How to play the protoss? StarCraft: Remastered Guide
Last update: 22 September 2017
Protoss are a proud race of warriors. Their units are durable and deal major damage while having a more expensive and time-consuming production cycle. Their base building cycle is similar to Terrans with one major exception - a Probe (worker) initiates a process of summoning a building and can be sent to a different task right away. As a result, you are able to construct a large amount of buildings in a short timeframe, provided you have access to needed resources. Moreover, all buildings (aside from a Nexus) have to stay in the range of your Pylons - special electrifying structures. If there isn't any Pylon in range, your buildings stop developing forces and your turrets are unable to shoot. Always have more Pylons than needed, especially that Pylons produce Psi, which increases the population cap.
Each unit and building is equipped with special shields (blue bar) that hold the same (or higher) amount of health points. The shields regenerate by themselves - consider withdrawing your field-tested troops to save them. Protoss cannot heal or repair their units, vehicles, or buildings. You can build a Shield Battery, a special building used to refill the shields. Moreover, you'll need to raise a few production buildings, as even the basic military units are recruited two times longer than those from Terrans or Zerg.
Army
Zealot is one of the strongest melee units in game. 100 shield and 80 health points is an equivalent of four Zergling or Marines. Moreover, their melee attack can dispose of any opponent, and the player can acquire an upgrade increasing their movement speed. Their only weakness is lack of any defense against air units and their cost and production time (more than Marines and/or Zerglings). There is a ranged unit - Dragoon - that can easily fill any downsides of Zealots. Unfortunately, the unit costs 50 gas per unit. High Templar is an another powerful spellcaster unit equipped with powerful spells such as Psionic Storm (an Area of Effect ability), Hallucination (creates a hallucination in order to divert enemy's attention or to create a duplicate of your own forces). Two such units can merge to create an Archon, a powerful unit with 350 shield points and 10 points of health. Even if his effective range is short, Archon can hurt both land and air units, and is invulnerable to most special abilities.
Aside from air units, Reaver and Observer are the only mechanical units found at Protoss' disposal. Reaver is a very powerful siege unit and a Siege Tank equivalent. The machine produces its own ammunition (known as Scarabs) and can store only a few at a time. Remember about this mechanic, as Reaver's attacks are very powerful and can eliminate e.g. a small unit of Zerglings with a single blast. Moreover, their extended range is often used to take care of enemy turrets. On the other hand, Observer is a flying Detector unit which doesn't sport any abilities beside the ability to reveal enemy troops.
Air units are the most expensive and the most powerful branch of Protoss' forces. Scout is a fighter armed with powerful anti-air torpedoes. Unfortunately, its cannon does not offer much damage against land objects. You'll receive access to a special upgrade that increases Scout's movement speed. A full squad of such units can easily take control of airspace in most missions. Carrier is a flying fortress manufacturing Interceptors (4 up to 8 after an upgrade) small fighters that are sent to combat from onboard its mothership. A group of carriers will smash anything that comes in its field of view. Arbiter is an immensely useful support unit. Aside from a few useful special skills, Arbiters are equipped with a passive skill that cloaks all allied forces in its vicinity (interestingly enough, a lone Arbiter cannot cloak himself) - a perfect ability to reinforce your defense or to ruse your opponent.