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PvP 1gate 26 nexus

Forum Index > StarCraft 2 Strategy
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-09-08 18:25:31
August 25 2011 22:49 GMT
#1
Hello

This guide has been a long time coming and I'm stilling shoring it up but it is a very satisfying build to execute and win with. I don't recommend using it unless you are already kind of adept at scouting and managing your economy probe-by-probe and making decisions of when you are 'allowed' to make probes or when you are forced to make units. But if you are not, trying this out a couple times will force you to improve upon these areas. Every new build you play and learn helps you disproportionately in some areas rather than others. In other words, every new build you learn improves at least some aspect in your compendium of starcraft II knowledge and ability.

Let me start off by saying one thing. This build in no way shape or form SOLVES 4 gate and therefore does not SOLVE the PvP match up as a whole. This build capitalizes off of the lack of information to be had in the match-up after the first stalker is out, bolstered by your own ability to control and manipulate what information your opponent has, supplemented by your ability to garner as much information as possible from what little you are able to scout.

You never want to use this if you scout 2 pylons, 1 gate and 1 gas. You can't pin him on anything other than 4gate and to assume you can get away with this build is absurd. You will die.

Now, let me list the situations in which you would even CONSIDER using this build. You have to be adept at controlling your scouting probe. You need to know EVERYTHING that is inside of his base before the first stalker pops + a little time for your probe to run away.

For convenience, let us define a standard offensive 4gate (3 gates on 24 supply, 2 pylons before 4 gates, 2nd stalker after additional gates are added) as a balls 4gate. All else equal, if your opponent does a balls 4gate and you do this build, you are dead.


You spy with your little probe...........

A 3rd pylon
This one can be tricky. It doesn't necessarily rule out an aggressive econ 4gate, as weird as that sounds. This 4gate comes slower than a balls 4gate but can still give you issues if you do not deny the probe/proxy. A 3rd pylon in most cases means a 2nd gas after his 1st stalker is out, but it is a pretty tough call. I'm 50/50 on this one

A 2nd gas
This one is less tricky than the 3rd pylon, as you'll never see a 4 gate that utilizes a 2nd gas in PvP, and you rarely see a 2nd gas to fake you into thinking he is not going to 4gate. Even if he fakes the 2nd gas, it's still 75 minerals slower than a balls 4gate (unless he makes it late and cancels it, but I won't get into that). I say go for it.

A 2nd Gateway
3 Stalker rush. You are usually safe as you can easily hold the 3 stalkers once your WG finishes and the 4gate resulting from a 3 stalker rush comes much later than a balls 4gate, so I say go for it.

A 21st probe
This is the wild card. You can only attain this information if you keep your probe alive to the very last safe moment. It gets started after the zealot is done but while the stalker is still in queue. This can easily tip off a non-4gate as I've never seen ANYONE fake a 21st probe and then cancel it. It can still mean a non-balls 4gate, so you need to be careful still.

A 3rd Chronoboost on Nexus
Either a non 4gate or a slow 4gate. Usually this will be in combination with one of the other tells. You know what to do.

*** If you are on antigua shipyard or shakuras plateau, you have the inherent advantage of a ramp at the natural, which will give you the first stalker volley in any engage vs a blink rush or a delayed 4gate. ***

With that said, here is the build:

Build
+ Show Spoiler +
9 Pylon
12 Gateway, scout.
14 Gas
15 Pylon
16 Core
18 Zealot*
21 Stalker

21 WG research
(24 Stalker) Do this at first if you feel a little uneasy. Eventually cut this out for 2 more probes though.


*The 16 core gets your WG a little bit faster though you have to cut probes for a few seconds. It just reinforces the threat of your own balls 4gate. PvP is all about intimidation so it's worth it. You can get the zealot on 17 or 18; I prefer 18.

READ ME
+ Show Spoiler +
At this point, you want to feign 4gate. Devote all CB to WG, none to the stalker, none to probes. Your stalker gets out in time to deny information that pins you on anything other than a 4gate. Be aggressive with your stalker but not as aggressive with your zealot, especially if they opened with a 2nd gate way after core before their first stalker pops. You want to feign 4gate all the way. Make a pylon under their ramp if they did not open with 3 stalker rush. The only way they can push you back is if they are aggressive with their stalker+zealot as well. Play conservative.

If your zealot+stalker poke gets all the way to his ramp without opposition, that is a good thing. If he's trying to balls 4gate you, he wants a pylon under your ramp (cancel before completion of course) or at least close to it by the 5 min mark. Bring your units to the side of the ramp, not up it. You don't want to to get forcefielded but you want to see what is shooting you. Just a stalker? Pretty inconclusive. A sentry? NICE.

If you don't see a sentry, go ahead and retreat, checking for proxy pylons as you go. You don't have to fear his units coming after you as he wants to defend the 4 gate he has "scouted." If he gets up a proxy pylon and you never see it, it's still very possible he can pull off a delayed 4gate and kill you so stay on your toes.


26 Nexus
26 Gateway
26 Gateway

(26 Forge?) 1 cannon can be very strong in the case of an econ 4gate or blink rush, but I'm not sure when exactly you need it. If you want it for a blink rush, you need to get the forge a little bit after 26 or the cannon won't be up in time. I've either been going forge or a 4th gate a little bit later, say on 34-38 food)
26 Pylon (in your main, but right on the edge so you can warp into your nat)


At this point, you have ruled out a balls 4gate. The only real threat is the 3 stalkers he made if opened 3 stalker rush or a proxy pylon behind an econ 4gate. Let's say you have found it and killed it for simplicity's sake (and you should have on your way back from his ramp anyway, so if you didn't, shame on you! xD)

If you put your gateways up on time and you CB'd your WG research, you will have 4 stalkers and a zealot before the 3 stalkers arrive and you can easily drive them away. You can even feign a blink rush because the stalker won't actually reach your natural before your warped in units can engage him and 4 stalkers is not very indicative of 1 base robo play.

You can move around the map a little bit with your stalkers. But, if you scouted a 2nd gas right after core, know that he can have blink as early as 6:40 (7:10 post 1.4) if he for some reason played very greedy into a super fast, super risky blink rush. 7:00-7:30 (7:30++ post 1.4) is more of an accurate ballpark. Don't get caught by blink stalkers.

Probe management is very important at this point. Most likely, your opponent is one basing. He'll have somewhere between 16-20 probes on minerals. You can have the SAME amount of probes as he does, but if they are well distributed between your 2 minerals lines, you will have at least 150 more mineral income per minute (nexus is paid off in 2.xxx minutes + maynard time if you stay on equal probes with your opponent) Consider this when you are thinking of tacking on additional probes. If you get any where near 5 more probes "ahead" of your opponent, you're probably dead for a lack of units.

I won't tell you how many probes or units to make because,

a. It's entirely situational
b. I don't actually know yet


However, I can sum up the situations you will soon find yourself in.

-----

Delayed 4gate
+ Show Spoiler +
1. He 4gates you, but much later than a balls 4gate. He will have to establish his proxy pylon after he moves out because of your feigned agression which buys you valuable time to establish gateway production. You want to either have a 4th gate in the works or a cannon down in time. You have a better economy so you can pump out units more efficiently than he can (plus he can't support 4 gates sustainably, but you can) if you chronoboost well. 3 Chronoboosted gates can hold him back if he's 4gating you because at this point he won't be able to keep his WG cool downs all the time) I wouldn't add probes until he is petering out.

Don't rush to get blink, but get it eventually. Once he retreats and transitions into whatever the hell it doesn't matter, and you finish blink you can simply walk across the map and kill him.


-----

Blink Rush
+ Show Spoiler +
2. He blink rushes you. This is a tough fight and it's very micro/macro intensive. His stalkers are pretty much invincible from the virtue of blink. On Shakuras and Antigua, you will have a big advantage because he can't shoot you until he breaches the ramp. You do want stalkers, but zealots are very important as well. You want to keep his stalkers from shooting your stalkers for as long as possible. You need to hit every single WG on time during every fight while maintaining decent chronoboost on your gates. On the maps I did not mention, this is a VERY difficult fight. While you won't have blink when he gets it, you can still micro back your hurt stalkers because he can't offensively blink on top of you until he has pretty much already won.

You're going to want to transition into blink yourself, but be very careful. You don't want to take your 2nd gas too early or you won't have the mineral income to make enough units to stay alive.


-----

One Base Robo
+ Show Spoiler +
3. He is none the wiser, and goes for a 1 base robo play. Get blink once you have ruled out the above situations and threaten a blink all in while you transition into chargelots and eventually a couple archons (be careful; you might not be able to get up archons in time for a one base push. But if they expand, definitely get archons!!) You should be able to keep him in his base for a long period of time with the 10-14 stalkers you made earlier for defense. Once you have a good stalker ball, one that can pick off his units as he tries to move out, only get zealots. You can get as many as 6 gates at this point depending on how many probes you made in the interim. You have to engage in a decent spot if you only have chargelots + blink stalkers. You want your zealots to envelope the push as well as possible. FFs are annoying. Blink stalkers on top of the collossi and focus them, of course.

Stay on 2 gasses for as long as possible, but get your 3rd when you feel safe. If he expands, go ahead and get 4 gasses and saturate both of your mineral lines and you'll eventually outmass and crush him. Your blink stalker/chargelot/archon force will roll him over because you had an early economic advantage.

The only consideration you have to take is positioning. You can't bust him unless you are EXTREMELY ahead as he will be able to put his colossus in very good spots where your chargelots and archons can't touch him. Wait until he is out of position or dreams of taking and securing a third. A-move your chargelot archons after you have positioned a decent concave for yourself and blink your stalkers from behind and target his colossus.


-----

4. Pheonix play
+ Show Spoiler +
Lol. I opened like this against a phoenix opener once. He flew his first phoenixes and saw my natural and that I had blink and immediately left the game.


-----

5. Blink + Obs aggression
+ Show Spoiler +
This can be quite difficult if your opponent has strong micro. You want to keep your zealots at your natural while keeping all of your stalkers plus maybe 1 or 2 zealots (usually warped in on the spot) in your main. He won't have as many units as he would if he was doing a blink rush, but it can get dicy on maps where he can forcefield your ramp without being right at your nexus (think xel'naga). It's worth it to start a cannon at the edge (and by edge I mean ~6-8 pixels from the edge so that he can't shoot it from the lowground but you still get vision of the obs if it's giving him a decent amount of vision) where you're most vulnerable to a blink in to provide potential vision of the observer as well as stationary defense against a blink in. You can get blink a little faster as opposed to when you're facing a blink rush because he has less actual units.


-----


That's all I have for the time being. This is still a very new build and I am constantly experimenting with it. At least for me, when I first started messing around with this, I felt less like I was trying to learn a new build and more like I was trying to learn a new language. Very little of what you have learned in PvP, at least outside of scouting, will apply here. Have fun with it!

Here are some replays for you.

Replays
+ Show Spoiler +

replay 1: Shakuras, vs blink rush + obs. This will hit a little less hard as a blink rush, but he can blink into your base. I'm not really too afraid of this kind of play, as it pretty much means he will have 3 less stalkers than he would if he didn't get the obs.
http://replayfu.com/download/sbw4js

replay 2: Antigua vs blink rush. This build is pretty good on this map against blink rushes because of the ramp at the nat as I've noted. It pretty much gives you a half blink as you can move back your hurt stalkers and he can't really do anything about it or he puts himself in a tight spot.
http://replayfu.com/download/kLxL4f

replay 3: Antigua vs delayed 4gate. This build does well against a delayed 4gate on this map for the same reason it does well against a blink rush. He did lose his probe sloppily so I didn't have to find and kill the proxy pylon on the way back from his base. Consider that when you try to do this build against delayed 4 gate. You really need to make sure he didn't get a pylon up in time for his first warp in.
http://replayfu.com/download/GvbtHq

replay 4: Shattered temple vs 1base robo. He played it safe and so I capitalized. He then established his own expansion but was behind because his was so much later. Forced to try to take a 3rd to come back in economy, I engage him trying to safeguard his 3rd.
http://replayfu.com/download/Sqz49p

replay 5: Abyssal caverns vs 1base robo. It's pretty close to how the 4th replay was, but I was able to be greedier with my expansion and could easily bust his nat off 2 base.
http://replayfu.com/download/Njg2wq

replay 6: Shakuras vs DT drop. If you don't see anything indicative of robo tech at the ramp and he hasn't moved out with stalkers for a blink timing, you should assume it's either DT drop or that he's going to swing in with a bunch of phoenixes at any moment. In either case, drop a cannon in your main mineral line and if the drop does come, make sure you surround the cannon with probes so he can't get any free licks at it while you warp in some units to fend it off. You might lose some infrastructure that isn't in sight range of your cannon, but as long as you don't lose too much you are still ahead because of your faster expansion. Also, it's nice to know that his colo tech will be late if he chooses that route, and his WG army will be weaker because he has invested so much in the shrine + dts.

Note: In some of these replays I get 2 stalkers and 2 probes up to 26 food instead of 1 stalker and 22 probes. the 20 probe version is a little safer and sells a 4gate harder if he pushes with a 3 stalker rush. I am not sure which is better against what, but I think if both are played perfectly, the 22 probe, 1 stalker 1 zealot at 26 food, comes out ahead.

*** replayfu is down unfortunately. If it is down for a significant amount of time, I will transfer the above replays to a different site.
get rich or die mining
TL+ Member
CecilSunkure
Profile Blog Joined May 2010
United States2829 Posts
August 25 2011 22:52 GMT
#2
Sweeeet been waiting for this thread to be made. Glad it came out! *checks replays*
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 22:59 GMT
#3
On August 26 2011 07:52 CecilSunkure wrote:
Sweeeet been waiting for this thread to be made. Glad it came out! *checks replays*


Haha I suddenly became very motivated last night
Woulda finished it too but my doods came over so here we are ^^
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 23:03 GMT
#4
Just added a section for blink + obs. I figured it's different enough from facing a blink rush that it warranted its own blurb
get rich or die mining
TL+ Member
JonnyLaw
Profile Blog Joined May 2010
United States3482 Posts
August 25 2011 23:08 GMT
#5
Thanks for this guide. Gonna check out the replays.
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
August 25 2011 23:10 GMT
#6
I have been trying something similar to this but only with forge and cannon, going 2 gates at first instead of 3, I didn't like it too much as a cannon isn't actually that strong in pvp especially considering the first one basically costs 300 and makes your immobile. Forge + cannon also is quite an investment so if they simply scout the expo then they could expo themselves and be equal because you cut probes so long.

The version you have going without forge is much better because they can't simply expand as well so easily and you can probably even defend much stuff better. DT can be troublesome and should be added to your guide as a weakness or at least add a solution to the problem. You could in case of DT's retreat to your main and FF the ramp while you get an obs i guess, the nexus can probably survive just long enough then if you had your robo in time it still requires some very delicate scouting though.

The timing for this guide is excellent by the way as this will be buffed quite a bit in the next patch. Blink stalkers being slower tremendously helps. The blink stalker rush itself will not only be slower you can also walk around with your stalker on the map for longer without fear of blink stalkers killing it. This will make it much easier to scout something like DTs then. Finally the vision thing will also help alot to defend in case of a plateau at the natural.
There is a slight possibility some things will be actually more dangerous as well though, for example greedier DT techs could become safer now because of the blink and vision changes. Very fast DT will be troublesome for this to hold..
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
Last Edited: 2011-08-25 23:12:09
August 25 2011 23:11 GMT
#7
Ooh shit! <-- There's nothing else to write.
I am Latedi.
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 23:24 GMT
#8
On August 26 2011 08:10 Markwerf wrote:
I have been trying something similar to this but only with forge and cannon, going 2 gates at first instead of 3, I didn't like it too much as a cannon isn't actually that strong in pvp especially considering the first one basically costs 300 and makes your immobile. Forge + cannon also is quite an investment so if they simply scout the expo then they could expo themselves and be equal because you cut probes so long.


I feel the 3 gates are definitely essential and so is a 4th eventually (primarily against blink; you don't have blink micro at your finger tips so you're force to try to bludgeon a blink rush with mass units). Im considering adding the forge soon after the 2 additional gates as standard measure if you scout a 2nd gas to account for DT as well as blink rush; A single cannon does stupid good dps and is AMAZING on antigua + shak because they take at least 2 shots from it just trying to get vision up the ramp. I don't by them being equal by expanding after they see the cannon. If they stop making units, regardless of if they continue trying to push, I'm going to make more probes and there is no way they will be able to catch up before I get my own blink.

The version you have going without forge is much better because they can't simply expand as well so easily and you can probably even defend much stuff better. DT can be troublesome and should be added to your guide as a weakness or at least add a solution to the problem. You could in case of DT's retreat to your main and FF the ramp while you get an obs i guess, the nexus can probably survive just long enough then if you had your robo in time it still requires some very delicate scouting though.


I am not too afraid of a dt rush with this build. If they open DT, they have no map presence and a single stalker before standard blink timing gets all the way to their base (even a single enemy stalker at a tower doesn't deter me because it doesn't have blink). There is a small window of time where aggression scares me and that is at about 7:30, but you are aware of it long before that. If you don't sniff out any aggression, you can deal with it on time. I will concede that I haven't faced every possible type of DT rush imaginable while doing this, however.

The timing for this guide is excellent by the way as this will be buffed quite a bit in the next patch. Blink stalkers being slower tremendously helps. The blink stalker rush itself will not only be slower you can also walk around with your stalker on the map for longer without fear of blink stalkers killing it. This will make it much easier to scout something like DTs then. Finally the vision thing will also help alot to defend in case of a plateau at the natural.
There is a slight possibility some things will be actually more dangerous as well though, for example greedier DT techs could become safer now because of the blink and vision changes. Very fast DT will be troublesome for this to hold


Haha yes when I saw the blink nerf I knew it would help this build tremendously. A cannon will probably be standard in conjunction with the nerf because it will definitely get up in time for a blink rush and also stop all DT rushes in their tracks. I agree that dt rushes will become safer against blink rushes so they will probably become more prevalent as blink rushing is phased out a little bit. That will allow for this cannon change as I mentioned. All around good news!


get rich or die mining
TL+ Member
rsvp
Profile Blog Joined January 2006
United States2266 Posts
Last Edited: 2011-08-25 23:26:14
August 25 2011 23:25 GMT
#9
Pretty cool build. Relies heavily on mind games, since any sort of fake tech tech/econ into delayed 4 gate will kill you without question. That's not a bad thing though, since most of PvP is like that anyway. I've seen a 3rd pylon, 20+ probes, 2nd gas, 3 chronos on nexus, 3 stalker rush all turn into delayed 4 gates. Those would be deadly since although they will be 1-2 units behind a balls 4 gate, you'll be 3-4 units behind and that's a huge disadvantage for you even if you have ramp.
zeehar
Profile Blog Joined July 2010
Korea (South)3804 Posts
August 25 2011 23:29 GMT
#10
i love blue OPs, they're either very solid or batshit crazy or even both,,,

will check replays very soon and hope to add to repertoire.
I AM THE UNIVERSAL CONSTANT
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
August 25 2011 23:33 GMT
#11
Ok ok here's a question for real. How do you react vs a 4gate robo all in? You know with 3 colossus and stuff. Do you go for a basetrade like other blink builds or is the eco advantage enough to hold it in a fight?
I am Latedi.
Quantum314
Profile Blog Joined January 2011
England217 Posts
August 25 2011 23:35 GMT
#12
The amount of love I feel for you right now is beyond pretty much anything I've ever felt starcraft related. As soon as I've finished the replays I'm going to come straight back here with my thoughts.

Thank you so so much!
"Physicists are atoms way of thinking about atoms"
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 23:37 GMT
#13
On August 26 2011 08:33 Latedi wrote:
Ok ok here's a question for real. How do you react vs a 4gate robo all in? You know with 3 colossus and stuff. Do you go for a basetrade like other blink builds or is the eco advantage enough to hold it in a fight?


All included in the 1 base robo section. You can keep them at home with 10+ stalkers for a long time while massing up chargelot. Archons are kind of iffy here as it's tough to have them while having a lot of units when the push comes. See the game against wbc on temple in the replays section. If he doesn't have blink you can harass his army whenever his army is not up his ramp. You might delay a push that would leave at 11-12 minutes by as much as 2 minutes which is quite enough time to macro up a LOT of chargelots. I usually only go for archons if they try to expand with the robo opening, as you can easily get them up without any fear.
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
Last Edited: 2011-08-25 23:44:56
August 25 2011 23:41 GMT
#14
On August 26 2011 08:35 QuAnTuM314 wrote:
The amount of love I feel for you right now is beyond pretty much anything I've ever felt starcraft related. As soon as I've finished the replays I'm going to come straight back here with my thoughts.

Thank you so so much!


Thanks for your feedback I look forward to your thoughts/input
get rich or die mining
TL+ Member
Latedi
Profile Blog Joined November 2010
Sweden1027 Posts
August 25 2011 23:45 GMT
#15
On August 26 2011 08:37 Alejandrisha wrote:
Show nested quote +
On August 26 2011 08:33 Latedi wrote:
Ok ok here's a question for real. How do you react vs a 4gate robo all in? You know with 3 colossus and stuff. Do you go for a basetrade like other blink builds or is the eco advantage enough to hold it in a fight?


All included in the 1 base robo section. You can keep them at home with 10+ stalkers for a long time while massing up chargelot. Archons are kind of iffy here as it's tough to have them while having a lot of units when the push comes. See the game against wbc on temple in the replays section. If he doesn't have blink you can harass his army whenever his army is not up his ramp. You might delay a push that would leave at 11-12 minutes by as much as 2 minutes which is quite enough time to macro up a LOT of chargelots. I usually only go for archons if they try to expand with the robo opening, as you can easily get them up without any fear.


Did you edit the OP after I posted? That's dirty I think
Uuh sorry, I think I will watch the replays and come back later. I'm too tired to think clearly.
I am Latedi.
mixXanber
Profile Joined November 2010
United States96 Posts
August 25 2011 23:56 GMT
#16
you say that 21 probes can signal a non 4 gate, but don't a lot of protoss's do a balls 4 gate with 22 probes as you can still get 2 pylons down at their ramp and get the 4 stalker warp in at the same time as cutting at 20 probes (which is 24/26 supply if I'm not mistaken)
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 25 2011 23:59 GMT
#17
On August 26 2011 08:56 mixXanber wrote:
you say that 21 probes can signal a non 4 gate, but don't a lot of protoss's do a balls 4 gate with 22 probes as you can still get 2 pylons down at their ramp and get the 4 stalker warp in at the same time as cutting at 20 probes (which is 24/26 supply if I'm not mistaken)


If they're trying to force pylons down with only one zealot and one stalker before WG finishes, you'll have no problem denying those pylons with your own zealot+stalker+probe. Consider getting a 2nd stalker rather than probes 21 and 22 if this scares you.
get rich or die mining
TL+ Member
Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
August 26 2011 00:00 GMT
#18
On August 26 2011 08:45 Latedi wrote:
Show nested quote +
On August 26 2011 08:37 Alejandrisha wrote:
On August 26 2011 08:33 Latedi wrote:
Ok ok here's a question for real. How do you react vs a 4gate robo all in? You know with 3 colossus and stuff. Do you go for a basetrade like other blink builds or is the eco advantage enough to hold it in a fight?


All included in the 1 base robo section. You can keep them at home with 10+ stalkers for a long time while massing up chargelot. Archons are kind of iffy here as it's tough to have them while having a lot of units when the push comes. See the game against wbc on temple in the replays section. If he doesn't have blink you can harass his army whenever his army is not up his ramp. You might delay a push that would leave at 11-12 minutes by as much as 2 minutes which is quite enough time to macro up a LOT of chargelots. I usually only go for archons if they try to expand with the robo opening, as you can easily get them up without any fear.


Did you edit the OP after I posted? That's dirty I think
Uuh sorry, I think I will watch the replays and come back later. I'm too tired to think clearly.


I felt like I had more content in that section before going live with it sorry! Either that or I for some reason assumed most protosses would have seen that situation a million times just because I have from doing this build :D
get rich or die mining
TL+ Member
tehemperorer
Profile Blog Joined June 2010
United States2183 Posts
August 26 2011 00:08 GMT
#19
oh wow pure seckstasy... I reading
Knowing is half the battle... the other half is lasers.
TechnoSchaman
Profile Joined October 2010
United States156 Posts
August 26 2011 00:10 GMT
#20
love the fact that you and time have been coming out with these builds. We will have you guys to thank when protoss gets a positive win rate
cant wait to try this out
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