So I'm going to try to consolidate the
tactics that I've learned throughout beta as well as watching
countless replays. I myself am no pro, but I feel I have a fairly
diverse knowledge of the basic Protoss opening strategies, even if I
cannot always perfectly replicate them. Below, I'll list a variety
of opening builds, their builds orders, and a sentence or two of
detail about the builds strengths and weaknesses. I'll try to follow
it up with some 'what to watch for' in the opening builds of your
opponents, so you can pick a viable tech tree to counter.
(Build Order is listed by supply, the number on the left being at
what supply you should start building that structure/unit)
Before I begin, one last tactical note: Especially if you are facing zerg, and sometimes on T/P, you want to wall off your ramp. This can
be done a variety of ways, if it is against Zerg you want to do it
with a Pylon + Gateway + Zealot (practice against AI, place your
hole for the Zealot between the two). If it is against Protoss or
Terran (Emo's advice: walling off against Terran and Protoss may be
unnecessary or even detrimental against Terran), you can wall off
with Gateway + Cybernetics Core + Zealot with your Pylon behind them
(so they cannot lose power to marines, you may also skip the Zealot
in these instances). If it is a large ramp like Scrap Station, use
Pylon + Gateway + Cybernetics Core + Zealot.
Also, CB = Chrono Boost. Ive marked fairly subjective unit builds
with an asterisk (*) meaning your decision depending on the
opponent.
Opening #1 - The Four Gate
The Four Gate is the bread and butter of the Protoss starter
package, every Protoss should know and master this as it can be used
in almost all scenarios and provides you with an easy tech path to
whatever you need to counter your opponent. It is strong against
nearly every opening expect perhaps 6 pool (depending on when you
get your Zealot), and neutral against a mass Marine/Marauder build
(you will stalemate and take it into later game).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (Spend further CB's on Warpgate, research as
soon as Core finishes)
18/19 - 2nd Assimilator (I use 2 probes here for now, your call on
unit composition)
Post 20 estimates (these are rough as you are leaving the rigid
early phase):
* 19/20 - Stalker (T or P) / Zealot (Zerg)
22 - 2nd Gateway
23 - 3rd & 4th Gateway
24/25 - 3rd Pylon
26 - Warpgate finishes, transform your Gateways and build a 4th and
5th Pylon, you will now be using up exactly 1 Pylons worth of supply
each warp in (4 units x 2 supply = 8 supply) so it is important to
be planning ahead with your Pylons.
26+ - Warp in your first set of 4 units (sentry, zealot, 2x stalkers
is a good start). Mix your composition up, don't go sentry heavy, 2
is a good number.
The push: After your second warp in you should be at 42-45 supply
(10-12 army units), take a probe with your army and start moving
across the map. Create a proxy pylon near their base, if you are
certain begin pushing before the pylon completes, if not, wait for
wave 4 of units (wave 3 should have been created back at your base
and should be moving to reinforce your army, do NOT WAIT to use your warpgate cooldowns).
Opening #2 The Void Ray Rush
The Void Ray Rush (VRR) is a simple opener that has been getting a
lot of attention lately because of how easy it is to perform. Every
Protoss should have it in their arsenal if for no better reason than
to scare their opponents out of an all-in ground army. This build is
effective against Zerg especially, but Protoss as well. Despite some
small amount of success, it is not that great against Terrans,
because it is countered by 3-4 marines (a very common starting build
for a Terran).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
14/15 2nd Assimilator (2-3 probes)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (Warpgate research when it is finished, don't
CB it)
20 Stargate
22 2nd Pylon (Voidrays are 3 supply, be PREPARED do not get supply
blocked, it will significantly slow your rush)
23/24 Voidray #1 (Push now if you can micro it well) (CB)
23/24 Warpgate Technology, you arent always going to finish it
with a VR.
27/28 Voidray #2 (CB), push now if you waited.
29/30 Gateway #2, when you can afford it, Gateway #3.
30+ - Gateway #4, Warpgate should be finishing, go ahead and
transition into a mid game build.
Opening #3 The Zealot Rush
(video shows a proxy Zealot rush, your call on the proxy)
This is the Protoss zergling equivalent, a quick rush with a large
force of Zealots that the opponent will not be expecting. This is
good against Zerg as well as Terran, but weaker against Protoss, as
1 sentry at the ramp means a lot of Zealots standing around doing
nothing. This build is also weak against common enemy rushes such as
reapers and void rays, but is very strong against zerglings and even
average against marines (and light marauders).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 Gateway #2
16 - 2nd Pylon
16 Zealot (CB)
18 Gateway #3 (note: I go 3 gate for the Zealot push, as I find
that is what I can afford to saturate up to ~50 supply)
18 Zealot #2
20+ - Every gateway should be building a Zealot at all times, no
exceptions. Every CB from here on out should be used on Zealots (use
them wisely, the building that can take advantage of the full CB).
When you have 50 spare minerals, build a probe. NO GAS. Remember, 3x
Zealots = 6 supply, build Pylons frequently (Generally ~ 2 at 24,
and one around 36-38).
30-35 Early push, requires a little more micro to achieve and you
will not break a Terran wall as quickly.
45 50 Push out with your Zealots. When you leave your base, put
up your Cybernetics Core and get your first gas, 3 probes on it.
Research Warpgate when the Core finishes, and build another Gateway.
You are now a standard 4 gate.
Opening #4 Early Dark Templars
This build is similar to the Four Gate, but requires more tech at
the cost of fewer units for a push. This build is very effective
against all races, but depends on them not having detectors. This
can also be a good defensive build against terran, as a few Dark
Templars will slaughter an early Marine/Marauder ball, but at the
cost of your surprise assault.
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (Spend further CB's on Warpgate, research as
soon as Core finishes)
18/19 - 2nd Assimilator (I use 2 probes here for now, your call on
unit composition)
Post 20 estimates (these are rough as you are leaving the rigid
early phase):
20 Twilight Council
* 19/20 - Stalker (T or P) / Zealot (Zerg)
22 - 2nd Gateway
23 - 3rd & 4th Gateway
24/25 - 3rd Pylon
25/26 Dark Shrine
26 - Warpgate finishes, transform your Gateways and build a 4th
Pylon.
26 - Warp in your first set of 4 units (sentry, zealot, 2x stalkers
is a good start). Mix your composition up, don't go sentry heavy, 2
is a good number. This will give you a defense force, and your Dark
Shrine wont be ready yet. Go light on sentries, I often dont get
one this early for Dark Templars, you will need the gas.
34 You should have about 6 units defending your base now, warp in
a set of Dark Templars. I use 4, but the exact number is up to you
(at least 2). Send them over to your enemy, if you warped in 4 you
may want to leave 1 for defense. If they did not build detection,
enjoy your victory.
Opening #5 Quick Robotech
Quick Robotech is a build that will forego some early gateway units
in favor of faster Immortals, an Observer, and eventually Colossus.
It is good against terrans, or Zergs going ground. Once you have
your Observer out and scouting, you can decide whether you need the
Colossus tech or whether you should try something else. Remember,
youre going to want an Observer nearly every game, so this is not a
bad starting strat regardless. This build is strong against most
things in the hands of a skilled player, but if you cannot hold your
ramp with sentry force fields while your robotech finishes, you will
have a hard time holding off an early push from any race (except a
VR rush, you should have the stalkers to hold that off).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (warpgate when it finishes)
18/19 - 2nd Assimilator, 3 probes
22/23 Sentry (keep them out of your base) (* CB if pushed)
24 3rd Pylon
26 Robotics Facility
26/27 Stalker/Zealot #2 (*CB if pushed)
29/30 Stalker/Zealot #3 (* CB if pushed)
31/32 4th Pylon
33/34 Observer followed by 2x Immortal (CB)
Opening #6 Nonys Dual-Stargate Phoenix
Not a build I use a lot, but it is a build centered around harassing
workers with the Graviton beam. The idea is you get 3-4 phoenix
(more if you are less skilled with micro), pick up a worker with one
phoenix, and shoot him down with the others. The phoenix move very
quickly, so you are able to dart around to expansions and the main
harassing for quite some time. I would recommend a new Protoss
player cut their teeth on Void Rays before trying this build, as the
counters are the same. It is good against Protoss and Zerg, weaker
against Terran because of Marines, but even then fairly effective.
It will not single handily end the game, but it will thin their
economy significantly and give you a window to push with your
Gateway units.
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
16 - 2nd Assimilator, 3 probes
18/19 - Cybernetics Core (research warpgate when it finishes)
20 2nd Zealot / Stalker
24 3rd Pylon
24 1st Stargate
25 2nd Stargate
27/28 4th Pylon
28 1st Phoenix (CB)
30 2nd Phoenix (CB)
Continue creating Phoenix (CB them) until you are comfortable
leaving to harass their mineral line. Remember to take at least 3 to
effectively kill ground units. Also remember to drop 2-3 more
Gateways at your main in the mid 30, early 40 supply range so that
you can actually finish winning the game.
Opening #7 - The Cannon Rush (Warning: Your opponent will complain)
This is the dreaded cannon rush, ender of many a sub-5 minute game
and causer of much drama. This is good against Terran and Protoss
(harder to pull off on Zerg because of creep) and requires your
opponent to be relatively bad at scouting or you to be AMAZING at
placement. It also requires the right map and a bit of luck. I
hesitate to even call it a core strategy, but it is a popular build
so I will include it for educational purposes.
Build Order:
9 - Pylon (at your ramp), send your probe to your enemies base and
have him wait just under their minerals, preferably, or any other
hidden spot.
10 - 2 probes (CB)
12 - Forge (at your ramp)
12 - 2 probes (CB)
15/16 - Drop a Pylon at the enemy base, out of sight or down on the
low ground (remember, the warp diameter ignores terrain height)
16/17 - Drop a Pylon in your own base to finish your wall, walling
you in tight.
17/18 - Cannon at the enemies base, when this is about 80% finished
send your probe into their base to the high ground (if you are
already in the base, wait till it finishes).
* 18/19 - Cannon in your own base, if you are worried about a rush
from your opponent.
19/20 - Drop 2 cannons in the enemies base simultaneously, make sure
they are within range of your original cannon so you can support it.
You do this so they cannot kill it with SCV's/probes, and if they
down one the other will finish.
20/21 - Drop another cannon, and a pylon right behind it (near your
2nd finished cannon). This will allow you the diameter to put
cannons basically at their base.
22/23+ - More cannons, add a second or third at your base for more
protection, as you can see you do not make many probes here this is
all about speed.
23+ - QQ, GG. You may feel a little dirty, but just remember it's
no worse than a 6 pool.