Starcraft 2 Protoss Units List

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

Click Here to Get The Osiris MethodHere is a complete list of all the Starcraft 2 Protoss Units. We will start with an introduction to the how Protoss units work and discuss their overall strengths and weaknesses. From there, you will find three tables.

The first table lists the cost, build time, prerequisites, and production facility responsible for producing all of the Protoss units. The second chart covers the stats and damage dealt by each Protoss unit.

The third and final table provides a list of all the abilities and research available to Protoss units in Starcraft 2. All charts provide a full list of Protoss units.

Finally, we will end with a section discussing common unit combinations typically used by top tier players as part of their end-game army composition.

Table of Contents

Introduction to Protoss Unit Mechanics
Protoss Unit Cost and Requirements
Protoss Unit Stats and Damage
Protoss Unit Abilities and Research
Common Unit Compositions

Select any of the links above to jump to the chart or section you are looking for. Over time, specific pages on individual units will be added, which you will be able to access by clicking on the unit name on the charts below.

Introduction to Protoss Unit Mechanics

Shields are the primary feature that set Protoss units apart from other races. Shields are a form of life that the Protoss units have in various degrees. Unlike Terran or Zerg unit health, the Protoss's shields are able to regenerate rather quickly, but only once the Protoss is not taking damage.

In particular, Protoss shields restore at a rate of 2 shields per in-game second whenever the Protoss unit has not taken damage within the last 10 seconds. Shields always deplete first.

To give an example, if an Archon with 350 shields and 10 life take 300 damage, it will drop to 50 shields and 10 life. After going 10 seconds without taking any damage, it will begin to recover its shields at 2 shields per second, restoring all 300 lost shields in just 2.5 game minutes.

Note that the Ghost's EMP ability will drain 100 shields from all enemy units within its area of effect. Ghosts are very strong against Protoss armies for this reason. If you get hit with EMP, you can always back out, allowing your shields to regenerate over the next 20-30 seconds before engaging.

The other interesting thing to note about Protoss units is that units that come out of the Warp Gate can be "warped" to anywhere on the map where there is a power field. Power Fields are produced by Pylons or Warp Prisms in Phasing Mode.

Warped units only take 5 seconds to produce, at which point they are ready to be used in battle. Due to the fast warp time, Warp Gates go on cooldown before they can produce a unit again. This cooldown is decreased via Chrono Boost. Protoss players are very good at warping in reinforcements in offensive scenarios thanks to this skill.

Protoss Units Table: Cost & Requirements

Unit Cost Build Time Requires Produced
From
Probe 50 minerals
1 supply
17 seconds  Nexus Nexus
Zealot 100 minerals
2 supplies
Gateway: 38
seconds

Warp Gate:
28 seconds
Gateway

Gateway

Warp Gate

Sentry 50 minerals
100 gas
2 supplies
Gateway: 37
seconds

Warp Gate: 32 seconds
Cybernetics Core

Gateway

Warp Gate

Stalker

125 minerals
50 gas
2 supplies

Gateway: 42
seconds

Warp Gate: 32
seconds

Cybernetics Core

Gateway

Warp Gate

High Templar

50 minerals
150 gas
2 supplies

Gateway: 55
seconds

Warp Gate: 45
seconds

Templar Archives

Gateway

Warp Gate

Dark Templar 125 minerals
125 gas
2 supplies

Gateway: 55
seconds

Warp Gate: 45
seconds

Dark Shrine

Gateway

Warp Gate

Archon

4 supplies
2 High Templar
- or -
2 Dark Templar

12 seconds Templar Archives

- or -

Dark Shrine
n/a 
Phoenix

150 minerals
100 gas
2 supplies

35 seconds  Stargate Stargate
Oracle 150 minerals
150 gas
3 supplies
50 seconds Stargate Stargate
Void Ray  250 minerals
150 gas
4 supplies
60 seconds Stargate Stargate
Tempest 300 minerals
200 gas
4 supplies
60 seconds Fleet Beacon Stargate
Carrier  350 minerals
250 gas
6 supplies
120 seconds  Fleet Beacon Stargate
Observer 25 minerals
75 gas
1 supply
30 seconds Robotics Facility Robotics Facility
Warp Prism 200 minerals
2 supplies
50 seconds Robotics Facility Robotics Facility
Immortal 250 minerals
100 gas
4 supplies
55 seconds Robotics Facility Robotics Facility
Colossus

300 minerals
200 gas
6 supplies

75 seconds Robotics Bay Robotics Facility
Mothership Core  100 minerals
100 gas
2 supplies
30 seconds Cybernetics Core Nexus
Mothership 1 Mothership Core
300 minerals
300 gas
8 supplies (total)
100 seconds Fleet Beacon  n/a

Protoss Units Table: Unit Types, Stats, and Damage

The table below covers the unit type, health, shields, armor, movement speed, damage, number of attacks, attack speed (in attacks per in-game second), and range for all the Protoss units in Starcraft 2. Attacks denote both ground and anti-air attacks unless otherwise noted.

Unit/Type Shields/Life Armor Move Speed Damage Attacks Attack Speed  Range

Probe

Light - Mechanical

20/20 0 2.81

5

Ground only

1 1.5  Melee

Zealot

Light - Biological

50/100 1

2.25

2.75 with Charge

8 (+1)

Ground only

2 1.2 Melee 

Stalker

Armored - Mechanical

80/80 1 2.95

10 (+1)

14 (+1) vs armored 

1 1.44  6

Sentry

Light - Mechanical - Psionic

40/40 1 2.25 6 (+1) 1 1 5

High Templar

Light - Biological - Psionic
40/40 0 1.86  None n/a n/a n/a

Dark Templar

Light - Biological - Psionic

80/40 1 2.81

45 (+5)

Ground only

1 1.69 Melee 

Archon

Psionic - Massive

350/10 0 2.81

25 (+3)

35 (+4) vs biological 

1 1.75

Phoenix

Light - Mechanical

80/120 0 4.25

5 (+1)

10 (+1) vs light

Air only

1.1

5 (7 with APC)

Oracle

Light - Mechanical - Psionic

60/100 0 3.38

15

25 vs light

Ground only

1 .86

Void Ray

Armored - Mechanical

100/150 0 2.25

6 (+1)

10 (+3) vs armored

16 with Prismatic Alignment vs Armored

1 .5

Tempest

Armored - Mechanical - Massive

150/300 2 1.88

30 (+3)

80 (+5) vs Massive Air 

1 3.3 15 

Carrier

Armored - Mechanical - Massive

150/300 2 1.88

5 (+1) from Interceptors

2 1 8

Observer

Light - Mechanical

20/40 0

1.88

2.81 with
tech

None n/a n/a n/a

Warp Prism

Armored - Mechanical - Psionic

100/100 0

2.953

3.38
with
tech

None n/a n/a n/a

Immortal

Armored - Mechanical

100/200 1 2.25 

20 (+2)

50 (+5) vs armored

Ground only

1 1.45  6

Colossus

Armored - Mechanical - Massive

150/200 1 2.25

15 (+2)

Ground only

2 1.65  6 (+3 with ETL)

Mothership Core

Armored - Mechanical - Psionic

60/130 1 1.88

8 (+1)

Ground only

1 .85

Mothership

Armored - Massive - Mechanical - Psionic

350/350 2 1.41 6 (+1) 6 2.21

Protoss Units: Abilities and Research Upgrades

Many Protoss units have upgrades available beyond just weapon and armor upgrades. Through research, Protoss units can become more effective and unlock access to new spells. The chart below details all Protoss unit abilities, both starting abilities and those researched, as well as additional upgrades available to units.

Unit Abilities & Research
Probe The Probe is able to harvest minerals and warp in structures.
Zealot Charge: Increases Zealot speed and grants the Zealot the ability to charge to its enemy. 10 second cooldown. Researched at the Twilight Council. Costs 200 minerals and 200 vespene gas and takes 140 seconds to research.
Sentry

Force Field: Creates a temporary impassable barrier on the ground, blocking the movement of ground units for its duration. Lasts 15 seconds. Costs 50 energy. Force Fields are destroyed by massive ground units. Default ability.

Guardian Shield: Creates a 4 range aura around the Sentry, reducing incoming range to friendly units within the aura by 2 damage. Lasts 15 seconds. Default ability.

Hallucination: Allows the Sentry to create a Hallucination. Hallucinations are Protoss units that appear to be real but are unable to use abilities and their attacks deal zero damage. Hallucinations take double damage, last 60 seconds, and can be spotted by enemy detectors. Costs 100 energy. Default ability.

Stalker Blink: Allows the Stalker to teleport to a nearby target. 10 second cooldown. Researched at the Twilight Council. Costs 150 minerals, 150 vespene gas, and takes 170 seconds to research.
High Templar

Feedback: Drains all energy from the target, dealing 1 damage per point of energy drained from the target. Costs 50 energy. Default ability.

Psionic Storm: The High Templar creates a field of energy at the targeted area, dealing 80 damage over 4 seconds. Costs 75 energy. Researched at the Templar Archives. Costs 200 minerals, 200 vespene gas, and takes 110 seconds to research.

Archon Warp: Two High Templar may merge, forming an Archon. Default ability.

Dark Templar Archon Warp: Two Dark Templar may merge, forming an Archon.
Observer

Detector: The Observer is always a detector. Default ability.

Cloak: The Observer is permanently cloaked. Default ability.

Gravitic Boosters: Increases the Observer's rate of movement from 1.88 to 2.81. Available at the Robotics Bay. Costs 100 minerals, 100 vespene gas, and takes 80 seconds to research.

Warp Prism

Gravitic Drive: Increases the Warp Prism's default movement speed from 2.95 to 3.38. Available at the Robotics Bay. Costs 100 minerals, 100 vespene gas, and takes 80 seconds to research.

Phasing Mode: The Warp Prism can go into Phasing Mode, causing the Warp Prism to become station but providing a small power field. Units and structures can be warped into this field. Default ability.

Transport Mode: In Transport Mode, the Warp Prism acts like a typical dropship and may load, carry, and drop units accordingly. Default ability.

Immortal Hardened Shield: Reduces incoming damage to a maximum of 10 per hit while the Immortal still has shields. For example, a blast from a Siege Tank will only deal 10 damage to an Immortal while it has shields. EMP, Seeker Missile, and the Widow Mine ignore this skill. Default ability. 
Colossus

Cliff Walk: The Colossus can walk up and down cliffs. Default ability.

Extended Thermal Lances: Increases the Colossus' range from 6 to 9. Available at the Robotics Bay. Costs 200 minerals, 200 vespene gas and takes 140 seconds to research. 

Phoenix

Graviton Beam: Allows the Phoenix to pick up an enemy ground unit for 10 seconds. Both the Phoenix and the elevated unit cannot move or attack for the duration. Does not work on massive units. Costs 50 energy. Default ability.

Anion Pulse-Crystals: Increases the range of the Phoenix' attack by 2, from 5 to 7. Available at the Fleet Beacon. Costs 150 minerals, 150 vespene gas, and requires 90 seconds to research.

Oracle

Revelation: Debuffs enemy structures and units over a large area of effect, causing them to share limited vision with the player controlling the Oracle for 60 seconds. Costs 75 energy. Default ability.

Envision: Allows the Oracle to become a detector for 60 seconds. Costs 50 energy. Default ability.

Pulsar Beam: Activates the Oracle's Pulsar Beam attack. Costs 25 energy and drains 1.4 energy per second while active. Default ability.

Void Ray Prismatic Alignment: Grants the Void Ray +6 damage against armored targets for 20 seconds. 60 second cooldown. Default ability. 
Tempest None
Carrier

Build Interceptor: The Carrier may produce up to 8 Interceptors. These are the small ships it launches to destroy the opponent. Each Interceptor costs 25 minerals and has a build time of 8 seconds. Default ability.

Graviton Catapult: Allows the Carrier to launch Interceptors more quickly. Available at the Fleet Beacon. Costs 150 minerals, 150 vespene gas, and requires 80 seconds to research.

Mothership Core

Time Warp: Places a field on the ground that slows down the movement of enemy ground units by 50%. Lasts 30 seconds. Costs 75 energy. Default ability.

Mass Recall: Transports the Mothership Core and your nearby units to the targeted Nexus. Costs 100 energy. Default ability.

Photon Overcharge: Grants the targeted Nexus Photon Overcharge. This gives the Nexus an automated attack with a damage of 20, an attack speed of 1.25 and a range of 13 for 60 seconds. Photon Overcharge cannot be aimed to target specific units. Costs 100 energy. Default ability.

Upgrade to Mothership: The Mothership Core may upgrade into the Mothership. This costs 300 minerals, 300 vespene gas and an additional 6 supplies. This process takes 100 seconds to complete.

Mothership

Time Warp: Places a field on the ground that slows down the movement of enemy ground units by 50%. Lasts 30 seconds. Costs 75 energy. Default ability.

Mass Recall: Transports the Mothership Core and your nearby units to the targeted Nexus. Costs 100 energy. Default ability.

Cloaking Field: Gives the Mothership a large aura that automatically cloaks all friendly units and structures in its area of effect.

Common Protoss Unit Combinations

The most successful Protoss armies use a variety of units rather than just a single type of unit. In this quick guide to Protoss unit combinations, I will discuss some of the core components of a good Protoss army. Army combinations are not limited to the following list, but this is a good guide to creating a balanced and effective army.

Early Game Armies

In the early game, Protoss armies consist of Zealots, Sentries, and Stalkers. Beyond the initial rush stage, Zealots are rarely used alone, as without Charge they are quite slow.

Click Here to Get The Osiris Method

Sentry and Stalker-heavy armies predominate in the early game. Sentries are almost always involved in the early Protoss game as Force Field is an incredibly effective skill on both offense and defense. It remains very effective all game long, particularly if the enemy does not have any massive ground units. Force Field and the Sentry in general lose their luster in the late game if the enemy gets massive ground units, as these can crush Force Fields. A few Sentries are typically always a part of a Protoss army though as Guardian Shield provides a nice armor buff.

Stalkers are very fast, have a big range (6) and are a versatile unit, making them extremely effective in the early game when in the hands of a skilled player. The Mothership Core is typically used in conjunction with early Stalker attacks to provide vision of the high ground.

Mid Game Armies

In the mid game, Protoss armies must get up to tier 2 units to remain effective. The Stalker, Zealot, and Sentry combination is fairly weak against Hydralisks as well as all sorts of higher tier Terran and Protoss unit combinations. The Stalkers that were strong against the Marines in the early game become weak once those Marines have Combat Shields, Stimpack, and Medivac support.

All 3 tech pathways are viable for the Protoss in the mid game. Players can successfully go for Stargate, Robotics Facility, or Templar tech and pull off all of these strategies successfully. The best strategy depends on the match up, the opponent's strategy, and the Protoss' comfort level with a particular build or strategy.

There are two important things to consider when building your army in the mid game. The first is that Protoss tier 2 and 3 structures, tech, and research are very expensive. As a result, you want to stick with one tech path until you get at least a third base up and running. You will not have enough resources to build a decent army if you go for two tech paths plus get key upgrades in the mid game.

The second thing to consider is that Protoss players are unable to effectively go for full builds of high tier units on just two bases - they just cannot afford to do so this early in the game. For example, if you wanted to start building up air units, you would need to spend extra resources on Zealots and Stalkers to provide some extra size to your army.

Late Game Armies

Things are good for the Protoss player in the late game with a robust economy. All tech trees and units can be successfully incorporated into the late game Protoss army.

Most players gravitate towards one of two styles in the late game: the Protoss "Deathball" or the SkyToss build.

The Protoss Deathball refers to getting a large clump of units and moving the entire army together as one force. Typically, a Gateway "backbone" of Zealots, Stalkers, Archons and a few Sentries is supported by a handful of Colossus and High Templar, with the possible inclusion of a few Void Rays and/or Tempests.

Psionic Storm plus the Colossus's and Archon's splash damage are able to melt enemy forces very quickly. Void Rays and Tempests can be used to focus down any massive armored units that may have survived the attack. This is a very effective strategy and is hard for all races to stop once the Deathball has formed. The trick is holding out long enough and banking enough resources to get the army together.

The other common end-game composition is known as SkyTerran. Carriers and Tempests are the high HP units used to replace the Gateway "backbone". Void Rays are once again used to handle armored enemy units. Oracles and Phoenix are typically not a major portion of the SkyTerran fleet, at least not heavily. Phoenix work well against light air units, but in the late game it is hard to justify microing Phoenix when you could instead be microing the High Templar.

Instead, a handful of High Templar are typically kept on the ground for Psionic Storm. Psionic Storm is a very high damage output skill and really helps take down large numbers of Vikings or Hydralisks, both of which fair well enough against full SkyToss armies. Having a few High Templar for Psionic Storm is a very small supply investment that can pay off big returns.

SkyToss is very strong, but it has two major weaknesses: ships take a long time to build and are very expensive. Carriers for example take a whopping 120 seconds to produce! The main SkyToss forces are very expensive as well.

All builds typically make use of a Mothership Core (or even a Mothership), as Time Warp is very strong in the late game, particularly when combined with Psionic Storm. Units trapped in Time Warp are an easy target for Psionic Storm.

Click Here for The Osiris Method