You guys have been asking for it for a while and I was meaning to do it the entire time as well: Time for the 2 oracle/adept build. Neeb showed just how versatile this build can be and how strong it is to allow you to set up for the mid game while still applying pressure that isn't an archon drop. The games used for this might be from a few months ago, but I've still seen people using the same build today, and since we get to actually download these replays we might as well use them.

Since this is the last one for a while, I figured I'd write down the build orders for a few of the follow ups and variations that Neeb did, so you guys get more than one build this time. There's a 19 Nexus double oracle/adept pressure, 19 Nexus single oracle/gladept pressure, and a Nexus first double oracle/gladept pressure. (They will be uploaded separately on spawningtool)


Replay - Neeb v Nerchio: Game 1 - Cactus Valley LE (Void)

Build Order

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  12  0:01  Probe (Chrono Boost)  
  13  0:11  Probe (Chrono Boost)  
  14  0:19  Pylon  
  14  0:22  Probe (Chrono Boost)  
  15  0:38  Probe (Chrono Boost)  
  15  0:41  Gateway  
  16  0:48  Probe (Chrono Boost)  
  17  0:52  Assimilator  
  17  0:59  Probe (Chrono Boost)  
  18  1:04  Pylon  
  18  1:09  Probe (Chrono Boost)  
  19  1:25  Nexus  
  19  1:29  Probe (Chrono Boost)  
  20  1:38  Cybernetics Core  
  20  1:41  Probe (Chrono Boost)  
  21  1:47  Assimilator  
  21  1:51  Probe (Chrono Boost)  
  22  1:56  Pylon  
  23  2:11  Adept  
  23  2:14  Warp Gate  
  26  2:29  Pylon  
  27  2:37  Stargate  
  27  2:38  Adept  
  33  3:02  Adept  
  38  3:16  Oracle  
  43  3:29  Gateway x2  
  45  3:44  Pylon  
  46  3:57  Oracle  
  52  4:06  Mothership Core (Chrono Boost)  
  53  4:22  Assimilator x2  
  53  4:23  Nexus  
  53  4:33  Adept x3, Phoenix  
  64  4:56  Robotics Facility  
  64  5:02  Adept x2  
  71  5:18  Sentry  
  74  5:25  Sentry  
  76  5:41  Immortal  
  77  5:45  Sentry x2  
  85  5:58  Gateway x3  
  85  6:00  Forge  
  84  6:09  Zealot x2, Sentry  
  92  6:19  Immortal  
  92  6:20  Protoss Ground Weapons Level 1  
  98  6:38  Twilight Council  
  101  6:43  Assimilator x2  
  101  6:50  Zealot x3  
  107  7:03  Observer  
  109  7:14  Charge  
  109  7:15  Templar Archives  
  110  7:18  Gateway x2  
  113  7:41  Phoenix  
  111  7:46  Photon Cannon x4  
  111  7:50  Nexus  
  113  7:52  Stargate  
  113  7:57  Gateway x2  
  113  7:59  High Templar x2  
  113  8:00  Photon Cannon  
  113  8:03  Protoss Ground Weapons Level 2  
  117  8:07  High Templar x2, Archon x2  
  117  8:08  Phoenix  
  123  8:20  Zealot x2  
  123  8:26  Photon Cannon  
  130  8:37  Zealot x3  
  138  8:42  Immortal  
  142  8:59  High Templar x4  
  150  9:08  Archon x2  
  150  9:12  Assimilator x2  
  150  9:13  Photon Cannon  
  135  9:40  Immortal  
  129  9:58  Mothership Core (Chrono Boost)  


Build Explanation

This was the build that Neeb opened up the series against Nerchio with for the WCS Austin finals. It featured the normal 19 Nexus stargate opener with constant adepts being chronod out of the gateway with two more gateways coming after to supplement. Neeb scouts with the first adept and then pushes out with two together to do some initial harassment and extra scouting, however you may not be able to do this every ladder game since a lot of zergs will mass enough lings from the start to deny small adept run byes. The main point is that you want to push with your initial 6 adepts after the first warp in to get some presence on the map, and then wait for the next warp in for a total of 8 (with 1 warp in being a defensive sentry) that will time out nicely with the 2nd oracle coming across the map. You then can go for a 5:30 shade in with the adepts and 2 oracles to try and get damage done. Some zergs will be ready for this though, so it's ok to realize that you forced enough units to be even on workers and not sacrifice the adepts. Instead, use them for creep denial and keep shading and canceling to look for a slip up from the zerg's reaction.

While this is happening the phoenix you made is shift clicked around your side of the map to hunt for overlords to kill.

Just before doing this pressure you get a robo for a safe follow up with immortals. I tried to see what the reasoning for Neeb's follow ups were, but I couldn't quite figure it out. This was the only game where he went robo as the follow up (all the others he goes twilight for glaives first) but there doesn't seem to be any specific reason why based off of scouting. It could have just been personal preference, map reliant, or just him switching the follow up every game to keep Nerchio on his toes. This build just is more defensive and sets up a potential immortal/sentry follow up push to deny a 4th base or threaten the zerg without actually committing. After the robo is producing you also fit in extra gates and a forge around 5:50 (basically just after or during your push) to set up the mid game gateway flood. Then you get some more defensive sentries at home for the potential immortal/sentry push like I mentioned and then go into twilight ASAP for charge and a templar archives to round out the composition.

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