2 Gate in base (vs. Protoss)
This build is designed to counter the popular 4 Warpgate Rush (vs. Protoss) build by making early aggression possible, maintaining a higher unit count than the 4 Warpgate Rush, and opening up the possibility of teching, to Colossus, for example.
It also does fine against proxy Gateways, because it is basically identical to a proxy Gateway opening early on, except the Gateways are in your base.
Rough Build Order
The whole premise of this build is to defend your mineral line from rushes, yet have a good transition, so you will probably be placing your Gateways as close to your minerals as possible. You want to deny your opponent the ability to wall off your Gateways or use his Pylons to his advantage in other ways as he warps things into your mineral line. Therefore you want to place your buildings in such a way to deny Pylon placement near minerals by leaving 1-tile spaces between everything. This way your Zealots can get where they need to go right away.
You probably made a lot of Zealots, so your Cybernetics Core will be late. If your opponent also went for a rush build, you should have a slight advantage or be on even ground, and if they tried to tech early, you should have the army advantage to expand safely, as long as you can get your Robotics Facility up immediately afterward.
Oftentimes your opponent will build a Forge in order to build cannons. Transitioning to a delayed 4 Warpgate Rush (vs. Protoss) or a Stalker oriented build can often win the game outright considering your heavy unit count advantage.
- Early tech builds
- 4 Warpgate Rush (vs. Protoss)
- Proxy Gateways
Short rush distances - Vertical positions on Kulas Ravine
Long rush distances - Desert Oasis