Starcraft 2 Protoss Build Orders

shokz-guide-click-hereGetting down the perfect Protoss build order is key to winning more games of Starcraft 2. I find that the Protoss race in particular is the least flexible when it comes to getting down the perfect build order.

Specific Build Orders (click to read full article)

Forge Fast Expand (best vs Zerg)

4 Gate (standard, effective opening versus all races)

Since Protoss players can be easily rushed by Reapers, Zealots, or Roaches, it is of utmost importance to have a very efficient build order so that you are protected against the rush.

Starcraft 2 Protoss build orders are commonly given a number followed by the word "Gate", such as "2 Gate", "4 Gate", or "10 Gate".

The "2 Gate" and "4 Gate" refers to building 2 Gateways or 4 Gateways, whereas the "10 Gate" refers to building 10 Probes and then getting your first Gateway. This may seem a little confusing, so as you come into contact with a variety of build orders be sure to distinguish between the number of buildings and the number of Probes required!

With that said, here are some common Starcraft 2 Protoss build orders:

4 Gate Build Order (click for the full article)

The 4 Gate is a standard Starcraft 2 Protoss build order that is meant to put pressure on the enemy with a combination of Stalkers, Sentries, and Zealots. It is very effective in all match-ups. It can also be run without an expansion. Here is a sample build order:

9 Pylon
12 Gateway
14 Assimilator
16 Pylon
18 Cybernetics Core
20 Assimilator
20 Warp Gate Technology
22 Stalker
24 Pylon
25 3x Gateway

At this point, you should have a lot of extra vespene gas given that you had spent quite a bit of minerals on Gateways. As a result, your first few units should be Sentries. Getting Sentries early in the game is key as it gives them plenty of energy to use on Force Fields. You can also use Force Field on your ramp to hold off an early Zealot rush.

Standard Starcraft 2 Protoss Build Order

The standard build order for Protoss is a 9 Pylon and 13 Gateway. The Probe you used to build your first Pylon can then scout. This is fairly balanced for versus all races and can work into a variety of builds. From here, this is generally progressed into 2 builds:

17 Cybernetics Core - This is great versus Terran as it allows the Protoss player to get an early Stalker to prevent the Reaper rush. Alternatively, players can:

I use the 17 Cybernetics Core most of the time unless 1) I scout the enemy and see he is cheesing or 2) I have a particular strategy I am going for. With that said, this a fairly vanilla build and is not a risky build at all.

The alternative is to build  a second Gateway at 13 to 15 supplies - This is best versus Protoss and Zerg players as it gives the Protoss player access to more Zealots in case the enemy decides to rush with Zealots or Zerglings.

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I would like to say that this is only an issue in the low-level leagues where players like to rush, but sad to say even in Diamond league players love to proxy Zealot rush each other in Protoss mirror matches, so always be sure to scout (especially on maps with breakable rocks leading to a backdoor entrance).

Here are some more ideas:

Fast Robotics Bay

This is a standard Protoss vs Terran build. Since Terran players tend to get Infantry versus Protoss players, the idea is to get an early Observer, scout the enemy, and then most likely build Colossi (should you see Marines and Marauders). Here is the build order:

- 9 Pylon
- 13 Gateway
- 15 Assimilator
- 18 Cybernetics Core
- 18 Pylon
- 19 Assimilator
- 20 Robotics Facility (or sooner if possible)*
- 23 Observer
- 25 Robotics Bay

This can be subject to change. For example, you may have to get a Stalker at 18 if you scout a Reaper rush. Additionally, some build call for the Observer a little later, but I think this is too late. You need to be very careful against a quick 6-8 Marines and 3-4 Marauder push.

When you scout with your Observer, take a look at the enemy's unit composition. If you see a lot of air units, you are going to want to grab some Stalkers (rare). In this situation, throw down another 2 Gateways.

If you see an Marine, Marauder, and Siege Tank mix (most common), start building Immortals and Colossi. The more Marines you see, the more Colossi you will need. The more Marauders and Siege Tanks, the more Immortals you will need. Additionally, throw down another Robotics Facility to speed up unit production.

Zealot Rush

This build is most effective versus Zerg players. Start out as usual with the standard 9 Pylon / 12-13 Gateway build. Send in a scout at around 10 supplies to see what the enemy is up to.

If the enemy is attempting to tech, expand early, or otherwise attempt to not get units, you want to go with this build order:

9 Pylon
13 Gateway
14 Gateway
14 Zealot
16 Probe

..and now start pumping Zealots. You should have enough Probes to use Chrono Boost to pump out Zealots out of these two buildings. I prefer to get ~6 Zealots to make this work. Zerg can be pretty resilient and with a Queen they can pump out 8-10 Zerglings at once. Any less than 6 Zealots and there is a solid chance you will not inflict major damage.

After your initial rush, either send in more Zealots (if you are successful and still alive) or continue to tech into a normal build. A standard build versus Zerg players as Protoss is to get 2 Gateways and 2 Robotics Bays, focusing on Sentries, Immortals and Colossi, and then adding in either Zealots (if ground unit heavy) or Stalkers (if air unit heavy).

4 Gate

The 4 Gate is a standard Starcraft 2 Protoss build order that is meant to put pressure on the enemy with a combination of Stalkers, Sentries, and Zealots. It is very effective in all match-ups. It can also be run without an expansion. Here is a sample build order:

9 Pylon
13 Gateway
14 Assimilator
16 Cybernetics Core
17 Pylon
19 Sentry
19 Assimilator
19 Gateway
19 Gateway
22 Gateway

At this point, you should have a lot of extra vespene gas given that you had spent quite a bit of minerals on Gateways. As a result, your first few units should be Sentries. Getting Sentries early in the game is key as it gives them plenty of energy to use on Force Fields. You can also use Force Field on your ramp to hold off an early Zealot rush.

Favorite Protoss Build Order

Personally, if I am not being rushed, I prefer to run with this build order versus nearly all players:

9 Pylon
12 Gateway
13 Assimilator
15 Cybernetics Core
17 Pylon
18 Stalker
20 Gateway
23 Gateway

This is all approximate, and may change based on harassment. A Sentry plus a Stalker can stop all kinds of rushes. One force field can literally hold off dozens of Zerglings and give you time to Chrono Boost out a Zealot or two to plug any gaps in your wall.

Versus Terran and Zerg players, an early Zealot/Sentry push is very effective. Zealots and Sentries will destroy MMM with well-placed Force Fields. Versus Protoss players, I prefer Sentry/Stalker. Good force-field placement utterly destroys any Zealot rush.

Conclusion

Learn the appropriate usage and timing of each of these Starcraft 2 Protoss build orders and you will find yourself winning a lot more games of Starcraft 2! 

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