Sentry
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Added by MecoThe sentry is a protoss support unit introduced in StarCraft II available early in the game. It was previously known as the disruptor,[1] and nullifier before that.[2]
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Overview
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Used to support zealots[3] in light of the protoss race's diminishing population, sentries are protoss combat drones. They are capable of deploying guardian shields, decreasing the effects of ranged enemy 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.[4]
Game Unit
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| Sentry | |
|---|---|
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| Unit | |
| Race | |
| Role |
Energy manipulator unit |
| Armament |
Disruption beam |
| Properties | |
| Maximum energy | |
| Energy regen/second |
0.5625 |
| Transport size |
2 |
| Sight range |
10 |
| Production | |
| Minerals | |
| Gas | |
| Psi | |
| Build time |
37 (32 second warp gate cooldown discount) |
| Produced from |
Gateway/Warp gate |
| Requires | |
| Hotkey |
E |
| Movement | |
| Speed |
2.25 |
| Acceleration |
1000 |
| Lateral acceleration |
46 |
| Deceleration |
0 |
| Collision radius |
0.5 |
| Protection | |
| Shields |
40 |
| Shield regen/second |
2 |
| Hit points |
40 |
| Armor | |
| Type |
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| Armor type | |
| Disruption beam | |
| Damage |
6 |
| Targets |
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| Cooldown |
1 |
| Range |
5 |
| Upgrade/level | |
| Function | |
| Produces |
Hallucinations |
| Meta | |
| Target priority |
20 |
| Kill score |
800 |
| Production score |
400 |
The sentry has a beam which does continuous damage to one target.[5] Due to their high gas cost compared to stalkers, as well as their low HP and attack power, sentries are better being used as support units for other troops rather than frontline fighters.
Sentries are strong against mutalisks, zealots, and zerglings and weak against hellions, stalkers, reapers, and hydralisks.
Abilities
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- For the terran-devised force field, see force field (terran).
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Creates a nearly invincible "globe" over a small area that blocks the movement of ground units. Units caught under the shield when it is placed may escape but not reenter; while under the field they may attack and may be attacked.[6] Force Fields may be used to create walls and chokepoints to block or channel enemy units.[7] Stalkers may blink across the barriers. Reapers cannot jump across. Force Fields are removed by the mothership's Vortex ability, or by a massive ground unit walking over them. Force Field is smartcast. | |||||||||||||
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Sentries can create an aura which reduces incoming ranged damage to friendly units by 2. | |||||||||||||||
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Sentries produce false copies of units to distract opponents. Duplicates have the same number of hit points as the original but take double the damage. The number of hallucinations created depends on the actual cost of the unit. It can spawn 4 probes, 2 high templar, stalkers or zealots, or 1 archon, colossus, immortal, phoenix, void ray or warp prism. Hallucinations are instantly destroyed by psionic storm. The sentry can create duplicates of units that the player doesn't meet the tech requirements for. Hallucinations can be detected by detectors. | |||||||||||||||||||||
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Upgrades
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| Researched at | |||||||||||||||||
| Hotkey |
S | ||||||||||||||||
| Properties | |||||||||||||||||
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Wings of Liberty
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Sentries are not usable in the StarCraft II: Wings of Liberty protoss mini-campaign.
Strategies
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Force Field
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Sentries can use Force Field to isolate enemy workers, preventing them from escaping their onslaught.[8] Force Field also proves to be very effective for splitting forces or preventing them from passing through choke points.[9] Melee units may be blocked with force fields and attacked with ranged units.
Guardian Shield
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Guardian Shield is most effective against attackers with low base damage: marines and mutalisks. Guardian Shield protects all ground and air units positioned over the horizontal circumference of the shield (where the shield joins the ground), even if a protected air unit is not visually within the "bubble" of the shield. However, the shield is centralized around the sentry, and units moving outside its area of effect no longer gain its benefits. This means that Guardian Shield is best used by keeping the sentry close to the rest of the player's forces. If the sentry is destroyed, the effects of Guardian Shield will instantly end.
The table shows the effective health for a defender protected by Guardian Shield. The figure assumes the defender has 1 base armor (as is the case with most protoss units), and defender and attacker both have 1 defense and attack upgrade. For example, the defender lasts 66% longer against marines if protected by guardian shield.
| Attacker | Effective health of defending unit | Notes | |
| Non-Armored defender | Armored defender | ||
| Mutalisk | 167% | Includes reduction from bounces | |
| Marine | 166% | ||
| Stalker | 140% | 116% | |
| Marauder | 129% | 111% | |
| Hydralisk | 122% | ||
| Roach | 114% | ||
| Immortal | 111% | 104% | |
| Deployed siege tank | 103% | ||

Added by HawkiThe comparisons vary only 0-2% assuming attack and defense upgrade levels remain evenly matched.
The Guardian Shield bonus is applied after the immortal's Hardened Shield. Therefore, effective health of an immortal protected by Guardian Shield is at least 125% (higher if the attacker deals <10 damage before the Guardian Shield bonus is applied).
Development
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References
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| Protoss Units and Structures of StarCraft II | |||||||
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| Infantry |
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| Land mechanized |
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| Air units |
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| Basic buildings |
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| Combat buildings |
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| Advanced buildings |
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| Campaign-only units and structures |
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| Canceled Protoss Units and Structures of StarCraft II | |||||||
