![[image loading]](https://www.msu.edu/~worhatch/TripleTake.jpg)
This is the third time the Zerg has returned his camera here to confirm that I did, in fact, start Gateway-Forge in the one-base position. Terribly confused, he assumes I'm turtling hard and tries to double expand, so he dies. About 50% of my PvZ games are free wins from the Zerg being faced with an unusual situation and making the wrong decision on the fly. I continue onward to win I estimate 70% of my games where the Zerg does respond sensibly.
Update: Masters level players' inputs and modifications can be found here!
Mick's preference for faster Robo
Trusty's very detailed notes on a version with only one gateway
Trusty's replays (the build order used is compiled by Micks two posts down the line)
Thanks, guys!
Disclaimer:
I'm a high level Diamond league Protoss player. It is therefore impossible for me to guarantee that this build works at any higher level than that. Still, I see no reason why it shouldn't.
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Incidentally, in the interim between my writing this and my posting it, I tuned in to the middle of a tournament game where it looks like Kiwikaki did a build similar in principle to this one. I think he had opened with a FFE, though, based on his building positions. Importantly, his +1 Weapons kicked in about 90 seconds later than mine does, so that his opponent had so many Roaches up that when a handful of Zerglings blocked the ~9 Zealots' retreat path the Roaches did entirely too much damage to them; Kiwikaki then transitioned into a cheesy Void Ray play which got smashed because apparently that's what he did the last game too.
Introduction:
This build is a response to my frustration with the cheesy feeling I had with all the standard PvZ openings; it felt like if Zerg either scouted or just correctly guessed what I was up to I would quickly fall behind, essentially because because everything I could do was such a big commitment. + Show Spoiler +
I have some respect for the 3-gate Sentry-expand openings, but those still hinge on the fact that just Zerg doesn't know whether your force that is moving across the map is going to commit to the attack or not - if he guesses correctly and either makes all units or all drones, you're going to be way behind, so the Sentries are still sort of cheesy even though there isn't anything that the Zerg could have scouted to get the data they needed to build-order-counter you.
My goal here is to get up my expansion safely behind a +1 Weapons Zealot pressure which can run away with no losses if Roaches are up, but deals good damage if Roaches are not ready. Barring any bad decisions or unit miscontrols, I always emerge into the midgame at least even with the Zerg.
Be warned, this build, despite being the safest, least commital thing I know of that Protoss can do, will result in some players getting very mad at you for "cheesing" them if they misread your opening and so die outright to the pressure. + Show Spoiler +
Even though they could have had a Drone in your base watching all of your not-at-all-hidden buildings throughout your opener, so apparently they elected to be super cheesy by favoring 1 more worker over having perfect scouting data.
The Build Order: What to do before your scout arrives
9 Pylon in the 1-base position
+ Scout
Chronoboost probes 2x
12 or 13 Gateway
~14 Assimilator
~16 Pylon
~17 Forge in the usual 1-base CyCore position
Note on Gateway timing: + Show Spoiler +
this build is not so lean that it requires the 13-gate to function. The main effect of a 12-gateway is that the expansion will be up a few seconds later. If your opponent's chat, name, or reputation suggests a very early pool could be incoming, a 12-gate is fine.
Note on Forge timing: + Show Spoiler +
You want the forge to be placed at around the same time as you put guys in gas; this way you will have your 100 gas mined in time to start the +1 weapons at around the time the forge finishes.
Note on Assimilator timing: + Show Spoiler +
I'm starting to think that getting some extra minerals early on is worth delaying my attack a little bit by getting an Assimilator on 15 or even 16; you'll see this in some of my more recent replays.
The Scout:
After identifying the Zerg location and checking for incoming cheese (which you can 66% of the time deal with in the usual fashion for an "easy" win; you did 9-scout after all), the top priority is to block an early hatch with your probe if you can. A hatch-first that immediately techs into Roaches is the only thing I've seen that should leave Zerg even with you economically when the dust settles, so if you take even that option away that's cool. I've not tried pylon blocking, but I think it would delay our attack too much.
Once it's clear no hatch-first is coming, or if you failed to block it, or if they pulled multiple drones to secure the hatch-first at a cost, re-check what they're up to in the main and respond accordingly.
Extractor-First Spotted:
You just won the game.
Well, not quite, but this is the easiest path toward victory. Extractor first is way too early to be efficient for Roach based builds, so there's either Speedlings coming or a less-efficient-than-usual Roach build coming, and either one puts you in a great spot. Continue the build as follows:
Continuation of the Build in the Ideal Case:
1 more Probe chronoboost
18 Zealot
22 Gateway
@100 gas: stop mining gas, start +1 Weapons
Until expo up: chronoboost Forge up to 2x (redirect to gateway if needed)
3rd Pylon below ramp*
Constant Zealot production until you have 5
@ 22 workers mining: next 3 workers rallied back to gas.
Add a cannon and defend it with all but 1 Zealot (last one blocks entry to base) **
@ 400 minerals: Nexus
@ 5 Zealots: attack Zerg base. +1 Weapons should be done any second now.
Follow up with CyCore at ramp, at least one cannon if you didn't make one earlier, and do some combination of turtling and teching (don't forget +1 Armor!) depending on what your Zealots scout during the attack.
* Do not build Pylon #3 flush with the ramp, that makes it harder for your Zealots to protect it, and on some maps it also prevents you from putting a photon cannon at a good location to defend your mineral line from both Lings and Roaches at once. Your Cybernetics Core will be the wall at the ramp; make sure your Pylon and Cannon placements let you do so.
![[image loading]](https://www.msu.edu/~worhatch/ProtectCannon.jpg)
Protecting this Pylon and the first Cannon while keeping lings out of your base is the one scary part of this build vs Speedling openers, but I've never had a complete failure in this regard.
** If you scout that the Zerg skipped lings altogether, you can delay this Cannon until after the Nexus.
The Attack:
If you have enough scouting data that you can send all 5 Zealots safely, do it. Otherwise, send 4 and keep 1 blocking the entrance to the main, or send all 5 but leave a probe or two on hold position in the Zealot's usual position until the Gateway's next Zealot comes out.
When you arrive, if Roaches have been made, don't commit. This is what Zerg should be doing in response to your not-at-all-concealed build. Roaches should in theory never die to Zealots on creep. But the Roaches can't chase down Zealots off creep, either, so you shouldn't lose any Zealots unless he throws away a lot of lings to stop your Zealots (in which case you're coming out fine anyway). Make Cannon #2 at home if you didn't already.
Congratulations, you just made Zerg tech to Roaches without losing any units or Pylons and you have an expansion! You're now ready for the midgame. + Show Spoiler +
What's this, you say? Now there's Roaches coming after your base? Zealot+Cannon actually does fine vs Roaches; the Cannons mean the Roaches can't kite the Zealots for free, and the Zealots mean the Roaches can't just walk past the Cannons or even attack them without getting pummeled. Even if you slowly lose ground from suboptimal Cannon placement, soon it'll be Zealot+Stalker+Cannon or even Immortal+Zealot+Cannon. If he goes all-in, you should come out way ahead unless you miscontrol.
![[image loading]](https://www.msu.edu/~worhatch/DontWorry.jpg)
Stay calm, you can hold this with no economic damage.
Robo tech is probably a good transition regardless - you know Immortals are going to have at least a few good targets.
The strategies I describe next are largely the same as those of a cheesy 2-gate, only in our case we can actually fight Zerglings cost effectively, and we have much more infrastructure than usual to fall back on afterward. I'm keeping this in spoiler tags so those players who actually have good experience 2-gating Zergs and know what to do can skip it.
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If he's massing Speedlings as his answer to your Zealots, just make sure your Zealots stay together. Try to get to the Hatchery if there's no Spine Crawler and hold position; the extra wall provided by the Hatchery keeps the Zerglings from surrounding you and now removing your Zealots is only going to happen at an extreme cost for the Zerg. Even if he surrounds you before you get your back to a wall, the +1 Weapons means that you're killing a satisfactory number of lings. Remember, every two lings killed is effectively a drone.
If he never showed Roaches at all, I prefer the Twilight Council tech path. Infestors and Mutas seem fairly likely here, so having Blink and High Templars just one more investment away is nice. Also, this lets you continue upgrade production with your Forge.
If there are Spine Crawlers completed, make a judgement call. Often you can just walk past them and go into the main, but this could get you trapped if Roaches are about to pop. Sometimes you can kill the Spines if they're either incomplete or too few in number. If there's an excess of them being made / completed, stick around to ensure they don't get canceled and be content that Zerg just spent a lot of resources on static defenses so you can power hard at home.
If you can surround a Queen or catch it off creep (some Zergs try to block the ramp like it's ZvZ) then kill it. Otherwise, only ever chase after it with one Zealot, and only do that if the Queen is standing as the only defense between you and killing the Hatchery.
Try to avoid getting surrounded by Drones, and definitely don't waste your time chasing after those speedy things. Yes, killing the Drones would be nice, but they're actually not as much worse than lings vs weapons upgraded Zealots as you'd think because the Zealots still take 3 attacks to kill one.
12-15 Pool with Delayed Gas Spotted:
Zerg has a lot of flexibility here; he could still be getting delayed Speedlings if he doesn't know how huge +1 weapons is in Zergling vs Zealot, or if he denied your scout before putting down any gas at all he could I suppose be going Spanishiwa style (which I have no experience against, unfortunately). Most likely there's going to be Roaches, though.
If you didn't scout the Hatchery getting placed, sneak in a second scouting probe if you can. If a pure cheese 1-base all-in is incoming, you want to have the appropriate number of cannons up.
We still want to go forward with the Zealot pressure because, again, the Zealots will never die to the Roaches off creep, we need to make sure Zerg isn't playing too greedily (just kill him if he is), and we need to know what Zerg is up to anyway. At home, respond to what your Zealots force the Zerg to show you.
Whatever the case, when all is said and done you should either be slightly ahead of Zerg or else Zerg should have taken some damage from the Zealots.
Hatchery First Spotted:
If you failed to delay the Hatchery, you have a decision to make. If you're feeling cheesy, you can try a Zealot + Cannon rush, or you can proceed like the above two cases and just be aware that if he goes straight for Roaches like he should he'll be ahead of you economically.
The stable option is to throw down your Nexus before Gateway #2 or even before your first Zealot; you are now transposing into a less turtle-y version of a Forge Fast Expand opening. The usual bane of FFE, the Zerg "power super hard because lol Protoss can't make units for forever" doesn't apply here; if Zerg tries this then when you execute your delayed version of your attack you will deal significant damage.
Keep your scout alive for as long as you can. You might be able to skip making a Cannon for quite some time.
Anyway, you still want to move out once your 5 Zealots finally complete. Zerg should be rushing for Roaches upon scouting your +1 Weapons, but if he doesn't and chooses to power hard instead, you need to punish him or else he'll get out of control, because that's just what Zerg does.
Point is, unless Zerg does something crazy that you can in principle scout and punish, you should come out pretty even with him economically.
Maps:
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I have Tal-Dariim Altar, Backwater Gulch, and Searing Crater downvoted. The slower scouting and slower Zealot walk time on Tal-Dariim are both bad news for this build - the Zerg can make one more round of drones before Roaches need to be up, so he comes out slightly ahead of you rather than even or slightly behind. Backwater Gulch and Searing Crater are hard because cannons have a hard time defending your main and your natural simultaneously.
Appendix A: Baneling Bust
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Some Zergs see an unusual Cannon + Zealot based defense and realize that Banelings are pretty decent at killing both of those. I've only died to this once out of ~8 encounters, though. Your attack at the beginning should force his hand, and once you see that mass lings are coming you can add more cannons (spread out to defend the whole natural, rather than all at the front like vs Roaches) then even when he breaks your wall he won't be sufficiently cost effective at killing workers so long as your control is solid.
Appendix B: Muta Transition
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Maybe this is just a result of my liking Immortals too much, or my hating Stalkers too much, but when I face Roaches with this build I often get tempted to have precious few of the worst-ground-unit-at-straight-up-fights-in-the-game, the Stalker. (Seriously, if a Stalker doesn't run away, WORKERS kill it cost effectively.) This, compounded with my early game featuring primarily Zealots, sometimes means that I get caught with insufficient AA if Mutas come. So either get an Observer early-ish (as you move out with a 1 or 2 Immortal, +1/+1 timing attack is good) and look for a Spire, or just grin and bear the embarassment of having Stalkers in your basic unit composition.
REPLAYS:
Getting good replays for this build is actually pretty hard because Zerg players get so confused when they see Gateway+Forge. An alarmingly large percentage will do something stupid that either fails utterly or makes them lose a Hatchery. The rest will make some grievous error in the midgame (expanding when not safe due to underestimating my super fast +1/+1, teching but controlling the tech badly, botching macro...).
Master's level games!
Trusty's replays
One replay by Micks
Added from popular demand! Pvz Gateway Forge vs Roach Ling All-In (download)
Be warned, I ultimately lose this game due to horrendous macro, but notice that I hold the all-in with no economic damage whatsoever, even after throwing away 3 Zealots for nothing and floating 800 minerals during the fight.
PvZ Gateway Forge vs Roach 2 (download)
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The most "typical" game I've played in a long time. He counter attacks me after my initial attack, but doesn't deal economic damage before I get an Immortal out. He could have microed better (he blames his cat at the end), and I could have macroed better, but what this game really shows is that you can hold the Roach counter attack (it wasn't even close), and that if the Zerg commits to an attack and fails you come out far in the lead.
My biggest mistake is forgetting to start Warpgate research until awfully late; I generally intend to do it when I put guys in my second gas, but at that point I was still focused on killing the Roaches and I forgot to get back to it for too long.
My biggest mistake is forgetting to start Warpgate research until awfully late; I generally intend to do it when I put guys in my second gas, but at that point I was still focused on killing the Roaches and I forgot to get back to it for too long.
PvZ Gateway Forge vs Speedlings 2 (download)
Check out the first Zergling vs Zealot engagement: any Zerg worth his weight should have the instinct that as long as I'm not near the wall, this many lings should smash the Zealots and leave my base open for immediate attack.
![[image loading]](https://www.msu.edu/~worhatch/Surprise.jpg)
In a unit tester, I find this same engagement normally would have left Zerg with 10 lings to spare. But instead, +1 Weapons makes me come out with 4 of my 5 Zealots still alive. That's a big difference, and it completely wrecks his game plan.
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I proceed to get supply blocked at the point when I intend to move out with my Blink timing push, while he fails to push an advantage while he has it before my Storm research finishes. Point is, I hit the midgame way in the lead as I generally do vs Speedling openers.
PvZ Gateway Forge vs Hatch First Spine Crawler (download)
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This is what happens on most maps if they try to defend the Zealots with Spine Crawlers. I know Roaches aren't coming anytime soon because he went Hatch first and made Spine Crawlers so early.
PvZ Gateway Forge vs Baneling Bust (download)
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This is a typical game for when they go with Banelings. I could have split my Zealots better on multiple occasions, but I still came out pretty well.
PvZ Gateway Forge vs Speedlings (download)
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This game was a little strange, as he had Zerglings denying my ability to put down a Nexus but not in position to see that I'm moving out with my Zealots. He loses his Hatchery and so is unable to spend his money.
What should have happened here is he would make a lot of Zerglings upon seeing me leave the base and then surround and engage me as I hit the Creep. This would result in him losing almost all his lings while allowing me to get my expansion up earlier, putting him economically behind me, but at least he wouldn't have lost the game outright.
What should have happened here is he would make a lot of Zerglings upon seeing me leave the base and then surround and engage me as I hit the Creep. This would result in him losing almost all his lings while allowing me to get my expansion up earlier, putting him economically behind me, but at least he wouldn't have lost the game outright.
PvZ Roach vs Zealot into Carriers vs Hydras (download)
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This is actually a Funday Monday submission - no Stalkers is the rule, so I need Stargates to protect against possible Mutalisk transitions. He fails to cancel a Hatch I deny early on (even accidentally speeding me up in killing it), then I miscontrol my air units.
My point here is that Stargate tech is a doable transition for this build - you certainly don't HAVE to go for Carrier silliness, though if they have Roaches out they'll probably go Hydras as their answer to the Void Rays, so Carriers actually make a lot of sense.
My point here is that Stargate tech is a doable transition for this build - you certainly don't HAVE to go for Carrier silliness, though if they have Roaches out they'll probably go Hydras as their answer to the Void Rays, so Carriers actually make a lot of sense.