In his second match against Bunny in the 2018 GSL Code S Ro.32, Zest mixed up the usual Gateway-heavy PvT style by using Oracles to set up a greedy 3-Colossus timing on 3 bases. By sniping Marines with the first two Adepts and threatening the worker line with Oracles, Protoss is able to force the Terran into a Marine-heavy composition and buy time for a third base and Colossus tech. Blink is researched early to punish drops and anticipate Viking/Liberator play, while a second Robo sets up a transition into lategame Immortal/Archon/Zealot with Charge and upgrades.
This variant of Stargate opening is best against Terrans who go for a third base instead of a fast Starport or early aggression. If you scout either of those plays, Phoenixes and/or Adepts may be a better option.
14 | 0:19 | | |
15 | 0:41 | | |
17 | 0:48 | | |
20 | 1:25 | | |
20 | 1:35 | | |
21 | 1:43 | | |
22 | 1:52 | | |
23 | 2:10 | | |
26 | 2:16 | | |
26 | 2:23 | | |
29 | 2:28 | | |
38 | 3:00 | | |
43 | 3:27 | | |
43 | 3:40 | | |
43 | 3:48 | | |
46 | 3:56 | | |
49 | 4:02 | | |
50 | 4:06 | | |
50 | 4:12 | | |
57 | 4:44 | | |
62 | 5:07 | | |
64 | 5:13 | | |
66 | 5:19 | | |
66 | 5:24 | | |
67 | 5:28 | | |
72 | 5:46 | | |
74 | 5:48 | | |
75 | 5:55 | | |
83 | 6:07 | | |
85 | 6:12 | | |
85 | 6:16 | | |
87 | 6:25 | | |
87 | 6:29 | | |
89 | 6:33 | | |
101 | 6:45 | | |
107 | 7:00 | | |
117 | 7:04 | | |
119 | 7:09 | | |
119 | 7:17 | | |
119 | 7:27 | | |
125 | 7:35 | | |
125 | 8:00 | | |
165 | 8:56 | |
While the new Colossus excels against Marines, 4.0 has made it weaker than ever against Marauders while leaving it weak to timings that hit before the 3-Colossus critical mass. With those weaknesses in mind, this build sets out to stall until the third Colossus comes out (at about the 8:30 mark) while denying information to the Terran and keeping the Marauder count low.
Oddly enough, the best way to force Terran into building too many Marines is by killing their Marines. Once we hold off the first Reaper, our first two Adepts should be run into the Terran base to kill as many Marines as possible before Terran kills them. The heavy Oracle follow-up is likely to catch many opponents by surprise and cripple or kill them outright if their Marine count is too low, but smart opponents should catch on to our intentions once we start sacrificing Adepts.
The Oracles' job is to keep the Marine count low, forcing more Marines, while doing whatever economic damage you can. Once the Terran stabilizes the Oracles should keep tabs on their army and shave off units when possible. Remember to use Stasis Wards to buy time against a push, and don't be afraid to build Shield Batteries and cancel Colossi in favor of Immortals if you see an all-in coming. This build delays Warp Gate slightly for a faster Oracle, but you should still have 3 Gates up in time to be safe.
The 3 Observers you get while the Robo Bay is in production should be placed along drop routes. Colossi are notoriously immobile, and if the Terran is able to attack you on two fronts you'll be in for a bad time. While you're waiting for Blink to finish, feel free to spend extra minerals on Shield Batteries and Cannons. It's crucial that you keep Terran from landing a drop in your base - you'll need your Stalkers to snipe Vikings and Liberators, and they won't do well against stimmed Bio. However, observers and Blink Stalkers give you the tools to catch Medivacs on their way in and swing the game in your favor.
Once you have 3 Colossus up, you're ready to push out with Sentries, Stalkers and Zealots. Ideally your opponent won't have scouted your Colossus tech (make sure to leave the Colossi behind if you move out to deny vision), and you will be able to apply pressure. However, your biggest power spike happens once you get Charge with Immortals and a few Archons - Zealot/Immortal/Archon with 3 Colossi and upgrades is an exceptionally deadly composition.
Remember to switch to Immortals once you get 3 Colossi, and good luck keeping your giraffes alive!