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Protoss Build Orders

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Protoss Build Orders Empty Protoss Build Orders

Post  CtS-Gaucho Wed May 13, 2009 3:12 pm

Protoss Build Orders

From:
http://foros.latingamers.net/index.php?topic=3586.0 (Spanish Version)



Protoss 9/10 Gate Zeal Rush

Matchups: Pvz, Pvp, Short distance locations.

Theory: This is the fastest way to rush zerg with zealots, while maintaining a decent economy. The build is all about cutting corners to get those zeals out as fast as possible. Against builds where zerg elected to make a hatchery before a pool, the zealots will arrive at latest by time the hatch finishes. This build is the strongest against the fast-expo, given the travel distance is not too great for the zeals. Scouting and harassing is important here, and probes at the attack site are just as valuable as the zealots.

Build:
8/9 Pylon (near choke)
9/17 Gateway (scout, leave probe near enemy base)
10/17 Gateway
11/17 Zealot (hotkey, then rally gate to enemy choke, no probes)
13/17 Pylon, Zealot (hotkey, then rally other gate to enemy choke, no probes)
15/25 Zealot*, send 2nd probe to enemy choke

For pvz, make sure the scout probe stayed alive, it is needed to assist the zealots in killing the lings. Also make sure that if it is a fast expo situation, harass the drone(s) that comes out so it cannot place what will be a sunken. With the probe attacking with the zeals, lings die in 2 hits instead of 3. Setting hotkeys for the gates is important so you can focus on necessary micro at the enemy choke, instead of going back to the gates to queue more units. After the second pair of zealots, you can gas up and tech as normal (stargate or temp archive), or you can continue the pressure with zealots, looking to force more ling production and delaying economy and tech for the zerg.

In pvp, 9/10 will own a 1 gate-goon tech, even if he sticks a zealot in while the cyber core is warping. However, all you will have gained is an inferior economy if the enemy toss went double gate zealots as well.

* If you are brave, you can make the 2nd pylon in the enemy choke so you can build a battery to reinforce the rush. If the battery finishes warping and there are zeals left to heal (not always the case), it should spell the end for zerg.
^ If you want, you can rally the nexus to the choke as well so other probes can get in on the action in case the original pair died. You have enough economy mining to execute this rush, however, once zerg solidifies his position, these probes should be sent back to mine.

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Protoss 10/12 Gate Zeal Build

Matchups: Pvz, Pvp, Multiplayer

Theory: This is the most popular and simple zeal build for protoss, because it sacrifices no economy besides the standard scout probe. While not as fast as the 9/10 rush, it is serviceable for a variety of situations, including multiplayer games. Room to solidify your position and tech hard is also granted (done easily by halting zeal production), and it still can yield a fairly decent rush against an unwary enemy.

Build:
8/9 Pylon (scout if enemy went random)
10/17 Gateway (scout if you have not already)
12/17 Gateway (11/17 if you scouted late)
13/17 Zealot, Pylon (in that order, hotkey and rally gate to choke)
17/25 2 Zealots, Pylon* (in that order, hotkey and rally other gate to choke)

Here is where the build ends, because it depends on the situation what to do next (good scouting helps). If zerg got a decently fast pool, the three zeals can wall the ramp, and you can either tech hard by throwing up the assimilator and cyber core, or continue pumping zeals and rushing with a decent number of them (not to exceed around six, unless he is not teching either). The options from here are up to you, and it depends on how he opened.

*This pylon can be substituted with an assimilator for faster tech, however it will delay the rush somewhat if an opening appears to do so.

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Protoss 10/12 Gate-Assim Build

Matchups: Pvp, Pvz, Multiplayer

Theory: This close cousin of the normal 10/12 gate is designed to allow gas collection while building up a force of zeals. An assim is substituted for the intial zealot in this case, and the drawback is that the rush will contain one less zealot. The economy that will be diverted into the assim is not needed to mine as you will have enough eco to support your mineral-based activities. The main advantage here is that you will have a substantial gas pileup by time your cyber core finishes, something that is helpful for the midgame. In Pvp you will have enough gas to get legs and robo tech, and in Pvz you will have plenty of gas for temp archive units. This is also a solid multiplayer build as well because of its flexibility and ability to switch to hard tech and then produce mid-tech units once those buildings complete.

Build:
8/9 Pylon (scout if random)
10/17 Gateway (scout if you have not already)
12/17 Gateway (11/17 if you scouted late)
13/17 Assimilator, Pylon (in that order, hotkey and rally gate to choke)
17/25 2 Zealots, Pylon (in that order, hotkey and rally gate to choke)

Here gas collection has already begun, and now with good scouting an opportunity to rush may arrive. You can continue zealot production, or you can build a cyber core instead of a 2nd pair of zeals and tech as normal. You will find you will have at least 300 gas (usually a lot more) by time that core finishes, which really broadens your options compared to your normal gas amount when your cyber core warps in (200 at most).

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Protoss Proxy-Gate Zeal Rush

Matchups: Pvz

Theory: This build is a do or die option, based on making medium distance trips much shorter by making the gateways halfway toward the base. This build works well when there is a large middle from which paths emerge going to each starting position (e.g. Lost Temple), as well as on two-player maps (e.g. Bifrost). Gates in both cases would be made in the middle of the map cutting the walking distance for zealots in half. However, if the zerg defends it, those gates are nearly impossible to hold with the threat of the lings running by it and into the undefended economy.

Build:
6/9 Send pylon to middle of map or near enemy base
8/9 Pylon near midmap
9/17 Gateway
10/17 Gateway (scout)
11/17 Zealot (hotkey and rally gate to enemy choke, no probes)
13/17 2 Zealots (hotkey and rally other gate to enemy choke, no probes)
17/17 Pylon near nexus, send 2nd probe to enemy choke.
17/25 2 Zealots

If zerg went fast expo, that expo is as good as dead since this build is basically 9/10 gate on steroids. Make sure that you take some drones with the scout and zealot and harass plenty. If zerg went 9-pool, then this build dies. If things get hairy hold position at his ramp until reinforcements arrive. This is an all-out rush, and if it fails the game is just about lost for you.

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Protoss Tech Build 1

Matchups: Pvp, Pvt, Pvz (no fast pool), Long distance between mains.

Theory:
This build introduces fast tech on ground maps (assuming there is a ramp). It includes a fast zealot while the cyber core warps for rush defense (hold position with a couple probes on ramp). It is an introductory build that will allow you to go up any tree. It can be done in any matchup, however you will have trouble with fast pool zergs.

Build:
8/9 - Pylon (Scout, preferably at choke in case of random zerg)
10/17 - Gateway
12/17 - Assimilator
14/17 - Cyber Core
15/17 - Pylon, Zealot^ (hold probe production momentarily so you can get a pylon in there first)
17/25 - Dragoon, Gateway
^ Necessary to hold quick lings in Pvz and 2 gate zeals in Pvp.

From here you can add a gate and begin amassing goons, or you can add citadel tech (then gate), or you may elect to go robo or stargate right away. This is a very flexible starting build, and if the zealot lacks a purpose after a while (assuming he did not rush) then it will make an excellent scout.

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Protoss Tech Build 2

Matchups: Air, Hybrid, Pvp, Pvt

Theory:
This build introduces fast tech on air and hybrid maps. It can also be done in Pvp and Pvt ground games. It is an introductory build that will allow you to go up any tree.

Build:
8/9 - Pylon (Scout, preferably at choke in case of random zerg)
10/17 - Gateway
12/17 - Assimilator
14/17 - Cyber Core
15/17 - Pylon
17/25 - Dragoon^ (ground maps)

From here you can add a gate and start massing goons (for ground maps), or you can continue up the robo or stargate trees on air/hybrid games. On non-ground, robo is preferred and is good for random. Stargate is exclusive for zerg.

^Against zerg a second zealot is better. If you are going to do a furnace (pvt strategy for fast backdoor drops) start a robo right away.

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Protoss Tech Build 3

Matchups: Air, Hybrid

Theory:
This build introduces fast tech on air and hybrid maps. It varies from tech builds 1 and 2 since here the assimilator is made first and then the gateway after. It has features that will allow for more aggressive teching once the slightly slower cyber core finishes.

Build:
8/9 - Pylon
9/9 - Assimilator
11/17 - Gateway
13/17 - Cyber Core
15/17 - Pylon

In this build when the core finishes, you have the added choices among the normal plans to go double robotics (Pvp, Pvt) and double stargates (Pvz). The extra gas will also allow a fast +1 air that will finish long before goon range is needed.

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Protoss Fast Expo Build

Matchups: Pvp, Pvt, Pvz (no fast pool), FFA, Average/long distance between mains

Theory: This build allows for a fast second nexus at your expansion. Depending on what the enemy is doing the build will differ after the nexus has begun warping in. However it does supply protoss with a tremendous economy after five minutes, however watch out for hard tech by the enemy.

Build:
7/9 Send probe to expansion
8/9 Pylon in choke (make sure not to block where the nexus will go)
12/17 Nexus (scout)

The build now diverges.

Pvt (mech build):
13/17 Gateway, Assimilator^
14/17 Pylon in main
15/17 Cyber Core
18/25 Robo Facility, Dragoon

Continuously scout the terran. You might need a forge to stop a vulture sneak. This build is risky when you have a cliff above the natural, since even though you will get your shuttle out early enough, he will have too many harass or push options. When you nexus finishes, do not Maynard too many probes (six at the most) so in case that expo comes under fire your economy does not suffer. You can always send extra later on when it becomes secure. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

^If a SCV gets in the base before the gateway is laid down, run to your geyser and warp an assimilator before he can build a refinery on it.

Pvp:
13/17 Gateway, Gateway*
14/17 Pylon
15/17 Zealot, Assimilator (if not built already)

Watch out once again for fast robo and either reaver drop or a turbonewbie if there is a cliff over your natural. You should have fast archive covered nicely since you have the pylon to make cannons down there. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

*If the enemy toss went straight for goons, then make that second gateway an assimilator and rush up to goons as well. If he went zeal rush, then throw up a battery as soon as the first gateway finish next to your choke pylon, and gather some probes ready to defend with the zealot.

Pvz:13/17 Forge
14/17 Cannon, Gateway#
15/17 Assimilator$, Pylon (in main)
16/25 Zealot
17/25 Cyber Core, Assimilator (in natural)
21/25 Stargate, Pylon (near main nexus)

You will need the stargate for the muta. Two stargates may be needed even. You will have the gas to get +1 air if you want. You will also ave the gas to go double robo or fast to archive, slapping down another 3 gates before the archives finishes. Make sure you get legs before starting the archive. You can do anything you want really (zeal-sair-reav or zeal-temp or dragoon-reav) just scout well to make cannons as necessary. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

#Make a 2nd cannon if you scouted a mass ling attempt, you will need it. Make sure to space out both cannons and place them behind buildings so the lings do not have easy access to them. Hold your ramp so the lings do not try to sneak by and run into the main.

$Gateway goes here followed by assimilator and pylon if you made a 2nd cannon.
CtS-Gaucho
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Protoss Build Orders Empty Re: Protoss Build Orders

Post  CtS-SiegeTank Thu May 14, 2009 6:02 pm

These are all good Build Orders, Gaucho. Study and memorize them.
But!
These are builds from when everyone played Lost Temple or similar maps with small rush distances and cliffs behind every expo. Completely different from today's huge simple macro maps. Some of them are still good while others won't work anymore. I wish I could tell you which but I don't play Protoss. Hopefully someone that does can...
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