Starcraft 2 - Protoss vs Terran - Counters

Sep 15th, 2010 by romandoggie

A short list of counter units against the Terran while using the protoss

Hi everyone,

So lately, I have been watching my bigger brother play, and he is mainly a protoss user, and as you know, Terran is very widely used. My big brother has been losing a lot to terran, and I normally help him, but I seriously have no idea what counters Terran units except for the obvious ones. So I just decided research and make a individual unit guide to help me help my big brother with counters, and so to help you guys that are also having trouble going against terran with protoss.

Also as usual if you have read my other guides, you have to remember to scout. Send a probe earlier on to check out stuff, and see if they are going for a whacko build or a standard build, and start building counters to it. Protoss also have observers, and they are great scouting tools, and I really find it annoying how if I don't build missile turrets then my base gets about 3 of them stalking every move I do.

Marines
High Templars : Psionic Strom will be able to take out massive amounts of marines at a time, and it really really hurts. You can take out a max of 14 marines with 1 of these.

Colossus: If microed properly, you can use these to take out a big amount of marines, with the aid of its +damage against light armor and its ability to walk up cliffs, which can really help.

Zealots: Early game, Zealots will be able to kill marines pretty easily if they are not in big numbers. As long as they are not blocked by a wall, zealots are a good early game counter.

Sentries: Not exactly a counter, but guardian shield really weakens the marines attack, from 8 to 6 attack.
Marauder
Zealots: Marauders are very easily swamped, and if you have enough zealots, then you can take marauders down pretty easily. Be careful of concussive shot, as this will help Marauders hit and run, but you can also research charge.
Stalker: Not the best counter, as stalkers cost more and cannot win in a 1v1 situation with a marauder, but they still do have a bonus damage against Marauders.

Void Rays : Marauders can't hit air, and once a void ray is charged up, the marauders will be pretty helpless. Probably a later game counter.

Immortals : Immortals have the harden shield ability that will lessen the damage from a marauder, which is normally 20, to 10. However after the shields are down, the immortal will start taking 20 damage. Therefore it will take a total of 20 hits (100 shields, 200 health) from a marauder, while the marauder can only take 3 (125 hp, 50 damage)

Anything that’s in the air
Reaper
Stalkers: The earliest counter you can get to reapers. 1 stalker can take out 2 or 3 reapers. If you scout a reaper rush, your best bet is to quickly get to stalkers.

Photon Cannons : Any static defense in your mineral line will be able to defend against reaper rushes very effectively, as they do a lot of damage.

Colossus: Probably for later game situation if the opponent is still getting reapers, then colossi do pretty well against then too.

Any thing in the air
Ghosts
Observer + Crew: Once Ghosts are revealed, they are really easy to kill. Just bring some observers and your army will be able to kill them easily.

High Templar: You will have to act first, using feedback on the Ghost so that way they won't get a chance to EMP shot you. Feedback will kill a ghost in one go, and it has decent casting range.

Photon Cannons: If they are trying to nuke you, The photon cannons will be able to find them.
Hellion
Stalkers: Hellions do almost nothing towards armored units, so Stalkers are the way to go, with blink and  proper micro hellions will almost get no damage to you.

Immortals : Hellions almost do nothing towards these too. Maybe not the cheapest and easiest choice but they still get the job done.

Almost anything armored

Added bonus if they are air units.
Siege Tanks
Immortals: Immortals hardened shield will be able to take 10 shots from siege tanks before they get deactivated, leaving you plenty of time to get close and finish them unless they have a height advantage. Immortals also do 50 damage to siege tanks because they are armored.

Void Rays: Off the ground and can take them down relatively easily if they are charged up. If there are anti air units accompanying the siege tank you may want to get rid of them first because siege tanks can’t hit the anyway.

Carriers: Off the ground, and can finish off siege tanks really easily.

Stalkers + Blink : Once in the range of the tanks you will want to quickly blink right in front of the siege tanks to take minimal damage.
Thor
Void Rays: Thors air attack is really weak, and void rays are able to tank it until the beam charges up. Void rays were made to take out units with high health.

Immortals: Immortals can take up to 5 shots from the Thors, as they shoot twice per 2 seconds. But immortals also do 50 damage to the thor, because it is an armored unit, making them a pretty ideal counter.

Carriers: Thors can be taken out pretty easily by carriers as well, as the air attack from a thor isn't enough to finish a carrier. They are around the same price.
Medivacs
Anything that can hit air because medivacs can't hit back
Vikings
Probably the most annoying unit, as it counters pretty much all of your air units and the Colossus.

Stalkers: Can't be hit back, so these are probably the best counter towards them. If they transform then that 4 seconds they take can give you the upper edge.

Carriers: Not the best, but they are able to kill a couple of vikings by themselves.
Banshees
Stalkers: Maybe not the best, but still work, but you will need a couple of them to take them out, but the cost isn't too much different.

High Templars: Feedback will kill them in one go, if they cloak, then you will need to bring an observer with you.

Photon Cannon: Observers and can also hit it, but they will probably need support from other units if there are too much.
Battlecruisers
Void Rays: Void rays were made to fight high hp units like these, but they will take time to charge up the beam, so you may need a bit of support.

Sentries: Hallucination can help you confuse them and make the yamato cannon the wrong thing, especially void ray copies. Guardian shields will also take down their damage.

Stalkers: Will do pretty good against Battlecruisers , but you will need a few to take 1 down. The bonus damage may also come in handy.

Carriers: Maybe not the best, as 1 yamato cannon can take down it's shields and also leave it on almost no HP, but are still better than nothing.

High Templars: Feedback will take it's health down to 350 or so and leave it with no energy to yamato cannon, so you will need a bit of support with the high templar to take them down.

Strategies:

A counter to the normal M&M&M build that terrans like to use

(9) Pylon
(12) Gateway

1 Zealot
(14) Assimilator
(18) Cybernetics Core

One Stalker
(19) Assimilator

2 Sentry as soon as you can
(22) Warp Gate Research
(27) Robotics Facility

One Immortal out, and then an observer then another immortal
(31) Gateway

Zealot
(47) Gateway

Zealot

http://www.bukisa.com/articles/353471_starcraft-2-terran-vs-terran-counters - Terran vs Terran Counters

http://www.bukisa.com/articles/353467_starcraft-2-terran-vs-zerg-counters - Terran vs Zerg Counters

http://www.bukisa.com/articles/337147_starcraft-2-terran-vs-protoss-counters - Protoss vs Terran

http://www.bukisa.com/articles/337121_starcraft-2-terran - General Terran Tips and Strategies

http://www.bukisa.com/articles/358677_starcraft-2-protoss-vs-zerg-counters - Protoss vs Zerg

romandoggie

Written by romandoggie

Rate this Article:

Be the first to rate me.

Add new comment

* You must be logged in order to leave comments, please Sign in or join us.

Comments

No comments yet, be the first to comment on this article.

Related Content