1 Gate Core (vs. Terran)

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Image:Picon.png1 Gate Cybernetics Core
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Matchups: PvT
Type: Opening
Creator: Unknown
Popularized By: Unknown



Contents

[edit] Overview

This build is one build that is commonly used in Protoss vs. Terran. The other build is the 2 Gate.

[edit] Build Order

There are three variations on this build, involving different levels of safety and tech.

[edit] No Zealot before Cybernetics Core

  • 8 - Pylon
  • 10 - Gateway
  • 12 - Assimilator
  • 14 - Cybernetics Core

[edit] Advantages

This build allows you to have the fastest possible Tech, as well as allowing you to get Dragoons first. Against almost any sort of early game push from the Terran, you're going to want a large number of ranged Dragoons, and not being forced to build a Zealot first serves this purpose.

[edit] Disadvantages

This build isn't able to defend easily against any sort of early game cheese, from an 8 Rax to a BBS. This is because your first Dragoon will come out very late, and you'll be forced to pull Probes to try to deal with the early Marines and SCVs. Even if you manage to scout your opponents empty base fairly early, the defense can still be hard to manage.

[edit] One Zealot before Cybernetics Core

  • 8 - Pylon
  • 10 - Gate
  • 12 - Assimilator
  • 13 - Zealot
  • 16 - Pylon
  • 18 - Cybernetics Core

[edit] Advantages

This build forces you to delay building your Cybernetics Core until you get your second Pylon, which slightly slows down the speed of your Tech. However, this also allows you to have units to defend against a cheesy rush. Since your first Zealot is building when your probe is scouting, you should be able to see if your opponent is cheesing before you are forced to build a second Zealot.

With this first Zealot, you can not only choose to pressure with the aim of reducing Terran's marine count (rendering a possible FD opening even worse off), but you can also use it to help fend off against a FD build, and minedrag to make defending against the FD build even easier. It is also possible to use the combined force of a Zealot and a Dragoon to help damage a Terran's wall-in if he chooses to use one.

[edit] Disadvantages

Building a Zealot first obviously makes your tech slower, and the first Zealot really doesn't help very much against a good Terran, who will be able to micro his Marines properly, so that they don't take any damage while they kill off the zealot. The other major disadvantage is that the Terran might see your first Zealot, as well as the late Cybernetics Core, and correctly deduce that they can get a faster expansion than you with a Siege Expand type of build. This type of adaptation will put you even further behind, and leave your first Zealot unable to help you gain an early advantage in the game.

[edit] Two Zealots before Cybernetics Core

  • 8 - Pylon
  • 10 - Gate
  • 12 - Assimilator
  • 13 - Zealot
  • 16 - Pylon
  • 17 - Zealot
  • 20 - Cybernetics Core

[edit] Advantages

This is the safest 1 Gate Core build, as it allows you to get the most fighting units out of just one Gate before getting your Cybernetics Core and also adds the Core within reasonable time. You can apply pressure with both of your zealots, hopefully reducing the Terran's Marine count, and maybe get an SCV kill or two.

[edit] Disadvantages

This build slows down your Tech significantly, and can be horrible against aggressive builds, such as a 2 Fact or a 3 Fact. The Zealots don't help you much against most types of early game rushes, and can hinder you from getting defense in the form of Dragoons.

[edit] Transition

1 Gate Core is a standard build for the Protoss vs. Terran Matchup. It allows you to get your Tech (either Reaver tech or DT tech) out quickly, and also makes you able to harass and counter any sort of early game push, since Dragoons, if properly microed, can handle most Terran unit combinations.

[edit] Mentality

1 Gate Core is the prime example of the passive-aggressive PvT mentality. Generally, engaging a Terran head-on should only be done when having a secure lead. You are better off harassing the Terran, claiming expansions, and adding Gateways and Tech (Arbiters or Carriers in the long run) and striking when the Terran decides to push out. With a 1 Gate Core opening, you are following this route right from the start. You are trying to get just enough units to defend any early push, while investing in your economy and Tech. An opposed pole would be the aggressive 10/15 rush, where you try to damage the Terran heavily right off the bat.

[edit] Countered By

  • 2 Fac
  • 3 Fac

[edit] Counter To

  • FD
  • Siege Expand
  • 2Fact Vult

[edit] Notable Maps

[edit] Strong

Python

[edit] Weak

[edit] Notable Games

[edit] Replays

[edit] VODs

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