This Guide is created to help all Protoss players who have immense problems against Zerg. How much knowledge you will get out of this guide depends completely on you, but I recommend reading it carefully if you are below the Master League. The Archon-Drop is just one of many ways to play, but it’s surely the oldest pvz Macro style which exists and is always a good choice. If you are one of those players who believe such a “Micro” and “Macro” oriented style is too hard then I will tell you “Don’t fear!”. If you don’t challenge yourself, then you will stagnate and a true Starcraft player is always willing to improve. That’s our nature! The Archon-Drop is not a complete build, it’s an opener. An Opener will lead to a follow up, and a follow up will lead to a game goal and this together is our game plan. It wasn’t really hard to understand the previous sentence, but the meaning is pretty important. Let me explain:
An Opener will limit us to a bunch of units, or in other words, it will allow us to produce certain units. Let’s assume our first real tech is the “Twilight Council”. With this structure, we are able to research either blink or charge and as bonus we are getting a T3-Building option. As long we are limited to the “Twilight Council” we are only able to produce Gate-Units. The moment our units are countered (or better a moment before this will happen), you have to choose another tech-tree and if possible you then counter his counter. The enemy will do another tech switch and the whole game will speed up. So notice: Each action will lead to a reaction. This ping pong game will bind us in our diversity but the choice of the opener is up to us, the player. An active opener on our side bind the enemy to a small number of reactions and like this we are able to predict the enemy in many parts of his game. This my friend is the soul of Starcraft and every other RTS.
But why, not get another tech early on, to create a more versatile game for us and get unpredictable? This is a pretty good question and will lead us to another aspect of the game, “the economy”. Of course you are able to get another tech early on, but this will have some consequences. In which part are we willing to cut ourselves (metaphorically speaking)? A. by our worker production or B. by our army or C. by the number of production buildings? This will create holes in the defence which the enemy is able to abuse. So we want to get the most value out of our tech, before we take the next one. Exception: We are forced to play another tech, or it will open up a nice window for a timing attack.
Last but not least, what is the difference between a good “Macro-Opener” and “I'm trying to play a certain style, without a real build order”. It’s pretty simple, it will come down to the point of our safety. Of course, no single build is unbeatable. We are just trying to be safe against most of the eventualities in our game and at the same time, not fall behind in any other aspect of the game, neither in the worker count, upgrades, base count, nor in the the army value.
And one interesting thing is, we are able to take out some parts of our safety net, to hit certain timings which are slightly faster. But, if you do something like this, then you shouldn’t complain if you lose straight up against certain possible counters from the enemy. It was your choice to be so greedy. In addition we have to know where our capabilities and our strengths lies. If you are good at micro control, play micro intensiv units, or if you lag often in map control try play an Oracle/Phoenix opener. Rotterdam and Avilo have one thing in common, they have unique play styles. It’s not like they have no clue about the current meta, it’s more the opposite. They know what they are able to handle and for this reason they are playing to their individual strengths. I won’t say: “play unique, that’s the answer!”, play intelligent and a solid build can be helpful.
But enough of the introduction let us start with the build.
2.1 The Build(6 Gate Archon-Drop)
During the push we will get a Forge, more Gates, more worker and either storm or immortal. So don’t forget to macro!
Replays
2.2 short explanation
Thanks to the worker scout we will get our first informations of the game:
We have to react on each of these possibilities a bit differently. More in “4.Scouting and Reaction”.
The first Adept will give us additional insight for the next 2-3 Minutes of the game, once he has reached the enemy base. Now we will work through another checklist:
If you do lose the Adept, make it as expensive as possible. Kill at least 2 Drones, more is better.
The first Phoenix will deny further Overlord scouting and will keep our tech hidden. Afterwards you are free to roam around the map and go for some overlord hunting. With the oracle you will keep the Zerg busy. He has to react with additional spores and Queens and you are able to kill one or more drones as well. Afterwards we want to check for additional tech on the zerg side. Does he got the “Lair”, a “Baneling Nest”, “Roach Warren”, “Evolution Chamber” and if he does, is he researching anything? In the later stages of the game, the Oracle will secure our 3rd and will keep track of the enemy (Revelation) or help us in defence (Stasis Ward). You don’t want to lose the Oracle, no matter what!
The next thing on our list is the Archon-Drop. The micro doesn’t need any explanation, just watch one of the pro streams to see what it should look like. Important for us is another checklist:
If he doesn’t have enough units to stop it effectively, then we will have a good advantage in the game and with a bit luck we can already end the game at this point. But this isn’t a given and is a pretty seldom case. Important for us is his choice of units. Rule of thumb:
At this point our Opener will end and the late game will slowly start. You should try to always identify the tech of the enemy, so you are able to counter it. In most cases you will stay for a long time on this army composition (High Templar, Zealot, Immortal, Archon and Stalker) until the enemy decides to play either “Lurker”(Your current composition is able to fight them as well) or “Brood Lord”. In these cases you will try to play at least 3x Stargate for “Carrier” or “Tempest”.
Interestingly enough, I see plenty of players who mess up the wall. Even though most of you will yawn about it, let me lose a few words about this topic. In PvZ you will typically wall at the entrance to the natural, with the exception of maps with an in base expansion. Thanks to this, you will be safe against early “Mass Ling” styles. If possible don’t place the Pylon in the Wall, even though some of the pros are willing to take this risk. It isn’t possible for all maps, but where it is it will help us against “Baneling all in”. Somehow, don’t ask me why, I see players who have holes in the wall, which are big enough that an “Archon” will fit through. If you are one of them, please stop it, not against Zerg. The hole should only be big enough for a single unit like the “Zealot”, or it will not hold any kind of “Ling” aggression. Thank you for the attention here.
Just to play the build would be too easy and is possible for everyone. The hard and important part is to be flexible during the execution. Or like Bruce Lee said: “Be water, my friend”. The good part, the reactions are all kinda similar, usually Stargate. So if needed change your Build a little bit and take all the openings which the enemy will show you.
4.1 Have we seen more than 6 Lings?
This will refer, obviously, to an early “Spawning Pool”. Jump to your base and send a Probe down, to place a “Cybernetic Core“, just as the Gate is finished. So don’t move her too early, because we need even the slightest bit of minerals. Produce a Zealot(Chrono Boost if needed), a Pylon and complete the Wall, before the Lings arrive. Place your Probe on hold position, in our little entrance, to block the Lings and fight with the Zealot only in safety range, of the entrance. Afterwards get the Adept as soon as possible and add the Nexus and proceed with the build. Of course all the supply numbers and timings will change a bit, but overall it should still be possible. Sometimes you will be able to add the Nexus before the „Cybernetic Core“, this will depend on your judgment. Just don’t forget: Better safe than sorry. So if needed, play something else out of this situation and consider that you may have to cut some workers. Overall it's better than to lose the game. Don’t forget, the Probe can wall off as well, so use it if needed. Once you got the Stargate up(Oracle or Voidray), it should be a piece of cake to defend this. It doesn't matter if he played speedlings or slow lings, you will be safe as long you don’t play too greedy. That’s overall how you are able to defend an early pool timing, let’s go back to our scouting Probe. The scouting Probe will die an honorable death, but before this will happen, we will get some important information.
4.2 How many Geysers is he mining(Probe scout)?
Does the enemy have Gas? If yes, how much (click geysers to see gas)? Did he get speed? If so, is he still mining Gas? Is the enemy trying to set up an expansion?
No Gas
1 Gas
2 Gas
We already solved the riddle “How to deflect an early Pool timing?”, which leads us to the question “How do we deflect an Roach Ravager push?” It isn’t really hard and I will make it pretty short. Switch the Phoenix in the build with a Voidray and you have done it. Ok, that would be to simple, get the one or two Stalkers as well and if needed add a shield battery(which should seldom be the case). And that’s it.
This is a rule of thumb, but it doesn't work always. Depending on your league, the enemy is maybe just messing up. The higher you get, the more often this rule is a given.
4.3 Did he got a “Baneling Nest”?
There is one last Pool timing left, the Baneling all in. Let us assume the enemy didn’t send out his early Lings and even played Hatch before Pool. Our worker won’t scout anything suspicious and so we will play the build without any changes. Our Adept on the other hand should scout it and it will be just in time. Do a worker cut, close your wall and get some additional buildings behind it. Don’t give the enemy a chance to bust some part of your wall. Do some good sim city, get some units and many Oracles. You are welcome to switch the first Oracle with a Voidray for some reliable damage. Sentries are good on paper against a baneling bust, but thanks to the Opener we shouldn’t have enough Gas to build them, which is the reason for all the buildings.
4.4 Additional Information
As you can see, it’s a pretty solid macro opener and it’s good to throw in one or more variations of the build into practice. Furthermore, this is a game of information, so do not stop scouting. I hope this guide was helpful and you could learn something out of it. So, stay mannered to your opponent and always write “gg” at the end of the game, even if you are of the opinion that it wasn’t a good game. That's pretty much the only compensation I would like to see. Have fun and do well in the game.
DirDevil
On Sept. 1, 2018, 6:44 a.m., dread said:
Thank you very much for this build especially for the zerg opening analysis.
On Aug. 6, 2018, 7:54 p.m., StoicLoofah said:
Thanks for sharing this build! I'm impressed by the detail in the guide.
I noticed that you didn't import the build order steps from the replay into this guide. Mind if I clone those in so people can follow the actual build, too?