Thursday, May 17, 2012

Protoss Overview/Openings


Protoss Overview:
-Protoss is a micromanagement heavy race that has units that are generally stronger but more expensive race.
-Protoss can usually use "power-push" strategy, where protoss army would push out with an army that is unstoppable by the opposing team.
-Protoss workers don't need to "work" on the building, they only have to drop down the building and it starts building by itself, which gives a slight advantage in the early game.
-Almost all protoss strategy calls for large amount of "sacrifice"unit, usually zealot. Thus protoss should invest in the warp gate technology from Cybernetics Core ASAP.
-Upgrades like Charge and Blink is almost necessity because Charge allows zealot to chase down/engage units fast, which protects the main army or chase down enemy units that are running away. Blink allows either stalkers to survive longer with moderate amount micromanagement by blinking weak stalkers to the back of the army, or aggressive blinking, which involves blinking to the middle of the enemy army, which causes confusion, and if there are splash units, it would do splash damage against the enemy army too (i.e blinking on the sieged tanks)
-You should produce stalker first instead of zealot especially against the terran because of possible threat of reaper harass.
-Against terran, you should NEVER go pure gateway units because MMM(Marine, Marauder, Medievac) build in the early/mid game will steamroll any gateway units. MMM build can countered by gateway units supplemented by immortals.

Opening Build
-There are three "official" opening for protoss (except cheesing), 12 Gateway, 4 Warpgate early pressure and three gate robo.
-12 Gateway is considered most "standard" and enables player to branch out to different techs like robotics, stargate or templar with an relative ease. Also, this enables players to secure expansion pretty early in the game.
-4 Warpgate early pressure was initially designed as a cheese where player would warp in initial cycle of units and chrono boost out the second cycle, however after the nerfing of warpgate technology made this into a aggressive opening. With little bit of micro-management, you can deny your opponent's expansion, while securing your own expansion.
-Three gate robo is a build that enables players to secure a quick expansion while getting an observer for scouting.


12 Gateway
9-Pylon
10-Chrono boost on the Nexus (which should be producing probes)
12-Gateway
14-Assimilator
16- Pylon

4 Warpgate early pressure
-You should produce both zealot and proxy pylon if you are "going in for the kill" but if you are trying to play "normal" game you can just tech-up or expand after this opening.

9-Pylon
12-Gateway
14-Assimilator
16-Pylon
17-Cybernetics Core
17-Optional Zealot
21-Stalker
23-Warpgate research
24-Three gateway
24-Stalker
26-Optional Proxy Pylon

3 Gate Robotics

9-Pylon
13-Gateway
15-Assimilator
18-Cybernetics Core (When Cybernetics Core finishes, immediately start the Warpgate research)
19-Optional Zealot
22-Pylon
23-Stalker
25-Second Assimilator
27-Sentry
30-Pylon
30-Gateway
31-Robotics (When Robotics finishes, produce an observer and put it in your opponent's base)











*Some/All content from Liquipedia


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