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[G] PvZ FE -> Speedlots

Forum Index > Brood War Strategy
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KwarK
Profile Blog Joined July 2006
United States42693 Posts
Last Edited: 2009-12-03 21:45:51
December 01 2009 19:57 GMT
#1
Thanks to some excellent contributions from some other Protoss players this has turned into a collection of guides and builds rather than just my build. So for clarity, most of the first few pages of replies are regarding the first build below.


+ Show Spoiler [ Fast speed no +1 build] +

This is gonna be a pretty rough guide because I'm just knocking it out in a few spare minutes, mainly because people seem to think 5 hat hydra is so unbeatable 1 base reaver is a good idea. I didn't know things were that desperate but apparently they are so yeah. This won't have the quality of some of the more well polished guides but hopefully I'll explain the build well enough for you to copy it and work it out for yourself. It's the build I'm currently using PvZ at B level with considerable success.

Step 1, scout.
Make sure he's doing 3 hat spire 5 hat. There's no way of knowing how he plans to transition with scout probes because they're usually dead by then but I don't want you using this vs the wrong stuff then blaming me. Anyway, PvZ is basically scout -> hard counter -> control game flow -> win so you could all use more scouting anyway.
Things to learn to look for
Drone count (low drones = play safe)
Larva being saved until probe is gone (tells you when he takes his 3rd if the larva are idle for ages then start to be spent one at a time) (tells you he wants to make a lot of something the moment you're gone if 3 start at once).
Speedlings (even if you're contained and blind it's easy to send a probe out and get his lings to chase it a bit. that'll tell you if he got speed (if he opened 12 hat 11 pool towards lair and got speed he's gonna ling timing attack usually))
Gas timing (if he goes 9 pool speed and doesn't get lair, hydra incoming) (if he gets 100 gas then stops and doesn't resume gas he's heading for massling)
Lair start timing (tells you lair finish timing, useful to know)
Second gas timing (3 hat muta!)

Have your first probe holding minerals, have a second probe hotkeyed. If first probe gets into trouble and you're not watching, select it by hotkey and hit c. That sends it drilling home. If it dies, send the second probe drilling to minerals in his base while you have vision. Having it hotkeyed helps you do this in time.


So yeah, ideally you haven't lost the game and you know what's up. If it's 3 hat spire 5 hat then continue as below. If it's something else then consult some other guide.

Step 2, learn a real wallin.
With a decent simcity and good scouting you can make less cannons and still be safe. If you just place shit randomly on the fly you'll have to be extra safe and that fucks rush timings. It's such a basic thing to get right, just look at a vod and then get it right. Simple.

Step 3, gas, gateway and core asap.
Asap does not mean lose to masslings. See step 1. What it means is getting a core the moment the gateway finishes, even if it means delaying a probe or two. We're going for a timing attack, you wanna hit the timing. Equally, get 3 probes on gas the moment it finishes. Gas is a v precious commodity in this build, basic inattention will fuck you .Core at the back of your nat (out of ovi vision) will help.

Step 4, build order.
Keep your first gateway making zealots when you have the money. The moment your core finishes place a stargate and a citadel at the same time. The reason you have gas to do this is because you're not getting +1. Citadel hidden next to your core will help. Add 2 gateways when you can.
You will have the gas to constantly pump corsairs and get zealot speed the moment citadel finishes. Not spending that 100 gas on +1 is a real boon.
Keep pylon macro going, pump zealots and corsairs.
Scout with one corsair.
Send zealots out before speed finishes, avoiding showing your true count if possible (send a few to clear lings with the rest behind).
Hit the moment speed finishes with gateways rallied at his base while taking 2nd gas and getting archives.

What happens?
You've just hit a timing window about 30 seconds before the attack he's expecting. You've been pumping zealots while he's been droning, although he has more unit production than you you have a bigger army. You hit before he gets a critical mass of hydralisks and then your zealots can dominate his hatcheries, stopping a big group from forming and outnumbering them as they trickle in. The +1 speedlot attack fails because the timing window is so narrow and the simcity is so good that you can't break it. Surprise and 30 seconds makes all the difference.
He'll usually hold it off but the damage will be extreme. Kill drones, kill overlords, kill a hat if you can. At the same time you're getting archives, 2nd gas, 3 more gates and cannons. The cannons are important because he is outproducing you and you're gonna make a switch into ht which won't have enough energy to save you. Cannons cover you short term while you make the transition into a normal PvZ army.

Variations.
If he opens mutalisks your 4 corsairs with the zealots will give him something to think about. At the same time you're still grabbing your 2nd gas as usual but also cannoning up your mineral line. He can't press the air offence because your zealots are all in his base.
Vs 4 hat lair openings. Your first corsair scouted this. Pressure but don't engage. Get 2nd gas and ht asap.
Vs mutalisk and scourge micro JD style (this is v rare when you've only shown 1 corsair but whatever). Cannon the fuck up. Get 2nd gas and 2nd stargate. Throw zealots away if necessary to buy time for cannons but try not to waste them.
Vs hydralisk cheeses. Try and hold him off with a few zealots moving forwards and back to shield cannons until speed while going to 5 or 6 gateways. Don't reveal your zealot count. Your speed is gonna hit before he expects it. When its done show him you what happens when you mess with Auir.

Countered by.
Good simcity and mass zerglings with drone micro. This is the clever bit. The simcity hydra bit rapes +1 speedlots but is raped by +0 speedlots. A clever zerg (not seen one yet) with nice speedling micro can overwhelm your zealot timing attack. But because +1 speedlots and zealot archon attacks were so standard the lings have fallen out of fashion.
If he does this just back off and play as normal. Chokes are your friends vs lings and with 12+ zealots you can turn most terrain into a choke of some sort. 5 corsairs are a critical mass against scourge so go wild with your corsairs, he's not got the hydra to stop you.
Don't decide "well I started so I'll finish" and suicide your zealots in anyway. A bunch of zealots is never obsolete in PvZ, just hang onto them, they give you map control and are handy to have.

Why it works.
Your zealot attack is big and it's fast. But everything has a price.
You're saving money in two key areas. Gas (and therefore tech). You're on 1 gas which saves probe mining time and expenses on +1, archives etc. You're also not making any cannons to counter mutalisks (and v few to counter the threat of hydra breaks). 1 gas is enough to build constant corsairs and you're only showing 1 of them. 4 corsairs and a lot of zealot threat against an unexpecting zerg is a decent defence against mutalisks so you just don't need the standard 2-3 cannons. That's 3 extra zealots right there.


Extra.
Repeating this for idiots and people with bad multitasking. You don't just keep making zealots as you're attacking, even if it's nice and easy and they're doing so well. You've cut a LOT of tech to pull off this attack, first priority is to switch your energy completely into fixing that. If your zealots win the game, great. If they just kill a lot of drones then suddenly you're going to have a lot of angry hydralisks on your doorstep. You need quick transitions because there isn't time to get it wrong.
2nd gas as you push out. Archives as you push out. If he's not mutalisking, stop corsairs, 4-5 is enough. If you're managing his hydralisk count then make 8 or so gateways. If you're throwing your army away to kill his lair or something then make 8 or so cannons. Just don't get a big advantage and then lose because your ht only have 65 energy when he counterattacks.

Replay.
Played this earlier, not a great game but the guy is a solid B- and it shows the build pretty well. You'll see a lot more of it if I post my TSL reps.
http://repdepot.net/replay.php?id=25501
Better replay vs a B/B+ zerg player. Exact build from the above order. Played 90 seconds ago.
http://repdepot.net/replay.php?id=25507


+ Show Spoiler [speed zealot rush from PGR translated…] +

On March 30 2009 11:44 SuperJongMan wrote:
The Concept
Mass Sairs, Mass Lots. Flexible attack for fast 3 gas. Have some sairs around for fun.

The Build

1) Double Nexus - Core
Same as any regular double nex, cept you don't get the natural gas.

2) Stargate - Citadel - +2gate (3) - Sair - Speed Up - 1 Cannon in main.
*Off 1 gas: Star - Adun - Sair - Sair - Speed Up is possible, but very very tight.
Because of the second sair, the leg up can be a little late but it should work out.
*1st Sair scouts.
*The Cannon in main is for surprise mutas. Since you are massing sairs you should be
fine (unless his name is Park Sung Jun)

3) Mass Zealots + 7 sairs + Nat Gas + Archive @ 200 gas.
*Zealots take off as soon as they get new legs.
*Mass probes and when money allows build an assimilator.
*Archive.

The Management -

1) Purpose is to snipe a 3 hatch to scourge zerg build.
* The speedy lots hit at about 7:10. A minute faster than the 4 gate 2 archon.
The zerg at this time can have about a sunken at every base and some hydra/ling.
While it is just speedy zealots, they will still pose a threat.
* Moving the speed lots around, the sairs steal OL kills.
If Sair/Reaver - the hydra's will move to stop reavers, if Sair/DT, only the DT has to be stopped. When Speed+Sairs, the unit composition of the zerg is off, OLs die, and zealots will still trim down ling/hydra.
* Still, it is better to play passive than aggresive. Increase to 5 gate + add templar.

2) Mutalisks! Mutalisks!
* Laugh. Too easy. Too easy.
* When scouting with the first sair, If a spire and natural gas is up, put 3 cannons @ main.
(You don't wanna get scourged all at once and type GG)
* Legs finish about when mutas come in. If the zerg did main gas only, even with
scourges, the sairs (about 4 now) and cannons shrug this off.
* Since they invested in Mutas, Hydras and lings won't be present.
When the zealots run into the main, the nail is in the coffin, just hammer it in.

3) No Spire Zerg
* Sometimes, Zergs are assholes and just go straight Den. Could be hydras or lurkers.
Regardless, the answer's the same. Get less sairs (3-4) but continue harassing OLs.
It's hard to stop both sairs and speed lots together with just hydras.
* While this goes on, get a fast Archive and prioritize your 3rd Nexus.
* Even if a lot of lurkers come, it will be 3-4. Because of sairs, mass lings can't be made
(OL def), make sure to proceed nice and carefully and lurker/ling will be hard pressed to
crack you.

4) Just a zerg... (Scourge+Hydra)

* Get 7 sairs. Group Sairs (Trap a probe with a pylong) and slowly pick off skoji. While playing out the sair/lot.
* Get Archives, and Storm, no archons.
* Even with mass hydras, zealots can hold. When the zealots are about to give way, Storm should arrive.
* Now get 3 base and late game.

That's all for now, simple right?

Sairs+Zealots are easy units to control. You don't need Bisu hands but rather follow your own pace and just take care of your units. Sairs if still kept alive and healthy in count can serve a plethora of uses in other parts of the game. So yeah, that's why passive play in this case is better...

That's all for today.
More to come, like a part two and stuff.
Maybe tomorrow? Maybe later this week.

From : http://www.pgr21.com/zboard4/zboard.php?id=daku&page=2&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=1688

Surprise Zergies!


+ Show Spoiler [Stronger Late game, Weaker Timing Atta…] +

On December 04 2009 04:56 SuperJongMan wrote:
There's also slightly gas heavier version so like on destination or so, lurkers behind cliff won't hurt on nearly the same level as being late on gas.

+ Show Spoiler +
Version 2.
Stronger Late game, Weaker Timing Attack. You still get corsairs!

1) Double Nexus.
Standard ya?

2) After Core - Stargate - Citadel - Nat Gas - +2 Gates - Sair - Speed - Air Up - Zeal/Sair
The main difference this and the previous version is the nat gas. [ -_-;; ]. The gas will complete at
about the time the stargate completes. As you finally manage to save up some gas, get the
templar archive.
* No big difference if you get sair+1 or not. When the sair comes out, 1-2 photon in main.
* Make zealots and probes through the whole process

3) Templar Archives (3-4 sair timing) - attack - prepare expansion - psi storm
The reason it's 3-4 sair timing is because that is when your gas will finally start really flowing.
Put the archive down as soon as you don't feel starved on gas.
* The purpose of the build isn't really to attack but rather be able to defend with a flexible force while also presenting a threat to the zerg.
* Before getting the second expansion, prevent the zerg from getting the 4th base, and if you see
space, try to go for some drones or such.

Bastard Zerg -

1) The Standard: 3 hatch - lair - spire - 5 hatch hydras.
You're first corsair tells all. Bring him home after the spire's done. The scourges man!
* Send the zealots out with speed. The zerg can hold with sunken ling hydra.
* NEVER lose these units needlessly. Only when the zerg gets a fast 3rd expo we fully engage.
If you think you can get some lings or drones while not taking damage, go for it. We can't lose
zealots by the magu. It's 5 hatch vs 3 gate. Of course we get pushed if we lose these guys.

As your zealots commando their way around, set up your 2nd expo. Photo+Zealots can hold a lot. After holding, 8 gateway POWAaaa. Ofc you gather up your hanbang and go from there. The whole purpose of the build here is the lategame 3 base hanbang.

2) Slow Mutas: 3 Hatch - Lair - Spire 4 Hatch w/ Nat Gas - Muta & Scourge
This is what zealot sair kills best. When muta/scourge come, 3-4 sairs make defence easy.
* The focus here is the speedy lots. When the zergs mutas come, These guys are sent to run
amuck the zerg base.

Because the mutas are out, zerg has no.. blah blah, part 1. In the chaos of the drones are running around, zealots acting like headless chicken, and mutas killing zealots - take your sairs (6+) and calmly dispatch the skoji (use the zealots to help find where in the base they are). If this is done, mutas are ez.

Anyways, the zerg's still at 4hatch+ at this stage so don't mass too many speed zealots but get your 2nd expo ready sooner. In this case, the zerg and toss are at the same base count, toss has taken no damage, zerg has sairs and drone damage to worry about and the game practically plays itself.

3) Hydra Lurker: 3 Hatch Lair - Den - 5 Hatch
* Cut corsairs, about 3.
* Cancel Legs, get archive. Get Dts. As you try to harass with this mini sair/dt, gather storms.
* Don't expand and get robotics and gateways instead. We have to gather up a 2 base hanbang =(.

There isn't a real easy way to necksnap the Hydra Lurker through management. Just use your dragoons and high templar well. And by well, I mean like, really really well. Like, at least 10 times better than you usually play. It won't be easy but it's not impossible. Storms are gonna be key here. Center fight well, but it'll feel pretty gay, like old 3 hatch hydra waves, and feeling short on storms... 1.07... ~_~ NO NO!

4) 2 Hatch Muta - 2 Hatch Hydra
You messed up man. Scout better. If your corsair is what sees this, it's too late.
* Like all zerg all ins, hold and win.

Vs Muta - Cannon whichever stargate your nexus is at. Actually, go ahead and cannon everywhere. EVERYWHERE. Gather sairs, if you hold, you win -_-;; if you fail, you ... failed.

Vs Hydra - Use probes and hold, and if you hold with probes, this build cleans up rather well. The 3 gate Zealots help holding a lot and as time goes, legs will also finish. In this scenario, a hydra vs speed up zeal fight actually favorites the zealots due to the count and zergs production. If you can get to this scenario without crippling damage, GJ on your win.

Stork vs Yellow - Batoo Regames.
Stork vs July - Batoo Regames.
The games have the same builds but Stork vs July, July's immense pressure makes Stork fumble his build. Also Jangbi used this somewhere vs Firefist or so in winner's league on RH but he lost to a chogoling all in so... .. so......

YOINK!
http://www.pgr21.com/zboard4/zboard.php?id=daku&page=1&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=1701


It's a tad old but it's not like PvZ has evolved much lately.


+ Show Spoiler [4 gate zealot archon attack] +
On December 23 2008 12:43 SuperJongMan wrote:
For Aiur!

The 4 gate 2 archon build is also commonly referred to as the +1 spd zealot archon build, but that's lame and very vague. This is not the Bisu build. This is not some nonsense theory-crafted build. It is the new foundation and manual for PvZ ever since the coming of the revolution.

It is the Holy Bible of PvZ!

Build is described in parts 1 2 and 3
Late game management tips and transitions in case the zerg didn't die yet in part 4.
Part 5 is simply a variation to consider.

The New Foundation of PvZ

[PvZ] - 4 Gate 2 Archon - AKA The Protoss vs Zerg Bible.

From http://pgr21.com/zboard4/zboard.php?id=daku&no=1668

The Build - The Bible

* Simply, after double Nex, Get an archive and 4 gates. After 2 archons - produce speed+1 zealots and pressure/attack the zerg.
* 7.5 Pylon, 11 Forge, 13 Cannon (x2), 15 pylon. 18 Nexus+Gate => Main Gas, Core, front gas, Stargate, Citadel, Templar+3 gate. +1, 4 HT, Speed up, Make speed zealots... at around 8:30, attack.
* The 4 gate 2 archon build is used to fight Zerg Neo-Sauron builds.
(9 pool, 6 ling, front hatch, 3rd base hatch, gas, lair, lingspeed, spire/scourge, +2 hatch - Den+Chamber. )
- Once again, I re-iterate, this build is to fight Neo-Sauron Zergs.
- If the zerg shows switch up, there must be adjustments made, and the following will be an explanation on how to do so.

1 - The Double Nexus -

*The Build Order - 7.5 Pylon, 11 Forge, 13 Cannon (x2), 15 pylon. 18 Nexus + Gate
*Key Points
- When pool is half done, the forge must be coming up.
- Even if the forge and pool finish at the same time, ling make+travel time = finished cannons.
- Minor variations dependant on map.
- If you are given a little freedom due to the pool being late, you can build a nexus and if still given further freedom by opposition, build a gate!
- If the zerg aggresively 3 hatch 0 pools, do a Nexus -no forge 2 gate. While harassing with zealots, producing probes and teching are both possible. However, the zerg, due to making zerglings+sunkens will not be able to do anything else.
- It is because of this 9 pool is the standard. To stop the 9 pool, the basic double nex build is as described above and admittedly slower.

* The Defence -
- 2-4 zerglings = 1 photon. More lings - 2 photon. If speed up or around 12 lings, 3 photon.
- In most ling heavy scenarios, 3 is plenty.
- More importantly is the sim city + Probe/Zealot path blocking to not even let the lings onto the cannons in the first place.
- Specifically, Gate on top, Forge on bottom = No ling run by. This is an important feature a toss should utilize. ( http://www.pgr21.com/zboard4/zboard.php?id=daku&page=1&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=1649
The bottom picture is possible protoss walls )
- If the zerg does speed up or 8+ lings, block/narrow the entrance with probes.
- Trying to conserve 2-4 more probes will end the game. The zerg is obviously poor so there is no need to feel like you must have 2-4 extra probes working for your econ.
- As money allows, replace the probes with 1-2 zealots from the gates.

*The Scouting -
- Is it 12 hatch or 9 pool, pool timing is the most important thing here.
- then, are lings making or drones? Then 'What is the hatch count and gas timing.
- Most zergs put up the hatches they want (3/4) before they make the gas.
- By this assumption, we can usually get a feel for if the zerg has taken his 2nd natural or not.
- Depending on gas timing, Hydra, Muta, Lurker can be guessed.
- If you were breached by the all in, watch the replay with an emphasis on the zergs gas timing/usage.
- Checking for Chogoling speed up is obv important.
- If the gas has been up for awhile but there is no lair in sight, high probability of a chogoling break.
- If the scouting probe is caught and the zerg is containing outside movement from the toss's nat and even if scouting seems hard, you can't be still.
- It is good to fake probe movements in and out of the base to check for chogospeed.
- If no speed up, fake probe movement (Usually towards their choke ol) and then FAKE JUKE TIKI BARBER that shit to the other side.
- After the zergs natural expo, if the 3rd hatch is towards the main, be very cautious.

2 - The Core Timing -

* Build order - (After Gate) - Gas, Core, Nat Gas, Stargate, Citadel.
- Before the core is complete, the nat gas must be put up to prevent gas shortage.
- A goon is always a nice choice to prevent more ol scouting.
- Because the timing between citadel and robo branches are so similar, it is often a good idea to construct them around the nat by habit. Also, robos are better constructed there anyways in case of defence.
- If the Zerg's tech is late (4 Hatch Gas), corsairs are not even needed. [No Stargate at all]

* The Defence -
- If unsure of the zergs exact intentions, another photon up front for 3 isn't a bad choice.
- Pure Hydra Break - Cancel all probes and cannon like no tomorrow. Magu Magu Photon Photon.
- If hydras are trying to fast break the gate, bring a probe up to the gate and getting ready to re-construct the gate to buy extra time is a good option.
- If the Zorg went fast 2 hatch gas and the tech is SUPA FAST~ at about SG completion time, put 1-2 photon at the main.

* The Scouting -
- The Sair is better off looking at zerg intentions rather than overlord hunting.
- Just because scourge are out, don't keep the sair in your main. Avoid the scourges and looking at the zerg is very beneficial
- Post 3-hatch, if the 4 and 5 hatchery do not pop up, mutalisks all-in are much more likely.
- If hatcheries 4 and 5 are up, the zerg has less than 200 minerals. He can't make mutas!
- It is important to discover the natural gas status also. If the gas is already up, a gas heavy muta or lurker attack will be coming.

*OMG! It's not a spire!
- If it's not spire, it's ling hydra lurker.
- Since the sair neutralizing scourges are not there, Sair-reaver is a good choice. If the Citadel is already up, Sair-DT is a good choice.
- It is still possible to ignore it all and go 4gate 2 archon.

3 -Two Archons and +1 Spd Zealots -

*Build Order - (After Citadel) - +1 attack, Templar Archives, 3 gateways, 2 archons, Speed up, 4 gateway zealot pump.
- The above build is the standard but depending on the zorgs status, what comes first does differ.
- Afterwards, produce sufficient zeal/chon from gates and put down a pylong at the 2nd natural to PREPAREeeee FORrrrrrr EXPANSION~~~.

*Fast Mutal Defence.
- Even if you scout that it's not muta, 2 cannons in your main is standard. (It is encouraged that you have a bountiful and abundant 3 flower harvest)
- As aforementioned, if the nat gas is made but the 4/5th hatcheries are missing, it is wise to assume mutalisks.
- Even with an archon, without cannons/sair fast power mutals will shake you up. 3-4 Cannons at main, 2-3 sairs plz. Plz plz.
- Most Zorgs that go mutal defend with many sunkenlisks. If the sunken count looks low, poking him with your 2 archon superlot and sairs is recommended. (While expanding).
- If this isn't the case, prepare your 2nd expo! The mutals will aggravatingly rape your macro polo probe, and this is another reason many sairs are needed. Also, if you feel your probe micro sux and the mutas will rape it, going ahead and setting a probe there before hand to preserve your original intended expo timing isn't bad.

* Fast Lurkers
- Similar to mutals, if the nat gas is fast and the hydra den is fast, faster lurkers will be looking to contain you.
- Instead of Archons or Speed Up, adding only 2-3 gates + robotics + Goon range + Templar&Obs is recommended.
- Make 1-2 DTs and hide them somewhere. Later, when he is harassing your expos, your harass him back ninja style.
- When breaking the lurker contain, take a shuttle full of 4 zealots and harass the back and then attempting to break the lurker is much easier street.
- If your 1-2 DT's made it out, harass with these dt's now.
- When breaking the contain, having 1 archon is really nice. It serves as a good lead. Because the hydras and lings come towards the archon, the rear templars can get easy storms.

* Scourge, Hydra, Then Lurker/Neo-Sauron Zerg
- Making scourges to pressure the corsair while making hydras, then follwing up with lurkers is the standard.
- Until the Zealots and Archons are destroyed, the Protoss will have the center.
- At this moment, you have to make your 2nd natural, but speed up ling movement to halt this will be seen.
- In this case, instead of moving all your zealots out, send a few to confront the zerglings and to hold the territory.
- Keep pumping zealots while reseraching Storm. Prepare HT while raising a robo and get observers.
- As you pump templar, your gas will deplete and minerals will be left over. This is when you increase gateways.

4. - The Second Half Charge -

* Overcoming The Lair Timing
- Massing Dragoons and Templar while destroying the zerg's lair units and pushing the nat is the ultimate goal of this strat.
- It is recommended to be on a wider and more open map where dragoons can fight to their full potential, like Tau Cross.
- If the zerg survives and gets to hive, adrenal+swarm makes goons useless and the game will become increasingly difficult

*Split Map Fights ("Macro Wars")
- The main way to win late game ( +Hive) is to follow the zerg step in step for expo's while constructing a hanbang.
- Zealots - Archons - Templar will be the base units and later the reaver must be incorporated.
- Putting a robo (or two) at your expos will help fight defiler and zergling terrorism!!!!
- If you control the center and carelessly expand, cracklings will shake you up and ruin your pretty Nexus in an instant.
- In preparation for doom drops on the main, many photons (You will have money left, 5, 7, 10, flower fields!) are recommended. While Dark Swarm nullifies these, they buy precious time. And you must quickly defend with speed up shuttle/reavers.
- Be careful and please take good care of your corsairs. If you can gather it up, mass corsairs is very powerful, but because of the high gas cost, your army can become lacking.
- Until you are sure of victory, do not go into a zerg's defensive line. Especially don't smash into a sunken line. Concentrate on gathering an archon and reaver count, stop or slow down zerg expo attempts, and be sure to keep your econ safe of any threats.
- Got money left over? Photon Photon Photon Gate Gate Gate.

5 - Variations -

The Hungry Build

Hungry Build - 7.5 Pylon, 10 forge, 13 Photonx2 - 15 Nexus+Gate, 16 Pylon, 17 Gas - Core.
Regular Build -7.5 Pylon, 10 forge, 13 Photonx2 - 15 Pylon - 18 Nexus/Gate - 19 Gas - Core.

Corsair Timing -
Hungry 4:20
Regular 4:55

Minerals mined by 5 minutes

Hungry - 1862 (31 Probes+312)
Regular - 2118 (32 Probes+518)

- Tech is 35 seconds faster, but about 250 minerals poorer.
- Due to the faster Nexus, there is not a big difference in probe count.
So really, it comes down to - Do you want to add more gateways or have a faster sair.
- So if the Zerg goes 9 pool speed up, a faster tech hungry build seems beneficial.

2nd Nat Pointers

- To preserve expansion timing, it is key to not lose the first force doing no damage to the zerg.
- That is also known as suicide.
- If the 2nd nat is tricky to grab, like Destination, it is advised to add two more gates for 6 total before expanding.
- If the 2nd nat is close, like Coloseum, follow the guide.

Nexus 2-Gate vs 3-Hatch 0-Pool

- Ahh, so.. the no forge 2 gate expo... ~_~
- On a 4 player map, as the probe builds the forge, send him out to scout also.
- If the Zerg has 12 hatched, there will be time to cancel the forge and Nexus.
- If the Zerg went 3 hatch no-pool from here, it is easy to raise the 2nd gate.
- Like before, the forge has to go up when pool is half done.
- Pressure and tech. While your econ is superior and you can do this, zerg's larva cap prevents such growth.

And... I think that's it.
I hope you guys show the true meaning of 1a2a3a to those pesky whiny zergs.

PWAHAHAHHAAH FORBIDDEN KNOWLEDGE!!!
No Zergs are gonna learn to wall against me and not have repercussions!


This isn't a variation on FE zealot rush PvZ openings but it is useful advice which is relevant to the above builds.

On December 04 2009 06:38 Knickknack wrote:
Well, I have things written for pvz, but 1) they are not done, and 2) they are more detailed and meant for a guide. It would not really mesh into what you have here or liquidpedia as you can see bellow. Still, I don't really mind if you add stuff like detailed opening information to help people:


+ Show Spoiler +


Opening:
Preliminary question: How do I learn the correct building placement for FE?
+ Show Spoiler +

1. Read the wall-in thread for building placement rules, and for pictures:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652
2. Check TLPD for pvz games on the maps you want to play:
http://www.teamliquid.net/tlpd/
3. You can play in single player. Using cheats you can make buildings quickly and mind control zerglings to figure out which building placements are best.

Preliminary question: Why scout on 8pylon when going FE?
+ Show Spoiler +

You can scout after making forge or even later. This gives you more minerals which helps vs 9pool, overpool, and 12pool. But, this can cause problems vs 5pool and this also means you won't get to go nexus first vs 12 hatch builds. So scouting is always a bit of a gamble, but that is why you should scout on 8 pylon unless you are sure they will 9pool/overpool/12pool.

Preliminary question: How many cannons do I need?
+ Show Spoiler +

You will know how many cannons you need by scouting the zerg's build and how many lings pop out of their larvae. If they make no lings you don't even need 1cannon, but you don't know if what is hatching in their first 3larve is 6drones or 6lings, and on many maps (destination for instance) ling travel time is slightly shorter than cannon build time. That is why you typically want to build at least 1 cannon. If they build more than 6lings you most likely want 2canons. 2 cannons is the standard safe bet, and then build more if you see them making lots of lings. Now, there are builds zergs do where they get 12+lings with speed to try and run past your cannons into your main. In this case you will see them collecting gas for speed, and in this case you will sometimes want to build your 3rd cannon before making a gateway. Use your best judgment, and play safe if you are not sure. Also, at times you may want to pull probes from main/nat to either block lings and/or help attack vs lings. How many cannons you build can also depend on map layout and how good your simcity is. For the bellow builds I assume 2cannons as a typical reaction to the standard 8 ling opening.



Build (A) vs 9pool, overpool, 12pool:
8pylon-scout, 11forge, 14cc (2cannons), 16nexus, 16gateway, 16p (in main), 17assim, then zealot or core
*vs 12pool, depending on travel distance you can get away with 8p-scout then nexus/forge before cannons. While that has a faster nexus, it also tends to have less consistent probe production. So, the eco difference is not too great, and 12pool is not done often, so knowing this variation is hardly a necessity.

Build (B) vs 12 hatch 11pool
8pylon-scout, 13nexus-gather min at nat and take back, 15Gate, 15forge, 17p (in main), 17assim, 17cc, then zealot or core

(C) How to react vs 5pool.
If you opened 10forge you may be able to get away with cannons at natural.
Most likely you went 11forge however, so when you see early pool build a pylon next to your nexus asap ~12psi. Then 1-2cannons asap. Then you can either go 2gateway or gateway-gas. Vs later pools, such as 7pool you may be able to get away with cannons at nat if you went 11forge asap. Use your best judgment, and play safe if you are not sure.

(D) How to react when you have not scouted them early.
Sometimes on 3-4player maps you may not scout your opponent fast enough to decide between forge or nexus first. In these cases you typically want to play safe and go forge first. And then if you see that they went 12hatch you can make nexus before cannons.

(E) Vs the rare 3hatch 0pool, go nexus first, and then add two gateways at nat. Constant zealot pressure while teching.


These are optimized BOs vs the certain ling timings that zerg builds have.
Travel distance can influence these timings, but these timings are good for most normal maps (destination, heartbreak, etc). Often at low level play, your opponent will not be doing an optimized build and then you can get away with a better build than you really should be able to do. For example, in his replay pack of iccup games [pan]kabal (b+/a- p player) often did 8p, 11forge-scout, 14forge/nexus, and got away with it vs overpools. But one time an opponent recognized this and 5pooled him next game and quickly won. When Kabal played a couple of games vs Mondragon, one game he lost quickly and another he had to deal with lings in his base. The point is I don't suggest learning bad habits vs weaker players.


ModeratorThe angels have the phone box
XCLuSive
Profile Joined November 2009
Canada121 Posts
December 01 2009 20:14 GMT
#2
I know that the +1speedzeal/archon attack comes out at around ~8:30

Do you have the approximate time for this push?
nothing less than legendary
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 20:15 GMT
#3
I'll check rep.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States42693 Posts
Last Edited: 2009-12-01 20:17:10
December 01 2009 20:16 GMT
#4
Speed completed at 07:02 that rep at which time I had 9 zealots and he had 7 hydra building but 0 complete.
ModeratorThe angels have the phone box
GaliKo
Profile Joined November 2009
Canada207 Posts
Last Edited: 2009-12-01 20:23:26
December 01 2009 20:22 GMT
#5
Nice read, thanks for the share.
DanceCommander
Profile Blog Joined May 2008
United States1808 Posts
December 01 2009 20:24 GMT
#6
thanks kwark, this looks really awesome! There was really no way i was going to go back to 1 base play
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
December 01 2009 20:28 GMT
#7
Very nice. I think I've seen a replay where you did this to mondragon (followed by a goddamn sexy mind control play), it works extremely well. On that game (on Destination) your 8 speedzeals with +1 start to cross his bridge at 8:05, and proceed to bring the noise, killing two sunkens, a mess of zerglings, and something like eight to ten drones. You also force him to produce nothing but zerglings for quite some time. It's awesome.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
December 01 2009 20:30 GMT
#8
cool guide. Thanks for the insight.

As a zerg player, I feel I must play devil's advocate here.

Doesn't sim city + speedlings defend this very well? I guess you sort of admitted that it does, but really it seems to be the most logical response to +0 speedlots. If zerg defends, doesn't this put you behind since you sacrificed tech to get both speedlots & 2-4 corsairs?
next week on Everybody Loves HypnoToad:
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
Last Edited: 2009-12-01 20:31:14
December 01 2009 20:30 GMT
#9
I prefer the 2 gateway variants of this, but this probably lets you get away with less precise execution than that does. Because forgetting the next 2 gates = death, usually.
PangO
Profile Blog Joined July 2009
Chile1870 Posts
December 01 2009 20:30 GMT
#10
Conserning the +1 Upg, knowing that the key to this as you said is that "Your zealot attack is big and it's fast"
When is it worth waiting for the +1 upgrade and speed? If thats posible.
In Economics, the majority is always wrong. aka: MattRz
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 20:34 GMT
#11
On December 02 2009 05:28 CaptainPlatypus wrote:
Very nice. I think I've seen a replay where you did this to mondragon (followed by a goddamn sexy mind control play), it works extremely well. On that game (on Destination) your 8 speedzeals with +1 start to cross his bridge at 8:05, and proceed to bring the noise, killing two sunkens, a mess of zerglings, and something like eight to ten drones. You also force him to produce nothing but zerglings for quite some time. It's awesome.

That was one of the alpha versions of this build. Spent the past week or so messing around with timings on stuff like gas and speed and ways of cutting tech rather than economy to mess with stuff. smi.lols was the first person to experience it in its current version because he was doing a very textbook hydra or scourgeless muta opening with v few lings and I was trying to find a universal counter that didn't need cannons vs muta and could smash with fast zealots. I'm pretty happy with it in its current form though.

Was gonna keep it to myself for a bit longer but 1 base reaver openings? Seriously?
ModeratorThe angels have the phone box
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
Last Edited: 2009-12-01 20:42:26
December 01 2009 20:36 GMT
#12
On December 02 2009 05:30 BlasiuS wrote:
cool guide. Thanks for the insight.

As a zerg player, I feel I must play devil's advocate here.

Doesn't sim city + speedlings defend this very well? I guess you sort of admitted that it does, but really it seems to be the most logical response to +0 speedlots. If zerg defends, doesn't this put you behind since you sacrificed tech to get both speedlots & 2-4 corsairs?

This is correct, on most maps you can shut this kind of rush down with just 2 sunks at nat and 3rd plus lings\drones to block any significant number of zeals getting in or just messing up movement with dronestacking.

Still its a good build if you manage to catch the zerg a bit of guard, I often use this or the 2gate version of the same build (difference is you get slightly less zealots but faster second gas). However it usually fails badly vs good sim cities + lings

Edit: For reference watch Jaedong vs Draco @ destination from WCG where he completely shuts down a similar kind of early zeal aggression with just a handful of lings and drones messing up the zeals.
God Hates a Coward
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 20:38 GMT
#13
On December 02 2009 05:30 BlasiuS wrote:
cool guide. Thanks for the insight.

As a zerg player, I feel I must play devil's advocate here.

Doesn't sim city + speedlings defend this very well? I guess you sort of admitted that it does, but really it seems to be the most logical response to +0 speedlots. If zerg defends, doesn't this put you behind since you sacrificed tech to get both speedlots & 2-4 corsairs?

It's 4-5 corsairs. And yeah, if you see mass speedlings it's just not happening. The moment you scout that you immediately adapt into archives and upgrades. You're correct that speedlings defend this fairly easily, in that case the Protoss shouldn't attack into the sunkens.
But equally as the armies increase in size zealots get better against lings (with 12 zealots pretty much anywhere functions like a choke against lings). You won't be able to attack but you've still got a decent sized army and map control, you're not fucked, the zerg just isn't handing you the game.

The zerg doesn't know you're going +0 speedlots though. They know you're not getting +1 but if you hide the very fast citadel and rush the corsair, as this build tries to do, they should be fairly blind. And nobody goes speedlings anyway, everyone knows they get raped (people use cookie cutter builds, often forgetting why they became standard).
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KwarK
Profile Blog Joined July 2006
United States42693 Posts
Last Edited: 2009-12-01 20:44:17
December 01 2009 20:41 GMT
#14
On December 02 2009 05:30 Pang0lin wrote:
Conserning the +1 Upg, knowing that the key to this as you said is that "Your zealot attack is big and it's fast"
When is it worth waiting for the +1 upgrade and speed? If thats posible.

This gets the +1 really late. It's just not possible. You start +1 right after archives, as you attack, after speed is already finished. 1 gas is enough for constant corsair production with a little extra but the priority is archives.
You wait for +1 when doing another build, it's simply not a part of this one. You traded +1 for corsairs. You traded corsairs for air control. You traded air control for no cannons and no second gas and you traded those for an extra 5 zealots.
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PangO
Profile Blog Joined July 2009
Chile1870 Posts
December 01 2009 20:43 GMT
#15
On December 02 2009 05:41 KwarK wrote:
Show nested quote +
On December 02 2009 05:30 Pang0lin wrote:
Conserning the +1 Upg, knowing that the key to this as you said is that "Your zealot attack is big and it's fast"
When is it worth waiting for the +1 upgrade and speed? If thats posible.

This gets the +1 really late. As in you start it right after archives, as you attack, after speed is finished. 1 gas is enough for constant corsair production with a little extra but the priority is archives.
You wait for +1 when doing another build, it's simply not a part of this one. You traded +1 for corsairs. You traded corsairs for air control. You traded air control for no cannons and no second gas and you traded those for an extra 5 zealots.

Got it KwarK thank you
In Economics, the majority is always wrong. aka: MattRz
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 20:46 GMT
#16
By the way, if anyone has any reps of them trying and failing or whatever or feedback I'd be happy to review them to improve this. Equally it's not a concrete build, I'm happy with it in its current form but that doesn't make it optimal. Feel free to suggest improvements and I'll edit them in if you convince me.
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KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 20:49 GMT
#17
On December 02 2009 05:36 Oystein wrote:
I often use this or the 2gate version of the same build (difference is you get slightly less zealots but faster second gas). However it usually fails badly vs good sim cities + lings

Elaborate on the 2 gate version and I'll edit it in. Will look up the JD game now.
ModeratorThe angels have the phone box
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
Last Edited: 2009-12-01 20:58:00
December 01 2009 20:49 GMT
#18
On December 02 2009 05:34 KwarK wrote:
That was one of the alpha versions of this build. Spent the past week or so messing around with timings on stuff like gas and speed and ways of cutting tech rather than economy to mess with stuff. smi.lols was the first person to experience it in its current version because he was doing a very textbook hydra or scourgeless muta opening with v few lings and I was trying to find a universal counter that didn't need cannons vs muta and could smash with fast zealots. I'm pretty happy with it in its current form though.

Was gonna keep it to myself for a bit longer but 1 base reaver openings? Seriously?

Going to watch this replay in a bit. Also, what can I say, 1 base reaver appeals to me. Regardless of the hype I wrote, I don't really think that forge FE doesn't have an answer to 5 hatch hydra - it's a pretty fair fight - but it's always nice to be able to do more than one opening, yeah?

EDIT: Just watched the replay. Can't help but think there's got to be a way to work +1 in sooner, and his macro was pretty bad - at like 400/400 when you attacked, which is kinda inexcusable at that stage - but it worked very well.
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 21:10 GMT
#19
On December 02 2009 05:49 CaptainPlatypus wrote:
Show nested quote +
On December 02 2009 05:34 KwarK wrote:
That was one of the alpha versions of this build. Spent the past week or so messing around with timings on stuff like gas and speed and ways of cutting tech rather than economy to mess with stuff. smi.lols was the first person to experience it in its current version because he was doing a very textbook hydra or scourgeless muta opening with v few lings and I was trying to find a universal counter that didn't need cannons vs muta and could smash with fast zealots. I'm pretty happy with it in its current form though.

Was gonna keep it to myself for a bit longer but 1 base reaver openings? Seriously?

Going to watch this replay in a bit. Also, what can I say, 1 base reaver appeals to me. Regardless of the hype I wrote, I don't really think that forge FE doesn't have an answer to 5 hatch hydra - it's a pretty fair fight - but it's always nice to be able to do more than one opening, yeah?

EDIT: Just watched the replay. Can't help but think there's got to be a way to work +1 in sooner, and his macro was pretty bad - at like 400/400 when you attacked, which is kinda inexcusable at that stage - but it worked very well.

Find that way and tell me and I'll put it in. But I just don't see it without compromising corsair count and corsair count is the only way you can get away with skipping archives.
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StorrZerg
Profile Blog Joined February 2008
United States13919 Posts
December 01 2009 21:10 GMT
#20
On December 02 2009 05:34 KwarK wrote:
Show nested quote +
On December 02 2009 05:28 CaptainPlatypus wrote:
Very nice. I think I've seen a replay where you did this to mondragon (followed by a goddamn sexy mind control play), it works extremely well. On that game (on Destination) your 8 speedzeals with +1 start to cross his bridge at 8:05, and proceed to bring the noise, killing two sunkens, a mess of zerglings, and something like eight to ten drones. You also force him to produce nothing but zerglings for quite some time. It's awesome.

That was one of the alpha versions of this build. Spent the past week or so messing around with timings on stuff like gas and speed and ways of cutting tech rather than economy to mess with stuff. smi.lols was the first person to experience it in its current version because he was doing a very textbook hydra or scourgeless muta opening with v few lings and I was trying to find a universal counter that didn't need cannons vs muta and could smash with fast zealots. I'm pretty happy with it in its current form though.

Was gonna keep it to myself for a bit longer but 1 base reaver openings? Seriously?


just need july to come in and smash 1 base reavers, people will become scared again and will not try it for a good while
Hwaseung Oz fan for life. Swing out, always swing out.
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
December 01 2009 21:20 GMT
#21
On December 02 2009 05:49 KwarK wrote:
Show nested quote +
On December 02 2009 05:36 Oystein wrote:
I often use this or the 2gate version of the same build (difference is you get slightly less zealots but faster second gas). However it usually fails badly vs good sim cities + lings

Elaborate on the 2 gate version and I'll edit it in. Will look up the JD game now.

[image loading]

Here is a rep of a game I played earlier today when I do sort of the build I described, except I was dead tired and forgot to make legspeed asap once I got gas for it after the first sair. So speed will come sooner normally.

PS. Don`t ask me how I manage to lose the game lol.
God Hates a Coward
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
December 01 2009 21:24 GMT
#22
On December 02 2009 06:10 KwarK wrote:
Show nested quote +
On December 02 2009 05:49 CaptainPlatypus wrote:Just watched the replay. Can't help but think there's got to be a way to work +1 in sooner, and his macro was pretty bad - at like 400/400 when you attacked, which is kinda inexcusable at that stage - but it worked very well.

Find that way and tell me and I'll put it in. But I just don't see it without compromising corsair count and corsair count is the only way you can get away with skipping archives.

I've obviously not looked at this in anywhere near as much detail as you, but it takes about 20 seconds (real time, not game time) to gather 100 gas. If you cut sairs for 20 seconds (at just before the 6 minute mark would be the right timing to finish +1 for the push, I think? you start attacking at about 7:45) you won't be that much more vulnerable to early muta pressure - at worst, you'll have one fewer corsair when an attack hits - and since you already have corsairs out at that point, zerg doesn't have an ovie in your base to see the cut, which means he isn't very likely to go mutalisks at all. You'd have to be slightly less aggressive about overlord hunting during the push due to scourge, though, and overall it's definitely taking a risk, which is something to avoid in a rush build.
Pokebunny
Profile Blog Joined June 2008
United States10654 Posts
December 01 2009 21:32 GMT
#23
Sounds to me like +1 would be better than 1 extra sair, but I don't even play P/Z. Why would you prefer to pump sairs? They are better for muta defense but most of the time zerg doesn't go muta first.
Semipro Terran player | Pokebunny#1710 | twitter.com/Pokebunny | twitch.tv/Pokebunny | facebook.com/PokebunnySC
CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
Last Edited: 2009-12-01 21:35:11
December 01 2009 21:34 GMT
#24
On December 02 2009 06:32 Pokebunny wrote:
Sounds to me like +1 would be better than 1 extra sair, but I don't even play P/Z. Why would you prefer to pump sairs? They are better for muta defense but most of the time zerg doesn't go muta first.
It's more important to not die the one time he does than to take advantage the nine times he doesn't, at least in my mind. Then again, the difference could conceivably be made up just by being very cautious with your corsairs and making absolutely sure you don't lose them to scourge. After all, getting the extra oomph +1 would provide your push is a lot more significant than one extra overlord kill, isn't it?
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 21:41 GMT
#25
On December 02 2009 06:24 CaptainPlatypus wrote:
Show nested quote +
On December 02 2009 06:10 KwarK wrote:
On December 02 2009 05:49 CaptainPlatypus wrote:Just watched the replay. Can't help but think there's got to be a way to work +1 in sooner, and his macro was pretty bad - at like 400/400 when you attacked, which is kinda inexcusable at that stage - but it worked very well.

Find that way and tell me and I'll put it in. But I just don't see it without compromising corsair count and corsair count is the only way you can get away with skipping archives.

I've obviously not looked at this in anywhere near as much detail as you, but it takes about 20 seconds (real time, not game time) to gather 100 gas. If you cut sairs for 20 seconds (at just before the 6 minute mark would be the right timing to finish +1 for the push, I think? you start attacking at about 7:45) you won't be that much more vulnerable to early muta pressure - at worst, you'll have one fewer corsair when an attack hits - and since you already have corsairs out at that point, zerg doesn't have an ovie in your base to see the cut, which means he isn't very likely to go mutalisks at all. You'd have to be slightly less aggressive about overlord hunting during the push due to scourge, though, and overall it's definitely taking a risk, which is something to avoid in a rush build.

The attack starts at roughly 7:00 game time. +1 has to be your first 100 gas to be done in time so we're talking about delaying the stargate (and every subsequent sair) 20 seconds. You can't just pick a time when you can spare 100 gas, it has to coincide with speed. That said, I suppose it's a variation worth knowing if you have a read on the player that he doesn't like to muta. But I'd not be happy doing it vs a worse player because I think it is a riskier build, the heart of this build are the corsairs providing air defence. Once you start compromising that you're on the slippery slope to blind no air defence 4 gate +1 zealot rush (which owns if you luck out and they don't muta).
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CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
Last Edited: 2009-12-01 21:45:53
December 01 2009 21:44 GMT
#26
On December 02 2009 06:41 KwarK wrote:
The attack starts at roughly 7:00 game time. +1 has to be your first 100 gas to be done in time so we're talking about delaying the stargate

Ah, didn't realize it took so long to research - I was under the impression it was only ~2 minutes, and I was going by the time your zealots started hitting stuff, not when they set up camp in front of your opponent's base. Never mind!
jimminy_kriket
Profile Blog Joined February 2007
Canada5502 Posts
December 01 2009 21:47 GMT
#27
very nice guide kwark, thanks alot
life of lively to live to life of full life thx to shield battery
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 22:11 GMT
#28
On December 02 2009 06:44 CaptainPlatypus wrote:
Show nested quote +
On December 02 2009 06:41 KwarK wrote:
The attack starts at roughly 7:00 game time. +1 has to be your first 100 gas to be done in time so we're talking about delaying the stargate

Ah, didn't realize it took so long to research - I was under the impression it was only ~2 minutes, and I was going by the time your zealots started hitting stuff, not when they set up camp in front of your opponent's base. Never mind!

That game I messed up, I should have moved out about 6:40 and hit stuff at 7:00.
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CaptainPlatypus
Profile Blog Joined March 2009
United States852 Posts
December 01 2009 22:15 GMT
#29
No worries! As I said, I misjudged the timing.
Saracen
Profile Blog Joined December 2007
United States5139 Posts
December 01 2009 22:25 GMT
#30
Thanks, KwarK. But how is this different from the no +1 speedzeal rushes that people have been doing for the past 5 months? (I think Oystein mentioned it).
Also, when is the timing to take your third assuming you don't kill him right off the bat?
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
December 01 2009 22:32 GMT
#31
Thank you Kwark, I'll try this asap!
ॐ
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 22:32 GMT
#32
On December 02 2009 05:36 Oystein wrote:
Edit: For reference watch Jaedong vs Draco @ destination from WCG where he completely shuts down a similar kind of early zeal aggression with just a handful of lings and drones messing up the zeals.

Draco's attack was several minutes later. He went 2nd gas, dragoons, 5 gateways and all sorts of fancy jazz. Looks similar but attacks way after the timing window when hatcheries kick in.
ModeratorThe angels have the phone box
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 01 2009 22:37 GMT
#33
On December 02 2009 07:25 Saracen wrote:
Thanks, KwarK. But how is this different from the no +1 speedzeal rushes that people have been doing for the past 5 months? (I think Oystein mentioned it).

No 2nd gas. No cannons in main. No archives. But yeah it's pretty similar to some versions of those. Was there a decent guide to no +1 speedzeal rushes on tl already?
On December 02 2009 07:25 Saracen wrote:
Also, when is the timing to take your third assuming you don't kill him right off the bat?

Very game flow dependent. I like to continue to mass up off 2 base and apply pressure if I can but if they lurk or muta it's often easier to just expand and macro.
ModeratorThe angels have the phone box
Nytefish
Profile Blog Joined December 2007
United Kingdom4282 Posts
December 01 2009 23:04 GMT
#34
I like doing this sort of "no +1 speedzeal" over the standard version because most decent zergs that see your forge spinning will completely shut down your attack. But if you tech fast they will be more wary about leaving overlords hanging around and wait until they can scout with scourge.

However it still feels a lot like you're relying on the zerg to respond incorrectly. In a way it feels like when I'm doing a reaver drop PvT. If the terran expects it he will fend it off easily and gain a huge econ advantage and I end up thinking "ah shit, should have expanded".

But zergs have their floating maphacks so unlike the terrans they have all the necessary information in front of them. I feel like they only lose to it if they simply don't know how to counter it. But the more viable builds, the better so thanks for your take on this.
No I'm never serious.
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
December 01 2009 23:09 GMT
#35
"When its done show him you what happens when you mess with Auir."
I love you Kwark
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-12-02 04:54:20
December 02 2009 00:01 GMT
#36
Good basic pvz build outline that gives players a basic framework for what to do. I agree that muta is often key in pvz, as you wrote in the other thread:
"The mutalisk is at the heart of ZvP. It's mobility and damage (best damage/cost/tech level of any air unit) makes it hugely powerful. Only builds that directly deal with the mutalisk, such as FE corsair openings or templar openings, can cope with a zerg who knows what you're doing."

Watching the replays, this build takes into account the muta threat. The most direct way to do this is corsair. The defining part of this build is lots of corsair, and lots of zealot. This is basically a sair/zealot build. A variation would be zealots before sair, such as 3gate speedzelot to 2stargate sair like backho did some time.
To compare, you can see build of nevuk and mine here and in his thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=102858
It allows for optimized timing of 7min 10 +1speedlots done on 2gateways from a forge-2cannons-nexus start. Typical follow is fast archives with only 1-2sair. Now, this build is designed as a hard hitting 1time attack just after 7min, and then it goes into fast archives tech/defense/reactive mode. Your build plan has that same ~7min attack, but it is not a 1time attack, as you keep rallying zealots and making corsairs. This results in rather slow archives tech (as well as slow +1upgarde, and slow 2nd gas). The advantge this build has though is more continuous pressure with zealot/corsair. So my main concern with this build is how it goes long term with the rather slow storm tech (completed 9:00+) Where I might see it having problems, is where zerg does not lose many ovies, has a nice sim city, and masses hydra.

If you actually want to turn it into a more exact guide with build orders I'll be willing to look it over.
--edited post
| www.ArtofProtoss.vze.com |
andiCR
Profile Blog Joined March 2008
Costa Rica2273 Posts
Last Edited: 2009-12-02 00:19:20
December 02 2009 00:14 GMT
#37
Second rep crashes my starcraft at 2.30 or so... gonna check if it doesnt crash at normal speed

EDIT: Yep, crashes at 2.40 for me any ideas??

btw, im gonna try the build and give general insights later tonight. good job
Nightmare1795 wrote: I played a guy in bronze who said he was Japanese. That was the only game I ever dropped a nuke, which was purely coincidental.
DeaNotiC.
Profile Joined December 2009
Sweden2 Posts
Last Edited: 2009-12-02 00:24:27
December 02 2009 00:24 GMT
#38
its a good build, especially cuz u see that he isn't uppgrading +1 early so u dont't think of many zealots, but then they come maaaaaany :D
jalstar
Profile Blog Joined September 2009
United States8198 Posts
December 02 2009 00:25 GMT
#39
I noticed in the first game that the Zerg didn't see your Citadel due to it being well hidden. And the second rep crashes at 2:40 for me too.

I'm assuming you just go into more tech if your opponent scouts it and prepares a good defense? Like do you go sair/DT?
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
December 02 2009 00:35 GMT
#40
On December 02 2009 09:01 Knickknack wrote:
Good basic pvz build outline that gives players a basic framework for what to do. I agree with you in the other thread where you write:
"The mutalisk is at the heart of ZvP. It's mobility and damage (best damage/cost/tech level of any air unit) makes it hugely powerful. Only builds that directly deal with the mutalisk, such as FE corsair openings or templar openings, can cope with a zerg who knows what you're doing."

And this build allows for that. Sair for the muta, and speedzelots to allow some aggression. The defining part of this build is the late archives/constant zealots. In other words, its basically a sair/zealot build. A variation would zealots before sair, such as 3gate speedzelot to 2stargate sair like backho did some time.
To compare, you can see build of nevuk and mine here and in his thread:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=102858
It allows for optimized timing of 7min 10 +1speedlots done on 2gateways from a forge-2cannons-nexus start. Typical follow is fast archives with only 1-2sair. Now that build has a harder hitting 1time attack than your build, but then goes into tech/reactive mode, while yours has legs sooner due to no +1 and that allows you to move out sooner and you just keep going with sair/zealot. So I wonder how that goes long term, and how this build goes with its really late storms. You'd need storm once they get a ball of hydras that can melt zealots.

If you actually want to turn it into a more exact guide with build orders I'll be willing to look it over.

There's a liquipedia page for builds like this that I set up :
http://wiki.teamliquid.net/starcraft/Protoss_Early_Timing_Windows_(vs._Zerg)#Protoss_Builds

I was planning on adding an additional section for infernal's version of it, but I totally forgot to do that. I did include an explanation of the difference in the "variants" section, though.

It is useful to compile them all in one place though, I feel.
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 02 2009 00:38 GMT
#41
when do you cut probes?
i can take you
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-12-02 01:37:29
December 02 2009 00:51 GMT
#42
Watch the rep that crashes in multi people.

Yea I've seen that page, its fairly longwinded though since it copies the bos from your original thread. Also not sure about its title "early timing windows vs zerg". Its just a build like any other, that has certain timings, and zerg can be prepared for it with certain timings. Agreed that it is good to have something compiled that explains and shows variations, but that is cumbersome work.

I modify my statement that the +1 build is harder hitting than this one. After I
played this build out with similar probe cuts I got 10speedzealot done just after
6:50. Now, there is no +1 coming soon, but the speed and zealots are slightly
faster due to later +1/2nd gas, and 3more zealots are coming for attack soon. So around equal attacking power early on I would say.

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KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 02 2009 00:54 GMT
#43
On December 02 2009 09:38 foppa wrote:
when do you cut probes?

I try not to but when I forget a pylon and want to free up psi or accidentally spend money I didn't have and want to keep my stargate active I do it. But it's not really a probe cutting build, probe production should ideally be constant.
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7mk
Profile Blog Joined January 2009
Germany10157 Posts
December 02 2009 00:57 GMT
#44
Awesome, gonna try this out tomorrow, thx for the guide, not enough good PvZ guides out there.
beep boop
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 02 2009 00:59 GMT
#45
On December 02 2009 09:54 KwarK wrote:
Show nested quote +
On December 02 2009 09:38 foppa wrote:
when do you cut probes?

I try not to but when I forget a pylon and want to free up psi or accidentally spend money I didn't have and want to keep my stargate active I do it. But it's not really a probe cutting build, probe production should ideally be constant.


I didn't mean cut probes to get your stargate or citadel or your 3 gates up faster. i mean when do you stop making them all together?
i can take you
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 02 2009 01:05 GMT
#46
On December 02 2009 09:59 foppa wrote:
Show nested quote +
On December 02 2009 09:54 KwarK wrote:
On December 02 2009 09:38 foppa wrote:
when do you cut probes?

I try not to but when I forget a pylon and want to free up psi or accidentally spend money I didn't have and want to keep my stargate active I do it. But it's not really a probe cutting build, probe production should ideally be constant.


I didn't mean cut probes to get your stargate or citadel or your 3 gates up faster. i mean when do you stop making them all together?

It depends on map and game flow. If you're both taking exps at will on a big map then 70 is a decent balance between income and maxed army size. If you're continually clashing 150 supply armies into each other then supply is less of a commodity and if you have undersaturated bases then by all means make more. If it's a small map so at your peak you will be mining at most 3 bases then feel free to cut them earlier. If he's harassing them keep pumping them, if you get a decent number quickly you can stop.
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DreaM)XeRO
Profile Blog Joined December 2008
Korea (South)4667 Posts
December 02 2009 01:15 GMT
#47
just about to say a good simcity with 3~ sunks and lurkers will kill this sooo easy
but then again if you're playing vs the 5 hatch hydras this could be soo deadly
cw)minsean(ru
Nevuk
Profile Blog Joined March 2009
United States16280 Posts
Last Edited: 2009-12-02 02:16:58
December 02 2009 01:43 GMT
#48
On December 02 2009 09:51 Knickknack wrote:
Watch the rep that crashes in multi people.

Yea I've seen that page, its fairly longwinded though since it copies the bos from your original thread. Also not sure about its title "early timing windows vs zerg". Its just a build like any other, that has certain timings, and zerg can be prepared for it with certain timings. Agreed that it is good to have something compiled that explains and shows variations, but that is cumbersome work.


Yeah. I wasn't really happy with it. It wound up being way longer than I intended it to be. I wanted to split it into 3 pages, but wasn't familiar enough with liquipedia's interface to do it effectively.

The early timing windows only really make sense in relation to the other protoss timing windows in the matchup, specifically the 4 gate 2 archon build that was so dominant for so long. If the builds had a proper collective name, I think it would make the discussion considerably easier.

edit: Edited for terrible grammar. Currently trying to write a 10 page research paper that's due tomorrow... procrastination is such a terrible thing.
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 02 2009 02:19 GMT
#49
On December 02 2009 10:15 DreaM)XeRO wrote:
just about to say a good simcity with 3~ sunks and lurkers will kill this sooo easy
but then again if you're playing vs the 5 hatch hydras this could be soo deadly


you cant get lurkers fast enough to deal with this unless you skip your spire. and than how do you plan do deal with corsair play?
i can take you
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
December 02 2009 10:24 GMT
#50
On December 02 2009 07:32 KwarK wrote:
Show nested quote +
On December 02 2009 05:36 Oystein wrote:
Edit: For reference watch Jaedong vs Draco @ destination from WCG where he completely shuts down a similar kind of early zeal aggression with just a handful of lings and drones messing up the zeals.

Draco's attack was several minutes later. He went 2nd gas, dragoons, 5 gateways and all sorts of fancy jazz. Looks similar but attacks way after the timing window when hatcheries kick in.

Yeah I know the timing of it was difference, but Jaedongs defense of it can still be done similar against this 3gate zeal rush. It just shows how you can effectively shut down zeal aggression with just a good sim city and some drone micro in addition to some lings. If you wanna see how good a sim city can be, go watch Zero vs Pure @ fighting spirit, in that game Zero makes a sim city where he can move his larvas using the move trick and block his natural totally from zealots from running in.
God Hates a Coward
kfour
Profile Blog Joined May 2009
United States106 Posts
December 02 2009 12:00 GMT
#51
Thank you for this post, interesting and I'll have to give it a try.
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
December 02 2009 13:20 GMT
#52
May i know what is the second gas timing like for 5 hatch hydra compared to mutas?
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
December 02 2009 13:33 GMT
#53
On December 02 2009 22:20 JieXian wrote:
May i know what is the second gas timing like for 5 hatch hydra compared to mutas?

Are you asking about the Zergs timing for second gas? (because you take your second gas at the same time regardless what you follow up your 5hatch with) Or are you asking about if you add your second gas at different times as protoss if the Zerg does muta or hydra?
God Hates a Coward
meeple
Profile Blog Joined April 2009
Canada10211 Posts
December 02 2009 13:41 GMT
#54
Finally, someone who isn't crying zvp imbalance. Thanks for the guide, I'll try it out.
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 02 2009 13:41 GMT
#55
On December 02 2009 22:33 Oystein wrote:
Show nested quote +
On December 02 2009 22:20 JieXian wrote:
May i know what is the second gas timing like for 5 hatch hydra compared to mutas?

Are you asking about the Zergs timing for second gas? (because you take your second gas at the same time regardless what you follow up your 5hatch with) Or are you asking about if you add your second gas at different times as protoss if the Zerg does muta or hydra?

Isn't it faster for 3 hat muta? I thought so but obviously I just try and read the signs, a P/Z player like you knows this inside out.
ModeratorThe angels have the phone box
Oystein
Profile Blog Joined December 2004
Norway1602 Posts
Last Edited: 2009-12-02 13:49:55
December 02 2009 13:48 GMT
#56
On December 02 2009 22:41 KwarK wrote:
Show nested quote +
On December 02 2009 22:33 Oystein wrote:
On December 02 2009 22:20 JieXian wrote:
May i know what is the second gas timing like for 5 hatch hydra compared to mutas?

Are you asking about the Zergs timing for second gas? (because you take your second gas at the same time regardless what you follow up your 5hatch with) Or are you asking about if you add your second gas at different times as protoss if the Zerg does muta or hydra?

Isn't it faster for 3 hat muta? I thought so but obviously I just try and read the signs, a P/Z player like you knows this inside out.

Yeah if its 3hatch muta, I just assumed he meant 5hatch with late mutas since he did not specify it as 3hatch muta. For 3hatch muta it comes early yeah and you skip getting those extra hatcheries early.

edit : kinda why I specified its the same timing regardless what you follow up your 5HATCH with
God Hates a Coward
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 02 2009 13:52 GMT
#57
Ok, I'll clarify my op.
ModeratorThe angels have the phone box
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2009-12-02 17:13:19
December 02 2009 15:16 GMT
#58
On December 02 2009 22:48 Oystein wrote:
Show nested quote +
On December 02 2009 22:41 KwarK wrote:
On December 02 2009 22:33 Oystein wrote:
On December 02 2009 22:20 JieXian wrote:
May i know what is the second gas timing like for 5 hatch hydra compared to mutas?

Are you asking about the Zergs timing for second gas? (because you take your second gas at the same time regardless what you follow up your 5hatch with) Or are you asking about if you add your second gas at different times as protoss if the Zerg does muta or hydra?

Isn't it faster for 3 hat muta? I thought so but obviously I just try and read the signs, a P/Z player like you knows this inside out.

Yeah if its 3hatch muta, I just assumed he meant 5hatch with late mutas since he did not specify it as 3hatch muta. For 3hatch muta it comes early yeah and you skip getting those extra hatcheries early.

edit : kinda why I specified its the same timing regardless what you follow up your 5HATCH with


Sorry i never thought in so much detail.. I meant how does gas timing for 3 hatch muta and 5 hatch hydra or muta differ? How early is the early gas and how late is the late gas? And what are the signs of quick lurkers?

Sorry for the noob question that's quite unrelated. But I've always been in the dark about this.
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
PangO
Profile Blog Joined July 2009
Chile1870 Posts
Last Edited: 2009-12-03 16:27:19
December 03 2009 16:26 GMT
#59
Just wanted to add this as a good example of this build.

In Economics, the majority is always wrong. aka: MattRz
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 03 2009 16:43 GMT
#60
Rather than simultaneous citadel and stargate that was +1 then stargate then citadel with a second gas. It's a good example of the +1 zealot rush build which I agree is a good build in its own right. However it is a slower and weaker rush than the build I advocate in this guide which has faster speed and more zealots at the expense of gas income and archives. A good build but not my build. Also muta play by zerg would have shut it down pretty hard. Although Protoss had cannons in his main to defend against muta he had too few sairs to really press an offence against them. My build is better against mutalisks, worse against lings. To be honest, PvZ FE zealot openings are a topic you could write a lot about and not cover it because there are simply too many variables that can be mixed to create differing options. Still, I like how Protoss played this.
ModeratorThe angels have the phone box
koreasilver
Profile Blog Joined June 2008
9109 Posts
December 03 2009 16:44 GMT
#61
Goddamnit this build hits so early that even if I go muta first or lurker first it still hurts.
HiOT
Profile Blog Joined September 2008
Sweden1000 Posts
December 03 2009 16:55 GMT
#62
I really need a solid counter...
Officially the founder of Team Property (:
PangO
Profile Blog Joined July 2009
Chile1870 Posts
December 03 2009 17:20 GMT
#63
I really don't play Zerg, but makine 2 extra sunks, just to hold them.
Wouldn't that work ? instead of looking for a real counter.
In Economics, the majority is always wrong. aka: MattRz
BlissX1
Profile Blog Joined October 2009
United States328 Posts
December 03 2009 17:43 GMT
#64
On December 02 2009 05:16 KwarK wrote:
Speed completed at 07:02 that rep at which time I had 9 zealots and he had 7 hydra building but 0 complete.


Just speaking from some experience, but try not to use your own replays as i think progames should have been put up. But still..... B lvl players are always nice to watchs.
XtremeOneZ 4 Life Bliss[x.1]
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-12-03 18:56:40
December 03 2009 18:41 GMT
#65
Okay, so I looked at the timings. 3gate is really dedicated zealot build. Its not
worth going for 3rd gate early unless P is going to keep pumping zealots, and that's not possible to do without cutting corners hard with probes/sair/2nd gas. Imo chance that 3gate would do significant damage where 2gate would not is slim. Look at the numbers -- from forge-cc-nexus start 2gate can have 10speedlot done at 6:50. Cutting probes at the right places to maximize production only makes slightly less zealots than a really hard cut 3gate, but faster everything else -- probes, tech, corsairs.

So the build plan would look like this: make 10speedzealots & 4-5sairs. Then
archives. This makes it so that the player can have storm done ~8:30 (compared to ~10min with mass zealot/sair build). If the player only makes 1-2 sairs instead of constant then its basically the build idea I showed in the other thread, and which is better is debatable. Still, if the player wants to stay with zealot/sair for quite some time (something like 19zealot, 7sair without archives units yet), they can either hardly cut probes as much and go +2gate and have more zealots less quick, or just add 3rd gate rather than archives. I just don't think those are the better options. The only advantage to still massing zealot is if they are able to do significant damage with the extra zealots being rallied. From reading the op I think Kwark would agree with all of this because he write things like "archive as you push out", its just that he played mass zealot/sair in reps.

To sum up issues I raised:
1) Is it better to go 1-2 sair or 5+ with a speedlot build? (main point that this thread raises for me)
2) Related to above, could it be worth it to cut corsair count down to 1-2 in order to have more mins for a 3gate zealot pump? (build variation)
3) In my other thread the main point I was concerned with was if +1 was worth it for speedlot rush from sair opening. I concluded that generally yes it is worth it, but non +1 is good also. If wanting to go mass sair though +1 can cut into that a bit.
4) Is it better to cut out and tech after ~10speedlots or keep them coming?
| www.ArtofProtoss.vze.com |
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 03 2009 19:08 GMT
#66
Knickknack
I'll experiment with cutting the 3rd gate (should give me smoother probe production) and you're right, it kicks in so late it's only useful if the zealots are actually going to overwhelm him so you're rallied to his base. When they're just doing shock damage I agree there's no need.
I think 5 sairs are an essential part of the build (why it works vs mutas and zerglings). There are other zealot builds which don't need the corsairs but they instead rely on other units for defeating mutalisks. The mutalisk question cannot be ignored and this build answers it with corsairs.
That said, if you want to write up another variation on it then please feel free and I'll edit it in. A topic devoted to FE zealot openings would be very useful and comprehensive.

In answer to your 4th point, it's actually very cheap to switch to tech. The one off costs are 250/200 (assimilator, archives). From there every ht you make is a zealot you don't make which saves you money which in turn goes into cannons or new gateways depending on whether he's about to attack with mass hydra. The transition is surprisingly smooth in my experience.
ModeratorThe angels have the phone box
SuperJongMan
Profile Blog Joined March 2003
Jamaica11586 Posts
December 03 2009 19:56 GMT
#67
There's also slightly gas heavier version so like on destination or so, lurkers behind cliff won't hurt on nearly the same level as being late on gas.

+ Show Spoiler +
Version 2.
Stronger Late game, Weaker Timing Attack. You still get corsairs!

1) Double Nexus.
Standard ya?

2) After Core - Stargate - Citadel - Nat Gas - +2 Gates - Sair - Speed - Air Up - Zeal/Sair
The main difference this and the previous version is the nat gas. [ -_-;; ]. The gas will complete at
about the time the stargate completes. As you finally manage to save up some gas, get the
templar archive.
* No big difference if you get sair+1 or not. When the sair comes out, 1-2 photon in main.
* Make zealots and probes through the whole process

3) Templar Archives (3-4 sair timing) - attack - prepare expansion - psi storm
The reason it's 3-4 sair timing is because that is when your gas will finally start really flowing.
Put the archive down as soon as you don't feel starved on gas.
* The purpose of the build isn't really to attack but rather be able to defend with a flexible force while also presenting a threat to the zerg.
* Before getting the second expansion, prevent the zerg from getting the 4th base, and if you see
space, try to go for some drones or such.

Bastard Zerg -

1) The Standard: 3 hatch - lair - spire - 5 hatch hydras.
You're first corsair tells all. Bring him home after the spire's done. The scourges man!
* Send the zealots out with speed. The zerg can hold with sunken ling hydra.
* NEVER lose these units needlessly. Only when the zerg gets a fast 3rd expo we fully engage.
If you think you can get some lings or drones while not taking damage, go for it. We can't lose
zealots by the magu. It's 5 hatch vs 3 gate. Of course we get pushed if we lose these guys.

As your zealots commando their way around, set up your 2nd expo. Photo+Zealots can hold a lot. After holding, 8 gateway POWAaaa. Ofc you gather up your hanbang and go from there. The whole purpose of the build here is the lategame 3 base hanbang.

2) Slow Mutas: 3 Hatch - Lair - Spire 4 Hatch w/ Nat Gas - Muta & Scourge
This is what zealot sair kills best. When muta/scourge come, 3-4 sairs make defence easy.
* The focus here is the speedy lots. When the zergs mutas come, These guys are sent to run
amuck the zerg base.

Because the mutas are out, zerg has no.. blah blah, part 1. In the chaos of the drones are running around, zealots acting like headless chicken, and mutas killing zealots - take your sairs (6+) and calmly dispatch the skoji (use the zealots to help find where in the base they are). If this is done, mutas are ez.

Anyways, the zerg's still at 4hatch+ at this stage so don't mass too many speed zealots but get your 2nd expo ready sooner. In this case, the zerg and toss are at the same base count, toss has taken no damage, zerg has sairs and drone damage to worry about and the game practically plays itself.

3) Hydra Lurker: 3 Hatch Lair - Den - 5 Hatch
* Cut corsairs, about 3.
* Cancel Legs, get archive. Get Dts. As you try to harass with this mini sair/dt, gather storms.
* Don't expand and get robotics and gateways instead. We have to gather up a 2 base hanbang =(.

There isn't a real easy way to necksnap the Hydra Lurker through management. Just use your dragoons and high templar well. And by well, I mean like, really really well. Like, at least 10 times better than you usually play. It won't be easy but it's not impossible. Storms are gonna be key here. Center fight well, but it'll feel pretty gay, like old 3 hatch hydra waves, and feeling short on storms... 1.07... ~_~ NO NO!

4) 2 Hatch Muta - 2 Hatch Hydra
You messed up man. Scout better. If your corsair is what sees this, it's too late.
* Like all zerg all ins, hold and win.

Vs Muta - Cannon whichever stargate your nexus is at. Actually, go ahead and cannon everywhere. EVERYWHERE. Gather sairs, if you hold, you win -_-;; if you fail, you ... failed.

Vs Hydra - Use probes and hold, and if you hold with probes, this build cleans up rather well. The 3 gate Zealots help holding a lot and as time goes, legs will also finish. In this scenario, a hydra vs speed up zeal fight actually favorites the zealots due to the count and zergs production. If you can get to this scenario without crippling damage, GJ on your win.

Stork vs Yellow - Batoo Regames.
Stork vs July - Batoo Regames.
The games have the same builds but Stork vs July, July's immense pressure makes Stork fumble his build. Also Jangbi used this somewhere vs Firefist or so in winner's league on RH but he lost to a chogoling all in so... .. so......

YOINK!
http://www.pgr21.com/zboard4/zboard.php?id=daku&page=1&sn1=&divpage=1&sn=off&ss=on&sc=on&select_arrange=headnum&desc=asc&no=1701


It's a tad old but it's not like PvZ has evolved much lately.
POWER OVERWHELMING ! ! ! KRUU~ KRUU~
machinehead..
Profile Blog Joined July 2009
412 Posts
December 03 2009 20:31 GMT
#68
This is so weird, I was thinking about basically the same bo for the past few days, and I don't even play pvz. Nice to see that it works in today's game
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2009-12-03 22:07:20
December 03 2009 21:38 GMT
#69
Well, I have things written for pvz, but 1)they are simple BOs or 2) they are not done, and 3) they are more detailed and meant for a guide. It would not really mesh into what you have here or liquidpedia as you can see bellow. Still, I don't really mind if you add stuff like detailed opening information to help people:


+ Show Spoiler +


Opening:
Preliminary question: How do I learn the correct building placement for FE?
+ Show Spoiler +

1. Read the wall-in thread for building placement rules, and for pictures:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652
2. Check TLPD for pvz games on the maps you want to play:
http://www.teamliquid.net/tlpd/
3. You can play in single player. Using cheats you can make buildings quickly and mind control zerglings to figure out which building placements are best.

Preliminary question: Why scout on 8pylon when going FE?
+ Show Spoiler +

You can scout after making forge or even later. This gives you more minerals which helps vs 9pool, overpool, and 12pool. But, this can cause problems especially on 4player maps if you scout opponent last. Late scout can also cause problems vs 5pool and other early pools. It also means you won't get to go nexus first vs 12 hatch builds. So scouting is always a bit of a gamble, but that is why you should scout on 8 pylon unless you are quite sure they will 9pool/overpool/12pool.

Preliminary question: How many cannons do I need?
+ Show Spoiler +

You will know how many cannons you need by scouting the zerg's build and how many lings pop out of their larvae. If they make no lings you don't even need 1cannon, but you don't know if what is hatching in their first 3larve is 6drones or 6lings, and on many maps (destination for instance) ling travel time is slightly shorter than cannon build time. That is why you typically want to build at least 1 cannon. If they build more than 6lings you most likely want 2canons. 2 cannons is the standard safe bet, and then build more if you see them making lots of lings. Now, there are builds zergs do where they get 12+lings with speed to try and run past your cannons into your main. In this case you will see them collecting gas for speed, and in this case you will sometimes want to build your 3rd cannon before making a gateway. Use your best judgment, and play safe if you are not sure. Also, at times you may want to pull probes from main/nat to either block lings and/or help attack vs lings. How many cannons you build can also depend on map layout and how good your simcity is. For the bellow builds I assume 2cannons as a typical reaction to the standard 8 ling opening.



Build (A) vs 9pool, overpool, 12pool:
8pylon-scout, 11forge, 14cc (2cannons), 16nexus, 16gateway, 16p (in main), 17assim, then zealot or core
*vs 12pool, depending on travel distance you can get away with 8p-scout then nexus/forge before cannons. While that has a faster nexus, it also tends to have less consistent probe production. So, the eco difference is not too great, and 12pool is not done often, so knowing this variation is hardly a necessity.

Build (B) vs 12 hatch 11pool
8pylon-scout, 13nexus-gather min at nat and take back, 15Gate, 15forge, 17p (in main), 17assim, 17cc, then zealot or core

(C) How to react vs 5pool.
If you opened 10forge you may be able to get away with cannons at natural.
Most likely you went 11forge however, so when you see early pool build a pylon next to your nexus asap ~12psi. Then 1-2cannons asap. Then you can either go 2gateway or gateway-gas. Vs later pools, such as 7pool you may be able to get away with cannons at nat if you went 11forge asap. Use your best judgment, and play safe if you are not sure.

(D) How to react when you have not scouted them early.
Sometimes on 3-4player maps you may not scout your opponent fast enough to decide between forge or nexus first. In these cases you typically want to play safe and go forge first. And then if you see that they went 12hatch you can make nexus before cannons.

(E) Vs the rare 3hatch 0pool, go nexus first, and then add two gateways at nat. Constant zealot pressure while teching.


These are optimized BOs vs the certain ling timings that zerg builds have.
Travel distance can influence these timings, but these timings are good for most normal maps (destination, heartbreak, etc). Often at low level play, your opponent will not be doing an optimized build and then you can get away with a better build than you really should be able to do. For example, in his replay pack of iccup games [pan]kabal (b+/a- p player) often did 8p, 11forge-scout, 14forge/nexus, and got away with it vs overpools. But one time an opponent recognized this and 5pooled him next game and quickly won. When Kabal played a couple of games vs Mondragon, one game he lost quickly and another he had to deal with lings in his base. The point is I don't suggest learning bad habits vs weaker players.


| www.ArtofProtoss.vze.com |
Louder
Profile Blog Joined September 2002
United States2276 Posts
Last Edited: 2009-12-03 22:32:11
December 03 2009 22:31 GMT
#70
Not to piss on the parade, but that no +1 build is really not optimal at all. There's no reason to pump corsairs because your timing is really early and you will know if he's making mutas or not. It also delays your archive a lot more than what's necessary. The 2 gate no +1 build is much better, basically the same early game build but you only add 1 additional gate, and only make 2 corsairs at the start. You have a nice 7 zeal timing attack with speed right before spire completes, with two archons on 4-6 gates before your initial attack is ended.

If you're going to 3 gate, you should do the +1 speed build where you throw down two stargates. It's a faster timing and better overall build, and gives you the ability to take a 3rd on 3 gates with dt/sair while getting temps / 6 gates.
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 03 2009 23:48 GMT
#71
On December 04 2009 07:31 Louder wrote:
Not to piss on the parade, but that no +1 build is really not optimal at all. There's no reason to pump corsairs because your timing is really early and you will know if he's making mutas or not. It also delays your archive a lot more than what's necessary. The 2 gate no +1 build is much better, basically the same early game build but you only add 1 additional gate, and only make 2 corsairs at the start. You have a nice 7 zeal timing attack with speed right before spire completes, with two archons on 4-6 gates before your initial attack is ended.

If you're going to 3 gate, you should do the +1 speed build where you throw down two stargates. It's a faster timing and better overall build, and gives you the ability to take a 3rd on 3 gates with dt/sair while getting temps / 6 gates.


the 3 gate +1 into double stargate is really good except i still havent figured out how to play it out vs players who will opt for 4 hatch hydra to counter the +1 rush.
i can take you
Louder
Profile Blog Joined September 2002
United States2276 Posts
December 04 2009 00:09 GMT
#72
On December 04 2009 08:48 foppa wrote:
Show nested quote +
On December 04 2009 07:31 Louder wrote:
Not to piss on the parade, but that no +1 build is really not optimal at all. There's no reason to pump corsairs because your timing is really early and you will know if he's making mutas or not. It also delays your archive a lot more than what's necessary. The 2 gate no +1 build is much better, basically the same early game build but you only add 1 additional gate, and only make 2 corsairs at the start. You have a nice 7 zeal timing attack with speed right before spire completes, with two archons on 4-6 gates before your initial attack is ended.

If you're going to 3 gate, you should do the +1 speed build where you throw down two stargates. It's a faster timing and better overall build, and gives you the ability to take a 3rd on 3 gates with dt/sair while getting temps / 6 gates.


the 3 gate +1 into double stargate is really good except i still havent figured out how to play it out vs players who will opt for 4 hatch hydra to counter the +1 rush.


You don't make the 2nd stargate and you don't make more than 2 corsairs..
foppa
Profile Blog Joined July 2008
Canada451 Posts
December 04 2009 00:26 GMT
#73
On December 04 2009 09:09 Louder wrote:
Show nested quote +
On December 04 2009 08:48 foppa wrote:
On December 04 2009 07:31 Louder wrote:
Not to piss on the parade, but that no +1 build is really not optimal at all. There's no reason to pump corsairs because your timing is really early and you will know if he's making mutas or not. It also delays your archive a lot more than what's necessary. The 2 gate no +1 build is much better, basically the same early game build but you only add 1 additional gate, and only make 2 corsairs at the start. You have a nice 7 zeal timing attack with speed right before spire completes, with two archons on 4-6 gates before your initial attack is ended.

If you're going to 3 gate, you should do the +1 speed build where you throw down two stargates. It's a faster timing and better overall build, and gives you the ability to take a 3rd on 3 gates with dt/sair while getting temps / 6 gates.


the 3 gate +1 into double stargate is really good except i still havent figured out how to play it out vs players who will opt for 4 hatch hydra to counter the +1 rush.


You don't make the 2nd stargate and you don't make more than 2 corsairs..


i think i was leaning more towards no stargate at all but storm still ends up coming out very late making canons necessary to hold off the counter. maybe im doing it way wrong though t.t
i can take you
Chameleon
Profile Blog Joined January 2008
United States604 Posts
December 04 2009 00:43 GMT
#74
kwark- In your experience w/ this build when do zergs typically get +1 carapace compared to you? If they get it at about the same time or before you is it best to research armor first since you'll never get that 2hit vs lings mark? Do you add a second/3rd forge at some point to try to make up for the slow upgrades?
TL's #1 Horang2 fan
win8282
Profile Blog Joined May 2009
Korea (South)454 Posts
December 04 2009 01:02 GMT
#75
I love this guide.

Thanks Kwark! I went 6-2 with your speedlot timing push... (the 2 times I lost was b/c I was greedy and allowed ling runby)
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 04 2009 01:13 GMT
#76
On December 04 2009 09:43 chameleonia wrote:
kwark- In your experience w/ this build when do zergs typically get +1 carapace compared to you? If they get it at about the same time or before you is it best to research armor first since you'll never get that 2hit vs lings mark? Do you add a second/3rd forge at some point to try to make up for the slow upgrades?

Sometimes earlier, sometimes around the same time. I normally go 2 forge anyway when I can, but that's simply a stylistic choice.
ModeratorThe angels have the phone box
XCLuSive
Profile Joined November 2009
Canada121 Posts
December 04 2009 03:50 GMT
#77
wow. Thanks a ton Kwark for considering other types of builds and slapping it all in one thread. It's kind of like an anti 3hatchspire into 5hatch hydra build =D I LIKE.

Besides waiting for 7 sairs, what is the difference between the build Kwark described and the one Jongman described?
nothing less than legendary
win8282
Profile Blog Joined May 2009
Korea (South)454 Posts
December 04 2009 04:23 GMT
#78
Hey Kwark do you happen to have any vods of progamers using this build against the neo sauron zerg? I remember a Violet build where he pressures early with a timing attack of 4-5zeals (off only 2 gates, instead of your 3) which I thing comes right after 1st sair.
Metaspace
Profile Joined November 2006
Austria670 Posts
December 04 2009 09:55 GMT
#79
Interesting variant.

But: I am not a high level player, and perhaps because of this (i.e., do not follow popular BOs), if I do not see the forge spinning, and I see no robo before my OL dies to sair, I will assume zeal pressure, and mass lings.
Even if I don't scout the no robo, but my occasional suicide ling sees growing zeal numbers, I will mass lings.

But perhaps that's just me!

In any case I'd suggest to hide some of your zeals.
Wir haben zuwenig Vespingas!
sAfuRos
Profile Joined March 2009
United States743 Posts
December 07 2009 06:46 GMT
#80
Hey KwarK could you look at this rep?
I'm a C+ level toss but my PvZ lately is like F-. Can't beat anyone for shit

I'br been practicing this build of yours, its been working pretty well and i was like 7-0 with it . Anyways, i started a new account to go for my end-season record (which i try to make best) and i ran into this:

http://repdepot.net/replay.php?id=25867

Its against some guy who i assume is not D+ cause i was overwhelmed like a whore, plus his iccup is undefeated and i bet he's decent. He did speedlings but i didn't really lose everything, i traded zealots for lings. But immediately after he got a ton of lurkers and i had no idea what to do. I wasn't really playing hard because i assumed he was just some D+ guy and so my tech was a bit late, but even if it had not been, i feel like i would have been crushed

Some potential and actual problems i see of my own are:
-Right side simcity? I do the same as you do on the left but my rightside i'm not sure. Didn't really let me hide my tech so he definitely saw my fast cyber
-Sair count? I don't play sairs usually so i only got 1 to scout and another in case of muta, but i really dont think more would have helped
-Kept pushing at his third? Probably a waste, no?

And then obviously i didn't really macro great or multitask great cause i thought he was bad but even if i had i think his lurk contain would have done me in...
sAfuRos // twitch.tv/sAfuRos // contact for coaching
KwarK
Profile Blog Joined July 2006
United States42693 Posts
December 07 2009 06:59 GMT
#81
Are you able to get on icc now? Easier to go through it with you.
ModeratorThe angels have the phone box
SoL[9]
Profile Blog Joined December 2009
Portugal1370 Posts
December 07 2009 18:22 GMT
#82
Ty ver much :D
I Can Fly...
TT1
Profile Blog Joined December 2008
Canada10009 Posts
Last Edited: 2009-12-14 04:22:10
December 14 2009 04:21 GMT
#83
On December 04 2009 06:38 Knickknack wrote:
Well, I have things written for pvz, but 1)they are simple BOs or 2) they are not done, and 3) they are more detailed and meant for a guide. It would not really mesh into what you have here or liquidpedia as you can see bellow. Still, I don't really mind if you add stuff like detailed opening information to help people:


+ Show Spoiler +


Opening:
Preliminary question: How do I learn the correct building placement for FE?
+ Show Spoiler +

1. Read the wall-in thread for building placement rules, and for pictures:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=62652
2. Check TLPD for pvz games on the maps you want to play:
http://www.teamliquid.net/tlpd/
3. You can play in single player. Using cheats you can make buildings quickly and mind control zerglings to figure out which building placements are best.

Preliminary question: Why scout on 8pylon when going FE?
+ Show Spoiler +

You can scout after making forge or even later. This gives you more minerals which helps vs 9pool, overpool, and 12pool. But, this can cause problems especially on 4player maps if you scout opponent last. Late scout can also cause problems vs 5pool and other early pools. It also means you won't get to go nexus first vs 12 hatch builds. So scouting is always a bit of a gamble, but that is why you should scout on 8 pylon unless you are quite sure they will 9pool/overpool/12pool.

Preliminary question: How many cannons do I need?
+ Show Spoiler +

You will know how many cannons you need by scouting the zerg's build and how many lings pop out of their larvae. If they make no lings you don't even need 1cannon, but you don't know if what is hatching in their first 3larve is 6drones or 6lings, and on many maps (destination for instance) ling travel time is slightly shorter than cannon build time. That is why you typically want to build at least 1 cannon. If they build more than 6lings you most likely want 2canons. 2 cannons is the standard safe bet, and then build more if you see them making lots of lings. Now, there are builds zergs do where they get 12+lings with speed to try and run past your cannons into your main. In this case you will see them collecting gas for speed, and in this case you will sometimes want to build your 3rd cannon before making a gateway. Use your best judgment, and play safe if you are not sure. Also, at times you may want to pull probes from main/nat to either block lings and/or help attack vs lings. How many cannons you build can also depend on map layout and how good your simcity is. For the bellow builds I assume 2cannons as a typical reaction to the standard 8 ling opening.



Build (A) vs 9pool, overpool, 12pool:
8pylon-scout, 11forge, 14cc (2cannons), 16nexus, 16gateway, 16p (in main), 17assim, then zealot or core
*vs 12pool, depending on travel distance you can get away with 8p-scout then nexus/forge before cannons. While that has a faster nexus, it also tends to have less consistent probe production. So, the eco difference is not too great, and 12pool is not done often, so knowing this variation is hardly a necessity.

Build (B) vs 12 hatch 11pool
8pylon-scout, 13nexus-gather min at nat and take back, 15Gate, 15forge, 17p (in main), 17assim, 17cc, then zealot or core

(C) How to react vs 5pool.
If you opened 10forge you may be able to get away with cannons at natural.
Most likely you went 11forge however, so when you see early pool build a pylon next to your nexus asap ~12psi. Then 1-2cannons asap. Then you can either go 2gateway or gateway-gas. Vs later pools, such as 7pool you may be able to get away with cannons at nat if you went 11forge asap. Use your best judgment, and play safe if you are not sure.

(D) How to react when you have not scouted them early.
Sometimes on 3-4player maps you may not scout your opponent fast enough to decide between forge or nexus first. In these cases you typically want to play safe and go forge first. And then if you see that they went 12hatch you can make nexus before cannons.

(E) Vs the rare 3hatch 0pool, go nexus first, and then add two gateways at nat. Constant zealot pressure while teching.


These are optimized BOs vs the certain ling timings that zerg builds have.
Travel distance can influence these timings, but these timings are good for most normal maps (destination, heartbreak, etc). Often at low level play, your opponent will not be doing an optimized build and then you can get away with a better build than you really should be able to do. For example, in his replay pack of iccup games [pan]kabal (b+/a- p player) often did 8p, 11forge-scout, 14forge/nexus, and got away with it vs overpools. But one time an opponent recognized this and 5pooled him next game and quickly won. When Kabal played a couple of games vs Mondragon, one game he lost quickly and another he had to deal with lings in his base. The point is I don't suggest learning bad habits vs weaker players.




this is true, i used to 12 forge then send my probe to scout until z users figured out my scouting habits and they all started to 9drone/no gas vs me

my b.o was strong vs over 9 and 9pool speed because it would give me a small eco advantage, vs 9pool speed i would have to bring a few probes out to stop the rush but it was worth it in the long run because ecowise the rush would effect the z user more than it did me.. but once they started 9pool/early exping it would set me behind
ab = tl(i) + tl(pc), the grand answer to every tl.net debate
Kouda
Profile Blog Joined November 2009
United States2205 Posts
December 21 2009 00:02 GMT
#84
[image loading]


KwarK, I was trying the 4 Gate 2 Archon build, I'd like any thing you can say to help me refine it.

I feel this build works really well. Other than Me not really reacting to the Muta attack near the end that supply blocked me, I felt the push works so well. The Archons null the Mutas, and The +1 Speedlots just rape Hydra/Lings.
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