Description

This BotW will feature a very nice and simple blink/robo opening by Trap that also has an all in version of it to help spice up your build diversity and give you something solid to use in a Bo3.

This weeks build of the week: Flexible blink/robo

(Be sure to read the whole write up instead of just the build notes before asking questions.)

Standard 19 Nexus
    14 pylon
    16 Gate
    16 Gas --> 2 probes in gas (If you want an adept you don't need to fill it this early)
    19 Nexus --> Fill gas
    20 Cyber
    21 Gas
    22 Pylon
@100% Cyber --> Adept or Stalker(Chrono) + WG
27 Robo + MSCore (Get this right away if vs reaper opening)
33 Twilight Council
35 Stalker
@100% Robo --> 3x Obs
42 2x Gate
42 Pylon
@100% Twilight --> Blink (Chrono) (Done @5:30)
46 3rd Gas
48 Pylon
    If all inning
        @100% 2nd Obs --> Warp Prism (Chrono) --> 3rd Obs --> 2nd Warp Prism during attack (in case you lose first)
        4:40 3x Gate
        Pylon @3rd and keep probe there to fake
        Non stop stalker warp ins
        1 round of adepts during attack
    If macroing
        4:20 3rd Nexus
        4:30 Forge
        4th Gas
        2x Sentry
        Start Immortal production
        @100% Blink --> Glaives
        5:40 3x Gate
        Up to at least 3 sentries
        ~7:30 AOE choice. Earlier if no pressure.

Thanks to gemini 19. i only made it available in spawningtool.

VOD

https://www.youtube.com/watch?v=iDjY-AN6qqU

Replay - 2016-10-17 - (P)Gemini VS (T)A.I. 1 (Very Easy)(1)

Build Order

Get SALT Encoding   

  12  0:01  Probe  
  13  0:11  Probe  
  14  0:18  Pylon  
  14  0:22  Probe  
  15  0:36  Probe, Gateway  
  16  0:44  Assimilator  
  16  0:46  Probe  
  17  0:57  Probe  
  18  1:08  Probe  
  19  1:21  Nexus  
  19  1:25  Probe  
  20  1:36  Cybernetics Core  
  20  1:38  Probe  
  21  1:45  Assimilator  
  21  1:49  Probe  
  21  1:54  Pylon  
  23  2:13  Stalker (Chrono Boost), Warp Gate  
  27  2:30  Robotics Facility  
  27  2:38  Mothership Core (Chrono Boost)  
  32  3:02  Twilight Council  
  33  3:09  Stalker  
  38  3:20  Observer (Chrono Boost)  
  42  3:34  Gateway x2  
  42  3:42  Pylon  
  42  3:47  Blink (Chrono Boost)  
  44  3:59  Assimilator  
  44  4:01  Observer  
  46  4:09  Pylon  
  50  4:24  Nexus  
  50  4:25  Observer  
  50  4:26  Pylon  
  53  4:33  Forge  
  53  4:40  Stalker  
  57  4:48  Assimilator  
  57  4:51  Observer  
  58  4:56  Sentry x2  
  64  5:03  Protoss Ground Armor Level 1  
  68  5:25  Immortal (Chrono Boost)  
  74  5:36  Resonating Glaives (Chrono Boost)  
  74  5:39  Sentry  
  74  5:40  Stalker x2  
  86  5:57  Gateway x3  
  88  6:08  Immortal (Chrono Boost)  
  95  6:21  Assimilator x2  
  96  6:29  Adept x3  
  104  6:38  Photon Cannon x3  
  105  6:45  Immortal (Chrono Boost)  
  109  6:53  Adept x2  
  113  6:54  Stalker x2  
  113  7:01  Adept x2  
  121  7:14  Templar Archives  
  121  7:15  Forge  
  121  7:21  Adept x2  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Opening explanation

The build starts off very simple. A normal 19 nexus opener will get you everything you need early on with a fast economy. Once the cyber is done Trap gets an adept first to scout for any early all ins (I prefer going only stalkers out of my gateway still just because it feels more robust and versatile vs early tech pressure) and delays his MSCore slightly just to get an extra probe out and then makes it at the same time as his robo. If you see a reaper opening then just get it right away. This is just Trap trying to eek out any tiny little advantage that he can. If you want to just get the MSCore out right away and then the robo after it really won't matter.

If you notice some fishy shenaniganry with the early adept scout if you choose to do it then you can delay the twilight and chrono out units or get earlier gateways depending on how early he's trying to all in you.

You get a twilight council after the robo to get blink going as fast as possible and then a total of three observers out of the robo. If you're doing the all in then chrono your warp prism out after the 2nd obs, otherwise just do all three in a row. Note that since you're going for blink so early, there is a bit of vulnerability early on to some quick tech openings. Various marine/mine drops into liberator follow ups could be a little tricky to deal with with only two initial gateway units and later gateways. If you scout a fast factory follow up then either delay your twilight until after you get your 2nd and 3rd gateway (which should be made at around 50% completion of WG to line it up properly) or just be very careful with your MSCore positioning and micro to deal with the pressure.

From this point on the build will split depending on what you're doing but the fact that the build looks completely identical up to this point is extremely good for playing the same person on ladder multiple times or for a BoX series.

The Split

If you plan on all inning then this is quite the simple all in to execute. After the split point you get three gateways at 4:40 and you also get a pylon at your 3rd location and keep the probe idle there. This is very important so as to attempt to fake your opponent that you will be taking that 3rd eventually and that you simply were doing a more defensive blink/robo opening. They'll usually try to scout it a little bit after 5:00 with a drop or something so be ready to lose the pylon and the probe. From there you just keep warping in stalkers non stop and attempt to hit at 5:30 - 5:40 with 10 stalkers and another warp in ready once you get in their base. If you can, blink into the main undetected for added surprise, otherwise just try to bust the front. Continue to warp in extra adepts or stalkers based on how the fight is going. If he gets a liberator or two out then of course you'll need to focus them immediately with more stalkers. If he's mostly just got bio then you can get some adepts for tankiness and the extra damage vs light. An adept round is especially good if he pulls SCVs right away since they will get shredded by the adepts. Queuing up a 2nd warp prism while the attack is going is a really smart little play by Trap. Even if you aren't in danger of losing the 1st one, if it does end up going down at some point then your all in is completely over. Since he has the money to spare for it during the attack, he starts it so that it'll be over by the army in case he loses the first one so he can keep up with the all in. This can work in your favor sometimes especially if the terran over commits to killing the warp prism thinking they'll end the game with that move, but then you just come in with the 2nd one right after and they wasted units trying to kill something that wasn't worth it.

If you plan on macroing then instead of getting three gateways at 4:40 you get a 3rd Nexus at 4:20. If they are being aggressive then of course you'll have to delay this, but if nothing is happening then this is about the earliest you can get it while till remaining relatively safe. Get a forge shortly after to start upgrades. When going for a single forge there is a decent debate on whether or not you should get +1 Attack or +1 Armor first. I'm still under the impression that +1 Armor is of most benefit here. People say +1 attack should be researched first since it makes adepts 2 shot SCVs and marines, which is indeed very helpful, but I feel like unless you're planning on using that early on to be aggressive, then going for armor first like normal PvT has been for years still holds true. But I feel like this is mostly personal preference.

You then get your last natural gas (you can just make the 4th one earlier with the 3rd one if you can't remember. This is also just Trap trying to be as efficient as possible) and warp in a few sentries and start immortal production if you haven't already. Make sure to get the gladept upgrade directly after blink since that is an extremely important upgrade. Then also at 5:40 is your next gateway explosion time. Very important to not miss this timing otherwise you'll be severely outnumbered if the terran tries to do a pre 9:00 push. From there you just get your AOE of choice once your 3rd is saturated a bit and go into a normal macro game. Storm, double robo colossus, or disruptors all work in this situation. Storm is the slightly trickier style to play since liberators can become a bitch if you don't control your army well enough. Double robo colossus is the way to force vikings and allow you to posture around liberators a little bit easier than the shorter ranged templar. They also give you a consistent rate of damage whereas storm is burst. Disruptors are the least viable option of the three, but you can still make them and do some cute aggressive timings off of 2-4 disruptors and then transition into colossus.

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Details

  • Created by: grijzed
  • Published on: Sep 14, 2017
  • Modified on: Sep 14, 2017
  • Patch: 3.8.0
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Comments (1)

On Sept. 15, 2017, 9:21 a.m., kathovar  said:

Hi and thank you for the build explanation!

I was just wondering: what do you do exactly with your first observers? send the first one right to his base and the next to the most common drop path? Send the first one directly to drop path? keep it in the base in case of mine drop?

If you make stalker first and scout with probe, how exactly do you know there is "fishy shenaninganry" from the terran?

Thanks!

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