Starcraft 2 Protoss Structures
Starcraft 2 Strategy Guide --> Protoss Guide --> Protoss Structures (you are here)
Below, you will find a beginner's guide covering Protoss
construction mechanics, a complete overview of the Protoss tech tree in SC2 as well as a complete
list of all the Starcraft 2 Protoss structures.
We will start with a quick overview of how Protoss structures work. Underneath the overview, there will be
graphic depicting the progression of the Protoss tech tree.
Finally, you will find a detailed table revealing the cost, build time, prerequisites, research offered, units
unlocked, and units produced by building a particular structure by building a particular Protoss structure.
Table of Contents
Use the following links to jump quickly to the section you are looking for:
How Protoss Construction Works
Protoss Buildings: Tech Tree Protoss Structures: Charts and
Tables Which Protoss Structures to Build and When to Build Them
How Protoss Structures and Construction Works
All Protoss units are warped in with the Probe. As soon as a building is warping in, no further action
from the Probe is required to complete construction. Buildings will continue to warp in over time, automatically
finishing and becoming ready for use without any further user input.
The Zerg's Drone is destroyed during the building process and the Terran's SCV has to physically build a
structure. The Probe on the other hand can warp in multiple buildings at the same time - as many as you can afford
- and is free to harvest or participate in other tasks while buildings are being warped in.
The only stipulation is that most Protoss structures require a power field. The Nexus, Pylon,
and Assimilator are the only Protoss buildings that can be warped in and are functional when not in the presence of
a power field.
All Pylons emanate a Power Field in a large circle that can be used to power structures. Warp Prisms can also go
into phasing mode, generating a small power field in the process. Structures can be built under an active Warp
Prism.
A power field must be present before a structure can start warping in. If the Pylon or Warp Prism powering a
structure is destroyed, the formerly powered structure will deactivate until the power field is restored.
Protoss Structure Tech tree
Here is a technology tree for the Protoss Race (more detailed can be found in the tables below the technology
tree):
Note that Protoss has a "Tier 1.5" building, the Cybernetics Core. Accessing the advanced structures requires a
Cybernetics Core. The Cybernetics Core is different than the Zerg's Lair or Terran's Factory in that it does
not require gas. This helps the Protoss spend gas on Warp Gate technology, Sentries, Stalkers, or the Mothership
Core without delaying technology too much.
Protoss Structures Table
The following table provides a detailed overview for all the Protoss structures in Starcraft 2:
Structure Name |
Cost and
Build Time
|
Prerequisites |
Produces |
Allows Production/
Construction Of
|
Nexus |
400 minerals
100 seconds |
None |
Probe
Mothership Core |
Gateway
Forge |
Pylon |
100 minerals
25 seconds |
None |
n/a |
Structures |
Assimilator |
75 minerals
30 seconds |
None |
n/a |
n/a |
Gateway |
150 minerals
65 seconds |
Nexus |
Sentry
Stalker
High Templar
Dark Templar |
Zealot
Cybernetics Core |
Warp Gate |
10 sec;
Free
Gateway
Upgrade |
Warp Gate Tech |
Sentry
Stalker
High Templar
Dark Templar |
n/a |
Cybernetics Core |
150 minerals
50 seconds |
Gateway |
Warp Gate Tech
+Air Weapons
+Air Armor |
Stalker
Sentry
Stargate
Mothership Core
Twilight Council
Robotics Facility
|
Forge |
150 minerals
45 seconds |
Nexus |
+Ground
Weapons
+Ground
Armor
+Protoss
Shields |
Photon Cannon |
Photon Cannon |
150 minerals
40 seconds |
Forge |
n/a |
n/a |
Twilight Council |
150 minerals
100 gas
50 seconds |
Cybernetics Core |
Blink
Charge |
+2/3 level
upgrades from
Forge
Templar Archives
Dark Shrine |
Stargate |
150 minerals
150 gas
60 seconds |
Cybernetics Core |
Phoenix
Oracle
Void Ray
Tempest
Carrier |
Phoenix
Oracle
Void Ray
Fleet Beacon |
Robotics Facility |
200 minerals
100 gas
65 seconds |
Cybernetics Core |
Observer
Warp Prism
Immortal
Colossus |
Observer
Warp Prism
Immortal
Robotics Bay |
Templar Archives |
150 minerals
200 gas
50 seconds |
Twilight Council |
Psionic Storm |
High Templar
Archon |
Dark Shrine |
150 minerals
150 gas
100 secs |
Twilight Council |
n/a |
Dark Templar |
Robotics Bay |
200 minerals
200 gas
65 seconds |
Robotics Facility |
Gravitic
Boosters,
Gravitic
Drive,
Extended
Thermal Lances |
Colossus
|
Fleet Beacon |
300 minerals
200 gas
60 seconds |
Stargate |
Anion
Pulse-Crystals,
Graviton Catapult |
Carrier
Tempest
+2/3 level
upgrades from
Cybernetics Core |
Protoss Structures: Which and When to Build
The Protoss pay dearly to build the infrastructure for Tier 3 units. Rushing for tier 3 units can be a
risky proposition, as structures like the Fleet Beacon, Robotics Bay, and Templar Archives are very expensive.
Protoss players are advised to only pick one tier 3 tech route to opt for in the early game, only adding on
multiple tech paths once 3 or more bases have been secured.
The best way to determine if you need Tier 3 buildings is to scout. If your enemy has no detection (particularly
when playing other Protoss players), a Dark Shrine is a good building to get. If the opponent is massing Marines,
you might want to make a few Colossi or High Templar (this requires a Robotics Bay or Templar Archives,
respectively).
If you are on two bases and you are trying to spend your resources on multiple tech paths, you will not have
enough money to dedicate to your army and will be at a big disadvantage. This is particularly the case when you
consider that the High Templar and the Colossus each require an expensive technology (Psionic Storm and Extended
Thermal Lances, respectively) in order to be effective.
If you are on multiple bases and can afford to go for multiple tech routes, it is generally to your benefit. The
High Templar's Psionic Storm and the Colossus's default attack are stronger in combination than they are in
separation. For example, against a Terran player, the High Templar is weak against the Ghost, but can deal a lot of
damage to the relatively low HP Viking via Psionic Storm. The Colossus is weak against the Viking but strong
against the Ghost.
As a result, having both the Colossus and the High Templar is to your benefit rather than just having one or the
other. Just remember you need a big economy to go multiple tech routes or you will not have enough resources left
over to build a big army.
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