Standard opener from Neeb into 7 adept early pressure with 3 gates a 3rd base in production and glaives, at about the 4 minute mark. He forces units, attention and drone kills which slows down the Zerg and puts them behind if done right. Neeb then immediately gets a Robo, 5 more gates before getting an immortal and a Warp prism, getting 7 sentries, massing adepts and pushing as the Warp Prism completes.
Credit to Gemini for the analysis of this build.
Why is there no SALT encoding or Overwolf build?
14 | | ||
16 | | ||
16 | | Wait till Nexus starts to put probes on gas | |
19 | | ||
20 | | ||
21 | | ||
22 | | ||
| at 100% Cyber Core | ||
| a 100% Cyber core | ||
27 | | Glaives asap | |
| at 100% 1st adept | ||
| at 100% 2nd adept | ||
35 | | ||
40 | | ||
| at 100% 3rd adept | ||
3:50 | | ||
| at 100% warp gate | ||
| at 100% warp gate | ||
4:25 | | Immortal asap | |
4:35 | | ||
| |||
| At 100% robo | ||
5:00 | | ||
| At 100% Immortal, push when complete | ||
5:00 | | ||
5:40 | | ||
| Mass adepts |
The build starts off with an extremely standard 19 nexus opener with chronoboosted adepts. Be sure to make your 2nd pylon at the ramp or natural choke so that you can use it to put the two gates as a part of your wall off. Neeb doesn't get an MSCore out because he instead continuously chronos his gateway to get 4 adepts out in total which leads to a slightly stronger push. If you don't feel comfortable with this you can instead get your MSCore after the 2nd or 3rd adept. It shouldn't really be necessary but if you scout some all in then it would be helpful. Of course if you see them going for a really early all in then you should be getting that first with your first adept and delay your twilight council.
You then get an early twilight council at 27 to get the gladept upgrade and chrono it until completion along with the four adepts. IT DOESN'T MATTER IF THEY SCOUT IT. Just put it down as quickly as possible. You're not really going to be able to hide it so just nail the build as perfectly as you can. Note: There will be a small gap between your 2nd and 3rd adept to be able to afford glaives and the extra gates, this is normal. Your 3rd base goes down at 3:50 right after your 40 pylon. You want to be sure to make your 40 pylon at the 3rd location so that you can more easily defend it if they try to harass it with some lings. You then get your first warp in at around 4:07 and push across the map with those seven adepts. If they aren't well prepare you can sometimes just do game ending damage with these seven adepts by splitting them between bases. Otherwise they're just used for initial pressure and to force units while taking a fast 3rd to help set up the next part of the attack.
While the push is going on you should have started your robo and natural gasses so as to start immortal and sentry production as soon as possible. Between 5:00 and 5:40 you get five extra gateways and then warp in only adepts after getting seven sentries and push once your one immortal and warp prism are done at around 6:40. Be careful of overlord ling/bane drops that could happen around the time you're looking to push out. Even if they don't go for early ovie speed for scouting they can still do slow ovie drops so be sure to keep an eye on the minimap to pull workers away the second you see them coming.
Pressuring with the gladepts
Like I said earlier, if the zerg is unprepared for this seven adept push they can sometimes just outright lose the game to it, however you should not be banking on that to happen. They'll usually have stuff to defend and it could either be roaches or ling/bane. If it's roaches you'll want to just ignore them and go straight for drone kills. The adepts last a decent while vs roaches (especially if you nail the build hard enough to get to their base before a lot of roaches have popped) so you can stack up a worthwhile amount of drone kills especially if you split some adepts off to different bases. If they're well prepared with ling/bane then you sometimes will have to back off a bit and try to bait them into a bad spot so you can take out some lings and then split vs the banelings. It's really a judgement call to know how much ling/bane your seven adepts can take on and how much is justification to back off instead of suiciding them. Just know though that any forced units are good. Even if you aren't able to get in to get a lot of drone kills, forcing the amount of units required to completely push your force back already costed him a lot in drone production. With your 3rd coming up shortly after the push you'll still be in quite a decent economic state. Also be on the look out for any possible signs of burrow. It's extremely difficult to know if they actually went for burrow or not, but if they did and burrow a baneling trap you could be in some trouble. It's basically just a gamble on if they prepare it well or not but to hit as fast as possible you need to get the observer last. If you REALLY don't feel safe then you can get an obs before moving out but just know how much that will delay your attack. Transitions/versatility The cool thing about this opener is that it's extremely versatile. You can absolutely do the same opening gladept pressure and then instead of doing the 1 immortal push, just get a forge and blink and go into stalkers as well. Or go into an immortal/archon/chargelot style. It's entirely up to you how you want to transition and basically any follow up is a good one so long as you take into account how much damage you've done and what their unit comp looks to be.
Credit to Gemini for the analysis of this build.
On Aug. 30, 2017, 2:34 a.m., grijzed said:
nicee build, if they dont scout the early pressure. its right on a GG. got me 10-0 against zerg at the moment (Platinum 2)
On Jan. 15, 2017, 5:23 p.m., vardii said:
nice
On Oct. 26, 2016, 4:35 a.m., webmaster said:
That was serious, good watch. I didn't read your wall of text but for someone who would, I bet it's packed with tips tricks and advise.
Thanks and good day,
On Oct. 25, 2016, 4:02 p.m., pking said:
This build is really easy to follow, and the analysis/insight below is very helpful. It clearly and concisely explicates the purpose and playstyle of the bulild, which is something I don't see too frequently. Great job :D