Sair/Reaver (vs. Zerg)
From Liquipedia Starcraft Wiki
Corsair/Reaver goes by many names; Sair/Reaver and Splash Protoss are but two. A dedicated Sair/Reaver game evolves quite differently compared to a regular PvZ as it encourages the Zerg to take many expansions, and it is up to the Protoss to shut each of these expansions down with Corsairs and Reaver Drops.
NOTE: High amounts of APM are required to effectively utilize this build correctly.
| Matchups: | PvZ |
|---|---|
| Type: | Opening |
| Creator: | Unknown |
| Popularized By: | Nal_rA |
Contents |
[edit] Overview
A highly effective strategy on Island or Semi-Island maps, but is also viable on maps with an easy third expansion. Corsair/Reaver was primarily used on island maps until Nal_rA revolutionized the build and made it a viable choice on regular land maps. This build usually follows a Protoss Fast Expand.
[edit] Build Order
This build tends to be very gas dependent, because every Tech building as well as most of the units require gas. Thus, this build either requires an early gas off of one base, or a Forge first Fast Expand build. You can also transition into Corsair/Reaver later in the game, but it will be less effective as time goes on, because your potential to inflict economic damage will have lessened.
- Stargate first
- First Corsair to get scouting information
- Robotics Facility
- Shuttle
- Shuttle Speed
- Reaver
- Fleet Beacon later on for Disruption Web
[edit] Transition
After Corsair/Reaver, you can transition into endgame, with High Templar, Archons, and Reavers to defend against Ultra/Ling. However, a transition to a combination of Carriers + Corsairs is also possible.
[edit] Mentality
The whole point of Corsair/Reaver is to use the incredible mobility of corsairs and speed-upgraded shuttles to harass at multiple locations, damaging the Zerg's economy as much as possible. The Corsairs allow you to scout your opponent with relative ease, and also help to counter 3 Hatchery Mutalisk. It is important to keep Corsairs alive until the Corsair/Reaver strategy is able to take effect.
With this scouting information, you can easily adapt to what Zerg is doing, by expanding, Teching, or massing units.
[edit] Countered by
- Zerg will power Drones, as your initial Threat is very low. He will try to get enough Hydras with Speed upgrade and some Scourge just in time before your attack starts. This is usually a 5 Hatch Hydra opening.
- Burrow / Scourge Snipe on the Shuttle.
- Late game: Devourers.
[edit] Counters
- Mutalisk Openings unless their Scourge micro is very good.
[edit] Notable Maps
This build order works well on Maps with "open", easily accessible mineral lines, such as Holy World and Outsider. Harrasing and defending those expansions against Harassment is relatively easy with Reavers; since Scarabs are able to bypass the mineral line to hit workers and outrange enemy units opposite the mineral line. Free space around the minerals will also give your reavers more angles to attack from.
