Protoss Units
Protoss units in general focus on their power and toughness. They have the strongest basic unit compared to both races. Unfortunately these things come at a price since first they cost more meaning money is very valuable, second they take longer to produce meaning in dire situations you will have to wait for even a zealot to come out and lastly even when you have the cash and time you will have few units and a few loses is more costly than both terran or zerg will have. Probes are perhaps the weakest for both workers but makes it up for being able to create many structures alone. Both Terran and Zerg sacrifice a worker to build a structure while a probe can build 3 gateways and return working after it opens the warp gates. To use Protoss effectively you must use power to your advantage and micromangement can help increase the life of your units since they take long to build, they are costly and you have few of them anyways.

Pros: Strong units, powerful units, shields, strongest basic unit, powerful air units, builds fastest buildings, expands best, some units have permanent cloaking, stasis field, can mind control, psi storm.

Cons: Shields can be EMP Shockwaved making them 0, High price units, excluding probe none are lower than 2 supplies, Carriers, Reavers are not the best seige weapon, units take 2 or 4 slots in shuttle excluding probes making dropping harder, inability to repair mechanical untis or buidlgins 
1) Probe
2) Zealot
3) Dragoon
4) High Templar
5) Shuttle
6) Reaver
7) Observer
8) Scout
9) Carrier
10) Arbiter
11) Archon
12) Dark Templar
13) Corsair
14) Dark Archon
Probe
Costs: 50 minerals
Supply: 1
Hp: 20
Shields: 20
Damage: 5 normal(cannot be upgraded)
Armour: 0 (+1 per upgrade)
Unit type: Small
Transport slots: 8 is max
Anaylsis: Probes are the core of a Protoss army since they build you buildings and give you reasources to fuel your army. The probe differs in the fact that once it takes damage beyond its shields it will never recover the lost hp. On the possitive side 1 probe to an enemy is dangerous even alone. with the probes' ability to build many buildings at a time it makes the probe on of the best workers to help you expand. One of the reasons why protoss are the easiest race to expand with. One probe can build a Nexus, an Assimilator and a plyon at the expansion right away and after the plyon finishes it can just build mutiple cannons. The Terrans must have 1 SCV for every building they build in that speed. The Zerg are the worst for they need the creep to build other buildings other than the hatchery amking them slow to expand. Probes cannot fight well at all so don't bother they are the easiest to kill even easier than killing animals which are 60 hp. Build many probes the more probes the more minerals and gas you get the easier it is to build up yur army.

Tatics to beat probes:
Terran: Just about any unit can beat probes maybe even SCVs
Protoss: Almost anything can kill probes
Zerg: Almost anything kills probes

Zealot
Costs: 100 minerals
Supply: 2
Hp: 80
Shields: 80
Damage: 16 normal (+2 per upgrade)
Armour: 0 (+1 per upgrade)
Unit type: Small
Transport slots: 4 is max
Anaylsis: This is the Protoss' basic grunt unit. It is the most expensive of the basic units and can beat both zerglings and marines 1v1 or even 1v2. the zealot has about 4 times marine strength and boasts almost 3 times the damage. Yet it is a melee unit meaning it must run up and get into close combat in order to be effective. 4 Zerglings can be made at the cost of 1 zealot. Zealots take a while to produce making it not a great choice for when your base is under attack. Only 4 can fit in a transport meaning you must use more transports in order to transport a good amount. However you probably will use zealots for most of the game since they do provide good damage against many units. It is also due to the fact they get speed upgrades increasing their effectiveness. The zealot and Zergling both face problems with air units due to teh fact they can't fight air units. A zealot is a good unit for attack seige tanks since their melee attacks will force the seige tank to go back to tank mode or stay taking damage wait fo units to help the tank. At a pirce cheaper than most other Protoss units its common to see quite a few of them.

Upgrades:
Leg Enhancements: This increases the zealots leg speed making them more effective at reaching their target faster to attack.

Tatics to beat zealots:
Terran:
-Use marines in bunkers since the marine stands little chance when not in a bunker unless stims are available with medics.
-Firebats are a zealot killer though they are be beaten by zealots they cause lo0ts of harm to zealtos due to their splash damage and when in a bunker zealots should stay away.
-Seige Tanks can shoot zealots from a distance but make sure it has protection.
-Vultures are effective at fighting zealots and with mines it is even better.
-Wraiths and Battlecruisers can attack zealots with impunity.

Protoss:
-Use your own zealots it will depend on the number and upgrades on who wins.
-Dragoons have range but I advise not to since they have a slow cool down and they are big.
-High Templars can cast psi storm and hurt large amounts of zealots.
-Dark Templars can defeat zealots only if there is no detectors.
-Archons are powerful against zealots and since they deal splash damage.
-Reaver is powerful against zealots make sure you have the cash though
-Dark Archon's Maelstrom helps in fighting zealots.
-Scouts and Carriers easily defeat zealots.

Zerg:
-Overwhelm zealots with mass numbers of zerglings but it must be at least 3-4 per zealot.
-Hydralisks are good units at fighting zealots but be careful if you don't control them well they can die.
-Ultralisks can hurt zealots as well as take lots of punishment from zealots so use them well.
-Lurkers are destroy zealots in massed numbers and since they walk in single file its even easier to hurt many of them at a time. Make sure there is no detection though
-Mutalisks and Guardians have an easy time fighting zealots.

Dragoon
Costs: 125 minerals and 50 gas
Supply: 2
Hp: 100
Shields: 80
Damage: 20 explosionl (+2 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Large
Transport slots: 2 is max
Analysis: I think the Dragoon is somewhat overrated. Many people seem to use them is mass numbers. This certainly has its strengths but has some big weaknesses as well. The biggest problem with the Dragoon is its pathetic cool down time making it the most vulnerable ranged unit. Its explosive damage doesn't help the situation since it will deal 50% less damage meaning 10 on smaller units like zerglings and zealots which can shred the Dragoon. However the Dragoon has its good points since it is versatile and can help zealots by protected them from air units. The Dragoon's ranged attack helps zealots as well since they lack any range. Dragoons are less valuable for drops since only 2 per shuttle which is very bad considering other versatile units take less space. Dragoons are also big making it hard for large groups to squeeze through choke points which is where they die mostly. Their size makes them vulnerable to certain weapons namely the Seige tank.

Upgrades:
Singulary Charge: This is a vital Dragoon upgrade, without it Dragoons are less effective. This upgrade increases the Dragoon's range giving it a larger advantage over melee units

Tatics to beat Dragoons:
Terran:
-Marines and Medics is a great combo. Use stim packs and take advanatage over the Dragoon's poor cool down.
-Ghosts can lock down a Dragoon
-Seige Tanks can basically destroy Dragoons with ease since Dragoons are slow enough to not make it up to the tank and take full damage from the Seige tank. Using Tanks in choke points or higher ground is the key to defeating Dragoons easily.
-Cloaked Wraiths have an advantage over Dragoons but there has to be no detectors cause they will be shreded and quite quickly too.
-Battlecruisers can defeat dragoons in numbers

Protoss:
-Zealots are tough enough to tear apart Dragoons
-Your own Dragoons are effective and will win when more in numbers and upgrades
-Psionic Storm can hit Dragoons in groups
-Reavers can easily take out Dragoons when there is no terrain advantage
-Dark Templar without detection can defeat Dragoons
-Corsair Distruption Web can cause trouble for Dragoons.
-Stasis Field can put a good amount of Dragoons out of comission

Zerg:
-Zerglings can take out Dragoons make sure you have enough with attack rate upgrade.
-Hydralisks can defeat dragoons
-Lurkers can hit large groups of Dragoons without detectors
-Queens can use Spawn Broodlings to annoy by killing Dragoons
-Plague is very evil against Dragoons even those that survive will never recover
-Dark Swarm will prevent Dragoons from hitting your units, take advantage of the cool down
-Guardians can strike at Dragoons from a distance.

High Templar
Costs: 50 minerals 150 gas
Supply: 2
Hp: 40
Shields: 40
Damage: N/A
Armour: 0 (+1 per upgrade)
Unit type: Small
Transport slots: 4 is max
Anaylsis: This is a major spell caster in the Protoss aresenal. One rule every Protoss player should take to heart. Always have at least 3 templars around!!! Without Templars your base is very easy to attack. Although Templars lack attacks they do have the most useful spell against almost anything. Psionic Storm is the most powerful attack spell in the game. This spell will create lightning in a certain area causing damage to units underneath the storm including air units. It ingores any armour stats so it causes heavy damage no matter the armour. Zerg are the best targets for Psi storm and are very vulnerable to it when it happens. This can kill 12 Hydras at a time when they stay long enough. Poor targets for psi storm are units with higher hp that move fast like corsairs. Low hp units and slow units are key targets for psi storm. The Templar also has the Hallucination ability. This allow the templar to create 2 hallucinations from its target. This can even be enemy units but its better to target your units. Hallucinate Archons, Arbiters or any expensive units. Be careful when targetting carriers and reavers since if a player checks that it is 0 interceptors or scarabs a player would be suspicious. Remember hallucinations do no damage.

Upgrades:
Khaydarin Amulet: This increases the High Templar's maximum energy from 200 to 250 which is very useful especially with Psionic Storm.

Abilities:
Psionic Storm: This creates lightning on the selected area and damages all units under it including air units. It ignores all armour ratings and lasts long enough to kill most weaker units will causing heavy damage on stronger units. A very very useful spell.

Hallucination: This will create 2 hallucinations of any unit you target wheather its from an enemy or your own units. The Hallunications do no deal any damage and will disappear when their energy runs out.

Tatics to beat High Templars:
Terran:
-Any Terran infantry is an easy target so aviod using them due to their low hp.
-Seige Tank are the best unit since they can hit the high Templar before it can cast psionic storm.
-Vultures are speedy enough to stay out of the storm and yet able to kill the templars easily.
-Battlecruisers can shrug off a few psionic storms but it still is a powerful spell.
-Science Vessel can irradiate high templars or EMP shockwave them.

Protoss:
-Zealots with speed enhancement can run thorugh the storm fast enough to take little damage and kill the high templar.
-Dark Templar can kill a High templar in two attacks just make sure there is no detection and you will be able to kill it.
-Scouts are fast enough to stay out of the storm and the high templar isn't tough to kill.
-An odd way of stopping a templar is to stasis field it. You stop it and can kill it easier later.

Zerg:
-Put your Ultralisk to use since it can shrug off the psi storm yet its fast enough to stay out of it compared to slow units.
-Use your Queens since spawn broodling instantly kill the high templar.
-Hydralisks can work but you might lose some.
-Lurkers undetected can kill the high templar.

Shuttle
Costs: 200 minerals
Supply: 2
Hp: 60
Shields: 80
Damage: N/A
Armour: 1 (+1 per upgrade)
Unit type: Large
Analysis: Compared to Overlords and Dropships the Shuttle is the fastest of the transports. It has the lowest vitality and cannot recover hp that has been lost. This is probably the best transport in the game unfortunately the Shuttle cannot carry very many protoss units. Here are the amounts of slots each unit takes up: Probes 1, Zealots 2, Dragoons 4, High Templar 2, Dark Templar 2, Archon 4, Reaver 4, Dark Archon 4. As you can see the Shuttle has big problems carrying the most versatile of the bunch namely the Dragoon. in order for a protoss drop to be very successful you must drop in the right place and bring enough shuttles to bring a sufficient force. Dropships and only have 1 unit that takes up  4 slots which is the powerful seige tank compared to the 4 units that take up 4 slots on the Protoss side. Overlords are large in numbers making up for its speed. Shuttle must rely on speed to make successful drops.

Upgrades:
Graviton Boosters: This just speeds up the Shuttle to beat the Dropship in terms of speed

Tatics to beat Shuttles
Terran: Any AA weapon will do and adding lock down or EMP won't hurt

Protoss: Same as above

Zerg: Same as above

Reaver
Costs: 200 minerals and 100 gas
Supply: 4
Hp: 100
Shields: 80
Damage: 100 normal per scarab (splash) (+25 after upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Large
Transport slots: 2 is max
Scarab: Costs: 15 minerals
Analysis: The Reaver is the Protoss' long range weapon unfortunately it is a very expensive one in cost, supplies and the fact it has problems depending on terrain making it waste scarabs. However unlike both Seige Tank and Guardian it can cause the most damage out of both wheather it is upgraded or not. The reaver also doesn't hurt friendly units like the seige tank does but allies will take damage. Another advantage the Reaver has over the tank is to defend itself in close range. The Reaver is very costly to maintain since its scarabs cost you money each use wheather it hits or not you still pay. Another problem is the unablility to repair not even friendly terrans can repair protoss mechanical units or buildings which causes problems. Oddly enough the Terran Seige Tank has more pros than cons compared to a Reaver even though a Seige tank is cheaper in all aspects. In fact most would choose a tank over a Reaver but a Reaver does its job well unfortunately not as great as tanks can. Reaver drops are now a frequent tatic so watch for your workers since many can die from the reaver. Remember Reavers cannot fight at air units. You will also require a shuttle to help them get across the map since they are pathetically slow. I think about the same speed as a slow overlord.

Upgrades:
Increased Capacity: This allows the Reaver to hold 5 more scarabs
Incrased Damage: This gives the Reaver an added 25 to its already impressive damage

Tatics to beat Reavers:
Terran:
-If you are stuck in a situation against a reaver with only marines then use high ground to your advantage and if thats not available spread out your marines so it takes out fewer at a time but I don't recommend using marines.
-Golaiths can take 2 hits from a reaver making it a better choice in fighting reavers than marines. Use this option only when tanks are not around.
-Spider mines are a menace to Reavers
-Lock them down or the shuttle that dropped it in the first place
-Siege Tanks are better than Reavers in a few situations so take advantage of higher ground and your superior range. If your on an island its even better since you can shoot the Reaver but it can't respond properly cause its on the other island.
-Air units can attack Reavers with impunity.

Protoss:
-Most of your ground untis will have trouble with Reavers since 2 shots take any unit out
-Make use of Psi storm since Reavers are too slow to escape it.
-Distruption web can stop the Reaver from firing
-Air units can attack it with impunity
-Mind Control it and you might receive free upgrades.

Zerg:
-Hydralisks spread out is probably one of your best hopes in defeating Reavers on ground since zerglings can be shreded extremely quickly.
-Air units can attack reavers with impunity
-Ultralisks are the only Zerg ground unit that can take 4 reaver scarabs once again its best uses are as a meat shield for your hydras and zerglings.

Observers
Costs: 25 minerals and 75 gas
Supply: 1
Hp: 20
Shields: 40
Damage: N/A
Armour: 0 (+1 per upgrade)
Unit type: Small
Analysis: The observer has no form of attacks. It has no spells that can be used to damage your enemies. What good is this unit? Well it has many good uses although it has no attacks it is basically your best intel. The observers are permanently cloaked so you don't have to worry about its cloak wearing off. It is also the protoss' mobile detctor unit and is still rather cheap compared to the expensive science vessel. Its cloaking makes it look like a protoss army is going without detection which is good for fooling a terran player using wraiths and wondering how your dragoons or scouts shred them apart. The observer is rather slow at first but with speed and extra sight range upgrades it gets better. However compared to Overlords and Science Vessels the Observer is rather fragile and once found its usually destroyed. Yet its still an important aspect of the Protoss army. A protoss player not bringing an observer with his attack force is rather foolish since Wraiths, Lurkers, Dark templars, Ghosts and Arbiters will give you lots of trouble and if you can't fire at them or the units under the cloak field you pretty much lose your army. Always bring and have observers.

Upgrades:
Gravitic Boosters: This should be a must upgrade feature since the observer is rather slow in the beginning
Sensor Array: The should be upgraded next since it allow the observer to see more therefore it can detect units better.

Tatics to beat observers:
All: The most you need is an AA weapon and detectors so you will find the observers. Once found the observer usually won't survive.

Scout
Costs: 275 minerals and 150 gas
Supply: 3
Hp: 150
Shields: 100
Damage: 8 normal (+1 per upgrade), 28 explosive(air)(+2 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Large
Analysis: This is the Protoss' basic air unit. It is a very expensive air unit and it has a rather poor ground damage for something this expensive. Another thing is that it takes 3 supplies taking a good chunk out of your plyon energies. The great advantages of the scout is the ability to destroy air units. Its high air damage and its high hp and shields it can handle air threats better than most units. Using scouts for ground attacks is not recommended since a golaith has a really easy time taking out a scout on its own and the scout costs almost triple the minerals and triple the gas. However a Carrier user will have problems against scouts since scouts excel at anti-air. Although it is rather limited the scout is valuable for destroying air units of any kind and has the speed to help it do so. I wouldn't recommend using this for scouting missions even though it has the name mostly since the scout is expensive and using an observer is more useful while being less costly as well.

Upgrades:
Gravitic Thrusters: This improves the scout's speed making it faster. Always good to have
Apial Sensors: Improves the scouts's sigh range not as necessary as speed since scouts are expensive to use for scouting

Tatics to beat scouts:
Terran:
-Marines and Medics can easily harm scouts since the scout's low ground damage and high cool off make the marine a good choice to counter with.
-Goliaths are the best unit to fight scouts since charon boosters will hit them at a great distance while dealing heavy anti-air damage and receiving low ground damage for a low cost
-Ghosts can lock down the expensive scout
-Science Vessels using emp and take out 40% of the scout's toughness
-Wraiths without detectors can destroy scouts but if found they are easy meat
-Valkyries are excellent at fighting scouts but the scout can do the same to a valkyire so to turn the odds use more valkyries and make use of Defence Matrix
-Battlecruisers in numbers can take down scouts but be careful with large number of scouts

Protoss:
-Dragoons are excellent at fighting scouts
-Archons can take lots of punishment while dishing out lots of punishment which is bad for the scout
-Scouts can take on each other well
-Corsairs in numbers can destroy bunched up groups but with casualties
-Use of Arbiters can help destroy scouts but the arbiter will not last for long

Zerg:
-Hydralisks are excellent scout killers
-Mutalisks are good against scouts but they must be in numbers
-Devourers are strong against scouts but they willl take full damage
-Ensnare can prevent scouts from escaping
-Plague will cause heavy damage on scouts, Dark Swarm is also effective against scouts.

Carrier
Costs: 350 minerals and 350 gas, 25 minerals per Interceptor
Supply: 6
Hp: 300
Shields: 150
Damage: 6 normal (+1 per upgrade)(per interceptor)
Armour: 4 (+1 per upgrade)
Unit type: Large
Analysis: This is the Protoss' capital ship. This is the fear of many newbies especially when they see about 12-20 Carriers they immediately leave. The reality is that Carriers are not much of a fear in fact it is probably a unit I fear a lot less than less feared units. I fear Marines more than Carriers. Why? Well marines are cheap, build fast, stimpacks make them more effective, bunkers increase their power, medics increase their power and 8 fit in a dropship. Many people think this big ship can mean instant win, just prove how totally wrong they are. Destroying Carriers does not take very much skill and I'm assuming its massed Carriers since no one builds them in small numbers ever anymore. Carriers are most effective in large numbers. Each Carrier has the ability to hold 4 interceptors but with upgrades it can hold 8. The more interceptors the more effective the Carrier. What some people don't know is that Battlecruisers are more cheaper than Carriers yet they are more useful than Carriers and tougher than Carriers. The Carrier however has the highest armour rating of all units with an astounding 4 as a start. This makes Carrier wars rather long and makes marines useless. The Carrier is useful against computer players since the computers target interceptors and not the carrier itself. Don't expect an easy win with lots of carriers against humans though since human players will target the carrier and can easily reduce a fleet to scrap. In school I'm known as an anti-carrier player. I rarely use carriers and I can blow them up rather quickly. This made my friends use carriers a whole lot less since I butcher massed carriers. How do I butcher Carriers? Well in the tatics to beat carriers I will tell you what units are best at killing Carriers I will number them, 1)Being best unit. When Carriers have support units like Dragoons, Scouts , etc. They become more effective to a degree. As I said before Carriers are best in large numbers and having these support units decrease Carrier numbers making less effective to a certain extent.

Upgrades:
Increase capacity: This just allows your carrier to hold 4+ more interceptors from  the normal 4.

Tatics to beat Carriers:
Terran:
1) Battlecruisers: Although you can't get battlecruisers very fast, they are cheaper than carriers, stronger than carriers, have a similar armour as carriers(3 compared to 4), Yamato is a key to killing carriers. If your opponent can get Carriers you should be able to get Battlecruisers. Carrier interceptors do little damage against high armour ratings making the Battlecruiser a great choice as well as 2 Yamato shots kill take 1 Carrier out of commission. Battlecruisers are superior to carriers.
2) Wraiths: Without the help of an observer wraiths can easily take out carriers even in small numbers but when found they must be in large numbers in order to finish off Carriers.
3) Goliaths: Goliaths are strong anti-ground units and have the best anti-air range for a ground unit. Be sure to focus fire on Carriers since it will make your life easier. The Carrier will not be safe from you by sitting in long range since Goliaths have the Charon Boosters.
4) Ghosts: Lock down 1 carrier and 8 interceptors will be disabled, if a lot are packed up nuke them how helpless they will be. Best Terran support unit against capital ships.
5) Science Vessels: EMP the carriers since it takes 1/3 of the carrier's whole life and defence matrix your Battlecruisers making your Battlecruisers even tougher to kill.

Protoss:
1) Scouts: The scouts excellent anti-air ability should be put to good use. Scouts are very good at destroying Carriers than using you own Carriers, Just focus fire the carrier itself and it should go down fast.
2) Dragoons: They are your cheapest anti-air ground unit use them wisely and focus fire with them. Dragoons take a good beating before dying.
3) Archons: Generally better than the dragoon but in many cases its short range makes it a problem since the carrier sits at long range.
4) High templars: Best support unit of all races since psionic storm can deal heavy damage to carriers while ignoring armour rating. Hallucination can waste the carrier's time as well.
5) Arbiter: If the Carrier has poor detection the arbiter can take a few hits before going down while letting other units get easy hits on carriers, Be sure to use statsis field to put about 1/2 of the carriers out of commisson since dealing with fewer carriers is easier.

Zerg:
1) Hydralisks: Hydralisks are the best ground unit due to costs. A good number of hydras with focussed fire can easily own carriers. Make sure they target the carrier otherwise your hydras are more useless.
2) Devourer: This is the anti-captial ship unit. It has tough armour and deals good damage but must have other units to take advantage of the acid spores. Acid spores will make carriers easier to kill
3) Mutalisks: It must have Devourer support to deal heavy damage since the carrier's high armour rating makes its low damage rather poor. The acids spores increase Mutalisk damage.
4) Scourges: This suicide unit is excellent at taking out carriers but the AI tends to be dumb and fly into the interceptors. With good micromanagement scourges are better but even with micro the AI is a problem since you need quite a few. They're not cheap either despite what some people think
5) Defiler: Awesome support unit be sure to use dark swarm and plague. Dark Swarm your Hydralisks and plague the carriers. Plague is useful since the carrier will never heal again and shields are easy to crack.

Units that could work but not the best choices:
-Valkyries will work well if only you upgrade weapons while the carrier player doesn't upgrade. 9 damage to 4 armour makes 5 damage per missile. However if the Carrier upgrades armour then valkyires have little use
-Marines need the same thing as valkyries in order to be more effective since they can only deal at 2 damage with no upgrades which is poor. Upgrades make this damage 5 but when armour is upgraded use golaiths instead.
-Corsairs have the same problem like marines and valkyires dealing low damage and must be upgraded faster in order to deal good damage but not amazing.

Arbiter
Costs: 100 minerals and 350 gas
Supply: 4
Hp: 200
Shields: 150
Damage: 10 normal (+1 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Large
Analysis: As a fighting unit the arbiter is terrible due to its low damage and its very poor cool down. As a support unit the Arbiter shines. It is usually built for 2 reasons. First is its cloaking field since all units close enough to the arbiter will be permanently cloaked until it goes far enough from the Arbiter. The second is its abilities since the first ability recall can be used to transport a large number of ground units to another location so you won't need very many shuttles. As you know only 2 dragoons fit in a transport which is a pain especially taking them to places like islands. It is also a good way to suprise your enemy by using you Arbiter and fly behind your enemy use a recall while using a force to attack from the front. This way you would pincer your enemy putting you in a good position. The second ability is statis field which is helpful for taking a group of units out of battle. Use this on Battlecruisers, Carriers, Guardians, any unit that is threatning.

Upgrades:
Khaydarin Core: This will increase the maximum energy from 200 to 250 so get this upgrade if you acutally have and will use the Arbiter's spells otherwise don't bother.

Abilities:
Recall: This will make the Arbiter able to bring a bunch of units from long distances to where your Arbiter is located. Useful for getting behind the enemy and suprising them.

Statis Field: This ability will freeze a few units making them unable to attack however you cannot attack them either. This is good for taking powerful units out of commission while taking out the weaker ones before dealing with them after Statis field wears out. Not the medic cannot get rid of Statis Field.

Tatics to beat Arbiters:
Terran:
-Any AA weapon is useful for taking out the Arbiter
-Lockdown Arbiters and disable its cloaking field
-EMP will get rid of its shields as well as taking out its energy reserves.
-Use optical flare so that the Arbiter will require an escourt since its too expensive to replace them.

Protoss:
-Any AA weapon is useful for taking out the Arbiter
-Dark Archon feed back is useful for damaging Arbiters
-Mind Control an Arbiter since it is expensive

Zerg:
-Any AA weapon is useful for tkaing out the Arbiter
-Parasites will make sure the Arbiter cannot hide or suprise you
-Plague will make the Arbiter more easier to kill
-Ensnare the Arbiter and reveal all units under the cloaking field plus the Arbiter will not be able to escape easily.

Archon
Costs: 100 minerals and 300 gas (2 High Templar)
Supply: 4
Hp: 10
Shields: 350
Damage: 30 normal (+3 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Large
Transport slots: 2 is max
Analysis: The Archon is create when 2 High Templar merge together. This results in an Archon. It is one of the stronger Protoss ground units and is able to attack air units. However it does have a short range making it worthless when fighting units on cliffs. It also has 350 shields which can be recharged at the shield battery. However it only has 10 hp meaning that a Science Vessel can ruin an Archon's day. Once a Science Vessel uses EMP Shockwave the Archon is left with 10 hp making it a weak unit and must recharge at the shield battery immediately. Note recharging 350 shields will drain most of the shield batteries energy. Against zerg and other protoss players the Archon is more useful since EMP will not get in your way but then again so is psionic storm against these races. Its your choice wheather to keep 2 templar or merge them into an Archon. If you have a lot of High Templars with very low energy and are in need of an attacking unit, merge them since the Archon will be helpful in that situations. Remember that a high templar is useful so be careful when deciding to change them into Archons because they will not change back.

Tatics to beat Archons
Terran:
-Use of Seige Tanks can destroy Archons, however when on a cliff it has a better chance to kill the Archon without taking damage
-Battlecruisers using yamato can take a large chunk out of Archons.
-Normally its weird but a bunker full of firebats can actually take out Archons since shields take full damage from anything and the firebat deals more damage than marines but if he smart he'll just run past the bunkers and let the dragoons kill your bunkers.
-Science Vessels are the main Archon enemy use them!

Protoss:
-Dragoon dancing will make you dragoons survive Archon attacks better, like the seige tank use terrain to tip the scale in your favour
-Dark Templar undetected can take Archons out easily
-Your own Archons can be used against others
-Good skills with Reavers can take out Archons

Zerg:
-Hydralisks are once again useful
-Lurkers are useful if undetected
-Guardians taking advantage of terrain can make sure Archons will never touch them
-Ultralisks are good meat shields for your Hydralisks and deal good damage against Archons too.

Dark Templar
Costs: 125 minerals and 100 gas
Supply: 2
Hp: 80
Shields: 40
Damage: 40 normal (+3 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Small
Transport slots: 4 is max
Analysis: This unit is permanently cloaked and deals enough damage to instantly kill 1 marine. This power however comes at a price. The dark templar is more easier to kill than a zealot meaning once found it is worthless. Dark Templar are also worth 100 gas which is quite a bit. The easiest victim of the Dark templar rush is the Terrans but lately many terrans are using missile turrets well and guard their Command Centres. The once dreaded DT rush is no longer dreaded and is no longer used by many people excluding computers. The Dark Templar is powerful when ndetected. Note that it has no form of air attack so watch out of them. A good way to attack enemies is to mix them with zealots so that your enemy will probably not noticed the dark templar unless a detector is available. If your enemy is very good at detecting cloaked units your better off using zealots instead of Dark templars mostly since zealots are tougher, faster, cheaper than Dark templars.

Tatics to beat Dark Templars:
Terran:
-Marines and Firebats are good at destroying Dark Templars with the help of detectors and bunkers
-Siege Tanks are good at taking out dark templar as long as they are supported by bunkers and detectors
-Spider Mines can kill a Dark Templar
-Vultures can use their speed to kill Dark Templars
-Air units can attack with impunity

Protoss:
-Zealots can defeat Dark Templar if they are found
-Dragoons have some trouble but use their ranged attack to their advantage
-Your own Dark Templar are useful if undetected by your enemy
-Psionic Storm can really damage Dark Templars even if they escape
-Air units attack with impunity
-Reavers can defeat Dark Templar with ease if detected
-Archons can destroy Dark Templar just give them a detector
-Air units can destroy them with impunity

Zerg:
-Zerglings in massed numbers are useful
-Hydralisks are always useful
-Lurkers can destroy many Dark Templar be sure to have your overlords though
-Ultralisks are fast and tough enough to cause serious damage to Dark Templars
-Ensnare the area where you suspect Dark Templar and it will reveal them as well as slowing them
-Spawn Broodlings will work to kill it instantely
-Air untis can attack with impunity

Corsair
Costs: 150 minerals and 100 gas
Supply: 2
Hp: 100
Shields: 80
Damage: 5 normal (+1 per upgrade)
Armour: 1 (+1 per upgrade)
Unit type: Medium
Analysis: This is the Protoss' supporting fighter. Its main job is to destroy weaker air units so that it allows the scout to focus their power on stronger units. The Corsair only acts as a support unit and cannot win battles alone. It should be used with Scouts or Carriers but I prefer Scouts. They deal a low 5 damage which is lower than a marine. To compensate for this low damage it has a very short cool down time which means it can fire multiple times before other units can get a chance to hit it. The Corsair can also inflict splash damage which is useful against units like mutalisks that crowd with one another. The Corsair is an excellent Overlord hunter sionce it has the speed, splash damage and a fast cool down which can hamper the Zerg army. Other than being a supporting air unit the Corsair has an ability to deal with ground units. That ability is the disruption web.This allows the corsair to put a web on a certain area which causes the units underneath the web to be unable to fire. This is useful for stopping seige tanks, bunkers, cannons, spore coloines and allowing successful drops on your enemy. Becareful when using it on ground units since they can move out of the web and fire back. Your own ground units will not attack if they are under the web.

Upgrades:
Argus Jewel: This gives the Corsair an extra +50 energy to its 200 maximum. Useful if you use the Distruption Web

Abilities:
Distruption Web: This ability is used to make anything it covers unable to attack. The web does not slow down units and units can move out of the web. It doesn't affect air units. This ability is useful to put defense structures out of commission for a while.

Tatics to beat Corsairs
Terran;
-Any ground unit that can attack air can defeat corsairs without much worry except for the distruption web
-Cloaked wraiths are good as long as no observer is around otherwise wriaths are dead
-Valkyries can defeat corsairs since they have heavier armour and deal more damage
-Battlecruisers can swat corsairs like you do to flies since the poor corsair can only do a max of 2 damage to teh Battlecruiser

Protoss:
-Grounds units will havenothing to fear except the distruption web
-Scouts are ok at fighting off corsairs
-Corsairs can deal good damage against themselves
-Carriers can easily swat corsairs like Battlecruisers can since Corsairs can only inflict a measly 1 hp damage which is terrible against 4 armour.
-Dark Acrhons can use feedback to destroy the corsair if its annoying

Zerg:
-Hydralisks can attack corsairs just watch for the web
-Mutalisks can be used but becareful since they are what corsairs are good at killing.
-Devourers are excellent at destroying corsairs since they deal heavy damage, have good armour and the acid spores slow down cool down time which really hurts the corsair.
-Scourges can destroy the corsair before it kills them since corsairs deal low damage.

Dark Archon
Costs: 250 minerals and 200 gas (2 Dark Templar)
Supply: 4
Hp: 25
Shields: 200
Damage: N/A
Armour: 1 (+1 per upgrade)
Unit type: Large
Transport slots: 2 is max
Analysis: This is the other spell caster for the Protoss. Although many claim that the Dark Archon is cheap for having mind control I almost never see it being able to take over a race worker and build up a good army with that race. I also almost never see this unit ever used period. The Dark Archon's spells are useful but it seems many forget their uses and thus many times their abilities are never seen. Many players could get your worker if your terran or zerg and start up a new race however first they must have an expansion before they can make a good base for either races, second they only have 1 at the current time unless they mind control more you must build the CC or the Hatchery before anything else can be built, third while building those structures the player has to remember they have these units since its easy to forget when your in intense action, lastly if found and the enemy destroys your CC or hatchery with the SCV or drone you must re-do the process to get the SCV or Drone again which your enemy will probably protect more aggressively. Feedback is a spell not known to many Starcraft players since very few faced Dark Archons and very few use this spell even with Dark Archons. This only works on energy units ex. ghosts, medics, wraiths, high templar, battlecruisers, defilers, etc. All these units have energy and this spell just uses the energy kept in the unit and turns it into damage. Ex.1 Feedback a medic with 100 energy and full hp, this will kill the medic since it only has 60 hp. Ex.2 Feedback a Battlecruiser with 250 energy and full hp, This will cause 250 damage to the Battlecruiser but not kill it since the Battlecruiser has enough hp to keep it alive. Note the energy used to feedback will be gone so its like EMP but with damage. The last spell is Maelstorm it freezes units like Lockdown but it does so to only biological units which means it affects all zerg, terran infantry and a small amount of Protoss units. This will stop any biological unit caught in the effect. Effective for getting hits on Hydralisks with your Zealots or giving free hits. Be warned that the effects are very short since it can stop entire groups of units.

Upgrades:
Argus Talisman: This gives the Dark Archon +50 energy to its maximum of 200. Should be upgraded since the Dark Archon relies on its spells

Abilities:
Feed Back: This ability lets the Dark Archon weaken or destroy energy using units. The amount of energy in the targetted unit will be turned into damage onced casted. This will make the units energy to 0 if it survived the Feed Back.

Maelstorm: This ability lets you stop a group of biological units for a few seconds. A good anti-zerg spell

Mind Control: Allows the Dark Archon to take over a unit into your control. Once it has mind controlled a unit it will deplete all of the Dark Archon's shields. Any unit specific upgrades that have been upgraded will be completed if the enemy has upgraded them. Thus giving free upgrades. Can mind control workers and start a new race

Tatics to beat Dark Archons
Terran:
-Best units to easily kill Dark Archons is to use goliaths and vultures since they are not affected by most Dark Archon spells and are not useful enough to mind control.

Zerg:
-Dark Archons are evil to the zerg so use swarms of zerglings since they are expandable.
-Hydras work but zerglings are better economically

Protoss:
-Dragoons are the best unit for combating the Dark Archon like the reasons for using vultures and goliaths.
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