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[H] Protoss Standard Build Order Overview?

Forum Index > StarCraft 2 Strategy
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Z3kk
Profile Blog Joined December 2009
4099 Posts
April 30 2010 04:21 GMT
#1
Hi! I saw a thread about the "Zerg Standard Build Order Overview", and I thought to myself, that's exactly what I need! I have somewhat little idea of build orders, and as such I usually tend to get rolled, so could someone point me to a thread somewhat like that, or at least briefly list some build orders? I'm mired in copper thanks to horrible APM/multitasking and near-utter lack of knowledge as to what build orders I should follow. Liquipedia has few entries, and I'd like to know if you guys have any more.

Thanks!! :3
Failure is not falling down over and over again. Failure is refusing to get back up.
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
April 30 2010 04:26 GMT
#2
My personal favorite: 9 pylon 13 gate 14 gas 15 pylon 16 cyber 17 gas

chrono a stalker when cyber finishes. done by the time reapers come.
Clearout
Profile Blog Joined April 2010
Norway1060 Posts
April 30 2010 04:30 GMT
#3
On April 30 2010 13:26 DragonDefonce wrote:
My personal favorite: 9 pylon 13 gate 14 gas 15 pylon 16 cyber 17 gas

chrono a stalker when cyber finishes. done by the time reapers come.


After that, what you do mostly depends on what you are playing and what they are going.

If youre playing vs a terran or a zerg going roaches getting immortals is good idea. Otherwise going more gates and making a healthy mix of zealots / stalkers / sentrys and expanding is a good general guideline.
really?
MLG_Wiggin
Profile Blog Joined March 2010
United States767 Posts
April 30 2010 04:33 GMT
#4
On April 30 2010 13:21 Z3kk wrote:
Hi! I saw a thread about the "Zerg Standard Build Order Overview", and I thought to myself, that's exactly what I need! I have somewhat little idea of build orders, and as such I usually tend to get rolled, so could someone point me to a thread somewhat like that, or at least briefly list some build orders? I'm mired in copper thanks to horrible APM/multitasking and near-utter lack of knowledge as to what build orders I should follow. Liquipedia has few entries, and I'd like to know if you guys have any more.

Thanks!! :3


Thanks for the shout out!
@DBWiggin, SC2 ref
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
April 30 2010 04:40 GMT
#5
On April 30 2010 13:26 DragonDefonce wrote:
My personal favorite: 9 pylon 13 gate 14 gas 15 pylon 16 cyber 17 gas

chrono a stalker when cyber finishes. done by the time reapers come.

I second this opening, though i usually find a 14 gas 15 pylon makes me cut probes so i get a 15 gas 16 pylon then 19 gas.
After that you either have 5 things to choose from:
4/5 gate zealot sentry timing attack (add 3/4 gates and chrono warp tech),
stalker immortal push (robo, add 2 gates and chrono warp tech),
stargate play either voids or phoenix (stargate, then gates to defend home front),
fast blink (twilight archives and gates chrono warp tech and blink),
or expand (sentries for defence and save up for nexus).

The other one would obviously be 9 pylon 10 gate, 12 gate, pump zealots.
Cheese would be proxy 2 gate.
Vic.nQQ
Profile Blog Joined January 2009
Bulgaria88 Posts
Last Edited: 2010-04-30 04:52:51
April 30 2010 04:50 GMT
#6
Favorite opening vs. T where I expect reapers:

10 pylon (scout)
10 gate
12 asimilator
16 pylon
C. Core when gate finishes

chrono boost probes all the time, but make sure to have 1 boost ready for when the core is ready, if you scout very fast reaper boost a stalker, if you don't get a normal stalker and send it to opponent's base to "harass" (mostly does nothing, but if you can pick a free marine or make him repair his wall it's a small win )

From here you could either start warp gate tech straight away or transition in a Robo and later warp gate.

important things to remember vs. T:
1) pretty much no unit combination without Zealots can stand up to mass marauders (+ the inevitable ghosts). ALWAYS get a bunch of zealots (charge is a +) before you're about to engage!
2) unless you get a very good scout on the T, always get reasonably fast observer, because the obs will scout for you AND will help you against banshee harass that often happen
3) very good tactic to do (in general, not only against T) is to have a warp prism ready later in to the game when you tech to a Dark Shrine. Just try to warp in a couple of DTs in one of his expansions 2-3 seconds before the major engagement happens, then get your units in position and move the warp prism to his main/other expansion while battle is still ongoing. I always try to do this and more often than not it pays off. I guess same could be done with zealots earlier, but I don't like to spend too much on harassing units if I plan to engage with my main army at the same time.

This 10 gate opening I'm not sure if it puts you too behind too much, but I find the games where I use it rather balanced, it also allows you to tech faster and helps a ton against 10 proxy rax reaper.

Bah too lazy to write down my thoughts on other matches and I'm actually being late! :O
I believe!
t3tsubo
Profile Blog Joined April 2009
Canada682 Posts
April 30 2010 04:54 GMT
#7
anything less than 13 gate makes my probe production stop , which irks me.
as for the observer, that is correct most of the time but starport play doesnt need it and hallucination push builds dont need it for the phoenix hallu scout.
Z3kk
Profile Blog Joined December 2009
4099 Posts
May 02 2010 21:21 GMT
#8
Thanks everyone! I wrote it down (rofl) and I'm actually doing pretty well. :D Rank 7 and 1236 rating atm in Copper, and I haven't even played that many games! XD
Failure is not falling down over and over again. Failure is refusing to get back up.
Opti
Profile Joined April 2010
United States155 Posts
May 02 2010 21:46 GMT
#9
Just a note here. On small 1v1 maps, terran like to go 6 or 8 rax reaper rush, and if this happens to you and you are going for 13 gate, you are 100% screwed, game over. If you see this ( and you need to know by 10 food so you can go 10 gate) then youll have to go 10 gate with core asap and pump stalker with 2x chrono to D it. If you survive, you win, b/c his economy will suck so bad, but surviving is the hard part.

I always scout vs terran with one of my first 6 workers to make sure he isnt doing this. If you see no supply depot or very very early gas (like before 10 supply gas) then expect a super fast reaper.
DarkPlasmaBall
Profile Blog Joined March 2010
United States45167 Posts
May 02 2010 22:32 GMT
#10
Here too:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=122344
"There is nothing more satisfying than looking at a crowd of people and helping them get what I love." ~Day[9] Daily #100
deo1
Profile Joined April 2010
United States199 Posts
Last Edited: 2010-05-02 22:53:32
May 02 2010 22:41 GMT
#11
If you are a copper player, than I think the best thing you can do is come up with a build order of your own. Think of a priority list, e.g.

1. Never cease probe production
2. Never get psi locked
3. Never cue up something if it prevents you from doing something in the moment
4. figure out a single tech path and follow it i.e. don't branch out in multiple directions
5. Keep money low. Sounds simple but throwing this in there ensures that if you're not the best player, then you'll at least be doing something potentially useful whether your have a plan for it or not. For example, if you're waiting on your core to finish before your robo goes down and all the higher listed priorities are accomplished and you still have some money, build some units or expand.

In the early game your apm won't have to be that high to accomplish this if you have a logical plan. Also, you won't have to remember food numbers of a build, because your next action will be based on the listed priorities. In other words, if you mess up, the rules will help you get back on track most efficiently.

Chances are that if you have a logical plan, the build that results will be a build that someone has actually used to success. Once you learn to think about the game, then you will be best equipped to analyze general builds. gl.
Poooooor Protoss.
Tin_Foil
Profile Blog Joined February 2010
United States243 Posts
May 03 2010 01:08 GMT
#12

I always scout vs terran with one of my first 6 workers to make sure he isnt doing this. If you see no supply depot or very very early gas (like before 10 supply gas) then expect a super fast reaper.


I don't advise this. You can scout with your probe that builds your first pylon and see a reaper rush in time.

I'm kinda bored(stuck at the in-laws house, so no SC2), so I'm gonna make a big post.

My normal builds. Try to keep near constant probe production.

Vs. T

9 pylon-this probe scouts, chrono once pylon is finished, 12 gate, Chrono again, 14 gas, 15 pylon, Cyber as soon as gates up, Chrono a stalker out, start warpgate up right after stalker, then get 2nd gas.

If i scout funny business like mass marines I try to cut probe a bit and get an extra gate earlier, plus try to get a sentry before the attack to force field ramp to delay the attack.

Then I continue into 3 gate/robo to get obs then immortal or colossi(or if my obs sees he's building air, going with blink stalkers), or 3 gate Stargate to void ray harass.

Vs. P--This is pretty similar to my Vs T, but with some variations. Mainly since I'm not worried about reapers.

9 pylon, chrono when pylons done, 13 gate(get a zealot when gates done)-this probe scouts, chrono boost more probes, 14 or 15 gas, 16 pylon, cybercore-warpgate, 2nd gas, then I get a sentry as soon as the core is done to force field zealot pushes.

If I scout a heavy zealot rush I slow the gas and core to get an extra gateway+more zealots.

I then continue with a 3 gate/robo for a quick obs/scout into colossi or heavy gateway armies with blink stalkers, depending what hes getting, or double immortal drop(target probes and pylons), or got with 3 gate into Stargate for VR harass. In this match up I tend to build up VR's after the harassment slows since they do very well against stalkers(until the stalkers get blink), especially supported by a zeal/sentry/stalker army.

Vs. Z I'm still working this one out, and PvZ is my worst match up..But, I'll give you what i've been trying.

9 pylon, 10 gate, Chrono probes once, Throw another gate when you can after the chrono, followed by a 2nd pylon, chrono a zealot asap, and follow up with some more zealot production. If you scout an early expo by the zerg, then pressure it with zealots. If not, then hold you ramp with 3-4 zealots, gas and core up, and use chronos to pump out more probes.

Then I continue with 3 gate/robo to immortals if I scout roaches, or an early obs to check it out what hes up to. Something like a 2 immortal, 2-3 sentry, 1-2 staler, 3-4 zealot push early does wonders against early expansions. throw a FF on his ramp to block reinforcements from his main and just take the expo then back up. If I see spire with my obs then I go for blink stalker with sentries and hold back a bit till i can cannon up a bit, then continue to either a few colossi or HT.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
May 03 2010 03:06 GMT
#13
if you 10 or 12 gate you might as well not bother to chrono your probe's as you will have downtime on the nexus then anyway. Save chrono's in builds for when you are going to do constant production on something or need something particulary fast like a stalker vs reapers. There is hardly any point in chronoing a probe (or zealot) to then have your nexus sit idle.
With that in mind constant probe production is really my favorite build order as that makes the best use of protoss chrono power imo. That is 13 gate but offcourse sometimes this isn't possible so i like to accompany it with scouting on 9 on 2 player maps to see odd openings. The scout always checks popular proxy spots against T and P and just the base against Z. If nothing is suspicious 13 gate is fine, if you scout something weird after having made a gate at 13 you can still win the game often by just saving up chrono boosts.

After 13 gate it's virtually always 15 gas 16 pylon. From that point it depends on what they are going but if they opened 'normal' it's a fast cyber against T followed by a fast robo and some zealots with a delayed cyber against Z and P. I generally only use the first 3 or 4 chrono's on probe production and the other ones on other stuff as faster probe production is less efficient once you start reaching saturation which protoss does quite quickly.
WorkersOfTheWorld
Profile Joined April 2010
United States619 Posts
May 03 2010 03:10 GMT
#14
10gate if you fear early harassment. Otherwise 13 gate. Make the call based on the map, unless you also know your opponent's playstyle. Be sure to err on the side of caution. 13 gate get's easily borked by proxy reaper, marauder, etc.
Samwise: You don't want to play Dustin [Browder]. He can't even beat the UI, let alone the AI. -
yarkO
Profile Blog Joined September 2009
Canada810 Posts
Last Edited: 2010-05-03 03:20:42
May 03 2010 03:19 GMT
#15
10 gate, 12 gas, 14 core, 16 pylon

2nd gate before tech 98% of the time unless scouting tells me to do something else. I normally grab my 2nd gas shortly after placing my core down, depending on how gas-heavy my planned build would be.

If I'm going for Robo builds, I won't usually add a 2nd gas until my Robo goes down.

When you are prepared, there's no such thing as pressure.
Capteone
Profile Joined March 2010
United States197 Posts
May 03 2010 17:46 GMT
#16
If you're expecting a fast reaper attack on a small 1v1 map; what is the standard opening to use for 10 gate?

Is it:
On May 03 2010 12:19 yarkO wrote:
10 gate, 12 gas, 14 core, 16 pylon


or different?
Devious-Gaming - www.Devious-Gaming.co.cc
L_Master
Profile Blog Joined April 2009
United States8017 Posts
May 04 2010 07:28 GMT
#17
I'm not a fan of 1 base play or early timing pushes (like 4gate zeal/sentry v zerg) type play. Basically I'm trying to figure out when the soonest I can expand is and be safe against most stuff. Right now I'm mostly doing gate, cyber, robo, obs, then either bay or immortals depending on what I scout and adding another gate and then getting ready to expo.

Its working out okay so far, but its hard to have any idea if its good at all since I'm playing mostly silver leaguers and tend to have vastly better mechanics than most of them.

My question is whether or not I'm doing will be viable at all as I get into the higher ranks, and if not, are there any BO's that lead toward a reasonable expansion timing, or at least general outlines of what buildings/units to get before expo ( obviously various based on opponents plan).
EffOrt and Soulkey Hwaiting!
Capteone
Profile Joined March 2010
United States197 Posts
May 11 2010 22:45 GMT
#18
On May 04 2010 16:28 L_Master wrote:
I'm not a fan of 1 base play or early timing pushes (like 4gate zeal/sentry v zerg) type play. Basically I'm trying to figure out when the soonest I can expand is and be safe against most stuff. Right now I'm mostly doing gate, cyber, robo, obs, then either bay or immortals depending on what I scout and adding another gate and then getting ready to expo.

Its working out okay so far, but its hard to have any idea if its good at all since I'm playing mostly silver leaguers and tend to have vastly better mechanics than most of them.

My question is whether or not I'm doing will be viable at all as I get into the higher ranks, and if not, are there any BO's that lead toward a reasonable expansion timing, or at least general outlines of what buildings/units to get before expo ( obviously various based on opponents plan).


I'm struggling with the timing for an expansion as well. I end up watching a lot of replays to get an idea of approximately when is an ideal time to do so, however with so many Protoss doing a 1-base semi all-in push it is difficult to figure it out.
Devious-Gaming - www.Devious-Gaming.co.cc
Fugitive
Profile Joined April 2010
Netherlands32 Posts
May 11 2010 22:57 GMT
#19
My standard BO is 9 Pylon, 10 Gate, 12 Gas, 14 core, 16 Pylon. I twice chronoboost my probes. If I see something fishy like fast spawningpool/multiple rax i usually get a second gate instead of core.
PoD
Profile Joined May 2010
Canada45 Posts
May 11 2010 23:03 GMT
#20
vT - This build normally gets a Stalker out before a 10 Rax Reaper can get to your base. You pretty much Boast Probes until you can Boast a Stalker then Boast WarpGate. I know you can push everything back a probe, but I always feel like it's wasting on Boast when I do that.

8 - Pylon
11 - Gate
13 - Gas < 3 On gas when you have enough for Cyber
14 - Pylon
around this time your Gate should be coming up
16/17 - Cyber
18ish - Gas
19/20ish - Gate
SSDD we all die in the end so que sera sera.
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