The Concept Mass Sairs, Mass Lots. Flexible attack for fast 3 gas. Have some sairs around for fun.
The Build
1) Double Nexus - Core Same as any regular double nex, cept you don't get the natural gas.
2) Stargate - Citadel - +2gate (3) - Sair - Speed Up - 1 Cannon in main. *Off 1 gas: Star - Adun - Sair - Sair - Speed Up is possible, but very very tight. Because of the second sair, the leg up can be a little late but it should work out. *1st Sair scouts. *The Cannon in main is for surprise mutas. Since you are massing sairs you should be fine (unless his name is Park Sung Jun)
3) Mass Zealots + 7 sairs + Nat Gas + Archive @ 200 gas. *Zealots take off as soon as they get new legs. *Mass probes and when money allows build an assimilator. *Archive.
The Management -
1) Purpose is to snipe a 3 hatch to scourge zerg build. * The speedy lots hit at about 7:10. A minute faster than the 4 gate 2 archon. The zerg at this time can have about a sunken at every base and some hydra/ling. While it is just speedy zealots, they will still pose a threat. * Moving the speed lots around, the sairs steal OL kills. If Sair/Reaver - the hydra's will move to stop reavers, if Sair/DT, only the DT has to be stopped. When Speed+Sairs, the unit composition of the zerg is off, OLs die, and zealots will still trim down ling/hydra. * Still, it is better to play passive than aggresive. Increase to 5 gate + add templar.
2) Mutalisks! Mutalisks! * Laugh. Too easy. Too easy. * When scouting with the first sair, If a spire and natural gas is up, put 3 cannons @ main. (You don't wanna get scourged all at once and type GG) * Legs finish about when mutas come in. If the zerg did main gas only, even with scourges, the sairs (about 4 now) and cannons shrug this off. * Since they invested in Mutas, Hydras and lings won't be present. When the zealots run into the main, the nail is in the coffin, just hammer it in.
3) No Spire Zerg * Sometimes, Zergs are assholes and just go straight Den. Could be hydras or lurkers. Regardless, the answer's the same. Get less sairs (3-4) but continue harassing OLs. It's hard to stop both sairs and speed lots together with just hydras. * While this goes on, get a fast Archive and prioritize your 3rd Nexus. * Even if a lot of lurkers come, it will be 3-4. Because of sairs, mass lings can't be made (OL def), make sure to proceed nice and carefully and lurker/ling will be hard pressed to crack you. 4) Just a zerg... (Scourge+Hydra) * Get 7 sairs. Group Sairs (Trap a probe with a pylong) and slowly pick off skoji. While playing out the sair/lot. * Get Archives, and Storm, no archons. * Even with mass hydras, zealots can hold. When the zealots are about to give way, Storm should arrive. * Now get 3 base and late game.
That's all for now, simple right?
Sairs+Zealots are easy units to control. You don't need Bisu hands but rather follow your own pace and just take care of your units. Sairs if still kept alive and healthy in count can serve a plethora of uses in other parts of the game. So yeah, that's why passive play in this case is better...
That's all for today. More to come, like a part two and stuff. Maybe tomorrow? Maybe later this week.
Version 2. Stronger Late game, Weaker Timing Attack. You still get corsairs! 1) Double Nexus. Standard ya? 2) After Core - Stargate - Citadel - Nat Gas - +2 Gates - Sair - Speed - Air Up - Zeal/Sair The main difference this and the previous version is the nat gas. [ -_-;; ]. The gas will complete at about the time the stargate completes. As you finally manage to save up some gas, get the templar archive. * No big difference if you get sair+1 or not. When the sair comes out, 1-2 photon in main. * Make zealots and probes through the whole process 3) Templar Archives (3-4 sair timing) - attack - prepare expansion - psi storm The reason it's 3-4 sair timing is because that is when your gas will finally start really flowing. Put the archive down as soon as you don't feel starved on gas. * The purpose of the build isn't really to attack but rather be able to defend with a flexible force while also presenting a threat to the zerg. * Before getting the second expansion, prevent the zerg from getting the 4th base, and if you see space, try to go for some drones or such.
Bastard Zerg - 1) The Standard: 3 hatch - lair - spire - 5 hatch hydras. You're first corsair tells all. Bring him home after the spire's done. The scourges man! * Send the zealots out with speed. The zerg can hold with sunken ling hydra. * NEVER lose these units needlessly. Only when the zerg gets a fast 3rd expo we fully engage. If you think you can get some lings or drones while not taking damage, go for it. We can't lose zealots by the magu. It's 5 hatch vs 3 gate. Of course we get pushed if we lose these guys.
As your zealots commando their way around, set up your 2nd expo. Photo+Zealots can hold a lot. After holding, 8 gateway POWAaaa. Ofc you gather up your hanbang and go from there. The whole purpose of the build here is the lategame 3 base hanbang. 2) Slow Mutas: 3 Hatch - Lair - Spire 4 Hatch w/ Nat Gas - Muta & Scourge This is what zealot sair kills best. When muta/scourge come, 3-4 sairs make defence easy. * The focus here is the speedy lots. When the zergs mutas come, These guys are sent to run amuck the zerg base.
Because the mutas are out, zerg has no.. blah blah, part 1. In the chaos of the drones are running around, zealots acting like headless chicken, and mutas killing zealots - take your sairs (6+) and calmly dispatch the skoji (use the zealots to help find where in the base they are). If this is done, mutas are ez.
Anyways, the zerg's still at 4hatch+ at this stage so don't mass too many speed zealots but get your 2nd expo ready sooner. In this case, the zerg and toss are at the same base count, toss has taken no damage, zerg has sairs and drone damage to worry about and the game practically plays itself. 3) Hydra Lurker: 3 Hatch Lair - Den - 5 Hatch * Cut corsairs, about 3. * Cancel Legs, get archive. Get Dts. As you try to harass with this mini sair/dt, gather storms. * Don't expand and get robotics and gateways instead. We have to gather up a 2 base hanbang =(.
There isn't a real easy way to necksnap the Hydra Lurker through management. Just use your dragoons and high templar well. And by well, I mean like, really really well. Like, at least 10 times better than you usually play. It won't be easy but it's not impossible. Storms are gonna be key here. Center fight well, but it'll feel pretty gay, like old 3 hatch hydra waves, and feeling short on storms... 1.07... ~_~ NO NO! 4) 2 Hatch Muta - 2 Hatch Hydra You messed up man. Scout better. If your corsair is what sees this, it's too late. * Like all zerg all ins, hold and win.
Vs Muta - Cannon whichever stargate your nexus is at. Actually, go ahead and cannon everywhere. EVERYWHERE. Gather sairs, if you hold, you win -_-;; if you fail, you ... failed.
Vs Hydra - Use probes and hold, and if you hold with probes, this build cleans up rather well. The 3 gate Zealots help holding a lot and as time goes, legs will also finish. In this scenario, a hydra vs speed up zeal fight actually favorites the zealots due to the count and zergs production. If you can get to this scenario without crippling damage, GJ on your win.
Stork vs Yellow - Batoo Regames. Stork vs July - Batoo Regames. The games have the same builds but Stork vs July, July's immense pressure makes Stork fumble his build. Also Jangbi used this somewhere vs Firefist or so in winner's league on RH but he lost to a chogoling all in so... .. so......
... i've never seen a pro do this before. is this a popular build? could you possibly link to a replay or VOD of this working? nice guide though. as always your work is great. praying that i don't encounter this (if it works) in the future.
Yes, it's a common Samsung build actually. Jangbi and Stork used it a lot. Also there's a lot of discussion and a whole pt. 2 (variation) that will be done soon. Not tonight.
And I wouldn't share but anything but up-to-date PvZ builds and tactics. I mean, why would I want a zerg to win?
On March 30 2009 12:30 Dromar wrote: Am I right that there's no +1 in this build?
Yes that's right. There is the 3 gate zeal speed rush with +1 but that build skips the stargate and sairs altogether. I don't think it's very viable nowadays on most maps but when Longinus was motw on ICCUP I was using it there.
On March 30 2009 12:30 Dromar wrote: Am I right that there's no +1 in this build?
Yes that's right. There is the 3 gate zeal speed rush with +1 but that build skips the stargate and sairs altogether. I don't think it's very viable nowadays on most maps but when Longinus was motw on ICCUP I was using it there.
Really? I guess that explains why I don't PvZ haha. I thought it was still standard.
If the zerg sees that you haven't even started your second gas by the time your corsair is out won't he just take a quick 4th base and do a muta heavy build (or just pure mutas)? Last I checked the only build that shut down mutas was 2 stargate sairs and this is just 1 stargate with no +1 air attack.
Also if you guys go to the original korean thread there are two replays of this specific build at the top. So for the ones asking about +1, the answer appears to be you just don't get it until you break off of the opening BO.
I have a questions about '3) Mass Zealots + 7 sairs + Nat Gas + Archive @ 200 gas.'
Does that mean to take your natural gas after you have 7 sairs? If you are making just sairs and not other gas units then you'll get a surplus of gas after a while. Is that when you make the templar archives so when your able to make the templar archives you take your gas? I just don't understand when you get templar archives with this build.
Edit: I watched one of the replays attached and after 4 sairs he got second gas and then after 6 sairs he got templar archives.
Sounds viable @ lower levels. Though the whole build seems a tad risky, if you don't do much damage with the initial zealots, and corsairs get sniped by scourge early on (it's only 1 stargate so it's not like there are that many corsairs to reinforce), I would say it's really rough to come back. Are you planning on taking a second expansion with this build order? If so how do you plan on defending it without storm? Pure cannons don't work vs hydras. If the zerg survives the initial attack, the common hydra/lurk, or mass muta + scourge would destroy this strat, all zerg needs to do is scout with a scourge to see the army composition.
This seems like more of a 2 base, all-in attack, similar to the heavy zealot + a shuttle w/2 reavers + some corsairs timing attack, except with a faster timing attack of course. Probably still viable though, would like to see some reps.
@ Those people who are not saying this is viable or its only good at low levels
The 2 reps attached to the post @ pgr are against 2 different zergs. One of them was B- with good stats and the other (who was also Korean) was B+ last season with good stats. Its viable against high level zergs.