Protoss Stalker + Void Ray Rush Build
Credit goes to creator Gnial |
The General Strategy:
This strategy is an early game
strategy, designed to get you to the midgame with an advantage over your
opponent using stalkers and void rays. After that, I will leave you
with some ideas to finish off your opponent, but it ultimately comes
down to the situation and personal preference.
The goal of this
strategy is to abuse the mobility, range and shield regeneration of very
early stalkers, void rays, and warp gates to make it very difficult for
the terran to attack you or expand, allowing you to expand, tech, or
just win outright. It also allows for a fluid, easy transition into
zealot/templar for the mid game, and tends to force the T to get an
anti-armoured and anti-air mid-game composition, making your
zealot/templar even stronger.
The key is to put constant,
non-stop pressure on the T starting at about the 4:30 point, preserving
your troops while whittling away theirs, and only engaging in a full
battle on your own terms.
To do this, get stalkers quickly and
send them to your opponent's ramp as soon as they spawn. You should aim
to get them there early enough that only a couple of terran units are
made. Push up their ramp and take pot shots at the marines/marauder, or
their wall if they pull their troops back, and then just fall back and
let your shields recharge; rinse and repeat. The key is to try to hurt
as many soldiers as possible (since medivacs are a long way off), and to
damage the wall so you can snipe scvs if he goes to repair. Keep
reinforcing with more stalkers and do more harass.
Avoid making
more than 2 gateways until you have a stargate. It is likely that your
opponent's build will skew towards marauders and/or tanks since stalkers
are so good against marines and hellions. When resources permit it,
tech to void ray (I usually begin my stargate when I have between 2 and 4
stalkers). The void rays tend to start popping when I have
approximately 6 stalkers and 3 warp gates. The void rays provide an
alternative method of harass, can give vision of the ramp to your
stalkers, and can shoot the SD's and barracks that are walling the ramp
if they have chosen to put them there. It is so easy to micro your void
rays when there are a bunch of stalkers underneath that outrange
marines, or if the terran has their own wall blocking their way.
If
you continue this harass, and avoid committing to close battles with
the terran army, you should gain enough of an advantage to be able to
safely expand or tech. Not only that, but you shouldn't lose many units
if your micro is crisp, ideally leaving you with an economic and army
advantage.
I will talk about specific build orders, tactics, and additional complementary units in the three sections below:
1. The Opening
2. The Harass
3. The Mid-Game Transition
1. The Opening:
There
are a couple of openings that you can use which allow you to get that
early stalker pressure, and transition into the void ray. You can go
with a one-gate cyber stalker opening, which allows you to get your
first void ray and warp gates out sooner - or a fast dual-stalker
opening which allows you to put on a very strong, early harass in
exchange for a slightly slower void ray.
Dual-Stalker Build:
chrono nexus
12 gate
scout
chrono nexus
14 gas
15 gate
15 core
16 pylon
16 build both stalkers
chrono gateways
This opening is my personal favourite, particularly on maps like kulas ravine. Maps with short rush distances, wide ramps, or flat entrances allow for the pressure to be much more effective. However, this opening has limitations on maps with small or elevated ramps due to the effectiveness of bunkers and the increase in micro difficulty in those scenarios. As well, long rush distances can make a big difference as the production of a single extra unit at such an early part of the game can greatly increase your opponents army effectiveness.
One-Gate Cyber Build:
By going for a one-gate cyber build, the early stalker harass will not be as strong as in the dual-stalker build, but it allows for void rays and warp gates to be obtained earlier. It is often a better opening for maps/positions with short air distances, large rush distances, or small/elevated ramps.
2. The Harass:
Depending
on the map, and your enemy's composition, you will want to do either a
stalker-centric harass, or a void-ray-centric harass. All that really
means is that you will either have a composition skewed more towards
stalkers, or more towards void rays, as a response to what your opponent
is doing.
Stalker-Centric Harass
Here's the breakdown:
Void ray > Phoenix > Hallucinate > Observer
Warp Prism?
Observer Observers are a great scouting unit and will help deal with any banshee pushes that your opponent may do...but you need to get expensive tech to use them - the robotics facility. You would essentially be spending 50/100 for the observer + the cost of the robotics facility. Great for scouting, but doesn't compliment the stalker harass.
Hallucinate I really like this one since it is so cheap, it lets you stay on gateways units, and lets you get more sentries. Those sentries can not only hallucinate a scout, fake armies, etc. but they can also be used to contain the terran with force fields. You also end up with a larger ground army this way. However, it lacks the harassing potential that phoenixes and void rays have, and allows the terran to sit back a little bit more comfortably.
Phoenix You need several of them to harass well, but to get the phoenixes you need stargate tech, then the 100's of gas and minerals to get the phoenixes, so you better make any harass good enough to offset the smaller army size you will have compared to if you had gotten hallucinate. Generally speaking it doesn't make sense to spend the same amount of money on phoenixes that you could spend on void rays, when they are not dangerous enough to scare a terran into staying in their base. Never mind that they are useless against bio - why use a 150/100 unit to lift a 100/25 marauder that is armoured, when you could just blast them with a void ray? However, that said, there are certain instances when phoenixes may be preferable to void rays - namely if your opponent goes with a 1-1-1 build. Not only that, but if you do the 2-gate into void ray build, you will easily be able to tell if your opponent is going 1-1-1 well before the stargate finishes...so just make a phoenix instead of a void ray. I am admitting right now that I have not tried phoenixes much in PvT as protoss, but many people have sworn to me that phoenixes are great against the 1-1-1 build. It seems intuitive, since phoenixes are strong against vikings and medivacs, and can lift tanks, putting 2/3 of the 1-1-1 structures out of commission. (I really like this idea since enough terrans have read this guide, that when I play PvT some terrans begin fast-teching to starports in anticipation of my void ray before I even throw down a stargate.) Meta-game aside, it seems like the concept has potential, and I would love if anyone who has made this work (or had it fail horribly) could send me their replays to help support the discussion!

Void Ray Void rays can provide the vision for stalkers, they can provide solid harass around the base while drawing units away from the front where your stalkers are, are pretty meaty, and can pack a punch. Not only that, but stalkers can support the void ray very easily. Simply put your stalkers at the bottom of the cliff, and use your void ray to attack things on the top of the cliff. Your opponent has to be very careful, since if the void ray gets charged up, and you manage to snipe a few marines with your stalkers, it could be GG right there. Also, since your main army is stalkers, it is great to force your opponent to make missile turrets and marines, skewing his composition favourably for your stalkers. They don't know how many void rays you plan on making, so they have to play defensively against that anti air. And you never know - the stargate tech makes it easier to get a MOTHER SHIP!
Warp Prism It was suggested in the comments that a warp prism may be an effective scouting unit. My first reaction was, "Robotics facilities are expensive and warp prisms have low health!" but, after considering it for a bit, it could be kind of neat to harass the front with stalkers, then pick them up and drop them behind the minerals, and then back around. Or simply warp a zealot to send at their scvs and force them away from the front. Food for thought eh? You could also deal with banshees more effectively. I'll reserve judgement until I see it in action.
With the stalker-centric strategy, just keep constant pressure on the front, with the void ray (or maybe 2 void rays) poking around, and you should be able to expand or tech to blink/charge/templars safely. Make sure to keep everything alive! If the terran tries to push out at your stalkers, send the void ray to his minerals, and he has to choose between chasing your stalkers or losing his economy. Likewise, if he is chasing your void ray, just pull it back and put as much pressure on the front as you can safely do. He won't be attacking you if he is chasing a void ray around his base. Remember to keep macroing!
Void-Ray-Centric Harass
The additional void rays could win you the game - but remember that the intension of this build is not to outright win the game (although the opportunity seems to present itself enough). You should instead try to secure yourself a future advantage by killing some units/structures, skewing their composition, and keeping the void rays alive. Remember that if the terran knows you have void rays somewhere on the map, he has to play more defensive and has to account for them in his unit composition.
3. The Mid-Game Transition:
If
you keep harassing and reinforcing your stalker army, you should find
yourself in a safe enough position to try to tech or expand. Note that
your opponent is stuck on one base and has no map control, so you are
not under any huge pressure to expand. If you can instead get a tech or
composition advantage, you may be better off than if you go for an
expand.
I consider the mid-game core of any protoss PvT to be
chargelots, templars and armour upgrades. It is beyond the scope of this
guide to discuss why, but in short I find the cost effectiveness of the
army, the mobility, and the fluidity of the transitions to be superb.
Below
are a series of mid-game transition tactics that can be used to
compliment the mid-game transition towards chargelots, templars and
armour upgrades.
Sentry Tactics
Alternatively, if they do manage to break through your contain, you can respond by sending your void rays at their command center and mineral line. They will have to choose between calling off the attack to defend, sending some units back and proceeding with a weakened attack, or attacking and risking losing their base. If they choose to attack, warp in the sentries at your base and try to block them out of your ramp.
Fun Fact: According to day9, if you have 6 sentries, the combined energy regeneration will allow you to force field a small ramp indefinitely.
Robotics Facility
Everyone knows about the usefulness of observers; enough said.
Warp prisms are a unit that I have rarely seen my opponents use. The best evidence that they are good and worth getting is White-ra. I have watched many White-ra replays, and he gets one pretty much every single PvT game that lasts longer than 12 minutes, and he does severe harass damage with it and templars.
Blink
Blink is always useful for kiting bio-balls, blinking into their base after they push out, etc. However, it is often more useful to get charge and templars faster instead of getting blink. I tend to only get blink on select maps such as metalopolis and kulas ravine. These maps have bases that are easily accessible to blink stalkers from multiple directions, and long rush distances for my opponents to take before reaching my base.
Compare those maps to a map like steppes of war. Trying to blink up in steppes of war is like a death sentence since your stalkers are probably going to have to blink near the enemy army, and the enemy army can easily block the one escape route. After they mop up your stalkers, they can then quickly rush across into your base before you can replenish your forces with the short rush distance.
Now I know some of you want to get blink just because it is so damn fun. But is losing fun? NO!!! So don't get blink if it won't be as good as charge.

Carriers
Several people have suggested that a carrier transition would be easier
than a chargelot-templar transition, and if "easier" means that you
don't have to invest as much money in tech structures and research, then
I have to agree. Not only that, but my limited experience with carriers
have suggested that they are cost-neutral against vikings, and we all
know that they can decimate tanks and marauders.
I think
it would all come down to your opponent's composition. Fortunately,
because of the stalker-void ray harass, you should have an idea of what
your opponent is making. If your opponent manages to get 1 or 2 vikings
out with some tanks, and doesn't have many marines, it seems like it
could be a good idea. However, it seems to me that if your opponent is
able to deal with stalker-void ray, he probably already has the units
available to deal with carriers supported by a weak gateway army.
Weaknesses of the Strategy
Now, while I've only lost a few
times - and often just because I was being an idiot - I have picked up
on some weaknesses that this build has.
Weakness # 1 - Bunkers at an open ramp.
Response: I usually respond to the bunker by setting up a perimeter, getting a couple sentries to help contain at the ramp, and getting those void rays out as fast as I possibly can. The void rays can be used to help draw units away from the ramp and out of the bunkers, but if they find other ways to deal with your void ray harass you really can't do much damage. In that case, you should resign yourself to a contain, poke around to see what scouting info you can get, and macro/tech.
Weakness # 2 - Long rush distances.
Response: Prepare to contain rather than to harass with your stalkers, and get the void rays out quickly. Remember that any counter pushes have to go a long way to go back to you, so consider expanding earlier or getting blink.
Weakness # 3 - BANSHEES!!!
Response: Use your void ray to scout while you harass. You may be able to catch it early-ish and get a forge or robotics facility. Also, increase the pressure. Even if the banshee comes out and kills your stalkers, you still have void rays to continue putting the pressure on, so if you commit to void rays and use the brief timing window before the banshees come out to kill all of his anti-air, you could be pretty well situated to take the game.
Weakness # 4 - Reapers?
Weakness # 5 - Subtle Timings
Response: First and foremost, make sure your build opening is very crisp. Harassing with an early probe can buy you some precious seconds, but don't do a sophisticated probe harass if it means you might forget to put probes in gas, or build your second pylon. Then, stick to the plan. Don't be overly aggressive with your units - try to keep them alive - and harass where you can.
Weakness # 6 - Marine-Ghost?
Early Harass
Marines get ravaged by stalkers in the early harass. In most of the games where my opponent tried to go for marine-ghost, I broke through his wall before the first ghost was finished being produced. Stalkers out-range marines, and have a shield that regenerates. If your opponent doesn't wall, but places a bunker, you can see if it is possible to run your stalkers past the bunker. Its simply a matter of running your stalkers around the base kiting the marines (he will, of course, unload the bunker) and then the next couple stalkers can come and deal with the bunker, or join the stalkers already in the base. If you are in doubt as to whether a kiting mission will work, you should probably play it safe.
The Contain
In a contain you should never clump your units or sentries together. Make a loose concave around the bottom of the ramp, keeping your units away from his cliff, and separate your sentries. He will need to use multiple emps, and even then if he targets the sentries (and you don't get a force field off) your stalkers will still be fine.
Kiting the Bio Ball
Note that when your opponent pushes out, he is still at his base and has to travel a long way to get to yours. You can kite his marines, using the stalker's increased range and movement speed, to wear them down as they go, positioning the injured stalkers so that they don't take fire - or just sending them back to the base to regen. If the marines stim, even better! You can just separate your stalkers and send them in different directions. Even if you lose 1 or 2 stalkers, forcing him to stim long before he reaches your base means that he will be arriving with a weakened army.
Void Ray
When he pushes out, you can send your void ray to his barracks or his minerals. If the void ray charges up fully, it will be able to kill every marine and ghost that spawns with ease. It should be easy enough to charge up when the enemy's army is busy trying to deal with your stalker harass. If the marines/ghosts decide to go back, you can chase them with stalkers and simply move your void ray away.
If he decides to continue with the attack, you gain a micro advantage. You don't need to micro a void ray that is sitting over your opponents critical structures, you can just leave it to destroy things and check in on it occassionally. This allows you to focus just on the bio ball and your stalkers. Your opponent, on the other hand, has to micro his bio-ball and somehow try to deal with a void ray destroying all his stuff.