PvT Rain’s 1gate FE

General Overview

This safe fast expand build opens with a 1gate FE and then transitions into Colossi and double upgrades as fast as possible in order to go into the late game with an upgrade and tech advantage over a Terran opponent.

Build Order

  • 9 – Pylon
  • 13 – Gateway
  • 15 – Assimilator
  • 16 – Pylon
  • 18 – @100% Gateway, start Cybernetics Core
  • 19 – Zealot
  • 22 – Pylon
  • 24 – @100% Cybernetics Core, start Stalker and Warpgate Research
  • 29 – @400 Mins, start Nexus
  • @100 Gas, start Mothership Core and 2nd Assimilator
  • @100 Gas, start Robotics Facility
  • @100 Gas, start Sentry and 2 more Gateways
  • @100% Robotics Facility, start Observer
  • @100% Observer, start 2nd Observer, Robotics Bay, 2 Forges, and 2 more Assimilators
  • @100% Forges, start +1/+1
  • @100% Robotics Bay, start Extended Thermal Lance and constant Colossus production
  • @100% 1st Colossus, start Twilight Council
  • @100% +1/+1, start +2/+2, and add 3 more Gateways
  • Benchmark: @100% +1/+1 (@10:30ish), you should have around 55 Probes, 1 Sentry, and 2 Colossi

Scouting

This is a very safe macro build, getting you enough units in the early game for scouting or defensive purposes, so Probe scouting is usually unnecessary.  If your opponent sends a Reaper at your base, then be defensive with your initial Zealot/Stalker, and use only your Mothership Core to scout around.  If your opponent does NOT send a Reaper at your base, then poke out with your initial Zealot/Stalker and later Mothership Core to poke at your opponent’s front and glean some information about their build.

While your early game is completely safe, therefore making Probe scouting irrelevant, the early midgame is not, and thus scouting is crucial.  If you know that your opponent is going for a Widow Mine drop, then get out Observers and several more Stalkers and place them defensively in each mineral line.  Be prepared to use the Mothership Core’s Photon Overcharge on whichever Nexus your opponent chooses to drop.  Delay Colossus tech in order to favor more units to deal with the harass.  This same reaction works against all early drop-based or Banshee play.  Against any early frontal assaults, simply Planetary Nexus your natural expansion and warp-in several more units.

Transitions

This build is quite macro-oriented, so playing for the long-game is crucial.  Against standard Bio play, Bio/Mine play, or Bio/Hellbat play, take your third base after your 3rd Colossus and transition into Chargelots, Archons, and Storm.  Add more Gateways as your minerals permit.  Also, Blink is a good upgrade to prioritize against heavy drop play on maps with a large distance between your main and third bases.

Against Mech play, take your third base and begin heavy Immortal production.  Make Immortals, Archons, and High Templar while on 3 bases, and focus on hitting a +3/+3 timing attack before your opponent is maxed.  Add more Robotics Facilities as your gas permits.

Pros and Cons

This build stays safe against early shenanigans as you macro up and tech straight for Colossus and +1/+1.  It also gives you the infrastructure necessary to defend early drops or harassment common in this matchup.  With your upgrade lead and tech advantage, you can safely transition into the lategame by safely taking another base and going for Storm.

Tips

  • Chronoboost your initial Nexus to get out as many probes as early as possible to kick start your economy.
  • Use your initial units defensively if you spot a Reaper, or aggressively to scout your opponent’s base if no Reaper appears at your door by the time your Stalker has popped.
  • Send your first Observer directly to your opponent’s base in order to see if he’s opening with fast Widow Mines/harassing units, or teching up to a normal Bio timing.
    • Only warp-in units before you get your first Colossus out if you scout your opponent playing aggressively
    • Delay your Colossus tech and production if you spot your opponent going for a quick drop or early attack play
    • Instead, focus on making Gateway units and Observers and placing them defensively to maintain your economic advantage
    • However, if your opponent is NOT attacking early, always prioritize economy and teching up over making Gateway units
  • Never underestimate the power of making your Nexus a Planetary Nexus.  At the very least, it is a way to scare off a drop from doing economic damage if your army is out of position.
  • Against early drops, target firing the Medivac with your Stalkers and Planetary Nexus can mean the difference between letting your opponent escape and crushing a poorly planned drop.
  • Don’t forget to use your Mothership Core’s Time Warp spell against any 2 base Bio timings in order to keep your Colossus safe.

Favorable Maps

This build lends itself towards a strong macro play style, so is strongest on larger maps or maps with an easy-to-hold third base.

  • Deadwing
  • Overgrowth
  • Catallena
  • Merry Go Round
  • Foxtrot Labs

Replays

ShoWTimE beating Mvp with this build in WCS EU Season 3

Rain’s 1gate FE Tutorial Replay vs a Very Easy AI