Units

High Templar

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.
Unit Statistics

3D Model

Basic information

Race: Protoss
Life: 40
Shield: 40
Energy: 200
Armor: 0 (3)
Movement: Slow
Cargo Size: 2
Attributes: Light - Biological - Psionic

Production

Producer: Gateway
Hotkey: T
Requires: Templar Archives
Cost: 50 150
Supply: 2
Build time: 55

Combat

Upgrades:
Ability:

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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Comments (69)

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ArtikC #872
ArtikC
23/04/2012
Wait, am I reading this right?!
"Spawn Roaches and research Tunneling Claws, Gilial Reconstitution, and Organic Carapace."
Since when did the roaches are having Organic carapace?
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Iceman #1621
Iceman
13/02/2012
lol, no the biggest mistake is that neither zerg nor terran tend to develop neural parasite or go for ghosts when they encounter hightemplars and colossus, they think they dont have the time, well..
loose or get a pyrrhus victory :)
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I also think this unit should be boost a little... Maybe increase at least his shield to 60-70, his life can still be 40 so it can be finished by a ghost. The biggest mistake by protoss players is when they stack their templars!
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Ozzy #960
Ozzy
04/10/2011
HT is useless against terran. EMP devasted all HTs. Ghost is very cheap and EMP is ultimate against toss. And feedback mostly kill not unit. Only delete energy in one unit. And it cost 50 energy? I'm for:
1. feedback cost 25 energy.
or
2. When is drain unit 125 and more energy, unit is automatic kill.
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Really the counter to this is roaches, go play the stupid game blizzard
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MaSSteR #517
MaSSteR
05/08/2011
I think something that increases the rate of energy regeneration and increases the basis of 200 to 250 would make this unit useful... AGAIN ;)
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GreenMan #227
GreenMan
19/05/2011
Khaydarin Amulet: Increases the starting energy of High Templars.
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VeilKorath #452
VeilKorath
21/05/2011
@GreenMan: I miss it too... :( QQ
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NEXUS #168
NEXUS
10/06/2011
i think the khaydarin amulet upgarde should be restored
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VeilKorath #452
VeilKorath
23/04/2011
http://www.youtube.com/watch?v=w_3WW_TT3ko
PSI STOOOOOOOOOORM! :D :D :D
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Névian #123
Névian
20/04/2011
they look like dolls or something
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WhOoZy #682
WhOoZy
24/03/2011
Why did they nerf the high Templar? No one used it even before it were nerfed, every protoss player just: Trololol steamroll with collosus
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smartwizard #630
smartwizard
10/03/2011
Khaydarin Amulet upgrade (+25 starting energy) has been removed. ... Patch 1.3 ... Seriously ... WHY?
That was a decent weapon to catch up with nukes and baneling drops.
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BananaHurt #915
BananaHurt
19/05/2011
@smartwizard: Well I guess the ability to warp them in anywhere on the map with a moment's notice, ready to call down storms on the enemy worker line(not having to risk losing the rescources by transporting the High Templars), or quickly killing off small harrasses while your big army is out elsewhere is just a little too good.
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NEXUS #168
NEXUS
12/03/2012
@BananaHurt: no!!!!!!!!!!!!!!!!!!!!
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IronStathis #928
IronStathis
25/02/2011
Is it just me or Psionic Storm does a lot less damage now? It says 'up to 80 damage'. I think it was way more previously.
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NEXUS #168
NEXUS
12/03/2012
@IronStathis: In SC1 it was up to 101 damage.
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XrAy #333
XrAy
13/02/2011
Templar storm could do less damage to roaches;)
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JMMKiller #354
JMMKiller
22/12/2010
love this unit it saves me against mass marine and zergling all the time!
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CptCarrot #154
CptCarrot
16/12/2010
Storm analysis:: Storm is fun! The build I go is weak early against mass roaches and early mms since I only got a bunch of zealots until the first storm is ready. It takes a lot of time to tech but it's extra damage is quite nice. I've noticed that storm is actually quite effective against all types of armies as long as you have a real army yourself to supply the storms with. Zealotwall is less effective when storm though since they easily run into it. Archons however have so large shield they can stand it. Yes, ht+stalkers+archons = lots of gas I know. This isn't an early build but an alternative to the colossus/immort build (which of course is better but not that much fun, besides colossus/immorts can easily be countered by terran). First zealot+ht (get charge) then start pump stalkers when you have a few ht. get the amulet (very nice defence: double storm then archon, warp a few zealots to cannonfeed). This is a very ridiculous build but if you can manage the economy it's gonna be a lot of fun and no one will expect it (unless they are very good at scouting). Storm is nice to have as a Complement to ranged units like stalkers etc. Storm is Not effective unless you got at least 3 of them ready (preferably 6) - if to few they will only dodge it. mms and stalkers are most likely to get away because of blink/stim. 1storm kills marines/lings. 2 storms kill marauders, zealots, stalkers, hydras, roaches. (So do storm twice over his main army and it's dead: he will escape some damage due to microing but then you have a ranged army as well. a lot of gas but if you survive with your army and he doesn't, you win^^). Most important of all: storm is not a killer! It does supportive damage but will not likely kill anyone so be sure to have a real force to deal the finishing blow to each unit. It is a ridiculous build, however it managed to become second at DreamHack tournament, beating some Korean highranked players. I havn't tried a lot, just testing here but then I like to test creative builds.
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Rezarc #741
Rezarc
15/06/2011
@CptCarrot: PLZ whight more.
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EXECUTOR #163
EXECUTOR
14/12/2010
Templars are currently dont exist at PvP . Their storm is total crap vs mechanical units. psi is only useable vs hydras and marines. Since colosus counters those you dont basically need templar at all... i like high templars but i stopped using it at high rates .

Toss has units which are just crap high templars and carriers are one of em.
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CptCarrot #154
CptCarrot
16/12/2010
@EXECUTOR: That exactly was my opinion till I watched the final at dreamhack tournament where storm won two out of five matches. Actually storm is a very nice supportive damage against stalkers, bio-terran, range-zerg and sieged tanks (they cant run from it, need cannonfeed zealots though). As i posted above: not critical damage but like the sentry: a nice supportive unit only it costs Lots of gas. May be effective since they would expect colossus and get anti-air which works fine against voids and carriers too. Robotics may be better but storm is funnier ^^ The winner at DHtournament won at last on mm rush: before the tech and thats the most critical timing. Thats where it in the end falls as a strategy I guess.
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CptCarrot #154
CptCarrot
26/11/2010
second thing: ARCHONS. who is ever gonna use them? make some archons out of your HT when they're out of mana and make som ordinary damage, thay have splash which is nice, but which unit is it really thought of countering?? they start out with 0 armor, are big so they get stuck easily, low range and their damage/area they take in the battleline is really low (blocking 4zealots who would do more damage). plus against bio is nice but compared to immortals +30 against mech, serisously archons shoud be cool, it should be a sacrfice well worth to use 100/300 resources on them and a lot of time teching, producing and morphing. the only unit they could ever win over is mutalisks who are best at harassment anyway, not meant for serious combat unless the opponent is seriously outmatched, they are faster and are very likely to just fly away, over a cliff too. they could probably kill zerglings or should be able to but then, 400minerals in zealots would be more well invested then 100/300 in archins to just counter zerglings. all other bio units like marines,roaches,hydras even zealots our bound to slaghter any archon coming close to them. there are other units for killing drones you know. theyre 350shield is cool and is countered well by teching ghost but that is fine. it's theyre damage that is underpowered. if oyu increaesed roach range to 4, why not for archons too. i've never seen anyone go HT/archons since theyre other option is immortals/colossus who together EATS any army alive except air(thats why you have stalkers right?). HT and arhoncs have a cool graphic and the idea is classic and wellpreserved from sc1 but if they'r meant to be an actual contribution (strategic contribution that is, not moralic or cultural) to the P army, they should be boosted in some way.
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CptCarrot #154
CptCarrot
26/11/2010
i've tried using psystorm against all kinds of enemies. actually i think it was better in sc1 because of the larger area and the fact that it stacked insanely, the micro wasnt bad - psystorm(sc1) was probably the only spell you wanted to cast lots of at the same time. I could slaughter hydras, lurkers, mrins/medics, masszealots etc.

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.
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DinoCop #222
DinoCop
07/11/2010
What if the Khaydarin Amulet would be visual feature on H.Templars? For example the chest crystal - it would appear only when upgraded.
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BrotherDeath #851
BrotherDeath
02/11/2010
All Protoss units are clearly high, but High Templar are clearly unique, being high on helium!
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DinoCop #222
DinoCop
07/11/2010
@BrotherDeath: I think you have a gas leeeaaak :)
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Heelmuut #614
Heelmuut
21/11/2010
@BrotherDeath: LOL :D. I don't know what the mineral cost is for, but i sure know where the vespine gas went.
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Rezarc #741
Rezarc
15/06/2011
@Heelmuut: LOL LOL LOL LOL LOL LOL LOL LOL LOL LOL
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MythWar #782
MythWar
01/11/2010
Thank you blizz for inventing these Spell-Casters, and making E-Sports. In sc1 I was like 'why did they make this? its just a waste'. Idd, that time hadn't micro at all, but now, when i play toss and i see marine marauder med-v, the first thing i get in mind : HIGH TEMPLAR + Psi Storm. In combination with a few stalker colossi, it is deadly.
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BrotherDeath #851
BrotherDeath
01/11/2010
@WarQuark: I prefer to counter MMM with Immortal/Colossi, with a few Stalkers to take the Medis down.
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ReluxOr #653
ReluxOr
29/10/2010
I never get why High templar don t have a spell to regenerate other's shield. Like 1 energy for 1 or 2 shield point. It should be very useful (especially for archons), in good adequation with the lore, and not over-powered.
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BrotherDeath #851
BrotherDeath
31/10/2010
@ReluxOr: Maybe if Blizzard brought back the Dark Archon they could use that
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Eversword #746
Eversword
02/10/2010
come on the best proces/scv/drone come in with the prism make 2 of them use psi storm and BOOM all probes is gone i will say 300 gas and 100 minerals for 1000 minerals (20 probes) that is very fair plus the extra time i takes to make the probes again.
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Atreides #617
Atreides
02/10/2010
High templar are cool. I`ve won a lot of battles since I started to use them in combination with chargelots and stalkers. They are good against medivacs and their psystorms are great for weakening opponents. If u are a noob player like me use them in your noob games and storm the hell out of your enemies. You might notice that if you did you win almost every battle even if your army is smaller than that of your enemies :o)
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ForcesNL #175
ForcesNL
26/09/2010
In the 150 matches iv been in I have never seen one. They are weak as a puppet! By the time you can produce these the opponent got aircrafts. And who got 150 gass to spair over 50 minerals i mean can they make this unit anymore silly?
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BrotherDeath #851
BrotherDeath
31/10/2010
@ForcesNL: You clearly haven't played against me, lol. High Templar on their own are useless, but if you get Psi-Storm, then they can destroy nearly any group of medium or small units in just a few seconds.
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BrotherDeath #851
BrotherDeath
24/09/2010
What could work is if the High Templar had another ability, "Psionc Shout" or somthing that immobilizes all units in a target area for like 12 seconds, giving them the opportunity to Psi-Storm them...
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ReluxOr #653
ReluxOr
29/03/2011
@BrotherDeath: I will use the EXACT words you use to me : Maybe if Blizzard brought back the Dark Archon they could use that. ;) Definitively, SC2 will NOT be balanced AND intersting until at least one more expansion is out, to bring more units with more diversity. This game is FUN, but lack a lot of strategical opportunities right now.