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New PvP Build! (Zealot Sentry Void)

Forum Index > StarCraft 2 Strategy
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Vauld
Profile Joined October 2010
Canada73 Posts
Last Edited: 2010-11-30 15:54:19
November 29 2010 01:47 GMT
#1
So everyone seems to think that PvP is the most stale matchup and it involves only: 4 Gate Builds (some with Blink), or 1 or 2 base Colloxen Builds. I've come up with a new alternative that I feel is at least equally viable. After 1.1.2 I came up with this build, and have been using it every PvP I've done, and have yet to have someone beat me when I follow this build correctly. I've been destroying much better players than I simply because of this build. Also, people all think that the change to the void ray in 1.1.2 was a huge nerf, honestly though, I loved it. Even uncharged voids are now almost impossible for protoss to deal with, as the main aa units are the stalker and sentry.

The Basic build order looks like this:

9 Pylon
12 Gateway
14 Gas
16 Pylon
Cybernetics Core as soon as Gateway finishes
Second Gas when 75 minerals are available (usually ~19 supply)
Start on first Zealot when you have 100 minerals
Stargate right when Cybernetics Core finishes
Second Gateway as soon as you can afford it
Warp Gate when you can after Stargate and first Sentry are started
Third Gateway when you start noticing a mineral pileup

Key Points:
- Use all your chrono boosts on probes early on, and never stop producing out of your gateway until you need to stop to get your first void (if you need to).
- Once you start voidray production, never stop, and use all your chrono boost on your stargate from here on.
- Make 2 sentries early, they are invaluable tools in beating pure stalker armies, keep them protected, replace them as you can afford it, they save your arse.
- 2 guys on each gas geyser is enough to make nonstop chrono boosted voids out of 1 stargate, so you will have extra gas. Use it for stalkers or sentries or ups, your choice.
- You can fully produce out of 1 Stargate and 3 Gateways on one base at max saturation, I tend to do 2 stargate + 4 gateway for when I get my first expo up, and go from there.
- If you get in their base, Cyber Core is the highest priority target, without it your opponent cannot make Anti Air.
- If you deny scouting and your opponent is going 2 or 3 Gate Robo, by the time his Observer gets to your base it's too late and you should have a Build Order Win.
- Keep the Voids/Zealots/Sentries together, you're not trying to Cheese here, this is a great army composition.
- If you smell DTs throw down a forge and a cannon at your front as you won't have a Robo for Observers. In fact, once you've expo'd it's probably a good idea anyways.

Tips:
- I usually put the first pylon and gateway at the ramp and keep scouts out with a hold position Probe while waiting for the first Zealot, and put the other Pylons/Cyber/Stargate elsewhere in my base.
- Rally the Stargate to the voids to make sure they all stay together.
- Your ramp is what lets you defend early stalker/4 gate pressure. If your opponent tries pushing up your ramp, ff behind the stalkers and have your zealots/sentries destroy them, making your voids safer.
- Usually I push out once I have 3 voids and the 4th on the way, it seems to be a solid timing where it's enough to overpower most opponents, if nothing else it usually allows me to get an expo up to get ahead.

Replays:

vs Blink Stalker Rush
[image loading]

vs Early Stalker Pressure then 4 Gate all in
[image loading]

vs 4 Gate Pressure to defend an early expo
[image loading]

vs 2 Gate Robo
[image loading]

Closing Note:
Let me know what you guys think, and if you have any success with it. I've been beating 2200+ Diamonds when I'm only ~950 myself. I'll try to reply to everyone and update this post often, and I can post more replays if requested. (Also I know my play can be very sloppy lol, I know I need to do a lot of improving)

EDIT:

Posts from people who have tried this build:
+ Show Spoiler +
On November 29 2010 16:30 Vaporak wrote:
I like to do pretty much this build in PvP, much more interesting than playing the Colloxen/4Gate game most Protoss do. Early defense is really scary and razer thin with this build, but it has a very strong midgame vs Robo or Blink stalker armies because most of them will depend so much on stalkers, which are just terrible units. I won my last 2 PvP's against one of each of those builds pretty convincingly at ~1700 diamond so it's at least not a terrible strategy. I do wonder how much of a future it has though since I've never seen it in any tournaments.


On November 30 2010 06:08 CurLy[] wrote:
This is a very strong build, voids are just strong as hell vs stalkers if you keep them alive. 3/3 so far. I've used a lot of voids vs terran but haven't given it much of a test in pvp.

Good forcefields are crucial, ill post some reps after class

My take:
Don't keep just making zealot sentry void ray, Add in stalkers once you have too many zealots to properly engage a choke. You are going to get FF'ed and you need to be dealing damage still so throw in a few stalkers once you have enough sentries and can spare some gas.


Its fun as hell too ^^


On November 30 2010 08:13 Goldbug wrote:
This build works great. Timing push with 3 voids. Stalkers are NOT that good against voids with the zealots slicing through them. Use the voids as bait, the zealots are as much the dps in this build as the void rays are. They won't have more than one collosus at the time you push out. I have yet to lose with this strat. This works really well against robo builds, or, counter-intuitively stalker heavy builds, as without zealots as meat, your zealots will rip through the stalkers as they try to micro to kill your void rays. I like the psychological effect of void rays as it seems they will do anything to focus them down. Use that to your advantage and micro them back letting the zealots slice away the stalkers trying to work their way through.


On November 30 2010 12:53 Gr1m wrote:
I've tried this is my last 5 pvp games, and I've won all 5

Needless to say it's my core build right now in pvp. The timing attacks work really well with 1 void (to pressure / take down there natural, and then again with 3-4 voids for a strong push to set up my third. I do find after getting my third that switching to robo tech really punishes an opponent who is even a little to stalker heavy.


General Consensus
+ Show Spoiler +
This build RAPES Robo builds, if you scout your opponent going for a fast Robo this is a great build to use. A skilled opponent using 4-gate or Blink Stalkers is quite scary early, but if you hold your army will end up coming out ahead. In high levels of Diamond it is quite possible this build may not be able to hold the initial push (possible fix vs either of these builds may be doing 2 gate robo for Zealot-Immortal then adding a Stargate for Voids)

On November 30 2010 13:17 KiWiKaKi wrote:
stargate first builds cant work , any good opponent will win with 4 gates , or blink stalkers which is super popular in korea. Voidrays are good but not used like this , if you want a good build use 2 gates robo - zealots immortals and then add a stargate for voidrays immortals zealots.
tocador
Profile Joined August 2010
Brazil31 Posts
November 29 2010 01:54 GMT
#2
With no detection how can you kill DT's rush?

How does this work agaisnt 4 gate with WARP PRISM to avoid the inevitable FF on ramp?

What if you go agaisnt collo stalker, how will this work?

I can see many flaws, but alltogether sounds like a cool strat i guess.
Husky is awesome :D
30to1
Profile Joined November 2010
105 Posts
Last Edited: 2010-11-29 02:04:13
November 29 2010 02:00 GMT
#3
man, this is totally my build - i spent like 20 posts talking about how awesome it is

http://www.teamliquid.net/forum/viewmessage.php?topic_id=170704&currentpage=7#124

pages 7, 8 and 9.

I've been having pretty good success with it vs terran also if I suspect marauder - and more recently if I expect banshee I just rush straight for voids to beat them to the punch.

less success than i should vs zerg - i was 6-3 vs zerg today - losing to 1: early baneling bust cuz i was expecting 1 base muta - so i built phoenix instead of void. losing 1 roaches because of awkward and late stargate transition and one cuz of just horrible play.

protoss air is really underrated. and zealot sentry just chews shit up.

EDIT : vs toss i am about 12-2 since going zeal / sentry - losing to a _pure_ 7 minute dt rush (sloppy scouting) and once to a dual proxy gate at 10.

EDIT 2: DT are the biggest threat hands down - only answer is a lot of early pressure.
Vauld
Profile Joined October 2010
Canada73 Posts
November 29 2010 02:03 GMT
#4
On November 29 2010 10:54 tocador wrote:
With no detection how can you kill DT's rush?

How does this work agaisnt 4 gate with WARP PRISM to avoid the inevitable FF on ramp?

What if you go agaisnt collo stalker, how will this work?

I can see many flaws, but alltogether sounds like a cool strat i guess.


I scout early and my push usually comes before DTs are possible without a straight rush. I have had a couple opponents DT rush me and I got suspicious and made a forge and a cannon at my ramp and it was game. If it's a straight rush to DTs they won't have gas for enough stalkers and the Voids can kill them on their own.

Unless they go straight for the Warp Prism, same thing, my attack will come earlier. Usually when the first obs gets to my base is around when I'm pushing out, so without prism first it won't matter, and I'm on one base at that point anyways, so getting in my back won't matter.

Also, I don't think I've ever had an opponent survive to be able to make collosus, I push early enough that that just can't happen. Void rays and zealots destroy Stalkers so hard it's not even funny, most games my opponents go pure stalker to try to handle the voids, and it's still not enough.
30to1
Profile Joined November 2010
105 Posts
November 29 2010 02:05 GMT
#5
Yeah - I've been saying the same thing - everyone talks about colo and FF beating this - what they don't understand is that generic pvp meta loses so horribly to this that they can't ever get there.
The Communist
Profile Joined June 2009
United States33 Posts
November 29 2010 02:10 GMT
#6
I love this! I must try it out. I was so jaded against voids I never thought to use them this way.
Unhinged
Profile Joined October 2010
United States15 Posts
November 29 2010 02:13 GMT
#7
On November 29 2010 10:54 tocador wrote:
With no detection how can you kill DT's rush?

How does this work agaisnt 4 gate with WARP PRISM to avoid the inevitable FF on ramp?

What if you go agaisnt collo stalker, how will this work?

I can see many flaws, but alltogether sounds like a cool strat i guess.



I think detection can come in since you will have the gas to afford a forge, just throw down a cannon by your front.

againts collo stalker i could also see a problem. if the opponent has 3 collo your zealots are pretty much shut down cause 5 shots from one collo kill a zealot but with three your zealots would be pretty useless and probably not even make it to the stalkers. maybe try and FF behind the stalkers and come from behind the collo with the voids and snipe them. That would take mad micro skills though. but as everyone knows, "theory crafting is fun because practicality be damned!"

As far as 4 gate WP i dont think it would have that many problems because you will be running off 3 gates and teching down a WP path while funding 4 gates would leave your army a little lacking.
In the beginner's mind there are many possibilities, but in the expert's there are few.-Shunryu Suzuki
Vauld
Profile Joined October 2010
Canada73 Posts
November 29 2010 02:19 GMT
#8
On November 29 2010 11:05 30to1 wrote:
Yeah - I've been saying the same thing - everyone talks about colo and FF beating this - what they don't understand is that generic pvp meta loses so horribly to this that they can't ever get there.


Thank you, that's exactly it. It's not possible to have enough gas to get to colloxen vs this without dying.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-11-29 02:23:45
November 29 2010 02:19 GMT
#9
I have been working on a solid PvP build based on chargelot/void

I'm not nearly refined though, I'm still adapting to be able to beat a solid 4gate, although it rapes bad P's. Vs a good P you have to do alot of stuff just to avoid being trapped in your base forever.

IMO this build would be stronger if you used the extra gas for charge, it stops stalker kiting as well, and makes every zealot significantly better.

I'll post when I'm done. The build posted is something I used early on, but its just way too weak to a solid 4gate, and the sentries reduce the amount of voids too much early on. I found it didn't work well at all.

In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
sob3k
Profile Blog Joined August 2009
United States7572 Posts
Last Edited: 2010-11-29 02:22:30
November 29 2010 02:22 GMT
#10
On November 29 2010 11:19 Vauld wrote:
Show nested quote +
On November 29 2010 11:05 30to1 wrote:
Yeah - I've been saying the same thing - everyone talks about colo and FF beating this - what they don't understand is that generic pvp meta loses so horribly to this that they can't ever get there.


Thank you, that's exactly it. It's not possible to have enough gas to get to colloxen vs this without dying.


It totally is, they just have to abuse terrain and play more defensively (after 4gate timings). They will have a very hard time breaking you in the open (after you have some voids), but you will also not be able to bust their expansion at all if they use FF and cliffwalk correctly until you get significant void numbers.
In Hungry Hungry Hippos there are no such constraints—one can constantly attempt to collect marbles with one’s hippo, limited only by one’s hippo-levering capabilities.
Goolpsy
Profile Joined November 2010
Denmark301 Posts
November 29 2010 02:26 GMT
#11
In my experience this loses most of the time to 3 Gate Robo builds..
I am by no means a gaming god, just a measly midlevel diamond. I Have however been using a similar build for quite some time - though involving a fair amount of stalkers too.

My initial thought was that it should be working great against immortals, as Voidrays won't be capped by the shields. However, immortals rip through any stalkers you build in no time, and his stalkers will make quick work of the voids.
(I will have to try with pure zealots-Sentry)
I will however point out that adding early Voidrays to your unit mix takes good care of colosus builds.
30to1
Profile Joined November 2010
105 Posts
November 29 2010 02:29 GMT
#12

i have completely stopped making stalkers early game in pvp. they're frankly a waste of resources better spent punishing your opponent for not realizing that.
Nix3191
Profile Joined October 2010
4 Posts
November 29 2010 02:32 GMT
#13
I've seen a similar build work extremely well in PvT but for reasons like DTs as someone else has said I don't see it working nearly as well in a PvP and a 4 gate I feel would overwhelm the voids with sufficient stalkers.
inFeZa
Profile Blog Joined June 2009
Australia556 Posts
November 29 2010 02:33 GMT
#14
i got it done to me once and i got owned, then i started doing it. but if your opponent knows what they're doing its not so great.

If you lose your voids its gg. if he goes dts, its gg. if he gets critical mass of colossi its gg.
voids are weak to stalkers, so with this build i found the sweetspot is about 3-4 voids and go for a timing push.

if you get there and he has alot of immortals and only few stlakers, you pretty much win
Starcraft 2 in-game Observer. Follow me twitter.com/infeza
30to1
Profile Joined November 2010
105 Posts
November 29 2010 02:33 GMT
#15
i am glad that people don't believe in this build because they think stalker / colo beats it.

honestly, just delete the whole thread
Vauld
Profile Joined October 2010
Canada73 Posts
November 29 2010 02:34 GMT
#16
On November 29 2010 11:19 sob3k wrote:
I have been working on a solid PvP build based on chargelot/void

I'm not nearly refined though, I'm still adapting to be able to beat a solid 4gate, although it rapes bad P's. Vs a good P you have to do alot of stuff just to avoid being trapped in your base forever.

IMO this build would be stronger if you used the extra gas for charge, it stops stalker kiting as well, and makes every zealot significantly better.

I'll post when I'm done. The build posted is something I used early on, but its just way too weak to a solid 4gate, and the sentries reduce the amount of voids too much early on. I found it didn't work well at all.


Charge is all well and great, but rushing to it leaves you with too small of an army. I do end up getting Charge after I'm on 2 base, as well as Flux Vanes, but you really can't afford getting either earlier. The zealots stop the stalkers from being able to focus fire the voids, if they do they get punished by both the zealots and the voids. The Sentries also stop the Stalkers from kiting, the key is positioning and good ff's.
Lobber
Profile Joined August 2010
Canada414 Posts
November 29 2010 02:35 GMT
#17
Good way to deal with DT's is to throw down a forge earlier in you build, you can upgrade (very useful for zealots) and if you suspect DT's you can throw down 1 cannon at entrance until more is needed.
You are not your APM, you are not you ladder ranking.
McMonty
Profile Joined September 2010
Canada379 Posts
November 29 2010 02:36 GMT
#18
As far as detection goes, I noticed that at times you were floating around 500 minerals. can easily drop a canon at the ramp for defense if you know your opponent went templar tech based on blink. A straight up DT rush would maybe be dangerous but if you push when you have a 1 or 2 voids then you can probably hit them before they hit you. I would say look up the timings for a DT rush and try to poke just before shrine finishes.
Vauld
Profile Joined October 2010
Canada73 Posts
November 29 2010 02:38 GMT
#19
Yeah I know I often start floating minerals, if I don't see much from them I usually get a forge, I've gotten DT rushed a couple times and that's exactly what I did to stop it.
oZii
Profile Blog Joined May 2010
United States1198 Posts
Last Edited: 2010-11-29 02:44:12
November 29 2010 02:40 GMT
#20
On November 29 2010 11:22 sob3k wrote:
Show nested quote +
On November 29 2010 11:19 Vauld wrote:
On November 29 2010 11:05 30to1 wrote:
Yeah - I've been saying the same thing - everyone talks about colo and FF beating this - what they don't understand is that generic pvp meta loses so horribly to this that they can't ever get there.


Thank you, that's exactly it. It's not possible to have enough gas to get to colloxen vs this without dying.


It totally is, they just have to abuse terrain and play more defensively (after 4gate timings). They will have a very hard time breaking you in the open (after you have some voids), but you will also not be able to bust their expansion at all if they use FF and cliffwalk correctly until you get significant void numbers.



You wont have enough units to 1 base coloussus vs this even if you do some how and defend against it you will be contained. Even if some does all these thing your talking about cliff walking abusing terrain etc.. Colossus hinders your mobility reason why terrans drop against colossus play so much. So like he was saying about the current meta it loses to this. In the curent meta its first push at 2 colossus. In that time he is expanding as stated in the op and still massing voids. The longer you wait the worse it gets with alot of voids. Kiwikakki does a build somewhat like this. I had this done to me by some that had it done to them by kiwikakki. Except you double stargate when the expansion goes down.
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