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The Protoss Help Me Thread - Page 405

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-01-19 09:26:45
January 19 2013 09:24 GMT
#8081
On January 19 2013 15:59 Reborn8u wrote:
Show nested quote +
On January 19 2013 15:01 DinoMight wrote:
What do you do against a Zerg that turtles on 2 bases with fast ling speed to Muta? Early pressure isn't effective because he's only on 2 bases and has an easier time defending, and once the Muta are out I can't leave my base or I lose all my probes. Diamond Toss here.

Blink Stalkers and Templar.. yadda yadda, but I can only make so much stuff on 2 bases while my opponent sits on 4-5...


+ Show Spoiler +

I am no authority on the matter, but here's what I do. One of the biggest benefits for a ling/muta zerg is he can expand all over the place. So keep an eye on his third and stay active with scouting (whether it be obs, hallucinate, phoenix or DTs) if he takes a base you may not be able to do anything about it, but you need to be aware of it.

Once you have templar tech and blink, you need to put plenty of cannons and backup pylons to defend your main and nat. Leave at least 1 HT in each. Once you have this, you should be able to defend the mutas fairly easily. Now use your main army to crawl to a 3rd, archons are your best friend. I can't tell you how many players I've watched lose 1000's worth of income and workers because they tried to go cheap on cannons, didn't have extra pylons for the cannons, and did not have pre positioned HT's. As long as you don't do anything stupid and get frustrated, it's going to be a long game.(you never want a base trade vs muta ling!) I also recommend investing in shield upgrades before armor. (of course you want attack upgrades 1st vs zerg) The shield upgrades will benefit your cannons, archons, and pylons, which all have enhanced importance vs muta/ling. Stay away from robo tech (other than obs I will usually get at least 3 obs out vs muta ling! Trust me, it pays dividends).

A big mistake I see a lot of players make is not having any zealots. You always want some, depending on how heavy he goes lings, you may want more. Going templar, and only using a robo for obs, you will have the extra minerals, so use them to your benefit, plenty of cannons and some zealots.

You won't be able to counter attack the zerg most games, because they usually get a spine wall when going muta/ling. So you usually have to wait until you get the 3rd base and it's gas before you can build up enough archons, storms, and upgrades to be aggressive. When you are getting close to feeling safe to move out, you probably want DT's, scout for bases, and just be annoying if possible with them. I usually leave them on towers and on patrol at bases I think zerg might try to take. Don't expect to go harass his main with them, don't make 10 of them, just a few to scout, deny new expos, and hold towers are very helpful!

Basically, don't underestimate the value of map vision. The muta ling is stupid fast, early warning is so very helpful! Knowing how greedy they are being is very important also. What you have to watch out for now is that once you pile the cannons on and have well placed templar (if the muta ball gets really big you may want 2 ht per base, and always replace them if they die!) The zerg will typically react by either being greedy as hell and taking expansions all over the place, or a tech switch. So scout really well and be aware of either. They could try to switch into roach or go towards hive (infestor/bl) Just realize that if they do go into infestor, it will be a much slower process than normal for the zerg to get the BL's out, because he spent all that gas on muta. So he won't be able to make 10 of them right away, unless he was able to take bases all over the place unimpeded. Keep in mind also, that you know you won't be moving out any time soon, I sometimes go triple forge against muta ling, so when i do push out, it's a 3/3/3 timing. Besides, you won't have to crono probes or robo, because you will be turtling. So use that crono for them upgrades.

If they commit to muta and you see no signs of a tech switch, phoenix with the range upgrade are probably a great idea, I usually don't go that way because my micro is crap with phoenix. So I can't be really helpful there. But even with poor micro, I've killed off muta flocks over time with them.

To sum it up, you will be forced to turtle, so get those forge upgrades and don't spare the chrono, get those HT's, blink, and archons. Get plenty of cannons (however many you think you need, make a few more than that), and no artosis pylons! Keep 1 or 2 Ht's hanging out in each mineral line (defended by a good number of cannons) Scout really well, lots of obs, or frequent hallucinate. You want vision of attack paths from mutas, you need to know if the zerg is tech switching or staying with muta, you need to know if he is grabbing bases everywhere, you need to know if he has a spine wall. Once you are defended from muta really well, crawl to your 3rd with pylons and get the cannons up asap. Your army should be plenty of archons, HT's, blink stalkers, with a few sentries and zealots.

Motherships are great in late game vs muta ling for several reasons, you can deny him forcing a base trade by recalling home, if he switches into BL's you will be ready to toilet. Just leave the momma at home, where you have all those cannons and Ht's. If the zerg tries to kill it with muta, you should get a good trade (or a game ending muta toilet!)

Also a few tips, if you are reacting with your stalkers, first blink right away, you will often get the 2nd blink before they leave anyway. But the sooner you get there the less dmg you take. Also, sim city well. Make it really hard for a runby to do dmg. Use guardian shield, put your stalkers, and sentries on separate hotkeys (even if they are also on the hotkey with everything else) because templar will always have priority, Being able to press 2 and have just the stalkers selected for a quick blink is very helpful, same idea with guardian shield and FF's.

Mid game vs muta ling is very tough, but if you do what I've said, and defend really well, stay on top of scouting, you will roll them late game if they stay on muta ling. Once you have an upgraded maxed army with plenty of templar and archons, you should be able to crush their army and kill off expansions. Just make sure to leave a little supply open. I'd say stay at about 190. Just so you can warp in some stuff if need be. On the freak chance they mix in banes, (I've seen it!) FF's will be very important. The reason I think most people do so bad in the late game vs muta ling is because they don't play it safe and take constant economic dmg.

Hope this helps.


1) The most important: you need to hold a third before you tech to storm. Vs muta ling it's MANDATORY to take your third as fast as possible, if you delay it the muta flock will grow too big and you won't be able to defend it since they basically oneshot the nexus as it's building. If you can't secure a relatively fast third you have already lost no matter what you do.

2) There is actually a really small timing you go for vs a muta/ling player when he's switching into Hive tech and you have your bases defended by templar and a ridicolous number of cannons. Since you are maxed and his infestor count should be low, you can bust down the spine wall. It's a very, very hard timing to hit though.

3) A very, very risky but potentially reward move you can use vs muta/ling (especially 3base muta/ling/roach) is to go into a DT shrine instead of a templar archives. As soon as it completes send 4DT's to his bases, this will force his army back and out of position (muta/ling armies are always on your side of the map) long enough for you to push with your gateway/potential immortals army (remember to still get blink!) to push to his side of the map and catch him while he's trying to swing back to your side (Rain vs DRG on Antiga, OSL finals)

4) Going for late phoenix vs mutas is suicide. They are too gas intensive if you are also going for templar/blink, and very useless until you get range. Additionally, he can more easily tech switch into infestors. Range is great if you open stargate though; it's actually one of the many reasons i recommend stargate openings against 2base zerg play. I have never seen reactive 2stargate phoenix v 3base muta and i doubt it works because of how many the z can produce; i know Puzzle did it once in NASL though (there's a vod in the pvz guide).
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
Last Edited: 2013-01-19 09:27:48
January 19 2013 09:27 GMT
#8082
On January 19 2013 15:01 DinoMight wrote:
What do you do against a Zerg that turtles on 2 bases with fast ling speed to Muta? Early pressure isn't effective because he's only on 2 bases and has an easier time defending, and once the Muta are out I can't leave my base or I lose all my probes. Diamond Toss here.

Blink Stalkers and Templar.. yadda yadda, but I can only make so much stuff on 2 bases while my opponent sits on 4-5...



The earlier you take your third against a muta ling player the easier it is to defend it. I like to take a 3rd around 7:30 and once i scout mutas with my obs or if he is on two bases then i go for blink and 2 cannons at each mineral line. If he keeps on investing into mutas then i go up to around 4 cannons while im teching to storm. I don't bother getting archons because they are to slow to hit a player with good muta control. If they are going muta baneling then you need to ff your army in a circle and storm the living shit out of everything. Also archons sometimes break my own ff causing me to lose T.T

For army control i keep everything on 1 and have sentries on 2 while i lead with a stalker. If i see him attempting a base race then i take a base worth of probes and run them to my main army. While i move out i throw down extra cannons and try to ff my main or natural and sac my 3rd. A 8 cannons and 2 sentries and 2 ht will pretty much prevent him from killing that base without taking major losses.

Going pheonixes reactively is a terrible idea. You invest too much and you will never be able to keep up with his protections. If he has 30-40 mutas one mistake and your entire fleet of phoenixes are gone in a second. Storm blink sentries with a wp and zealots is ur best friend. when you move out around 160 supply throw down addition cannons in your bases and attack.

Try to wipe out his main first as thats were his tech, then proceed to kill his other bases.



Teotia ur a sniper man
"Cause ya know, Style before victory." -The greatest mafia player alive
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 19 2013 09:34 GMT
#8083
Dat blue posting speed
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
kuruptt
Profile Joined August 2012
Canada168 Posts
January 19 2013 11:15 GMT
#8084
Hey guys! Me again with some few updates. It has been roughly about a week so far of my sc2 experience and I am top 8 silver now! I think I improved a lot. This game is so fun and competitive I wish I looked into it earlier in my life. Was playing hon and dota as my competitive games. Anyways I want to see if I'm on the right track and to get some more tips from you guys.

I have been doing a lot of cheesy 4 warpgate all ins and it works wonders, especially against PvP which I always go and I have been in a long winning streak in this matchup (not that it's impressive, I am still in silver =p) I want to know what is the timing I should be pushing out at? Right now the fastest I got to push it out was at 5:50 seconds. The average is around 6:15-30 for me. I am using a 9 pylon into 10 gate right away. Is there anything I can improve for this strat? There is not much up to date info on this build and what is the best variant.

For PvZ I have been trying mostly to do partings immortal all in strat but it is so micro intensive. I haven't really been successful with this strat because I suck at executing it and almost all the zergs I play against go fast spawning pool and just mass zergling rush me which I have to hold off by microing my probes and such. If I hold it off I will usually win the game but if not then GG. I feel as though this strat is only good if the opponent is going 3 fast base expand to roaches. I want to try another strat but right now my macro isn't that good because I suck at managing my resources (I will get into this next paragraph) and in the long run I know the zerg just has to build mass brood lords and roaches and just run me over. Any tips for partings immortal all in? some videos perhaps?

For ZvT at first like this matchup was by far the worst, but I got down the 1 gate FE and it's working out great as when I get collo out it is usually GG. Right now for me this is the most macro strat as my other 2 are all-ins. Like I said I suck at managing my resources and they are usually very high. I don't know where to spend them at. When should I be expanding to 3 gate? How much gateways should I have? What units are good against mass marines/medivacs or mass tanks? Usually on a 2 base I get about 7-8 gates.

1 last question, how do I control my sentries correctly? How come they don't have energy so I can't use forcefield or guardian shield right away as they spawn. How do I forcefield properly? Do I just bind them all in 1 keybind and f-click and keep pressing the hotkey or am i supposed to hold shift? Also do I command them to attack as well or should I just be leaving them at the back?

Thanks TL! Great community and sorry for the mass amount of questions =]
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 19 2013 11:37 GMT
#8085
With a tight 4gate you should be able to warp in your first round of 4 units at around 5:40.

There's plenty of threads around for Parting's immortal all-in, as well as Protoss vs Zerg in general. Please look at the recommended thread section.

Regarding PvT, it depends on the build. I suggest you learnt this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

Most people keep their sentries in one group and just f click/f click etc. Some people hold down f, others don't, it's personal preference afaik. Pressing shift makes themforcefield after they have done whatever command you ordered them, wether it's attack or move, so don't do it. Attack with them as well, their dps is kinda useful even though it's not very good.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
kuruptt
Profile Joined August 2012
Canada168 Posts
January 19 2013 11:56 GMT
#8086
On January 19 2013 20:37 Teoita wrote:
With a tight 4gate you should be able to warp in your first round of 4 units at around 5:40.

There's plenty of threads around for Parting's immortal all-in, as well as Protoss vs Zerg in general. Please look at the recommended thread section.

Regarding PvT, it depends on the build. I suggest you learnt this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

Most people keep their sentries in one group and just f click/f click etc. Some people hold down f, others don't, it's personal preference afaik. Pressing shift makes themforcefield after they have done whatever command you ordered them, wether it's attack or move, so don't do it. Attack with them as well, their dps is kinda useful even though it's not very good.


Thanks, sorry if my questions are kind of general and vague.

Do you have a opening for the 4 gate? Like I said most guides are outdated and I go for a 10 gate/12 gas/14 cybernetics core. Is there a more faster variant?

I have looked at all the guides even that one, but I guess I'll have to read the whole thing on how to defend against the zerg. Thanks though!

I have read and doing mc's gate expand, it is so good against marines. But my problem is resource management and on what to do after I build the robo at 35ish supply. Should I be pushing and trying to win the game with 2 base? When should I go for a 3rd base? In general if I see him expand then I should keep teching up right? And what units should I be building to counter terran units? I usually almost always go mass stalkers and collosus and just a couple sentries for guardian shield.
Geiko
Profile Blog Joined June 2010
France1959 Posts
January 19 2013 13:14 GMT
#8087
http://wiki.teamliquid.net/starcraft2/4_Warpgate_Rush#PvP

The liquipedia article is still valid for PvP as far as builds go.

10 gate openings into fast warpgate are usually done with only 3 gates if you want a decent economy behind and stalkers, or 4 gates with mainly zealots 16 probes and only 50 gas mined.

If you want a crazy 4 gate rush, you can try to go for the korean 4 gate which is done currently with a 8 pylon 8 gate, 11 gas 12 core and planting pylons in your opponent's base (should be warping units at 5:05- 5:10)
geiko.813 (EU)
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
January 19 2013 16:01 GMT
#8088
On January 19 2013 17:38 funnyman1 wrote:
PvZ help, roach early game.

I can't stop the roach all in. Wether I FFE or go immortal, if I FFE I don't have the army. If I go immortal I don't have the army. I don't know what can I do?



After you FFE, you have to scout the zergs 3rd. If he did not take it, you'd better make some cannons. You should already know how fast he took his natural. (because you always try to delay it with a probe, or pylon) You have to try and see it coming, even though a competent zerg can deny your scouting with lings. Most zergs don't understand the fact that protoss is blind until obs come out after an ffe, they let you get scouts in with a probe even though they could keep you blind. In silver league, you will probably be able to check the 3rd and then slip into the zergs main and see the roach warren with just a probe.

You will probably have a zealot and 1 or 2 sentries at this point. So cannons and good sim city are the only thing that can save you. Crono out whatever units you can. Remember 1 thing, if you survive, you are way ahead. You just have to survive with your economy intact.

Just wait until the zergs figure out that on most maps they can kill an FFE outright by doing an early nydus into your main, and killing it. Because you only have 1 or 2 units, warps not done, and there is no way to wall your natural and have vision of you entire main that early. If zergs understood the PvZ matchup better and how blind and vulnerable a protoss is when they FFE, zergs would never lose to toss. But luckily very few zergs exploit the weaknesses of FFE, so we get to expand on 1 cannon. LOL :D

:)
Geiko
Profile Blog Joined June 2010
France1959 Posts
January 19 2013 18:25 GMT
#8089
Against nydus all-in you just pull probes to kill the nydus and enjoy free win. This is why you see good protoss players spreading pylons in their base.
geiko.813 (EU)
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2013-01-19 18:34:16
January 19 2013 18:33 GMT
#8090
On January 19 2013 20:56 kuruptt wrote:
Show nested quote +
On January 19 2013 20:37 Teoita wrote:
With a tight 4gate you should be able to warp in your first round of 4 units at around 5:40.

There's plenty of threads around for Parting's immortal all-in, as well as Protoss vs Zerg in general. Please look at the recommended thread section.

Regarding PvT, it depends on the build. I suggest you learnt this http://www.teamliquid.net/forum/viewmessage.php?topic_id=294136

Most people keep their sentries in one group and just f click/f click etc. Some people hold down f, others don't, it's personal preference afaik. Pressing shift makes themforcefield after they have done whatever command you ordered them, wether it's attack or move, so don't do it. Attack with them as well, their dps is kinda useful even though it's not very good.


Thanks, sorry if my questions are kind of general and vague.

Do you have a opening for the 4 gate? Like I said most guides are outdated and I go for a 10 gate/12 gas/14 cybernetics core. Is there a more faster variant?

I have looked at all the guides even that one, but I guess I'll have to read the whole thing on how to defend against the zerg. Thanks though!

I have read and doing mc's gate expand, it is so good against marines. But my problem is resource management and on what to do after I build the robo at 35ish supply. Should I be pushing and trying to win the game with 2 base? When should I go for a 3rd base? In general if I see him expand then I should keep teching up right? And what units should I be building to counter terran units? I usually almost always go mass stalkers and collosus and just a couple sentries for guardian shield.


You can go into plenty of midgame builds off any 1gate fe variation. Look at the Pvt section here to get a few ideas.

Also what Geiko said.

Additionally, to scout a Zerg opening gas it's smart to chrono 2 zealots instead of one. A single zealot will get killed by 4-6 speedlings whereas 2 wont, giving you better map control and scouting info.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Reborn8u
Profile Blog Joined January 2010
United States1761 Posts
Last Edited: 2013-01-19 19:32:31
January 19 2013 19:30 GMT
#8091
On January 20 2013 03:25 Geiko wrote:
Against nydus all-in you just pull probes to kill the nydus and enjoy free win. This is why you see good protoss players spreading pylons in their base.


The thing is you won't see it, they can drop it where you don't have vision, and you simply don't have the minerals to get full base vision that early, while trying to wall, take gas, saturate probes, get warp, and a robo. (Of course on some maps the main is small and it's easy to get full vision early, but on maps with a larger main, you won't see it coming.) Spreading out your pylons too much will also spell disaster against muta/ling.

Watch any pro-toss player you want, they almost never have full vision of there main early enough to stop this. (except on maps with small main bases)
:)
monk
Profile Blog Joined May 2009
United States8476 Posts
January 19 2013 19:36 GMT
#8092
On January 20 2013 04:30 Reborn8u wrote:
Show nested quote +
On January 20 2013 03:25 Geiko wrote:
Against nydus all-in you just pull probes to kill the nydus and enjoy free win. This is why you see good protoss players spreading pylons in their base.


The thing is you won't see it, they can drop it where you don't have vision, and you simply don't have the minerals to get full base vision that early, while trying to wall, take gas, saturate probes, get warp, and a robo. (Of course on some maps the main is small and it's easy to get full vision early, but on maps with a larger main, you won't see it coming.) Spreading out your pylons too much will also spell disaster against muta/ling.

Watch any pro-toss player you want, they almost never have full vision of there main early enough to stop this. (except on maps with small main bases)

That's because they always scout that Zerg is on three bases, so they can rule out nydus all-in.
Moderator
Jasiwel
Profile Joined June 2012
United States146 Posts
January 20 2013 19:59 GMT
#8093
Any suggestions on beating a Terran going Bio-Mech on 2 Bases utilizing all CC energy on Mules with over-mining on Main and Natural? I was on 3-Base before him and thought I could simply out produce him, but the MULE income was so high that he could keep producing Marines to kill me into oblivion, alongside a few Thors, Vikings, and Medivacs on the side. I'm thinking I simply need to tech to Templar tech ASAP and expand faster, but we all know if he scouted faster expansions to a 3rd and 4th he'd be able to drop/mass Marines to kill off the expos. Then he'd remass the Marines after I killed off the hit squads, almost Zerg-style remaxing. Harassments would be pointless because he rallies at his bases as well as Missile Turrets. It's like a Terran Turtle, but with the mobility of a Zerg. The map was Entombed Valley, not sure if that helps.
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
January 20 2013 20:10 GMT
#8094
You'd have to post a replay, that build doesn't really make sense since it's too much tech on 2 bases, so he'll end up having bad upgrades and not enough units to justify that.

In general, once you don't see a 3rd CC as you take your third you should just keep massing units. If you open Colossus, try to stall until Storm before committing to a key engagement.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
January 21 2013 00:52 GMT
#8095
In this post Robo Twilight in the "Mid-Game Thought Process" section - 6:40 monk says that "Most blink stalker all-ins come at 7:10 with 11 stalkers max." How would I go about getting that many blink stalkers at 7:10? What is the best way to open if I want to do this all-in?

Thanks.
Geiko
Profile Blog Joined June 2010
France1959 Posts
January 21 2013 01:01 GMT
#8096
Check out this game:


Wooki has 8 stalkers at 6:50 and enough money for 11-12 stalkers at 7:10 with blink.
geiko.813 (EU)
Dujek
Profile Blog Joined September 2011
United Kingdom276 Posts
January 21 2013 01:30 GMT
#8097
Thanks that's exactly what I needed, after 3 tries I managed 11 stalkers with blink at 7:20 I think I can get it down a lot closer to 7:10.
city42
Profile Joined October 2007
1656 Posts
January 21 2013 01:31 GMT
#8098
On January 21 2013 09:52 Dujek wrote:
In this post Robo Twilight in the "Mid-Game Thought Process" section - 6:40 monk says that "Most blink stalker all-ins come at 7:10 with 11 stalkers max." How would I go about getting that many blink stalkers at 7:10? What is the best way to open if I want to do this all-in?

Thanks.

13 gate (check for proxies on 2 player map)
15 gas
16 pylon
18 core (scout)
19 gas (put 3 probes in it immediately)
19 gate
21 stalker
24 pylon
24 twilight
24 stalker
27 stalker
30 blink
30 gateway
30 stalker
32 stalker
34 pylon
3 stalker warp-in
3 stalker warp-in

Chronos: first 3 on probes, one in initial stalker, rest on blink. On maps with bad mining you may have to use a chrono on the third gate. Even with this optimized build I don't think it's possible to have 11 stalkers at the guy's ramp at 7:10 unless you're playing on Entombed or you have a pylon in the guy's natural. Still, blink is done by the time your first 8 reach his base, so it hits early and hard.
Gumbi
Profile Joined June 2012
Ireland463 Posts
January 21 2013 03:20 GMT
#8099
Gives my one gate expand some trouble unless I have my units in position to deal with it :D Need my Immortal in the back near the min line so I can send the probes to attack and kite with Immo.
GriNn
Profile Joined September 2010
United States243 Posts
January 21 2013 07:25 GMT
#8100
Are there any general guides to play protoss with builds and info that is somewhat current? Or at least matchup guides? I haven't played in a year and have no idea where to start back up again with what builds/playstyles are popular and all that. any help would be greatly appreciated.

User was warned for this post
Liquid`Tyler: I only needed one probe to take down idra. I had to upgrade to a zealot for strelok.
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