Next Protoss Unit: Dark Templar
Previous Protoss Unit: Void Ray
The High Templar are the most seasoned warriors of the Protoss armies, an elite cadre who have advanced far beyond the Zealots to attain an even higher plane of martial focus. Although they excel in physical combat, High Templar prefer to use psionic attacks that they have developed through intensive training. The Protoss have such powerful psionic abilities that their presence inadvertently disrupts other life-forms. With careful guidance, High Templar can learn to augment this effect, creating storms of raw psionic energy that can tear apart the minds of lesser species.
Previous Protoss Unit: Void Ray
Units
High Templar
General Strategy
- Light psionic unit that can cast powerful spells.
- Can use Feedback to drain enemy units of their energy and damage them simultaneously.
- Great against large groups of units that have small health pools once they gain the ability to cast Psionic Storm.
- Two High Templars can combine to form an Archon, a psionic warrior that can attack air and ground targets.
- Excellent as overall army support.
- Can be used to annihilate the opponent’s economy if you manage to drop High Templars behind his mineral line and cast Psionic Storms.
- Can be warped into the Battlefield by means of a Warp Gate.
Upgrades
- Psionic Storm: Allows the High Templar to summon a storm of psionic energy, causing heavy damage to every unit in the area of effect.
- Khaydarin Amulet: Increases the starting energy of High Templars.
Countermeasures
VS Terran
- Use a Ghost to fire an EMP round and drain their energy, then finish them off with Sniper rounds.
- Ravens with seeker missiles are great against High Templars.
- Launch Banshees and research Cloaking Field. Target the High Templars from afar.
VS Zerg
- Spawn Roaches and research Tunneling Claws, Gilial Reconstitution, and Organic Carapace. This will allow them to move underground to a High Templar and take it out. Also, the Organic Carapace boosts their regeneration to a point where they can nonchalantly bathe in a Psionic Storm while burrowed.
- Use the Infestor’s Mind Control ability and cast Psionic Storm on your enemies.
- Spawn Mutalisks, and keep them moving. Their speed should allow them to get out of every Psionic Storm without suffering much damage.
VS Protoss
- Use Immortals, Colossi or other units with large health pools. Stalkers with blink are also useful.
- Attack with units that do not use energy, and do not clump them together. Always be on the lookout for High Templars.
- Use Dark Templars to go around the enemy’s defenses and eliminate the High Templars.

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[Close]Comments (69)
"Spawn Roaches and research Tunneling Claws, Gilial Reconstitution, and Organic Carapace."
Since when did the roaches are having Organic carapace?
loose or get a pyrrhus victory :)
1. feedback cost 25 energy.
or
2. When is drain unit 125 and more energy, unit is automatic kill.
PSI STOOOOOOOOOORM! :D :D :D
That was a decent weapon to catch up with nukes and baneling drops.
Toss has units which are just crap high templars and carriers are one of em.
in sc2 it seems that it is totally useless. it doesnt stack but most importantly the area is really small combined with the fact that every small unit there is are very fast (except sentrys and hydralisks, but who masses sentrys anyway?). every time i use psystorm against marines they just stimpack out of there and only takes about 20damage +10for stimpack which they heal up with medivacs. So here we have the ultimate spellcaster, the only unit in starcraft to cost more gas than mineral (at least the only one to cost 3times as much gas than minerals!) the most fearsome protoss but has only 40/40 hitpoints, cant damage anyone except noobarmies that never move when casted upon (except that feedback works on battlecruisers but then again, who masses battlecruisers in a serious game? - that is not FFA). the 80 damage over 4sec never deals more than 20 or 40damage anyway. cant you decrease the damage to 60 over 3secs AND increase the area, then they would actually take some damage before running away.