Full in depth write up can be found here:
http://www.teamliquid.net/forum/sc2-strategy/499898-probes-chargelot-immortal-macro-pvz
12 | 0:01 | | |
13 | 0:11 | | |
14 | 0:21 | | |
14 | 0:22 | | |
15 | 0:39 | | |
17 | 0:47 | | |
17 | 0:50 | | |
17 | 1:00 | | |
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22 | 1:57 | | |
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27 | 2:34 | | |
32 | 2:43 | | |
33 | 2:50 | | |
34 | 2:53 | | |
35 | 3:01 | | |
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37 | 3:07 | | |
37 | 3:11 | | |
40 | 3:14 | | |
40 | 3:19 | | |
41 | 3:22 | | |
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43 | 3:32 | | |
44 | 3:35 | | |
44 | 3:39 | | |
44 | 3:40 | | |
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45 | 3:48 | | |
50 | 4:03 | | |
50 | 4:08 | | |
46 | 4:12 | | |
46 | 4:13 | | |
50 | 4:17 | | |
50 | 4:22 | | |
53 | 4:24 | | |
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53 | 4:26 | | |
54 | 4:33 | | |
54 | 4:35 | | |
54 | 4:38 | | |
58 | 4:44 | | |
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58 | 4:50 | | |
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60 | 4:55 | | |
60 | 4:59 | | |
63 | 5:02 | | |
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65 | 5:21 | | |
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68 | 5:28 | | |
68 | 5:35 | | |
70 | 5:38 | | |
70 | 5:41 | | |
70 | 5:42 | | |
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71 | 5:46 | | |
78 | 5:51 | | |
78 | 5:53 | | |
78 | 5:55 | | |
81 | 6:03 | | |
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84 | 6:16 | | |
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86 | 6:19 | | |
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86 | 6:25 | | |
90 | 6:41 | | |
90 | 6:42 | | |
90 | 6:43 | | |
92 | 6:47 | | |
92 | 6:48 | | |
92 | 6:53 | | |
100 | 6:57 | | |
100 | 6:59 | | |
101 | 7:08 | | |
101 | 7:11 | | |
101 | 7:18 | | |
101 | 7:20 | | |
101 | 7:21 | | |
105 | 7:24 | | |
105 | 7:28 | | |
113 | 7:38 | | |
113 | 7:39 | | |
113 | 7:43 | | |
125 | 7:50 | | |
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147 | 8:43 | | |
147 | 8:46 | | |
147 | 8:47 | | |
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165 | 9:27 | | |
165 | 9:29 | | |
163 | 9:38 | | |
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165 | 9:53 | | |
165 | 9:55 | | |
165 | 9:56 | | |
165 | 9:57 | |
The goal of the early game is to safely get phoenix off 2 bases, before taking a third around 4:30. At this point a robo and twilight is added to move into the midgame.
3 opening builds are included in the Team Liquid write up: Nexus first into 2 Gate Adept, Gate Gas Nexus, and Nexus into Gate/Forge.
The SALT build order is for Gate Gas Nexus.
At this point in the game, you third base should be finishing, twilight and robo both on the way.
Get Charge and +2 attack 2 immortals -> observer -> constant immortal production
Start to add a pylon wall at your third base for overcharge against timings
Go up to 7 gates quickly
Stop at 16 probes on the third, don't take gas there.
Warp in Zealots and immortals constantly. Feel free to add adepts and their ugprade after charge.
Add Templer archives for archons and a 4th base
This is a really quick 4th base, and the reason for this is because your main will start to mine out really quickly and you need a strong economy to overwhelm your opponent.
Go up to 12-16 Gateways and add gases at third and fourth. Add second robo/bay and stargates depending on what you see.
Against lair tech zerg -> disruptors. Against hive tech zerg -> immortals/safety stargates
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