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When the official StarCraft2.com site launched, it came preloaded with a few already well-defined Protoss units. Since then, we’ve been zealously following and covering each new addition to the site. Now that StarCraft2.com is going through a dry period, we have decided that it’s time to give these old units some well deserved attention. Also, their concept art is absolutely inspiring!
Before the loss of Aiur, veteran protoss warriors who had been crippled in battle could volunteer to continue their service by being transplanted into dragoon exoskeletons. Now the dragoons of the past are all but gone. The sacred shrine that was dedicated to the creation of the dragoons was infested by the zerg and lost along with the protoss homeworld itself. The remaining dragoons have become the immortals…
The Immortal is the Protoss’ answer to the Terran’s heavy weapons – especially, the dreaded Siege Tank. The Protoss of StarCraft 1 had a hard time cracking a dedicated siege assault, which could annihilate entire legions of Dragoons with ease. The Immortals have a hardened energy shield that is activated once the attack which hits it exceeds a specific damage threshold. This makes them effectively invulnerable (and immortal) when facing several types of attackers, who deal large amounts of damage in single blows, such as the Siege Tank. Other heavy damage dealing units, such as the Cobra, Battle Cruiser and Thor will likely not be able to penetrate their shields as well.
Fortunately for the enemies of the Protoss, the Immortals’ shields are penetrable by weaker attacks – usually by high frequency, low damaging attackers, such as the Marine, Reaper, and probably also the Viking and Banshee. This makes the Immortal a highly specialized unit; very useful against some types of units, and extremely vulnerable to others. Currently, the Immortal is not capable of engaging aerial targets.
But the loss of every immortal is keenly felt. These ancient warriors are a dying breed pledged to give their all in the end times of their people. They stand on the front lines of the final war, sacrificing themselves to buy their race a few more days or hours. Soon none will remain.
The overthrow of Aiur has proven that guile alone cannot defeat a foe as relentless as the zerg. Inspired by the ancient and honored dragoon walkers the dark templar have begun to build war machines of their own. The stalker is a machine controlled by the shadow-essence of a dark templar warrior fused into a metal body to protect his people.
The Stalkers are the second Dragoon variant. This time, instead of heavy weapons and shields, they focus on ambushes and mobility. The Stalkers’ Blink ability allows them to ignore terrain height differences completely, chase down fleeing enemy units, or quickly retreat from battle themselves. Their attack is effective against both ground and air targets, making them excellent all-rounded units that will likely become mainstays of many Protoss armies.
For thousands of years the protoss have studied the nature of time and space. Through their painstaking studies and experiments protoss researchers have uncovered many of the secrets of the universe. Using psionic manufacturing processes, the protoss have learned how to create a robotic mind whose programming is built into the molecules of an advanced crystal lattice. This “crystal computer” is able to manipulate matter and energy with a precision no ordinary organic mind could comprehend.
The Phase Prism is a sort of hybrid between a Shuttle and a Pylon. It functions as the Protoss’ main transport unit, “carrying” units within its crystal lattice as energy signatures, which are later rematerialized on the battlefield. The Phase Prism can also deploy and function as a Pylon, providing energy in a small radius. This feature is especially important for the Protoss of StarCraft 2, which can now warp-in units to any location on the map that is powered up by this energy. Aside from that, the Phase Prism will be extremely useful as a back-up energy source for bases and expansions that come under attack, as Pylons are very lucrative targets for the enemies of the Protoss.
Ironically, chances are, that while Blizzard is currently focusing debate on such controversial and problematic units like the Mothership, it’s units like Phase Prism and Stalker that usually end up being constantly tweaked and patched, due their flexibility and multiple field roles.
The Stalker’s ability to hunt down fleeing infantry using Blink and Phase Prism’s ability to warp in units and power buildings anywhere on the map will surely have more gameplay impact and usage than any wicked Mothership spell.
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17 Comments to “Neglected Protoss Units: Immortal, Stalker, Phase Prism”
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Nice post, I agree about Stalkers and these other units getting more tweeks then units like the mothership. The Colossi was my fav new Protoss unit, but kinda leaning on Stalkers now…
Some sweet concept art, there will be many more tweaks to such units as the Mothership. Just watch the changes roll in. The monthly topic on BattleNet Starcraft Forums is the Mothership. They are looking for feedback to see how it can be changed for the better.
of which, the Phase Prism -> Gateway direct gate in will be the most controversal. Though it does make perfect sense that the protoss be able to do so.
I do wonder how many units can the phase prism carry.
I gotta say, the Immortal seems to be a custom-cut Terran killer. Oh, sure, Marines can kill it. So can Reapers. Technically anything can kill it; the shield doesn’t make it invincible. But if you look at most of the Terrans mid-to-high end units, they’re all about massive hits on a long cooldown (the Thor, the Battlecruiser, and the Siege Tank all fire their normal shots very slowly) which means the Immortal is your go-to guy.
Also, I agree with Chucky… the Gateway to Phase Prism to battlefield direct gate-in will most likely be the single most controversial thing in the protoss arsenal if it survives internal alpha, beta, and makes it to live. It is exactly the sort of thing very high-end players will exploit to its maximum advantage.
We can only imagine the effectiveness of such units in the hands of a player very skilled in micromanagement … multiple drops utilizing phase prisms to outflank outmaneuver enemy forces … I would like to watch such games …
One thing I am waiting to see, is the High Templar for the protoss, we already know they are returning, and they WILL have psi-storm, but what will be the other ability? if the ghost now has 2 more new abilities, will might the HT have?
that is one thing I am quite eagerly waiting for.
I would like to see more LARGE units, like the Thor/Colossus, these will likely be the signature of SC2 whene people compare it to SC1.
The other ability described for high templar (back a few months ago around when Starcraft 2 was first announced) was an ability that would make it impossible for units to travel into areas where it was placed.
In terms of immortals, I wonder how they handle upgrades. For an example, if, say, immortals were put into SC1 and the shield activated after getting hit with 25 damage or more, than unupgraded ultralisks would cut through the shield, but upgraded ones would not be able to. I’m wondering how they will avoid similar types of setups in SC2, where an unupgraded unit would go through the shield but an upgraded same unit would not.
@Dill- the most logical way to handle that would be to key the Immortal to specific units and attacks, not a specific amount of damage delivered by ANY unit or attack.
I think the way it is gonna happen..
is that once the special shield is activated, it is not a full immune, but for say 30 damage, 5 damage goes through, for 40 damage, 8 damage goes through.. etc. Minimum going through is probably 5 or 6, that’s why marine’s high frequency attack nails them down completely.
I am just hoping to see more ‘new units’.
if the next unit page is the Cobra or Battlecruiser, I will be very disappointed. I feel I have seen enough classical units, I will really expect the rest to be completely new.
Sweet artwork, i’m also pretty interested in what the High Templar will bring to SC2.
the phase prism looks so smexy. i can imagine doing lots of stuff with that.
wait forget what i think i can do with that, im rooting to see what the koreans will do with them.
good website
Im not liking the immortals they are too anti terran centric.
even the colossus deals steady DoT and might still get past those shields. Zerg never had anything that hit harder than 20 dmg at a time (excluding Devos). Also does it seem like to stalker has realistic breast physics at work (maybe my mind need to get out of the gutter lol).
well..nice info…i think that people gonna use a lot of charging zealots combined with blinking stalkers,… immortals will be a unit that’s gonna be use as much as the dark archon was..:-j
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This website is correct. Everyone freaks about something controversial like the Mothership when they let little units like Immortals and Stalkers slip by. Starfeeder made and interesting point saying his fav unit went from being the Colossus to the stalker. I agree but would like to point out that both of these units are replacements for common staples from the original (reavers and dragoons). Whereas the new immortal gives massive single shot power against anything thats stands too still (marauders, roaches, hydralisks, lurkers and Ultralisks) and of course those annoying destructable blocks. Colossi, stalkers and immortals together will pawn.