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Remember that some things, like build orders, have some leeway, and one person's way of doing a 4-gate, is different from doing your 4-gate.
A quick run down of the game. The object of the game is to defeat your opponent with surperior tactics, units, and abilities. Sounds simple in theory, but the games complexity will require you to invest quite some time into learning all of it. When you start the game, you want to decide which race to play (or you can be ballsy and be a random player and learn everything). This article will cover the enigmatic Protoss
Protoss are, according to the game, "technologically surperior" to the other two races. This means that though they may cost more, they also hurt more. Things that set the Protoss apart from the Terran and Zerg are their chrono boost ability, which allows them to speed up the progress of anything their building. In addition, they also have warp gates, a neat trick that allows them to warp in any gateway unit anywhere there is pylon power. This becomes very useful as your big Protoss ball will be immobile and quick warp-in stalkers can deal with a drops quite nicely.
Key things about playing Protoss is that you need to remember that each unit usually costs more than its enemy. So you should probably be a bit more careful about your units then other races. A standard Protoss army should consist of 3 zealots: 2 sentries: 1 stalker in addition to tier 3 units to support (usually colossus) , though as the game progresses, you should start to shift based on what your opponent is going. Another rule of thumb you can use is what you can produce off of 1 base. Off one base you can produce off 4 gateways, 3 gateways and a stagate, or 2 gateways and a robotics facility.
Zealots - Your standard melee tank. Early game, they serve as damage dealers, but late game, they are built as standard meat shields.
Stalkers - Your primary anti-air and ranged attackers and are placed behind Zealots and Sentries. They serve to protect Zealots from air units and other ranged units who kite Zealots easily. Stalkers are faster than most units and can kite most other units effectively or chase down retreating units.
Sentries - An useful spell caster, can control ramps and enemy movement with Force Field and reduce ranged damage with Guardian Shield. Can also make fake units after the Hallucination upgrade.
Immortals - Have the ability Hardened Shields, these guys can reduce any incoming damage to ten, a great siege walker. Their ability to absorb damage and deal damage to armoured units makes them effective against many mid game units and base defences.
Colossi - Used to deal with large clusters of ground enemies and normally are produced after a second base is secured. Usually massed by late game
High Templar - Used to snipe enemy casters and attack clusters of ground and air units with their Psi Storm. Good alternative to Colossi, given they're not as prone to being sniped by air units.
Dark Templar - Permanently-cloaked, high damage, melee ground units used to wreak havoc on opponents with insufficient stealth detection.
Observers - This unit's ability to fly and view the battlefield cloaked is strategically valuable and will normally be the first unit produced from the robotics facility.
Warp Prism - The transport unit for Protoss, Warp Prisms can also be deployed to provide energy, allowing the Protoss player to warp in gateway units on that location.
Phoenixes - These units are Protoss' air-superiority fighters. Their speed and ability to shoot while moving make them a key unit to defeating opponents that mass air units, particularly light air units such as Mutalisks. Their Graviton Beam ability can be used to remove key units from play or snipe enemy workers.
Void Rays - Air unit capable of attacking both air and ground. As the Void Ray continues to fire an uninterrupted beam, it charges up to a more powerful state, dealing more damage. Deals 20% more damage to massive units.
Carriers - High damage air fleet controlling maximum 8 interceptors. The Carrier isn't seen often, but is a very solid late game unit -- it's sometimes used against a meching terran.
Mothership - This unit cloaks all structures and units in a radius around it. The Mothership also has two strong abilities, the Vortex and Mass Recall, both are great for helping your army escape.
Archon - This unit can serve as an effective meat shield because of its high shield points. In addition, Archons are effective in killing light and clumped units (mutas, lings, etc.) because of their splash damage.
The quintessential build of any true Protoss player, this build resolves around getting more and more gateway units in order to overwhelm the enemy and bring the game to a quick end. This build is essential in Protoss vs. Protoss and surefire way to kill off any unsuspecting zerg or terran
9 - Pylon
(One chronoboost on probes after this, followed by saving chrono energy)
11 - Gateway
15 - Core
Upon completion of Core, begin warpgate and chronoboosting warpgate
16 - Second gateway
Halfway Warpgate Research - Third Gateway
3/4 way through Warpgate Research - Fourth Gateway