SEE THE /R/ALLTHINGSPROTOSS THREAD FOR EASIER TO FOLLOW BUILD NOTES AND FOR THE SOURCE REPLAY OF THIS BUILD: Link
It's been a long time since we've had a DT opener PvT BotW. The last time was NightMare's blink DT all in over a year ago and that was basically a meme build. I've really been liking Dear's play lately so I figured I'd feature another one of his builds as he had quite a good showing at IEM Katowice.
This build is actually quite straight forward and doesn't require all too much explaining. Like always there's a standard gate expand opening with a 20 Nexus (19 if you're a super cool hipster like me) that goes into a chronod stalker and a Twilight Council when you have the money available, which is usually at 26. I then altered the build very slightly to make it line up a little more cleanly than Dear did this game. He got his 2nd gateway earlier than necessary and delayed his stalkers, which caused him to chrono the 3rd one. If you just wait to make the extra gates at the same time and get your stalkers one after the other then you won't have to worry about doing that. You'll have a slight pause in probe production to get the two gates down at 38 but other than that you won't need to cut anything. Those two gates at 38 allow them to both finish right with warp gate and the dark shrine so it's nice and clean.
When your twilight finishes you can make the dark shrine right away and at the same time send a probe from the natural around the map to a good proxy location to put a pylon down for the DT warp in. Before you put that down though you can get your 3rd stalker and another pylon in your base so you don't end up getting supply blocked and so that if a terran is actually counting pylons they won't notice one missing. Your gasses go down right after the proxy pylon at ~3:40 and the 4th gas will follow upon the completion of the 3rd. If you can't remember to do that then just get both at the same time. At 4:00, which is shortly before warp gate is done, you can start blink and get a safety shield battery at the front if you wish.
Like I said before, your gateways, warp gate, and dark shrine will all finish at the same time so you can warp in two DTs right away (three if you wanna really yolo) and you can go to town. Be sure to send one per base and to try and keep them as separated as possible so that one scan can't kill them and so that they have to pay more attention to what's happening. If they only think there's one DT then the 2nd one will do insane amounts of damage. In the example game Dear is still able to get good damage done despite TY having a raven complete right when the DTs walk up the ramp. If you want to be safe in case they might have detection and their entire army right at the ramp when you walk up, then just send one in first to pull their attention (and to be sure it doesn't auto-die to a widow mine or something) and then send the 2nd one in when it's safe that they won't both just immediately die.
Behind the DT harass you'll be getting your 3rd Nexus and double forge. Dear gets multiple warp in rounds of stalkers as well to continue holding map presence and ends up killing TY with them. This isn't always going to be the case, especially when a terran opens with a 3rax opener or something more bio oriented. TY did a more tech heavy build this game so Dear's quick follow up pressure was able to kill him with some good micro. Generally these stalkers are just meant to poke at the terran as they try to come across the map to give you more time to setup and get any necessary shield batteries or to allow your extra gates to finish. After your stalkers gain some map control you can drop down some extra gates and a robo at around 6:00 to continue going into a relatively normal mid game PvT. This game ended before Dear could fully transition but just going into blink/charge/immortal and storm soon after is a very solid and standard follow up to a build like this.
While this can be a fun build to punish some greedy terrans, it isn't the safest opening you could go for. There's some early pressure builds by terran that hit before the DTs are out and if you don't take them into account then you'll just roll over and die with only 3 stalkers out to defend. Things like 4 cyclone openers or the 2 cyclone/2 hellion/marine push can be very punishing to players that don't scout for them.
It's important to do a rescout with your original scouting probe to best figure out what kind of opening the terran might be going for. After seeing a normal opening from a terran player he will be making either a marine or a reaper out of his barracks. A normal marine timing will be done at 1:50, so if there is nothing out of the barracks by that time it means he went for a reaper. At 1:50 you send your probe to a hidden place on the map and wait until around 2:25 or so to send it back in (which is right after your cyber finishes so once you make your stalker and warp gate you can send it back). This allows you to get into the terran base again while the reaper is moving across the map to scout you, giving you a free scout of the terran's follow up. Some will forget to close the wall on their ramp so you can get in and see everything but most terrans just build their next buildings right by the top of the ramp anyway so you don't always need to go into the main.
If you see a factory then you'll be able to know they're doing a fast tech build which means some sort of pre 5:00 aggression is coming your way, be that either a mine drop, early cyclones or whatever. If you can, try to wait around until the reactor is done so you can see what they do with it. If they leave the barracks on the reactor that most likely means it's a mine drop. If you see them switch the factory onto the reactor then you should be worried about early hellions or cyclones. This requires earlier shield batteries (3:30 is usually when the cyclone builds start to push across the map so be sure you have a shield battery or two done around then) and if you really want to be safe you can send another probe across the map to patrol around their entrance to see when, or if, they move across the map. The shield batteries and a probe pull with some micro will be more than enough to deal with this, but if you want to be even more safe then you can chrono out the next stalker that's in production.
In a normal game you can also alter the build a bit to be safer if you aren't comfortable with taking such an early 3rd and double forge with only blink stalkers. You can delay the 3rd base a little bit and get an earlier robo around the time you're doing the DT warp ins. This will give you earlier access to immortals and observers if you feel safer having a more robust army at home with vision everywhere instead of relying on more nimble/micro intensive stalkers to keep you alive. You would also only get one forge at first with this but you can easily add a second one as your 3rd becomes more saturated. After that though the game would basically function the same, you get extra gates around 6 minutes as you start to float a lot of money and power hard with blink/charge/immortal into storm.
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