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[I] Funny Protoss Builds/Strategies

Forum Index > Brood War Strategy
Post a Reply
thuunderstruck
Profile Joined October 2025
11 Posts
October 21 2025 20:39 GMT
#1
Dear Brood War Enjoyers,

At risk of over posting on this forum, I'll be making just a single quick post. I am aware that by builds and strategies may seem... unorthodox, but I am tired of being accused of trolling and baiting, simply for thinking a little bit differently. This will be a little tongue in cheek, as I don't think the Protoss player base, requires much assistance in figuring out their builds.

If nothing else, these are fun strategies for amusement, that might be able to win a set if executed well. These will vary in their seriousness, and the builds themselves, are for players to 'troll', the opposing player, and win in a way that is embarrassing for them.

Cheese builds, or unorthodox strategies are incredibly important to Brood War, and continuing to develop new cheeses is important to increase match variance, and to allow for mind games between opposing players.

I digress, here are some of these builds. I write Protoss build orders much more vaguely than Terran ones.

Strategy #1: "Pro-Tossed"

Early two gate opener with fast expand, or nexus first.
Against Zerg, zealot rush, into Terran, dragoon range.
Follow up two gate with one stargate
Into Terran, one Corsair for scouting, into Zerg, pump 'em out.
Templar Archives
Storm
Arbiter Tribunal
Stasis Field
Fleet Beacon
Disruption Web

Throw a robo in somewhere when needed, going for reavers will slow the build down, so get them after arbiters if not required for the set, otherwise this isn't "Pro-Tossed." Same with forge, just don't go forge first unless you're trolling with a cannon rush.

Here's the idea behind the strategy.

Using Corsair d-web, and arbiter stasis, you will completely disrupt the enemy army, and make it impossible for the opponent to micro optimally.

Arbiters pair very well with Corsair d-web, as they cloak the corsairs, allowing them to get d-webs off in optimal locations, uncontested, and unseen.

You only need at most, about 5 corsairs, or 10 d-webs max. Ideally, you can get 2-4 stasis fields, and 10 d-webs off, to win decisively.

This is more of an anti-mech build, as combined it makes tanks nearly impossible to use, and goliaths are very clunky, so would struggle against both d-web and stasis.

With an early two gate zealot rush, this could maybe be adapted for play against Zerg, but would require slight changes in build.

Naturally, this is just the basic elements, add what is required as needed.

Strategy #2: "Scoutz-Knivez"

2 gateway
zealot rush against Zerg, dragoon range pressure against Terran.
fast expand
2 stargate
1 corsair
4 scouts
2 fleet beacons
d-web
scout speed, then scout sight range

Add whatever else you need to make this work.

Here's the idea.

This is mainly to bully Terran mech players, or to demonstrate a skill gap against zergs.

Scout with the first Corsair, very standard, sensible, no alarms raised.

After the scout with the Corsair, not the scouts, identify any weak points, then send the scouts in to bully the opponent, and annoy them.

You can either keep them clumped in 4, or in two groups of 2.

The idea is simple, use the scouts, and attack anything that is free. If the Terran is trying to take their 3rd, and doesn't defend the scv, scouts. If there aren't any turrets or goliaths in their mineral line, scouts. If they aren't defending their factories, scouts. If there is an open supply depot, that is free to attack, scouts.

The scouts are just there to annoy the opponent.

Once you get d-web, you can start ignoring missile turrets, to really annoy them.

If they don't respect the scouts, go for carriers.

Regarding the land army, chances are, a mech player will go for mass Goliath so you don't just kill their tanks with scouts, so just focus on building a land army that beats goliaths.

Don't build more than 4 scouts at any one time, unless you're playing Artosis. Try to keep two out harassing and annoying the opponent.

Scouts, are awful, but they can do something corsairs can't, which is bully ground attacking units. It is lower risk to troll your opponent with scouts, then it is to go for carriers, of course, if carriers are free, then why not?

The idea is simple, by building a handful of scouts, the Terran player is forced to go Goliath, if they're playing mech, and cannot build as many vultures. If the Terran has to build goliaths, then they can't afford as many tanks, due to gas consumption. So if you focus on beating goliaths, scouts can actually be useful.

This is definitely, a manner build. As long as you get the scouts, you don't have to upgrade them, or go double fleet Beacon, that's just another manner move, if the Terran is disrespectful enough to try going mech against you. I am not joking, a couple scouts would completely throw a mech player off their game, if used properly, and proper scout usage, is to annoy the opponent.

Strategy #3: "Dark Archon-Shuttle"

standard 2 gate open, can do a different opener
get stargates
get a robo
get templar archives

Add in whatever is needed as needed.

This is meant as an anti-zerg strategy, specifically anti-defiler strategy.

The idea is simple, by the time they get defilers, you use shuttles and dark archons, to feedback them, preventing dark swarms and plagues. If they get a dark swarm off, maelstrom it. If there is one or two ultras, mind control them.

Dark Archons are the primary way that Protoss can possibly win against a Hive tech Zerg. Protoss late game is much better than Terran late game, in the Zerg matchup, primarily due to Dark Archons, since they are the only unit that can reliably be used to counter defilers. It is still an uphill battle, but winnable with proper Dark Archon usage.

If you can deal with the zerg's defilers, you can win on land, especially if you steal some ultras.

If you want to try stealing a worker, go ahead, though it is very troll.

Dark Archons are underrated IMO, and their feedback interaction with defilers is likely their strongest use case, there are better use cases for Dark Archons, other than just maelstroming groups of mutas. Late game, having probably between 4 to 7 dark archons would make defeating a Hive Zerg a possibility.

I'll leave it at this.

Sincerely,
thuunderstruck, aka 0dysseus.
Jealous
Profile Blog Joined December 2011
10212 Posts
Last Edited: 2025-10-21 21:00:24
October 21 2025 21:00 GMT
#2
2 fleet beacons

Lmfao

Yea Imma just throw down two buildings worth 600 minerals and 400 gas in the early mid-game so I can go double expensive upgrades for the shittiest unit in the Protoss arsenal. I'm guessing that you expect the Terran to be going fast ghost + vessel + EMP at this time, so I guess the wasted minerals/gas will balance out.

Must be nice having the imagination of a kindergartner trying to explain calculus to a forum of mathematicians.
"The right to vote is only the oar of the slaveship, I wanna be free." -- бум бум сучка!
thuunderstruck
Profile Joined October 2025
11 Posts
October 21 2025 21:38 GMT
#3
On October 22 2025 06:00 Jealous wrote:
Show nested quote +
2 fleet beacons

Lmfao

Yea Imma just throw down two buildings worth 600 minerals and 400 gas in the early mid-game so I can go double expensive upgrades for the shittiest unit in the Protoss arsenal. I'm guessing that you expect the Terran to be going fast ghost + vessel + EMP at this time, so I guess the wasted minerals/gas will balance out.

Must be nice having the imagination of a kindergartner trying to explain calculus to a forum of mathematicians.


How rude. You clearly did not read the post, since that one is the manner build. I suppose if there were no comments on the other two however, then they must check out. But yes, that is precisely correct, and no, I'm assuming the Terran is going for standard mech. It is a simple idea, build some scouts, so they have to build a ton of goliaths, and therefore have less tanks. The double fleet beacons are about sending a message, and by no means are necessary, same with the scout upgrades, but d-web is there to really annoy them.

No, this build would be destroyed by the 3-2-1 build I suggested, since that build is meant to force the Protoss to turtle, and then to counter their mid game tech with Terran's tech.

This is getting a little bit too personal for me, are you good?

I didn't realize I was in the company of mathematicians on a calculus forum. I thought I was on a sporting forum, discussing speculative sports strategies. That is quite different than rocket science. I'm not really interested in keeping company with mathematicians and discussing calculus, so maybe this isn't the right place for me, I thought this was a Brood War forum.
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