![]() | 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. |
Stats
| Basic Information | Production | ||
| Race: | Protoss | Producer: | Gateway |
| Life: | 40 | Hotkey: | E |
| Shield: | 40 | Requires: | Cybernetics Core |
| Energy: | 200 | Cost: | 50 Minerals and 100 Gas |
| Armor: | 1 (4) | Supply: | 2 |
| Movement: | Normal | Build Time: | 37 |
| Cargo Size: | 2 | ||
| Attributes: | Light - Mechanical Psionic | ||
Upgrades
| Name | Hotkey | Cost | Build Time |
| Protoss Ground Weapons Level 1 | G | 100 Mineral + 100 Gas | 160 |
| Upgrades the damage dealt by Protoss ground units. | |||
| Protoss Ground Weapons Level 2 | G | 150 Mineral + 150 Gas | 190 |
| Further upgrades the damage dealt by Protoss ground units. | |||
| Protoss Ground Weapons Level 3 | G | 200 Mineral + 200 Gas | 220 |
| Maximizes the damage dealt by Protoss ground units. | |||
| Protoss Ground Armor Level 1 | A | 100 Mineral + 100 Gas | 160 |
| Upgrades the armor of Protoss Ground Units | |||
| Protoss Ground Armor Level 2 | A | 150 Mineral + 150 Gas | 190 |
| Further upgrades the armor of Protoss Ground Units | |||
| Protoss Ground Armor Level 3 | A | 200 Mineral + 200 Gas | 220 |
| Maximizes the armor of Protoss Ground Units | |||
| Protoss Shields Level 1 | S | 150 Mineral + 150 Gas | 160 |
| Upgrades the shields of all Protoss units and structures. | |||
| Protoss Shields Level 2 | S | 225 Mineral + 255 Gas | 190 |
| Further upgrades the shields of all Protoss units and structures. | |||
| Protoss Shields Level 3 | S | 300 Mineral + 300 Gas | 220 |
| Maximizes the shields of all Protoss units and structures. | |||
Weapons
| Name | Target | Range | Speed | Type | Damage |
| Disruption Beam | Any | 5 | Normal | Normal (Ranged) | 6 (9) |
Abilities
| Force Field | Barrier that lasts 15 seconds and impedes movement of ground units. Massive units will shatter Force Fields on contact. |
| Guardian Shield | Creates a range 4 aura that reduces incoming ranged damage to friendly units by 2. Lasts 15 seconds. |
| Summon Archon Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Colossus Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon 2 High Templar Hallucinations | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Immortal Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Phoenix Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon 4 Probe Hallucinations | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon 2 Stalker Hallucinations | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Void Ray Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Warp Prism Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon 2 Zealot Hallucinations | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
| Summon Oracle Hallucination | This hallucinated copy functions like the original unit, but it cannot use active abilities, cannot deal damage, and dies more easily. Hallucinations last 60 seconds before they disappear. |
General Strategy
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Light support unit that can attack both air and ground targets.
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Excellent unit to complement your Zealots and Stalkers.
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Can project a Guardian Shield that reduces incoming ranged damage.
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Able to deploy a Force Field that blocks movement. This is very effective to block choke points and separate enemy troops.
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Can be warped into the Battlefield by means of a Warp Gate.
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Hallucinate fast units to scout the map quickly or use hallucination to trick your opponent into thinking you have more or different units than expected.
Countermeasures
VS Terran
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Reapers make short work of Sentries; be careful of their Force Fields however.
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Use the Siege Tanks’ range to pick them off from a distance.
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Have a Ghost fire an EMP round at them to drain their energy.
VS Zerg
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Spawn Roaches and use the burrow move upgrade to sneak under Force Fields and unburrow on top of Sentries.
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Surround them with Zerglings that have the Metabolic Boost upgrade.
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Use Hydralisks to attack from range.
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Use Ultralisks to break through Force Fields and allow your army to attack the Sentries.
VS Protoss
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Use Stalkers and focus fire. Sentries are not particularly hardy.
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Researching the Blink ability for your Stalkers will give you a tactical advantage over Sentries’ Force Fields.
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Zealots can kill them quickly, but getting to them can be tricky. Researching Charge helps.



