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SC2 AI Coach / Guides / Protoss
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The Protoss Guide

Protoss units are expensive and powerful. Your job is to spend them efficiently — and Chrono Boost everything.

What Makes Protoss Different

Protoss units have Shields — a separate HP bar that regenerates out of combat. This means Protoss armies are most effective in the first engagement of a fight and much weaker in prolonged skirmishes against units with persistent HP regeneration.

Protoss also has Warp-in: after researching Warp Gate, all Gateway units can be warped in anywhere near a pylon on cooldown rather than trained in a building. This means having more pylons across the map lets you warp in reinforcements in the field.

Chrono Boost is the economy tool — spend Nexus energy to boost a building to 150% production speed. A Chrono-boosted probe is 50% more efficient; a Chrono-boosted upgrade finishes faster at a critical window.

Chrono Boost

Chrono Boost gives 50% production speed for 20 seconds on 50 energy. Every Nexus starts with 50 energy — the first Chrono should go on the Nexus for probe production before any gateway units exist.

  • Early game: Chrono Boost probes at the Nexus
  • Opening rush: Chrono the first unit out of Gateway (Zealot/Stalker) for aggressive timing
  • Pre-fight: Chrono Blink/Charge/Storm upgrades to hit the timing window before your push
  • Don't let multiple Nexuses sit at max energy — that's free Chronos wasted every cycle

Shield Battery

Shield Batteries restore shields on nearby Protoss units and buildings. They are one of the strongest defensive buildings in the game — a single Battery at the natural can hold early aggression that would otherwise kill a Terran or Zerg outright.

In the early game, building a Shield Battery at your natural before your third Gateway is often better than the Zealot you could have built for the same cost.

Tech Paths

Robo Bay

  • Immortal — armour-piercing massive unit
  • Colossus — area splash vs light
  • Disruptor — nova burst one-shot
  • Observer — invisible detector

Stargate

  • Phoenix — air-to-air + lift
  • Oracle — harassment & scouting
  • Void Ray — sustained beam
  • Carrier — interceptor spam
  • Skytoss in lategame

Twilight

  • Blink Stalkers (Blink research)
  • Charge Zealots (Charge research)
  • Dark Shrine → Dark Templar
  • Templar Archives → High Templar

Matchup Notes

PvT

Protoss vs Terran

The core question is Robo (Colossus) vs Twilight (Storm). Colossus is safer; Storm is stronger versus bio but requires APM. Avoid getting EMPed — keep High Templar spread and your Colossi out of Vikings' range. Watch for 3-CC macro builds going into late-game BC or Raven.

PvZ

Protoss vs Zerg

Protoss needs to be aggressive in the mid game or Zerg drowns you in units. Timing attacks with Colossus + immortal, or heavy blink Stalker, keep Zergs from saturating a third and fourth base freely. Watch for all-ins on 2 bases — Spine Crawler forward + Ling/Bane/Roach.

PvP

Protoss vs Protoss

PvP is decided early. Proxy Gateways, 4-gate pressure, or double-Stargate openers can end the game before 5 minutes. Scout with your first probe; if you see a single Gateway and no Nexus, you may be 4-gated. Shield Battery at the natural entrance is standard.

Common Mistakes

  • Not Chronoing the Nexus — probes fall behind immediately
  • Forgetting Warp Gate research — warp-in is strictly better than train
  • Over-chrono upgrade buildings and under-chrono probes in the early game
  • Running Colossus into the middle of the fight without Stalker body guards (Viking bait)
  • Warping units one at a time instead of all gateways simultaneously in a fight
  • Not spreading pylons — a single pylon snipe kills warp-ins in an entire area