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[PBOTW] Stats' oracle into blink/colossus

Forum Index > StarCraft 2 Strategy
20 CommentsPost a Reply
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[PBOTW] Stats' oracle into blink/colossus

Text byTL Strategy
Graphics byshiroiusagi
November 29th, 2017 15:54 GMT
An IntroductionOracle into blink/colossusBuild ExplanationHow to Use the OracleThe TransitionVODs

An Introduction


Hey guys, my name is Gemini and I'm a Grandmaster Protoss player who has been making guides since 2011 on various sites. The Build of the Week is my most popular series of build order guides that I've been making for about three years now on /r/allthingsprotoss. With the help of TeamLiquid.net and Spawning Tool I'm now bringing my guides over to TL as well!

Each write-up includes build order notes, an explanation/analysis of how the build works, and a VOD section so you can check out the source game and how it should go. I'll also include the Spawning Tool link so that you can practice it in game yourself and download the replay of me doing it. I hope you enjoy and be sure to read the whole write-up before asking any questions as I'm sure some of them will be answered in here!

How to use Spawning Tool
Link to the Spawning Tool Build
Link to /r/allthingsprotoss Guide.

INTRODUCTION

Since I did a PvZ all in for the Welcome to 4.0 BotW I'll start with PvZ now to give you a macro build to use as well. This is probably one of the most solid openers I've seen for PvZ so far that has the opportunity to kill before the zerg gets to the brood lord infestor omega death ball. I've seen Stats go for this style in almost all of his PvZs on his stream in the last week or so and it seems pretty legit so let's get to it.

[PvZ]Stats' Oracle into blink colossus double forge



Build Notes

Oracle into blink/colossus
Chrono Nexus
14Pylon
16Gate (Scout)
17Gas (Rally probes in)
Chrono Nexus
19Nexus
20Cyber
212nd Gas
22Pylon
@100% Cyber --> Adept [Chrono] + WG
Chrono Nexus
29Stargate
Chrono Nexus
@100% Adept --> Stalker
372x Gate
@100% Stargate --> Oracle [Chrono]
42Pylon
3:35 2x Gas
44Robo
52Pylon
@150 Gas --> Phoenix [Chrono]
@100% WG --> Senry
@100% Robo --> Warp Prism (Optional) --> Obs
4:45 3rd Nexus
3x Sentry
5:00 Forge + Twilight --> +1 Attack + Blink
~5:45 3x Gate + Robo Bay
2x Immortal
@100% Robo Bay --> Colossus (x3) + Range + 2x Gate
@100% +1 Attack --> +2 Attack + 2nd Forge
@100% Blink --> Charge + Templar Archives
Extra gates + 4th base as money allows
Try to force engagement ~9:30-11:00 @100% +2/+1



Build Explanation



For this build I've done some very very slight alterations to make it simpler for you guys to learn. Stats did a Nexus first variant of this build and also a proxy stargate variant, however it works perfectly fine by just doing the same 19 Nexus opener into Stargate that is used for Harstem's builld, so I merged the few games together to get this build. I've seen Stats basically do the same thing on his stream as well.

With this build I'd suggest going for adept first to scout instead of stalker to deny the scout. Although getting that first overlord always feels juicy, losing to a roach all in is NOT juicy. So after going for the normal oracle 3 gate opener you take your 3rd base and then you set up your tech for the mid game. A phoenix can also be made instead of a 2nd oracle to kill any overlords around you, which also helps deny the chance of baneling drops occuring. Your tech will then be a twilight and forge to get blink and +1 Attack, followed shortly by some gateways and a robo bay. While this is happening you can get a warp prism to do some counter harass while you get your tech up and some immortals to beef up your army. From then you get 3 colossus with range, some extra gates, and an extra forge once +1 Attack is done to get the double upgrades going.

The part that makes this style so strong is Stats' special little flair that he adds to it once this first stage is completed. Before that though, I'm going to clear up some stuff about the oracle opening itself and how to use it since there was some confusion last time.

How To Use the Opening Oracle



Many people said that they wouldn't want to use the Harstem build from last week because they didn't know how to open oracle and that they couldn't control it early on, so I'm going to say this:

You do not need to be hyper active with your first oracle and doing game ending damage with it.

The main purpose of this oracle opening is the following:

1. Scouting

This oracle gives you a lot of scouting information that can help you react well to your opponent is doing. You can fly it around the base and get a scout on his tech while trying to maybe get a drone or two if you want, and it can also use revelation on their army so you always know where they will be. So if you're scared of them doing some early pressure to cancel your 3rd base or end the game past a 2 base all in, then this oracle is your saving grace since it will see those units on the map. Then what you get to do is bring it home in order to...

2. Secure the 3rd base

The second primary function of this oracle is to secure yourself a 3rd base. With the MSCore and overcharge being gone it can be a little tough to get a 3rd base secured sometimes if they make a lot of lings or roaches early on. The oracle allows you to clear out anything that could be blocking the 3rd base and allow you to safely get some shield batteries up.
So don't go into this build expecting to have to constantly darting in and out with your oracle to get drone kills everywhere in order for your build to work at all. That's not the case, and while it may happen every once and a while where someone is unprepared and you get that opportunity, it's only an added bonus. The main thing is the map control you get from scouting, and the security on the 3rd.

The Chargelot/Archon Switch



Now comes the fun part. What Stats has been doing in a majority of his PvZs to pretty good success is to go for a chargelot/archon switch after he gets up 3 colossi and a decent stalker base. What this does is abuse the fact that zerg now needs to play around your unit composition much more than they had to pre-patch. Originally, if you were going for a ground based army pre-4.0, then they could just go hydra/ling/bane in every situation and basically be fine. However, now that colossi (specifically +2 colossi) do absolutely nuts damage to light units, simply going for big hydra/ling/bane attacks won't cut it anymore (provided you forcefield in any capacity whatsoever). The colossi force zerg to respond with an army composition change just like it used to when it was strong in WoL and HotS, which usually is either corruptors or vipers. Corruptors being the more popular choice since it still allows the zerg to do mid game timing pushes without fully breaking their flow.

So Stats, the genius he is, switches into chargelot/archon right as this corruptor switch is normally happening (around the 8-10 minute mark) and baits the zerg into a terrible fight. The colossi will clean up basically all the zerglings/banelings immediately in the fight (+2 colossi nearly 1 shot zerglings), which leaves mostly just hydras and corruptors left. The colossi will die to the corruptors, but it doesn't matter because they're only useful vs a grand total of 3 of your own units. The chargelot/archon can then surge forward and collapse on the squishy hydras that were left over in the fight, and now the zerg has a useless 20 supply of corruptors floating aimlessly in the air above you.

If they go vipers then you can just keep a few HTs with your army for feedback, or go full into storm as well.

If they go infestors then you can usually just break them before they get critical mass.

What this switch also does is just give you a very robust and well rounded army. You can deal with multiple different things and it propels you well into the late game if need be. You can easily switch into constant chargelot harass while banking up storms, and you aren't stuck into one unit composition that will eventually get out scaled. The original stargate can also help you easily transition into carriers or tempests if they get brood lords out.

Overall this is a very solid opening to set you up for a very strong ~10 minute attack with 3 colossi, blink, chargelots, archons and +2 Attack +1 Armor all done and a solid potential to scale into late game as well. If you macro well and the game is fairly quiet, then you should be able to max out at 10 minutes.

VODs





This is the game where he opens proxy oracle, but it basically functions the same as if the oracle was in base. It just has more emphasis on hoping the oracle gets some early kills.




Thank you all for reading and if you have any questions/comments please leave them below and I'll try to get to all of them!

Brought to you by the TL Strategy Team in collaboration with Overwolf and Spawning Tool.



Facebook Twitter Reddit
leublix
Profile Joined May 2017
493 Posts
November 29 2017 17:18 GMT
#2
Cool build that I have been using as well at pleb level. Works a lot better for me than going chargelot/archon immediatly.
Waxangel
Profile Blog Joined September 2002
United States33397 Posts
November 29 2017 20:50 GMT
#3
add an actual byline please
AdministratorHey HP can you redo everything youve ever done because i have a small complaint?
Scarlett`
Profile Joined April 2011
Canada2385 Posts
November 30 2017 02:54 GMT
#4
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?
Progamer
Gemini_19
Profile Joined June 2010
United States1240 Posts
November 30 2017 06:31 GMT
#5
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
AkashSky
Profile Joined May 2014
United States257 Posts
Last Edited: 2017-11-30 11:11:30
November 30 2017 11:10 GMT
#6
On November 30 2017 15:31 Gemini_19 wrote:
Show nested quote +
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.



Hey Gemini,

What adjustments would you make to this build (or how would you react) if your opponent responded with lurker tech instead of corruptors or vipors? I typically lose when I a-move into burrowed lurkers
Olli
Profile Blog Joined February 2012
Austria24417 Posts
November 30 2017 12:19 GMT
#7
Chronoing after starting the first probe feels way, waaaay cleaner and lines up much better, been doing it too. I believe it speeds up everything just slightly too. But don't quote me on that, just how it feels.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
COLT217
Profile Blog Joined December 2010
Germany70 Posts
November 30 2017 13:08 GMT
#8
This sounds like it could be a strong build in every matchup! Mixing storm into it vs terrans and adding more immortals vs protoss.... I'll try to focus on one build and this might be it! Thx.
"[race] is so IMBA! - for [race] fill in the last one, you lost against. But be carefull of mirrormatchups!"
Gemini_19
Profile Joined June 2010
United States1240 Posts
Last Edited: 2017-11-30 19:56:36
November 30 2017 19:55 GMT
#9
On November 30 2017 20:10 AkashSky wrote:
Show nested quote +
On November 30 2017 15:31 Gemini_19 wrote:
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.



Hey Gemini,

What adjustments would you make to this build (or how would you react) if your opponent responded with lurker tech instead of corruptors or vipors? I typically lose when I a-move into burrowed lurkers


How are they using the lurkers? If they're doing it passively then you just need to scout and break it before they get a critical mass. The chargelot/archon should be able to break through lurkers. But if you can't then you'll have to transition to late game skytoss/HT.

If it's agggressive lurker play then you just have to keep tabs on where their army is and prevent it from getting into a good choke point. If you force them to burrow in an open spot where you can get a good spread engagement on it then you should be able to easily roll through.


On November 30 2017 21:19 Olli wrote:
Chronoing after starting the first probe feels way, waaaay cleaner and lines up much better, been doing it too. I believe it speeds up everything just slightly too. But don't quote me on that, just how it feels.



You mean doing what I'm saying? I agree. When I chrono after pylon or after gate then my nexus and cyber core are both about 4 seconds later.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Olli
Profile Blog Joined February 2012
Austria24417 Posts
November 30 2017 20:16 GMT
#10
On December 01 2017 04:55 Gemini_19 wrote:
Show nested quote +
On November 30 2017 20:10 AkashSky wrote:
On November 30 2017 15:31 Gemini_19 wrote:
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.



Hey Gemini,

What adjustments would you make to this build (or how would you react) if your opponent responded with lurker tech instead of corruptors or vipors? I typically lose when I a-move into burrowed lurkers


How are they using the lurkers? If they're doing it passively then you just need to scout and break it before they get a critical mass. The chargelot/archon should be able to break through lurkers. But if you can't then you'll have to transition to late game skytoss/HT.

If it's agggressive lurker play then you just have to keep tabs on where their army is and prevent it from getting into a good choke point. If you force them to burrow in an open spot where you can get a good spread engagement on it then you should be able to easily roll through.


Show nested quote +
On November 30 2017 21:19 Olli wrote:
Chronoing after starting the first probe feels way, waaaay cleaner and lines up much better, been doing it too. I believe it speeds up everything just slightly too. But don't quote me on that, just how it feels.



You mean doing what I'm saying? I agree. When I chrono after pylon or after gate then my nexus and cyber core are both about 4 seconds later.


Yup, that's what I mean. Just seems all around better to me.
Administrator"Declaring anything a disaster because aLive popped up out of nowhere is just downright silly."
Duckman
Profile Joined August 2009
United States158 Posts
December 01 2017 18:35 GMT
#11
Nice this looks like fun! Thanks for the content, I love BOTW.
FFW_Rude
Profile Blog Joined November 2010
France10201 Posts
Last Edited: 2017-12-02 07:36:51
December 02 2017 07:36 GMT
#12
After all those years following this guy.... I am really happy to see his builds on the front page.

(The real) Chintoss ftw !
#1 KT Rolster fanboy. KT BEST KT ! Hail to KT playoffs Zergs ! Unofficial french translator for SlayerS_`Boxer` biography "Crazy as me".
Pursuit_
Profile Blog Joined June 2012
United States1330 Posts
December 02 2017 20:15 GMT
#13
Awesome guide!
In Somnis Veritas
TiberiusA
Profile Joined February 2017
United States39 Posts
December 02 2017 20:42 GMT
#14
On November 30 2017 15:31 Gemini_19 wrote:
Show nested quote +
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.


It is objectively better to chrono your nexus the way this build order does. All that matters is getting out probes ASAP since the sooner they pop out, the sooner they begin mining. So at any given time, it's better to be supply blocked than to have fewer probes. For example, you can't start that 16th probe until the pylon is done either way, so reaching 15 probes sooner is better regardless. The only thing that's wasteful is chrono boosting during no production.
Duckman
Profile Joined August 2009
United States158 Posts
December 05 2017 16:44 GMT
#15
Did the recent Oracle nerf make this build less viable/timings not line up well?
Gemini_19
Profile Joined June 2010
United States1240 Posts
December 05 2017 21:06 GMT
#16
On December 06 2017 01:44 Duckman wrote:
Did the recent Oracle nerf make this build less viable/timings not line up well?


No it didn't. It's only a 4 second difference and the oracle isn't meant to do game ending damage anyway.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
billynasty
Profile Joined October 2014
United States260 Posts
December 05 2017 22:56 GMT
#17
Is it just me or are the time stamps in the posts for the vods wrong?
i dont miss God but i sure miss Santa Claus
Duckman
Profile Joined August 2009
United States158 Posts
December 05 2017 23:11 GMT
#18
On December 06 2017 06:06 Gemini_19 wrote:
Show nested quote +
On December 06 2017 01:44 Duckman wrote:
Did the recent Oracle nerf make this build less viable/timings not line up well?


No it didn't. It's only a 4 second difference and the oracle isn't meant to do game ending damage anyway.

Thanks!
Gemini_19
Profile Joined June 2010
United States1240 Posts
December 05 2017 23:13 GMT
#19
On December 06 2017 07:56 billynasty wrote:
Is it just me or are the time stamps in the posts for the vods wrong?


Yeah they are. They both link to the nexus first variation game. The proxy stargate one is on Ascension to Aiur.
@GGemini19 GM Protoss | http://www.twitch.tv/geminisc2 | I <333 HerO & Trap | Check out my Build of the Week series on /r/allthingsprotoss, TL, or Spawning Tool
Scarlett`
Profile Joined April 2011
Canada2385 Posts
Last Edited: 2017-12-07 11:13:21
December 07 2017 11:11 GMT
#20
On November 30 2017 15:31 Gemini_19 wrote:
Show nested quote +
On November 30 2017 11:54 Scarlett` wrote:
Why chrono nexus right at start of the game ? Doesn't it just lead to you getting supply blocked at 15?


Chrono at the start (~33% done the first probe) makes it so the chrono finishes right as the 14th probe finishes. You can then do it again on 18 with the 19th probe finishing right as the chrono finishes and I get a 1:20 19 Nexus down. I feel like doing it this way gives me the most consistency with the builds. Any other chrono timings I've tried get some wonky probe timings that don't feel that clean.

I see people still trying other chrono timings as well and I'm not saying this is the best way, but I have yet to see a good reason why the others are better. Feels like I'm wasting energy by saving it for so long when some people wait until after gateway even to do their first chrono.

i just tried chrono @ game start to see how it would work out and you end up with around 10 more minerals but 17th+ probes are all 10 seconds later than if you do normal first chrono @43 seconds

unless you pylon/gate scout its the only thing that makes sense otherwise your 17th probe will finish before first geyser is close to done

normally 2nd chrono is saved until cycore/2nd pylon finish @ 23 supply from what ive experienced ..
Progamer
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