Protoss
Unit Guide
Gateway Units Robotics Facility Units StarGate Units
Probe

Probes are the coolest of
the peons. They're small so they don't get stuck, they're quick
and they have good acceleration, and they're the fastest
gatherers. Best of all, one probe can take 10 seconds to warp in
an entire base and then get back to work. Probe, we salute you.
Zealot

Zealots are
my personal favorite unit in the game. They are the toughest, but
most expensive, of the intial units and best of all, they seem to
be modeled after Wolverine of the X-Men. They have awesome claws
and a badass attitude. When upgraded, they are even better. Tops
for melee combat.
Dragoon

Dragoons are
kind of funny. In Starcraft versions 1.00-1.03, they were nearly
worthless. They were just early game anti-air, and poor at that.
They were rarely built, because anti-ground was best done with
zealot-reaver, and anti-air was best scout-high templar. In 1.04,
they were significantly beefed up with added range, lower cost,
and quicker build time. As a result, they became the Protoss
answer to marines and hydralisks, and the basis of the gayest
mindless "strategy" in all of Starcraft: mass goons.
This strat is so fucking lame that I've actually seen players not
tech beyond cyber core in order to just pump 6 gates of upgraded
goons.
High
Templar

Templar are
fucking awesome. That's the only way to put it. They have the
best spell in the entire game, and they are actually imbalanced
in the late game due to the abundance and pure destructive power
of psi storm. They are very necessary and reasonable in early and
mid-game, but once they can become massed they make a Protoss
player with good micro nearly impossible to beat. I think it's a
basic design flaw that the Protoss require such an absurdly
powerful infantry and air killer, but they sure are fun, aren't
they?
Dark
Templar

Very useful
units in numbers of six or less, due to the permanent cloaking
and ability to destroy peons, marines, and zerglings in one slash.
Their true place in the game, in my opinion, was for tactical
strikes (such as unprotected peon lines and expansions),
containment, and recon. However, they are mainly built to abuse
the appalling lack of Terran detection, and a DT rush has been
the end of many a Protoss vs. Terran matchup. On the contrary,
they are nearly useless against Zerg due to the abundance of
detection (overlords), unless you indulge in the perpetually gay
strategy of hunting down overlords with corsairs and then razing
the base with DTs.
Archon

The coolest
looking unit in the entire game. They are like huge fireballs of
pure energy, also remniscent of X-Men. They are quite useful
against Zerg due to their high splash damage, making them ideal
for killing cracklings and mutas. They are very vulnerable to
ranged units however, so they are not recommended against Terran
or Protoss.
Dark
Archon

Second only
to the Arbiter as the coolest mage unit to never be built. They
have three amazingly useful abilities: mind control (ever built
another race's units in addition to yours?), maelstrom (rocks in
conjuction with storm), and feedback. For some bizarre reason,
they are simply never built. I guess mass goons are too damn good
to be clogging the gateways with useless spellcasters. Anyone
else see a resemblance to Yoda in these puppies?
Shuttle

The Protoss
shuttle is the best transport in the game. Well, maybe it's tied
with the overlord but only because the overlord is a detector.
The shuttle is the fastest in the game, quite durable, and thus
it's fantastic for transporting reavers and high templars to
perform peon raids.
Reaver

Reavers are
the most devastating infantry killing/siege units in the game.
Although they are outranged by siege tanks, they outrange all
other static defenses, and pack a monster punch. One scarab does
up to 125 damage, killing up to 9 marines or 6 hydralisks in a
single volley. Absolutely ideal for peon line drops. In numbers
of 6+ with corsair support, Reavers can become extremely
difficult for a Zerg player to stop. Unfortunately, a peculiar AI
bug prevents Reavers from achieving their peak effectiveness (which
is frightening), as scarabs will wildly chase around the map
until they find their exact target before finally exploding.
Their slow cooldown makes support from zealots and goons a must,
but oh baby they pack a punch. They sound like R2D2, no?
Observer

These are a
real bitch, especially when used in conjuction with the Finger of
God (see Carrier), making the strategy even more devastating.
They are far and away the best recon units in the game, because
they are cheap, low supply, and flying, cloaked detectors (squirrel
nut zippers?). A must for any Protoss army, but they aren't mass
goons, so they aren't built much.
Corsair

The Corsair (dubbed
"EvilSair" by me) is quite possibly the cheesiest unit
in the game. They were added in Brood War specifically to counter
the fundamentally overpowered Zerg Mutalisk. Anytime a unit is
designed to correct a design flaw, there are inevitable
undesirable consquences. In the Corsair's case, in order to
counter Mutas, it has to be cheap, fast, powerful, and build
quickly. As a result, it is the best air-to-air unit for cost in
the entire game, which is just wrong. It slaughters Mutas and absolutely RAPES Wraiths, due to its amazingly large
splash radius. It's tied with Mutas and Scourge for the fastest
air unit in the game, which gives it the ability to hunt groups of overlords in a Zerg base, which can create
a crippling supply defecit unless there are hydras and spore
colonies stationed everywhere protecting the overlords. Add to
this the amazing strength of D-web, and we have the most
propostrously overpowered unit since, well, the Mutalisk.
Scout

I feel sorry
for the scout. They went from being the mightiest of the air-to-air
fighters in Starcraft to a unit which some players have probably
never built. Why? Because Corsairs are too damn good. They kick
the crap outta Mutas and Wraiths, beat Devourers and even Battle
Cruisers for cost, and have two D-webs a piece as a bonus! They
are mainly only useful as possible Dev and BC killers now, but
even at that dragoons and high templars do better. Sadly, Scouts
are never built because there honestly isn't a reason to build
them.
Carrier

Carriers are
kind of funny, because they are similar to the dragoon. Before SC/BW
1.04, Carriers were mainly a joke, built only for newbie
demolishing or novelty value. Their insane cost, low armor, and
reputation as sitting ducks made them the coolest unit idea ever
wasted. Then, in 1.04, for better or worse, every aspect of the
Carrier was totally beefed up, and they became monsters of the
sky. Even though they are still expensive, they are now worth the
price of admission. In groups of 3 or more, they can be
devastating due to their high armor, long range, and multiple (8)
attacking interceptors. In conjunction with Corsairs and D-web,
they become the "Finger of God" and do in any Terran
that doesn't fall to a DT rush or mass goons, fueling the PvT
imbalance flames. Although not quite my personal favorite, they
are generally thought the coolest unit in the game.
Arbiter

The best
mage unit to never be built. Arbiters have awesome power, but
they are too time consuming to be widely used. Because you have
to climb two tech trees to access them, plus the long build and
research times, they are prohibitive in all but the longest of
games. Still, nothing is more devastating than a cloaked army of
reavers, goons, and carriers being recalled into the back of your
base while your defending troops are frozen by stasis.
Satisfaction guaranteed.