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Starcraft 2: Protoss strategy

Been playing Starcraft 2 for week now, and I must say it’s not that bad. Of course, aside from the major complaints of no LAN/being able to spawn copies, it’s a great game. As in Starcraft 1, I played Protoss, my favorite race.

Now, not that I’m a pro player or anything, but I want to share some advice about facing different matchups when you are Protoss.

Update: I have a Terran and custom games strategy article here if you are interested.

General:
-In general, Protoss’ most versatile units are probably the Stalker and Zealot. In almost any situation, you want to be building these guys.
-When using Protoss, be sure to use the Warp Gate function of the Gateway. You can warp guys anywhere there’s a pylon or warp prism.
-Use Chrono Boost: It helps speed up research/building units/cooldown time. You want to use this every time you have the energy.
-Put Stalkers at the back of your base to protect against harassment. Guys will try to harass you and kill your probes with void rays, reapers and even dark templar.
-Having around 3 guys per assimilator and 2 per mineral field is always a good idea.
-Use your judgment about when to expand, but in the mid-late game, it’s a necessity.
-Build observers in case of dark templar and/or banshees/ghosts.
-Photon cannons aren’t that useful unless they are blocking a ramp or serving as a chokepoint.
-In the early-mid game, I will always say go robotics/void ray because both can’t be supported that early, but late game you should always have both.
-Each base can support 2-3 gateways and one robotics/stargate and continually pump them out.
-Optimally have 2 workers per mineral and 3 per geyser.
-Useful upgrades: Blink for stalker, Extended lance for colossus, Psi storm for high templar, charge for zealot

Opening:
My opening is pretty common: 9 pylon 12 gateway. When supply reaches 9, build a pylon and at 12, a gateway. The supply numbers up to about 18 or so should all be probes. At 13, go for an assimilator. When your gateway finishes, build a cybernetics core and another pylon. You want to start researching warp gate at the cybernetics ASAP and send out more probes to scout and build pylons across the map. You also might want to build another gateway and assimilator if you have the minerals. Chrono boost the research 3 times – that should be enough.

vs Terran:
Early-mid game: There’s two choices here, you can go void rays or robotics. I lean towards the robotics if he has lots of marines and/or producing vikings, and void rays otherwise. Void rays are good against pretty much any Terran unit barring the vikings/marines. Vikings usually aren’t massed in early game, but the marine/marauder/medivac combo is often seen. For this, build a bunch of zealots/stalkers and use some sentries to forcefield and protect your guys. If you see lots of siege tanks, throw in some immortals if you are going robotics, and void rays if you are going that build.

Mid-late game: Terrans have several units available to them mid-late: siege tanks, thors, battle cruisers, vikings, possible banshees as well. All of them except vikings can be taken down by void rays. So I would always have void rays massing out in the late game, along with some stalkers for anti air. Build Colossus to wipe out groups of small units such as marines/reapers/marauders/hellions. Void ray/Colossus/Stalker is the way to go, along with some sentries/high templar for support. Using this combo generally finishes the game.

vs Zerg:
Early-Mid game: I would recommend going Void rays against Zerg, for the reason that your stalkers/zealots can take care of the hydralisks, and void rays can generally beat mutalisks. Unless they have corruptor, void rays is the way to go. Zealots usually do pretty well against zerglings/hydralisks and stalkers can hold up against roaches. Sentries and forcefield are invaluable against early rushes.

Mid-late game: Zerg has available to them: ultralisks, brood lords, infestors, etc. All vulnerable to void ray, plus by this time you should have colossus to take care of the zergling/hydra/roaches easier. If they are massing mutalisks/corruptors to counter, make more phoenixes/stalkers.

vs Protoss:
Early-mid game: Against early game zealots/stalkers, and possible void rays/immortals, you should probably build your own immortals in addition to stalkers/zealots. Immortals counter stalkers well, and stalkers do well against void rays.

Mid-late game: Protoss has templars, colossus, void rays, carrier (rare), etc. Immortals can handle colossus and stalkers pretty well, and as usual, stalkers and zealots should be able to take care of the rest. Void rays are not as essential vs protoss as against terran/zerg in the late game, but still can be used b/c the only real counters that protoss has are stalkers and void rays/pheonixes. High templar’s feedback ability is pretty crucial against protoss and other high templar.

Summary:
vs Terran/Zerg early-mid: Zealot/Stalker/Sentry/Void ray – 2 warp gate 1 stargate
vs Terran/Zerg mid-late: Stalkers/Colossus/High Templar/Void ray – 3 warp gate 1 stargate
vs Protoss early-mid: Zealot/Stalker/Sentry/Immortal – 3 warp gate
vs Protoss mid-late: Stalker/Immortal/High Templar/Void Ray – 4 warp gate

Zealot – good/decent against: Marauder (charged), zergling, thor, hydralisk, zealot, stalker, best used against zerg or units that have slow rate of fire.
Stalker – good/decent against: Void ray, mutalisk, reaper, hellion, corruptor, viking, roach, general all purpose unit.
Immortal – good/decent against: Colossus, siege tank, thor, roach, marauder, ultralisk, stalker, best used against armored units.
Colossus – good/decent against: Hydralisk, marine, zealot, zergling, roach, ghost, any workers, best used against small units.
Void Ray – good/decent against: Battlecruiser, carrier, mutalisk, ultralisk, immortal, colossus, banshee, siege tank, roach, marauder, brood lord, best used against ground/air units that can’t attack air.

This guide is in general, and keeping in mind that every game plays differently because every opponent is different, strategies often have to be changed mid-game because your opponent will catch on to your build and try to counter it. Here’s my build, but don’t take my word for it, because it won’t always work. In 2v2, or 3v3 when each opponent is playing different races, you have to make your own judgment.