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Friday, 23 September 2011

Unit Explanations


Dark Templars



Not only do dark templars have a keen sense of style, but they also have a copious amount of damage behind their blades. These templars are not as nice as the high templars. When it comes down to it, there just plain nasty. When you see this wave of nothingness enter you base, your first reaction will be to moan about the fact that they are there; you will probably just watch hopelessly as they destroy your base if you did not plan for them.

These blue meanies have an inane habit of just totally destroying anything they touch. This leads me to believe that they are actually a lot more useful than one might first think.


Dark templars can completely ruin your game if you did not see them coming–which you wont anyway. These templars do 45 damage without any upgrades with only a cost of 125 minerals and gas.

There are a couple of ways you can really use DTs effectively. Hiding them in your main force is a very strong move. This truly makes them a silent killer, with all the noise of the battle the enemy is more than likely to not notice DTs shredding their units to bits. Strong as it is, if the enemy does have detection you may have a harder time pulling this move off.

DTs are often used to just rush to your mineral line and pick off workers. The fact that DTs do 45 damage is enough to kill a worker in one hit isn't the only reason why this is done. DTs are very hard to notice if you don't see them coming. So sometimes (if your very lucky) your enemy will not notice his workers hitting the ground. As unlikely as this is, even the most aware player will probably lose one or two units anyway.

Rushing to DT tech against a Protoss opponent is a very strong move. As Protoss units have bad eye sight they will not be able to spot these masked avengers without the aid of glasses–otherwise known as cannons and observers. This makes a simple mistake such as forgetting to get detection a very deadly move. If your Protoss opponent has not opted to tech into detection and you have DTs, you will more than likely win.


This is a video explaining how to compose yourself for a DT rush in a PVP situation.

Map control can be forced into your hands with the aid of DTs. It is perfectly possible to run around checking the Xel Naga Watchtowers and keep a keen eye on the enemy's expansion. This will enable you to expand safe in the fact that you are controlling the map.

Against Terran, DTs can be used to deny any mules from being used. This will enable you to go forward in the eco game. Each time a Terran scans he is losing 270 minerals that the mule would have mined, so even if a DT does no damage it has payed for itself. An even better way to hurt the Terran player would be to attack with DTs as soon as a mule is used. This will lead to the same demise the Protoss had as it is just as hard to tech into detection if the energy will not suffice. Messing around with the Terran is also advised. If you send a DT to two different locations of the Terran's base, then he will be forced to choose which area he scans. This will mean you are defiantly going to do some damage to the Terran.

When facing the Zerg, the best option is to get DTs as fast as possible. This is because it takes quite a long time for a Zerg player to get detection up. Even so, evolution chambers (which allow the creation of detection) are weak enough to destroy with the DTs. The only reliable way for a Zerg to get detection is by getting Overseers. This is quite a tedious and long route however this early on in the game. The best way to strike the Zerg is with one big attack at the hatchery. This will put an end to the Zerg's mining and most likely the game. 

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