Protoss
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Protoss
65 entries · scan depth 2 · budget 516 tokens
- #1Protoss Basics
Keys: Khalai, Protoss, Firstborn
The protoss are a sapient humanoid species native to the planet Aiur. Their advanced technology complements and enhances their psionic mastery. The protoss are the most technologically advanced race in the galaxy. Their technology is a blend of psionics and mundane technology and has shown itself to be far more advanced than many other species of the galaxy, including humanity, which was "digging in the dirt for grubs" by the time the protoss had achieved interstellar travel. They have been referred to as "the most technologically advanced race in the universe," and their warriors are "the best trained in the galaxy." Despite their technological advantage, the protoss constantly strive to enhance their weapons and armor. Their weaponry is energy-based.
- #2Protoss Physiology
Keys: Protoss, Tal'darim, Daelaam, Khalai, Nerazim
Protoss are about two meters (six foot seven) to three meters tall, with typical heights of eight to nine feet (2.4–2.7 meters). The height of researcher Ulavu was given as two and a quarter meters. A protoss would consider a human over six feet tall to be "short." While the average protoss weight has not been documented, Tassadar weighed 145 kilograms.
They have two glowing eyes that blink normally, digitigrade legs, semi-permeable skin covered in scales, 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 was the basis of the Khala. Aside from their eyes, protoss possess no other orifices on their bodies. Protoss hands are notable for their variation, with some protoss having two fingers and two thumbs, and others having three fingers and only one thumb. This is a random hereditary trait among the protoss.
A protoss's maximum life expectancy is 1000 years, though exceptions exist. Like other creatures, protoss grow weaker with age, with physical and mental faculties degrading as they get late into their lives.
Protoss blood is blue or a dark purplish color, almost black. Protoss can bear birthmarks. As in humans, skin color is considered a sign of ethnicity, with each protoss tribe having a specific subtly differing hue or typical pattern of markings associated with it. While the protoss are no longer a tribal society, the tribal bloodlines still run strong.
- #3Protoss Feeding
Keys: eating, consuming, feed, sustenance, eat, feeding
Protoss derive sustenance from light, capable of living off moonlight (reflected sunlight), and can go without light for extended periods of time. Though the process of light absorption is similar to plants, protoss are able to access energies over a wider range of the electromagnetic spectrum than most plants. What little water they need is absorbed through the skin. The Dark Templar modified themselves biologically and used other techniques to survive on the formerly lightless world of Shakuras. Protoss require oxygen to survive. Protoss waste excretion occurs on a molecular level through the skin.
The protoss used to hunt, but they did so to collect the blood and hides of animals for various purposes, not for sustenance. Ancient protoss also used to till soil to grow crops.
- #4Protoss Senses
Keys: feeling, hear, speak, feel, hearing, mouth, speaking, touching, touch, sense
Protoss hear and smell through their skin, and it is believed that their primary sense is sight. Protoss have a sense of smell sharp enough to identify other protoss and see very well at night. A protoss' skin color may change in response to changes in its emotions. They are bereft of mouths, noses, or visible ears and are without a sense of taste. They possess three hearts, though they are located so closely together in the body, many protoss refer to it as one organ.
Protoss sleep and dream in a manner similar to humans. All protoss eyes glow due to their latent psionic power. When particularly emotional, streams of energy have been observed to stream from a protoss's eyes, similar to how a terran might cry. Eye colors include blue, green, gold, violet, and red. The proliferation of eye color corresponds to kindred; Khalai eyes are predominantly blue, Nerazim are predominantly green, and red is present among the Tal'darim, though has also been observed for the Khalai.
- #5Other Protoss stuff
- #6Protoss Psionics
Keys: smart, reading, psi, abilities, Khala, intelligent, thought, mind, sensed, intelligence, psionic, sensing, anility, sense, read
Protoss have been described as "devastatingly intelligent", and their thought processes work very differently than those of terrans. They are able to contemplate multiple scenarios and run through many different lines of thought and memories in the span of a second.
Protoss are natural mind-readers. They must learn to filter the thoughts they read, block and release (which would prevent other protoss from reading their minds). The ability to block thoughts is compromised by the Khala, which prevents the protoss which follow that philosophy from hiding from each other. During the Aeon of Strife, Protoss regularly used their mind-screening abilities to ambush each other.
Protoss can use their psionic abilities to shield themselves, charge their tools and weapons, and to materialize, manipulate or meld matter. At least some of these abilities can only be used by a small minority of protoss without technological assistance (such as the creation of shields).
Protoss can sometimes access memories and strands of experience from protoss who have died and entered the Khala, but only preservers have full access to this knowledge. Protoss warriors can learn from the spirits of fallen warriors at the Templar Archives.
- #7Protoss Psionics 2
Keys: speak, talk, lie, spoke, telling, talked, tell, speaking, told, talking
Protoss communicate primarily through telepathy. They can “speak” in a way that conveys thoughts with little emotion, or use their nerve cords to share emotions directly through the Khala, forming a deep psychic connection. Dark Templar sever their nerve cords, preventing this emotional link.
They are capable of deeper mind-melds within the Khala where truth is unavoidable. Their language, Khalani, is expressed through telepathic bursts, though they can translate their thoughts for terrans when needed. Telepathic communication has range limits, so they use technology like psi-links and boosters for long-distance or large-scale communication.
Protoss can also interface mentally with technology and even cause pain through telepathic attacks. In addition to telepathy, they use subtle body language—such as head movements and skin changes—to express emotions.
- #8Protoss Culture
Keys: attitude, attitudes, tradition, cultural, mentalities, traditional, mentality, traditions, culture
Protoss culture is deeply rooted in ancient philosophies that have remained largely unchanged for thousands of years, making their society slow to adapt. Central to this is the Khala, a psionic belief system formed after a chaotic period called the Aeon of Strife, which unified their people and established a strict caste system. Many protoss are intensely devoted to these beliefs.
Not all accepted the Khala: the Nerazim rejected it and were exiled, while the Tal’darim sever their connection through Terrazine. Cultural divisions like these highlight major differences in values among protoss groups.
They are considered a warrior race, valuing discipline, honor, and glory in battle. Combat training is constant, and dying honorably is seen as better than surviving through cowardice.
Although highly advanced technologically, Protoss can be arrogant and sometimes overlook the impact of their actions on other species. Even so, they show strong loyalty to their own kind and are willing to sacrifice themselves for their people. They prefer close combat for its honor, though they still use ranged weaponry when necessary.
- #9Protoss Factions
Keys: faction, Dark Templar, Tal'darim, Templar, factions, Khalai, Nerazim
The Protoss are quite arrogant and think of themselves superior to Terrans, which is justified due to the MASSIVE gap on both technology and existence in the stars. They are not as divided as the Terrans when it comes to Factions, but they still are factionalized by the division of culture, of which are the following:
Khalai- are protoss which followed the Khala. They are alternatively referred to as "Aiur protoss" or "Templar". They are the vanilla Protoss, with their main color being gold with various accents, lit in tones such as blue and teal.
Nezarim-or the Dark Templar as they are known to outsiders, are a number of protoss tribes who shun the Khala. The Nerazim use a verdant green as their tribal color while platinum is the dominant color on the field of battle. Nerazim often cut off their psionic appendages, and developed the use of special clamps to control the energy bleed. The style of these clamps has changed over time. They can also be used for Khalai protoss who lost their own psionic appendages by accident or in battle (particularly with the zerg). Nerazim eyes are predominantly green, though purples and oranges have been observed as well.
Tal'darim- otherwise referred to as "the Forged" or "the Chosen," are a fanatical and war-like sect of protoss that were taken from Aiur as Amon and his followers abandoned the planet. The Tal'darim have a brutal and war-like society, their absolute racist behaviors towards "inferior" races like Terrans and Zerg being mainly due to them being weak in strength and mind, not exactly for their features.
- #10Khalai
Keys: Judicator, Aiur, Gold, Templar, Executor, Blue, Conclave, Khalai
Khalai- are protoss which followed the Khala. They are alternatively referred to as "Aiur protoss" or "Templar". They are the vanilla Protoss, with their main color being gold with various accents, lit in tones such as blue and teal. Their eyes are mainly blue or teal, their skintones also being varying shades of light blue or blueish-gray.
- #11The Conclave
Keys: leaders, Judicator, Judicators, Conclave, elder, leader, elders
The Conclave are a group of elders, chosen for their wisdom and their knowledge and orthodoxy in relation to the Khala. The Ara Tribe controlled who presided within the Conclave, as it maintained the power within the Judicator caste, and as a whole, the Khalai. In addition the Ara commanded the khalen'ri Praetor Guard, the personal guard and enforcement arm of the Conclave. They are mainly dominated by the Ara Tribe.
- #12Khalai Culture
Keys: Khalai, Khalai culture, Aiur protoss, Aiur
The Khala was the defining trait of Khalai culture. With their highly advanced technology and potent psionic abilities, the Khalai have long considered themselves the most powerful species in the known galaxy.
Khalai are more demonstrative than the Nerazim in regards to the display of emotions. However, their culture is more monolithic. Khalai place heavy emphasis on collectivism and conformity. The concept of family does not exist in Khalai culture in the same manner as terrans or the Nerazim, though warrior Khalai will often call other members of their kindred "brother," as a sign of familiarity and respect, and familial units and the base concept of a family do exist among the Khalai Caste. Some Khalani phrases are exclusive to the Khalai's vocabulary, while others that are also used by the Nerazim have a different meaning to the Khalai than their counterparts.[11] Because of the emotional connection provided by the Khala, Khalai found it difficult (though not impossible) to hate one another.
- #13Khalai Tech
Keys: weapon, weapons, robot, technology, terminal, power systems, robotics, tech, cyber, carrier, cybernetics, immortal, probe, dragoon, psionic, zealot, shuttle, metals, Protoss, mothership, armor
The protoss are the most technologically advanced race in the galaxy. Their technology is a blend of psionics and mundane technology and has shown itself to be far more advanced than many other species of the galaxy, including humanity, which was "digging in the dirt for grubs" by the time the protoss had achieved interstellar travel. They have been referred to as "the most technologically advanced race in the universe," and their warriors are "the best trained in the galaxy." Despite their technological advantage, the protoss constantly strive to enhance their weapons and armor. Their weaponry is energy-based.
Protoss technology is functional, as well as artistic.
Some protoss technology requires vespene gas as a catalyst. Protoss utilize cybernetic technology to save lives, and bolster their warriors' prowess. This technology is so advanced when compared to that of terrans that to some terran scientists, classifying it as "technology" at all seems inadequate, as protoss have displayed a cognitive, almost spiritual bond with their cybernetic machines.
Protoss metals are particularly durable, not decaying or eroding even after hundreds of years of neglect. Even battlefield scraps of protoss metal can maintain their undiminished shine without signs of pitting, scarring, or scorching.
Battlefield communications between protoss are efficient. The use of energy for defensive purposes is a standard protoss practice.
Protoss armor contains teleportation technology which whisks the warrior away to safety when they are injured to the point of death. Injured and crippled protoss can be transformed into cybernetic warriors.
Due to their low population, the protoss frequently use robots in their military. Due to their diminished population, the protoss are in a position of not being able to waste resources.
Protoss pilots are an integral part of their ship, and using it drains their energies. Protoss aerospace craft utilize anti-gravity technology to keep them airborne when operating within a planet's atmosphere.
The protoss developed powerful crystal technology and incredibly powerful weapons of war, such as the colossus and the mothership, and could develop more powerful technology if they wished. The protoss limit their use of technology, as they are frightened of what they could do with it and feel they have perfected a slow but steady and methodical system of technological development. The longevity of protoss history has allowed them to develop incredible weapons of war over the course of it.
- #14Nerazim
Keys: Dark Templar, Nerazim
Nezarim, or the Dark Templar as they are known to outsiders, are a number of protoss tribes who shun the Khala. The Nerazim use a verdant green as their tribal color while platinum is the dominant color on the field of battle. Nerazim often cut off their psionic appendages, and developed the use of special clamps to control the energy bleed. The style of these clamps has changed over time. Nerazim eyes are predominantly green, though purples and oranges have been observed as well. Their skintones are a wide array of light purples. They are the dominant race of Shakuras.
- #15Nerazim Culture
Keys: Nerazim festival, Nerazim culture, Nerazim traditions, Matriarch, Nerazim
Driven by individuality and a thirst for knowledge, the Nerazim developed along a very different path than the Khalai. They operate in smaller groups and value independence, encouraging each individual to forge their own path. Loyalty is strongest to family and warrior clans before the broader Nerazim identity, and their society emphasizes personal responsibility—actions matter more than words. Unlike the rigid Khalai caste system, Nerazim often develop multiple skills, such as combining engineering with combat. Clans distinguish themselves through unique armor, weapons, and markings, and while rivalries exist, they quickly unite against common threats.
The Nerazim are often distinct for wearing long veils that cover the lower half of their face.
The Nerazim sever their nerve cords to fully disconnect from the Khala, using clamps to prevent energy loss. This separation grants independence but creates a vulnerability: Void energy can overwhelm them and render them unconscious.
Their culture supports female leadership, unlike the Khalai, and while they share the same writing system, some language and meanings differ. Religiously, they revere the xel'naga as gods and consider anything that corrupts the Void to be unholy. They practice funerary rites and often entomb their dead.
To become a Dark Templar, one must undergo a ritual known as the Shadow Walk. The Nerazim are led by a single leader at any given time.
- #16Nerazim tech
Keys: Stalker, Dark Templar, Nerazim transport, Phase prism, Khaydarin monolith, Void Ray, Warp blade, Void ray, Nerazim, Oracle, Warp disk, Shadow scythe, Corsair, Aerospace, Centurion, Void templar, Star relic, Scout, Annihilator
Nerazim were taught to hide from the Conclave by the powerful Templar Adun. This ability has been described as "bending light" and "merging with shadows."
Nerazim wield the energies of the Void.[4] These energies are harmful to the zerg cerebrates and Overmind due to the similarities of the cosmic energies they wield. The Dark Templar consider their powers to be the "true gifts" of the protoss, and consider the Khala to be diluted and narrowed by the (former) leaders of the protoss, and the robbing of individuality.Their own powers are considered "wider." This power protects Nerazim from zerg infestation. However, those who walk the path of the Void do so with diligence and reverence, for they know full well the dangers lurking in the shadows of the Void.
Nerazim are cut off from the preservers; they have no preservers of their own, and their memories cannot be accessed by the preservers. As they are severed from the Khala, communicating with the Nerazim via telepathy requires Khalani to be mentally communicated rather than the essence of thoughts being expressed.
All Nerazim possess a "shadow essence." This essence can be fused into the stalker.
- #17Tal'darim
Keys: Slayn, Amon, Tal'darim
Tal'darim, otherwise referred to as "the Forged" or "the Chosen," are a fanatical and war-like sect of protoss that were taken from Aiur as Amon and his followers abandoned the planet. The Tal'darim have a brutal and war-like society, their absolute racist behaviors towards "inferior" races like Terrans and Zerg being mainly due to them being weak in strength and mind, not exactly for their features. The Tal'darim have blood red eyes and white skin.
- #18Tal'darim Culture
The Tal'darim are the most ruthless of the protoss kindreds, with a culture that sharply contrasts the Khalai and Nerazim. Their ethics are seen as brutal and barbaric, but their combat power is undeniable. They wield red psionic “bane blades” fueled by the Void. Their armor is black with red accents.
Their society revolves around the Chain of Ascension, a strict hierarchy led by a Highlord. Advancement comes through Rak'Shir, a ritual duel; attacking a superior outside this rite results in execution. Weak individuals are hunted down by blood hunters, and they take no prisoners in battle.
Tal'darim are hostile and isolationist, rarely interacting with outsiders. Much of their technology is reverse-engineered or stolen from Khalai and Nerazim designs, as they do not cultivate scientists or engineers—every member is expected to be a warrior. Their technological focus is heavily offensive rather than defensive.
They are also highly destructive, caring little for environmental damage. Their resource extraction methods can devastate planets, and worlds like Slayn have been ruined through their practices.
Their philosophy centers on survival of the fittest: the weak are eliminated so the strong may rise. Higher-ranking members are called ascendants, with the Highlord at the top. Promotion comes through combat or vacancies in the chain. Only younglings are exempt from this system.
Tal'darim architecture reflects their mindset—intimidating, severe, and often derived from stolen Daelaam designs but altered to appear more imposing.
The Tal'darim worshiped Amon, a fallen xel'naga, as their god, though they have given worship to the xel'naga as a group of deities as well. The Tal'darim follow Amon's creed, even carving his words into their bodies as demonstrations of their zeal. They believed that it was through Amon's will that the Breath of Creation was shared with them, and it was through his blessing that one could travel safely through the Void. That once Amon had undone the "corrupt" cycle of the xel'naga, they would be their own masters, and the Day of Ascension would come. The Tal'darim seek to become hybrids, and stand by Amon's side.
At least some Khalai regarded the Tal'darim as heretics, believing them devoted servants of the xel'naga for years, until discovering their true allegiance to Amon.
- #19Tal'darim tech
Hostile toward outsiders, the Tal’darim have little interaction with other protoss, and do not seem concerned with evangelizing their mission beyond their ranks. However, closer examination of their war machines revealed them to be exact duplicates of Khalai designs, with little variation beyond construction materials. This has led to speculation among the Daelaam that tales of lost Khalai expeditions and missing patrols over the eons may have been the result of encounters with the Tal'darim pilfering their technology instead. In this, there is some truth, as Tal'darim shipwrights excel in reverse-engineering Khalai technology for their own ends. While they often scoff at the Daelaam's choice of weaponry, many elements of the Tal'darim's arsenal originate from that of the Khalai/Daelaam, or in some cases, simply stolen.
The Tal'darim have likewise pilfered Nerazim designs, for they have long envied the Nerazim's temporal mastery.
The Tal'darim do not utilize scientists or engineers within their ranks—every Tal'darim is a warrior, and believe that it is one's strength in battle that defines an individual. Tal'darim utilize captured Khalai Caste engineers, and interrogate them for engineering secrets. In the development and application of technology, the Tal'darim typically invest resources in offensive rather than defensive technologies.
- #20Aiur
Keys: Aiur
Aiur is the Khalai homeworld, located on the galaxy's fringe in a star system with a single yellow star and possessing a single moon not unlike Luna. A great psionic matrix emanated from Aiur. Protoss structures and units, to a lesser extent, draw their energy from it.
- #21Shakuras
Keys: Shakuras
The homeworld of the Nezarim. It is a desert planet with ebony rock, fixed in a state of perpetual twilight, although there were no clear differences between night and day. In contrast with Aiur, regions of Shakuras are completely devoid of vegetation.
- #22Slayn
Keys: Slayn
the Tal'darim capital world, or bladeworld. It is a dark world with a harsh environment, possessing a dry, hot climate with deadly storms. The planet is rich with terrazine, a gas sacred to the Tal'darim, that allows them to commune with Amon.
- #23Power Suit
Keys: Guard, Zealot, Guards, Warrior, Soldiers, Warriors, Soldier, Armor
Power suits are ancient Protoss battle armor dating back to before the Discord, originally created by the Furinax Tribe smiths. Each suit is an ornate, handcrafted work of art, earned only after rigorous training and trials. Made of overlapping segmented shells for protection and flexibility, the armor leaves the throat and back exposed for mobility. A zealot wearing one stands about a head taller than a Terran in CMC armor.
The suit includes a personal plasma shield generator, vital signs monitor, navigation tools, and intelligent servos that reduce bleeding. It can also be fitted with a crystalline respirator, life-support systems, NBC protection, and communication devices.
Power suits greatly enhance and channel the wearer’s psionic powers. Forearm bracers allow the user to manifest psionic blades. Embedded warp stones—crystal matrices calibrated by high templar—can teleport a mortally wounded wearer to safety or be activated manually.
Highly resistant to small-arms fire and adaptable to hostile environments, the power suit is both advanced protection and a powerful amplifier of Protoss combat abilities.
Power suits are often gold with blue accents for the Khalai, platinum with green accents for the Nerazim, and finally the Tal'darim wear black with red accents; all powered by Psionic, Warp, and Bane energy respectively.
- #24Probe
Keys: Protoss, settlement, base, probe, robot, probes, buildings, facility, robots, building
Probes are self-sufficient robotic drones that form the backbone of Protoss expansion, colonization, and logistical support. They are lightweight, highly mobile, and designed for efficiency rather than durability. Although they possess only minimal defensive capability, including a small plasma shield, their design allows them to operate in nearly any environment.
A key feature of Probes is their ability to harvest and convert ambient light into usable energy, reducing reliance on external power sources. This makes them extremely adaptable for long-range deployment.
In Protoss infrastructure, Probes serve a critical role by interfacing with Nexuses to construct new bases. They are responsible for warping in buildings by deploying micro-beacons that enable structures to be assembled across interstellar distances. This allows the Protoss to rapidly establish colonies or forward positions with only a small number of units.
For utility and defense, Probes are equipped with a small energy projector that can emit a particle beam. This is primarily used for resource collection, such as mining minerals or vespene gas, but it can be intensified to inflict damage on hostile targets if necessary. They are also commonly used for reconnaissance and scouting enemy positions.
Probes are generally not designed with emotional traits such as curiosity or bravery, emphasizing their role as efficient tools rather than autonomous individuals.
Different Protoss factions modify their use: Daelaam Probes are optimized for environmentally conscious resource gathering, while Tal’darim Probes are more utilitarian and unconcerned with ecological impact, reflecting their harsher and more aggressive philosophy.
- #25Zealot
Keys: warriors, Zealots, soldier, Aiur, Zealot, Tal'darim, guard, guards, Khalai, Slayn, soldiers, warrior
Zealots are lower-ranked Protoss Templars who have yet to reach the upper levels of the Khala and serve as the core infantry of the Protoss military. Trained for decades in combat, tactics, discipline, and pain tolerance, they are fierce warriors who channel intense battle rage through the Khala into controlled strength. They are known for fearlessness, loyalty, and relentless hatred toward enemies.
Armed with psionic blades mounted on their forearms and protected by plasma shields, zealots excel in close combat. Their psionic abilities grant limited precognition, allowing them to predict movements, strike accurately, and evade attacks. Many also receive leg augmentations that greatly improve speed and endurance, with some later developing the ability to briefly become pure energy for lightning-fast attacks.
Highly disciplined and physically powerful, even a small group of zealots can overwhelm lesser forces and destroy armored targets with ease.
The Tal'darim also utilize zealots, who are the most eager to climb the ranks of the Tal'darim through merit and brutality in combat. Tal'darim Zealots often wear black armor and wield red bane blades in contrast to the Khalai zealot, who is often wearing gold armor and wield blue psi-blades.
- #26Centurion
Keys: , Centurions, Nerazim warrior, Nerazim soldiers, Centurion, Nerazim guard, Nerazim soldier, Nerazim guards, Nerazim warriors
Centurions are the Nerazim versions of the Khalai's Zealots, clad in lighter, purple power suits that only cover their torsos while adorned with large golden pauldron with large Warp crystals on each to power their green Warp Blades, which are much more powerful than Psi-blades. They are clad in long face veils and purple cloaks such as any Nerazim protoss.
- #27Supplicant
Keys: Supplicants, Tal'darim warrior, Tal'darim warriors, Tal'darim, Supplicant
Supplicants are amongst the lowest-ranking in Tal'darim society, serving as meatshields and sacrifices for more powerful Tal'darim. They are lower than even the Zealots, but are in turn loyal to the Chain of Ascension itself. Supplicants fight by throwing blood orbs, which are psionic projectiles casted by the Supplicants that do as much damage as any fireball would.
Supplicants are the most loyal followers of Highlord Alarak, and willingly sacrifice their life-force for him while in battle. They live to serve and die for those above them on the Chain of Ascension, at least until they gain enough power and influence to challenge them to Rak'Shir. They are fanatically loyal not to any single Tal'darim (though they will say they are), but to the Chain of Ascension itself.
The armor of a Supplicant is stark, minimal, and deliberately unforgiving, prioritizing symbolism and function over protection. Much of the body is left exposed, with only a dark, rigid framework of metal forming a harness around the torso, shoulders, and hips, giving the impression of restraints rather than traditional armor. Embedded throughout this structure are several glowing red nodes—most prominently on the chest, waist, and limbs—which appear to channel energy or sustain the wearer through artificial means. The upper portion rises into a high, enclosing collar around the head, while thick, cable-like conduits extend along the back, suggesting a dependency on external power or control systems. The limbs are fitted with small, angular plates at the forearms, knees, and shins, but these seem more ceremonial than protective.
- #28Dragoon
Keys: Dragoons, Veterans, Guard, Dragoon, Guards, Soldiers, Warrior, Warriors, Veteran, Soldier
Dragoons are Protoss quadrupedal war walkers roughly as tall as a Terran in CMC armor. They move efficiently across unstable terrain and are protected by plasma shields mounted at the base. Their main weapon is a top-mounted phase disruptor that swivels freely and fires antimatter bolts surrounded by psychic energy, similar to the weaponry of photon cannons.
Dragoon pilots are usually grievously wounded veteran templars recovered from battle. Many of the Protoss’ most honored warriors were placed into dragoons, where they became known for tactical intelligence and battlefield experience.
The pilot is transplanted into a fluid-filled cybernetic core and permanently bonded to the machine. Through advanced systems and the Khala, they control the walker as naturally as their own body. Once integrated, the pilot remains within the dragoon for the rest of their life. Dragoons could also interact with Protoss and even Xel'Naga technology.
- #29Adept
Keys: Captain, Captains, Commander, Officer, Officers, Commanders
Adepts are an officer-class Protoss infantry unit trained as battlefield commanders and ranged specialists. They are fast, lightly armored warriors who prioritize mobility over defense, making them effective against lightly armored enemies.
They are armed with arm-mounted, massive glaive cannons and psionic amplifiers, and are highly skilled in psionic transfer abilities, allowing them to project their minds for teleportation-like movement while disrupting foes. Their speed, agility, and advanced techniques made them important units in both the Purifier army and other Protoss forces.
Originally created by Hierarch Artanis to replace former Judicator leaders with Templar officers, adepts first saw major use during the End War. Their equipment was refined by Karax, though later versions never fully matched his prototypes. Their psionic technology was eventually reverse engineered by the Tal'darim and adapted for their own elite warriors.
- #30Stalker
Keys: warriors, Stalker, soldier, warrior, guard, Stalkers, guards, soldiers, Nerazim
Stalkers are Protoss war machines created by the Dark Templar after the fall of Aiur, when they realized stealth alone was not enough to defeat the Zerg. Inspired by the Khalai dragoon, stalkers differ by being controlled not by wounded warriors, but by the shadow-essence of Dark Templar voluntarily fused into a mechanical body through an irreversible Void-powered ritual.
This transformation grants the pilot exceptional control over the machine and a new body built for combat. Stalkers were used by the Daelaam as early as 2502 and later by the Tal'darim, with some willingly becoming stalkers solely to improve their fighting skills and serve their Highlord.
On the battlefield, stalkers commonly support zealots, providing mobile ranged firepower and advanced combat capability. They are armed with particle disruptor cannons mounted right above the head of where a Stalker would be.
Stalkers are towering Protoss war machines about twice the height of a Terran in CMC armor. Powered by a Nerazim pilot’s connection to the Void, they wield carapace-mounted particle disruptors that fire destructive blasts of entropic energy. These weapons tear matter apart at the atomic level and are especially effective against heavy armor and hardened biological targets.
Their most famous ability is blink, an instant short-range teleportation enabled by a Void displacer. This allows stalkers to vanish and reappear elsewhere, making them ideal for ambushes, hit-and-run attacks, chasing enemies, and escaping before reinforcements arrive. However, each blink strains their systems and requires a short recharge period. Later Daelaam upgrades allowed rapid shield regeneration after teleporting.
Over time, stalker designs were improved with Khalai engineering, including reinforced dragoon-style chassis variants. Purifier stalkers became fully automated combat units using battle data archives, while Ihan-rii stalkers were marked with sacred runes for protection.
- #31Immortal
Keys: Immortals, Aiur, Warrior, Immortal, Warriors, Khalai warriors, Khalai
Immortals are advanced, quadripedal Protoss war machines evolved from dragoons, piloted by grievously wounded veterans preserved in sterile nutrient fluid filled with microscopic repair machines. These systems maintain the pilot’s damaged body, regulate vital functions, and destroy contaminants that enter the cockpit. Upon implantation, immortals are consecrated in the name of Adun as symbols of sacrifice.
Standing over twice the height of a Terran in CMC armor, immortals serve as heavy assault walkers. They wield dual twin phase disruptors capable of blasting through heavy armor and destroying enemy artillery or ranged ground forces. Their weapons are powerful but cannot target air units.
Immortals are heavily protected by advanced armor weave and hardened shields that dissipate energy from massive impacts, such as siege tank shells or ultralisk strikes. Later shield upgrades made them briefly invulnerable to enemy attacks, though the technology was too costly for widespread use. They are deployed when Protoss forces face strong enemy firepower and need durable frontline support.
- #32Annihilator
Keys: Nerazim warrior, Nerazim soldiers, Annihilators, Nerazim soldier, Nerazim warriors, Annihilator, Nerazim
Annihilators are Nerazim-engineered Immortals that possess triple-barreled Shadow Cannons rather than normal Phase Disruptors, allowing them to fire off rapid sprays of warp energy at infantry units while acting as a strong Anti-Air unit. They do not have the barrier of the Immortals.
The Nerazim believe that their connection to the Void strengthens near death. To this end they have employed immortal technology on some of their warriors to hold them in such a state of near-death indefinitely, greatly boosting their powers.
- #33Vanguard
Keys: Tal'darim warrior, Tal'darim warriors, Tal'darim, Vanguard, Vanguards
The vanguards are reverse-engineered Immortals piloted by Tal'darim warriors that fell in battle. Disgraced in defeat, they are placed in a vanguard for one more chance to make up for their failure. They revel in causing as much destruction as they can before dying in service to their highlord. They armed with scatter cannons, which are essentially cluster rockets made of bane energy that can destroy multiple targets from a distance.
- #34Warp Prism
Keys: transport, Warp Prisms, Warp Prism, transports
The Warp Prism is a highly advanced Protoss transport that surpasses older shuttles through a fusion of psionic technology and robotics. Its hull disperses incoming energy, while a crystal core and thousands of micro-receptors generate resilient psionic “wings” used for navigation and control. The vessel is operated by a self-contained “crystal computer,” a robotic mind embedded in a lattice that can process vast data and manipulate matter and energy with extreme precision. Warp prisms transport units by converting them into energy, storing their signatures, and reconstructing them at the destination, and they can also act as mobile power sources by linking into the Protoss psionic matrix to support structures or warp in reinforcements.
Different Protoss factions have adapted the design: the Tal’darim created larger variants, the Daelaam developed Void-infused phase prisms, Purifiers use them to transfer AI personalities, and the Ihan-rii modeled theirs after native flora. Although lightly built, warp prisms are essential to Protoss warfare, enabling rapid deployment, battlefield reinforcement, and flexible base establishment.
- #35Phoenix
Keys: Phoenixes, Fighter Craft, Fighter, ship, Phoenix, ships, Fighters
The Phoenix is a highly maneuverable Protoss spacecraft designed for fast aerial combat and harassment roles. It is extremely fast and agile, allowing it to outmaneuver most enemies and effectively disrupt larger forces even when outnumbered. By 2502, it began replacing older Protoss fighters like Scouts and Corsairs, becoming a key air superiority unit used to patrol and secure Protoss territory. Phoenixes can also be deployed from carriers.
By 2504, the Tal’darim incorporated stolen Phoenixes into their forces, valuing their speed and precision despite generally favoring overwhelming strength. The ship uses a compact inertial drive that generates a warp field for rapid movement in space and atmospheres, supported by twin plasma thrusters for combat performance. Its wings are covered in an energy-responsive weave that helps stabilize the warp field and improves maneuverability during high-speed movement while also integrating psionic input from the pilot.
For armament, the Phoenix uses twin ion blasters that fire short-range energy beams effective against unarmored air targets, but less effective against heavily armored enemies and limited in range. These weapons were later improved with advanced focusing technology to enhance effectiveness. In critical situations, the Phoenix can overload its warp field to produce a gravity beam that renders targets nearly weightless and immobilizes them temporarily. However, using this ability significantly reduces the ship’s mobility, making it a powerful but risky control option.
- #36Corsair
Keys: Corsair, Fighter, Corsairs, Ship, Ships, Space, Fighters, Nerazim
The corsair is a fast and agile medium-sized warship, built by the Dark Templar.
Corsairs are armed with twin neutron flares to attack ships, and are strictly anti-air weapons. Additionally, corsair pilots can focus their psionic powers through neutron emitters against ground targets, creating a "disruption web"—a field of psionic static that disrupts the brain's neural pathways as well as any computer-directed targeting systems. This disruption renders inaccurate all ground-based fire (including from base defense structures) within the web. This ability makes the corsair a valuable unit for siege warfare. A Void energy catalyst is located in the center of the ship's guns.
- #37Scout
Keys: Fighter, Ship, Scouts, Ships, Space, Scout, Fighters
The Scout is a versatile Protoss fighter originally designed primarily for reconnaissance, but it is also capable of effective combat and is considered powerful enough to engage most enemy craft.
It is equipped with antimatter missiles for anti-air combat, which are especially effective against large and heavily armored flying units, and dual photon blasters for attacking ground targets. This allows it to function as a flexible air and space superiority fighter.
The Dark Templar developed modified versions of the Scout with technology enabling faster-than-light travel through the Void. Some Protoss escape pod designs were also based on the Scout’s structure and inherited its high maneuverability.
Scouts have been in service since the Golden Age of Expansion, acting as fleet escorts and general-purpose combat units stored within carrier hangars. Improvements in sensors and engine power before the Great War significantly enhanced their performance, making them effective against both Zerg and Terran forces.
After the Brood War, the Scout began to be replaced by newer ships like the Phoenix, though it remained in use among the Daelaam and was later adopted by the Tal’darim in 2504.
- #38Carrier
Keys: Ship, Warship, Ships, Warships, Carriers, Space, Carrier
Carriers are among the most powerful Protoss warships, serving as command vessels that often lead fleet operations. They were in use even before the Discord and function as mobile fleet command centers, though some Terrans speculate that newer ships like the Void Ray may eventually take on that role. Carriers were later adopted by the Tal’darim after adapting Khalai designs and make up much of the Death Fleet. They are also used by the Purifiers and Nerazim.
Standard carriers rely primarily on robotic, autopiloted interceptor droness for combat rather than built-in weapon systems, though they may also carry forward-mounted energy weapons used for specialized purification tasks. They are capable of operating in both space and planetary atmospheres and can perform warp jumps. They also include systems for psychic communication and can deploy into planetary environments when necessary.
Carriers are heavily armored and protected by powerful plasma shields. Their hulls are constructed from high-density alloys carefully forged and treated to eliminate structural weaknesses, making them highly resistant to kinetic, thermal, and biological damage. They are powered by a central khaydarin crystal matrix, which distributes energy through a relay system, and use vespene gas as a fuel source.
Internally, carriers are complex structures that include command bridges, private quarters for commanders, teleportation platforms, and large hangars. These hangars can store multiple craft such as Scouts, Phoenixes, and Arbiters, and also contain automated facilities that manufacture and launch interceptors. After the Great War, improvements like graviton catapults were added to increase interceptor deployment efficiency.
Design styles vary: earlier carriers often had a curved, bulbous form inspired by the flagship Gantrithor, a style still maintained in some regions as a tribute to Tassadar. Tal’darim carriers are more aggressively designed for pure warfare, while Purifier carriers are streamlined for automation and equipped with drone-based weapon systems.
- #39Super Carrier / Dreadnought
Keys: Super Carrier, capital ship, Dreadnoughtswarship, Super Carriers, Dreadnought, flagships, space, warships, flagship
The super carrier is a titanic variant of the protoss carrier. At a size of 2563 meters, Super carriers carry heavier armament beyond their interceptor complement and can single-handedly overwhelm a squadron of terran battlecruisers with an array of artillery-styled particle disruptors on the broadsides; large, long-barreled Photon cannons on the top; forward-facing energy cannons for purification and ship-to-ship combat; and swarms of Phoenixes, Corsairs, and Scouts all hidden in their bays.
Super Carriers are often the flagships of Khalai fleets, with several serving as the spearhead of the Golden Armada. They are also known to the terrans as "Dreadnoughts" for their heavy armaments and misconception that they were purely ship-to-ship vessels, rather than simply larger, more-armed carriers. A famous Super Carrier is the Garinthor, the flagship captained by the legendary hero Tassadar.
In 2501, the Tal'darim somehow managed to board, hijack, and reverse-engineer the Super Carrier Antomandli, adopting the formidable warship and officially producing dozens for the Death Fleet after re-arming it with even more weapons than it did before.
- #40Tempest
Keys: Tempests, Tempest, Ship, Warship, Ships, Warships, Space
The Tempest is an immense Protoss capital ship developed after the first phase of the Second Great War to strengthen Protoss long-range combat capabilities, particularly against Zerg and Terran forces that rely on long-distance weaponry. It is one of the most powerful ships in the Protoss arsenal, though it can still be destroyed if enemies manage to close in and concentrate fire.
It is powered by large thrusters designed to handle its massive weight and a highly advanced kinetic matrix that provides its primary energy output. Stabilization systems are required to prevent dangerous energy fluctuations when the ship fires its main weapon.
The Tempest is equipped with a cockpit positioned to oversee its primary armament. Its weapon system builds up energy within the kinetic matrix and channels it through internal resonators and amplifiers, launching it as a highly charged, unstable projectile. Although slow-moving, this attack can travel extreme distances and is used to weaken enemy forces or destroy defensive structures before ground engagement begins. Because its range exceeds its sensor capabilities, Tempests often require external spotters to locate targets.
Due to the immense energy involved, pilots must carefully regulate power flow to prevent overloads that could destroy the ship. They also wear specialized dampening armor to withstand the intense forces generated within the vessel.
Tempests are typically positioned behind frontline forces to provide long-range support. Tal’darim forces were impressed by the design and incorporated Tempests into their Death Fleet by 2506, with Ihan-rii variants featuring stone-like surfaces that enhance their energy focusing capabilities.
- #41Mothership
Keys: Ship, Death Fleet, Warship, Mothership, Ships, Motherships, Golden Armada, Warships, Space
Motherships are extremely powerful Protoss support vessels and among the most formidable warships in their arsenal. They originally served as flagships of the Golden Armada and are designed to provide battlefield control and fleet coordination on a massive scale.
Because they are expensive and complex to build, Motherships are often constructed in stages, beginning with a Mothership Core. The core itself can function independently as a support and defensive unit.
The ship’s structure is built around rotating wings that generate a protective energy dome. This field sustains a livable atmosphere, converts harmful radiation into usable energy for shields and systems, and contributes to the ship’s overall resilience. The hull is heavily reinforced, making its durability difficult to fully assess.
At the center of the Mothership is a large khaydarin crystal infused with intense psionic energy. This power allows the vessel to manipulate space-time, enabling abilities such as warping and spatial distortion. When fully operational, excess energy is used to create a cloaking field that hides nearby Protoss units and structures, although the Mothership itself remains visible. It also includes advanced sensor systems and teleportation technology for rapid internal movement.
Motherships are large enough to exceed most Terran warships in size, though they are still smaller than massive Zerg leviathans. They are capable of operating in both space and planetary atmospheres using inertial nullifiers.
In combat, they are equipped with a powerful purifier beam that can strike both air and ground targets, capable of destroying entire fleets or devastating planetary regions. This makes them decisive assets capable of turning the tide of battle.
Internally, Motherships include command chambers, crew quarters, medical facilities, and escape pods. Some variants, such as those used by the Ihan-rii, are decorated with runes asserting their belief in their lineage from the Xel’Naga.
The Tal'darim also use motherships. The Death Fleet's motherships are equipped for battlefield domination. Each one is a throne from which a Tal'darim fleet lord oversees the ruin of their foes.
- #42High Templar
Keys: Veterans, Aiur, High Templar, Psionic, High Templars, Khalai, Veteran, Psionic warriors
High Templar are among the most honored and respected members of the Protoss race. They are veteran Templar who abandon the aggressive, melee-focused combat style of Zealots in favor of mastering their psionic abilities as their primary form of warfare.
They typically wear light armor and may carry psionic blades, but physical weapons are considered a last resort. Instead, High Templar focus on discipline, control, and mental mastery. They also maintain and infuse crystal matrices used in power suits and other Protoss systems.
Their strength comes from exceptional psionic development. High Templar can commune with ancient Protoss archives and their ancestors, gaining knowledge unavailable to ordinary warriors. Some enhance their connection to the Khala using khaydarin crystal amulets, improving their ability to channel psionic energy. In battle, they may levitate and move with great speed.
Through intense training, their psionic power becomes capable of affecting the physical world. They can unleash devastating psychic storms that tear apart enemies, disrupt machines, and overwhelm biological targets. They can also project ranged psionic bolts, short-range energy attacks, and use their powers more subtly to create illusory duplicates that confuse enemies.
High Templar are also able to manipulate energy fields in living beings and machines, draining them through violent feedback that can cause severe damage or complete destruction depending on the target’s energy levels.
A defining aspect of their path is the ability to merge psionic essences. High Templar may sacrifice themselves to combine into an Archon, a powerful energy being. This fusion can occur between two High Templar or between a High Templar and a Dark Templar, resulting in one of the most powerful Protoss war forms.
- #43Ascendant
Keys: Ascendants, Veterans, Tal'darim, Ascendant, Veteran
Ascendants are high-ranking members of the Tal’darim hierarchy within the Chain of Ascension, positioned above lower ranks such as Votaries and just below the Highlord. Their rank is tied to their position in the chain, where a lower-numbered title indicates higher status (for example, a First Ascendant outranks a Second Ascendant).
They gain power through brutal advancement, often climbing the Chain by killing or indirectly eliminating their superiors in Rak’Shir duels, a formal system of ritualized challenge and combat. This constant struggle for dominance defines their society and ensures only the strongest survive.
Ascendants wield Void-based psionic abilities, channeling dark energy to unleash destructive attacks. They utilize powers drawn directly from the Void to unleash red, Agonizing Blasts of Void energy as well as launching massive energy balls that explode with the force of an artillery shell.
Their strength is further enhanced over time through exposure to terrazine and the absorption of essence from their supplicants, making them increasingly powerful as they rise in rank.
Beyond personal combat, Ascendants engage in strategic power struggles. They may attempt daring operations such as disabling and capturing active Colossi, either gaining powerful war assets if successful or eliminating rivals if they fail. They also use observers for espionage, monitoring both enemies and competing Ascendants to maintain an advantage in the constant internal competition for dominance.
- #44Archon
Keys: Warriors, Archons, Archon, Warrior
Archons are powerful Protoss beings formed from the fusion of two psionic warriors. They are composed of near-pure psionic energy and are feared on the battlefield for their overwhelming destructive capability and presence.
Creating an Archon is a serious and often reluctant process, as it requires the sacrifice of two valuable Templar. The merging destroys their individual identities, but in return forms a single entity of immense power. This act is considered highly honorable within Protoss tradition, and those who undergo it are recorded in the Templar archives.
An Archon appears as a floating mass of psionic energy, radiating intense power and partially retaining the symbolic essence of its former selves. It is held together by a stabilizing psionic force that prevents it from dissipating immediately, but Archons are inherently temporary and eventually burn out like a collapsing energy star.
In combat, Archons are extremely durable and can generate powerful energy shields. They attack by unleashing psionic shockwaves and devastating bursts of energy capable of tearing through enemy forces. They can also manipulate space locally, creating rifts that draw in matter and remove it from the battlefield.
Archons are among the most feared Protoss units, capable of cutting through large numbers of enemies and even engaging massive biological threats like Ultralisks in direct combat.
Originally formed from the fusion of two High Templar, Archons can now also be created through combinations involving Dark Templar, including Khalai and Nerazim pairings following the reunification of the Protoss.
- #45Colossus
Keys: Walkers, Colossus, Warrior, Warriors, Robot, Khalai, Colossi, Robots, Walker
The Colossus is an ancient Protoss war machine dating back to the Kalath Intercession. It is widely feared as a powerful siege construct, with some Protoss considering it potentially uncontrollable or dangerous if left unchecked.
It is a massive, towering walker designed primarily for battlefield pacification. The Colossus moves on four long, slender, all-terrain legs that allow it to traverse rough landscapes, cliffs, and steep terrain with ease. Its height gives it a wide field of vision and firing range, and its stabilizers allow it to remain steady while moving and firing. Most of its mass is concentrated in the upper body, making it vulnerable to tipping if heavily damaged.
Some variants, such as those created by the Ihan-rii, are built from stone-like components held together by Void energy systems derived from repurposed Xel’Naga technology.
The Colossus is powered by internal crystal systems located between its weapon mounts and is designed for sustained combat operations.
Its primary weapons are twin thermal lances mounted on either side of its body. These lances fire continuous beams of superheated plasma capable of incinerating large groups of ground troops almost instantly, making the Colossus extremely effective against infantry. Advanced targeting systems use artificial intelligence and gyroscopic sensors to track movement and optimize damage output, allowing the beams to sweep through multiple targets efficiently and even fire safely at close range.
Despite its power, the Colossus has a key weakness: its range is limited compared to some other siege weapons. Later Protoss engineering improvements increased beam temperature, velocity, and effective range to address this limitation.
In combat, it is regarded as a devastating anti-infantry platform, often requiring enemy forces to rely on air units, heavy artillery, or coordinated assaults to bring it down. Standard tactical advice emphasizes avoiding its firing arcs or targeting its legs, though getting close is extremely dangerous due to its crushing physical strength.
- #46Reaver
Keys: Reaver, Reavers, Artillery, Robot, Robots
Reavers are heavy Protoss ground artillery units, though they differ from conventional Terran artillery in that they do not fire unguided shells. Instead of carrying traditional weapons, a Reaver functions as a mobile manufacturing platform that produces autonomous attack drones called Scarabs.
These Scarabs are launched toward targets to deliver highly destructive explosive attacks, allowing a single Reaver to devastate enemy bases or colonies in a very short time. Despite their slow and ungainly appearance, they are extremely dangerous siege units.
Reavers evolved from civilian mobile manufacturing systems that were later militarized to reduce Protoss casualties during assaults on fortified positions. Their design reflects this purpose, prioritizing destructive output over mobility or combat versatility.
They have limited movement capability on their own and are typically transported into battle by Protoss air units. For navigation, they use tube-like sensory protrusions on their head that function as visual and spatial guidance systems, often resembling eyes.
In combat, Reavers are valued for their ability to efficiently level enemy infrastructure while minimizing direct frontline losses, making them one of the most feared siege weapons in the Protoss arsenal.
- #47Wrathwalker
The wrathwalkers are colossi that were found and reactivated by Tal'darim ascendants in search of superior firepower. They had their thermal lances replaced with charged pulse blasters, making them powerful against priority targets. Despite being a colossus variant, however, the wrathwalker is a very different unit in combat, functioning almost like a long range artillery or sniping unit, albeit without the area of effect. Instead of the colossus's splash damage, the wrathwalker deals heavy damage to single targets, making it better for fighting and sniping smaller numbers of powerful enemy units like buildings, massive units and other key high-value targets, instead of swarms of smaller units. Another key difference is that the wrathwalker can attack ground and air units, allowing it to be more effective against a mixed enemy force. It can also attack while moving, making it easier to keep them safe from retaliation while still damaging targets. However, it has a substantially higher cooldown than the colossus or reaver. Wrathwalkers, like colossi, can still be hit by anti-air although this vulnerability is nowhere as pronounced.
- #48Dark Templar
Keys: Dark Templar, Stealthed, Nerazim Warriors, Stealth, Nerazim
Dark Templar are elite warriors of the Nerazim, often deployed across space or in defense of Shakuras against threats such as the Zerg, Terrans, and sometimes even other Protoss factions. They are highly specialized combatants who rely on stealth and precision rather than direct sustained engagements.
They are permanently cloaked, making them invisible to most enemies unless detection technology is present. This invisibility is central to their combat effectiveness; without it, their advantage is greatly reduced and other units like Zealots become more practical for open confrontation due to cost and survivability.
In combat, Dark Templar wield powerful melee weapons such as Warp Blades or Shadow Scythes. These weapons are formed from green warp energy and are based on advanced psionic blade technology, allowing them to deliver extremely high damage in close-range strikes.
Their fighting style focuses on ambushes, infiltration, and high-impact assassination strikes. Because of their reliance on stealth, they are most effective when striking from concealment or disrupting enemy positions before detection systems can respond.
- #49Avenger
Keys: Avengers, Warrior, Warriors, Avenger, Khalai
Outraged at the fall of Aiur to the zerg, some of the Khalai adopted the ways of the Nerazim and returned to Aiur to wage a secret guerrilla war. Due to their small numbers, they employed warp technology to save themselves from death on the battlefield so they could fight another day. The Daelaam led by Artanis later made contact with them again and brought them back into the fold as cloaked warriors. They armed with Psionic scythes, which are double bladed with blue psi-energy on either end.
The avenger is the Khalai variant of the dark templar, alongside the Nerazim dark templar and the Tal'darim blood hunter. The avenger is statistically identical to the base dark templar, and has the passive ability emergency recall. Upon taking fatal damage, avengers will recall themselves to a dark shrine under the player's control and restore themselves to full shields and health. This makes the avenger much more economical than the other dark templar variants, critical if the player is tight on resources. Their emergency recall has a lengthy cooldown, however, so the player should not deploy them again immediately and let the cooldown wear off.
The player must be sure their dark shrine is protected when using avengers, as if they do not control a dark shrine, or if they do but it is not powered, the avenger's recall will not activate. If the player controls multiple dark shrines, the avenger will recall to whichever is closest to their location.
- #50Blood Hunter
Keys: Tal'darim, Blood Hunters, Blood Hunter
The blood hunters are the assassins of the Tal'darim. Due to their brutal and unforgiving society, any weakness in their numbers is despised. Tal'darim deemed too weak to be of service by the Highlord are hunted down and slain by the blood hunters. Blood hunters serve as the personal enforcers of the will of the Highlord, and meet secretly within their own dark shrines. They wield Bane Scythes, which are able to tear through almost anything with ease and are bladed on both ends of the staff.
The blood hunter is a dark templar variant available in the single-player campaign of StarCraft II: Legacy of the Void. They are available as an alternative to the Nerazim dark templar and the Khalai avenger. The blood hunter's ability is Void Stasis, which places an enemy unit or structure in stasis for 10 seconds. While in stasis, the unit cannot attack, be attacked, move, use abilities, research or build units, or detect. This makes the blood hunter skilled at infiltration, able to disable enemy detectors to slip by unnoticed. In larger armies, they can use void stasis to take key enemy units out of the fight, leaving them vulnerable once their allies are dead and the stasis wears off.
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