What are the preferred construct orders for Protoss in StarCraft 2?
- 1 Gate Core
- 10/10 Gate (vs. Protoss)
- 2 Base Robo (vs. Zerg)
- 2 Gate in base (vs. Protoss)
- 2-Base Zealot/Templar
- 4 Gate Push
- 4 Warpgate Rush
- Immortal Rush (vs. Zerg)
- Korean 4 Warpgate All In (vs. Protoss)
- One Base Colossus (vs. Terran)
- Photon Cannon rush
- Wall-In at Natural
And a general strategy for Protoss' construct orders
1 Gate Fast Expand vs. Terran is an increasing number of preferred recently (according to TeamLiquid.net) I have actually had impressive success price with it in gold/platinum
But seriously if you are seeking SC2 Builds : goto liquipedia
I'm not exactly sure if you suggest openings or builds, yet I'll offer you both.
For openings, the majority of Protoss start 13 Gate (9 probes, a pylon, 4 even more probes, after that a portal). From below they will generally either construct an additional Gateway or a Cybernetics core. You can go 10 Gate right into a 2 Gate thrill, yet its much less usual.
There are a variety of builds which drop these 2 courses :
- 1 Gate Expand
- 3 Gate Pressure right into Expand
- 2 Gate Rush
- 4 Gate
- 3 Gate right into Robo
- Tech right into Starport
Since Protoss focus on portal devices, its usual to describe Protoss approaches by the variety of Gateways you construct. Its worth keeping in mind, that with the exemption of 2 gateway, all Gateway based builds entail transforming your Gateways right into Warpgates (Learned at the Cybernetics Facility).
1 Gate Expand is a more recent construct that has actually captured on lately (1.1-1.2) with the arrival of slower Terran Harassment (especially Reapers) and also extra Macro oriented Zerg gamers. By looking very early and also perhaps postponing the first Gateway (to 14-ish) the Protoss gamer can create a better economic situation and also relocate to a very early development. This very early development permits much quicker gas manufacturing and also a quicker relocate to effective devices like Colossus and also Void Ray. Though there is an integral threat in this type of approach a really early precursor (eg. 8-10) can aid decide whether to expand after 1 Gate or relocate to an extra strong 3 Gate Pressure construct. Fluid' Huk and also TSL_GuineaPig are excellent individuals to expect this construct.
2 Gate Rush generally entails walling off your Main or your Natural with your first 2 Gateways and also constructing 5-7 Zealots to hurry with. This aids as a protection versus any kind of counter thrill. This very early thrill design will certainly later on rely upon making use of Warpgate modern technology to warp in devices past that wall surface. This very early thrill financial institutions greatly on Zealot's prevalence to handful of various other rate 1 devices. This is most reliable vs Fast Expand approaches. It additionally permits an earlier development if you enclose your all-natural.
3 Gate Pressure can entail either a very early Cybernetics Core (favored) or out of a 2 Gate design construct. Offered the high construct rate based around Chronoboost and also Warpgates, this construct relies upon constructing a really wonderful rate 1.5 military made up of Zealots, Stalkers and also Sentries. This is a really typical opening for the majority of Protoss gamers as it constructs a really effective military right at the beginning of the midgame. Attempt to bear in mind to construct Sentries as they are key to this construct and also Chronoboost your Warpgate modern technology. The weird component concerning this construct is that it's area in the meta video game has actually changed substantially. While initially a really hostile construct it has actually transformed to an even more macro oriented construct permitting the Protoss to make use of stress to obtain area to expand. As opposed to usage 3 Gate as a tipping rock to 3 Gate Robo or 4 Gate, a 3 Gate Expand brings about a much more powerful 5 Gate + Robo permitting excellent mid-game timing strikes.
4 Gate is the all-natural expansion of 3 Gate permitting an extra effective mid video game push (perhaps as an adhere to up to an earlier 3 Gate that was sucessful). This is the sensible choice to 3 Gate right into Robo as a Protoss base can sustain 4 Gateways of continual manufacturing or 3 Gateways and also a Robotics Facility. 4 Gate can after that relocate to Robo with the expansion of a development or relocate to Templar technology. Templar technology serves for Terran Bio aided by Ghosts as the Templar can "snipe" the Ghosts, where as Robo is extra reliable versus Terran Bio or Zerg Hydra/Roach
3 Gate right into Robo rose as a feedback to very early Roach presses at the start of Beta. This generally entailed constructing the first portal and afterwards quickly teching to Robo prior to adding added Gateways. This attended to the Immortal timing push, which was a solid pressure supported by an Immortal. Given that the Roach nerfs, and also various other adjustments, its even more usual to construct the Gateways first and also add the Robo later on as a technology to Colossus. The Colossus offers this approach a benefit vs Terran Bio or Roach/Hydra Zerg constructs. Its additionally worth keeping in mind that 3 Gate Robo offers you a really early Observer which is greatly valuable.
Technology to Starport constructs outgrew very early Void Ray hurries. Given that those approaches can not be kept, an extra usual action is to rather construct Phoenix out of the Starport and also make use of graviton light beam to destroy high valued devices. These builds generally entail obtaining a variety of Phoenix early and afterwards bringing them along for a 3 Gate timing push. The postponed push is strengthened by having the ability to remove adversary devices from the board. This is specifically reliable vs Terran Mech. Lately Early Starport has actually returned right into support with GSL 3. A variety of gamers have actually been going with very early double Starport (specifically in PvZ). Along with the very early Phoenix for bug, they've additionally been including Void Rays. Gap Rays were commonly just a solid device as soon as billed, nonetheless, in spot 1.1.2 the uncharged damages was rubbed. Therefore Void Rays came to be a lot more powerful both very early in involvements and also as soon as they had actually gotten to lots. This incorporated with several Zergs counting greatly on Roaches after their array aficionado (additionally 1.1.2) bring about much more Starport centric constructs.
Ultimately, it deserves keeping in mind there are a variety of cheese constructs. These focus on concealing a Dark Templar temple or Starport for Void Ray. While they are not lasting builds, they deserve stating.
Note I make use of the terms :
Tier 1 to show : Zerglings, Zealots, and also Marines.
Rate 1.5 to show : Stalkers, Sentries, Roaches, Banelings, Marauders, and also Reapers.