![]() ![]() 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. 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. ![]() An assim is substituted for the intial zealot in this case, and the drawback is that the rush will contain one less zealot. Theory: This close cousin of the normal 10/12 gate is designed to allow gas collection while building up a force of zeals. *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. The options from here are up to you, and it depends on how he opened. 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). Here is where the build ends, because it depends on the situation what to do next (good scouting helps). 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.ġ0/17 – Gateway (scout if you have not already)ġ2/17 – Gateway (11/17 if you scouted late)ġ3/17 – Zealot, Pylon (in that order, hotkey and rally gate to choke)ġ7/25 – 2 Zealots, Pylon* (in that order, hotkey and rally other gate to choke) While not as fast as the 9/10 rush, it is serviceable for a variety of situations, including multiplayer games. Theory: This is the most popular and simple zeal build for protoss, because it sacrifices no economy besides the standard scout probe. You have enough economy mining to execute this rush, however, once zerg solidifies his position, these probes should be sent back to mine. ^ 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. 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 are brave, you can make the 2nd pylon in the enemy choke so you can build a battery to reinforce the rush. However, all you will have gained is an inferior economy if the enemy toss went double gate zealots as well. ![]() In pvp, 9/10 will own a 1 gate-goon tech, even if he sticks a zealot in while the cyber core is warping. 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. 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. With the probe attacking with the zeals, lings die in 2 hits instead of 3. 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. Scouting and harassing is important here, and probes at the attack site are just as valuable as the zealots.ĩ/17 – Gateway (scout, leave probe near enemy base)ġ1/17 – Zealot (hotkey, then rally gate to enemy choke, no probes)ġ3/17 – Pylon, Zealot (hotkey, then rally other gate to enemy choke, no probes)ġ5/25 – Zealot*, send 2nd probe to enemy chokeįor pvz, make sure the scout probe stayed alive, it is needed to assist the zealots in killing the lings. This build is the strongest against the fast-expo, given the travel distance is not too great for the zeals. Against builds where zerg elected to make a hatchery before a pool, the zealots will arrive at latest by time the hatch finishes. The build is all about cutting corners to get those zeals out as fast as possible. Theory: This is the fastest way to rush zerg with zealots, while maintaining a decent economy. Matchups: Pvz, Pvp, Short distance locations. As seen on multiple starcraft sites including Blizzforums. The following is a detailed list of the most common build orders seen in online play.
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