Zealots are strong against units such as immortals, zerglings, and hydralisks, and weak against hellbats, hellions, roaches, colossi, and banelings. Though they do a total of sixteen damage, their attack is treated as two attacks doing eight damage each. This means that all armor (and armor upgrades) are twice as effective against zealots. Their charge ability is autocast by default, but this can be turned off.
The zealot charges towards a target enemy unit or structure, boosting its speed to 8.47 for the duration. The zealot must have clear ground pathing to their target to reach it. Also increases the zealot's normal movement speed to 4.72.
In the early stages of StarCraft II: Wings of Liberty, the zealot was to be replaced by a ranged unit named the adept. However, this was dropped, as the team wanted to preserve the base identity of each race that players remembered. The adept would later be added in Legacy of the Void as its own unit.
The zealots in StarCraft II received a cosmetic overhaul from their predecessors, but their animations remained the same. Fans reacted negatively to psi-blades being color-correspondent in accordance with team color, but a compromise was never reached. Their psi-blades would also turn off when not in combat.Glenn Rane pitched a concept where the zealot's psi-blade count would be increased to 4. However, this didn't make it through to the final game.
The zealot had a different voice actor during development. It had its shields decreased from 60 to 50 before going back to 60 in late 2009.StarCraft II beta patch 3 decreased them back to 50. Patch 16 increased their build time from 33 to 38 and warp-in time from 23 to 28. Patch 17 decreased their build time back to 33. Patch 1.1 increased it back to 38. Patch 1.3 made charging zealots hit fleeing targets at least once.
During the Legacy of the Void beta, the Patch 2.5.1 Balance Update increased the zealot's movement speed after researching Charge from 2.75 to 2.953. Patch 2.5.5 reverted this and made Charge deal 30 damage on impact. The developers agreed with gamer feedback that this was too high. In truth, the buff was unintentional, as it was the result of an internal bug where zealots were not always dealing damage on charge. The bug was dealt with before the release of the subsequent patch, but the developers forgot to double check how this affected the game. The next Balance Update reduced the damage to 8.
Patch 3.8 made Charge increase increase the Zealot's base movement speed from 3.15 to 4.13. Patch 3.14 reduced the cost of Charge from 200 minerals and gas to 100. Patch 4.11 removed the damage buff from Charge and instead increased the zealot's base speed to 4.72.
Warp in 5 zealots during the first 250 seconds of a single Melee game.
While playing as Zerg, warp in a Zealot in a Melee game.
The easiest way to do this is play as zerg vs a friend playing as protoss. Also possible is playing zerg with a protoss ally; the ally leaves the game and one can use his gateway to make a zealot. Alternatively, play against a easy or very easy protoss AI. Destroy all of the opponent's buildings except one, without hurting the probes. Use an infestor to infest a probe, and use it to build a nexus (and a pylon if there's time enough). From this nexus, build a probe, and warp in a pylon, then a gateway. Then construct a zealot.