Tuesday, March 29, 2011

Core Concepts of the Protoss Matchups

To celebrate my ascension to the almighty Diamond League (lol), I want to share some conceptual epiphanies I've had that drastically improved my play in various matchups. I feel like many players don't understand crucial and unintuitive specifics about PvX matchups, and this lack of understanding is all that holds them back from higher levels of play.

Protoss vs Terran
Scouting is the most important part of PvT, hands down. There are a few diverging paths the Terran can take, the largest being bio vs mech. Early game there are cloaked banshees and helion drops to worry about, and the way Protoss needs to respond to bio or mech in the late game are very different. Observer use will win or lose games against Terran, so it's important to get them. Countering bio and mech aren't difficult once you know the Terran has committed to them. So the most important building in PvT is the Robotics Facility. Observers, colossus, immortals. The other most important building in PvT is the gateway. I've noticed that it is just not tenable to have two-robo colossus or robo and stargate off of two bases. Gateway units are strong. Colossus are made of glass. They need to be in a supporting role, not a main role, within the army. Off two bases, there should only be a single tech building (robo, templar, stargate) with a collection of gateways and at least one upgrade building being used constantly. It's too fragile to add anything more until you're on three bases.

Protoss vs Zerg
Stalkers and sentries. Add immortals constantly against pure roaches, add Colossus against anything else. Build Dark Templar when you hit three bases. Be active with your army to force the Zerg to make units - don't commit unless the Zerg just isn't making units, at which point it's an easy win. Against an aggressive Zerg, defending a lot while building up and expanding will mean an easy win later in the game. Against a macro Zerg, they'll feel on the back foot all game long and eventually just die.

Protoss vs Protoss
This matchup is one I didn't understand for the longest time. I thought I could get away with a really technical build designed to hold the 4-warpgate rush and just win every game because I wouldn't die to 4-warpgates. The truth is that any counter-4-gate build is actually really weak against anything else.

PvP is based on the 4-gate attack. What this means is both players need to deal with the possibility of 4-gate. Neither player actually needs to do an offensive 4-gate, as often both will do a defensive build instead. But against a well-executed offensive 4-gate, there are only about three builds that will defeat it which aren't 4-gates themselves. The defensive 4-gate is probably the safest build with the best transitions after the 4-gate timing has passed.

After the timing for 4-gate has passed, or the 4-gate has been defended, the game can really only go in a few directions. The safest bet is to immediately make a robo and get an observer. The opponent can branch into a few tech patterns after the 4-gate. He can go for robo tech, which includes immortals or colossus. He can go for stargate tech, which usually means phoenixes. He can also go for twilight council tech, including blink, charge, and DT.

If you spot the opponent going robotics tech, you want to begin colossus production and make only zealots. On large enough maps, you can expand after your first colossus or two is out, because his re-enforce time for his colossus will be a huge disadvantage if he tries to attack. Otherwise, 1-base colossus pushes will probably decide the game. Do not get thermal lance until you've committed to expanding and the opponent is doing the same. At this point, get ready for dozens of colossus and war of the worlds. Teching to mothership late in the game is viable for a colossus toilet, which will end the game. Against immortals and stalkers, this is the best choice, but if the opponent is going for colossus before you commit to it yourself, you can throw down a stargate. He'll have very little anti-air and you'll get map control at the very least, allowing you to expand and harass. Blink stalkers or immortals is a good followup yourself.

Against a stargate build, you want to expand and get blink stalkers. That's actually it. Defend the harass while expanding, and you ought to come out on top. Use observers to get high ground vision and harass with blink, too.

If you scout a twilight council play, robotics play is going to be fine. If it's blink stalkers, go heavy on the immortals and do a timing push. If it's charge, a 1-base colossus timing push ought to end the game. You'll have mostly zealots yourself, negating the benefits of his charge upgrade, and you'll have colossus. If he's making a dark shrine, make observers and expand. Perhaps a cannon at your natural, depending on the map. You should gain a commanding lead and be able to win with virtually anything. Pure zealot+stalker with upgrades is a fine choice.

And that's all I know about PvP. Early game is defensive 4-gate, then the mid-game transition is a sort of rock-paper-scissors game. Use the observer to respond to the opponent. Don't expand until you know he isn't going for a robo-based timing push. 1-base 2-colossus timing attacks will beat a good number of followups. Far too often I see opponents who get past the 4-gate timing, and then begin expanding while getting colossus AND getting range. A 2-colossus timing will actually kill that. It should be your standard followup until you see otherwise.

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