Starcraft 2 Protoss Structures

Starcraft 2 Strategy Guide --> Protoss Guide --> Protoss Structures (you are here)

Click Here to Get The Osiris MethodBelow, 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

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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):

 

protoss-tech-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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