I. Introduction
Borrowing from the Starcraft Compendium: "As with any same species encounters, Protoss vs. Protoss battles are more a race for resources and unit production than anything else. The capabilities at hand are the same for both sides so the player that knows his/her force the best, both their strengths and weaknesses, will usually be the victor."
The quote above sums up why Protoss vs. Protoss is my favorite match up. The match up is even to start so its all about how one uses what one has and the other guy cant get anything you cant. The winner of the match rests largely on unit production and countering, which I believe I'm pretty good at. The match up is open for much analysis. I find this match up more straightforward then different race match ups yet many people do not play it well.
PvP is often considered thinking mans game. I believe that is correct in some sense. This MU relies heavily on scouting and adapting to your opponent to get the most out of your build and units. Many people believe winning or losing a PvP game is highly dependent on luck. I don’t believe the outcome of a PvP game is any more lucky or random then the other match ups, if anything, probably less. Most of the people who comment about PvP that way just show their lack of understanding.
In keeping with the "what some think" trend: some think that PvP is easier to understand and play compared to the other match ups. I agree with this somewhat as well. Your opponent can not get anything you can not, that makes things easier right there. This fact means that PvP is often a solid counter game with both players using a similar build, but one making better use of build orders, units, etc. Overall, PvP was the easiest match up for me to become comfortable with.
I started this guide because I wanted to gather my thoughts about PvP as well as create a guide for the community. There is so little knowledge out there on how to play PvP well (or any match up for that matter). Surely the pro Koreans and top European toss players know how to play PvP quite well, because they have played many PvP games against skilled opponents, and have been able to adapt their build though trial and error to figure out what works for them. But, for the average player out there, there are not many resources on how to learn to play well. The advice most often given is to play a lot of games. And yes that works, but its clearly not the easiest or fastest way. Well big surprise, you can learn much faster if you have good knowledge about the game imparted to you from someone else. I wish a guides like this were available when I started Starcraft. Now, some people complain that Starcraft was ruined with replays, if your the kind of guy that believes that you’ll probably dislike my guide too because I reveal many things about the match up which will probably decrease time spent playing in order to become a very good toss player. Nonetheless, this is just a guide. Something to help you become a good PvP player, not an end all be all of all Protoss builds, counters, etc.
Another aim of this guide is to systematically think about PvP. This guide would more aptly be named apart of the science of playig Protoss well, not an art. One thing that this guide does well that is not often attempted is covering efficient builds. That is a very important part of Starcraft, yet it is often neglected. Why? I venture that the vast majority just do not know about good efficiency. Those who do know don't often tell because they don't want others to know or don't really recognize it themselves. Hautamaki gave some decent general advice about Protoss and had sections about PvT and PvZ, but no PvP even though he supposedly had written something up. I suppose he just never got around to posting it or it was not the quality he wanted. Tsunami seems to have considered strategy more systematically then Hautamaki, but he also had many very general articles in which contradictions were able to be found all over. When a contradiction arises from my explanation of a certain part of PvP I want to point it out, to not leave you in the dark wondering about so-and-so situation so that you will not take incomplete advice to game play. Though, I admit this can be annoying at times as I often don't commit to one thing or the other. I'm forced to type that this way or that is often the better way or that this usually will work, and so on.
One last thing. Read my advice, but consider things for yourself. Feel free to test my advice and see if it works. Feel free to criticize whats in this guide. This guide certainly requires more intellectual understanding then most guides, but I’m sure it will also be more rewarding. Lastly, you might want to know a bit about the person who wrote this guide. Well, I'm not a very well known player. I have not played Brood War a lot. Only around 1000 1:1 games as Toss, then I stopped playing for the most part and worked on this guide. Yes that means I’ve probably played only around 200 PvP games, and most of them vs. no one special. Unlike most people (I assume) I got good by thinking my way there, not playing mass games. I played about half of those games before it clicked. I'm not sure exactly how, but suddenly I understood PvP at different level. I have watched around 500 reps of PvP games and builds. Most of what is in this guide comes from what I have figured out through that, though experience has certainly played a part as well.
II. Opening Builds
Contents:
- Intro
- Basic Builds
- Builds Template
- Unit Times
- Builds Explained
- Scouting Summery
- Other Builds Considered
Intro:
I understand all of this may be a bit much to take in if you don''t know much about the more technical aspects of this game. This may even be a bit much if you are a good player but are not used to thinking in such a way. Nevertheless, I will give you lots of good info that you should attempt to put into practice. I'd like to point out something very important now. This analysis is based around Lost Temple, though it is still rather applicable to Luna, and other similar maps. Maps such as Rush Hour, Nostalgia, or Neo Forte may require slight style changes, which I do not cover throughly in this guide. Admittedly, certain maps such as Requiem require a somewhat significant change in play, which I try to give some brief advice on. Maps without a ramp are only covered briefly. I don't consider the unique possibilities maps like Bifrost bring about, with cannons behind main minerals or the like. I am not considering island maps, nor rather unusual maps such as 815. Seems like a lot I'm leaving out, and it is, but my goal was to cover the most popular map type, which will serve as a foundation you will be able to apply to other maps with your discretion. Watch replays and play on other maps in order to get a better grasp of how they are played.
Now that we have covered maps, I'd like to let you know what your getting into before you get too far in. PvP builds can roughly be divided into three groups, expo/forge first, 1gate, and 2gate. This guide is mainly about one gate tech, but I made an effort to cover two gate as well. For one gate I focus on zeal first builds, but I make an effort to cover core first as well. I largely ignore fast expo and forge builds as they are not as popular. My builds often center around reavers, though I will make an effort to include non-reaver styles, such as dark templar.
Lastly, I'd like to note that the most important thing for beginners to realize about early game is to effectively counter what your opponent does so that you don’t lose units/probes early needlessly, while maintaining as constant probe production as you can, with good unit production and tech progression. This is a very consistent, stable, and overall quite good way to play.
Basic Builds:
1) Tech: 8pylon, 10gate, 12assim
The basic tech build order. This build warps in an assimilator the fastest, most reasonable way possible. This build is usually followed up by a 13 zeal or 13 core, followed up by a 15-16pylon.
2) 8pylon, 10gate, 12pylon
You could look at this build as somewhere between the build above and the build bellow, that is, between 1gate fast gas and 2gate. I generally don’t favor this build over the one above because I tend to go goon/ob/reaver/range builds which are gas intensive. However, like anything in SC, if there is a diffrence, there is some advantage to be had, as well as some disadvantage.
Note that with this build you can be offensive gassed easier (when your opponent warps in an assim on your gas geyser). That can be a pain to deal with -- note the CKG game between Kingdom and Legendary. However, Kingdom tends to do this build order often. The main positive of this build is that you have more minerals coming in faster. However, you have less gas in the long run. You also have a second pylon quicker, which you can use to block manner pylons (when your opponent places pylon in your mineral line to disrupt your mining). You can also stick the 12pylon somewhere else on the map to try to keep the other Protoss guessing about proxy, or actually go proxy, or have a scout on another expo or common shuttle flight path. This build is almost always followed up with a 13zeal. Also, 12pylon build gives you more psi to work with quicker, so often if you go two or more zeals before core, you can have them slightly faster than going gas on 12psi. Another potential advantage of this build is that you can add another gate quicker than the above build (usually on 17psi vs. 20psi for above) with consistent probe production, if you spot them going 2. That translates into more zeal’s faster, but at the cost of later gas. So, to sum up the differences between this build and 12assim are rather subtle, but can help slightly depending on the situation.
3a) 2 gate: 8pylon, 10gate, 12gate
The basic 2gate economy build order. If you’re a novice this is the build I recommend you start with on most map/positions because it’s a rather safe and versatile build. This build can be done every game. You can either rush and make 5+zeals, or even gas up quickly after just one zeal. But, much of the time this is not the most efficient way to start economically, even though it may add to safety. For 12/3 positions on LT I recommend going 10/12gate. For certain maps like Requiem or non ramped maps I would recommend 2gate as well. Its rather simple when to decide to go two gate or not. Go two gate if you are likely to have problems vs. someone who goes 2gate (because of zeal pressure).
3b) 8p, 9Gate, 10Gate (and similar fast or proxy rushes)
Doing this build is much more a roll of the dice than the above builds. 9/10 gate will typically get you your first 5-7 zealots faster then a hard 10/12 gate and 6-7 zealots around the same time. This is a gutsy build, but it is not done much because if the other guy does 10/12gate you are instantly at a significant disadvantage. It is rather easy to stop rushes on smaller ramped maps as one can use probes to help defend as well. I don't recommend this build often, but I suggest you do it several times to get a feel for how it typically plays out vs. the other builds. Also, core first builds work fine against this if the walk time is sufficiently far and one's goon micro is good. Remember that this builds strength is in close positions (but then it’s likely your opponent will 10/12) and when your opponent goes for a gas first to zeal build.
3c) 8 pylon, 12 two gateways.
This is an interesting build that I've been seeing more often. I don’t have much experience with this so I won’t comment extensively. I suppose the basic idea is that by delaying gateways one brings in minerals faster. This is true. This build is safe vs. 10/12 (don’t know about 9/10 or proxy) and can easily adapt to a tech build. I don’t favor this build simply because it forces you into later gas always, and while it may be a good basic build that adapts well its not the best build for certain situations.
4) Others:
- Gas before gate builds for island maps/gas intensive builds.
- Fast Nexus builds. Only viable on certain maps/positions. But usually very effective on those maps. Usually, you'll go nexus at around 13 and then make as many probes as you can while holding your opponent off. This is often done by building two gates right after the Nexus. Eventually, you may be able to easily overpower them off of just two bases. I don't have much experience with this build, so I will not comment extensively.
- Fast forge builds. Mostly used for cheese/high risk builds.
- Faster then normal gateway(s) builds, proxy or not. Only viable on certain maps/positions or mostly used for cheese/high risk builds. These kind of builds are done primarily for the quick zeal harass. The idea is to run around picking off probes, which will put you ahead despite your disadvantage of not as consistent probe production early on. Example replay: Nal_Ra vs. Fisheye on Intothedarkness. Nal_ra went 1gate constant zeal harass to dt. Fisheye (a well known German Protoss player) lost, and Rekrul (a well known American Protoss player) reported saying that he lost vs. Nal_Ra playing this style as well. However, if one can deal with the first couple threats well, one is in a good position to go on to win.
Template of PvP Builds (Early Game):
This section shows you more in depth very efficient ways to go about various builds. All start from 8 pylon. Also, note that I usually favor as consistent probe production as possible early on. I usually prefer to gain an economic advantage, rather than take risks on micro based gameplay decisions.
- 2gate builds (fastest/most zeal’s to slowest):
-- 9gate-scout => 10gate => 11z => 13p => 13zz (hard 9gate)
-- 9gate-scout => 11gate =>12z => 15p => 16zz (soft 9gate)
-- 10gate => 12gate => 13z =>15p => 16zz (harder 10/12 gate)
-- 10gate => 12gate => 13z =>16p =>18zeals (softer 10/12 gate)
-- 12 2xgate => pylon => gas or zeals
Faster two gate builds are certainly possible such as 7/8Gate, but I don't generally recommend them. Most people consider such things cheese, that is, high risk, lame playing, that depends on luck more than skill.
- 1gate core builds:
-- 10gate => 13core => 15p => 15zeal => 17goon
-- 10gate => 13core => 15p => 17goon
One issue someone raised is why not 14core? Well, you could go 14 core, but it doesn't matter much and perhaps 13 is better overall because of faster goon(s)/tech. If you scout late, say 12assim, you should be able to go 13core with consistent production anyway. Also, note that vs. fast 2gate builds a gate before goon is often preferred. Check the builds section for more info. Lastly, you could go zeal before pylon, but thats only perhaps worthwhile vs. very fast zeal harass builds such as 7gateway. Another variation is to go gateway on 15instead of pylon, that that is unusual.
- 1gate zeal builds (fastest/most zeal’s to least):
Note that often the point at which you build the assim is interchangeable. It is either 12assim,16pylon or 12pylon,16assim.
ZZgateZZZ: 12pylon => 13zeal => 16assim => 17zeal or gate (could potentially not build the assim in favor of a faster 2nd gateway)
ZZgateZZZ: 12assim => 13z => 16p => 17z => 20gate => 21zeal => 23/24p => 25/26zz => 30pylon
ZZZcore: 12p/a => 13z => 16p/a => 17z => 20p => 21z => 25core => 26z (or gate, or wait for range/robo/citadel perhaps quicker)
ZZcoreZGoon: 12p/a => 13z => 16p/a => 17z => 21core => 22z => 24p => 26goon
ZZcoreGoon: 12p/a => 13z => 16p/a => 17z => 21core => 22p => (usually either wait for goon, or make a faster 2nd gateway)
ZcoreZGoon: 12p/a => 13z => 16p/a => 18core => 19z => 22p => 23goon
ZcoreGoon: 13z => 16p/a => 18core => 20Gate (or you can go earlier robo/range/citadel)
I suppose slight differences may be had so others can be used, but, again I don’t see any particularly good reasons why anyone would want to. Note that core and/or goon may be delayed in favor of getting a faster 2nd gate (usually done vs. a 2gate build). Note that sometimes people go robo/citadel/range/gateway before goon for faster tech, but I don’t recommend that usually, because this means poorer unit production overall and possibly pausing probe production.
- Other:
-- Early gas builds
-- Early expo ( Usually as 8p => 13nexus => 13gategate => p => zeals )
-- Early forge builds
-- Early gate/proxy builds
Don’t mind the BIG 4 options list with these
After those openings there are 4 options to pick first from (I'm trying to simplify and break down your options so they are easier to understand):
- Gate (but, not if you went for 2gate before core, obviously) – for better unit production
- Range – for more powerful goons.
- Robo – for tech, meaning, ob, shuttle, and reaver.
- Citadel – your other option for tech, dt with later ht most likely, but could go for speedzeals.
Unit Times:
Some rough unit times for players who might want to know exact timings, which might be helpful for planning or seeing what kind of build would work in what situation. Note that travel distance from your base base to your opponents base is usually around 30seconds. For example, say you do a zcorez build and your opponent does a zzcore build. Your opponent will have 2zeals at the bottom of your ramp around the same time (usually after) you block it with your 2nd zealot.
first zeal pops out at ~ 2:30
zzcore, 2nd zeal pops out at ~ 3:00
zzzcore, 3rd zeal pops out at ~3:30
zzzcorez, 4th zeal pops out at ~4:00, at 5:00 4z/2goon or 3z/3goon if skipped 4th zeal for faster gate.
zcorez, 2nd zeal pops out at ~3:15, 2z/1g at ~3:50, at 5:00 2z/3-4goon depending on faster 2nd gate or not.
zcoregategoon, 1zeal/1goon by ~3:50, 1zeal/3goon ~4:25, 1zeal/5goon ~5:00
13core, 17goon, first goon pops out at ~ 3:20
9/10 hard rush, 1st zeal done ~ 2:20, 3zeals ~ 2:45, 5zeals ~ 3:15, 7zeals ~3:40, 9zeals ~ 4:05
9/11, 1st zeal done ~ 2:25, 3zeals ~2:50,
hard 10/12, 1st zeal ~2:30 , 3zeals ~3:00, 5zeals ~3:20, 7zeals ~3:50, 9zeals ~ 4:05 (see 9/10 is considerably faster)
soft 10/12, 1st zeal ~ , 3zeals ~
*for hard rushes did not add gas until ~4:00.
*all tests done on a 8minerals in main map
*your times may vary slightly depending on probe production, number of mins in main etc. This should give a good notion of timings, but if you want to be sure, I would recheck my times as I did this quickly.
Builds Explained
The counters in this section depend quite a bit on travel distance, as well as micro. This section's purpose is to give you a general idea of what you can get away doing vs. what, but its not foolproof as I'm not taking into account different map positions and the travel distance between them. That would take more time then I'm willing to commit, and it would complicate matters.
1 gate zeal first:
- Zcore(usually gate)Goon
This build is fine vs. zcorezg and core first builds. It should be OK vs. zcorez, though you may end up fighting 2z with 1g/1z. I don't usually recommend doing this build vs. a multiple zeal before core or 2gate zeal build.
- ZcoreZ
This is fine vs. core first, zcoreg, and zcorez. Doing this vs. a several zeals before core build is the wild card here, as it that depends on travel distance and micro. I generally favor going multiple zeals before core vs. multiple zeals before core so I simply don't have to worry about this. Of course, you should not usually attempt to do zcorez vs. 2gate.
-ZZ(-/+Z)Core
Rather safe and standard PvP opening. I don't particularly recommend this vs. 2gate rush, but it sure is safer then zcorez or zcoreg, and core first in many instances. Depending on your opponents build, distance, and if you go for a battery & back zeals up with a probe or two, you might be able to get away with it vs. 2 gate rush. Note that going vs. core first with fast goons with range may cause more problems then usual as you don't have range or nearly as many goons as you would if you went for core faster. But, your opponent going core first opens up harass possibilities with your early zealots, depending on distance, map, and micro.
-ZZgateZZZ
Standard response to a 2gate build when you start with a gate gas build. Check my builds section for more info.
10/12 Gate:
There are basically two ways I'd consider playing 10/12Gate. One is that you build just enough zeals to hold your opponent off so you have the earlier goon/tech advantage (assuming they go two gate). The other is to tech more slowly while going for a steady stream of units (it is more common to play this style vs someone that goes 1gate). You could go for faster gates than 10/12, but I personally don't like that as its more based on micro and more of a gamble. One interesting thing about 2gate is that if you cut out for tech sooner then another guy going 10/12gate, you'll have faster tech/more goons, but you'll have less units overall. Why this is is simple, zeals cost less then goons, and the other player kept up almost constant production while you sacrificed production for tech. So, only go for the faster tech if it will help more then better unit production. Often you don't really know and its a difficult call to make...well, thats SC. Typically I would suggest warping assim after 3 or 5 zealots, for a moderate build.
It is essential that you keep your scouting probe alive so you can see what your opponent is doing, because only then can you can figure out what’s actually best for you to do. Then it’s not necessary to guess. If your probe dies I suggest you play it safe and/or consider sending another one out. For instance, if your opponent goes 10/12 gate, goes1z then gas, but continues hard zeal’s and does not put any probes on gas while you go 1zgas2zcore2z you are going to face a somewhat though situation of 3z vs. 5-7zeal’s or 5z vs. 7-9zeal’s. Also, by keeping the probe alive you keep open the opportunity to offensive gas your opponent.
1 gate core first:
My guide is mainly about zeal first builds. Obviously, core first is a slightly different matter. Generally, core first is seen as better then zeal first if you don't take any significant damage early with zeal harass. I admit that core first is often what I dislike going against the most if I'm not able to do any significant damage early with a zeal first build harassing with my zeal(s). This is because they have two rather different, yet strong options. They can go for a powerful army with ranged goons, or for faster then normal tech, usually ground dt or reaver drop. Though, if they are going fast range, you should usually be able to spot this with your scouting probe. But, of course, they could cancel it, just like if they go fast robo or gate and cancel that. There is a useful technique that you can use to scout core first that I cover in the scouting section of the notes section.
Two gate vs. core first is very iffy. The outcome of an early game skirmish is dependent on many things, micro, map, builds, etc.
The main consideration for going core first is map, travel distance, and builds. And it varies wildly. You can hold off two gate rather easily with micro or the zeals could overwhelm you. Really depends on map, micro, etc.
A consideration with core first is if your going to go zeal before goon or not. You'll probably want to try to get away with not making zeal before goon if you can as producing a zeal usually means paused probe production. But, a zeal before goon may help defending vs. zeal first builds though. And you may not have scouting your opponent by the time it is to make a zeal. Thus, I generally only may go core first builds when normal timed zeal first builds will not be able to hurt me significantly.
To sum up, core first builds are useful for fast/many goons with range early, or very fast tech early. Other then that there is no real reason to go core first rather then zeal first. So, decide in which situations these factors may be especially useful.
Scouting Summery:
So, I'll review scouting and builds in first person. I generally start a game with the plan of going 8p-scout, 10gate, 12assim, 13z, 16p. If I am not able to scout the other player by the time it is to make a zeal at 17psi. I make the zeal incase they are going 2gate or multiple zeals before core. Remember you can cancel the zeal slightly later and build the more expensive core slightly later if you scout them not going 2gate if you wish.
If I am able to scout them and see one gate I have quite a few options depending on what they are doing and how far along in my build I am. If I spot core first, I can pretty safely do any build. Though, note that range goons are a bit harder to deal with if you don't have as many goons. If I spot a zeal first build I can choose to pretty safely go zcorez, though if they go multiple zeals before core its kind of a toss up. I would only choose to go zcoreg if I spotted a core first or after the first zeal. So to sum up, if I see core first I have a wide variety of options, depending on if I want more goons or less considering zeal harass possibilities and goons with range attack, as well as what time I want tech. If I see a z first build, I prefer multiple zeals to either core or gate.
Also, if it is the case that you can scout them rather early, as in the very first spot, before their gate warps in, note their gateway timing based on your own. This gives you the feeling if they are going for a fast 1gate build for early zeal harass. It also gives you a notion if you zeals will be faster, and thus zeal harass might be easier to pull off. Also note if they put up another gate fast, this generally means you should stick another one down soon as well.
And finally, If your opponent can possibly have a more powerful army then you early (this basically means core first early range+goon micro and/or a skipped probes timing build) don't move out. This is all part of the playing it safe and maximizing your ability later on.
Other Builds Considered:
VS. Early 1 gate zeal pressure. This usually comes in the form of early 1gate in main on standard maps or proxy 1 gate on 2 player maps. This does that popular of a build, but be aware that it is a possibility. These builds are generally a gamble and rely on micro. Just make sure to scout well, play a safe game, and micro well and you should be fine. If someone goes 7Gate zzzcore build in their base vs. you, and you do a zcorez build you’ll be hard pressed with zealots. Most likely they will have 2 zeal’s in you mineral line just as your 2nd zeal is coming out. This is why you have to be careful vs early gate builds. Going core first, you'll usually be in an even worse situation.
If you scout your opponent soon enough compare their gateway warping in timing compared to yours (10psi). Later, you can try to compare the time their zeal finishes compared to your zeal or how far along your goon is. Obviously, if you see something out of the ordinary with quicker gate/zeals, play safer. The good thing is that a basic 10Gate, 13z, 17z build is a fine build vs. a 7g, 10z,13z build, its basically like playing a standard zcorez build vs. a standard zzcore build, micro well and you'll be OK. If they proxy outside of their base, things become more tricky. If they stay one gate, I would probably recommend you stay one gate as they tech fast for dt. Depending on the number of zeals harassing your probes either move just the one probe thats being attacked, or stack them and attack your opponents zeal(s)/probe(s). If there is only one zeal, just move that one probe thats being attacked. If your under hard pressure stack them and use them to help kill your opponents zeals.
VS. 9/10 Gate. Realize that 9/10gate is just a faster version of 10/12. If they go 9/10 gate expect them to rush hard with zeal’s. Though, I've seen Nal_Ra do a rather softer 9/10 with just the first 3zeals then tech hard. Scouting is important in seeing if they went 9/10 in the first place and in seeing when they tech, watch their gas. You will not always be able to spot a 9/10 or a proxy 9/10 which adds to its effectiveness. If you go 10/12 judge their gate progress and when their zeal’s pop out to your own to decide if they went 9/10, make more/faster zeal’s as necessary. Use probes at your ramp to help defend with your zealot’s if you find that helpful. Core first can counter this if positions are sufficiently far. If you don’t go core first or 2 gate stick another gate up ASAP and make zeals until safe. This is also covered in the Builds section.
Vs. 3+gateway, proxy or not. The two main builds you might face off against are, 2gate in main to proxy(or not) 3rd gate, or 1gate in main to multiple proxy gates.
With 2gate in main to proxy (or not) 3rd gate, you have to be able to fend off the 2gate to start. The 3rd gate does not usually kick in until 5min or so. Your best bet is to play safe and micro well. Go 2gate with moderate tech, or at least stick up another gate if you don't know what your opponent is doing.
1 Gateway to multiple proxy gateways is more of a trick play. This kind of play occurs most often when you are not able to scout your opponent, and your opponent realizes this and decided to rush you hard, perhaps without even scouting your build. Again, your best bet is to play safe and micro well. Go 2gate with moderate tech, or at least stick up another gate if you don't know what your opponent is doing.
Vs. Fast Nexus. How to counter this certainly depends on the map, Flat or ramped. Another feature is cliff over nat or not. If its flat 3gate range goon is quite good. Usually the fast expo player will have cannons/zeals. Micro and take out the cannons then its easy pickings on the zeals. If its ramped things become more tricky. It may be best to simply expo quickly as well. Harass may work. Dt ground/drop may work, but can also fail miserably (same on flat maps). If they have a cliff putting goons up there/cannons up there is good.
Threads about fast expo in PvP:
http://www.blizzforums.com/showthread.php?t=1628http://teamliquid.net/forum/viewmessage.php?topic_id=46531http://www.teamliquid.net/forum/viewmessage.php?topic_id=30971http://www.teamliquid.net/forum/viewmessage.php?topic_id=30617There are the builds and when/how I use them. Perhaps I'll update this section to account for the "other" builds when I feel I have sufficiently grasped them. If anyone thinks they have useful information on these builds, feel free to share.
Lastly, some contingencies to take account of.
1. Note that there are variations on tech builds with extra and/or earlier pylons then usual in order to stop manner pyloning. An example of a build like this would be 8p,10g,12a,13p,14core or zeal, and so on. This is not as efficient as the standard but this secures gas fast and prevents manner plyons. Also, if someone tries to manner pylon you stay calm. Just attack the pylon with the probes that are trapped and attack it with zeal(s) when possible. There is a method of stacking and spamming the stop command to get probes out of a trapped manner pylon, but I typically just attack the pylon. Also, with manner pylon, be aware of zealots that they might send to attack, its typically more important to block your choke and not let their zealots roam around in your base than to take care of the manner pylon more quickly.
2. Related to the above is a variation on the standard tech build that I did not cover.
One could go 8pylon, 10gate, 12assim, 13pylon, 14zealot.
See, this delays your zealot, but gets gas fast, and a 2nd pylon fast so that probe production is not potentially delayed.
The difference between this and the standard is really that that important in the whole scheme of things, but I just wanted to point it out.
Feel free to use either version really.
3. Related to both of the above is the difference in timing of when you scout can have upon your build. The later you scout the more minerals you have coming in quicker. Scouting on 8pylon vs. 12gate poses a significant difference. Also note that map, and even diffrent map positions can have an effect on how fast you gather minerals. This is why everything I write about build orders in this guide should be taken as generality's. Good generality's, but generality's none the less.
II. My Builds
You can consider this the early game section. You may want to skip this for the moment and go on to the next section which goes into some more general strategy and why I do the builds I do, unless you want in depth build orders and some basic explanations of my builds soon. Notice how all of these build are based on similar patterns, builds with good efficiency are similar.
Here I present, for the most part, in depth build orders based on the early game builds that I have already explained. This is one thing I can especially pride myself on perhaps. No one else has really done this, that is, write down a compendium of efficient build orders that go well into the game. There are several reasons for this, with probably the foremost being the knowledge and effort necessary to assemble such a compendium. However, some people seem to be against the very notion of build orders that extend beyond the very early parts of the game. They are right in a sense. Adaptation is a good idea, but rarely can these builds not be followed closely. Admittedly, there are many factors which I simply do not take account of, but that does not mean one cannot try, and that this effort will not be helpful to many players.
As I quoted in the introduction, same race match ups are largely about a race for resources and unit production, thus builds are very important. Check out this thread:
www.teamliquid.net/forum/viewmessage.php?topic_id=19596, specifically MPXMP’s post. Think of it another way. rarely does any good player not have a game plan before the game. These builds can be your various game plans, and you should adapt when it benefits you. Besides, pros regularly use build orders and other good players must (or may as well) as they tend to do the same thing over and over. These builds give superb efficiency, but they do not indicate things such as how to move units, adaptation based on what you scout, etc. This is part of why I was somewhat reluctant to give these builds to you because I spent quite a bit of time finding various builds and molding them into what you see here. Just coping the build order of these builds can turn a poor macro player into one that is very efficient and seems to know what they are doing well, even though they don't have much experience or know how on where to move units, and so on. But, I figure that repetition and copying is a great way to learn. I'm giving you great builds to use, just play them and adapt them as you will. No nearly as much time will be necessary to figure out good builds. I welcome people knowing what I do and why it’s effective because I don’t play extensively or have ego or money involved. Plus, this may lead to critiques and greater overall understanding of PvP strategy for me and certainly the community. PvP would be a damn scary match up not just for pros if everyone understood and followed this guide, while perhaps putting their own spin on it.
In an effort to be consistent I have standardized these builds by playing only on Lost temple, an 8mineral patch main map. Many maps these days are 9mineral patches however. Nonetheless, these builds remain perfectly applicable on those maps, though there may be small adjustments that could be made. All of these builds I've seen played out in some form or another, and I've usually worked on making them more efficient. For most of these builds I have played a game to get the basic build. Then, I look at the rep and adjust probe psi counts and robo/range timing. Then I play again, and make some finishing tweaks, and thats what you see here. If you think there are important builds I have not included, or that you can improve upon these builds go ahead and contact me please.
- 1 Gate Opening/Tech with reaver
1) Goon first, fast range
2a) early robo
2b) ZcoreZ, later robo
3) ZcoreGoon, later robo (Credit: Draco)
4) 6:00 expo build as ZcoreGoon (Credit: Daezang)
5) ZcoreGoon, very early robo ( Credit: Nony)
6) ZZ(+Z)coreZGood, later robo & early robo
7) ZZgateZZZ, 9+ expo (Credit: Daezang, Draco)
- 1 Gate Opening/Tech without reaver
8a) 4gate pure goon/zeal/ob.
8b) Pure goon/zeal/ob early expo.
- 2 Gate Opening:
9a) 2gate, 23gas (Credit: Slider)
9b) 2gate, fast tech + constant Zeals (Credit: Bisu)
9c) 3-4gate Zeals (Credit: Foru, Nony)
- 10) Example dt tech build
Others:
- 2gate to expo + cannon (Credit: Nony)
- ~5:00 expo before robo (Credit: Daezang, Superspinkick)
- Island expo + mass reaver (Credit: Fayth)
- 9/10gate / hard rush (Credit: Nal_Ra, Zeus)
- Core first vs. hard rush (Credit: Reach)
- DT Drop (Credit: Nony)
- One base speedzeal
- Other stuff like cannon rushes, and other tricky or gimmicky stuff I don’t usually care to do.
*for simplicity I assume you don't lose any units, but of course you will probably lose a scouting probe or maybe other units so adjust accordingly, that is, build 1psi earlier or don't build a pylon if its not necessary. Also, most of these builds are based off of PGT Lost Temple, meaning an 8 mineral patch map. So, I build 27probes+1for scouting. On maps with 9-10min patches in main, it may be worthwhile to consider building more probes before expanding, though I'd stick to the builds most of the time as they balanced just so, and more probes may disrupt psi counts. Of course, things may fall apart from time to time, you might lose some probes to harass. I would make sure to build extra probes to make up for these rather then do with less then 27 mining. Check out the economy section in the notes section for more information regarding the optimal number or probes per mineral.
1) I don't play core first much, but it is a very versatile start, so I could give many build orders dealing with it, however I'll just give an idea of how to go. I tend to favor range => gate => robo with core first.
Here is how I would usually start: 8p, 10gate, 12assim, 13core, 15p, 17goon, 20range, 21g, 24p, 25gate, 25gg, 29p, 31gg, p, 37robo(~5:00)+gg
You can expect something like 20g/3z/2rs/ob by 9minutes if you don't expand.
Other options include range to robo before 2nd gate, or even fast ground dt. A very fast robo version of core first is shown bellow.
2a) Early robo reaver builds
General info: *Tested on 9patch mineral mains I think* These are probably my basic all around tech builds that I use most often on ramped maps. You should never lose due to dt harass with an early robo build. zzcore or zzzcorez are the two varieties I show. Obviously a faster core means faster reavers, but slightly less units overall. Some players go for range before robo. Often, I don't think there is a good reason to do this. Always go for the faster tech/more units before range unless range will do something significant for you, and I think those cases are very rare vs. good players. Another idea is to follow up with another two reavers quickly after the first two. This way you have another two to replace your first two you may have lost and attack again quickly. Or you can have 4reavers and a shuttle at around 10:30 to attack or use one to attack one to harass, etc.
Example1 zzcoreg: 8p, 10gate, 12assim, 13z, 16p, 17zealot, 22pylon, 24goon, 27robo, 28goon, 30p, 31range, 32goon,
34observatory, 35Gate, 36p+ob, 38g, 41shuttle, 43bay+p+gg, 47reaver, 51p+ gg, 55reaver, 59gg, p, ~7:20 Nexus
7:20 - 2z/10g/2reavershuttle/ob
Example2 zzzcorez: 8p, 10gate, 12assim, 13z, 16p, 17z, 20p, 21z, 25core, 26z, 29p, 30g, 33robo, 34range, 35g, 38p+G, 39g+observatory, 42p+ob, 43gg, 47p+shuttle, 49gg, 53bay+rvr 57gg, 61rvr+gg, 69p+gg+rvr, ~7:50 Nexus
3:20 - 3z
3:50 - 4z
7:50 - 4z/11g/2rs
2b) 8p-scout, 10gate, 12a, 13z, 16p, 18core, 19z, 22p, 23g, 26gate, 27goon, 30p, 32gg, 37robo+p+gg, 42range, 43gg, 47p+observatory, 49ob, 50gg, 54p+Gate+shuttle+gg, 60p+bay+ggg, 66rvr, 70p+p+ggg, 76rvr, 80ggz, 86p+ob, Nexus or units.
5:00- 4g/2z; 8:00 - ~2z/15g/1rs/ob; 9:00-3z/20goon/2rs/ob
9:00 - 27 probes mining(28total), 87psi if expo, 93 if 3x more units.
Later expo build. You should easy notice the similarities to #3. Another zeal is made later because of gas shortage. Depending on map you may not have a shortage. You could add that zeal at anytime instead of a goon.
3) 8p, 10gate, 12a, 13z, 16p, 18core, 20gate, 21g, 24p, 26gg, 31p, 32gg, 37robo+p+gg, 42range, 43gg, 47p+observertory, 49ob, 50gg, 54p+gate+shuttle, 56gg, 60bay+p+rvr, 64ggz, 70p+ggz, 76rvr, 80ggg+p+ob, Nexus or units.
5:00-1z/5g; 8:00 - ~15g,2z,1rs,ob; 9:00-2rs/3z/20g/ob
9:00- 27probes mining(28total), 87psi expo
This is the basic zeal to gate start. This build is pretty popular because of Draco as well as its easy to macro well because the build flows well. For example, you’re usually building in pairs and at 37 you build robo and pylon with the same building probe. extra zeals build because of gas shortage, but depending on map you may be able to build goons. Can build these zeals when you want, don't have to follow the units exactly. This build is pretty much the same thing as 2b, but with a slightly diffrent opening with faster/more goons.
4) 8p-scout, 10g, 12a, 13z, 16p, 20gate, 21goon, 24p, 26gg, 31p, 32gg, 37range+robo+gg, 41p+gg, 45observetory+p+Nexus+ob, 46gg, 50shuttle+gg+bay, 56rvr+gg, 64p, 66p+gg+rvr, 78p+gate+gg+ob+assim+p
9:00 - 33probes, 85psi
At expo – 7goon/1z, 8:00 – 15g/1rs/1z/ob, 9:00 – 19g/2rs/1z/ob
This build order that I came up with uses the basic zeal to gate start, but not necessary so. You can easily adapt this to zcorez by changing the opening and you can do it with other openings, but you can figure out some build order. Unlike my other builds so far, this Nexus is made before the ob/reavers are done, which makes you more vulnerable, especially to many units early builds tech builds. Vs 2-3gate you'll want to adapt of course. Early speedzeal builds may cause problems. People who max unit potential for 6-7mins, meaning 3gate goon/zeal no robo, will be hard to deal with. You may also have to contend with defending two places to reaver harass earlier. This was my attempt to come up with a build that has early robo as well as a fast nexus, too good to be true eh? Well you get both, but a slightly less powerful army then some of my other builds for late early game. Often I prefer this build rather then a one base timed build on maps with easily defendable expos such as, rush hour, forte, Nostalgia, etc. The BO that I showed is for a safer version. If you would like to power more for later (which in turn means slower tech and/or less units. Most likely less units.) the main thing to keep up is more constant probe production. Consider later range and a couple probes more before Nexus, as well as more after for, say, about 40 probes at 9min.
Also, consider going ground reavers especially with this build, which allows for a slightly earlier/safer expo, but you don’t have the option to harass with reaver/shuttle obviously, and it leaves your cliff (if you have one) open for harass. Also, you may find your expo contained and reaver walking is a pain in the ass. Expect around 18g, 3r, 2z at 9min.
5) 8p, 10gate, 12assim, 13z, 16p, 18core, 19p, 21goon+robo, 25range+goon, 28p, 29shuttle, 31goon, 33observetory+bay, 34ob, 35Gate+Gate+goon, 37p+rvr, 41ggg, 47p+rvr+ggg, 57p, then either expo or ggg
I came across this build recently which I was somewhat surprised with. That doesn't happen often because I seen so many.
Anyway, the rep was on Neo Forte, and displayed an early robo build. I have not bother to come up with a build for this rep because Nony seems to have done quite a good job with that. The rep can be found at:
www.teamsmi.net/ The map is Forte, which is somewhat important because 10min patches in main rather then 8 does allow for certain builds which you'd normally not be able to pull of nearly as fast. So, I'd only start to consider this build on maps with high min patch counts.
Basically this build has an early robo for a faster then usual 2reaver/shuttle/ob. The drawbacks: 1) Perhaps unsafe early on because of 1ztogoon build. 2) Not quite as good as some of my other builds as far as unit production goes for late early game because of the skipped probes. But putting that aside, the time to concentrate on is 7:00. This is the peak time for this build, at which you'll have 10goons/1z/2rs/ob. Now thats a pretty powerful army for the time.
6) 8p-scout, 10gate, 12assim, 13z, 15-16p, 17z, 20-21p, 22z, 25core, 26z, 29-30p, 30goon, 33-34Gate, 35goon, 37p, 38robo, 39gg, 44range+gg+p, 48observetory+Gate+gg+ob, 53p+shuttle+ggg, 61bay+p+rvr+ggg, 71p+p+ggg, 77rvr, 81ggg, 87p+ob, 88Nexus or ggg
For 1gate - > robo go, 34robo instead of gateway, then 35g, 37p, 38range,39goon, 42observetory+Gate+p, and so on. 2rs should be done by 8:20 or so. Go ahead and expand then or make 3xmore goon. Either way, expect 2 units less by 9:00. Because of the expo being so close to 9min, 8:20 or so. You'll have something like +1-2 unit more then a 9min expand player when they are at your base. This shows how why going slightly earlier expo then your opponent often plays out the best. In turn, vs. an 8 min expander, it would be better for them to sit back then attack, though still not good enough perhaps depending on their build.
9min-27probes mining, 88psi
5:00-4z/2g, 8:00-14g/4z/ob/1rs, 9:00-20g/4z/2rs/ob
I have not played much attention to 1gate multiple zeals before core builds because I have used either zcorez or zzgatezzz. That is because if you know whats going on you know if you can get away with zcorez, or you can just go zzgatezzz to be safe. You don't really want to end up going for a 1gate consistent zeal build vs. a hard 2gate rush. The question remained though, just how useful is a 1gate multiple zeal before core build? Somewhat to my surprise, the build turned out quite well. Unlike my other tech builds where probe production is paused at 37psi for robo+p+units, this build is able to continue with consistent probe production with similar robo timing. The largest difficulty besides going against a hard rush is vs. core first fast goons with range because of less goons early then usual. But, if your opponent is going core first that opens up harass possibilities early as long as the distance is not too great. But, if harass is not able to be successful, then just hold your units above your ramp, and you'll probably end up jocking for position and moving out of range, then moving back in so they cant get into your base to hit probes. This is one of the few situations where range before robo may be better on standard maps such as LT, Luna, etc.
7) 8p-scout, 10gate, 12a, 13z, 16p 17z, 20gate, 21z, 24p, 26zz, 30p, 31core, 32zz, 37p+gg, 41robo, 43gg, 47p, 49range+gg/zz, 53observetory+p, 54ob+gg/zz, 59p+shuttle, 61gg, 65bay+gate, 65rvr, 69gg, 73pp+ggg, 79rvr, 83ggg+p+ob, Nexus or more units
9:00- 27probes mining, 90 psi
5:10-7z/2g, 8:00-10g/9z, 9:00-16g/9z/2rs
Quite safe and versatile build all around. This build has the highest number of units by 9min out of all of my builds. Basically, this is the build you do when you plan to tech but instead see your opponent go 10/12 gate. 5-7zeals before core then 2 after is the standard for this build but adapt as many as you see fit based on the circumstances for the pressure your facing. Note when the other player takes their gas and how many zeals they make. Also, you going to have more then enough gas compared to your opponent as they went 2gate after all, so I would recommend not putting probes on gas until slightly later or taking them off and putting them back on later. Usually I wait until I warp in the 20 gate, then put them back on gas if they were not on yet.
You can do this build anytime really, but there are two things to watch out for -- The extremes. Lots of zeals early or fast goons with range. If some toss goes 3gate they could have 12zeals by the time you just have 7z/2goon or 9z. Not a position you really want to be in, especially without a ramp. Vs fast range goons its all about travel distance. If it something like 3vs6@LT you'll likely screw them over pretty bad and win pretty easy. But, something like 3vs9@LT is really iffy. Also watch out for one gate dt players. You should be able to either have obs in time, or take them out if they try to tech to fast, but there are most likely borderline cases that are iffy.
Vs someone who goes 2gate fast tech your ahead in gas and production anyway, but you could consider making less zeal’s as they will probably not make many, or perhaps you could even turn this around on them and attack. Vs. someone who gasses fast and makes less zeals consider going for a quicker tech b.o.: 8p, 10g, 12a, 13z, 16p, 17z, 20g, 22core, 23p, 26gg, p, 33gg, 37robo, if you’d like.
Lastly, if you are doing a 10Gate,12pylon,13z,17Gate+z build instead of GateGas, you can expect something like12z/14g/2rs/ob by 9min. Also, 8z around 4:30 or so.
8) 8p, 10gate, 12p/assim, 13z, 16p/assim, 17z, 20p, 21z, 25core, 26z, 29p, 20g, 33Gate, 35g, 37p, 38robo, 39gg, 44range+p, 44gg, 48observatory, 48Gate, 48gg, 53ob, 53p+Gate, 3xunits, p+ob, 60 4x units, 66p, 4x units, 74p + Nexus (8:00) or 4x units, 82p + Nexus (8:30) or 4x units, ...
Newest addition. A non reaver build. I use zzzcorezg for the B.O., but could easily adapt to another opening, which will change the unit times and numbers around a bit. When I wrote "4x units" that means you can go for goons or zeals. General go for goons first with the gas, then build zeals if your short/lower on mins as they build faster. I generally recommend 12 pylon. Perhaps some have been waiting for this build, but probably not. Easy enough to figure out on one's own anyway. The main point is that if your going one base for maximum units with pure zeal/goon, your going to go 4gate before expanding. Another interesting thing is that you can decide to expand at 8:00, or 8:30, or 9:00+, so the B.O. is less strict as far as expanding then my others so far. Whatever you think would work best for the situation. Optimally you'd want to power enough to do damage, then expo right away. I'd generally recommend 8:30 expo if your not sure.
28 probes total, 27 mining.
~7:10 - 11g/4z
~7:30 - 12g/6z
~8:00 - 16g/7z
~8:30 - 19g/8z
- 8:30 expo -
~9:15 - 22g/9z
8b) 8) 8p, 10gate, 12p/assim, 13z, 16p/assim, 17z, 20p, 21z, 25core, 26z, 29p, 20g, 33Gate, 35g, 37p, 38robo, 39gg, 44range+p, 44gg, 48observatory, Nexus, ob, 49gg, 54p + G ...
Basically same as above, for the first 5min or so. Expo around 6:00. Only go for 2gates before expo. Add another 2 gates shortly after expo, and its your option to go reaver or not. I show a low probe reaver expo build elsewhere. The main difficulty is deciding how many probes to build. If they are going to attack quickly, don't build any more then you made off of your main, so you can make more units, then pump probes after you win. If they are not going for an attack though, its much better to pump probes. Note that your expoing at 6:00, but your range kicks in at 7:00. You could modify this however, trading earlier range for something else. So, early mass unit builds will cause problems. Have to be careful about early drops especially as well. But, as long as your opponent does not pull some unusual counter early, or is spot on with a one base attack, you'll have a significant advantage.
9a) 8p,10gate-scout, 12gate, 13z, 16p, 18zz, 23a+p, 25zz, 30p, 32zz, 36core+zz, 40p, 42gg, 45robo+p+gg, 50range, 51gg, 55obsevetory+p, 56ob, 57zz, 62p, 63shuttle+gg, 69p+bay, 69gg+rvr, 77p+gg,+rvr, 85p+gg+ob+NeX or units
9:00 - 27 mining, 89psi. For this build since the latter probes come so late, if you skip a few and go for a 3rd gate your production may be slightly better at around 9 min, but of course at the cost of less probes.
4:50 – 9z, 9:10 ob/11z/14g/2rs.
Like core first, two gate can be played quite a few ways. I just show a good moderate way to play two gate here. A difficult thing about two gate is that you almost constantly have to make decisions whether to play for now(faster zeals) or later, more consistent probes. This is perhaps the safest, best overall build. Because of the lower cost of zealots and the 2 gate start you can have more units overall then a tech build. I was never a fan of 2gate builds much except on requiem or close positions where it was basically required until I started making probes almost constantly from the beginning. True, this rush is slightly slower then a 10/12 that skips probes, say, 9zeals vs. 11zeals at 9min, but the economy is much better, and you should have enough units to be able to hold off a 2-3gate zeal rush easily. This is a good build because it’s able to apply pressure while being safe and maintaining good economy. This is my standard opening build on 12/3 so they can’t go for a 2gate expo build safely (Nony version shown bellow). It’s also good to start a series because 2gate keeps them on their toes early game, making them not so tech greedy. Its safer vs. proxy of fast 2gate builds. Plus, there’s always the possibility of getting up their ramp and winning early vs. people who don’t understand how to counter 10/12gate with a gas first build well or if they don't scout you in time and play risky. The extra zeal’s are helpful later as well vs. speedzeal/goon builds. Robo is gotten fast enough to hold dt attempts that you would not otherwise kill easily with your zeals because they teched too hard..
9b) 8p, 10gate, 12gate, 13z, 16p, 17Assim+zz, 21core+zz+p, 25gg +range, 29gg, 31p+gg,
~3:30 - 5z, a bit after 5:00 - 5z/6range goon
Basically the build used by Bisu[Shield] on Requiem. This build is a basic 2gate build, but it skips some probes for good zeal production while being able to gain faster tech. After the build order I showed this build branches off. You can continue goons and probes for better production. You can go forge if you suspect dt. You can go robo for ob/shuttle/reaver, or even citadel for dt. The only other build I would really consider doing on requiem would be a 3gate zeal build. dt can work at times, buts its largely a gamble.
9c) There are quite a few ways to do this kind of build. One could go 1gate ->4gate zeal. Or 2gate steady zeals->3rd gate. You could proxy or not.
Of course, these builds are stronger on maps with ramps that go up from one's base, i.e., Requiem, and non-ramped maps. I would only really consider doing this kind of build (mass early zeals) on these kinds of maps.
If you want to proxy, your second pylon is usually your proxy, otherwise its probably not worth it to proxy.
Expect ~12zeals at 5min.
10) Typical dt tech build from one gate:
A good build order to serve as an example:
8pylon, 10gate, 12assim, 13zeal, 16p, 17zeal, 22pylon, 24goon, 26citadel, 28p & goon,
forge & archives + pylon at nat
dt & 1+ cannon(s) at nat (to protect vs dt and general defense, can modify as see fit--build before or after nexus, number, etc)
37p & Nexus
2nd dt (more than one dt is useful incase the first gets killed, for scouting, etc)
hts and storm
pump probes from both nexus, and more cannons if necessary, add gateways, robo, etc, etc
- Example Rep: Nony vs. Draco, LT
The basic idea is to expo after 5zeals or so when you both go 2gateway. Only works if they don’t rush hard. Cannons are made shortly after expo for defense vs. dt/goons.
- Example rep: Daezang[gnh] vs. Much[gm]
Basically I'm talking about 1gate opening to 2nd gate to expo build before robo. I’d only like to do this kind of build when I get a great scout on my opponent and see them going robo or perhaps vs. a rather fast expo build. This is because if you don't see them going robo, they could easily be going dt. Thus if I have no detection, I'm screwed. Basically the idea is to go 2gate goon to expo, then go 4-6gate goon. Expect around around 28goons at 9min. You could go expo and robo at roughly the same time, but I see that as somewhat pointless as you may as well go robo then expo, getting things more gradually and macroing better overall. Also, range before expo is standard with these kind of builds in case your opponent is going for fast range and good unit production.
- Example rep: Fayth vs. Draco, LT
The power of this build comes form the relatively fast safe expo (6-7min) as well as mass ground reavers. This build works because of ramps on maps and islands. Your mass will not as good as my builds above at 8-10min, but that does not matter much because all you have to do is hold your ramp. Take the other island or your nat next. Just macro well and basically wait for them to attack you. Counter to this build is not letting them get a hold of the island expo which is difficult since they went 2robo as well as just plain outplaying them though macro. This build is quite good and rather safe, but it pretty much guarantees 13+min games which is why I usually don’t do it.
- For example: 8p, 9gate-scout, 10-11gate, 11z, 13p, 13z, 15z, 17probe, 18z, 20z, 23p, 24assim
A risky build. Probably better as a surprise tactic and on maps with larger ramps.
- 8p, 10g, 12a, 13core, 15p+z, 17Gate+goon, then zeal/goon out of both gates until safe. Perhaps use probes to defend.
Watch old, but classic, Reach vs. Zeus rep on LT for how this is played out.
- Example rep: Nony vs. Fayth, LT.
I find dt drop an interesting play that you should at least have in your bag of tricks or consider. But, I don't think this is a very good build strategically most of the time. The rep referenced shows a late dt drop, but you could attempt a fast dt drop. The main problem is that you'll probably be scouted by an ob before being able to drop, and that early dts can screw you over if you don't have detection. The main hope of this build is that the person wont have obs in their main so you can wreak havoc there.
More info on this build, a guy writing how to play it out, and me writing about the build in general:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=44276- One base speedzeal. Example rep: Hitemup vs WhiteRa @ sandlot.
The purpose of this build is mainly to screw over someone fast expo+robo builds, so I feel free to call it a cheese build somewhat. At 7 min hitemup had 13z/3g vs. White-ra's 5g/6z/1dt. WhiteRa did go for somewhat fast expo, but he also used probes to defend. His dt harass was pretty successful, and 2mineral lines to 1, went on to win the game.
Staying one base and going zeal/goon/reaver is a pretty sure way to beat a one base speedzeal build, but players are only likely to do this build on maps where fast expo is common, such as rush hour
I'm not sure exactly how this fares vs. a good robo to early expo build. Typically at 7min a build like that would have 11range goon and 2 z or so, vs 13speedzeal and 3goon going by Hitemup's unit numbers. A difficult fight it seems, so probes are probably necessary to combat the threat, but if you can make it out of that first battle well, you've basically won.
IV. Notes
- On Hotkeys
- On Scouting
- On Builds
- On Big 4 Options
- On Shuttle/Reaver/Ob Builds
- On Other Builds
- On Economy
- On Expanding
- On Micro
- On Macro
- On Improving
- On Mid Game
- On Late Game
- On Attacking
- On Early Zeal Harassment
- On Building Placement
- On Critical Thinking
- On DT Builds
- On Reaver Builds
- On Cannons
- On Reading Maps
- On Philosophy
- On Common Mistakes
- On Remaining Questions
- On Hotkeys:
Are hotkeys really that great? Check out this thread started by Hautamaki:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=12741The community has learned that spamming constantly is not necessary or even good. Dominant players such as Iloveoov & Savior[gm], arguably two the two best players ever, typically have around 250apm, compared to Nada’s 500 or so. So, yes, apm is important, but only when it goes towards significant actions. 100apm is low, and will affect your multitasking ability greatly.
The main reason I see to become proficient in hotkey use is because it allows for greater and faster control. Hotkey’s can help multitasking greatly. For instance when you are controlling your scout in your opponents base (so it does not get killed) you can just hit your nexus key to check on its progress or build a probe without taking your screen off your probe. Other players often point out that spamming early game helps them for later game, when speed is more useful. Some spamming is perfectly acceptable and normal, such as spamming “p” shortly before you gain 50minerals to build your probe as fast as possible.
Function keys, f2-f4 and spacebar are probably the least used keys overall. I hardly bothered with them, though some insist that they are worthwhile.
How to get proficient at hotkey use? Some recommend spamming at first to get the hang of it. I think this in principle can help. Spam and don't pay much attention to other things in order to at least be able to get your skill up, then start brining in other things. Most important of all is simply to want to improve and force yourself to be faster. Hit the keys faster and better. Move your mouse quicker, make quicker boxes and so on. Play every game like your life depends on it. I also think it can help to practice combinations you will use in game. For instance if you use 1nexus, 2probe and 4gate to start, hit 112244 x3, then go on to what you'll usually have next, such as 1nexus, 2probe, 3unit, 4gate, 5gate, so hit 1122334455 3x, and go on until you are fast. Use diffrent combinations, and get used to hitting ctrl and shift as well.
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Some Noteworthy Hotkeys Setups:
The classic toss hotkeys:
1,2,3:: units
4,5,6,7,8,9:: gates -> units
0:: nexus
This, or similar is used toss players such as Reach & Kingdom. The main reason for this setup is that 0 is close to the p key, so one can produce probes quickly. I dislike this setup because one is forced to move all the way aross the keyboard to simply hit scout then hit nexus. So, its definitely slower overall, but clearly workable, and might help to develop wide control of keys 1-0.
1:: units
2:: scouting probe -> units
3:: units
4:: nexus -> units (often shuttle)
5:: gate -> units
6,7,8:: gates -> units
9:: robo/nexus/gate
0:: nexus/gate
Similar to the classic setup but keeps the hotkeys more compressed by sticking nexus on 4 (or less popularly 3). Rather then hit p for probe one can just hit the icon, or perhaps bind another key for p. I rather like this setup. This is what is used such players as Bisu[shield], Pusan[S.G], and Play.Slider.
1:: units
2:: gate
3:: gate
4:: nexus
5,6,7,8,9,0:: gateways/nexus/robo/etc
This is used by players such as Daezang[gnh], and Anytme..[gm]. Legendary uses a similar, but nexus on 0. PJ used to use this. This setup allows for very quick and easy use of the gateways. I find this setup to be very good for early game as it has all you need, one unit key, one nexus key, and two gate keys. But, later on it becomes annoying because of constrained setup which limits unit keys, and I think other setups are better.
There is another build worth mentioning which Nony uses. It puts nexus on 1, another nexus or gate on 2, gate on 3, starts unit keys on 5 and goes on. I rather like this. See, he would rather hit one key to go to base then select the rest of the gates. Easy, pretty fast, and only takes one key. My problem with this is that the unit keys are far from the ctrl key.
My setup. Dream.T_Jangbi also uses this.
1:: Nexus / special key
2:: probe -> units
3:: units
4:: 1st gateway (bing to 7+8 as well)
5:: 2nd gateway
6:: 3rd gateway
7:: 1st or 4th gateway
8:: 1st or 4th or 5th gateway
9:: robo/nexus/gate
0:: nexus/gate
Once you have two keys of units you can get rid of nexus and use 1 for units or just key units to 4 and use the 7th or 8th key for gates instead. Just move key units over gates as you would like. Can eventually just use a 1-2 keys for a gate per base and double tap that to get back to base and macro. Use pinkey for Shift/ctrl. Use ring for 1, middle for 2, index for rest. ring for 1a2a3a, pinky hits a for 4a5a6a7a+.
Another thing I have not mentioned until now is that you should place your hand more toward the middle of the keyboard so your hand leans left for left keys and right for right keys. This gives your better range. For instance if you keyboard is horizontal, put your palm horizontal to your keyboard, and rest ring between 3-4 keys, middle between 4-5 keys, and index between 5-6 keys. This is what I prefer and it allows one to easily reach 1-8. 9 & 0 are a bit of a streach. Try out diffrent palm positions to see what you prefer. If you place towards middle you could reach 1-0 without lifting up hand, but then it becomes more difficult to hit the far left keys.
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Finger positioning:
TL.net threads on:
http://www.teamliquid.net/forum/viewmessage.php?currentpage=1&topic_id=42579http://www.teamliquid.net/forum/viewmessage.php?topic_id=42919There are basically two positioning. Either you use palm on desk or you do not. Drone (from tl.net) thought me crazy when I talked about using thumb for, but he was assuming a pam on desk position.
Well, I'd recommend a palm on desk position anyway. Keyboard at the same level as your mouse. All progamers do this and most good players.
A difference between the palm position is what to use for ctrl. Most use pinkey, and I would probably reccomend that as well, for the sake of greater reach. But, if you position your hand to the left of your keyboard you can use the underside of your palm to hit ctrl.
What is most important though is that you find something thats comfortable for you and is fast and easy. Above I assumed normal hotkeys, I don't have a problem with a player assigning ctrl to say the f key to make things easier (which in turn brings about the possibility of using the pinky and thumb more effectively) , or putting hotkeys 1-0 on 12345qwert or something, or using keycraft to stick bottom right action key screen on hotkeys. But, I do have a problem with people being lame and creating macros or put a bunch of stuff on one key. Different language versions of SC have diffrent key setups. In WCIII people are allowed to change their keys. Be warned though that in most serious lans you probably won't be allowed to change your keys.
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Shortkeys:
Nexus
P - Build Probe
R - Set Rally Point
Gateway Forge
Z - Zealot W - Melee Weapon Upgrade
D - Dragoon A - Ground Armor Upgrade
T - Templar S - Shield Upgrade
K - Dark Templar
Cybernetics Core Robotics Facility
W - Arial Weapons Upgrade S - Build Shuttle
A - Arial Armor Upgrade V - Build Reaver
S - Dragoon Range Upgrade O - Build Observer
Observatory
G - Increase Observer Speed
S - Increase Observer Sight
Stargate Citadel of Adun
S - Build Scout L - Zealot Speed Upgrade
C - Build Carrier
A - Build Arbiter Shield Battery
O - Corsair R - Recharge Shields
Robotics Support Bay
S - Upgrade Scarab Damage
C - Increase Reaver Capacity
G - Increase Shuttle Movement
Templar Archives Fleet Beacon
P - Research Psionic Storm A - Increase Scout Sight
H - Research Hallucination G - Increase Scout Speed
K - +50 Templar Energy C - Increase Carrier Capacity
M - Mind Control D - Research Disruption Web
E - Maelstrom J - + 50 Corsair Energy
T - +50 Dark Arch on Energy
Arbiter Tribunal
R - Research Recall
S - Research Stasis
K - +50 Arbiter Energy
Combat Units
M - Move
S - Stop
A - Attack
P - Patrol
H - Hold Position
G - Gather
B - Build Basic
V - Build Advanced
High Templar Dark Archon
T - Psionic Storm F - Feedback
L - Hallucination C - Mind Control
R - Archon Warp (2 Templar) E - Maelstrom
Arbiter Dark Templar
R - Recall R - Archon Warp (2 Dark Templar)
T - Stasis Field
Reaver
R - Build Scarab
Shuttle
L - Load Troops
U - Unload Troops
Carrier
I - Build Interceptor
Corsair
D - DisrupTion Web
Building Construction
Basic Build ( B )
N - Nexus
A - Assimilator
C - Cannon
B - Battery
G - Gateway
F - Forge
Y - Cybernetics Core
P - Pylon
Advanced Build ( V )
K - Robotics Facility
S - Stargate
C - Citadel Of Adun
B - Support Bay
F - Fleet Beacon
T - Templar Archive
O - Observatory
A - Arbiter Tribunal
- On Scouting:
Check Hautamaki’s guide on scouting here:
http://sc.gosugamers.net/features.php?i=a&id=2070&query_id=53That is the best guide on scouting currently out. I recommend always scouting on 8 pylon if you plan on teching, but consider scouting on 10 if you plan on going 2gate. Scouting on 10gate can be helpful as you gain an extra 16mins before you scout, but it can be harmful, because your scouting probe is later and may not get in their base to see what they are doing. The usual thing to do is scout the closest position by ground first. One thing to note is that you’ll often have to choose one of the 4 basic builds before you can see which of the 4 basic builds your opponent is doing. This is why scouting is essential -- so you can see what your opponent is doing and adapt effectively. Spawning positions are random, so effective scouting in some sense comes down to chance.
Scouting is all about seeing what your opponent is doing. The basic scout is, of course, a probe that you will send soon after the game starts. You don’t have to stop using probes there though. They can be useful for checking on expos later, or your opponents units, or expansions, and so on. Observers are the ultimate scout. If I lose mine I usually build another as soon as reasonably possible unless I deem it unnecessary, mainly when I believe it will be an easy win anyway. Watch out for cannons or opponents observers+units though. The key things to note with your observer(s) are opponents build, to see what they have done and give you hints about what they will do. Check for key buildings like archives or robo support bay. Note units and unit positioning to see if you can safely attack or harass. You can even use your attacking units to gauge your opponents strength and positions. Buildings can even help you scout by place pylons along your perimeter to have advanced warning of drops or at key locations around the map.
On LT, you should usually be able to scout your opponent by the 2nd position. For instance if your at 12 and your opponent is at 9 you scout 3 first, then you see his probe in your base, and head toward 9. Or, your at 6 and scout toward 3first, you either see his probe on your way before you get to 12 or you don't. If you don't head toward 9. Just use common sense to figure out the best way to scout. Every once in awhile people may scout late or scout in odd order so play safe anyway.
Counter scouting includes blocking your ramp early game with units to stop the opponents scouting probe from entering such as 1zeal or 1 probe block on a smaller sized ramp (LT) or a 2z or 1z/probe or 2probe block on a larger ramp (Luna). Make sure you center your unit on your ramp, in the middle of the diamond figure (LT). Building cannons or having observers with units around to kill opponent’s observers.
Most of the time you should be able to get inside your opponents base with your probe. It’s important to keep it alive until your opponent has goons.There are a variety of things you can do with you probe. Usually I keep moving it around even when he has goon rather then trying to save it because It give you a better scout on his base and is less likely that he will go another build as soon as you scout is gone. Plus, it frees up 1psi.

Things to do with your scouting probe: Place it on your opponent’s ramp early to cause your opponents zeal’s to lose path finding if they rallied their gates beyond the probe. Steal their minerals. Harass probes. Run away after you have sufficient info and hit it behind their Nat's mins to see when they expand. Hinder buildings warping in. Hide the probe in a corner of their base till later when you can scout. Build a gateway with that hidden probe to have fast dts in their base. Build multiple gateways in order to attack them with zealots. Have your probe attack their pylon supporting their gateway, so if you get zeal’s in their base you have a better chance of taking this pylon down. Save it until you have zeal’s so you can attack probes with it and a zeal. Attack probes from behind minerals.
Manner pyloning is a somewhat controversial issue, though its basically accepted as valid now. It can be rather effective at times, but I don’t include it in my play because I consider it unfair at times. Because of this I'm not sure when its worth it or not. If anyone knows that let me know. Anyway, on some maps you'll just spawn on a spot that can be manner pyloned, while you opponent spawns at a spot where you are not able to manner pylon him. If someone does this to you you can try to escape with some probes and then just attack it with zeals later. What I do is usually just attack the pylon with the probes that are trapped and zeal(s)/goon when I can if its safe. Sometimes you'll be manner pyloned and may lose out on some mins, but so did you opponent. This can be somewhat obnoxious when your trying to follow a build order, but thats the breaks. Another thing that may happen is that you get your gas stolen. Just how bad do you want that gas? Very badly, attack it with probes. Myself, I'd just use zeal(s)/goon, and deal with the later gas.
TL.net threads on manner pylon:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=16633http://www.teamliquid.net/forum/viewmessage.php?topic_id=5420http://www.teamliquid.net/forum/viewmessage.php?currentpage=1&topic_id=748Also, check out the first link in the economy section for breakdown of minerals lost with manner pylon.
I don't support the gas trick with a probe to be able to shift into your opponents base, but a similar thing you can do which I think is 100% legit is to mine your opponents minerals. Your scout will then return to your nexus and right back to your opponents minerals ignoring any units in the way. Especially useful vs core first builds at times.
- On Builds:
Someone once told me that Rekrul said that 2 gate goon/reaver < 4 gate goon < dt rush < 2 gate goon/reaver. This is pretty much correct. But, I'd like to note that I believe 2gate goon/reaver is the safest build overall, as you still have a decent chance vs. someone that does not go robo early, and its pretty much guaranteed win vs. typical dt builds if played well. Some dt players go no forge or robo, which actually puts them on decent ground vs. you, but they would instantly lose to dt, so you see the trade off.
Stated differently: 4gate goon (usually as 2gate expo, no robo) > 2-3gate goon/reaver/ob > dt > 4gate goon
I’m not including odd builds like fast expo, forge first, 1gate expo, etc, and also 2gate builds because they are much more about adaptation and how both players play then the above builds.
- On Big 4 Options:
Range first, robo first, citadel first, or add another gateway? Range first means that your goons are upgraded and that they will be much more effective in battle. If you notice how Bisu[Shield] plays on requiem, he often times a 5z,6goon attack just when range is done and he often wins on just that attack. Robo gets you obs/shuttle/reaver, really that’s it. Figure out when you want the units that come out of the robo building and get them at the right time. Citadel first means faster dt/ht/leg upgrade; again get them at the appropriate time. Add another gateway if you feel it’s necessary to compete to keep up in unit production or don’t need other tech. This is all pretty redundant, but I’m trying to get the significance of what each building means. Generally, I favor gate first to increase production. Then I favor robo, as this usually comes in time for detection and gives tech relatively fast. Then range comes later. This order results in the best production, but beware of people who go earlier range and skip probes as their units may be more powerful then yours on open ground early on.
- On Shuttle/Reaver/Ob Builds:
You have probably recognized the vast majority of my builds are the shuttle/reaver/ob variety. Here I will explain the reasons why I usually favor this unit combo.
- Simplistically, dt > mass unit builds, mass unit builds > obs builds, obs builds > dt builds. This trend is what some consider the major chance factor in PvP. However, the robo builds remains the best for consistency. I rule out mass unit builds because I want to be safe vs. dt builds, and I rule out dt builds because I want to be safe vs. obs builds. Anyway, obs give valuable scouting information, and shuttles may be useful considering terrain. Also, if you skip robo, that only means slightly more units, say, about 3 more goons at 9 min. I believe that perhaps often the good scouting provided by obs is more useful. Thus, robo builds are the most consistent and safe, if not always the best. This is why robo build should be your standard, but surely feel free to mix it up from time to time so you are not easily predictable.
- Whether you go reavers or not, I'd like to point out one that that should usually remain the same -- Robo timing. You'll usually want it set up so that you get ob just as dt comes knocking. But after that you can use your robo either for obs or for reavers. The first consideration is obs, you really don't want to spend more minerals on obs then is necessary to gleen enough info to act accordingly. I found that 1 is usually fine for awhile. Maybe add another early if your facing dt or a contain or lose your ob. After that your robo is of no real purpose expect more obs later or a shuttle, probably later as well. But, with a reaver build your making use of that robo. If a goon player wants to keep up in unit production and power they will have to go 4gate if you go 3gatereaver, 3gate if you go 2gatereaver. So, they are paying an extra 150 mins, which basically pays for your shuttle which is mainly your reaver transportation, but that shuttle adds other useful features as well in mobility, such as cliffing, dropping opponents main, etc. This leads to the next point...
- Shuttles increase mobility in ways such as harass, attacking at 2 different places, cliffing other player with goons/cannons. For instance, if your armies are roughly equal, but your opponents main is unprotected, you can feign and attack with your units but attack his eco with your reavers. You can't win the ground battle, but what you can do is just go back to your base if he tries to attack you, you should have new units coming out and reaver support, which should be enough to defend.
- reavers are excellent harass units because of their splash damage. reavers decimate zeal’s and clumped goons. I think of myself as an aggressive macro player. Reavers fit this style well because I’m usually attacking others in their natural, where they are clumped up. Also, I like the ability to pick from multiple options, which their power and mobility give me. I could just have easily made all my various builds for goon/speed zeal builds, but I don’t for reasons which I give here.
- They rock if someone is trying to get into a smaller space from a bigger one. Up a ramp, into a smaller choke, etc because units clump up, and come slower with less mass.
- If someone is containing you under your ramp or in a choke, you have 3 choices apparent to be able to at least stay in the game. Expand or try to get out of the contain or try to mess up your opponents economy. Reavers have far range and as long as they don’t have ht you will be able to break the contain easily compared to non-reaver builds. Of course, you'll also have a shuttle, so loading it up with a probe and trying to expand is an option. And you have the option open to harass as well with reaver+shuttle. Though, you could consider teching to dt/ht if you think that would be more helpful. But, you may as well try with the reaver first if there is an opening.
- Citadel+archive+2xtemp+storm=600/800. Bay+2xrvr+shuttle=750/300. Notice minerals are slightly higher for reaver/shuttle build and gas is way higher for temp build. This is why basically why temps are not often built out of one base (one gas). If they are, you will be forced to go for mainly zealots and perhaps no obs. The other problem is what to do vs. dt, which is apparent in all archives first builds, though perhaps more so as you don't intend to go dt at all. You can usually be protected for a short while by placing a dt on your ramp so that a dt cant get up, but this assumes that know that dt is coming, or at least make a dt in time to block your ramp. Pretty iffy. Then there is the option to go forge. But, if you start by placing cannons above your ramp, you'll be contained by dt and will basically be forced to go robo. You could place them at choke, but this means your getting forge and cannons pretty early which is not good for production and tech overall. Lastly, there is the possibility that you'll be dt dropped, which you won't know about. So your gambling either way by wasting cannons to defend your economy, or leaving yourself open to basically instantly lose to dt drop.
- Citadel+archive+2dt=550/500. Thats considerably less gas then going for high templars. I covered the main problems that one will face going for an archives first build above, so I'll just consider some aspects of dts here. Really, theres not much to say. Thing is, dt builds pretty much prey on their opponent not having detection and some units at the right place at the right time. I cover some aspects of dt dropping in the builds section.
- The best early combo early besides reaver/goon/ob is basic zeal/goon/ob. The main considerations besides expo timing is whether to go for legs, and how many obs to make. The gas works out fine for legs for zeals if you wish, though I don't usually recommend them before expo. If you do go for them though you'll probably want something more like 50/50 goon/zeal rather then mostly goons. You should try to get away with the least obs necessary early game. 1-2 is all I would make before expo if i can help it, except for some odd circumstance where I might make 3 because of obs getting shot down.
This build vs. a goon/reaver build seems quite even assuming good macro by both. Its often stated that, Goons > reavers if they can take the reaver on while spread out and in large numbers. Reavers > goons, if the goons are bunched up, or equal in small numbers.
I did not include any regular goon/zeal builds in my builds section simply because that is not my style of play. If you understand why my builds are very efficient, you'll be able to adapt them into non reaver builds. The main thing to keep in mind is that its necessary to go 4gate before expo if you want to keep up in unit mass with a 3gate reaver player, assuming starting with a one gate zeal tech build. I don't recommend expanding before the 3gate reaver player does either, as that will likely mean less units. Mainly, you have to rely on the travel advantage, and well as any position advantage you can come up with. Keep an eye out for drops too.

I've pondered that perhaps just goon/zeal builds are better then timed reaver builds when a one base timing attack is probably not the best option, say, most of the time on nostalgia. In this instance nonspeed shuttle harass is not as good, walking distance is far, and the nats are easy to protect so they can focus more on macro(meaning good macro, continual probes) early, so if you try for a timing attack off of 1base, you will probably only be able to contain them at the bridges not their ramp, and its questionable whether the contain is worth more then earlier expo/better macro. These two things are perhaps the biggest questions on my mind.When is more continual probe production and no reavers worth it? And, is having the contain advantage > eco advantage.
- 2rshuttle = about 5 goons cost wise. Simply put, my builds are very very good, and most people do not play nearly as efficiently. It's only the cases where people can play as well, be it with or without reavers that even matter, unless I mess up of course :p. Another consideration is that once you get goons up in high numbers they take up quite a bit of space, so I’d usually prefer the reavers and zeals. Finally, here is a real wold example to convince you just how good this guide and my builds are. Consider Nal_Ra vs. Reach at Blizzcon on Roads to Antiga Prime, which one of my friends made. Ra produced 19g/2z/2ob by 9min, Reach, 11goon/2z/1rs/2ob. Any of my standard tech builds would have worked perfectly fine, say 2b, which has 20goons/3z/2rs/ob by 9min. Its rather plain who has the advantage, and would most likely win. This just goes to show that even pros can macro somewhat poorly, and how important macro can be. In order to not look like I'm being bias and selective I'll give the other game figures as well. On Nightlight Ra had 17g/1z/2r/ob at 9min, being generous. Reach had 19g/2rs at 9min, being generous. On Signal Ra had 14g/3z/3c/norobo at 9min. Reach had 18g/2rs/noob(pun unintended ;p). Yea...it should be apparent why I don't recommend these replays. In my opinion, their production in all three games were rather poor for top Protoss progamers. Closing comment, people may bitch at me, saying that I said that I was better then Reach/Nal_ra. I don't think I'm better. Nonetheless, I do think that if I were to play either of them how they played on those maps I'd beat each 2-0, and so would other players playing well. Consider the facts yourself.
(You were way too into reavers. I use them as mid game harass mostly or an early game rush, while they basically seem to be the basis of your game. And that’s pretty unique, so this guide might not be resound with everyone. — -_- )
I can agree with that looking back. When I wrote this guide I saw reavers as the best way to do things. Now though, I realize that both reaver and non-reaver are viable. In fact, in some circumstances, non-reaver can be significantly better.
- On Other Builds:
Above I went over some of the reasons I prefer making reavers/shuttles with my robo and why I don’t usually go early citadel tech. Here, I’ll go over some more specific parts of builds that I usually don’t prefer.
-I don’t usually don't go shuttle speed off of one base. It’s a load of money, which decreases my overall unit production.. You’re required to do it early if you want it any time soon. If you research it just as you start your first reaver, I believe it will be done just after your second one comes out. If you go shuttle speed that early you’re basically sacrificing ~3 goons at 8-9 min to have it, which in my opinion is usually not worth it. What your basing the upgrade on is that speed will help you get a drop off that will be more worthwhile then more units. I think thats pretty risky and the more often better way to play is to have more units instead. I consider doing speed after I expand to help with mid game harass.
-I don’t like expo before robo unless I know its safe to do, which is when I get a great scout off on someone who’s doing 2gate robo usually. 2gate to expo build is possible if you play vs. someone who goes 2 gate but does not rush hard.
- Which first out of robo - shuttle or ob? I prefer ob for several reasons.
1. If you go ob first that means ob comes out faster. You can go later robo then, which is beneficial to overall macro.
2. Your spending 25mins or whatever ob costs insteand of 200mins early for shuttle, this allows you to spend those mins elsewhere early on another gate, goon, etc, which is beneficial to overall macro.
One thing that shuttle->ob->reaver does though is get these things out the quickest because robo is being used more.
Its not a huge deal overall, but consider if you want slightly faster ob & slightly better macro OR slightly faster reavers shuttle.
- I don’t favor the idea to drop some probes into the other persons base to scout. First, your sacrificing your economy a bit by sacrificing probe(s), and you may be more vulnerable to dt because of shuttle first, thus later ob. Also, your opponent obviously knows you have shuttle and will protect his/her minerals now if he/she is a good player. Otherwise, you might get lucky and be able to scout an opening with your ob.
- I don’t usually prefer fast reaver/zeal drops because it’s essentially dropping blind without obs and it stunts macro because of the fast shuttle. Go ahead and scout your opponents main. Try to check his units, basically if your opponent has enough goons close by to quickly defend. Note the map. Only drop if you will be successful, and not just successful, but more successful then all other options. When to harass is often not an easy thing to consider.
- I don’t like fast just speed zeal builds. These builds work quite well vs. players who expo blindly, but safe good play with reavers rapes them.
- I don’t like 9/10 or proxy because it’s gambling. I don’t like rush builds for the most part because they can somewhat easily be effectively countered. Zeal’s vs. someone who’s good with goon micro is often not too good as well. Going two gate every game and then adapting is one style of PvP. That style its rather safe overall, but its not the best way to play always.
-I don’t like shield batteries early because they put you in a defensive position. Also, units don’t attack while getting healed. Maybe if you go hard 2 gate and battery in their main or go fast dt and go battery to hold ramp or ground reaver build. May be useful for healing carriers/shuttles/reavers at times.
- I usually don’t cannon someone’s cliff because that is expensive and they may be able to run me over. Reaver/shuttle also counters this rather easily. I don’t usual put goons on someone’s cliff unless they are plain asking for it, that is, expo without robo.
- I usually don’t like mass zeal builds, that is, 2gate into proxy 3gate, unless I spot a prime opportunity, as in, no ramp map where they go core first and late 2nd gate. 2gate builds if done property can hold this off easily as long as the map is favorable.
- I don’t like forge before 2nd nexus because it stunts unit production/eco for early ups and cannons are simply not a part of my game plan before I expand. You could go for early +1, but the cost is 250/100 just for +1 which equals about 3 goons at 9min, since you went for it so early, but it only increases my overall damage by about 40, and gives me about 3 less goons with hit points. I’d be more open to 1base +1 for zeal/goon builds though.
- I don’t like reaver walking builds usually because the purpose behind skipping shuttle is to gain an earlier expo, yet you leave yourself wide open for cliff harass (if you do in fact have one, of course) if you do not build a shuttle. Also, reavers are damn slow, and it tends for a longer game. On maps most without a cliff over the nat this build is more viable. It does allow for a slightly earlier/safer expo, but trades that for no early harass possibilities. Plus, I'd want a shuttle later probably anyway.
- On Economy:
Good article:
http://www.sclegacy.com/showthread.php?p=58861#post58861Check out this thread as well:
www.teamliquid.net/forum/viewmessage.php?currentpage=4&topic_id=20166Check out this thread as a supplement to this section:
www.teamliquid.net/forum/viewmessage.php?topic_id=23172Notice that with 24probes mining on 8mineral patch lines the probes will stop moving from patch to patch looking for a mineral to mine. Thus, the mineral increase goes up significantly at 24 probes. Basically, mineral patches x 3 = optimal probe amount. By building enough probes your game should get better significantly instantly. On one base build 27 is the prime for 8min patches as far as minerals go unless your going to be able to expand soon, in which case more probes will lead to better macro later, but if you play someone who only goes 27 probes your likely to get overwhelmed because you do not have enough units. Once I have two nexuses I usually up that amount by 10 or so. You may ask why not more? Well, building 25 or so probes takes a lot of recourses and by that time my main would have run out, which means if I don’t expand I have way to many probes. Plus if you build that many probes your giving your opponent an opening, in which he many pump units instead of probes and overtake you.
Also, early game I like to keep solid unit production while maintain almost constant probe production until 20-30 as well. I usually don’t favor cutting probes early because it’s VERY detrimental to later production. On maps like requiem though, I often favor cutting probes for a stronger army sooner.
On Neo Forte mineral layout:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=39854- On Expanding:
Expanding is a rather difficult topic to cover well because expanding is very relative. You can see some of my general thoughts about expanding here:
www.teamliquid.net/forum/viewmessage.php?topic_id=41666Generally, expand as soon as you safely can for a future advantage, but not too soon as to get overrun is the best bet, but you have to be especially wary of unusual builds then such as 3gate goon no robo, or speed shuttle harass. Vs. a one base attack build, your unit counts should be roughly equal by the time your opponent arrives at your base, so thats no piece of cake either.
In PvP I believe it will be useful to make a distinction between two features of many popular maps. Some maps have exposed and somewhat easy to attack naturals, say, LT and Luna. Though, I really consider these maps as having semi-open naturals, as they are only open on one side. Then there are maps with easy to protect naturals like Nostalgia, Rush hour, and Neo Forte (though this one has other vulnerabilities). I consider these kinds of maps as having less open naturals. These kinds of maps are setup such that effectively attacking your opponent’s expansion nexus at their natural is rather difficult because of one or more chokes usually. Of course, this is not a clear cut description; naturals may be more or less open, which should effect decisions.
I’ll tell you how I tend to play on maps where the natural is more open. I’ll explain more about the less open sort soon. I usually expand at around the peak off of one base, which means about 9 min. This peak is when unit production hits the top of the hill (so to speak) from one base using the consistent style that I show you in multiple forms in my build section. If someone expanded earlier then you they are simply not going to have as powerful of an army as you do at this time if they went obs tech. I think there are two things worth mentioning here that may go against that statement though. Depending on the map, they may be able to get away a significantly earlier expo, and thus may be able to get away with powering more which will turn into more mass later. Storm is also a odd variable. Nonetheless, you get the idea, that you’re going to have a very powerful army. As for people who plan to expand later and go obs tech, well you’ll probably be able to contain them and/or defend vs. them while being able to gain an economic advantage if you don’t have one already. What about vs. 1gate reaver players, who tend to attack around 8:30. Assuming, you go for a 2gate before robo build, your production will be better overall, plus they have to deal with travel distance, giving you even more of an advantage. Nonetheless, this is nothing to sneeze at either, to give an example, 13g/2z/2rs for early robo player attacking vs. 14g/4z/1r at 8:30 with this player having 3more goons soon. So you see there is an advantage, but it can easily be overcome depending on the attack. And if you go early robo as well all you have is the distance advantage.
Vs. players who do not go robo or cannon at all, they open themselves up to instantly losing vs. dt, and a robo plyer does have a scouting advantage then. The unit disadvantage can be overcome by a robo player, but going no robo is clearly an advantage, especially when the robo player does not go reaver.
Consider travel distance on a map with a rather open natural. Because of this, my opponent could expo at slightly before me, yet have roughly the same amount of units by the time I arrive. So, in this case, because my expo is later, I will want to take advantage of my units to make up for that. This advantage may be had a number of ways, winning an all out attack, killing some probes harassing, killing some units harassing, containing, and so on.
But, would it not be wiser for my opponent to realize I am going to attack, and then not expo early so they can have more units then me? But, then I could just hold back and wait for him to attack me. So, you see how these roles can reverse in an instant, and for no clearly superior reasoning on the part of one player. Its just how the game flows. To summarize, if someone expands earlier then you, you’ll probably want to attack them, which should be a pretty equal situation assuming they can keep up in production relatively and they went robo. If they expand later, your two reasonable options are to either hold back, or attempt some kind of contain. Hopefully this demonstration has been insightful as to expanding in PvP. It really is often a crap shoot, so I tend to expo at 9min or at 6min, to have consistent times to judge from. This consistency is important so I will have stable points to judge all cases from, which makes it easier to analyze and improve.
But, really these are rather subtle considerations that often don’t even matter. The main point was to get across that expanding slightly earlier or later on an open natural map does not matter too much, except for the flow of the game, unless you can get away with something significant, such as not warping in a robo at all. If one attempts to expo earlier or later while building significantly more then 27probes they are most likely going to be easy wins on a maps with more open naturals.
Now, I’ll consider travel distance on a map with a rather closed natural. In this case, attacking your opponents natural would often be a bad decision because of good defensive positioning. But, these conditions are on your side as well. Thus, one can pretty easily get away with a rather earlier expo and produce significantly more probes (this is the key difference). For more on this style of play check build #4. The reasons I don't recommend this style on more open natural maps for several reasons. 1) when you win, it tends toward longer games. So, I prefer a more active approach on these kinds of maps. 2) You production is significantly worse then a one base peak attack style. Factoring in travel distance, unit production should be roughly the same assuming about equal probe numbers, but then you have to concern yourself with defense rather then offense, which means your not taking the initiative, and its simply not as interesting and fun. Lastly, I should not that by going for an earlier expo and less units as fast you are leaving yourself more open to odd strategies like speedzeal builds, 3gate no robo hold probes for many units early, drops, and perhaps others. If you plan to always expo after your opponent, your also limiting yourself to just reacting.
More on why I choose 9 min to expo on more open natural maps rather then slightly later or slightly earlier.
As I mentioned before, going by one time gives me a consistent point to judge from.
From my analysis of builds, around 9:00 is the peak off of one base, so if you take longer to attack then that, someone should be able to contain you for a possible offensive advantage, or expo and lay back for the possible defensive advantage.
9:00 vs. 8:00. What i mean by 8:00 is one gate robo, so I'll have 2reaver around 8:00 rather then 9:00, but the overall production will be slightly worse. Generally whether i do one or the other comes down to robo timing and what is most safe vs. a possible dt build. If you don't have much of a clue as to what you opponent is doing, the earlier robo, and thus ealier ob/reavers/shuttle is what goes along with that. But if you get a hint from your opponents build that you can go later robo safely, I tend to prefer that, as the production is better overall. Nonetheless, if circumstances are such that you will be able to do more damage if your reavers come earlier, then that is likely the way to go. But, I feel that such circumstances only come about by timing accidents so to speak, or opponents poor (accidental or not) play, thus 9:00 is more consistent to go with if it is safe.
Of course, you could do a build that maximizes potential at 6-7 min to overtake their earlier expo of say 5-7 min. So, why don’t I like to do that kind of build? Because it has more disadvantages then advantages because going early 3gate or fast core are vulnerable to fast dt tech and zeal’s respectively, plus it loses to builds that go for a peak attack at9min. So when should you expand?
What about odd builds like one base speedzeals or one base carrier. I can say that one base speedzeal tends to work when one player is simply not playing safely, so its a risk on both players sides. Again, the result is just how the game worked out, and does not reflect any superior strategy on the side of one player or the other. One base carrier and other odd plays I will admit that I don't have enough experience on to want to comment.
Almost as important as knowing when to expand is knowing when your opponent expands. Most importantly this lets you plan what you will do, when you will expand, or attack, etc. Recall that fp rep that I posted a link to in the recommended reps section. The guy was able to kill about half my probes because I was careless. He figured himself ahead and expanded at around 8min. Because I had an observer scouting his units, I knew I could attack later and win. His shuttle was flying around to attack my probes again slightly before I attacked him. It was an easy win for me with no reaver support for him until the battle was almost over. I would have won anyway even if he had the reavers but it would have been closer, so his largest problem here was actually macro, but nonetheless he carelessly expanded when I could have overrun him, and did.
- On Micro:
The purpose of all micro is to maximize the effect your units have and in turn minimize the effect of your opponents do. Micro is about withdrawing damaged units, focus fire, flanking, dodging, spell casting, and so on.
Useful guide on shuttle/reaver micro:
http://www.freewebs.com/iamknickknack/reavers.htmThere are multiple ways to micro a drop where you just want to fly in attack quickly and fly out. The easiest fast way is to click past where you want to drop your reavers then when the shuttle is where you want to drop them click "u" then click on shuttle, the reaver(s) will drop. Then select reaver(s) + shuttle and attack. Then click on shuttle. Then shift right click away (move). The problem with this method though is that the reavers will stop firing and move toward your shuttle when you click on the shuttle. So, you must allow the reaver(s) enough time to fire before clicking on the shuttle. You could select and move the shutle toward the reavers after they attack, then select the reavers and click on the shuttle, then shift click away, but its more difficult.
Note that you could just select the reavers and attack, but selecting the shuttle as well makes sure the shuttle does not fly far away, or in the opposite direction, though it does potentially put the shuttle in more danger if your opponent aims for it. But, if they aim for that, it means you'll probably be able to get more shots off.
Another way is to select the shuttle after you attack and move it back toward the reaver(s), then when its over/near it click on the reaver, then click away. This way requires more actions, but the reaver stays in place and can continue firing until you click on it. This way requires timing in when to click on the reaver (so you actually pick it up and don't miss it) and when to click away (so you retain momentum).
This last way is the hardest. Select the shuttle after you attack and move it as far as you have time for away, but make its path so that it will fly over the reaver(s). Select a reaver and click on the shuttle just as it passes over the reaver. This way also allows the reaver to continue firing, until you click on the shuttle. But, its the most difficult before it requires more actions and better timing when to click.
All of this micro can be a bit tricky for the fingers, so practice it. You could mix these ways a bit if you have multiple reavers, of course, though I dont reccomend it. Some other tips: If you drop reavers behind minerals make sure its directly behind them so scarabs shoot through the minerals. If you load up other units such as zeals with the shuttle youll usually want to drop them first to draw fire, but if there is no defense just drop the reaver first. Theres alot more to type about reavers, but I gave you some of the technical basics so you can explore diffrent options on your own with these.
This is how you should setup a goon/rvr/zeal attack vs. a static opponent. Place your reavers just in range of your opponent with goons slightly behind. This way, your reavers will be able to attack without them attacking anything of yours. Hopefully, your first 2 shots out of your reavers will do splash and kill 2 or more goons right away. After your reavers have released their scarabs or they begin to move to attack you, attack move with your goons, now they should be slightly in front of your reavers. If they were watching their units they may try to rush your reavers with their great force. Stay calm, and let your reavers get the next 2 shots out which will often do large damage because of clumped up units, then pick them up with your shuttle if necessary in order to save them. You kind of have to guess if they are going to target your reavers or your shuttle. If reavers pick them up, if shuttle move it back. Its often important to take this lull just after yove attacked and done the most significant actions to check back home and produce units, expand, etc. Then take a look at your army, and take the appropriate actions. You can reposition your goons for better effect. You can aim reaver shots at clumps or reaver(s) for maximum effectiveness if you want or you can use your shuttle to 'shuttlepop' to prolong their life. If they click a reaver and you pop it in a shuttle just before they fire, they have wasted a round of shots, pretty valuable, plus you prolong the life of your reaver. Beware of them just selecting the shuttle though, as you don’t want to lose the shuttle and reaver for the price of one. A shuttle can soak up some shots of a battle, but generally I try to save my shuttle when in a battle because I want reaver mobility after the battle, shuttles take awhile to build, and they are rather weak and don’t take many shots to kill, so they are not worth much for soaking up damage.
( Here’s a trick I use to save myself from reaver rushes when I know otherwise I’ll lose. I take about 5-6 goons, attack a reaver, and then aim for the shuttle. The shuttle guy will think a reaver pop will work, pick up a reaver or two, then either he’s too slow to drop the reavers or he can’t because he’s flying over his own troops. Risky, but worth a mention and it’s saved me many times — -_- )
When going 2gate and attacking with zeal’s your probably going to be attacking up a ramp. With your first zeal try to slip in and kill some probes or if they only have one zeal and your probe is still alive you can attempt to kill their zeal. Check to see if your opponent does not block his ramp well first of all and you can just run in. Once there are multiple zeal’s on the ramp you want to get into a sutuation where you have somethign like 2 of your zeal’s attack 1 of theirs and have 1 of yours attack 1 of theirs. Move around and maneuver to see if you can slip in or get a favorable position to attack from. You can also use the gas trick to walk up your opponents ramp without vision with your probe then attack move on their zeal’s causing them to move and not attack. I consider this unfair though, and do not do it.
Tips on zeal micro:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=42658Due to zealot’s durability vs. goons and goons 1/2 dmg vs zealots, if a goon front is being pounded on by a zealot front, move the goons.
Tips on goon micro:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=17175Basic goon micro vs. goon micro. Keep your goons in a slight arch with the ends ends facing their units on open ground. Try to have as many as your units attack theirs while keeping theirs unable to attack you. Surround if it will work well and is possible. Same as zeal micro pull back the hurt ones, then stick them back in, as long as you can pull back without dying or else you’ll be better off getting off that one more shot.
Focus fire can really screw you up in smaller goon battles especially if you don’t have range and he does. He can just back that unit off you end up chasing it taking extra hits. He backs off and basically wins right there. In a case where they back off one goon thats almost dead, just attack the ones that are closest or send one after it to kill it. Another basic tactic is shift attacking. You do this by shift attacking his goons, and your goons will focus fire automatically. You can right click to attack, but If you miss that can be dangerous.
- On Macro:
I have covered some parts of macro in other Note sections. Probe production is certainly part of macro. Expanding and builds have to do with macro. I suppose I consider macro everything that has to do with production. Pay attention to the small things like pylon timing. Gateway timing. For example if you want to build 3goons soon and you have 2 goons halfway done, stick a gateway down now, produce 2 goons, and then you will be able to produce 3goons next time. Only stick the gateway down though if it does not interfere much with the next 2 goons production or you will be better off not making the gateway.
Basically the more probes you can get away with early on the better off you will be later. Skipping probes early on really hurts macro so I don't reccomend it it unless you’re quite sure it will work t0o your benefit. But, making too many probes regardless of anyting else, is just as bad. The game is a ballance of attacking unit production, tech, probe producion, buildings, upgrades, etc. Remember to check on your base and macro where there is a lull in a battle after you've done the significant actions. The way to get better at macro is simply practicing, understanding how buildings work with units and coming up with good builds.
From a post of mine on TL.net:
Alright, I'll try to go over some basics of good macro.
First, make enough damn probes. If Someone has as much psi in probes as you do overall at 10 min, of course they are going to have much better macro. Generally with 8min patches, you don't want more then 24 probes mineing on them. Watch some pro pvt games and youll see that they usually have around 50 or so probes by 10min.
Second, make probes as consistantly as possible. Going 7p, 8gate, 9gate, is much worse for economy then going 8p, 10gate, 12gate. Sure, there are some times you may choose to pause probes, but you havent got much of an idea about consistant probe production, so I don't think you should be considering that at this time. For instace, in your game you go: 8p, 9gate, 12assim, 11core, 13gateway +goon. More consistant probes would look like this: 8p, 10gate, 12assim, 14core, 15p, 17goon, and so on.
Third, get rid of all the crap that you don't need, and get the stuff that want at a good time. You get forge before expanding, 150mins wasted right there. Could have 150min earlier expansoin, and thus be making more probes more quickly. Go +1 very fast, not reccomend usually, as other things are more important. You get the idea.
Of couse, you should practice in orer to become proficient at bringing all of these concepts together. There is surely lots of stuff that can help that I did not go over, such as becoming proficient at hotkeys. I reccomend you use the search function for threads about becoming better at macro/macro to see what else you can find that may be useful.
- On Improving:
Check these out:
www.teamliquid.net/forum/viewmessage.php?topic_id=20256www.teamliquid.net/forum/viewmessage.php?topic_id=20082One's game can roughly be divided into two parts. The actual ability to play, and the strategy, that is, how to play. They are connected, as you most likely need to have a certain level of ability to understand whats possible, and you need to know how to play well in order to carry that out with your ability. Playing games is the main way people practice their ability, but there are also other things you can do such as do hand exercises, practice hotkey combos, and so on. Watching replays for ideas, coming to conclusions based on playing, and reading strategy are the main ways people increase their knowledge of how to play well. Generally, I've found that most players increase roughly equal and gradually in both over time. At the top level its mostly about strategy and concentration as everyone has the basic skills needed to play well. I'd recommend that you watch mass reps and start really thinking about the game once you believe your ability is at a point where you can absorb good strategy and carry it out. If your not getting anything from watching reps the problem could be poor reps or you ability to analyze them. Watch pro reps to get an idea of the best way to play. Try to figure out patterns. Then try to play like what you saw. Then, watch your own losing reps, and adapt as needed.
Take this to heart. It take a lot of damn playing to become great. A hell of a lot. Most of these top non-kor players that you see at the top have been playing SC for 5years or more. Of course, a lot of playing takes a lot of time. So if you are not willing to commit to SC as your major hobby at the very least, you can never expect to be top of pack, placing high WCG, etc.
That being said, I think the most important aspect is simply to play a ton, so you can see a lot of diffrent styles and learn to adapt. The second most important I think is watching many replays in order to get good game plans to work with. Watch reps with a careful eye though, what could they have done better, what could they do better, and so on. finally, I hoped that a guide like this would be the 3rd most important aspect. That may seem like asking a lot, but a guide very well done I think can boost a players skill level rather quickly, and thats the whole point. I want players to learn and not have to fuddle around with the lower stuff for a long time. Then they can see if they really have the dedication to stick to this game and put in the long hours. I didn't, but perhaps you will, and I hope I have helped you get there quicker and have more fun.
I’ll be honest about my progression. I started sc out as a ums/vs. comp on normal maps player. Then I moved on to 1:1 more and starting watching reps of good players. I’ve probably played about 500 1:1, and 500 ums/2v2/vscomp games. Those first 500games got me some basics and to almost 100apm. After that part of my play I was still not much good at 1:1. This is where macro and strategic understanding comes in. This is when I started getting significantly good, more then halfway though those other 500games. I came up with some efficient builds, which helped tremendously. Then the strategy came with when to attack, when to expand. I susppose this is what some might call timing. The game was not so much about macroing well, hitting hotkeys well, at this point, but just playing well. Nonetheless, I do have to push myself by taping keys or squeezing actions in to get the most out of how I know what to do.
I find it amazing the the people who I have told about the guide usually don't even to bother to look at it. I remember one person recently who I watched a rep of theirs and they attacked well, but their macro and unit production was somewhat poor. He had at 9min what I usually have at 8. I tell him the guide would improve his efficiency greatly, and I got something like "my efficiency is good." Here's the point, if you want to improve you have to be open. Listen to people who try to help you, figure out if what they say is valid or not. Most people don't give a damn or cant help you, yet here I am helping greatly with a certain match up, yet I doubt more then a dozen people have read the entire guide. I can easily understand why good players do not want to spread this around, but its amazing how little other people take notice and care. If I had the resources I would do a study on this phenomena.
- On Mid Game:
I consider mid game as starting usually after I have made my goons/zeals/2rs and it’s just after I have expanded and probably attempted an attack. I usually consider this 2gas/2min lines. Because of the peak attack style that I usually play the winner has usually already been decided for all intends and purposes before mid game really kick in if its a map with an open natural. Usually, I’ve just won outright or they are contained and it’s just a matter of time. But, if this is not the case, here are some guidelines.
Of course, protect your minerals with goons, and then bring them off only if you believe you can win with an attack. Keep an eye your cliff (if you have one) for cliffing attempts, but this is usually not too big a deal because I go with reaver/shuttle anyway. If they try to mass cliff you (4+goons) consider trying to simply overrun them. I usually like to continue goons and make another ob then 2 more reavers and a shuttle as they do well vs. just about everything and continue the opportunity for drops, but consider skipping them if your opponent already has temps or will have them soon. Then, I like to go for speedzeals/temp/arch/dt. If the other player goes for lots of goons, make a more heavy ground army with zeal’s and consider temps for storming clumps of goons. If you spot that that they don’t have an obs with their army consider going for a significant amount of dts (4+). If they go for a heavier zealot army and have obs with their army, go for archons. It’s a crucial part of my mid game to hit their economy significantly so the games does not turn into some boring post 20 min game. Go for reaver or dt or ht drops. Contain them, if possible, and then protect and improve on your economy. Basically, you’re just laying siege at this point. Make sure to check for island/other expos if you contain them. If I’m behind, which usually means they have a bigger eco and similar power, I'll try to hit their economy to even it out as I’m simply not going to win a power game with an inferior economy. Go for drops, dt, reaver, or ht. Just like how I like to reach peak potential off of one base then expand, that’s what I like to do with two, in order to try and stop them from gaining an expansion. I’ll usually Expand just before my main runs which is around 13min, and then transfer those probes to my new nexus. Pay special attention to attacking army vs. army as well, if you have an advantage take advantage of it! Mid game is not too complicated, it’s basically just a continuation of the game, and that is certainly dealt with elsewhere in a variety of sections.
- On Late Game:
Things get messier as they game goes on, and I dont have alot of good tips from experince to offer you. I usually consider this 3gas/3-4mins. Continue the same principles as Mid game. The biggest question I have is when to add in Carrier/Arb. Go for upgrades at this point. Peppering your expansions with cannons can be good at this point to help with harass and detenction vs. dt.
Check out:
www.teamliquid.net/forum/viewmessage.php?topic_id=20878www.teamliquid.net/forum/viewmessage.php?topic_id=19798 - On Attacking:
This is a rather difficult topic because it is so dynamic. There are many aspects to consider. Map and positions, how that effects attacking. How builds effect it. How micro effets it. How unit formations and where you have your units will effect it. Becoming better at the actuall process of attacking will come mostly with play as you get better control due to hotkeys and simple mouse control and knowing what you want to achive and how to do it. I will try to cover some of the mental or strategical parts of attacking though.
As I have said before going for a reaver/shuttle build gives you even more options with attacking, which I belive to be a good thing most of the time. I'm going to consider a common situation next. The situation in which you have massed up, you have your army and at least one reaver. Most commonly this is around 8-9min.
A tree view is the best way to demonstrate possible choices. Sady I wont be able to draw a tree diagram, so here it is in linear form.
1) Attack
or
2) Don't attack (Defend)
1) Attack, then:
a) All out attack
or
b) Leave some goon to defend
Then either:
1) Frontal attack with all units.
2) Fake frontal, harass
3) Decided not to attack at all, and back off
2) Don't attack, then:
a) All of army at front
or
b) Some in back to defend economy, rest in front
Then either:
1) Harass
2) Don't harass
Thats 8 basic options right there, which should pratically all circumstances at the end of early game, 7:00-9:00 or so. If your playing an ealier expo strategy you are aiming for a advantage later on, so you'll likely plan attack later, only harassing beforehand if you recognize good opportunities.
I'll look at these paths more in depth by breaking the choices down to the fundemental questions:
1) Defend or attack?
Typically the person to expo first is the one that will be on defense, on order to buy some time due to travel distance. And the person who has not expanding will then want to try to get some advantage out of their army size advantage. But, like I stated before, attacking is a dynamic process. If you realize early on that your opponent does not have enough units to hold you off, by all means attack. You might even decide on a build such as 2-4 one base speedzeal before the game or if you see your opponent doing certain things, such as robo+expo, in which case you'll want to attack regardless because you decided on a more risky build that attempts to gain a large advantage early.
2) If attack, all out or defend as well?
If the positions are close by air, and thus in turn probably far by ground, you'll most likely want to keep some goons in main to defend. Otherwise, I tend to like to bring all my units to attack. Its easy enough to drag probes from mineral line to mineral line in order to buy enough time for new goons to come out. Also, if your opponent is harassing with, say 2 reavers, their force at home is likely to be much less powerful, and I likely can overrun them early on, even though they may wreck half my probes, its well worth it.
3) If attack, fake or not?
If you can win the frontal attack, then its probably best to do that. So if they have goons up in their main to defend vs. a drop attack front if you'll win. Now, if they don't have goons defending their main probes, and its iffy if you can win the frontal battle, you may be better off harassing. Move your units as if you are just about to engage but dont attack, while at the same time drop, in order to divert their attention to your main units.
4)If defense all front or ballanced
If you know they dont have a shuttle, then your fine sticking all up front. But, if they do have shuttle, ballanced is usually best. If you suspect frontal perhaps have goons half way inbetween economy defense and at natural, then they dont have as far to move in order to help out vs. the frontal attack. You can always drag your probes from your main to your nat, buying you some time.
5) If defense harass or not?
Always harass if the opportunity is open and you will not lose vs. a frontal attack while you are harassing. If you may lose to a frontal attack, but you are behind overall, you don't have much of a choice, but to try and harass to come back into the game even though it may be your end.
________________________________________
Important aspects of attacking:
Unit Positioning:
Positioning can cause a larger army more costly army to lose to a smaller less costly army. Positioning is all about where your units are in relation to your opponents taking the map into account. For instance you don't usually want to be attacking down a ramp, past a choke, etc. You'll want as many of your units engaging your opponents units as you can. Even if you must delay the fight or wait for units, it’s usually worth it.
Maps:
I like to distinguish between two important aspects of maps. Either a map has a more open natural or a less open natural. LT, Luna, and so on are more open. They have a full side free to come in from to attack, no small choke points. Maps such as Nostalgia, Rush hour, and neo forte, have less open naturals because they are more difficult to attack frontally, though the last map has other vulnerabilities. As you can see maps with less open naturals tend to have two ways out of the natural. The trend is to expo a bit faster on less open natural maps as it is easier to defend the expo, while the trend is to expo later on on more open maps, as it is not quite as easy to defend an expansion. If your opponent takes down your first expansion, its usually very difficult to win the game, as they will be able to build on their economic advantage.
For example, 3 on Luna is great for harassing their main with reavers then switching to a frontal attack, but 9 is not nearly as good. Whoever denies chance is part of sc is foolish.
Guaging opponents army:
You don't have to see their army to get an idea of what it is composed of. Note the buildings they have and how many. It is important to be able to gauge the actual strengh of your opponents army accurately and quickly though. Is he hiding units somewhere in order to surround you? Is he trying to hide shuttle?
Observer movement:
If you suspect dt, move your ob in the path the dt would take, so you can spot it more quickly. If you dont suspect dt, you'll usually want to go right for your opponents main to see get an idea of what build he/she is doign and what units he/she has. Check for robo, number of gates, number of probes, robo facility, shuttle, etc. Make sure you ob does not die. After that, fine a good place for it to rest, usually I like my opponents natural to see when they expand/move units out/how many units they have there. Once you get an idea of whats going on there, you might want to check their main to see if they are leaving any goon to defend their probes there.
Tips:
One thing that almost always holds true is when you expand ealier then your opponent you'll want to hold back and take advantage of travel distance. But, if your opponent expands earlier then you, you'll usually want to try to strike at them soon, before they get an even larger advantage.
Reavers become just about useless when the battle turns into many goon vs small numbers of goon+rvr. This is because of Reavers slow rate of fire, and the fact that they die easily when concentrated on. When going goon/reaver vs many goon or goon/zeal make sure your goon/zeal numbers are only slightly less, enough that the reavers can make up for, or don’t attack.
Another thing about mid/late game, is that people tend to add to their army in waves of units because of how they produce and rally as well as speed limitations. When your opponents army is closer to your base and your wave of units has just come out you probably have the mass advantage, so consider attacking.
It is not always good to attack after you have won a battle. Your opponent might have reinforcements coming in, while all you have is several damaged units. I often find it helpful to regroup after a battle I have won, and attack at a later time, when it is clear I have an advantage.
If they spend money on cannons early on to defend their expo/main while going robo, thats fine by me. Often players do this to make themselfs fell more safe, and they are for the time being. Reaver harass is likely to not work well, but what they dont realize perhaps is that they are spending money on immoble structures rather then mobile units. One who does not go for cannons early with robo should have the unit advantage and be able to build upon that, winning eventually. Also, cannons at the front of a natural are rather poor defense vs. reavers anyway, as reavers have greater range. Now, sometimes opponents will go cannons without robo, this is almost a necessity in order to be safe from dt, and it helps with other sorts of drops and attacks.
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(Section of old advanced play section which I'll probably get to editing into the above: - Knickknack)
If we both expand at around 8-9min we're likely to run into each other, cancel each other out and continue play. The battle is key in games like this as whoever gains the advantage can continue to build on that. Also, try to keep your reavers/shuttles alive after the battle in this situation so you have the possibility for harass ASAP. You could try to attack him with your goons and use reavers to attack his probes, but this is a gamble on whether he has units out in time or not and if you'll be able to stop him after he probably overruns your main army. If your opponent does have units in time to defend your harass and he overruns your army, your at a pretty large disadvantage. Another option is to just lay back and try to defend vs. an attack, but the likely result will be that your contained and you both have sustained no losses. Not exactly a good situation. You’ll have to rely on harass and attempt to breaking out if you don't have enough units to break out straight. So, imo the best bet is to try and get superior positioning and micro to win the straight fight. Depending on your position after the battle judge if you can be successful attacking the other player right away. This is probably only a good idea if you won the fight rather decisively, say, with 6goons left over, while he lost all of his units. Otherwise, fall back, build a small amount of probes for your main/expo perhaps, mass up and get ready to attack again. Make sure to defend your minerals in the meantime.
If they don’t expand and don’t hurt your economy and you have them contained and will probably win the game easily eventually. If they expanded somewhere else (island, hidden expansion), try to spot their intention to build it as soon as possible and take it down if you can for little/no loss. If you can’t take it down easily just contain them and out macro. There is another problem that I touched on earlier which might happen if your opponent does not expand. This is if they just hold their ramp, just waiting for you to leave before they attack your minerals. It takes about 30seconds to move units to your opponent’s base, so you need to move your units off your minerals before your 2nd reaver is completed. Then if you expo right away, it will take another 30seconds before you can get goons. So your minerals are rather vulnerable for 1min, or if you go units instead of expand, 30sec. If you follow my plan, the only way to adapt well vs. someone who has this plan in mind is to use your ob to scout them and see if this is their intention. Then, keep some goons and an ob at your main base. Then, you may still have enough units to overrun them.
- On Early Zeal Harassment:
Perhaps attacking with your first few zeals trying to pick off their probes in what I'm considering here. Most of my builds are economical zeal first builds. So, its natural to ask if one should attack with those first few zeals.
The main considerations are your build, your opponents build, the distance between, and the map.
I’ve seen harassing with ones first zeal do as much bad as often as I have much good for the attacking player. If your going to harass, try to do it only when you can actually afford to lose those zeal(s). If your teching and waste that zeal for nothing/almost nothing and they come and crash your front with all of their units, it may turn out poorly when you other wise could have held them off.
As for actuall unit control, a lot of the outcome depends on your control and how they respond. I don’t usually like to have games come down on factors that could go unperdictable ways so I won’t usually attack with my first zeal unless I realize a great opportunity to say...kill 2 probe and run my zeal away for no loss. When going 2gate it’s usually a good idea to try and attack with your first zeal as long as you’re not going for the minimum amount of zeal’s to hold them off then tech kind of strategy. Vs. core first you are going to lose that zeal, it’s just a matter if it’s worth it, how many probes you kill. Generally, I consider 2 or more worth losing a zeal early over.
Also in the "early build explained" section recall zzcore vs zcoregategoon. I was assuming that the zzcore person would attack with both zeal’s. Certainly he may decide to attack you with the first zeal + scouting probe instead and you may gamble and go for a zcoregategoon build which if you get away with it without any probe losses the your certainly ahead. How do you decide if you want to go for the gamble? Usually I’ll do it if they use their 1 and/or 2nd zeal to chase my scouting probe around their base, this generally means they are being more defensive and will not take the initiative to attack you, and thus you gain a significant advantage.
- On Building Placement:
Consider placing pylons to block off other pylons that your opponent may place in your mineral line in order to trap your probes. The act of placing pylons in your opponets mineral line blocking off probes is known as manner pyloning. Placing pylons in your mineral line does decrease mining efficiency by a bit though, but it may be worth it.
Consider placing pylons along the borders of your base so you'll have an increased range of vision. This increased range may you to catch if your opponent is trying to ferry units up onto your main or has hidden buildings or scout(s). Also, this helps to give more of an advanced warning about drops.
Consider not placing your gateways in such a way that they can be prison pyloned. But, if someone tries to do this to you just bring some probes along and place them inside the prison area so the goons with pop out outside of the prison. You could also place a pylon inside. Generally, its useful to place your gates together.
If you 2gate place your gateways closer to the ramp to reduce travel time. If you tech, generally do the opposite, and place them closer to your nexus. I generally favor 3gateway builds => expansion => probe/goon/reavers/shuttle => 2-3x more gateways and leg and archive tech.
Keep tech such as star gate + fleet beacon together so its less likely your opponent will see it, but keep stuff like robo + support bay apart so that if your opponent just sees robo they have no evidence your going reaver.
It’s not necessary to keep your base looking good and neat, but make sure the path is clear to your minerals so you can get there faster if your opponent drops your mineral line, and other such common sense things.
You can place pylons in your choke to absorb goon shots. You can also quickly pylon up on top of your ramp if you don’t have any units, but a lot of minerals and need a quick defense.
You can place pylons around the map for scouting. You can place pylons in vision of minerals other then your main so you can quickly click on a min patch with your probes to move away quickly if droped.
- On Critical Thinking:
This is an example my thought process. Let’s say you’re at the 9position on LT and your opponent is at the 6position. You decide to scout on 8psi because you want the fastest reasonable scout and thus forgo the extra 16mineral advantage of scouting on 10gate. You can either scout at 12 which is the closest position by land and thus the most dangerous. Or you could scout cross map, which has the main incentive of perhaps catching someone proxying gateways in the middle of the map. Or you could scout counter intuitively, the fartest postion by land, which has the main incentive of just being able to scout them becasue you might not otherwise if you scout them last when they will probably have a zeal out to block your probe. Geez, so lets say you just go basic scouting to the closest position, which is my standard way of scouting. You opponent is not at 12 so you decide to go 13 core. Now lets say you see your oppponents scout around the choke at 3 position, and you just see it heading into 3 so you go towards 6. Now, you have no clue what your opponent is doing. Do you decide to build a zealot on 15 after your pylon? If your opponent went 9gate by ramp or proxies 9gate then you really don’t want to go goon first as their zeal will probably be in your mineral line before you goon pops out. If they went 10gate then goon first will probably be better as your goon will be out in time to ht the zeal as its coming up your ramp. If they go 13core and they go 15zeal, going 17goon would be better then copying them. If they go goon first too, well its basically even build wise. What if your opponent went 7gate and a zeal is heading toward your base and you don’t know it? See how many situations you should consider. These are pretty in depth questions that require actually playig to see what is in style and what the safest way to play is. But even then, to some extent you are guessing on which way to go with your build. Basically, if you want to play it safer go 15z, but be aware the safer may not be best for the situation. Or what if you scout 9 first, against common practice, then you will know what they are doing quickly. This is just one example of a thought process on deciding what to do. The main point of this sectinon is to show you tht that you'll often have to make guesses on which way is the best to play on not enough information. The safer play may not be the better play, so playing the best game includes guesswork. Even if you are the best player you may lose to someone else because of the guesses made. The guesswork that I showed in this analysis is a rather simple one, imagine a more advanced example. I Admit I am not able to continue analysis this in depth past 10min or so as the game becomes increasingly complicated, thus the small mid and late game sections. I just work with generalities at that point which I have picked up mainly from experience and common sense and hope that the way I’m playing will work out.
- On DT Builds:
What I'm going to consdier here is a standard goon/zeal/ob + perhaps reaver vs. a dt build.
Dt can start out many ways, but I break it up into 1gate, 2gate, or drop. Then they can either go for speedzeal+arch or try to expo + storm/cannon. Ground dt is much more common overall then drop, excpet perhaps in locations that are far by ground but close by air.
Most of the time, going against dt builds is rather easy, as it should be when going for an obs build. If you are able to keep your probe alive until they kill it with a goon with a zcorez build seeing no citadel and assume no early proxy, the earliest dt(s) will show up at your base is around 6:30 by ground. This is more then enough time to go for 2gates first for better production then robo. But, if you are not able to scout them early on, consider going robo before another gate in order to be safe.
Vs. dt drop, you should be able to scout their intention to do this and just have units in your main with an ob. Your pretty safe for awhile now.
If you suspect ground dt, scout with your ob in the path the dt(s) would likely travel. After you spot dt(s), consider making another ob so you can have 1 for your base and 1 for his base/your army. Keep enough units at your minerals to defend if you suspect dts roaming around.
2gate to dt is pretty much the same as 1gate. You just need to build more zeals then a robo in order to be safe. 2gate to dt is a more powerful build on non standard ramped maps because often people go for range first incase of a goon attack, which delays robo.
Now, you know they went dt, so what do you do. Well, expand or power a bit and attack. I reccomend trying both out in various ways and seeing how they interact with your opponents build. If they did not go storm early, then a 1base reaver attack is game. If they did, a one base attack is hard to pull off vs mass cannon + storm, so it would be better to just expo, letting them spend tons of mins on cannons which don't really help them too much as you won't attack.
If you are going to attack note if the map has a cliff over the natural. If the dt player expaned fast, but a couple goons up there in order to for the player to either not mine or waste storms. Have your obs see if your opponent is protecting his minerals, most likely with cannons. If not, consider attacking their first. The frontal attack is largely about dodging storms. If you can do that well, you've easily won the game as they will have a small number of cannons and a small number of units. It's often better to attack methodically and dodge storms then just charge in as cannons are good defense structures in this case and youll get your reavers stormed and your clumps stormed. The outcome is likely to be roughly even, which you don't want when you have expanded later. You'll often want to contain the dt player, and just leave enough units at your base to defend vs dt/storm drops. By containing you gain the position advantage. Try to surround them if you can to cut of shuttles from leaving their base. Pick off hts with your reavers when you can. Go storm soon as well.
If you are going to expand right away, this is a pretty safe way to go overall. The thing to be most careful about is storm drops. There is really not too much you can do here except try to shoot the shuttle down and move probes away. If they have speed this becomes more difficult. Just deal with it the best you can. They dt player will hardly have any units for quite some time so they wont be able to attack you outright. All they can do is harass and lay back and defend.
Most of the time the dts won't do much damage early and you'll either be able to attack well early and win or just lay siege and starve them to win. This does not mean dt builds are useless though. They tend to be better on other maps then LT, Luna, Nostalgia, etc. Maps like Guillotine, and so on. They also counter no robo/forge builds such as 2gateproxy3rd gate, mass zeals, or expo before robo to mass units.
TL.net thread on:
http://www.teamliquid.net/forum/viewmessage.php?topic_id=48860- On Reaver Builds:
Not a lot to say here on vs. players who use reavers. I used to have two large paragraphs, but the most important thing is simply to place goons around your minerals well when you opponent could drop on you. Depends on game, but around 6:00 is a pretty standard time to prepare incase your opponent went for a semi quick reaver drop.
If you have enough goons around your probes, then your opponent will simply fly away if they are a good player. If they think its worth the risk to try to fly in and get a shot off, its probably best to pull probes off of your line away from the drop asap. This works best when you click on another mineral patch as that lets your probes ignore obstacles. So, its good to place a pylon so you have vision often.
- On Cannons:
There are several ways that cannons can come into play. Perhaps the most annoying is when an opponent uses them in combination with building to block off the area behind your min line so he can build cannons and win easily. To counter this you need to move your probe(s) though the minerals and attack his probe before he can build cannons. Worker Clip-Hop: Used to hop through minerals by having 2+ workers mine a single crystal and then stopping them as they start while clicking on the destination. One will pass through the minerals. Another form is containing with cannons. This is not that big of a deal because of reavers. Lastly, cannons on cliffs can be a real pain. Make sure to check up there with an observer every once in awhile. I don’t worry about this one too much either because I usually go reavers and shuttle.
Anther cheese is if they try to block of the area behind your minerals with larger buildings such as pylons + gateway. If you suspect anything suspicious have a probe or two follow their probe around.
I'll usually go forge for cannons/ups after I warp in my 3rd Nexuses.
- On Reading Maps:
This section really should be fleshed out more due to the fact this guide is based on LT, but here are some Factors to consider:
- Open or less open nat. Open nat for the most part is apparent on maps like LT, Luna. Less open nats on Nostalgia, etc.
- Chokes. For instance on Rush Hour there are two bridges between mains which are easily defendable.
- Travel distance.
- Ramp or not as well as what kind of ramp.
- How many exits from bases. For example, Nostalgia & Rush hour have 2 from Natural. Luna has semi two. LT has 1.
- Harassment possabilities. Cliff over nat, Mineral placement, etc.
- Open middle like Luna or obstacles like LT.
- Philosophy:
"When the outcome of a game is certain, well call it quits and begin another." - Alan Watts
"...if the game of order-versus-chance is to continue as a game, order must not win. As prediction and control increase, so, in proportion, the game ceased to be worth the candle. We look for a new game with an uncertain result. In other words, we have to hide again, perhaps in a new way, and then seek in new ways, since the two together make up the dance and the wonder of existence. Contrariwise, chance must not win, and probably can not, because the order/chance polarity appears to be of the same kind as the on/off and the up/down." – Alan Watts
"If you know the enemy and know yourself, you need not fear the result of a hundred battles. If you know yourself but not the enemy, for every victory gained you will also suffer a defeat. If you know neither the enemy nor yourself, you will succumb in every battle." – Sun Tzu
"Our greatest glory lies not in never falling but in rising every time we fall." – Confucius
"Conquer, but don't triumph." – Marie Ebner von Eschenbach
"Do not repeat the tactics which have gained you one victory, but let your methods be regulated by the infinite variety of circumstances." – Sun Tzu
"The contour of the land is an aid to the army; sizing up opponents to determine victory, assessing dangers and distances... those who do battle without knowing these will lose." – Sun Tzu
"Human beings, who are almost unique in having the ability to learn from the experience of others, are also remarkable for their apparent disinclination to do so." – Dougless Adams
"Good judgment comes from experience, and often experience comes from bad judgment." – Rita Mae Brown
"First say to yourself what you would be; and then do what you have to do." – Epictetus
"Blessed is the man who, having nothing to stay, abstains from giving us worthy evidence of the fact." – George Eliot
- On Common Mistakes:
Use shift-tab to change your opponents color to red on the mini map always. Easier to recognize and react faster over time.
Make sure you place your zeals on ramp correctly so that you don't let in your opponents scouting probe, or even worse your opponents zeal early, which may kill probes.
Multitasking. Try to keep an eye on everything at the same time. This is what hotkeys are good for. Keep switching between units so you don't get hit by surprise. Keep an eye on ob(s) from time to time, so you have a better idea of what your opponent is doing. And of course, focus on nexus for probe production and gateways for unit production.
Not scouting properly with probe. Keep it in their base as long as you can, good for information and multitasking practice. If you are sure a goon is going to pop out soon you may leave a bit early if you would like, but usually I don't as that means its all that much earlier they could change plans, plus that frees you up 1psi when the probe dies.
Not looking at minimap enough. Keep tabs on this. Allows you to spot drops early, unit movement, how much of the map you have vs. what your opponent may have, and so on.
More...
- On Remaining Questions:
- Is 1base carrier viable?
- When should one transfer to arb/carrier tech?
- Island maps.
- When are cannons/shield battery’s really useful?
- Other builds.
- Large battle micro.
- Is going 1 base peak attack vs. a somewhat earlier expander worthwhile because of cointain, even though they may have a stronger economy and more units soon?
- Upgrades such as armor/shield/wepons, as well as air attack, etc. When to get them.
-Suicide probes while attacking effective at times?

- More...
V. Unit Choice
Become familiar with unit stats, which can be found here:
www.battle.net/scc/protoss/pstats.shtmlAlso, check out this thread for ideas, though I found it rather unsatisfying:
www.teamliquid.net/forum/viewmessage.php?topic_id=40036Unit choice is somewhat of an odd thing in PvP, but this is how the units usually flow. If you have a ramp one gate builds are generally the standard. If you don't two gate builds are. The first part of the game is a clash of openings to see to can gain an advantage. The early zealot portion of the game fades as goon tech comes, presenting an advantage though a ramp as well as micro. The goon stages lead to either citadel tech or robo tech or no tech is chosen which decides the late early game unit composition. Mid game transitions to speedzeals and temp/archon. Rarely, the high tech units Carriers and Arbiters come into play.
Zeal’s: I’d say this is the second most used unit in PvP. Archons & reavers tear up zeal’s. Zeal’s above/on a ramp > zealots trying to come up, so the defense has an advantage, but you could get contained if you are not careful. Early games don’t let the opponents zeal’s get in your base so you don’t risk having your probes killed or waste mining time. zeal’s are good meat shields in goon vs. goon battles, but if you have more zeal’s then your opponent you probably have less goons, so don’t misuse them or it could quickly turn into a situation where its just your small amount of goons vs. his larger amount of goons. Leg speed the the chief upgrade for zealots. I usually get his after I expand because of my style of goon/ob/shuttle/reavers. Requiem is a good map to play in order to learn how to do 2gate zeal to goon transition.
Goons: The bread and butter unit of PvP. Range is their primary upgrade; this increases range from 4 to 6, which is rather significant. It’s much easier to kill non-speed zeal’s with range or easier to work your way up a ramp. Vs. speed zeal’s there it’s not as easy to do hit and run tactics without range, just shuffle and attack. Goons vs. goons, make sure all of your goons are able to attack. Try to come at your opponents goons all at once rather then in a line. You can focus fire to kill their goons more quickly, but beware, they can pull that one goon back causing your goons to move and chase that goon and not shoot, which lets their goons get free hits.
Reavers: Ah Reavers, not a whole lot to tell about them that I have not covered elsewhere. Lets look at how reavers balance with goons. 2xreaver = price of 4xgoon. Shuttle is an extra 200 and perhaps speed is extra as well. Scarabs are extra at 75min for 5, kind of expensive eh, but that’s what balances reaver vs. goon price. And reaver has ½ the firing rate of goons yet 2.5x the damage over time not including splash. 1reaver on ground vs. 2spread goons = double KO. 1reaver vs. 2 clumped goons = reaver wins. Its obvious blizzard intended to balance the reaver vs. the goon. In a choke reavers are going to rape goons, but spread out in small numbers its even. In fact a reaver is only as durable as a goon. You pay 200for a shuttle for mobility. You pay extra 150min for a gate in order to pump out more goons, but bay does cost 150min/100gas. Reavers are ahead (15min) an extra scarab though after coming out victorious vs. 2goons spread. Reavers seem to be pretty well balanced with goons, so what it seems to come down to is how spread out the units the reaver is attacking are and the shuttle, that is, micro and decision making.
Scouts: Have little use in PvP. Used vs. carriers at times, but then carrier users usually just add in some corsairs and scouts become much less effective.
DA: have little used in PvP. Mind controling Arb/carrier, malestroming clumps of zealots, or feedbacking arbs/temps may be effective...
DT: I would not usually recommend dt over reaver as a mid game tech choice, but it can win games if used properly. Most used as 9/6 dt drop, 1gate to dt tech, 2gate hard zeal rush to dt tech. A forge is often gotten with dt tech so cannons may be gotten to protect against dt and perhaps drops. dt tech in response to dt tech is advocated by some. DT’s like reavers, can cause major damage quick if not dealt with fast.
Arbs: Late game unit. Consider teching to after attaining 3 assimilators.
Carriers: Same as Arbs, above. I’ve seen some people do a one base carrier build successfully, such as fisheye, but I’m not sure how viable this is.
Corsair: Have little use in PvP. Perhaps used with carriers for dweb and to help against scouts. Sometimes used in isand style maps.
High templar: Used for storm and to morph archons. Useful after obtaining 2gasses. Storm > clumped goons/zeal’s and archons > zeal’s. A Ht with Storm is perhaps the best harass unit.
Observers: Essential unit in PvP. Used to scout were probes/units are ineffective. Used to see dts. Optimally, you want to usually go as little obs as is reasonable, 1 if 12/3 or 9/6 and 2 obs perhaps if farther positions before pumping out reavers so you will have more gas and faster reavers. If you don’t go for a goon/reaver/shuttle build you have more gas/time to build in your robo, thus making more obs is easier.
Shuttle: This little bastard is what carries your reavers around. Also used for probes and other units at times. May put probes in it to transfer some to an island or to cliff your opponent with cannons. May put goons in it to cliff the other player or other units to help attack. The only upgrade for the shuttle is speed. At 200/200 this upgrade is expensive but it increased shuttle velocity dramatically. I ony consider getting this after I expand. This will help with harassing and keeping your shuttle alive.
Unit counters, by Hautamaki:
Vs. slow zealots: slow zealots/ranged goons/possibly dt (you'll want mostly goons but a couple of zealots go a long way. DT if no observers.)
Vs. ranged goons: zealots/ranged goons/possibly reaver/possibly templar/possibly dt (if you went for a reaver drop obviously you need reavers to match his greater material. A few zealots can help a lot since they take a lot more damage then goons (taking only half damage from goon shots) and a heck of a lot of zealots if you have speed upgraded. If you have templar tech, use it. Obviously use dt if he has no obs.)
Vs. zealot/goon: zealot/goon/possibly reaver/possibly templar/possibly dt/possibly archon (archons clean house against zealots but don't do well against goons. If he has many speedy zealots I'd make an archon or two. I'd also build reavers if I have a support bay because reavers clean house against zealots and pull their weight against goons if used well. If he is showing more goons then zealots, emphasis on templar, otherwise make archons before the battle)
Vs. dt + other units: obs/whatever (basically dt counter nothing in the toss arsenal, so long as you can see them anything will pull it's weight against the cloaked warriors)
Vs. templar + other units: try to have an emphasis on zealots over goons if at all possible, but remember that archons own them. Don't have more then 2 reavers and 1 shuttle, otherwise you'll never be able to outmicro storm.
Vs. carriers: ranged goon/templar/speedy scouts
Vs. reaver + other units: templar to storm the reaver are a big help, otherwise pure goon and flank him for cost efficiency
Vs. DA's: keyboard (you'll need it to mock him =p)
Vs. scouts: corsairs
Vs. corsairs: goons/possibly carriers (if we're talking an island map and you want air superiority, carriers are the unit of choice against sairs)
VI. Conclusion
As I look back on what I wrote I’m mostly satisfied. I believe I wrote most of what I understand about the match up. I believe this to be the best match up guide ever written, as far as I know, because perhaps something in Korean is better, but I doubt it. I would have liked to continue my systematic analysis of every possible useful build which I did for opening builds into early, mid game, and late game, but I don’t think I could have pulled that off well. So, instead, I decided to give you my builds and some general advice. The guide lapsed into explaining my style of play, but I don’t consider that a bad thing necessarily. I'd considered having a Q&A section but there does not seem to be enough demand. Also, I’d planned to have an RWA section, but I don’t believe the program has been updated, and my mic is rather poor quality.
Keep in mind this is just a guide -- Something to help you learn how to play PvP well. Do not take this as a complete explanation on PvP or even a compete explanation on how to do a certain kind of build. Nothing can substitute for playing a lot. You must play a lot in order to execute well and in order to come in contact with a variety of strategies and learn ways to counter them.
Watching replays, as always, may be helpful. But, it is necessary to take something form the replays and not just watch mindlessly if you wish to improve quickly. I would recommend sticking to many games by one player if you can, because this allows you to see how they adapt from game to game and situation to situation. My recommend reps section is a great place to start, and should keep you busy for a while. I usually enjoy watch reps of Daezang[gnh], Stork[gm], Nal_Ra, Pusan, Nony, Slider, Kingdom, Reach, Bisu, and quite a few more. The First thing to take from the replay is what map are they playing on, what builds and opportunities exist? Then realize what build of the big 5 the Protoss is doing. Watch how he scouts and see how he adapts his build based on the info he has on what the other person is doing. Keep macro; build orders, and efficiency in mind. Take note of building placement. Watch how the player uses his units -- this is anything from blocking his ramp to controlling his observers, as well as many more considerations. GL, HF and Learn everyone!
If you appreciate what I have done the biggest favor you can reasonably do me is to donate and help others out in the community!
I would like to thank all of the people who made this guide possible. Notably, Hautamaki, the father of Protoss strategy writing, who also wrote wise things such as this:
www.teamliquid.net/forum/viewmessage.php?topic_id=23933Thanks goes to -_-, for looking over my guide before release and giving me some critiques. Also, the good manner players that I have had the pleasure of playing Starcraft with, as well as the TL.net and GosuGamers.net communities.