When it comes to starcraft 2, each race has their own strengths and weaknesses, this is of no surprise to anyone, and we are going to quickly and efficiently go over these races and give you a nice edge in starcraft 2!
The Terran race which is also known to many people as the Human Race is a great choice for those who are trying to deal damage more with brute force, it's the easiest race to elarn for the newest players and many of the buildings and things are self -expplanatory. They are extremely versatile which is one of their best strengths!
You are going to have to learn how to micro-ing, you are going to have to do things such as stem packs and kite opponents using the terran range to your advantage. Basic units like the terran marines do not even come close to comparing in speed with the speed rush of zerglings. Also, bunkers can take a lot of resources and man power as well, so be on the look out.
Terran can actually repair their buildings, you can use medivacs to heal your troops during a run. This is a great strength that should not be underestimated. You have the "metal gear solid" espionage capabilities of a ghost, sensor towers, stem packs, reapers that can go up and down terrains and the ability to proxy your opponents effectively as well. Not the mention that you'll have mobile buildings just in case you want to expand, terrans expand quite fast!
Protoss is a race that actually specializes mostly in Psy energy and technology, they are able to have one probe build multiple buildings all at once, which can be rather a major asset during games, because rather warp structures in, which gives probes that versatility to perform many tasks at once. You can also use chrono boost which a great macro mechanic by using 25 energy to increase the production or the research of something by 50% for a total of 20 seconds; it also reduces cool down on warp gates.
Well as you already know, Protoss are actually quite hard to beat if you know how to manage your economy, but there are really expensive long building times, and not only that but you have to build a pylon and make sure that drones warp structures inside that psionic area, otherwise, you will have structures that absolutely do not work; also, if enemies go after the pylons, they can cripple your plans!
You can also use chrono boost which a great macro mechanic by using 25 energy to increase the production or the research of something by 50% for a total of 20 seconds; it also reduces cool down on warp gates. Also their individual units are expensive which we will mention later, but they are also more powerful, especially when they are upgraded with specific things.
Colossi are able to go up and down terrain
Zerg are very hard to get started with because there are so much things to get right, such as build order, knowing how to manage and expand creepr, but once you learn how to take advantage of the speed and cheapness of the zerglings, you can swarm your opponents and absolutely dominate.
When units are individually, they are terrible because they are generally not that strong at all; also regular zerglings can be kited by marines because they do not have range but are rather melee units. Another thing you have to be aware of is splash damage. They travel in swarms, so imagine what splash damage could do when all the units are bunched together! Also, buildings must always be built on creep, so that in itself can really hurt expansion at times.
Creep is one of those Love / Hate things because a zerg can not do anything without, but if you use it right it can be used to increase the speed and power of your units; so it's kind of like and ice skater, they are great on ice, suck without it. You know? Also land units such as Infestor and Roach can be taught to burrow and go underground, and units will heal automatically when they are on the creep. Nexus worm can also transport units, so it's great!