Description

This is a simple all-in where you get a bunch of zealots and charge at your opponent with a Warp prism to reinforce.

Replay - Chargelot Allin vs AI(2)

Build Order

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  12  0:01  Probe  
  13  0:13  Probe  
  14  0:18  Pylon  
  14  0:26  Probe  
  15  0:38  Gateway  
  15  0:40  Probe  
  16  0:54  Probe  
  17  1:11  Nexus  
  17  1:16  Probe  
  18  1:23  Cybernetics Core  
  18  1:26  Probe  
  19  1:36  Assimilator x2  
  19  1:39  Probe (Chrono Boost)  
  20  1:46  Pylon  
  20  1:49  Probe  
  21  1:57  Probe  
  22  2:08  Warp Gate (Chrono Boost)  
  22  2:14  Zealot  
  26  2:22  Forge  
  29  2:38  Twilight Council  
  31  2:53  Pylon  
  31  3:00  Protoss Ground Weapons Level 1 (Chrono Boost)  Chrono once.
  32  3:12  Robotics Facility  
  34  3:20  Action  Stop Probe Production at 32 workers
  34  3:21  Charge (Chrono Boost)  Chrono Twice
  34  3:23  Action  Take Probes out of gas.
  34  3:27  Zealot  
  38  3:48  Gateway x3  
  38  3:52  Pylon  
  38  3:54  Action  Transform first gateway into a warp gate
  38  3:58  Pylon  
  38  4:00  Warp Prism (Chrono Boost)  
  40  4:04  Zealot  
  42  4:15  Gateway x2  
  42  4:18  Pylon  
  42  4:24  Zealot  
  44  4:28  Gateway x3, Pylon  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

From this point, you just make zealots and pylons until the game is over, or you take probes back in gas and transition. Note that you'll have to make 2 pylons every round of Warp-ins. 9 gateways might be a little bit overkill, as you only gain 1700 minerals per minute and with perfect macro, 6 gateways should technically be enough to support that.

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Details

  • Created by: marre2795     
  • Published on: Jan 20, 2018
  • Modified on: Jan 20, 2018
  • Patch: 4.0.0
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Comments (2)

On March 2, 2018, 10:28 a.m., marre2795  said:

Hi, PashkaTLT. I'm aware that the build is weak vs early rushes, so you'll have to make adjustments yourself if you're having problems with that. This build was meant as a starting point for people in step 3 of TheStaircase with Protoss, where you're not allowed to build any other attacking unit than Zealots.

On March 2, 2018, 9:38 a.m., PashkaTLT  said:

Imho, this build is weak if zerg decides to rush early. And even if you scout and decide that the zerg is not going to rush, the zerg can suddenly decide to do a bunch of zerglings/banelings and rush you. What are you gonna do with your 2-4 zealots in the early game?

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