However, the oracle can be used in numbers as the core of your army in midgame PvT, to make a devastating push with chargelots support.
This guide shows you how to make this push at 10:30 with 6 oracles and a dozen of +1 chargelots, while transitionning to a chargelot/archon/HT late game.
This is how it looks.
18 Cybernetics Core
18 Second Gas
@100% Cybernetics Core : Stalker (chronoboost)
@150 Gas : Stargate
@400 Minerals : Nexus - send probe out to scout
@100% Stargate : Oracle (chronoboost)
@100% Oracle : 2nd Oracle then Forge + Gateway + 1 Gas at natural
@100% Forge : +1 Armor
@7:30 : Twilight Council
@100% Twilight Council : Charge (chronoboost)
@9:30 : 4 more Gates (up to 6) and go out to build a proxy pylon
@10:30 : Warp in chargelots, gather your oracles and a-move all over him :D
The general guideline after you start your 2nd Oracle is to build Oracles constantly, and have charge ready for your push at 10:30.
Chronoboost usage : all chronoboost goes on Nexus until the Cyber Core completes. At this point, you use one on your stalker to have it up in time for a reaper on small maps.
When the stargate is up, constantly chronoboost on Oracles.
When the Twilight is up, constantly use it on Charge.
Drop any spare chronoboost on probes.
In the early game, your goal is to 1 Gate Stargate FE behind Oracle harass.
If you see an SCV scout your base early, be sure to tail it with one probe in case he tries to ebay block your natural.
The stalker will then be used to deny further SCV scout, and keep reapers from killing your probes.
As soon as you take your expansion, send a probe to scout if he has a second base.
This is important because if he doesn't, you need your oracle at home to defend aggression, as this build does not get the MSCore ! If he expanded, go harass his mineral line and see what you can do.
Do not lose the oracle ! You need it later for the big push.
Remember your basics of oracle harass :
- Oracle 2-shots workers and marines
- You can take out 5 marines with a single oracle, but you will die to 6
- If he has a turret up, give up your harass unless you have prolevel micro, and take whatever scouting information you can find instead
The goal here is to build up to 6 oracles, get charge, +1 armor and 6 gates, to set up for a big push on his nat, while building your economy and defending potential aggression.
In this phase of the game, you don't want to get any more units than you need to, because it would delay your push.
So, play the zerg style : position a scout at the Xel Naga or in the middle of the map, and build only what is necessary to hold whatever is coming.
As your gates are on the way, gather your oracles, and whatever units you have (at least a stalker from early game) and set up a proxy pylon near his base.
You are ready to go but, just before attacking, prepare your transition into chargelot/archon/HT : get your 4th gas, drop the templar archives, continue to work on upgrades.
Then warp-in zealots, and go attack !
Note : if you did not warp in any units in the midgame phase, you want to wait for a second round of zealots before going, as oracles die quite fast without a meatshield.
Usually, Terrans will have a handful of marine/marauders and 2 medivacs. He could be setting up for a 2 medivac stim push for example.
- If you catch him moving out in the open, this is great : a-move your army on him, and with no buildings to impede movement or attract fire, you will absolutely crush his small MMM force. Then, push your advantage by immediately attacking his nat, he won't have much to hold.
- If he is at his nat behind a bunker, focus it down (6 oracles and chargelots do the job quickly even if he repairs it). Keep your oracles away from turrets, use the zealots to kill them. You will break his nat and quite often force him to lift. If he does and turtles in his main, don't try to finish him, unless you can clearly win, because the engagement becomes far less cost efficient at this point. Contain him and work on your lead, get more gates, upgrades, a 3rd base, storm... and be wary of drops.
- If he has a wall of supply depots up, and several bunkers, then you can't attack as planned. Send your ground army home, and see what you can do with your Oracles. Try to kill the turret in his main mineral line, 6 oracles take it down pretty quickly if he doesn't react in time to repair. He will be super defensive for a while, so you can immediately take a 3rd base, a second forge, and go into a solid chargelot/archon/HT late game, while threatening him with your oracles.
TRANSITIONNING INTO THE LATE GAME
The easiest transition available is chargelot/archon/HT, as you don't even have a robo up yet. Be sure to throw down your tech before attacking, because you will be so busy microing afterwards that your transition will be poor if you don't.
You will need to get a robo eventually to add colossus to your composition as he gets ghosts, but this is straightforward PvT late game from this point on.
REACTING TO AGGRESSION
This build doesn't get you many units, and you don't have the MScore either, so it's important to react accordingly to what's coming.
When you confirm that he is 1-basing, don't forget to keep your oracles at home, and get whatever units you can from your gates, but you will probably have to make do with 1 stalker, 2 zealots, and 2 oracles.
As soon as you see his medivac, try to position your oracles at his landing point. Focus the mines before they burrow, but if they do, move your oracles away and activate their detection to clean it up.
Marine Drop / Hellion runby
You will have to deal with that with few units as well. When you confirm that he is 1-basing, a good rule of thumb is to keep all your probes in the main to defend more easily. You can then kill the drop with your oracles, while the hellions have nothing to kill at the natural. Then resecure your nat when the threat to your main has been dealt with.
The best reaction is to use an oracle for detection, and buy time with your stalker until you get a phoenix out. The Oracle/Phoenix team will allow you to deal with banshee harassment. But at this point, you can't go on with the initial plan, because it's not great vs mech. You need a robo for immortals and reliable detection, and the MScore to help counter a potential 1/1/1 banshee/tank/marine all-ins as soon as possible.
- When you attack, make sure that your oracles are a little behind your chargelots. You don't want the Oracles to be targetted first.
- When you move out on the map with your oracles to set up your proxy pylon, you may encounter the terran army in the middle of the map, on its way to a medivac/stim timing. Be sure to watch for it : if your Oracles are caught defenseless (without support, and their weapon not activated), you will lose them, and pretty much lose the game right there.
- When you attack, look at the army he has to defend. If he has surprisingly few units, he probably has drops on the way to your base. Let your chargelots do the job, and send your oracles home immediately to defend the drops. He will lose his natural, while you should be able to hold on to yours.
- This one goes without saying : if you mess up while trying to activate the Oracle weapon when you push, this could get ugly
Here are several examples of this build in action.
I'm only master level so, please forgive me if the execution is not flawless
http://drop.sc/373382 : vs mine drop on Yeonsu
http://drop.sc/373381 : vs mine drop on Polar Night
http://drop.sc/373380 : standard game on Polar Night
http://drop.sc/373379 : another standard game on Polar Night (hope you get the idea by now)
I have been playing SC2 since the WoL beta and got quite quickly to master league.
I'm now low to mid master level.
I thought of this build while messing around with the new Oracle in the early days of the HotS beta, and I've been using it ever since to great effect, hope you do as well