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 4-6 phoenix or wait a bit longer for a combined timing attack.
12 | 0:01 | | |
13 | 0:11 | | |
14 | 0:18 | | |
14 | 0:22 | | |
15 | 0:36 | | |
16 | 0:47 | | |
17 | 0:59 | | |
17 | 1:09 | | |
18 | 1:11 | | |
18 | 1:18 | | |
18 | 1:22 | | |
19 | 1:26 | | |
19 | 1:32 | | |
20 | 1:43 | | |
21 | 1:53 | | |
22 | 1:56 | | |
22 | 1:59 | | |
26 | 2:24 | | |
27 | 2:33 | | |
28 | 2:43 | | |
28 | 2:49 | | |
32 | 3:06 | | |
33 | 3:15 | | |
37 | 3:23 | | |
41 | 3:37 | | |
44 | 3:44 | | |
49 | 4:01 | | skip/delay this if you want to open with multiple oracles |
49 | 4:03 | | |
52 | 4:12 | | |
53 | 4:26 | | |
53 | 4:27 | | |
61 | 4:45 | | |
61 | 4:49 | | |
64 | 4:54 | | continue chrono'ed phoenix production and build a 3rd (and 4th) starport, or prepare the switch to carriers |
Dies to early all-ins which your ally alone cannot hold. It wins you the air fight once you survive the early game.
This is superior to any 1 base versions, as you can squeeze in phoenix range or a very early 3rd stargate, or alternatively open with 2 oracles. However, you will only have the air control vs a 1 base air toss after 6-8 Phoenix.