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[G] Using ranged phoenix in PvZ - Page 2

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JayPower
Profile Joined March 2011
Netherlands171 Posts
December 19 2012 11:39 GMT
#21
Another phoenix heavy game I played with lots of phoenix after I held a speedling rush (I'm so bad at walling on daybreak).

http://drop.sc/285895
Jaypowersc2.com for Guides, Videos, Replays and Coaching
CrazyF1r3f0x
Profile Blog Joined August 2010
United States2120 Posts
December 31 2012 01:41 GMT
#22
Oh man, how did I miss this, very good guide.
"Actual happiness always looks pretty squalid in comparison with the overcompensations for misery."
Yoshi Kirishima
Profile Blog Joined July 2009
United States10363 Posts
Last Edited: 2012-12-31 05:39:22
December 31 2012 05:35 GMT
#23
how did i miss this? looks very fun and epic! hope it continues to work well, though even if WoL stales out, HotS is around the corner

Question:

you say you're not sure if it works in the professional level, so i'm assuming you haven't seen this in any games

I've seen PvZ use phoenixes early (like Parting vs Life GSL Finals game 1) to take map control and harass as was described in this thread

So do you mean that no pro has kept these phoenixes going later in the game, but you have kept making phoenixes (or at least keep up a certain number) and found success?
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
Korson
Profile Blog Joined August 2010
United States47 Posts
Last Edited: 2012-12-31 17:45:58
December 31 2012 17:41 GMT
#24
I think this build deserves a lot more attention.

Not necessarily the EXACT build, but idea behind phoenix play in PvZ.

A few points - the game was not designed to be NR 20 - the current state of PvZ. Zerg was not designed to be able to take no gas 3 base without being punished. People are too obsessed with the idea that infestors "hard counter" air play (when it in fact takes 6 fungals to kill an unupgraded phoenix). Then there are corruptors - well I wonder how upgraded void rays do against them - and this guide clearly indicates how mass upgraded phoenix will destroy a small amount of corruptors.

One final point addresses the question - what if they go mass roach? We have a stargate...and if they do go roaches, they will not have the economy to do a 11 minute max out attack, especially if we gate expand.

TL;DR - This idea deserves more attention - upgraded air play has potential in the current metagame.

I love this guide, thank you for writing it. I'd love to see more of this from pro players.

Edit: Speaking from mid masters experience.
JayPower
Profile Joined March 2011
Netherlands171 Posts
December 31 2012 18:44 GMT
#25
On December 31 2012 14:35 Yoshi Kirishima wrote:
how did i miss this? looks very fun and epic! hope it continues to work well, though even if WoL stales out, HotS is around the corner

Question:

you say you're not sure if it works in the professional level, so i'm assuming you haven't seen this in any games

I've seen PvZ use phoenixes early (like Parting vs Life GSL Finals game 1) to take map control and harass as was described in this thread

So do you mean that no pro has kept these phoenixes going later in the game, but you have kept making phoenixes (or at least keep up a certain number) and found success?


I've seen some pros keep their 4-6 phoenix alive until very long into the game and not lose them to the first couple of infestors. But I've never seen pro's go over 6 phoenix and actually get range or air attacks for them. Let alone trying to counter infestors with phoenix.

I could be wrong though, I haven't seen every pro-game of course. If you do find a vod/replay of pros going for this I would love to see it.
Jaypowersc2.com for Guides, Videos, Replays and Coaching
ineversmile
Profile Blog Joined December 2010
United States583 Posts
Last Edited: 2013-01-01 16:25:50
December 31 2012 19:38 GMT
#26
I have been using Gateway expo-->Phoenixes in over 80% of my PvZs in the last few months. From trying to make it work, I have come to a conclusion: high level players don't go Phoenix throughout a game because it's almost impossible to execute decent protoss macro while controlling your Phoenixes. In the early game, it's not hard because you are just building probes, phoenixes, and then you can have a gateway explosion and maybe an upgrade or two. But if you're on a 3-base economy and you're still getting to that 70ish probe count, you have to do all of the following:

-build probes from 3 Nexi
-build production
-decide a tech path
-check upgrades
-position your army
-keep an eye out for runbys
-keep an eye on your opponent's tech and unit composition
-micro your phoenixes
-choose which units you're building
-warp in units regularly
-queue units from startgate
-keep expanding
-make a decision about how you much/how little defense you want at each base
-set up the right wall-offs where they are needed
-keep an eye on your opponent's expansions
-chronoboost

This isn't a list of things you do one at a time; this is a shitload of tasks you have to constantly check, over and over and over again. It's unbelievably difficult to handle that. So, I've been trying to simplify it by just doing Zealot/Immortal/Phoenix so I could just queue from robo and startgate and then just build 3-4 gates per base and warp in almost all zealots. That made it like a modified protoss Muta/Ling, as primarily phoenix/chargelot. I though that would help things--and it did, but my money still skyrocketed so much.

So my next plan was to try to take "macro breaks" every 15 seconds or so. I would only worry about controlling my phoenixes, and building units that could be queued (probes, stargate, robo) without looking. After ~15 seconds of harassment, I would back the phoenixes off somewhere and build structures, warp-in zealots, etc. It was a a good plan, but ultimately it wasn't enough. My brain would want to take a break, too, so after about 10-15 minutes of playing, my mind would just shut down and I would just throw the game away in one form or another.

I have been pondering the reason for my failure. What makes Chargelots and Phoenixes so much harder to play than Speedlings and Mutalisks? Why is it such a reasonable, fluid midgame for zerg and such a daunting task for me, as protoss? Clearly, it's not the units' fault--chargelots and phoenixes are both amazing DPS machines that are great for harassment and strong against a lot of zerg midgame compositions. Here's what I realized:

1. Phoenixes take more work to use than Mutalisks. They may fly faster and auto-attack, but having to G-click-click-click is focus-based micro. Actually, it shouldn't even be the G key, for a number of reasons--but I don't have time to go into those details. Besides having to press buttons and click precisely on the right target(s), there's also the fact that you have to use your decision making about what units to pick up, how many to pick up at a time, and when you need to leave. Mutas also require good control and an understanding of where and when to fight/to flee, but using Phoenixes for a similar job...it taxes my decision-making. This isn't anything to say that Mutas are a better unit or there is an imbalance, but it's something to consider when you choose to use Phoenixes for a long period of time. The unit takes a lot of babysitting. It's a hybrid air harass unit AND spellcaster.

2. Zerg macro is mostly about building one tech structure, the occasional hatchery, regularly hitting injects, and building units without looking at your larva. Protoss macro involves queuing workers, queuing stargate and/or robo units, warping in unit in the right location, adding on production buildings chronoboost, and probably one or two other major things. I guess that the chrono and injects are about the same, and upgrades are basically the same...it's just that the warp-ins take more actual mechanics to use than building stuff from just hotkeyed buildings. For zerg and terran both, they can do that--for a toss, you have to actually look at where you're putting them, and wait for a cooldown.

I almost want to just turn my warpgates back into gateways and queue my units, just so there's one less thing I have to look at when I macro. I think it would seem a lot less stupid to use regular gateways if the cooldowns for a WG weren't just so much better than building from a gateway. It's seriously like 10 seconds more per zealot/stalker from a gateway than from a WG...I kinda wish that the WG tech upgrade reduced the build times to the cooldown length of a gateway. But it doesn't, so I guess that's a moot point.

I mean, there's also something to be said for just overmaking gates and then having big warp-ins at intervals longer than the cooldown for zealots, but then you have the common problem from the gateway explosion in PvZ: you have a billion production facilities from powering, but your supply is just shat on because you have only built gates and you don't have actual units. My goal is to improve my ability to macro while using Phoenixes, so my supply can be close to the zergs due to a combination of harassment and of building those cheaper cost-per-supply zealots.

Like I've said before, I'm totally not complaining about zerg having better macro mechanics than protoss--all I'm saying is that muta/ling is a logical progression for zerg because most of their macro is done without looking at the zerg player's base. That's not really true of protoss. So if we could solve this problem, that would make it way easier to keep an eye on the delicate units while still keeping up with macro. Maybe there are some techniques we can figure out, or something. I mean, it's possible to keep building the same things constantly while controlling phoenixes and an army, but usually that's about as far as my brain can handle...if I try to transition or to otherwise tech, or to think about some kind of big-picture reality of the game, I'm screwed.

--------

OK, so that's an explanation of the issues with phoenixes in the midgame. But what about the lategame? I think it gets a lot easier, at that point. Because there are already 70-75 probes on the map, that means I don't have to keep checking my Nexi and saturation--I just make sure that I take another base as one of them begins to dry up. So that's one less thing to worry about--and a big thing, at that. So in the late game, because there's no worrying about my economy (aside from it getting attacked), I find it a lot easier to do multipronged harassment, and also overall easier to focus on tactics and positioning. Having more time to think about that stuff directly correlates to being able to do it.

So, to me, it's clearly possible to use Phoenixes in the early game and to use Phoenixes in the late game, in PvZ; as far as being able to control them and an army while functionally macroing. The question is how to bridge that gap in the mid game. I know that I like to just send them home shortly after the infestation pit finishes, but there's a timing window before then when I want to do as much damage as possible, and that's right when I'm:

-Taking a third
-Setting up a proper wall for my third and natural because I'm really worried about runbys at that time
-Establishing another tech path properly--not overteching or underteching
-Building more production--the right kind, and the right amounts of each
-Taking my next set of gases at the proper timing

That's a lot of decisions to make, and even the things I can memorize (building placement for walls on each map, gas timing, etc) are usually thought-intensive and require careful deliberation. But, simultaneously, ain't nobody got time for that--so what to do?

I think that there has to be a way to make it work, but there's a fundamental technique that I'm missing. I keep thinking back to the early days of the game, when 2raxes and 4gates would walk up a ramp all the time, even though there were 2-3 sentries waiting--the protoss would just miss one forcefield and lose the game. But then, someone figured out that you can press F, aim your mouse, and wait for the units to time the forcefield just right...that's the kind of fundamental technique I feel like I'm missing, here. Something that simple; a way to slide some macro in between harassment. I just haven't found it, yet...and I feel like a lot of pros haven't, either.

Going Phoenixes throughout the midgame isn't tough because the unit is bad; it's tough because it's a lot of work. I think that it's feasible, but for the pros who are trying to win games and already have enough preparation/practice work on their plates, why bother? It's way easier to use a simpler strategy if it can still win. Now, eventually, I think it would become worthwhile to use midgame phoenixes en masse and continue making them through the lategame...but we have to learn how to do that without shooting ourselves in the foo, macro-wise.

I'll write more on this, later. Still thinking about making this into a full-blown blog.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Asmodeusx
Profile Blog Joined July 2012
286 Posts
December 31 2012 20:47 GMT
#27
On December 13 2012 20:11 zelkia wrote:
really want to see a pro-player pick up this style- seems so amazing! all the best,

zelkia


Kiwikaki did this without range and sage does it quite often as well.
Hermetis Vögelein ist mein Nahm verlahs meine Flügel und werde zahm.
JayPower
Profile Joined March 2011
Netherlands171 Posts
January 01 2013 15:52 GMT
#28
+ Show Spoiler +
On January 01 2013 04:38 ineversmile wrote:
I have been using Gateway expo-->Phoenixes in over 80% of my PvZs in the last few months. From trying to make it work, I have come to a conclusion: high level players don't go Phoenix throughout a game because it's almost impossible to execute decent protoss macro while controlling your Phoenixes. In the early game, it's not hard because you are just building probes, phoenixes, and then you can have a gateway explosion and maybe an upgrade or two. But if you're on a 3-base economy and you're still getting to that 70ish probe count, you have to do all of the following:

-build probes from 3 Nexi
-build production
-decide a tech path
-check upgrades
-position your army
-keep an eye out for runbys
-keep an eye on your opponent's tech and unit composition
-micro your phoenixes
-choose which units you're building
-warp in units regularly
-queue units from startgate
-keep expanding
-make a decision about how you much/how little defense you want at each base
-set up the right wall-offs where they are needed
-keep an eye on your opponent's expansions
-chronoboost

This isn't a list of things you do one at a time; this is a shitload of tasks you have to constantly check, over and over and over again. It's unbelievably difficult to handle that. So, I've been trying to simplify it by just doing Zealot/Immortal/Phoenix so I could just queue from robo and startgate and then just build 3-4 gates per base and warp in almost all zealots. That made it like a modified protoss Muta/Ling, as primarily phoenix/chargelot. I though that would help things--and it did, but my money still skyrocketed so much.

So my next plan was to try to take "macro breaks" every 15 seconds or so. I would only worry about controlling my phoenixes, and building units that could be queued (probes, stargate, robo) without looking. After ~15 seconds of harassment, I would back the phoenixes off somewhere and build structures, warp-in zealots, etc. It was a a good plan, but ultimately it wasn't enough. My brain would want to take a break, too, so after about 10-15 minutes of playing, my mind would just shut down and I would just throw the game away in one form or another.

I have been pondering the reason for my failure. What makes Chargelots and Phoenixes so much harder to play than Speedlings and Mutalisks? Why is it such a reasonable, fluid midgame for zerg and such a daunting task for me, as protoss? Clearly, it's not the units' fault--chargelots and phoenixes are both amazing DPS machines that are great for harassment and strong against a lot of zerg midgame compositions. Here's what I realized:

1. Phoenixes take more work to use than Mutalisks. They may fly faster and auto-attack, but having to G-click-click-click is focus-based micro. Actually, it shouldn't even be the G key, for a number of reasons--but I don't have time to go into those details. Besides having to press buttons and click precisely on the right target(s), there's also the fact that you have to use your decision making about what units to pick up, how many to pick up at a time, and when you need to leave. Mutas also require good control and an understanding of where and when to fight/to flee, but using Phoenixes for a similar job...it taxes my decision-making. This isn't anything to say that Mutas are a better unit or there is an imbalance, but it's something to consider when you choose to use Phoenixes for a long period of time. The unit takes a lot of babysitting. It's a hybrid air harass unit AND spellcaster.

2. Zerg macro is mostly about building one tech structure, the occasional hatchery, regularly hitting injects, and building units without looking at your larva. Protoss macro involves queuing workers, queuing stargate and/or robo units, warping in unit in the right location, adding on production buildings chronoboost, and probably one or two other major things. I guess that the chrono and injects are about the same, and upgrades are basically the same...it's just that the warp-ins take more actual mechanics to use than building stuff from just hotkeyed buildings. For zerg and terran both, they can do that--for a toss, you have to actually look at where you're putting them, and wait for a cooldown.

I almost want to just turn my warpgates back into gateways and queue my units, just so there's one less thing I have to look at when I macro. I think it would seem a lot less stupid to use regular gateways if the cooldowns for a WG weren't just so much better than building from a gateway. It's seriously like 10 seconds more per zealot/stalker from a gateway than from a WG...I kinda wish that the WG tech upgrade reduced the build times to the cooldown length of a gateway. But it doesn't, so I guess that's a moot point.

I mean, there's also something to be said for just overmaking gates and then having big warp-ins at intervals longer than the cooldown for zealots, but then you have the common problem from the gateway explosion in PvZ: you have a billion production facilities from powering, but your supply is just shat on because you have only built gates and you don't have actual units. My goal is to improve my ability to macro while using Phoenixes, so my supply can be close to the zergs due to a combination of harassment and of building those cheaper cost-per-supply zealots.

Like I've said before, I'm totally not complaining about zerg having better macro mechanics than protoss--all I'm saying is that muta/ling is a logical progression for zerg because most of their macro is done without looking at the zerg player's base. That's not really true of protoss. So if we could solve this problem, that would make it way easier to keep an eye on the delicate units while still keeping up with macro. Maybe there are some techniques we can figure out, or something. I mean, it's possible to keep building the same things constantly while controlling phoenixes and an army, but usually that's about as far as my brain can handle...if I try to transition or to otherwise tech, or to think about some kind of big-picture reality of the game, I'm screwed.

--------

OK, so that's an explanation of the issues with phoenixes in the midgame. But what about the lategame? I think it gets a lot easier, at that point. Because there are already 70-75 probes on the map, that means I don't have to keep checking my Nexi and saturation--I just make sure that I take another base as one of them begins to dry up. So that's one less thing to worry about--and a big thing, at that. So in the late game, because there's no worrying about my economy (aside from it getting attacked), I find it a lot easier to do multipronged harassment, and also overall easier to focus on tactics and positioning. Having more time to think about that stuff directly correlates to being able to do it.

So, to me, it's clearly possible to use Phoenixes in the early game and to use Phoenixes in the late game, in PvZ; as far as being able to control them and an army while functionally macroing. The question is how to bridge that gap in the mid game. I know that I like to just send them home shortly after the infestation pit finishes, but there's a timing window before then when I want to do as much damage as possible, and that's right when I'm:

-Taking a third
-Setting up a proper wall for my third and natural because I'm really worried about runbys at that time
-Establishing another tech path properly--not overteching or underteching
-Building more production--the right kind, and the right amounts of each
-Taking my next set of gases at the proper timing

That's a lot of decisions to make, and even the things I can memorize (building placement for walls on each map, gas timing, etc) are usually thought-intensive and require careful deliberation. But, simultaneously, ain't nobody got time for that--so what to do?

I think that there has to be a way to make it work, but there's a fundamental technique that I'm missing. I keep thinking back to the early days of the game.

I'll write more on this, later. Still thinking about making this into a full-blown blog.


Thanks a lot for the detailed post, I´m looking forward to the follow-up post. I think it's fair to say that this strategy requires a lot more multitasking, but I feel like you cut out a little bit on what you get back from it. Starting from the zerg always losing 2 overlord at around 6:30 into the game preventing him from ever scouting your base to zerg not having a real way to defend phoenix harrasment apart from well placed infestors. But I agree with pretty much everything in your post and I would like to see replays of you going for that zealot/immortal ground force cause I never got it to work vs ling/infestor. After 12/13 minutes they seem to have enough lings to overwhelm my zealots.

All in all, thanks a lot for this post.

On January 01 2013 05:47 Asmodeusx wrote:
Show nested quote +
On December 13 2012 20:11 zelkia wrote:
really want to see a pro-player pick up this style- seems so amazing! all the best,

zelkia


Kiwikaki did this without range and sage does it quite often as well.


Do you have any replays/vods of sage going for this?
Jaypowersc2.com for Guides, Videos, Replays and Coaching
crbox
Profile Joined August 2010
Canada1180 Posts
January 01 2013 16:16 GMT
#29
I think roach-hydra with a good hydra ratio and corruptor support would completely crush this style.
You've only mentioned hydra as a response to the pheonix opener, which would be uncommon, but when zeg discovers you are investing so much into air, an hydra transition is to be expected.

Would you stop pheonix production if you see constant hydra from zerg? Because at this point you've really committed to this no?
ineversmile
Profile Blog Joined December 2010
United States583 Posts
Last Edited: 2013-01-02 00:08:32
January 01 2013 16:31 GMT
#30
On January 02 2013 01:16 crbox wrote:
I think roach-hydra with a good hydra ratio and corruptor support would completely crush this style.
You've only mentioned hydra as a response to the pheonix opener, which would be uncommon, but when zeg discovers you are investing so much into air, an hydra transition is to be expected.

Would you stop pheonix production if you see constant hydra from zerg? Because at this point you've really committed to this no?


Phoenixes and chargelots counter hydras, if you're double-forgeing. Immortals counter roaches. Therefore, Phoenixes into chargelot/immortal with warp prism for warping in a flank of zealots in a fight.

EDIT: Let me clarify, a bit, since I have some time (and I read this response and realized it was not very enlightening at all):

Hydra/Roach is a ranged, ball army. It want you to fight it in a choke point where the roaches can tank in the front for the hydras in the back. If you fight that army with stalker/sentry, you're going to just get absolutely reamed because stalkers don't do the DPS to match the Hydras. In fact, we're all pretty accustomed to needing some kind of AOE against Hydras because Protoss isn't really known for its DPS units. But really, Zealots do crazy DPS and scale so well with boosted upgrades, that they can take on Hydras just fine when you get charge. The key is to fight Hydras in a place where melee units have the advantage against ranged units: out in the open, where you can get a lot of surface area. Ideally, you want to surround the Hydra army and bring a sentry from each side, purely for guardian shield to boost the chargelots' armor.

Where things get tricky is when Roaches are there to tank for the Hydras. However, how often are Roaches surrounding the Hydras? Basically never. It's usually Roaches in front, Hydras in the back. So your goal is to flank the rear of that army and attack the hydras with chargelots, which takes the DPS punch out of the army. From the front side, you want to still have chargelots dive into the fray, but you also want a bunch of Immortals behind them to take potshots on the roaches. See, instead of thinking about Chargelots fighting Roaches, you should think of it as Chargelots holding Roaches in place like forcefields, while Immortals kill the Roaches. Zealots don't really do well at fighting Roaches head-on, but they're decent at just soaking up some damage and keeping them from quickly moving up and sniping your Immortals. The main difference between Chargelots and forcefields, in this case, is that chargelots are made out of minerals and forcefields are made out of gas. So because you're spending minerals on the wall to contain the Roaches, you have more gas available. That gas means that you can afford another forge and you can afford to go up to 2 Robos (or even 3, when you get on a third base), so you can double boost immortals and then get that sweet count of 8ish immortals just reaming the hell out of the roaches.

Where the Phoenixes come in is this: They may not do much against a Hydra/Roach army when it's big, but they force a lot of hydras to stick together before they move out. If your opponent makes like 6 Hydras and 20 Roaches and decides to hit your third, you can kill all those Hydras with about 8 Phoenixes and still have about 4 Phoenixes left over. Then, it's just Roaches moving across the map, and there's like 4-5 Phoenixes there to pick up 4-5 Roaches and make it so that the army is now only 15-16 roaches, instead of 20 Roaches and 6 Hydras. The concept is exactly the same as in PvT when you put a Stalker at the watchtower and kite marines/SCVs across the map to reduce his push slightly and make it easier to hold. Instead of thinking, "How the Hell do I hold these 25-30 ranged units?" think, "How can I knock down 5-10 of those units along the way, so I can hold with my defender's advantage?"

So let's say the zerg sees you're going phoenixes and robo, and he decides that he wants to do the whole roach/hydra/corruptor thing, and wait to move out until he has a 200 max or a near-max. It's a reasonable concept, since the standard transition from phoenixes is to go colossus (for fear of hydras). Corruptors also give him a way to shut down the Phoenixes from the air. Sure, usually people go right for infestors--but let's just talk about what happens if they don't, since that was the question. He gets a dozen corruptors, let's say. Corruptors are fine against Phoenixes, but if you have already killed enough stuff to pay for your Phoenixes, you can just fly them off into a corner and focus on winning the war on the ground. Sure, he has corruption...that's only good on the immortals if his units actually kill enough zealots to shoot at the immortals. The goal should be to play it like Colossus wars in the late game PvP--you set up a big concave, so if he walks into it you surround his army and destroy it. And if he doesn't walk into the concave, you see where he's going and set up another concave trap for him.

Eventually, if the zerg doesn't screw up, you do need AoE to take on that army because you can't walk into choke points without it. Storm is the way to go here, since it doesn't care about corruptors and further punishes the zerg for auto-assuming colossi with his spire. A good trick is to take your Phoenixes, bait out the corruptors, then use a warp prism (or two) to storm drop his army from behind as you charge in from the front.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
ProfessionalNoob
Profile Joined October 2012
United States75 Posts
Last Edited: 2013-01-02 07:45:13
January 02 2013 07:44 GMT
#31
On January 02 2013 01:16 crbox wrote:
I think roach-hydra with a good hydra ratio and corruptor support would completely crush this style.
You've only mentioned hydra as a response to the pheonix opener, which would be uncommon, but when zeg discovers you are investing so much into air, an hydra transition is to be expected.

Would you stop pheonix production if you see constant hydra from zerg? Because at this point you've really committed to this no?


Not necessarily, first, even if he goes Hydra, he can't move out immediately, Phoenix do double damage to light units, so small numbers of hydras get absolutely crushed by Phoenix. If he waits til a significant enough number of hydras are out, we should hopefully have storm out, as you see, Jay gets the Templar archives every game, and although he doesn't research storm early normally, if we scout a mass Hydra transition, er can just get storm. And seeing as hydras are slow ass units with little health storm crushes hydralisks.
Olli
Profile Blog Joined February 2012
Austria24422 Posts
January 02 2013 09:21 GMT
#32
About a month ago I wasn't playing much and if I did, I was really bad. I really wanted to try this though. Now I'm feeling pretty good about my level of play, considering I can only get in so many games due to work. I'll be giving this a try soon, feedback should follow I think.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
MidnightZL
Profile Joined August 2012
Sweden203 Posts
January 02 2013 12:05 GMT
#33
I love phoenix-style play soo much, if they take away their ability or change anything i'll quit! ;D
- I'm fairly certain YOLO is just Carpe Diem for stupid people - Jack Black
ProfessionalNoob
Profile Joined October 2012
United States75 Posts
January 03 2013 05:14 GMT
#34
You know, I actually tried this for the first time today, and I gotta say it's such a fun style. I played 2 games back to back in peepmode with this style, and won both games. The first game I had a guy who went for corruptors immediately after he saw the amount of phoenix I was making, but he just got crushed when he tried to push my base, my chargelot archon army absolutely crushed roach ling on the ground, and while he brought down my phoenix count substantially, he lost the battle in the air as well. The second game I played, the zerg tried to do a 3 base roach hydra push, but I just delayed his push a ton by being annoying in the earlier stages, (he built only one spore at each base, so I was able to pick off a bunch of overlords, queens, and a dozen or so drones) and I already had a mothership out, phoenix snipe the overseers, archon toilet ,GG.

It wasn't very smooth play, as I was getting used to this style, I was able to keep my money low up until 3 bases, but after the 3rd base went up I just could not keep my money down while microing my phoenix around the map. It really takes a lot of multi-tasking and focus to play this phoenix heavy style.
ineversmile
Profile Blog Joined December 2010
United States583 Posts
January 03 2013 23:57 GMT
#35
On January 03 2013 14:14 ProfessionalNoob wrote:
You know, I actually tried this for the first time today, and I gotta say it's such a fun style. I played 2 games back to back in peepmode with this style, and won both games. The first game I had a guy who went for corruptors immediately after he saw the amount of phoenix I was making, but he just got crushed when he tried to push my base, my chargelot archon army absolutely crushed roach ling on the ground, and while he brought down my phoenix count substantially, he lost the battle in the air as well. The second game I played, the zerg tried to do a 3 base roach hydra push, but I just delayed his push a ton by being annoying in the earlier stages, (he built only one spore at each base, so I was able to pick off a bunch of overlords, queens, and a dozen or so drones) and I already had a mothership out, phoenix snipe the overseers, archon toilet ,GG.

It wasn't very smooth play, as I was getting used to this style, I was able to keep my money low up until 3 bases, but after the 3rd base went up I just could not keep my money down while microing my phoenix around the map. It really takes a lot of multi-tasking and focus to play this phoenix heavy style.


Yeah, I'm starting to think that this is the right flow of events:

1. You open 2base stargate.
2. You get a third and tech charge/get double forge going, add on gates, etc
3. You stop phoenix production and keep about 8 of them on the map, then go up to double robo and mass chargelot/immortal with a warp prism or 2 for flank warp-ins (and obviously 1-3 sentries purely for guardian shield)
4. After the max-out and the full ~75 probe count has been reached, boost air weapons, get a beacon, and go up to 3 SGs and a third robo. Keep boosting air weapons and get range.
5. Trade your army, queue+boost phoenixes and immortals 3 at a time, and do a couple big zealot warp-ins back-to-back.

This way, I don't have to keep queueing Phoenixes; in the midgame when infestors come out, I send them home and just focus on maxing out and macroing. I feel like I lose my macro about that timing when infestors pop, so I might as well send them home for both reasons. However, I do really like using them to pick up infestors before their energy gets out of hand....it's good to do that if they move out.

Either way, I know basically what I like to do in the lategame post-max: I want 3+ stargates and air weapons upgrades, so I can rebuild supply with a big group of phoenixes. There's a serious amount of power to getting 15+ phoenixes in the late game, when things get scrappy. It denies brood lords, it lets you trade infestor energy so your main army can go do the damage in real fights, and if the zerg ignores your phoenixes you can just go kill ALL of his overlords. Good luck remaxing a zerg army with 0 overlords. And even if he's sitting on a ton of spines. I can just fly over with phoenixes and ignore them...which is way more efficient than suiciding big warp-ins of zealots or stalkers.

-------

I keep trying to get some replays going, but I have been experimenting with a lot more gateway pressure in PvZ because people keep doing greedy things, and I'm inclined to warpgate rush people who take a fast third against gate/core FE. It's kind of stupid not to punish greedy play with aggression, so I don't always go stargate--or, at least, I delay it. Between that and all the early pools and weird zerg cheese I keep facing, I rarely get good games on ladder. And good practice partners are hard to find, even though I'm online on BNet all the time.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
Larkin
Profile Blog Joined January 2012
United Kingdom7161 Posts
January 04 2013 01:29 GMT
#36
Perhaps some way to work in an extra core (which is useful anyway due to the chance of your wall core being sniped) for double upgrades, and a focus on shields instead of armor from the forge?
https://www.twitch.tv/ttalarkin - streams random stuff, high level teamleague, maybe even heroleague
ineversmile
Profile Blog Joined December 2010
United States583 Posts
Last Edited: 2013-01-04 05:20:17
January 04 2013 02:31 GMT
#37
I find that the armor upgrades aren't as big a deal for dealing with corruptors; it's more about infested terrans, queens, and hydras. Corruptors against Phoenix is a lot like Roaches against Zealots...the armor isn't that big a deal because the zerg unit isn't a DPS machine. And for mutas, you should own them hard with range anyways, so armor is irrelevant. I would rather just build another stargate, zealot, and pylon for the 300/150 required for second core and earlier air armor.

EDIT: I played some games tonight. Here's one of me being very tired, and losing my grip on macro when I hit 3 bases. But it shows what I've been doing, when I actually go for the whole "Phoenix all game" plan.

http://drop.sc/290816

I got a lot of pressure in and canceled his third a couple times, giving me an earlier third, a constant worker lead, and a tech advantage. I even had a faster fourth, and a few timings to move in for the kill. My macro totally fell apart, but even then--I was even 170-170 supply just before the 20 minute mark when the greater spire was done.

I think there were a couple of key points in which I could have done crippling damage, or set up checkmate situations.

The first was when I went home with my ground army after a hatch cancel and I was taking my third, and while I did that I went into his natural and main to kill queens. I was busy macroing hard, so I kinda just let phoenixes do their thing and I lost 1-2 to the spore in the main. I panicked and pulled back, but if I had stayed I would have killed 4 overlords minimum, denying infestors for an extra minute. I knew infestors were coming, so trading phoenixes for overlords through a spore or two is perfectly reasonable, and it's simple micro: I could just shiftclick attack them, then shift-right-click home. But I got tunnel vision with macro, and didn't look at the opportunity at hand for my attack.

The second was when I had 4 immortals. One of the obs pointed this out after the game: if I hit then, I could have won. I also could have won right before broods morphed, since the infestors were all just below 75 energy. That's the thing about the phoenixes against infestors: even if the phoenixes all get killed by infestor energy, infestors without energy are basically worth 1 infestor egg each. So you can create timings by trading phoenixes for energy, then going in for the kill when they can't chain-fungal everything and they can't afford to make an army out of energy they don't have.

And lastly, I could have set up the mass stargate play more efficiently, but that was water under the bridge because the pre-brood timing should have ended the game, whichever I chose. I should have scouted in and figured things out.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
JayPower
Profile Joined March 2011
Netherlands171 Posts
Last Edited: 2013-01-04 16:32:08
January 04 2013 16:25 GMT
#38
Thankss to Surili I added a better wall-in to the OP which I highly recommend.

[image loading]

It helps a lot against slowlings trying to runby in the early-game and the gap is big enough for an archon to fit through.

Also I'm going to play this style a lot more so expect more updates in the future.

Here's the first update with a FPVOD on the new ladder map Akilon Flats.



Replay:

http://drop.sc/290913


+ Show Spoiler +
On January 04 2013 11:31 ineversmile wrote:
I find that the armor upgrades aren't as big a deal for dealing with corruptors; it's more about infested terrans, queens, and hydras. Corruptors against Phoenix is a lot like Roaches against Zealots...the armor isn't that big a deal because the zerg unit isn't a DPS machine. And for mutas, you should own them hard with range anyways, so armor is irrelevant. I would rather just build another stargate, zealot, and pylon for the 300/150 required for second core and earlier air armor.

EDIT: I played some games tonight. Here's one of me being very tired, and losing my grip on macro when I hit 3 bases. But it shows what I've been doing, when I actually go for the whole "Phoenix all game" plan.

http://drop.sc/290816

I got a lot of pressure in and canceled his third a couple times, giving me an earlier third, a constant worker lead, and a tech advantage. I even had a faster fourth, and a few timings to move in for the kill. My macro totally fell apart, but even then--I was even 170-170 supply just before the 20 minute mark when the greater spire was done.

I think there were a couple of key points in which I could have done crippling damage, or set up checkmate situations.

The first was when I went home with my ground army after a hatch cancel and I was taking my third, and while I did that I went into his natural and main to kill queens. I was busy macroing hard, so I kinda just let phoenixes do their thing and I lost 1-2 to the spore in the main. I panicked and pulled back, but if I had stayed I would have killed 4 overlords minimum, denying infestors for an extra minute. I knew infestors were coming, so trading phoenixes for overlords through a spore or two is perfectly reasonable, and it's simple micro: I could just shiftclick attack them, then shift-right-click home. But I got tunnel vision with macro, and didn't look at the opportunity at hand for my attack.

The second was when I had 4 immortals. One of the obs pointed this out after the game: if I hit then, I could have won. I also could have won right before broods morphed, since the infestors were all just below 75 energy. That's the thing about the phoenixes against infestors: even if the phoenixes all get killed by infestor energy, infestors without energy are basically worth 1 infestor egg each. So you can create timings by trading phoenixes for energy, then going in for the kill when they can't chain-fungal everything and they can't afford to make an army out of energy they don't have.

And lastly, I could have set up the mass stargate play more efficiently, but that was water under the bridge because the pre-brood timing should have ended the game, whichever I chose. I should have scouted in and figured things out.


I think you did pretty well in that game. You are a lot more agressive with your ground army than I am most of the time which I like. You got up to 6+ immortals in a crazy amount of time with the double robo. It's good that you are at least seeing holes in your play which you can improve upon.
Jaypowersc2.com for Guides, Videos, Replays and Coaching
ineversmile
Profile Blog Joined December 2010
United States583 Posts
January 04 2013 17:34 GMT
#39
On January 05 2013 01:25 JayPower wrote:
Thankss to Surili I added a better wall-in to the OP which I highly recommend.

[image loading]

It helps a lot against slowlings trying to runby in the early-game and the gap is big enough for an archon to fit through.


That's a really sweet wall. I like to put that kind of wall up with my second gate or forge, as a response to scouting a blind gas/pool opening from the zerg, if I'm on a map where I don't think I can wall my natural in time. I'm not sure I like walling off with the second pylon and core before scouting on a long rush distance, though--if he early pools you and you don't see the lings in time, it could be bad. It's probably fine, but it's worth double checking. I'll probably double check the timing during my next practice session against zerg. Regardless, that's a really good wall to know--even as jut a back-up barricade for emergencies.

Also I'm going to play this style a lot more so expect more updates in the future.

Here's the first update with a FPVOD on the new ladder map Akilon Flats.

(youtube link)

Replay:

http://drop.sc/290913


Good video. I always like how clean your play is. I have a couple of minor thoughts:

At about the 12 minute mark (in the youtube video, so about 17:45 in the game), when you had a major engagement vs hydra/roach/infestor at your third, you had a big opportunity to kill most of that army if you had warped in a bunch of zealots at the reinforce pylon in the 12:00 area of the map, timed them to show up behind that army, and hit it from 2 sides. You seemed to have vision of it going across the map, so you probably could have even moved/warped in one of those sentries with that group of zealots, with enough time for it to charge to 75 energy and get guardian shield. Then, instead of forcefields in the middle of the army to deny the kiting, you just don't use any forcefields at all, guardian shield up, and hit it from both sides. Since the infestors and hydras are in the back, a warp-in round of zealots could do so much damage, and you had the zealots available up top (and a small warp-in leftover, too). Then you send your phoenixes in and pick up as many units as possible, and that crushes the army without storm. You still did really well in holding this attack without losing much besides zealots, but it could have been even better.

Something you should consider is putting your second obs into your phoenix control group. Even though it's way slower, it's worthwhile when infestors are burrowing and trying to run+hide and you can grav lift them from under the ground.

Show nested quote +
+ Show Spoiler +
On January 04 2013 11:31 ineversmile wrote:
I find that the armor upgrades aren't as big a deal for dealing with corruptors; it's more about infested terrans, queens, and hydras. Corruptors against Phoenix is a lot like Roaches against Zealots...the armor isn't that big a deal because the zerg unit isn't a DPS machine. And for mutas, you should own them hard with range anyways, so armor is irrelevant. I would rather just build another stargate, zealot, and pylon for the 300/150 required for second core and earlier air armor.

EDIT: I played some games tonight. Here's one of me being very tired, and losing my grip on macro when I hit 3 bases. But it shows what I've been doing, when I actually go for the whole "Phoenix all game" plan.

http://drop.sc/290816

I got a lot of pressure in and canceled his third a couple times, giving me an earlier third, a constant worker lead, and a tech advantage. I even had a faster fourth, and a few timings to move in for the kill. My macro totally fell apart, but even then--I was even 170-170 supply just before the 20 minute mark when the greater spire was done.

I think there were a couple of key points in which I could have done crippling damage, or set up checkmate situations.

The first was when I went home with my ground army after a hatch cancel and I was taking my third, and while I did that I went into his natural and main to kill queens. I was busy macroing hard, so I kinda just let phoenixes do their thing and I lost 1-2 to the spore in the main. I panicked and pulled back, but if I had stayed I would have killed 4 overlords minimum, denying infestors for an extra minute. I knew infestors were coming, so trading phoenixes for overlords through a spore or two is perfectly reasonable, and it's simple micro: I could just shiftclick attack them, then shift-right-click home. But I got tunnel vision with macro, and didn't look at the opportunity at hand for my attack.

The second was when I had 4 immortals. One of the obs pointed this out after the game: if I hit then, I could have won. I also could have won right before broods morphed, since the infestors were all just below 75 energy. That's the thing about the phoenixes against infestors: even if the phoenixes all get killed by infestor energy, infestors without energy are basically worth 1 infestor egg each. So you can create timings by trading phoenixes for energy, then going in for the kill when they can't chain-fungal everything and they can't afford to make an army out of energy they don't have.

And lastly, I could have set up the mass stargate play more efficiently, but that was water under the bridge because the pre-brood timing should have ended the game, whichever I chose. I should have scouted in and figured things out.


I think you did pretty well in that game. You are a lot more agressive with your ground army than I am most of the time which I like. You got up to 6+ immortals in a crazy amount of time with the double robo. It's good that you are at least seeing holes in your play which you can improve upon.


I definitely agree; before I was really just feeling down about my macro, but playing a metric ton of Starcraft seems to have worked most of those problems out. Now I finally have very specific points of improvement, upon which I can work.
Nostradamus.146@AM, Nostradamus.398@KR, Nostradamus.922@EU http://www.teamliquid.net/blog/ins
BadassHamster
Profile Joined July 2007
United States16 Posts
January 04 2013 19:32 GMT
#40
Can anyone give me some tips on controlling phoenixes? Like when I try and hit a worker line I'll have some of them float too far away, or I'll pick up too many workers at once, or have them blocking view of what I want to grab. What's the typical keystroke/click methods that you use while harassing?

Also, since they don't really need to attack-move, should I be right-clicking them everywhere?

Just wondering if people had any tips - thanks!
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