The 4 Gate, a build as old as SC2. The goal of the build is to hit your opponent with 10 Stalkers at around the 4:20 mark and constantly reinforce from a proxy Pylon until you overwhelm them. Best of all, it initially looks like any standard 2 Gate opener so your opponent will have a tough time determining what type of attack it will be without finding your proxy.
This build is an all-in. Unless you do heavy damage to your opponent, you're going to be way behind. Absolutely every spare mineral you have is going to go to Stalker production. That said, the build is very strong against an unprepared opponent who has tried to greedily expand or tech up quickly.
The build is entirely reliant on getting up a proxy Pylon and Gateway near your opponent's base. If the Pylon or Probe are taken out, the build will be significantly weaker.
Here is a quick overview of the build:
14 - Pylon (send Probe to scout)
16 - Gateway (send Probe to proxy location)
16 - Chrono Nexus
17 - Gas (put 2 Probes in on completion)
18 - Gas (put 2 Probes in on completion)
19 - 2nd Gateway
20 - Cyber Core
21 - Pylon
23 - Cut Probes (16 on minerals, 6 on gas, 1 at proxy)
@100% Cyber Core, start 1st and 2nd Stalkers and research Warpgate (Chrono both Gateways)
27 - Proxy Pylon
@100% 2x Stalkers, start 3rd and 4th Stalker
@300 minerals, 2x Gateways
@100% 2x Stalkers, start 5th and 6th Stalker, Chono Cyber Core
@100 minerals, Pylon
@100 minerals, Shield Battery in mineral line
@100% Warpgate, warp in 4 Stalkers, start a second Pylon at the proxy location to reinforce Gateway
Attack with 10 Stalkers and continuously warp in Stalkers when able.
12 | 0:01 | | |
13 | 0:13 | | |
14 | 0:17 | | |
14 | 0:25 | | |
15 | 0:37 | | |
15 | 0:41 | | |
16 | 0:45 | | |
17 | 0:51 | | |
18 | 1:00 | | |
18 | 1:03 | | |
19 | 1:16 | | |
19 | 1:17 | | |
20 | 1:29 | | |
21 | 1:33 | | |
21 | 1:41 | | |
21 | 1:45 | | |
23 | 2:07 | | |
27 | 2:18 | | |
27 | 2:30 | | |
31 | 2:54 | | |
31 | 3:01 | | |
33 | 3:07 | | |
35 | 3:25 | | |
35 | 3:28 | | |
35 | 3:51 | | |
43 | 4:08 | |
I'll go through the build in depth here.
14 - Pylon and scout
The Pylon scout serves two purposes, the first is to make sure my opponent isn't trying to go for a cheesy build, the second is to make them think I've pulled my Probe off the map if they follow it or kill it.
Really, just look for the obvious stuff. Is there a Forge in my opponent's base? Prepare for a Cannon rush. Is there no Rax at the Terran's ramp? Get ready for a bio rush (which this 2 Gate opening deals with well). And so on.
16 - Gate, send Probe to proxy location
A note on proxy locations. A Pylon and Gateway right outside your opponent's natural is obviously not feasible. Likewise, setting up your proxy in the corner of the map will make your reinforcements do more walking than fighting. Find a happy medium, I personally like to put my proxy on the far side of my opponent's 3rd or 4th base.
First 2 Stalkers
You have a couple of options with your first Stalkers that come out.
Against P, it's usually a good idea to run around outside your base to make sure your opponent isn't proxying you. There are many times you'll simply win a game by taking out your opponent's proxy Pylon.
Against T, you will want to let them hang out a home for a bit to take out any incoming Reapers. Afterwards, you can also search around for any proxies from your opponent.
Alternatively, in either match-up you can be aggressive and send these Stalkers straight to your opponent's base to try and harass their workers. If you do so, make sure you trade well. It is much more important to get the timing of the build as close to perfect as possible, so if your micro gets in the way of your macro you're doing yourself more harm than good.
Proxy Gateway(s)
Due to the warp-in mechanics, warp-ins near Gateways are much faster than warp-ins not near Gateways. As a result, you'll want to build at least 1 Gateway near your proxy Pylon. Personally, I build both at the location. This is potentially riskier, but it also reveals nothing about your attack if your opponent somehow scouts your main a second time. Seeing 2 gates in the main with no tech is much less revealing than 3 gates in the main with no tech.
The Attack
Depending on what your opponent has gone for, the first objective of your attack will be slightly different.
In PvP, you'll want to focus on taking down any tech unit that your opponent has. If they've gone Robo, they'll have only 1 Immortal out at most and it can be focused down. If they've gone Stargate, you'll want to focus on Void Rays if there are any, otherwise Phoneix and Oracles aren't too much of a threat to your Stalkers. Against, Twilight, it's actually quite dangerous. If your opponent is going for a fast DT rush, they'll be able to repel your rush and force you to the defensive by building a Robo at home and getting out Observers. Another thing you can do in PvP is focus down Pylons. Unpowering your opponent's buildings and supply blocking them is often times better than just killing their army.
Against Terran, you'll want to focus down any Siege Tanks if possible. Their splash damage will quickly deal with your rush if they aren't taken care of early. Widow Mines can also push back your initial wave of aggression, but these can usually be fought through. With your first ten Stalkers, you should be able to roll up and quickly snipe a low ground Bunker if your opponent has one. Marauders can trade effectively with Stalkers, so you'll want to make sure to focus them down next. It is also worthwhile to target down building add-ons to cripple the Terran's upgrades and production.
Most important of all, make sure you're warping in Stalkers as the Gateways come off cooldown. Although the first attack is very powerful, the true strength of the build is the fast reinforcements. Target key structures and units, trade as effectively as possible, and constantly reinforce until you run your opponent over.