• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:23
CET 17:23
KST 01:23
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0RSL Season 3 - RO16 Groups C & D Preview0RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12
Community News
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies2ComeBackTV's documentary on Byun's Career !10Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win4Weekly Cups (Dec 1-7): Clem doubles, Solar gets over the hump1Weekly Cups (Nov 24-30): MaxPax, Clem, herO win2
StarCraft 2
General
Weekly Cups (Dec 15-21): Classic wins big, MaxPax & Clem take weeklies ComeBackTV's documentary on Byun's Career ! Micro Lags When Playing SC2? When will we find out if there are more tournament Weekly Cups (Dec 8-14): MaxPax, Clem, Cure win
Tourneys
$100 Prize Pool - Winter Warp Gate Masters Showdow $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Winter Warp Gate Amateur Showdown #1 RSL Offline Finals Info - Dec 13 and 14!
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 505 Rise From Ashes Mutation # 504 Retribution Mutation # 503 Fowl Play Mutation # 502 Negative Reinforcement
Brood War
General
Anyone remember me from 2000s Bnet EAST server? soO on: FanTaSy's Potential Return to StarCraft BGH Auto Balance -> http://bghmmr.eu/ Klaucher discontinued / in-game color settings How Rain Became ProGamer in Just 3 Months
Tourneys
[Megathread] Daily Proleagues [BSL21] LB QuarterFinals - Sunday 21:00 CET Small VOD Thread 2.0 [BSL21] WB SEMIFINALS - Saturday 21:00 CET
Strategy
Simple Questions, Simple Answers Game Theory for Starcraft Current Meta Fighting Spirit mining rates
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Beyond All Reason Path of Exile General RTS Discussion Thread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas Survivor II: The Amazon Sengoku Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread The Games Industry And ATVI Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
White-Ra Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List TL+ Announced Where to ask questions and add stream?
Blogs
The (Hidden) Drug Problem in…
TrAiDoS
I decided to write a webnov…
DjKniteX
James Bond movies ranking - pa…
Topin
Thanks for the RSL
Hildegard
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1607 users

PvP, Collosus's Demise. New and Original Strategy. - Page 7

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 5 6 7 8 9 12 Next All
Dragon2950
Profile Joined May 2010
United States23 Posts
November 25 2010 01:38 GMT
#121
On November 22 2010 02:31 Arch00 wrote:
Once it hits mid-late game and you're blocking his expo or whatever, can't you back off, tech to getting one colossus and just use it to run over all of his forcefields? Yea its like 700 minerals and 500 gas to build one unit just to break forcefields but its worth thinking about. Also opens up use of warp prisms for storm drops if you research that eventually.


Why not just take hallucination and spawn a colossi? They crush ff too...
5ahj4g
Profile Joined August 2010
72 Posts
November 25 2010 01:43 GMT
#122
nope
Wolf
Profile Blog Joined April 2010
Korea (South)3290 Posts
Last Edited: 2010-11-25 01:58:38
November 25 2010 01:55 GMT
#123
Archons are practically melée units, and with zealots not being able to attack through forcefields at all, there's no way this can end up being viable. Your build is also very vague. It will be incredibly difficult to get a Templar Archive up on one base. Could try to use DTs instead to pressure then archon, but all-in-all, this build will die to early aggression. You won't have enough forcefields to hold off pressure if you're trying to spend gas on all of that tech. Your opponent can just expand if you try to delay things. 

If Archons could walk over forcefields, this would be a different story.

Edit: Hallucinated Collossi CANNOT break forcefields. 
Commentatorhttp://twitter.com/proxywolf
TL+ Member
30to1
Profile Joined November 2010
105 Posts
November 25 2010 03:15 GMT
#124

I'm pretty noobish, but I have something like an 85% in PVP because I realized that in terms of upgrades zealots scale up much better than any other protoss T1 unit - and since all toss players seem to go early robo for immortal (which also sucks against zealot) - I just started building mass zealots with dual forge and some sentries to cut down on kiting.

I try to hit +2/+2 at around 8-10 minutes with charge obviously. My +2/+2 timing attack is pretty devastating. After 2 sentries early on, I only spend gas on upgrades. I'd really suggest it. The key is to understand that zealots improve with upgrades faster than any other protoss unit, and are more massable. If I don't want to upgrade rush, then I generally go 1-2 stargate depending. I've been sort of alternating between the two, although I'm starting to lean more towards stargate for phoenix (just because they're so much f'n fun - and it strongly encourages opponent to build more stalkers).

My only pvp loss in last ~10 games was to a 10 worker dual proxy gate that i failed to scout. Given, I am noobish - but reality is that protoss (unlike every other race) does not have a cost effective T1 answer to zealots - especially not upgraded zealots. If he puts down the robo - you should be able to kill him with upgraded zealots - or map control before he can play colossus. Really important to use FF to prevent kiting.

I make no claims on mid-high level diamond. But below that, this will dominate most protoss playing standard pvp metagame (mass stalker, mass sentry, quick colosus, balanced).

I'm not so sure about archons. Based on my experience, stargate or upgrades are a better investment for gas.
sas911
Profile Joined November 2010
Canada113 Posts
Last Edited: 2010-11-25 04:16:19
November 25 2010 03:30 GMT
#125
Just faced a 4 gate on blistering sands. To help stop this fail theory crafting...
THE START IS THE SAME. They can't scout anything out of normal with their first probe, i chrono out my stalker, kill the scout, then I use that stalker to make sure they aren't doing anything cheesy (after my first probe dies ofc).
Then sentry, then another stalker... this shuts down from then, the really early aggression, unless it's like 6 pool or 2 gate, but you should adapt after your probe scouts that..
And now with 4 gate, I find that you can use your zealots without charge to ramp abuse, the ff will just KILL all stalkers. However one problem I DID face, was when my opponent went 4 gate, I was chronoboosting out my charge, and they were breaking down my BACK door. This actually was a pain to deal with, ramp abuse not half as easy, and he wasn't some sort of noob or anything..
I had no charge when the first stalkers, sentries and zealots came, and I was pretty sure I was screwed. But I held it off sacrificing about 1/4 - 1/3 of my probes to make a worker wall, to try and stop stalkers, and I utilized the high grass thing as best as I could...

What REALLY surprised me, was the DIFFERENCE zealot charge made afterwards. It took a while of microing against the stalkers, he would try to run, and take some shots, and run, while I tried to abuse any ramp I could. But eventually when I got about 10-15 zealots with the charge, trust me when I say GODLY. I was way behind, the other protoss player had a natural already, but once I had the 15 zealots with like 5 sentries, (note that I didn't go for ht techs this game, was way too dependent on the ffs and charges). The natural went down in literally seconds. He had about 8 stalkers and a few zealots, but the charge and ffs can get such a nice surround and etc, it kills no matter how hard they try to micro. Took down his natural, got my natural starting, broke rocks of his back door, went back to natural, killed natural again, at that point he had nothing to defend, and it was just clean up..

So to re-iterate my experience, I find definitely you shouldn't rush crazily for that charge, I think it's a lot better to play standard till 2 gates, then going for twilight instead of robo, and chrono boosting my charge. Literally, if you're not on blistering sands, you'll be more or less fine just using 1 or 2 sentries and just getting ffs down and kill their armies, even against 4 gate. But I mean even on blistering sands, sure it's harder, but once you get that critical mass of zealots (about 10-15), with charge, with sentries, it fights off basically everything...

I feel like some people are exaggerating the difficulty in getting archons.. It's the same with colossus, just a bit faster, with earlier aggression thanks to charge. If someone's 4 gating you, you don't go for fast colossus, you adapt, but in THIS case, you still get your charge, and that large amount of zealots. That way, you still defend, you can do a huge counter attack, and still be getting your ht tech fairly soon.

More people trying and less people theory crafting please?
EDIT: Was wondering what you guys think later game? The chargelots are pretty much gods, and usually DO finish up the game, but I mean it's not going to work every time. Archons seem more suitable for Pvt, as it works with the same concepts, but in this case, it's used to delay time for storm tech.

Oh and for quick banshee, yah this build u'll just have to throw away, I find if my stalker goes up the ramp and I see a quick factory (and I suspect a 1/1/1 build for instance), I just go back to normal play with colossus, or I try to have some fun and get some pheonixes and really pwn some terran ass :D (even though micro + macro can be a bit tough to watch well)

Oh and for all those still too lazy to try out the build, or try to look at some ideas, NO ff does not totally rape this build. That's like saying a terran push can't ever get up a ramp, cuz of sentries. Not true. Similar concept, not only do you have a large army, but the charge lets a good amount of your up the ramp suddenly at once (and who walls in pvp when they think ur going a normal build?)

And the main concept of this is to make sure they're going off 1 base only. You'l have that 15 zealots with archons and a few stalkers, and you're just watching him try to do anything, while you saturate your expo and get whatever you want. He can't ff and win you in an open area, if he gets that many sentries in the first place your zealots aren't going to get dmg'd very much.

Decided to post my replay. Yah I'm a total noob cake, and my multi tasking could definitely have been better, (omfg looking back at my replay I failed with ff placement like a million times.. But on the other hand imagine how epic/easily i WOULD'VE won if you were playing same build, better ffs :D)
http://www.sc2replayed.com/replays/108895-1v1-protoss-blistering-sands
(I'm bobsaurus btw)
As a note, I was messing around a bit at the beginning attacking his pylon, so I did slip up a bit macro-wise early game.
If you bother watching (hint hint, watch), you'll see at about the 10 minute mark, I'm finally gotten the charge out, getting a few more zealots.
Watching the game, I admit to being VERY amazed at being able to push back the 4 gate, honestly I had given up hope but kept on playing. You might wonder actually what the replay has to do with this, but it's to show that you can easily change the build a bit, and thus you can fight off 4 gate or other timing pushes (but I seriously must note, it is actually something to think whether or not to use this on blistering sands. Had he tried to only use the legit ramp, I would've fended it off easy as hell.) Also, it shows how cost efficient zealots are. After the first attack and losing a lot of probes because he did a good ff and separated them (making them just easy targets), I had a really awful economy. And yet I kept trading armies off (though perserving sentries), only losing my zealots, but I still maintained, and eventually over took his army size.

And I hope you do get a general sense of what I mean by "you might not be able to go up his ramp, but you sure as hell can expand while killing theirs". :D
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-11-25 04:24:55
November 25 2010 03:51 GMT
#126
I really think that going starport or upgrades is a better path vs a robo build.

Archons are really a counter to zealots. If he has robo, he'll have obs so you probably won't get much milage out of DT and at less than cost void rays have more utility than archons (and come faster) - additionally, it encourages him to build more stalker - which you can easily kill.

If he goes for four gate, then archon makes more sense since he'll switch to mostly zealot. But honestly, upgrades make a huge difference here - and if you dual forge you'll certainly be way ahead of him.

FF is mostly for preventing kiting like the post above or punishing retreats.

EDIT: Included a replay - not going to claim perfect play by any means. I lose a skirmish at around 11 minutes - most people will probably think its because of FF - its actually because half my army is in the red and I didn't realize it so was reinforcing with sentries instead of additional zealots.

http://www.sc2replayed.com/replays/108899-1v1-protoss-lost-temple

Artisian
Profile Joined October 2010
United States115 Posts
November 25 2010 04:43 GMT
#127
Apologies to the above, this will be theory crafting.

I see a ton of people mentioning 2 or 3 points then saying this is not viable, I think there is just a bit of ignorance in these posts.

The first claim i see is that archons would get kited, either by stalkers or colossi. I suppose these claims are made in ignorance of it's speed, it's only slightly slower than a stalker and significantly faster than a colossi. Just to provide the numbers (courtesy of liquipedia):
Zeal/Collo: 2.25
Archon: 2.81
Stalker: 2.95

For a stalker ball to effectively "kite" an archon/chargelot army they would have to walk something near the length of a LT main, and in that time the archon would've probably fully recovered from the attack and then some. The colossi cliffwalking is a fair argument, but then the colossi player must be moving it away from the battle preemptively, or the archon would get a few hits off easily. Also note that a running colossi is not an attacking colossi.

Second claim, it's too expensive for any kind of early play/inferior timing fast collo. I like numbers, so let's look at the absolute minimum resources on tech/units to get 1 of either.

Archon: 550 min/ 600 gas, 277 in game seconds
Colossi: 900 min/ 700 gas, 390 in game seconds

Archons will come out at a minimum of 2 minutes earlier IF the colossi player has a good 3-400 mineral lead and an extra 100 gas somehow laying around. Which, in a mirror, means the archon player had already lost. Another interesting number is how fast each can be produced, a new archon can be made, if resources are available, every 57 seconds, a new colossi can be made every 75 seconds. Both of these numbers assume near equal production structures (2 gates 300/0 to 1 robo 200/100). A fast archon is just as doable, if not more so, than a fast colo.

The third claim is decently accurate, force field wins. There is no visible answer to it in the build, but then every build without a colossi is in the same position. The best counter argument would probably be that if the other toss has sentries, that's all the more gas he's behind in getting those dreaded colossi. Granted, the answer is simply to not fight at a choke and contain instead, but then this can't win the game for you.

While reading this thread, I did come up with a possible solution to the force field problem. You obviously can't really afford to risk your (to be) archon and a few zeals trying to feedback a sentry, they'd just warp a new one before you had the archon made IF you actually managed to not loose the HT's in your attempt. But what about a single, or maybe 2, phoenix? one well timed graviton beam would allow you a safe attack, similar to how you would graviton a seiged up tank then run in with zeals. Once you're in their base, the ff becomes much less frightening, and getting 2 phoenix while containing shouldn't be too hard.
Supply is a conspiracy against me...
da_head
Profile Blog Joined November 2008
Canada3350 Posts
November 25 2010 04:52 GMT
#128
ive actually been experimenting with gettin a bunch of zealots and archons, and just using em to defend my natural and not pushing out. (though i do scout if they expanded, if so i attack to do lots of damage). then when they come to attack me, i make sure to have 2 or 3 temps with a lot of energy to do like 6 feedbacks which will oblierate all his sentrys, allowing ur zlot/archons to shred thru the rest.
When they see MC Probe, all the ladies disrobe.
GoldenH
Profile Blog Joined March 2010
1115 Posts
Last Edited: 2010-11-25 05:00:12
November 25 2010 04:56 GMT
#129
wrong thread
"(Dudes are) not going to say "Buy this game — I cried at the end". (...) I suppose the secret is to find a game that makes you shoot eight million fuckin' dudes and then cry about how awesome it is to shoot eight million fuckin' dudes." - Tim Rogers
30to1
Profile Joined November 2010
105 Posts
November 25 2010 04:56 GMT
#130
Sorry for the post spam.

But I want to re-emphasize. I imagine that archons are in the build to deal with opponent zealots. This is really the only place in this fight where they shine.

The core idea here, really, is zealots with charge. The reason being that the protoss meta currently favors stalkers into colossus by huge margin. So most protoss you see will rush robo. You punish them with zealots, forcing them to build zealots (at a loss), then counter that with archon.

I think that a more robust strategy is something of the following:

Open 2 gate dual forge / 3 gate + forge / 3 gate + twilight (i don't think rushing twilight is worth it over forges personally) - you want upgrades on your zealots more than even warpgates.

Beat on your opponent with zealots using FF to punish retreating/kiting.

If opponent is going robo
-> if you did damage early game, more upgrades to finish him off as +2/+2 hits.
-> if you didn't do much damage, go air - phoenix and or voidray depending on taste and APM.
- this forces him to build more stalkers, which your chargelots can maul.
If opponent is going 4 gate
-> go archon to counter the zealots he will certainly make.

Be flexible. Different units have their place. The heart of this is really that protoss has no answer to T1/T2 answer to zealots - but the protoss metagame currently completely neglects them. So surprise your opponent and brutalize them with it, while transitioning into whatever answer they're most likely to respond with.

Zvendetta
Profile Joined July 2010
United States321 Posts
November 25 2010 05:03 GMT
#131
I really like the build, minus the fact that you named it after yourself and said it would "change pvp forever." Its just a little annoying to see a tadbit of stubbornness thinking you'll completely change the meta overnight, it gets in the way of the actual good strategy.

I'd like to see replays of you LOSING vs specific timings- if I remember correctly TL strat guidelines say something along the lines of "If you try a new build order and win 6 games in a row on ladder, it DOES NOT mean it instantly is amazing."

And as far as the build order refinement- I think the inclusion of upgrades is very essential. In your "extensive unit testing", did you find out what upgrade thresholds needed to be reached? Specifically, I'm thinking about shield upgrades for archon- are they actually beneficial? Or is +1wep/+1 armor too good to pass up? (+1armored lots are amazingly tough)
Also, perhaps when you take your third (possibly fourth), you could consider adding VR's to the comp- it would help nullify the supposed "6+ colo count" which lot archon loses out too.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
Piledriver
Profile Blog Joined August 2010
United States1697 Posts
November 25 2010 05:20 GMT
#132
On November 25 2010 13:56 30to1 wrote:
Sorry for the post spam.

But I want to re-emphasize. I imagine that archons are in the build to deal with opponent zealots. This is really the only place in this fight where they shine.

The core idea here, really, is zealots with charge. The reason being that the protoss meta currently favors stalkers into colossus by huge margin. So most protoss you see will rush robo. You punish them with zealots, forcing them to build zealots (at a loss), then counter that with archon.

I think that a more robust strategy is something of the following:

Open 2 gate dual forge / 3 gate + forge / 3 gate + twilight (i don't think rushing twilight is worth it over forges personally) - you want upgrades on your zealots more than even warpgates.

Beat on your opponent with zealots using FF to punish retreating/kiting.

If opponent is going robo
-> if you did damage early game, more upgrades to finish him off as +2/+2 hits.
-> if you didn't do much damage, go air - phoenix and or voidray depending on taste and APM.
- this forces him to build more stalkers, which your chargelots can maul.
If opponent is going 4 gate
-> go archon to counter the zealots he will certainly make.

Be flexible. Different units have their place. The heart of this is really that protoss has no answer to T1/T2 answer to zealots - but the protoss metagame currently completely neglects them. So surprise your opponent and brutalize them with it, while transitioning into whatever answer they're most likely to respond with.




Are you guys playing a different version of starcraft where sentries dont exist? My experience with zealots is that stalkers kite them to death before charge hits, and even after charge is completed, mixing in a few zealots + sentries causes the chargelots to get totally zoned and owned. Any competent player will change his army composition and add sentries when he sees a mass of melee units. IMHO the worst part is if you keep spamming zealots, he will just get a bunch of sentries, save up minerals to expand and you cant do shit because zealots just get blocked by force fields and sit around looking stupid. All your posts seem so much like theory craft.
Envy fan since NTH.
Roaming
Profile Joined May 2010
United States239 Posts
November 25 2010 05:25 GMT
#133
"I apologize for the lack of a real build order. I have not hammered out the exact timings of a build order yet, and I usually just wing it."

Um. Just. Wow.
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.
elkram
Profile Blog Joined October 2010
United States221 Posts
November 25 2010 05:33 GMT
#134
I'd like to speak from experience. Everyone here has pretty much got this down already, the key to this build is not the archons, but the charge lots. W/o chargelots your archons get surrounded or put at the front lines of the main battle and don't get to dole out damage like they were meant to. It's similar to why you get zealots in collossi builds, the collossi are meant to sway the tide of the lot vs. lot battle and then if your lots when they can do damage to everything else. The reason why charge isn't necessary in that instance is because 1: Collossi have 6/9 range (depending on upgrade) and 2) Collossi can walk over ground armies and up and over cliffs so they aren't really in much danger to melee units. However in an Archon/Zealot mix, you don't have the luxury of having a unit who 1) has the same range, or 2) has the same cliff-walking abilities. So, in essence, getting the charge lots compensates for reasons 1) and 2) and allows your zealots to be successful later on.

I assume this isn't news to anyone, but I always feel stating the obvious and giving reasons makes everything more memorable than, "I have to do it because that is what the BO tells me to."
Tiger Tiger. burning bright, In the forests of the night; What immortal hand or eye. Could frame thy fearful symmetry?
30to1
Profile Joined November 2010
105 Posts
November 25 2010 05:56 GMT
#135
On November 25 2010 14:20 Piledriver wrote:
Show nested quote +
On November 25 2010 13:56 30to1 wrote:
Sorry for the post spam.

But I want to re-emphasize. I imagine that archons are in the build to deal with opponent zealots. This is really the only place in this fight where they shine.

The core idea here, really, is zealots with charge. The reason being that the protoss meta currently favors stalkers into colossus by huge margin. So most protoss you see will rush robo. You punish them with zealots, forcing them to build zealots (at a loss), then counter that with archon.

I think that a more robust strategy is something of the following:

Open 2 gate dual forge / 3 gate + forge / 3 gate + twilight (i don't think rushing twilight is worth it over forges personally) - you want upgrades on your zealots more than even warpgates.

Beat on your opponent with zealots using FF to punish retreating/kiting.

If opponent is going robo
-> if you did damage early game, more upgrades to finish him off as +2/+2 hits.
-> if you didn't do much damage, go air - phoenix and or voidray depending on taste and APM.
- this forces him to build more stalkers, which your chargelots can maul.
If opponent is going 4 gate
-> go archon to counter the zealots he will certainly make.

Be flexible. Different units have their place. The heart of this is really that protoss has no answer to T1/T2 answer to zealots - but the protoss metagame currently completely neglects them. So surprise your opponent and brutalize them with it, while transitioning into whatever answer they're most likely to respond with.




Are you guys playing a different version of starcraft where sentries dont exist? My experience with zealots is that stalkers kite them to death before charge hits, and even after charge is completed, mixing in a few zealots + sentries causes the chargelots to get totally zoned and owned. Any competent player will change his army composition and add sentries when he sees a mass of melee units. IMHO the worst part is if you keep spamming zealots, he will just get a bunch of sentries, save up minerals to expand and you cant do shit because zealots just get blocked by force fields and sit around looking stupid. All your posts seem so much like theory craft.


I included a replay, I can include some more. I've been sort of refining this fast ups style. Heavy zealot builds just keep winning me pvp games - because they're so fucking cost effective vs stalkers and sentries.

Again, if he's trying to kite you, use FF to kill stragglers or make him entirely stop running.

http://www.sc2replayed.com/replays/108899-1v1-protoss-lost-temple

Zealot heavy builds work because of the absurd cost effectiveness of zealots vs other protoss tier 1 and immortals.

FF isn't your enemy, its your friend. The mot effective use of FF (outside of on a ramp) - is to punish someone for running. A zeal force is not the one running, since it dominates anything opponent builds on the ground until colossus. Because of this, I generally get better use out of FF than opponent.
aghull
Profile Joined November 2010
46 Posts
November 25 2010 06:15 GMT
#136
I gave this a try tonite and every single time I did I got raped by DTs. I liked how my army felt up until that point each time, but it felt too awkward to try and shoehorn in detection to the build. Maybe I'll practice the forge timing and give it a try later.
BBC.807
Profile Joined November 2010
Norway68 Posts
November 25 2010 21:18 GMT
#137
I encountered the SpeedZealArchon build in a PVP game (these TL.net threads tend to have that kind of impact on b.net). Here is the replay that i saved, we're both diamond 1800 players:

1v1 - Protoss SpeedZealArchon


Normally i do a 3gate build, but iv'e been so bored with PVP lately (even tried carriers for a brief period), so i decided i would go with a 2-gate to mix it up - now i prefer the 3-gate option even more.

As stated a couple of times:
- Effective use of FF and Colossi is the key.
- Proper use of observer enabled me to pick the spot of the battle.

This was the first time i encountered it, i would probably be able to respond even better now having faced it already.
Spek
Profile Joined March 2010
Canada37 Posts
November 25 2010 21:28 GMT
#138
Just a heads up. I still plan on re-writing my original post. Yes, I know it sucks. I haven't updated yet because I just got a new job, and I haven't even been playing starcraft.

I learned a lot from the comments. Thanks to those people who actually put effort into making an intelligent post, with real criticism, not the same old garbage.

I plan on not only writing about zealot/archon, but the many possible variations of zealot builds, because we all know the heart of this strategy is the charging warrior that the zealot is. I haven't yet tried upgrades instead of archons, but I think it'll work great. I'm a little worried about having too much gas, and not enough minerals for the zealots though. Perhaps upgrades first, then archons? Or even a few stalkers or sentries. So many options.

I'm having mixed feelings about the counter being blink stalkers. I got raped by blink stalkers, but so many people here say blink stalkers don't work so well. Maybe the reason I got raped is because I played a person who was a lot better than I am. Again, more testing is needed.

PM me your replays, suggestions, and build orders please.
If you don't play random, that makes you a racist.
Torture
Profile Joined May 2010
Canada221 Posts
November 26 2010 01:24 GMT
#139
On November 25 2010 13:56 30to1 wrote:
Sorry for the post spam.

But I want to re-emphasize. I imagine that archons are in the build to deal with opponent zealots. This is really the only place in this fight where they shine.

The core idea here, really, is zealots with charge. The reason being that the protoss meta currently favors stalkers into colossus by huge margin. So most protoss you see will rush robo. You punish them with zealots, forcing them to build zealots (at a loss), then counter that with archon.

I think that a more robust strategy is something of the following:

Open 2 gate dual forge / 3 gate + forge / 3 gate + twilight (i don't think rushing twilight is worth it over forges personally) - you want upgrades on your zealots more than even warpgates.

Beat on your opponent with zealots using FF to punish retreating/kiting.

Be flexible. Different units have their place. The heart of this is really that protoss has no answer to T1/T2 answer to zealots - but the protoss metagame currently completely neglects them. So surprise your opponent and brutalize them with it, while transitioning into whatever answer they're most likely to respond with.




THIS! Archon doesn't seem like it really matters, he's just winning because Zealots with charge own Stalkers and every Protoss gets 293847298347892347 Stalkers.

Might as well throw down your Twilight Council for Charge and then get some Void Rays or Phoenix's to force some more Stalkers that will fall to Zealots.
Danze
Profile Joined September 2010
Australia219 Posts
November 26 2010 01:33 GMT
#140
Like everyone else has said:

FF>This strat. Enjoy running at semi transparent walls while 5 Collossi faceroll your units.
Accidentally pissing on toilet rolls since 1991.
Prev 1 5 6 7 8 9 12 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 19h 37m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
LamboSC2 256
Liquid`VortiX 112
BRAT_OK 82
trigger 79
IndyStarCraft 34
SC2Nice 27
DivinesiaTV 10
StarCraft: Brood War
EffOrt 929
Light 504
actioN 263
Sharp 183
Rush 161
ggaemo 160
Hyun 106
hero 83
Snow 82
Killer 72
[ Show more ]
Barracks 59
Mind 52
Oya187 51
Movie 47
Yoon 33
yabsab 32
sorry 30
soO 26
ToSsGirL 25
910 24
HiyA 18
ivOry 6
Dota 2
syndereN400
BananaSlamJamma245
XcaliburYe209
League of Legends
rGuardiaN240
Trikslyr45
Other Games
FrodaN1631
hiko504
Lowko405
Fuzer 378
fl0m294
Beastyqt291
XaKoH 119
QueenE82
Mew2King56
RushiSC18
nookyyy 18
DeMusliM14
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• StrangeGG 57
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• WagamamaTV674
League of Legends
• Jankos2746
• Nemesis2745
Upcoming Events
WardiTV Invitational
19h 37m
Gerald vs YoungYakov
Spirit vs MaNa
SHIN vs Percival
Creator vs Scarlett
Replay Cast
1d 16h
WardiTV Invitational
1d 19h
ByuN vs Solar
Clem vs Classic
Cure vs herO
Reynor vs MaxPax
Replay Cast
3 days
Sparkling Tuna Cup
4 days
Krystianer vs TBD
TriGGeR vs SKillous
Percival vs TBD
ByuN vs Nicoract
Replay Cast
5 days
Wardi Open
5 days
Liquipedia Results

Completed

YSL S2
WardiTV 2025
META Madness #9

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
BSL Season 21
Slon Tour Season 2
CSL Season 19: Qualifier 2
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22

Upcoming

CSL 2025 WINTER (S19)
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Big Gabe Cup #3
OSC Championship Season 13
Nations Cup 2026
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.