2 Gate (vs. Protoss)

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Picon.png2 gate opening
2gatepvp.png2 gate zeal
Matchups: PvP
Type: Opening
Creator: Unknown
Popularized By: Unknown



Contents

[edit] Overview

This build is one of the basic openers in Protoss vs Protoss. It provides a large number of units at the beginning of the game, and allows you to keep up with your opponents unit count.


[edit] Build Orders

The three most popular Build Orders are 9/9 proxy, 9/10, and 10/12.


[edit] 9/9 Gateway

  • 8 Pylon
  • 9 Gateway
  • 9 Gateway
  • 9 Scout
  • 9 Probe
  • 10 Probe
  • 11 Zealot
  • 13 Pylon
  • 13 Zealot
  • 15 Zealot

[edit] Advantages

This opening allows you to get your second and third zealots out without worrying about your second pylon, especially if you cut probes to do it. You'll have your zealots out much before a 10/12 gate, and you should be able to be very very aggressive. You should also proxy your gates to make it so that your first three zeals can hit your opponent as fast as possible.

[edit] Disadvantages

You need to cut probes to get your pylon down at seven, and you also cut probes to get both gates down at 9 supply. If this rush doesn't work, your economy will be very behind compared to a 10/12 gate rush.



[edit] 9/10 Gateway

  • 8 Pylon
  • 9 Gateway
  • 10 Gateway
  • 13 Zealot
  • 13 Pylon
  • 13 Zealot
  • 15 Zealot

[edit] Advantages

This gets your second and third zeal out much faster than the standard 10/12.

[edit] Disadvantages

This build also requires you to cut probes, but does not damage your economy as badly as the 9/9 gate build.



[edit] 10/12 Gateway

  • 8 Pylon
  • 10 Gateway
  • 12 Gateway
  • 13 Zealot
  • 15 Pylon
  • 17 2 Zealots

[edit] Advantages

This opening allows you to get your unit count up and running, defend against the other style of rushes comfortably, without cutting probes. Your economy should either be stronger or the same as your opponents, even if your opponent went 1 gate cybernetics core. This build will always deflect any other type of 2 gate rush because their zealots will need to walk farther to attack you, unless your opponent proxies inside of your natural.

[edit] Disadvantages

Your zeal count might be slightly lower than your opponents for a short period of time. For example, if they go a 9/9 gate proxy in the middle of a standard map, they should be able to hit you before you can get your second and third zealots out on time. However, if you can defend well, you should be able to take advantage of your better economy.

[edit] 10/12 Gateway (variant)

  • 8 Pylon
  • 10 Gateway
  • 12 Gateway
  • 13 Pylon
  • 14 Zealot
  • 16 Zealot

[edit] Advantages

This opening allows you to get your unit count up and running, defend against the other style of rushes comfortably, without cutting probes. Your economy should either be stronger or the same as your opponents, even if your opponent went 1 gate cybernetics core. This build will always deflect any other type of 2 gate rush, unless your opponent proxies inside of your natural, because their zealots will need to walk farther to attack you. The zealot flow keeps comming, unlike the zealot before second pylon, where you then make two zealots at once. Gives you better defence chances versus a 4 or 5pool or 7pylon, 7gate proxies, with your constant zealot flow.

[edit] Disadvantages

Your zeal count might be slightly lower than your opponents for a short period of time. For example: If an opponent uses a 9/9 gate proxy in the middle of a standard map, they might be able to hit you before you can get your first zealot out. Adversely, if you manage to get a Zealot out, you are generally safe and have an economic advantage for the time being.

[edit] Transition

You should put down your cybernetics core at the appropriate timing, and try to get either a tech advantage or an economic advantage over your opponent. This is yet again another trade off between tech level, econ level, and unit count. See the Protoss vs. Protoss guide for more information on the transitions, and what steps you could take next.

[edit] Countered By

The One Gateway Cybernetics build is much better if you can hold your ramp, and micro to prevent any economic damage. Zealots do double the amount of damage that dragoons do; however, dragoons are ranged. You can micro the smaller number of dragoons away from the larger number of zealots, fire upon the zealots, and then move the dragoons away from the zealots again.

Anyone have a youtube clip of this?

[edit] Counter To

If your opponent doesn't micro well, or can't build up the required dragoon numbers fast enough, then the 1 gate cybernetics core build will fall to the 2 gate build. Determining which build is better is highly map dependent.

Anyone have a youtube clip of this?

[edit] Maps

All of these maps have differential pathing, which makes a 2 gate opening very powerful. Even if your two gate fails, you still have enough time to get your dragoons defending your ramp, and you can continue on with your gameplan.

[edit] Mentality

In this style of gameplay, you're trying to get ahead, and punish any sort of tech lead that your opponent gains. See Protoss vs. Protoss guide for more information

[edit] Replays

[edit] VODs

Bisu vs Pokju @ Sin Chu Pung Ryung http://www.teamliquid.net/tlpd/korean/games/2893_Bisu_vs_PokJu/vod

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