Starcraft 2 Protoss Air Unit Guide
Starcraft 2 Protoss Units and Structures
--> Protoss Air Units (you are here)
Protoss have some great air units. I have outlined each air unit in the section below and given you some great
Starcraft 2 Protoss Air unit strategies to use.
Note: The Warp Prism, Observer, and Mothership are covered in the Starcraft 2 Protoss Support Units section.
Phoenix
Cost: 150 minerals, 100 vespene gas, 2 supplies.
Requires: Starport
The Phoenix is the Protoss anti-air unit. This unit is very effective versus other flying units and can deal a lot
of damage in a hurry to flying units.
However, the Phoenix cannot attack ground units.
The Phoenix is a bit different from other anti-air units. These units slightly edge out normal air units such as
Void Rays, but do not have a significant advantage over these units, unlike other anti-air units like the
Corruptor.
Instead, the Phoenix gains bonus damage versus light air units, making it incredibly effective versus lighter
flying units like the Mutalisk.
The Phoenix also has an ability called Graviton Beam, which renders the target ground unit helpless for 10 seconds.
The Phoenix can't attack while using this ability, but other units can attack the disabled unit. The Phoenix can
lift up ground units while anti-air units such as other Phoenix or ranged units like Stalkers can finish them
off.
The Phoenix is most suited for harassment. It can be used to pick off Overlords or lift up Zerg Queens to kill
them. Make sure to take advantage of the fact that this unit can move while attacking! Keep it
constantly moving as it picks of Zerg Overlords - the opponent will struggle to stop it!
Note that the Phoenix can attack while flying. It is also incredibly quick. This makes it
perfect at scouting the map, kiting other anti-air units, and picking off Overlords while dodging ground units.
For a full article on how to use the Phoenix, see the Starcraft 2
Phoenix Strategy page.
Void Ray
Cost: 250 minerals, 150 vespene gas, 3 supplies
Requires: Starport
The Void Ray is an all purpose aerial ship which effectively can attack both air and ground units. These ships can
deal out a lot of damage but also have low health and armor.
Additionally, their attack is unique in that it does more damage the longer they attack the target, the more damage
it does. This makes this unit very effective versus buildings.
Note that this "charge" keeps building up as long as the Void Ray is sitting in place. If you park your Void
Rays over top of the enemy's minerals, they will build up charge very quickly and will destroy all units that try
to come to the Void Rays (as long as the Voids are kept still).
Smart players will use Vikings to force the Void Rays to move (Vikings have longer range, so make the Voids come
to you if you are Terran). Getting the speed upgrade for your Void Rays gives them at least a chance to kill
Vikings (Vikings Still win).
It is best if you can let your Voids charge up off a Command Center; then you will have no problem taking down
Vikings (or any unit fro that matter).
This ship can't handle much damage though and can be taken down quickly both by medium sized anti-air ground units
like Hydralisks and Stalkers.
As a result, the Void Ray is best used to harass enemy mineral operations, as a rush unit, or when the enemy has no
anti-air units. The element of surprise is a major factor in the efficacy of these units. They are not very useful
as a major assault unit if the enemy knows they are coming.
That said, if the enemy doesn't know they are coming or you have a great in-game economy, mass Void Rays are
very powerful, especially if you park over the opponents' minerals.
Carrier
Cost: 350 minerals, 250 gas, +25 minerals for each interceptor, 6 supplies
Requires: Starport, Fleet Beacon
The Carrier is a massive Protoss air unit. This particular unit is not like any other in the game. The Carrier has
no innate abilities but rather can produce small ships, called Interceptors, for 25 minerals. These ships can then
attack air and ground units.
If the Carrier dies, its interceptors die too. However, if the enemy is attacking the interceptors, the Carrier can
reproduce these at a rapid rate for 25 minerals. Each Carrier starts with 4 interceptors and can produce a maximum
of 8.
The Carrier is slightly weaker than comparable ground units like the Stalker, supply for supply. It is also
susceptible to anti-air ships. However, it does have the ease of being easily produced and flown over enemy
defenses.
The Carrier is effective when the opponent does not target the ship but rather targets the interceptors. This is
common in the lower level online leagues, making the carrier most effective versus low-skill players.
It is not effective versus good players unless the player making the Carriers has multiple expansions and at least
6 Starports pumping out Carriers. Stay away from this unit once you are past the newbie stage or unless you have
tons of money you need to burn.
However, this unit does have some limited use if your enemy is absolutely unprepared for an
attack. For example, if you are playing against a Terran player who has no Starport but instead has opted for
Marines, Marauders, Siege Tanks, and Thors, the Carrier crushes that army due to its high natural armor.
The same goes for Zerg players who do not build a Spire for Corruptors. The natural high armor of the
Carrier negates large amount of Hydralisk and Mutalisk damage.
Stalkers with Blink, Corruptors, and Vikings absolutely decimate Carriers, to do not make them if
those units are around.
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