Basic Protoss Strategy Guide

Discussion in 'StarCraft 2 Strategy Discussion' started by Ayanami, May 10, 2010.

Basic Protoss Strategy Guide

  1. Ayanami

    Ayanami New Member

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    Hi, I'm currently only ranked Silver (though first in my division), so perhaps I have no business writing a guide, but over the last few days (since I got my beta key), I've played over 100 games with Protoss (and take offense when they're called “the noob race”), so I wanted to share some of my thinking. Of course, I welcome criticism to my ways of thinking and am hungry for new ideas.

    Protoss vs. Terran

    Terran will almost always wall off their base, making an early rush impossible. For scouting, you may want to invest in an observer to see what's behind those walls.

    However, it's occasionally worth scouting a little earlier with a probe and attempting to build a pylon within their base. Obviously, this works better in some maps than others and it's a gamble whether it will be discovered or not. If it is discovered, you've wasted 100minerals and probably the probe you sent in. If it isn't, I would rush to warp gates, and zealot leg speed. You can then teleport a team of zealots in, who should hopefully be able to overcome the local marauders with their leg speed and win the game early.

    Usually, a reaper or two will come for an early visit. This is especially frustrating since they can dance around your poor zealots and pick them off. As such, I usually place a single photon cannon in the mineral area early on. Since reapers are actually rather fragile, this is usually enough to prevent the loss of two many probes.

    So, after the Reaper raid, usually you're looking at the famous MMM ball (sorry Terran, but your lack of originality staggers me) occasionally with Siege Tanks joining the party. As stated above, the Zealot leg speed is of limited use here, but the bigger the ball, the harder it becomes for an equal amount of zealots to win. As such, you want to go into one of the 3 advanced trees (see “units” below)

    Contain is of limited use since siege can usually... well, break the siege.

    Protoss vs. Protoss

    This is usually somewhere between a game of good scouting and pure skill. It's tempting to mass zealot and go for an early victory, but one should keep in mind that an early void ray can catch you with your pants down. Additionally, stalkers are very good at bullying zealots with skilled micro (however, the other player will probably research leg speed and come back for revenge)

    You CANNOT box a protoss in. They will inevitably get blink, teleport around your carefully constructed contain and lay waste to your base.

    Most protoss players neglect gas early on, since cannons and zealots don't need it. So if you see early gas production, it may be a sign that they're rushing to advanced units (like void rays)

    Protoss vs. Zerg

    Obviously, you can expect at least a zergling or two, you no time should be wasted getting the first zealot out, and preferable a double cannon defense at your choke point. Though sometimes the zerglings are so fast, you have to use your probes to help clean up.

    Zerg players seem to have a natural tendency to expend, perhaps because the hatchery is cheaper than a nexus or command center and is their primary production structure and many zerg players are cheeky enough to expend before they have enough protection. As such, keep a scouting their natural expansion area and if at any point you have numeric superiority on the field (yet not enough to take their base), I find it's worth boxing them in. A cornered zerg in this position may sometimes use a nydus canel so be sure to scout the dark little corners of your base.

    Zerg will usually move from the zerglings, to the roaches to hydras. You really need to pick your battleground. Protoss units will have a better chance of survival at a choke point (especially with sentries) rather than in the open. As long as their economy doesn't expand too rapidly, you should be able to win.

    Units:

    Stalkers:
    Pretty much your standard ranged troop and anti-air. Yes, they're on the fragile side, yes, I also miss real Dragoons, but let's work with what we have okay? As mentioned above, blink can be used to work around static defenses (of course, they can only blink to where they can see, so have them work with an observer or a colossus to climb cliffs).

    Sentry:
    If probably doesn't need mentioning, but at least one sentry should hang around your choke points. A well placed barrier in the middle of the enemy army can break an attack. And with their other abilities and ranged attack, it never hurts to have one around anyway.

    Dark Templar:
    I understand many players do not use them. I have found them to be extremely effective. At the very least, they will usually win one battle for you because the opponent is not expecting them. If you combine them with other troops, say stalkers, the enemy will probably not even realize they are there until it's too late (they'll just see their forces dying at an unnaturally fast rate). If you're playing against Terran, you'll probably only be able to win one battle like this (because they'll start scanning afterwards), so make it a decisive one. If you're playing against Zerg or Protoss, it's even better, since most players don't even bother with observers or overseers. They also make great harassment when transported (or warped) into worker areas. Their high damage and cloaking makes this very effective. On an additional note, unlike Colossus, your other mid game option, they are built from the gateway, making it far easier deploy them around the battlefield.

    Colossus:
    A powerful unit, though it does need to be babysat. As prime targets for the enemy, (and vulnerable to land and air) if they're caught in-transit, they will usually be annihilated. As such, a stalker bodyguard is necessary to stand behind. The range upgrade is well worth it, since it puts their range beyond static defenses like photon cannons and as such. As such, they become effective siege breakers. If well managed, they can break the back of an MMM ball (since they do high splash damage)

    Pheonix:
    Now with a new “move while firing upgrade”, they should be more effective against other air-to-air fighters. Additionally, I have seen a player effectively worker raid using Pheonix. It sounds like a strange reason to build Pheonix, but with a group of Pheonix, you can get in, pick up the workers using their ability, destroy them, and get out quickly before the cavalry come.

    Immortals:
    The hard counter to Siege tanks and other big guns. They of course excel in this role but their high price means that you really have to scout and confirm the existence of these threats before you spend the minerals.

    Void Rays:
    Hated by players universally... is it necessary to discuss this? Mass Void Ray. Enemy base go boom. While Carriers are the protoss capital ship, I have never seen carriers used against me because Void Rays are simply more effective.

    High Templar:
    Haven't tested much. I have never seen someone use a high templar against me. I would like feedback (no pun intended) if anybody has used them.

    Other important things to note:

    Keep building new warp gates. Even if your entire army gets wiped out, a strong economy and enough warp gates can replace it almost instantly. Not to mention that you actually have a hope of defending a remote outpost.

    Remember the back doors to bases that are covered by rocks... most people don't.

    Careful where you place your pylons. Place the first one near your nexus so you can place that cannon in the mineral field to prevent raids. Later, when you have to build many for unit production purposes, make sure you build them around your cannons and production structures (it sounds obvious, but building pylons is annoying and sometimes one just puts them in a row) You don't want everything knocked off line with the destruction of a single pylon.
     
    Last edited: May 10, 2010
  2. retribution

    retribution New Member

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    I agree with the DTs I often get 2-3 and run them around the bases. my average DT has 20 odd kills before it dies... they're a good investment + they scout.
    I don't agree with placing a pylon in/near a terran base... it might work vs the average player, but a good player will see it, and will be able to destroy it - wasting a crucial 100g and psi.
    As for immortals... I love them. Not only do they take on tanks, and other heavy duty units but if you focus fire with them they will destroy MMM, and stalkers. I like to mix immortals into my army.
    Finally... Carriers are FAR more effective than VR late game. VRs are nice, but I prefer phoenix/carrier. Keep up the good work :D (PvP phoenix/carrier will crush VR)
    Oh, and Phoenix's are definetly underrated I started using them today and well... I tore up stalkers, they're great because they'll auto hit whatever you float... so aslong as you time the g-clicks right, you can decimate armies. also, they're a good counter to tanks. floating tank = useless tank... run them in before a fight and then bring in the heavy army... Just another example of why toss requires skill (besides force fields, zealots vs ranged, and stalkers.)

    About HT... they're a good counter to MMM. storm the hell out of troups, feedback the medivacs, and then merge into archons... with a bonus vs bio-units, and upgraded splash. They're good vs mass hydralisks too.

    To continue with your strategy guide I suggest putting a lot of thought into timing. early game, mid game, late game - and what constitutes these for you (specific things, such as expo, or an actual time into the game) I'd like to see what you find out as a basis for comparison, there's so much to learn :D
    ________
    Chrysler D platform (RWD) specifications
     
    Last edited: Feb 8, 2011