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Zealot

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Zealot
Race Protoss
Vitals
Shield 50
HP 100
Production
Minerals 100
Build time 38
Psi 2
Produced by Gateway/Warp Gate
Hotkey Z
Combat
Transport slots 2
Modifiers Light, Biological
Defense 1 (+1)
Sight radius 9
Movement Normal (2.25)
Attack Psi Blades

The Zealot is the basic Protoss light ground assault melee unit.

Contents

Lore

Unit Portrait

For over a thousand years the Templar caste of the protoss have defended their people from threats both internal and external, dedicating their long lives to the pursuit of martial perfection. Zealots are peerless templar warriors who have yet to achieve the uppermost ranks of the Khala. Ever eager for battle, zealots train constantly to attune themselves more closely to the Khala's disciplines and prove themselves worthy of advancement. They exemplify the unbridled ferocity of the protoss at war.

The formidable physique of a zealot is further enhanced by cybernetic implants and their coveted power suit. Yet a zealot is far more than the technology they bear. Each zealot is trained for decades in hand-to-hand combat, tactics, pain tolerance and martial discipline. Zealots are taught to hate their enemies with a white hot passion and to hunt them down without mercy.

Zealot concept art by Samwise
All protoss have some psionic power. Zealots focus their powers exclusively on the pursuit of war. Focus crystals in their heavy forearm units enable zealots to channel their strength of will into blades of pure psionic energy - their primary melee weapons. Using a limited form of precognition, zealots can even predict enemy movements, striking with deadly accuracy and dodging attacks by inches.

Some zealots have even developed the ability to turn their body into pure energy for a few microseconds. This allows them to move at lightning-fast speeds and strike suddenly against an enemy that thinks they are out of range.

In recent times the zerg invasion of the protoss homeworld of Aiur forced its evacuation to the distant dark templar world of Shakuras. The Templar caste as a whole, and the zealots in particular, seethe with shame at this dishonor. Many and loud are the voices raised demanding a return to Aiur, cradle of the protoss civilization. The zealots have thrown themselves into an even more rigorous program of training in preparation for the glorious day when their services will be called upon once more.

Weapons

Psi Blades [edit]
Attacks 2
Damage 8 (+1 per Ground Weapons level)
Targets Ground
Range 1
Speed Slow (1.2)

Abilities

Charge (C) [edit] (autocast)
Duration up to 3.5
Cooldown 10
Range 0.5 to 4
Requires Charge Upgrade
Used by Zealot
Allows Zealots to quickly close in on nearby enemies. Temporarily multiplies speed by 2.2, increasing it to Very Fast (6.05). Charging Zealots will hit fleeing targets at least once.

Upgrades

Charge Upgrade (C) [edit]
Minerals 200
Gas 200
Time 140
Researched at Twilight Council
Affects Zealot
Gives Zealots the Charge ability and increases their movement speed. Increases speed by 0.5, to Fast (2.75)
Ground Weapons (G) [edit]
  Level 1 Level 2 Level 3
 
Minerals 100 175 250
Gas 100 175 250
Time 160 190 220
Requires Forge Twilight Council
Researched at Forge
Affects Archon, Colossus, Dark Templar, Immortal, Sentry, Stalker, Zealot
Increases attack damage for Protoss ground units.
Ground Armor (A) [edit]
  Level 1 Level 2 Level 3
 
Minerals 100 175 250
Gas 100 175 250
Time 160 190 220
Requires Forge Twilight Council
Researched at Forge
Affects Archon, Colossus, Dark Templar, High Templar, Immortal, Probe, Sentry, Stalker, Zealot
Increases armor defense for Protoss ground units by 1.
Plasma Shields (S) [edit]
  Level 1 Level 2 Level 3
 
Minerals 200 300 400
Gas 200 300 400
Time 160 190 220
Requires Forge Twilight Council
Researched at Forge
Affects All Protoss Units and Buildings
Increases shield defense for all Protoss units and buildings by 1.


Art

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Screenshots

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Older Screenshots

 
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  • This page was last modified on 18 October 2010, at 00:40.
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