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[G] Revolutionary PvZ Warp Prism Drop

Forum Index > StarCraft 2 Strategy
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Kookiez
Profile Joined January 2011
United States5 Posts
Last Edited: 2011-07-14 22:28:39
July 14 2011 22:21 GMT
#1
Take notes guys. High Masters/GM (kicked out for inactivity) player and I have gone 15-0 with this build (Only works on maps with ramps that could be blocked off by a single forcefield):

Build Order.
+ Show Spoiler +

Opens just like the 3gate expo build which will greatly confuse your opponent.
9 pylon
12 gateway
14 gas
16 pylon
17 core (obviously research warp-gate tech immediately after completion)
18 zealot to Complete wall-off
21 gas
25 pylon
25 gate/gate

Make a sentry then add your robo and another gateway and from here on out just keep making sentries with the excess Gas you will have as the cost of warp prisms Only depletes minerals.

When you have 2 sentries and your zealot out, make a pylon outside of your base partially blocking off the ramp to trick your opponent into thinking you're just 3gate expoing. At the same time spam chronoboost on the building of 2 warp prisms and load up all the sentries you have made in the time being (should be around 6). Block off your walloff with a pylon just in case the zerg player decides to counterattack you while you completely stomp his base.


The Attack
+ Show Spoiler +

Here is the most important part of the strategy which will probably deviate lower level players from higher level players.

Obviously some positions work better than others as you may not have to pass xel-naga towers controlled by your opponent, but this build is so commanding that it should not result in your defeat.

Anyways, as your two warp prisms approach the zerg base, there are several things you can do depending on how the zerg reacts:
1.) If all of his units (or spine crawlers) are at the natural, drop a quick sentry outside of the main, forcefield the ramp, and then deploy all of your units inside.
2.) If all of his units are inside the main, then vice versa you forcefield the ramp and deploy your units outside of his main.
3.) If for some reason your opponent knows to split up his army, forcefield the ramp and deploy your army outside of the natural and then attack normally with everything grouped together (you do not want to just drop your units one by one).

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

In all 3 options make sure to KEEP THE RAMPS FORCEFIELDED. Forcefields last 15 seconds so count the in-game timer if needed to maximize efficiency. Even if you get rather antsy and drop your forcefields every 8 seconds, 6 sentries with full energy will be able to hold the ramp indefinitely. After your army is on the field, reinforce it by phasing your prisms and then abuse the power of your 4 warpgates (Remember to chronoboost them).

Note that if you attack the natural first, after clearing everything, go right for the main just in case your opponent is researching burrow tech but do not forget positioning when ascending the ramp! Don't forget to reposition your warp prisms.


Replays:
+ Show Spoiler +

http://www.sc2replayed.com/replay-videos/9170
http://www.sc2replayed.com/replay-videos/9171
http://www.sc2replayed.com/replay-videos/9172


This strategy is insanely powerful as zerg has almost no means of anti-air early game besides the queen and the seldomly used spore crawler. Oh and if for some reason you don't win, just throw down a robotics bay and get colossus to kill all of the zerglings or just expo.

I dub this the Cookie Cutter build!!
(╯°□°)╯︵ ┻━┻
Zeppelin535
Profile Joined May 2011
Canada262 Posts
July 14 2011 22:26 GMT
#2
Looks rather interesting and effective, will be doing some practicing of the build and possibly trying it out on ladder.
Bones (P) | @BonesSC2 | twitch.tv/Bones535
roymarthyup
Profile Joined April 2010
1442 Posts
July 14 2011 22:29 GMT
#3
it looks effective however it seems the zerg could counter it by putting half of his army above and below the ramp the moment he spots early prisms
da_head
Profile Blog Joined November 2008
Canada3350 Posts
July 14 2011 22:30 GMT
#4
interesting, ill have an in depth look into it.
When they see MC Probe, all the ladies disrobe.
BoxedLunch
Profile Joined January 2011
United States387 Posts
July 14 2011 22:30 GMT
#5
interesting. seems fairly powerful and deadly, but also gimmicky and pretty all-in, as 4 gates tend to be. i'll first give this a try on the PTR where my ranking doesn't matter
In theory, practice and theory are the same. In practice, they are not
Premier
Profile Blog Joined January 2011
United States503 Posts
July 14 2011 22:39 GMT
#6
This looks interesting, but is an extreme investment in gas in terms of sentries. If a warp prism gets picked off or even if they just split their army, you could be at a clear disadvantage.
Picture Me Rollin' - DJ Premier, Titan of the Tables
syriuszonito
Profile Joined June 2011
Poland332 Posts
July 14 2011 22:48 GMT
#7
thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
Triggersoft
Profile Joined April 2011
United States14 Posts
July 14 2011 22:50 GMT
#8
Wow, this is a very nice strategy, burrowed roaches would be a nice reaction, but i don't think there is enough time.
Fangxxer
Profile Joined November 2010
Sweden70 Posts
July 14 2011 22:51 GMT
#9
seems really cool gonna try this out!
Soooooo many bannnnlingssssssss!!! - Artosis
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
July 14 2011 22:52 GMT
#10
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2011-07-14 23:06:13
July 14 2011 23:03 GMT
#11
On July 15 2011 07:48 syriuszonito wrote:
thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.


As the op stated and shown in replays, they build works at high master level, don't pull this "any competent zerg will demolish you crap". Of course if a strategy is scouted you can prepare for it. If you are not going to contribute, don't post. Do you really enjoy dismissing someone's good work like that? Think about how you feel when people to that to you.

Excellent guide btw. Looks pretty scary.
Chuck Norris can salvage his opponent's structures.
FeyFey
Profile Joined September 2010
Germany10114 Posts
Last Edited: 2011-07-14 23:13:35
July 14 2011 23:06 GMT
#12
was used in beta against terran fast expansions quiet successful, though that attack looks quiet interesting as well. Getting the prism is standard for me in pvz, as mutas are so unpopular now, can always pick up something that is in danger of getting killed and before that it grants nice amounts of drone kills. And you could just use one prism, and do the cliff shuttle trick (works on most maps). Splitting army won't work if you defend with lings only, (popular by most zerg and a great mistake if they have to attack the zealots near walls).
Prism only delays your expansion by a tiny bit, most of the time it will grant you a nice eco advantage with harassment. But you will probably end up having to defend against alot of zerg stuff, the usual reaction if a zerg has lots of army and lost workers.
And zergs are generally in a bad position if they let you forcefield the ramp and there is a shuttle out as well. No real need to get 2 prisms really one is enough as you can shuttle your army over quiet instantly with one prism

edit: lil thing i always did was get a spine in the main as well, though warp prims play was quiet rare and it just moved to the 3rd once enough army was out hehe.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2011-07-14 23:07:46
July 14 2011 23:07 GMT
#13
On July 15 2011 07:52 Synystyr wrote:
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!


I hope stuff like this finally gets Blizzard to address the force field and Zergs utter lack of anything to deal with it.

Until then,
I have been going to a standard hydraling composition to help me secure my 3rd in ZvP fairly regularly lately, it can handle this quite well.

Against anybody who isn't blindly making those types of units and waiting around though, this should prove highly effective.
As it turns out, marines don't actually cost any money -Jinro
Lobotomist
Profile Joined May 2010
United States1541 Posts
July 14 2011 23:10 GMT
#14
Jesus that's cheesy. What would be the best zerg response to this, split units?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
July 14 2011 23:11 GMT
#15
On July 15 2011 07:48 syriuszonito wrote:
thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.


If you have really good control, you can drop a sentry or two near the ramp, get a forcefield out, and then pick them up in the prisms again. Then you can drop your guys / warp in in a bundle in a safer nearby area and then keep the forcefield on the ramp. If you have to go too far away to get your army on the ground, keep one sentry in a prism to go back and put down a 2nd forcefield while you deploy the main army and attack the natural (or main I suppose if that's how it went down).

I'm not saying this is unbeatable with good control, I just think you can make life for the zerg real hell if you are gosu with drop / sentry control.

Pro tip: you can engage warp mode, then d-click your prism to have it drop guys while you're using it to warp in!

I've been waiting for this sort of attack to get popular because forcefield on the ramp is mega-powerful and is barely used to its full potential.
Comprehensive strategic intention: DNE
juNi0r
Profile Joined June 2011
Sweden7 Posts
July 14 2011 23:12 GMT
#16
I like this strategy, but this could easily go into a base trade scenario if the Zerg got his speedlings at his natural and chooses to go for a counterattack. So to be extra safe, i think warping in a sentry in your main by the time you go for the attack would be a good decision.
420!
ktimekiller
Profile Blog Joined May 2010
United States690 Posts
July 14 2011 23:14 GMT
#17
what? zerg splits army and gg?
Geiko
Profile Blog Joined June 2010
France1940 Posts
July 14 2011 23:20 GMT
#18
Nice strategy, I'll give it a try. Can't really say much more before I try it.
Wouldn't it be more effective to attack from the front to draw all the units out, then FF the ramp, load up all your sentries and go in the main ?
geiko.813 (EU)
SxYSpAz
Profile Joined February 2011
United States1451 Posts
July 14 2011 23:20 GMT
#19
so the whitera 4gate with sentries against zerg? aside from it being 2 warp prisms and hitting later. lol.

awesome. try this out sometime
syriuszonito
Profile Joined June 2011
Poland332 Posts
July 14 2011 23:27 GMT
#20
@w3jjjj
You quote my post but it seems you didnt take time to read it. I did not say any good zerg will demolish his crap. I said that once you know how to defend it, the build fails and puts you in a very bad situation which is why i wouldnt call this build a revolutionary pvz. Thats a tricky all in that can win you some games on ladder but once ppl learn their lesson its gonna be useless.
I'd say my post brings more to the discussion than your "Excellent guide btw. Looks pretty scary".
The one || My stream http://www.teamliquid.net/video/streams/syriuszonito
IIIOmegaIII
Profile Joined May 2011
Sweden319 Posts
July 14 2011 23:28 GMT
#21
haha this looks cool, will try it :D
rems
Profile Blog Joined April 2010
Netherlands186 Posts
July 14 2011 23:41 GMT
#22
Watched all 3 replays and this is indeed a potent PvZ build! Wouldn't want to rely on this as your "solid" build because going in with 2 warpprisms is quite a risk ( Like in the first replay, if the queens were a little bit better targeted you would have lost a warp prism + 4 sentries in it ). But in a boX situation this could be a killer!

Thanks for sharing.
Jumbled
Profile Joined September 2010
1543 Posts
July 14 2011 23:43 GMT
#23
The general strategy has been around forever, although the version demonstrated by some Korean pros is much faster and only uses one warp prism. There are some good replays of top pros doing it but you'd have to dig around a bit in order to find them.
Keilah
Profile Joined May 2010
731 Posts
July 14 2011 23:51 GMT
#24
why 2 warp prisms instead of 1? so you can drop your sentry/warp in on either side of the ramp at any given moment instead of waiting to fly around?
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2011-07-14 23:57:18
July 14 2011 23:53 GMT
#25
On July 15 2011 07:48 syriuszonito wrote:
thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.


You dismissed his build's validity, while claiming that his victories with the build are against incompetent zerg opponents, these are your original words.

In my post i said of course if people scouts it they can prepare, exact words here.

On July 15 2011 08:03 w3jjjj wrote:
As the op stated and shown in replays, they build works at high master level, don't pull this "any competent zerg will demolish you crap". Of course if a strategy is scouted you can prepare for it. If you are not going to contribute, don't post. Do you really enjoy dismissing someone's good work like that? Think about how you feel when people to that to you..


On July 15 2011 08:27 syriuszonito wrote:
@w3jjjj
You quote my post but it seems you didnt take time to read it. I did not say any good zerg will demolish his crap. I said that once you know how to defend it, the build fails and puts you in a very bad situation which is why i wouldnt call this build a revolutionary pvz. Thats a tricky all in that can win you some games on ladder but once ppl learn their lesson its gonna be useless.
I'd say my post brings more to the discussion than your "Excellent guide btw. Looks pretty scary".


So you posted a hurtful comment, instead of apologizing, you are re-phrasing yourself to sound nicer? Just read out loud the bolded words from your first post and your second one. If your first post was mannered like the second one, I wouldn't have picked on you.

4 gate timing attacks are all-in by nature, this build is a variation of the 4 gate so of course if the attack fails protoss will be behind. What are you bringing to the discussion? I acknowledge the good work that the op put in, and that somehow is worse than you dissing his work?
Chuck Norris can salvage his opponent's structures.
Exley
Profile Joined April 2011
United States239 Posts
Last Edited: 2011-07-14 23:58:53
July 14 2011 23:54 GMT
#26
One question to the OP: What do you do when your cover has been blown? It's not uncommon to see a sacrificial overlord at 6:15 mark, especially if you go stalker before sentry.

I think if you delay the lair and don't go past 35 drones, you should be able to get enough roaches and lings out in time to stop this and you may even finish +1 melee.

Also if you have 3 queens out you can try to camp around the ramp to prevent the prisms from deploying while focusing one down.
fezvez
Profile Blog Joined January 2011
France3021 Posts
July 14 2011 23:54 GMT
#27
Excellent post, excellent build! I watched the 3 replays, and I've been extremely impressed.

I tried a few customs to check the timings, and the warp prism leave your base at around 7:40. I like how you switch between zealot/sentry if you face only zerglings and stalker if you face roach.

Well, it's of course much more powerful if you manage to be in his nat while his army is trapped in his main. No counterattack possible.

And I tend to disagree with people stating if the zerg splits his army then the push fails. A 4 gate, even late, against only one half of a zerg army clearly wins. And it is simply sooo easy to force field the ramp if the zerg begins to put too much units on one side of the ramp.

I guess it's the queen usage (and army splitting) that counters the build, but I still have to see it. OP, do you have a replay of the protoss having to retreat?
Marsupian
Profile Joined April 2011
Netherlands455 Posts
Last Edited: 2011-07-15 00:00:38
July 15 2011 00:00 GMT
#28
When I read "revolutionary" I was expecting some sick midgame/lategame warpprism plays but instead it's a 1 base all-in... I'm dissapoint. Still it's a solid strategy which looks really scary to hold. Great guide but the title is a bit bombastic for a 1 base all-in.
videogames
Profile Joined May 2011
United States103 Posts
July 15 2011 00:02 GMT
#29
Wow, this is PURE EVIL
>
VashTS
Profile Joined September 2010
United States1675 Posts
July 15 2011 00:04 GMT
#30
Pretty soon, Toss will have as many all in options as Terran. =o

I'm gonna check the reps between IEM/IPL, but this looks extremely interesting to me. Ty for the contribution, as it's always a plus to see Warp Prisms used.
VashTS; 330; Random -- Ranked #9 Pokemon Video Game Player in the World in 2009
w3jjjj
Profile Joined April 2007
United States760 Posts
July 15 2011 00:04 GMT
#31
On July 15 2011 09:00 Marsupian wrote:
When I read "revolutionary" I was expecting some sick midgame/lategame warpprism plays but instead it's a 1 base all-in... I'm dissapoint. Still it's a solid strategy which looks really scary to hold. Great guide but the title is a bit bombastic for a 1 base all-in.


Agreed, I actually faced some good master protoss players who constantly harassed me in mid game with ht drops with phase prism, not that hard to defend, but really caught me off guard first time I faced that play style. I was actually expecting that when I first read the title lol. That kind of play style changes bringing back the harass macro style from bw would be revolutionary indeed if it proofs to work at top level. Still this is a nice guide.
Chuck Norris can salvage his opponent's structures.
edc
Profile Blog Joined May 2011
United States666 Posts
July 15 2011 00:08 GMT
#32
I really like this build. It's similar to the one KiWiKaKi used against IdrA a long time ago, yet this one looks even better. Is there also a possibility to use this against the other races? I don't think it would work well against Protoss, as they can warp-in inside their main, but using this strategy against Terran seems almost as reasonable as against Zerg. Good job, and if it is truly a well-made build, people like White-Ra should start using it .
“There are two kinds of people in this world, those with loaded guns, and those who dig. You dig.” - Clint Eastwood
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
July 15 2011 00:13 GMT
#33
On July 15 2011 08:10 Lobotomist wrote:
Jesus that's cheesy. What would be the best zerg response to this, split units?


just speculating here, but I'm guessing spines in main/exp would do ok. It's kind of impossible to really know this is coming if it's just a ladder game though, but if you knew your opponent was doing this that'd be the answer.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
Marsupian
Profile Joined April 2011
Netherlands455 Posts
July 15 2011 00:33 GMT
#34
It would be interesting to see how many units you get out without getting the robo and double prism. If you can get double the amount of units if you don't get warpprisms than splitting your units makes this push easier to hold than a normal attack (if you don't split this is still better). If splitting your units is a viable response this build is just a gimmick that kills players who don't know how to respond. If half your units is not enough to hold this off than it's actually a strong push you have to scout and react to.

Also is it viable to kill the prisms with your queen if you see it coming?
Lobotomist
Profile Joined May 2010
United States1541 Posts
July 15 2011 00:50 GMT
#35
Generally, against protoss staying on 1 base I get pretty suspicious that they'll be going DTs or Void Rays, so I'll get spores. If you see a warp prism, you could definitely put spores by your ramp to keep the warp prisms away. You'd have to have the spores already though, scout timing would be critical.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
FeelGood
Profile Joined March 2011
United States23 Posts
July 15 2011 01:15 GMT
#36
The replays are really good. o:

Just curious if this works against spanishiwas where they have several queens to take down the warp prisms? (taking out sentries/preventing reinforcements?)

Still have to try it out though, good post!
HUK | HERO
jhlee820
Profile Joined June 2011
149 Posts
July 15 2011 01:25 GMT
#37
Really hoping this doesn't catch on or I'm going to be shedding a lot of tears in my ZvPs. Looks like I'll have to start splitting units to catch drops in ZvP
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
July 15 2011 01:29 GMT
#38
I think it makes you a bit of a pretentious tool to label your 1 base strategy "revolutionary"

its a funky strategy, but nothing more. Don't be like PrideTV.
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
TolEranceNA
Profile Joined April 2011
Canada434 Posts
July 15 2011 01:29 GMT
#39
Wow this is insanely powerful! Even with powerful responses, i still doubt myself, or any zerg can hold this off without losing too much! Awesome build man!
EDIT: Gonna tell David Kim, i know what i want for Patch 1.4
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
Dhalphir
Profile Blog Joined November 2010
Australia1305 Posts
July 15 2011 01:30 GMT
#40
On July 15 2011 08:51 Keilah wrote:
why 2 warp prisms instead of 1? so you can drop your sentry/warp in on either side of the ramp at any given moment instead of waiting to fly around?


so that you can continue to make untis while you make the prisms and carry all the units you'll have rather than having to avoid using warpgates until you arrive at his base
Supporting TypeII Gaming - www.typeii.net - TypeReaL, TypePhoeNix, TypeSuN, TypeDBS!!
kochujang
Profile Joined July 2010
Germany1226 Posts
July 15 2011 01:36 GMT
#41
This reminds me of a strategy oGsHero used against oGsTheStC in the FXOpen Invitational Series #1 finals. It was a PvT though, and only one Warp prism was used:

Stipulation
Profile Blog Joined April 2009
United States587 Posts
July 15 2011 01:37 GMT
#42
*rubs hands*
Another 4 gate build? Yes please!

Watching reps now.
confusedcrib
Profile Blog Joined August 2010
United States1307 Posts
July 15 2011 01:51 GMT
#43
Ive tried something like this before (admittedly low masters and not where you are) but could never have success. If the Zerg leaves 10-15 lings (perhaps less) in his main, isn't the attack effectively shut down, using the rest of the lings how you normally would to defend a four warp gate?
I'm a writer for TeamLiquid, you've probably heard of me
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
Last Edited: 2011-07-15 02:02:48
July 15 2011 02:02 GMT
#44
This strategy has been around, only it was with blink stalkers and 1 sentry 1 warp prism and warp in more sentries if needed. So not really revolutionary.

But a good ladder build nonetheless
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
SnetteL
Profile Blog Joined February 2011
Belgium473 Posts
July 15 2011 02:06 GMT
#45
ZvP will never be the same again

my eyes hurt from all the rolling
Caps lock is cruise control for cool.
Applesmack
Profile Joined June 2011
Canada680 Posts
Last Edited: 2011-07-15 04:44:43
July 15 2011 04:44 GMT
#46
WOW...From the replays this actually looks incredibly OP. I can't think of how a Zerg player could have dealt with that without having sixth sense.

I don't even play protoss but epic strategies like this are making me strongly consider the switch.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2011-07-15 20:58:05
July 15 2011 20:52 GMT
#47
So, after a failed attempt on the ladder, 10+ custom games against the AI to perfect the timings and 5 custom games on xel naga cavern, the results are :
- You can have both warp prism at 7:30. There's one replay where the OP has the prisms at 7:20, but this was because he made only sentries (and no stalker at the beginning, when you're tight on minerals)
- Generally extremely potent
- But dies terribly fast if the zerg (who has total map control and sees the warp prism the moment they leave your base) brings his queen at the choke. Spanishiwa style, 4 queens, you're dead. Even with 0 units, you lose your warp prism too fast
- And of course, perma FF is totally imba early game

Trivia : it does not really work against very hard AI because... it goes 1 base hydra >< And, if you want to bait him out, well, sometimes, the timing is right, and you are in his base 10 seconds before the hydra pop. But if you're 10 seconds too late, it's a catastrophe.
Well, it was good practice to perma FF during 5 minutes in his natural =)

Re-trivia : I thought it was a cheese, but it's more an allin. Walling the main makes it extremely difficult to expand while attacking. Well, to be honest, if you kill his natural, and he still has a scary army in his main, you're on "equal-1-base" footing
Keilah
Profile Joined May 2010
731 Posts
Last Edited: 2011-07-15 20:59:20
July 15 2011 20:55 GMT
#48
On July 16 2011 05:52 fezvez wrote:
So, after a failed attempt on the ladder, 10+ custom games against the AI to perfect the timings and 5 custom games on xel naga cavern, the results are :
- You can have both warp prism at 7:30. There's one replay where the OP has the prisms at 7:20, but this was because he made only sentries (and no stalker at the beginning, when you're tight on minerals)
- Generally extremely potent
- But dies terribly fast if the zerg (who has total map control and sees the warp prism the moment they leave your base) brings his queen at the choke. Spanishiwa style, 4 queens, you're dead. Even with 0 units, you lose your warp prism too fast
- And of course, perma FF is totally imba early game



well yeah, i mean the idea is to look like a sentry expand, and to save minerals for the robo & prisms. Why would you build a stalker?

Yknow what I want to see some day, is a protoss scouting that there are many queens, rushing out some HTs, and going feedback -> archon ftw.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2011-07-15 21:04:18
July 15 2011 21:01 GMT
#49
On July 16 2011 05:55 Keilah wrote:
Show nested quote +
On July 16 2011 05:52 fezvez wrote:
So, after a failed attempt on the ladder, 10+ custom games against the AI to perfect the timings and 5 custom games on xel naga cavern, the results are :
- You can have both warp prism at 7:30. There's one replay where the OP has the prisms at 7:20, but this was because he made only sentries (and no stalker at the beginning, when you're tight on minerals)
- Generally extremely potent
- But dies terribly fast if the zerg (who has total map control and sees the warp prism the moment they leave your base) brings his queen at the choke. Spanishiwa style, 4 queens, you're dead. Even with 0 units, you lose your warp prism too fast
- And of course, perma FF is totally imba early game



well yeah, i mean the idea is to look like a sentry expand, and to save minerals for the robo & prisms. Why would you build a stalker?


Timing problem =)

Zealot at 18/20. Second assimilator at 20 or 21. Then, when the core finishes, you don't have 150 gaz. I find myself having barely 100 most of the time. And sometimes, it's too risky (if you see 14/14 for example) to wait for the 50 gaz to be mined. (because of the infamous "drone goes through units")

Another reason is when you scout roach. (AI specific, no one 1-base roach anymore... at least that's what I encountered)
galtdunn
Profile Joined March 2011
United States977 Posts
July 15 2011 21:04 GMT
#50
On July 16 2011 05:55 Keilah wrote:
Show nested quote +
On July 16 2011 05:52 fezvez wrote:
So, after a failed attempt on the ladder, 10+ custom games against the AI to perfect the timings and 5 custom games on xel naga cavern, the results are :
- You can have both warp prism at 7:30. There's one replay where the OP has the prisms at 7:20, but this was because he made only sentries (and no stalker at the beginning, when you're tight on minerals)
- Generally extremely potent
- But dies terribly fast if the zerg (who has total map control and sees the warp prism the moment they leave your base) brings his queen at the choke. Spanishiwa style, 4 queens, you're dead. Even with 0 units, you lose your warp prism too fast
- And of course, perma FF is totally imba early game



well yeah, i mean the idea is to look like a sentry expand, and to save minerals for the robo & prisms. Why would you build a stalker?

Yknow what I want to see some day, is a protoss scouting that there are many queens, rushing out some HTs, and going feedback -> archon ftw.


How do you "rush out" high templar? 1 base high templar most certainly = GG.
and 2 base takes too long, by that point zerg isnt relying on queens.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
trNimitz
Profile Joined October 2010
204 Posts
July 15 2011 21:07 GMT
#51
Very, very, interesting. Gogogo TLers start spamming ladder with this and tell us how it goes!
Retgery
Profile Joined August 2010
Canada1229 Posts
July 15 2011 21:08 GMT
#52
So is this an all in? If not what's the follow up if you don't kill him out right?
Fall down 7 times, stand up 8.
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
July 15 2011 21:11 GMT
#53
On July 16 2011 06:08 Retgery wrote:
So is this an all in? If not what's the follow up if you don't kill him out right?

Lol yes, but you're most likely going to deal enough damage so you'll be ahead and can do whatever you want.
galtdunn
Profile Joined March 2011
United States977 Posts
July 15 2011 21:12 GMT
#54
On July 16 2011 06:08 Retgery wrote:
So is this an all in? If not what's the follow up if you don't kill him out right?


It's gotta be an all in. You hit at 8 mins while still on one base? The follow up is probably "proceeding to lose your whole fucking base" (Day9) then GGing

There's no way to do enough damage to the Zerg to put you on par with him that doesn't kill him.
either he can still make units and you're broke or he can't make units and you kill all his workers.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
gcruz
Profile Joined January 2011
United States82 Posts
July 15 2011 21:25 GMT
#55
I wonder if this build would have trouble with some roaches, I tend to go Roach in ZvP and if sentries are close to wall to prevent surround roaches on high or low ground could get shots off. Idk I like the warp prism play though I feel like it has so much potential along with nydus for some really cool play.

Skank
Profile Joined October 2010
United States329 Posts
July 15 2011 21:31 GMT
#56
On July 15 2011 07:52 Synystyr wrote:
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!


Agreed, this tactic can work against any race to be honest, as long as your sneaky enough with the warp prisms. I can imagine it being quite effective against a terran who does a 1 rax expand, as long as you sneakily enter his main. I think getting people to change their styles and adapt to tricks like this will make the game better. I also like how it isn't unfair, its just abusing the fact the most people leave their army's very grouped up in front of their natural, when they don't need to. If you have map control and you can see an attack coming, it's better to have forces spread out to defend against drops anyways.
"To be honest, to play protoss is ridiculously simple" -NesTea
galtdunn
Profile Joined March 2011
United States977 Posts
July 15 2011 21:49 GMT
#57
On July 16 2011 06:31 Skank wrote:
Show nested quote +
On July 15 2011 07:52 Synystyr wrote:
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!


Agreed, this tactic can work against any race to be honest, as long as your sneaky enough with the warp prisms. I can imagine it being quite effective against a terran who does a 1 rax expand, as long as you sneakily enter his main. I think getting people to change their styles and adapt to tricks like this will make the game better. I also like how it isn't unfair, its just abusing the fact the most people leave their army's very grouped up in front of their natural, when they don't need to. If you have map control and you can see an attack coming, it's better to have forces spread out to defend against drops anyways.


Agreed. If you tried this against someone like HuK (prob not viable in PvP, but as a player example), he keeps his stalkers in his mineral line/edges of his base and his zealot/sentry at his front, and would totally shut it down. This can force people to start playing that way too.
Currently editing items in the DotA 2 wiki. PM for questions/suggestions.
Saiton
Profile Blog Joined February 2011
Sweden467 Posts
July 15 2011 22:11 GMT
#58
On July 15 2011 08:14 ktimekiller wrote:
what? zerg splits army and gg?


Zerg splits army, ramp is forcefielded and toss has to deal with half an army instead of none.

You dig?
Top diamond terran streaming at http://www.twitch.tv/saitontv
Requizen
Profile Blog Joined March 2011
United States33802 Posts
July 15 2011 22:25 GMT
#59
Honestly, this has been around. If not the exact build order, then the idea of it. It more revolves around the idea of "FF on ramp is amazing" more than "4 gate + Warp Prism is amazing".
It's your boy Guzma!
Rhocks
Profile Joined July 2011
Chile1 Post
July 15 2011 23:02 GMT
#60
Its all bout scouting. If u dont see an expansion, at seven minutes mark, u can make like 5-6 Spines on the natural, go roaches and put a big part of our army on the main, and a few roaches on the natural.

Its good to point that if u see 2/3 sentries when the protoss put the pylon on the natural, you can be sure the protoss cant make Stargate play or dt. So, isnt that hard to scout IMO.

I think its a good strategy, but i dont like allins. (:
wonki fonki.
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2011-07-15 23:15:56
July 15 2011 23:10 GMT
#61
On July 16 2011 06:12 galtdunn wrote:
Show nested quote +
On July 16 2011 06:08 Retgery wrote:
So is this an all in? If not what's the follow up if you don't kill him out right?


It's gotta be an all in. You hit at 8 mins while still on one base? The follow up is probably "proceeding to lose your whole fucking base" (Day9) then GGing

There's no way to do enough damage to the Zerg to put you on par with him that doesn't kill him.
either he can still make units and you're broke or he can't make units and you kill all his workers.


Well, if things go well, you manage to destroy his natural, but he's got a fully saturated main and an inbase hatch with lots of hydralisk... and you are on equal food count.

Usually, it's still still a huge lead for protoss, but if you lost too many units while destroying his natural, nydus worms may be lethal (hydra still roflstomp gateway units)

On July 16 2011 06:31 Skank wrote:
Show nested quote +
On July 15 2011 07:52 Synystyr wrote:
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!


Agreed, this tactic can work against any race to be honest, as long as your sneaky enough with the warp prisms. I can imagine it being quite effective against a terran who does a 1 rax expand, as long as you sneakily enter his main. I think getting people to change their styles and adapt to tricks like this will make the game better. I also like how it isn't unfair, its just abusing the fact the most people leave their army's very grouped up in front of their natural, when they don't need to. If you have map control and you can see an attack coming, it's better to have forces spread out to defend against drops anyways.


There's a small problem for Terran and Protoss : AA.

In both cases, as you give up complete map control (your timing hits after concussive shells for terran) he knows you are going to drop with warp prisms. Terran will kill you outright with marines. For protoss, well, it's the same problem, stalkers destroy warp prisms too quickly. The reason it works so well against Zerg is the lack of AA in the first 8 minutes.
ClysmiC
Profile Blog Joined December 2010
United States2192 Posts
July 15 2011 23:24 GMT
#62
I saw this strategy done in a VOD a LONG time ago... but I forgot about it. I'm surprised we haven't seen to many plays similar to this. Unfortunately, I think if this strategy gets too popular it could get metagamed pretty hard.
SirRobin
Profile Joined December 2010
United States269 Posts
July 15 2011 23:34 GMT
#63
for zergs wondering how to counter this. Just take both your queens and start focus firing the warp prisms. He'll only be able to do the cliff jumping once, MAYBE twice before his prisms are gone. He shouldn't have a pylon anywhere on the map and if he actually turns on the warp prism then the queens will definitely kill em. Just be smart and know that that's why he has the warp prisms so leaving a third of your army on the high ground can prevent these type of things. The second you see the warp prisms you want to start attacking them with your queens right away.
https://twitter.com/SirRobinSC2
Zhul
Profile Joined February 2010
Czech Republic430 Posts
July 15 2011 23:55 GMT
#64
Nice strat. However this guy ^ is right. In third game your opponent killed one warp prism and second barely survived + if he had his lings splitted you wouldn`t be able to do anything. Even though it may work as a cheese sometimes I dont think it will be so revolutionary in PvZ.
happyness
Profile Joined June 2010
United States2400 Posts
July 15 2011 23:58 GMT
#65
Another abusive 1-base build that I don't care to use. Blizz really didn't think through the implication of all the abusive tactics with FF's and small ramps.....................
Darclite
Profile Joined January 2011
United States1021 Posts
July 16 2011 00:10 GMT
#66
I think that this isn't a bad thing, but can only be truly effective with brilliant micro (like you channel your inner Moon and pretend the warp prisms are zeppelins).

If you can lift every unit in time to prevent it from taking shield damage, then lift it back up, and maybe follow with a third prism that you can use to warp in at his main's mineral line, it can be great.

Also, would you be able to incorporate a nexus cancel into this build? i think that would help.

I also think that it would be hard to scout, who expects warp prisms when they see a robotics facility?
They're fools. You should eat them.
Marsupian
Profile Joined April 2011
Netherlands455 Posts
Last Edited: 2011-07-16 00:30:10
July 16 2011 00:28 GMT
#67
So yeah EGAxlav just did something similar to Thorzain in the IPL only off 2 base and with more gateways. I liked his build a lot better as it is not all-in but just very strong. Looks a bit weak to early aggression tho.

Edit: Protosses in general just suddenly started using warpprisms. First in the GSTL now in the IPL and I think I also saw Minigun do this in a showmatch. Was about time really (also those prisms are insanely fast with the speed upgrade).
SpaNkinG
Profile Joined May 2010
Turkey89 Posts
July 16 2011 00:52 GMT
#68
but still they one viking can kill it with move attack
eventhough it has speed
it's nice to be important but it's more important to be nice
Eleaven
Profile Joined September 2010
772 Posts
July 16 2011 01:33 GMT
#69
Another way protoss can get away with only having to engage a fraction of my army this game really anti zerg

Good job sir!
Zeppelin535
Profile Joined May 2011
Canada262 Posts
Last Edited: 2011-07-19 18:26:37
July 19 2011 18:24 GMT
#70
After trying this out on ladder I really do not like it. The travel time in the warp prism results in so much unused production time. Also it is very hard to avoid being scouted on your way there without adding ridiculous travel time or the zerg may simply scout you before leaving which allows for zerg to position a queen, since zergs tend to have creep spread to their ramp by then, this poses an issue since warp prisms are so fragile. Also, unless you can drop a sentry and trap their whole army with that FF, any spare lings or lings just finishing production can tear apart your sentrys before you can get your first warp in from the prisms, either that or you will have to expend a ton of energy on FFs.

Overall this all in strategy seems very situational and maybe I have just done a terrible job of executing it but you really need the zerg to do certain things with their army in order to make it work. I much prefer a simple 4 or 5 gate that doesn't rely so much on a gimmick.
Bones (P) | @BonesSC2 | twitch.tv/Bones535
nttea
Profile Blog Joined July 2008
Sweden4353 Posts
July 19 2011 18:34 GMT
#71
Almost 100% win if not expected i think sounds pretty powerful
Sbrubbles
Profile Joined October 2010
Brazil5776 Posts
July 19 2011 18:47 GMT
#72
I like the modesty in the thread's title.

Seems like, as in all drops, its just a matter of spotting them and putting lings under them (on both sides of the cliff they're dropping on. I can see how this will work, though, if the zerg doesn't spot it until it's too late or doesnt split properly.
Bora Pain minha porra!
Universum
Profile Joined January 2011
Canada192 Posts
August 13 2011 15:47 GMT
#73
Hey All,

It's funny how a lot of people in the strategy forum look at a build post and say X and Y counters it easily and consequently it will never work. Just want to point out that ALL BUILDS HAVE COUNTERS IN SOME SHAPE OR FORMS as you all know.

With that being said, I like how ''Thinking outside of the box'' this build is. It works really good for me on the ladder for the few times I've done it. Thanks to Kookiez for sharing this original strategy with us!
You often learn more from losing than winning. Don't rage, it's a game!
aka_star
Profile Blog Joined July 2007
United Kingdom1546 Posts
August 13 2011 15:53 GMT
#74
Spores near at the ramp would likely shut this down which should also be used vs air and DT rushes so zerg should be getting them if they can't scout whats going on.
FlashDave.999 aka Star
TolEranceNA
Profile Joined April 2011
Canada434 Posts
August 13 2011 16:19 GMT
#75
This is an awesome tactic!
Now i have to build 4 queens blindly against toss now : [
Arotsis:"Nestea, what do you think about Zerg?" Nestea:"...Sad."
oniman999
Profile Joined May 2011
United States169 Posts
August 13 2011 16:24 GMT
#76
Seems really neat, and like others have said, it's going to make zergs play differently against toss from now on, even toss who aren't using this build. The fear that it COULD happen will force some time of army splitting which will open up new areas. From a gold terran player who knows nothing, kudos sir
Tommie
Profile Blog Joined September 2010
China658 Posts
Last Edited: 2011-08-13 16:37:11
August 13 2011 16:32 GMT
#77
How are you gonna stop an overlord from scouting this with the low sentry DPS?
This build can work only once against an opponent. It is a 1base all in. It is very important to have a few of those up your sleeve. But I think this one is scouted too easily and warp prisms are too fragile . By the way, can you tell us how you spend your early CB?

Edit: you hit at 8 minutes? Forget it.
Being a ho doesn't automatically make you "immoral" or a bad person, but it does make you a ho.
Fakie
Profile Joined October 2010
Canada62 Posts
August 13 2011 16:43 GMT
#78
I feel sorry for you if this is how you win games.

User was warned for this post
BuZZ123
Profile Joined July 2010
United States262 Posts
August 13 2011 16:48 GMT
#79
On August 14 2011 01:43 Fakie wrote:
I feel sorry for you if this is how you win games.

Maybe if your race would inovate at all you could find cute ways to win games too? (:
Here comes the swarm...
gejfsyd
Profile Joined September 2009
Poland156 Posts
August 13 2011 16:49 GMT
#80
Finally a good protoss all-in! Maby it will keep zergs from droning too hard early game.
freetgy
Profile Joined November 2010
1720 Posts
August 13 2011 16:58 GMT
#81
well i hate that protoss has always resort to some gimmicky strategy...

User was warned for this post
Terranist
Profile Blog Joined March 2009
United States2496 Posts
August 13 2011 17:00 GMT
#82
this used to be really strong on LT/ST close air spawn. kiwikaki would use VR to clean out overlords and force antiair then sneak the sentry warp prism in before the zerg knew what was going on.
The Show of a Lifetime
Silent331
Profile Joined June 2010
United States356 Posts
August 13 2011 17:07 GMT
#83
The most i would commit to stopping this is a single spore crawler above the ramp in my main. This is a bad all in imo, a good allin uses strong timings and the optimum use of resources. This does neither, this is simply terrain abuse.
They cant beat you, They only hope you beat yourself.
stilez
Profile Joined November 2010
Mexico130 Posts
August 13 2011 17:13 GMT
#84
On August 14 2011 01:58 freetgy wrote:
well i hate that protoss has always resort to some gimmicky strategy...


Maybe if toss wasn't such a shitty race, we wouldn't have to. -_-


User was warned for this post
See.Blue
Profile Blog Joined October 2008
United States2673 Posts
August 13 2011 17:41 GMT
#85
On August 14 2011 02:07 Silent331 wrote:
The most i would commit to stopping this is a single spore crawler above the ramp in my main. This is a bad all in imo, a good allin uses strong timings and the optimum use of resources. This does neither, this is simply terrain abuse.


Mad zerg player calling protoss allin names. Thats about as fair and balanced as fox news.

@OP It's a great build order to bust out for BOX matches, I also like it for close positions on shattered and abyssal caverns in general. Lots of fun to mix in when laddering :D
Joey Wheeler
Profile Joined July 2011
Korea (North)276 Posts
August 13 2011 18:00 GMT
#86
Stopping this is just like preparing for a 5gate but much easier. There are two likely scenarios the Zerg could do:

1) depending on map, make units for roach/ling pressure, meaning you will have more than enough units to split and stop the drops.

2) don't make units right away but get some spines at the natural (most builds incorporate the spines to not die to cheesy builds), meaning you'll have enough to stop the drops with good spine placement.


Either way, seems completely gimmicky and hardly "scary" compared to 5gates that gave months of tears to Zerg until they got figured out.
Vlare
Profile Blog Joined March 2010
748 Posts
August 13 2011 18:01 GMT
#87
On July 15 2011 08:03 w3jjjj wrote:
Show nested quote +
On July 15 2011 07:48 syriuszonito wrote:
thats just another tricky all in that will fail badly when you know how to deal with it. Any competent zerg will start pumping units if he does not see an expansion going down at 6 min mark and if he splits his army he will demolish your attack without a problem which basically means the game is over for you.


As the op stated and shown in replays, they build works at high master level, don't pull this "any competent zerg will demolish you crap". Of course if a strategy is scouted you can prepare for it. If you are not going to contribute, don't post. Do you really enjoy dismissing someone's good work like that? Think about how you feel when people to that to you.

Excellent guide btw. Looks pretty scary.


High masters doesn't mean good.
Mass zerglings doesnt fail
bokeevboke
Profile Blog Joined May 2010
Singapore1674 Posts
Last Edited: 2011-08-13 18:24:38
August 13 2011 18:11 GMT
#88
/wrong thread
Its grack
fezvez
Profile Blog Joined January 2011
France3021 Posts
Last Edited: 2011-08-13 19:50:23
August 13 2011 18:48 GMT
#89
On August 14 2011 02:07 Silent331 wrote:
The most i would commit to stopping this is a single spore crawler above the ramp in my main. This is a bad all in imo, a good allin uses strong timings and the optimum use of resources. This does neither, this is simply terrain abuse.


I'm sorry, I usually despise talking in such a way, but...

LOL

As far as I can remember, I've yet to see someone putting preventively a spore crawler above the ramp. I don't know, the mineral line usually seems a good idea. And I've yet to see a zerg that scouts a robotics bay (because they can sometimes scout it, shame on the sentries dps) put down spore crawlers.

Also, this build exploits strong timings : the moment you hit is particularly good, the Zerg usually does not have enough units to split between his main and nat. He has shitloads of them in production, but who cares, half of them won't fight your army.

The build has optimal use of resource. You know, 4 gates, one base. I fail to see how you can do much better. (Though, as my mechanics suck, I usually plant a fifth gate right when I leave, along with the pylon to block the ramp)

This build strongly abuses terrain, which is often a good thing.

On the other hand, I don't say that it's unbeatable, far from it. I've had my share of loss, this build fails to very calm zerg players that react well with good queen micro. But most of them don't. I mean, as a random player, I tend to not use my queens if it's not my mineral line that is under fire.

FWIW, I'm just a diamond player anyway.

ProxyKnoxy
Profile Joined April 2011
United Kingdom2576 Posts
August 13 2011 18:53 GMT
#90
Normal sentry/zealot drops are just as effect behind mineral lines without doing an all in IMO
"Zealot try give mariners high five. Mariners not like high five and try hide and shoot zealot"
Vlare
Profile Blog Joined March 2010
748 Posts
August 13 2011 18:59 GMT
#91
This is cute, but I think anyone going heavy queens early or puts a defensive spore won't have a hard time with it.

It seems cute and situational, much like most of the other PvZ strats/builds/guides out there right now. I think this sort of play will be good for now but, as people see it more / get better it will become rather worthless. The real problem is that, by the time you have robo tech, Zerg can have a variety of things and you do it sort of blind in hopes that they chose something you can exploit.
Mass zerglings doesnt fail
Universum
Profile Joined January 2011
Canada192 Posts
August 13 2011 19:34 GMT
#92
I do agree that in time Zergs will learn how to defend it, as any strategy gets diminished in power over time. Remember when 4 gate was the bane of PvP? Nowadays, a lot of protoss hope the opponent will 4gate because we all know how to counter it. A build being strong for some time then getting partially/completely shutdown is at the base of a game's evolution.

As for the reliability, it's obviously not the kind of build that you should do every/most of your games on the ladder, but it's a good way of surprising an opponent in a BoX or once in a while on the ladder.

Great Build Kookiez!
You often learn more from losing than winning. Don't rage, it's a game!
NostalgiaTag
Profile Blog Joined August 2009
Canada508 Posts
August 13 2011 19:36 GMT
#93
I like it, AND I'M A ZERG! Omg i wish people dont start using this!

However the name? Cookie Cutter is already used to discribe a "By the book standard build" Not really a good name for this, name it something unique.. like the ice fisher build =P
Look for the flaw that lost the game not the flaw in the game.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
August 13 2011 19:56 GMT
#94
Why the fuck are people saying "defensive spore"? Who would put a "defensive spore" after scouting a robo bay? Even if they would, why would they put it near their ramp? Damn guys, I thought you were better than this.
Tigi
Profile Joined October 2008
Germany472 Posts
August 13 2011 20:10 GMT
#95
On August 14 2011 04:56 Xanbatou wrote:
Why the fuck are people saying "defensive spore"? Who would put a "defensive spore" after scouting a robo bay? Even if they would, why would they put it near their ramp? Damn guys, I thought you were better than this.

This. And it also looks like a normal 3gate sentry expand, so very often Z's won't sac a ovi in seeing as many sentries.
§1: Die Units des Hasu sind unantastbar.
fezvez
Profile Blog Joined January 2011
France3021 Posts
August 13 2011 20:13 GMT
#96
On August 14 2011 05:10 Tigi wrote:
Show nested quote +
On August 14 2011 04:56 Xanbatou wrote:
Why the fuck are people saying "defensive spore"? Who would put a "defensive spore" after scouting a robo bay? Even if they would, why would they put it near their ramp? Damn guys, I thought you were better than this.

This. And it also looks like a normal 3gate sentry expand, so very often Z's won't sac a ovi in seeing as many sentries.

And this. The whole idea of spores makes no sense.
zala2023
Profile Joined April 2011
United States228 Posts
August 13 2011 20:21 GMT
#97
cool stuff there
but what if you the zerg has spines? I dont recall too many times when sentries can kill spines
relax bro we got this
eohs
Profile Blog Joined May 2010
United States677 Posts
August 13 2011 20:26 GMT
#98
This is old its been done, hell I stumbled on that strat long ago. This is what I mean when people try and name a strat after someone, i know this has nothing to do with your post I am just saying that you cant name a strat after someone because someone has done it already :D
WELCOME TO THE PARTY
redoxx
Profile Blog Joined October 2010
United States333 Posts
August 13 2011 20:47 GMT
#99
What happens if, say the zerg is going roaches or making a heavy ling force, so when you forcefield the ramp, a bunch of units pop from the hatchery that you are near, killing your sentries before units warp in? It seems like you'd either be way way behind or just dead. Now, this is a more luck based counter, but it still seems like it could happen.
The horror...the horror
Flonomenalz
Profile Joined May 2011
Nigeria3519 Posts
August 13 2011 20:47 GMT
#100
On August 14 2011 05:26 SeizeTheDay wrote:
This is old its been done, hell I stumbled on that strat long ago. This is what I mean when people try and name a strat after someone, i know this has nothing to do with your post I am just saying that you cant name a strat after someone because someone has done it already :D

Yeah, of course you stumbled upon it long ago, like everyone else did about every other strat.

Good strat, but it seems a bit too gimmicky to me... it loses to any opening that gets more than 3 queens, and any good Z that sees the Prisms floating in. 2 prisms means essentially the same thing as 2 drop ships, the potential to get dropped in 2 places. So you should ideally split your units...

On close air positions though, it seems very strong. You'd have a short time to react even if you saw the prisms coming, you'd have to make a bunch of lings, pull all queens, target prisms... it's an interesting strat for sure.
I love crazymoving
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
August 13 2011 20:58 GMT
#101
On July 15 2011 08:07 Jermstuddog wrote:
Show nested quote +
On July 15 2011 07:52 Synystyr wrote:
This is definitely one of those builds that will force every single Zerg player out there to adapt their style just a tad in order to deal with this if it happens to hit them. I love that aspect of this. Little things like this are what help the game evolve. Very, very impressive. Good use of Sentries and Warp Prisms.

Hats off!


I hope stuff like this finally gets Blizzard to address the force field and Zergs utter lack of anything to deal with it.

Until then,
I have been going to a standard hydraling composition to help me secure my 3rd in ZvP fairly regularly lately, it can handle this quite well.

Against anybody who isn't blindly making those types of units and waiting around though, this should prove highly effective.

I found the two bolded parts together pretty funny
Moderatorshe/her
TL+ Member
child123456
Profile Joined April 2011
United States24 Posts
August 13 2011 21:04 GMT
#102
very very nice strategy :D
watched two of the replays, going to watch the third,
i think its very strong if not scouted, and even if scouted ( the robo ) it doesnt necessarily mean that you have this strategy in mind.
even so i think this is a strong opener, based off the replays, and i would like to see some transitions from this ( after you kill the nat, or are unable to do further dmg )

well done lol
is this h0appenning again
Starscreamz
Profile Joined August 2011
Canada30 Posts
August 13 2011 21:15 GMT
#103
Very original and White-ra esq. Well done!
Zerg aren't meant to beat Protoss.
shammythefox
Profile Joined May 2010
United Kingdom286 Posts
August 13 2011 21:23 GMT
#104
Kinda seems like this works a lot on the fact that its uncommon... It's not like it'd be hard to scout to differentiate this from a 3g exp, even if Z doesn't want to sac an overlord scout he can just keep checking your expo and from there once a 'correct response' has been determined this looks like it'd get crushed.
kenkaze291
Profile Joined March 2011
United States92 Posts
August 13 2011 21:49 GMT
#105
On August 14 2011 06:23 shammythefox wrote:
Kinda seems like this works a lot on the fact that its uncommon... It's not like it'd be hard to scout to differentiate this from a 3g exp, even if Z doesn't want to sac an overlord scout he can just keep checking your expo and from there once a 'correct response' has been determined this looks like it'd get crushed.


Although shammy said most Z tend to sac lings to make sure an expo is there and if they don't see anything then they would prepare more for an all-in (probably a 4 gate), the use of the warp prisms would create a very good trick, forcing units to the front and being able to drop into the main. Although this seems very all-in its a nice interesting build that incorporates the underused warp prism.
minisockey
Profile Joined June 2011
99 Posts
August 13 2011 22:08 GMT
#106
interesting, this is something that if i lost to id probably rage that force fields r op but good idea i kind of hope someone tries this on me so i can tell if its good or not
Luminox
Profile Blog Joined June 2010
France223 Posts
August 13 2011 22:09 GMT
#107
I don't like this.

Now I have yet another thing to worry about t_t

Should be pretty strong, and very hard to deal with. Still requires protoss to have a constant stream of forcefields at the ramp while (probably) microing against reinforcements in the base and making yet other types of units.

With all that gas expense and the late(r) timing that a standart 4gate you shouldn't be able to make much more than a few stalkers and will probably be forced to make zealots. Means more roaches, making of spine crawlers, the need to suicide an overlord to scout (which is already standart at this time), and maybe even positioning overlords to scout for drops (in zvp! how strange and bizarre!).

I'm fairly certain this can be a very fragile strategy once it is known, however it should be pretty strong and still hard to react to.

I may not like this build (having to deal with it) but i'm glad protosses finally realise they have drops that can be used to reinforce the position, and increase their mobility. With this being known there may be more players that will try to use them in the midgame with a macro strategy, as it kinda forces hydras (to deal with the warp prism and the army) and is directly linked to robo tech.

God what am I doing giving ideas to protosses. Just forget what I said and stick to allins x)

(PS:at worst, doing a baneling bust counter attack into basetrade hiding extractors over the whole map can be an answer... amirite? ^^')
Half-french, half-polish, Half-greek Half-english, and yet fully zerg! For the swarm till the end!
Mahtasooma
Profile Joined November 2010
Germany475 Posts
August 13 2011 22:23 GMT
#108

Protoss finally discovered the existance of drops in conjunction with forcefields?

That's... good... I guess.
http://twitch.tv/mahtasooma
Anfi
Profile Joined July 2010
Russian Federation63 Posts
August 14 2011 05:35 GMT
#109
Like someone above said, this tactic is straight up weaker than a 5 gate off a 1 gate expo. It seems to come slower, has about the same number of units and less resources behind it.

The only true advantage is ability to separate the zerg army due to small ramp. This is a gimmick this tactic relies on. This gimmick will be worked around in short order.

The truly interesting thing about this strategy seems to be the fact that it exploits the timing window when zergs are simply not used for protoss to push out this early off a single base. Once they determine it's neither 4 gate, nor expansion, nor air, they think that it's probably colossus or possibly dts. Both leaves them a minute or so to drone up. That's when the prisms hit them.
"Men are like steel. When they lose their temper, they lose their worth." - Chuck Norris
slam
Profile Joined May 2010
United States923 Posts
Last Edited: 2011-08-22 07:01:11
August 22 2011 06:58 GMT
#110
I love how in the beginning of this thread a lot of the early posts were "seems gimmicky/might work" I was hoping this thread wasn't going to get to popular so I would be able to abuse the crap out of it under the radar of blizzard but cheers. Hopefully we will see some interesting meta game changes before a possible forcefield nerf. Cheers brotoss, have fun.

EDIT: cheers kookiez
I get it.
Nightshade_
Profile Blog Joined August 2011
United States549 Posts
August 22 2011 08:43 GMT
#111
Some Zerg heads are gonna roll in High plat now XD Thanks for this guide, def worth trying. And warp prisms are def an underused unit in the game.
Lil' Joey, Master of the A-Move Stalker Strike Force
WolfMother
Profile Joined October 2009
United States61 Posts
August 27 2011 01:29 GMT
#112
I always said if a unit was going to break the game it would be the warp prisim
Janders
Profile Joined June 2011
Mexico222 Posts
August 27 2011 01:33 GMT
#113
looks effective but queens destroy prisms if he focuses them early enough thats gg, but im sure ill use it next patch when they buff prisms
:D
BoonSolo
Profile Blog Joined August 2010
United Kingdom74 Posts
August 27 2011 01:41 GMT
#114
http://www.teamliquid.net/forum/viewmessage.php?topic_id=197197

Just sayin'
Team Liquid - Your Starcraft fix at work!
KoiKe-
Profile Joined May 2011
Canada24 Posts
August 27 2011 01:41 GMT
#115
Ive seen this build on the GSL not new or revolutionary can be easily counter with good ovie spread.


One sick thing to do with warp prism is 2 sentry 2ht drop. Forcefield all the worker in the meral line and just storm them can clear 3 expo real quick and other player just cant do nothing about it.

Back to the build it's a decent all-in but still easy to counter it really depend on the style of the zerg tho with this you can get in a base trade after first forcefield. Good luck going down the ramp after to kill the expo.
Hetz
Profile Joined September 2010
196 Posts
August 27 2011 06:27 GMT
#116
We now have 3 different 'prism sentry drop i-win-button' threads going on atm. As usual zerg will be the one race having 'to adapt' to these shenanigans.

Once Blizzard finds out PvZ will have like an 80% win rate, I'll be long gone as a zerg.
TheCatsmasher
Profile Joined July 2011
United States3 Posts
August 27 2011 08:28 GMT
#117
Fun build i just tried it for the first time and won. It was ugly though. Definetley something im gonna need to practice and clean up. My oppenent then proceeded to say "worst build ever" and rage quit...
Kookiez
Profile Joined January 2011
United States5 Posts
September 02 2011 00:30 GMT
#118
Thanks for all the kind words fellas ^^ and yeah this is definitely designed for BoX series.
(╯°□°)╯︵ ┻━┻
Psychlone
Profile Joined August 2010
Canada90 Posts
September 02 2011 02:50 GMT
#119
Its not revolutionary. It's only going to work once against a player who's not a retard, and will never work on me because I now know how to beat it thanks to you.

Basically you just have to split your army into 2 halves the second you see an early prism and he will never have enough time to warp in enough units before you kill the sentries.
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