3 Gate Robo strategy for PvZ

The 3 Gate Robo strategy is a solid, well-known strategy for Protoss players in the PvZ match up. For those unfamiliar with the terminology, “3 Gate Robo” means this strategy is a timing attack that uses 3 Gateways and a Robotics Facility for your first offensive push on your Zerg opponent.

The ability to micromanage your units well is a very important part of the strategy. If your micromanagement (micro) abilities are subpar, this may not be a good strategy for you — or it might be the perfect strategy to use for practicing your micro. 3 Gate Robo utilizes Immortals which are easily surrounded by Zerglings if you aren’t careful about your unit control and it also uses Sentries for well-placed Force Fields. Poor micromanagement has the potential to unravel the entire strategy against strong Zerg opponents.

Build Order

9 Pylon
10 Chrono Boost Nexus after Pylon completion
12 Gateway, send Probe to scout
13 Chrono Boost Nexus
14 Assimilator, saturate when complete
15 Pylon
16 Zealot. Chrono Boost this Zealot if your scout sees opponent <13 Pooling
18 Cybernetics Core
21 Zealot
23 Sentry
24 Warpgate Research
24 Zealot
25 Pylon and Assimilator
27 Robotics Facility
28 Gateway
32 Observer
33 Pylon
35
Immortal
39
Gateway

That is the basic build order. If you’re not sure how to read a build order, check out our guide to reading build orders.

You should push out to attack as soon as you feel comfortable doing so — the ideal is to push as soon as your Observer sees your opponent starts to build a Hydralisk Den or a Spire. When that happens, your opponent should be holding into their larva and resources to produce a group of Hydralisks or Mutalisks upon the building’s completion. Your goal is to either snipe the Hydra Den or Spire as soon as they’ve completed or destroy their expansion/second base.

Remember that build orders do not have to be completely identical from game to game. The build order listed above is tried and true, but do not be afraid to make small changes that better fit your play style, or that you find works better for you. The best players do not copy build orders, they make them!

Important Notes
As mentioned, this is a micro heavy build. You cannot just send your units at your opponent blindly and hope that they win. The things that you will need to pay the most attention to are:

  • You need to keep your Immortals as close to your front line as possible (without cutting off your Zealots) so that they cannot be completely surrounded. They are not fast or agile units — a mass of Zerglings surrounding your Immortals will be the death of them.
  • You will need to choose your Immortals’ targets, not simply let them blast away at whatever they want. Immortals deal bonus damage to Armored units, so they will destroy Roaches very easily. If your Immortals ignore the opponent’s Roaches and attack Zerglings instead, they are doing less than half of the damage that they would otherwise be doing and those Roaches are very likely cutting through your Zealots like butter.
  • Your Sentry Force Fields are extremely important. With your offensive army, you will need to use them to split up your opponent’s forces into manageable groups, and also to protect your Immortals from being flanked and surrounded. During your first offensive push, you want to keep a Sentry at your base to Force Field your ramp if your opponent attempts a counter attack, blocking them from getting inside of your base until you can rebuild enough to deal with them.

In addition to the micromanagement demands, should your initial push fail and you don’t deal sufficient damage to your opponent, you will find yourself at a substantial deficit. You will be on one base while your opponent is on two, and if your attack failed, chances are good your opponent has an army advantage as well. You will need to find a way to make up the disadvantage — intelligent use of your Observers will go a long way here, as you will need to keep your opponent at bay with as few units as possible so you can expand and get your economy caught up. If your attack was succesful and you did significant damage to your opponent, Liquipedia suggests, “you have the option of either expanding or get additional tech to finish them off 1 base. If they went Spire, you should add a Stargate and begin Phoenix production to complement your Zealots. If they went Hydralisks, add a Robotics Bay and switch to Colossus.”

Additional Resources

For more information on the 3 Gate Robo build order, see the links below.

Blink Stalkers: The Smart Blink technique

Stalkers with Blink are a favored method of harassment as Protoss, but only those in the top tier of Protoss players micromanage them properly to minimize their losses. The more Stalkers you have in a control group, the more difficult it is to aim their Blinks properly, but there’s a way around that.

The technique for managing your Blinks correctly is not a new one (it’s been in action since early beta), but it is one that most new players or players in lower ladder brackets tend to overlook. Most players will select all of their Stalkers, push Blink, then choose their blink location. The Stalkers at the very front of their control group will reach their destination, but the ones in the back will fall short. This is extremely problematic when trying to blink up cliffs or across gaps in the terrain. Most of your Stalkers won’t make it across, you’ll divide your forces and they will be killed much more easily.

The trick is to queue commands in a specific order: Hold down shift to queue a Move command, then queue a Blink to your intended destination, and then finish with another Move command. The first move command will force them to move to a specific point before they Blink. Rather than blinking immediately and falling short of their target, they will not blink until they’ve reached the end point of their move command. Then they will blink across, and every Stalker will reach their blink target. The extra move command ensures the Stalkers don’t remain piled up at their blink destination and block further Stalkers from making it across. You do not want to issue an Attack-Move order as your third command because that can still cause your Stalker to pile up.

Queue Order:

  1. Highlight your entire group of stalkers (or select your control group) and issue a Move command in the direction you want to move while holding Shift. If aiming to Blink up a cliff, issue your move command at the very bottom of the cliff. If trying to jump a gap, do it at the edge of the gap closest to you.
  2. Continue holding Shift. Press your Blink hotkey and then click your Blink location. Make sure you have vision if going up cliffs or across gaps.
  3. Continue holding Shift. Issue another Move command away from your blink destination. Release shift and watch your Blink magic!

This technique is much easier to understand when seen in motion, so embedded below are two tutorial videos from this technique. One is from StarcraftScientist and the other from HDStarcraft.

Best Protoss opening build orders: 4 Gateway

One of the basic and popular Protoss strategies is the 4 Gateway build. This is not a rush or a macro build, it's a balanced build. The idea is to wall off your ramp with a Gateway and Cybernetics Core to fend off rushes while you get your economy running and all four Gateways transformed into Warpgates to pump out a constant stream of combat units that will overwhelm your opponent.

  • 9 – Pylon
  • 12 – Gateway (at ramp)
  • 14 – Assimilator
  • 16 – Pylon
  • 18 – Cybernetics Core (to finish walling off ramp)
  • 18 – 2nd Assimilator
  • 21 – Stalker (chrono burst)
  • 21 – Warpgate Research (chrono burst it constantly)
  • 24 – Pylon
  • 25 – Gateway
  • 27 – Sentry (you want one early so it can start building energy)
  • 30 – 2 more Gateways
  • 30 – Use Probe to plant Proxy pylon
  • 31 – Stalker

By the time the 3rd and 4th Gateways finish, your Warpgate research should be done. Transform all four Gateways into Warpgates and start pumping out a mix of Zealots, Sentries and Stalkers at your proxy pylon to rush your opponent with a large force. Be sure to leave a few Stalkers and Sentries at your base to deal with any rushes on your wall buildings or fliers/cliff-walkers going after your supply line probes.

Remember to pump out a few Sentries at your proxy pylon early to give them time to build up energy while you wait on Warpgate cooldown to bring in more forces. Their Forcefield and Guardian Shield can turn the tide in a conflct.

Practice this against the AI and when you get the timing down, take it against another player to see how it works. If it doesn't secure a win, you will want to shift into late-game strategies based on what your opponent is throwing at you (i.e. Immortals, Void Rays, Archons, etc.)

The video below show the same idea with a slightly different build order, but the same concept.

Definitions for new players:

  • Proxy Pylon: When Gateways are transformed into Warpgates (after the Warpgate ability is researched at the Cybernetics Core), they can then warp in a combat unit at any pylon. So you want to send a Probe to create a Pylon near your opponent's base, but slightly off to the side so it won't be found quickly. Then start warping in units quickly and rush your opponent with a mass of units.

PvZ: Protoss opening build order and Immortal Rush video

YouTube contributor HuskyStarcraft has posted an instructional video for Protoss players up against a Zerg opponent. The 9 Pylon 13 Gateway opener he uses is standard for Protoss players regardless of their opponent or long term strategy. But when scouting the enemy base he sees a Warren and knows his opponent is building Roaches instead of planning a Zergling Rush (aka Speedling Rush). He then switches over to an Immortal Rush build. His exact build is in the info box on the video’s YouTube page.

This video was made in March while the game was still in beta. Roaches now take more supply to build and Immortals take more time to make so you may want to work with the Team Liquid build over the one he has listed.