![[image loading]](http://img33.imageshack.us/img33/2647/dt1s.jpg)
Dark Templars on creep are even darker
Disclaimer
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I am a 3850 Master Protoss player. The usage of DTs isn't a new strategy in PvZ but the usage of DTs as an opener after a 3Gate is not as common as robo + stargate play. This build ISN'T meant to end the game, it's a good build to transition out of into the mid-game with an emphasis on map control.
MC showed a very similar build in the GSL finals. His build was a bit riskier due to an earlier gas/lower sentry count. My clan and I have been doing this build for weeks.
Honorable mentions for the creation of this build: 40oz.Yohobo, 40oz.yrotciv, 40oz.Naly
40oz Clan Beercraft
MC showed a very similar build in the GSL finals. His build was a bit riskier due to an earlier gas/lower sentry count. My clan and I have been doing this build for weeks.
Honorable mentions for the creation of this build: 40oz.Yohobo, 40oz.yrotciv, 40oz.Naly
40oz Clan Beercraft
Why?
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The 3 Gate sentry expand is a very safe build in most circumstances and is a good opener to help transition into the 200/200 Protoss army. The reasoning behind having many sentries is that with good control and force fields you can prevent a lot of early aggression. The majority of Zergs respond by droning hard and setting up a third once they see a sentry expand, which puts the Protoss in a tough position in the mid-game when the Zerg starts to mass units off of three bases. Sometimes setting up a third may is particularly hard once the Zerg is on three bases and has a good economy. The purpose of this build is to punish a greedy Zerg from droning too hard and getting a third too early. This build will allow you to gain map control for a period of time, allowing you to macro hard, get upgrades, and setup your third. This build also helps against potential Multa play because the Citadel is already there, allowing for HT transition.
DTs have the same effect as banshees do in TvZ, getting drone kills, creation of Overseers/Sporecrawlers, and denying scouting. DTs can be used all game, from early drone sniping to late game tech building snipes.
DTs have the same effect as banshees do in TvZ, getting drone kills, creation of Overseers/Sporecrawlers, and denying scouting. DTs can be used all game, from early drone sniping to late game tech building snipes.
The Build
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• 9 Pylon
• Send the pylon probe to scout
• 12 Gateway
• 14 Assimilator
• 16 Pylon
• @100% Gateway Cybernetics Core
• @100 minerals Zealot
• 19 Second Assimilator
• @100% Cybernetics Core 1st Sentry, Warpgate
• 22/23 Pylon
• 2nd Sentry and 2 gateways when you have minerals
• @100% gateways produce 2 sentries depending on resources/supply
• Pylons as needed
• @100% Warpgate convert gateways
• Make Citadel when you have the resources
• Nexus, then pylon, then forge right after (cut some probes for a second)
• Add one more gateway (4th) then make Dark Shrine, vice versa
• 5th sentry
• Cannon then Pylon at natural
• 3rd gas at natural, transfer probes
• 3 DTs asap
• 2 more cannons
• Robotics Facility
![[image loading]](http://img841.imageshack.us/img841/6268/dt3uf.jpg)
• Send the pylon probe to scout
• 12 Gateway
• 14 Assimilator
• 16 Pylon
• @100% Gateway Cybernetics Core
• @100 minerals Zealot
• 19 Second Assimilator
• @100% Cybernetics Core 1st Sentry, Warpgate
• 22/23 Pylon
• 2nd Sentry and 2 gateways when you have minerals
• @100% gateways produce 2 sentries depending on resources/supply
• Pylons as needed
• @100% Warpgate convert gateways
• Make Citadel when you have the resources
• Nexus, then pylon, then forge right after (cut some probes for a second)
• Add one more gateway (4th) then make Dark Shrine, vice versa
• 5th sentry
• Cannon then Pylon at natural
• 3rd gas at natural, transfer probes
• 3 DTs asap
• 2 more cannons
• Robotics Facility
![[image loading]](http://img841.imageshack.us/img841/6268/dt3uf.jpg)
Dark Templar Usage
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The purpose of three DTs immediately after the Dark Shrine is done is to send a DT to the main + natural and one more to the started third. You want to only focus on drones with the two DTs, Shift-Clicking as many as you can before the other DT reaches the other base and you’ll want to repeat with the selecting of drones with the other DT. Warning, If you just A-Click the area, the DT will prioritize its attack on the Queen, wasting valuable time and potential damage.
You will want to delay the first moment when your DT attacks, synching the two allows for more damage dealt to the Zerg before he is alerted of DTs. Generally an overseer will be started immediately and drones will be pulled. You can either try to kill as many drones as you can if you’re able to, scout his base for what tech is he on, or hide the DT.
You will want to delay the first moment when your DT attacks, synching the two allows for more damage dealt to the Zerg before he is alerted of DTs. Generally an overseer will be started immediately and drones will be pulled. You can either try to kill as many drones as you can if you’re able to, scout his base for what tech is he on, or hide the DT.
Before Dark Templar Shrine is Complete
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Since expanding with only 4 sentries is a bit risky, you have to take into account of a mass zergling attack or early roach pressure. Good forcefields and camping your ramp until your cannon is up is usually a good idea. This is much like any normal 3 Gate Fast Expansion build, you just have to play slower and safer. Feel free to lay down two cannons after the nexus is complete and make sure your forcefields aren’t wasted.
After Dark Templar Shrine is Complete
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A quick transition into Robotics is a good idea, with a heavy emphasis on chronoboosting your probes. You should be able to scout his base and prepare for whatever he has in time. If you see plenty of roaches running around trying to kill your DTs then make a couple more cannons in front of your natural, get a couple more sentries. Get your fourth gas while your DTs are attacking and literally non-stop make probes.
On certain maps you may want to kill the destructible rocks that will become your third. Since DTs are so gas heavy, you will have an excess of minerals, you have a small window to setup your third with a lot of cannons. You need to pump units from your four gateways and make use of the robotics factory (an observer and immortals is usually sufficient to hold roach play). A quick transition into Colossus is ideal once you have a general good idea of what he’s going.
Sniping the third hatchery of the Zerg is very important. If you can kill it, or even delay it for as long as possible it’s ideal. While he is busy moving around trying to defend his base you can macro up and expand. Don’t be afraid to use the DTs mid/late game, even warping in a couple of zealots with the DT to kill a hatch will benefit you greatly.
DTs allow for great scouts, once the DT harass is over, send a DT out to each base, hold position at close available expansions for the Zerg.
On certain maps you may want to kill the destructible rocks that will become your third. Since DTs are so gas heavy, you will have an excess of minerals, you have a small window to setup your third with a lot of cannons. You need to pump units from your four gateways and make use of the robotics factory (an observer and immortals is usually sufficient to hold roach play). A quick transition into Colossus is ideal once you have a general good idea of what he’s going.
Sniping the third hatchery of the Zerg is very important. If you can kill it, or even delay it for as long as possible it’s ideal. While he is busy moving around trying to defend his base you can macro up and expand. Don’t be afraid to use the DTs mid/late game, even warping in a couple of zealots with the DT to kill a hatch will benefit you greatly.
DTs allow for great scouts, once the DT harass is over, send a DT out to each base, hold position at close available expansions for the Zerg.
Potential Problems
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Early Roach/Ling Aggression: There’s a timing during the fast expansion where the Zerg strike with 7-10 roaches and many lings right before the shrine is complete. You have to delay with some forcefields and warp in DTs at your natural to defend it. Ideally you’ll want to also send a DT or two immediately at his base to do some damage. 95% of the time, this early Zerg pressure won’t be accompanied with an Overseer and focus the roaches with the DT. To stop this aggression really does come down to your control and forcefields. Ultimately if you can’t hold it off you’ll want to cancel your nexus and go up your ramp and send the DTs out to his main.
Immediate Counteract by the Zerg: This attack comes a bit later, after the DT shrine has been complete. As long as you can snipe the overseer you’re generally fine with DT support. If you suspect him to not bring back his units during the DT harass, make more cannons and prepare for forcefields. You cannot be caught off guard during this period, even one missed forcefield is GG.
Little to No Damage Dealt: Just like any build in the other matchups, if you’ve done little to no damage, you’re behind. If two cloaked banshees are sacrificed and have killed one drone then the Terran is behind. If four hellions do no damage you’re behind.
Immediate Counteract by the Zerg: This attack comes a bit later, after the DT shrine has been complete. As long as you can snipe the overseer you’re generally fine with DT support. If you suspect him to not bring back his units during the DT harass, make more cannons and prepare for forcefields. You cannot be caught off guard during this period, even one missed forcefield is GG.
Little to No Damage Dealt: Just like any build in the other matchups, if you’ve done little to no damage, you’re behind. If two cloaked banshees are sacrificed and have killed one drone then the Terran is behind. If four hellions do no damage you’re behind.
Tips:
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- Having a proxy pylon is very recommended.
- Chronoboost probes like mad during the DT harass with a healthy number of cannons to ensure you’re safe
- DTs make excellent drop defense
- Normal transitions into Colossi are usually the best
- Blink is available, also earlier +2, +3 upgrades at the Forge
- Find a general good location to place the shrine is ideal on each map
- If the Zerg does scout your shrine you can also not make DTs and just play normal, at a later time sending some DTs may catch him off guard
- Chronoboost probes like mad during the DT harass with a healthy number of cannons to ensure you’re safe
- DTs make excellent drop defense
- Normal transitions into Colossi are usually the best
- Blink is available, also earlier +2, +3 upgrades at the Forge
- Find a general good location to place the shrine is ideal on each map
- If the Zerg does scout your shrine you can also not make DTs and just play normal, at a later time sending some DTs may catch him off guard
Replays
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