When to do this build:
+ Show Spoiler +
This build is an all purpose build for when you think your opponent could be 4 gating you. Do not use it if he's mined too much gas or used too many chornoboosts on his probes.
Build order:
+ Show Spoiler +
9 pylon
*chronoboost probes
12 gate
*cb probes
14 gas, mine gas immediately after
15 plyon
16 cyber
17 or 18 zealot
21 stalker
21 warpgates
*cb x 4 on warpgates
cut probes at 24 supply or 20 probes
-----
Before this point, this is the normal protoss opening
24 or 25 pylon in back of base
24 or 25 gas, mine gas immediately after
24 or 25 probe
24 or 25 stalker
27 probe
28 gateway
28 gateway
resume probe production
30 sentry
*cb sentry at 5:13
32 pylon
34 sentry
36 stalker
38 stalker
-----
Notes:
-You can abandon this build midway at any time during it when you make a read that your opponent is not 4 gating. This can be your opponent not being aggressive
-If your opponent gas steals you, attack the gas and continue with the build.
-You can make a slight alteration of the build by either delaying or not delaying your 3rd plyon. Delaying your 3rd pylon sells more to your opponent that you're 4 gating while not delaying the 3rd pylon allows you to get 1 more probe out in the long run. Keep in mind that if your opponent's scouting probe leaves your base extremely early, you don't have to make this choice.
*chronoboost probes
12 gate
*cb probes
14 gas, mine gas immediately after
15 plyon
16 cyber
17 or 18 zealot
21 stalker
21 warpgates
*cb x 4 on warpgates
cut probes at 24 supply or 20 probes
-----
Before this point, this is the normal protoss opening
24 or 25 pylon in back of base
24 or 25 gas, mine gas immediately after
24 or 25 probe
24 or 25 stalker
27 probe
28 gateway
28 gateway
resume probe production
30 sentry
*cb sentry at 5:13
32 pylon
34 sentry
36 stalker
38 stalker
-----
Notes:
-You can abandon this build midway at any time during it when you make a read that your opponent is not 4 gating. This can be your opponent not being aggressive
-If your opponent gas steals you, attack the gas and continue with the build.
-You can make a slight alteration of the build by either delaying or not delaying your 3rd plyon. Delaying your 3rd pylon sells more to your opponent that you're 4 gating while not delaying the 3rd pylon allows you to get 1 more probe out in the long run. Keep in mind that if your opponent's scouting probe leaves your base extremely early, you don't have to make this choice.
Important timings:
+ Show Spoiler +
For future references, these are the important timings of this build versus the standard 4 gate. These timings are also useful for someone trying to immitate the build.
4:20 Your first stalker comes out
5:00 Your second stalker comes out
5:30 Your first sentry comes out
5:40 Your second sentry starts warping in
5:45 Your second sentry warps in
5:45 First wave of your opponet's 4 stalkers warp in
5:55 Second and third gateways finish
6:05 Your 3rd and 4th stalker start warping in
6:10 Your 3rd and 4th stalker warp in
6:12 First wave of your opponent's 4 zealots warp in
Pylon build time: 25 seconds
4:20 Your first stalker comes out
5:00 Your second stalker comes out
5:30 Your first sentry comes out
5:40 Your second sentry starts warping in
5:45 Your second sentry warps in
5:45 First wave of your opponet's 4 stalkers warp in
5:55 Second and third gateways finish
6:05 Your 3rd and 4th stalker start warping in
6:10 Your 3rd and 4th stalker warp in
6:12 First wave of your opponent's 4 zealots warp in
Pylon build time: 25 seconds
Train of thought during this build:
+ Show Spoiler +
4:20-4:50
Chase the enemy scouting probe and scout the inital vicinity of your base for pylons.
4:50-5:10
Be careful during this moment as there is a timing where you only have 1 zealot and 1 stalker and your opponent can possibly have 1 zealot 1 stalker and a probe at your ramp to build proxy pylons. Take a stance slightly in front of your ramp and immidately target any probes that try to approach your ramp.
5:00-5:50
During this time frame you have 1 zealot and 2 stalkers, which gives you map control on your side of the map. At 5:45 your opponent's first wave of units warp in and it will take about 5-10 seconds to get to your base, at which point you lose map control. Use this map control to aggressively scout your side of the map for units and pylons. However, do not leave your ramp vulnerable to any enemy probes. A probe building a pylon at your ramp or in your base before 5:20 is usually gg as he will be able to warp his first wave of units in your base. Thus on some maps such as xelnaga caverns where there are multiple paths to your base, you have to play slightly more defensive whereas on a map like shattered temple or shakrus plataeu, you can have your units more forward. Your goal at this stage is to delay the proxy pylon at your ramp as much as possible. His first wave of zealots warp in at 6:12 at the earliest and pylons take 25 seconds to build. Thus, any one second the proxy pylon at the ramp is delayed past 5:47 means that the first warpin is delayed by that many seconds. However, if you cannot delay this proxy pylon, it's not the end of the world. Do not chase your opponent's units. Chasing them may let you get a free zealot, but you risk the chance of your army getting cut in half or your opponent throwing down proxy pylons at your ramp, both of which are not worth the zealot.
5:50-6:12
This is this part where we actually try to defend the 4 gate. The first part is keeping your marco up. As soon as you confirm a 4 gate, build a 4th gate, cut probes, and remember to build units as soon as you can and pylons as soon as you need them. You actually don't need th 4th gate, but it's a nice safety precaution. Plus, your booming economy should be able to support 4 gates. Next, initally position your army so that your stalkers can hit his proxy pylons and get free hits on any units that attempt to run up the ramp.
The next part is extremely important: Do not get trigger happy with force field. Many people spam forcefield on their ramp and die when they've made too many sentries and they've run out of forcefields. Between 5:50 and 6:12, your opponent will only have 6 stalkers and 1 zealot, nothing more, probably nothing less. If your opponent does not try to run up your ramp, do not forcefield the ramp. If he does, idealy you want to forcefield 2 units above your ramp and micro back so that the enemy stalkers on low ground can't hit you. Forcefielding 3 units in is a bit dangerous and forcefielding 4 units in will probably lose you the game. This is one of the difficulties in executing this build: perfect forcefields.
6:12-~6:30
Your opponent will try to warp in his first wave of zealots at 6:12 or when his proxy pylon at your ramp finishes, whichever one comes second. Forcefield the ramp as soon as you see any warpins or a unit try to run up your ramp. Alternatively, forcefield your ramp at 6:12 or when his proxy pylon at your ramp finishes. The logic behind this is that you either force him to warp above the forcefield and get bludgeoned by stalker fire or you force him to warp on low ground.
6:30 onwards
From this point, just keep forcefielding during warpins or if units try to run up the ramp. Keep making stalkers unless you see you won't have a forcefield coming up and in that case make a sentry. If executed correctly, this build should not have to build anymore than 3 sentries. If you feel safe, resume probe production and add a tech building. Blink is generally the best transition since you've made so many stalkers but robo can work as well if you're deathly affraid of dts.
Chase the enemy scouting probe and scout the inital vicinity of your base for pylons.
4:50-5:10
Be careful during this moment as there is a timing where you only have 1 zealot and 1 stalker and your opponent can possibly have 1 zealot 1 stalker and a probe at your ramp to build proxy pylons. Take a stance slightly in front of your ramp and immidately target any probes that try to approach your ramp.
5:00-5:50
During this time frame you have 1 zealot and 2 stalkers, which gives you map control on your side of the map. At 5:45 your opponent's first wave of units warp in and it will take about 5-10 seconds to get to your base, at which point you lose map control. Use this map control to aggressively scout your side of the map for units and pylons. However, do not leave your ramp vulnerable to any enemy probes. A probe building a pylon at your ramp or in your base before 5:20 is usually gg as he will be able to warp his first wave of units in your base. Thus on some maps such as xelnaga caverns where there are multiple paths to your base, you have to play slightly more defensive whereas on a map like shattered temple or shakrus plataeu, you can have your units more forward. Your goal at this stage is to delay the proxy pylon at your ramp as much as possible. His first wave of zealots warp in at 6:12 at the earliest and pylons take 25 seconds to build. Thus, any one second the proxy pylon at the ramp is delayed past 5:47 means that the first warpin is delayed by that many seconds. However, if you cannot delay this proxy pylon, it's not the end of the world. Do not chase your opponent's units. Chasing them may let you get a free zealot, but you risk the chance of your army getting cut in half or your opponent throwing down proxy pylons at your ramp, both of which are not worth the zealot.
5:50-6:12
This is this part where we actually try to defend the 4 gate. The first part is keeping your marco up. As soon as you confirm a 4 gate, build a 4th gate, cut probes, and remember to build units as soon as you can and pylons as soon as you need them. You actually don't need th 4th gate, but it's a nice safety precaution. Plus, your booming economy should be able to support 4 gates. Next, initally position your army so that your stalkers can hit his proxy pylons and get free hits on any units that attempt to run up the ramp.
The next part is extremely important: Do not get trigger happy with force field. Many people spam forcefield on their ramp and die when they've made too many sentries and they've run out of forcefields. Between 5:50 and 6:12, your opponent will only have 6 stalkers and 1 zealot, nothing more, probably nothing less. If your opponent does not try to run up your ramp, do not forcefield the ramp. If he does, idealy you want to forcefield 2 units above your ramp and micro back so that the enemy stalkers on low ground can't hit you. Forcefielding 3 units in is a bit dangerous and forcefielding 4 units in will probably lose you the game. This is one of the difficulties in executing this build: perfect forcefields.
6:12-~6:30
Your opponent will try to warp in his first wave of zealots at 6:12 or when his proxy pylon at your ramp finishes, whichever one comes second. Forcefield the ramp as soon as you see any warpins or a unit try to run up your ramp. Alternatively, forcefield your ramp at 6:12 or when his proxy pylon at your ramp finishes. The logic behind this is that you either force him to warp above the forcefield and get bludgeoned by stalker fire or you force him to warp on low ground.
6:30 onwards
From this point, just keep forcefielding during warpins or if units try to run up the ramp. Keep making stalkers unless you see you won't have a forcefield coming up and in that case make a sentry. If executed correctly, this build should not have to build anymore than 3 sentries. If you feel safe, resume probe production and add a tech building. Blink is generally the best transition since you've made so many stalkers but robo can work as well if you're deathly affraid of dts.
Common mistakes:
+ Show Spoiler +
Overextending your first 3 units and losing them
Venturing too far from your ramp and letting proxy pylons get thrown down
Bad decision making on forcefields
Missed forced fields
Not morphing warpgates and warping in units in time
Not being aggressive enough with first 3 units
Bad army positioning during the 4 gate attack
Venturing too far from your ramp and letting proxy pylons get thrown down
Bad decision making on forcefields
Missed forced fields
Not morphing warpgates and warping in units in time
Not being aggressive enough with first 3 units
Bad army positioning during the 4 gate attack
Advantages and disadvantage over other defensive PvP builds:
+ Show Spoiler +
Currently the other popular defensive PvP builds include the following:
Defensive 4 gate
Quick 2nd gas into 3 stalker rush
IMYounghwa 3 stalker robo
Other 3 stalker rush builds
Geiko's defensive 3 gate
1 gas 2 gate robo opening
Advantanges:
Looks exactly like a 4 gate, so it will force a macro player to play more defensively if he wants to be safe.
Many more probes than other builds: can go up to 26 at 6:00
Does not include a walloff in the build.
Does not depend as much on denying a proxy pylon.
Gets a 2nd gas and a fairly fast one.
Does not care as much if your gas gets stolen.
Does not lock you into a specific tech tree, ie blink.
Disadvantages:
Requires 2 sentries whereas other builds do not. You may have to build that 2nd sentry if for some reason you're not 100% sure he's 4 gating.
Doesn't get as much gas as some other safe builds.
Very difficult build to pull off and not forgiving for mistakes.
Defensive 4 gate
Quick 2nd gas into 3 stalker rush
IMYounghwa 3 stalker robo
Other 3 stalker rush builds
Geiko's defensive 3 gate
1 gas 2 gate robo opening
Advantanges:
Looks exactly like a 4 gate, so it will force a macro player to play more defensively if he wants to be safe.
Many more probes than other builds: can go up to 26 at 6:00
Does not include a walloff in the build.
Does not depend as much on denying a proxy pylon.
Gets a 2nd gas and a fairly fast one.
Does not care as much if your gas gets stolen.
Does not lock you into a specific tech tree, ie blink.
Disadvantages:
Requires 2 sentries whereas other builds do not. You may have to build that 2nd sentry if for some reason you're not 100% sure he's 4 gating.
Doesn't get as much gas as some other safe builds.
Very difficult build to pull off and not forgiving for mistakes.
Example replays and vods:
+ Show Spoiler +
Standard game vs standard 4 gate
http://www.sc2replayed.com/replay-videos/9882
I don't execute 100% perfectly but I still held it off.
Defense vs 4 gate into long game
http://www.sc2replayed.com/replay-videos/9883
You can see the transition into a long game
Starswar MC vs xiaoT Game 1-Loss
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10103
MC is too aggressive with his first 3 units and loses them and thus the game
Starswar MC vs xiaoT Game 2-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt_metalopolis_sc2rep_com_20110621/10104
MC does this build vs a defensive 4 gate transitions to robo
Starswar MC vs xiaoT Game 3-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10105
MC does this build vs a non 4 gate and transitions to dts
Starswar MC vs LoveCD Game 4-Win
http://sc2rep.com/replays/(P)WEGIGALovecd_vs_(P)oGsMC_metalopolis_sc2rep_com_20110623/10228
MC does this build vs a 4 gate but his opponent backs off and MC transitions to blink
Starswar MC vs LoveCD Game 5-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)WEGIGALovecd__sc2rep_com_20110623/10229
MC does this build vs non 4 gate and transitions to dts
GSL MC vs Huk Game 1-Win
http://www.gomtv.net/2011gslsponsors4/vod/65750
MC starts doing the build but abandons it when he makes the read that huk is not 4 gating.
GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
MC does this build vs non 4 gate and transitions to robo
GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
Hungun exploits a brilliant timing and manages to put a proxy pylon in MC's main. MC's mistakes were not being forward enough to target the incoming probe and not pulling probes to kill the pylon in his base.
http://www.sc2replayed.com/replay-videos/9882
I don't execute 100% perfectly but I still held it off.
Defense vs 4 gate into long game
http://www.sc2replayed.com/replay-videos/9883
You can see the transition into a long game
Starswar MC vs xiaoT Game 1-Loss
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10103
MC is too aggressive with his first 3 units and loses them and thus the game
Starswar MC vs xiaoT Game 2-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt_metalopolis_sc2rep_com_20110621/10104
MC does this build vs a defensive 4 gate transitions to robo
Starswar MC vs xiaoT Game 3-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)CCMxiaOt__sc2rep_com_20110621/10105
MC does this build vs a non 4 gate and transitions to dts
Starswar MC vs LoveCD Game 4-Win
http://sc2rep.com/replays/(P)WEGIGALovecd_vs_(P)oGsMC_metalopolis_sc2rep_com_20110623/10228
MC does this build vs a 4 gate but his opponent backs off and MC transitions to blink
Starswar MC vs LoveCD Game 5-Win
http://sc2rep.com/replays/(P)oGsMC_vs_(P)WEGIGALovecd__sc2rep_com_20110623/10229
MC does this build vs non 4 gate and transitions to dts
GSL MC vs Huk Game 1-Win
http://www.gomtv.net/2011gslsponsors4/vod/65750
MC starts doing the build but abandons it when he makes the read that huk is not 4 gating.
GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
MC does this build vs non 4 gate and transitions to robo
GSL MC vs Hungun Game 4-Loss
http://www.gomtv.net/2011gslsponsors4/vod/65774
Hungun exploits a brilliant timing and manages to put a proxy pylon in MC's main. MC's mistakes were not being forward enough to target the incoming probe and not pulling probes to kill the pylon in his base.
FAQs:
+ Show Spoiler +
Does this build work on talderim altar?
No.
How does this build do vs Adelscott's no gas 2 gate build?
This question is irrelavent as you scout adelscott's build way before commiting to this build.
I tried this build and it failed. What did I do wrong?
Post the replay and I'll tell you.
No.
How does this build do vs Adelscott's no gas 2 gate build?
This question is irrelavent as you scout adelscott's build way before commiting to this build.
I tried this build and it failed. What did I do wrong?
Post the replay and I'll tell you.
Comments and criticisms are welcome.
Grammar/spelling/formatting corrections are also welcome.
Also, if you liked this guide, be sure to check out my PvP Robo twilight guide.
NrGmonk.151