Dear vs. Trap G1
Dear vs. Trap G3
Dear vs. Trap G1 Twitch
Dear vs. Trap G3 Twitch
SC2 Notes: Some PvP DT builds
This is a great video on PvP scouting by ShockSC2 WATCH IT
In both game 1 and 3, he does almost the same build with only slight variations, but essentially it comes down to this:
9 pylon (chronoboost x4 on nexus)
15 double gas (3 on each gas)
22 twilight (3:45)
24 MSC (chronoboost)
27 dark shrine (4:35)
32 robo (5:30)
32 proxy pylon (probe scout)
@6:00 nexus OR gate x2
@100% dark shrine, warp in DT (6:30)
Dear does a fairly standard DT expand with a slight twist: he makes very few gateway units and avoids making additional gateways for as long as possible. The combination of these two things allow him to not only get an incredibly fast dark shrine, but also a reasonably timed robo and nexus.
He initially sends out a fairly early worker scout (after gases vs. after 2nd pylon or core) to find his opponent's base. From this series, it's hard to tell if the early scout was intended because both maps were 4-player maps or if Dear was simply trying to get an earlier scout on his notoriously aggressive teammate Trap. Either way, this timing is strong on both maps to scout your opponent as well as to plant early proxy pylons.
Dear's only two units made out of his single gateway are a stalker and a sentry. The stalker's main purpose is to poke around the natural and 3rd for proxies while the MSC scouts the cliff areas outside the main base. When the sentry pops out, Dear uses a combination of forcefield and good micro with his small number of units to hold off any kind of early pokes. In both games, Trap uses a 3-stalker rush to try and put pressure on Dear, but Dear is able to deflect these pressure attempts with ease. If the opponent commits to a serious pressure, Dear can use the nexus cannon to push away the attack and buy enough time for the dark shrine to complete and use DTs to defend.
Dear's followup scout at 6:00 is primarily looking for 3 things:
- The presence of a nexus at the natural
- The presence of units at home vs. aggressively placed units
- The tech structures and gateway count in the opponent's base
The combination of these 3 things lets Dear how to react and respond to his opponent properly. Assuming he scouts a nexus or defensively placed units, he will start an early nexus and use DTs and immortals to defend. However, if he scouts aggression, he'll opt to throw down 2 more gateways instead. The DT warpin also serves as a sort of extra scout to find out your opponent's tech path and whether or not they threw down a later expansion. When under pressure, Dear seems to prefer warping in an aggressive DT first, then chronoboosting his gateway and warping in the second DT at home to defend.
It's important to note that Dear immediately starts chronoboosting immortals as soon as the robo completes (unless he needs an observer for detection). This not only helps with defending later tech-based all-ins, but also with setting up his heavily-favored immortal drop mid game. The immortal drops are an important part of the mid game strategy because they punish non stalker-heavy openings well. In order to deal with immortal drops well, his opponent has to warp in several units and constantly re-position in order to avoid taking heavy losses. Meanwhile, back at home, Dear is free to macro up however he pleases, allowing him to catch up versus a faster expand or a player who is ahead in tech.
Left to his own devices, the build pretty much continues in this order as he transitions into Immortal/archon/chargelot:
- Non-specific timings, based on relative timings after stabilizing:
- @100% robo -> 2 immortals -> warp prism (all chronoboosted)
- ~nexus finishes, forge and natural gases
- Constant chronoboost on probes until 2-base saturation
- Restart immortal production when possible
- @50% +1 attack -> charge and templar archives
- Add 3 gateways -> take 3rd base
Dear also showed a cool aggressive variant in game 1 where he went for a counter push using a DT archon, 2 immortals, and a warp prism. This timing is pretty solid and works quite well against an aggressive player who overcommits. It's even possible to go into a colossus transition instead of immortal/archon/chargelot using this build, as Dear showed in game 1.
All in all, the DT/Immortal Drop strategy Dear shows in these games is phenomenally well-planned and well-structured. It is both safe and flexible, and relies heavily on forcing your opponent into a smaller box. I dub it a good PvP game plan .
Sidenote: I'll try to do some more research on this build and see if I can get more optimal timings. If I find some exact timings, I'll be sure to edit them in!