Next Protoss Unit: Mothership
Previous Protoss Unit: Archon
The massive Carriers serve as operation centers for leaders of the Protoss fleet. Heavily armored and shielded, Carriers can punch their way through enemy blockades by unleashing flights of robotic Interceptors. Interceptors are maneuverable, computer-guided crafts that can tear through flight formations and relentlessly strafe slower ground targets with their plasma charges. Interceptors are automatically manufactured and serviced inside of the Carriers’ bays, and a number of prepped Interceptors can be launched in rapid succession. In battle, Carriers appear to be virtual hornet’s nests of activity as their small allies dart swiftly in and out, alternating between attacking enemies and repairing damage.
Previous Protoss Unit: Archon
Units
Carrier
General Strategy
- Armored vessel that can attack both air and ground targets.
- Launches small robotic interceptors from long range. It comes equipped with four and can support an additional four that are built from the carrier.
- Useful to break into heavily defended islands, or to draw fire from enemies that can attack air. Its Interceptors can act like a defensive screen if the opponent does not target the Carrier itself.
- Slow moving; use the terrain to your advantage and don’t let the enemy catch you in open ground. Escorting it with other units such as Phoenixes is a good idea.
Upgrades
- Graviton Catapult: Increases the Interceptor launch rate for Carriers.
Countermeasures
VS Terran
- Build Battlecruisers and arm them with Yamato Cannons. Proceed to fire Yamato Blasts against multiple Carriers to weaken them.
- Build Vikings to confront Carriers, or use them to support your Battlecruisers.
- Use Thors to draw enemy fire and Marines with Stimpacks and Medivac support.
VS Zerg
- Use Corruptors – their powerful air-to-air attack should do the trick.
- Spawn a large force of Mutalisks to swarm enemy Carriers.
- Build tons of Hydralisks; be sure to research the Grooved Spines upgrade.
VS Protoss
- Deploy Void Rays and concentrate your firepower on one Carrier at a time.
- Stalkers in sufficient numbers and focus firing should be able to neutralize Carriers. Research Blink to catch up when they try to flee.

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Anyway, while I was looking for the Heart of the Swarm release date online (I'll only buy it if it is required to play Legacy of the Void) I stumbled upon the changes in multiplayer that HotS will bring. As you probably have guessed, the replacement of the Carrier (mainly) and Mothership got my attention. Why remove Carrier??? Come on! This is like saying that Marine/Siege Tank/Battlecruiser or Zergling/Hydralisk/Mutalisk will be removed. And it's not only that a lot of sensitive players (including me,even though I like Terran just a tiny bit more than Protoss) will miss the Carrier-nostalgia and being an iconic unit for the Protoss. I've seen many threads and comments saying that they're not good, no use! Seriously? A considerable group of Carriers is a force to be reckoned with. They can obliterate almost any target within moments if you focus and they serve also as a great all-purpose force. The worst counter to them, Scourge, is no more. Okay, the opponent will make units that counter Carriers (if he is fast enough to do so). So? You're not going to send Carriers alone, you'll support them with other units-isn't that the right thing to do? About Blizzard (multiplayer or not) you have to remember just one word: balance.
Since those changes are not final, they are still testing, I hope. It is possible that they will abort this-they did so with Shredder.
PS: Sorry for the long post
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Target: Air and Ground
Range: 8
Speed: 1
Type: normal (ranged) I assume
Damage: 5 (MAX: 8)
Attacks: 2
+100 Minerals for the additional interceptors
= 450 minerals and 250 gas
BC:
400/300 13 max damage to air units with AS of 0,23 + their cannon
They deal about 52 damage a sec but we have to consider the armor of both units
Interceptors deal 64 damage*2 a sec but Bcs have +1 armor, 6 if maxed and now the real damage
(8-6)*2*8 = 32 damage BC: (13-3)*4 for the shields a sec (13-5)*4= 32 damage but for 0,92. They have 100hp + and the cannon. So you always lose a bc carrier fight if both use focus fire. In 15 sec BCs alrdy attacked 6 times more than a carrier. I didnt even consider using the cannon into that calculation. Use feedback to annulate them. How ever if yyour enemy also uses ghosts u re screwed. Out of energy Temps + 100 shields weaker carrier
As far as carriers are concerned, 120 seconds is really a lot. You need 3 chronoboost to build them as fast as you would build battlecruisers.
No matter how many interceptors you have they will always deal the same damage to a single target,but the strength of the carrier is that it can attack multiple targets at once.