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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