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[TSL4] Ro32 Day 1 - Page 54

Forum Index > StarCraft 2 Tournaments
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Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 28 2012 19:53 GMT
#1061
On July 29 2012 04:52 Probe1 wrote:
Show nested quote +
On July 29 2012 04:51 Ryler wrote:
On July 29 2012 04:50 An2quamaraN wrote:
It's 4 AM in Korea right...? No wonder, Koreans don't do well in TSL.


it's probably replays?

Its definitely from replays.


TSL always is cast from replays, except the finals.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Testuser
Profile Blog Joined June 2011
6469 Posts
July 28 2012 19:53 GMT
#1062
Hyun lost?

Oh ... lolz
https://soundcloud.com/papercranesdk
Fragile51
Profile Joined October 2011
Netherlands15767 Posts
July 28 2012 19:53 GMT
#1063
On July 29 2012 04:52 HaXXspetten wrote:
Show nested quote +
On July 29 2012 04:50 Drazerk wrote:
On July 29 2012 04:49 HaXXspetten wrote:
On July 29 2012 04:47 Drazerk wrote:
Hyun about to loose

go impale yourself on a fence somewhere

Hyun... I'm disappoint, losing to someone like this is kinda embarrassing... I mean nothing against major, but really, you should not have lost this...


Blame Lee not me

No Lee's being a good boy and keeping it an inside joke as intended


Yeah, not my fault Drazerk is being lose with his inside jokes.
ClueClueClue
Profile Blog Joined December 2011
Sweden1203 Posts
July 28 2012 19:53 GMT
#1064
Totally saw this coming. Major played insanely well in the qualifiers! NA hwaiting, right? : )
Cogito, ergo toss.
Badfatpanda
Profile Blog Joined December 2010
United States9719 Posts
July 28 2012 19:53 GMT
#1065
MajOr YAY! So happy he took it I figured it'd be a 3-1 for Hyun!
Music is a higher revelation than all wisdom and philosophy. -Beethoven | Mech isn't a build, it's a way of life. -MajOr | Charlie.Sheen: "What is sarcastic, kids who have no courage to fight?" | #TerranPride #yolo #swag -Naama after 2-0'ing MC at HSC VI
Ysellian
Profile Joined December 2010
Netherlands9029 Posts
Last Edited: 2012-07-28 19:54:58
July 28 2012 19:53 GMT
#1066
On July 29 2012 04:50 Whatson wrote:
Show nested quote +
On July 29 2012 04:49 Ysellian wrote:
On July 29 2012 04:48 habeck wrote:
it was stupid mistake to bet on hyun...


Pretty much this. I don't think I'm going to put my hopes on him anytime soon. Such disappointing play from him, just painful to watch.

Why weren't you saying this the first two games?


Because I didn't watch them? But let me guess, he played ultra greedy and just overwhelmed his opponent. Either that or Major got caught in a couple of poor engagements, because frankly he's the better player.

Oh and I'm not saying Hyun is bad. It's just I'm not going to put my hopes on him anymore.
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
July 28 2012 19:53 GMT
#1067
Cmon curious, stomp break the curse and stomp the bm zerg.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
Last Edited: 2012-10-02 11:25:42
July 28 2012 19:54 GMT
#1068

[image loading]
Written by Alejandrisha, CecilSunkure, rsvp, and monk,
with additional support from wo1fwood and GMarshal




[image loading] top
    Intro!

    • Low level Protoss players can learn basic builds and concepts of the match-up, including how to open, how to transition, scouting, and unit counters..
    • Mid level Protoss players in the diamond to high masters range will benefit the most, as they will be able to fill in certain strategical holes in their play.
    • Professional level players can use this guide as a reference as it contains a small library of vods with regards to every aspect of PvZ.
    • Zerg players will see a Protoss perspective on the match-up as well as have a clean layout of all the options Protoss have against them.
    • Casters the game will learn what to expect in this match-up and be able to make better calls and predictions while casting.
    • Casual observers of the game will receive insight into players’ actions and it’s always more interesting to watch something when you know what is going on in the players’ minds.


    All assertions will be backed up by a recent top level [image loading] replay, [image loading] vod, or both if available. A replay pack will be provided at the end of the guide including every replay mentioned.

[image loading] top
    ii. Preface
    iii. Table of Contents
    iv. Definitions
    v. Introduction to PvZ
    1. EARLY GAME: OPENINGS
      1.1. General
      1.2. Timings
      1.3. Forge Fast Expand
        + Show Spoiler [1.3.x.] +
        1.3.1. Intro
        1.3.2. Builds
        1.3.3. Early Pools
        1.3.4. Scouting
        1.3.5. Denying Scouting/Map Specifics
        1.3.6. Defending all-ins
          1.3.6.1. Hatchery at Natural
          1.3.6.2. In-Base Hatchery
          1.3.6.3. Proxy Hatchery Outside of Base
          1.3.6.4. Roach/Ling with Hatchery Cancel
          1.3.6.5. Roach/Ling on Two Bases
          1.3.6.6. Baneling Bust
          1.3.6.7. Three Base Baneling Bust
          1.3.6.8. Two Base Ling/Baneling Drop all-in
          1.3.6.9. Nydus Play
          1.3.6.10. Spine Crawler Rush
      1.4. Gateway Openings
        + Show Spoiler [1.4.x.] +
        1.4.1. Intro
        1.4.2. Pros/Cons
        1.4.3. Sample Expansion Build
        1.4.4. Early Pools
        1.4.5. Defending all-ins
        1.5. Other One Base Builds
          + Show Spoiler [1.5.x.] +
          1.5.1. Four Gate
          1.5.2. Three Gate Stalker Aggression
          1.5.3. One Base Robo all-in
          1.5.4. Two Gate Stargate Expand
          1.5.5. Blink Stalker all-in
          1.5.6. Dark Templar Expand
        1.6. Gateway-Nexus-Forge Builds
          + Show Spoiler [1.6.x.] +
          1.6.1. Introduction, Pros/Cons
          1.6.2. Early Game Nuances
          1.6.3. Early Pools
          1.6.4. Follow-ups
            1.6.4.1. Fast Warpgate Pressure
              1.6.4.1.1. Fast Warpgate all-in
          1.6.5. Standard Play as if Progressing from FFE
      2. EARLY GAME: TRANSITIONS
        2.1. Common Follow-ups to FFE
          + Show Spoiler [2.1.x.] +
          2.1.1. Stargate, Follow-ups
            2.1.1.1. +1 Four Gate
            2.1.1.2. Variations of Four Gate, Robo
            2.1.1.3. Seven Gate all-in
            2.1.1.4. Templar
            2.1.1.4. Colossus all-in
            2.1.1.6. Robotics into Third
          2.1.2. +1 Four Gate Pressure, Follow-ups
            2.1.2.1. Four Gas, Eight Gate all-in
            2.1.2.2. Blink Stalker all-in
            2.1.2.3. Seven Gate with Immortals
            2.1.2.4. Dark Templar
            2.1.2.5. Robo Twilight Macro Play
          2.1.3. Robotics Bay
            2.1.3.1. Warp Prism Play
            2.1.3.2. Colossus Play
            2.1.3.3. Immortals Into Fast Third
        2.2. Common All-in Follow-ups to FFE
          + Show Spoiler [2.2.x.] +
          2.2.1. Zealot/Stalker Gateway all-in
          2.2.2. Blink Stalker, with/without Sentries
          2.2.3. Immortal/Warp Prism all-in
          2.2.4. Zealot/Stalker/Sentry Gateway all-in
          2.2.5. Colossus all-in
            2.2.5.1. Two Base Turtle Variant
        2.3. Less Common Follow-ups
          + Show Spoiler [2.3.x.] +
          2.3.1. Double Stargate
          2.3.2. Fast Third Base
            2.3.2.1. Immortal Sentry Blink Follow-up
            2.3.2.2. Blink Stalker +2 Follow-up
          2.3.3. Gateway Pressure into Third
          2.3.4. Dark Templar
        2.4. Fringe Builds
          + Show Spoiler [2.4.x.] +
          2.4.1. Sentry Ramp Blocking from Robo, Stargate into Robo, or as an Elevator
          2.4.2. Blink Stalker/Warp Prism Sentry Block all-in
          2.4.3. Proxy Robo Dark Templar Drop
          2.4.4. Double Robo all-in
          2.4.5. Zealot/Archon all-in
          2.4.6. Two Stargate Macro Play
      3. MID GAME
        3.1. Scouting
        3.2. Two Base Play from Zerg
          + Show Spoiler [3.2.x.] +
          3.2.1. Two Base Cheese
            3.2.1.1. Hydra Nydus
            3.2.1.2. Ling Nydus
            3.2.1.3. Ling/Baneling Drop all-in
          3.2.2. Zerg Macro Play from Two Bases
            3.2.2.1. Mutalisk
            3.2.2.2. Infestors
            3.2.2.3. Delayed Third from Zerg
        3.3. Taking a Third
        3.4. Colossus versus High Templar
        3.5. Tempo
        3.6. Zerg Strategies
          + Show Spoiler [3.6.x.] +
          3.6.1. Introduction/Zerg Mentality
          3.6.2. Roach Based Play
            3.6.2.1. Stephano Style Roach Max
            3.6.2.2. Burrow/Tunneling Claws Roach Max
            3.6.2.3. Roach Pressure into Roach/Zergling/Mutalisk
            3.6.2.4. Roach Pressure into Roach/Zergling/Infestor
          3.6.3. Roach/Ling Drop Aggression
          3.6.4. Roach/Hydralisk/Corruptor
          3.6.5. Roach/Ling/Infestor
          3.6.6. Roach/Baneling Drop
          3.6.7. Roach/Baneling/Infestor
          3.6.8. Ling/Baneling/Infestor
          3.6.9. Mutalisk
            3.6.9.1. Establishing Your Third Against Fast Mutalisks
            3.6.9.2. Against Delayed Mutalisks/Transitions to Mutalisk
            3.6.9.3. Tech Paths Against Fast Mutalisks
              3.6.9.3.1. Option 1: Blink Stalker into Templar
                3.6.9.3.1.1. Defending Multiple Bases Against Harass
                3.6.9.3.1.2. When to Make Archons
                3.6.9.3.1.3. Protoss Harassment Against Zerg
                3.6.9.3.1.4. Attacking/Moving Out
                3.6.9.3.1.5. Transitions after Blink Stalker/Templar: Mothership
              3.6.9.3.2. Option 2: Phoenix with Range
              3.6.9.3.3. Option 3: Double/Triple Stargate
            3.6.9.4. Zerg Transitions
            3.6.9.5. Other Tips
          3.6.10. Ling/Infestor, Turtle to Broodlords
      4. LATE GAME
        4.1. Ultralisk-based Armies
        4.2. Dealing with Broodlords
          + Show Spoiler [4.2.x.] +
          4.2.1. Timing Pushes
          4.2.2. Prerequisites for Macro
          4.2.3. Warp Prism Play
          4.2.4. Map Considerations
          4.2.5. Mothership/Archon Stage
          4.2.6. Carrier Stage
      5. APPENDIX
        5.1. Map Considerations
          + Show Spoiler [5.1.x.] +
          5.1.1. Daybreak
          5.1.2. Cloud Kingdom
          5.1.3. Antiga Shipyard
          5.1.4. Talderim Alter
          5.1.5. Metropolis
          5.1.6. Shakruas Plateau
          5.1.7. Metalopis
          5.1.8. Atlantis Spaceship
          5.1.9. Ohana
          5.1.10. Dual Sight
          5.1.11. Korhal Compound
        5.2. History
        5.3. Replays
      A. Closing Thoughts
      B. Credits/Acknowledgements

[image loading] top
  • Opening: The particular portion of a build that involves the earliest stages of the game. Usually lasts only the first few minutes, and is what "sets you up" for the entire game. Openings can often be decoupled with builds and lead into many different mid and late-game scenarios. The early-game occurs almost all the time during your opening.

  • Mid-Game: The general time after an opening before the late game starts. Late game usually contains high tier tech units and a much less rigidly defined plan to follow. As a rough estimate, most openings end at around 30-50 supply, and around 6-7 minutes. At this point the mid-game occurs until around 10-15 minutes. ??? - Is this definition good enough?

  • Late-Game: Usually displays high-tier tech untis and occurs after the Mid-Game. Due to the high amounts of resources intaken by players int he late game, the rigidity of the plan the player’s must follow is lessened dramatically, and great variation among late-games occurs. ??? - Is this definition good enough?

  • Style: A general style or generalized goal. Not specifics steps in which to attain the goal. Example: Ling/Baneling style in ZvP mig-game. This denotes using Lings and Banelings in favor of something else (perhaps Roach Ling).

  • Build Order: A specific set of actions to take in chronological order. Usually highly optimized and derived from excellent players. Most build orders are for openings, and sometimes delve upward and into the mid-game.

[image loading] top
    Protoss versus Zerg is a very dynamic and asymmetrical match-up in which both sides have a myriad of strategies to pick from and their very unique racial advantages. Protoss generally plays at the pace setter, which deviates from the role of Protoss in Protoss vs Terran, where the Terran player generally sets the pace of the game. A large part of Protoss vs Zerg is also dependent on the Protoss keeping enough presence or pressure to prevent force a Zerg opponent to follow a pace that the Protoss has set (Protoss not only sets the pace but must also enforce it).


[image loading]

[image loading] top


[image loading] top
    1:46 - 6 Pool
    1:56 - 7 Pool
    2:03 - 8 Pool
    2:11 - 9 Pool
    2:17 - 10 Pool
    2:40 - 11 Overpool
    2:05 - 15 Hatch
    2:40 - Zerg reaches 300 minerals after 14 pool
    3:02 - Zerg reaches 300 minerals after 14 gas, 14 pool build
    3:15 - Time elapsed from when zerg starts his first extractor to when ling speed finishes

[image loading] top

Introduction


Builds
    Nexus First
    • 9 Pylon (Chronoboost Nexus on 10, 12, and 15 supply)
    • 17 Nexus
    • 17 Forge
    • 17 Gateway
    • 17 Pylon
    • 18 Cannon (Chronoboost Nexus after placing Cannon and resuming probe production)
    • 19 and 20 Gas(es)
    • 21 Cybernetics Core

    Forge First
    • 9 Pylon (Chronoboost Nexus on 10, 12, and 15 supply)
    • 14 Forge
    • 17 Nexus
    • 17 Gateway
    • 17 Pylon
    • 18 Cannon (Chronoboost Nexus after placing Cannon and resuming probe production
    • 19 and 20 Gas(es)
    • 21 Cybernetics Core

    Genius Forge-Nexus Alpha
    • 9 Pylon (Chronoboost Nexus on 10, 12, and 15 supply)
    • 16 Forge
    • 17 Nexus
    • 18 Pylon
    • 18 Cannon
    • 18 Gateway
    • 19 Both main Assimilators (Chronoboost Nexi continuously once gateway is placed and 2nd Pylon is finished)
    • @100% Gateway Cybernetics Core

    Genius Forge-Nexus Beta
    • 9 Pylon (Chronoboost Nexus on 10, 12, and 15 supply)
    • 17 Forge
    • 18 Nexus
    • 18 Pylon
    • 18 Cannon
    • 18 Gateway
    • 20 Both main Assimilators (Chronoboost Nexi continuously once gateway is placed and 2nd Pylon is finished)
    • @100% Gateway Cybernetics Core

Early Pools
    Generally speaking, you will always be scouting on 9. On 4 player maps, it is recommended that you open forge first unless you scout your opponent first and see no early pool. If you do not, send a the probe with which you place your 14 Forge to scout in the opposite direction.

    If you scout an early pool, place your forge and immediately place a pylon in your mineral line such that you can place a cannon that guards every mineral patch as well as one of your geysers. Do your best not to hamper your mining, but placing a single cannon in your mineral line is alright. You will want to keep one probe on the map to check for your opponent’s expansion and/or gas(es). Consider this build a guideline to transition from here:

    • 9 Pylon (Chronoboost Nexus on 10 and 12 supply)
    • 14 Forge
    • 15 Pylon (Chronoboost Nexus on 16 supply)
    • 17 Cannon (In mineral line)
    • 18 Gateway (In range of your cannon)
    • 18 Cannon (Chronoboost Nexus after placing Cannon and resuming probe production
    • 19 Assimilator (Soon after placing this, your opponent will kill the pylon in your natural expansion.
    • 20 Pylon (Continue Chronoboosting Nexus to further increase your worker count lead)
    • 22 Cybernetics Core

    From here, you can either add more gates or take re-take your expansion depending on what your scouting probe sees. If your opponent takes gas and does not expand, add at least 1 or 2 more gates immediately. If your opponent expands, you can safely re-take your expansion with just your one Gateway or with one additional Gateway.

    Genius vs Nestea on Entombed Valley from GSL
    Parting vs Yugioh on Entombed Valley from GSL
    8 pool-MC vs Nerchio from HSC V

    [image loading] Squirtle vs Hyun on Entombed Valley from IPL Fight Club, 3 gate expand into 5 gate follow-up


Cannon Rush
    [image loading] Hero vs JookTo on Atlantis Spaceship from GSL
    [image loading] Hero vs Symbol on Entombed Valley from GSL
    [image loading] Tear vs Byul on Whirlwind from GSTL, vs hatch first
    [image loading] Younghwa vs Miya on Whirlwind from GSTL
    [image loading] JYP vs Curious on Daybreak from GSL

Scouting

Denying Scouting/Map Specific
    The map can determine a lot about your strategy and building placements. The first thing you should be aware of when analyzing a map is whether a Zerg can safely position overlords over your natural gas. Your natural gas can tell a Zerg a lot about what you plan to do. For example, gateway pressures never take your natural gas early while double stargate openers require fast 4 gas. The second thing to be wary about is where overlords can come into your base to scout. Try to be wary of which paths overlords can take to scout into your base. With the overlord speed buff, about three overlords can reasonably safely get to your base and scout you. Keep track of where there three overlords are and deny scouting and place buildings accordingly.

Defending all-ins
    Hatchery at Natural
    Build two cannons instead of one, and ensure that both can defend your entrance and attack the Hatchery. Continue your build as planned, but start a zealot as soon as your gateway finishes. If the hatchery finishes, check for whether or not a Queen is in production, and start a pylon at the top of your ramp in case his intention is to use the larva and run into your main. Queen production will be evident based on the Hatchery’s production animation. If he is making a Queen, it means he wants to lay creep tumors to further prevent your expansion. Adding a Robotics will help you kill the tumor(s), and will enable you to transition somewhat normally so teching in this manner is not entirely detrimental.

    In-Base Hatchery
    You should be able to scout this based on seeing your enemy’s base, or having seen a drone enter your base. If you don’t scout an expansion his natural nor his 3rd and see him start his pool at around 3:00, you can be sure there is a Hatchery somewhere on the map. Scout your main and the area outside of your natural. You’ll need to keep an eye on his gas income. If he is not mining gas, that means he is planning to use slow lings and/or spine crawlers. If he is mining gas, that means he is planning to use roaches or speed lings. You will be able to get scouting information from his main for longer than usual because he will want to focus his production on his proxy Hatchery. Use this time to figure out what is coming your way. If the Hatch is in your base, you want to start a pylon for 2 cannons that can reach the hatchery as where as where the Larva will spawn. Cancel your cannons (if possible) if he cancels the Hatchery.

    In-Base Hatchery into Roaches
    If he does not, and you have figured out that he is going to be using Roaches, you will want to get up to Stalkers as soon as possible and add cannons close to your Nexus to prevent the roaches from taking pot shots at your probes while you are getting your stalkers out. The most important part of holding this all-in is not letting the pressure stop you from opening as normal. Start your gas and core as you normally would, though they will be delayed because of cannon production. You will want income from 1 gas and stalker production out of two gateways. His Roach production will stagnate after the Hatchery falls, and you will be able to defend with Stalkers with correct Stalker micro. That being said, if you are unable to kill the Hatchery with your cannons and he is able to continue Roach production and use his proxy Queen to inject and spread creep, you will lose.

    In-Base Hatchery into Slow Lings and Spine Crawlers
    You will need to make more cannons than you had to against roaches, and your cannons will need to be positioned as to deny his spinecrawlers from attacking your Nexus. Once again, You will want 1 gas and 2 gateways worth of Stalker production. If you can deny his spines from attacking your Nexus, you will win by attrition.

    In-Base Hatchery into Speed Lings
    In this scenario, you will have a new element to contend with. That is the dynamic of defending your main as well as your natural. You may secure your main nexus, only to find that your opponent send his speedlings into your natural with rallied speedlings from his main Hatchery. So, you will need to protect your main Nexus while securing your Natural somewhat, and prevent the flow of units between your Main and Natural with a wall-off. This should be done at the bottom of your ramp and preferably with a 1 zealot-choke so that you don’t need to remove any structures once you have dealt with the proxy.

    Proxy Hatchery Outside of Base
    Same as spine crawler rush (there's no reason for a zerg to do this other than for a spine crawler rush), although it's easier to see coming since you should be able to tell when a zerg is missing a hatch or has a really late 2nd hatch. Scout both inside your main and right outside your base with a probe. Respond by cannoning in front of your wall, preferably within range of the hatchery morphing in.

    Roach/Ling with Hatchery Cancel
    [image loading] Squirtle vs Sniper on Entombed Valley from GSL, Squirtle doesn’t know until last minute and still holds

    Same as a 1 base 7RR or 3RR, except a bit tricker since the zerg is trying to hide it. Anytime a zerg gets an early gas in today's metagame (i.e. he gets gas sometimes while your scouting probe is still in his main before the first zerglings hatch), you should always be extra diligent with your scouting and look for the possibility of all-ins. This means sending an extra probe out to scout, trying to get back in his main to scout for a baneling nest/roach warren/gas count (is he going lair?). For example, as his initial lings are chasing away your initial scouting probe back to your base, send a second probe out in a different direction. Also, when your gateway finishes you can chrono it out and scout with that as well. You should be able to see the disappearance of a natural hatch, in which case you need to stop everything and add additional cannons asap.

    Roach/Ling on Two Bases
    Seed vs Curious on Daybreak from TSL4 Korean Qualifier 1

    Seed opens with a standard Forge-Nexus expand. His probe scout cannot confirm that Curious took his natural, so his first Stalker needs to collect more information. He scouted a pool-gas opener from Curious, so the Zergling Speed he sees at 6:35 does not come as much of a surprise. What is important is that he does not skip the first Sentry after his Stalker and Chronoboosts out a second Sentry just in case. Because he sees 5 Zerglings at the Xel’Naga Tower on his side of the map, he begins to suspect that Curious is going to be aggressively denying scouting information so he adds a second Cannon at his natural expansion.

    Curious hits Seed’s natural expansion at around 7:30 with 5 Roaches and about 16 Zerglings. From here, you need to spend your bottom dollar on additional Cannons to hold your natural because if you hold your expansion, you will have a substantial economy lead despite investing so heavily in defenses. Seed’s Zealot blocks the hole, but both of his Cannons fall to the Roaches. Forcefields are used exclusively to stop the Roaches from breaching the wall, and Probes are pulled when Forcefields run out.

    When the smoke clears, Seed has invested 750 minerals into 5 Cannons, but he now has a worker lead, 40-20.

    Baneling Bust
    Crank vs Line on Ohana from GSL shows an almost perfect defense expect for missing a forcefield.
    MC vs TLO on Metropolis from HSC V shows good response/defense
    [image loading] Hero vs Stephano on Daybreak from MLG Summer Arena, extremely late all-in

    Defending a baneling bust is similar to defending against any other 1 or 2 base (or even 3 base) roach all-in - reinforce your wall with additional cannons, and chrono out sentries for forcefields. If you have a pylon as part of your wall, make sure to reinforce it by making buildings and pylons behind the wall so it's still a wall if the pylon goes down. Don't hesitate to make a complete wall, the extra 100 or 150 minerals is well worth your safety now even if you need to kill it to move out of your base later.
    The hard part of course is to see it coming. Your probe should be able to check for regular gas timings (i.e. no gas by the time it's being chased away by lings), and regular expansion timings (around 2:30 for the start of natural, and around 4:30-5:30 for the start of the 3rd if you are doing a standard FFE). You should follow up the probe scout with a zealot scout or zealot/stalker poke, don't hesitate to sac your zealot into the zerg main if you're given the chance to. Look out for suspicious things such as more than 4-6 lings early on, speedling tech, or low drone counts.


    Three Base Baneling Bust
    MC vs Zenio on Daybreak from GSL
    Creator vs Byul on Cloud Kingdom from GSTL
    JYP vs Dimaga on Cloud Kingdom from Dreamhack Summer
    Mana vs Dimaga on Cloud Kingdom from Dreamhack Summer shows defense against a harder-hitting delayed baneling bust
    [image loading] Hero vs Cytoplasm on Metropolis from MLG Summer Arena, shows a very quick reaction, canceling a robo, chornoing a sentry, and adding cannons

    Two Base Ling/Baneling Drop all-in
    [image loading] Seed vs Suhoshin on Entombed Valley from GSL

    If you know for sure that this all-in is coming (for example, you were fortunate to somehow spot a large group of speed overlords moving across the map at around 7:00-8:00, accompanied by a large number of lings), the best way to defend it is with mass zealots and strategically placed cannons in your mineral lines (actually, against banelings, it's better for the cannons to be behind the mineral lines rather than inside - that way banelings can't blow up both cannon and probe at the same time). Banelings do not really counter zealots especially in smaller army sizes and when you micro zealots properly. Optimally, you'd also want to do some sort of nice sim city inside your main, but pre-emptive sim city is not advised since usually you'll want buildings around the outskirts of your base to spot for nydus, which looks almost identical to this build.

    Unfortunately, it's near impossible to scout this build out in time, and usually the best you can do is realize that he's doing some sort of 2 base lair build. Even better, if you can see that he hasn't taken his natural gasses (such as with a zealot scout) then you can probably rule out 2 base macro builds like muta or infestor. Against any 2 base play (others include nydus, hydra, etc.), my general strategy is to make sure my warpgate is chronoed out as fast as I can, and have 4 gates ready by the time it finishes. My first round of warp-ins will be zealots - I either attack/poke with them, or if I scout a large number of zerglings on the map, I'll warp them in at home. The 4 warpgates should be accompanied with either a fast robo or stargate for scouting purposes. By 8:00 at the latest you should have an observer, phoenix, or void ray travelling across the map to see exactly what the zerg is up to if he hasn't attacked by then. While you do need a small number of small number of sentries to defend your natural choke, I would not spend money on more than 2 since they are generally not as useful against most other lair strategies, especially this one. Also, I like to pre-emptively get a cannon in each mineral line, not only is it good against this all-in it helps against other 2 base lair strategies as well such as nydus and muta.

    As a final note, a fast stargate alone is not enough to defend against any sort of drop play. Sure you can get a void ray out by the time the drop hits, but it won't be able to kill everything before your base is gone. This is why it's imperative to have warpgate tech out as soon as possible so you can warp in additional gateway units to help defend.

    Nydus Play
    [image loading] Squirtle vs CoCa on Tal’darim Altar from IPL Fight Club

    [image loading] Hero vs Suhosin on Cloud Kingdom from GSL, 1 base nydus at 5:40

    Nydus play is something you should always look out for against 1 or 2 base play. The answer to defending against it is pretty obvious - kill the nydus worm in your base before it finishes. Place buildings near the edges of your base to provide vision, make sure there are no dark corners. Don't forget about your natural as well. Many fast nydus strats can get a nydus into your main fairly early, such as between 6:00-7:00. This will definitely be before the fastest warpgate off a FFE, so if the nydus goes up the game is most likely over. You'll probably have to make additional pylons that you don't need just to provide vision in time, or you can patrol with a probe/gateway unit any remaining dark corners left in your base. Make sure to keep a constant eye out on your minimap.

    Spine Crawler Rush
    There are a ton of different variants of spine crawler rushes, as well as units that can accompany them. The fastest spine crawler rush will have a zerg walk his first queen across the map, followed by a hatch cancel to provide the starting creep. A proxy hatch outside your base can also be used. The most common variant however is the fast lair ovie creep spine rush, which hits a bit later (but still before you get your tech building or warpgate tech finished) but is much more difficult to scout, and will be accompanied by a large number of speedlings, banelings, and/or additional queens.

    If you see it coming early enough, put up cannons in front of your wall that can be protected by the cannons behind your wall. This can be difficult though if the zerg already has a large group of zerglings that can force a cancel before they take too much damage from the cannons behind your wall. Either way, meanwhile you should be going mass zealots in response. If you think you can finish your warpgate tech before your cy core (which normally is part of your wall) goes down to spines, by all means chrono it out. Otherwise you'll just have to use chronos on your gateways. Since this is pretty much an all-in by the zerg, don't forget to stop probe production for more resources to make additional gateways/zealots/cannons. I should also note commons responses that may seem more intuitive but actually don't consistently work as well.

    Hydra Nydus
    Crank vs SuHoShin on Daybreak from GSL
    [image loading] Vampire vs SuHoShin on Daybreak from GSL

    Ling Nydus
    [image loading] Life vs Vines on Atlantis Spaceship from GSL

    Ling/Baneling Drop all-in
    Dimaga games


    1. Mass cannon behind your wall - it's fine to get a few additional cannons behind your wall, but you can't rely on only cannons. Without a protective wall or zealot support, cannons die very easily to zerglings (even more so banelings) accompanied with the spine push.
    2. Fast tech. Not only is this rush designed to hit and kill you before you can get out things like void rays or immortals, even if you do stall for long enough and get out a void ray or 2, it won't be enough to kill everything before your base is run over. Also, many spine crawler rushes bring along queens for transfuse and additional firepower, and those will also be able to counter your void ray.

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Introduction
    Oz vs Stephano on Cloud Kingdom from MLG Summer Arena-1 gate fe

    [image loading] MC vs Jaedong on Whirlwind from GSL, 1 gate fe into 4 gate push
    [image loading] Squirtle vs Sniper on Whirlwind from GSL, 1 gate fe into 5 gate sentry based push
    [image loading] Seed vs Symbol on Daybreak from GSL, 1 gate fe into robo twilight macro game

    There are two Gateway openings in PvZ, the 3 Gate Expand and the 1 Gate Fast Expand. There are other variations such as the 2 Gate Forge, though these are non-standard and will not be covered. Gateway expands are for the most part deprecated from modern play as of the time of writing this guide, however they can be useful to occasionally know how to execute. These openings are actually standard versus random players, as there isn’t really an ability for FFE playing a random Zerg.

    3 Gate FE Opening Order:
    • 9 Pylon; Scout
    • 13 Gateway
    • 15 Assimilator
    • 16 Pylon ( 2 )
    • Cybernetics Core
    • Zealot
    • Assimilator ( 2 )
    • @100% Cybernetics Core: Sentry, WarpGate Research
    • 22 Pylon ( 3 )
    • @100% Sentry: Sentry ( 2 )
    • 2 Gateways ( 2 )( 3 )
    • @400 Minerals: Nexus
    • Pylon ( 4 ) ( on low ground )
    • Forge ( on low ground )
    • Cannon ( on low ground )
    1 Gate FE Opening Order:
    • Pylon -> Chrono Nexus twice @100%
    • Gateway
    • Assimilator
    • Pylon
    • Cybernetics Core
    • Zealot
    • @100% Core: Stalker ( Chrono'd ); WarpGate Research ( Chrono'd ); Pylon on bottom of ramp ( 2 )
    • Sentry (constantly produce Sentries from Gateway until WG research finishes)
    • Chrono WarpGate Research
    • @400 Minerals: Nexus
    • Stop Probe Production
    • 2 Gateways at Natural Expansion ( 2 )( 3 )
    • Resume Probe and Pylon Production
    • Assimilator
    Seed vs Curious on Entombed Valley from GSL
    Seed vs Curious on Daybreak GSL season 3 2012 Ro32

Pros/Cons
    The pros of a 3 Gate expand are such that you will have a very fast and strong unit count with namely Sentries very early in the game. Using these units one can easily take their natural expansion. However against a Zerg opponent who opts for Drones in place of aggression, the investment in such early Gateways and army prevent a Protoss from having the ability to keep up in worker count and no way to enforce a slower pace onto the Zerg player, as Sentries at this point in the game are very poor at walking across the map and back. There are methods, especially with a 1 Gate FE, of coaxing a Zerg player into minimal droning, however most players opt for a Forge Fast Expand (FFE) instead and avoid altogether the responsibility of harassing and pressuring the Zerg.

Sample Expansion Build
    where is this??


Early Pools
    In order to properly defend an early pool with either a 1 Gate FE or a 3 Gate Expand, you must know when the opponent’s pool is laid. Against a 6 pool the optimal solution is to do a full walloff on top of your ramp with a Pylon, Gateway and second Pylon. Chrono out your first Zealot and have it attack your Pylon (lings are on the other side of your wall at this time). Time it so the Pylon falls just as the second Zealot (should also be Chrono’d) finishes. You should easily fend off the Lings with 2 Zealots and a rabble of Probes.

    [image loading] MC vs. Idra on Xel’Naga Caverns from Dreamhack Stockholm 2011 Invitational

    Against pools of later nature such a drastic measure as destroying your own Pylon should be avoided if possible. Walling with a Pylon and destroying the Pylon shortly after with pools as late as on 10 supply can be useful, simply because scouting info was limited the ability to chrono a Zealot may not be available. However with any pool after 7 supply, you should be able to simply Chronoboost units out of your single Gateway and fend off the aggression perfectly fine. [image loading] [REPLAY] - Sentry/Zealot FF micro against Lings on wall

    Three Gate FE vs Early Lings:
    With a 3 Gate Expansion, early lings (a 14 pool or later) are very easy to deal with. Keep your Sentries near your ramp while you take your Nexus in order to avoid a Ling surround. Place a Forge on the low ground to help create a wall from your ramp to your Nexus. Using a simple wall and Sentries you should be able to survive from near-infinite amounts of Speedlings, and even Banelings. Just practice your Force Field micro, and make sure to have a cannon! [image loading] [REPLAY] - A couple replays on simple standard 3 Gate Expands surviving some early aggression

    One Gate FE vs Early Lings:
    The 1 Gate FE rose out of the realization that with proper sim-cities, early aggressive lings can be thwarted without the early second and third Gateway from the 3 Gate Expansion. In trade for these two Gates, a faster Nexus can be achieved utilizing interesting sim-cities and choke utilization. MC standardized the 1 Zealot 2 Sentry 1 Gate FE, which uses the bottom of the ramp and a single Pylon as a small ramp Sim-City.

    Pylon on Low Ground and Other Sim Cities:
    There are two different sim-cities that need to be known. The first is the Pylon on low ground. This Pylon is on the low ground at a slightly unusual time; it's early, before your Zealot even finishes. What if lings attack it? You want lings to attack it. Observe the following pictures:

    [image loading]

    [image loading]

    These two sim-cities will prevent lings from running up your ramp! Since your first Stalker is Chrono'd it will arrive in time to chase lings away with ease. Once you pull your Stalker and Zealot back in time to defend against speedlings (more on this further down), you can put a probe on hold in front of your Stalker to cut it's surface area down, and a Sentry will be just about to finish! This sim-city is perfect for just before or just as the Nexus is placed.

    Next is the Gateway placement. Observe:

    [image loading]

    This sort of Gateway placement allows your Sentries early game to be in range of your ramp in the event of an attempted ling run-by, but more importantly protects your units from a ling surround while being in range of the ramp and Probes. There should be one tile of space between your two gateways. It should be noted that this setup is great for Xel'Naga caverns, but for Shattered Temple you should have that single tile of space between the second Gateway and the Nexus.

    Your Zealot is covering the front, and a poor player a-moving their lings at your natural will be frustrated as all their lings dance in front of the two Gateways. A single well-placed Force Field will also do the trick in stopping all ling movements around the Nexus through the mineral fields.

    It should be noted that after you get 4-5 Sentries + whatever else you warped in, you should move your army into position in your Probe line, or wall entrance such that you won't lose any probes to a quick harass of lings, or fast banelings.

    First Zealot and Stalker:
    You need to know when to return to your Natural Expansion. Speedlings are the real danger. A Zerg opponent can have ling speed finished, at the fastest, 3 minutes and 15 seconds after their first Extractor is placed. Knowing this, you can know when your opponent cannot have Ling Speed. You need to be back before this time hits! If you lose your first Stalker (the Zealot is probably okay to lose, but you really shouldn't unless you get into their natural) it's basically going to be game over.

    Most of the time your opponent should do a speedling expand with 14 Extractor and 14 Pool. If this is the case speed will be done around 5 minutes 15 seconds. If you see no Extractors anywhere, Chrono out more Stalkers from your first Gateway instead of Sentries and keep up the Stalker aggression.

Defending all-ins
    People all-in all the time from falling apart to a couple early Stalkers, or losing an overlord and overmaking lings, or whatever mistake they make early game. So in anticipation of an inevitable all-in, you need to be prepared. After your first couple warpins from your three Gateways and chronoboosts on your Nexuses, you should have enough money to invest into something. Your options are: tech, Gateways, Expansion. Getting a tech structure and two additional Gateways if you feel an all-in is coming at about this time is something to strive for. The safest would be a Forge + Cannon, and two more Gateways. This gives you some detection, but also allows you to invest into the later portion of the game with an upgrade.

    On maps like Antiga and Shakuras earlier third base or fast Tech can be opted for off of just 3 Gateways due to the narrow choke protecting me from Allins. This is something to consider. On maps with a wider natural such as Xel'Naga you will likely need to opt for more Gateways before anything if your opponent is not taking their third base.

    In order to tell if the opponent is going to all-in you or not, the best way is to get fast Hallucination and look for a third base. No third base means they are making units. If you feel confident, you can scout around the map with a probe or lone Zealot movements in search of a third base -this cuts the cost of Hallucination granting you 100 Vespene leave.

    Checking for Third Hatch and Gas Timings
    When checking for aggression or an allin, you should note in the early game before speed how many extractors the opponent has. More than one most certainly means some sort of non-standard build. Vespene can be used on fast Lair, and/or Roaches.

    The next most important thing to check is for the presence of a third Hatchery. If a third hatchery is laid down during the Mid-Game, there’s very unlikely going to be a 2 base allin coming your way. Take advantage of this and either tech or secure more resources.

    Roach/Ling
    Roach Ling allins are defended by having a proper sim-city along with proper macro. Having strong building placement allows for good engagements (see above pictures). Extra cannons and Gateways along with good Force Fields will secure a win in most scenarios as a strongly defended allin will leave a Zerg player in a poor position economically.

    It’s important to have you Stalkers firing at Roaches, and to conserve Force Fields. Don’t try to take on 5 Roaches attacking your Gateways if you don’t have any Stalkers. Your Force Fields will be wasted as Sentries take forever to kill Roaches, and speedlings will promptly engage your Sentries anyway.

    Ling/Baneling
    In defending Ling/Baneling, there isn’t much to it. You simply need a good number of cannons, Zealots and Sentries along with a Proper Sim-City and good Force Field usage, with emphasis on the Force Field usage. Strong Force Fields will secure your victory. It is most dangerous to play against a 2 base ling/baneling allin if you opt for very fast tech, perhaps a Voidray as Stargate and Robo tech help very little in the event of many cheap lings and banelings.

    [image loading] http://drop.sc/packs/391 (3 Replays)

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Four Gate


Three Gate Stalker Aggression
    MC vs Nestea on Antiga
    someone vs Nestea on Antiga from GSL
    MC v Stephano on ? from IPL Challenge

One Base Robo all-in
    Hasuobs games

Two Gate Stargate Expand
    Hero

Blink Stalker all-in


Dark Templar Expand
    Parting vs Bbongbbong on Crossfire from GSTL Finals

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    [image loading] Naniwa vs. DongRaeGu on Whilwind
    [image loading] Naniwa vs Sniper on Antiga Shipyard from GSL, Naniwa loses, but he shows a good opening

Introduction, Pros/Cons
    Early game there’s an unorthodox opening focusing around getting an early Gateway in place of a Forge. A Forge in the early game, as seen in traditional FFE openings, locks the Protoss into the specific tech path of cannons. This means that the Protoss must use defensive cannons in order to secure their Natural expansion, and have no mobile presence at all (except for the Probe for perhaps cannon rushing Hatcheries). The Gateway Nexus opening aims to provide a more flexible early game, in providing many more options with all the benefits of a Forge first build.

    An early Gateway provides Zealots, which can fill the role of the stationary cannon. However Zealots can also do more; they walk around. It sounds like some so simple that everyone would simply overlook this fact: Zealots can walk in the early game. This alone provides the ability to attack the opponent in a way that Cannons just cannot. For example, you can Chrono out a few Zealots in reaction to the absence of scouting lings or pool, and then waltz into a mineral line shortly thereafter. You can also simply take a Zealot and place it into a position that would be uncomfortable for a Zerg opponent, such as denying a scouting tower thus disrupting a Zerg’s habitual pylon/probe scouting during the early game (as most Zergs would leave a single Ling on the tower, while three others scout the map skirts).

    Lastly, an early Gateway provides the option to tech to Core at times that aren’t really plausible with a Forge first. The Cybernetics core opens up early WarpGate timings, Stalker timings, and provides Sentries as well. All of these tools can be accessible in ways a FFE cannot provide, allowing for great diversity in early game nuances.

Early Game Nuances
    A Gateway in the early game is sufficient for holding any sort of Zergling aggression in the early game, as long as the Protoss is well aware of the limitations of a Gateway. A single Zealot can easily defeat four Zerglings given proper kiting micro or a choke, and should have anywhere from 30-5 HP left after the battle if fought in the open with only kiting involved. However, six Zerglings will kill off a Zealot with roughly 3-5 Zerglings left alive, if in the open, despite skilled kiting. As such, a Protoss player will always require one Zealot per four zerglings in order to fend off Ling attacks, unless there is a tight choke inolved.

    Usually the Protoss will require only a single Zealot in the early game, as the opposing Zerg will only construct four lings. In order to stay on a single Zealot (and funnel the cost of subsequent Zealot towards other things, like Probes or tech), the Protoss must know that no more lings are in the vicinity. Often times scouting with a probe as the first Zealot finishes is sufficient. For example, a Zerg will take a third Hatchery and chase away a Probe with four Lings, as the Probe heads back to the Protoss Nat. This isn’t a dangerous situation for the Protoss, so long as there aren’t two or more Lings behind the initial four. To check this, the Probe must dart around the 4 Lings heading towards the Nat at a time when more Lings would be dangerously close behind. If more Lings are spotted, an additional Zealot can be Chrono-boosted. This sort of reactive play is essential for capitalizing on the flexibility of the opening. These gives life to the mantra: with great flexibility comes great responsibility.

    Often times when mid-tier or low level players attempt the Gateway Nexus opening, they simply die to Lings in the early game. They construct a single Zealot, do no active Scouting or critical thinking, and then become overrun by six Zerglings and lose the game. You must realize that this opening takes practice and thought to execute.

Early Pools
    Early pools are easy to deal with. First things first, if you place your Gateway on the low ground you must place a second Pylon directly next to the first. This is to prevent early Pools from being able to de-power your single Gateway. If in the event that you do lose power to your Gateway because you placed only one Pylon on the low-ground, you are going to lose.

    6 Pool
    To defend a six pool with Gateway first (13 Gateway) you must pull all probes except for about 6-8 that are left mining. These probes are only going to be buying time for your Zealot to finish constructing (which should be being Chronoboosted). The probes need to engage Zerglings as Zerglings engage your Pylons. Once the Zerglings engage your Probes, pull them away before you lose any. You’re buying time for this Zealot to finish, and once finished you can freely engage the Lings as long as Ling reinforcements are not on the way, so long as you keep a buffer of Probes around the Zealot so it cannot be surrounded. If the Zerg continues Ling production, you simply continue Chronoboosting your Gateway and making additional Pylons as necessary. Eventually you’ll have more and more Zealots, and can place some of your combat Probes back onto your mineral line; this is essentially ensuring victory, as the opponent will not be able to Drone and make many Lings at the same time.

    Once you feel like your Zealot count is high enough, press the Lings away and do whatever you like. Take a Nexus, 4 Gate, anything will work.

    If the Zerglings run into your main (instead of engaging Pylons) you should be able to easily micro and surround the Lings and avoid losing a single Probe. If you cannot do this, read the next paragraph, if you can do this then skip it.

    Lings in the Minerals
    Whenever Zerglings enter your mineral line in the early game, it’s really quite easy to handle. Select all probes (don’t leave them at your Nat defending Pylons if there’s no Lings down there) and right click on a mineral patch to mineral-walk through the Lings. This is to surround them. If the opponent lets you do this, then you’ve won the game! As Probes lose shields, select them and mineral walk them out to the edge of your Probe ball. Doing this will ensure you take no Probe losses during the engagement. Often times a Probe surround won’t be realistic when facing a strong opponent, though engaging may still be necessary. Simply engage with a good amount of Probes, but don’t chase! When a the front line of Probes lose their shields, mineral walk them back like they are Blink Stalkers. Never leave the area between the Minerals and Nexus! Chasing lings around will lose mining time, you only need to engage if the Lings engage you.

    Early Pools that are not 6 Pool
    Other early pools, like 10 Pool, are handled in the same way, except you have to pull your Probes later. Against a 10 Pool you’ll have to buy less time, and your first Zealot will come out much quicker. Simply follow the instructions of the 6 Pool section, but be more mindful of returning Probes to your mineral line as necessary; a 10 pool is much stronger economically, and needs to be treated as such.

Gateway in Main
    Placing your Gateway inside of your Main is probably better than down on the low ground for one reason: the distance is closer to your mineral line. Suddenly defending your Pylons becomes trivial, as you can immediately resume mining once Lings engage your Probes. This is shown by Naniwa in GSL -- Kevin I need link again

    However it should be noted that the Nexus in the Natural will be much more open, due to the lack of two Pylons and a Gateway to provide a wall from ramp to Nexus.

Flexibility
    The entire point of Gateway Nexus opening is flexibility. This section is an attempt to lift the lid on what sort of options there are out there.

    Starting with the earliest point in the game: Zealots. Zealots off of a single Gateway can walk, as mentioned in the introduction to Gateway Nexus. This provides the ability to attack the Zerg’s mineral line, if the opportunity arises. With a single Zealot a Protoss can actually punish a Zerg player for only making two Zerglings in the early game. The Zealot can walk into the opponent’s Nat and attack Drones. The Drones will be forced to either engage or run away, both of which disrupt the Zerg’s income. Note: this should happen before two Queens are present, and if there is a single Queen it’ll likely be just finishing in the Main.

    The Gateway also allows for small squads of Zealots to be built in the early game, perhaps 2-4, and can disrupt a Zerg’s early game greatly given poor scouting by the Zerg opponent. For example, the Protoss can go: Gateway, Nexus, Forge, followed by Zealots. The Zealots can act as an escort for a Probe in which to cannon the Zerg’s third base. The Gateway allows for this opportunity to exist in ways that a traditional FFE cannot. Additionally, a small Zealot squad can attack the Zerg while a Sentry is being constructed back at the Nat, thus providing a defense against potential Ling counters.

    Similarly, two Zealots and a Stalker are wildly efficient at escorting a Probe to place down proxy Pylons, thus allowing fast 3-4 Wargpate attacks to hit at odd times. Two Zealots and a Stalker are also very great at killing off a Queen and a couple Lings, and as such will force a few more Lings onto the field, whereas the Protoss will not be cutting a single Probe -- this is not possible with a traditional FFE.

    A Protoss can also get a Forge after the Nexus, and the end-result will be the exact same as a traditional FFE, except the ordering of the Cannons/Forge/Gateway are all slightly different. This allows for Cannons to be on the field at any time a FFE would allow, in terms of defending against Roach-Ling allins. However, the ability to discern a Roach/Ling allin is required for a Protoss to actually take advantage of such flexibility.

    Due to these wide range of possibilities, it suddenly becomes much more difficult for a Zerg player to accurately predict what will happen once the first Stalker is in the Protoss base to shoo away Overlords. This means that a Zerg player will suddenly be required to start mining Vespene before taking a third base, in order to be able to fend of a 4 Gate timing. A Zerg player will likely have to cut small amounts of mineral income in the early game when faced with a Gateway Nexus opening, than compared to a situation that arises from a FFE opening.

Follow-ups: Fast Warpgate Pressure (Warpgate all-in)


Standard Play as if Progressing from FFE
    idk where this figures into the overall flow, definitely need some help in parsing and making the formatting decisions here

    Gateway Nexus openings are openings that are very strong vs early pools, however they can be a bit tedious if the Zerg opponent has good Zergling control.

    The idea of Gateway Nexus openings is to cut the early Cannon and Forge in trade for a Zealot or two in the early game. These Zealots have more utility than a Cannon due to mobility, and the Gateway grants access to fast tech via the Cybernetics Core. Gateway Nexus openings are largely un-explored and so only a mention of them will be present in this guide. For reference see Socke at MLG: - Note, Socke’s execution was quite lack-luster

    The point of Gate Nex Forge openings is to utilize the mobility of a Zealot and perhaps kill a Drone, or force a few more Lings in the early game. Maintaining constant Probe production is also one of the points of using a Gate Nexus Forge opening. Often times when a Zerg opponent is unfamiliar with a Gate Nexus Forge opening, it can result in a Probe to Drone discrepancy of anywhere from 2-10 workers.

    Here’s a general guideline for the opening:
    • 9 Pylon ( 1 )
    • Scout Probe
    • Chrono Nexus ( 1 )
    • @100% Chrono Nexus ( 1 ): Chrono Nexus ( 2 )
    • 14 Gateway ( At Natural Expansion )
    • 16 Pylon ( 2 )*
    • Chrono Nexus ( 3 )
    • Chrono Nexus ( 4 )
    • @400 Minerals: Nexus**
    • Zealot
    • Assimilator ( 1 )
    • Forge ( At Natural Expansion )
    • Pylon ( 3 )( Cover top of main ramp with power field )
    • Cybernetics Core
    • Assimilator ( 2 )
    • @100% Forge: Cannon
    • Progress through game as if you had done a standard FFE
    • *If you are unsure of whether or not there’s an early pool, place this Pylon directly next to the first Pylon. This will make it twice as hard to unpower your Gateway with Lings.
    • **If you are unsure of whether or not there’s an early pool, build a Zealot before the Nexus is placed.


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Stargate, Follow-ups
    +1 Four Gate
    Brown vs Lucky on Dual Sight from GSL
    [image loading] Younghwa vs Sheth on Daybreak from HSC V
    [image loading] MC vs Stephano on Ohana from NASL 3 finals, into a warp prism all-in


    Variations of Four Gate, Robo
    MC standard build(Stargate into 4 gate into robo)
    [image loading] MC vs Stephano on Daybreak from NASL 3 finals, vs roach pressure into roach drop
    Creator vs Sniper on Daybreak from TSL4 Qualifiers
    Rain vs DRG on Entombed Valley from Auction OSL-no voidray, into 3 base push

    Hero standard build(Stargate into robo into 4 gate)
    Hero vs Stephano on Metropolis from EGMC
    Hero vs Stephano on Entombed Valley from EGMC
    Tear vs Curious on Ohana from GSTL-Fast phoenix into colossi
    [image loading] Hero vs Cytoplasm on Daybreak from MLG Summer Arena, vs light Roach/Ling pressure into roach/ling/infestor play
    [image loading] Puzzle vs Ret on Daybreak from NASL 3 finals
    [image loading] Hero vs Stephano on Daybreak from NASL 3 finals, into 3 base push vs fast hive
    [image loading] Alicia vs Ret on Daybreak from NASL 3 finals, into macro play vs fast hive
    [image loading] Hero vs Soulkey on Cloud Kingdom from WCS Korea, vs fast hive
    [image loading] Rain vs horror on Ohana from WCS Korea
    [image loading] Seed vs Symbol on Daybreak Set 1 from GSL, into 4 colossi push
    [image loading] Younghwa vs Miya on Whirlwind from GSTL, from a cannon rush

    Seven Gate all-in
    Squirtle vs Ret on Cloud Kingdom from Red Bull Battlegrounds-Squirtle doesn’t kill Ret with the all-in, but gets in a decent position and wins in the eventual macro game.
    Parting vs Yugioh on Metropolis from GSL-straight forward push that wins the game
    Parting vs Yugioh on Ohana from GSL-Parting gets a huge advantage from the first push and it turns into a drawn-out game, but Parting gets overconfident and eventually loses, because he refused to tech.
    [image loading] Squirtle vs Coca on Daybreak from IPL Fight Club
    [image loading] Alicia vs Ret on Dual Sight from NASL 3 finals

    Templar
    Replay/Vod: MC vs DRG on Cloud Kingdom from some MLG
    The Stargate into Templar build was heavily used by Hero and he used it exclusively in every game on Talderim. His previous teammate, MC, also employed it heavily on many maps. This build previously only worked on extremely large maps where it’s hard to pressure with roaches or hydra. However, with innovations like the Stephano Roach max, this style is no longer viable on most maps.

    Colossus all-in
    [image loading] Seed vs Curious on Whirlwind from GSL
    [image loading] Squirtle vs Symbol on Whirlwind from GSL

Robotics Bay
    Warp Prism Play
    San vs Life on Ohana from GSTL
    San vs Line on Atlantis Spaceship from GSTL
    Inside-outside
    Parting vs Symbol on Entombed Valley from GSL
    Warp Prism Cannon Rush
    Crank vs Sniper on Metropolis from GSTL
    Gets a lead from the opening, but then bungles up the following attack

    Warp prism harass into third base
    [image loading] Hero vs Violet on Metropolis from MLG Summer Arena, standard light warp prism harassment
    [image loading] Seed vs Life on Antiga Shipyard from GSL, warp prism harass into robo twilight play
    [image loading] Hero vs Leenock on Cloud Kingdom from GSL, vs roach/ling/muta

    Colossus Play
    Huk vs Stephano on Antiga Shipyards from Dreamhack

    Immortal Expand
    [image loading] Puzzle vs True on Cloud Kingdom from GSL
    Seed vs Zenio on Atlantis Spaceship from GSL
    Puzzle vs Seal on something from GSTL
    JYP vs Dimaga on Daybreak from Dreamhack Summer
    Sase games from MLG Spring
    [image loading] Sase vs Dimaga on Metropolis from HSC V
    [image loading] Sase vs Dimaga on Ohana from HSC V
    [image loading] MC vs DRG on Ohana from GSL
    [image loading] Hero vs Effort oh Daybreak from GSL, robo into 4 gate into expand into robo vs roach/ling/infestor
    [image loading] Parting vs Leenock on Cloud Kingdom from GSL, robo twilight into 4 gate into expand

Gateway Twilight Robo Expand
    Creator vs Moon on Metropolis from GSTL
    Parting vs Symbol on Daybreak from GSL
    [image loading] Oz vs JKS on Metropolis from GSL, 4 gate, twilight, robo, expand
    [image loading] Oz vs JKS on Entombed Valley from GSL, 4 gate, twilight, robo, expand
    [image loading] Oz vs Violet on Cloud Kingdom from MLG Sumemr Arena, 4 gate, twilight, robo, expand, vs roach/ling heavy pressure into infestors
    [image loading] Oz vs Stephano on Entombed Valley from MLG Summer Arena, 4 gate, twilight, robo, expand
    [image loading] Creator vs Idra on Ohana from IPL TAC 4, gate, twilight, robo, expand
    [image loading] Squirtle vs Hyun on Metropolis from IPL Fight Club, 4 gate, twilight, robo, expand

Fast Third Base
    [image loading] JYP vs Miya on Atlantis Spaceship from GSL
    [image loading] Sase vs Dimaga on Entombed Valley from HSC V
    [image loading] Oz vs Violet on Daybreak from MLG Summer Arena, into fast stargate vs roach/ling/infestor
    [image loading] Oz vs Stephano on Daybreak from MLG Summer Arena, into fast stargate, shows excellent defense versus fast speedlings
    [image loading] Hero vs Effort on Entombed Valley from WCS Korea, into 7 gate all-in, hits at 10:00
    [image loading] Seed vs Ret on Entombed Valley from WCS Korea, into 8 gate blink stalker +2 timing-no time
    [image loading] Seed vs Symbol on Entombed Valley from GSL, into 8 gate blink stalker +2 timing at 11:30
    [image loading] Younghwa vs Dark on Entombed Valley from GSTL, into 8 gate blink stalker +2 timing at 10:30

+1 Four Gate Pressure, Follow-ups
    Four Gas, Eight Gate all-in
    MC vs Violet on Daybreak from HSC
    The theory behind this build is that Zergs don’t often suspect an all-in followup as it is uncommon. If the Zerg neglects to scout after he reaches lair, he might go back to droning instead of preparing for the all-in.

    Blink Stalker all-in
    MC vs Violet on Metropolis from something
    MC vs TLO on Daybreak from HSC V

    Seven Gate with Immortals

    Dark Templar
    MC vs Idra/Ret on Shak from early tournament
    [image loading] MC vs Dimaga on Cloud Kingdom from HSC V
    MC vs Ret on Cloud Kingdom from HSC V
    [image loading] MC vs Stephano on Belshir Beach from NASL 3 finals, shows how much damage you have to do

    Robotics Based Macro Play
    [image loading] Younghwa vs Sheth on Cloud Kingdom from HSC V, with Warp Prism and twilight
    [image loading] First vs Zenio on Entombed Valley from IPL TAC3 finals, stalkers as first warp-in
    [image loading] Babyknight vs Ret on Ohana from WCS Europe
    [image loading] Babyknight vs Vortix on Cloud Kingdom from WCS Europe


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Zealot/Stalker Gateway All-in
    With +1
    Vines vs Lucky? on Antiga Shipyards from GSL

    [image loading] Puzzle vs Seal on Atlantis Spaceship from GSL
    Grubby vs Nerchio on Ohana from WCS Europe, 8 gate with +1/+1

    Without +1
    MC vs Stephano on Ohana from Red Bull Battlegrounds
    MC vs Golden on Atlantis Spaceship from HSC V


Immortal/Sentry All-in
    Genius games
    Parting games vs Ret from Red Bull Battlegrounds
    [image loading] Alicia vs Ret on Bel'Shir Beach from NASL 3 finals
    Mana games vs Stephano
    [image loading] Squirtle vs Coca on Metropolis from IPL Fight Club
    [image loading] Hero vs Symbol on Antiga Shipyard from GSL, goes into long macro game
    [image loading] Vampire vs Yugioh on Antiga Shipyard from GSL vs ling/infestor
    [image loading] finale vs Jaedong on Abyssal City from GSL
    [image loading] finale vs Jaedong on Ohana from GSL

Zealot/Stalker/Sentry Gateway all-in

Blink Stalker All-in
    [image loading] Squirtle vs Symbol on Daybreak from GSL, Delayed push with nexus cancel
    [image loading] Oz vs Stephano vs Metropolis from MLG Summer Arena, with sentires, absues map
    [image loading] Squirtle vs Symbol on Atlantis Spaceship from IPL TAC, without sentries
    [image loading] CJHero vs Effort on Ohana from WCS Korea, without sentries
    [image loading] Parting vs Leenock on Daybreak from GSL, without sentries, with nexus cancel


Colossus all-in (Two Base Turtle Vairant)
    [G] PvZ Anti Stephano Style by EmpireMista
    See this thread for more information on the 2 base turtle variant of the 2 base colossi all-in. Unlike a traditional all-in versus zerg that pushes as soon as possible with optimal saturation, this style is meant to blind counter the Stephano style of maxing roaches to defend all-ins. Stephano usually beats all-ins by engaging them as they move out, trading his roaches for army, then crushing the all-in with a re-max at the Zerg base. Usually with a 2 base all-in, you will move out around the 10 minute mark at the latest, maybe a bit later if you're doing a normal delayed colossi all-in. However, this build vigorously tries to deny overlord scouting and tries to really turtle and move out much later, only when you can trade extremely efficiently versus a zerg who's maxed on only roach ling. Then, you'll be able to defeat the re-max as well, being that the zerg only stayed on 65 drones and 4 gas.

    As this build is a blind all-in, your opponent easily beat it by scouting or not going for the Stephano Style roach defense. Either blind or reactionary mass early muta or roach corruptor can defeat this easily.

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Dark Templar
    Tear vs Hyun on Entombed Valley from GSTL shows a good dt opening versus an opponent who doesn’t prepare well. He also shows a very solid followup and doesn’t lose most of his inital dts, choosing to save them rather than going for more potential damage.

Double Stargate
    Parting vs DRG on Antiga Shipyards from some MLG
    Hero vs DRG on Metropolis from IPL Hot Import Nights Showmatch
    [image loading] MC vs Dimaga on Ohana from HSC V, shows good defense by Dimaga but then a bad follow-up.

Gateway Pressure into Third
    With mass gateways-Parting vs DRG games-GSL, MLG Winter
    With immortals-Puzzle vs Lucky, Squirtle vs Nestea
    [image loading] MC vs Stephano on Cloud Kingdom from IPL Arena Challenge

Sentry Ramp Blocking from Robo, Stargate into Robo, or as an Elevator
    Prism Drop-Hero vs Leenock on Metropolis from GSL
    Stargate into Prism Drop-Hero vs Idra on Shakruas somewhere
    Elevator-MC vs DRG on Daybreak from MLG Spring Arena I Set 1
    Popularized by Hero, this strategy involves getting a warp prism inside your opponent’s base and force fielding his ramp so reinforcements can’t get up the ramp. If you get the forcefield off, your opponent will probably lose his main hatch, catapulting you into an extremely favorable situation.

Blink Stalker/Warp Prism Sentry Block all-in
    [image loading] JYP vs Miya on Metropolis from GSL

Proxy Robo Dark Templar Drop
    Sage vs Lucky on Termius from GSL
    Proxy a robotic facility, drop 4 dark templar, and warp in more to snipe the lair. This is very gimmicky.

Double Robo all-in
    Cruncher vs Idra from NASL
    Sase vs Shelth on Daybreak from Redbull Battlegrounds
    The double robo all-in can do fairly well versus any type of roach defenses. Be wary of flanks, as you don’t have many forcefields. Mutas can be autowin versus this

Zealot/Archon all-in
    Mana vs Dimaga on Ohana from Dreamhack Summer
    Mana vs Dimaga on Antiga Shipyards from Dreamhack Summer

Two Stargate Macro Play
    Genius vs someone on Calm Before the Storm in GSL
    Someone vs someone on Ohana from Proleague


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Mutalisk
    July games
    Two base muta
    Like any 2 base zerg strategy, the most difficult part about playing against it is scouting it and identifying exactly what tech they're going for. In general, you use probe scouts to identify 2 base play by a lack of a 3rd base, then you use your first few gateway units (zealot, zealot/stalker, or 2 zealots) to differentiate 2 base lair versus 2 base all-in play, and finally you use your cyber core tech (phoenix from stargate, obs from robo, or 7:30-8:00 zealot warp in from warpgate tech) to figure our exactly what the lair tech is. See the earlier section on playing against 2 base play for more info on scouting.
    As soon as you confirm that 2 base mutas are coming, defending against them is no different than defending against 3 base muta or any other muta play. Simply get a cannon or 2 in each mineral line and tech to blink asap. If you opened stargate then keep getting phoenix to help shut down the mutas, but do not try to reactively make phoenix if you don't already have a stargate. The majority of 2 base muta openers are geared towards setting up for a macro game, so expect the zerg to expand behind it. You should also plan accordingly, and take your own 3rd as early as possible. The later you wait to take your 3rd, the more difficult it will be due to the increasing size of the muta ball. See the section on playing against mutas for more info on fighting mutas as the game goes on.

Infestors
    Yugioh games
    There are two ways this zerg opener can go - it can either lead to a timing with an infestor/ling attack, or it can lead to a 3rd and standard macro play. The best response against infestor/ling is to get colossus asap with mass zealot support. Keep your sentry and stalker counts low since they are not very effective against infestor/ling. Upgrades will also help immensely against this composition. Eventually you'll also want blink stalkers but don't let your progress towards this tech path delay your colossus. Keep an eye out on the zerg - if you see him transitioning towards a standard game by getting a 3rd, you should follow suit as soon as you get colossi out on the field.
    Note that as an alternative to colossus, zealot/archon also works extremely well against infestor/ling. The only caution I have against zealot/archon is that if the zerg doesn't attack and instead gets a 3rd, turtles up, and transitions to roach/infestor, your zealot/archon composition will get countered hard by the roaches and it's much more difficult for you to switch out of that comp. You can consider going zealot/archon and going for a 2 base zealot/archon attack if you already have a council by the time you scouted the infestors (for example if you did a stargate into blink opener, or a dt opener), but if you had the choice between archons or colossus, colossus is definitely the safer choice.

    [image loading] Seed vs Suhosin on Daybreak from GSL, shows a safe reaction versus 2 base play, which turns out to be infestors.

Delayed Third from Zerg/Other two base into macro play
    Besides mutas or infestors, there's really not much else a zerg can do on 2 bases that transitions well into a macro game. Hydras or just plain lair-ugpraded roaches can be done, but there's no reason for a zerg to do it on 2 bases versus 3 unless they are planning an all-in. Against hydras, the obvious response is to tech to colossus while using stalker/sentry to hold in the meantime. Against roaches, use immortal/sentry/stalker, and don't try to tech to colossus too fast, and make sure you have plenty of obs to help against burrow play.

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    One of the most complained about aspects in PvZ is the difficulty with which it takes to take a third base. The build with which you take your third must account for a multitude of builds from Zerg, and to do that, Protoss must do very specific things. Of course, you must prepare for all of the styles mentioned in this guide, but the two most important styles to watch for when taking a third are as follows:

    Stephano Style Roaches
    This strategy revolves around denying the Protoss third. In much of early 2012, Protoss macro play had to be revolutionized to account for this build. Any build must specifically prepare for this style to have a chance against it. Because of this, many modern macro PvZ builds have begun to include immortals. See the Stephano Style Roach section for more information.

    Mutalisks
    Mutas are special, because they warrant a much different response than every other build. Your build must either apply pressure to delay mutas or have an easily accessible counter to mutas, such as a fast twilight or phoenix already on the field. See the muta section for more information.
    For reference, the standard third base expansion timing in PvZ is between 9:00 and 10:30. Anything earlier is considered slightly risky, depending on the build, and anything later is considered late and will fall behind the Zerg.

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    In most macro games, you will eventually have to choose your area-of-effect tech to combat the masses of Zerg. In some builds Here are some pluses and minuses of both options.

    Colossus
    • Does not hit air (mutalisks), so you either have to combine them with phoenix, or make sure your opponent isn’t going to go for a mutalisk transition.
    • Better initially for defense: one colossi without thermal lance goes a long way in defending heavy ling, roach, or hydra based pushes, while your first few templar in addition to the long time it takes to research storm don’t help as much.
    • Because of the previous fact, you can generally transition to colossi earlier than you can transition to templar.
    • Better for offensive pushes. The range of colossi allows you to siege infestor/spine lines.
    • Sometimes uses two robotics facilities, which also allows for double observer/warp prism/immortal production.
    • Can be “countered” with corruptors if your opponent has overwhelming economy, while templars can only be hard countered with broodlords.
    Templar
    • Weak versus roaches, so you have to combine them with a high number of immortals if your opponent is indeed going roaches..
    • Has more harass potential with warp prisms (storm drops, archon drops).
    • Generally a safer choice if you’re not sure if mutalisks are an option.
    • Uses a higher ratio of gas to minerals, so you have to find additional places to spend your minerals, such as zealots, cannons, and expansions.

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    An often ignored aspect of PvZ is keeping the tech tempo in your favor. That is, you always want to have the appropriate tech counter or response to your opponents’ tech. Otherwise, your opponent can keep switching tech and you’ll never be able to be aggressive or threaten aggression, because you don’t hold the appropriate counter.

    For example, if your opponent is getting a spire, prepare for potential mutalisks. Eventually, mutas will show up at your base, and you’re not close to a counter, you have lost the tempo and will be forced to wait begrudgingly in your base until you reach that counter. Meanwhile, your opponent can get free econ and tech up to something like mass broodlords. Again, you will not be able to attack at all until you reach the appropriate counter, the mothership, which takes forever to build.

    For this reason, you should almost never aim for both templar and colossi in the mid-game as Protoss. These two units fulfill similar roles in your army as both can deal with low tier Zerg ground units fairly well. However, if you attempt to get both while your opponent goes for broodlords, you will not have enough resources to successfully get a mothership in time. Only when you somehow know your opponent will be sticking to lair tech should you delay the inevitable mothership for the other AoE tech.

    The key to keeping tempo is scouting and anticipating what your opponent is going to make. As you play more games and gain more experience, you will be able to learn the flow of the game and choose a tech path that accounts for all of your opponents’ tech possibilities.

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Introduction/Zerg Mentality
    All ZvP macro strategies can be classified into three types with three distinct goals:

    Efficient Army Trading
    The Zerg army, supply for supply, is weaker than yours until broodlords come out. Thus, if Zerg chooses this type of strategy, which includes the majority of all Zerg strategies, he will be trying to throw his economy at you, trying to hit you while they are maxed or close to maxed and you are still hovering between 120 and 150 supply. They hope to trade at least somewhat efficiently so that you can never max out with a deathball that can 1a over them. This style wins by either overwhelming you with hordes of units, or doing enough damage so that it’s not viable for you to push out and kill them while they’re investing money into hive tech, usually broodlords.

    Examples of this strategy include:
    • Stephano Style roaches, or any type of Roach Aggression
    • Roach/Hydra/Corruptor
    • Roach/Ling/Infestor
    • Roach/Baneling
    • Ling/Baneling

    Your goal versus these types of strategies should be to hunker down and take the brunt of their attacks. Do not feel pressured to commit to an attack until you are close to maxed as it is your opponents’ job to trade armies with you, not vice versa.Your priority should be to trade as efficiently as possible versus the Zerg when he inevitably tries to attack. One way to do this is to take defensive positions such as forming a concave in the location your Zerg opponent is poised to attack from. Especially attempt to save your key units(sentries, immortals, colossi, templar) so that when you rebuild whatever your opponent has killed, your army will be even stronger.

    If you indeed get get to a maxed army with a good composition (sentries, immortals, colossi, templar heavy) and decent upgrades, and your opponent does not high level tech in the form of a large amount of infestor/broodlords, go for the push, and it should be an easy win. This will happen when the Zerg doesn’t manage to do with enough damage with his pushes or if he’s overly passive, trying for a misguided late tech to broodlords.

    Harass
    With this strategy, the Zerg tries to pin you down in your base, threatening base
    trades. This is usually done with muta, but can also be accomplished with multi-prong attack and drops. The Zerg usually tries to out multi-task you and do enough damage to your infrastructure until you give up and are forced to base trade or they delay enough to get higher tech. Your goal should be to turtle while focusing on not taking damage from the harass. As with Terran drops, the most important thing you can do versus this harass is vision. If you know where the harass is most likely coming from, you’ll be able to position your army accordingly to intercept the harass. However, unlike with Terran, spotter pylons and taking xelnaga towers don’t work so well and you’ll most likely have to rely on obs for most of your spotting purposes.

    Fast Infestor Broodlord
    This strategy attempts to get the ultimate Zerg composition asap. Don’t expect much if any pressure early on and prepare for the late game More on this later.

    Specific Styles/Openings

Roach-Based Pressure Openings
    Stephano Style Roach Max
    The Stephano Style Roach Max is an extremely specific build. Since early 2012, Stephano's 11-12 minute roach max has been the central focus of PvZ and every Protoss build has to be built around how to deal with this style. Two of the best zergs in the world, Stephano and DRG, almost exclusive employ one form or another of this build and it is largely because of this standardized build that they hold much more ZvP success than any other Zerg in the world. The build consists of 2 parts:

    1. Have a solid 3 base macro build that can react to and defend any protoss all-in and come ahead. Every player's macro build is slightly different, but they're all similar and achieve the same infrastructure. This is not "Stephano Style". It is just standard 3 base macro ZvP.
    2. Max on Roach heavy/ling light between 11 and 12 minutes with 4 hatches and 4 gas. Proceed to overrun any attempts by the Protoss to take a 3rd. The timing of the max largely depends on pressure, but for reference, a lower level masters player can max by 12:00 without much pressure while Stephano's record is a 10:50 max. This part is the true "Stephano Style Roach Max", not any build that gets 5 or 6 gas or a spire in the middle of maxing. This game

      [image loading] Squirtle vs Stephano on Antiga Shipyard from Red Bull Battlegrounds

      is an excellent example of this style for anyone who's not familiar with it. In it, the Protoss player does a build that is designed to counter the Stephano Style Roach Max, and does pretty much everything correctly, but still manages to lose.

    As the Stephano Style of Roach Max is the earliest hitting and hardest hitting style of Roach “Pressure”, it is the hardest to defend. Thus, all the tips provided to defend against the Stephano Style can be effectively applied to any other type of roach pressure. The key problem you will have to deal with against any roach aggression is securing a third base. The average Protoss third base goes down between 8 and 11 minutes, while the roach attack can start hitting around 11 minutes. Thus, your third base won’t have kicked in much in time, and you’ll have to rely on essentially a two base economy to withstand the initial blow. The following are some things to focus on against the Stephano Roach style.

    Scouting: Refer to the mid game scouting section for more information on this. The faster you can identify that mass roaches will be coming, the faster you can gear your build towards specifcally dealing with them.

    Sim City: When you can put gateways in sim city, you should; they work just as well, if not better than depots as blockers. In many cases, you can make gateways just to sim city even if you don't need them for protection as they can be more useful in defense than cannons or stalkers for the same price. Over the past few months, sim cities have become much more standardized. For example, on Cloud Kingdom, it’s become common to wall off the ramp at your natural. On Daybreak, you’ll generally find walls connecting your third nexus to the edge near your fourth. It’s recommended that you watch some recent professional games to find some optimal sim cities on certain maps.

    Cannons: Especially behind sim city, roaches cannot focus fire cannons well. Cannon and sentry combos are generally a more efficient use of minerals/gas for defense than pure stalkers. This, of course, does not mean you can mass cannons. Cannons, after all, cannot bounce back a forth between bases and

    Sentries/Forcefields: Good forcefield usage is one of the, if not the most important aspects of roach defense. This is just something most Protoss have to work on. Sim city also lessens the amount of forcefields you have to use. It’s also generally more efficient to use forcefields to trap and kill roaches instead of just delaying and blocking roaches out of your base. One innovation seen mostly in PvT, but also PvZ, is getting faster but fewer sentries. Because sentries hardly do damage, getting 6 sentries early on can equate to the same number of forcefields as 10 sentries later on.

    Macro: Your opponent has an efficient macro build, that with decent macro, maxes between 11 and 12 minutes; you should have good macro build as well, backed by sufficient macro. A good macro build gets your 3rd as fast as possible so that when the roaches do hit, you have the economy to back up your defense. It should also end up with the correct types of units with which you can defend a potential roach attack. Some good builds have been suggested in the previous section. Finally, spending all your money, especially under roach pressure, is just mechanics.

    Unit Composition: Sentries are the most important units by far. Voidrays can work, especially when backed up by sim city/forcefieds to allow them to charge; modern Protosses who rely on voidrays to hold off attacks usually get 2. Immortals also obviously work and are the best unit you can make vs roaches. Blink stalkers, on the other hand, aren't as helpful if you're relying on primarily sim city/forcefields/cannons to defend. This doesn't mean they're bad, as you usually need them to defend possible mutalisks if you didn't open stargate. Colossi are generally a terrible choice, as they cost a lot, their tech costs a lot, and they build very slowly.

    Army Splitting: As you're defending 2 positions, you will need to split your army into 2 parts. There are a few things you can do to more efficiently and correctly place your troops. First is scouting. An observer/voidray/phoenix/hallucination in the area outside your base between your natural and third allows you to devote the proper number of units to each of your two vulnerable bases. Your sim city also allows you to delay the roaches, allowing you to reposition your army.

    Transitioning: The first sign that your opponent is backing off is when you see him taking additional gas. As soon as you see your opponent taking additional gas(5th and 6th), his mindset has switched from relentless attacking into teching. You will know the pressure has subsided for now, so you can begin to opt for your next transition, either templar archives, robo bay, or more gateways for a big push.

    One ray of light against this build is that if your opponent commits a lot and you defend it well, you will almost always be able to go for a push shortly after to take the game with a stalker/immortal based push. Your opponent will not have the gas count to transition to enough infestor/broodlord to hold off your push. Nor will he have any upgrades past +2 ranged, so his lings will not do well either. The following games demonstrate such successful counter-pushes after holding off a Stephano Style-like Roach Max:
    Squirtle vs Nestea on Daybreak from IPL4
    Puzzle vs True on Cloud Kingdom from GSL

    Burrow/Tunneling Claws Roach Max
    This is similar to the Stephano Roach Max, except it maxes slightly slower in favor of burrow and tunneling claws. Prepare in the same way. Tunneling claws and burrow is a huge investment, so you know your opponent will be committing to roach play for a very long time; prepare accordingly by committing a similar amount of resources into roach defense and countermeasures.

    Roach Pressure into Roach/Zergling/Mutalisk
    Puzzle vs Lucky on Daybreak from GSTL
    Roach pressure builds are very common and can transition into a variety of tech paths. The key to doing well against roach pressure into tech is diverting resources from holding off the roach pressure to teching alongside the Zerg and keeping the tech tempo in your favor. For example, if you scout a spire and anticipate mutas incoming, cut a round of stalker production in favor of getting cannons and templar archives up. If you are unsure of your opponent’s tech switch (generally mutalisks or infestors), templar is a more catchall safer tech switch. If your opponent commits to mutalisks, refer to the mutalisk section, with the knowledge that strong Roach/Zergling/Mutalisk attacks can also come at any time.

    Roach Pressure into Roach/Zergling/Infestor
    MC vs Stephano on Daybreak from HSC IV??

    [image loading] MC vs DRG on Ohana from GSL, shows defense into a standard push

    This attempts to do heavy roach pressure and then transition into ling/infestor with a few roaches to counter the immortal heavy composition you will inevitably forced to make. Unlike standard roach/ling infestor this roach pressure into roach/ling/infestor style is usually defensive in nature, only used so the Zerg can survive until he can get broodlords out. Refer to the roach/ling/infestor section or the broodlord section for more information on how to deal with this style. Especially pay attention to the timing pushes subsection in the broodlord section, as if you defended the roach pressure well, your push should have a very high chance of seceding.

Roach/Ling Drop Agression
    Parting vs Symbol on Entombed Valley from GSL
    Parting vs Symbol on Daybreak from GSL
    [image loading] Squirtle vs Hyun on Metropolis from IPL Fight Club


    Drop play, especially only roach/ling drop play, can be hard to spot. Often times, when you don’t see any additional tech besides roach warren Your first clue is speed overlords, as most Zergs will not opt for the overlord speed upgrade without also researching drops at the same time. If you spot overlord speed, it can’t hurt to make one or two cannons at each base just in case. Another hint is the lack of Zerg units compared to what they should have at the time, accounting for the 300/300 resources it takes to research speed/drop. However, at anything below top masters, this isn’t a very good hint as more likely than not, poor macro is to blame for missing resources.

    Make sure you have good vision of the map, especially the areas surrounding your bases with either observers, hallucination, or air units. If you suspect drops, think about in which directions the drops could possibly come from. For example, on Daybreak, the only possible drop position is from the side of your main base. Place a few cannons in drop positions and position blink stalkers there if you can. Try your best to stop the drops from dropping off their payload, as the resulting attack will be extremely hard to hold off. You probably won’t be able to fight with your entire army, and forcefields will be useless.

    As soon by Symbol, a common transition from Roach/ling drops, if it doesn’t kill the Protoss, is roach/baneing drops, as you already have the tech for drops.

Roach/Hydralisk/Corruptor
    [image loading] Puzzle vs True on Atlantis Spaceship from GSL
    Tassadar vs Hyun on Ohana from GSTL

    Shows some successful roach hydra play: Even though the protoss traded somewhat “efficiently”, he was still caught out of position and lost all his important units(colossi), thus partly contributing to his loss

    This composition was once the standard, but it has gradually been phased out bit by bit, so much so that there is only perhaps only a small handful games of this strategy employed this year. This is because of map size increases, map configurations that don’t allow for successful frontal attacks, Protoss having gotten very adapt at defending against hydralisks.

    The first thing to note about this composition is that it will not trade well with an equal supply of Protoss army. Maxed roach/hydra/corruptor will lose brutally to both maxed colossi compositions and maxed templar compositions. Thus, if your opponent is playing this strategy, his goal will be to throw hoards and hoards of Zerg units at you until you eventually collapse. Usually, he will remax with a different composition each time, depending on what units you have. An example of Zerg tactic when using this composition is to attack with an overabundance of corruptors so that he can trade roach/corruptor for colossi. Then, you won’t be able to pressure or attack for a very long time against a re-max that is more ling-hydra heavy.

    In addition, because of the high gas requirement of both hydralisks and corruptors, transitioning into any type of late-game with a roach-hydra army is extremely difficult. Infestor/broodlord requires a lot of additional tech/gas and anything involving ultralisks is not viable for a myriad of reasons(lack of upgrades/synergy/tech requirement/gas requirement). Because of this, a roach/hydra/corruptor tech choice by the Zerg is a rather large commitment, and your opponent must do significant damage with this composition in order to progress with the game.

    As this type of play is an example of an Efficient Army Trading Style of Zerg play, refer to that section for more general information and how to generally play against this type of style.

    Be wary of drop play, especially if you see speed overlords and no spire, as this tactic is fairly common with roach/hydra.

    The most common transition from roach/hydra play is by far infestor/broodlord. Another choice is adding baneling drops into the composition. Finally, a mutalisk transition is always on the table, if the player has not committed too much into corruptors.

Roach/Ling/Infestor
    [image loading] MC vs Sheth on Daybreak from NASL, an example of a passive rendition of this style.
    [image loading] Hero vs Effort oh Daybreak from GSL, defend into pre-hive push
    [image loading] Rain vs Jaedong on Ohana from WCS Korea, shows a double robo reaction

    Creator vs Life on Antiga Shipyard from TSL4
    Creator vs Life on Cloud Kingdom from TSL4

    [image loading] Seed vs Life on Antiga Shipyard from GSL, shows how saving key units and getting both colossi and storm can wreck lair tech Zerg

    There exist a number of ways to play a roach/ling/infestor style, all of them characterized by the level of aggression. As a Zerg, you can choose to lean towards ultra aggressive, pushing with swarms of units when you initially max, or you can play more passively, similar to a fast infestor/broodlord rush, but slower and with more potential aggression. The best way to distinguish between the two paths is the hive timing and the existence of a spire. If neither of these exist, look forward to an a huge attack in the near future.

    The best and most easy way to deal with this composition if your opponent opens with roach/ling/infestor, especially of the aggressive type, is with colossi, as they are
    • Easy to get
    • Only one matters a lot
    • They do well against all three types of units in this composition
    • Because of the high gas requirement of infestors, corruptors in addition to infestors are hard to fit in, in the early stages of the game.
    As this type of play is an example of an Efficient Army Trading Style of Zerg play, refer to that section for more general information and how to generally play against this type of style.

    Broodlord/infestor is the most common transition
    Mutalisks are also viable, especially if your opponent feels you’ve made too strong a commitment to colossi.

Roach/Baneling Drop
    Someone vs Coca on Antiga from GSTL Oz?
    Parting vs Symbol on Entombed Valley from GSL

    [image loading] First vs Losira on Daybreak from MLG Summer Arena, shows good splitting versus baneling drops in the last battle

    If your opponent chooses this composition, he will be looking to open with roaches but also incorporate baneling drops, which can ignore forcefields and potentially devastate almost any Protoss army. Although harass and multi-pronged drops are definitely worry-some, the main threat of this composition is a frontal attack

    Any composition involving banelings has the potential to be very volatile; that is, depending on how both players engage, either player could come out of the battle with an overwhelming advantage. The entire Protoss army could be obliterated or Protoss could lose 10 supply while Zerg loses his entire initial army.

    Use forcefields to block off roaches. Then, your entire army will be able fight the overlords and banelings dropping from the overlords, instead of also having to deal with roaches.

    Immortals are especially useful against this composition, as they obviously do well versus roaches, but can also take 19 hits from +2 banelings.

    The most important concept against this strategy is to spread your units to minimize baneling splash damage. Blink your stalkers into a concave.

    Sometimes, Zerg will add infestors into the mix to pin down your units so that baneling splash damage will be even more effective. Against this, it’s even more important to pre-split your army.

    As this type of play is an example of an Efficient Army Trading Style of Zerg play, refer to that section for more general information and how to generally play against this type of style.

    From roach/baneling, infestors are the most common transition in order to keep Protoss units still. Both broodlord and ultralisk transitions are viable in the late game, as unlike most other styles, you’ll have melee upgrades already done in the mid-game. In addition, speedbanes have great synergy extremely well with ultralisks.

Zergling/Baneling Play
    [image loading] JYP vs Dimaga on Daybreak from Dreamhack Summer, shows a templar response.
    [image loading] Tear vs Hyun on Entombed Valley from GSTL, shows how effectively ling/baneling infestor can trade with a stalker/colossi army. Tear eventually does win however, because of his effective opening, effective harass, and effective splitting in the last fight.
    [image loading] Sase vs Dimaga on Entombed Valley from HSC V, shows a typical colossi based macro response
    [image loading] Sase vs Dimaga on Ohana from HSC V, shows a templar based response

    *Your opponent will be relying on baneling drops to do most of his damage with lings used to surround and clean up.
    *Head towards either templar or colossi immediately after you scout this. Regular gateway units will not be able to deal with this effectively. Colossi are better initially in smaller numbers for engagements, but templar allow for some better harass ability.
    *This is one of the only mid-games for Zerg for which you should be heading towards both templar and colossi. Once you secure three bases and one of these tech paths, immediately begin gunning for the other, especially if your opponent is sticking to mainly lair tech.
    *Spread out your units in any engagement. Banelings can trade effectively against almost every unit if the units are clumped.
    *Spread out cannons. You don’t want banelings to do extra splash on your cannons.
    *Beware of baneling drops on your mineral lines, which can be devastating. Place cannons in the likely drop paths to your mineral lines. Another trick is to place a stalker in the path so that banelings will auto-target the stalkers.
    *As with the roach/baneling style, Zerg will often add infestors into the mix to pin down your units so that baneling splash damage will be even more effective. Against this, it’s even more important to pre-split your army.

    *As this type of play is an example of an Efficient Army Trading Style of Zerg play, refer to that section for more general information and how to generally play against this type of style.
    *This composition can effectively transition into infestors, ultras, or broodlords. As your opponent is transitioning, make sure you get the appropriate counter: Colossi/templar for ling/bling/infestor, a huge archon/templar/immortal/colossi deathball versus ling/bling/ultra, and a mothership versus broodlords. Refer to the appropriate late game sections for more information.

Mutalisk
    Precursor to Mutalisks
    If you want to play a macro build, first you have to make sure your build can handle muta in some way. Many losses to mutas are actually lost before any mutas even pop out. Any build that can potentially hold mutas should include either some type of aggression, a 3rd base already up, or the mean with which to take a relatively fast 3rd base after the mutas come out.

    Aggression or perceived aggression forces units that are not mutas and will delay the mutas. For example, if you have colossi already out and suspect a muta switch, but are unsure if your opponent is making mutas or corruptors, push out a bit. This will force your opponent to make other units, better at fighting, delaying his mutas. Or it will force him to make corrupters instead; then you can retreat.

    A 3rd base already up saves you the trouble of taking the 3rd, which is one of the biggest complaints when dealing with muta. The means to take a 3rd, such as blink already finished, accomplishes something similar. Examples of bad builds include sitting on 10 sentries or a blind commitment to colossi versus fast muta.

    Establishing your Third Against Mutalisk Openings
    The following is a common frustration:
    • I can't seem to secure my 3rd base with mutas and lings harassing everywhere! The seemingly contradictory answer to this is to try to set up that 3rd earlier.
    • When Zergs first get their mutas out, they’re usually spending their minerals on drones and additional bases. If you try to take an expo at this timing, you’ll only have to deal with a small handful of mutas. However, if you delay for a little longer, you’ll have both mutas and zerglings to deal with.
    • Also, the later you try to expand to your 3rd, the bigger the muta ball is, and the harder it will be for you to safely get your 3rd up. When there’s only 12 mutas in the muta ball, it takes a while for the mutas to actually kill a nexus warping in, and thus you have some time to get your stalkers there to defend. But when the muta ball gets to 20 or 30 mutas, they can do an insane amount of damage in the seconds it may take your stalkers to get into position to defend.

    Against Delayed Mutalisks/Transitions to Mutalisk
    If you suspect a possible mid-game transition to mutalisks, consider pressuring your opponent when you think the mutalisks are about to pop out. This situation occurs most often when you’ve opening colossi. If you allow your opponent to pin you down with 10ish mutas when your tech solely consists of colossi and blink stalkers, it will be a long time before you can sucessfully secure your bases and move out. By that time, Zerg will have all the bases and tech he needs to crush you. Instead, move out as you scout the spire to give yourself more options. Often, your opponent will be forced to make actual fighting units instead of really fast greedy mutalisks. If your opponent makes corruptors, safely retreat home. But if he too greedily makes mutalisks, you have the option to go for the kill.
    San vs Line on Atlantis Spaceship from GSTL is an example of a successful execution of this concept.

    Tech Paths Against Fast Mutalisk

      Option One: Blink Stalker into Templar
      There are 2 tech paths that can deal with mutas. The first is a blink stalker into templar with mass cannon defense, which should be your response to mutas in a vast majority of games. Blink stalkers allow you to zone the mutas out and delay for your eventual templar. The templar allow you to leave your base as you can defend bases from mass muta with just 1-2 templar at each base and a bunch of cannons. They also provide the AoE to effectively combat mutas out in the open as well as the means to deal with banelings and infestors. With most builds, this is the tech path you will be choosing.

      Defending Multiple Bases Against Harass
      You’ll need a few cannons in each mineral line early on, which will mainly serve to buy you time for your stalkers to get there. I usually get 2 cannons per mineral line, but anywhere from 1-3 should be fine. As the muta ball gets bigger, you will need to start leaving at least a HT in each mining base. Add additional cannons as your excess minerals allow and as you see the muta flock increase in size. Especially leave units that aren’t stalkers in your 3rd, as it is usually the only base that is susceptible to attacks and nexus snipes from a Zerg ground force.

      Cannon placement is very important against mutas, especially the first few cannons. You want your cannons to do the most work as possible for each 150 minerals you spend. Keep cannons close to each other so that mutas cannot pick them off 1 at a time. Also, build them on the side of your minerals that face the direction mutas will likely come from. For example, if you are at 9 o'clock on shattered and the zerg is at 6, you should place the cannons near the bottom of the mineral patches below your nexus.
      Screenshot?

      As with against Terran drops, the most important thing versus muta harass is vision and awareness of where the mutas are and where they can hit. A good piece of advice is to make lots of observers against muta if you already have a robotics to spot where the mutas will be coming from. Spread the observers around the map so that you can detect where the muta ball is at all times and then you’ll have a lot of advance warning where the mutas will strike next, giving you time to move your stalkers in position to defend. It can also be helpful to split your stalkers into 2 separate groups and keep them in separate bases. However, if you get your observer network set up, this isn’t even really necessary. Yes, observers cost quite a bit of gas, but it’s well worth it. You will be utilizing valuable robotics time, which you wouldn’t be using anyways, so that is a non-issue.

      When to Make Archons
      As you transition to templar, you will also have archon tech available to you. However, because gas is valuable, 90% of the time, you will want to invest this gas into templar and more stalkers. Archons, in comparison to templar, are worse against both mutas and lings. Archon splash is rather pitiful and can be combated via magic box. Their cooldown is not that great so when the muta flock gets really big archons can be picked off while getting in only 2-3 shots. Meanwhile storm has a much larger radius, a much larger range. Templare are also much more useful in base defense against mutas, as they’re not as big and clumsy as archons and their range is much better for zoning the mutas out of your base.

      There are three situations when you do want to make archons:
      1. After you’ve stormed. Mutas usually target HT as their first priority so it’s rare for a HT to live long enough to gather energy for another storm.
      2. You have 2 or more HT near each other, mutas have spotted them, but you don’t have energy to storm. Spam that c key to gain enough hp as an archon to survive.
      3. You already have enough templar and have excess gas. After you have around 1-2 templar guarding each base supported by cannons and around 4 templar in your main army, you can begin to use your excess gas for archons. 10+ templar in your army is overkill for storm and archons will be extremely supply efficient in a big army if you have the available resources.

      Protoss Harassment Against Zerg
      The strength of muta play is the ability for the Zerg to expand everywhere and keep the Protoss in his base. The Zerg will have map control and he can possibly have overlords spotting every bit of the map in addition to uncontested creep spread if he wants to. As such, harass against mutas can be extremely difficult.

      Most of the time you’ll have to rely on harass via DTs and/or zealots to try to kill expansions since if you move out with your main army, mutas will just counter into your base as soon as you leave. DTs are also a bit of a gamble since they are a huge gas investment, but can be really effective at taking out expansions. If you get lucky, zerg won’t spot your hidden pylons, but you usually have to sneak a probe out for pylons before the mutas come out. If you use warp prisms, try to make sure the Zerg doesn’t see it by knowing where the mutas are, scouting a clear path with observers, and avoiding watch towers.

      Attacking/Moving Out
      One of your main goals against muta is securing your bases well enough so that you can move out. This means a huge number of cannons with spread out templar support at each base. In addition, you will want a large number of gateways to support your push and some templar in your main army for actual combat. I want to emphasise that storm is the key to both attacking and defending as it will provide large amounts of damage and be effective against most Zerg units for little supply. In most cases, you will be close to maxed at this point, but it’s fine to attack earlier if you secured your bases early, you look little to no damage with the initial muta harass, and you don’t see lots of low tech units on the map such as banelings or roaches. Don’t feel pressured to move out too early as it will be risky and you may lose in a base trade. It's perfectly ok if the Zerg takes the entire map and a billion expansions if he can't kill you with your invincible army.

      Transitioning after Blink Stalker/Templar: Mothership

      The next step with this tech path is usually mothership. The mothership transition accounts for all possible transitions from mutas and stalker/templar/archon/mothership ball is unbeatable except by a large well-spread group of broodlords covered by infestors. The mothership can either be gotten on 3 base if your opponent is really putting on the pressure with tons of mutas and low tech units or 4+ base if you don’t feel as much pressure. Do not start heading for mothership until you have secured all your bases well and until you have secured a 4th if at all possible versus what your opponent is doing. Also keep in mind that you don’t always have to transition into a mothership. Sometimes, it’s better to stay on gateway/templar/immortal and kill your opponent off. More on this transition can be found in the muta into Zerg transitions section and the dealing with broodlords section.

      Replays of this Execution:
      Seed vs Suhoshin on Entombed Valley from GSL shows perfect defense into a push versus mutalisks
      [image loading] http://www.gomtv.net/2012gsls4/vod/70579
      Hero vs Dimaga on Talderim from ??
      Naniwa vs someone on Belshir Beach from some GSL thing
      Seed vs Curious on Entombed Valley from GSL-shows an extremely standard pvz involving mutas into hive play in addition to observer usage to defend against mutas
      Puzzle vs Leenock on Entombed Valley from TSL4 Qualifers shows perfect reactions and play versus mutas into banelings into broodlords.

      Option Two: Phoenix with Range:
      The second option you have versus mutas is a phoenix tech path. Using phoenix to deal with muta can only be done if you have a substantial amount of phoenix already on the field when the mutas pop. Thus, this response to muta can only be done when you have opened stargate and made a few phoenix to harass. Do not try to make reactive stargates and phoenix to counter mutas. It will not work as the muta ball will get too big before you can get substantial phoenix numbers and you’ll take too much damage before your range upgrade is online.

      As soon as you spot the spire for potential muta, throw down a fleet beacon and get the anion pulse crystals(phoenix range upgrade) while going to around 7-8 phoenix. This allows you enough to deter any phoenix harass. Plant a few cannons at each base, but much fewer than you would with a templar response, as these cannons are just to buy some time for your phoenix to get to whatever base is being attacked by the mutas. Do not be too offensive with the phoenix, especially if you know infestors are out, because if your phoenix are fungaled, it’s pretty much game over.

      As soon as you have the gas, you’ll want to be shooting for colossi. This may seem counter-intuitive, but colossi are required to deal with any ground force your opponent can muster while your phoenix take care of the mutas. Phoenix + gateway units just aren’t strong enough to deal with lings, banelings, roaches, or hydras. Templar would not be a good complement to phoenix as colossi are. Their strength against mutas is already covered by your phoenix and they take too much gas and don’t do well versus roaches.

      Late game with phoenix/colossi versus mutas plays much differently than with blink stalker/templar. Play as if you’re using a stalker/colossi ball while using the phoenix as a separate entity to chase down the mutas.

      Hero vs Curious on Metropolis from GSL
      MC vs Stephano on Entombed ? from IPL Challenge
      Hero vs Stephano on Entombed from EGMC

      Option Three: Double/Triple Stargate
      A rather uncommon way to fight mutas is to throw down 2-3 stargates as soon as you see the spire being thrown down. This only works when you have 3 base economy and if you scout the spire extremely quickly.

      Puzzle vs Lowely on Daybreak from NASL
      Sase vs Leenock on Entombed Valley from MLG Spring Championship

    Zerg Transitions
    The most common transitions from muta in relative order is as follows:

    1. Banelings: One of the most important things versus banelings is to keep your initial sentries alive. Banelings become way more effective when there is no sentry support. You should differentiate between a commitment to banelings and the use of banelings as a temporary defense with either broodlords or ultras as a eventual transition in mind. With the former, turtle a bit more on 3 base and try to take the brunt of the attacks without losing too much. Always position your army in chokes so that banelings can’t flank you and you won’t have much space to forcefield if they do try to engage you. If your opponent is trying to transition into late game tech, push out and try to end the game if you have a big enough army. Refer to the baneling sections for more tips.
    2. Infestor/Spine/Broodlord: Mothership is your friend here. If your opponent goes for this transition, he probably won’t have as big a muta flock, so you can afford to be more greedy. Take a 4th much faster than you normally would and begin preparing for the transition. See the late game broodlord section for more information.
    3. Roach: As with banelings, this transition usually aims to kill you if the mutas do a lot of damage. Thus, stay on 3 bases for a longer time until you are sure you can definitively crush his army. If you beat his army once, you should be able to push to his main and win the game, because your opponent won’t be able to remax on an army to challenge you.. Add immortals to your army. as they cost little gas, make use of your robo, and are very effective against roaches.
    4. More Mutalisks: Add an almost exorbitant amount of cannons and make sure you have enough templar to cover every base. A mothership can be helpful for recall, but you can also just rely on a gateway/templar army with lots and lots of cannons.
    5. Ultralisks: This is usually a pretty bad transition and will only work as a finisher if the muta harass harass put the Protoss player in an un-winable situation.

    Other Tips
    Upgrades are extremely important against muta ling, including armor and shields. They’re also very important versus a potential broodlord transition. Keep your forge spinning and consider getting a 2nd forge.

    Keep expanding! There’s no reason to be satisfied with 3 bases. When your 3rd base is secure, start looking to expand to your 4th. Then your 5th. Don’t stop expanding, expanding doesn’t cost gas.

    When engaging mutas with blink stalkers, don’t blink into them. Walk up to them as far as you can, and only blink to chase as they start to run away.

    Spend your minerals: Gas is what you really need to deter mutas, so often times, you may find yourself with a mineral excess. Spend it! Add gateways to a minimum of 12 and to an average of 16 on 3 base blink/templar play. Add pylons so you’ll never get supply blocked and all your buildings don’t get unpowered from one Artosis pylon. And most importantly, add cheap cannons so you don’t lose needless probes.

    Keep important tech buildings away from the edges of your base. There’s no need to put pylons around the edges of your base against mutas.

    Never base race against mutas. Sometimes the mutas may get into a mineral line and cause some damage, and you may be tempted to just say screw it and go all-in, but resist the urge. You will lose if you do. Stay calm and focus on defending.

    A note on storming: make sure you're targeting underneath the mutas(their shadow). Turn flyer helper on in settings.

Ling/Infestor, Turtle to Broodlords
    Genius vs Ret from Dreamhack
    Scout this asap by seeing an infestation pit and a fast morphing hive. The first broodlords will pop out at 15:00, so plan everything around that timing. You should be gearing towards either dedicated aggression or more passive play into heavy tech.

    MC vs DRG on Metropolis from MLG Arena II Set 2
    Keep in mind however, that this 15 minute broodlord build can hold almost any aggression if your opponent doesn’t make an mistake except for extremely fast colossi pushes. For example, in this(link) game, MC hides 3 colossi and tricks DRG into doing the broodlord build. MC easily wins with this push. Keep in mind, however, that colossi this fast usually isn’t a viably safe build.
    Naniwa vs Slivko on Metropolis from Dreamhack Summer
    In this game, Naniwa hits a perfect reactive 4 colossi timing push that kills Slivko.

    Tear vs Symbol on Entombed Valley from IPL TAC
    [image loading] youtube.com/watch?v=ZUeRWyGrutI&feature=player_detailpage

    4 colossi timing

    Refer to the late game section on broodlords for more information.

    Versus any other strategy, you will have to choose to dedicate into either colossi or templar as your area of effect damage before broodlords come out. One interesting aspect about playing versus fast broodlords is you have free choice over your AoE tech. Colossi allow for a better initial army to fight off broodlords, while templar and storm allow for a more harass based response. Both are viable and there’s no current consensus on which is better.

    Ace vs Bbongbbong on Cloud Kingdom from GSL shows an example of a standard templar-based response.
    Crank vs Freaky on Entombed Valley from GSTL shows an example of a standard colossi-based response.


[image loading]

[image loading] top
    By far the lesser used of the two late game Zerg options in PvZ, ultralisks still remain a threat and you must account for them. The biggest criticism about ultralisks is that every Protoss unit can potentially do well versus them. The biggest problem is that they cannot break a wall of zealots and thus give Protoss an effective mineral dump whereas usually, minerals are relatively useless for Protoss.
    That is why when used, ultralisks are most often coupled with banelings. Banelings and ultralisks cover each others’ weaknesses very well. Ultralisks stomp on forcefields, clearing the path for banelings and banelings kill zealots fast, letting the ultralisks reach the meat of the Protoss army. If banelings didn’t exist, ultralisks would be completely useless and this guide would simply tell you to make zealots. However, this is not the case, so the rest of this section will talk about how to deal with the combination of ultralisks and banelings.

    The money units you want are archons, templar, immortals, and colossi. Thus, try to keep your stalker count to a minimum. Yes, a mostly archon/templar/immortal/colossi composition is very gas intensive, but an ultra/baneling based army is one of the most expensive armies in the game. Like with certain mid-game compositions, this composition attempts to throw army after army on you, hoping to crush you with economy. Your job is to be extremely cost efficient in your trades and play defensively to that aim. If you can somehow turtle while slowly maxing out on this composition, your army will be invincible. To do this, try to position your army in defensive positions, such as in chokes or in a concave. Spread out your army as much as possible to reduce baneling and ultralisk splash damage.

    Other Tips
    As you scout a hive, you should have a mothership up anyways to deal with a potential broodlord switch. The mothership is useful for vortex, but do not throw all your units into a vortex. Ultralisks and banelings will out-damage archons coming out of the vortex and you will lose your entire army instantly.

    After all the banelings blow up, feel free to warp in rounds of zealots to tank ultralisk shots.

    If you have sentries left in your army, research hallucination. Hallucinated archons can make great tanks against ultralisks when you can’t forcefield.

    Symbol vs Seed on Ohana from GSL shows somewhat effective ultralisk usage in PvZ.
    Seed vs someone on Entombed Valley from GSL shows how ultralisks can get bungled in a choke.
    Parting vs Symbol on Daybreak from GSL shows how being overly aggressive versus baneling ultra can easily result in a loss. Passive play while building up an archon/templar/immortal based death ball would have won the game.
    Parting vs Symbol on Cloud Kingdom from GSL ends in just one second and shows just how powerful this composition can be.

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Prerequisites for Macro
    Before you can reasonably go into a long macro game versus broodlords, there are some perquisites you must have:
    • Blink Stalkers
      You will need a way to actually attack the broodlords. Stalkers with blink are usually the initial answer. If you don’t have blink by the time broodlords come out, you’re probably doing something very wrong.

    • Some form of consistent AoE
      Templar are usually great at area of effect damage, but you will need something more consistent to deal with the respawning broodlings. Either archons or colossi are required.

    • Upgrades
      Against any ground based composition, armor/shield upgrades are not very important versus, because you can rely on good forcefields and defensive blinks to increase the longevity of your army. Versus a broodlord based army, these tools are close to useless. You must offensively blink versus broodlords and forcefields often hurt more than help. Armor/shield upgrades are especially important, because ling and broodling damage is greatly reduced by these upgrades.

      Before broodlords were really figured out by either Zergs or Protosses, Huk famously used a heavily upgraded double forge ground army versus broodlords to decent effect. The following game demonstrates how effective upgrades can be versus broodlords.

      Huk vs Morrow on Metalpolis from WCG 2012

      Even though upgrades are important, they shouldn’t be your first priority. Rather than recommending double forge every game(although this is a viable strategy), this guides stresses continuously upgrading and consistently chronoboosting your forge. Do not stop at 3 attack /1 armor!

Timing Pushes
    Timing pushes are one good option to deal with broodlords. Use timing pushes when you believe the Zerg has been too greedy in getting his broodlords. Here are a few guidelines for doing timing pushes against a Zerg going broodlords.

    Judging Whether a Push Can Work
    It’s easy to judge whether a push against 15 minute broodlords can work, because the game will be very controlled. It is much harder if the game is a 25 minute slug-fest with many army trades where hive only starts at the 25th minute. To judge whether your push will work, first consider the hive or greater spire timing. Especially if you see when the hive beings to start morphing, you can start an internal timer in your head, counting down to when broodlords pop out. For reference:
    Infestation Pit build time: 50 seconds, Time till broodlords: 4 minutes 44 seconds
    Hive build time: 100 seconds, Time till broodlords: 3 minutes 54 seconds
    Greater spire build time: 100 seconds, Time till broodlords: 2 minutes 14 seconds
    Broodlord morph time: 34 seconds

    Next, imagine your potential army you will have about a minute before broodlords will pop out. Is this army strong enough to beat anything your opponent can muster minutes the broodlords? If the answer is yes, then go for the push. As a guideline, you will usually want at least 170 food supported by at least 3 colossi. Unit compositions that do not include colossi will generally not work, because infestors and spines can cover any compositions that don’t involve colossi. Try this method in replays where you’re indecisive about a timing push or in pro games when you try to judge whether the pro should push or not.

    Anyways, as soon as you confirm hive tech, make a snap judgment whether you want to go for an all-in timing push, whether you want to play an extremely passive macro game, or something in between. If you decide on the timing push, begin adding gateways in preparation for the push and begin to cut robotics units in favor of a warp prism.

    Keep in mind that if your opponent get broodlords out, it’s still not over. The holy trifecta is broodlords, spines, and infestors. As long as there’s not a substantial number of all three up, there’s still hope for your push.

    See MC vs Stephano on Daybreak from some tournament for an extremely close call. MC does a push when broodlords are already out, but because there are few infestors and no spines, MC still breaks through.
    See MC vs DRG on Metropolis from MLG Arena I for a failure due to unit count.
    See MC vs DRG on Metropolis from MLG Arena II for a extremely tricky build/timing push that punishes the 15 minute broodlords.
    Alicia vs DRG on Cloud Kingdom exploiting map/bypassing spines

    Sase vs Dimaga on Metropolis from HSC V shows a unique chargelot/immortal/templar timing
    [image loading] http://www.twitch.tv/taketv/b/323978625?t=7h35m3s
    Seed vs Symbol on Daybreak Set 1 from GSL- 4 colossi timing against later hive
    http://www.gomtv.net/2012gsls4/vod/70607/?set=3&lang=

    Concaves
    Always form a concave around your opponent’s spines when sieging. In contrast to versus roach/hydra where you prefer a ball when attacking, you want to attack in a concave against spines supported by infestor. Protosses should move in deathball formation only to prevent getting surrounded and to most efficiently use forcefields. It is highly unlikely that you will get caught off-guard and flanked by a strong army if your opponent is massing spines and try to tech to infestor/broodlord. Also, infestors will absolutely destroy units attacking in a ball if they are clumped up. If you attack in a concave, your units will cover each other better and fungals will hit fewer units. See Puzzle vs True on Cloud Kingdom from the GSL for a game demonstrating the importance of attacking with a concave against spine/infestor. One of the many reasons Metropolis is such a good map for broodlords is that it’s extremely hard to attack in a concave against a spine wall on Metropolis’ narrow corridors.

Warp Prism Play
    Warp Prism harass is almost an essential part of late game PvZ, so much so that some players such as Hero, Ace, and Squirtle build the robotics support bay just for the purpose of researching warp prism speed without building a single colossus. Warp prism is so effective, because the bulk of the Zerg army in late game, broodlords, are so slow and immobile Thus, defending warp prism harass relies heavily on static defense and low numbers of roach/ling. As the Zerg army grows higher in broodlord count, the roach/ling count will diminish even more, making the Zerg player even more vulnerable to prism harass.

    Effective warp prism harass, just like effective drop harass in TvP, pulls your opponent back and forth between multiple threats. If you present only one threat, your opponent can focus all his attention to that one threat and fend it off easily. With that in mind, always either be harassing with at least two prisms or at the very least posturing with your main army in addition to your one prism harass.

    If you can, clear your opponent’s overlord spread and creep spread as much as possible before dropping, lowering his map vision and giving him less time to react to your drops. This is similar to Terrans scanning and killing your observers.

    Load up your prism before dropping. Sentries and zealots begin to become useless in the late game, so use this chance to get rid of them. Sentries can be used to forcefield your opponent’s main ramp and keep his army outside, letting you ravage his main. Templar drops are especially effective as they cannot be prevented by spines, unlike zealot harass. Zealots are, of course, should be the main warp-in unit and are a good mineral dump. You should get charge as soon as you feel you can afford the gas. This makes your harassing zealots twice as effective. Dt harass can be good, but it’s risky to invest so much money into both a dark shrine and dts if you’re not sure it’s definitively going to do damage.

    Hero vs Dimaga on Shattered Temple from something shows classic multi-pronged Hero harass that involves templar, chargelots, and archons.
    Ace vs Bbongbbong on Cloud Kingdom from GSL shows great warp prism harass with sentries, templar, zealots, and dts.
    Squirtle vs Ret on Metropolis from Red Bull Battlegrounds shows warp prism harass bringing Squirtle back into the game from an unfavorable position.
    Squirtle vs Stephano on Entombed Valley shows more great sentry drops, which allows Squirtle to snipe a spire and threw Stephano off enough that Squirtle was able to beat Stephano’s broodlord head on, because Stephano forgot spines with 7k minerals.

Map Considerations
    A big mistake that is often made, even at the professional level is taking the wrong bases against broodlords. For example, if you plan to play a more defensive macro style versus broodlords, it’s usually better to take a side base as your 4th instead of a center base. Spread out broodlords camped in the center can be impossible to deal with. On the other hand, if you catch broodlords trying to move towards your natural and hovering over your central base, it will be a much easier fight.
    Another thing that taking the center does is that it pins your army down. Base trading versus broodlords is a very valid strategy, as broodlords are very slow in reacting to base trades. Going back to the example on Daybreak, if you take the central base and your opponent attacks, you have to defend it, because if you try to base trade, he will easily be able to go back quickly and defend. In contrast, if you take a side base and your opponent tries to attack a base, you can theoretically try for a base trade. Threatening base trades is especially effective on maps that have many paths and are open such as Cloud Kingdom and Talderim Altar. More on this later.

    Hero vs Ret on Daybreak from Dreamhack Summer is ones of the best games to learn how to deal with broodlords in general. It showcases many topics discussed in this portion of this guide including dealing with 15 minute broodlords, correct tech paths, multitasking, warp prism harass, pulling the Zerg army in different directions, and taking the correct bases.
    [image loading] http://www.twitch.tv/dreamhacksc2/b/321773208?t=5h29m30s

Mothership/Archon Stage
    If you, in any way, plan to play a macro game versus broodlords, you must head for the mothership as soon as you smell broodlords. A big misconception is that the mothership is only good for archon toliets. Besides instant killing a Zerg army, vortex is also useful for taking large portions of Zerg armies out of the game. The real story is that the biggest advantage the mothership gives you is that just the fear of a potential vortex forces your opponent to spread his broodlords.

    Even against the splash damage of colossi and Templar, Zerg always wants to keep his broodlord army clumped together if at all possible. When the Zerg army is clumped, all their units cover each other, so you cannot pick off individual Broodlords Normally, an army consisting of ten broodlords, a handful of Infestors, and ground support will easily beat an army of colossi, stalkers, and archons. But as soon as you add in the mothership, the whole dynamic of engagements changes. Zerg is forced to split his army so that one vortex cannot single-handedly take out half his army. Idealy, he will want to split his broodlords in clumps of 2 or 3 so that any one vortex doesn’t take out a majority of his most important units. Because your opponent is forced to split his broodlords, this gives you more opportunities to pick off stray broodlords. It also prevents each broodlord from doing their maximum potential damage, as or fear of the vortex, broodlords are usually on the hold position command, so not all the broodlords will be attacking all the time. The following is a demonstration of a game where the Zerg loses because he over-splits his broodlords in fear of a possible vortex from the mothership.
    Hero vs Stephano on Metropolis from EGMC
    Squirtle vs Ret on Cloud Kingdom from Red Bull Battlegrounds

    In addition, the threat of vortex forces your Zerg opponent to be much more careful when moving across the map. He must control each small group of broodlords individually, which requires a lot of apm. You can abuse this by darting back and forth between Zerg’s bases on certain maps. In order to move his army to defend these bases, it will take much more effort and strain for your opponent to move his army than it does for you. If your opponent makes a mistake, you can capitalize by vortexing his army and winning the game. Or you can take advantage by harassing somewhere else at the same time, further diverting his attention.

    Archon Toilet
    Archon Toliet should be mentioned, but there’s not much strategical to say about it. Get a good vortex, put a few archons in it, and kill off your opponent’s whole army instantly. There are a few things the Zerg can do after the vortex hits his broodlords.

    The first is putting lots of banelings in the vortex along with the archons to instantly kill archons as they pop out. For this, don’t put all your eggs in one basket as in don’t put all your archons in one vortex. Throw in just a few archons so your opponent will think twice about throwing all his banelings in. Then, rely on templar to damage the broodlords. Another option you have is saving enough energy for two vortexes so your opponent will need even more banelings to prevent the archon toilet.

    The other option Zerg has is to throw infested terrans in and around the vortex so that archons cannot splash the broodlords for maximum damage. Storm the infested terrans around the vortex and storm the units as they come out of the vortex to kill both the broodlords and broodlings.

    Don’t lose your mothership! If you carelessly lose your mothership or get it nerual in late game PvZ, the game is as good as over as your opponent won’t be force to spread and can easily 1a to victory. Such is PvZ. The following games should provide some cautionary tales.

    Hero vs Leenock on Antiga Shipyard from GSL
    http://www.gomtv.net/2012gsls4/vod/70597/?set=6&lang=
    Squirtle vs Leenock on Cloud Kingdom from GSL
    http://www.gomtv.net/2012gsls4/vod/70597/?set=8&lang=

    Judging Your Opponents’ Army
    If you can, try to get a good idea of how many broodlords your opponent has. 6 broodlords play a lot differently from 10 broodlords. And 20 broodlords means that if you don’t get an insane vortex off, you have no chance of winning. The Zerg’s supporting army can tell you a lot as well. Any ground units that aren’t infestors are only meant to discourage blinks under the broodlords and lings are generally better for this than roaches just based off of the dps they do. A broodlord army supported by a ton of roaches is usually weaker than one supported by lings and much weaker than one with more broodlords and just a handful of lings.

    Engagements
    Always try to engage broodlords in open ground if at all possible. This will allow you to more easily pick off stray broodlords out of position.. It will also prevent broodlords from hiding above impassable ground, thus making them hard to target with stalkers. Try to spread out before you engage so you don’t get your entire army trapped in some chain fungals.

    Base Trade-ish Style
    One style that can be effective against broodlords and infestors is a multi-pronged harass and base trade style, one that aims to delay the zerg maxing on complete broodlords and tries to dodge the Zerg army as much as possible. This strategy is fairly good on open maps with many paths such as Cloud Kingdom or Talderim Alter. It is bad on maps that don’t have many multiple paths of attack such as Daybreak. Use warp prisms in combination with your main army to pull the immobile Zerg army in all directions. Use your mothership’s recall ability to get out of sticky fungal situations. All Protosses should use this tatic somewhat in PvZ, but Ace vs Bbongbbong on Cloud Kingdom from GSL show an extreme version of this style.
    [image loading] http://www.gomtv.net/2012gsls3/vod/67541/?set=11&lang=

    Prevent your opponent from pinning you down with his broodlords. If he does this, you lose your ability to base trade as your are either forced to engage his army or your opponent will get a huge head start on the base trade. Try to keep track of where your opponent’s broodlords are at all time with observers and general good vision of the map and move your army into position accordingly.

Carrier Stage
    The truth is that at a certain point in late game in certain circumstances, PvZ requires carriers. There are some games that can simply not be won without carriers. One such game is

    JYP vs Dimaga on Dual Sight

    When zerg turtles on only infestor/broodlord supported by creep spread and mass spines, carriers are required to break this turtle style. In addition, on certain maps, spines can be used to slowly walk up and siege your bases. If you somehow get yourself into this scenario, carriers are also a requirement.

    Engaging with carriers: Unless you have an exorbitant amount of carriers, you still cannot engage an infestor/broodlord army directly, even without spine support. Use the carrier’s range to siege your opponent’s broodlords while your ground army covers them from corruptors. Which brings me to a very important point, do not just mass carriers. A pure carrier army is very vulnerable to corruptors, but one supported with a few archons, templar, and perhaps some stalkers while you’re transitioning, is much more solid.

    One important piece of information to have in the back of your head is that a healthy amount of carriers, supported by archons, templar and a mothership is an unbeatable army in a straight up fight in PvZ. You probably won’t have many games at all that get to this point, but just knowing this information can be helpful. Often times, both players will play a game of chicken in a game in any match-up. If you know that your end game army is stronger, you can be confident while turtle and not do something rash like panic and attack into your opponent.

    You may be wondering why we very rarely see carriers. First, not that many people are really familiar enough or comfortable enough with carriers to use them. As can be easily seen in the JYP vs Dimaga game, JYP would have easily won that game if he had built carriers. The reason people are so unfamiliar with this unit is that very few games get to the stage where carriers are useful. Zergs often try to aim for a broodlord/infestor attack before carriers can come into play.

    And while you should always eventually aim for carriers, they aren’t the best choice in every situation. Obviously, if your opponent is turtling with infestors, broodlords, and mass spines, carriers are a good choice, but a lot of games don’t come down to this. Currently, when Protoss wins in late game PvZ, it is usually due to the Zerg making a mistake. The Zerg either didn’t split his broodlords properly and lost to a vortex or his army was out of position and lost to a flank. Or perhaps he lost too much to harass from Protoss, because he didn’t fortify his bases enough and couldn’t muster enough units in his broodlord ball. Whatever the case, Protoss won because the Zerg made a mistake. Yes, the Protoss might have played well to force that mistake and he capitalized in it, but in the end he won still because of a mistake from Zerg. As Zerg get better, they will stop making these mistakes and Protoss will have to find ways to win in the true PvZ late game.

    Demonstration of Carrier Play in PvZ
    Hasuobs vs Darkforce in NASL
    Hero vs Dimaga on Shattered Temple
    Naniwa vs Ret on Daybreak from Red Bull Lan
    Crank vs Freaky on Entombed Valley from GSTL
    JYP vs Dimaga on Daybreak from Dreamhack Summer
    [image loading] http://www.twitch.tv/dreamhacksc2/b/321642242?t=7h51m58s
    Creator vs Sniper on Daybreak from TSL4 Qualifiers-another example of an ideal switch to carriers

    Squirtle vs Coca on Entombed Valley from IPL Fight Club shows extremely fast carriers, made possible by the metagame on Entombed Valley
    [image loading] youtube.com/watch?v=z7PQWKX5MnI


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    This map consideration section aims at identifying notable points about each map. Each list is not meant to be an exhaustive detailed analysis, bit simply a reference to gain familiarity with how each map feels in the match-up. This information can be quite helpful with choosing what builds to use on specific map.

    In general, the following factors are what determine the balance of a map in the PvZ matchup
    1. Zerg prefers maps where it's easy to take a third, ie no rocks Ex: Not Talderim Alter, Xel’naga Caverns, etc
    2. Zerg prefers maps with easy overlord placements to scout Toss's natural gas Ex: Daybreak
    3. Zerg prefers maps where it's easy to cover and defend 4+ bases with spines. Ex: Metropolis, not Cloud Kingdom
    4. Zerg prefers maps where it's easy to split in late game. This allows slow bls to defend easier. Ex: Daybreak
    5. Protoss prefers maps where it's easy to FFE Ex: Cloud Kingdom, Ohana, not Xelnaga Caverns
    6. Protoss prefers maps with little air space behind bases, where mutas can hide. Ex: Entombed, not Tal’darim
    7. Protoss prefers maps where it's easy to take a 3rd against roaches. For example, Short distance between natural and third(Cloud kingdom, Entombed, not Korhal), Not much space to wall and cover with FFs(Entombed, not Antiga, Dual Sight), ramps to bases(Entombed)
    8. Protoss prefers maps where there's a choke to the third, which helps with sentry based all-ins. Ex: Daybreak
    9. Protoss prefers maps where you can bounce back between 3 bases easily, against mutas and drops. Ex: Cloud Kingdom and Entombed, not Tal’darim, not Antiga
    Each map considered will be judged in the following categories:
    • Ease of taking a third base against roaches (out of 10)
    • Ease of defending against mutalisks (out of 10)
    • Notes on 2 base all-ins for Protoss
    • Notes on Pre-broodlord pushes
    • Other notes

Daybreak
  • Ease against roaches: 5/10
    It’s possible to effectively sim city at both the large secondary ramp at the natural and at the third base. It’s moderately difficult to bounce back between the natural and third as Protoss. At the same time, it’s relatively easy for the Zerg to bounce back and forth between his two potential attack paths.
  • Ease against mutalisks: 5/10
    There exists a moderate amount of space behind the main, natural, and third mineral lines. Also, it’s moderately easy to bounce back and forth between all three bases with blink. Overall, a rather balanced map that neither favors nor prohibits mutalisks.
  • All-ins: Sentry based all-ins are especially effective on this map, because the choke at the third base can easily be cut off with a few forcefields. Other all-ins may not be as good as on other maps, because of the long rush distance and the fact that the Zerg natural isn’t as vulnerable as on other maps.
  • 3-base pushes: Spines and infestors at the central fourth base can defend against pushes quite well, but often times, the corner base of the Zerg if left vulnerable.
  • Late game on this map favors Zerg, as it’s extremely easy for him to cut the map in half and guard all his bases with a single broodlord army positioned over the central fourth base.

Cloud Kingdom
  • Very easy to wall Natural with FEE. Three 3x3 buildings required for full walloff.
  • Ease against roaches: 6/10
    It’s very easy and standard to wall the secondary ramp at the natural, and it’s very easy to bounce between your natural and third. The biggest problem against these types of attacks is that your third has two possible routes of attack. It’s very hard to sim city there, and you can be easily flanked.
  • Ease against mutalisks: 8/10
    There’s no extra air space in your main, and it’s very easy to bounce back between all three bases. Mutalisks are not a good choice here.
  • All-ins: The rush distance between your natural and your opponent’s third is relatively short. Sentry based all-ins are effective on this map, as there exist two separate chokes at Zerg’s third base. Swinging around the side of the Zerg’s third is especially effective, as the Zerg’s third hatchery acts as a natural wall, letting you use fewer force fields when you attack.
  • 3-base pushes: 3-base pushes are very effective against Zerg on this map. A spine wall at the most common fourth base can be attacked from multiple sides. The mineral line at the fourth can harassed with impunity if there hare no broodlords. In addition, Protoss can just swing around to the Zerg’s third and attack from there if the Zerg is not sufficiently prepared.

Antiga Shipyard
  • Ease against roaches: 3/10
    There’s a incredible amount of space you need to forcefield in order to block off roaches entirely. Sim cities will not be as effective here as on other maps. Also, the rush distance is incredibly small, smaller than any other map.
  • Ease against mutalisks: 4/10
    There’s not much air space behind any of your bases, but it’s also very hard to bounce back and forth between your main and your other bases. Drops are extremely difficult to deal with on this map for the same reason. But not only do you need cannons and blink stalker to deal with drops, you’ll also need your less mobile units, such as zealots, sentries, stalkers, and immortals.
  • All-ins: While macro play is relatively hard on this map, 2-base Protoss all-ins are relatively strong here, which explains why this map has such a high occurrence of them. Not only are the rush distances extremely short, but it’s almost impossible to destroy an army with forcefields if it positions itself past the destructible rocks in Zerg’s third.
  • 3-base pushes: Usually this is what you’ll be going for, because it’s very difficult to secure a fourth base. If you let your opponent get broodlords out, you usually lose, because he will be able to siege every base easily from the middle plataeu.

Tal’darim Altar, with rocks
  • 6 pools into mutalisk follow-ups are very common here, as it’s hard for Zerg to play standard 3 base play and mutalisks are amazing on this map. The natural has a rather wide choke and requires particular building placement for an effective FFE.
  • Ease against roaches: 8/10
    Since the natural third is blocked by rocks, the standard Zerg build isn’t as efficient, so roach maxes won’t be as efficient. This is in addition to the fact that rush distances are long.
  • Ease again mutalisks: 1/10
    This is THE map for mutalisks. Not only is there tons of empty space behind all of your bases, it’s extremely difficult to bounce back between the main and third, as it takes two blinks to traverse the terrain. Also, it’s a fairly large and open map which discourages Protoss pressure.
  • All-ins: Against three base play, all-ins can be particularly effective, as your opponent will either have an inefficient build(if he killed his rocks before taking a third) or the reinforcement path will be long and awkward(if he took a faraway base).
  • 3 base pushes: Again, because games tend to be highly irregular on this map, you won’t encounter many opportunities for standard 3 base pushes.

Metropolis
  • Ease against roaches: 9/10
    Long rush distance and ea
  • Ease again mutalisks: 4/10
  • All-ins:
  • 3 base pushes:

Shakruas Plateau
  • Ease against roaches: 9/10
    Long rush distance and ea
  • Ease again mutalisks: 4/10
  • All-ins:
  • 3 base pushes:
  • Very easy to walloff natural expansion, requires only three 3x3 buildings.
  • Fairly minimal airspace behind Natural and Main mineral lines.
  • Very easy to secure a third base due to chokes at the watch-tower third, or secondary ramp at the empty Natural.
  • Single attack path in center of map, this often leads to many players feeling that the map is Protoss favored.
  • Infestor/Spine into Broodlords is very common.

Ohana
  • Ease against roaches: 9/10
    Long rush distance and ea
  • Ease again mutalisks: 4/10
  • All-ins:
  • 3 base pushes:
  • Very easy to wall-off natural expansion. Only three 3x3 buildings required for full wall-off.
  • Minimal airspace at Nat/Main, though third has a lot of airspace behind mineral lines.
  • Very easy to access fourth, and fairly easy to access fifth.
  • Infestor/Spine into Broodlord is very common, as well as roach max mid-game.
  • Fairly easy to walloff third with Gateway/Cannon. Slightly more difficult that Shakuras, Cloud Kingdom and Daybreak, however.

Entombed Valley
  • A fast third nexus is extremely safe on this map and is becoming standard. The only viable macro plays from Zerg on this map involve drops, mutalisks, or fast tech to broodlords.
  • Ease against roaches: 9/10
    Because of the short distance between the natural and third and the narrow ramps to both bases, defending against roach pressure is extremely easy on this map.
  • Ease again mutalisks: 7/10
    No air space behind bases plus the easy to bounce back between the bases means a relatively easy time for mutalisks.
  • All-ins: All-ins can be strong on this map, especially on versions with close positions, but they’re so uncommon, because Protoss macro play is generally superior here.
  • 3 base pushes: Zerg has a lot of space to cover with spines

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  • July 27th, 2010:
    Starcraft 2-Wings of Liberty is Released

  • October 14th, 2010: Patch 1.1.2
    Fungal Growth now prevents Blink.
    Roach Range increased from 3 to 4.

  • Janurary 10th 2011: Patch 1.2.0
    Phoenix build time decreased from 45 to 35.

  • 3 Gate Expand

  • Roach Hydra as the First
    In the earliest stages of PvZ, roaches, hydras, and eventually corruptors against colossi was the norm for Zergs. As maps were relatively small,

  • Gateway Pushes

  • One Base Allins

  • Forge Fast Expand Gains Popularity

  • Stargate Play Becomes a Standard

  • Two Base all-ins

  • Losiria Roach Ling all-ins
    Losiria vs Alicia on Termius
    Losiria vs Alicia on Metalopis
    Losiria successfully took 2 games off of Alicia in the GSL using a roach/ling all-in versus 3 gate expand. Afterwards, for a period of about 3 months, this all-in became extremely popular both on ladder and in tournament play, and was very successful

  • 1 gate expand
    As a direct response to the dreaded Roach Ling All-in versus 3 gate expands, the 1 gate expand was developed. First used and popularized by MC, Protoss would follow-up an expansion with a stargate or dark shrine, so he could meet any all-ins with either a voidray or dts.

  • March 23rd 2011 Patch 1.3.0
    Infestor Fungal Growth Stun duration decreased from 8 to 4 seconds and Damage increased by +30% vs. armored units.

  • May 10th 2011 Patch 1.3.3
    Cybernetics Core Research Warp Gate time increased from 140 to 160.
    Gateway Sentry train time decreased from 42 to 37.

  • FFE vs 3 hatch zerg as a Standard

  • Muta popularity

  • Leenock’s Roach/Ling Allins

  • September 20th 2011: Patch 1.4.0
    Stalker Blink research time increased from 110 to 140.
    Warp Prism Shields increased from 40 to 100.
    Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
    Neural Parasite range decreased from 9 to 7.

  • Late 2011: Broodlords Gain Increasing Popularity
    As the mid stages of the game began to be figured out, Zergs were quickly realizing how to survive until late game and also the immense power of the broodlord against Protoss ground armies.

  • Late 2011: +1 4 Gate Becomes a Popular Followup to FFE
    During this time, the +1 4 gate pressure became popular due to Zerg’s inexperience with this relative new build. It would usually damage Zergs and often confused them because of the seemingly infinite number of possible follow-ups. Hero popularized it, using it in the majority of his games during this period. MC perhaps used it to the greatest success, employing all . Eventually though, Zergs began to figure out this timing, usually getting a 7 minute roach warren or fast speedlings to prevent the attack. Today it is used much more sparingly.

  • Early 2012: Mothership

  • February 21st 2012: Patch 1.4.3
    Phoenix -A new upgrade has been added to the Fleet Beacon: Anion Pulse-Crystals. This upgrade increases Phoenix weapon range by +2.


  • Early 2012: Stephano Roach Max Out

  • Summer 2012: Carriers in Late Game Play


The future.

1 gate fe
carrier transitons

[image loading] top


[image loading]



[image loading]

Writers
Alej: early game
Cecil: gateway expands, gateway nexus expands, map considerations
monk: mid game, late game, map considerations, history
rsvp: early game, 2 base Zerg builds

Formatting: wo1fwood

Finding Replays:

Special thanks:
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
IPA
Profile Joined August 2010
United States3206 Posts
July 28 2012 19:54 GMT
#1069
Where is all the T whine about hellions being useless......?

Not a fan of Juan but he deserved the win. Grats.
Time held me green and dying though I sang in my chains like the sea.
Deleuze
Profile Blog Joined December 2010
United Kingdom2102 Posts
July 28 2012 19:54 GMT
#1070
On July 29 2012 04:52 BretZ wrote:
Show nested quote +
On July 29 2012 04:50 An2quamaraN wrote:
It's 4 AM in Korea right...? No wonder, Koreans don't do well in TSL.


They are replays, so no


That said, aren't the replys of only very recent games - less than an hour/half hour old?
“An image of thought called philosophy has been formed historically and it effectively stops people from thinking.” ― Gilles Deleuze, Dialogues II
MangoMountain
Profile Joined June 2011
Norway2044 Posts
July 28 2012 19:54 GMT
#1071
Hahaha, that lalush portrait
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
July 28 2012 19:54 GMT
#1072
TSL magic hits again.
Whatson
Profile Blog Joined January 2012
United States5357 Posts
July 28 2012 19:54 GMT
#1073
On July 29 2012 04:52 IshinShishi wrote:
Show nested quote +
On July 29 2012 04:51 Teoita wrote:
On July 29 2012 04:50 Type|NarutO wrote:
Hyun is one of the most impressive if it comes to mechanics, but unfortunately for him one of the most retarded if it comes to thinking and playing clever.


That's quite common among Kespa and ex Kespa players it seems.

Major is not what you would call a smart player either, but I concur, Hyun has nothing but his mechanics, I doubt he will win anything *major in sc2.

You posted something similar when Taeja just joined Liquid'.
¯\_(シ)_/¯
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
July 28 2012 19:54 GMT
#1074
On July 29 2012 04:52 setzer wrote:
Show nested quote +
On July 29 2012 04:51 Teoita wrote:
On July 29 2012 04:50 Type|NarutO wrote:
Hyun is one of the most impressive if it comes to mechanics, but unfortunately for him one of the most retarded if it comes to thinking and playing clever.


That's quite common among Kespa and ex Kespa players it seems.


And exactly what are you basing this on?


Proleague mostly. By ex Kespa players i meant those that transitioned quite late, for example Hyun. I wasn't referring to Mvp/Nada etc.
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
Fusilero
Profile Blog Joined July 2011
United Kingdom50293 Posts
July 28 2012 19:54 GMT
#1075
I'm sorry but I can totally imagine curious in dragonball Z thanks to that picture.
Glorious SEA doto
Porcelina
Profile Blog Joined May 2011
United Kingdom3249 Posts
July 28 2012 19:54 GMT
#1076
On July 29 2012 04:52 BretZ wrote:
Show nested quote +
On July 29 2012 04:50 An2quamaraN wrote:
It's 4 AM in Korea right...? No wonder, Koreans don't do well in TSL.


They are replays, so no


The added layer of irony of course being that Major lives there as well.
Brandish
Profile Blog Joined November 2010
United States339 Posts
July 28 2012 19:54 GMT
#1077
SIXJAX MAJOR!
liiiiiine em up
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
July 28 2012 19:54 GMT
#1078
Curious beat Seed 3-2 in the qualifier finals right after going 0-4 against him in the ro32 in Code S like two days before that haha.
Lorizean
Profile Blog Joined March 2011
Germany1330 Posts
July 28 2012 19:55 GMT
#1079
I'm gonna have to say the production is lacking - lacking gangnam style that is.
Hubble
Profile Joined August 2010
Germany248 Posts
July 28 2012 19:55 GMT
#1080
These player pictures are trying to devour my soul!
I can see what you see not, vision milky then eyes rot. When you turn they will be gone, whispering their hidden song...
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