Units

Sentry

Sentries are combat drones that are equipped with force field generators and holo-projectors. These deadly automatons are used to bolster the dwindling numbers of the protoss race, and to manipulate the outcome of major battles. Sentries can deploy massive guardian shields that protect friendly units, and reduce the damage they take from ranged attacks. They can also project force field barriers to stall or split up opposing forces. Sentries also have the ability to create hallucinatory images that can draw enemy fire while a real protoss strike force maneuvers into position to deliver the killing blow.
Unit Statistics

3D Model

Basic information

Race: Protoss
Life: 40
Shield: 40
Energy: 200
Armor: 1 (4)
Movement: Normal
Cargo Size: 2
Attributes: Light - Mechanical - Psionic

Production

Producer: Gateway
Hotkey: E
Requires: Cybernetics Core
Cost: 50 100
Supply: 2
Build time: 37

Combat

Upgrades:
Weapon:
Ability:

General Strategy

  • Light support unit that can attack both air and ground targets.
  • Excellent unit to complement your Zealots and Stalkers.
  • Can project a Guardian Shield that reduces incoming ranged damage.
  • Able to deploy a Force Field that blocks movement. This is very effective to block choke points and separate enemy troops.
  • Can be warped into the Battlefield by means of a Warp Gate.

Upgrades

  • Hallucination: Allows Sentries to create illusory copies of other units. The copies cannot deal damage and die more easily.

Countermeasures

VS Terran
  • Reapers make short work of Sentries; be careful of their Force Fields however.
  • Use the Siege Tanks’ range to pick them off from a distance.
  • Have a Ghost fire an EMP round at them to drain their energy.
VS Zerg
  • Spawn Roaches and use the burrow move upgrade to sneak under the force fields and unburrow on top of Sentries.
  • Surround them with Zerglings that have the Metabolic Boost upgrade.
  • Use Hydralisks to attack from range.
VS Protoss
  • Use Stalkers and focus fire. Sentries are not particularly hardy.
  • Researching the Blink ability for your Stalkers will give you a tactical advantage over Sentries’ Force Fields.
  • Zealots can kill them quickly, but getting to them can be tricky. Researching Charge helps.
Report Post # written by
Reason
Explain (256 characters max)

Reported!

[Close]

Comments (29)

Login to rate
Olness #856
Olness
11/10/2011
hi
Login to rate
deathshadow #968
deathshadow
02/03/2011
protoss is like egypt peaple not sentry but yea
Login to rate
Yamon #990
Yamon
06/01/2011
Noone uses their hallucination though...It is good with small mass units like phoenix or zealots
Login to rate
NONE #813
NONE
07/01/2011
@Yamon: i use hallucination quite often :p
Login to rate
Hammer #823
Hammer
11/02/2011
@Yamon: Actually I use it, to spawn Colossi :)
Login to rate
Drowzee #997
Drowzee
27/12/2010
they used to deal 8 dmg back in the beta and have more range :/
Login to rate
ArmaNox #611
ArmaNox
23/12/2010
Never trusted the little guy. But after using it properly in several matches i realised it really helps in sutiations in which you go like "OH DAMN"
Login to rate
Hi,
i want ask how working "guardian shield" ?

Thanks
Login to rate
CptCarrot #154
CptCarrot
15/12/2010
@KOK: You activate it: it will act like an armor1 area bonus around the sentry. If your'e up against marines that normally do 6 damage, they will only do 5 against those inside the shield. It doesn't matter how many shields you have, the reduce damage income is still 1. However it only reduces ranged damage so zerglings and all melee units will still do the same damage. And of course your own units will also do the same damage as usual.
Login to rate
NONE #813
NONE
31/12/2010
@CptCarrot: it acts like armor 2
Login to rate
MythWar #782
MythWar
10/11/2010
OMG ITS WILLY DA SENTRY! hai willy!
Login to rate
ReluxOr #653
ReluxOr
22/10/2010
Actually, soooo many people are saying that force field is the key to win especially against terran and bio ball. From my side I can use it OK against melee like protoss or zerg, but I don't see what to do against terran. Prevent kitting ? Yeah taht presume being able to pass behind enemy line, which is pretty tough with these crystal robots. Divide the army? Except on my ramp, with a good timing, I don't see the point... Coupled with High templar psi storm? THis is said so often but honestly I don't know how. I would greatly appreciate instructive video on how to use well (AND when create first) your Sentries. Thanks folks ! En taro Adun !
Login to rate
AegIS #964
AegIS
13/11/2011
@ReluxOr: It is the key to winning. I think that so much, that I always have about 2 or 3 for a small squad for harrassing, or 5 or 6 for a large army. They make the difference. For Terrans, dividing the army is key. An army of marines, marauders and medivacs will win against zealots and stalkers if the ratio is 1:1, with the same amount of upgrades. But if the sentries are thrown in, you can divide their army in two, which particularly works at choke points, or to deter them from pushing, or to hold them off while you harrass them.
One particular tactic that I've used to great effect great effect is to get a robo bay up, get a warp prism up freom it, and warp in 3 sentries and a zealot. Then drop them behind enemy lines and destroy their production line. If it works, it will cripple them badly. I would say this can be achieved at about 10 mins with moderate timing. This harrass was on the Day9 daily, and was put into practice by a player called SaSe.
Login to rate
ThurniKwark #737
ThurniKwark
16/09/2010
I think to use more intensive. En taro Tassadar!
Login to rate
Super mega hallucinated arm of collosi!
while i kill u with my zealots and stalkers
Login to rate
theJ #493
theJ
17/08/2010
Surprisingly enough, this lil' bugger can turn the tides all on its own - all of its abilities can be potential gamechangers (with the possible exception of hallucinations, but perhaps I simply haven't used those enough yet...) Force field is probably the strongest of them all. Use it in conjunction with ranged units to effectively annihilate melee based armies, or with melee units (I.E. Zealots) to prevent ranged enemies from fleeing or kiting. Guardian Shield is, as mentioned, most effective against opponents that attacks fast, such as marines and battlecruisers - they don't have quite the "kick" of the Force Field, though. Hallucination can be used as yet another protection for your forces, although it's a bit less reliable than the others. It can also be used to create cheap scouts. Lastly, they deal a bit more damage than you'd expect from support units, too. Not enough to use them solely for it, but enough to be taken into consideration.
Login to rate
NoxArt #781
NoxArt
21/08/2010
@theJ: "ith the possible exception of hallucinations, but perhaps I simply haven't used those enough yet..."
http://www.gamereplays.org/starcraft2/replays.php?game=33&show=details&id=137844
Login to rate
theJ #493
theJ
22/08/2010
@NoxArt: Ok, I'll admit, that was pretty darn effective.... It's just something about winning with 20+ sentries that makes me laugh.... ^^
Login to rate
NoxArt #781
NoxArt
27/08/2010
@theJ: Yes...I liked that replay too, ghost army....winning without actually having a real army :) ... Protoss can certainly pull off some nice tricks
Login to rate
ThurniKwark #737
ThurniKwark
16/09/2010
@theJ: force field + both types of templar + Archon = victory
Login to rate
Spisepinden #107
Spisepinden
13/08/2010
Great support unit, but weak on its own. Use their Guardian Shield to increase the survivability of your Stalkers (and Zealots as they charge into combat), but remember to keep them behind your other units, as their shields and hp are limited.
Login to rate
Jesterrr #604
Jesterrr
12/08/2010
Presumably the nature of the shield means it's more effective against faster-firing units en-mass (i.e. marines) than against fewer slow-firing units (i.e. siege tanks)? Somewhat the inverse of how the Immortal works.
Login to rate
DoctorPhil #871
DoctorPhil
11/08/2010
easy scouting: make phoenix hallucinations
Login to rate
McFriendly #728
McFriendly
04/08/2010
The shield counts as +2 armour rating for 15 seconds. This is a boon in early stages of the game.
Later on you're better off with hallucinations.
Login to rate
LastDay #566
LastDay
10/08/2010
@McFriendly: Well you could think of it this way: The more units attacking you the more damage your shields are absorbing. Extra armor is always useful.
Login to rate
Normalas #431
Normalas
04/08/2010
As the description the Guardian Shield says, it decreases damage for FRIENDLY UNITS. This means any race that's on your team, but I don't think it affects structures.
Login to rate
AntoxaGray #975
AntoxaGray
04/08/2010
Does shield protect buildings and allies (of other races)?
Login to rate
Erelorial #820
Erelorial
30/07/2010
This unit is killed easily , despite the Guardian Shield.
Login to rate
Primus #377
Primus
12/09/2010
@Erelorial: All its abilities are very useful mix it with some immortals and stalkers and you have a quite nice force to defend yourself or to do some damage