The protoss Firstborn are a sapient humanoid species native to Aiur. Their advanced technology complements and enhances their psionic mastery. The main protoss cultural groups are the Khalai, who adhere to the communal Khala, and the Nerazim, who reject the Khala. Two smaller cultural branches of the protoss, the Tal'darim and the Purifier, separated from the Khalai over respective ideological differences.
The protoss are an ancient race, and they consider themselves to be the "firstborn" race of the universe.
Chrono Boost is an ability on each Nexus costing 25 Energy, that speeds up the targeted building's production rate by 50% for 20 seconds. 50% increased production rate means a perfectly and continuously Chrono-Boosted item will complete at 2/3 the normal time requirement. Unit production as well as research can be sped up by targeting the appropriate building. Players must decide which buildings to boost in order to produce faster. Chrono Boost cannot be used on an allies' buildings.
Artanis was trained as a member of the Templar Caste, sworn to defend the Protoss Empire. Praetor Council took Artanis to Aldera as a youngling. There, he ignited his first psionic blade.
Aiur is the protoss homeworld, located 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, drew their energy from it.
The original Purifiers bear the same general protoss form, if not biology.[1] They operate more efficiently when in close proximity to each other, and a Purifier's personality can be uploaded into an empty shell.
If your opponent has limited anti-air capabilities, players can greatly extend the survivability of Immortals by loading and unloading them from a warp prism in between attacks. The key is to drop the immortal on the ground as soon as it is ready to attack, and then lift it back into the warp prism before it can receive too much damage from the enemy.
It is possible to use other units as well, but the short length of the immortal's attack animation and the relatively long cooldown between attacks (1.45 seconds) makes the immortal an ideal unit for warp prism micro.
The Zerg have an exponential economy so it’s important to build Drones as much as you can. Queens are great jack of all trades defensive tool. Getting some extra, besides your macro Queens is usually a good idea. Zergling lose a choke fight against Zealots or Marines, but if they can get a surround they will win. Use them for harassment as they accel in that. Banelings are an excellent unit. Use them to counter Marines, Zealots or just run them into the enemy worker line.
Roach Ravager combo is reliable in the mid game. A fast Mutalisk switch can surprise your opponent and kill lots of workers. Use Overseers liberally with Changeling to scout and keep an eye on your opponent. When in doubt build Roach Hydra.
Ultralisk are good in some situations but Brood Lords are usually better. The Brood Lord is the de facto late game Zerg unit. In combination with Lurkers and Infestor support very little can stop this combo. Zerg have access to some of the best spell casters in the game. Be sure to use them. If you are a bad person Nydus Swarm host play is very good if you enjoy inflicting pain on other humans.