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[G] PvZ Zealot Dance Party Build

Forum Index > StarCraft 2 Strategy 1 2 3 4 5 6 7 8 All
 
 RemarK   United States. April 10 2012 14:33. Posts 404
Profile Blog # 
Introduction:
Hello all,

I’m RemarK, top masters Protoss on the NA server, here with another PvZ guide (another all-in, by the way). I promise I’ll start sharing more macro-oriented guides as well soon – I’m still relatively new to the whole guides area of SC2, so for now I’m just sticking to easier to write guides (i.e. all-ins!). This one is a build I invented myself, inspired by some of HuK’s gameplay, designed to punish the current ZvP metagame of 3 gasless hatcheries with a mass zealot attack before the 8:00 mark. For now, I’m calling this the Zealot Dance Party. If you do come up with a name I like more, please share and I’ll update this post with your improved name and credit you obviously! :D

You might ask, “RemarK, why is it called the Zealot Dance Party?”

[image loading]
Pictured: That’s why.


Background:
+ Show Spoiler +

Infrastructure:

+ Show Spoiler +

The Build:

+ Show Spoiler +

Notes about execution:
+ Show Spoiler +

Replays:

+ Show Spoiler +

Further discussion:

+ Show Spoiler +

About Me:
+ Show Spoiler +

Last edit: 2012-04-11 04:53:03
Thug means never having to say you're sorry | Grandmaster Protoss for Team FXO: www.twitch.tv/tsremark | @FXORemarK
Old Post

 
 Yezman   United States. April 10 2012 15:31. Posts 8
Profile # 
Many thanks for these builds! Even as a GM tos, I started using your 2 base immortal timing and my PvZ win rate is flawless now. I can't wait to try this on the ladder. Once I do I will post feedback.

You seem to like all ins, same here. Have any favorites vs terran? I like my form of the immortal all in, but its getting iffy vs pure marine builds ==

Three can keep a secret, if two of them are dead.
Old Post

 
 chauder   United States. April 10 2012 15:34. Posts 4
Profile # 
nice looks really simple I'll try it out
Old Post

 
 iKill   Denmark. April 10 2012 15:49. Posts 781
Profile Blog # 
Interesting - I'm Z, so this is bad news to me if it interferes with my 4-minute dronegasm

Can you talk a little bit about counters, and what the build fails to? One of the players in your replays held it off with spines - can you elaborate a bit on that and talk about the optimal way to deal with it?

I mean, obviously I'd want to know as a zerg, but I'm sure some toss users of the build will want to know what kills it as well.
Last edit: 2012-04-10 15:55:36
thepuppyassassin: "My god... the deathball's grown wings!"
Old Post

 
 Xana   Denmark. April 10 2012 15:49. Posts 128
Profile # 
Assuming that the Zerg is not braindead, wouldn't it be terribly easy to delay lingspeed+lair to get out 8 roaches?
Since your Stalker is almost demanded on the field to get the watchtowers, isn't a standard overlord scout going to see absolutely everything?

The all in is definitively powerful, especially if spread out, but I don't see Zergs being unable to respond to this.
He who walks arrives.
Old Post

  Josh_rakoons   United Kingdom. April 10 2012 16:05. Posts 1157Profile # 
Do you think delaying the all in for the sake of upgrading charge would be better? for example, skip the +1 and go for an immediate twilight council.
Old Post

 
 RandomRice   United States. April 10 2012 16:25. Posts 303
Profile # 
I've been doing this build a few months ago when I saw vilestate do it on his stream. It's extremely potent but it can be shut down hard if it gets scouted by ovie. With only 1 stalker it's really hard to deny scouting from a good Zerg, but most zergs don't scout properly and i can kill zergs a lot better than me with this build =)
Old Post

 
 Arcanefrost   Belgium. April 10 2012 16:32. Posts 1119
Profile Blog # 
My teammate does this all the time and he mines 300 extra gas for stalker warpin, any experienc on which variant is better?
Valor is a poor substitute for numbers.
Old Post

 
 ipwntbarney   United States. April 10 2012 16:43. Posts 137
Profile # 

On April 10 2012 16:05 Josh_rakoons wrote:
Do you think delaying the all in for the sake of upgrading charge would be better? for example, skip the +1 and go for an immediate twilight council.

Twilight Council + Charge would be at least another 2 minutes (not sure exact times, but that number felt good getting pulled out of my ass). If you delay the attack that long , then you would be letting 3-base production hit full swing, and you would get overrun by mass speed roaches. Not to mention that without +1, lings would be relatively cost efficient against spread out zealots.
Old Post

 
 MuR   United States. April 10 2012 16:51. Posts 25
Profile # 
Lol I just tried this on ladder - it was surprisingly effective... the quickest, easiest win in a pvz I've had in a long time. I applaud this build, and its creator(s).

@Josh_rakoons,

I'm not sure, but I think the twilight council would take more time- it's so easy just to grab the weapons upgrade since the forge is already there. Not to mention- what would charge really add to the attack? The primary threat at this point is speedlings- plus one attack makes your zealots supremely effective against them.

So really, I guess I just don't know if the added cost and time would be worth the questionable benefit.
Old Post

 
 drakhl   April 10 2012 16:52. Posts 17
Profile # 
I don't have the ability to watch the replays atm, but what time on the game clock does your first warp in hit? I'd imagine its somewhere around 8:10 or so.

I like the idea of punishing the zerg, but I feel the all-in may be a little too severe. I want to know your thoughts on why you choose this build over a huk 8 gate? When I play the 8 gate I usually have 2 probes in each gas until the gates go down, then go up to 3 on each geyser.

Usually can get my first warp-in cycle between 8:30-8:40, and that is a much stronger attack imo, since its a combination of zealots and stalkers, and you have the options to follow up those warp ins with sentries if you wish. I suppose the question is that extra tech and unit composition worth the extra time? It seems to me like the 8 gate would be significantly stronger against the typical 7-8 roaches the zerg will be building around the 8 minute mark.

Edit: Also the 8 gate gives you a much better chance to transition if your attack fails. You don't need to do nearly as much damage.
Last edit: 2012-04-10 16:53:40
Old Post

 
 gautamvirk86   India. April 10 2012 17:00. Posts 54
Profile # 
If TangSC came out with an All-in people start hating on him but if a Toss comes up with an all in, he is welcomed with open arms.

Question: Where are you planning to hide the 10 Warpgates? Mostly all zergs now keep atleast 2 ovies around toss's base and scout at the same time.
"Hopefully you're not the real TLO so it's not casted" - SpecialK
Old Post

 
 Eifer   United States. April 10 2012 17:10. Posts 123
Profile # 
I've been doing a streamlined version via nexus first with a 7:20 warpin off 7gates with +1 finishing around 7:50. The extra time is crucial. It results in ridiculously easy wins against GM zergs up to about rank 20 when they don't know what's about to hit them. Several top 20 GM zergs were able to hold off (my variant of) this build.
For zergs, don't worry it's a pretty easy build to counter if scouted.
The tell: Constant chrono on the core & 3:15-3:30 gate.
The response: Get a 6:30 warren, and be very active with lings to deny probes on the map. Forcing an extra probe travel time + pylon construction time gives you ~25-45 extra seconds to consolidate roaches that you have been producing for longer than he expects. He cannot back out of the 7gate, 3gas, +1 version and there is absolutely no way he can back out of the variant in the OP. This means if you win the battle, you win the game.
Kite the zealots with mass roach on creep. Run up next to stalkers after the zealots are dead so they cannot retreat.
If you have to fight in several locations, pull hurt roaches back in the smaller engagements so the zealots that he has on auto pilot mindlessly target new ones.
It's a good protoss build for a best of X series and thus has a place on the ladder, but after it becomes more widely known (darn you remark) it will, like the Lobber build, no longer be viable at high levels of play.
Old Post

 
 Cyro   United Kingdom. April 10 2012 17:12. Posts 5746
Profile Blog # 
This build, i like it, ANOTHER

In all seriousness though, it seems very powerful, cant wait to try quite a few times on poor zergs
Defender of Esports # "oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88 # "there really isn’t any actual need to have the minerals and gas constantly displayed" - Blizzard
Old Post

 
 InfusedTT.DaZe   Romania. April 10 2012 17:21. Posts 511
Profile # 
seems like a good build indeed but only making zealots seems like a 1 hit thing, maybe mine some gas with 1 or 2 probes on both assimilators for some later stalkers>?
"Echoes of past events nudge the tiller on my present course, I await its reflection in the future"
Old Post

  [D]reAm   April 10 2012 17:33. Posts 3Profile # 
No RTS experience -> protoss

always

User was banned for this post.
Old Post

 
 Tazerenix   Australia. April 10 2012 17:50. Posts 340
Profile # 

On April 10 2012 15:31 Yezman wrote:
Many thanks for these builds! Even as a GM tos, I started using your 2 base immortal timing and my PvZ win rate is flawless now. I can't wait to try this on the ladder. Once I do I will post feedback.

You seem to like all ins, same here. Have any favorites vs terran? I like my form of the immortal all in, but its getting iffy vs pure marine builds ==



If you are looking for a good allin against terran marine builds, look at the 1 gate fe into 6 gate pressure.
The execution is fairly simple, just execute a standard MC style 1 gate fe (or any fast expand build you like really) and if you scout a gasless expand, don't drop the robo. Go up to two gas in your main with 16 on minerals and rally your nexii to your natural. At around 45-50 supply drop three extra gates, somewhere hidden is best, or split them up (for example on Antiga I like to put them at my third) and as you saturate your natural minerals with 16 probes, pressure at around 9 minutes with a ton of zealot sentry stalker, If you hit your timings and don't get slowed down by early aggression, it can be absolutely deadly. Against gasless terrans, i'd say I have about an 80% win rate with it.

I might even write a guide on it.

On Topic:

I always feel like these zealot attacks are thwarted so easily by zerg. When ever I try go for a 4-6 gate +1 zealot timing, the zerg has his roaches there and waiting, right at 8 minutes as I warp in, even with a third base, the problem I see is if a zerg is active with denying pylons and delays the pressure by even a small amount of time, they will reach a mass of roaches that can defeat waves easily, and just power up and kill you. Will definitely have to try this variation of the zealot pressure though.
Last edit: 2012-04-10 17:52:51
Old Post

  Ventor   United States. April 10 2012 17:55. Posts 336Profile # 

On April 10 2012 17:33 [D]reAm wrote:
No RTS experience -> protoss

always


No creativity or open mind -> zerg

always

User was warned for this post
oGsMc - EGHuK - White-Ra - SlayerSBoxeR - STBomber Fighting!~
Old Post

 
 blacklist_member   Australia. April 10 2012 18:17. Posts 309
Profile # 
What if the zerg goes muta? Doesn't this leave you really vulnerable to mutas?
Last edit: 2012-04-10 18:18:24
MC and MKP fighting ^^
Old Post

 
 Sareth   Germany. April 10 2012 18:23. Posts 961
Profile # 

On April 10 2012 18:17 blacklist_member wrote:
What if the zerg goes muta? Doesn't this leave you really vulnerable to mutas?

This build hits around 8 Minutes, even if the Zerg rushes for Mutas he should not have them ready.
And then it still takes mutas a good time to kill zealots. You should have time to put guys back in gas and mix in Stalkers to finish him off.
Old Post

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