Health: 100 Shields: 50 Vision: 9
Armor: 1 Armor Type: Light Unit Type: Biological
Psi Blades: 8 * 2 Psi Blades Upgrade: 1 * 2 Psi Blades Speed: 1.2 (Fast)
Psi Blades Bonus: None Psi Blades Range: 1 Psi Blades Splash Radius: None
Minerals: 100 Vespene Gas: None Build Time: 33
Source: Gateway Requirements: None Supplies: 2
Movement Speed: 2.25 (Normal) Targets: Ground Transport Size: 2
Role: Medium Melee Warrior

The Zealot is the basic Protoss warrior designed for melee combat. For a basic unit, it is fairly expensive, but it is definately worth the cost. Zealots do a decent amount of damage, but have lots of health to give it plenty of survivablity unlike the Zergling. Since Zealots tend to perform well against other starter units, it is very common to rush an enemy base with a dozen of them. Marines have a tough time against them unless they have the proper terrain advantages. Zerglings just get pummeled unless they significantly outnumber their opponent.

Zealots also scale very well as the game progresses. They are often used in battles to act as sort of a tank. Usually, they are sent deep into enemy territory to absorb enemy fire while the other units can fire freely. Note that the Zealots will most likely die by using this kind of strategy, but it will result in saving more valuable forces. Replacing Zealots will be much cheaper in resources than building other units.
Charge
Source: Twilight Council
Minerals: 200
Vespene Gas: 200
Research Time: 140
Range: 4
Cooldown: 10

This upgrade will give the Zealot a passive ability to Charge an enemy. Although it is an expensive upgrade, it greatly increases the Zealot's effectiveness by instantly getting in melee range of its target. Charge is set to autocast and will be used by the Zealot whenever it is not on Cooldown.
For over a thousand years the Templar caste of the protoss have defended their people from threats both internal and external, dedicating their long lives to the pursuit of martial perfection. Zealots are peerless templar warriors who have yet to achieve the uppermost ranks of the Khala. Ever eager for battle, zealots train constantly to attune themselves more closely to the Khala's disciplines and prove themselves worthy of advancement. They exemplify the unbridled ferocity of the protoss at war.

The formidable physique of a zealot is further enhanced by cybernetic implants and their coveted power suit. Yet a zealot is far more than the technology they bear. Each zealot is trained for decades in hand-to-hand combat, tactics, pain tolerance and martial discipline. Zealots are taught to hate their enemies with a white hot passion and to hunt them down without mercy.

All protoss have some psionic power. Zealots focus their powers exclusively on the pursuit of war. Focus crystals in their heavy forearm units enable zealots to channel their strength of will into blades of pure psionic energy - their primary melee weapons. Using a limited form of precognition, zealots can even predict enemy movements, striking with deadly accuracy and dodging attacks by inches.

Some zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range.

In recent times the zerg invasion of the protoss homeworld of Aiur forced its evacuation to the distant dark templar world of Shakuras. The Templar caste as a whole, and the zealots in particular, seethe with shame at this dishonor. Many and loud are the voices raised demanding a return to Aiur, cradle of the protoss civilization. The zealots have thrown themselves into an even more rigorous program of training in preparation for the glorious day when their services will be called upon once more.
Queen
Sentry
Reaper
Hellion
Thor
Planetary Fortress
Roach
Ultralisk
Spine Crawler
Archon
Dark Templar
Colossus
Photon Cannon
Beta Patch 3

• The maximum shield capacity of this unit has been decreased from 60 to 50.
© 2009 InfestedRaynor