It's a very robust build for ladder. Based on Gemini's MMR, this build should work up to at least at 5000 MMR.
Note: I'm a Diamond player. Most notes are based on the video.
15 | 0:38 | | |
16 | 0:47 | | |
20 | 1:24 | | |
20 | 1:34 | | |
21 | 1:45 | | |
22 | 2:08 | | Go scout |
23 | 2:11 | | |
28 | 2:31 | | |
29 | 2:39 | | Stay in choke in natural |
37 | 3:09 | | |
39 | 3:17 | | Go kill overlords |
45 | 3:28 | | 2nd Gateway finishes the wall in the natural |
46 | 3:35 | | |
47 | 3:45 | | Go harrass/scout, no more units from Stargate for a long time after this |
53 | 4:01 | | |
53 | 4:03 | | |
55 | 4:15 | | Add 2 gases at natural after taking the third |
57 | 4:26 | | Battery at 3rd helps to defend 3rd |
57 | 4:29 | | Twilight Council and forge after taking the 3rd |
61 | 4:53 | | Keep chronoing charge and plus one for the first attack(specifically, chrono +1 3 times and charge 2 times) |
61 | 4:54 | | |
61 | 4:55 | | Add 4 gates around the time Twilight council finishes |
63 | 5:12 | | |
67 | 5:28 | | Add 2 more gates after Templar Archives and we have a total of 8 gates |
69 | 5:39 | | |
76 | 5:53 | | |
87 | 5:58 | | |
87 | 6:00 | | After build 2 archons, build a robo at 100 gas and prepare to transition into robo tech |
87 | 6:06 | | |
91 | 6:13 | | |
94 | 6:24 | | Move out with your army and attack opponent's 4th, if opponents have too much army, retreat, otherwise try to kill his 4th while building our own 4th |
117 | 6:55 | | |
117 | 6:56 | | |
117 | 6:57 | | |
125 | 7:03 | | |
125 | 7:13 | | |
129 | 7:22 | | |
132 | 7:23 | | |
132 | 7:28 | | 2 robos build distruptor quickly |
136 | 7:33 | | |
136 | 7:41 | | |
136 | 7:47 | | |
138 | 8:04 | | |
152 | 8:12 | | |
152 | 8:16 | | |
152 | 8:17 | | |
156 | 8:22 | | |
156 | 8:24 | | |
164 | 8:29 | | |
164 | 8:42 | | |
180 | 9:03 | | Prepare to transition to carriers |
180 | 9:06 | | |
180 | 9:12 | |
Instead of adept adept stalker, this helps to defend early aggression. Build a battery in natural if you know opponent is attacking very early (eg. baneling bust).
The first unit is voidray. It helps to defend early aggression, helps defend third base, also deny scouting by killing overlords.
The second unit is oracle, helps to scout the opponent and do harassment if there is an opportunity.
The first attack around 7 minutes could work very well and kill opponent's 4th base if opponent is unprepared. However if you see lots of units, retreat.
When we have 4 bases and about to transition to carriers, do zealot run by(if helpful).
6 Carriers with a decent ground army could win the game.