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[G] CreatorPrime PvT

Forum Index > StarCraft 2 Strategy
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monk
Profile Blog Joined May 2009
United States8476 Posts
Last Edited: 2012-08-26 03:31:35
December 07 2011 19:35 GMT
#1
Note: A lot of people have been having problems with the double reactor 10 minute medivac push. Here are my thoughts on the issue. If you choose to use these new timings, ignore the timings listed in this thread.
NrGmonk wrote:
For those of you who have been having trouble with 10-12 minute double reactor rax, medivac timings, Creator has recently made a new innovation to the strategy to help alleviate your worries. It has to do with gateway timings. For example, with Startale builds, you do 3 -> 5 -> 7 gateways. Standard gateway timings for 2 base protoss usually looks like 3 gates then add 3 gates between 8:30 and 9:00. However, this is not possible for a creatorprime style, because you get so much tech(2 forges, 4 upgrades, twilight, blink, robo bay) before adding those 3 gateways. Thus, if you follow the standard 3 into 6 gateway configuration, your gateways end up being added around the 10 minute mark, which is just slightly too late for medivac timings.

Creator's innovation is to go from 3 into 4 gateways, adding the 4th gateway at the 8:30 mark. His new build looks something like:
FE into 3 gate into robo into double forge into twilight into 4th gateway into robo bay into nexus/5th + 6th gateways, where the 3rd and 5th and 6th gateways are interchangeable, depending on your situation.
With this build, which has a faster 4th gateway and faster robo bay, you are now way more safe during a large variety of timings.
10-12 minutes: You have the extra gateway to pump out units you wouldn't normally have with the original creatorprime style. It only comes out to about 2 extra units at 10 minutes, but it makes a huge difference in this specific timing window when both armies are small.
12-14 minutes: You have slightly faster colossi to make frontal attacks impossible.
14 minutes beyond: Your 2-2 upgrades kick in and you're almost always 2 upgrades ahead of your opponent with a formidable army.

Other things to note:
Creator gets 3 sentries now instead of 4 and has been for a long time. This has been the trend in Korean PvT for a long time and isn't anything new.
Only 1 immortal instead of 2; pretty obvious versus double reactor opening
Gas timings: Creator gets extremely fast gas this game, partly because of his gate gas nexus opening. You generally won't want gas this fast.

Here's a link of a game:
http://www.own3d.tv/KhaldorTV/video/710881


Ever since HongunPrime displayed his double forge PvT style in one of the first GSLs, various Protosses have been trying to make early double forge work. Ever since then, there have been many innovations to make the style more solid. In the semifinals of the first season of GSTL, CreatorPrime and MVPGenius both showcased such a build that introduced cannons, immortals, and blink stalkers to allay the classic weaknesses of the double forge build. Combined they went 5-0 with the build at the highest level of competition. Since then, double forge PvT has been the standard in Korea and in fact this is the only macro PvT build that has been used consistently on high levels by a variety of players. Anyone can blindly follow a build order but in this guide, in addition to the actual build order, I will be adding my own reactions to scouting information that you may find.

Early Game: Precursor to the Build:
This guide assumes that you’ve done some type of expansion and have the infrastructure of 3 gates and a robo. Your opponent must have also done some type of expansion as well, either 1 rax no gas, 1 rax tech lab expand, or 2 rax expand. This guide will not cover this early game beyond this.

General Outline of the Build:
The following is a very general outline of the build based on timing and not supply. Do not follow these timings exactly in every game as they HEAVILY depend on reactions to what you scout and both your and your opponents’ exact openings. If anything, these timings are on the very early side.

From the robo: 2 observers, then 2 immortals
7:40 Double assimilator at your natural
7:50 Double forge
8:40 Twilight council
9:00 Add 3 gates
11:25 Robo bay
Take a 3rd
Add 2 gates
Templar archives

Early-Mid Game: Reacting to your Initial Observer Scout:
As your first observer comes out of your robotics, time 2 forges so that they will finish slightly after your observer gets to his base. This way, you have the option to cancel the forges if you scout certain things. The following is a list of things you should cancel the forge versus:
  • Marine Tank Banshee play: In case of a probable push, you will not be able to hold with this build
  • Mech play: There are simply better styles versus mech. You can keep one forge, but armor isn’t that useful versus mech.
  • Some type of super allin: Obviously if he pulls all his scvs and tries to allin you, you don’t want upgrades.

From this point, I’m going to assume that you’re playing versus some sort of bio build. The key theme of the rest of the mid-game is judging how aggressive your opponent is going to be in the next minute and making decisions based on your judgement calls. As you first learn this build, I guarantee you that you will lose a ton of games solely because either you were too greedy and lost in the next minute or weren’t greedy enough and lost 2-3 minutes later.
First, the timing of your gas and your initial unit choice will depend on how aggressive your Terran opponent is being. If he’s being very passive with 2+ bunkers, get faster gas and get your sentries up first. On the other hand, if he’s moving out with a bunch of marine/marauder, perhaps for an extremely early stim timing, stick on more zealot/stalker while delay gases.
Once your first observer finally gets into his base, you will be able to see his infrastructure. The whole theme of the rest of the build is to react to react to scouting, cutting units and getting the appropriate response JUST in time to deal with the next incoming threat.

Standard Terrans will have 3 rax with addons. Look for anything out of the ordinary, such as a ghost academy, double eng bay, extra rax, a fast factory, or a 3rd cc. The existence of any one of these things should prompt different reactions:
  • Fast factory: This is the most standard Terran build. Cut units to get as fast a twilight and additional 3 gates as possible, before you even start any immortals. Your opponent is rushing for medivacs, so he will not be attacking you soon until he gets medivacs. Your goal should be 1-1 done, blink almost done, 6 gateways up, and 4-6 stalkers by the time he can pressure you with his first 2 medivacs, usually at around 10-11 minutes.
  • Ghost academy: Be ready for a ghost push. In addition to your normal reactions vs ghosts such as keeping your macro up and spreading your sentries, you will need a cannon. Normally you can hold such a push with either a colossi, charge, or lots of gateways. However, with the CreatorPrime style, you will have only 3 gateways and no tech finished, so the cannon is required.
  • Extra rax: Get ready for a dedicated stim push. Depending on the timing of the push, you will need either 1 or 2 cannons. Again, you might have 1-1 finished, but without cannons, 4-5 rax of bio will still totally roll you over.
  • 3rd CC: No pressure will be coming to you for a while. In addition, his factory will be late. You can take your 3rd early and really cut a lot of units while getting your important tech buildings up. However, be prepared for extremely strong bio pushes later in the game when his economy kicks in. Get colossi fast according and while cutting units earlier, since he cannot push with such an early CC.
  • Double eng bay: Double eng bay will always be in addition to one of the other options terran has. If you scout double eng bay with your first observer, then that means his other tech choice will be slowed down. Thus, you can play more greedy accordingly.

General Midgame Notes:
Sentry count: Creator/Genius always sticks to 4 sentries, never more, never less. Although some PvT macro builds rely on up to 6 sentries, this shouldn’t be one of them. Forcefields should only be used to deny kiting and not to make donuts, so you don’t need that many of them. In addition, this build already has very few units in the early-mid game so you want as much of that army as possible doing actual damage.

Robo usage: Creator/Genius will always make 2 observers and then 2 immortals. Do not go over 2 immortals with this build. I have tried to incorporate 3 immortals previous in this build and to do that, you will have to cut something, either fewer zealots, fewer stalkers, or later gateways. For example, one time I made 3 immortals and thus only had 3 stalkers instead of the usual 6 to deny drops. After much testing myself, I’ve determined 2 to be the perfect number of immortals and creator apparently agrees. After your 2nd immortal and before your first colossi, you will have some free robo time. Feel free to get a 3rd observer if you deem it worth it.

Blink first versus charge first: Charge is a great ability for combat, but with sufficient macro, micro, unit composition, and your upgrades, you will be able to hold off any pushes that can occur until colossi can hit. Blink, on the other hand, is required to deal with drops, because your unit count will be very low. However, if there is no chance for medivacs to come into play anytime soon, charge before blink can be considered.

Terran upgrade timings: It’s very important to keep track of the Terran’s upgrades. This can be done by scouting his engineering timing and checking his units as much as possible. Do your best to not engage when you’re even in upgrades, and try to pick fights when you’re 3 or 4 upgrades ahead.

Colossi timing: There comes a point in basically all PvT’s where no matter how great your upgrades are, you will not beat an equal supply Terran army without AoE. The point comes around 130 supply. Thus it’s very important that you don’t overcommit to gateway/immortal and get your first colossi out at an appropriate time.

Third timing: You will not want to expand to a third until you’ve scouted your opponent has taken a third unless you’re way ahead. You will need every unit you can get to hold pushes and you can’t really afford to spread too thin versus drop play. Don’t be afraid of the Terran getting a economical advantage, because as long as you start your 3rd nexus within a minute after he does, you should be fine as your upgrades can carry you through late game.

Mid-Late Game:
Colossi count: In most of the games featured, Creator switches back to immortals after about 3 colossi. This is to prevent over countering of colossi. If you make too many colossi and your opponent makes enough vikings to counter, you will lose to a properly spread terran army even if he is 2 upgrades behind. On the other hand, immortals in small numbers are very effective against a Terran who switches into marurder heavy to counter colossi.

Hide your colossi: If you don’t have to show colossi, don’t. Because you have both templar and colossi routes easily available to you, the Terran has to scout for both options. Force him to spend as many resources as possible to scout for your tech transition. In addition, if you can delay his scouting the colossi, you might be able to force a 2nd starport in order for him to catch up.

3-3 Attack/armor before shield upgrades: Some people will argue to get +1 shields before +3 armor. Yes, this increases the time your forges can be used, but it is the wrong choice. With 3-3 just completes, you open a very strong timing, which coincidentally lines up around when you’re nearing max. IIn addition, shield upgrades are much less useful in the face of EMPs.

Archons versus Templar: Generally, you want to choose archons instead of templar in your unit composition. There are 2 main problems with templar in this unit composition. First is that your biggest advantage, upgrades, don’t affect templar. Getting templar would be like throwing away part of this advantage. If your opponent somehow gets really good EMPs off, your templar will be useless, while emps on just a few archons in your first late game max are not so devastating. Also, even though armor upgrades don’t really affect archons, your zealots will be doing most of the tanking and just a few archons with 3-3 upgrades are a good source of consistent splash damage.
The second problem is timing. With this build, a large chunk of your gas will be going into upgrades and colossi. By the time you can start storm, you will already be 160-170 supply. By the time storm finishes, you will be maxed with just 4-6 templar. Instead, you could have been maxed a bit earlier with 3-3 archons, which against a inferior upgraded army, is not worse than templar.
For situations where you want to choose templar, see the late game section.

Delay your fights: I recommend waiting for 3-3, getting close to max, before engaging unless you’re confident you can win a fight. The bigger the armies, the more one sided fights are when one side has upgrades. For example, 10 zealots with 1-1 will beat 10 zealots with 0-0 much harder than 1 zealot with 1-1 will beat 1 zealot with 0-0.

Late Game: Leveraging your Upgrade Advantage
As you get to the late game, you shouldn’t play standard PvT. You should have the upgrade advantage and you should leverage this advantage to force a win. I categorize late game games into 4 categories as follows:

Scenario 1: You have a 4 upgrade advantage or higher
If you get to this point with a max army, you have already won. You should just be able to a-move and kill him with archon as your late game army.

Scenario 2a: You have a solid 2 upgrade advantage and you can force a fight
You should be able to win any fights where the Terran isn’t in exceptionally good position. This is the most common late game scenario and there are many ways to use your upgrade advantage in this scenario. This scenario includes situations where the Terran has a 3rd or 4th in a far off location from his other bases or when there isn't sufficient PF support at one of his bases.
First, you should be confident in your maxed army, confident that it can take on almost anything Terran throws at you. When you hit 3-3-0, your army will be the strongest possible in relation to your opponent’s army, because the upgrade investments will have paid off and you’re only sinking a minimal amount on future shield upgrades. The only real way to lose a fight at this point if you fight in an extremely bad position, such as near a PF or against a huge concave. Take map control with your army and try to pick fights if you can. Go threaten any Terran expansion that does not have a PF. Feel free to take early 4ths and 5ths, because as long as you can deal with drops well, Terran can’t do anything about them. In addition, just your army presence on the map will deter drops, for the Terran will be in fear of a counter attack.

Scenario 2b: You have a solid 2 upgrade advantage but you cannot force a fight
This can occurs when your opponent turtles on 3 base, usually with a PF. You cannot draw your opponent's army out of position while he upgrades to 3-3 on his bio. If this occurs, take a 4th and perhaps a 5th. Also, tech for templar for an even better late game maxed army. Also, cut a few units in order to add mass gates to raise your chances in the inevitable 200/200 battle. Essentially, you will be converting your upgrade advantage into an econ advantage. A good example of this scenario is in LiquidHero vs EGPuma in the vod section.

Scenario 3: Your 3-3-0 upgrades finish close to the Terran's 3-3 upgrades
This should only be achieved by the terran if starts 2 eng bays very early in the game. The first thing I want to note is that if you scouted this, you should be playing more greedy and thus you econ should be better than if you were playing against a normal Terran build. Also, your opponent will not be able to hit any timings against you, which he would have if you had not gone for double upgrades yourself.

I recommend an early templar switch instead of archons. You cannot reliably hit any timings and a 3-3 Terran army will beat a 3-3-0 Protoss army without storm given equal army positioning. From there go into a standard late game macro PvT with both templar and colossi.

Example Vods:
These are the games I extracted the build from and they show the exact same build but versus an eclectic assortment of terran openings. In the spoilers are the timings of the buildings as well as my comments on the games.

CreatorPrime vs TSLClide game 6
Vs non-standard hellion opening into macro bio play
+ Show Spoiler +
7:15 double gas
8:35 double forge
9:00 twilight
11:00 3 gates
11:20 robo bay
11:50 charge
  • Creator’s buildings are all delayed a lot, because Clide opened reactor hellions and Creator didn’t initiate his build until he had confirmed a bio focused style.
  • Creator’s twilight is early in relation to his forges. This is because he wants blink asap vs drop play.
    Important to note that Clide’s initial bio force is weak compared to his medivac timing. This is due to Clide’s opening which was a later CC but faster factory/starport.
  • The first big fight is a huge mistake for Creator. He misjudges his upgrades and attacks right before his 3-3 kicks in effectively fighting with 2-2 for the marjoity of the battle. In addition, Clide’s 2nd weapon upgrade also finishes in the middle of the battle. Also, the position for Clide was perfect, so Creator should have attacked from a different angle. Finally, Clide’s army was better than a normal max with a lot of ghosts.
  • The 2nd battle at Creator’s expansion shows upgrades in action, where he is able to crush a 2-1 army supported by mass medivacs with 3-3 gateway units.
  • Creator is able to take an earlier 4th because of how pressured Clide felt.

CreatorPrime vs TSLHeart game 7
Vs standard macro play with a initial disadvantage
+ Show Spoiler +
7:45 2 gas
8:20 double forge
9:40 twilight
It gets messy from here because of early game engagements
  • Really bad first engagement for Creator obviously.
  • Notice that Creator favored attack over armor when he couldn’t afford both upgrades.
  • 2nd engagement goes really well for creator despite a supply deficit and tech deficit purely because of upgrades.
  • Creator goes up to 4 colossi this time instead of his normal 3, possibly because of of Heart’s marine heavy composition.
  • Creator wins the 4th engagement even though Terran is 3-3 as well because of Heart’s lack of vikings and that he didn’t have his whole army with him.
  • Creator doesn’t go storm this game, because it’s a very tempo focused pressure game. Getting storm would create a gap in this pressure on the Terran.
  • Constant switching between immortals and colossi forces Heart to guess how many vikings he needs to make.

CreatorPrime vs TSLaLive game 9
Vs standard ghost push
+ Show Spoiler +
7:35 double forge
8:00 double gas
10:00 twilight
11:10 3 gates
11:25 robo bay
  • This game is a great example of this build vs ghost push. Alive goes for the very common ghost push this game and in response, Creator keep his macro up on 3 gates, makes a cannon, and spread out his sentries.
  • Notice Creator’s twilight is late this game, as he doesn’t want blink too fast vs late medivacs and just wants to line up the twilight with his 2-2 upgrades.
  • It’s very important that Creator threw up his extra gateways and robo bay as fast as he did, as if he didn’t he would have a very hard time defending a potential incoming bio heavy medivac light push that might come around 14:00. Also notice the very zealot heavy stalker light composition, as Creator is most afraid of a frontal push and not a drop in this situation.
  • Notice how ahead Creator is at 14:00 after holding of the aggression of aLive. He’s 4 upgrades up on aLive with all the tech he could want.
  • Creator goes up to 5 colossi against the very marine heavy composition of aLive. aLive is actually forced to go so marine heavy, because he invested so much gas into ghosts and 2 starports pumping vikings.

MVPGenius vs NSHeoSoSculp game 5
Vs standard macro play
+ Show Spoiler +
7:40, 8:20 gas
7:50 double forge
8:40 twilight
9:30 3 gates
11:25 robo bay
14:00 templar archives
  • This is probably the best example of the opening build order versus standard fast medivacs.
  • Genius uses his fast upgrades and supply lead to take a gold versus a faster 3rd CC.
  • Catching that huge drop is pretty much game over for Sculp.

MVPGenius vs NSHeoSoJJakji game 6
Vs super no harass macro play with low upgrades
+ Show Spoiler +
7:00 double gas
7:35 double forge
8:40 3 gates
8:50 twilight
9:40 robo bay
15:30 templar archives
  • Another good standard macro game on a big map versus a very passive Terran.
  • Because of JJakji’s lack of pressure, Genius can get his Nexus earlier than normal.
  • This game shows what happens when you fight a straight up maxed fight versus a Terran who’s 3 upgrades behind.

LiquidHero vs EGPuma Game 7 Dreamhack finals
Vs ghost push into standard macro play
+ Show Spoiler +
6:55, 9:15 gas
7:20 double forge
9:30 twilight
11:05 3 gates
12:55 robo bay
  • Note that this is this is the final game of a huge tournament, so Hero must have good confidence in this build.
  • Hero staggers his 3rd and 4th gas a lot, which might be a bit of a refinement to the build.
  • As hero scouts the ghost academy, he immediately puts a pylon at his choke and then a cannons.
  • Also accordingly he pumps immortals, doesn't cut units, and delays his twilight to the latest possible to line up with his forge upgrades. He also delays his extra gates.
  • Hero gets a faster third than I recommend in my guide and it gets killed, because he can't sufficiently defend it.
  • I also disagree with Hero's robo bay timing here. Versus ghosts, if you have that cannon at your ramp and a good concave and choke, you should be free to tech quite fast to colossi.
  • I think Puma makes a big mistake attacking up Hero's ramp. Without a good choke and the ability to warp in zealots on top of the bio, Hero could not have won the fight. Thus, he should have instead contained Hero a bit and relied on his economic advantage.
  • Hero goes for HT instead of archons, which I think is an excellent choice. The key is that Hero would not be able to bully Puma around with 3-3 archon. Hero's only 2 paths of attack where through the third or through the space between the natural and third. Both these paths can be defended easily at the same time and even with Hero's superior upgrades, it would be risky to try to attack through there. Thus, Hero uses his superior upgrade advantage to gain more bases and safely tech to high templar. Accordingly, he also cuts some units to get up to 12 gateways, which all finish perfectly at around 190 supply.

Creator vs ? KSL

Creator vs Bomber KSL-Loss
Loses due to being out econed after doing an inferior opening to his opponent and not scouting his opponent's hidden third.

Brown vs Alive GSL
Adds in a Warp Prism for a little twist

Squirtle vs Jjakji IPL Qual on Sanhorn Mist-Loss
Squirtle just gets his entire army caught out of position and loses immediately.

Creator vs Gumiho KSL
Vs marine/hellion/medivac pressure into standard bio play

Creator vs Jjakji KSL Game 8
Off of 15 nexus, vs 1 rax cc into 3rd cc

Creator vs BeastyQt IPTL Game 4 on Talderim Altar
Creator starts with lead in early game

Creator vs Kas IPTL Game 7 on Shakruas Plateau
Creator responses to scouting a early hidden CC, turns into very long macro game.

Creator vs Happy IPTL Game 8 on Terminus Se-Loss
Creator does a very slight variation on his build, switching the +1 armor and blink.
Versus 2 ghost push.
Goes into very long macro game.

Alicia vs asd GSL Game 2 on Metropolis
Long macro game.
asd tries a mass bc transition.

MacSed vs Keen GSL Game 2 on Antiga Shipyard
Does a slight variation of the build and holds ghost push with no cannon but 3 immortals/earlier gates.
Goes into long macro game and loses.

Vines vs Thorzain IPTL Game 5 on Shattered Temple
Vs standard play

Creator vs Nada GSL Game 1 Entombed Valley-Loss
Vs standard opening
Nada kills Creator's first 2 observers, so he moves his 3rd observer out of position to cover for the first 2. Because of this, he misses a drop, which kills him.

Creator vs Nada GSL Game 2 Antiga Shiipyards
Vs 1 rax into 2 CC into double eng bay
This is the absolute best blind counter Nada could have done to the build.
Nada is good with picking off observers again; this game demonstrates again how important observers are to defending drops with a relatively low number of units.
Creator wins because he hits a semi all-in 3-3 timing that hit 15 seconds before 3-3 finished from Nada.

Puzzle vs ForGG GSTL Game 8 Entombed Valley
Vs Medivac/ghost timing
Gets into a really bad position during a fight midgame but wins the fight because of superior upgrades
Goes into long macro game

Creator vs Boxer

Sage vs Yoda

Sage

Genius vs Supernova GSL

Squirtle vs MKP IPL Game 2 on Sanghorn Mist

Seed vs Gumiho Game 3 on Cloud Kingdom from WCS Korea

Visual guide:
+ Show Spoiler +
Thanks to vaderseven, Note: It's not 100% in accordance with my guide right now
[image loading]
Moderator
zanderfever.TV
Profile Joined March 2010
United States362 Posts
December 07 2011 19:42 GMT
#2
Awesome, I dont have time to read this in depth, but I do double forge a lot in PvT, it'll be good to compare my timings against these and see how they pair up, I just notice right off the bat i get faster forges so i'm curious as to the differences in timings.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
December 07 2011 19:44 GMT
#3
YES I was waiting for this!!! Thanks Monk, you do a really good job of explaining things!
Knowing is half the battle... the other half is lasers.
BoondockVeritas
Profile Joined August 2010
United States191 Posts
December 07 2011 19:44 GMT
#4
Well if we're going to share korean builds, Artosis has this site http://scdojo.tumblr.com/ that he made. Full of good stuff that's sure to make some interesting games. The build order written there is more specific than this guide here for those that can't function without seeing numbers. Mr. NrGmonk is much more detailed in explanations though so you should probably use his guide. Very good guide ^^
NA server Veritas.414, KR server Bullet.382. 지지요!
monk
Profile Blog Joined May 2009
United States8476 Posts
December 07 2011 19:48 GMT
#5
On December 08 2011 04:44 BoondockVeritas wrote:
Well if we're going to share korean builds, Artosis has this site http://scdojo.tumblr.com/ that he made. Full of good stuff that's sure to make some interesting games. The build order written there is more specific than this guide here for those that can't function without seeing numbers. Mr. NrGmonk is much more detailed in explanations though so you should probably use his guide. Very good guide ^^

Problem is this build is very reactionary, definitely not as set in stone as Artosis made it out to be. I also have my own private notebook of korean builds =P.
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AGIANTSMURF
Profile Blog Joined September 2010
United States1232 Posts
December 07 2011 20:04 GMT
#6
ive been using my own rough sketch of this build since those GSL matches aired. Nice to see someone finally write a detailed guide for it
Thats "Grand-Master" SMURF to you.....
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 07 2011 20:19 GMT
#7
First you bring my pvp to master's level, then my pvt :O I love you man, your guides are soooo good. The part about midgame scouting is especially awesome, i always fly an obs over and go "ok...he's...going bio i guess...cool".

On to double forge builds in general,i have a couple questions:
1) Lots of korean protoss players (especially Oz off the top of my head) go templar first off double forge anyway, often with a faster third. What do you think are the pros and cons of going templar vs colossus? I personally can't for the life of me figure out why the would prefer templar...
2) Months ago when double forge first started getting popular i remember seeing Tyler doing a 38-probe 6gate, but with double forge and 1-1 upgrades. How does this compare to a normal 6gate? Normally you try to hit right before medivacs come out, but i feel like if you wait until 1-1 you are a little too slow, so what is that timing trying to achive?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
monk
Profile Blog Joined May 2009
United States8476 Posts
December 07 2011 20:26 GMT
#8
On December 08 2011 05:19 Teoita wrote:
First you bring my pvp to master's level, then my pvt :O I love you man, your guides are soooo good. The part about midgame scouting is especially awesome, i always fly an obs over and go "ok...he's...going bio i guess...cool".

On to double forge builds in general,i have a couple questions:
1) Lots of korean protoss players (especially Oz off the top of my head) go templar first off double forge anyway, often with a faster third. What do you think are the pros and cons of going templar vs colossus? I personally can't for the life of me figure out why the would prefer templar...
2) Months ago when double forge first started getting popular i remember seeing Tyler doing a 38-probe 6gate, but with double forge and 1-1 upgrades. How does this compare to a normal 6gate? Normally you try to hit right before medivacs come out, but i feel like if you wait until 1-1 you are a little too slow, so what is that timing trying to achive?


1. It's mostly a style thing. Another part of it is that templar don't require a robo, which many people don't get. Are you sure it's not single forge or later 2 forge into templar? Both of those make more sense.
2. Doesn't really pertain to this guide and I don't have much experience with it. However, it doesn't sound as good as a normal 6 gate or a 2 base immortal bust.
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ImmortalTofu
Profile Blog Joined December 2010
United States1254 Posts
December 07 2011 20:27 GMT
#9
This. Is. Incredible. I've always watched creator play in awe, and never realized how crucial the robo was to the style, and have always tried to play pure gateway with double forge! Thanks for clearing this issue and hopefully getting my PvT to a passable level!

Btw. The guy's name is hongun prime not hungun prime (unless ur making a joke about how long he hung on to the GSL LOL) At the beginning of your article.

Your stuff is always the best, cheers monk!
"Friendship ain't a business deal"
BoondockVeritas
Profile Joined August 2010
United States191 Posts
December 07 2011 20:58 GMT
#10
On December 08 2011 04:48 NrGmonk wrote:
Show nested quote +
On December 08 2011 04:44 BoondockVeritas wrote:
Well if we're going to share korean builds, Artosis has this site http://scdojo.tumblr.com/ that he made. Full of good stuff that's sure to make some interesting games. The build order written there is more specific than this guide here for those that can't function without seeing numbers. Mr. NrGmonk is much more detailed in explanations though so you should probably use his guide. Very good guide ^^

Problem is this build is very reactionary, definitely not as set in stone as Artosis made it out to be. I also have my own private notebook of korean builds =P.


Likewise. I figured Artosis would plug this again someday so I might as well share it. My private stash of little builds and openings though... no sharing! IMseed has an awesome way to open vs terran that stops 1/1/1 cold as long as you play it right. Can't let it fall into Terran hands though or they might find a way to beat it lol ><
NA server Veritas.414, KR server Bullet.382. 지지요!
skatbone
Profile Joined August 2010
United States1005 Posts
December 07 2011 21:00 GMT
#11
You reference taking a 3rd within a minute of Terran expanding. Are you referring to a minute within the time that he lands his CC at his 3rd? Or no later than a minute after he starts his CC? A minor question, but I am always insecure about 3rd timings against Terran.

Your point about archons vs templar and benefitting from upgrades is a good one. I've been using templar lately as I feel they can really swing a battle in my favor, but they are a bit of a gamble. I guess I like the gamble.

Great stuff. I've been using variations of a Hongun double forge build that someone posted awhile back. This is more detailed and it both clarifies and confirms a lot of what I've experienced in using this basic framework (at lowly diamond).
Mercurial#1193
Skyro
Profile Joined May 2010
United States1823 Posts
December 07 2011 21:52 GMT
#12
Nice guide. Some questions you may be able to help me out with:

1) When do you recommend doing the templar switch (outside of the double engi bay scenario you mentioned)? On your 4th base? After you're maxed and phase them in as you trade armies? Once it gets late game you pretty much need both Colossi + Templar to deal with the Terran deathball, but I see your point about the upgrade advantage.

2) I assume you grab the gasses at your 3rd right away?

3) It seems Creator also has a pretty standard time he grabs his fouth (I haven't watch all the games) as well (~17:00)?

4) What is the optimal stalker mix in your max army in your opinion?

It may be worth it to go into slightly more detail about the opening. For example it is very common to get the robo before the 2nd and 3rd gates if you scout no early aggression i.e. gasless FE.

Also another variation I've seen (I think it was Killer) is on huge maps they go DT first instead of colossi, presumably since DTs can keep aggression at bay by constantly forcing scans. What do you think about this variation?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
December 07 2011 22:02 GMT
#13
On December 08 2011 06:52 Skyro wrote:
Nice guide. Some questions you may be able to help me out with:

2) I assume you grab the gasses at your 3rd right away?

It may be worth it to go into slightly more detail about the opening. For example it is very common to get the robo before the 2nd and 3rd gates if you scout no early aggression i.e. gasless FE.

Also another variation I've seen (I think it was Killer) is on huge maps they go DT first instead of colossi, presumably since DTs can keep aggression at bay by constantly forcing scans. What do you think about this variation?


1) You should always grab the gasses at your extra expansions (from the 3rd on) as fast as possible as protoss, no matter the build or matchup since at that point you are relying on a lot of really gas intensive units.

2) With this build you aren't really rushing for either immortals nor colossi, so the fast robo isn't that useful. It's kind of nice if he is going for a straight up 1-1-1 with no hellion harass before the push, but i personally find 3gate into robo to be safer.

3) I personally think 2base dt is insanely risky, because you invest in them at a time in the game when normally you want to get your aoe ready to take on a high medivac count with bio units and potentially ghosts...+ Show Spoiler +
a good example from gsl of this is Oz vs Jjajki on Bel'Shir Beach in their ro4 series; Oz died while trying to take a third because he invested a lot into dt's which did absolutely nothing.

ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
December 07 2011 22:17 GMT
#14
On December 08 2011 06:52 Skyro wrote:
Also another variation I've seen (I think it was Killer) is on huge maps they go DT first instead of colossi, presumably since DTs can keep aggression at bay by constantly forcing scans. What do you think about this variation?

I'm almost 100% certain it's because of what you said. On big maps 1-1-1 is a bad idea, so no rush to starport, and Protoss FE expand builds are on par with Terran ones making a Raven push take too long and be too weak to do anything. The DT first takes advantage of it, and really does a lot as long as you maintain a presence from at least mid-map. Allows P almost a free 3rd and blink is still an easy option.
Knowing is half the battle... the other half is lasers.
Swap
Profile Joined February 2008
Sweden144 Posts
December 07 2011 22:19 GMT
#15
Absolutely outstanding guide. Too few of these early mid - mid - late game guides!
he he... ja
Skyro
Profile Joined May 2010
United States1823 Posts
Last Edited: 2011-12-07 22:22:30
December 07 2011 22:19 GMT
#16
On December 08 2011 07:02 Teoita wrote:
Show nested quote +
On December 08 2011 06:52 Skyro wrote:
Nice guide. Some questions you may be able to help me out with:

2) I assume you grab the gasses at your 3rd right away?

It may be worth it to go into slightly more detail about the opening. For example it is very common to get the robo before the 2nd and 3rd gates if you scout no early aggression i.e. gasless FE.

Also another variation I've seen (I think it was Killer) is on huge maps they go DT first instead of colossi, presumably since DTs can keep aggression at bay by constantly forcing scans. What do you think about this variation?


1) You should always grab the gasses at your extra expansions (from the 3rd on) as fast as possible as protoss, no matter the build or matchup since at that point you are relying on a lot of really gas intensive units.

2) With this build you aren't really rushing for either immortals nor colossi, so the fast robo isn't that useful. It's kind of nice if he is going for a straight up 1-1-1 with no hellion harass before the push, but i personally find 3gate into robo to be safer.

3) I personally think 2base dt is insanely risky, because you invest in them at a time in the game when normally you want to get your aoe ready to take on a high medivac count with bio units and potentially ghosts...+ Show Spoiler +
a good example from gsl of this is Oz vs Jjajki on Bel'Shir Beach in their ro4 series; Oz died while trying to take a third because he invested a lot into dt's which did absolutely nothing.



The faster robo is for a faster observer. Of course 3-gate into robo is faster, that's why I said you can get the robo first if you scout no early aggression. This is a very common reaction to scouting no aggression, it wasn't a question on the merits of it.

Yeah I watched the Oz/Jjaiki game, but like you said that was on Bel'Shir, and Oz used it offensively rather than Killer who used DTs to play a defensive, macro-oriented playstyle. Also Oz has his own style of PvT. He doesn't really do Creator's build.

I believe I saw Killer use the DT variation on Daybreak and possibly on Calm Before the Storm but like I said my memory is a bit fuzzy. I've personally never tried it as I don't think it is viable on the current ladder map pool, but I thought it was an interesting, map-dependent twist to the build, say if you are playing in any tourneys that uses GSL maps.
tjd2191
Profile Joined August 2010
United States27 Posts
December 07 2011 22:32 GMT
#17
So.. uh. What exactly is terran supposed to do against this?
The seemingly intuitive response (early double engineering bays) doesn't actually seem to help that much. It just slows everything else down for terran allowing protoss to play greedier (just like you said). I'm excited about the build because it just feels like what protoss should be doing when they're looking for a longer game (taking advantage of chronoboost) but I just don't know what I do against it as a terran player. Help? D:

Maybe lots and lots of drops to pull the protoss apart in a manner that the upgrades don't make as large of a difference (small scale engagements) to delay until terran gets his own 3/3? Because just straight up pushes seems like a bad idea against this style.
stokes17
Profile Joined January 2011
United States1411 Posts
December 07 2011 22:46 GMT
#18
Your details on when to get cannons I found to be the most important part of this guide lol. i don't think anyone has detailed the scenarios when you need cannons vs terren before. Very much appreciated as 4-5 rax stim pushes are why I'm losing in the early mid game using this style.

Thanks a Ton dood!
paintfive
Profile Joined September 2011
785 Posts
December 07 2011 22:52 GMT
#19
wow, great post as always monk.
this helps for general pvt as well as double forge. been trying to incorporate double forge, but i've found it very difficult to find the right timing to start the upgrades. this'll really help my my pvt thx!
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
December 07 2011 22:55 GMT
#20
On December 08 2011 07:32 tjd2191 wrote:
So.. uh. What exactly is terran supposed to do against this?
The seemingly intuitive response (early double engineering bays) doesn't actually seem to help that much. It just slows everything else down for terran allowing protoss to play greedier (just like you said). I'm excited about the build because it just feels like what protoss should be doing when they're looking for a longer game (taking advantage of chronoboost) but I just don't know what I do against it as a terran player. Help? D:

Maybe lots and lots of drops to pull the protoss apart in a manner that the upgrades don't make as large of a difference (small scale engagements) to delay until terran gets his own 3/3? Because just straight up pushes seems like a bad idea against this style.



There are plenty of timings that terran can exploit against this type of build. But yes, you are correct that drops are the most effective. Take an early third and try to pick the protoss apart and force mistakes. Do not let your medivacs die.

Otherwise ghost timings, or heavy viking bio pushes still work just like against every other build.

The weakest point I found through playing this style is when the protoss has blink but is researching 2/2 and charge.

That's a lot of money dumped into tech that has not yet come into play.
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