Checklist: do this
- One gateway, cybernetics core, dragoon range, then a nexus at the natural by 4:00.
- Robotics facility by 5:30 for an observer; mines and cloaked wraiths are its whole reason.
- Three, then five gateways on two bases; a citadel for zealot speed around 7:00.
- Third nexus around 8:30 when the observer confirms Terran is on two bases.
- Forge for ground weapons +1 by 7:00, then armor; two forges on three bases.
- Templar archives or arbiter tribunal by 11:00 depending on the map: storms hold, arbiters attack.
- Never attack a sieged tank line from the front; hit it from two sides, or where it is moving.
- Scout Terran at 4:00 and 7:00: a fast expand, a two-factory push or a starport each change your next two buildings.
Why it works
Terran mech is slow and positional; Protoss beats it by having more bases and more gateways than Terran can siege at once, and by fighting where the tank line is thinnest. Dragoons with range hold the early game, observers see the mines, and once three bases are saturated the gateways outnumber the factories. Arbiters then remove the tanks from the fight, or carriers fly over them.
The build
-
Supply8
Time0:55
Pylon
Never blocked at 8.
-
Supply10
Time1:25
Gateway
One gateway; the first zealot only if scouting demands it.
-
Supply12
Time1:50
Assimilator
The core needs gas by 2:30.
-
Supply14
Time2:25
Cybernetics Core
Dragoons and their range.
-
Supply16
Time3:00
Pylon, Dragoon
The first dragoon holds against vultures.
-
Supply19
Time3:30
Singularity Charge
Dragoon range before the first tank arrives.
-
Supply22
Time4:00
Nexus at the natural
Two bases by 5:00; Terran is expanding too.
-
Supply26
Time4:40
Second Gateway, Pylon
Production starts to grow.
-
Supply30
Time5:20
Robotics Facility
An observer for mines and cloak by 7:00.
-
Supply36
Time6:00
Third Gateway, Observatory
Three gateways on two bases; the observer follows the army.
-
Supply44
Time7:00
Forge and Citadel of Adun
Ground weapons +1 and zealot speed.
-
Supply54
Time8:30
Third Nexus, Gateways 4 and 5
Three bases pay for eight gateways later.
-
Supply70
Time10:30
Templar Archives or Stargate and Arbiter Tribunal
Storm to hold; arbiters to attack.
-
Supply90
Time12:00
Gateways 6 to 8, second Forge
Three bases of gateways; +2/+2.
Research, in this order
Singularity Charge at the Cybernetics CoreDragoon range; without it dragoons lose to marines and vultures.
Ground Weapons +1 at the ForgeZealots and dragoons versus vultures and tanks; upgrades win the mid game.
Leg Enhancements at the Citadel of AdunSpeed zealots reach tanks and catch vultures.
Gravitic Boosters at the ObservatoryObserver speed; it must keep up with the army.
Ground Armor +1 at the ForgeThen armor; alternate them.
Psionic Storm at the Templar ArchivesStorms kill marines and SCVs and force a tank line to move.
Stasis Field at the Arbiter TribunalHalf the tank line frozen is a fight won.
Recall at the Arbiter TribunalThe army in the Terran main while the tanks are away.
The army, stage by stage
- Opening
DragoonTwo to four dragoons with range hold vultures and the first tank.
- Two bases
Dragoon
Zealot
ObserverThree dragoons per zealot until speed; the observer sees mines.
- Three bases
Zealot
Dragoon
High Templar
ObserverSpeed zealots in front, storms on the bio and SCVs, dragoons behind.
- Late game
Zealot
Dragoon
Arbiter
CarrierArbiters stasis the line; carriers if Terran is short of goliaths.
If you scout…
A command center before a factory
When 3:00 by the probe scout
Do Nexus at 3:30, third gateway sooner, a dragoon pressure with the first four.
Why Greedy Terran has one tank; punish with dragoons or match the greed.
Two factories and no expansion
When 4:30 to 5:30
Do Dragoons with range at your natural ramp, a shield battery, cannons if needed; delay the third gateway for units.
Why A two-factory tank-vulture push kills an open natural; range dragoons on high ground hold it.
A starport early
When 5:00 to 6:00
Do Observer first from the robotics facility, a cannon at each mineral line, dragoons at home.
Why Cloaked wraiths kill probes; an observer makes them dragoon food.
Barracks and academy (bio)
When 4:00 to 6:00
Do Zealot speed and storms sooner, fewer dragoons, reavers from the robotics facility.
Why Bio beats dragoons and loses to storms, speed zealots and reavers.
A fleet of goliaths and turrets
When 9:00 onward
Do No carriers; arbiters with stasis and recall, zealot-dragoon-templar on three bases.
Why Goliaths are the carrier answer; arbiters make them irrelevant.
Counters
| They have | You answer with |
|---|---|
| Dragoons with range, observers for mines, speed zealots Vultures kite zealots; dragoons outrange them and observers reveal the mines. | |
| Speed zealots in front, storms, stasis, recall Tanks splash their own line when zealots close; stasis removes half of them. | |
| Zealots and dragoons with upgrades, storms Goliaths are weak on the ground against upgraded gateway units. | |
| Dragoons, corsairs on some maps Vessels die fast to focused dragoons; EMP must be avoided by spreading templar and arbiters. | |
| Observers, dragoons, cannons at mineral lines Revealed wraiths die to dragoons. | |
| Dragoons in numbers, stasis, scouts on some maps Massed dragoons melt battlecruisers; stasis holds them still. |
The mistakes that lose this matchup
- Attacking a sieged line
The sign A gateway army gone in seconds.
The fix Hit from two sides, hit it while it moves, or recall behind it.
- No observer
The sign Dragoons dead to mines.
The fix Robotics facility by 5:30, an observer with every army.
- Too few gateways
The sign A bank of 1,500 on three bases.
The fix Five gateways on two bases, eight on three.
- Late range
The sign Dragoons losing to vultures.
The fix Singularity charge the moment the core finishes.
- Carriers into goliaths
The sign Carriers dead to a goliath ball.
The fix Scout the armory and goliath count; arbiters instead.
By level
Newcomer
One gateway, core, dragoon range, expand at 4:00. Then the cycle: probes, a dragoon or zealot from every gateway, pylons ahead, a gateway when the bank passes 400. Robotics for an observer. Do not attack sieged tanks; expand again instead.
Learner
The build within thirty seconds; scout at 4:00 and 7:00 and use the forks; +1 weapons by 7:00; three bases by 8:30; storms or arbiters by 11:00; a fight taken from two sides while the tanks move.
Competitor
Dragoon micro against vultures and mines, zealot-storm engagements that break a moving tank line, arbiter stasis and recall timing, and the decision between arbiters and carriers from the Terran composition at 9:00.