This DT rush opens with a 3 Stalker Rush for safety and map control, and then gets out fast DTs either for offense (taking advantage of your opponent’s possible lack of detection early on) or defense (applying pressure while you safely take an expansion of your own).
- 9 – Pylon
- 13 – Gateway
- 15 – 2 Assimilators
- 16 – Pylon
- 17 – @100% Gateway, start Cybernetics Core
- Put 2 Probes in each Assimilator (for a total of 4 in gas)
- 19 – 2nd Gateway
- 22 – @100% Cybernetics Core, start Warpgate Research, 1st Stalker, and Pylon
- @100% 2nd Gateway, start 2 more Stalkers
- Put 1 more Probe in each Assimilator (for a total of 6 in gas)
- ———– Above is 3 Stalker Rush
- @100 Gas, start Twilight Council
- @100 Gas, start Mothership Core
- @200 Mins, start 2 Zealots
- @100% Twilight Council, start Dark Shrine
- @150 Mins, start 3rd Gateway
- @400 Mins, start 2nd Nexus (or warp-in units to defend pressure)
- @100% Dark Shrine, warp-in 3 DTs from proxy Pylon
- Benchmark: When you warp-in the DTs (@7:20ish), you should have 3 DTs, 3 Stalkers, 2 Zealots, and a Mothership Core
For all early game scouting, please also refer to the Scouting section of IMBAbuilds’ 3 Stalker Rush guide.
This build is a pretty unsafe build in general, only giving you 3-5 units for the early game timings, thus scouting is huge. However, because this build was created by SaSe, you are also low on minerals for quite some time and thus cannot afford losing mining time by scouting with a Probe. Therefore, in the early game merely scout in your base for a proxy Gateway with the Probe who builds the 2nd Pylon; the rest of your scouting will come from your 3 Stalkers. Being active with these 3 Stalkers around your natural, third, and watchtower will prevent your opponent from sneaking proxy Pylons past you and hitting you with a very early Gateway attack. Thus, you will be able to see an incoming push coming before it’s too late, and can delay/cancel your fast expand in favor of more units if you need to.
This build transitions very smoothly into Chargelot/Archon builds or Blink Stalker builds. To make either transition, first resume chronoboosting out probes from both Nexi and then start your research of choice (Charge or Blink). Adding on 2 more Gateways, and applying midgame pressure with lots of Gateways and 1 or 2 Archons is a great way to force units out of your opponent, scout what midgame tech he’s going, and possibly end the game if your DTs did too much damage.
Pros and Cons
This build is great because it gets a reasonably timed expansion, gives you DTs early for map control and potential game-ending damage, and lets you transition into an aggressive midgame with either Chargelots or Blink Stalkers at the core of your army composition.
However, this build is very weak vs Oracle openers, for they give both detection and a great way to harass your naked mineral line. Also, against early attacks that hit before your Dark Shrine finishes, if you miss the proxy Pylon because you are not active enough with your first three stalkers, you can straight up lose the game. Your Planetary Nexus is good, but it is not quite good enough to fight off an actual army if you do not yet have one yourself.
This build is strongest on larger maps with less chance for early attacks. Besides that, almost all maps can be played out almost exactly the same.
- Foxtrot Labs