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[G] PvZ HerOic FFE

Forum Index > StarCraft 2 Strategy
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2012-04-25 14:55:06
November 22 2011 04:17 GMT
#1
Trying to make this shorter and more concise than usual.



Intro
+ Show Spoiler +
This play is adapted from watching HerO's and Killer's stream. Killer does a similar opening but tends to use it as a stargate opener, with his first 150 gas going straight to stargate upon the completion of the core. I've seen HerO use a similar style, but his FFE tends to transition into a 4gate +1 zealot push into the third base which has a massive variety of transitions that gives the protoss a significant amount of options heading into the midgame, something they feel they have not had before. This guide will explore only the latter style.

When players hear or see protoss players have success with warp prisms, they often just try to force a warp prism into their build instead of using a new build that allows us of the full potential of the WP. I see this as a build that does exactly that- you get a robo early up enough while being able to pressure early on and still be able to afford sentries and then even DTs to continue the pressure with drop play.





Builds
+ Show Spoiler +
The exact FFE build you will use in a particular game will vary dependent on the map. Here are several different build orders for the various maps (depending upon natural expansion)

With +2 Blink Transition
+ Show Spoiler +

been working on some transitions and i have a nice one to add--

9 py (3 cb on nexus)
14 forge (@100% start +1 weapons)
17 nex
17 gate
17 pylon
17 cannon
18 probe; cb nexus once
19 gas
20 2nd gas
21 core

**3 probes on 1st gas, 2 on the 2nd gas; alternatively, 3 on both and pull one from each when +1 starts**

maintain probes on both nexuses, but don't CB them

~23 zealot (1 CB)
~28 2nd zealot and WG (1 CB zeal; 3 CB WG)
~33 pylon
~34 stalker
~40 3 gates

from here, add an in base pylon then your proxy pylon. the 2z1s will help you secure a proxy pylon if you don't have a probe hidden already.

next, make sure 3 probes on each of your main gases. now add a 3rd gas and a twilight council

~48 1st zealot warpin [4]

**add 4th gas in between 1st and 2nd cycle**

~60 2nd zealot warpin[4] (probe production is maintained through these cycles!! I recommend cb'ing the gates in between rounds. you should have 3-4 available.

if you take the 3rd down, save what zealots you can. you can micro vs lings/slow roaches to some extent. get some more bang for your buck out of those guys. if he holds it with roaches, that's not too bad because he must have delayed his lair more than he would have liked to get roches out. if he held it with lings, O_O

when your WGs come up again get a round of sentries. Your TC will be finishing around now. Use your banked gas to start blink and +2. add 2-3 additional gates. i like to get a robo as well for an obs in case they have blink when you move out. You'll want to CB +2 heavily. It's not entirely necessary to cb blink (+2 is 190s vs the 150s of blink) and you'll want to bank some cb for the push.

**Cut probes at about 50-52. this means:

* * * * * * * *
* * * * * * * *
* * * ?

on each mineral line, 12 on gas total (+1 for mr. proxy probe)

blink and +2 will finish between 11:00 and 11:30. you'll have about 16 stalkers, 4-5 sentries and whatever zealots you managed to salvage from your +1 4g push, and an obs if you opted for one. now go kill!

i'll add a skeleton
http://drop.sc/158976


FFE
+ Show Spoiler +


9 Pylon (scout)
14 Froge
17 Nexus
17 Gateway
17 Cannon
19-20 gases 1 and 2

You'll be able to afford your core at about 21-22 supply. Make sure you get this down as soon as possible.

Add a zealot to hold off the ling run-by if your wall isn't complete or the distance between your choke and the ramp is small.

Begin +1 weapons with your first 100 gas

CB WG research 3-4 times

At about 35 food, your core will be done and you will be able to afford (in terms of time and money) two sentries before WG research is done if you manage CB energy efficiently.

Shortly after, your minerals will begin to accrue. Don't CB your probes too much or you won't be able to afford appropriately timed gateways nor will you be able to afford necessry chronoboost on WG research. At about 40 supply, you will be able to afford 3 gateways. Make sure they go down around the same time for convenience when you are transforming them.

At this point, you should have 1-2 probes hidden some where on his side of the map, or if not at least some where close to the center, unless the zerg scouted flawlessly. You can afford as many proxy pylons as you need to ensure a warp-in, as the rest of your spending will be very gas-intensive, excluding the actual zealots.

Upon the completion of WG research, warp-in as close to the zerg's third as possible (if you scout one with a probe, gun for that location. If you scout no third, add a cannon or 2 and try to probe-scout for a roach or baneling all in and warp in sentries at home instead of zealots afar. For now, we will assume the zerg has a third.

Once you begin the three additional gates, you can add your 2 additional gases and your robo. You will still be able to afford your first zealot warpin for 400 mins and will get a leg up on your tech. Soon thereafter, go ahead and get a twlight council and 1-2 additional gateways. You should make sure you are able to warp-in at least 3 more zealots when your WG cool down is finished to continue rallying to the 3rd base of the zerg.



Nexus first
+ Show Spoiler +

9 Pylon (scout)
17 Nexus
17 forge
17 gateway
17 pylon
18 cannon
18/19 both gases

Use CB prudently; it's easy to run dry on minerals when CB'ing probes while trying to get your gases and core up on time.

If a 7pool is en route, finish your wall and block with probes until your cannon finishes if possible. If it is not possible to wall off in time, start a pylon in your main and warp a cannon into your mineral line. Do not build any additional structures at the natural. We will assume for now that no 7pool is coming.






Mid Game Core
+ Show Spoiler +


[image loading]

Grind out the above builds until you reach the point where you have warped in 8 zealots, a robotics and a twilight council until you are comfortable with this style.

You are shooting for a flexible mid game.

At this point, you have enough probes to cut soon and start preparing for a 2 base timing, depending on what it is; you can even cut the 3rd and 4th gas if you are going for an earlier timing, though I recommend using at least 3. You should have about 40 probes at this point.

You have 4 gateways a robotics and a twilight, meanwhile the zerg is forced to make units at this awkward timing. If he is not opening roaches, or gets his roach tech too late, he will only have speedlings, queens, and spine crawlers to defend, so your zealots will be very cost effective as long as you keep them in large enough numbers. So while he is not droning freely, you can easily:

- add sentries, as you will accumulate a sizable gas surplus with 4 gases while makeing zealots. You can use these defensively or aggressively in conjunction with a warp prism

- add more gateways (bring yourself up to 5 or 6 unless your preparing for a GW all-in, in which 7-8 would be more appropriate)

- begin immortal production if you are afraid of roaches
- begin blink research if you are afraid of mutas
- begin a dark shrine
- begin a warp prism
- begin a templar archives for archons or storm/feedback
- begin plans to take a 3rd

You can do any number of these, but if they are in fact opening roaches, it will be quite difficult to take a 3rd until you have enough sentries, immortals and stalkers to hold off a roach spam. Outside of that, you are extremely free to pick your tech route and expansion timing as long as you are scouting for muta or hydra switches.





Common Zerg openers/reactions
+ Show Spoiler +
3 Base roach
+ Show Spoiler +
This is considered the standard of the match-up I'd say. The 3rd base will either begin at a very early time once they see you have FFE'd, or at a later, safer time once they have established more saturation. Your success against this style will come from your ability to sneak probes and pylons around the map and from the timing of your opponent's roach warren timing.

Your proxy pylon does not need to be extremely close to the third, but it should be on their side of the map, beyond the towers, at least. Your main goal is to take down the hatchery, so when faced with slow roaches as you are rallying zealots, you should try to focus down the hatchery and ignore the roaches if need be.

If you manage to take down the hatchery, you are in a very good position, but should be wary of taking a greedy 3rd at the risk of roach spam. If your attack falls flat, you can transition into DT drops very easily and very quickly and come back into the game if you can manage to snipe hatcheries/important tech buildings with DT/zealot warp-ins off of six gateways. Taking a 3rd from here will be difficult if you cannot do damage with this, though.


2-3 Base Muta
+ Show Spoiler +
This style is becoming more common in ZvP as I'm sure you know. However, this push will come before mutas are out and the zerg will not have anything to defend outside of lings queens and spine crawlers. You are all but guaranteed a hatchery kill at the 3rd unless they hold it off with pure lings, in which case they will have very few drones afterwards. If they do not take their 3rd, you can pressure the natural because even though he hasn't extended to a 3rd, he still only has lings/queens/crawlers to defend. You really won't be able to differentiate between a muta build or an infestor build at this point, but you can gain that information with an observer or a warp prism while preparing yourself for mutas by warping in additional stalkers at home and researching blink.


2-3 Base Infestor
+ Show Spoiler +
This will play out much like muta play will at the time of the push, but you can harass more freely with WP play after the opening. You can also get high templar out faster than you are used to because of your pressure and relative safety. Once you have established your third, roaches will no longer be very strong against your gas-heavy composition. Try to maintain distance between infestors and your army as possible with forcefields and make sure you have enough aoe to deal with infested terran spam.

[image loading]


[image loading]

If you are out of forcefields, use storm on roaches since you can't negate their damage entirely.


[image loading]

Immortals are pretty good


2 Base all in, roach or bane
+ Show Spoiler +
Playing blindly, you will always get 2 sentries out before WG finishes. However, you will need to use your probe(s) on the map to sniff out these builds as they are coming to add additional cannons and sentries at home rather than warping in zealots aggressively. As in all FFE situations, your success here will come from your ability to scout effectively. But you are also somewhat safer against these because you finish your WG research and have additional warpgates available much faster.





Caveats
+ Show Spoiler +
New Philosophy
+ Show Spoiler +
As always when you are learning a new style, you must adjust to the new options you have in terms of transitions later on. This build gets 2 gases very quickly, and adds the 2nd 2 geysers while you are only spending minerals on attacking units. This means you will have more gas than you are used to because you are not spending as much of it early on making stalkers, more sentries, or quicker tech. It will be awkward trying to spend all of this gas right away; you will find that you can get up to DTs and high templars much quicker than you usually can. Abuse that! You can prepare for DT drop timings or archon/chargelot timings quicker than you are used to, so make sure you capitalize on your gas income as soon as possible. This style relies heavily on harass and splitting up your army, so get used to executing small drops and proxy warp-ins to do chip damage.

[image loading]

[image loading]

Start getting more comfortable with camera hotkeys; you can more efficiently dump units into a location without having to mousemove/mini map click there.


Probe Sneaking
+ Show Spoiler +
This concept is difficult to explore. HerO will typically have 2 random probes out on the map and will somehow be able to establish convenient proxy pylons to ensure a close warp-in. This will come only with a lot of experience. You will notice your 2nd hidden probe should leave your base right before lings are out on the map. CB'ing your first zealot to deny access to the tower will be pivotal in maintaining the secret identities of your spies, so do as you will with this somewhat expendable zealot

[image loading]

[image loading]

[image loading]
what up bitches
.





Late Game Situations
+ Show Spoiler +
Transitioning quite freely into the mid game, you will be making more and more decisions every game which usually result in longer games with more expansions. This style will give you the core infrastructure you need to harass throughout the game, as warp prisms and dark templars are easy to grab from the opener. There is no excuse to not always have a pylon or a warp prism in a favorable location that you can warp in units to harass/cancel expansions effectively. You want the zerg to play as defensively and conservatively as possible if you want to establish additional bases without fear of a straight-forward attack.

Ultras are quite easy to deal with out of this opener, as you are quite gateway heavy and have the ability to warp in high templars for archons and dt/zealot for buffers. As you are not relying on colossus to deal aoe damage, you can also pump out a good deal of immortals since your robo won't be tied up outside of WP/obs production

Broods can be dealt with using stalker/archon/ht/sentry compositions, but void rays can help in late game situations against roach/brood or roach/infestor/brood compositions as well.





Conclusion
+ Show Spoiler +
In situations outside of a 2 base all-in from the zerg, this build will get you up to the 8-minute mark when your zealots should be assaulting the third. From there, it is pretty open ended. The 2 additional gateways are not listed explicitly in the build order, but after watching and playing this build many times out, I feel as though getting up to 6 gates is the "next step," whether or not you're trying to take a 3rd early. Having more gateways improves your ability to hold off roach rallies to your 3rd or nat before your stronger tech units kick in, and lacking on GW's will severely hamper your ability to move forward into the mid game with any kind of strength.





Replays & Other Resources
+ Show Spoiler +
This section will be updated as always


alejP v frostiZ
In this case, I manage to keep my probe alive and unscouted until the very last second. He was not opening roach and didn't have lings out in time, so I pretty much won immediately.

alejP v ZeNEXMunchlaZ
My probe managed to get an extremely good pylon by the third before it finished, allowing me to get really good warp-ins. DT drops seal the deal.

alejP v kinderZ
My zealot pressure does not kill the hatchery. I probably could have killed it by focusing it down sooner but I was distracted I suppose. I use the WP to take the 3rd between my main and his 4th which goes unscouted; zergs will tend to neglect scouting bases like this for the time being, but as this kind of play becomes more popular, you probably won't be able to get away with this as easily :p

alejP v lynxZ
I didn't get up a good pylon but because my opponent opened up with slower roaches, I was able to force more units and do at least some economic damage. A DT drop follows up to snipe the 3rd hatch as I take my own 3rd and transition into a robust, macro-oriented midgame.

alejP v shortizzZ
This game, my opponent opens up roach but doesn't get enough out in time to stop me from killing his 3rd. I try out a colossus transition and a slightly later 3rd and forgo WP harass, though it could have been very beneficial given the map positions.

http://drop.sc/95530
1 base bling bust on metal. need to see this coming or gg


http://sc2rep.com/replays/download?id=16869
this is vs greedy 3rd with roaches not quite in time.. pretty much ideal for what we're doing. i delay the gases just a tad and it seems to really help with 4g timing


http://sc2rep.com/replays/download?id=16870
inbase proxy hatch that I don't scout until I can see the creep.. no quick 3rd scout, scouted early roach warren


here's one vs 2 base roach aggression! it finally happened!
alejP v mkengynZ

if you scout that he's still mining gas past 2400, get some cannons and a few stalkers to micro. also re rally your nat nexus to your main minerals and send all the probes to mine in your main. i lose a few needlessly. also there was no need to push in after i killed the nat; i got greedy. should have taken my third and teched happily.




Check out HerO's vods. He does this almost every PvZ, if not the stargate build if he cannot secure hidden probes early on

http://www.twitch.tv/liquidhero


Feel free to leave comments/feedback/replays
Thanks for reading
aLeJ
get rich or die mining
TL+ Member
AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
November 22 2011 04:29 GMT
#2
are you some sort of guide writing TL angel?
Thats "Grand-Master" SMURF to you.....
Hybris
Profile Joined August 2010
United States185 Posts
November 22 2011 04:40 GMT
#3
Awesome guide yet again! I have been doing something similar to this after watching HerO stream, but my build is no where near as mapped out as this is. Thanks for the writeup!
justin.tv/hybriss
Mordanis
Profile Blog Joined January 2011
United States893 Posts
November 22 2011 04:41 GMT
#4
Wow. I haven't seen any PvZ styles that I get. Watched quite a bit of Hero's stream but haven't been able to refine anything specifically from it. Thanks a lot, I'll really have to check this out some more and try it out on the ladder. Just one question... I know that you said that this is really flexible, but shouldn't muta play negate a lot of warp-prism harass. Warping in zealots and dts seems mildly fragile with mutas on the field. Thanks a lot for the guide :D
I love the smell of napalm in the morning... it smells like... victory. -_^ Favorite SC2 match ->Liquid`HerO vs. SlayerS CranK g.1 @MLG Summer Championship
HydraLF
Profile Blog Joined January 2011
Hong Kong626 Posts
November 22 2011 04:43 GMT
#5
Thanks for all the insights and detailed description for each scenario, imma steal this.
Sure.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-11-22 04:52:18
November 22 2011 04:44 GMT
#6
On November 22 2011 13:41 mordanis wrote:
Wow. I haven't seen any PvZ styles that I get. Watched quite a bit of Hero's stream but haven't been able to refine anything specifically from it. Thanks a lot, I'll really have to check this out some more and try it out on the ladder. Just one question... I know that you said that this is really flexible, but shouldn't muta play negate a lot of warp-prism harass. Warping in zealots and dts seems mildly fragile with mutas on the field. Thanks a lot for the guide :D


I'm glad you bring that up. You'll be warping in the first zealots blindly for the most part (edit: outside of knowing 2 or 3 bases), and will probably follow up with at least an additional 3-4 afterwards. Mutas shouldn't be out on the field until well after this. If they are 3 basing and holding with lings, that is an indication of a rush to muta or to infestor, or their roaches are very late. If roaches never arrive on the scene to clean up the zealots, you can assume muta or infestor. Because you can't rule one of these out, I'd go for a faster blink and slower DT's just to be safe while scouting with an obs to confirm muta or infestor 100%. You can still make a WP in this situation, as it is entirely minerals that you are investing in it which you can afford to spend as long as you can get up enough gateways as well.
get rich or die mining
TL+ Member
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
November 22 2011 04:58 GMT
#7
Stargate is 100 gas, you said 150 upon completion of core, maybe you meant warpgate research? Should clarify that i think
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
Zaurus
Profile Joined October 2010
Singapore676 Posts
Last Edited: 2011-11-22 05:02:37
November 22 2011 05:01 GMT
#8
I have actually been using this built on ladder. It is very vulnerable to 2 bases play from zerg, especially heavy roaches or roach hydras. Council should be put down immediately after first warp in. I strongly reccomend scouting, if zerg does not get a fast third, it will be wiser to play defensively. Zealot out in the open die to roach hydras without doing any damage.

However it is a solid transition into getting a third with enough pressure IF the zerg is getting a third. It is better to try and get 2 zealots and a stalker out to help you put down a proxy pylon. I favored getting storm at 11 minutes plus. This usually transition into stalker, archons and immortals for late game. Love your guide, help me tie down the built that I have been copying from hero.
monk
Profile Blog Joined May 2009
United States8476 Posts
November 22 2011 05:03 GMT
#9
On November 22 2011 13:58 Cyro wrote:
Stargate is 100 gas, you said 150 upon completion of core, maybe you meant warpgate research? Should clarify that i think

Better check your sources
Moderator
unit
Profile Blog Joined March 2009
United States2621 Posts
November 22 2011 05:04 GMT
#10
On November 22 2011 13:58 Cyro wrote:
Stargate is 100 gas, you said 150 upon completion of core, maybe you meant warpgate research? Should clarify that i think

stargate is 150, robo is 100
Cyro
Profile Blog Joined June 2011
United Kingdom20285 Posts
November 22 2011 05:06 GMT
#11
On November 22 2011 14:04 unit wrote:
Show nested quote +
On November 22 2011 13:58 Cyro wrote:
Stargate is 100 gas, you said 150 upon completion of core, maybe you meant warpgate research? Should clarify that i think

stargate is 150, robo is 100



Shit. Guess its been too long... sorry
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
drybones
Profile Joined August 2011
United States69 Posts
November 22 2011 05:21 GMT
#12
i prefer getting 1-2 zealots to scout instead of what you said "However, you will need to use your probe(s) on the map to sniff out these builds as they are coming to add additional cannons and sentries at home rather than warping in zealots aggressively" which seems fragile.

as we all saw in mlg naniwa's zealots could have saved him the game had they been micro'd better or been combined with a probe scout to see the roach rush coming.

against that 7RR or w/e it seems it hit even before enough or any sentries came out so to hold it off you HAVE to zealot scout and build enough cannons to survive which is really the only way to hold it. I imagine we will be seeing alot of this 7RR after the MLG so instead of stopping FFE which is dumb us protoss have to just learn to scout and react even better.

the rest seems great but i would include a bit about early scouting more and suggest adding to your guide
if ur not improving ur falling behind
SaroVati
Profile Joined November 2010
Canada280 Posts
November 22 2011 05:25 GMT
#13
As a high master protoss who plays top 50 GM and wins anywhere from 9-12 points, I have to say HerO inspired me to start doing this build on maps I FFE on. Tbh the skill ceiling with this style of play is much higher than conventional protoss play, which greatly peaks any high level protoss' interest. Something you may want to note is using the "hold position" trick with your 4 gate +1 zealot pressure. When surrounding the hatch, hold position your zealots. That way, they will attack any lings trying to fight, but also target down the 3rd if no engagement is made. I'd recommend taking your 3rd as soon as your pressure begins to hit, and drop down 4 additional gateways. The DT + warp prism harass will be extremely effective if micro'd correctly, and you should have time to get your 3rd running and 8 gates + a robo and upgrades all rolling before zerg can punish you.

Great guide on this style of play, and hope to see this become the new norm with variations branching off
bankai
Profile Joined November 2010
362 Posts
November 22 2011 05:25 GMT
#14
I havent even read your OP yet...but THANK YOU!

I think ur guides are great in the past, and been waiting for some good updated FFE guide!
MagickMan
Profile Joined March 2011
Australia498 Posts
November 22 2011 05:33 GMT
#15
Do you ever stream Alej?
Deezl
Profile Blog Joined November 2010
United States355 Posts
November 22 2011 05:36 GMT
#16
Do want + will use

Thanks Alej! PvZ is much easier if you spam Zealots lol.
Three hundred lives of men I have walked this world, and now I have no time.
RabidSeagull
Profile Joined December 2010
United States220 Posts
November 22 2011 05:37 GMT
#17
nice guide, Alej. Looks difficult to pull off but really compelling because I find it hard to put pressure on Zerg mid game, this build does that very well.
I be the body dropper, the heartbeat stopper. Child educator, plus head amputator
Necrophantasia
Profile Joined May 2010
Japan299 Posts
November 22 2011 05:47 GMT
#18
Im only at the platinum level, so you may not encounter this as a response to an free at your level, but how do you defend a hydra with range upgrade all in with this? You list roach/muta/ling/bling but no hydra Your zealots will do nothing. Your stalkers won't do much and your sentries won't save you on meta/taldarim/xnc.

Going to check your replays and the vods once I get home to see if this is a way that I can play given my piss poor apm.
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
November 22 2011 05:49 GMT
#19
Hey your game v Kinderz on shak he had like an 80+ supply lead on you when you were harassing, you had also taken a secret 3rd--if he had scouted better couldn't he have just smashed that and contained you on 2base?
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
bankai
Profile Joined November 2010
362 Posts
November 22 2011 06:04 GMT
#20
Ok just finished reading and loving it.

2 questions:
1) "Grind out the above builds until you reach the point where you have warped in 8 zealots, a robotics and a twilight council until you are comfortable with this style." So do you always get 8 zealots blindly apart from 2-base roach?
2) Silly question actually - but when is the 'normal' zerg 3rd base taken (e.g. in 3-base roach builds) so I can distinguish if im facing 2-base play or not.
3) Would using a 2zealot scout instead of 2probes as u suggest put this build behind? Is it going to miss some sorta timing by putting the 2nd/3rd/4th GW a little later? Just feel that 2zealot scout is more reliable cos my probes mite die too quickly!
4) When facing 2-base roach or 3-base roach, how do u know when to take the third base?

Thanks - very excited to try this out!

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