Hello Guy's my name is Stun, and I'm a mid masters NA player. I noticed PartinG has been doing this very strong crisp blink build in proleague recently. After also seeing Artosis practicing the build, I decided to post my notes of the build after playing about 2 week with it. I will add replays when I fix my saved game issue, but feel free to post links of other replays, and I will edit original post
Why is this build Strong? This build is very crisp, and short to the point. It gets you a very fast blink (finishes at 7:20) , while not cutting to many probes along the way to full base saturation (16 on minerals, 3 in each gas). The true strength of the build is the early msc core for scouting. This is a very reactionary build, by scouting your op very early with your ms core, you can react properly, and get a lead. At 7:30, you will have 7 blink stalkers with 1 zealot, ms core.
PartinG’s PVP Proleague Blink Stalker Play 13 gate 14 gas 16 pylon 17/18 core 18/19 gas (these depend on scouting and if you missed a probe...) 20 zealot 22 pylon 23 mothership core/warp gate, (~3:40) 25 stalker 31 pylon (out on map for forward warp ins)
Don’t send scouting probe unless it’s a 4 player map, but timings will be delayed slightly by about 7 seconds. Only use 13 probe to scout for proxy in base/around base on 2 player maps.
After 1st stalker (next 100 gas) get twilight council (~4:20), after twilight make your second stalker. When MSC finishes, send to op's base to scout tech, get 2 more gates, get blink when twilight finishes (~5:20). Cut probes after main is saturated, and don’t move out till your first warp in round at home. (6:15)
No chrono on warpgate, should use 3 chrono’s on nexus, rest on blink**
Scouting Reaction using ms core
4 Gate- Use 1 chrono on warpgate** Try to use your 1 zealot 2 stalkers to kill his probe before pylon goes down, sit on top of ramp and wait for warpgate to finish, should have tech advantage and win.
1 gate fe- Pressure the natural, and wait for your op to use his nexus cannon, his mother ship will most likely not have enough energy to use another one in the main, so you msc core to gain vision into main, and just blink your units up there, GG!.
Twilight (blink), no Dark shine- Every time I do this build, if they are going dt’s the shrine will be down be the time my ms core enters the base, so if you don’t scout dark shrine in main, most likely its blink. Since this build is very crisp on its timing, and get a very fast blink, I normally just straight kill my op with the faster blink, just make sure you have a close warp in pylon for the stalker vs. stalker battle.
Dark Shrine- Either once scouted by you, your op will cancel or not cancel. Either way you will have to throw down a robo right away to get your obs, I typically wait for the dt’s to come up my ramp, once I kill them, I’ll move out with 1 obs with my army and one at home. Most of the time, I will straight up kill the op since he wasted a lot of gas on dark Templars.
2/3 gate Robo- If the player isn’t terrible, you can just pressure him a lot, and contain him while you get an earlier nexus, personally, after expand, I get 2 sentries, and 2 stargates. I’ll use the sentries for scouting, while I make void rays. Play a macro game after; you should have a slight lead.
3 gate pressure- I’m undecided if a chrono should be used on warp gate, typically if I can get my mscore home without using energy, I will continue build as normal but just sit at the top of my ramp, waiting for blink to finish. If I lost my ms core while scouting or had to recall so I don’t have enough energy for a nexus cannon, I will use 1 chrono on warp gate to be safe. Once blink finishes, the tech lead should allow you to put some serious hurt on your op and end the game. If he expanded behind his pressure, I like to expand myself, and use my stalkers to harass his front and blink in the main randomly throughout the game, get a sentries asap for scouting, and I go robo in case of dt follow up.
Star gate- If I scout star gate, I just keep 1 stalker after 2nd warp in round at home, if he went fast oracle, it should arrive slightly after your 1st warp in round, so just wait, if he goes oracle use nexus cannon and stalker s to kill oracle right way, so you can bring all your units to go kill him. If he goes phoenix, you can either expand or just go kill him with your blink stalkers, personal preference. Typically, I can just kill my op if he went for early void rays/phoenix. A lot of players I’ve been running into open up phoenix fast expand, this build straight hard counters such players. Just try to keep your msc core away from the phoenix so you have an easier time winning the game early.
Mother ship was denied scouting- Drop a robo, get an obs, and play from there. Or you could just risk it and go all in with your fast blink but dt’s will murder you
Extra notes: Build is pretty much very safe against everything, just use your ms core to scout, and ALWAYS send to your op’s base on a path that won’t be easily scouted or detected. In a macro game, utilize the blink and always try to harass your op’s bases and get a few kill probes throughout the game.
Weakness of the build- 10 gate into 3 gate pressure, and hidden dark shrines. Very Fast archon busts
On May 26 2013 03:17 LardMaster wrote: I think a [G] should always have replays, and maybe the title should not be in all caps, but other than that a solid build and a good guide (y)
Thanks for the tip, I'm playing ladder right now getting replays, I hope to have some up soon thanks
I agree that replays are always helpful. I also understand that it can be hard to find pro replays and personal ones aren't always the best. What I would find very helpful, is a replay (of you) against no opponent of you executing the build perfectly. Having such a replay allows me to set bench marks and more importantly, if I'm unable to reach those marks myself, I'm able to check the replay to see how you are doing it differently. It might not be a "real world" situation, but I find I learn the best/quickest by just grinding it out against no one.
I also have to get an extra thumbs up because I was thinking to myself, "I need a new PvP build, maybe that blink build Parting did would be good." I then look at my sidebar as see this thread title. Perfect timing.
On May 26 2013 03:32 Blaeu wrote: I agree that replays are always helpful. I also understand that it can be hard to find pro replays and personal ones aren't always the best. What I would find very helpful, is a replay (of you) against no opponent of you executing the build perfectly. Having such a replay allows me to set bench marks and more importantly, if I'm unable to reach those marks myself, I'm able to check the replay to see how you are doing it differently. It might not be a "real world" situation, but I find I learn the best/quickest by just grinding it out against no one.
I also have to get an extra thumbs up because I was thinking to myself, "I need a new PvP build, maybe that blink build Parting did would be good." I then look at my sidebar as see this thread title. Perfect timing.
Good Advice! Ill upload a bench mark build right now! Its up.
On May 26 2013 03:57 MutaKingPrime wrote: Glad someone came around with one of these posts. I'll be using this build for a while so I'll contribute as much as possible as well.
I just watched the VOD of Partings play against Flying and there is a contrary point to your guide - Partings first warp-in was at the proxy pylon and not at home. Good guide though.
On May 26 2013 04:10 BoZiffer wrote: I just watched the VOD of Partings play against Flying and there is a contrary point to your guide - Partings first warp-in was at the proxy pylon and not at home. Good guide though.
Thanks, and yes you are correct, he scouted that flying was also going blink, and decided to be very aggressive, the reason I say to warp in at home first, is because its the safest option....but the strength of this build is the ability to go from 0-60 in .2 seconds
On May 26 2013 04:10 BoZiffer wrote: I just watched the VOD of Partings play against Flying and there is a contrary point to your guide - Partings first warp-in was at the proxy pylon and not at home. Good guide though.
Thanks, and yes you are correct, he scouted that flying was also going blink, and decided to be very aggressive, the reason I say to warp in at home first, is because its the safest option....but the strength of this build is the ability to go from 0-60 in .2 seconds
In the video Parting's WG finishes at about 6:06 and in your replay yours finishes at 6:26. In general, the difference can be explained by using two chrono boosts on WG research. I know Parting uses at least one in the video. Not a huge deal, but you must have copied his build from a different source.
I'm curious as to where you got the build you listed. Can you link us to the vod of that game, or post the replay you have?
On May 26 2013 05:17 Blaeu wrote: In the video Parting's WG finishes at about 6:06 and in your replay yours finishes at 6:26. In general, the difference can be explained by using two chrono boosts on WG research. I know Parting uses at least one in the video. Not a huge deal, but you must have copied his build from a different source.
I'm curious as to where you got the build you listed. Can you link us to the vod of that game, or post the replay you have?
Yes his warpgate finishes quicker, that's because I built an extra probe before warpgate, and mine was a 18 core, instead of a 17 core. If you watch my replay you will notice that i didn't start warpgate asap, and getting core on 18 not 17, if you count up the few extra seconds their, than min eis only about 10 second off, I think that he used a chrono on warp gate cause he scouted his op, and knew that their was a weakness. Like I said this build is very reactionary, so timings will be slightly different between games. But you can find more VODS of parting doing this in the proleague on their youtube channel.
Alright, thanks. I'll take a look when I don't have access to the game.
I'm sure there are a few reasons why the builds don't sync up. My intent wasn't to "attack" your guide. I just like to have a reason for every action within a build order, and since the video and the guide didn't sync up, I just wanted more reference points.
I have a question about the Zealot actually. I assume it is needed since he doesn't scout so he needs something for early aggression. However, he takes the Zealot with him when he attacks. With a Blink build, it doesn't seem like the Zealot will contribute much to the attack, and it is too slow to run away if you need to retreat. My first thought was to leave it behind in case your opponent does a Zealot warp in behind you, you need one less warp in at home.
I guess my question is, does that Zealot really add enough to your push where it is worth bringing?
On May 26 2013 05:29 Blaeu wrote: Alright, thanks. I'll take a look when I don't have access to the game.
I'm sure there are a few reasons why the builds don't sync up. My intent wasn't to "attack" your guide. I just like to have a reason for every action within a build order, and since the video and the guide didn't sync up, I just wanted more reference points.
I have a question about the Zealot actually. I assume it is needed since he doesn't scout so he needs something for early aggression. However, he takes the Zealot with him when he attacks. With a Blink build, it doesn't seem like the Zealot will contribute much to the attack, and it is too slow to run away if you need to retreat. My first thought was to leave it behind in case your opponent does a Zealot warp in behind you, you need one less warp in at home.
I guess my question is, does that Zealot really add enough to your push where it is worth bringing?
My theory behind the zealot is....1) Most blink stalker builds i see skip the zealot and open with some sort of sentry or 3 stalker rush. I think the zealot helps hide a blink build as in most players skip it. When I scouted player before, I'd always wait to see what was coming out of the gateway, and if it was a zealot first, I found normally it wasn't a blink build. So that could be 1 theory.
2) Zealot gives you extra defense if your op is putting early game pressure, and gives you a little extra dps if you decide to be aggressive. Also you can use the zealot to chase away scouting probe.
Is it a must to all-in a protoss that goes DT expand as soon as you get observers out (or at least put pressure on him)? I've just tried to play a macro game with this build vs dt expand, but it felt kinda iffy because my opponent was a few probes ahead, but when he took his third earlier his economy went sky high.