Proko Profile Joined February 2011 United States 1014 Posts Last Edited: 2012-02-04 23:31:00 #1 Proko’s Fast Chargelot 1 Archon Attack



Hi, I’m Proko and in celebration of 600 posts and nearly a year of TL in my life I going to introduce to you to a little PvP build I worked up.



Before I go any further let’s just get something straight. I’m bad, like, really bad. I don’t claim to be good, nor do I claim that my build is pro-quality. I’m a Mid-Diamond Protoss, and I don’t pretend to be anything more than that. When you look at the replays and see the micro and even the macro, just remember that I’m bad.



So, why would you use my build? Good Question, rhetorical question asking Proko! Let me answer myself.



This build is designed specifically to beat the most common 2 gas PvP builds, Fast Phoenix, 3 Gate Robo (blink or blinkless variants), fast colossus and straight blink. If that sounds good to you, read on.



I started doing it because I hated losing to people who would just “go colossus” and abuse me if I did anything else, I also lost to phoenix one time and it made me super angry. Now I have this build. It hinges on a quick timing attack using an archon to break ramp forcefields, which are a staple of the current PvP metagame. It is also designed to hit before colossus get out, or at least get out in force. The charge zealots and added splash of the archon do the rest. For example it’s actually a bit funny how easily this build kills three gate robo.





Break the forcefield and break the nerd's neck



How do I execute it?



The build opens standard:

9 pylon 12/13 gate 15 gas yada yada yada. (there is a great post to read on dealing with fourgates



The build forks based on what you scout. If your opponent looks like they intend to fourgate, make a sentry immediately after stalker and go into the common 3 gate sentry plus tech anti-fourgate build. If they show you an intent to tech, head toward charge immediately. Gas timings here are a bit tricky . In my play I have been taking it in the low twenties, but I am starting to feel like the quicker you take it the better, even as soon as 20. Go up to 3 gates fairly quickly and then add a fourth at your convenience.

The timings hereafter all depend on gas quantities. If you are worried about early pressure get a sentry right after stalker and finish chronoboosting warp gate. That way, if a surprise gateway attack comes you can pop out some sentries and hold it off. If you feel free and clear, do the ballsy thing, and build a twilight council right after stalker with your first 100 gas.



However you choose to do it, use your first available gas on council, then your next 200 gas goes to charge and the next 200 goes to Templar Archives. During this time build as many zealots and as you can and chronoboost charge to completion. When you have about 150 gas after building TA, proxy a pylon and move out. Time leaving your base so that your units arrive at the proxy when you have 300 gas and build an archon. Then attack. Use the archon to break forcefields and watch their phoenix/stalkers/immortals stand helplessly by.



In an average game you will move out around 7:45 (slightly sooner if you execute well) and will hit with an archon and 10-14 zealots and a stalker about 8:15. If you made a sentry or two for safety, the timings will be proportionately later.



What if they gas steal?



If they gas steal and take their own gas, I build a second zealot and kill the assimilator quickly. I build a TA as soon as possible (no sentry). The build continues as normal right after. The gas steal indicates defensive play to me, since they will be down 150 minerals and so I go straight into the build without a sentry.



What are the weaknesses of this build?

As with any 2 gas tech build, you are weak against early attacks (read fourgates) and early pressure, careful scouting is key. I have lost once to a forge fast expand where I decided to finish out the build instead of trying to break him early. Building walls and chokes in general are dangerous for this build if your opponent walls his or her ramp, you may want to choose another build.



Another things that I have never seen, but do consider a threat includes: well-placed hold-position zealots at the top of the ramp. Both of these could choke off the strength of this attack. I’m not sure how an opponent would reactively pull off these tactics without a blind guess or a lucky scout, but they do seem remotely possible.



should these happen to you while you are committed to the build and your archon can’t help you break them, do a contain and expo. The Strength of Chargelot Archon is fighting in the open with surrounds.



What if my opponent does this too?

I have never seen that happen, but if it does, may the best man or worman win!



Why are you so bad?

I’m in graduate school and I’m chobo at SC but I’m Gosu at music.



Closing:

This is an effective PvP attack because it is very strong against the most common tech builds. It requires little micro because chargelot archon is so much better than virtually any comparable unit mix in the early game. The longer you wait to hit with this army, the weaker the build will be. Obviously, my play is not great and the needs refinement and further analysis of forks. I would love to see a stronger player than me try the build out and see what they think. With a bit of polish I think it has the potential to be very strong. As is, I win a lot of games with it.



Replays:

Example 1

Vs. Phoenix

Vs. Gas Steal

Holding the ramp with sentries into chargelot archon

Chargelot Archon on Taldarim

Early version of the build

Vs. Fast DT Hi, I’m Proko and in celebration of 600 posts and nearly a year of TL in my life I going to introduce to you to a little PvP build I worked up.Before I go any further let’s just get something straight. I’m bad, like, really bad. I don’t claim to be good, nor do I claim that my build is pro-quality. I’m a Mid-Diamond Protoss, and I don’t pretend to be anything more than that. When you look at the replays and see the micro and even the macro, just remember that I’m bad.This build is designed specifically to beat the most common 2 gas PvP builds, Fast Phoenix, 3 Gate Robo (blink or blinkless variants), fast colossus and straight blink. If that sounds good to you, read on.I started doing it because I hated losing to people who would just “go colossus” and abuse me if I did anything else, I also lost to phoenix one time and it made me super angry. Now I have this build. It hinges on a quick timing attack using an archon to break ramp forcefields, which are a staple of the current PvP metagame. It is also designed to hit before colossus get out, or at least get out in force. The charge zealots and added splash of the archon do the rest. For example it’s actually a bit funny how easily this build kills three gate robo.The build opens standard:9 pylon 12/13 gate 15 gas yada yada yada. (there is a great post to read on dealing with fourgates here The build forks based on what you scout. If your opponent looks like they intend to fourgate, make a sentry immediately after stalker and go into the common 3 gate sentry plus tech anti-fourgate build. If they show you an intent to tech, head toward charge immediately. Gas timings here are a bit tricky . In my play I have been taking it in the low twenties, but I am starting to feel like the quicker you take it the better, even as soon as 20. Go up to 3 gates fairly quickly and then add a fourth at your convenience.The timings hereafter all depend on gas quantities. If you are worried about early pressure get a sentry right after stalker and finish chronoboosting warp gate. That way, if a surprise gateway attack comes you can pop out some sentries and hold it off. If you feel free and clear, do the ballsy thing, and build a twilight council right after stalker with your first 100 gas.However you choose to do it, use your first available gas on council, then your next 200 gas goes to charge and the next 200 goes to Templar Archives. During this time build as many zealots and as you can and chronoboost charge to completion. When you have about 150 gas after building TA, proxy a pylon and move out. Time leaving your base so that your units arrive at the proxy when you have 300 gas and build an archon. Then attack. Use the archon to break forcefields and watch their phoenix/stalkers/immortals stand helplessly by.In an average game you will move out around 7:45 (slightly sooner if you execute well) and will hit with an archon and 10-14 zealots and a stalker about 8:15. If you made a sentry or two for safety, the timings will be proportionately later.If they gas steal and take their own gas, I build a second zealot and kill the assimilator quickly. I build a TA as soon as possible (no sentry). The build continues as normal right after. The gas steal indicates defensive play to me, since they will be down 150 minerals and so I go straight into the build without a sentry.As with any 2 gas tech build, you are weak against early attacks (read fourgates) and early pressure, careful scouting is key. I have lost once to a forge fast expand where I decided to finish out the build instead of trying to break him early. Building walls and chokes in general are dangerous for this build if your opponent walls his or her ramp, you may want to choose another build.Another things that I have never seen, but do consider a threat includes: well-placed hold-position zealots at the top of the ramp. Both of these could choke off the strength of this attack. I’m not sure how an opponent would reactively pull off these tactics without a blind guess or a lucky scout, but they do seem remotely possible.should these happen to you while you are committed to the build and your archon can’t help you break them, do a contain and expo. The Strength of Chargelot Archon is fighting in the open with surrounds.I have never seen that happen, but if it does, may the best man or worman win!I’m in graduate school and I’m chobo at SC but I’m Gosu at music.This is an effective PvP attack because it is very strong against the most common tech builds. It requires little micro because chargelot archon is so much better than virtually any comparable unit mix in the early game. The longer you wait to hit with this army, the weaker the build will be. Obviously, my play is not great and the needs refinement and further analysis of forks. I would love to see a stronger player than me try the build out and see what they think. With a bit of polish I think it has the potential to be very strong. As is, I win a lot of games with it. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

ctypewriter Profile Joined December 2011 54 Posts #2 Interesting build, I've had this happen to me once... How would you play against a wall off response to your army composition?

MaV_gGSC Profile Blog Joined November 2010 Canada 1306 Posts #3 1 base archon play is so fascinating, but aren't you worried youre investing so much money and so much gas for one unit? Life's good :D

Proko Profile Joined February 2011 United States 1014 Posts #4 I'm not too worried about the gas expense because the build is designed to be better than anything else your enemy could put out by the time you attack, given good scouting. as far as a building wall goes, if you scout one really early I would do an observer build and abuse it. If you scout it late, I suggest doing a contain with expo and either going into colossus or or void rays to deal with the potential of colossus. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

Razorblade Profile Joined June 2011 United States 4 Posts #5 Never posted on TL before but I just wanted to say that I love this build. I tend to admire those outside the box builds because it shows creativity and the ability to think in ways others can't. So basically Love the build keep up the good work sir.

J.E.G. Profile Joined May 2010 United States 388 Posts #6 This has been my standard pvp build since the archon buff. It is ery effective vs any non 4gate build that doesnt use sim city. I usually open three stalker rush->tc->two more gates->templar archives. I either add a 5th gate to go all in or expand after two archons warped in.

I find if i gas steal and my opponent is going colli, the push is actually less effective, since there will be more zealots to tank damage. Do or do not; there is no try.

Contractor Profile Joined May 2011 United States 41 Posts #7 The best way to deal with these zealot heavy attacks (such as this or even phoenix bust + sentry zealot) the best thing to do is wall off as soon as you know there is a potential threat of this.



In PvP, I would suggest to everyone to always have a pylon covering the top of the ramp at some point rather early, (Could be 3rd or 4th pylon something like that). This way you can quickly wall off upon scouting zealot based attacks, because this is how you hold.



That's what I don't really like about this build, whatever your opponent does, as long as he knows what is coming, can beat your attack no problem. NA Master Protoss Fighting

AirbladeOrange Profile Blog Joined June 2010 United States 2368 Posts #8 How did you deal with the fast DT? The replay doesn't work for me.

Proko Profile Joined February 2011 United States 1014 Posts #9 On February 05 2012 09:47 AirbladeOrange wrote:

How did you deal with the fast DT? The replay doesn't work for me.



I walled off my ramp and built a cannon. I walled off my ramp and built a cannon. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

AirbladeOrange Profile Blog Joined June 2010 United States 2368 Posts #10 On February 05 2012 09:53 Proko wrote:

Show nested quote +

On February 05 2012 09:47 AirbladeOrange wrote:

How did you deal with the fast DT? The replay doesn't work for me.



I walled off my ramp and built a cannon. I walled off my ramp and built a cannon.



How did you scout it and when do you make a forge? How did you scout it and when do you make a forge?

Proko Profile Joined February 2011 United States 1014 Posts #11 On February 05 2012 09:29 Contractor wrote:

The best way to deal with these zealot heavy attacks (such as this or even phoenix bust + sentry zealot) the best thing to do is wall off as soon as you know there is a potential threat of this.



In PvP, I would suggest to everyone to always have a pylon covering the top of the ramp at some point rather early, (Could be 3rd or 4th pylon something like that). This way you can quickly wall off upon scouting zealot based attacks, because this is how you hold.



That's what I don't really like about this build, whatever your opponent does, as long as he knows what is coming, can beat your attack no problem.





This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall. This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

Proko Profile Joined February 2011 United States 1014 Posts #12 On February 05 2012 09:55 AirbladeOrange wrote:

Show nested quote +

On February 05 2012 09:53 Proko wrote:

On February 05 2012 09:47 AirbladeOrange wrote:

How did you deal with the fast DT? The replay doesn't work for me.



I walled off my ramp and built a cannon. I walled off my ramp and built a cannon.



How did you scout it and when do you make a forge? How did you scout it and when do you make a forge?



One game I saw the opponent go VERY fast gas when I checked his gas and so I made the forge in advance. another game I saw him going DT as I broke into his base and started killing him. as soon as I saw DT I made a forge and walled with pylons. I saved money so I could add buildings to the wall if need be. One game I saw the opponent go VERY fast gas when I checked his gas and so I made the forge in advance. another game I saw him going DT as I broke into his base and started killing him. as soon as I saw DT I made a forge and walled with pylons. I saved money so I could add buildings to the wall if need be. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

KalWarkov Profile Blog Joined December 2011 Germany 3911 Posts #13 no detection, not safe to 4gate - if you make it safe to 4 gate, its too late to be effective. expliotable by blink/obs, since you are quite immobile, you wont get out of your base too fast to do anything.



i see this build working in some cases, but i dont rly like it cause its not solid enough for my taste. DiaBoLuS ** Sc2 - Protoss: 16x GM WoL/HotS/LotV | Dota2 - Offlane/5: peak 5.8k solo | Wc3 - Undead: 2007/2008/2016/2017/2018 ~rank 100 W3A/Bnet, ~60% winrate | Diablo 2 / Grim Dawn / PoE nerd - Melee Classes | Leffen/Ice, MCarlsen, BVB <3 | Agnostic***

Proko Profile Joined February 2011 United States 1014 Posts #14 On February 05 2012 10:01 KalWarkov wrote:

no detection, not safe to 4gate - if you make it safe to 4 gate, its too late to be effective. expliotable by blink/obs, since you are quite immobile, you wont get out of your base too fast to do anything.



i see this build working in some cases, but i dont rly like it cause its not solid enough for my taste.



The build is absolutely safe to 4 gate. See the "4gate is dead" thread in the strat forums. the key is scout and be ready to make sentries to hold your ramp. I recommend using the build when your opponent shows you his intent to tech, but you absolutely can hold 4gate with sentries and still win. I've done it.



As far as blink abuse, this is interesting point. I've not played against a hardcore 3 gate bink build with this. the zealot legs (which provide a speed upgrade too) reduce stalker kiting and this army is just flat out better than a stalker army in the early game. There is obviously the danger of a base trade scenario. I've wondered how that would play out. once you are in their main, they can't blink in to attack you. so you could theoretically bring a probe with you.



The build is absolutely safe to 4 gate. See the "4gate is dead" thread in the strat forums. the key is scout and be ready to make sentries to hold your ramp. I recommend using the build when your opponent shows you his intent to tech, but you absolutely can hold 4gate with sentries and still win. I've done it.As far as blink abuse, this is interesting point. I've not played against a hardcore 3 gate bink build with this. the zealot legs (which provide a speed upgrade too) reduce stalker kiting and this army is just flat out better than a stalker army in the early game. There is obviously the danger of a base trade scenario. I've wondered how that would play out. once you are in their main, they can't blink in to attack you. so you could theoretically bring a probe with you. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

Zarent Profile Joined February 2011 109 Posts #15 On February 05 2012 09:55 Proko wrote:

Show nested quote +

On February 05 2012 09:29 Contractor wrote:

The best way to deal with these zealot heavy attacks (such as this or even phoenix bust + sentry zealot) the best thing to do is wall off as soon as you know there is a potential threat of this.



In PvP, I would suggest to everyone to always have a pylon covering the top of the ramp at some point rather early, (Could be 3rd or 4th pylon something like that). This way you can quickly wall off upon scouting zealot based attacks, because this is how you hold.



That's what I don't really like about this build, whatever your opponent does, as long as he knows what is coming, can beat your attack no problem.





This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall. This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall.





It thusly is very, very weak to a fast Phoenix based build. You can't contain a phoenix based player and he'll take advantage of your econ. So that's the (hard) counter to this build. It thusly is very, very weak to a fast Phoenix based build. You can't contain a phoenix based player and he'll take advantage of your econ. So that's the (hard) counter to this build.

Proko Profile Joined February 2011 United States 1014 Posts #16 On February 05 2012 10:12 Zarent wrote:

Show nested quote +

On February 05 2012 09:55 Proko wrote:

On February 05 2012 09:29 Contractor wrote:

The best way to deal with these zealot heavy attacks (such as this or even phoenix bust + sentry zealot) the best thing to do is wall off as soon as you know there is a potential threat of this.



In PvP, I would suggest to everyone to always have a pylon covering the top of the ramp at some point rather early, (Could be 3rd or 4th pylon something like that). This way you can quickly wall off upon scouting zealot based attacks, because this is how you hold.



That's what I don't really like about this build, whatever your opponent does, as long as he knows what is coming, can beat your attack no problem.





This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall. This is a nice point, if they know you are coming they can wall their ramp. the build can only be scouted with an obs though and so they would have to find out and wall quite quickly. If they do, you can contain and expand quite will and go into blink or 2 base colossus. I don't believe the build is an auto loss to a building wall.





It thusly is very, very weak to a fast Phoenix based build. You can't contain a phoenix based player and he'll take advantage of your econ. So that's the (hard) counter to this build. It thusly is very, very weak to a fast Phoenix based build. You can't contain a phoenix based player and he'll take advantage of your econ. So that's the (hard) counter to this build.



That's an interesting Idea as well. I am usually very excited when I see a phoenix build against this build. phoenix reduce your opponent's ground army so much that it's a roflstomp when your archon gets out. Archons also can't be lifted and so they do a great job defending a mineral line from Phoenix. Honestly, I've never lost to phoenix with this build and I have played against a partial wall with it before. I guess we'd have to play some games to test out your hypothesis. That's an interesting Idea as well. I am usually very excited when I see a phoenix build against this build. phoenix reduce your opponent's ground army so much that it's a roflstomp when your archon gets out. Archons also can't be lifted and so they do a great job defending a mineral line from Phoenix. Honestly, I've never lost to phoenix with this build and I have played against a partial wall with it before. I guess we'd have to play some games to test out your hypothesis. Caster duos should compliment each others' strengths. "You look very handsome today, Tasteless."

KalWarkov Profile Blog Joined December 2011 Germany 3911 Posts Last Edited: 2012-02-05 01:31:45 #17 On February 05 2012 10:11 Proko wrote:

Show nested quote +

On February 05 2012 10:01 KalWarkov wrote:

no detection, not safe to 4gate - if you make it safe to 4 gate, its too late to be effective. expliotable by blink/obs, since you are quite immobile, you wont get out of your base too fast to do anything.



i see this build working in some cases, but i dont rly like it cause its not solid enough for my taste.



The build is absolutely safe to 4 gate. See the "4gate is dead" thread in the strat forums. the key is scout and be ready to make sentries to hold your ramp. I recommend using the build when your opponent shows you his intent to tech, but you absolutely can hold 4gate with sentries and still win. I've done it.



As far as blink abuse, this is interesting point. I've not played against a hardcore 3 gate bink build with this. the zealot legs (which provide a speed upgrade too) reduce stalker kiting and this army is just flat out better than a stalker army in the early game. There is obviously the danger of a base trade scenario. I've wondered how that would play out. once you are in their main, they can't blink in to attack you. so you could theoretically bring a probe with you.



The build is absolutely safe to 4 gate. See the "4gate is dead" thread in the strat forums. the key is scout and be ready to make sentries to hold your ramp. I recommend using the build when your opponent shows you his intent to tech, but you absolutely can hold 4gate with sentries and still win. I've done it.As far as blink abuse, this is interesting point. I've not played against a hardcore 3 gate bink build with this. the zealot legs (which provide a speed upgrade too) reduce stalker kiting and this army is just flat out better than a stalker army in the early game. There is obviously the danger of a base trade scenario. I've wondered how that would play out. once you are in their main, they can't blink in to attack you. so you could theoretically bring a probe with you.



to your "charge vs kiting" point: its totally not about that. you simply cannot leave your base without basetrading. would pretty much look like the good old colossus vs blinkstalker basetrade games - and youd be without a robo.



ofc you can hold a 4 gate, but really well and straight executed 4 gates are incredible tough to hold with a techbuild - impossible to hold with a 1 gate tech. you at least need 2, and still, you will most likely die if your opponent is good @ 4 gating.

Thats why its pretty hard imo to get your timing right between being early enough to be effective, and being safe to 4 gate



Dont get me wrong, its still a creative and cool build, gj!





€: to the "risky vs fast phoenix guy":

i have to disagree - phoenix are not rly useful in a straight up fight against chargelot archon - if they are not out of energy for killing 3 probes anyway. While the phoenix player will def. see the push cause ha has great mapcontrol, the question is, if he can stop it. all he has is a stargate and 3 gates / 2gates+robo - it is rly hard to hold that push in that case imo. to your "charge vs kiting" point: its totally not about that. you simply cannot leave your base without basetrading. would pretty much look like the good old colossus vs blinkstalker basetrade games - and youd be without a robo.ofc you can hold a 4 gate, but really well and straight executed 4 gates are incredible tough to hold with a techbuild - impossible to hold with a 1 gate tech. you at least need 2, and still, you will most likely die if your opponent is good @ 4 gating.Thats why its pretty hard imo to get your timing right between being early enough to be effective, and being safe to 4 gateDont get me wrong, its still a creative and cool build, gj!€: to the "risky vs fast phoenix guy":i have to disagree - phoenix are not rly useful in a straight up fight against chargelot archon - if they are not out of energy for killing 3 probes anyway. While the phoenix player will def. see the push cause ha has great mapcontrol, the question is, if he can stop it. all he has is a stargate and 3 gates / 2gates+robo - it is rly hard to hold that push in that case imo. DiaBoLuS ** Sc2 - Protoss: 16x GM WoL/HotS/LotV | Dota2 - Offlane/5: peak 5.8k solo | Wc3 - Undead: 2007/2008/2016/2017/2018 ~rank 100 W3A/Bnet, ~60% winrate | Diablo 2 / Grim Dawn / PoE nerd - Melee Classes | Leffen/Ice, MCarlsen, BVB <3 | Agnostic***

anarchyattack Profile Joined November 2008 Sweden 53 Posts #18 I do this every time I see Phoenix in PvP. PoWning that build if you react when you see it.

Kiarip Profile Joined August 2008 United States 1825 Posts #19 Any decent protoss that goes phoenix starts non-stop voidray production when he scouts the templar archieves building, and it will shut down your push really hard.

Danglars Profile Blog Joined August 2010 United States 11671 Posts #20 Another things that I have never seen, but do consider a threat includes: well-placed hold-position zealots at the top of the ramp. Both of these could choke off the strength of this attack. I’m not sure how an opponent would reactively pull off these tactics without a blind guess or a lucky scout, but they do seem remotely possible.

Glad you covered this. First, when 3gate robo scouts the heavy zealots and then templar archives, the zealot wall becomes a forcefield that archons can't stop. They can dps it, but not stomp. Don't assume that hold position tactics is something that is hard to pull off. First observer sees archives, 1 or 3 phoenix are going to scout your base to confirm/deny DT play since that is a very important thing in their builds. Protoss have lived and died at the top of the ramp since time immemorial.



Glad you covered this. First, when 3gate robo scouts the heavy zealots and then templar archives, the zealot wall becomes a forcefield that archons can't stop. They can dps it, but not stomp. Don't assume that hold position tactics is something that is hard to pull off. First observer sees archives, 1 or 3 phoenix are going to scout your base to confirm/deny DT play since that is a very important thing in their builds. Protoss have lived and died at the top of the ramp since time immemorial. The build forks based on what you scout. If your opponent looks like they intend to fourgate, make a sentry immediately after stalker and go into the common 3 gate sentry plus tech anti-fourgate build. If they show you an intent to tech, head toward charge immediately. Gas timings here are a bit tricky . In my play I have been taking it in the low twenties, but I am starting to feel like the quicker you take it the better, even as soon as 20. Go up to 3 gates fairly quickly and then add a fourth at your convenience.

Sounds like a [D] 1archon chargelot timing attack more than a [G]. Ask the community for input on how gas timing affect the rest of the builds and other forks of the build. Get feedback, get some masters players to play around with it (community is full of them) and then say when to take the gas and the fourth gate. I mean, we're spending 150 on Council and 200 on archives later, and doing some very specific gas-unit cutbacks in order to generate what you believe is a devastating attack. It's worth the [D] Discussion before the guide. Sounds like a [D] 1archon chargelot timing attack more than a [G]. Ask the community for input on how gas timing affect the rest of the builds and other forks of the build. Get feedback, get some masters players to play around with it (community is full of them) and then say when to take the gas and the fourth gate. I mean, we're spending 150 on Council and 200 on archives later, and doing some very specific gas-unit cutbacks in order to generate what you believe is a devastating attack. It's worth the [D] Discussion before the guide. Great armies come from happy zealots, and happy zealots come from California!

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