
When I finally got my hands on Starcraft II, I couldn’t help but notice that a couple of abilities seen in the immensely popular World of Warcraft made their way into the game, especially on the Protoss side. In Protoss vs Terran matches, these new abilities, mostly assigned to lower tier units, can make a huge impact if they are researched and put into play. With the Terran race being considered by many in the early going to be the strongest race in StarCraft II, Protoss players are going to need all the help they can get, and some clever micro usage with these abilities, can go a long way.
Charge can be researched for zealots, which is incredibly useful. With this ability, a zealot will charge at high speeds toward the nearest enemy ground unit, closing the distance immediately between it and ranged attackers like marines and marauders. Closing the distance on ranged units to avoid getting kited is important enough, but with the marauders’ researched ability for concussive shells, which slow down approaching enemy units, charge becomes an absolute must. A pack of zealots with charge can easily overtake a pack of marauders or marines, but watch out. If you see medivacs, you might want to back off and get some anti-air in the area, like stalkers or void rays.
Next up is blink, an ability that can be researched for stalkers. Blink allows an individual stalker to phase forward through space instantly, to another nearby location. This has a few nice uses. I like to use it to phase my stalkers in between enemy forces, separating the enemy army and making it easier to manage and harder for my opponent to send in reinforcements. Stalkers can also blink across gaps, provided they are small enough. On certain maps, you’ll find you can actually blink stalkers around the map into the back of an unsuspecting enemy’s base, crippling economy and possibly grabbing an easy win. Otherwise, if you have a well-hidden observer, you can blink stalkers from low to high ground, without needing to use a choke point. This is useful if you need to get in behind a well stocked Terran wall, though you will still need to watch out for siege tanks.
Anything to fight off a Terran wall or a full troop of marauders and marines is more than welcome. The once downtrodden Terran race in StarCraft I is now a mighty power in StarCraft II, played by most of the current top players in the world. These familiar little moves highlight a very important thing to remember in StarCraft II: research your upgrades. When playing, you need to err on the side of caution and assume that your enemy will bring fully upgraded units, with researched abilities, to the fore, unless you’ve done some thorough scouting and know for a fact they have not.
With these abilities, good Protoss players can become masters of the quick hit-and-run attack. Blink is great for quick retreats, especially when using the high ground-low ground strategy. This can lead to a decrease in units lost, and a healthier economy. Charge makes zealot strikes lightning quick, and can overwhelm slower Terran players who have not finished building a wall, or who have too few marines to fend off a zealot rush.
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