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PvT Reaper Cheese

Forum Index > StarCraft 2 Strategy
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Yamoth
Profile Joined February 2009
United States315 Posts
Last Edited: 2010-03-26 22:36:35
March 26 2010 22:33 GMT
#1
After the patch one 1v1 map, I am find it pretty much impossible to deal with proxy reaper cheese that hit my base at exactly 3:35 seconds into the game. On standard play, my zealot don't come out till 3:40 seconds and even if I were to cut my build order a bit to have it come out faster, there is no way for the zealot to catch up to the reaper. Forge cannon is pretty much useless cause reaper are so fast that they tend to hit my base before the cannon finished or when if totally cut production to make cannon came out faster, the reaper just walts around and kill anything that are not protected by my cannon range. At this point, I am totally lost on how to deal with proxy reaper, if anyone experience this and survive, I would really love to hear some input about it.

By the way, the enemy build order is:
10 barrack
10 refinery
10 supplies
11 tech lab
and proceed to hammer me with reapers one tech lab is finished.
threehundred
Profile Joined July 2009
Canada911 Posts
March 26 2010 22:36 GMT
#2
just scout after 11 gate, and build a cybernetics after gate, chronoboost a stalker
KimTaeyeon MEDIC MU fighting! ^^;;
threehundred
Profile Joined July 2009
Canada911 Posts
March 26 2010 22:37 GMT
#3
if there are no raxes or a late rax in the terrans base then go 2 gate right away and expect something non-standard
KimTaeyeon MEDIC MU fighting! ^^;;
The6357
Profile Blog Joined August 2005
United States1268 Posts
March 26 2010 22:38 GMT
#4
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?
2010 worldcup!! corea fighting!!!
AmstAff
Profile Blog Joined January 2008
Germany949 Posts
March 26 2010 22:40 GMT
#5
reaper needs a techlab at rax and a stalker counters him.
after 2 years i reached it = marine icon
deth
Profile Blog Joined August 2009
Australia1757 Posts
March 26 2010 22:40 GMT
#6
On March 27 2010 07:33 Yamoth wrote:
By the way, the enemy build order is:
10 barrack
10 refinery
10 supplies
11 tech lab
and proceed to hammer me with reapers one tech lab is finished.


ill abuse this a bit on blistering sands, ill see what works/what doesnt against it.
Yamoth
Profile Joined February 2009
United States315 Posts
Last Edited: 2010-03-26 22:47:10
March 26 2010 22:43 GMT
#7
Doesn't work, fastest I can get stalker out is 4 mintues and by that time the reaper already killed half my prob even with a zealot chasing it. Even if I did survive that, he transition to marauder and proceed to kill me.
Trowabarton756
Profile Blog Joined May 2008
United States870 Posts
March 26 2010 22:48 GMT
#8
Use your probes+your zealot to surround them till you get a stalker out...?
http://www.teamliquid.net/video/streams/Trowabarton756
Yamoth
Profile Joined February 2009
United States315 Posts
Last Edited: 2010-03-26 22:51:52
March 26 2010 22:50 GMT
#9
Reaper move faster than both unit, you can't surround a reaper with good micro. Plus pulling your prob to surround cost you to become even further behind in econ and get totally steamrolled by terran forces soon afterward.
Zoler
Profile Blog Joined June 2008
Sweden6339 Posts
March 26 2010 22:55 GMT
#10
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


My suggestion is learn all races, at least the buildings / units, before laddering.
Lim Yo Hwan forever!
Yamoth
Profile Joined February 2009
United States315 Posts
March 26 2010 22:57 GMT
#11
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


They came out of barrack and the one that I am up against do proxy barrack right outside my base. Honestly, I think this is even more op than the SCV/Marine all in that I have to deal with before the patch.
Apexplayer
Profile Joined September 2009
United States406 Posts
Last Edited: 2010-03-26 22:59:45
March 26 2010 22:58 GMT
#12
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


Defiantly learn all the races before jumping in the fire, but more importantly

How did you get into beta ;-;
Yamoth
Profile Joined February 2009
United States315 Posts
March 26 2010 23:02 GMT
#13
On March 27 2010 07:58 Apexplayer wrote:
Show nested quote +
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


Defiantly learn all the races before jumping in the fire, but more importantly

How did you get into beta ;-;


Okay, we got it, he need to know more about the game before making any comment or what not. Can we get off that topic and back onto ways to counter this?
The6357
Profile Blog Joined August 2005
United States1268 Posts
March 26 2010 23:04 GMT
#14
On March 27 2010 07:58 Apexplayer wrote:
Show nested quote +
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


Defiantly learn all the races before jumping in the fire, but more importantly

How did you get into beta ;-;


what do you mean how do i get into beta...=.=
My friend got in beta by opt-in with my SC key...and he sent me invite friend key...
and I want to learn by playing it...I'm not trying to be super good at sc2 or anything..i just play couple games a day...and learn new things
2010 worldcup!! corea fighting!!!
dthree
Profile Joined March 2010
Australia150 Posts
March 26 2010 23:05 GMT
#15
As previously stated, you can generally chrono a stalker out and with micro your losses won't be too large, especially with a zealot cutting off pathways.
Craton
Profile Blog Joined December 2009
United States17281 Posts
March 26 2010 23:07 GMT
#16
He's just being a troll. Ignore it.
twitch.tv/cratonz
ShadowDrgn
Profile Blog Joined July 2007
United States2497 Posts
March 26 2010 23:18 GMT
#17
Check likely proxy locations with your scouting worker. If you find him building a rax, you've all but won the game right there by killing the scv.
Of course, you only live one life, and you make all your mistakes, and learn what not to do, and that’s the end of you.
The6357
Profile Blog Joined August 2005
United States1268 Posts
March 26 2010 23:22 GMT
#18
how does sentry do against reapers? can't you get sentry faster than stalkers?
2010 worldcup!! corea fighting!!!
Yamoth
Profile Joined February 2009
United States315 Posts
March 26 2010 23:24 GMT
#19
The build time between the two unit is about the same and stalker works a whole lot better than sentries cause they move faster and don't have light armor.
cartoon]x
Profile Joined March 2010
United States606 Posts
Last Edited: 2010-03-26 23:43:06
March 26 2010 23:36 GMT
#20
hmm. very interesting. well, let's consider what maps this is effective on. Desert oasis, primarily? You may consider sending an earlier scout on that map, like 9 pylon > scout. So let's assume you know it's coming. If you scout the barracks soon enough, you could delay the building of the tech lab by using your probe to stand in its build location. You may be able to buy enough time to get a stalker out if you do this real gosu like. You could also attempt to wall off certain key areas of cliff with your buildings, making it more difficult for him to harass probes / easier to get him backed into a corner if he tries. You will be going for stalker, so your goal is to survive from 3:35 to about the 4:00 mark. If you can manage to delay the tech lab then you should be great; after all, the barracks will have to be pretty close to your base. Otherwise the base layout is probably the key. Pulling probe will not put you at a disadvantage as long as you don't lose too many. After all, he did go proxy barracks > reapers. You shouldn't be pulling ALL the probes. Reapers without the speed upgrade can be chased away a little better. With the good enough micro and building placement you should be able to keep him running. If you can manage to pull back some probes he gets hits in on, I think you can last those 25 seconds. Also, at what point are you building your gateway? Build it earlier and get your zealot out a little earlier.
It is not enough to conquer; one must learn to seduce.
Whiplash
Profile Blog Joined October 2008
United States2929 Posts
March 26 2010 23:37 GMT
#21
Chrono boosting a stalker is your best option
Cinematographer / Steadicam Operator. Former Starcraft commentator/player
Jugan
Profile Blog Joined July 2009
United States1566 Posts
March 26 2010 23:48 GMT
#22
On March 27 2010 07:36 threehundred wrote:
just scout after 11 gate, and build a cybernetics after gate, chronoboost a stalker


Stalker owns reapers. I think you need like 4-5 reapers to take down a stalker without significant losses.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
ZeKk
Profile Blog Joined November 2004
Sweden320 Posts
March 27 2010 01:53 GMT
#23
On March 27 2010 07:55 Zoler wrote:
Show nested quote +
On March 27 2010 07:38 The6357 wrote:
ahh those damn things are called reapers...I got owned by those a few times last night
U can never kill those with zealots and they are pretty good at killing pylons too...
btw what building do they come out of..? what building should I see in terran base to expect reapers?


My suggestion is learn all races, at least the buildings / units, before laddering.


It's nothing wrong to laddering without know everything about each race etc, since stats isn't important, or atleast shouldn't be.
Zeke50100
Profile Blog Joined February 2010
United States2220 Posts
March 27 2010 02:03 GMT
#24
I think it's much better to scout after a 9 Pylon, because a standard Rax normally comes in at 12. Just swing the worker around a bit and scout for any proxies, and if you can't find one, head to their base. If they don't have a Rax in there by 12 or 13, something's up; either Fast Expand (in which case you grab a second Gateway) or a proxy, in which case you get a Cybernetics Core.

If you already have a Zealot, then run it around to find the proxy. If you can find it, great. If not, you'll need to wait for the first Stalker to come out. If you don't yet have a Zealot out, you can let it finish if you fear your Core will be too late. If not, then Chrono Boost your first (and all subsequent) Stalker(s).
icki.icki
Profile Joined March 2010
106 Posts
March 27 2010 18:26 GMT
#25
I'm not even sure why you'd proxy a rax for reapers; they're pretty damned quick anyway.
morimacil
Profile Joined March 2010
France921 Posts
March 27 2010 19:29 GMT
#26
I'm not even sure why you'd proxy a rax for reapers; they're pretty damned quick anyway.

Afaik, they are normal speed, and only get faster after the upgrade, which takes quite a while.
BigBalls
Profile Blog Joined May 2003
United States5354 Posts
March 27 2010 19:50 GMT
#27
this build has the potential to be overpowered on blistering.


basically if youre t run make the rax outside the base near the destructible rock. if the toss made 1 pylon to power his gateway target it with your reapers, only takes 14 hits to kill the pylon, might be able to get it. the reaper is in the base BEFORE chrono'ed stalker is done so its fairly annoying.

id say the best course of action is to scout on 10, if you see nothing in main just 1 gate core, chrono your zealot, chrono your stalker, make 2 pylons instead of 1 for powering gateway and search for the proxy to make sure its not like allin rine or something
if you guys could use google and post direct links to the maphacks here it would be greatly appreciated. - Nazgul
kme
Profile Joined March 2010
Serbia176 Posts
Last Edited: 2010-03-28 00:11:35
March 27 2010 23:43 GMT
#28
I could see this being deadly on steppes of war. What is the exact build order?

Edit: ok I just tested some 8 rax BO(proxy rax), and the reaper was on his mineral line at 3:20 replay time. The strange thing I noticed that bot went 8 gate build :S so he had a zealot by the time the reaper was in his base. But I'm guessing any normal build will have a zealot until much later. Especially if he sends a scout only after starting a gateway. Even if he scouts after pylon, by the time the worker gets in you base he will probably still end up making gateway on 11-12(if he chrono boost the zealot it will come out at exactly same time but how much would one zelot help?). The forge instead of gate would probably work, if he placed his first pylon near nexus.
Jugan
Profile Blog Joined July 2009
United States1566 Posts
March 28 2010 00:06 GMT
#29
On March 28 2010 08:43 kme wrote:
I could see this being deadly on steppes of war. What is the exact build order?


It's actually not. This is because you basically know which direction the reapers are coming from. Since you know, you can now EASILY defend.
Even a Savior couldn't fix all problems. www.twitch.tv/xJugan
palanq
Profile Blog Joined December 2004
United States761 Posts
March 28 2010 00:39 GMT
#30
I never get a zeal before stalker for exactly this reason. I only build a zeal before core if I scout 2 rax with no gas or something. otherwise, you need that first stalker ASAP to defend the reaper. if you do it this way then I think on most maps you don't even need to chronoboost the stalker unless it's some proxy?

anyway, don't get a zeal, spend those mins on faster core.

I would suppose that no rax in base means proxy marines if there's no gas (so, yes, do get that zeal), but proxy reaper if there is gas (so chronoboost a stalker as your first unit instead).
time flies like an arrow; fruit flies like a banana
Yamoth
Profile Joined February 2009
United States315 Posts
March 28 2010 00:43 GMT
#31
You need that zeal before stalker, if you went stalker asap, the enemy got a 30 second window to kill your probe, With zeal, you can lower the prob death down to just 2 or 3 instead of like 6 or 8
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
March 28 2010 07:06 GMT
#32
On March 28 2010 09:43 Yamoth wrote:
You need that zeal before stalker, if you went stalker asap, the enemy got a 30 second window to kill your probe, With zeal, you can lower the prob death down to just 2 or 3 instead of like 6 or 8


This is perfectly right imho. From my experimenting it took 11 reaper shots to kill a zealot (I may be off by 1 or 2) Either way, it takes three to kill a probe. Just that much lets you know you save the lives of at least 3 probes with that first zealot, as well as likely outpositioning the first rushed reaper. And if their micro can't handle it, the zealot can get a good hit or two on the reaper. Reapers without speed aren't immortal, they're just awesome
Sup.
LuDwig-
Profile Blog Joined February 2007
Italy1143 Posts
Last Edited: 2010-03-28 07:14:32
March 28 2010 07:12 GMT
#33
On March 28 2010 09:39 palanq wrote:
I never get a zeal before stalker for exactly this reason. I only build a zeal before core if I scout 2 rax with no gas or something. otherwise, you need that first stalker ASAP to defend the reaper. if you do it this way then I think on most maps you don't even need to chronoboost the stalker unless it's some proxy?

anyway, don't get a zeal, spend those mins on faster core.

I would suppose that no rax in base means proxy marines if there's no gas (so, yes, do get that zeal), but proxy reaper if there is gas (so chronoboost a stalker as your first unit instead).



Ok this is the answer.
How much time it takes to have the first stalker?
Is it more or less than 3:20?
If it is more i suppose it is little unbalanced? (the reaper cheese would be not defendable)

On March 28 2010 16:06 dudeman001 wrote:
Show nested quote +
On March 28 2010 09:43 Yamoth wrote:
You need that zeal before stalker, if you went stalker asap, the enemy got a 30 second window to kill your probe, With zeal, you can lower the prob death down to just 2 or 3 instead of like 6 or 8


This is perfectly right imho. From my experimenting it took 11 reaper shots to kill a zealot (I may be off by 1 or 2) Either way, it takes three to kill a probe. Just that much lets you know you save the lives of at least 3 probes with that first zealot, as well as likely outpositioning the first rushed reaper. And if their micro can't handle it, the zealot can get a good hit or two on the reaper. Reapers without speed aren't immortal, they're just awesome


This makes absolutesy no sense at all.
If i use a zealot i will have late core late stalker..this means that my stalker will have to fight 3+ reapers and not only one..(You can't save probes if your zealot die without making damage)
So the only question is: how much time to make a stalker?
http://www.teamliquid.net/forum/viewmessage.php?topic_id=120015&currentpage=98<--Search the HotBid's Post
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
March 28 2010 14:16 GMT
#34
You can make fast zealot and fast core, there is no reason not to make a zealot as the gateway won't be used anyway. You might have to wait a few secs after gate finishes to start the zealot but it will be done way before core finishes.
Either way the fast zealot and stalker easily stop reapers and the damage to terran's economy of fast reapers due to the delayed supply depot is more then the damage to your economy if your defense is well. Perhaps that the tech lab cost reduction makes rax -> supply -> ref possible in stead of rax -> ref -> supply in which case it's a bit more efficient for T but still not that great.
fulmetljaket
Profile Blog Joined December 2008
482 Posts
March 29 2010 12:59 GMT
#35
the reaper jumpes up onto ledges. there is NO SIGHT ON LEDGES WITHOUT A SCOUT. use this to your advantage. when the reaper jumps up on the ledge, have a friendly cannon or two waiting for him.

should hold him off for long enough to get some stalkers.

if not... you should research build orders more, cause my reaper rushes have def been beat before
"Hunter Seeker Missile Is Gay, Just Like You." - Anon @ US
asdfTT123
Profile Blog Joined June 2009
United States989 Posts
March 29 2010 14:09 GMT
#36
I want to know if there is a solution to this also. I play PvT against mostly plats, and against the handful of them that are competent, fast rax reaper always wins.

It doesn't matter if you chrono boost your stalker. The reaper will reach your base by abusing terrain so this is viable on several maps - mostly LT and DO. Some T's will even go so far as to proxy their rax if it's on a less favorable map, and there's nothing you can do against it.

Zealot does not help because a reaper is much faster and can be microed to kill it, then proceeding to own your probes. Chrono boosting your Stalker by going 1 gate, assimilator, pylon, core will get your Stalker out almost a full 8 seconds after the reaper has reached your mineral line in many cases, by then, you could easily lose 4-5 probes, which is instant GG at this point. The T can simply fast expo or transition to mauraders and own you any way he pleases.

I have a few ideas of beating this - mainly making zealot while core is being warped in and then chrono boosting a stalker for the zeal to be a distraction. Against a good player, he can outmicro the zealot and kill a few probes in the process.

On a four player map, it's basically a necessity to scout with your first pylon probe now because of this danger.
n.Die_Jaedong <3
Liquid`Jinro
Profile Blog Joined September 2002
Sweden33719 Posts
March 29 2010 14:28 GMT
#37
I'm pretty sure if you don't kill 4-5 probes with this build you are MASSIVELY behind - going 10 rax 10 gas 10 supply fucks your eco pretty good...

I haven't tested this BO TvP since the first patch tho, so I'm gonna give it a go.
Moderatortell the guy that interplanatar interaction is pivotal to terrans variety of optionitudals in the pre-midgame preperatories as well as the protosstinal deterriggation of elite zergling strikes - Stimey n | Formerly FrozenArbiter
Zato-1
Profile Blog Joined March 2009
Chile4253 Posts
March 29 2010 14:29 GMT
#38
On March 27 2010 08:22 The6357 wrote:
how does sentry do against reapers? can't you get sentry faster than stalkers?

Sentries have armor type Light, which means Reapers do more than double the damage against them than they would against an Armored unit such as the Stalker. You're far better served by getting Stalkers against Reapers.
Go here http://vina.biobiochile.cl/ and input the Konami Code (up up down down left right left right B A)
R-Rated
Profile Joined December 2008
United States10 Posts
March 29 2010 14:55 GMT
#39
It seems that if you get a zealot first while core is getting done, then the terran will need to spend time microing that first reaper to kill it. Shouldn't this buy enough time for a stalker with chrono?
Fallen
Profile Joined October 2005
Canada192 Posts
March 29 2010 15:39 GMT
#40
This reaper build does really well in 2v2s. It counters all proxy cheese/2+ gate zealots. It's also very efficient against other Terrans since you get a reaper in their base 30 seconds before they make a marauder(if they didnt get a fast tech lab, you'll be in their base for a good minute).

Pretty awesome 2v2 opening.
oh hay
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
Last Edited: 2010-03-29 16:22:17
March 29 2010 16:21 GMT
#41
On March 29 2010 23:28 FrozenArbiter wrote:
I'm pretty sure if you don't kill 4-5 probes with this build you are MASSIVELY behind - going 10 rax 10 gas 10 supply fucks your eco pretty good...

I haven't tested this BO TvP since the first patch tho, so I'm gonna give it a go.


Yah.

I played someone last night who did this from his choke and only got about 3 probe kills (from my assimilator that I didn't pull). He then had to play catchup since my economy isn't really affected. If you see a reaper you should be running your probes towards your gateway so the reaper gets closer to your gateway as your stalker appears, thus reducing your probe losses. If you spot a reaper you shouldn't just keep mining and let him get free kills.

Would you run your probes if you got colossus dropped? Or if you got DT harassed? Or if there was a muta harass?

I think players need to go back to basics sometimes :/
"We have unfinished business, I and he."
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-29 16:39:17
March 29 2010 16:33 GMT
#42
I'd go for 2-gate-stalkers in PvT: Stalkers are IMO underestimated against Terran, mostly because Marauders deal a lot of DMG to the Stalkers, but 2-gate Stalkers are very good against all sorts of cheese with bunkers, reapers, SCV-rushes with Marines etc. They're also nice against Banshees, Hellions, Drops of some sort etc.

And against Marauders, just go for Robo after 2 gates, chronoboost an Immortal if you think the T will push soon with lots of Marauders or go for an Observer and see how many Immortals you need.

I also think Zealots aren't that good against Marauders, Reapers and all sorts of cheese anyways or at least not before the Leg-Upgrade.

I go for 2-gate Stalker into Robo against T and P and so far I think it's pretty solid.

It also translates very well into different follow-ups: You can for example play very aggressive thanks to rather early Warpgates and Immortals, good scouting thanks to Observer and make a very offensive pylon, add 1-2 gates and keep pressuring the opponent (if he went for an early expansion or is teching for example).
You can also play defensively very well thanks to Stalkers and the scouting of the Observer and take an expansion or you can do some sort of creative stuff with the vision of the observer and stalker-blink or Immortal-drops with prism etc.
https://soundcloud.com/thesamplethief
dudeman001
Profile Blog Joined February 2010
United States2412 Posts
March 29 2010 16:52 GMT
#43
On March 29 2010 21:59 fulmetljaket wrote:
the reaper jumpes up onto ledges. there is NO SIGHT ON LEDGES WITHOUT A SCOUT. use this to your advantage. when the reaper jumps up on the ledge, have a friendly cannon or two waiting for him.

should hold him off for long enough to get some stalkers.

if not... you should research build orders more, cause my reaper rushes have def been beat before


Cannots don't seem like the most viable solution to reaper proxy to me. First off you're sacrificing a faster gateway and therefore your entire tech to make cannons, currently some of the most useless static defense. If the terran opts to NOT reaper proxy, you're already behind.

And if your timing is off and a single reaper gets past warping-in cannons and into your probe line, that's instant GG. A smart terran would send in his scouting scv after it finishes the proxy rax and see the cannons anyway, letting him either pick the right spot to hop up the cliff or switching strategies altogether.

And let's not forget maps like Kulas Ravine where the reapers jump down, not up, so sight isn't an issue.

On March 30 2010 01:33 kickinhead wrote:
I'd go for 2-gate-stalkers in PvT: Stalkers are IMO underestimated against Terran, mostly because Marauders deal a lot of DMG to the Stalkers, but 2-gate Stalkers are very good against all sorts of cheese with bunkers, reapers, SCV-rushes with Marines etc. They're also nice against Banshees, Hellions, Drops of some sort etc.


Does 2-gate stalker slow the timing for the first stalker? If it does I'd be skeptical about using this. Getting that very first stalker should be protoss's main priority.
Sup.
PhiliBiRD
Profile Joined November 2009
United States2643 Posts
March 29 2010 19:37 GMT
#44
this happened to me yesterday on Desert Oasis. proxy reaper rush, guy did a 9 rax 9 gas 10 depot build and the reaper got to me as soon as my first marine popped out, which died and it was gg. really impossible to beat unless you KNOW its coming.
kickinhead
Profile Joined December 2008
Switzerland2069 Posts
Last Edited: 2010-03-29 20:01:28
March 29 2010 20:00 GMT
#45
On March 30 2010 01:52 dudeman001 wrote:
Show nested quote +
On March 30 2010 01:33 kickinhead wrote:
I'd go for 2-gate-stalkers in PvT: Stalkers are IMO underestimated against Terran, mostly because Marauders deal a lot of DMG to the Stalkers, but 2-gate Stalkers are very good against all sorts of cheese with bunkers, reapers, SCV-rushes with Marines etc. They're also nice against Banshees, Hellions, Drops of some sort etc.


Does 2-gate stalker slow the timing for the first stalker? If it does I'd be skeptical about using this. Getting that very first stalker should be protoss's main priority.


You can get the first Stalker out before adding the second Gateway if you want - at least that's what I do. You can even chronoboost the first stalker, but I prefer using all my boosts on Probes right after the first pylon finishes - really gets your macro going and in my experience, the stalker comes out soon enough to defend against reaper-harrassment.
Maybe on Desert Oasis it's safer to chronoboost the stalker, just because fast-reapers are often used on this Map, the opponent knows where u are from the start and they have a pretty short distance to cover...

Atm I often go for Council instead of robo and add few Zealots when Leg-Upgrade is finished, if the opponent is pressuring you with marauders that is... Then you can get rather fast Storm which are just awesome against M&M.
Also, you should maybe mix in a Sentry to defend your ramp and shield when using lots of Stalkers, because Marauders are really scary. :S

But I like Robo with Immortals and Council for Leg-Upgrade and then Templars both very much. I just don't like using Zealots without Leg-Upgrade in the early-game because they suck against reaper, hellions, SCV+Rines-Cheese, and Marauders if you don't have Sentrys and get off some nice force fields behind the marauders so your Zealots can get to them...
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niteReloaded
Profile Blog Joined February 2007
Croatia5282 Posts
Last Edited: 2010-03-29 20:10:00
March 29 2010 20:09 GMT
#46
Lemme point a few things out that, I'm guessing, make this especially nasty.

Remember, the very purpose of proxies is to shorten the travel time of attacking units. The travel time is measured from the building location to the choke points for most units, but not reapers, because they can enter the base in many locations. In this way they are similar to reaver+shuttle from SC1. But unlike going reavers, barracks doesn't require 200 Gas AND can lift-off which means you don't have to pick a special, sheltered spot to place the proxy.

All that makes searching for proxies damn hard, thus making the strategy stronger.
StayFrosty
Profile Joined February 2010
Canada743 Posts
March 29 2010 20:12 GMT
#47
On March 27 2010 08:36 cartoon]x wrote:
hmm. very interesting. well, let's consider what maps this is effective on. Desert oasis, primarily? You may consider sending an earlier scout on that map, like 9 pylon > scout. So let's assume you know it's coming. If you scout the barracks soon enough, you could delay the building of the tech lab by using your probe to stand in its build location. You may be able to buy enough time to get a stalker out if you do this real gosu like. You could also attempt to wall off certain key areas of cliff with your buildings, making it more difficult for him to harass probes / easier to get him backed into a corner if he tries. You will be going for stalker, so your goal is to survive from 3:35 to about the 4:00 mark. If you can manage to delay the tech lab then you should be great; after all, the barracks will have to be pretty close to your base. Otherwise the base layout is probably the key. Pulling probe will not put you at a disadvantage as long as you don't lose too many. After all, he did go proxy barracks > reapers. You shouldn't be pulling ALL the probes. Reapers without the speed upgrade can be chased away a little better. With the good enough micro and building placement you should be able to keep him running. If you can manage to pull back some probes he gets hits in on, I think you can last those 25 seconds. Also, at what point are you building your gateway? Build it earlier and get your zealot out a little earlier.


This.

Pylon placement behind probes to block reaper in and let your zealot catch up, gg.
Marradron
Profile Blog Joined January 2009
Netherlands1586 Posts
March 29 2010 20:29 GMT
#48
I'm not sure what the timing on scouting would be. I usualy go 13 gate. no zeal straight to a stalker. I scoute after pylon or gateway depending on the map. You should see in their base that something is up. (though like i said i'm not sure if it would be on time)
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