is Stasis Field. Stasis Field will freeze enemy units in an area for a good 40 seconds while you can use that time wisely.
If you feel that you do not need Arbiters though, that is the only reason to get an Arbiter Tribunal. So you can skip out on it and save the money for something else. As with most other research buildings, they do not pose a threat while attacking an enemy base so save them for last.

- Money Melee

Refer to Non Money Melee. Arbiters are expensive in Psi and resources. The resources do not matter as much in these kinds of maps. So as long as you can spare the Psi, it’s a good idea to take advantage of an Arbiter.

- Use Map Settings

The Arbiter Tribunal is another building mostly used as a landmark in UMS maps. Specifically RPGs and Defense maps. When available in UMS Melee maps, make use of them as you would normally.

Unit

Size

Supply Cost

Mineral Cost

Gas Cost

Armor

HP

Shield

Ground

Attack

Air

Attack

Cool

Range

Attack

Mod

Sight

Notes

Build

Time

Arbiter L 4 100 350 1 200 150 10e 10e 45 5 1 9 SA 160
Archon L 4 100 300 0 10 350 30s 30s 20 2 3 8 20
Carrier L 6 350 250 4 300 150 6 6 8 1 11 140
Dragoon L 2 125 50 1 100 80 20e 20e 30 4/6

upg.

2 8 40
High Templar S 2 50 150 0 40 40 0 0 0 0 7 B,SA 50
Observer S 1 25 75 0 40 20 0 0 0 0 9/11

upg.

D 40
Photon Cannon L 0 150 0 0 100 100 20 20 22 7 0 11 D 50
Probe S 1 50 0 0 20 20 5 0 22 1 0 8 W 20
Reaver L 4 200 100 0 100 80 100s/

125s

upg.

0 60 8 0 10 70
Scout L 3 275 125 0 150 100 8 28e 30Gnd/

22Air

4 1Gnd/

2Air

8/10

upg.

80
Shuttle L 2 200 0 1 80 60 0 0 0 0 8 T 60
Zealot S 2 100 0 1 100 60 16 0 22 1 2 7 B 40
Corsair M 2 150 100 1 100 80 0 5es 8 5 1 9 SA 40
Dark Archon L 4 250 200 1 25 200 0 0 0 0 10 SA 20
Dark Templar S 2 125 100 1 80 40 40 0 30 1 3 7 B 50

Cool is the time between the ending of the attack and the beginning of another.

Attack Mod is the Damage modifier for each level of upgrade.

Gnd is Ground attack for units with split Air/Ground Weapon Systems

Air is Air attack for units with split Air/Ground Weapon Systems

Upg is a stat change after getting an upgrade

Red indicates that the information is specific to Starcraft Brood War.

Towers such as the Photon Cannon have a detection range of 7. Mobile detectors such as the Observer

have a detection range of 11. This is independent of sight range.

Attacks:

E indicates Explosive Attack (50% damage to Small Units 75% damage to Medium Units, full damage to Large Units).

C indicates Concussive/Plasma damage Attack (50% damage to Medium Units 25% dam to Large Units).

S indicates Splash damage, which affects all units in the blast area.

Notes:

B indicates Biological

D = Unit can Detect Cloaked/Burrowed units

SA = Unit has one or more Special Abilities (is a spell-caster)

T = Transport

W = Worker

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