"Back in my day, I had to teleport, to and from school, in the snow, uphill both dimensions!"
Introduction
This is a different take on a Cannon rush because it opens with a Gateway before getting a Forge, quickening the pace at which you're able to get tech onto the field after securing a Cannon contain. We're going to be using this to our advantage by following up with an extremely quick Immortal/Warp Prism timing that will leave Zerg players wishing for yet another Warp Prism nerf!
Keep in mind that the trade-off for having faster tech is that this particular Cannon rush is completely ineffective against a Zerg who opens Spawning Pool first, requiring a transition to a different opening if such a build is scouted.
Video Guide
Build Order
- 14 Pylon
- 16 Gate
- 17 Assimilator
- 19 Forge
- Cut Probes at 20 Supply!
- @200 Minerals: Proxy Pylon
- Add Pylons as required for walling purposes...
- @100% Proxy Pylon: Cannon, Cybernetics Core
- Add Pylons as required for walling purposes...
- 20 Assimilator
- Resume Probe Production
- Cut Probes at 23 Supply!
- @100% Cybernetics Core: Robotics Facility
- @100% Robotics Facility: Immortal, Robotics Facility (2)
- @100% Immortal: Immortal
- @100% Robotics Facility (2): Warp Prism
- Waiting until you have 200 minerals before using your scouting Probe to build the first Pylon ensures that you'll have enough minerals to complete the wall if required against a Drone pull.
- Always cancel Pylons that you no longer need for walling purposes. Keeping them slows down the build substantially.
- Switch to only two Probes in each Assimilator once the second Assimilator completes. This gives 4 Probes mining gas and 18 Probes mining minerals. Not doing this will result in you pooling gas and being mineral starved.
- Add additional static defence as affordable once you've placed your Robotics Facility. You will need several Shield Batteries by the time your first Immortal is finished to allow it to pressure effectively, and further Shield Batteries as the ones you have are drained of energy.
- If you suspect Nydus Worm play, you can save energy for a Recall. Adding Shield Batteries and Cannons near to your Nexus will also help.
- If you suspect Spire play, you should be able to eliminate the Zerg with your Immortals as saving for Mutalisks will leave them shy of units to defend your attack. However, adding a Stargate near your static defences is a good idea so that you can counter the Mutalisks with Phoenixes. You won't need many as Zerg won't be able to afford many Mutalisks!
- If the Zerg allows their Hatchery to finish, you will not be able to follow through with this opening as Creep will block building placement. Throw down two more Cannons in range of the Hatchery to ensure it dies and send your Probe to scout for hidden expansions. At the same time, make a Stargate at home and start your own natural expansion. Your first Void Ray can then be used to kill any hidden expansion the Zerg tries to take, whilst your Cannon contain will prevent the Zerg from breaking out fast enough to challenge your own expansion.
- If the Zerg opens Pool first, you can transition into a 2 Gate opening by cancelling the Forge and getting a Gateway. Luckily, I recently posted two 2 Gate openings on this very forum, and both are a suitable transition!
Against a Zerg who opens Hatchery first, this is an extremely powerful all-in capable of catching anyone off-guard. Because this strategy forces a low-economy situation on both players, the efficiency of Immortals in a Warp Prism is extremely difficult for a Zerg opponent to deal with, especially when the healing capability of Shield Batteries is taken into account.