Protoss v Protoss: 2 Gateway Blink Expand

This is a very safe build which enables a fairly quick natural expansion as well as a strong army composition which can be changed easily if required. Blink allows for reckless scouting and harassing with your early stalkers before your opponent has anything to deal with them.

9 - Pylon
13 - Gateway
14 - Gas
16 - Pylon
17 - Cybernetics core
20 - Gateway
20 - Gas

Cybernetics core complete, get warp gate technology and a stalker out right away and chrono boost them both

23 - Pylon

When the second gateway completes make two stalkers

Twilight council as soon as possible

2 more stalkers then when you can afford blink technology out of the twilight council chrono boost it

When warp gate completes warp in two stalkers. You should be scouting with the stalkers you have out now to see your opponent's army composition. There are several possibilities you can encounter.

Plant down your natural nexus followed by an additional warp in of stalkers or sentries depending on the composition you scout and 2 additional gateways. There are a couple of dangerous builds your opponent can do to be aggressive against this build, here is the appropriate response to the most common:

4 Gate:
Around the time your 5th stalker is coming out the 4 gate should be hitting, with correct micro and probe pulling if necessary it should be fairly easy to hold. Good scouting information and looking for forward pylons your opponent places near your base with the stalkers you have out is a good strategy against the 4 gate.

Dark Templar:
This build does not incorporate a forge or a robotics facility so dark templars present a difficult challenge. The only way to deal with a dark templar build is to scout your opponent to check for any technology which would indicate dark templars such as 2 early gases, early twilight council and of course the dark shrine itself. If you think your opponent is going for dark templars it is wise to forgo extra units and gatways in favor of a robotics facility for an observer.

Robotics Facility:
If you spot a robotics facility when poking up into your opponent's base with your early (blink) stalkers your opponent will want to push out with either immortals or colossi, keep several stalkers around their base to scout them moving out and continue producing stalkers. Eventually you will want to transition into immortals and/or colossi of your own.

Protoss v Protoss: 4 Gateway Rush (4 Gate)

This is a very old aggressive build which can be used in all matchups. This build utilizes very quick warp gate technology combined with 4 early gateways off one base in order to attack with a large number of units early on and sustain the attack using a proxy pylon warping units near your opponent's base.

9 - Pylon
11- Gateway
14 - Gas
14 - Pylon
15 - Cybernetics core

Scout with the probe that builds the cybernetics core.Check for proxy pylons and then the position of your opponent's base and what build they are going

16 - Zealot
20 - Warp Gate research

Constantly chrono boost your warp gate research till it is completed

20 - Stalker
23 - 4 Gateways

At this point you want to constantly push out units, warp in as many stalkers as you can until you run out of gas and only make zealots when you are low on gas. Chrono boost your warp gates when you have a chance for faster warp ins and do not miss any warp ins. Put pylons in and around your opponent's base for warp in reinforcements.

Protoss v Zerg: Immortal Sentry PvZ

This build utilizes immortals and sentries as the main composition of the protoss army. Immortals are very powerful at killing roaches and sentries are good at force fielding the zerg's army into manageable groups. This build is very good at dealing with roach heavy zerg builds which are very popular right now.

This build is a continuation on the basic forge fast expand build v Zerg which can be found here.

20 - Double gas

Chrono Boost two zealots out of your first gateway. Send them straight to your opponent's third base to make sure you are playing against a standard quick third play.

Get +1 attack and Warp Gate research when you have enough gas. Constantly chrono boost the forge, followed by +1 armor.

30 - Third gas
34 - Robotics facility and three additional gateways

Immediately begin Immortal production when your robotics facility is complete and warp in purely sentries from your gateways.

Drop three more gateways, increasing the count to seven.

When you have two immortals and 8 sentries, move out. chrono Boost a warp prism and rally it after your army. Use warp prism to warp in stalkers or zealots (depending on your opponent's composition) and attack their third base. You can also use your warp prism to harass your opponent's main or natural base while attacking their third. From here you can either push for the win if the attack went well, if not get out an observer, take a third, continue making units and adjust your composition to what your observer sees.

Zerg v Zerg: 1 Base Roach

This aggressive build stays on one base for a while in order to gather sufficient roach and zergling numbers to attack your opponent. This build relies on your opponent not expecting roaches this early in the game as zerglings and banelings are fairly weak against roaches.

13 - Spawning pool
16 - Extractor
16 - Overlord
16 - Spine crawler
16 - Queen
18 - Roach warren
20 - Overlord
20 - Roach x6
32 - Overlord
34 - Hatchery
36 - Zergling speed
36 - Roach x7
44 - Overlord x2
46 - Queen
50 - Zerglings x12 (or more)

From here you can attack your opponent when your roaches you made at the 36 supply mark hatch because the zerglings you make afterwards can be rallied to your opponent's base. While you are attacking you can either make more attacking units and try to finish your opponent off or you can saturate your natural base and go into a roach heavy midgame with upgrades.

Zerg v Zerg: Ling Heavy ZvZ

15 - Spawning pool
15 - Extractor
17 - Hatchery
16 - Queen
18 - Zergling speed

Remove Drones from gas

18 - Zergling x6
21 - Queen
23 - Overlord
24 - Spine crawler at natural
24 - Zergling x12

Move out for an attack

30 - Drone x3

Rally Drones to gas

33 - Overlord
33 - Drone x6

 Your initial attack with about 20 zerglings should have done a good amount of damage to a greedy player or been sufficient to defend a more aggressive build from your opponent. Supplies are now fairly irrelevant in explaining the build, continue making drones, extractors and hatcheries when fit.

- Roach warren
- Roach x5
- Extractor (when Roach Warren completes)
- Evolution Chamber x2 (at 100 gas)
- Drone to 38 in total, 16 on minerals at each base + 3 in each gas
- Hatchery (macro)
- +1 Missle Attack
- +1 Ground Carapace
- Queen
- Roach x9

This is a good time to push out with your units, you can add additional zerglings to this composition as well as rallying units to try to do damage to your opponent.

-Lair
- Extractor
- Extractor (when Lair completes)
- +2 Missle Attack
- +2 Ground Carapace
- Burrow

At this point you have good upgrades and should have continued making roaches and perhaps a few zerglings for runbys. From here you want to add additional spine crawlers for defense, as well as additional hatcheries. You should transition into a pathogen gland infestor roach style, and if the game lasts long enough ultralisks are a good late game unit against heavy roach styles.

Zerg v Terran: Double Spire Mutalisk

This build is focused on high numbers of upgraded mutalisks as well as zerglings and banelines for support. Burrowed banelings increases the efficiency of the banelings to save gas for mutalisks.

15 - Hatchery
17 - Extractor
16 - Spawning pool
20 - Zergling x2
21 - Queen x2
25 - Zergling speed

Pull two drones off gas

30 - Queen
32 - Spine crawler
35 - Evolution chamber
35 - Hatchery

Put drones back on gas

37 - +1 Ground carapace
40 - Extractor x3
42 - Lair
44 - Baneling nest
44 - Spine crawler
50 - Spire
50 - Centrifugal hooks
50 - Burrow
60 - Flyer carapace +1
60 - Mutalisks x10 (or more)
70 - Flyer attack +1
70 - Spire

 You want to continue to upgrade your mutalisks as well as taking additional bases. Spend your excess minerals on drones, spine crawlers and zerglings. Use your mutalisk flock to harass your opponent in as many places as possible: the mineral line, their production and stray buildings. Transition into broodlords to take advantage of your air upgrades and use infestors to support.

Zerg v Terran: Roach Zergling All-In

This build is an aggressive zergling, roach and if appropriate baneling build which takes advantage of overly greedy terran players who take an early command center.

14 - Hatchery
14 - Extractor
14 - Spawning pool
16 - Overlord
16 - Zergling x4
18 - Queen x2
22 - Drone x6
28 - Roach warren
27 - Drone
28 - Zergling speed
28 - Overlord x2
28 - Roach x 8
44 - Overlord x2
44 - Zergling x16

It may be appropriate to add a baneling nest at around 30 supply in order to bust a bunker/supply depot wall. Depending on how the attack goes you may want to continue to rally units to your opponent's base to push for a win. If the attack is held off by the terran player you can switch to a more conventional style of infestor/zergling. You will want to take a third relatively soon after the attack is held off as well as continuing to make units because it is very likely the terran player will counter attack with marines, medivacs and perhaps siege tanks.