Intro
Just to get this out of the way, this is my first guide and in no way will be perfect. So, with that said, I will get into the reasoning behind the build! As of late, I have noticed a giant swing in the PvZ match-up, in favor of the Zerg. Mostly I believe this is because of something I like to call, the "Deathball Syndrome," kind of like the 1 Control Group Syndrome. Hearing the cries of Protoss players whom I looked up to saying "Zerg is OP" etc, has saddened me. Thus, the result of my build!
The premise of this build
Concept
The idea of this build is very simple: FFE (Forge Fast Expand), have complete dominance of the game with lots of aggression and a quick 3rd/4th. Since the opening gives you adequate scouting knowledge, and possibly serious econ pressure, you are able to adapt perfectly to what your opponent is doing to achieve this. The versatility of this build is outstanding, and quench whatever flavor of unit composition you wish to do in the game. However, this build is for aggressive players with multi-tasking capabilities to some extent. Oh, and all of this (mostly) without Sentries, I don't like them
The Opening
First off, I don't like numbers when it comes to build orders. They are very restricting, so whatever I put down below will be a rough timing, but the order of which the buildings/units should be made is key.
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9 Pylon ** AT YOUR NATURAL ** (SCOUT)
13 Forge (This is the safest timing)
15 Nexus **IF SAFE**
16 Forge **IF YOU DID NOT 13 FORGE**
16 Pylon
18 Gateway
18 Cannon
18 Assimilator
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This is where I don't have the exact numbers down, as the order is more important than the supply.
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First 100gas: +1 Weapons Upgrade (Chronoboost this 2-3 Times)
2nd Gate
Zealot (Chronoboost when possible)
Core
Zealot x3 (ATTACK) -- Continue to make Zealots
Warpgate
Robotics Facility
2nd Gas
+1 Armor
3rd/4th Gate ASAP
Twilight Council
13 Forge (This is the safest timing)
15 Nexus **IF SAFE**
16 Forge **IF YOU DID NOT 13 FORGE**
16 Pylon
18 Gateway
18 Cannon
18 Assimilator
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This is where I don't have the exact numbers down, as the order is more important than the supply.
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First 100gas: +1 Weapons Upgrade (Chronoboost this 2-3 Times)
2nd Gate
Zealot (Chronoboost when possible)
Core
Zealot x3 (ATTACK) -- Continue to make Zealots
Warpgate
Robotics Facility
2nd Gas
+1 Armor
3rd/4th Gate ASAP
Twilight Council
Scarier than a bunker rush
The Attack
Now, you should have attacked at roughly the 7 or 8 minute mark. This is generally when the Zerg has made obvious tech structures, or a fast third expansion. If he has not predicted your attack, then you will be able to do severe damage, scout, or deny his third. Also, +1 Weapons should finish before, right as you attack, or even during the attack. Zealots will be two shotting lings with this upgrade. If for some reason he has prepared for your attack, do not worry, you will still have scouted what he is doing !
What to look for and how to prepare
-Roaches or Roach Warren
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The key is too look for how many roaches the Zerg is producing. Usually for proper defense, Zerg's will get a couple of roaches and then continue on macroing. However, they can always do a counter attack and this means you must throw down 2-3 more cannons immediately. If he counter attacks and you only have Zealots, you will outright lose. Since you already have a good econ, this will not affect you as much. Roaches are a good sign, considering you already have a Robotics Facility and can easily make Immortals.
-Lots o' Lings
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An even better sign! If he is on two base and has a plethora of Zerglings waiting for your Zealots, this usually means he will be doing 2 base Infestor play OR 2 base Mutalisk OR a Baneling bust. Since you got that +1 Weapons Upgrade early on, your Zealots will be 2-shotting his lings. I will go into what to transition into in the next section. To handle a possible Baneling bust, you'll want proper scouting early on since it can come before your attack. Have a good sim city, as always, and produce sentries if possible.
-Fast Third
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You will pretty much deny his 3rd. Typically the Zerg won't have enough Lings to hold off the 3/4 Zealots AND take a fast 3rd. Stick close to the mineral line, and positioning is key.
-Fast Mutalisks
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Mutalisks have seen an uprising lately, and without a real clear solution on how to handle them, Zerg's have been destroying many Protoss bretheren as a result. Your best way to handle Mutalisks is Cannons/Blink Stalkers/Archons/HT w/ storm. The Zerg will do anything it can to prevent you from leaving your base by counter attacking the moment you do. Cover all over your fronts, throw down 2-3 cannons in each mineral line the moment you spawn a Spire/Muta, and start transitioning into Blink. Play defensive and cover your fronts, while scouting for hidden expands.
I'm sorry IdrA...
Transition
This is the part of the build that I love the most. It is incredibly versatile, and whatever unit composition you want to get will most likely work, as long as it counters what the Zerg is doing (ex: can't go mass Zealots vs Mutas...) However, there is one unit you must get for this build to be optimal. The Warp Prism. You should make roughly 2-3 of these wonderful units, and have them spread out over the Zerg's base. (ex:One in the corner of his main, one at his natural, one infront of his natural etc.)
-Execution of the Warp Prism harass
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Works best if paired with a frontal push, but not necessary! Zealots work best in tight corners when facing Lings, and there is no better place than a mineral line. Your 4gates should be in Warp Gate mode at this time as well. Load up 4 Zealots or 3 Zealots and a sentry before taking off into the Zerg base, drop them in the mineral line and immediately enter Warping Mode. Warp in nothing but zealots at this point. Micro. If you decide to add in a Sentry to your Warp Prism harass, then unload at the ramp of the main to FF. Also, if you want to get fancy and decide to transition into High Templars, throw in a couple of Archons or HT with storm. Don't stop harassing, unless you get completely shut out.
Depending on what you see from the Warp Prism harass, will help you decide what you want to transition into even more. Since you have all the ground Tier 2 paths covered at this point, it should be fairly easy. Make sure you are CONSTANTLY upgrading as well. I generally like to securd a third after the attack and once I feel safe enough to do so. Around the 11 minute mark is as good timing.
Colossus + Blink Stalker
-Fairly cookie cutter, but works well. Personally I don't enjoy Colossus just like Sentries, but everyone has their own flavor of the day. Works best against Roach/Hydra compositions, and Colossi are great late game vs Brood Lords
Chargelot + Archon + Immortal
-Now this transition is my absolute favorite. It works exceptionally well vs Roach/Infestor compositions. Feel free to add in High Templar to feedback any infestors. Archon Warp Prism drops also work wonders. If you just see Ling/Infestor, then add additional Gateways, remove the Immortal from the mix.
Blink Stalker + HTs + Archons
-This is the unit composition that I suggested to obtain vs Mutalisks. It is very versatile, and the Stalkers are a little less desposable than the Zealots, but you can harass and be very mobile as well. Don't be afraid to use 4 stalkers in a Warp Prism either with this, since 4 Stalkers one shot a Drone.
And not one Stalker or Colossus was made that day..
Replays
These are a variety of replays, most of them being during practice sessions.
Old Replays
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Patch 1.3 Replays
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http://www.mediafire.com/?3abm9iwdbu5n99z
http://www.mediafire.com/?r97hrb3oknoveta
http://www.mediafire.com/?orckjlr2ass220c
http://www.mediafire.com/?sn3eol03rskqd89
Strong Opener, Tons of Damage
http://www.mediafire.com/?2g9bbiiav6q87rm
Snipe Lair with Warp Prism, Opener Denied
http://www.mediafire.com/?eu3ahgaqdefj4ge
Roach Counter/Push
http://www.mediafire.com/?3lsj2k2mju1upcq
Early Roaches
http://www.mediafire.com/?80l2elsuqm482zp -- The pylon near my main Nexus was NOT intentional
Baneling Bust
http://www.mediafire.com/?l2c7zo94zc0o6yr
Patch 1.4 Replays
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http://www.mediafire.com/?as7v2s22m77ecfk
http://www.mediafire.com/?2ctc2qwqa123l74
http://www.mediafire.com/?qwygdao14ui1kbh
http://www.mediafire.com/?uk78q7x5m2771m1
Early Pressure
http://www.mediafire.com/?9nbhz5147phwjhl
- Notes about this replay: I see the heavy ling count in the beginning with my initial probe, leading me to believe he is going to do a semi all-in attack. Once I realize this, I scout with my probe and notice the Roaches. I build extra cannons and try to deny any lings from getting into my mineral lines to the best of my ability. After the roach/ling push is cleaned up, I feel very comfortable at this time economically, but my army is weak. As a result, I decide to Observer first to scout his tech/unit structure, and then an Immortal since I know he has roaches. I do the Warp Prism harass to the best of my ability, and constantly am denying him thirds as a result of the harass.
Overall, notice the map control I have because of proxy pylons, observers, Warp Prisms, and simply taking control over the Xel'Naga. He is contained on two base the whole game and gets into very poor engagements as a result of the lack of vision/map control.
Hopefully this will help you Protoss players get an idea of my thoughts/decision making and better improve your games
http://www.mediafire.com/?2ctc2qwqa123l74
http://www.mediafire.com/?qwygdao14ui1kbh
http://www.mediafire.com/?uk78q7x5m2771m1
Early Pressure
http://www.mediafire.com/?9nbhz5147phwjhl
- Notes about this replay: I see the heavy ling count in the beginning with my initial probe, leading me to believe he is going to do a semi all-in attack. Once I realize this, I scout with my probe and notice the Roaches. I build extra cannons and try to deny any lings from getting into my mineral lines to the best of my ability. After the roach/ling push is cleaned up, I feel very comfortable at this time economically, but my army is weak. As a result, I decide to Observer first to scout his tech/unit structure, and then an Immortal since I know he has roaches. I do the Warp Prism harass to the best of my ability, and constantly am denying him thirds as a result of the harass.
Overall, notice the map control I have because of proxy pylons, observers, Warp Prisms, and simply taking control over the Xel'Naga. He is contained on two base the whole game and gets into very poor engagements as a result of the lack of vision/map control.
Hopefully this will help you Protoss players get an idea of my thoughts/decision making and better improve your games
Newer Replays
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- This pack contains just two replays of me on the KR server.
http://www.mediafire.com/?q3k7670201z3xv8
http://www.mediafire.com/?q3k7670201z3xv8
Conclusion
This build is all about the Warp Prism harass and mobility of Protoss units. Although most are slow, the ability to warp anywhere on the map is amazing. Upgraded Protoss units are the bane of Zerg, period. Take your third when you feel most comfortable, and never give up your harassment until you know you have done enough damage. Even late game Warp Prism harass works wonders vs the immobile Infestor/Brood army. Just think of a Warp Prism as a flying Pylon. How could you go wrong?
Enjoy!
Edit: I forgot to add, I am High Masters/GM, so it works in high level play. Meaning I play people who are in GM and High Masters.
Edit 2: Added more Replays.+ Show Spoiler +
Edit 3: Updated the OP