Description

This build is a 1 gate fast expand build that utilizes the adept warp prism play to do damage and keep the Terran player at home as you tech.

The point is to get +2 armour after that you can choose to macro or hit with a very strong timing attack using adept, immortals and sentries (guardian shields used to bring armour up 2 levels)

Build Order

Why is there no SALT encoding or Overwolf build?

  14    Pylon  
  15    Gateway  
  16    Assimilator  
  20    Nexus  
  21    Cybernetics Core  
  22    Pylon  
  23    Assimilator  
  24    Warp Gate  
  24    Adept  
  24    Mothership Core  
  28    Forge  
  29    Robotics Facility  
  30    Adept  
  33    Protoss Ground Armor Level 1 (Chrono Boost)  
  37    Adept  
  41    Pylon  
  42    Warp Prism  
  46    Adept (Chrono Boost)  You don't have to chrono the entire time just so that it pops out just before the warp prism after that return chrono to robo bay
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

At this point you can put down either 2 extra gates or a cybercore and then the 2 extra gateways depending on your scouting. You don't want to delay the Twilight Council to long as it will delay your plus 2 since plus 1 would be about finished.

After the warp prism finishes you should get an observer for detection then pump immortals and get up to around 6-8 sentries.

You can take a third if you feel safe or go up to 5 or higher gateways.

The primary focus of this build is survivablity. With the plus 2 armour that normally hits before Terrans plus 2 weapons and sentries with FF and guardian shield you'll minimize the damage taken.

With plus 1 weapons Marines while do 2 damage per shot as well as mauraders doing only 2 damage per shot against light (6 versus armoured.)

A even without a large commitment to a push your army should be able compete well versus your opponent.

Widowmines are a serious threat from their damage and aoe (Aoe kills sentries in 1 hit as well as adepts are small in size meaning more can be hit.) but adepts do kill them fairly well if focused as well as immortals or stalkers outrange them. If you have to adept shade or warp prism micro can also be used to evade shots.

If Liberators are starting to be massed you can still push and cut of portions of the opposing army trading efficiently. Add start focus on blink production as well as possibly adding a second forge for weapon upgrades to help you snipe down liberators with greater ease. At this point you should be able to contain a Terran force at least for awhile and can tech as necessary or attempt engagements.

As the Terran catches up in upgrades they'll be able to trade more efficiently so if you expect a longer game make sure the tech into aoe.

The biggest weakness is during the early game where you can be rushed. Most can be handled with a mixture of good control by the warp prism, adepts and PO. Cyclones can lock on can be broken as well as marine compositions will have trouble engaging the adepts and be slightly zoned out.

The most dangerous would be siege tanks drops/ marine siege tank all in which will zone you out instead.

This build can hit an extremely tough all in timing or purely a strong aggressive macro style that will let you macro to your hearts content.

When dealing with drops 4 adepts and a sentry (plus warp in if required) as well as your mothership core should stop almost any drop play. While your main army is defending your third.

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Details

  • Created by: Apocalypse
  • Published on: Nov 13, 2015
  • Modified on: Nov 20, 2015
  • Patch: Pre-3.8.0
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Comments (4)

On Dec. 29, 2015, 3:28 p.m., TaLuS  said:

Can I haz working SALT encoding?

On Nov. 19, 2015, 11:45 p.m., Solvay  said:

You said build a "cybercore" to upgrade plus 2 armor, but you mean "Twilight Council", right?

On Nov. 15, 2015, 4:29 a.m., MorN  said:

gj man. Thanks for writing it up.

On Nov. 15, 2015, 1:43 a.m., Phamier  said:

Nice build :)

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