Zest is best, and so is blink/robo. Zest has effectively brought back his old blink/robo style that he used nonstop for the longest time and it’s insanely good. Mass blink stalker chargelot with double forge upgrades into templar is extremely strong on the patch at the moment and is an incredibly solid way to play. Unlike all those oracle cheeses that are going on, this is less likely to be effected in any upcoming balance changes, so come be an honorable protoss with our friend Zest.
12 | 0:02 | | |
14 | 0:14 | | |
14 | 0:17 | | |
14 | 0:26 | | |
15 | 0:32 | | |
15 | 0:36 | | |
15 | 0:40 | | |
17 | 0:45 | | |
17 | 0:53 | | |
19 | 1:05 | | |
19 | 1:17 | | |
20 | 1:21 | | |
20 | 1:31 | | |
20 | 1:36 | | |
20 | 1:38 | | |
22 | 1:48 | | |
22 | 1:49 | | |
23 | 2:07 | | |
23 | 2:08 | | |
26 | 2:17 | | |
29 | 2:32 | | |
34 | 2:54 | | |
36 | 3:09 | | |
36 | 3:12 | | |
39 | 3:30 | | |
41 | 3:37 | | |
41 | 3:39 | | |
46 | 3:56 | | |
46 | 3:59 | | |
46 | 4:05 | | |
48 | 4:19 | | |
48 | 4:20 | | |
57 | 4:30 | | |
59 | 4:40 | | |
59 | 4:45 | | |
59 | 4:50 | | |
65 | 4:58 | | |
65 | 4:59 | | |
67 | 5:12 | | |
73 | 5:23 | | |
73 | 5:27 | | |
76 | 5:30 | | |
78 | 5:37 | | |
79 | 5:42 | | |
81 | 5:53 | | |
82 | 6:01 | | |
82 | 6:09 | | |
85 | 6:20 | | |
89 | 6:30 | | |
105 | 6:43 | | |
105 | 6:47 | | |
114 | 7:09 | | |
116 | 7:17 | | |
126 | 7:28 | | |
126 | 7:30 | | |
130 | 7:52 | | |
130 | 7:57 | | |
146 | 8:03 | | |
150 | 8:10 | | |
154 | 8:16 | | |
154 | 8:41 | | |
154 | 8:46 | | |
168 | 8:54 | | |
168 | 8:58 | | |
168 | 9:06 | | |
168 | 9:11 | | |
172 | 9:29 | | |
178 | 9:53 | | |
178 | 9:57 | |
Build Explanation
The nice thing about PvT builds is that the early game didn’t really change very much in terms of build orders, at least for this style. Blink/robo pre-patch worked essentially the same as it does post-patch, except you don’t have to build an MSCore anymore and instead you chrono out some early stalkers to pressure.
So that’s what this build starts with, a normal 19 Nexus opener with some chronod stalkers to deal with the potential reaper and to scout around and poke at the front of the Terran’s base. Afterwards, you get a robo and a twilight and then two extra gates while you chrono probes and one observer to get across the map. Zest even goes for a four minute 3rd base in his games since he’s an absolute god and isn’t afraid of any pressure. He doesn’t even get shield batteries until super late either because he’s so confident in his reactionary stalker movement and map vision. If you guys want though you can delay the Nexus slightly and get a shield battery per base to be safe.
After you setup your 3rd you’ll want to go into double forge and keep the chrono going constantly. With the new 100% boost power on chrono your upgrades finish unbelievably quickly if you constantly dump chrono into them, so you can hit some gnarly 2/2 and 3/3 timings. You’ll pair this up with a large gateway explosion around at around 5:20 so that you can power hard in the mid game with a massive amount of chargelot/blink stalker. To then compliment the army if the game goes later, you can tech into High Templar for storm. You should also get some immortals into the mix to buff your army a bit once it goes later, and a warp prism to either harass the opponent or to carry your Templar in to keep them safe and to suicide storm right in the middle of the terran army. From there you can continue with that composition or add in colossi eventually as well or tempest if they decide to turtle with ranged liberators.
Defending Drops and Map Vision
It’s important to remember when opening Robo vs terran, to set your observers up in a way to cover the areas you want. This old BotW featuring Stats’ robo opener goes into detail on observer placement and how to play around that vision. I would suggest taking another look at this if you aren’t sure what I’m talking about or need a refresher.
Secondly, shield batteries should be paired with a cannon or two on the edges of bases to help defense. They’re very cheap and keep your cannons and units alive so much longer, so they really should not be underestimated, as I have mentioned many times already in this guide. Get two or three in each spot of contention to stay safe.
Finally, remember that you have a new recall ability! You can recall to any Nexus that has 50 energy available on a 130 second cooldown. Once the recall is finished channeling your units are free to move and attack immediately, unlike before where you had to wait a few seconds and were vulnerable. This increases your ability to punish doom drops extremely hard if the terran is not paying well enough attention to them. Just be sure that there aren’t any other attacks coming on the other side of the map before you recall your entire army to one place, since it does have a 130 second global cool down.
On Nov. 21, 2017, 8:12 a.m., Mithriel said:
Thanks for the build, works wonders!