4 Warpgate Rush (vs. Protoss)
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It has been suggested that this article or section be merged into 4 Warpgate Rush. Reason: There is no need to have a seperate PvP version of this build; the build is executed in the same manner no matter what the match-up is! (Discuss). |
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[edit] Overview
The 4 Warpgate Rush, often referenced as the "4 Gate", is a very common aggressive opening in PvP. The build relies on the use of a proxy Pylon to quickly and continually reinforce the initial push. It is based around cutting the production of probes to construct the 3 additional Gateways, while timing Chrono boost on Warpgate Tech in order to rapidly warp in 4 more units from all the warpgates.
[edit] Build Order
| Basic Build |
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[edit] Notes
- Chrono Boost Nexus twice back to back (after pylon finishes), then save the rest for Warp Gate research.
- Delay the second stalker and final probe until all 4 gateways are placed.
- You must cut probe production at 20 probes (16 minerals, 3 gas, 1 scout/proxy)
- Don't build the 3rd pylon (26/26) until you have placed all 4 Gateways.
- Only build Zealots and Stalkers unless you are defending a small ramp.
- Warp Gate research should finish at 5:24 (allowing units to be warped in at 5:34).
- It is possible to fake a second gas by building, finishing, but not mining from a second assimilator; start this assimilator after the first stalker has been queued. This may fool the opponent into thinking that you are not going for a 4 gate, although generally your nexus energy will still give it away.
- Recomended Units for Warp 1-3:
- Warp 1: 4 Stalkers (Total of 1 Zealot 6 Stalkers 20 Probes, 34 Supply)
- Warp 2: 4 Zealots or 2 Stalkers, 2 Zealots (Total of 3-5 Zealots, 6-8 Stalkers, 42 Supply)
- Warp 3: Depending on the situation, if you want meatshields warp zealots, if you already have zealots, go for stalkers.
[edit] Transition
Usually the outcome of the game comes down to micro. Generally if an attack is successful it should lead to an immediate win, whereas if one has to retreat it usually indicates a severe disadvantage as the 4-gating player will generally be behind on probes and tech, but there are some situations where it is still possible to comeback.
When facing a defensive 4gate, the opponent will generally also have few probes, and not as much of an edge compared to a 3gate or 3 stalker rush opening. If the opponent defends with 4 Warp Gates and has more units than you, you need to cut your losses and back off. A good transition would be to throw down a Robo and get Colossus. If your opponent defends with 3 gate Robo/Sentries you might want to transition to blink Stalkers instead because you will be behind in the colossus war. In general it's bad to expand after a defended 4 gate unless you were really far ahead (i.e. killed a lot of probes) or the rush distance is very far.
4-Gate is a very committing strategy and generally considered to be an all-in. When facing non 4-gate builds, the 4-gating player will have as much as 10 fewer probes, and be so far behind in economy and tech that it's often preferable to press on and try to gain a decisive advantage through micro than to play a longer game. One exception is if the 4-gating player is able to kill off a lot of probes, but is then unable to continue trading favorably because the opponent has, despite losing his probes, been able to warp in sentries to keep up a continuous FF on the ramp. In such a circumstance, it would then make sense to transition into a macro game.
This is also one of the few instances where it would be more viable to take an expansion, especially on a large map. Because the opponent has committed into building multiple sentries, with a damaged economy, his ability to counter attack is severely hampered, and as such it would be relatively safe to take an expansion.
[edit] Good Transitions
- Colossus
- Blink Stalker
[edit] Countered By
[edit] Hard Counters
- Proxy Gate
- 3 Stalker Robo (vs. Protoss)
[edit] Soft Counters
- 2 Gate in base (vs. Protoss)
- Tinman 11 Gate into 3 Gate Pressure
- Defensive Version of the 4 Warpgate Rush
[edit] Counter To
[edit] Hard Counters
- Fast tech and Fast Expand builds that skip Sentries.
[edit] Notable Maps
This strategy favors maps with wide ramps that cannot be easily defended with force field. In most cases on such maps, the only way to defend 4 warp gate rush is with 4 warp gates. This isn't strictly true, as certain builds have been developed that counter the 4 gate on Tal'Darim Altar, but only as a metagaming approach. One example is what is known as the Bischu build, which involves getting a robo at completion of the Core and staying on 1 gas building only Zealots and Immortals. Example of Bischu's build against 4 gate.
[edit] Strong
[edit] Weak
This build is far less effective on maps with ramps that can be blocked by a single forcefield, though can still be situationally effective.
[edit] Reference
List of PvP anti-four gate builds
[edit] VODs
- Tester vs. HuK, Game 1, Day9s King of the Beta Tournament. Tester uses multiple proxy pylons in HuK's base to create a 4 Warpgate Push inside the base.
[edit] Replays
- | FaZinate vs mTwNightEnD - not the build listed above, but demonstrates the Blistering Sands trick
- | Liquid`Nazgul vs ffswowsucks - Nazgul demonstrates how to use this build when your Probe can't get inside
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