Essentials for a good Protoss vs. Protoss Strategy!
When playing a Protoss vs. Protoss strategy match the most utterly important thing is your build order relative to that of your opponents, that includes your tech choice, build order and scouting measures. What this means is that your choice of teching up has to either be the same, just executed faster or go to the appropriate counter teching up, whatever the case may be it’s definitely trickier than to play against a different race altogether. For example, if a player were to attempt Dark Templar rush, the other player would have to either do a Dark Templar rush faster or build units to counter Dark Templars specifically.
The most common Protoss vs. Protoss strategy in non aggressively oriented player minds is to build sentries by the ramp and place gateway units there this will prevent an opponent by invading the base. Battles on or by the ramp when the „defensee” has a good force field causes even the biggest „relatively biggest” armies to shrink in size pretty steadily, and won’t count for much as the player who is defending forces the opposition to go up the ramp where a small number of units can position themselves at one time thus they can be picked off with relative ease. Get some fresh Protoss Strategy Starcraft 2.
Dark Templars have a pretty big potential in many aspects all throughout the game, starting from early on when players often decide no to acquire any detection and instead pick something with more fire power, so the Photon Cannons and Observers are left and replaced by an early Immortal or other units that are meant to be sent out scouting.
Void Rays are a thing to consider as well, as if you can pre-charge them for a prismatic beam then they become more more deadly with all their bonus against armored units but beware tough, Stalkers are your biggest nightmare against Void Rays as they are very weak until their beam is fully charged and even then if they are low on health or you decide to retreat for any other reason Stalker can just blink follow you .
Always have gateway units as they are mandatory all throughout the game. And they are mostly effective for all high-tier units except the ohh mighty Colossi (if the game drags out past the 25 minute mark, it will definitely come down to who has a bigger Colossi count – wins).
A Stalker can kite a Zealot for as long as it dies, without taking any damage as long as the Zealot doesn’t have any charges, remember this as this can we a turning point between a player who knows and doesn’t know this.
Note: This Protoss vs. Protoss strategy has been updated for the latest 1.2.2 Patch
Mass Stalkers on the other hand can easily be countered by Immortals. Then again Immortals can be further countered by Zealots or Phoenixes, in addition, they can taking care of other ground units as well. Speaking of Colossi, they are certain the turning point in a game, they are however relatively fragile and must be taken care (supported) by other units especially from air attackers a Stalker, for example, has to make 25 shots on average to kill a Colossus so take care and remember this Protoss vs. Protoss strategy while playing to ensure good overall results.