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2 Gate Zealot Rush

Proxy 2 Gate Zealot Rush on Metalopolis
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PvP
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| Type:
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Opening
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[edit] Overview
This opening delays or omits the Cybernetics Core to allow for pure Zealot production from two Gateways. In the past, due to maps having much shorter rush distances (see: Steppes of War) it was possible to perform this build having built the Gateways in your own base. However, since maps have now become a lot larger (see: Daybreak), it is much more common to proxy the Gateways near or inside your opponent's base if you plan on using this strategy.
[edit] Basic Build Order
| 2 Gate Zealot Rush
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- 8 Pylon[1]
- 8 Gateway
- 8 Gateway
- 8 Probe
- 9 Probe [2]
- 10 Zealot[3]
- 12 Zealot[4]
- 14 Zealot[5]
- 16 Zealot[6]
- Continue Zealot production until the attack is over. Build extra Pylons where necessary; note that sometimes even if your supply is capped it is best not to build a new Pylon if you have barely 100 minerals and one of your Zealots is about to die.
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- ↑ If you wish to proxy your Gateways, send either your first produced probe, one of your starting probes, or allow your probes to mine one cycle and then send the first probe back out to proxy location. When to send the probe will depend on which map and proxy location you choose.
- ↑ Depending on map, you may cut this probe out; assuming your scout/proxy probe dies, this will leave you with an even supply to build Zealots with.
- ↑ Chrono boost this Zealot.
- ↑ Chrono boost this Zealot.
- ↑ Chrono boost this Zealot.
- ↑ Chrono boost this Zealot.
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[edit] Scouting
- In certain maps, it may be wise to not actually scout your enemy's base as seeing an early probe scout may alert your opponent to possibly proxies. Instead, scout and start working on Pylons and probes with your scout probe after placing the second gate.
- If you scout a Forge opening, then attack immediately and keep your probe alive. If you can delay your opponent's mining you should be able to stop your opponent from putting too many cannons up before you completely destroy his worker count.
[edit] Execution
- Your Probe should get to the proxy location in time to build a Pylon as soon as 100 minerals have been accumulated. Because the rush distance is different for different maps, you may wish to test the timing at which you need to send a Probe for any map you're planning to use this strategy on.
- You should choose a proxy location that is not along the common scouting path your opponent is likely to take.
- You may also try to proxy your buildings inside your opponent's base. This works in certain maps, such as Cloud Kingdom against a careless opponent. Additionally, if your opponent messes up, they might lose to your proxy even if he scouts it.
- In general, send your Zealot in immediately. While 1 Zealot cannot take on all their probes, you will delay your opponent's mining substantially, and stop your opponent from placing his second Gate down as quickly as he would like.
- If the opponent has only one Pylon powering their initial Gateway then you might wish to target it. Successfully removing power from the opponent's initial Gateway in this manner should win you the game. Do not sacrifice your initial Zealot to merely damage the Pylon, however, if he pulls all their probes. Instead, stutter-step your Zealot against Probes and stall for your two backup Zealots, which, together, will be able to take on his 12 Probe 1 Zealot army. If possible, never let a Zealot die, and instead allow its shields to charge up; keeping your timing window in mind, you can and should attempt to not lose a single Zealot in the entire rush.
- If you cannot outright destroy their army of Zealot(s) and Probes, your focus should be to either cut his Probe count and stall your opponent's mining while waiting for your superior number of Gateways to produce more units. Your window for successfully whittling down his Probe count is between your attack and their second Stalker being produced. You can still win if your opponent has one Stalker, as long as you still have a superior Zealot count, but generally you should aim to have a 2 Zealot lead when your opponent's stalker comes out (and a 4 Zealot lead when their second Stalker comes out, etc.). Once his first Stalker comes out, you should send one of your Zealots (generally the weakest one) to attack the Stalker, while the other Zealots attack either the Pylon or mineral line, or both. As long as your opponent cannot get up more than 1 Stalker, you will be fine, as you will produce Zealots from 2 Gateways faster than he can stutter-step them to death.
[edit] Transitions
- Despite being an all-in, a transition may sometimes be necessary. This occurs if you have killed the majority of your opponent's workers, but your opponent still manages to get up 2 or more Stalkers, which allows your opponent to kite your Zealots indefinitely. In such a case, restart Probe production, start a Pylon in your base, and take the gas immediately. Put only 2 Probes into the gas, and start pumping out Stalkers as soon as you can. Your Stalkers will be kited indefinitely, but this will take concerted effort by your opponent, and because you have a superior unharassed economy, you can afford to sacrifice Zealots to stall the opponent. Whatever you do, you must stop your opponent from leaving your opponent's ramp. Once your 2 gates are producing Stalkers, the game should be yours.
- Alternatively, if you scout a very early Gateway (10 or 11), you can delay your initial Gateway by 1-2 Probes, and restart or extend your Probe production, and build a Pylon and Forge in your base. Attack with your Zealot as soon as possible; the goal of your Zealot, since he has built an early Gateway, is not to kill your opponent, seeing as if he responds correctly he should be able to stop it. Instead, you should harass his worker line, which will stall his second gate and Stalker production; if you successfully stall your opponent's stalker production completely, you will have won the game as your opponent cannot out-produce your Zealots, only match it. If your opponent goes for the Cybernetics Core, he should only have 1-2 Zealots, and barely enough minerals to start your opponent's stalker seeing as he had to start an early second Gateway. Because of this, your opponent will not have enough units to stop a Pylon, which will allow you to transition into a cannon rush. Your Pylon should be hidden from sight, while your cannon should be placed where it is in range of either his Nexus or core if possible. You should place your second Pylon closer to the ramp to stop any Probes or Zealots from escaping the base and attempting a base trade.
- Note that one of the popular openings that involve the 11 or 10 Gate is the Tinman 11 Gate into 3 Gate Pressure (vs. Protoss); some variations of this build delays the Probe scout or second Pylon extensively, and you can use this to your advantage and choose to wait for 3 Zealots before attacking instead of sending them in immediately, which will allow you to take down the Pylon immediately. Unless you are sure it will succeed, however, do not lose Zealots doing this, and instead transition into a cannon contain. As long as you can put a Cannon down within range of his core/Nexus before your opponent's stalker is out, your opponent should not be able to break your contain, as cannons are far more cost efficient than Stalkers. If your opponent's stalker is already out, sacrifice your Zealots to stop the Stalker from attacking your cannons.
[edit] Pro Features
- Maps with good proxy locations. For instance: Daybreak, Shakuras Plateau, and Cloud Kingdom (for in-base proxy).
- 2 Spawn Locations: On a map with only two spawn locations, you will know exactly where the opponent is going to spawn. This allows you to proxy your Gateways close to the opponent's base, reducing the rush distance drastically. For instance: Cloud Kingdom, Daybreak and Ohana.
- 4 Spawn Location Maps With Close Spawns Disabled: When close spawns are disabled, you know that the opponent has to spawn in one of the other two locations on the other side of the map to you. This allows you to proxy your Gateways in the middle of these two spawn locations, again reducing the rush distance drastically. For instance: Shakuras Plateau.
[edit] Con Features
- Long Rush Distances: Long rush distances force you to proxy your Gateways if you plan on using this strategy. This makes the build more all-in.
- 4 Spawn Locations: If the map has 4 spawn locations and close spawns are not disabled then you have no way of knowing where the opponent is going to spawn before you have to place down your proxy Pylon. This maps this strategy almost impossible to use. For instance, Tal'Darim Altar.
[edit] References