This build opens with a Gateway Expand and then transitions into a very quick all-in with 2 Immortals, a Warp Prism, and a lot of +1 Zealots.
- 9 – Pylon
- 13 – Gateway
- 14 – Assimilator
- 16 – Pylon
- 18 – @100% Gateway, start Cybernetics Core
- 19 – Zealot (*)
- 23 – @100% Cybernetics Core (@95% Zealot), cancel Zealot (*) and start Nexus
- 21 – Mothership Core
- 23 – Warpgate Research
- ————Above is NaNiwa’s Gate Expand Opener
- 23 – Pylon (at Natural)
- 26 – @100 Gas, start Robotics Facility
- @300 Mins, start a Forge and 2nd Gateway (at Natural)
- @100% Nexus, start a Zealot from 1st Gateway
- @100% Forge, start +1 Ground Weapons
- @100% Robotics Facility, start Warp Prism
- Benchmark: When your Warp Prism finishes (@6:45ish), you should have a Zealot, Mothership Core, Warp Prism, and 35 Probes.
- @100% Warp Prism, start 1st Immortal
- @100% 1st Immortal, start 2nd Immortal
- @750 Mins, start 5 Gateways (stop Probe production)
- @100% 2nd Immortal, start Observer
- Push out when your 2nd Immortal finishes (@8:00ish) and warp-in 7 Zealots at a time under your Warp Prism until you break your opponent.
(*) This Zealot is started for defense against early Zerglings. If you do not see any Zerglings going to your base when your Probe is about to build your natural Nexus, then cancel the Zealot. If you do see Zerglings, then finish the Zealot, stay on one base, and get out the Mothership Core instantly for fast defense.
Note: If you are below Diamond league, I would suggest NOT making and then canceling this Zealot. It is much better to be on time with your Nexus than to accidentally make an unnecessary Zealot that slows down your entire build.
For all early game scouting (before 5 minutes), look under the Scouting section of IMBAbuilds’ write-up on NaNiwa’s Gate Expand Opener. After the early game, scouting is much more minimal than you might expect. As long as you can confirm your opponent is getting a third Hatchery, you should be able to go through with this build.
However, if your opponent scouts your Robotics Facility early on, then you can send your Warp Prism directly towards your opponent’s base in order to both fake pressure and see what units/buildings they have made. This Warp Prism poke provides a bit of scouting that may help you deduce what unit composition your opponent will try to defend your all-in with.
This build is a 2base all-in, so there is no standard way to follow-up this build should the attack not outright win the game. If your opponent holds off your all-in without taking too much damage, then you will most likely lose the game soon after. That being said, starting more Assimilators and teching to either Colossi or Blink Stalkers (depending on what unit composition your opponent used to defend your all-in) for a second desperation all-in might just be enough to win the game.
- The limiting factor in this build is the Robotics Facility time. Be sure to chronoboost your Robotics Facility to get out the Warp Prism and Immortals in time for such a fast attack.
- Send your Warp Prism to your opponent’s base as soon as it completes for both fake pressure and potential scouting information.
- When you move out for the attack, be sure to fully wall-off your natural expansion (and even potentially build some cannons) to stop your opponent from running around your army and going for a base trade.
- The most important part of the army are your Robotics units.
- Keep your Zealots all in front of your Immortals/Warp Prism so that they tank all (or most) incoming damage
- Using the Warp Prism, pick up Immortals that are being targeted down to move them further back behind your Zealot meat shield
- If your Warp Prism is being targeted down, bring it out of the fight and retreat a bit before warping in more Zealots
- If your opponent is trying to defend with Roaches or Mutalisks and you have a little extra gas, then mix in some Stalkers into the mix for some extra DPS.
Pros and Cons
This is a strong all-in that hits before your opponent can have much tech out in order to end the game quickly. With +1 Zealots dealing lots of damage to Zerglings, and Immortals shredding up Roaches, this build walks through most Zerg defenses with ease.
However, none of your units are anti-air. Thus, if your opponent gets out Mutalisks before your attack has dealt lots of damage, then you will be in a lot of trouble. Also, losing a single Immortal or the Warp Prism due to poor micro can almost instantly lose you the game.
This build is strongest on smaller maps so that your attack can get to your opponent’s base quickly. Also, it is stronger on maps with a small choke at your natural wall-off to prevent early Zergling runbys.
- King Sejong Station
- Merry Go Round