Starcraft 2 4-Gate Build Order
Starcraft 2 Protoss Build Orders --> 4 Gate Build Order (you are here)
Without a doubt, the 4-Gate build order is one of the most effective
build orders in Starcraft 2.
Regardless of which race you are playing against or what map you are own, you can practically guarantee that
opening with a 4-Gate is a smart decision.
Below, you will find not only the best build order to use but how to use the 4-Gate effectively in
match-ups.
Recommended Build Order
While slight variations upon this build might be necessary (such as if you are harassing with your Probes or
lose a Probe when scouting), the build order below is highly effective:
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9 Pylon (scout with this Probe)
12 Gateway (Chrono-Boost Probes upon building)
14 Assimilator
16 Pylon
18 Cybernetics Core
20 Assimilator
20 Warp Gate Technology (Chrono-Boost research 1 time)
22 Stalker
24 Pylon
25 3x Gateway
27 Forge
Once your 3 Gateways finish, your Warp Gate Technology should be finishing up as well. Make sure you start
researching this as soon as your Cybernetics Core finishes, otherwise it will not be ready for you once your
Gateways finish.
Once your Gateways finish, continue to pump Probes and start warping in units. If you can afford it, grab +1
weapons at your Forge and warp in some Sentries as well.
If the enemy rushes, early Sentries can wall off your ramp if the enemy tries to attack as you get more units.
If he does not rush, then you get more energy on your Sentries which you will need later for Force Field.
Your actual units and tactics will depend on what your opponent's race is and what map you are on.
Versus Zerg Players
Note that against a Zerg player, you might want to get a Zealot out when your first Gateway finishes. Wall off
the entrance to your base aside for a single Zealot wedged in the hole. This will prevent an early Zergling rush
and stop the enemy from scouting.
Early gateway units are fairly effective versus Zerg. You will need to grab a lot of Sentries as good Force
Fields are crucial to stopping a Roach/Hydra army. Force fields that split armies of Roaches and Hydras are
absolutely necessary if you want to beat them in head-to-head combat.
Warp in a good mixture of Stalkers, Sentries, and Zealots and push for the Zerg natural expansion. Bring a Probe
with you to drop a Pylon just outside of the Zerg player's base. This way, you can warp in reinforcements as you
need them.
While you are pushing out, secure your natural expansion. Your opponent will be too busy defending your attack
to worry about hitting it. With a second expansion running, you can then tech into a Robotics Facility (Colossus)
or Stargate (Phoenix/Voids) depending on what your opponent gets.
Versus Protoss Players
Against Protoss players, if you have great micro you want to try to go for Stalkers and Sentries. A Stalker and
Sentry-heavy build is highly effective against Protoss as you can use Force Fields to render Zealots nearly
worthless, as well as "scoot and shoot" against Zealots.
Move out with a Probe and drop a Pylon right outside of your enemy's base. Once you are on the offensive, you
can start to Warp some Zealots in, as well as grab your natural expansion. Zealots are terrible going up the ramp
but are great when out in the open field (such as if you are fighting near your opponent's natural.
If the enemy pushes up your ramp, wait until some of his army comes up the ramp and drop a Force Field. This
will allow you to easily pick off all his units, especially if he had Zealots run up the ramp.
The progression from here is to grab a ton of Probes, two Robotics Facilities, and a Robotics Bay. Eventually,
you want to start pumping Colossus, as large quantities of Colossus are very destructive in Protoss vs Protoss
ground battles, especially when combined with Zealots.
Versus Terran Players
The 4-Gate is roughest against the Terran player for the sole reason that Terran Infantry is effective versus
4-Gate units. Combine that with how hard it is to break into a Terran player's base and you now have a very grim
picture for the Protoss player.
However, this build is still effective under the right conditions. In particular, if the Terran player tries to
grab a fast expansion, the 4-Gate is the best counter. You can hit the expansion hard in the open field with
Zealots, Stalkers, and Sentries.
Dropping a Force Field on the Terran player's ramp and locking his units in his base will allow you to take
out an expansion while hitting all of the SCVs in the process. Just make sure not to wait too long - once a lot of
Bunkers and a Planetary Fortress goes up, this is no longer effective.
The 4-Gate is also the appropriate defense against a very aggressive Terran opener (such as a 3-Rax) as you can
use Sentries to stop Infantry from coming up your ramp. You can then push out once you have enough units to defend
yourself.
Your end-game in Terran vs Protoss depends on what the enemy is getting. Many Protoss are able to successfully
end the game with an all-out 4-Gate push and trap the Terran player inside his base or kill him outright.
For a longer game, grab your natural and tech into either High Templar (great vs pure bio) or Colossus (great vs
bio as well, but weak to Vikings).
4 Gate Build Order Conclusion
The 4-Gate is the standard opening for many good Protoss players. Even if you prefer another build, you should
make an effort to practice this build given how effective it can be in certain situations.

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