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[G]PvP 3gate pressure build

Forum Index > StarCraft 2 Strategy
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Excludos
Profile Blog Joined April 2010
Norway8232 Posts
Last Edited: 2011-06-02 15:25:50
June 01 2011 00:31 GMT
#1
+ Show Spoiler [Prelude] +
Before we start it should be noted that I am not the original author of this build. I have seen several variations of it on the ladder, and it was taught to me from someone I have since forgotten the name of. Because of this I can not give credit where credit is due.

This is a build that was developed pre-patch with the main objective of countering 4gate, and it has been used to take down several very good players. Post-patch, however, with a bit of tweaking, it started filling a new role: Pressuring your opponent before he gets his own warpgates up, while taking a second assimilator and teching ourself. How do we achieve this? Keep reading and you will find out.

Buildorder:
+ Show Spoiler +
9 - Pylon
11 - Gate (scout) (use one chronoboost on Nexus)
13 - Assimilator (When finished, put only 2 probes on gas!)
15 - Cybernethics core (cut probes)
15 - Pylon (resume probe production)
16 - Zealot
Core 100% - Warpgate tech (continuously chronoboost. Put a third probe on gas)
Zealot 100% - Stalker (should be around the same time)
22 - 2x Gateways
Stalker 100% - Stalker (Cut probes at 20, which should be at 26 food)
26 - Proxy pylon
warp 100% - 3x stalkers
Continue probe production


Execution:
The above is the basic buildorder. It is extremely tight, and leaves no room for error (then again, in PvP, it rarely does). It helps a lot to use the mineral mining trick for this build. Use only one chronoboost on the nexus, and the rest on warpgate research. It should leave you with exactly enough to finish 15 seconds earlier than a gateway on 12 would. Do NOT lose your scouting probe. If that proxy pylon doesn't go down, you've lost the game.
As the window of opportunity is extremely small, its also important to build this pylon as close to the enemy as possible. Be aggressive all the time, even with your initial units. If you can trade one of his units with one of yours, you're in a good place. If he starts hunting for the proxy pylon, punish him by flanking him with your 3 initial units from behind, and warp inn 3 more in the front.


Encounters:
As with everything in starcraft 2, there is no magical "always win" button. You will need to adapt to your enemy, and this is how you do it:
+ Show Spoiler [4gate: ] +
This build will hit 15 seconds before his 4gate finishes. Timing is crucial. If you do not do any damage within those 15 seconds, you will be climbing an uphill battle from here. Make sure to bring your probe along for the attack, and create another proxypylon close to his ramp. You will always be 15 seconds ahead with your warpin, but this will not help you if your pylon is 15 seconds away! Should he for some reason start forcefielding his ramp, you will need to warp in over it. Pylon radius have been shortened, but this is still possible. If you do not manage to do any damage after 2 warpin cycles, his fourth gate will now have payed for itself, and he will at all times be ahead of you in unit count. If you think you wont be able to break him, take a second assimilator right away.

+ Show Spoiler [2gate with 3stalkers: ] +
The intention of his build is to find your proxy pylon and take it out, before you can use it, with his 3 initial stalkers. You can either make sure he doesn't find it, or you could use this against him! Let him find your pylon, and engage with your 3 initial units, and start warping in behind him. If you're lucky, you might be able to take out one of his stalkers, and its game over for him from there. In most cases, he will take an early second assimilator, so if your push does not do any damage you'll be far behind. Break him with everything you got!

+ Show Spoiler [3gate robo: ] +
Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have ever used the old 4 gate, you know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield.

+ Show Spoiler [Various Cheeses: ] +
There are too many variations of cheese for me to cover them all here. The important part is that since your first gate will come down on 11, you will have a much better chance at fighting off most cheeses


Follow up:
+ Show Spoiler +
The beauty of this build is that not only does it have the potential to be game ending the moment you attack, but it also has a very strong ability to let you tech safely into the midgame. After your first warpin of units, you should have a surplus of minerals. So take your second assimilator right away. This will enforcen your attack with more stalkers and/or let you start teching to whatever you wish. As for what you should tech towards: use your own imagination. If you've encountered a 4gate, the safest bet would probably be to get a robotics bay. However if you somehow weren't able to break a 3gate robotics/twilight/stargate, you will now be behind, and your best bet is to try to catch up with some nifty blinkstalker action.


Replay or didn't happen!
+ Show Spoiler [Why of course!] +

[image loading]
[image loading]
[image loading]

UPDATE: Edited in a couple more.
[image loading]

This is the one vs Adel's no gas build:
[image loading]

Prepatch:
[image loading]
[image loading]


Finishing words:
+ Show Spoiler +
I have only worked on this build for about a month now, and I am probably not utilizing the full potential of it. However I do believe it is an incredibly strong build capable of taking down any opponent. I will continue to tweak it, and will probably come back to this thread frequently to update it.
stokes17
Profile Joined January 2011
United States1411 Posts
June 01 2011 00:44 GMT
#2
seems pretty interesting man.... its like an even more hardcore version of the old 4 gate (11gate 15 cyber vs 12 gate 16 cyber) but you only make 3 gates?

what kind of position are you in if your initial 6 units do minimal or no damage? Cause you only have 3 gates to reenforce and no tech to fall back on.

I'm sorry if this exact situation plays out in one of the replays... I didn't look through them all

But it absolutely looks like a cool way to get that influx of units at the old 4 gate timing. (end up with 1 zealot 5 stalker at basically the same time w/ 3 zealots coming... as opposed to 6 stalkers w/ 4 zealots coming)
dangerjoe
Profile Blog Joined November 2010
Denmark1866 Posts
Last Edited: 2011-06-01 01:08:43
June 01 2011 00:45 GMT
#3
Wow seems like a very nice build, but it is not easy to pull off it seems..
I doubt I will be able to perform it right now ^^

I will watch replays and edit

Okay watched the first two, and as you said it seems like the build has to be exuted perfectly to defeat the 4gate on very big maps, right?

On close positions the early gate allows for some very early aggresion and it seems really strong against 4gating.

All-around it actually seems very versatile especially post-patch, I will have to try it out.. Maybe I'll post some replays too
Ask Beavis, I get nothing Butt-head
Plice
Profile Joined May 2011
United States25 Posts
June 01 2011 00:48 GMT
#4
Looks good, I'm going to try it out and see how it works for me
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
June 01 2011 00:52 GMT
#5
On June 01 2011 09:44 stokes17 wrote:
seems pretty interesting man.... its like an even more hardcore version of the old 4 gate (11gate 15 cyber vs 12 gate 16 cyber) but you only make 3 gates?

what kind of position are you in if your initial 6 units do minimal or no damage? Cause you only have 3 gates to reenforce and no tech to fall back on.

I'm sorry if this exact situation plays out in one of the replays... I didn't look through them all

But it absolutely looks like a cool way to get that influx of units at the old 4 gate timing. (end up with 1 zealot 5 stalker at basically the same time w/ 3 zealots coming... as opposed to 6 stalkers w/ 4 zealots coming)


Basically your objective is to fall back on a second assimilator (which should be made right after you warp in the first cycle of units at his base) should you not be able to do any damage. However, if your opponent managed to hold you off with something like a 2gate robo, then he will have taken his second assimilator ahead of you and his robotics will already be down. In this situation you're pretty much screwed unless you can manage to come back with some fancy blinkstalkerplay (which is entirely possible as you should have more units than him).
AxelTVx
Profile Joined May 2010
Canada916 Posts
June 01 2011 00:53 GMT
#6
Interesting... I'll try this out right now
Axel 145 Masters Protoss
Wildsound
Profile Joined March 2011
United Kingdom144 Posts
June 01 2011 01:01 GMT
#7
I get this feeling that if the protoss scouts an earlier than normal gate, he may detect aggression and can therefore play defensively. Especially with the excess energy saved up on the nexus.
http://soundcloud.com/dj-wildsound http://www.youtube.com/MrWildsound ¦ Sage, Creator, Huk, JYP, Hero, MaNa, White-ra
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
June 01 2011 01:07 GMT
#8
what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes?
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
ntvarify
Profile Blog Joined October 2010
United States331 Posts
Last Edited: 2011-06-01 01:21:43
June 01 2011 01:19 GMT
#9
Sounds really interesting. I love me some agressive protoss play so I'll go try it out when I get the chance.
what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes?

One advantage is that it beats 3 stalkers, which Adel's build, in my experience does not, and leaves you in a better position to tech. I also would imagine it would hold off Adel's build but I could be wrong on that point.
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
June 01 2011 01:42 GMT
#10
On June 01 2011 10:19 ntvarify wrote:
Sounds really interesting. I love me some agressive protoss play so I'll go try it out when I get the chance.
Show nested quote +
what are the advantages of this build over Adelscott's delayed gas PvP build, which also pressures before warpgate but does not need to cut probes?

One advantage is that it beats 3 stalkers, which Adel's build, in my experience does not, and leaves you in a better position to tech. I also would imagine it would hold off Adel's build but I could be wrong on that point.


Yes. The problem with the adel's build is that it requires close position on maps like Metal or shattered, and even then it will have trouble vs builds like the 3gate stalker. This build can be done on any map. Infact, the bigger, the better.

I do not know how this does vs the adel's build, as I have yet to see anyone on the ladder use it against me. I will have a buddy of mine help me test it tomorrow.
Plice
Profile Joined May 2011
United States25 Posts
Last Edited: 2011-06-01 01:43:35
June 01 2011 01:42 GMT
#11
I've played two games with this and both of them I was able to win fairly easily. It seems that people aren't used to this kind of attack anymore after the nerf to warpgate time. I am however only gold so take that with a big grain of salt lol.
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
June 02 2011 14:24 GMT
#12
Tested against adel's build today and added replay in the OP.

This build does work vs the adel's build. However my opponent used one chronoboost wrong, so his second stalker came a bit late, and the positions would be closer on maps like metal or shattered (closeposition). So while it is entirely possible, it could get tight for a second. Once you've stopped the initial push though, you're worlds ahead of him.
MassIncestor
Profile Blog Joined June 2011
743 Posts
June 02 2011 14:31 GMT
#13
On June 01 2011 09:31 Excludos wrote:
+ Show Spoiler [ 3gate robo +
Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have every 4gated, you'll know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield.


I really disagree with this. You won't break a properly executed 3gate robo after the WG nerf off 3 gates. Best to just play it from behind if your opponent isn't awful and try to expand sooner than your opponent to make up for his faster tech. Maybe even try to contain a little.
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
Last Edited: 2011-06-02 14:45:07
June 02 2011 14:40 GMT
#14
On June 02 2011 23:31 MassIncestor wrote:
Show nested quote +
On June 01 2011 09:31 Excludos wrote:
+ Show Spoiler [ 3gate robo +
Your warpgate tech will finish around the same time the old 4gate used to before the patch. If you have every 4gated, you'll know what to do here. Make sure to bring your probe and build a proxy pylon under his ramp, so you can warp up some zealots over his forcefield.


I really disagree with this. You won't break a properly executed 3gate robo after the WG nerf off 3 gates. Best to just play it from behind if your opponent isn't awful and try to expand sooner than your opponent to make up for his faster tech. Maybe even try to contain a little.


Thats the thing: This 3gate build hits around the same time the old 4gate used to, with the same amounts of units, and everyone who tried going 3gate robo in the old patch knows how infuriatingly impossible that used to be. Most people have also tuned their build to work vs the new 4gate timing, which means that an attack hitting 15 to 20 sec earlier could be devastating.

I have yet to see anyone early tech and still hold this build. Then again, all my opponents have been around high masters league. I have yet to test this vs anyone in GML.

Also fixed typoe, thanks for bringing that to my attention
tdynasty
Profile Joined May 2011
Canada220 Posts
June 02 2011 14:50 GMT
#15
I Like this Build. I do this type of build in 2v2, but I transition into a second gas fairly early for fast blink.

However depending on the and the Mathcup and my partner. I will often warp in my first round of units in a proxy location for initial pressure.


I wonder how your stalker build would pair up against this type of PvP build.

9 Pylon
10 food, Wait for 150 minerals = gateway.
11-14 Food Probes with 1 crono boost.
14 Gas
15 Cybernetics
17 pylon - Chain Crono Boosts on Cybernetics.
second gateway at 20-21 depending on if you droped a zealot.

Usualy I like to build 4 gates asap. But however with the intial scout if you see a stalker you need to match the stalker.


As a whole this is the fastest warpgate build I have used so far. And being on 1 gas allows you to warp in 3-4 Stalkers first round.

I have however lost quite a few matches with this build.
I just Find PvP so terrible as a matchup. ZvZ and TvT leave room for macro games.
PvP 5% are macro games
French Canada
nonethewiser
Profile Joined January 2011
United States53 Posts
June 02 2011 15:09 GMT
#16
IME, this build is flawed. You have a fifteen second window to take a tactical advantage against a player who likely has more economy and better production than you do. If he has even a single sentry, your fifteen second advantage is gone.

Also, on 1v1 maps 11 gate is incredibly common. I've had to adjust my play to at the very latest a 12 gate because heavy zealot 4 gate is so dangerous.
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
Last Edited: 2011-06-02 15:23:19
June 02 2011 15:22 GMT
#17
On June 03 2011 00:09 nonethewiser wrote:
IME, this build is flawed. You have a fifteen second window to take a tactical advantage against a player who likely has more economy and better production than you do. If he has even a single sentry, your fifteen second advantage is gone.

Also, on 1v1 maps 11 gate is incredibly common. I've had to adjust my play to at the very latest a 12 gate because heavy zealot 4 gate is so dangerous.


Who said your opponent has better economy? At this point you will most likely have more probes than someone who does a regular 4gate. If he builds a sentry with his initial units (and a lot does), then it works out in your favor. There are at least one replay where exactly this happens.

The build you're thinking of with the heavy zealot 4gate is made on 10gate, and not 11. Pluss that one is an allin build with no return seeing as you skip gas after you get enough for wp tech. It is classified as a cheese. The build posted in the OP is one that lets you pressure your opponent while letting you safely tech into midgame. It also has an incredibly large chance of breaking your opponent right off the bat.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
June 02 2011 16:32 GMT
#18
i have a practice partner who used this build a lots of time. The fact that you only has 1 chrono boost on your probes make you always behind in probes counts as well as you cut probe at 20. Any sign of high chrono count in PvP would result 1 side get more than 1 sentry to solve the problem. In fact with the sentries build time buff and pylon range nerf, i could open 1 gate robo with 2 gases and hold your build just fine as long as there is a ramp and its not close spawn. You will always behind in 5-8 probes once your pressure stop and it is huge entering mid game.

Also a dis advantage by applying early pressure early on in PvP is that you always miss scouting proxy pylon. In this case when you cut probe at 20, you cant afford any probe scout mid game either. I also forgot to mention the 2 gate block at ramp which delay any sort of stalker rush forever.

In conclusion, it is TRUE that the 4 gate timing still can be revoke post patch but we already held it just fine pre patch. Doing it now, post patch, with the pylon nerf and sentries buff, just is as risky as 2 gates proxy: if he doesnt scout+react to it he die.

Btw: only 1 chrono on probe is WAY behind since most people spend like 3 now and still safe.
Im daed. Follow me @TL_NB
L3g3nd_
Profile Joined July 2010
New Zealand10461 Posts
June 02 2011 16:38 GMT
#19
awesome! will have to give this a try
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Excludos
Profile Blog Joined April 2010
Norway8232 Posts
Last Edited: 2011-06-02 17:06:39
June 02 2011 17:03 GMT
#20
On June 03 2011 01:32 NB wrote:
i have a practice partner who used this build a lots of time. The fact that you only has 1 chrono boost on your probes make you always behind in probes counts as well as you cut probe at 20. Any sign of high chrono count in PvP would result 1 side get more than 1 sentry to solve the problem. In fact with the sentries build time buff and pylon range nerf, i could open 1 gate robo with 2 gases and hold your build just fine as long as there is a ramp and its not close spawn. You will always behind in 5-8 probes once your pressure stop and it is huge entering mid game.

Also a dis advantage by applying early pressure early on in PvP is that you always miss scouting proxy pylon. In this case when you cut probe at 20, you cant afford any probe scout mid game either. I also forgot to mention the 2 gate block at ramp which delay any sort of stalker rush forever.

In conclusion, it is TRUE that the 4 gate timing still can be revoke post patch but we already held it just fine pre patch. Doing it now, post patch, with the pylon nerf and sentries buff, just is as risky as 2 gates proxy: if he doesnt scout+react to it he die.

Btw: only 1 chrono on probe is WAY behind since most people spend like 3 now and still safe.


The reason you wont be behind on probe count is because you should continue probe production while attacking. I know this sounds wild, but having only 3 gates, you can easily have continuous probe production, get a second assimilator up, and still continuously warp in units.

In one of the replays, a 1100 master player gets sentries and 2 canons at his ramp..he still did manage to stop the initial push. You can not open onegate robo and think you'll be safe against this. You mention close position, which makes me think you haven't even read the build. You will be warping in all your units, distance does not matter.

EDIT: a lot of pro players spend 3 chronos on their nexus because they know what their opponent is doing, and they know they are safe. For every chronoboost spent on the nexus is 10 seconds more advantage you will have over your opponent when doing this build.
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
June 02 2011 17:13 GMT
#21
On June 03 2011 02:03 Excludos wrote:
Show nested quote +
On June 03 2011 01:32 NB wrote:
i have a practice partner who used this build a lots of time. The fact that you only has 1 chrono boost on your probes make you always behind in probes counts as well as you cut probe at 20. Any sign of high chrono count in PvP would result 1 side get more than 1 sentry to solve the problem. In fact with the sentries build time buff and pylon range nerf, i could open 1 gate robo with 2 gases and hold your build just fine as long as there is a ramp and its not close spawn. You will always behind in 5-8 probes once your pressure stop and it is huge entering mid game.

Also a dis advantage by applying early pressure early on in PvP is that you always miss scouting proxy pylon. In this case when you cut probe at 20, you cant afford any probe scout mid game either. I also forgot to mention the 2 gate block at ramp which delay any sort of stalker rush forever.

In conclusion, it is TRUE that the 4 gate timing still can be revoke post patch but we already held it just fine pre patch. Doing it now, post patch, with the pylon nerf and sentries buff, just is as risky as 2 gates proxy: if he doesnt scout+react to it he die.

Btw: only 1 chrono on probe is WAY behind since most people spend like 3 now and still safe.


The reason you wont be behind on probe count is because you should continue probe production while attacking. I know this sounds wild, but having only 3 gates, you can easily have continuous probe production, get a second assimilator up, and still continuously warp in units.

In one of the replay, a 1100 master player gets sentries and even 2 canons at his ramp..he still did manage to stop the initial push. You can not open onegate robo and think you'll be safe against this. You mention close position, which makes me think you haven't even read the build. You will be warping in all your units, distance does not matter.

you are talking about do you want 2 probes advance at 1 minutes mark or EVEN probe at 6 minutes mark. The profit of 1 or 2 workers advance INCREASE over time and this apply to and sort of RTS.

I did read the build and i hope you knwo the different between close and far spawn in PvP. Its about the timing of the initial units moving out as well as possible hidden pylon location. Close spawn limit a lots of your option makes offensive play styles much better than defensive.

Far spawn on the other hand, make rushes fail harder than ever. I could pump out mass sentries to held the ramp while wrapping in at a proxy pylon you didnt check when you execute the "pressure".

I do understand that 3 gate production WILL give you room to pump probes after the 1st wrap round but again, at that time you are already 4-5 probes behind with no intel advantage WHILE exposing your army composition to the enemy. It is not a straight up lose but if your pressure deal no damage like that, the rest of the game you basicly fight an up hill battle, the same way 1 gate proxy works on xelnaga.

Again: im not saying its an impossible build. It will work at some extend but with proper counter, any sort of rush/probe cut will be punished.
Im daed. Follow me @TL_NB
darmousseh
Profile Blog Joined May 2010
United States3437 Posts
June 02 2011 17:45 GMT
#22
Have you tried this against a 1 gate robo fast sentry/immortal build?

Usually it's used against terran, but I'm curious if it will work in pvp against this build specifically.

http://wiki.teamliquid.net/starcraft2/1_Gate_Fast_Immortal_(vs._Terran)
Developer for http://mtgfiddle.com
MARISA
Profile Joined February 2011
Canada13 Posts
June 02 2011 17:52 GMT
#23
an early gate, only 1 gas + putting only 2 probes, and hoarding chronoboost pretty much broadcasts your intent. I'd think it was some kind of low eco fast warpgate rush or k4g upon seeing something like this which is what it basically is. After that it's only a matter of adjusting my build to hold off your aggression without cutting probes and the game would be pretty much over
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
Last Edited: 2011-06-02 18:57:48
June 02 2011 18:49 GMT
#24
On June 03 2011 02:52 MARISA wrote:
an early gate, only 1 gas + putting only 2 probes, and hoarding chronoboost pretty much broadcasts your intent. I'd think it was some kind of low eco fast warpgate rush or k4g upon seeing something like this which is what it basically is. After that it's only a matter of adjusting my build to hold off your aggression without cutting probes and the game would be pretty much over


And yet, people still lose to it

Most of the answers in this thread is theorycrafting. I implore you, go try the build before you think its bad. I can promise you it will surprise you in its efficiency. I too was very skeptic before trying the build. At first glance you'd think it would be easily defendable and leaves you with less resources, probes and tech than your opponent. That is, however, not the case at all

Most, if not all, of my losses with this build has been cases of "I should improve in this area", and not "I can't ever win in this situation".
Excludos
Profile Blog Joined April 2010
Norway8232 Posts
June 02 2011 18:54 GMT
#25
On June 03 2011 02:45 darmousseh wrote:
Have you tried this against a 1 gate robo fast sentry/immortal build?

Usually it's used against terran, but I'm curious if it will work in pvp against this build specifically.

http://wiki.teamliquid.net/starcraft2/1_Gate_Fast_Immortal_(vs._Terran)


Most onegate robo builds gets a straight up buildorder loss vs this one. You need something like 12 sentries to be able to continuously forcefield the ramp so you can't warp above it with a pylon.

With that said, I haven't specifically tested it vs the build you posted. I will try it tomorrow and update you on how it goes
saer
Profile Joined March 2011
40 Posts
June 02 2011 19:22 GMT
#26
It seems like this build puts you all-in against every other common protoss build, all of the adaptions are "do a lot of damage or you're far behind."

To me this isn't a pressure build at all, just a rework of the old 4gate push sacrificing even more economy with only 1 chrono on nexus and 11gate with probe cuts later
NB
Profile Blog Joined February 2010
Netherlands12045 Posts
June 02 2011 19:38 GMT
#27
On June 03 2011 02:45 darmousseh wrote:
Have you tried this against a 1 gate robo fast sentry/immortal build?

Usually it's used against terran, but I'm curious if it will work in pvp against this build specifically.

http://wiki.teamliquid.net/starcraft2/1_Gate_Fast_Immortal_(vs._Terran)

yeah, this is the build i mentioned in previous post.
Tyler and day9 tested this vs 4 gates prepatch and they got alots of success. (watch Tyler stream)

Basically skip wrap to get gas for immo right away and only start wrap tech when needed. This build is designed to held off anysort of 1 base rush but bad vs expand and tech :-/... If you see lots of chrono saved, this is not a bad choice
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IzieBoy
Profile Blog Joined November 2010
United States865 Posts
Last Edited: 2011-06-02 19:56:19
June 02 2011 19:53 GMT
#28
still lose to 2 gate fast wg...what are the exact timings by the way? for the units to pop

the replays are the latest patch right?
Let's Do This! Leeeeeeeeeeeeeroy Jenkins!
FenneK
Profile Joined November 2010
France1231 Posts
June 02 2011 19:56 GMT
#29
I am excited to try this out.
good luck have batman
rsvp
Profile Blog Joined January 2006
United States2266 Posts
June 02 2011 20:11 GMT
#30
I used a very similar build right before the patch, and it was insanely strong. Because of the 11 gate and earlier warpgate, you can be aggressive so that either your opponent has to cut probes to defend, or you can just do a lot of damage early on if they play greedy. Then because you continue to make probes, you actually catch up and surpass your opponent in economy even though earlier on you had to sacrifice a bit of economy.

However, with the patch, I've found that this build is much more weaker. Players can be much more greedy while still being safe against your initial attack/poke, since warpgate timing is slower plus sentry building time is faster.

It's still a good build, but now I rarely use it. A few seconds does make a world of difference in this build, and the patch killed those few seconds of advantage you get.
Knickknack
Profile Joined February 2004
United States1187 Posts
Last Edited: 2011-06-02 21:40:55
June 02 2011 20:52 GMT
#31
Sure, I've seen this before. This build is essentially a faster 4wg attack with -1Gate -1probe -1unit.
The main thing holding you back is wg timing, so 10gate may be better.
From reps it looks like you are often getting delayed timings, which can easily end badly since that very slight timing window is the whole reason for this builds existence.
Slightly worse due to patch, now have to only spend 1cb on nexus, sentry play slightly better vs it.
Decent build to pull out occasionally, but would not recommend it as someones standard play.

Edit- Tested 11gate and it looks like it can get timings 5stalk/1z <5:30 so it seems fine instead of 10gate.
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