[NEW] Chargelot Archon Void Ray PvZ | void ray – Vietnamnhanvan

void ray: คุณกำลังดูกระทู้

Chargelot Archon Void Ray PvZ

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Contents

Introduction

Early GameOriginal sOs Build
Standard double stargate build
Standard single stargate build
Naniwa’s phoenix opening
Naniwa void ray build
Naniwa’s DT build

MidgameLair-based timing attack
Mutalisk
Swarm host
Ultralisk
Passive roach/hydra/infestor/queen

Lategame

The History of Void Ray/Chargelot/Templar in PvZThe Origin
The Early Days
Less Stargates, Faster Tech
Mid Game Attacks
The Finished Product

Additional VODs

Introduction

By: Teoita and SC2John

The void ray/templar/zealot PvZ style is the most innovative build to emerge since the release of HotS. The roots of the playstyle are found in the mass skytoss builds of the HotS beta — and from standard play in Brood War to a lesser extent — where focusing on templar and zealots after a stargate opening was the norm. It was first refined by Woonjing Stars Protoss players, sOs in particular, who showed just how devastating it can be in the WCS Season 1 Global Finals as he confused the best Zerg in the world, Soulkey, in their Ro4 match. The metagame has since evolved, but the core ideas remain powerful today. Along with other notable players, such as Naniwa, sOs continues to focus heavily on this unit composition and enjoy great success with it.

A flashy and deceptive style in pure sOs fashion, this can be considered the middle ground between hyper-aggressive 3base blink timings, and the methodical Colossus/Stargate builds that have been used in PvZ since 2010. Blink stalker 3base builds need to hit a powerful midgame timing or risk not scaling well enough into the endgame. Against zerg tech and production, colossus builds are powerful but slow: slow means exploitable by tech switches. The skytoss/templar style, on the other hand, can allow Protoss players to be take map control and play aggressively without needing to commit to an attack and with an extremely powerful lategame. The price to pay for this added versatility is the need to utilize greedier and/or trickier openings. This results in a third base that can sometimes be harder to defend from midgame attacks; additionally, the heavy tech investment of this style results in a lower sentry count and less energy for Hallucination scouting. You also get to feel like Bisu every time you beat someone which is pretty fucking awesome. From now on this style will be called The Bisu Build because every PvZ build with zealots templar and flying units is the Bisu Build anyway.

This guide examines every phase of the game: early game, defined as the part of the game in which the protoss player executes his favored opening; midgame, the portion of the game in which the protoss is on three bases and has to react to the zerg’s decisions of either teching up to lair or hive tech or going for a lair based bust; and lategame, once the protoss tech investments fully kick in and he’s free to take map control and a 4th base.

Early Game

This versatile style is still extremely unexplored. As a result, there is no single build, but whole family of them which accomplish the same end game goal. Nevertheless, every build shares a common structure:

  • A fast expand, much like any PvZ build. This can be either gateway FE or FFE.
  • A tech opening, most of the time stargate but dt builds can also branch into the Bisu Build. The gateway expo builds tend to open with a stargate/forge wall as opposed to 3gates and a later stargate. It is also possible to open with a fast third into tech: this style is so greedy we don’t recommend it for ladder play.
  • Tech based pressure in the form of stargate or dt’s. Usually the stargate produces a phoenix or oracle for scouting and light pressure before switching to void rays. Naniwa sometimes opens with three or four phoenix and heads into this style. A warpgate-pressure based opening is viable but far less common.
  • A third base as fast as possible, usually established and defended with a void ray or two and the msc. If opening gateway expand, you need a completed forge before this to sim city a cannon at your third location.
  • Void ray production can come from one to three stargates. The more stargates a player makes, the more void rays he intends to build before tech switching to zealot/archon: thus delaying his gateways, charge, and storm. Depending on the map and style, the standard numbers are one to three stargates for two to six initial void rays: more as necessary if they are needed for defense. Some Koreans like trying harassment/recall tactics with their void rays and the msc.
  • A big tech switch into 10-14 gateways. Avoid stalker production while teching to storm and templar once the third base income kicks in.
  • The possibility to hit a 3 base timing once void ray production is complete and the gateway tech is up. The 4th base is usually taken behind this move out.

As you can see, the possibilities are almost endless, and every player can put his own spin on this style. The two most known users of the Bisu Build are sOs and Naniwa, so from now on all the builds reported will be theirs.

Here are some possible build orders used successfully in televised matches:

sOs build from WCS Season 1 finals

  • FFE opening
  • Stargate as soon as Cyber Core finishes
  • Units off gateway: zealot, sentry, sentry
  • 5:40 Third and fourth gas
  • Off the initial stargate: 1x phoenix, then start void rays
  • Mothership core while the first void ray and second sentry are in production
  • 7:30-8:00 Third Nexus. This could be slighly slower if lings snipe your probe. Simcity a cannon and add a second for safety.
  • 8:45 2x stargates. Make up to 6 initial void rays.
  • 9:00 +1 shields and +1 air weapons
  • 9:35 Twilight council, charge as soon as it completes
  • 10:30-11:30 Start adding gates, going up to 4 and then 8/10
  • 11:30 Templar Archives, storm as soon as it completes
  • 12:00 +1 weapons
  • Resume void ray production, go up to 8 or 10.

Note how greedy this build is: gateway production only kicks in at around 12:30, making this build fairly susceptible to Lair busts. If you want to play greedy –and/or know your opponent will play passively — this is a powerful variation.

Double Stargate sOs standard build

  • FFE opening
  • Stargate as soon as Cyber Core finishes
  • Units off gateway: zealot, stalker, sentry
  • 6:00 Third and fourth gas
  • Off the initial stargate: One Oracle, then start void rays. Make an initial group of 4.
  • MsC as soon as the oracle completes
  • 7:30 Third nexus, second sentry off warpgate. Simcity with a cannon and 2x gates
  • 8:00 second stargate, +1 weapons
  • 8:40 Twilight council, charge as soon as it completes
  • 9:00-11:00 Begin adding gates, going up to 4 and later 8/10
  • 10:00 +1 Air weapons
  • 10:20 Templar Archives
  • Resume void ray production, go up to 8 or 10.

A good trick to learn when opening with an Oracle instead of a phoenix is to sneak around with the initial zealot to harass a queen making the oracle more effective. Keeping the oracle alive is mandatory as it’s a scouting unit later: do not be greedy while harassing. Cutting the initial void ray count down to 4, and the stargate count to 2, speeds up the zealot/templar transition by about a minute. This allows you to get charge much faster; however, teching to storm against 3base allins is still very risky. It also takes longer to go up to your desired high void ray count after getting your infrastructure going.

Single stargate sOs standard build

  • FFE opening
  • Stargate as soon as Cyber Core finishes
  • Units off gateway: zealot, sentry, sentry
  • 5:50 Third and fourth gas
  • Off the initial stargate: one phoenix, then start void rays. Initially just make two.
  • Msc as soon as the phoenix completes
  • 7:30 Third nexus, +1 weapons. Sim city with a cannon and 2x gates
  • 8:10 Twilight council, charge as soon as it completes
  • 9:20-10:00 Begin adding gates, going immediately up to 7 and later 12.
  • 9:40 Templar Archives, storm as soon as it completes
  • +2 weapons as soon as +1 is done
  • Resume void ray production after getting all your gates up, go up to 8 or 10.

This build allows you to have an extremely fast storm (~12 minutes), in exchange for a much lower void ray count in the early game and worse infrastructure: you will be staying on the one stargate for much longer. As a result, the build is much stronger against hydra/ling, slightly stronger against ultra/ling, and weaker against roach based builds and mutalisks. In general, the higher production of gateway units makes holding your third base a bit easier. Your gateway units are decidedly stronger thanks to the faster upgrades. Finally, the lower early/midgame void ray count means they are only used as a defensive unit in setting up your third and protecting against roach/ling pushes: doing any kind of void ray recall harassment is extremely hard with so few voids.

Naniwa’s phoenix opening

  • Msc 15/15 gas expand. Three in gas after starting the natural Nexus and pylon.
  • Units off the gate: zealot, sentry after the nexus.
  • 4:45 Stargate at natural
  • 5:20 2extra gates, wall as necessary
  • Units off the stargate: 4x Phoenix. No void ray production until much later on.
  • 6:45 Natural gasses
  • 7:40 Forge
  • 8:30-9:00 Third nexus
  • 9:00 Twilight council, charge as soon as it completes
  • 9:45 Four gates
  • 10:15 Templar archives
  • 12:00 Take map control with your zealot archon if you know your opponent isn’t going to push any time soon, tech to double stargate behind it.

This game shows how to brutally hard counter ultralisk rushes with solid play. It’s important to note how Naniwa remains calm against the zergling harassment, knowing that vortix’s third was later than normal, his ling production implies a low drone count.

Naniwa’s void ray build

  • Msc 15/15 gas expand. Three in gas after staring the natural Nexus and pylon.
  • Units off the gate: zealot, sentry after the nexus.
  • 4:45 Stargate at natural
  • 5:20 2extra gates, wall as necessary
  • Units off the stargate: one Phoenix, then begin void ray production
  • 6:45 Natural gasses
  • 8:15 third base
  • 8:30 2x stargates, +1 air weapons. Make up to six initial void rays.
  • 10:00 Forge
  • 10:30 Twilight council, start adding gats and teching up as usual

This build is Naniwa’s version of the mass void ray opening. Notice how heavily he delays gateway tech, in order to use his stargates to secure his third. Despite being safer than sOs’ original build, it’s still very hard to hold off any queen-based attacks; on the other hand, any timing or build including roaches should be fairly easy to stop.

Naniwa’s DT build

  • Msc 15/15 gas expand. Three in gas after staring the natural Nexus and pylon.
  • 4:35 twilight council
  • 4:40 Stalker (use it to deny scouting)
  • 5:20 2x gates to wall
  • 5:30 Dark Shrine
  • 6:10 Proxy pylon. Warp in 3 zealots as soon as warpgate is done and then three dt’s; you can either split them up and go for drones, or keep them together and kill a hatch.
  • 7:00 Natural gasses
  • 8:00 Forge and +1 weapons as soon as it completes
  • 8:30 2x stargates, begin void ray production. Make an initial group of four before tech switching.
  • 9:25 Start zealot Charge
  • 9:45 Third nexus. Warp in three sentries for defense and scouting.
  • 11:40 Begin adding gates, going up to eight.
  • Templar archives when you are safe (either the zerg is teching, or you hold off an attack)

The DT opening is a great complement to the standard stargate play, because dt’s and void rays have surprising synergy in the early game. It’s also easy to disguise your build as a gateway pressure. As with 2/3 stargate builds, you have the option to harass with the msc and void rays later on, which also gives you the ability to sneak in even more dt’s.

The common theme with all these builds, other than the obvious endgame composition, is the cut in void ray production to ramp up gateway tech. If you keep on making void rays, your gateways, charge, and storm will all be too late. The adjustment made in each of these builds is to hit a desired void ray count (six, four, or two unless you get attacked and need any unit possible to defend), cut production, tech up, and go up to 8/10 void rays in your endgame army after reaching storm and charge.

This versatile style is still extremely unexplored. As a result, there is no single build, but whole family of them which accomplish the same end game goal. Nevertheless, every build shares a common structure:As you can see, the possibilities are almost endless, and every player can put his own spin on this style. The two most known users of the Bisu Build are sOs and Naniwa, so from now on all the builds reported will be theirs.Here are some possible build orders used successfully in televised matches:Note how greedy this build is: gateway production only kicks in at around 12:30, making this build fairly susceptible to Lair busts. If you want to play greedy –and/or know your opponent will play passively — this is a powerful variation. sOs vs Soulkey Set 1 on Whirlwind, from WCS Season 1 FinalsA good trick to learn when opening with an Oracle instead of a phoenix is to sneak around with the initial zealot to harass a queen making the oracle more effective. Keeping the oracle alive is mandatory as it’s a scouting unit later: do not be greedy while harassing. Cutting the initial void ray count down to 4, and the stargate count to 2, speeds up the zealot/templar transition by about a minute. This allows you to get charge much faster; however, teching to storm against 3base allins is still very risky. It also takes longer to go up to your desired high void ray count after getting your infrastructure going. sOs vs Goswser Set 1 on Frost, from DH Winter (sOs produces void rays as soon as he scouts the 3base allin)This build allows you to have an extremely fast storm (~12 minutes), in exchange for a much lower void ray count in the early game and worse infrastructure: you will be staying on the one stargate for much longer. As a result, the build is much stronger against hydra/ling, slightly stronger against ultra/ling, and weaker against roach based builds and mutalisks. In general, the higher production of gateway units makes holding your third base a bit easier. Your gateway units are decidedly stronger thanks to the faster upgrades. Finally, the lower early/midgame void ray count means they are only used as a defensive unit in setting up your third and protecting against roach/ling pushes: doing any kind of void ray recall harassment is extremely hard with so few voids. sOs vs curious Set 1 on Derelict Watcher, from IEM New York Naniwa vs Vortix Set 1 on Bel’Shir Vestige, from WCS EU Season 2This game shows how to brutally hard counter ultralisk rushes with solid play. It’s important to note how Naniwa remains calm against the zergling harassment, knowing that vortix’s third was later than normal, his ling production implies a low drone count.This build is Naniwa’s version of the mass void ray opening. Notice how heavily he delays gateway tech, in order to use his stargates to secure his third. Despite being safer than sOs’ original build, it’s still very hard to hold off any queen-based attacks; on the other hand, any timing or build including roaches should be fairly easy to stop. Naniwa vs Vortix Set 3 on Derelict Watcher, from WCS EU Season 2The DT opening is a great complement to the standard stargate play, because dt’s and void rays have surprising synergy in the early game. It’s also easy to disguise your build as a gateway pressure. As with 2/3 stargate builds, you have the option to harass with the msc and void rays later on, which also gives you the ability to sneak in even more dt’s. sOs vs. Soulkey Set 2 on Neo Planet S, from WCS Season 1 FinalsThe common theme with all these builds, other than the obvious endgame composition, is the cut in void ray production to ramp up gateway tech. If you keep on making void rays, your gateways, charge, and storm will all be too late. The adjustment made in each of these builds is to hit a desired void ray count (six, four, or two unless you get attacked and need any unit possible to defend), cut production, tech up, and go up to 8/10 void rays in your endgame army after reaching storm and charge.

Midgame

When establishing your third base, you must wall off your single cannon.

Often times, zerg players will look to produce a round of lings to deny your fast third. This sim city is key in defending that pressure along with the void ray(s) and mothership core. At this point of the game, your ground army will likely consist of only three to four units which would just die to the zerglings; therefore, you need to be in position with the msc and void ray(s):

This style requires careful reactions and scouting on the protoss player’s side as with most lategame-oriented PvZ builds. PvZ in HotS is a match-up of powerful hard counters and tech switches, so you always must be on top of your scouting through hallucination and stargate units. Here are the things to look for, but keep in mind that mastering this part of the game requires experience and game sense more than anything:

  • The timing on the zerg fourth. If he doesn’t take one shortly after scouting your third, expect some kind of pressure to come your way in the form of a roach/hydra, hydra/ling, or hydra/queen push. This isn’t necessarily all-in, so you must account for the zerg’s followup as well.
  • The presence of four or six gasses has been long time scouting clue in this match-up. Six gasses usually means some kind of tech or a more passive roach/hydra; fewer gasses very likely signals an impending attack. Similarly, pay attention to your opponent’s drone count and saturation: if a zerg stays around 60 drones he’s looking to attack, 70 or 80 means you have more breathing room.
  • Make sure to constantly check the zerg’s rally point: often this is between his natural and third. Since it’s very easy for zerg players to throw down buildings wherever, simply scouting his main base isn’t enough to have a solid read. Keep tabs on his gas usage. If he did some kind of opening involving hydras or roaches and is now producing exclusively zerglings, be on the lookout for a tech switch to mutas. If he keeps up with his ground army, he will more likely transition into swarm hosts or infestors. The only reliable way of scouting the zerg’s exact composition is to see the first batch of units being hatched and reacting immediately.
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With all this in mind, let’s go over what your reactions should be against all the zerg’s possible styles. This is fairly straight forward ZvP, but it’s useful to keep them in mind anyway.

Lair-based timing attack

If you scout a bust coming your way, immediately cut probe production. Depending on the branch you are following, you will need to cut your tech development and pump out whatever units you can. This means that if you did a two or three stargate opening, you need to make void rays while buying time for your gateways and charge to kick in. Do not try and reach templar. With a single stargate opening, on the other hand, you should try to get as many gateway units on the field as possible: delay extra stargates until later. In either case, warp in zealot/sentry as necessary: forcefields are key in surviving the most aggressive pushes. If they are doing a nydus-based build, try to be active with your stargate units to keep the nydus from going up too close to your base. Do not try to dual tech to templar and stargate until after holding his attack; in fact, in this situation you shouldn’t even mine the gasses from your third. You will be needing the minerals for gates and zealots. This seems counter-intuitive because this style is extremely gas hungry, but it’s mandatory for survival against committed attacks from the Zerg.

Mutalisk

Against mutalisk based builds, you need to make a choice on whether you want to get a good number of phoenixes, to engage in the muta/corruptor vs phoenix/void ray fight, or commit to a base-trade. The ideal scenario is when you did a stargate-heavy variation and already have several void rays alive; in this case, throw down a fleet beacon, get a healthy phoenix count up, and then use those and the void rays to zone the mutas and corruptors out. Meanwhile, you should also have a powerful zealot/archon/templar army on the ground which you can use to deny his bases: muta/ling won’t be able to fight it head on thanks to your aoe and the corruptors will be a wasted investment. In a less than ideal scenarios you will just need to commit to a base-trade: if you either took some damage, took too long to read your opponent’s intentions, do not have the sufficient tech in place, or simply are caught off guard and out of position. He still can’t fight you head on thanks to your archons, storms and void rays, so try to eliminate his bases as quickly as possible while either making cannons at one of yours, or pulling probes to hide new buildings as necessary. This is the most likely scenario which will occur in your games; but in general, this should happen less frequently than with the colossus/phoenix/blink stalker play thanks to the early game investment in stargates and your faster third. The final, and least likely scenario, is being far enough ahead that you can predict the zerg’s desperation muta switch, and catch him right before it kicks in. A great example of this situation is game 1 between sOs and Soulkey from their series during the WCS Season 1 final.

Swarm host

Swarm hosts are probably the greatest threat to this style. You desperately need colossi, but skipping a midgame robo means it will take a lot of time for that tech to kick in. Against this tech you need to buy time by moving out, harassing with zealots, and denying his bases. All this is to buy time for your robo play to kick in. Never engage straight up before you have a good number of colossi, or you catch the swarm hosts out of position. Instead, move out as soon as you are able and force him to burrow his swarm hosts. From here, swing in and attack from another angle. Keep this up until you have about three colossi, at which point your army has a better shot in a straight up fight. Take a fourth and try to stay even or ahead in economy: otherwise the Zerg will simply overpower you. This is the only situation in which teching to colossus is recommended before extreme late game.
Note that swarm hosts tend to be more popular on maps which are easier to control. On these maps, this style is also less viable: ideally you would like to have a big map where you can abuse the mobility of zealots and void rays while buying enough time for your greedy play to kick in before you can be threatened. Remember that rushing for ground based tech like swarm hosts exposes the zerg to void ray/recall harassment: if you don’t see any hydralisk production move out with your skytoss units and see if you can deal damage.

Ultralisk

The Bisu Build is perhaps the most powerful macro style to deal ling/infestor/ultra. Not only do you have a great deal of tech in place to counter him, you will also have a powerful economy to respond accordingly. Furthermore, his lack of anti air makes him weak to void ray/recall maneuvers and his reliance on lings makes his army very easily killed by your zealot/archon/templar. Against this style, your greatest enemy will be the infestor. Infestors can lock down your zealots and templar before they can do damage and shut down your void rays. Make sure to be on top of your micro: prioritize feedback over storm and recall as necessary. You can play quite aggressively once you have your third base secured and fortified. Move out when your gateway production kicks in. If you can’t hit a timing before around 14/15 minutes when his ultralisks come out (Naniwa vs Vortix), tech to double robo immortal and take a fourth. As usual, be on guard for any tech switch.

Passive roach/hydra/infestor/queen

The greatest threat to your army is once again the infestor. As written above, stay on top of your micro and your army should come out on top of any fight: especially as the game goes on and your army becomes more gas-heavy. Be on the lookout for mutalisk switches.

Compared to colossus based builds, this build is stronger against mutas and ultras, and weaker against swarm hosts. Against lair-based busts, it really depends on how the zerg and protoss builds match up. If you went for the three stargate style and the zerg does a hydra/queen timing, on a map with an open third, defending is almost impossible. On the other hand, with perfect play it’s possible to defend most roach/hydra all-ins off a failed or partially failed dt opening: Naniwa vs TLO, Naniwa vs Vortix on Star Station. If you come out ahead in the early game, and the Zerg tries to all-in you, holding on will be trivial: sOs vs Soulkey on Neo Planet S, Vortix vs Naniwa on Derelict Watcher.

Lategame

Your goal upon reaching lategame is to trade away your zealots and go for an unstoppable Void Ray/Archon/Templar/Immortal deathball. Eventually, you will always be forced to give away your low tech gateway units: zealots are better for this compared to the blink stalkers and expensive sentries used by colossus builds. Upon taking your fourth, throw down one or two robos and begin heavy warp prism harassment while using your zealots for runbys on isolated expansions. As long as the zerg player doesn’t build swarm hosts, you should be able to skip colossus and rely on your storms/feedbacks as aoe to support your expensive skytoss units.

Compared to colossus/blink stalker play, this is a slightly more favorable situation against air based zerg armies featuring vipers or broodlords: you can more easily access the counters in the form of templar, void rays, and tempests. You are less favoured against swarm host play, because you need to buy time, avoid his army, and make something happen until you can switch into colossus. Adding a mothership for the cloaking field can also be useful this late in the game. Remember that against the popular “free unit” armies of swarm host/broodlord, immortals are a waste, so as usual stay on top of your scouting. At this point, you should be able to harass and pressure rather as well with any leftover phoenixes, oracles, or scout with sentries and hallucinations.

A useful tip is, when you have a huge economy, to build a very high amount of robos and stargates: about four to five of each. This makes handling any possible zerg tech switch much easier.

The History of Void Ray/Chargelot/Templar in PvZ

The Origin: Void Ray/Colossus Compositions

The roots of the more modern Void Ray/Chargelot/Templar style can be traced all the way back to Void Ray/Colossus compositions used in the early parts of WoL. The basic idea behind the composition was that colossus could melt everything on the ground while the void rays could clean up anything in the skies: effectively mopping the floor with any zerg army. Unfortunately, Protosses found themselves under too much pressure to reliably get this composition from roach max all-ins and more deceiving muta builds. When Broodlord/Infestor compositions became the norm, this style was officially dead in WoL. With the changes to various units brought with HotS, however, Void Ray/Colossus has seen a resurgence: Protoss players can play greedier than ever with the photon overcharge ability and rely almost entirely on their new and improved void rays to take out most aggression. While still somewhat viable, this more rigid, defensive composition has led to the developement of the more versatile Void Ray/Chargelot/Templar composition.

Void Ray/Chargelot/Templar relies on splash from the other side of the tech tree and puts a far greater emphasis on gateway units. As a result, it is a much more flexible and often times more aggressive style. From it’s original conception in the early stages of HotS, it has grown tremendously in depth over the course of 2013.

The Early Days: Mass Void Rays

The very first Void Ray heavy builds emerged during the beta and in the first few weeks of HotS release. Squirtle and Creator notably employed this style heavily during the first matches in the first season of GSTL. These builds differ from modern styles because they focused extremely heavily on non-stop Stargate production, only teching to chargelot/templar very late into the game.

The very first series featuring a more modern style was sOs vs Soulkey in the WCS Season 1 Finals. These games, though unrefined compared to the games we see today, showed the solid game plan which has remained roughly unchanged since:

  • Open up economically;
  • Use void rays to secure a third;
  • Add on charge and a lot of gateways;
  • Get storm to defend versus later attacks.

In these games, sOs opted for a later charge/templar tech switch in favor of getting lots of void rays off of three stargates. sOs took his third incredibly early off of only one void ray and his MSC while investing in +1 air attack and shield upgrades. Once he reached a solid six void rays, he cut stargate production and focused on getting a chargelot/templar composition to back up his void rays.

As with most things in Starcraft, however, this playstyle was solved. Unfortunately for sOs, it was actually solved in only one game by Soulkey. Taking advantage of the ultra defensive, mass void ray style, Soulkey went up to five bases almost instantly and began to get mass upgrades on almost no units before unleashing a massive wave of double upgraded muta/corruptor. Other zerg counters were later discovered as well: ling/hydra attacks designed to deny the third base, roach/queen/nydus attacks, hydra/infestor attacks, ling/infestor attacks, etc. Finding their void ray armies in shambles before their area of effect damage and warp gates kicked in, Protoss players were forced to find an answer.

Evolution of the Style: Less Stargates, Faster Tech

In the normal progression of playstyle evolution, Protoss players took the existing Void Ray/Chargelot/Templar playstyle and began cutting corners and getting greedier:

  • Instead of three stargates, Protoss players started making two, and eventually all the way down to one stargate;
  • Instead of the “safe” six void rays before tech, players started cutting at four, going as low as two or three initial void rays with some builds;
  • Instead of committing heavily to air and shield upgrades, Protoss players began investing into ground attack upgrades earlier and earlier;
  • Third nexus timings came earlier with fewer units used to defend it.

The immediate consequence of all this corner-cutting was faster tech in the form of zealot charge, storm, and earlier gateways: all of which allowed Protoss players to better defend the mid game timings plaguing the original playstyle. Altogether, this period is characterized by Protoss players using intelligent greed based on scouting and timings to secure a safer position in the mid game versus lair-based attacks and allowing them to step into the late game more comfortably.

More Evolution: Mid Game Attacks

The development of the newer, more refined gate expands allowed Protoss players to play more aggressively early in the game and force responses out of the zerg. Passive void ray playstyles also became more common and easier to exploit, so Protoss players decided to take a more aggressive stance in the early and middle stages of the game. Ultimately, the rise of these early pressures allowed Protoss to interrupt the Zerg economy just long enough to neutralize the power of later attacks that were plaguing the more passive playstyles.

With the ability to shut down almost all zerg scouting with scouting phoenixes and walls, Protoss began to exploit Zerg’s lack of information with several attack timings. Many interesting phoenix-based attack timings and oracle openings evolved as a result. In conjunction with gate expands, several hybrid tech/warpgate pressures — such as oracle/3-gate pressure or early DT plays — were also developed or perfected, as is the case for the DT build. The purpose of these pressures was to allow Protoss to deal economic damage by forcing the Zerg to use larva and potentially shutting down the third base while equalizing in economy and tech. With the ability to do so, Protoss players were able to step into the mid game with slightly delayed — but much safer — void ray and/or twilight tech.

The Finished Product: Void Ray/Chargelot/Templar

In its final form, Void Ray/Chargelot/Templar encompasses a great many builds and styles. It’s possible to open DTs, phoenixes, oracles, warpgate attacks, or even just plain void ray macro styles and still transition smoothly into this composition. It is a flexible, powerful, and versatile mid game composition when compared with its older iterations and has several points upon which different openings can converge.

Starcraft is turning wheel: the meta game shifts and slides constantly as counters, counters to counters, and even counters to those counters are discovered. As Zerg players figure out timings and progressively step into the future of ZvP, Protosses will once again have to adapt and find new ways to exploit their opponent’s weaknesses. Luckily, Protoss has this time-tested composition that’s likely here to stay. Happy zealoting!

Additional VODs

When establishing your third base, you must wall off your single cannon.Often times, zerg players will look to produce a round of lings to deny your fast third. This sim city is key in defending that pressure along with the void ray(s) and mothership core. At this point of the game, your ground army will likely consist of only three to four units which would just die to the zerglings; therefore, you need to be in position with the msc and void ray(s):This style requires careful reactions and scouting on the protoss player’s side as with most lategame-oriented PvZ builds. PvZ in HotS is a match-up of powerful hard counters and tech switches, so you always must be on top of your scouting through hallucination and stargate units. Here are the things to look for, but keep in mind that mastering this part of the game requires experience and game sense more than anything:With all this in mind, let’s go over what your reactions should be against all the zerg’s possible styles. This is fairly straight forward ZvP, but it’s useful to keep them in mind anyway.If you scout a bust coming your way, immediately cut probe production. Depending on the branch you are following, you will need to cut your tech development and pump out whatever units you can. This means that if you did a two or three stargate opening, you need to make void rays while buying time for your gateways and charge to kick in. Do not try and reach templar. With a single stargate opening, on the other hand, you should try to get as many gateway units on the field as possible: delay extra stargates until later. In either case, warp in zealot/sentry as necessary: forcefields are key in surviving the most aggressive pushes. If they are doing a nydus-based build, try to be active with your stargate units to keep the nydus from going up too close to your base. Do not try to dual tech to templar and stargate until after holding his attack; in fact, in this situation you shouldn’t even mine the gasses from your third. You will be needing the minerals for gates and zealots. This seems counter-intuitive because this style is extremely gas hungry, but it’s mandatory for survival against committed attacks from the Zerg.Against mutalisk based builds, you need to make a choice on whether you want to get a good number of phoenixes, to engage in the muta/corruptor vs phoenix/void ray fight, or commit to a base-trade. The ideal scenario is when you did a stargate-heavy variation and already have several void rays alive; in this case, throw down a fleet beacon, get a healthy phoenix count up, and then use those and the void rays to zone the mutas and corruptors out. Meanwhile, you should also have a powerful zealot/archon/templar army on the ground which you can use to deny his bases: muta/ling won’t be able to fight it head on thanks to your aoe and the corruptors will be a wasted investment. In a less than ideal scenarios you will just need to commit to a base-trade: if you either took some damage, took too long to read your opponent’s intentions, do not have the sufficient tech in place, or simply are caught off guard and out of position. He still can’t fight you head on thanks to your archons, storms and void rays, so try to eliminate his bases as quickly as possible while either making cannons at one of yours, or pulling probes to hide new buildings as necessary. This is the most likely scenario which will occur in your games; but in general, this should happen less frequently than with the colossus/phoenix/blink stalker play thanks to the early game investment in stargates and your faster third. The final, and least likely scenario, is being far enough ahead that you can predict the zerg’s desperation muta switch, and catch him right before it kicks in. A great example of this situation is game 1 between sOs and Soulkey from their series during the WCS Season 1 final.Swarm hosts are probably the greatest threat to this style. You desperately need colossi, but skipping a midgame robo means it will take a lot of time for that tech to kick in. Against this tech you need to buy time by moving out, harassing with zealots, and denying his bases. All this is to buy time for your robo play to kick in. Never engage straight up before you have a good number of colossi, or you catch the swarm hosts out of position. Instead, move out as soon as you are able and force him to burrow his swarm hosts. From here, swing in and attack from another angle. Keep this up until you have about three colossi, at which point your army has a better shot in a straight up fight. Take a fourth and try to stay even or ahead in economy: otherwise the Zerg will simply overpower you. This is the only situation in which teching to colossus is recommended before extreme late game.Note that swarm hosts tend to be more popular on maps which are easier to control. On these maps, this style is also less viable: ideally you would like to have a big map where you can abuse the mobility of zealots and void rays while buying enough time for your greedy play to kick in before you can be threatened. Remember that rushing for ground based tech like swarm hosts exposes the zerg to void ray/recall harassment: if you don’t see any hydralisk production move out with your skytoss units and see if you can deal damage.The Bisu Build is perhaps the most powerful macro style to deal ling/infestor/ultra. Not only do you have a great deal of tech in place to counter him, you will also have a powerful economy to respond accordingly. Furthermore, his lack of anti air makes him weak to void ray/recall maneuvers and his reliance on lings makes his army very easily killed by your zealot/archon/templar. Against this style, your greatest enemy will be the infestor. Infestors can lock down your zealots and templar before they can do damage and shut down your void rays. Make sure to be on top of your micro: prioritize feedback over storm and recall as necessary. You can play quite aggressively once you have your third base secured and fortified. Move out when your gateway production kicks in. If you can’t hit a timing before around 14/15 minutes when his ultralisks come out (Naniwa vs Vortix), tech to double robo immortal and take a fourth. As usual, be on guard for any tech switch.The greatest threat to your army is once again the infestor. As written above, stay on top of your micro and your army should come out on top of any fight: especially as the game goes on and your army becomes more gas-heavy. Be on the lookout for mutalisk switches.Compared to colossus based builds, this build is stronger against mutas and ultras, and weaker against swarm hosts. Against lair-based busts, it really depends on how the zerg and protoss builds match up. If you went for the three stargate style and the zerg does a hydra/queen timing, on a map with an open third, defending is almost impossible. On the other hand, with perfect play it’s possible to defend most roach/hydra all-ins off a failed or partially failed dt opening: Naniwa vs TLO, Naniwa vs Vortix on Star Station. If you come out ahead in the early game, and the Zerg tries to all-in you, holding on will be trivial: sOs vs Soulkey on Neo Planet S, Vortix vs Naniwa on Derelict Watcher.Your goal upon reaching lategame is to trade away your zealots and go for an unstoppable Void Ray/Archon/Templar/Immortal deathball. Eventually, you will always be forced to give away your low tech gateway units: zealots are better for this compared to the blink stalkers and expensive sentries used by colossus builds. Upon taking your fourth, throw down one or two robos and begin heavy warp prism harassment while using your zealots for runbys on isolated expansions. As long as the zerg player doesn’t build swarm hosts, you should be able to skip colossus and rely on your storms/feedbacks as aoe to support your expensive skytoss units.Compared to colossus/blink stalker play, this is a slightly more favorable situation against air based zerg armies featuring vipers or broodlords: you can more easily access the counters in the form of templar, void rays, and tempests. You are less favoured against swarm host play, because you need to buy time, avoid his army, and make something happen until you can switch into colossus. Adding a mothership for the cloaking field can also be useful this late in the game. Remember that against the popular “free unit” armies of swarm host/broodlord, immortals are a waste, so as usual stay on top of your scouting. At this point, you should be able to harass and pressure rather as well with any leftover phoenixes, oracles, or scout with sentries and hallucinations.A useful tip is, when you have a huge economy, to build a very high amount of robos and stargates: about four to five of each. This makes handling any possible zerg tech switch much easier.The roots of the more modern Void Ray/Chargelot/Templar style can be traced all the way back to Void Ray/Colossus compositions used in the early parts of WoL. The basic idea behind the composition was that colossus could melt everything on the ground while the void rays could clean up anything in the skies: effectively mopping the floor with any zerg army. Unfortunately, Protosses found themselves under too much pressure to reliably get this composition from roach max all-ins and more deceiving muta builds. When Broodlord/Infestor compositions became the norm, this style was officially dead in WoL. With the changes to various units brought with HotS, however, Void Ray/Colossus has seen a resurgence: Protoss players can play greedier than ever with the photon overcharge ability and rely almost entirely on their new and improved void rays to take out most aggression. While still somewhat viable, this more rigid, defensive composition has led to the developement of the more versatile Void Ray/Chargelot/Templar composition.Void Ray/Chargelot/Templar relies on splash from the other side of the tech tree and puts a far greater emphasis on gateway units. As a result, it is a much more flexible and often times more aggressive style. From it’s original conception in the early stages of HotS, it has grown tremendously in depth over the course of 2013.The very first Void Ray heavy builds emerged during the beta and in the first few weeks of HotS release. Squirtle and Creator notably employed this style heavily during the first matches in the first season of GSTL. These builds differ from modern styles because they focused extremely heavily on non-stop Stargate production, only teching to chargelot/templar very late into the game.The very first series featuring a more modern style was sOs vs Soulkey in the WCS Season 1 Finals. These games, though unrefined compared to the games we see today, showed the solid game plan which has remained roughly unchanged since:In these games, sOs opted for alater charge/templar tech switch in favor of getting lots of void rays off of three stargates. sOs took his third incredibly early off of only one void ray and his MSC while investing in +1 air attack and shield upgrades. Once he reached a solid six void rays, he cut stargate production and focused on getting a chargelot/templar composition to back up his void rays.As with most things in Starcraft, however, this playstyle was solved. Unfortunately for sOs, it was actually solved in only one game by Soulkey. Taking advantage of the ultra defensive, mass void ray style, Soulkey went up to five bases almost instantly and began to get mass upgrades on almost no units before unleashing a massive wave of double upgraded muta/corruptor. Other zerg counters were later discovered as well: ling/hydra attacks designed to deny the third base, roach/queen/nydus attacks, hydra/infestor attacks, ling/infestor attacks, etc. Finding their void ray armies in shambles before their area of effect damage and warp gates kicked in, Protoss players were forced to find an answer.In the normal progression of playstyle evolution, Protoss players took the existing Void Ray/Chargelot/Templar playstyle and began cutting corners and getting greedier:The immediate consequence of all this corner-cutting was faster tech in the form of zealot charge, storm, and earlier gateways: all of which allowed Protoss players to better defend the mid game timings plaguing the original playstyle. Altogether, this period is characterized by Protoss players using intelligent greed based on scouting and timings to secure a safer position in the mid game versus lair-based attacks and allowing them to step into the late game more comfortably.The development of the newer, more refined gate expands allowed Protoss players to play more aggressively early in the game and force responses out of the zerg. Passive void ray playstyles also became more common and easier to exploit, so Protoss players decided to take a more aggressive stance in the early and middle stages of the game. Ultimately, the rise of these early pressures allowed Protoss to interrupt the Zerg economy just long enough to neutralize the power of later attacks that were plaguing the more passive playstyles.With the ability to shut down almost all zerg scouting with scouting phoenixes and walls, Protoss began to exploit Zerg’s lack of information with several attack timings. Many interesting phoenix-based attack timings and oracle openings evolved as a result. In conjunction with gate expands, several hybrid tech/warpgate pressures — such as oracle/3-gate pressure or early DT plays — were also developed or perfected, as is the case for the DT build. The purpose of these pressures was to allow Protoss to deal economic damage by forcing the Zerg to use larva and potentially shutting down the third base while equalizing in economy and tech. With the ability to do so, Protoss players were able to step into the mid game with slightly delayed — but much safer — void ray and/or twilight tech.In its final form, Void Ray/Chargelot/Templar encompasses a great many builds and styles. It’s possible to open DTs, phoenixes, oracles, warpgate attacks, or even just plain void ray macro styles and still transition smoothly into this composition. It is a flexible, powerful, and versatile mid game composition when compared with its older iterations and has several points upon which different openings can converge.Starcraft is turning wheel: the meta game shifts and slides constantly as counters, counters to counters, and even counters to those counters are discovered. As Zerg players figure out timings and progressively step into the future of ZvP, Protosses will once again have to adapt and find new ways to exploit their opponent’s weaknesses. Luckily, Protoss has this time-tested composition that’s likely here to stay. Happy zealoting! Naniwa vs TLO Set 2 on Frost, from DH Winter Naniwa vs Leenock Set 3 on Polar Night, from DH Winter Naniwa vs Life Set 2 on Bel’Shir Vestige, from DH Winter San vs HyuN Bel’Shir Vestige, from ASUS ROG Summer San vs DRG Set 3 on Newkirk Precinct, from ASUS ROG Summer HerO vs Hyun Set 2 on Whirlwind, from IEM Shanghai Naniwa vs Hyun Set 4 on Frost, from IEM New York Naniwa vs Life Set 5 on Yeonsu, from IEM New York sOs vs Soulkey Set 2 on Neo Planet S, from WCS Season 1 Finals Naniwa vs Jaedong Set 3 on Star Station, From WCS Season 2 Finals Naniwa vs Targa Set 1 on Polar Night, from WCS EU Season 3 Naniwa vs Targa Set 2 on Derelict Watcher, from WCS EU Season 3

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[Update] Zerg vs mass void ray | void ray – Vietnamnhanvan

folke123

Profile

Joined February 2010

Sweden

133 Posts

#1

I went for a 14 pool 16 hatch. He got some early zlots and did some dmg.

I managed to scout his double stargate and started making hydras. I then tried to move out but my hydras just died to his mass of void rays.

Any tips on how I should beat this?
or any other tips regarding my gameplay

replay:

http://www.sc2rc.com/index.php/replay/show/4142

So, i’ve just been beaten by a mass voidray attack.I went for a 14 pool 16 hatch. He got some early zlots and did some dmg.I managed to scout his double stargate and started making hydras. I then tried to move out but my hydras just died to his mass of void rays.Any tips on how I should beat this?or any other tips regarding my gameplayreplay:

matt09

Profile

Joined May 2010

United States

21 Posts

#2

a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.

im a zerg guy.

Tin_Foil

Profile
Blog

Joined February 2010

United States

228 Posts

#3

Don’t listen to matt….

I know this is going to sound unhelpful, but hydras are cost effective versus voidrays, so he probably just macroed better. Another thing is to catch the VRs while they don’t have a charge. having charge up makes VRs about twice as good.

Roqu

Profile

Joined December 2004

United States

25 Posts

#4

after i lost 4 of 4 matches i stopped laddering as well.

:O :O :O

nihlon

Profile

Joined April 2010

Sweden

5556 Posts

#5

On May 08 2010 23:55 Roqu wrote:
after i lost 4 of 4 matches i stopped laddering as well.

So your solution to mass void rays is… stop playing? Yeah that’s going to deter people from using them.

So your solution to mass void rays is… stop playing? Yeah that’s going to deter people from using them.

Banelings are too cute to blow up

Slayer91

Profile

Joined February 2006

Ireland

13207 Posts

#6

On May 08 2010 23:49 matt09 wrote:
a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.

It looks like we’ve found “that guy” folks.

It looks like we’ve found “that guy” folks.

Chairman Ray

Profile
Blog

Joined December 2009

United States

11531 Posts

#7

Hydras, corrupters, and mutas will all work. As a protoss player, I find the best place to use void rays is at the opponent’s base since I can always keep my charge up on their buildings. In the middle of nowhere, or in my own base, I can’t do that. So try to engage with void rays at their baes, or intercept them when they are sending their void rays over to your base. With corrupters and mutas, just keep dancing back and forth so the void rays can’t charge. Hydras usually tear through void rays on an open field, but when fighting cliff to air or at a choke, void rays will have the upper hand.

University

Profile
Blog

Joined July 2009

United States

263 Posts

#8

Void rays are just so difficult to deal with for lower level players, because of the skill gap in using different units.

Void Rays:
1. build right buildings and make probes
2. build void rays, press C a few times
3. Micro void rays (not incredibly difficult)

Countering Early Void Rays:
1. scout early and spot cyber core
2. notice timings and guess that Void Rays are coming out (early)
3. Completely alter build (unless you were planning fast hydra I guess..) and build correct tech
4. Micro hydras against Void Rays on ridiculous Blizzard Maps.

It’s not that Void Rays are imbalanced, they’re just really not fun to play against because of the skill difference it takes to counter them. I have to be far better than my enemy in order to deal with VRs and at my level it is just awful and not fun. I think a lot of people are feeling the same way.

For me, Void Rays completely force my hand, and if I am late by just a small timing they decimate my base. On some maps, Void Rays can snipe tech placed in the back of the base while out of range of marines and hydras, which is ridiculous. I think part of the problem is the maps, which have all this ridiculous space on the outsides, and the part of the problem is that they force the Zerg into a very predictable tech pattern.

I’m not saying they’re imbalanced, I’m just pitching some of the reasons they are really not fun for lower level players who don’t quite have the APM to scout, macro, tech, and micro at 100%. I know that I need to just be better, and that if my play were tighter I could get an advantage out of knowing they’re going Void Rays, but right now I just struggle a lot against this tactic, which I think is a common feeling among gold/silver players.

danbel1005

Profile

Joined February 2008

United States

1319 Posts

#9

On May 08 2010 23:49 matt09 wrote:
a lot of people just like easy wins that take no skill by massing air units. its why i dont play ladder matches anymore 4 out 4 matches all of them massed air.

Definitely Starcraft is not for someone like you then. Dont get me wrong Im not saying SC2 doesnt fit u just bcuz uve lost 4 games to mass VR but bcuz of the decision u took after losing those games. See, if u wanna get better then ull have to keep laddering and studying ur replays, then after a decent period of time ull not only be able to defeat that VR opening but also many other different BO’s. You just stop laddering cuz ppl r using VR against u? LOL. People will find out another way to defeat Zergs early game, what will u do then? Quit Custom Games? then quit SC2? lmao.

Definitely Starcraft is not for someone like you then. Dont get me wrong Im not saying SC2 doesnt fit u just bcuz uve lost 4 games to mass VR but bcuz of the decision u took after losing those games. See, if u wanna get better then ull have to keep laddering and studying ur replays, then after a decent period of time ull not only be able to defeat that VR opening but also many other different BO’s. You just stop laddering cuz ppl r using VR against u? LOL. People will find out another way to defeat Zergs early game, what will u do then? Quit Custom Games? then quit SC2? lmao.

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“EE HAN TIMING” Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.

danbel1005

Profile

Joined February 2008

United States

1319 Posts

#10

On May 08 2010 23:55 Roqu wrote:
after i lost 4 of 4 matches i stopped laddering as well.

LMAO this is hilarious. It really is. Ima take that as a joke cuz seriously I cant think about it as a real thing. What I do see is you losing the next 2 to 3 games and then quitting SC2. GL with that.

LMAO this is hilarious. It really is. Ima take that as a joke cuz seriously I cant think about it as a real thing. What I do see is you losing the next 2 to 3 games and then quitting SC2. GL with that.

“EE HAN TIMING” Jaedong vs Stork [22 December, 2007] 2set @ Finals EVER OSL.

Synk

Profile

Joined April 2010

United States

297 Posts

#11

VR’s get a bonus against corrupters actually, its kind of weird but yea corrupters are not a counter to VR. Mutalisk get an attack bonus against VR’s though so your better off just massing muta’s against them, plus it gives you a nice transition back onto the offensive. Personally I prefer hydras simply because the spire can take too long to get out sometimes before his VR’s are in your base.

Don’t argue with stupid people, they will drag you down to their level and beat you with experience.

Piousflea

Profile

Joined February 2010

United States

259 Posts

#12

Hydras don’t just beat void rays, they completely dominate them. Once they are range upgraded they have the same range as VRs, so microing the VRs does not help against hydras.

Mutas will also beat void rays and the VRs can’t run away from mutas, but mutas come too late to help against a true VR rush. Always go hydras.

Do NOT try to use corruptors against VRs. Corruptors don’t get any bonus damage against VRs, VRs get bonus damage against corruptors, the corrs will get trashed.

Seek, behold, and reveal the truth

ultfrisbee

Profile

Joined April 2010

Canada

12 Posts

#13

If he had a mass of void ray (anywhere more than 3), it was your fault if you lost. It means you didn’t scout, harass or attack enough.

Dekkis

Profile

Joined May 2010

1 Post

#14

I also noticed you don’t do the extractor trick, which this replay will show.

http://www.sc2rc.com/index.php/replay/show/4155

Build Extractor at 13, transfer 3 drones to it when its done
At 14 build Pool.
While Pool is constructing build drones to 17.
When Pool finishes send a drone to build a 2nd extractor and start a queen, then cancel the ext and send the drone back to work. Also build 2 sets of lings and immediately start roach warren.
When the queen finishes you’ll have enough gas to immediately upgrade to a Lair.
Vomit on the hatch with the queen, then start making roaches as soon as you can. Typically ~5 roaches will hold a 2gate rush.
Send out the lings to scout for the rush and try to use micro to pull the zealots further away, giving more time for your roaches to build.

If theyre all in zealot rushing you can then push with your roaches and normally win. (I’ve come across alot of all-in zrush players in gold and silver) but if they’re not:

I use Mutas to counter voidrays preemptively. This strategy lets me build a spire very quickly once I’ve managed the zealots and then get mutas up and running. Its in this time after Ive countered the rush that I expand, typically favoring a rich mineral patch thats a bit further than my natural.

As long as you get mutas faster than they get VRs you can do enough economy harass to keep them on the defensive (until they cannon themselves in -.-) but it will definitely give you enough time to recoop or at least throw off their fast VR strat.

Also I agree with University, VRs take significantly less skill to get rolling than their counter strategies. I feel like every time I’m going against a toss player thats going air I need to be on my A game or I’ll get shat out, where as the Toss player can just chillax and crank out more void rays. Its not that they’re imba, because they can be countered by a formula, but they are definitely more effective than they are difficult to produce/control/execute.

If you hadn’t gotten hurt so much by that zealot rush you would have been much better off economically to fight the VRs. Here is a replay that shows my build to counter a Zealot rush, its just become my generic opener vs toss.I also noticed you don’t do the extractor trick, which this replay will show.Build Extractor at 13, transfer 3 drones to it when its doneAt 14 build Pool.While Pool is constructing build drones to 17.When Pool finishes send a drone to build a 2nd extractor and start a queen, then cancel the ext and send the drone back to work. Also build 2 sets of lings and immediately start roach warren.When the queen finishes you’ll have enough gas to immediately upgrade to a Lair.Vomit on the hatch with the queen, then start making roaches as soon as you can. Typically ~5 roaches will hold a 2gate rush.Send out the lings to scout for the rush and try to use micro to pull the zealots further away, giving more time for your roaches to build.If theyre all in zealot rushing you can then push with your roaches and normally win. (I’ve come across alot of all-in zrush players in gold and silver) but if they’re not:I use Mutas to counter voidrays preemptively. This strategy lets me build a spire very quickly once I’ve managed the zealots and then get mutas up and running. Its in this time after Ive countered the rush that I expand, typically favoring a rich mineral patch thats a bit further than my natural.As long as you get mutas faster than they get VRs you can do enough economy harass to keep them on the defensive (until they cannon themselves in -.-) but it will definitely give you enough time to recoop or at least throw off their fast VR strat.Also I agree with University, VRs take significantly less skill to get rolling than their counter strategies. I feel like every time I’m going against a toss player thats going air I need to be on my A game or I’ll get shat out, where as the Toss player can just chillax and crank out more void rays. Its not that they’re imba, because they can be countered by a formula, but they are definitely more effective than they are difficult to produce/control/execute.

This is why we cant have nice things.

Fontong

Profile
Blog

Joined December 2007

United States

6454 Posts

#15

On May 09 2010 00:36 ultfrisbee wrote:
If he had a mass of void ray (anywhere more than 3), it was your fault if you lost. It means you didn’t scout, harass or attack enough.

This isn’t true at all

If he had more than 3 void rays it means that he wasn’t stupid and actually kept them alive instead of just suiciding them. Void rays are more effective as their mass builds up, not less effective. You would know this if you watched streams, hopefully you actually have beta.

This isn’t true at allIf he had more than 3 void rays it means that he wasn’t stupid and actually kept them alive instead of just suiciding them. Void rays are more effective as their mass builds up, not less effective. You would know this if you watched streams, hopefully you actually have beta.

[SECRET FONT] “Dragoon bunker”

Fruscainte

Profile
Blog

Joined December 2009

4343 Posts

#16

I just went against a Toss that massed VR’s, or well sort of did. He got 9 or 10. Basically, the pro tip is to just make like, five or six Spore Colonies at each expo and your main, and then sending out your hydra force. Make sure you at least got 1 attack for your Hydra’s, 1-1 upgrades make it just utter ridiculous vs Void Rays that are almost always un-upgraded in lower-mid level play. He can’t engage your buildings, too well (I believe Spore’s have the same range as VR’s, every time this guy tried to attack a building my SC’s just wrecked him). And if you lost a battle to VR’s with mass Hydra, you’re doing something wrong; at least in my experience.

SadSatyr

Profile

Joined April 2010

United States

77 Posts

#17

On May 09 2010 00:14 University wrote:
For me, Void Rays completely force my hand, and if I am late by just a small timing they decimate my base. On some maps, Void Rays can snipe tech placed in the back of the base while out of range of marines and hydras, which is ridiculous. I think part of the problem is the maps, which have all this ridiculous space on the outsides, and the part of the problem is that they force the Zerg into a very predictable tech pattern.

This is actually the part that worries me. I have a hard time against VRs as well, but prior to the last patch I often went for fast muta to do some harassment and I was able to hold off the VRs about 50% of the time. Post this patch though I’m really concerned because early muta in low numbers isn’t viable against toss anymore because of how badly the nix owns them. That means I have to go hydra to have any chance against VR so he can make 2 VR force me to go hydra, then switch to colossi and I’m in a world of hurt.

ZvP used to be my best match up, since the patch I’m really afraid of it, lol. If anyone has any suggestions for how to deal with this that would be great. Sacking overlords to scout doesn’t always work. They don’t have speed by the time you have to decide what tech building to use, and a properly blocked choke will deny you the ability to scout them. Do we always mass hydra while playing in the dark now?

This is actually the part that worries me. I have a hard time against VRs as well, but prior to the last patch I often went for fast muta to do some harassment and I was able to hold off the VRs about 50% of the time. Post this patch though I’m really concerned because early muta in low numbers isn’t viable against toss anymore because of how badly the nix owns them. That means I have to go hydra to have any chance against VR so he can make 2 VR force me to go hydra, then switch to colossi and I’m in a world of hurt.ZvP used to be my best match up, since the patch I’m really afraid of it, lol. If anyone has any suggestions for how to deal with this that would be great. Sacking overlords to scout doesn’t always work. They don’t have speed by the time you have to decide what tech building to use, and a properly blocked choke will deny you the ability to scout them. Do we always mass hydra while playing in the dark now?

baconbits

Profile

Joined April 2010

United States

419 Posts

#18

On May 09 2010 00:31 Piousflea wrote:
Hydras don’t just beat void rays, they completely dominate them. Once they are range upgraded they have the same range as VRs, so microing the VRs does not help against hydras.

Mutas will also beat void rays and the VRs can’t run away from mutas, but mutas come too late to help against a true VR rush. Always go hydras.

Do NOT try to use corruptors against VRs. Corruptors don’t get any bonus damage against VRs, VRs get bonus damage against corruptors, the corrs will get trashed.

Void Rays are range 7
Hydralisks are range 6 with upgrade, voids still outrange.

And hydras only work in an even engagement, aka, voids are not charged yet.

If you expect to take out 8+ voids with hydras, when voids are fully charged, you’re gonna lose your hydras. 8 fully charged voids will insta-gib 2 hydras every damage tick

Void Rays are range 7Hydralisks are range 6 with upgrade, voids still outrange.And hydras only work in an even engagement, aka, voids are not charged yet.If you expect to take out 8+ voids with hydras, when voids are fully charged, you’re gonna lose your hydras. 8 fully charged voids will insta-gib 2 hydras every damage tick

Floophead_III

Profile

Joined September 2009

United States

1832 Posts

#19

DO NOT GO AIR. Mutas are not cost effective and corruptors suck. If P is having success with voidrays to begin with he’ll probably get voidray speed eventually in which case your mobility advantage is gone and you’re totally boned. In addition he can easily switch to phoenix to kill the mutas off.

Go pure hydras and get infestors. Fungal growth will keep voidrays from running allowing your hydras to kill them. Don’t be afraid to make a lot of spores too to defend new expos. It’s very hard to defend 3+ bases with hydra alone, especially if you don’t have creep highways.

Half man, half bear, half pig.

DragonDefonce

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Blog

Joined April 2008

United States

782 Posts

#20

If you opponent masses voidrays that early, get hydras to defend, be ready to give up a hatchery, and send zerglings in his main. He shouldn’t have much to defend.

The most important thing about voidrays is that they need to be charged up. They are incredibly strong when charged against every unit, but abysmal when they are not. Abuse that fact, and kite them around to coerce them into loosing the charges.

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200 VOID RAYS vs 75 LIBERATORS! (STARCRAFT 2)


200 VOID RAYS vs 75 LIBERATORS! (Starcraft 2 Battle Simulator)
Starcraft 2 Legacy Of The Void Gameplay No Commentary.
Balance Comparison a Starcraft 2.

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200 VOID RAYS vs 75 LIBERATORS! (STARCRAFT 2)

Zerg gets so mad! SC2 PvZ Guide: Void Rays (2021)


Hey guys! Back again with a super strong PvZ build order guide that will teach you how to play a Voidray into skytoss style. This is an easy build order to use initially, and as you get better you can put more apm into it to get even more rewards.
I love this style so much.
____________________________________________________________
Build order:
14 Pylon
16 Gate
17 Gas
20 Nexus
20 Core
21 Gas
22 Pylon
Adept + Stargate
Wg
Adept
(Shield battery)
Voidray + pylon + 2nd gateway
2nd Voidray + 3rd Nexus
Gases on natural + 2nd sg
+1 air attack
Forge for cannons (mass cannon/shield battery)
Robo for disruptors at some point
3rd sg + fleet beacon
Fourth base
___________________________________________________________
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Zerg gets so mad! SC2 PvZ Guide: Void Rays (2021)

Starcraft 2 Void Ray Counter – Protoss, Terran, and Zerg


http://www.osirismethod.com/ My Starcraft 2 strategy guide. Check it out!
http://www.osirissc2guide.com/voidrayunitcounter.html Void Ray unit counter list with a description and additional strategies for using each unit to counter the Void Ray.
Easy ways to counter the Void Ray with all three races. Protoss, Terran, and Zerg counters included.
Map used in the video can be found in the arcade and is called \”HotS Unit Tester Online\”.

Starcraft 2 Void Ray Counter - Protoss, Terran, and Zerg

Temp0 – WHEN I’M GRANDMASTER (Wavin’ Flag SC Parody)


Starcraft Mix of the song Wavin’ Flag by K’Naan
Instrumental is from 2 karaoke versions of the original songs:
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\”Wavin’ Flag (In The Style of ‘K’Naan’) [No Backing Vocals]\” Available on: iTunes and AmazonMP3
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\”Wavin’ Flag (Instrumental Celebration Mix In the Style of K’naan)\”. Available on AmazonMP3
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Lyrics
When I’m Grandmaster, I will play faster
They’ll call me bonjwa, just like my name was Flash
But now I’m just Plat. And now I’m just Plat
and Now I’m just Plat. Oooh Oh!
Placed into Bronze. It was so wrong
No games I won. So I made songs
But I stayed calm, and before long
I will be strong, just like Jaedong
Now I’m in Platinum, and I go at them
Hoping for that one (Promotion!)
Learn from these streams. Watch GOMTV
Nada, MC. I wish I was Korean
(So we’re laddering) Just to compete
(And it’s saddening) When we \”GG\”
So we patiently play, And Tune in to Day
We’ll make it some way, but for now we say!
When I’m Grandmaster, I will play faster
They’ll call me bonjwa, just like my name was Flash
But now I’m just Plat. And now I’m just Plat
and Now I’m just Plat. Oooh Oh!
So many Thors. Right at my door.
Pulled SCVs, it’s a repair galore
I heard them say…Toss is the way
Toss is the answer. That’s what they say
Look at these cheaters. Combat and Deezer
I’d rather 6 Pool…Like ActionJesus
They should promote us. Plat, Bronze and gold suck
I know we’ll be pro just if someone would coach us
(But we’re laddering) Just to compete
(And it’s saddening) When we \”GG\”
So we patiently play, And Tune in to Day
We’ll make it some way, but for now we say!
When I’m Grandmaster, I will play faster
They’ll call me bonjwa, just like my name was Flash
But now I’m just Plat. And now I’m just Plat
and Now I’m just Plat. Oooh Oh!
Give me free wins. Just Retire
Take your cheesing back to Aiur
Build more bases. Take the map, bro
Use control groups, learn to macro
In your natural. Lings are dancing
As you lose your whole expansion
Don’t throw tantrums…just get practice
And remember…SPESHUL TAKTICS!
Staying forever nub!
It’s okay if you play like a scrub
Let’s rejoice in this beautiful game
Cuz regardless at the end of the day
WE ALL SAY
When I’m Grandmaster, I will play faster
They’ll call me bonjwa, just like my name was Flash
But now I’m just Plat. And now I’m just Plat
and Now I’m just Plat. Oooh Oh!
When I’m Grandmaster, and I play faster
And I defeat you, don’t you go getting all mad
Or blame it on lag. Just wave your flag
And wave your flag, GG!!
When I’m Grandmaster
When I’m Grandmaster
And I defeat you
don’t you go getting all mad
don’t you go getting all mad
don’t even blame it on lag…lag…lag
don’t you go blame it on lag

Temp0 - WHEN I'M GRANDMASTER (Wavin' Flag SC Parody)

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500 CORRUPTORS vs 200 VOID RAYS!! (Starcraft 2 Battle Simulator)
Starcraft 2 Legacy Of The Void Gameplay No Commentary.
Balance Comparison a Starcraft 2.

500 CORRUPTORS vs 200 VOID RAYS!! (STARCRAFT 2)

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