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.

Zerg v Protoss: 12 Minute Roach Max

This build focuses on heavy macro with an early third base, heavy droning followed by mass roach till you are maxed out with a speed roach/zergling push to follow. The power of this build lies in the ability to create a maxed out army very early in the game in which you are able to continue to macro and tech up to infestor/broodlord or another composition of your choice and if you lose your army you have the ability to remax very quickly. Key timings are highlighted in red.

5 - Spawning Pool
16 - Queen
18 - Zerglings x2
20 - Hatchery (2nd)
19 - Drones x2
21 - Hatchery (3rd)
20 - Queen
22 - Overlord

From here on you want to make as many drones as possible while scouting the protoss' base with overlords as well as continued zergling scouting around the map for hidden pylons. Don't be afraid to make zerglings, spines, queens or spore crawlers if you scout aggression from the protoss player.

22 - Drones x7
29 - Queen
31 - Overlord
31 - Drones x11
42 - Overlord
42 - Extractor x2
40 - Drones x4
44 - Overlord
44 - Drones x10
54 - Roach Warren
53 - Evolution Chamber
52 - Drones x6
58 - Overlord
58 - Drones x10
68 - Queen
70 - Lair
70 - Extractor

From here, it is almost impossible to make too many overlords. You are shooting for 200/200, so feel free to make multiple overlords at once.

70 - Overlords (many)
70 - Roaches x10
90 - Extractor
90 - +1 Missile Attack
90 - Roaches x10
110 - Roach Speed
110 - Hatchery (4th)
110 - Overlords (many)
110 - Roaches x20
150 - Zerglings x20
160 - Hatchery (macro)
160 - Overlords (up to 200)
160 - Roaches x15
190 - Zerglings x20

Move across the map and start to be aggressive against the protoss natural but don't overcommit because there is a huge risk of getting trapped in forcefields. From here feel free to tech up to your choice and add spine crawlers at key chokes and bases as well as reinforcing your roach zerling force in the attack.


Zerg v Protoss: Early 10 Roach Push

This build is an aggressive roach/zergling attack designed to destroy protoss opponents who go for the forge fast expand build. The attack hits early at around 7:20 before any major protoss tech has completed and if unscouted should do sufficient damage or win the game outright.

09 - Overlord
14 - Extractor
14 - Spawning pool
15 - Overlord
15 - Queen
17 - Zerglings x6
20 - Zergling speed

Remove Drones from gas, but then return them once the scouting Probe has left. 

It is critical from this point out to deny scouting information. Use your six zerglings to control Xel'Naga watchtowers, watch the entrance to the protoss' base and constantly scout for hidden probes and pylons.

20 - Hatchery
19 - Drone
20 - Overlord x2
20 - Roach warren (around 4:25)

Cancel the hatchery when Zergling Speed is completed (around 5:20)

20 - Roaches x10 (around 5:45)
40 - Overlord

Remove all drones from gas

40 - Continuously produce Zerglings from this point

This build is very dependent on denying all scouting information which your opponent possesses. If the cancelled hatchery or early roach warren are spotted the protoss has a chance to produce additional units and cannons which severely diminishes this builds chance of doing damage.

Terran v Terran: One Barracks Fast Expand

This build utilizes a fast expansion to capitalize on an early economy to transition into mech or bio depending on your personal preference.

10 – Supply depot (at wall)
12 – Barracks (at wall)
13 - Send SCV scout
15 – Orbital command upgrade
15 – Marine
16 – Supply depot (at wall)
17 – Marine
18 – Command center

After the second Marine is finished, float your Barracks back into your main base and construct two additional Marines

19 - Refinery x2
21 - Bunker (at wall, where barracks was)
25 - Factory
27 - Orbital command upgrade
28 - Tech lab on barracks (for factory)
30 - Supply depot
31 - Starport
31 - Reactor on barracks (for starport)
6:20 - Scan opponent's main

From here you can  react to what your scans and scouts see at your opponent's base.

Fast Expand, No Gas: Banshees and Cloak

Gas First: Engineering Bay at 5:30, Turret in minerals and production area

Cloaked Banshee: Viking, save for scans

Marine / Tank timing attack: Tank / Viking

Terran v Terran: Marine Hellion Elevator

This aggressive one base build uses a medivac to forgo your opponent's forward bunkers and walled off ramp attacking with marines and hellions.

10 – Supply depot
12 – Barracks
13 – Refinery
17 – Orbital command upgrade
17 – Supply depot
18 – Factory
19 – Reactor on barracks

Constant Marine and Hellion production

21 – Starport
25 – Medivac

At this point you have about 3 hellions and 8 marines to attack with, the key is to use the medivac to lift your units up into your opponent's main base, you can continue pressure and continue rallying units and lifting them into your opponent's base. Hopefully your opponent sustains sufficient economic damage from the attack, after the attack is done you should expand and go for a marine, tank, medivac composition. It is also a possibility to add a tech lab to your starport and produce cloaked banshees to kill damaged SCVs in your opponent's mineral line. 

Terran v Protoss: 1/1/1 Sky Terran TvP

This is a fairly unusual build which is derived from the 1/1/1 (barracks/factory/starport) build which transitions into full 'sky terran' but also has the capacity to transition into a marine, marauder and medivac style build with supportive banshees.

10 – Supply depot
12 – Refinery
13 – Barracks
16 – Orbital command upgrade
16 – Factory
16 – Marine
17 – Supply depot (at ramp)
19 – Marine

Stop Marine production here

20 – Bunker
20 – Starport
20 – Hellion
22 – Refinery
24 – Tech lab on barracks, swap to starport
25 – Banshee
27 – Cloak research
27 – Supply depot

This is the typical 1/1/1 cloaked banshee build you can transition in two ways from here.

Sky Terran build

From here you want to poke into your opponent's base with the banshees you have to try to do some economic damage but it is key you keep as many banshees you can alive. From here you want to follow this general guideline while still continuing production of banshees.

– Starport
– Banshee
– Raven
– Viking
– Command center
– Engineering bay 

From here you want to float your command center to your natural and change in into a planetary fortress due to your lack of ground support, you also may want to build a bunker and fill it with whatever marines you have left over. Your unit compositions should consist of banshees, ravens and some vikings. The banshees are for the damage and the ravens provide support through auto-turrets and point defense drones against stalkers. Many protoss will not know how to defend agaisnt this style so continue harassing and defending using planetary fortresses for new expansions and about 2 starports per mining base as well as armories for upgrades.

Conventional 1/1/1 transition

 If you do not want to continue into the full sky terran build you should add bunkers and get stim and concussive shells as well as a reactor on your starport for medivacs as well as expanding to your natural. You should have the conventional MMM composition as well as some banshees/ravens for support or harassing. 

Terran v Protoss: Fast Expand Into MMM

This is a safe fast expand build which transitions into a marine, marauder, medivac style against protoss which deals good damage through drops and defensive capabilities as well as the ability to achieve a quick third.

10 – Supply depot
12 – Barracks
15 – Orbital command upgrade
15 – Marine
16 – Supply depot
17 – Command center
21 – Bunker

 From here you have a relatively safe fast expand up and some defensive capabilities with the bunker. If you scout aggression or forward pylons you may want to get 2 or more bunkers up to be able to defend as well as pulling SCVs to repair.

22 – Barracks x2
23 – Refinery x2
24 – Orbital command
28 – Tech Lab on barracks
34 – Stim Packs
45 – Factory
48 – Techlab and reactor on barracks
55 – Reactor on factory
64 – Switch starport with factory
64 – Concussive shells research
64 – Engineering bay
69 – +1 Infantry attack upgrade

You should start to be aggressive using your first two medivacs and push out with units. Your +1 attack should finish around the time when you arrive at the protoss' base. Follow up with a third base if you feel it is safe and continue to add more unit producing structures and dropping using your medivacs if possible as well as continuing upgrades.

Terran v Zerg: Marauder Hellion All-In

This is a very powerful all-in strategy which makes use of the high damage of marauders against buildings, queens and defensive roaches as well as the power of hellions against zerglings and drones. When orchestrated correctly this build produces a crippling attack which when unprepared for usually wins outright or does substantial damage.

0 – Supply Depot
12 – Barracks
13 – Refinery
16 – Marine
17 – Orbital command upgrade
17 – Barracks
17 – Supply depot
17 – SCV
18 – Marine
19 – SCV
20 – Factory
20 – Reactor on barracks

Pull one SCV from the refinery

20 – Tech lab on barracks
20 – SCV
21 – Supply depot
Swap Reactor from barracks to factory
23 – Marauder
25 – SCV x2
27 – Hellions x2
31 – Supply depot
31 – Tech lab on barracks
32 – SCV 33 – Hellions x2

Pull another SCV from the refinery

37 – Marauder
39 – Marauder
41 – Last SCV
42 – Hellions x2
46 – Supply Drop
46 – Marauders x2
50 – Supply Depot

From here you can constantly produce units rallying to the front line. If the attack fails you should have done enough damage to cripple your opponent. You should be wary of early mutalisks as well as baneling attacks following a failed attack. You can try to fortify a second command center at your natural, particularly if you have extra minerals during the assault for a backup plan. You can continue to make marauders and hellions for a second attack or switch to a more conventional unit composition.

Terran v Zerg: Hellion/Banshee

This build focuses on using low risk high reward economically damaging harassing techniques which include the hellion and banshee to gain an early edge against a zerg opponent.

10 – Supply depot
12 – Barracks
16 – Marine
17 – Orbital command upgrade
17 – Command center
17 – Refinery x2
18 – Supply depot
20 – Marine
21 – Bunker
22 – Factory
22 – Reactor on barracks
23 – Orbital command upgrade
25 – Starport
25 – Give reactor to factory
27 – Hellion x2
33 – Supply depot
33 – Tech lab on barracks

 From here you should have more than four hellions to control the map and deny creep spread and if possible get into the drone line to do some economic damage, but it is not necessary to sacrifice your hellions for drone kills. The starport should start researching cloak and producing banshees as soon as possible to harass and kill queens in tandem with the hellions. The game can progress in many ways, mech or marine, medivac and tank compositions are the natural progressions from this build.

Protoss v Protoss: Agressive 3 Gate

This is a very aggressive attack oriented protoss opener focusing on hitting an early attack with one zealot and 4 stalkers. You need to place a good proxy pylon early on in order to have good reinforcement warp ins.

9 – Pylon
Chrono boost probes twice.
11 – Gateway
14 – Assimilator
15 – Pylon
15 – Cybernetics core
16 – Zealot
18 – Warp gate
18 – Stalker
Chrono boost warp gate continuously
23 – Assimilator
23 – Gateway x2
24 – Pylon
Move out with zealot, stalker & probe
25 – Stalker
Cut Probe production
26 – Stalker x3 at proxy pylon

From here attack and continue warping units to support at your proxy pylon. If the attack fails or you are forced to fall back you may want to invest in some tech such as a robotics facility or blink at a twilight council. You may also want to expand or add additional gateways depending on how the initial attack went.

Protoss v Protoss: Three Stalker Rush

This is a good defensive protoss opener build which allows for three early stalkers to hunt for offensive pylons and deny scouting while gathering scouting information of your own. Though weak to aggressive 4-gate style builds it is very flexible and allows for many different builds to follow.

9 – Pylon
Chrono Boost probes twice
12 – Gateway
14 – Assimilator
15 – Pylon
17 – Cybernetics Core
19 – Gateway
20 – Assimilator
20 – Stalker
22 – Warp Gate
Chrono Boost warp gate research twice
23 – Pylon
25 – Stalker x2

Send stalkers to scout, sniping probe and stopping pylons

Following this you may want to add one or two additional gateways, twilight council for blink or a robotics facility. You will eventually want to get your second up, depending on the timing of your opponent's natural nexus you may want to get aggressive or build a natural of your own.

Protoss v Zerg: +1 Zealot Timing Attack

Zerg players tend to take an early third base agaisnt the protoss forge fast expand in order to edge out an economic lead agaisnt one of the most economical builds protoss has in their arsenal. This build is based around the strength of +1 zealots against non-upgraded zerglings which die in two zealot attacks rather than one.

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

19 – Assimilator x2
Build two zealots, then two sentries. The zealots are for early scouting, the sentries for defense
Construct a proxy pylon near the zerg’s eventual (or current) third base
100 Gas – +1 Ground Weapons
24 – Cybernetics Core
6:45 – Gateway x3
8:00 – Zealot x4

Pressure the third base with up to three rounds of zealot warp-ins
Retreat if large Roach numbers arrive, continue the attack if there are only zerglings, queens and/or spine crawlers. It is usually worth it to sacrifice your attacking zealots to kill your opponent's third hatchery.

From here hopefully you have done reasonable economic damage to your opponent or killed their third hatchery.  You can now fall back and defend any counter-attacks using sentry force fields and other units. You can now transition into colossi, immortals and blink stalkers or another composition to deal with your opponent's composition.

Protoss v Zerg: Forge Fast Expand

This build is the standard forge fast expand used frequently at every level of play against zerg. You give up the ability to be aggressive early in exchange for an economical edge. The build transitions very well into +1 timing pushes, 6 gate blink stalkers, robo heavy immortal sentry builds and stargate pressures. Note the point of this build is to create a wall at the top of your natural ramp with a cannon defending the buildings so your opponent can't just run roaches into your natural base. The positioning of the buildings are slightly different depending what map you're playing on. I advise you to look up videos or pictures outlining the proper building positioning. It is also noted that you should always have a hold positioned unit blocking the opening in the buildings such as a zealot as well as sentries for force fielding off the ramp in case of an attack.

9 – Pylon
Send Probe to scout.
13 – Forge

Hopefully you have scouted your opponent by now, you can now slightly adapt your build to suit the timing of your opponent's spawning pool

Early Spawning Pool (before 2:00)
17 – Photon Cannon
17 – Gateway
17 – Nexus
Be ready to block a Zergling run-by with a second Gateway.

Normal Spawning Pool (after 2:05)
17 – Nexus
17 – Gateway
17 – Photon Cannon

Don’t find him in time, but no rush
17 – Photon Cannon
17 – Nexus
17 – Gateway

Six Pool, you will lose your forge so  act fast about putting your cannon down. This essentially resets the game
– Pylon behind main mineral line
– Photon Cannon in main mineral line, off-center to cover geyser
– Gateway
– Chrono Boost Zealot
– Assimilator
– Cybernetics Core
Continue into three Gateways, 2 Assimilators, Zealot / Sentry until you expand

 In any of these scenarios aside from the six pool reset the game should continue into a normal midgame. Other builds outlined here will discuss where to take the forge fast expand because unless stated otherwise most protoss v zerg builds will revolve around the forge fast expand.

What next?

Protoss v Terran: 3 Gate Voidray

This Build relies on the element of surprise, where a hidden stargate throwing out voidrays combined with stalkers makes an all in attack on your terran opponents ramp. You should scout your opponents position on the map as well as their composition fairly early.

9 – Pylon
13 – Gateway
14 – Assimilator
16 – Pylon
17 – Cybernetics Core
18 – Assimilator
18 – Warp Gate Research
18 – Stalker

Chrono Boost Stalker and Warp Gate

23 – Proxy Pylon
24 – Proxy Stargate
26 – Sentry

Cut Probe production

28 – Gateway
28 – Gateway
28 – Void Ray

Chrono boost Void Ray twice

32 – Stalker
32 – Stalker
32 – Stalker

At this point continue rallying units into the attack unless the all in fails; if the attack didn't go as planned, fall back and try to regroup.

Protoss v Terran: 1 Gate Fast Expand

The key to this build is to scout using your stalkers as you are putting down your nexus, you should have scouted your opponent's position beforehand using a probe earlier on in order to determine the basics of the build they are going. 

9 – Pylon
Chrono Nexus
13 – Gateway
Chrono Nexus
14 – Assimilator
15 – Pylon
Chrono Nexus
17 – Cybernetics Core
18 – Zealot
22 – Warp Gate Research
22 – Stalker
Chrono Stalker
24 – Pylon
Chrono Stalker
26 – Stalker
30 –Cut probes
30 – Nexus
Push with stalkers up Terran's ramp

 The scouting information determines which path you continue with:

Marauder: 1 Barracks Tech Lab Fast Expand
30 – Gateway
30 – Gateway
30 – Assimilator
30 – Stalker
32 – Pylon
Resume probe production
34 – Robotics Facility

3+ Marines, no bunker or reactor already completed: 2 Barracks, Reactor + Tech Lab
30 – Stalker
Chrono Boost Stalker
32 – Gateway
32 – Gateway
32 – Pylon
32 – Stalker
Chrono Boost Stalker
34 – Assimilator
Resume probe production
35 – Robotics Facility

Bunker or reactor building: Many possibilities (including drops, 1/1/1 all-in, banshees)
30 – Gateway
30 – Gateway
30 – Robotics Facility
30 – Assimilator
Resume probe production, Chrono Boost Probes
31 – Pylon
Construct two observers before Immortals, unless you scout an immediate push