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Basic Build
This is basically how I start when I play protoss
Build 7 probes
Build a pylon
Build 9 Probes
Build Gateway
Build probes
Build another gateway
Build pylon
From here on, I'll either build more gateways, or jump the tech tree.
Zealot Rush
One of the most elementary protoss strategies. All that this needs is a good economy (get lots of probes on minerals), many gateways, knowing where the enemy is, and staying on top of pylon count. Basically, you build nothing but pylons and gateways. Scout on your say 9th probe to find your opponent. Keep on pumping probes (to keep your economy booming), zealots, gateways (if you ever have an idle 150 minerals, build a gateway!), and pylons (make sure you build them before you start getting the "build more pylons" message). The idea is to swarm your opponent. If you can, attack the enemy workers before working on destroying buildings. This is risky to do against a terran opponent though. If you attack to early, then you probably don't have enough zealots to cause too much damage. If you attack too late (or are stopped by a good wall in), then your opponent will have critical mass of firebats (firebats vs zealots in numbers = lots of dead zealots). There's less danger in doing a zealot rush against a zerg or protoss player, but remember, you need to be flexible. If you see that your zealots aren't going to be able to do much damage, PULL THEM BACK and change strategies.
Reaver Drop
The basic idea of the reaver drop is combining two incredible protoss units: the reaver and the shuttle. The reaver is extremely powerful, but it's weakness is it's lack of mobility. The shuttle more than made up for it. Basically, the protoss gets a reaver or two into a shuttle (after getting the shuttle speed upgrade), speeds it over to the enemy worker line, drops the reaver and watches as a single scarab evaporates 4 workers. If anybody came to attack the reaver, pick it up, drop it out of the danger's way and allow the reaver to kill what was threatening it. This was at the time where reavers would shoot immediately after being dropped from the shuttle. So you could fire at 6 zealots, have them chase you, pick up the reaver, move away, drop them again, fire at the 6 zealots again and kill them. Not really fair actually. (: So Blizzard created a cool down time after being dropped from a shuttle. Now it takes about 1-2 seconds for the reaver to fire. It's still an effective strategy, but just not as lethal as before.
Corsair/Carrier
This is a deadly combination. The carriers take down all the land units or buildings. If any air units come the corsairs will pretty much be assured to win (watch 12 corsairs fight 12 wraiths. It's not even somewhat funny). If a huge mass of marines, dragoons, goliaths, or hydralisks come, it's time to drop some disruption webs. While the land anti-air is busy trying to escape the disruption web, the carriers will kill them.
Turbo-Goon
The basic idea of this strategy is build a few zealots then switch over to dragoons as soon as possible. Make millions of dragoons and get the range upgrade for them. Then swarm your opponent with dragoons. It's like the zealot rush except with dragoons.
Infantry Rush
Simply, build a lot of zealots and dragoons and overwhelm them early on. To accomplish this, go for many early gateways. Build around 3-4 gateways early and make zealots as fast as you can. Attack when you have a fair force. As long as your army is doing decent damage to your opponent, don't bother watching or controlling the battle. Build a cybercore, but continue to pump zealots and switch to a combination of them. And make sure to get the dragoon range upgrade (always get it if you're going to use dragoons). Next, decide what to do: (1) if the strategy isn't working too well ie your zealots and dragoons get wasted without doing any damage, then switch strategy, (2) if it is working you have two more strategies to with (2a) build more gateways and make even more infantry or (2b) build two forges and a citadel of adun and upgrade.
Early Dark Templar
This is (obviously) a Brood War strategy, primarily focused against Terran. (Dark Temps against zerg are of minor use since overlords are a plenty. Against protoss it's ok, but cannons will kill dark templars). Basically the idea is to get dark templars early enough so that a players detection is minimal.
Dark Templar Containment
This is the idea of getting Dark Templars fairly early and having them harrass the enemy while they're trying to get around (to expand or attack or whatever). Again, this works best against Terran, so-so against Protoss, and not so great against zerg. You don't want to group your dark templars though. The purpose of this strategy is to contain your opponent and while your opponent is contained, expand, tech, and power. Hopefully by the time your opponent breaks out of containment, then you will have more bases and a much better income. Then you can just roll over him.
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