Starcraft 2 All Terran Units
By: - October 31, 2013 Starcraft 2 Protoss Units Strategy GuideGeneralProtoss Tips:You should generally always build your first pylon and gateway at your choke point.Build your second pylon, and maybe even a few more buildings at your chokepoint. You don't want to block it off completely, you need to leave aspace for your units to walk out of your base. But you should get itenclosed enough so the enemy cannot just barge right on in to your base.You can have stalkers and sentries behind the buildings to preventzergling/zealot rushes. Use the sentry's Force Field ability to close offthe gap completely if the enemy is trying to get into your base, then have yourstalkers placed so they can fire and hit the enemy trying to get in.PLEASE NOTE: For all SC2: Heartof the Swarmspecific strategy.How to fast expand as Protoss safely:A good fast expansion strategy I have with protoss involves building a pylonfirst at the choke point of your expansion, then a forge, then a pylon, then 2cannon towers, followed by a nexus at your expansion site. Then you buildyour first gateway, followed by a few more cannon towers.This works well if you are facing a zerg or protoss, but if the enemy is terran,you have to watch out for reapers. Best way to be prepared for that is tobuild your second pylon at your main base next to your nexus, and then proceedto build 2 cannon towers to protect your main base from the reapers.Be sure to put the cannon towers behind structures so zealots or zerglings willhave a harder time taking them down.Chrono Boost - This is an ability available on each nexus, when used on a protoss building, it will operate 50% faster for 20 seconds. During thestart of the game you can use it to speed up your probe production, fightingunit production, or upgrade productions later on.
I usually tend to useabout 2 chrono boosts every game just for probe production, and then the rest onfighting unit production, or upgrade production.TIP: Keep using the chrono boost ability allthrough out the game, try to never let your nexus(es) reach full 100 energypoints. Keep using the energy up and you will simply get things quicker.TIP: What I like to do is have all mynexuses set to one control group hotkey and then when you want to use chronoboosts, you can simply press that hotkey and then chrono boost what ever youlike.Warp gates - You can transform a gateway into a warp gate (you need toresearch the Warp Gate ability on your Cybernetics Core first), this will allowyou to warp-in ground units to any location powered by a Pylon or Warp Prism.I personally think these are a little overrated. I generally only get thisresearched if I have expansions far off from my gateways, or if I plan on doinga strategic attack involving pylons or a Warp Prism near the enemy's base.It is a cheap upgrade, so it won't hurt much to get it if you like using it allthe time.TIP: Build a pylon near the enemy's basewhere they will probably never look, that way you can just build your unitsright near the enemy's base if your attacking them to get them in battle muchquicker. This helps to keep the pressure on more efficiently if you aretrying to rush them.NOTE: It is actually easier to macro usingjust Gateways, as you do less work getting the units out of your Gateway thanWarpgates. Gateways allow querying of units, but Warp Gates do not.Plus you have to pinpoint on the map where to place the units with warpgates,with gateways they just go by rally points. A lot of people compensate bybuilding a lot of warp gates so you don't miss up on unit production.NOTE: Warping in units on an enemy's pylonswill NOT work, just to let you know.The Protoss have several opening build order options, they can do a quick zealotrush, stalker rush, dark templar rush, they can tech up quick to void rays, techup quick to carriers.
Here are the advantages and disadvantages of thesebuild orders.Zealot race:Super Weak againstWeak againstOkay againstStrong Againstzerg, Queen,protoss,terran,Zealot rushing generally involves building just two gateways at the beginning andcranking out probes, pylons, and zealots non-stop, while continuously harassingyour opponent with a flow of zealots. Gas mining and a Cybernetics Corewill be postponed for the time being.
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This strategy is very powerfulagainst your average player and is a very quick way to rack up a LOT of winsquickly. You will start to discover however once you start climbing theladders, this strategy becomes less and less effective. The zealot rushcan be easily countered and most starcraft pros skip massing zealots and insteaduse stalkers more instead at the beginning. But most noobs and even thebelow-average player will be easily defeated by a zealot rush. So Irecommend using this strategy if you know you are playing someone who is morenew to this game. The zealot rush becomes more effective in 2v2 and 3v3battles when teamed up right.
I would generally not do a zealot rush in a FFA unless you are playing all protoss players, I explain why below:Vs another Protoss - This is really the best case a zealot rush is bestfor. The only time I would consider using the zealot rush vs a decentprotoss player is if it's protoss vs protoss. And through out myexperience you can win a lot of games using the zealot rush vs another protossplayer. The way you would counter a zealot rush from another protoss, isif you can simply crank out zealots faster than your opponent and keep themalive longer through better micro.
However the best overall most efficient wayfor a protoss to stop a zealot rush would be to build your buildings tight atyour choke point and have your sentries block the zealots from coming in byusing the Force Field ability, while having the stalkers 'pick' at them fromrange. This will force the zealot rusher to change strategies.Vs Zerg - This can be somewhat effective, if you are going to zealot rushthe zerg you need to attack early on, like when you only have a few zealots,keep the pressure on and you may win.
Starcraft 2 Terran Unit Stats
If they get roaches out soon thenyour zealot rush will surely fail. If they keep building zerglings thenyour zealot rush is in your favor. But yeah zerg roaches is the best wayearly on to counter a zealot rush. In this case the protoss must changestrategies and focus on more stalkers relative to zealots, and tech up toImmortals, while also having a few sentries for the Guardian Shield ability tohelp reduce the ranged damage the roaches are putting out. Watch outthough if you build to many stalkers, the zerg may switch back to zerglingswhich will put your stalkers down QUICK. So you need to have an understanding ofwhat the zerg has to properly counter it.Vs Terran - This is the hardest one to pull off.
Basically if youropponent is a noob, you may win, even then you still might fail. Theterran is the hardest to zealot rush do to the fact they can totally block offtheir choke point, have marines and marauders behind the choke point firing awayat the poor zealots, and they can even have reapers hitting-and-runningconstantly at the zealots.
- Can you name the Starcraft 2 terran units? See results from the Starcraft 2 Units Terran Quiz on Sporcle, the best trivia site on the internet! Starcraft 2 Units Terran Quiz Stats - By timmymonsta.
- 2019 Global StarCraft II League Season 2; Completed. Gold Professional Championship 2019 Season 1; China Team Championship 2019 Season 1; 2019 WCS Summer: China Qualifier. Terran Units. See also: Protoss Units (Legacy of the Void) and Zerg Units (Legacy of the Void) See also: Terran Unit Statistics (Legacy of the Void) Supply Depot.
And to make matters worse, they have Hellionswhich are designed to take out units like zealots quick. So I neverrecommend zealot rushing the Terran, unless you know for sure the player simplysucks or if you are playing on a map that does not have choke points. Inthis case if you see the loading screen and you see you are playing terranplayers, don't even bother building zealots, instead skip right into a stalkerbuild order.TIP: If you are trying to zealot rush theterran, and the terran has his choke point blocked, you can try and kill asupply depot to break through and get your zealots into their base. Youneed to do it quick before they send in SCVs to repair it, or have too manyunits firing at you. Or if you are playing on a 1v1 map that has a lot ofspace inside your opponents base you can attempt a proxy rush. PROXY RUSH - Advanced Zealot RushThere are different variations of zealot rushes you can pull off, you can trywarp gates to warp in units right in at your opponents' base, but that takesa lot of time since you would need a cybernetics core along with gas mining.If you want THE fastest zealot rush, you will need to do a proxy rush.To do a proxy rush, godirectly to your opponents' base at the start and build a pylon and 2 gatewaysdeep inside your opponents base (or right outside of your opponents base) and crank out zealots and send them in toattack non-stop. This is considered a Proxy Rush.
Proxy rushing is also effectivein 2v2, 3v3, and 4v4 games, however I would not bother using a proxy rush in a FFA game.A proxy rush is also considered an All-In strategy, in which if it fails, youwill be in a situation that you will most likely lose. Most pros caneasily stop a proxy rush, so once you hit the pro league, or even most playersin the platinum league I would not do this strategy any more.
But it canget you to the platinum league VERY quickly.Stalker race:Super Weak againstWeak againstOkay againstStrong Againstzerg, Queen,protoss,terran,Stalker rushing generally involves getting stalkersASAP while virtually skipping zealots altogether. You need to start mininggas very soon, and build one gateway, and as soon as that one gateway is done,quickly build your Cybernetics Core, followed by another gas mine and anothergateway, then when your Cybernetics Core is done start cranking out stalkers,and use the chrono boost ability (on your nexus) to get them out quicker.You should then proceed to build a Twilight Council so you can research BlinkASAP, and use the chrono boost ability to speed up its researching.The stalker is the best harassing unit the protoss has early on. Stalkersare a great hit-and-run unit, especially combined with the Blink ability, youcan easily blink up onto cliffs (bypassing the enemy's chokepoint) and killworker units, then blink back down off the cliff. Keephitting-and-running, harassing the enemy non-stop and the game will surely be inyour favor. Stalkers are much faster than zealots, so going back to yourbase to defend it is much easier with stalkers. You need to be carefulthough stalkers are fragile, last thing you want is to be overrun by fast movingground melee units, such as upgraded zealots with the Charge ability, orZerglings with the enhanced Movement speed ability, or terrans with massmarauders/marines. In those cases, your army should be comprised more ofzealots with a few stalkers in there to counter that.Vs another Protoss - If you are going to rush a protoss player withstalkers be careful they may try to zealot rush you, which is a good counter forit.
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You can always try to hit-and-run from the zealots, but don't let themget to your worker units. Like I said before, the best way to stop azealot rush with stalkers is to build your buildings tight at your choke pointand have your sentries block the zealots from coming in by using the Force Fieldability, while having your stalkers 'pick' at them from range.
This willforce the zealot rusher to change strategies. By doing this the game willbe more in your favor. If it is a stalker vs stalker rush, then it comesdown to who has the better micro skills to blink around and kill worker units orpick off stray stalkers, and putting your weaker stalkers in the back to savethem from dying. Best way to counter stalkers as protoss would be to buildimmortals and upgraded movement speed for zealots to take them out.Vs Zerg - From my experience I generally get a few zealots first beforemoving to mass stalkers when going up against the zerg, reason being is becausezerglings will give the stalkers a good beating.
Scouting the zerg earlyis very important, you have to understand what they plan on doing to counterthem early on. If you see a Roach Warren being built, then gostalker/immortal route. Immortals are the best ground counter againstroaches, way better than stalkers. And use a few sentries for the GuardianShield ability to help reduce the ranged damage the roaches are putting out. Ifyou see no Roach Warren, you may just want to stick with zealots for now.Vs Terran - You should generally always use the stalker rush against theterran at the beginning of the game. It is the most effective way tocounter them early on.
You can blink past their blocked off choke pointand pick off worker units, or kill supply depots then blink away. You willalso be prepared for any reapers or hellions they will throw at you.
Ifthey have siege tanks, blink right up to them and they wont be able to hit youthen. But in mid-game and later on, you will want to get more zealots inyour army (with the Charge ability), and save your gas for other units such asHigh Templar or Colossi. The zealots will help pick off themarines/marauders/tanks quickly. And the charge ability is best researchedfor the terrans the most in my opinion, just about all terran units are rangedfighters, so having the zealots quickly charging into battle is very importantagainst the terran.
I have also found having high templar using psi stormto storm terran armies is the most effective than against any other race.So keep that in mind. And use a few sentries for the Guardian Shield ability tohelp reduce all the ranged damage the terran is throwing at you.Keep an eye out for what the terrans are building though, if you see they havemultiple starports, then keep building stalkers as they may get an army ofbanchees, vikings or even worse battlecruisers.If you see they have Banshees, stalkers with blink are good against them, buta better approach would be to build Phoenixes to take out the banshees. Void Ray Rush race:Super Weak againstWeak againstOkay againstStrong Againstzerg, Queen, Overlord,protoss,terran,This strategy isn't used as often as going stalkers,but can be very effective if done right. There are several variations ofthis strategy. You could start out massing zealots, then build 1-2starports to build void rays. With the acceleration upgrade voidrays makeexcellent hit-and-run scouting units.
You can really piss off your opponentwith void rays by constantly harassing them, killing off buildings or workersone by one. They will then be forced to build towers to defend it or keepanti-air units around to stop it.Another build order involving void rays is to tech to them quick, while having adecent defense for your base (to stop your opponent from rushing you). Youcan accomplish this by starting off with a stalker build, then build 2 starportsonce your Cybernetics Core is done. Get a few photon cannons and units forbase defense to stop rushes. You can then have a large void ray army outquick, and if you're lucky they will focus on more units that are not anti-air,thus making winning the game very easy for you.
You can eventually startbuilding zealots with the left over minerals you have, or stalkers if they aregoing air units too.Vs another protoss - With this strategy, youwill definitely need a good backup plan, because if they go stalkers yourvoidrays will crumble to them quickly. A good strategy you can do is tostart off with a zealot rush, and then tech up to void rays. Stick withzealots and voidrays throughout the game and get them upgraded good. Use thevoid rays to harass constantly. This strategy is not bad at all, give it atry.Vs Zerg - Same thing applies to what I said about protoss applies heretoo. You may want to start off with a short zealot rush, and then tech tovoid rays. This is an effective strategy as well.
You can use your voidrays to pick off overlords through out the map, this will surely put the zergplayer in panic. Just watch out for hydras. Get your zealots upgraded forthe charge ability and kill off the hydras with your zealots backed up by yourvoidrays.
If you see them going roaches or mutas, switch to stalkers.Vs Terran - This can be effective as well. The only thing you willhave to watch out for is if the terran is going mass vikings, in which case Iwould switch to immortals/stalkers to counter them, while using just a few voidrays to harass/scout. Use a combination of upgraded zealots and stalkersto kill off the rest of their army. During battles, have your voidraysfocus fire on their Medivacs (if the medivacs have plenty of energy).Dark Templar Rushrace:Super Weak againstWeak againstOkay againstStrong Againstzerg,Queen,protoss,terran,Not many people use this strategy, and to be honest I hardly ever use it.I have practiced this a lot, and came to the conclusion its not good to use on aregular basis. For one, it takes a LONG time to tech up and get to darktemplar, you could've used all that time to crank out zealots/stalkers and domore damage in the long run. Sometimes you will get lucky and caught themoff guard, they may have no detectors around, and they are screwed.
DarkTemplar do a TON of melee damage. When a zealot and a dark templar go 1 on1, the dark templar will kill the zealot off real quick.
But due to theextra cost, expenses, and time of getting dark templar, it is not as efficientas building something else.TIP: Try to find a hidden spot on the map where your opponent wouldnever look to build your Dark Shrine, somewhere not even in your main base, soyou catch them off guard with a few dark templar, they may not even think aboutdetectors and you will have the game at your advantage.Vs Protoss - Really the only time I would consider doing a Dark TemplarRush is vs Protoss. You can block off your choke point and keep theprotoss from rushing you at the beginning, and quickly get dark templar out totake care of the rest. To counter dark templar as protoss, you must getobservers out ASAP. If you do not have a Robotics Facility and see you arestuck in a situation with dark templar attacking you, then try building aRobotics Facility somewhere off your base where your enemy cannot find it andkill it or it's game over for you. Use the chrono boost ability to speedup the observers production. In the meantime try to build photon cannons(need a forge first.), and protect the photon cannons with everything you got.Protoss have the hardest time beating the dark templar rush if they are notprepared for them.A variation of this strategy involves starting out with a zealot rush, and thenonce you start mining gas, focus on nothing but dark templar/zealots.
Theopposing protoss player won't even know what hit em. And it's gg for you.This is actually a very good strategy against another protoss player. Justremember to be clever and hide your dark shrine so your opponent will not scoutit out.If you see they have a Robotics Facility, or if you are sure they have anobserver out, then you can build a Robotics Facility for the purpose of gettinga couple of observers yourself, plus get some stalkers, then use your observerto detect your opponent's observer and take it out with your stalkers(s).Vs Terran - This one is the hardest topull off, the terran can quickly use the scanner sweeper (at the command center)and your dark templar will be revealed. Terran can also build missileturrets or even Ravens for extra detection.
I would never dark templarrush a terran.Vs Zerg - This one is also hard to pull off as well, the zerg can quicklyturn overlords into detectors (if they have a Lair), and most zerg units willmake quick haste of dark templars. It might be worth trying if they justkeep building zerglings or roaches (without a lair), but if they got a lair youwill be in trouble. You can try to sneak in the zerg's base and kill thelair quickly, they will not be able to build overseers to detect you. Youmight be better off turning dark templar into archons vs zerg, since they doextra damage to biological units, and all zerg units are biological units.You might need to do this if they got a lot of mutas. Sentry race:Super Weak againstWeak againstOkay againstStrong Againstzerg, Queen,protoss,terran,The Sentry is a great support spell casting unit that can win the tide of thebattle for you if done right.
For as low on the tech tree as they are(they only need a Cybernetics Core) their abilities are GREAT. They are notgreat fighters on their own, they are built for their spell casting abilities.They have 2 very useful abilities, Force Field and Guardian Shield. Theycan also use Hallucination (must first be researched at the Cybernetics Core),which in my opinion is a little less useful than the former 2.Force FieldI think the best use of a sentry is to block off choke points, or to trap unitswith the Force Field ability.A Force Field is a small non-destructible wall that lasts 15 seconds, no groundunits can pass through it. A sentry can cast a Force Field immediatelyafter it is built, thanks to it's low energy cost (of 50).Protoss players use sentries to prevent the enemy from rushing into their baseearly on if they are teching to stalkers.