The act of Colossus Cliff Ledging is to allow your units to jump in and out of the battle by climbing up and down cliffs. As of writing, Colossus are the only unit in the game that can walk up and down cliffs. Usually cliff ledging is used as a harrass method, to surround your opponent, or to flank them.
The best way to do this is to scout out where your enemy is collecting up troops. Move your colossus just within range and let off one shot with their thermal lance. From their immediately retreat up the cliff to higher ground, of which your opponent will not be able to see you on. You can do this multiple times frustrating your opponent, and can be good for picking off large clusters of zerg units. Because of the Colossus decent range, you will be able to jump in and out of battle taking relatively or no damage at all, especially against melee units such as Zerglings or Zealots.
To make this sort of tactic super effective, it is also sometimes wise to bring an anti air unit or two along to sit on the cliff preferably, as most players will defend a colossus attack with air units that can follow Colossus up cliffs.
So I’ll cut straight to what you are here for, the Mothership Rush Build Order:
• 9 Pylon -> Scout
• 15 Pylon
• @75 Minerals -> Your First Gas
• @100 Minerals -> Pylon
• @75 Minerals -> Second Gas
• 18 Gateway
• 22 Cybernetics Core
• @100% Core -> Stargate
• 28 Pylon
• 30 2nd Gateway
• @100% Stargate -> Fleet Beacon
• @400 Minerals, 400 Gas -> Mothership
• All Chrono Boost on Nexus to get Mothership out ASAP
Build Notes:
• Chrono Boost your Nexus until 30 supply to get a good economy going while you are waiting for all your Tech.
• When doing a Mothership Rush you will likely want to hide your Stargate, and will certainly want to hide your Fleet Beacon. Once the Fleet Beacon is scouted your opponent will likely expect a Mothership or Carriers. Both of while they will most likely start to build strong anti-air against.
• Plan on your Mothership getting to the opponents base right when you have enough Mothership energy for Mass Recall, and than recall all your Zealots and Stalkers into your opponents base.
* High level Probe Use *
•Vs Protoss
With the move speed of 2.81 the Protoss Probe moves quicker than the Zealot which has a 2.25 move speed, this allows a well controlled Probe to stay alive in another Protoss base until either a Stalker or Sentry is complete.
•Vs Zerg
The Probe can be used as a very good way to delay a Zerg fast expansion by simply occupying the space in which the Zerg player wishes to place their Hatchery. Since there is an enemy unit there, the Zerg will not be able to begin the Hatchery construction until the Protoss Probe is no longer there. You can extend this harass by placing a Pylon where your Zerg opponent wishes to plant his Hatchery once your Probe is forced to leave.
•Vs Terran
The Protoss Probe is a very good harassing unit against the Terran. Once you have found your Terran opponent with your scouting Probe, you can shift que attack commands on the SCV constructing the Barracks. This will force the Terran to send another SCV to attack your Probe, if the Terran does not send another SCV you will simply kill the worker constructing and delay the Barracks a significant amount. That’s a lot of damage early game for one Protoss Probe.
• 9 Pylon -> Chrono Boost Nexus when Pylon is done
• 12 Gateway -> Chrono Boost Nexus
• @75 minerals with constant Probe production ->
Assimilator
• 15 Pylon
• @100 Gateway -> Cybernetics Core
• Continue Probe production
• @100% Cybernetics Core -> Twilight Council
The most important thing you need to make sure to do to get the Warp In Time Achivement is to put 3 Probes on your Assimilator as soon as it finishes. If you are a very new to the game you will very likely still get this achievement in your first or second try. Enjoy earning the Warp in Time Achievement!
The Protoss 4 Gate is one of the strongest early game timing attacks that a Protoss player can do. Learning the 4 Gate Build Order is rather simple and as a player improves their ability to micro while not letting his macro fall behind the build gets even stronger. You will need to learn the 4 Gate Build Order early in your Protoss career since it is one of the most common PvP builds, but also remains viable in PvZ and PvT. With the 4 Gate Build order you get a surge of attacking units at your opponents base very early. This early attack will straight up win against most greedy play, such as a fast expand or teching too quickly. In other cases it is still very likely to do a huge amount of damage.
4 Gate Build Order:
• 9 Pylon -> Chrono Boost Nexus
• 12 Gateway -> Scout with Probe -> Chrono Boost
Nexus
• 14 Gas
• 16 Pylon
• 16 Core
• @100 Minerals Zealot
• @100% Core -> Stalker/Warp Gate Research
• 24 Cut Probes and add 3 Gateways
• @125/25 Stalker
• 26/26 Proxy Pylon outside opponents base
• As soon as your first Stalker is completed you will want to kill any scouts that may be inside your base. If you are not able to kill the enemy scout before the time that you are supposed to be building your additional 3 Gateways to complete your Protoss 4 Gate than build them anyways.
• You should be Chrono Boosting your Core a total of four times during the 4 Gate Build Order.
• Once your Warp Gate Research completes and you warp in 4 additional units, spend any Chrono Boost you still have on your Gateways and attack. Be sure to warp in more units as soon as your Warp Gate cooldown is done.
• When you go to build your proxy Pylon outside your opponents base bring your Zealot and Stalker with it to protect the Probe from being sniped off before the Pylon can go down.
• When doing a Protoss 4 Gate against a Zerg be willing to trade units to be able to take out a quick expand, but do not over commit if their main is well defending after you kill their expansion.
• The 4 Gate Build Order is very strong on all maps, especially maps with a large ramp leading inside the main base. The larger ramp makes it harder to defend.
Every Protoss has learned in the Protoss vs Zerg matchup that letting a Zerg sit back to Drone and tech as they please is terrifying. The Forge Fast Expand is a very good Protoss vs Zerg build to force a Zerg to play safe in the midgame or else they will simply die to your midgame timings. The Protoss Forge Fast Expand allows you to expand very quickly while still being safe from Roach or Zergling pressure. With the quick ability to obtain 4 Assimilators you may tech quickly for a very strong Stargate harass or a midgame push that most Zergs will not be prepared for.
Here is the build order:
• 9 Pylon at Natural -> Scout
• 12 Forge at Natural
• 14 Nexus
• 14 Photon Cannon
• 14 Photon Cannon
• 14 Gateway
• @100% Gateway -> Zealot
Build Order Notes
• Your initial Pylon, Forge, Cannon and Gateway should all be at your natural expansion to help wall in your base to prevent Zergling runbys. If at all possible your first Zealot should complete the wall in.
• If you scout a 10 Pool from the Zerg place a Cannon before you build your Nexus to allow yourself to stay safe.
• It is possible on many maps to allow for your Zealot to wall completely while still having the space directly behind it to completely wall with a Pylon if needed. This is very helpful when leaving your base with Blink timings or a 6 Gate push to prevent large Zergling run bys from being able to do any damage.
The two most common follow ups to a Forge Fast Expand in Protoss vs Zerg is an early Stargate or a 6 Gate Timing attack. If you scout your Zerg opponent leaving Drones in gas after his Zergling Speed is started, than it is generally a better idea to build an early Stargate as a Roach push trying to break your fast expand is likely Zergs plan. A Void Ray will help greatly in defending a Roach / Ling push. A Void Ray can also easily cause a cancel on an early 3rd Hatchery or even kill the 3rd Hatchery if Queens are not able to get to the base in time do to lack of creep spread.
For a 6 Gate Timing Attack it is best to wait for both of your bases to become well saturated with 2 of your 4 gas taken, than add on Gateways for a total of 6 or 7 depending on your ability to macro. Chrono Boost out your +1 Weapon Upgrade from your Forge, proxy a Pylon and than attack once your Gateways finish. Remember to Chrono Boost your Gateways when attacking.
If your 6 Gate Timing Attack starts to become ineffective at breaking the Zergs defense you may throw down a Twilight Council and go for Blink and fast High Templar with Psi Storm and +2 Weapon Upgrade for another very effective timing attack. Be sure to take the best of your gas geysers and Chrono Boost your upgrades.
• When you are scouting the Terran base you will want to look for several things they are doing or not doing. The main thing you’ll want to look for when your scout first gets inside their base is how many Refinerys they have built.
If the Terran has no gas with a single Barracks it will most often be a quick expand, you may proxy a Pylon and start to pressure once your Warpgate Research is done.
If the Terran has one gas and you do not scout an addon on the Barracks you will want to poke the Terran front once you have your Stalker out, being careful to just step up the ramp bottom to see what units are at the top defending. Be sure not to lose your Stalker. You are looking for gas units such as Mauraders. If you do not see gas units throw down your Robotics Facility as soon as you place your Nexus without cutting Probe production.
If the Terran has two gas you can assume he is going for a Cloaked Banshee Rush. Place your Robotics Facility as soon as you place your Nexus and be ready to Chrono Boost an Observer once it finishes. Luckily for you this build order is safe against Cloaked Banshee Rush. Some may even call it the Cloacked Banshee Rush counter.
If you scout multiple Barracks or a Marauder move your units up your ramp and be ready to cancel your Nexus if needed. When the Terran attempts to attack up your ramp you can Force Field with your Sentry and cut the army in half allowing your Zealots to chew through the Marines and Marauders.
To be a strong Protoss player you need to be hard to predict in order to force your opponent to play safe and not cut corners. Learning the Protoss Cannon Rush is also very effective at lower levels of play as not scouting the Forge in advance makes the cannon rush much harder to stop.
The basic Cannon Rush Build Order:
• 9 Pylon –> Chrono Boost Nexus when Pylon is done –> Scout
(4 Player Maps)
• 13 Forge –> Chrono Boost Nexus -> Scout (2 Player
Maps)
• 15 Cut Probe production
There are two strong variations of this build which are as follows:
• Proxy Pylon out of their vision, and than build a Photon Cannon at that Pylon, and begin slowly pushing them with new Pylons and Photon Cannons. This version is much easier to execute if you are a lower level player.
• Save up 300 minerals and place 3 Pylons forming a wall for your Probe behind their mineral line, make sure you still have room to build a Cannon. This version is very strong if done correctly against Protoss or Zerg opponents, as it will not allow any of their melee units to kill your Probe or the Cannon while it is building.
The Cannon Rush forces your opponent to spent his resources and focus trying to break the rush which keeps you safe at home in your own base. If the opponent manages to stop your rush you will want to throw down a Cannon in your own base near your mineral line for defense and than begin teching to a Four Gate attack. Your opponent will most likely be too far behind from fending off your initial Cannon Rush that they will die to your Four Gate push.
As you will have noticed this build order mentions very specifically what to do with your Chrono Boost, using them as stated is the most efficient way of getting your 3 Stalkers out quickly. Once you have your 3 Stalkers out you want to split them up and search for your opponents Probe and any Pylons he may have placed close to your base. After you kill off the first Pylon, and possibly his Probe you have bought yourself enough time for your early Robotics Facility to finish, and your Immortal to finish building. Keep in mind you can also Force Field your ramp off, allowing only some of your opponents units into your base.
Once you hold off your opponents push you can either make an Observer to see what they are going to to do as a follow up to their failed attack, or you can start a Robotics Bay right away to begin building Colossus. If you are close to your opponent you have a very strong option of pushing him with 2 Colossus and Gateway units. Since you got your Robotics Facility so much earlier than his can be, you will have the very important Colossus advantage which should outright kill him.
Scouting is an essential part of any Starcraft 2 game. While you generally need to stick to your strategy and build order, and be proactive with your game. You still need to be able to react to any sort of rush or early tech that your opponent may throw at you. A good example of this is cloaked banshees coming from Terran. Without a proper scout, Protoss may miss out on getting a detector unit early (Or an anti flyer unit at all).
Early in the game, the best scouting can be done with a probe. Almost all build orders that you read on this site (And others) will have somewhere written into the build order that you should start scouting around 10 supply or so. It is not always possible to scout early, but you should generally try and get there as soon as possible.
Mid-game usually calls for observers from your robotics factory. If they have detector units, it can be a pain as observers die quite easily. However if they don’t, you can usually hover over their base for quite some time and see everything that is going on. You need to be wary about laying down a robotics early in the game if all you require it for is an observer. The mineral take to get this out is quite heavy, and may delay your initial build order for a minute or two.
Late-game it is all about hallucinations. You only want to transition to using hallucinations if your opponent is detecting your observers. Hallucinations cost nothing, and are great at getting a good scout. You want to generally hallucinate a phoenix to get in and out quickly. Once again, I will say that if your observers are doing fine, there is no reason to go for hallucinations.
Other tips include keeping a probe on the tip of their ramp to see when they expand (For an early expand) or if they are going to go for a quick push. sitting on cliffs above choke points is also a viable strategy as you can see your opponent coming, yet they generally can’t see you on the cliff.
The final tip that is generally hotly contested. Is to lay down an assimilator on your opponents gas early in the game. Early on, they won’t have any units that have a damage per second (DPS) bigger than the build per second of it. Therefore until your opponent gets out a few combat units, you will have a free look at their base. If they pull off their workers to destroy it, even better as they will be far behind in their mineral count. If possible, getting both gas points in your opponents base will choke them of all gas, and won’t allow them to do anything such as an early Thor or Banshee rush.
However, be warned. The extra gas required to lay down an assimilator is quite large, and can choke you of minerals yourself. The general consensus is to build the assimilator and just before it finishes, destroy it (To get the minerals back) and either run for it if you have scouted enough already, or lay it down again. Either way, you are not wasting minerals time after time.
There is no set limit on how often you should scout, just try and do it as much as possible and not get too wrapped up in your own build order. Early game really relies on you knowing what your opponent is doing, even if you don’t need to react to him, but to know that you don’t need to his a huge bonus.