Protoss

The Protoss are a race in Blizzard Entertainment's real-time strategy computer game, StarCraft. They are technologically advanced, and rely on psionic abilities and cybernetics in battle. They are the primary opponents of the Zerg. The Protoss are highly religious; for example, their basic military unit, the Zealot, follows a strict code known as the Khala. The Protoss have a three-chambered heart (this was shown when Tassadar attacked the Zerg Overmind). Protos in Greek means 'first'. This name is supposedly given because the Protoss were the first successful Xel'Naga creation. In StarCraft online culture, the Protoss are often referred to as simply the Toss.

History

The Protoss are actually a result of genetic experiments made by the ancient Xel'Naga on the creatures of the planet Aiur, a world engineered by the Xel'Naga. According to some timelines, this happened around 250000 BC. Initially the Xel'Naga were worshipped as gods but as the young Protoss became more personally aware, they started to seek individuality, and concentrated proudly on personal achievements rather than the common good. Their egos grew above the ancient communal relationship and Tribes sought isolation from others. They started to frown upon the Xel'Naga who tried to participate in their affairs and bring them back to their older communal link. Disappointed, the Xel'Naga left Aiur but the suspicious Protoss responded with an attack that destroyed many Xel'Naga worldships. Then the Protoss Tribes turned against each other, beginning thus the Aeon of Strife, the most devastating civil wars in recorded galactic history. A Protoss named Khas found the Khaydarin Crystals that the Xel'Naga had left behind on Aiur and channeled their primal energy. He sensed the primordial bonds of the Protoss and wrote the theory of Path of Ascension so that the Protoss might evolve again into a unified communal society. This ended the Aeon of Strife. The theory known as the Khala brought on the Second Age for the Protoss. The Tribal society evolved into three Castes: the Judicator Caste (led by the Conclave), the Khalai Caste and the Templar. The Protoss started to follow the Dae'uhl aka Stewardship of the planets once claimed by the Xel'Naga. They started supervising and protecting the lesser life forms but not interfering. However some Rogue Tribes did not want to follow the Khala. Adun and his templar refused to exterminate them as ordered and they were expelled from Aiur with an ancient Xel'Naga freighter. These outcasts were known as the Dark Templar, who responded by severing the nerve cords that linked them to the Protoss telepathic community. Years later, after the contact with Terrans and the Zerg, and the devastation of Aiur, the Protoss moved to Shakuras where they found the Dark Templar and joined them.

Physiology

Protoss are about 3 meters tall and have two glowing eyes, digitigrade legs, semi-permeable skin covered in scales, four fingers on their hands (of which two are thumbs) and toes, broad chests and shoulders, and narrow waists with slim midsections. Extending back from the crown of the head, Protoss have a bony crest. Beneath it, emerging from the back of the head, are the nerve cords, allowing them to access their racial psionic gestalt. This gestalt is the basis of the Khala. Protoss lack noses and mouths, and it is unknown if they require food or drink. However, they used to be a hunting species. They communicate telepathically with each other, but may be capable of vocalization. They use psionic communication devices at long distances. Protoss have both male and female genders and reproduce sexually. Their reproductive organs are very much analogous to Terrans, with the exception that male reproductive anatomy is internal. Protoss are extremely resistant to fatigue and illness and are vulnerable only in extreme conditions. Only wounds, fatigue, and poor sanitation combined can result in illness. This is part of their "purity of form". Although a Protoss's overall life-span is at least a thousand years (see Matriarch Raszagal), Protoss still physically mature in about the same amount of time as humans. While Protoss under 300 rarely have much social standing or rank, they are still physically adults. Protoss blood is blue, with a slight iridescence. After several minutes outside the body, it gradually evaporates, flaring with pale blue light and vanishing. As in humans, coloration is considered a sign of ethnicity, with each Protoss tribe having a specific color or typical pattern of markings associated with it. The main exception is the Ara tribe, as it was not originally created through inheritance, instead derived from unrelated students who originally followed Khas and his philosophy, the Khala. The Protoss brain is similar in structure to a human brain. The most noticable differences lie in the cerebellum, primarily in its size. The Protoss cerebellum is elongated in comparison to humans, resulting in a larger surface area which accounts for the greater cognitive abilities of the Protoss. This is also the reason for their vast psionic powers, as this enlarged area is probably the area of the human brain which is relatively "inactive."

Protoss religion

Protoss Religion takes its roots from the wars that plagued Aiur following the defeat of the Xel'Naga. United after several years under the teachings of Khas, the Protoss began to adhere to his teachings of the "Khala", or Path to Ascension. The resulting religion bears a striking resemblance to modern day Hinduism- the Khala has a caste system and focuses heavily on the teachings of Khas and the ability of the Protoss to use Psionic powers. When Protoss warriors die it is believed that they have reached the "Khala's Light".

Religious principles

  • Khala ("Path of Ascension")
  • Dae'Uhl ("Great Stewardship")

Religious figures in Protoss society

  • Khas - A prominent figure in Protoss society, he was the charismatic and spiritual leader who brought an end to the Aeon of Strife by using ancient Xel'Naga artifacts, the Khaydarin Crystals, to unite the warring tribes by calling them into a communal telepathic matrix. The belief that this was necessary for the Protoss to survive became known as the Khala, and is followed by almost all Protoss factions.
  • Adun - Another well known figure in Protoss culture, he is honored by Khalai and Dark Templar alike. A powerful warrior in his time, he was charged with the extermination of the Rogue Tribes by the Conclave. Unable to bring themselves to slaughter their kin, Adun and his troops attempted to hide the heretics. Though he failed, he would be known as a saviour to the Dark Templar, and would gain similar status on Aiur after the myth of the heretics spread, revealing that he "saved" Aiur from the heretics and their "anarchist" ways. The phrase "En Taro Adun" is used by the Protoss as a formal greeting or goodbye, and also serves as a battlecry.
  • Tassadar - He gained a following after his heroic death in defeating the Zerg Overmind. He serves as a contemporary example of Protoss virtues, and some Templar (notably Artanis) have taken to saying "En Taro Tassadar".

Heroes and other notable Protoss

Gameplay attributes

  • High cost per unit produced
  • High unit power
  • High supply consumption per unit
  • Very powerful special abilities (the Psi Storm is often referred to as the "most powerful damaging special ablilty in the game.")
  • Only race with "shields". All Protoss units (including buildings) have shields; when damaged, shields regenerate over time, even faster than Zerg units heal. Shields, however, always take full damage (see Damage types.) Shields are instantly drained by the Terran Science Vessel's EMP ability. Shields on all units can be regenerated almost instantly by the Protoss Shield Battery structure. However they are unable to heal damage sustained when their shields have been depleted.
    • Protoss structures, like their units, can not be repaired of damage sustained while the shields were down(exception to this is a Terran medic healing a non mech Protoss unit)
  • Fastest building method, moderate building location restrictions (Pylons)
The most technologically advanced race in the game, the Protoss field relatively small but very powerful armies. Their units cost much more than those of the Terran or Zerg, and require more supply, but are far more powerful than the equivalent units of those races. Their shields also serve as a replacable buffer of health. The Protoss builder unit, the Probe, does not actually build structures but instead warps them in from Aiur; once the Probe has finished opening the warp gate, it can walk off and begin mining, or even warp in more buildings. The Protoss' major downfall is their high cost; a Protoss player without a strong economy is essentially doomed, and it is a small economic disaster if they lose even one unit (as opposed to, say, the Zerg, who throw away their soldiers with impunity). The Protoss also have a weakness no other race has, in the form of their Pylons. Pylons are specialized buildings that project an energy field, symbolized onscreen as a transparent blue circle; all Protoss buildings require this field to function. Pylons are relatively durable (300 shield points and 300 Hit Points), but they are still the easiest thing in a Protoss base to destroy, with the added effect of 'unplugging' all the Protoss' home appliances and factories. A concentrated assault on Pylons, in other words, can bring Protoss production to a halt; and, since Pylons also provide Supply, those buildings that remain 'plugged in' still may not be able to produce more units until the Supply limit is restored.

Units

Land units

  • Probe - builder unit
  • Zealot - primary attack unit. The Zealot is a melee attacker, and is much stronger than the primary attack units of the Zerg and Terran. Can be upgraded for faster movement speed, increased damage and better armor and shields. Like Zerglings and unlike Terran Marines, it cannot attack air units.
  • Dragoon - ranged attack ground unit that deals medium explosive damage. The dragoon can be upgraded for longer range, higher damage and stronger armor and shields. It also has the capability to attack air units.
  • Reaver - siege unit. It is both the slowest siege unit and the most powerful. Unlike most other units, it does not have unlimited ammunition. Instead, it must be ordered to build "Scarabs" at 15 units of Minerals each. It has an initial capacity of 5 which can be upgraded to 10. Each shot uses up one Scarab. Note that the Scarabs move along the ground toward their targets; while they will circumnavigate obstacles if possible, they need a relatively clear path. This and its slow speed are the Reaver's main weaknesses. However, the high damage, splash effect and Normal Damage types make it very powerful against groups of weak units such as Zerglings or Marines, and the long range can be used to take out defensive structures with impunity, although it lacks the range of the Siege Tank. The Reaver can be upgraded for higher Scarab capacity, higher Scarab damage, better armor and better shields.
  • High Templar - primary caster. High Templar cannot attack and are rather slow and weak. However, their special abilities make them powerful support units:
    • Hallucination - Creates two copies of a target unit. Enemies cannot distinguish hallucinations from real units directly. However, hallucinations do no damage when they attack, cannot use special abilities, and take double damage. Hallucinations disappear if they are "killed" or once their energy runs out. This can be used for decoys or for intimidation. Hallucinations also immediately disappear when special abilities (target specific or area effect) hit them for some sort of effect or damage, even when the units are at full health. Very useful for getting rid of half of those forty battlecruisers.
    • Psi Storm - possibly the most powerful special ability in the game. Psi Storm covers an area with crackling electricity. Any units in the area, both friendly and enemy, take damage for each second that they stay in the field. This is extremely effective against slow-moving units like the Reaver or Siege Tank or against large groups of small units like Zerglings. Psi Storm does not stack; that is, multiple storms cast over the same area at the same time do not combine effects.
    • Archon Meld - only available when two or more High Templar are selected at one time. The Templar merge in pairs to create Archons. This does not consume any mana; however, the merging takes some time during which the Templar are vulnerable. The meld is irreversible, so the high templar and their abilities are irretrievably lost.
Hallucination and Psi Storm must be researched at the Templar Archives. The High Templar can be upgraded for better armor and shields and higher energy capacity.
  • Archon - Archons are created when two High Templar merge. They have a powerful ranged attack that deals splash damage, and can take a strong beating with 350 shield points. However, they only have 10 hit points, so an EMP will bring them to near-death. Archons are immune to Irradiate, and are almost unaffected by Plague (it lowers their HP to 1 without damaging their shields.) They can be upgraded for higher damage and stronger armor and shields. Archons are great melee units.

Brood War-only land units

  • Dark Templar - stealth unit with permanent cloaking ability (no cloaking special ablility or energy points required), opponent requires units with detector ability (e.g. Terran Science Vessel) to see it. It has powerful attack but relatively low hit points. A brilliant harassment unit.
  • Dark Archon - caster, no non-special ability attack, formed from two Dark Templar. Its abilities include mind control which allows you to take control of an enemy unit at cost of energy. This can even be used to take control of another race's worker unit, allowing you to build that race's tech tree. Of course, this is expensive and not always cost-effective. The other two abilities are feedback and maelstrom. Maelstrom freezes all biological units in the radius of attack. Feedback is used to kill other energy using units by draining their energy and then using it as a physical assault to damage or kill the target unit (this may even be used on Battlecruisers because they use energy to power the Yamato Cannon).

Air units

  • Shuttle - flying transport unit. The shuttle's speed can be upgraded at a Robotics Support Bay, making it the fastest transport unit in game after speed upgrade.
  • Scout - Heavy fighter craft; most powerful of the basic ships. Speed and sight range upgrade at Fleet Beacon. A fleet of scouts can even defeat battle cruisers or carriers, making it an extremely deadly unit. However, scouts can be quickly dispatched by battle cruisers if they are hit with EMP. Scouts are ineffective against most ground units.
  • Arbiter - caster; all nearby units belonging to the player with the Arbiter except other Arbiters become cloaked. Can cast stasis field that freezes all units for a set amount of time. No health or energy points can be lost or gained during stasis. No other abilities can affect units, including the undoing of the stasis field. Can also cast recall, which transports a player's units to the vicinity of the arbiter almost instantaneously. Can recall locked down units. Cannot recall units in stasis. Special ability and energy point upgrades at Arbiter Tribunal.
  • Carrier - heavy air unit. The carrier attacks by launching Interceptors, each of which are built at a cost of 25 minerals. Carriers start the game able to hold four interceptors, but an upgrade at the Fleet Beacon increases the capacity to eight. The Interceptors give the Carrier the longest range of any Protoss unit, comparable with the Terran Siege Tank and the Zerg Guardian. Carriers are most vulnerable to the Zerg Scourge.
  • Observer - flying scouting unit. Observers are permanently cloaked and thus visible only to other detectors. Observers have no attacks or abilities, and have few hit points. The speed and sight range of Observers can be upgraded at the Observatory.

Brood War-only air units

  • Corsair - caster and light fighter with a rapid-fire low damage splash attack against air only. The Corsair can cast "Disruption Web" which prevents all land units (friendly and otherwise) and defensive buildings within the web from firing or operating. Units and buildings in the Disruption Web can be targeted for attacks and special abilities. The disruption field cannot be undone until the spell wears out. Corsair upgrades to abilities and energy points are available at the Fleet Beacon.

Buildings

Basic buildings

  • Nexus (creates Psi, resource depot, produces Probes)
  • Assimilator (collects Vespene gas)
  • Pylon (creates Psi, powers buildings)
  • Gateway (summons infantry units)
  • Forge (upgrades weapons, shields and armor)
  • Shield Battery (rapidly recharges shields)
  • Cybernetics Core (upgrades Protoss Dragoons and spacecraft)
  • Photon Cannon (defensive structure)

Advanced buildings

  • Robotics Facility (creates robotic units)
  • Stargate (summons spacecraft)
  • Citadel of Adun (upgrades Zealot speed, allows summoning of the Templar Archives)
  • Robotics Support Bay (upgrades robotic units)
  • Fleet Beacon (upgrades the Carrier)
  • Templar Archives (upgrades the High Templar and Dark Templar)
  • Observatory (upgrades the Observer)
  • Arbiter Tribunal (upgrades the Arbiter)
Note: All buildings must be built in the vicinity of a Pylon except for the Nexus, Assimilator and other Pylons. All buildings that do not have an completed pylon required for operation will cease all operations, including upgrades, unit training, magic point restoration, and attack.

Strategy

There are many different strategies for Protoss. These are the basics:
  • Zealot rush: during the initial stage of the game (1 min or so into the game), rush into the enemy's base with at least 4 Zealots. If your forces have an obvious superiority over the enemy, destroy their base as a whole. If not, try disrupting their mining operation as much as possible to cripple your enemies' abilities to retaliate in the long run.
  • Dragoon rush: Similar to the Zealot rush, a group of 4-12 Dragoons can wreak havoc in the early-middle stages of a game. In addition to the Zealot strategies, the long (upgraded) range of Dragoons often enables them to hit key targets with impunity, especially if the enemy is overly reliant on static defense. This is particularly useful versus Terran, if the opponent's Refinery can be taken out before Siege Tank production starts. Counters to this include the wall-in, strategic Bunker placement, Stimpacks, and U-238 Shells.
  • Cannon rush: This tactic involves building Photon Cannons just near the enemy's base, so that (if properly positioned) they can attack the foe's soldiers and factories. Because the Zerg factory is its Hive, this tactic doesn't work on them (the Creep also gets in the way), but against Terrans or the Protoss itself, just two or three properly-positioned Photon Cannons will end the game, destroying factories and allowing you to build another row of cannons with which to further advance. Zerg cannot use this tactic, as their defensive structures require Creep; Terrans can, but 100-mineral Bunkers are useless without another 200 minerals' worth of Marines, whereas with only 250 minerals (100 for the Pylon and 150 for the cannon) the Protoss are ready to go. Finally, do not attempt this tactic unless your teammates are willing to defend your base, which will be essentially unprotected.

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