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[A Noob's Guide to Protoss]
Proxy Rush
The Proxy Rush is a very effective strategy to use against Zerg, Protoss, and Terran players alike, that stops them from fast expanding, and if executed properly, can force them to cripple their own eco, or lose the game completely in the first 7 game time or so minutes. The build order is as follows and the strategy will be fully detailed in this sentence.
On a 4 player map, build the standard number of probes which is 3-4 to start (I usually stop at 8-9\10 on a Proxy Rush), use the first one you make to scout your enemy, use your other probe(s) to construct 1 pylon near your ramp, then use your scout, (once you've found your enemy), to place a pylon in a hidden location near your enemy's base (the far back or near his first expo), a fast expander will force you to put the pylon away from the expo, so as not to arouse suspicion while he constructs his HQ, or defensive structures. Make 1 Forge back at your main near that Pylon by the ramp and make 2 Gateway at your proxy Pylon near the enemy's base, (it doesn't matter what order, but you can decide if you want zealots first or Photon Cannons to defend the proxy, and kite enemies back to them where they will be shredded, (I recommend 1 photon after both gates are done, or during their construction). Start pumping out Zealots, and use boost as much as you can on these Gateways, (I recommend keeping your HQ on a control group so you can keep boosting while microing the Zealots). You should have about 5 Zealots when you hit them, and several building (keep boosting them). During the attack, If your enemy is walled in heavily (likely a Terran), and you are losing, pull back get a Cyber Core at your base, and start pumping at Stalkers, once you have enough to overwhelm his defenses push again, (don't go too Stalker heavy, unless he's making Roaches, Zealots are the best t1 unit, and your enemy's force will likely consist of t1 units (they are highly effective against Marauders and Zerglings)). Once your enemy's wall has been broken, or his defenses have been destroyed, you are safe to rush his builders, or stop production of units. (I stop production first, this is imperative for a good rush.)
On a 2 player map, this one is easier to perform, but relatively similar, make your probes, this time, use your first probe to go to a safe place near your enemy's base, make a Pylon, then 2 Gateways, then start pumping out Zealots using boost, and get a Forge at your base, make 1 Cannon when feasible at your proxy Gateways.
Basic Start
On any map, keep making probes until you're at 9\10, then make a Pylon near your ramp, if you have a single entrance ramp at your expo, then take advantage of that and keep someone from proxying and put the Pylon there, (if you are concerned about a Zerg rush, or you are just a stickler for time, block your main base's ramp), send your probe back to work like usual, keep making probes until you're at 14-15 pop, boost these probes to improve economy early, make your first Gateway, then when feasible make a forge, next make a Cannon near the ramp, get your Cyber Core, (If you're worried about a rush, get a Zealot and/or another Cannon), get 2 Assimilators, keep making Probes 2 at a time, using boost on them, don't overdo it, this is within your grounds to decide, depending on how fast you want to tech and expand, and how strong you want your economy to be. Once your Assims are done, put 3 Probes into each one, hopefully you will have enough to get a Robotics Facility, and the Warp Gate tech at the Cybernetics Core, get both, make another Pylon at your ramp, start getting more Gateways while Warp Gate techs up (boost Warp Gate tech if you like), I usually do 4 Gateways (total) this early on. Once your Robotics Facility is done make an Observer, find your enemy, get a feel for what he's planning, and continue playing according to his weakness. From here the reins are yours, good luck my friend.
4 Gate Assault
On any map,. This strategy is undeniably one of the most common in all of Starcraft II's lower leagues, almost as popular as MMM, (Marines Medivacs and Marauders), it works to quickly kick out as many Stalkers or Zealots (depending on your enemy's units) as possible in a short period, right next to his base.
This build order is semi-all-in and for me, has 2 variations, one that will take an extra couple of seconds, but will protect you versus a rush, and one that sacrifices defense for an extra couple of seconds rush speed. At 9\10 population create a Pylon near your ramp, if you are playing the defensive version, and very near your Nexus if you are playing the speedier rush strategy. At 12\18 population, make a Gateway by your Pylon and send your Probe out to scout your enemy, DO NOT LOSE YOUR PROBE. At 14\18, make an Assimilator, at 16\18 make another Pylon, and at 17\18 make a Cybernetics Core. By 18\18 kick out a Zealot (I would save my boosts for Warp Gate tech (save around 100 energy)). Once you arrive at 21 used population, make a Stalker, and if feasible get and boost Warp Gate tech, while still making Probes, once you reach 24 population used, stop making Probes, and make 3 Gateways and a Stalker, now you should be at 26 pop, and if you didn't lose your Probe, you should use it to make a Proxy Pylon near your enemy's cliff (close enough where you can bypass his ramp by warping directly into his base, bring your Stalkers and Zealots with to protect it. Once your Pylon is up start by dropping in 3 Stalkers and 1 Zealot inside on his cliff and (this is optional) attack his ramp simultaneously with the 2 Stalkers and 1 Zealot you made to escort your Probe. Make (this is also optional), a second Assimilator for added effect. If this initial push has been beaten somehow (usually do to lack of micro skills), continue applying minor pressure, don't let your Proxy Pylon die, and start expanding and teching up to counter whatever he is making.
Someone said I should focus this guide more on helping people learn to macro, and I thought he was slightly right, so this is my guide to all things in general that are toss, from early game to late. As Protoss, you will usually have trouble with a handful of situations, I will cover all of them in this segment, from early to late game. Near the beginning of the game you will usually have trouble stopping a strong arm as Protoss, unless you followed a rushing strategy that puts the heat on your opponent, so to best combat this, you should focus on getting a Pylon near your ramp, if you started somewhere in which your expansion has only 1 ramp, (this portion does not apply for fast tech strategies) I would highly recommend you do this there, build your first Pylon near your ramp, and build whichever other structures you want there as well, make sure you make them where they'll choke anyone coming up the ramp into a narrow pathway, never block yourself in this will hurt your late game expansion, and stop you from aiding a teammate if you are playing 2v2, always leave a single narrow pathway which you can manipulate to your advantage.
This applies to most build orders and strategies. Zerg players tend to over extend themselves early, making Spine Crawlers and a few Zerglings to attack or defend with, followed by a fast expo, usually in the first 5-7 minutes, (about the time it takes to start a Proxy Rush). This means they are severely open to early attacks, and heavy pressure will often crack a Zerg player before he can get full strength (and trust me you don't want Zerg massing Mutalisks, Roaches, and Hydras, because that is the win all combo for Zerg against Protoss, and most people make them against toss (not always in combination). The Proxy Rush will usually be effective against Zerg, unless they are planning on rushing Zerglings, then it becomes a race to destroy one another's base, (most players wont fight an uphill battle, (Zealots vs Zerglings = win for Zealots, depending on how many lings there are of course). So overall I don't recommend the Proxy Rush against Zerg, I prefer playing conservative, but still applying serious pressure, when I do the Basic Start against Zerg I try to get as many Stalkers and Zealots out of my Warp Gates as possible, and counter whatever the enemy is making (based on intelligence gathered by my Observer aka, Obs), if the enemy makes Roaches mass Stalkers, if he makes Zerglings mass Zealots, with minor emphasis on Stalkers. If he is fully focused on expanding with only a few Spine Crawlers and a Queen or two to his disposal, then you are go for a major, back-breaking rush, act quickly once the Zerg eco is deployed, you are in serious trouble. Late game Protoss doesn't have a cureall for Zerg, put a strong emphasis on Colossus and Stalkers if he is making Roaches and/or Zerglings and/or Hydralisks, make Stalkers, Sentries and Phoenixes if he is making Mutalisks, use your Guardian Shield when the Mutas start firing, against Lots of Ultralisks, and sprinkled in weaklings such as Hydras, Roaches, or Zerglings, start pumping out Immortals and Colossus, (this leaves you vulnerable to air keep in mind). Add in High Templar or Dark Templar for an added ass kicking effect, but mind you, Zerg are not easy to beat late game, they will have the advantage sometimes even if your economy is stronger.
This applies to most build orders and strategies. here, the Proxy Rush is more effective than against Zerg, because Terran players usually don't start pumping out Marines at the start of the game, and both Marines and Marauders get stomped by Zealots, (just don't get kited to death), as long as he isn't making Reapers, which can kite the shit out of Zealots, and kill structures hella fast, you are good to go, (90% of players don't make Reapers, the occasional pro or noob will make them). Most Terran will Bunker themselves in, but ignorantly thinking this protects them from a Proxy Rush, will result in your defeat, one bunker can easily be overcome by a Proxy Rush, I was faced with this situation early today, and my Zealot/Stalker combo shredded the bunker like butter, and the Zealots mopped up the only surviving marines, at which point I rolled into his base, took down his production, and kept tabs on all his builders, (always watch the builders, a sneak expo can keep them alive and possibly (in rare cases) cause you to lose). Late game, you're going to be facing MMM most of the time (Marines Marauders and Medivacs) this combo is pretty tough to deal with, so I recommend a mix of Stalkers, Colossus, and Zealots with Charge (purchased at the Twilight Council) Zealots will tank the Marines and Marauders, while the Colossi focus them down and turn them to butter. Your Stalkers are an addition just to deal with the Medivacs, you can add in Phoenixes (usually not feasible and they get owned by Marines) to deal with the Medivacs. Against mainly Mechs (Siege Tanks, Thors, etc). Colossi and Immortal heavy clusters, Immortals can tank the hell out of Siege Tanks, as they take very low damage from high single shot damage units such as Tanks and Thors, this makes them highly effective at proecting the Colossi, which deal the real DPS, and if you got the range upgrade from the Engineering Bay, they probably out range the Thors and Tanks, making it easier to melt them without sustaining major casualties. Now finally, a rare but not totally uncommon BO, is the air heavy one, this includes massing Vikings aka, Viking Hordes, or massing Battlecruisers aka, BC or BCM for 'Battlecruiser Mass' (don't let the Terran eco take off, because an abusive player will mass BC, and this is extremely hard to counter as Protoss), Stalkers and Phoenixes are your best bet, much like against the Mutalisk mass. Against a Viking Horde, countering is absurdly easy, make tons of Stalkers, and if you like some Zealots (preferably with Charge) to hit them when they are forced to land due to the insane ass kicking the Stalkers are giving them. If your enemy is harassing your builders or structures with Banshees, simply make Cannons near the popular harass spots, (I try to do this before they start harassing just in case they do).
This applies to most build orders and strategies. In the only 29 games I've played, I've only encountered a Protoss Proxy Rusher twice, and lost to it once, what I'm trying to say, is the vast majority of Protoss players, which about 60% of my wins have come against, are fast techers, who focus on getting Colossi or Stalkers early enough to completely crush an opponent who is still massing t1 garbage, even the players who play it safe like me with 1 Photon Cannon can be forced into submission by a properly executed Proxy Rush. If you execute properly, the enemy should have 3 Zealots, maybe 1 Stalker and a Photon Cannon when you attack, if you hit them early enough they probably will not even have Warp Gate yet. So this will definitely hurt them, just like all of the other rushes this one will usually result in a crushing victory if the player is not weary enough of rushers, (Protoss vs Protoss is usually a tech fest, so he wouldn't be expecting a rush in most cases). To the late game we go... a mirror (when two players play as the same race and a similar Build Order), is always fun, but can be difficult if your enemy counters better, so make sure you use your Observer properly when gathering intelligence. A lot of Protoss players when in a PvP, will use Void Rays to harass structures, and as support fire, so my only words of wisdom that I can bestow upon a PvP game, is beware the Warp Prism, beware the Proxy Rush, and beware the Void Ray harass. In this situation, late game against Protoss, it really just comes down to skill, and countering your opponents moves before he makes them.
A while ago, I thought it would be a good idea if people posted their strategies in the SC2 forum, for other people to observe, learn from, and use to better themselves at SC2 melee. We're going to need some Terran and Zerg aficionados to post their own guides in this thread, or if the mods prefer they could be separated into Zerg/Protoss/Terran, I think it's a good idea. I will add a DT rush strategy, and an HT micro guide. So here's my 2 cents. I can't get my GOTO tags working, how do you do it again? :>
Protoss General Strategies - Versus Zerg - Versus Protoss - Versus Terran
Protoss General Strategies
Protoss General Strategies - Versus Zerg - Versus Protoss - Versus Terran
Protoss General Strategies
Proxy Rush
The Proxy Rush is a very effective strategy to use against Zerg, Protoss, and Terran players alike, that stops them from fast expanding, and if executed properly, can force them to cripple their own eco, or lose the game completely in the first 7 game time or so minutes. The build order is as follows and the strategy will be fully detailed in this sentence.
On a 4 player map, build the standard number of probes which is 3-4 to start (I usually stop at 8-9\10 on a Proxy Rush), use the first one you make to scout your enemy, use your other probe(s) to construct 1 pylon near your ramp, then use your scout, (once you've found your enemy), to place a pylon in a hidden location near your enemy's base (the far back or near his first expo), a fast expander will force you to put the pylon away from the expo, so as not to arouse suspicion while he constructs his HQ, or defensive structures. Make 1 Forge back at your main near that Pylon by the ramp and make 2 Gateway at your proxy Pylon near the enemy's base, (it doesn't matter what order, but you can decide if you want zealots first or Photon Cannons to defend the proxy, and kite enemies back to them where they will be shredded, (I recommend 1 photon after both gates are done, or during their construction). Start pumping out Zealots, and use boost as much as you can on these Gateways, (I recommend keeping your HQ on a control group so you can keep boosting while microing the Zealots). You should have about 5 Zealots when you hit them, and several building (keep boosting them). During the attack, If your enemy is walled in heavily (likely a Terran), and you are losing, pull back get a Cyber Core at your base, and start pumping at Stalkers, once you have enough to overwhelm his defenses push again, (don't go too Stalker heavy, unless he's making Roaches, Zealots are the best t1 unit, and your enemy's force will likely consist of t1 units (they are highly effective against Marauders and Zerglings)). Once your enemy's wall has been broken, or his defenses have been destroyed, you are safe to rush his builders, or stop production of units. (I stop production first, this is imperative for a good rush.)
On a 2 player map, this one is easier to perform, but relatively similar, make your probes, this time, use your first probe to go to a safe place near your enemy's base, make a Pylon, then 2 Gateways, then start pumping out Zealots using boost, and get a Forge at your base, make 1 Cannon when feasible at your proxy Gateways.
Basic Start
On any map, keep making probes until you're at 9\10, then make a Pylon near your ramp, if you have a single entrance ramp at your expo, then take advantage of that and keep someone from proxying and put the Pylon there, (if you are concerned about a Zerg rush, or you are just a stickler for time, block your main base's ramp), send your probe back to work like usual, keep making probes until you're at 14-15 pop, boost these probes to improve economy early, make your first Gateway, then when feasible make a forge, next make a Cannon near the ramp, get your Cyber Core, (If you're worried about a rush, get a Zealot and/or another Cannon), get 2 Assimilators, keep making Probes 2 at a time, using boost on them, don't overdo it, this is within your grounds to decide, depending on how fast you want to tech and expand, and how strong you want your economy to be. Once your Assims are done, put 3 Probes into each one, hopefully you will have enough to get a Robotics Facility, and the Warp Gate tech at the Cybernetics Core, get both, make another Pylon at your ramp, start getting more Gateways while Warp Gate techs up (boost Warp Gate tech if you like), I usually do 4 Gateways (total) this early on. Once your Robotics Facility is done make an Observer, find your enemy, get a feel for what he's planning, and continue playing according to his weakness. From here the reins are yours, good luck my friend.
4 Gate Assault
On any map,. This strategy is undeniably one of the most common in all of Starcraft II's lower leagues, almost as popular as MMM, (Marines Medivacs and Marauders), it works to quickly kick out as many Stalkers or Zealots (depending on your enemy's units) as possible in a short period, right next to his base.
This build order is semi-all-in and for me, has 2 variations, one that will take an extra couple of seconds, but will protect you versus a rush, and one that sacrifices defense for an extra couple of seconds rush speed. At 9\10 population create a Pylon near your ramp, if you are playing the defensive version, and very near your Nexus if you are playing the speedier rush strategy. At 12\18 population, make a Gateway by your Pylon and send your Probe out to scout your enemy, DO NOT LOSE YOUR PROBE. At 14\18, make an Assimilator, at 16\18 make another Pylon, and at 17\18 make a Cybernetics Core. By 18\18 kick out a Zealot (I would save my boosts for Warp Gate tech (save around 100 energy)). Once you arrive at 21 used population, make a Stalker, and if feasible get and boost Warp Gate tech, while still making Probes, once you reach 24 population used, stop making Probes, and make 3 Gateways and a Stalker, now you should be at 26 pop, and if you didn't lose your Probe, you should use it to make a Proxy Pylon near your enemy's cliff (close enough where you can bypass his ramp by warping directly into his base, bring your Stalkers and Zealots with to protect it. Once your Pylon is up start by dropping in 3 Stalkers and 1 Zealot inside on his cliff and (this is optional) attack his ramp simultaneously with the 2 Stalkers and 1 Zealot you made to escort your Probe. Make (this is also optional), a second Assimilator for added effect. If this initial push has been beaten somehow (usually do to lack of micro skills), continue applying minor pressure, don't let your Proxy Pylon die, and start expanding and teching up to counter whatever he is making.
Versus Any
Someone said I should focus this guide more on helping people learn to macro, and I thought he was slightly right, so this is my guide to all things in general that are toss, from early game to late. As Protoss, you will usually have trouble with a handful of situations, I will cover all of them in this segment, from early to late game. Near the beginning of the game you will usually have trouble stopping a strong arm as Protoss, unless you followed a rushing strategy that puts the heat on your opponent, so to best combat this, you should focus on getting a Pylon near your ramp, if you started somewhere in which your expansion has only 1 ramp, (this portion does not apply for fast tech strategies) I would highly recommend you do this there, build your first Pylon near your ramp, and build whichever other structures you want there as well, make sure you make them where they'll choke anyone coming up the ramp into a narrow pathway, never block yourself in this will hurt your late game expansion, and stop you from aiding a teammate if you are playing 2v2, always leave a single narrow pathway which you can manipulate to your advantage.
Versus Zerg
This applies to most build orders and strategies. Zerg players tend to over extend themselves early, making Spine Crawlers and a few Zerglings to attack or defend with, followed by a fast expo, usually in the first 5-7 minutes, (about the time it takes to start a Proxy Rush). This means they are severely open to early attacks, and heavy pressure will often crack a Zerg player before he can get full strength (and trust me you don't want Zerg massing Mutalisks, Roaches, and Hydras, because that is the win all combo for Zerg against Protoss, and most people make them against toss (not always in combination). The Proxy Rush will usually be effective against Zerg, unless they are planning on rushing Zerglings, then it becomes a race to destroy one another's base, (most players wont fight an uphill battle, (Zealots vs Zerglings = win for Zealots, depending on how many lings there are of course). So overall I don't recommend the Proxy Rush against Zerg, I prefer playing conservative, but still applying serious pressure, when I do the Basic Start against Zerg I try to get as many Stalkers and Zealots out of my Warp Gates as possible, and counter whatever the enemy is making (based on intelligence gathered by my Observer aka, Obs), if the enemy makes Roaches mass Stalkers, if he makes Zerglings mass Zealots, with minor emphasis on Stalkers. If he is fully focused on expanding with only a few Spine Crawlers and a Queen or two to his disposal, then you are go for a major, back-breaking rush, act quickly once the Zerg eco is deployed, you are in serious trouble. Late game Protoss doesn't have a cureall for Zerg, put a strong emphasis on Colossus and Stalkers if he is making Roaches and/or Zerglings and/or Hydralisks, make Stalkers, Sentries and Phoenixes if he is making Mutalisks, use your Guardian Shield when the Mutas start firing, against Lots of Ultralisks, and sprinkled in weaklings such as Hydras, Roaches, or Zerglings, start pumping out Immortals and Colossus, (this leaves you vulnerable to air keep in mind). Add in High Templar or Dark Templar for an added ass kicking effect, but mind you, Zerg are not easy to beat late game, they will have the advantage sometimes even if your economy is stronger.
Versus Terran
This applies to most build orders and strategies. here, the Proxy Rush is more effective than against Zerg, because Terran players usually don't start pumping out Marines at the start of the game, and both Marines and Marauders get stomped by Zealots, (just don't get kited to death), as long as he isn't making Reapers, which can kite the shit out of Zealots, and kill structures hella fast, you are good to go, (90% of players don't make Reapers, the occasional pro or noob will make them). Most Terran will Bunker themselves in, but ignorantly thinking this protects them from a Proxy Rush, will result in your defeat, one bunker can easily be overcome by a Proxy Rush, I was faced with this situation early today, and my Zealot/Stalker combo shredded the bunker like butter, and the Zealots mopped up the only surviving marines, at which point I rolled into his base, took down his production, and kept tabs on all his builders, (always watch the builders, a sneak expo can keep them alive and possibly (in rare cases) cause you to lose). Late game, you're going to be facing MMM most of the time (Marines Marauders and Medivacs) this combo is pretty tough to deal with, so I recommend a mix of Stalkers, Colossus, and Zealots with Charge (purchased at the Twilight Council) Zealots will tank the Marines and Marauders, while the Colossi focus them down and turn them to butter. Your Stalkers are an addition just to deal with the Medivacs, you can add in Phoenixes (usually not feasible and they get owned by Marines) to deal with the Medivacs. Against mainly Mechs (Siege Tanks, Thors, etc). Colossi and Immortal heavy clusters, Immortals can tank the hell out of Siege Tanks, as they take very low damage from high single shot damage units such as Tanks and Thors, this makes them highly effective at proecting the Colossi, which deal the real DPS, and if you got the range upgrade from the Engineering Bay, they probably out range the Thors and Tanks, making it easier to melt them without sustaining major casualties. Now finally, a rare but not totally uncommon BO, is the air heavy one, this includes massing Vikings aka, Viking Hordes, or massing Battlecruisers aka, BC or BCM for 'Battlecruiser Mass' (don't let the Terran eco take off, because an abusive player will mass BC, and this is extremely hard to counter as Protoss), Stalkers and Phoenixes are your best bet, much like against the Mutalisk mass. Against a Viking Horde, countering is absurdly easy, make tons of Stalkers, and if you like some Zealots (preferably with Charge) to hit them when they are forced to land due to the insane ass kicking the Stalkers are giving them. If your enemy is harassing your builders or structures with Banshees, simply make Cannons near the popular harass spots, (I try to do this before they start harassing just in case they do).
Versus Protoss
This applies to most build orders and strategies. In the only 29 games I've played, I've only encountered a Protoss Proxy Rusher twice, and lost to it once, what I'm trying to say, is the vast majority of Protoss players, which about 60% of my wins have come against, are fast techers, who focus on getting Colossi or Stalkers early enough to completely crush an opponent who is still massing t1 garbage, even the players who play it safe like me with 1 Photon Cannon can be forced into submission by a properly executed Proxy Rush. If you execute properly, the enemy should have 3 Zealots, maybe 1 Stalker and a Photon Cannon when you attack, if you hit them early enough they probably will not even have Warp Gate yet. So this will definitely hurt them, just like all of the other rushes this one will usually result in a crushing victory if the player is not weary enough of rushers, (Protoss vs Protoss is usually a tech fest, so he wouldn't be expecting a rush in most cases). To the late game we go... a mirror (when two players play as the same race and a similar Build Order), is always fun, but can be difficult if your enemy counters better, so make sure you use your Observer properly when gathering intelligence. A lot of Protoss players when in a PvP, will use Void Rays to harass structures, and as support fire, so my only words of wisdom that I can bestow upon a PvP game, is beware the Warp Prism, beware the Proxy Rush, and beware the Void Ray harass. In this situation, late game against Protoss, it really just comes down to skill, and countering your opponents moves before he makes them.
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