Useful build for team games. Your ally needs to protect you vs. early aggression while you power up to have air control. Move out once you have 2-4 phoenix or wait a bit longer for a combined timing attack.
Note: This only has a very small advantage over a small time window over the more economic 2 base version. I recommend to use the 2 base version, as it is more flexible.
12 | 0:01 | | |
13 | 0:12 | | |
14 | 0:17 | | |
14 | 0:22 | | |
15 | 0:30 | | |
15 | 0:36 | | |
16 | 0:44 | | |
16 | 0:46 | | |
17 | 0:56 | | |
17 | 0:58 | | |
18 | 1:08 | | |
19 | 1:19 | | |
20 | 1:29 | | |
20 | 1:31 | | |
21 | 1:54 | | |
21 | 1:56 | | |
22 | 2:11 | | |
23 | 2:27 | | |
23 | 2:42 | | |
24 | 2:55 | | |
27 | 3:06 | | |
30 | 3:18 | | |
31 | 3:23 | | |
35 | 3:32 | | |
39 | 3:49 | | |
42 | 4:00 | | |
43 | 4:04 | | |
45 | 4:16 | | |
48 | 4:26 | | |
48 | 4:30 | | |
51 | 4:38 | | continuous phoenix and pylon production from here on... |
Dies to early all-ins which your ally alone cannot hold. It wins you the air fight once you survive the early game.