• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:06
CEST 04:06
KST 11:06
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL22] Ro8 Preview: In A Tizzy7[ASL22] Ro16 Preview: Holy Diver5[ASL22] Ro16 Preview: Rough Waters10[ASL22] Ro24 Preview: Siren's Call8[ASL22] Ro24 Preview: Summer's End9
Community News
Weekly Cups (Sep 13-20): herO scores triple1BSL Season 235Weekly Cups (Sep 7-12): SHIN, ByuN, MaxPax double down1StarCraft open world shooter announced at BlizzCon101Weekly Cups (Aug 30-Sep 7): herO thrives amid growing schism10
StarCraft 2
General
How do you feel about the StarCraft shooter announcement at BlizzCon 2026? Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool The Death of Cheese: From a Professional Cheeser Weekly Cups (Sep 13-20): herO scores triple Balance hotfix patch 5.0.16b (July 16)
Tourneys
2026 GSTL Announcement Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 6 - Qualifiers and Main Event RSL goes to London! 2026 Offline Finals Nov 21-22 SC2 AI Tournament 2026 Fall
Strategy
[H] ZvP Mid-Late Game: Stalkers Collossi HT
Custom Maps
Nexus Wars 2021 GUIDE [M] (2) Industrial Park
External Content
Mutation # 544 Double Trouble The PondCast: SC2 News & Results Mutation # 543 Enhanced Defenses Mutation # 542 The Ascended
Brood War
General
Bot on ladder new ranked ladder hack? New 3v3 BGH Ladder (and more) on ShieldBattery! [ASL22] Ro8 Preview: In A Tizzy an AI researcher's take on the ladder bot
Tourneys
[ASL22] Ro8 Day 1 [IPSL] IPSL is Back With Winter 26-27! [BSL23] SM: Ret vs TerrOr -> DragOn vs StRyKeR [Megathread] Daily Proleagues
Strategy
Cliff Jump Revisited (1 in a 1000 strategy) Replay Review Process - What do you do? Simple Questions, Simple Answers Odyssey Mineral Stack Saturation
Other Games
General Games
Warcraft III: The Frozen Throne Nintendo Switch Thread Stormgate/Frost Giant Megathread EVE Corporation Diablo IV
Dota 2
Dota 2 Champions League Season 3 Begins April 25! Official 'what is Dota anymore' discussion
League of Legends
[TL LoL EUW IHs] Teemo shall perish
Heroes of the Storm
Heroes of the Storm 2.0
Hearthstone
Deck construction bug
TL Mafia
TL Mafia Community Thread
Community
General
US Politics Mega-thread Artificial Intelligence Thread Things Aren’t Peaceful in Palestine All you football fans (soccer)! Russo-Ukrainian War Thread
Fan Clubs
MarineLorD Fan Club The Creator Fan Club The ShoWTimE Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece Diablo Animated Series on Netflix
Sports
Football (Soccer) Thread TeamLiquid Health and Fitness Initiative For 2023 MLB/Baseball 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
Recent Gifted Posts
Blogs
Gaming Intensity, Problemati…
TrAiDoS
38 yo Retired SWE loo…
PurE)Rabbit-SF
Can Bots Beat Pros?? Starcr…
namkraft
[meme] I finally understa…
LUCKY_NOOB
Regacy Esports:Our Goa…
regacyesports
Dreaming of BW patches (mod…
c3rberUs
Customize Sidebar...

Website Feedback

Closed Threads



Active: 8623 users

PvZ - DT Expand

Blogs > turamn
Post a Reply
turamn
Profile Blog Joined October 2010
United States1374 Posts
June 12 2011 16:05 GMT
#1
Hey Folks,

Recently I've been running a 2 gate into DT expand against Zerg with considerable success. At 6 mins or so I will throw down an expo and then at about 730 I will make 2 DT's and send them to their nat / main. Some of the roach/ling rushing zergs will literally just lose all of their drones, or a fair amount, as they wont even have a lair or an evo chamber. If it doesn't kill their drones, they can't attack until they have an overseer, which would require them to at least build a lair.

Transition into archon/chargelot/stalker and I've been able to hold off pretty much everything that I've come across. The only thing that got me today was a guy who rushed to ultras(???) and made a ton of spines so I couldn't put on any agro. Given, it was probably my fault for not seeing the ultralisk cavern.

I'd like to propose a question to zergs out there. How often do you see a DT expand against you? With your regular set of openings against Toss, how confident are you that you can minmalize damage from the DTs?

Thanks!

*
Eben
Profile Blog Joined September 2008
United States769 Posts
June 12 2011 16:11 GMT
#2
I feel like this should be in one of the SC2 forums. =)
palanq
Profile Blog Joined December 2004
United States761 Posts
June 12 2011 16:11 GMT
#3
in last GSL finals, (P)InCa tried to do some kind of dt expand vs. (Z)NesTea. If I recall correctly, NesTea defended both times with spores and minimal roach/ling (I think he had to block his ramp for a bit on the crossfire game) and then later attacked with lair, roach speed, an overseer, and a lot of roach/ling against the P expo, and killed it decisively.
time flies like an arrow; fruit flies like a banana
turamn
Profile Blog Joined October 2010
United States1374 Posts
June 12 2011 16:14 GMT
#4
Yeah, InCa did, and it was crushed pretty bad. I'm pretty sure that it was largely InCa's fault, though, seeing he was very rigid in his build and refused to adapt even though NesTea was crushing it.
palanq
Profile Blog Joined December 2004
United States761 Posts
June 12 2011 16:29 GMT
#5
ah, yea. I don't mean to say it's a terrible build, just pointing out that it's not necessarily a stable one. But suppose your plan is to do this build - what do you scout that would cause you to deviate from it in time? I don't think there's a way to reliably scout lair timing - any obs/sentry/hallu will delay dts too much. I suppose if you only build 2 dts, and pay attention so you don't lose them, you get an archon out of it, but...

let's see, supposing your goal is to make an archon (and transition into archon/chargelot/stalker or whatever):
100/250 + 125/125*2 = 350/500 for 2 dts
150/200 + 50/150*2 = 250/500 for 2 ht + option to make more archons at higher cost efficiency + possible storm later

I guess it's not THAT bad. but still a fair bit of wasted money if Z defends properly. I guess the real question is how much damage you can expect to do with the dts, on average.
time flies like an arrow; fruit flies like a banana
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2011-06-12 16:41:04
June 12 2011 16:38 GMT
#6
Given that I'm expanding before I have DT's out, I don't know that I need to do any damage desperately. If I can get a reasonable number of drone kills, I'm personally pretty satisfied. I'm content with being able to use them to control the map and deny the 3rd. Often times, if I find a zerg being greedy and going for a third right off, I can usually kill it off immediately with those 2 DTs.

I've given thought to HT, but you don't have anything that would let you get map control like the DT's allow.

Generally, if I scout a roach warren with my probe, I'll deviate, or if there's no expo before I plan to expo myself, ( around 5mins ), I'll bail from DT's and prepare for some aggression.

Even in the games that I've done it and shown up in their base to see a spore crawler already up, I'm able to keep them from pushing out for long enough to create a standing army that will be respectable in some way.

EDIT: Forgot to mention that I'll have +1 attack by the time my DT's hit their base, which is awesome for drone smashing. If they ling counter, I'll have +2 shortly and I believe that allows Archon's to one shot zerglings..
turamn
Profile Blog Joined October 2010
United States1374 Posts
June 12 2011 16:50 GMT
#7
Let me just say, that I do agree that High Templar are a more sensible investment to achieve the archon/chargelot unit comp for mid to end game, given that they are cheaper for archons and more functional in a battle. I just find it incredibly difficult to control the map without the DT's on this tech path V Zerg, and I value that map control in mid-game more than I do a bit cheaper archons.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
June 12 2011 17:07 GMT
#8
The way you play it, it's good with DTs. As you say it gives mapcontrol and can deny quick thirds quite easy.

I've done quite the share of DT expands, and they transition well into blink and other gateway heavy transitions, but I pretty much only find them optimal on maps where you can't forge expand as easy. Maps where you can FE, I usually get quick stargate for phoenix and tech to charge and templar archives quickly and mass archon/zealot with upgrades. If you see a quick third, that is often easy denied by a zeal/sentry/archon push with +1 or +2 while you also take your third and tech to robo for obs and prisms (archon drops and zealot warpins are SICK on mineral lines, and the mobility of zeal/archon allows to push expansions while doing this, aswell as you can clear out any path with phoenixes.)

The phoenix give you crucial scouting information aswell as giving you the ability to put some pressure back. You will atleast get overlordkills and deny vision. This is also very effective to deny nydus play.

Sorry for going off on my own tangent, but just felt like sharing. Back to your opening, I still find it completely viable on most maps and are also quite safe vs various all-ins.
Mada Mada Dane
ESPRITsc
Profile Joined April 2011
200 Posts
Last Edited: 2011-06-12 17:50:32
June 12 2011 17:22 GMT
#9
It's only good vs the players who are not expecting it/lower level players.

Once you go against good players, they can easily scout your base by sacking an overlord and/or just build one spore crawler as a precaution. And once you do send your DT and they have detection, you're pretty much way behind. As you take your expansion, they should already be building their 3rd and the rest of the game is playing catch-up to the zerg.
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2011-06-12 17:42:26
June 12 2011 17:40 GMT
#10
On June 13 2011 02:22 espritsc wrote:
It's only good vs the players who are not expecting it/lower level players.

Once you go against good players, they can easily scout your base by sacking an overlord and/or just build one spore crawler as a precaution. And once you do send your DT and they have detection, you're pretty much way behind. As you take your expansion, the should already be building their 3rd and the rest of the game is playing catch-up to the zerg.



Building their third at six minutes in? I don't know that I've seen too much of that, even in the pro level zerg games that I have seen. Maybe around seven or eight, which is pretty standard with what I've run across at my level, but I don't know...six for a third hatch seems pretty greedy, in which case I would hope I'd be able to snipe it with the DTs.

Any zergs out there care to share their input on DT expand? Curious to hear a zerg player's thought instead of generalized stuff.
MrBitter
Profile Joined January 2008
United States2940 Posts
June 12 2011 17:40 GMT
#11
At higher levels, early evo chambers are pretty common for this very reason.

DT Expand is not a bad build at all, and any Zerg who fails to get detection will lose many games to it.
palanq
Profile Blog Joined December 2004
United States761 Posts
June 12 2011 17:42 GMT
#12
On June 13 2011 01:50 turamn wrote:
Let me just say, that I do agree that High Templar are a more sensible investment to achieve the archon/chargelot unit comp for mid to end game, given that they are cheaper for archons and more functional in a battle. I just find it incredibly difficult to control the map without the DT's on this tech path V Zerg, and I value that map control in mid-game more than I do a bit cheaper archons.


yeah I'm just questioning how much map control you really get. I guess overseers are expensive and spores are annoying for Z to put down, at least.

oh, are you making a lot of archons out of dts? I assumed you were getting archives pretty fast afterward. though maybe it's better to get citadel/forge upgrades first unless you need storms.
time flies like an arrow; fruit flies like a banana
turamn
Profile Blog Joined October 2010
United States1374 Posts
Last Edited: 2011-06-12 18:06:10
June 12 2011 17:45 GMT
#13
On June 13 2011 02:40 MrBitter wrote:
At higher levels, early evo chambers are pretty common for this very reason.

DT Expand is not a bad build at all, and any Zerg who fails to get detection will lose many games to it.


Thanks for the input, sir. In your experience, are you more apt just to drop an evo chamber if you suspect it to be safe? Also, if you don't mind me asking, what is your standard follow up to DT expand?

EDIT: @pal It depends on what unit comp I see. If they go fast lair, I'll likely go straight to templar archive, in preparation for muta/infestor/hydra. If they are still on hatchery, I will throw on some more gateway and try to expand, while adding zealot legs and +2 wep / +1 armor.

As far as map control goes, If I am not mistaken, DT's are faster than overseer, so as long as you are good with your DT control / paying attention, you should be set.
MrBitter
Profile Joined January 2008
United States2940 Posts
June 12 2011 20:49 GMT
#14
On June 13 2011 02:45 turamn wrote:
Show nested quote +
On June 13 2011 02:40 MrBitter wrote:
At higher levels, early evo chambers are pretty common for this very reason.

DT Expand is not a bad build at all, and any Zerg who fails to get detection will lose many games to it.


Thanks for the input, sir. In your experience, are you more apt just to drop an evo chamber if you suspect it to be safe? Also, if you don't mind me asking, what is your standard follow up to DT expand?

EDIT: @pal It depends on what unit comp I see. If they go fast lair, I'll likely go straight to templar archive, in preparation for muta/infestor/hydra. If they are still on hatchery, I will throw on some more gateway and try to expand, while adding zealot legs and +2 wep / +1 armor.

As far as map control goes, If I am not mistaken, DT's are faster than overseer, so as long as you are good with your DT control / paying attention, you should be set.


I'm usually dropping an evo if I see stalker before sentry, or an expansion off of 3 sentries or less.

As for followups:

lol1aroaches, obviously.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
June 12 2011 22:28 GMT
#15
On June 13 2011 02:22 espritsc wrote:
It's only good vs the players who are not expecting it/lower level players.

Once you go against good players, they can easily scout your base by sacking an overlord and/or just build one spore crawler as a precaution. And once you do send your DT and they have detection, you're pretty much way behind. As you take your expansion, they should already be building their 3rd and the rest of the game is playing catch-up to the zerg.


You're contradicting. Even if you do get the scouting you need, which you should be able to get just with a look at the unitcount of protoss (Air or DTs depending on sentry count), which basically means you can't get a early third since you either need A) gas to get a quick lair, or B) evo chambers for spores and those are not possible to put up at a third base until it actually hatches, which a DT expand build denies straight up.
In effect, even if you show off your build completely, you force zerg to play in a certain way and you effectively gain mapcontrol for a certain amount of time. And Time is everything in SC2.

Getting a few drones are ofc always good, but I actually dont think you NEED to kill anything aslong as you dont let your DTs die. The damage done by just having them on the map in making spores and keeping zerg on 2 base for that much longer is a pretty fair trade anyways, and it also puts you closer to blinktech and the likes.

I'm not trying to say that there are no cons with the build, but it certainly works on higher levels aswell and can even net you freewins in BoXs.


Mada Mada Dane
ESPRITsc
Profile Joined April 2011
200 Posts
Last Edited: 2011-06-12 23:58:55
June 12 2011 23:31 GMT
#16
On June 13 2011 07:28 Kyuki wrote:
Show nested quote +
On June 13 2011 02:22 espritsc wrote:
It's only good vs the players who are not expecting it/lower level players.

Once you go against good players, they can easily scout your base by sacking an overlord and/or just build one spore crawler as a precaution. And once you do send your DT and they have detection, you're pretty much way behind. As you take your expansion, they should already be building their 3rd and the rest of the game is playing catch-up to the zerg.


You're contradicting. Even if you do get the scouting you need, which you should be able to get just with a look at the unitcount of protoss (Air or DTs depending on sentry count), which basically means you can't get a early third since you either need A) gas to get a quick lair, or B) evo chambers for spores and those are not possible to put up at a third base until it actually hatches, which a DT expand build denies straight up.
In effect, even if you show off your build completely, you force zerg to play in a certain way and you effectively gain mapcontrol for a certain amount of time. And Time is everything in SC2.

Getting a few drones are ofc always good, but I actually dont think you NEED to kill anything aslong as you dont let your DTs die. The damage done by just having them on the map in making spores and keeping zerg on 2 base for that much longer is a pretty fair trade anyways, and it also puts you closer to blinktech and the likes.

I'm not trying to say that there are no cons with the build, but it certainly works on higher levels aswell and can even net you freewins in BoXs.



Sacrificing that much economy does set you behind and you do need to do damage. Even if you stall the 3rd, it's only a matter of time until lair is done and they can fend off your DT's in their 3rd.

The zerg doesn't have to go out of it's normal build if they know you're going DT's. All they have to do is set up a spore or two (depending on the map where the natural is close to the ramp). If anything, once they know you are going DT's, they are more likely to expand to their third easier since making your army would be delayed as you take your natural.

Please provide me your replay doing this vs higher level players. You can even do it to Mr. Bitter.
Kyuki
Profile Joined February 2008
Sweden1867 Posts
Last Edited: 2011-06-13 09:34:36
June 13 2011 09:32 GMT
#17
On June 13 2011 08:31 espritsc wrote:
Show nested quote +
On June 13 2011 07:28 Kyuki wrote:
On June 13 2011 02:22 espritsc wrote:
It's only good vs the players who are not expecting it/lower level players.

Once you go against good players, they can easily scout your base by sacking an overlord and/or just build one spore crawler as a precaution. And once you do send your DT and they have detection, you're pretty much way behind. As you take your expansion, they should already be building their 3rd and the rest of the game is playing catch-up to the zerg.


You're contradicting. Even if you do get the scouting you need, which you should be able to get just with a look at the unitcount of protoss (Air or DTs depending on sentry count), which basically means you can't get a early third since you either need A) gas to get a quick lair, or B) evo chambers for spores and those are not possible to put up at a third base until it actually hatches, which a DT expand build denies straight up.
In effect, even if you show off your build completely, you force zerg to play in a certain way and you effectively gain mapcontrol for a certain amount of time. And Time is everything in SC2.

Getting a few drones are ofc always good, but I actually dont think you NEED to kill anything aslong as you dont let your DTs die. The damage done by just having them on the map in making spores and keeping zerg on 2 base for that much longer is a pretty fair trade anyways, and it also puts you closer to blinktech and the likes.

I'm not trying to say that there are no cons with the build, but it certainly works on higher levels aswell and can even net you freewins in BoXs.



Sacrificing that much economy does set you behind and you do need to do damage. Even if you stall the 3rd, it's only a matter of time until lair is done and they can fend off your DT's in their 3rd.

The zerg doesn't have to go out of it's normal build if they know you're going DT's. All they have to do is set up a spore or two (depending on the map where the natural is close to the ramp). If anything, once they know you are going DT's, they are more likely to expand to their third easier since making your army would be delayed as you take your natural.

Please provide me your replay doing this vs higher level players. You can even do it to Mr. Bitter.


You talk as if this does not occur. I don't really know what you compare with either, but with a DT expand build you get a bunch of probes and almost as early of a expansion as if it was a standard 3gate expand. The most obvious example would be the game that the build derived from: MC vs July game 4 in the GSL finals. This is a messy game and July could've done alot different, but the Nexus starts before 7 mins, which is pretty much exactly like a standard 3 gate expand would, and that is with constant probe production.

They're ofc made to do damage in one way or the other and as I said before, delaying the third and get mapcontrol would be the main goal, much like if you went the VR route. It's also safer vs roach-ling agression/all-ins. If you loose them, you're obviously behind, but if you can manage to keep them alive (just dont overextend..) and move back you can always morph them into archons and put them in your main army whatever you choose to have that consist of.
It also forces zerg to always have overseers in his main army, which are rather easy to snipe with blinkstalker, and DTs in a main army that does not have detection is deeevastating.

I just dont think it puts you that much behind as you seem to think, since you actually dont sacrafice eco, but rather early game defense (lack of sentries) to get the DTs out on the map. It does however steer you into going certain tech routes (harder to get robo tech out) which just makes it less flexible. Again it can also just give you freewins, so it's deffo good to have in your arsenal.

I'm only a 1.1k master player and not in GM, so I can't provide you with replays of myself doing this to top players, but I've seen it been done before not only by MC, and sorry for not actually remembering the games so I could pull out replays of them, but I watch way to many games that it's hard to keep track.
Mada Mada Dane
Please log in or register to reply.
Live Events Refresh
Next event in 7h 55m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
WinterStarcraft244
RuFF_SC2 139
SpeCial 72
EnDerr 4
StarCraft: Brood War
Rain 2018
GuemChi 1535
Shuttle 716
Artosis 622
NaDa 16
Hyuk 0
Dota 2
monkeys_forever477
NeuroSwarm160
febbydoto16
Counter-Strike
taco 312
m0e_tv59
minikerr28
Super Smash Bros
hungrybox455
amsayoshi42
Other Games
summit1g11696
Liquid`RaSZi4173
JimRising 706
C9.Mang0357
Day[9].tv342
Maynarde176
PiGStarcraft138
Livibee104
Mew2King43
Organizations
Other Games
gamesdonequick1147
BasetradeTV44
[ Show 15 non-featured ]
StarCraft 2
• Hupsaiya 92
• davetesta55
• mYiSmile18
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22405
League of Legends
• Stunt220
Other Games
• Scarra997
• Day9tv342
Upcoming Events
Sparkling Tuna Cup
7h 55m
Afreeca Starleague
7h 55m
Light vs EffOrt
OSC
9h 55m
PiGosaur Cup
21h 55m
Kung Fu Cup
1d 8h
The PondCast
2 days
Replay Cast
2 days
Korean StarCraft League
4 days
CranKy Ducklings
4 days
GSL
5 days
[ Show More ]
Yamato Cup
5 days
Replay Cast
5 days
Afreeca Starleague
6 days
WardiTV Weekly
6 days
Liquipedia Results

Completed

Super Anchor Qualifying S3
Blizzard Classic Cup 2026
Big Dog Cup 2026 Div 1

Ongoing

ASL Season 22
CSL 2026 AUTUMN (S22)
Acropolis #5
Acropolis #5 - GSA
Calamity Invitational
Logitech G Play Connect 2026
SL StarSeries Fall 2026
FISSURE Playground #3
BLAST Open Fall 2026
Esports World Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026

Upcoming

Acropolis #5 - GSB
Acropolis #5 - GSC
BSL Season 23
SC4ALL II: Brood War
BSL 23: Non-Korean Championship
HSC XXX
Stellar Fest 2: Lunar Cup
SC4ALL II: StarCraft II
Kung Fu Cup 2026 Grand Finals
RSL Offline Finals
Copium Cup
PGL Major Singapore 2026
Stake Ranked Episode 6
BLAST Rivals Fall 2026
IEM Beijing 2026
Stake Ranked Episode 5
PGL Masters Bucharest 2026
1win Private Club #2
Thunderpick World Champ. '26
ESL Pro League Season 24
Stake Ranked Episode 4
1win Private Club #1
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.