Me and the boys rolling up at the Zerg base...
This build is a further example of the Gate/Forge opening that I've posted guides about previously. In that previous guide, I noted that you have to transition into a different build against Zerg players who don't let you Cannon rush them by doing something other than a Hatchery first opening, so consider this an example of what I like transitioning into.
This build revolves around a +1 Chargelot timing-attack that hits before six minutes with 8 Gateways worth of reinforcements. It's very all-in because we're going to be pulling all of our gas-mining Probes out of their Assimilators before starting our attack. As such, this build can be characterised as a cheese as it's unlikely to work if the opponent knows that it's coming early enough and also knows the correct response.
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Shout out to RemarK for the name of the build. Their original guide for a Zealot Dance Party is almost ten years old. Time sure flies when you're cheesing Zergs!
- 14 Pylon (Chronoboost Probes Once When Complete)
- 16 Gateway
- 17 Cut Probe Production
- 17 Forge
- 17 Assimilator
- 17 Resume Probe Production (Chonoboost Probes Once)
- 20 Cut Probe Production
- 20 Cannon
- 20 Cybernetics Core
- 20 Nexus
- Resume Probe Production
- 21 Assimilator
- 22 Pylon
- 23 Warpgate Research
- 23 Shield Battery
- @100% Pylon: Stalker (Chronoboost)
- @150 Minerals 100 Gas: Twilight Council
- @100 Minerals 100 Gas: +1 Attack
- @100% Twilight Council: Charge Research (Chronoboost)
- @150 Minerals 100 Gas: Robotics Facility, Stop Mining Gas
- As Affordable: 7 Gateways
- @100% Robotics Facility: Warp Prism (Chronoboost)
- @100% Warp Prism: First 8 Zealots at Natural
- @Warpgate Cooldown: Second 8 Zealots Mid-Map.
- When your Probe gets to the Zerg base, assess whether or not they've gone Hatchery first. If they've gone Hatchery first (their Hatchery will be at ~50% health) then you should Cannon rush them instead of following on with this build.
- Once your attack commences, try to avoid attacking into chokes because a concave of Roaches and Queens will make short work of Chargelots in this scenario. Instead, attempt to draw the Zerg out into the open by using your Chargelots to attack wherever the Zerg isn't defending. They can't be everywhere at once!
- Once your attack commences, make use of the Warp Prism to spawn Chargelots in multiple locations. Chargelots don't need a lot of micro to be effective in low supply engagements, and the Zerg can't stutter-step their Roaches in multiple locations at the same time, so use this to your advantage.
- Feigning retreats only to turn around and get a big surround by manipulating Charge micro can be very important against ranged units. Contrary to popular belief, it is possible to micro Chargelots by abusing how Charge range works, as noted in one of my other guides. This is really important as it allows you to surround opposing armies, which makes it much more difficult for them to stutter-step away from your Chargelots.
The Gate/Forge opening gives you the flexibility to Cannon rush Hatchery openings and to safely expand against Spawning Pool openings. Assuming the Zerg does open with a Spawning Pool and you choose to expand, following up your expansion with a two-base all-in such as this is entirely optional because you can always go into a standard macro game by plopping down a Stargate. But why would you want to do something as stressful as playing a macro game when you can spam Chargelots instead?