Protoss Strategy

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The following article lists all relevant build orders and strategies for Protoss.

To read more about strategies in general, see also Strategy Overview
To find an overview about Protoss Beginner Strategies, see also Category:Protoss Beginner Strategy
the symbol marks beginner friendly and important articles.

[e][h]Protoss Protoss Strategy Overview
A PvT Fight
Strategy Information
PvP, PvT, PvZ
Protoss Strategy Overview

General Information[edit]

Protoss is often seen as the easiest race in competitive play. This reputation is based on the race's units. They deal, relatively seen, a great amount of damage, have many hitpoints and shields, while still being mobile. Compared to a Terran's slow moving mechanic units and Zerg's fragile ground forces this gives a false positive. The general discussions often leave out that the strength of Protoss units is limited by their heavy costs and longer training times. As a matter of fact Protoss fits perfectly well in the balance triangle. A Protoss army moves slower than their Zerg pendants, they deal less damage compared to their Terran counterparts. Consequently, Protoss strategies hugely vary depending on each match up.

The following table lists general strategies (Guides), specific openings (Build Orders) and other related articles.

"Internal Resources" How To: Read Build Orders

Building Placement and Macromanagement[edit]

The Protoss macro management is relatively similar to a Terran's base management. Both races can produce workers (SCVs and Probes respectively) and fighting units from different structures (Command Center and Nexus respectively) and additionally research upgrades in tech buildings or add-ons. In comparison to Zerg, the underlying logic is easier to understand. Protoss in most cases does not need to make a decision whether or not Probes should be produced. If not stated otherwise, a Protoss will always constantly produce workers throughout the entire game. An overflow of workers on one Nexus will most times to be transferred manually to a newly built expansion (Maynard Slide).

However, building placement, often also referred to as Sim City, plays a higher role for Protoss players than it does for other races. All buildings, except the Nexus and the Assimilator, need to be powered by Pylons. Each Pylon creates an energy field around it, in which buildings can be warped in. This has several consequences.

For one, a single Pylon powering important buildings, especially Photon Cannons or Warpgates, can become a higher prioritized goal for the opponent. If the Pylon is lost, the buildings can not be used to research upgrades or to train units. One Pylon powering many pivotal buildings is often referred to as "Artosis Pylon".

Secondly, Warpgates and Robotics Facilities always spawn newly trained units at their bottom exits. This is especially important if buildings were warped in as groups or clusters. Dragoons in particular often get stuck between Pylons and Gateways and thus can not leave the base anymore. This fact can be abused by Protoss players to construct a so-called Pylon Prison.

Even though Protoss only needs few hotkeys to handle an army, his keys should be used with care. By building Gateways in clusters, only one hotkey might be needed to train units faster.

External Links[edit]

Art of Protoss
  • slightly dated guide about Protoss match ups featuring valueable information for beginners and basics
Hotkey Discussion
Teamliquid Forum discussion about Protoss hotkey set ups