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MVPTAiLS' Safe Stargate Build (PvP)

Blogs > RemarK
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RemarK
Profile Blog Joined April 2011
United States452 Posts
Last Edited: 2012-11-13 03:25:18
November 12 2012 06:11 GMT
#1
I frequently hear people complaining about how PvP is a coinflip, or a build-order dependant matchup. I could not disagree with this statement more - I think PvP is a fairly stable matchup where a smarter and better player will dominate a lesser-skilled opponent. Let's look at MVPTAiLS' phoenix play in PvP as an example of how to not flip coins and use an intelligent, well-rounded build to come out even or ahead vs other openers. Special thanks to Grandmaster Protoss CCalms for showing me this build and helping me with the various responses - you can check out his stream here to learn more cool builds from him.

Build order skeleton:

+ Show Spoiler +
*Constant Probe production unless explicitly told to cut probes*

9 Pylon

Chrono probes twice

13 Gateway

14 Gas (scout the inside of your base and your natural with the probe that makes your assimilator on 2-player maps to prevent proxies, or start scouting bases on 4-player maps)

15 @25 Energy Chrono probes again

16 Pylon

18 Cybernetics core

18 Cut probes briefly

18 Gas

18 Zealot

20 Resume probe production

*Note: this probe cut is to be safe against 10-gate all-ins or 12-gate 4-gates on smaller maps like Ohana. On bigger maps, you can safely go 18 gas 19 Zealot without cutting probes.

21/22 Pylon before Cybercore finishes

@Cybercore 100% complete: start and Chrono warptech

@100 gas: queue up Sentry and chronoboost gateway.

Send Zealot to the top of your ramp. Optional: on 2-player maps, you can send this Zealot to the watchtower to spot for early pressure farther in advance.

@150 gas: build Stargate

@100% Sentry: start Zealot

30 Cut probes briefly

30 Add 2x Gateways

30 Pylon

30 Resume probe production

@100% Zealot: start second Sentry. This Sentry is not needed if you scout your opponent not being aggressive early on - otherwise, you will want it to defend against gateway pressures / all-ins. If you're not sure what your opponent is doing, or just like being as safe as possible, just make this Sentry every time.

@100% Stargate: start and Chrono a Phoenix - send it to your opponents base while dodging watch towers to scout his tech. Constantly produce and Chrono Phoenixes until you scout something causing you to do otherwise.

@100% Warptech: start +1 Air Attack upgrade (you can only do this if you didn't build the 2nd Sentry). There's a few reasons why we get +1 Air Attack blind: first, we can cancel it without any drawback if we scout something like Robo or Twilight play. Second, it gives us a good advantage in any Phoenix mirror by having a huge jump start on the air upgrades. Third, sometimes in a Phoenix mirror, players hide their phoenix - this is risky play because they aren't scouting but it gives them an advantage if they intercept your first Phoenix. Having a headstart on your air upgrades negates the advantage of a player who does this. Note: don't bother with this if you're in a lower league (Plat or below, let's say). It will probably stress you out and distract you from more important things, so you should only do this if you have the APM and attention span to remember to cancel it if necessary.

That covers the early game of this build order - now, we're going to look at how to react based on what we have scouted. Keep in mind, these reactions are basic guidelines, not absolute rules. There might be a few situations that are really weird and aren't covered here, or that require special consideration. You will have to learn to identify those on your own and discover responses that work for you.


Mid-game Reactions:

+ Show Spoiler +
Scout Stargate: keep making and Chronoing Phoenix constantly, and let your +1 Air Armor upgrade finish. Phoenix mirror is all about maintaing the air advantage. Don't be too aggressive with your phoenix - if they have an extra Phoenix than you and intercept your fleet, you'll quickly discover that Phoenix cannot retreat from Phoenix once tagged. Your decision tree for this scenario is pretty straightforward: if he tries to expand, add a 4th Gateway and kill him when your +1 Armor is done with constant Phoenix production up till your attack. If he stays on 1-base, you can expand when your +1 Armor upgrade is 30 seconds away from finishing (the rush distance on most maps) and add a 4th Gateway after expanding.

After expanding, he will either all-in you (which you should be able to hold by outproducing him on 4-gates and with a superior armor upgrade on your Phoenix) or expand himself behind you. If he expands, you want to start mining at least 1 Gas at your natural quickly, and take the second geyser once you have the mineral income to support it as well. Add a 2nd Stargate, continue making Phoenix, and start +1 Air Attack. After your second Stargate has kicked in for a minute, you can start to get much more aggressive with your Phoenix (you should have numbers on him) and start to take map control and dictate the pace of the game.

Scout Robotics Bay: produce Phoenix constantly with Chrono and don't bother investing in immortals or a Robotics Facility. The benefit of skipping Robo is that you can invest some more resources in units and less in tech, and have a higher Phoenix count than you would have otherwise. He won't have the gas to produce both lots of Colossus and a high stalker count, so just focusing on Phoenix production gives you a very powerful and mobile fleet that he will never have an answer for. If he 1-bases, you should be able to hold with a Phoenix + gateway unit composition and better economy - try to use your Phoenix to kill probes in his main (prioritize probes on Gas) and then bring the Phoenix home to defend. If he expands, you can do the same and start teching to Robotics Facility and then Colossus yourself. At this point, the game becomes a standard Colossus vs Colossus PvP midgame except you have a handful of Phoenix and more map control, huzzah!

Scout Twilight with Research, 3-4 gates, and no Robotics (aka Blink All-in): start a Robotics Facility and warp in 2 or more sentries immediately (you need them to start accumulating extra energy for forcefielding your ramp). After the robo is done, chronoboost Immortals constantly and forcefield your ramp when he is trying to attack you so that he never gets vision of the highground. Use your Phoenix to lift and kill probes while he is attacking to make his attack 100% committed. You can also use your Phoenix to snipe his probe that he sends on the map to build proxy pylons if he's not careful.

Note: there is a variant of this build that gets a single Sentry early on and then researches Hallucination to make a Phoenix for high-ground vision. You can identify this build by spotting his Cybernetics core still researching after Warp tech is done. Against this variant, you should snipe the Sentry with your Phoenix and then use the same defense as before. It's fine to lose Phoenix to get the Sentry as long as he only has 1 - without that Sentry, his attack is delayed by over a minute (new Sentry needs to get 50 energy for Hallucinate) and is 2 stalkers weaker (replacement Sentry = 100 gas = 2 less Stalkers). One alternative defense against the hallucination variant is to make stalker zealot + phoenix constantly without making a robo, and use your phoenix to lift his stalkers and negate their ability to blink. If you go for this defense, make sure your phoenix are at home and positioned carefully to grab his stalkers.

Scout Dark Shrine / a suspiciously Gas-free main base: start your Robotics facility immediately (ideally, build it in a corner or against other buildings so that you can wall it off with more buildings in an emergency), and position your units to make a wall at the ramp with Zealots in front and Sentries behind. It doesn't hurt to start making Pylons at the top of your ramp to create a partial wall as well (leave a Probe there so that you can complete the wall in an emergency). Keep making Phoenixes, and scout for hidden bases or anything else weird - if he attacks, make sure to park your Phoenix above his probe line and keep lifting them while he is defenseless. Your units out of the Robotics Facility should be Observer, Immortal, Immortal, to be safest against an Archon bust followup.

Sometimes, people will go for an archon bust immediately with 4-gates and their first warp-in of DTs. Against that, you should make a tight wall off and warp in stalkers, and use your stalkers to focus the Archon down. Once the Archon is down, you can just forcefield your ramp against his zealots and stalkers. If he expands, use the Phoenix for harass while expanding and teching to Colossus and prepare to play against a Chargelot - Archon composition. If he doesn't expand, you can expand cautiously and simcity your natural with a wall of buildings to reduce the effectiveness of Chargelot - Archon. Don't tech to Colossus until you know it is safe to do so - if he attacks while your Robotics Bay is building, that's 200/200 less resources in your defense.

Scout 4-gate: instead of starting a Phoenix when your Stargate finishes, start and Chronobost a 3rd Sentry out of your gateway. If he tries to send a probe up your ramp, use your 2 Zealots and 1st Sentry to snipe it. Before warp tech finishes, it is alright to let a single unit up your ramp at a time. Your Zealots, if positioned correctly, will form a wall that prevents him from running by into your main with whatever unit you let up, so you should be getting free kills. If you're not as confident in your micro / positioning and crisis control, just forcefield everything out to be safe. Your first Sentry has a forcefield when it pops, then your second Sentry will have a forcefield when it pops, and by the time the second Sentry's forcefield dissipates, your first Sentry will have another 50 energy ready to forcefield. When that 3rd forcefield expires, your 3rd Sentry will be out and warp tech is done. When the 4th Forcefield expires, you wil have completed a warp-in of 2 Zealots and a Sentry, giving you yet another forcefield (and after this FF, Sentry #2 has energy for another FF - at this point, you have basically infinite time and can warp-in more Sentries as needed or go into Phoenix production). You'll probably start floating minerals towards the end of this as you're making so many Sentries - you can offset this by adding a 4th Gateway (useful for making a counter-push with Phoenix and 4-gates on your opponent) or a Forge (useful for securing your natural expansion and getting upgrades in a macro game).

Scout 2-gate Robo FE: add a 4th Gateway, make Phoenix up to 4, and go kill him. It's incredibly difficult to hold a proper Phoenix push with that build, especially on maps that don't have tiny ramps at the natural. On maps like Ohana / Shakuras that do have such ramps, be creative with your attack - start a lowground Pylon on the cliff next to their main base, fly your Phoenix by to give vision, and warp in 4 Zealots and send them to their mineral line. If they respond by sending in Zealots, just use your Phoenix to defend your own Zealots and keep wrecking havoc. If he sends his Stalkers too, then just fly to his natural, lift his Sentries, and attack with the rest of your army.

Alright, that covers the reactions to all of the most common builds; let's wrap this post up by talking about a few tips and tricks that can help you out with this build.


Tips / Tricks / Thoughts:

+ Show Spoiler +
- In the early game, positioning your Zealots and Sentries properly on the ramp is very important. Your positioning should look something like this:

[image loading]
Pictured: PvP Roman Tortoise, TAiLS style

This keeps your Zealots safely out of his vision from the lowground, and lets your Sentry cast a force field to trap any units that try to peak up.

- If you probe scout and see your opponent taking a 2nd gas, Australian Grandmaster Protoss AVANT.Pezz suggests skipping the first sentry, getting a second Zealot immediately, and building an incredibly fast Stargate with your first 150 gas after your Core finishes. After the second Zealot pops, then you add on your first Sentry and can optionally add on another one after that if you feel pressured.

- In a Phoenix vs Phoenix engagement, it's crucial to keep your Phoenix inside a Sentry's guardian shield bubble regardless of whether you're attacking or defending.

- In a Phoenix vs Phoenix mirror, one way to position your Phoenix is by your watch tower, with a Zealot underneath. If your opponent sneaks around and attacks your probe line, you can come back and cut him off. With good positioning, you'll kill all or most of his Phoenix. This also lets you transition into aggression much quicker, and if you see him sending units or probes out on the map with your vision, you can snipe them safely.

- This is a very tight, Korean-style build. It relies on good control, active scouting, and smart reactions to be successful. Don't be frustrated if you lose a lot as you are figuring things out. The most common things I see people lose to with this build are 4-gates and blink all-ins because they miss their forcefields on the ramp. Play carefully!

- The second most common way to lose with this build is being too greedy after expanding. A basic rule of thumb is that you should never tech faster than your opponent. Your Phoenix are a huge advantage in terms of scouting and map control, so don't blitz to Colossus until you see your opponent's Robotics Bay. This is one of the few builds and playstyles in PvP where it pays off to be "behind" your opponent.

- In a macro game, some people have trouble deciding when to stop making Phoenix. It's situational, but a good rule of thumb is 4-6 Phoenix depending on how active you are with them (if you're really active, 6 Phoenix is good, otherwise, stick to 4). That amount of Phoenix is enough to be a constant harassment threat without being an overcommitment.


Replays + Analysis:

+ Show Spoiler +
I'm on a new computer so I don't have many replays of myself doing this yet. I'll add more once I get the chance to ladder in the coming days.

http://drop.sc/274643 Phoenix vs Robo FE against Clarity Gaming's SaroVati

Here are a bunch of recent replays from CCalms (Depression) executing the build to give you all a benchmark of good execution and scouting / reactions:

http://drop.sc/274640 Phoenix vs Phoenix against keydCapoch.

http://drop.sc/274639 Phoenix vs Blink Obs into Macro game against ROOToD.

http://drop.sc/274638 Phoenix vs Blink Obs against NrSRaNgeD

http://drop.sc/274641 Phoenix vs Robo FE against WWStarNaN

http://drop.sc/274649 Phoenix vs FE against Clarity Gaming's Shew.

http://drop.sc/258800 Yoshi (CCalms' Korean account) vs Sage.



Final Notes:

As with the post about STPartinG's Immortal Sentry all-in, I've decided to post this to my blog here on TeamLiquid rather than as a formal guide in the Strategy section because it is not very in-depth and I don't want to commit to updating it or answering everyone's questions. That said, I will still do my best to answer and reply to people asking questions on this post.

Lastly, a friendly reminder: this build is just one of many options that minimize coinflipping in PvP. Hopefully, it will help people discover a sense of stability and enjoyment for the PvP matchup that is often lacking, and it's definitely a fun play style that rewards multitasking and good fundamentals. Let me know how this build works for you and any thoughts or questions you have. Good luck and have fun!

About Me:

+ Show Spoiler +
I'm Matt "RemarK" Kramer, a grandmaster Protoss on the NA server. I come from an FPS background (competitive Halo player for 5+ years), and I switched to SC2 starting December 2010. I currently play for Frost eSports. You can learn more about me in my Stream hub thread here on TeamLiquid, or by checking out my stream and Twitter (@remarkiwa).


****
I <3 StarCraft.
Whynaut
Profile Blog Joined January 2011
Canada367 Posts
November 12 2012 06:16 GMT
#2
Wouldn't +1 air attack be better than +1 air armor? 50/50 cheaper and more useful (1/3 of hp is shield, no?)
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 06:23 GMT
#3
On November 12 2012 15:16 Whynaut wrote:
Wouldn't +1 air attack be better than +1 air armor? 50/50 cheaper and more useful (1/3 of hp is shield, no?)


It is cheaper, but after running a bunch of scenarios in the unit tester, +1 Armor seemed better all around. +1 Armor phoenixes beat +1 Attack phoenixes, and in an engagement with phoenixes that have no upgrades, there were more +1 Armor phoenixes surviving than +1 Attack phoenixes every time. I was pretty surprised too, as I had spent probably 2-3 months thinking +1 attack is better and always getting it. If you're pinched for resources and can't afford armor for some reason, +1 attack is definitely better than nothing.
I <3 StarCraft.
Vogue
Profile Blog Joined April 2010
United States98 Posts
November 12 2012 07:27 GMT
#4
Cool guide. I've been trying two variants, one where you get gas before core and one after, but you get a stalker with both. I'll add this one to my arsenal, as I usually die to 3 gate pressure because I get caught without gas for sentries when I'm chronoing out phoenix. Still, I think the more greedy Phoenix play is better for Daybreak/Entombed but this looks solid on Ohana and Cloud.
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 07:56 GMT
#5
Already made a few updates:

- Fixed a typo in the build order skeleton (changed 18 Zelaot 19 Gas to 18 Gas 19 Zealot).
- Added a great tip from a fellow GM Protoss, Pezzaperry, suggesting building a faster Stargate and delaying your first Sentry if you scout a 2nd gas by your opponent.
- Removed bad advice about dealing with Robotics Bay builds. Although I've had success with adding on immortals, people who are more experienced than I am with this build have unanimously suggested it is better to just add on as many Phoenix as possible and delay your Robo until you are definitely entering a macro game.

I <3 StarCraft.
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
November 12 2012 08:05 GMT
#6
Whoa this is really interesting. Maybe one day if I get better I will be able to use this advice to the best of my ability, cool stuff yo. Actually a lot of your protoss guides/pieces of advice are great. Thanks for sharing ^^
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
whistle
Profile Joined April 2010
United States141 Posts
November 12 2012 09:42 GMT
#7
I haven't played SC2 for about three months and just starting to get back into it, but my current PvP stargate build is http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993. It's pretty similar to this build, 1 gate stargate, but it gets quicker gas (tiny difference) and only one additional gateway after the stargate instead of two (the main difference). What are your thoughts about this? Has the metagame changed a bunch since that build was posted?

Nice to see you are still making helpful guides, cheers!
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 10:15 GMT
#8
On November 12 2012 18:42 whistle wrote:
I haven't played SC2 for about three months and just starting to get back into it, but my current PvP stargate build is http://www.teamliquid.net/forum/viewmessage.php?topic_id=350993. It's pretty similar to this build, 1 gate stargate, but it gets quicker gas (tiny difference) and only one additional gateway after the stargate instead of two (the main difference). What are your thoughts about this? Has the metagame changed a bunch since that build was posted?

Nice to see you are still making helpful guides, cheers!


Thanks!

I actually consider the main difference between this build and that to be the blind robotics facility HerO's build gets, rather than the 2 gates vs 3 gates. HerO's build feels and plays like a "robo build with phoenix" to me. With this build, the Phoenix are the emphasis and focal unit.

Pros of HerO build: has an easier time with DTs due to blind robo, is also slightly more forgiving against early pressure due to blindly making two sentries always as well.

Cons of HerO build: his build is REALLY safe - to the point where it can fall behind against greedy play or has a tough time against certain all-ins that cut corners.

As an example of the drawbacks of the build you are using, if it were to face this build, it would have a later Stargate, greatly delayed air upgrades, and have invested 200-100 in a useless robotics facility.

That said, both builds are good - the main advantage of this build is it's very refined and optimized for the fastest possible "safe" Stargate.
I <3 StarCraft.
HEhelin
Profile Joined November 2012
1 Post
November 12 2012 10:47 GMT
#9
Phoenix vs. Phoenix - attack vs. armor and the amount of shots it takes for a kill:
+0 vs. +0 - 9
+1 vs. +0 - still 9
+0 vs. +1 - 10
+1 vs. +1 - 9

So an early +1 armor is the only thing that actually affects the outcome. Once both have an upgrade +1 attack is ever so slightly better than +1 armor (almost entirely negligible).

Interesting fact: +1 shields would probably be even better than the armor since they'd result in the same numbers as +1 armor in the list above -and- help everything else you have aswell, but for this build you wouldn't have the forge out :|
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 11:19 GMT
#10
On November 12 2012 19:47 HEhelin wrote:
Phoenix vs. Phoenix - attack vs. armor and the amount of shots it takes for a kill:
+0 vs. +0 - 9
+1 vs. +0 - still 9
+0 vs. +1 - 10
+1 vs. +1 - 9

So an early +1 armor is the only thing that actually affects the outcome. Once both have an upgrade +1 attack is ever so slightly better than +1 armor (almost entirely negligible).

Interesting fact: +1 shields would probably be even better than the armor since they'd result in the same numbers as +1 armor in the list above -and- help everything else you have aswell, but for this build you wouldn't have the forge out :|


I don't know what to believe anymore. The math says +1 attack is better, the results from every fight I've had says +1 armor is better. Possibly better to just get +1 attack cuz it's mathematically better and it is cheaper. Another alternative CCalms and were discussing is adding a second Stargate, which you can use sporadically on 1-base and constantly once you have secured your natural. Since all the tests we just ran indicate that upgrades don't really make a huge difference (in a few a-move vs a-move battles, equal numbers of 0-0 phoenix even beat +1 attack phoenixes), it might be worth it to have more phoenix.

Then again, the more phoenix you have, the more significant your upgrades are so getting a head start on +1 air attack might be better than a second stargate which you could just add at a more optimal time after expanding anyways.

I'll probably update the guide tomorrow to recommend getting +1 attack instead of armor
I <3 StarCraft.
whistle
Profile Joined April 2010
United States141 Posts
November 12 2012 11:39 GMT
#11
LOL I guess the fact that I forgot that the hero build emphasizes robotics play just shows how out of practice I am... you bring up good points. I'll probably end up mixing both builds together and figuring out whether to do the robo variant or gateway variant based on how I feel during that specific ladder game/scouting info.

Also, I was wondering what you think about responding to opposing phoenix play with an immediate 4 gate + phoenix allin. From my experience when people scout phoenix the immediate response is to invest more in air, and assume the opponent will do the same. Obviously you're not going robotics in response to phoenix, and going for twilight tech vs phoenix when you already have a stargate seems a bit counterintuitive. But if you "know" the other guy is going to invest a lot in air, you can get away with a faster nexus than him (right?). So what I'm thinking is that either the other guy is going to put a lot of money into stargate tech, or expand quickly under the impression that I will spend money on units that can't attack buildings/have limited energy for attacking ground units. Under both of those conditions he won't constantly warp in gateway units, and especially won't warp in any more sentries, so a brute force phoenix-the-sentry and kill them attack seems like it could do well.

I started trying this in most of my PvP stargate mirrors and it seemed to relatively well but I'm not sure if that's because my opponents aren't playing as well as they can (read: because it's an all-in and they are easier to execute than to defend). Specifically, there always seems to be a lull period in phoenix activity after the mirror is confirmed, since no one wants to get caught out and get tagged by opposing phoenix... obviously this means they don't scout the allin until it's too late, but is this passivity a sign of bad multitask, or is it just good safe play? I don't really want to keep practicing the allin transition if it's just a cheesy "hope they assume I'm going heavy air" allin.
blooblooblahblah
Profile Joined February 2011
Australia4163 Posts
November 12 2012 12:31 GMT
#12
Looks like a very nice build. Generally, i use a stargate build with a fast robo after it (very similar to Hero's build, but i use the build Eifersuchtig does which goes 2 sentries and then the 2nd zealot, delaying ur stargate a bit). While i love going stargate robo, it's a rather middle of the road opening that puts in a strong position against almost everything, but rarely gives u a game winning advantage against everything. Will definitely try this build out, it also seems significantly stronger in a phoenix vs phoenix than a "safer" stargate robo build.
Ganzi beat me without stim. Ostojiy beat me with a nydus. Siphonn beat me with probes. Revival beat my sentry-immortal all-in.
Bahamuth
Profile Joined September 2011
134 Posts
November 12 2012 14:53 GMT
#13
You mention that HerO's variation of this build is sometimes too safe. Do you mean getting the Robo with that, or the overall structure of the build? You could just do the same build as you but add a Robo at the timing like Hero's build does, right? I think the only cases where you don't want the Robo are in Stargate mirrors, in which case you can just cancel. I've seen Elfi do an attack with a bunch of Phoenixes and 3 Immortals against fast expands, and I really don't think the expand build is going to have an easier time defending against that than against the 4-gate you do.
Bourne
Profile Blog Joined February 2011
United Kingdom152 Posts
Last Edited: 2012-11-12 16:56:21
November 12 2012 16:52 GMT
#14
Seems good, im liking the theorycrafting going into this phoenix vs phoenix mirror! Just a small thing off topic, could you add titles outside the spoilers for the separate scouting defenses just for easier to read.

Also, in a macro phoenix vs phoenix, you suggest producing double phoenix, when do you feel the right moment for getting phoenix range is and do you suggest this at all? i found that 1 stargate with range beats any number of phoenix!

Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 12 2012 17:31 GMT
#15
You really should post this in sc2 strat definitely good enough for a guide.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Moosegills
Profile Joined March 2011
United States558 Posts
November 12 2012 18:09 GMT
#16
This is the only thing that keeps CCalms in GM.
#1 HuK fan, zerg player playing for http://www.complexitygaming.com - @coL_Moosegills
Eifer
Profile Blog Joined January 2011
United States138 Posts
Last Edited: 2012-11-12 18:44:38
November 12 2012 18:44 GMT
#17
Nice guide. Was surprised by 18 gas 18 zealot? Reasoning?

On November 13 2012 03:09 Moosegills wrote:
This is the only thing that keeps CCalms in GM.


Rolf
CCalms
Profile Joined November 2010
United States341 Posts
Last Edited: 2012-11-12 22:01:22
November 12 2012 22:00 GMT
#18
On November 13 2012 03:09 Moosegills wrote:
This is the only thing that keeps CCalms in GM.

true story

On November 13 2012 03:44 Eifer wrote:
Nice guide. Was surprised by 18 gas 18 zealot? Reasoning?

second zealot gets to ramp before 10gate arrives
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 23:52 GMT
#19
On November 13 2012 01:52 Bourne wrote:
Seems good, im liking the theorycrafting going into this phoenix vs phoenix mirror! Just a small thing off topic, could you add titles outside the spoilers for the separate scouting defenses just for easier to read.

Also, in a macro phoenix vs phoenix, you suggest producing double phoenix, when do you feel the right moment for getting phoenix range is and do you suggest this at all? i found that 1 stargate with range beats any number of phoenix!



Do you mean titles within the spoiler? I wasn't quite sure what you meant but I bolded each header inside the Scouting / reactions part of the post.

My games usually end before it gets to the point where I'd have a chance to get a fleet beacon, I would recommend getting it after +1/+1 once you are naturally floating the right amount of gas. Range will definitely give you a huge advantage in Phoenix vs Phoenix battles, but since it takes the longest to get to, it can be risky to go for it too soon.

I <3 StarCraft.
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 12 2012 23:55 GMT
#20
On November 12 2012 23:53 Bahamuth wrote:
You mention that HerO's variation of this build is sometimes too safe. Do you mean getting the Robo with that, or the overall structure of the build? You could just do the same build as you but add a Robo at the timing like Hero's build does, right? I think the only cases where you don't want the Robo are in Stargate mirrors, in which case you can just cancel. I've seen Elfi do an attack with a bunch of Phoenixes and 3 Immortals against fast expands, and I really don't think the expand build is going to have an easier time defending against that than against the 4-gate you do.


I think it's the overall structure of the build - it's mostly the slightly later Stargate and blind second Sentry that puts you behind, as well as being on 2-gates limits your ability to be aggressive.

I actually strongly disagree about the viability of Stargate + immortal all-ins. They definitely can work from time to time, but overall I think they're really, really easy to hold off with any decent expand build. That attack hits REALLY late so your opponent's expansion will have already paid itself off and then some.
I <3 StarCraft.
Bahamuth
Profile Joined September 2011
134 Posts
November 13 2012 10:54 GMT
#21
Do you also do this build on maps where Blink/Obs is good?

What do you think is the reason that we don't see pro's do this very often?
RemarK
Profile Blog Joined April 2011
United States452 Posts
November 14 2012 09:10 GMT
#22
On November 13 2012 19:54 Bahamuth wrote:
Do you also do this build on maps where Blink/Obs is good?

What do you think is the reason that we don't see pro's do this very often?


You can do this build on pretty much any map - that said, it will naturally be a little bit stronger on maps where blink obs isn't powerful (because then the metagame gravitates to robo play).

Pros actually do use builds like this a lot - CranK used it multiple times in his series against HerO at MLG Raleigh, as well as using it in one of his more recent games against Naniwa at LSClash 2. I think the reason nobody does it EVERY game is because you will start to get meta-gamed if you become too predictable - for example, someone doing a mirror build and hiding their Phoenix instead of scouting with them to trap your scouting Phoenix.
I <3 StarCraft.
FuriousShuank
Profile Joined November 2011
Argentina12 Posts
November 14 2012 21:22 GMT
#23
Thanks man, i think this is a great build.

Ive been using it myself.

I seem to die often to 4gates, can you post a replay showing the proper reaction?

Thanks.
IPS.Blue
Profile Joined January 2004
Germany309 Posts
November 22 2012 10:45 GMT
#24
On November 12 2012 15:11 RemarK wrote:
14 Gas
...
18 Gas

What are your thoughts on double 15 gas and only two initial gas probes in each gas (3 when at "20,5" supply)?
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