This build opens with a quick Warp Prism and Robotics Bay in order to harass your opponent with a fast Disruptor Drop on 2 bases. Behind this drop, you can transition into a standard midgame behind your new economic advantage.
- 14 – Pylon
- 16 – Gateway
- 17 – Assimilator
- 20 – Nexus
- 21 – @100% Gateway, start Cybernetics Core, Pylon, and 2nd Assimilator
- 24 – @100% Cybernetics Core, start Adept and Warpgate Research
- @100 Gas, start Robotics Facility and 2nd Adept
- @100% Robotics Facility, start Warp Prism, Robotics Bay, and Mothership Core
- @100% Warp Prism, start Observer and 3rd/4th Assimilators
- @100% Robotics Bay, start Disruptor and Warp Prism Speed
- Load up your Disruptor when it finishes (@5:00ish) and drop your opponent.
- You should have 1 Warp Prism, 1 Disruptor, 1 Observer, a Mothership Core, 2 Adepts, and roughly 47 Probes at home.
Use your first Adept to take map control and scout your opponent’s front. Watch for 1 base play, signifying early drops or air harass, or normal bio openers. If you fear early pressure, make more than 2 Adepts. Any early defense will come from your Mothership Core, so be sure your Pylons are well-placed.
During your Disruptor drop, scout for your opponent’s midgame transition. Seeing multiple Factories means your opponent is going for Mech, while multiple Barracks or a researching Tech lab means your opponent is going for Bio. Try and spot when your opponent starts their 3rd Command Center.
This build gives you a strong 2 base economy and the infrastructure to transition to many common midgame unit compositions such as Blink Stalker/Disruptor, Chargelot/Immortal/Archon, and Stalker/Colossus.
If you are choosing to transition into Blink Stalker/Disruptor, start your 3rd Nexus, Twilight Council, one Forge, and 2 more Gateways during your drop. Research Blink as soon as possible, start constant Disruptor production, and get all your gas geysers before going up to at least 6 Gateways.
If you are choosing to transition into Chargelot/Immortal/Archon, start your 3rd Nexus, Twilight Council, one Forge, and 2 more Gateways during your drop. Research Charge, and start a Templar Archives as soon as possible, start constant Immortal production, and get all your gas geysers before going up to at least 8 Gateways.
If you are choosing to transition into Stalker/Colossus, start your 3rd Nexus, Twilight Council, one Forge, and 2 more Gateways during your drop. Research Extended Thermal Lance and Blink, start constant Colossus production, and get all your gas geysers before going up to at least 6 Gateways.
- Spend all of your early game chronoboost on your two Nexus to maximize Probe production.
- Use your Adepts to prevent your opponent from scouting your Robotics Facility follow-up. If there is no Reaper, scout your opponent’s front with your Adept(s).
- Do NOT overcommit your Adepts. On only one Gateway, you cannot afford to sacrifice any early game units if your opponent is going for an early game attack.
- Make more than 2 Adepts if you fear early game pressure or have not been able to kill a rogue scouting Reaper.
- If possible, hide the Robotics Bay somewhere in your base that is less likely to be scouted by a scan.
- When you go for the Disruptor drop, try and target SCVs at undefended bases before picking up and retreating. Remember that picking up your Disruptor before the shot goes off cancels the shot itself.
- Do NOT overcommit your Warp Prism. On such low infrastructure back at home, you need to keep your opponent in their base while you safely secure your 3rd and transition into the midgame.
- All transitions from this build require taking your 3rd Nexus during the drop. Do not over-micro the drop and forget to macro at home!
Pros and Cons
This build is an aggressive opener that hits your opponent with a fast Disruptor drop, while still allowing for a standard mid game play. Furthermore, Disruptors can deal explosive damage quickly in both army engagements and against unsuspecting SCVs.
However, if your opponent scouts your build and adequately prepares for your drop, you will typically be behind in army. Defending early Terran harass can be tricky with this build as you are quite low on units.
This build is strongest on larger maps where your opponent is less likely to attempt early pressure, and on maps where your opponent is less likely to open with a Reaper to scout your build.
- Dusk Towers
- Orbital Shipyard
- Lerilak Crest
- Ruins of Seras