Protoss FE (vs. Zerg)
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[edit] Overview
The fast expand is a macro-oriented opening build designed to give Protoss an economic edge so as to establish and retain map control in the mid game by sacrificing it in the early game. Most of the transitions from this opening requires heavy gas usage, so it is mainly feasible on maps with a Gas Natural Expansion.
[edit] Build Order
- 8 - Pylon at Natural Expansion (Positioning for buildings at Protoss Fast Expand Forge Walling)
- Scout with the same Probe that built that Pylon.
From here on the build depends on what you can gather about the Zerg.
- If you see a 9 Pool or haven't seen anything (just to be safe):
- 10 - Forge.
- @100% Forge - 2 Cannons.
- @400 minerals - Nexus.
- If you see a 12 Pool:
- 14 - Nexus.
- 14 - Forge.
- @100% Forge - 2 Cannons.
- If you see a Hatchery before Spawning Pool:
- 12 - Nexus.
- @150 minerals - Gateway.
- @150 minerals - Forge.
[edit] Build Orders Clarification
- The Nexus can be built at 13 Psi comfortably on a map like Longinus.
- Unless stated otherwise, the player should be building constant Probes. The second Pylon should be built at 15/17 Psi and if you see a Hatchery before Spawning Pool, it is safe to build the Pylon before the Forge if you can only gather those 150 minerals at 15/17.
- If you have a good understanding of the Zerg's build, you can risk starting off with only one cannon and add a second / third as soon as you see him moving out. This requires good scouting and game sense.
- If the Zerg player goes 3 Hatch before Pool, go with 2 Gate after expansion. You can choose either to tech or pressure with Zealots at this point.
- On the majority of maps you can build the Nexus before Photon Cannons against an Overpool, provided you don't resume Probe production until after placing the Photon Cannons.
[edit] Transition
This opening frequently transitions into a Stargate build order, such as the Bisu Build or Sair/Reaver. Another option is the +1 Zealot Timing Rush. Before Bisu defeated Savior in GOM TV MSL S1, the +1 Zealot Timing rush was the most popular variation of the standard Fast Expand. Sair/Reaver is a popular transition on maps which allow the Protoss to take their third base very easily, such as Arcadia or Andromeda as well as island or semi-island maps such as 815 and Arkanoid.
[edit] Countered By
- All-in rushes. I.e. Speedling rush, Hydra push, or even 2 Hatch Muta.
- Double Expand
- 2 Hatchery before Pool
- Zergling run-by. (Limited on few maps.)
[edit] Counter To
[edit] Variations
On maps with a backyard (God's Garden, Loki) or ramped natural expansion (Andromeda), the Protoss may opt to do a Gateway first fast expansion. Whether it be with 1 or 2 Gates, this variation of the Protoss FE has its advantages when compared to the normal Forge-first FE. Namely, the Protoss will be investing in units (rather than Photon Cannons) for defense early on, which can later be used for offensive purposes. In the infamous Averatec-Intel Classic Special Match, Bisu attempts a 1 Gate FE on Andromeda, only to fail to properly block his ramp and die to Jaedong's Speedlings. It is essential to properly block the ramp when choosing a Gate first FE build.
