I know there are thousands of builds for PvT that starts off with 1G but mine has some slight variations to it as well as this post. I am just a typical masters protoss on the NA server and if you've watched my stream, I have only done this build against Terran for the past 2-3 months as I wanted to perfect it in every way possible; I wanted to know the weaknesses and how I should respond if I see this or that. I have made some modifications with it to make it safe against everything Terran can throw at me but I may not have a replay of each one. I do encourage the community though to share their replays if they do this build and I will add it asap.
The Build Order:
9 Pylon - Chrono Probes
13 Gateway - Chrono Probes and send scout
14-15 Assimilator - Chrono Probes. I say 14 because on some maps like Xel' Naga Caverns you can mineral stack to the 4 closest patch unlike Shakuras Plateau where you will have to get a 15 assimilator to constantly produce probes.
16 Pylon - Put 3 in gas immediately
18 Cybernetics Core
18-19 Assimilator - Chrono Probes. Like I said about the first assimilator. However you remove one probe from your first gas and move two in this one so you should have a total of 4 probes mining gas. I will talk more about why later
20 Stalker - Chrono Stalker and being Warp Gate research.
22-23 Pylon
24-25 Sentry - Chrono Warp Gate research from here on
28 Stop Probe Production and Build Nexus - From here, I will not put a definite supply as your scout may/may not die.
Gateway
Gateway - Put 1 more probe per gas to have full saturation of gas now and begin probe production.
Sentry
Robotics Facility
Pylon
Nexus will be finish about the time warp gate finishes which is the time your 2nd and 3rd gate finishes. All of this should align up perfectly which is why I had you have only 4 probes in gas for awhile. You now warp in 2 sentries and a zealot and should have 1 Stalker/4 Sentries/1 Zealot. After warp-in (don't forget to place a pylon), Robotics Facility should finish up and being chronoboosting your first two observer (3 if banshees are seen) and get a 3rd gas. Now around 7:20-7:50, you have to throw 2 more additional gateways. This is to help deal with the infamous 1/1/1 build. Now your first observer should reach their base around 8:30 at most and you can tell if you need to stockpile energy and stop probe production to prepare for the all-in or go about your everyday play and still make probes and what not. If you scout tanks, you need 1-3 immortals to help deal with it. GS will be huge (I know the bug where it doesn't help against tank fires but I'm saying huge for the next patch hehe). Also you want to stay heavy on zealots against the marine/tank/banshee and just clean it up with a fresh warp-in of stalkers. Now if they pull all their SCVs as well, feel free to pull some of your probes as well. Remember all you have to do is deal with that push and you basically win the game. The 1/1/1 all-in build will come at 9:30 or later. If you build your additional gateways around the time I posted, you should be able to warp in on time. Now on to why my build is different from others.
Why My Build? My build is very versatile and as well can open up a lot of doors. Chronoboosting the Stalker will help get rid of the SCV asap and all they will see is 2 gas and a gateway. They do not know if you are teching or expanding when getting that 2nd gas. Also the tech path is pretty open as well. I prefer to go chargelot/archon into colossi because the flow of that tech path helps with my upgrades to get to 3-3 asap where colossi then charge doesn't. Chargelot/archon can deal with majority of the mid-game pushes as well. Also what I LOVE about this build is the fact that I can make 5-6 observers and I won't feel like it's cutting time into building colossi. I usually add the robotics bay and another robotics facility once I have 3 bases. But before that, I'm able to get 5-6 observers out on the map patrolling key areas to help scout where the opponent is at, what their army composition is like, and where drops are coming from. Drops is a huge thing for Terran and if you can outright deny their drops, they are down to facing my army straight up and generally Protoss will have the upper-hand. If you do go with this style, you do want to get the templar archives then the DT shrine (get the shrine about when you build your 3rd nexus). This is to help deal with drops a little bit as well as buy you time to get a safe third as well as denying their third. Now I want to go back to where I said it's very versatile. By that I mean, I can change my build instantaneously to like a DT opening if I scout a 2rax. DT openings punish 2rax openings because Terran just typically do not build an engineering bay or they only have one scan if any scans saved up when DTs are out. If the Rax timing nerf does go through the following timings I will be displaying will change. Also if you see a no gas 1 Rax FE, you can either do the warp prism/sentry ramp tactic and just outright win like that or if you wish to play a macro game. You just pull guys off of gas once you have 100 and get the Stalker and begin warp gate research and then the Nexus. If you do that, you can still make probes while making a zealot and add 2nd and 3rd gateway. Once you add those, put guys back into gas so you can get enough gas to make a robotics facility so you are able to scout terran the midgame.
Must scout at 4:30. But Why? I advise everyone to rethink what to look for in replays. Mostly people go in and just look at build orders or what they could of done better. But what I like to do as well besides those is to see the opponent's build order and what their weakness is. After watching many replays, I found out that 4:30 is a very good timing to scout Terran with your probe. You want to keep your probe alive as much as possible so do not try to lose it before 4:30. Here is what I got from what I've seen in replays.
Terran
a. 1 Rax No Gas - 4 Marines right at 4:30
b. 1 Rax 1 Gas Concussive - 1 Marine 2 Maruaders at 4:30
c. 1 Rax 1 Gas Reaper - 1 Marine 1 Marauder at 4:30/1 Marine 1 Reaper at4:30
d. 1 Rax 1 Gas Factory FE - 2 Marines at 4:30
e. 1 Rax Reactor > 2 Rax CC - 1 Marine at 4:30
f. 1 Rax Reactor FE - 3 Marines at 4:30
g. 2 Rax No Add-ons - 5 Marines at 4:30
h. 2 Rax Reactor > Tech Lab – 3 Marines at 4:30
i. Gas First then Rax – 3 Marines at 4:30
I wish I had written down a bit more in-depth when I did this research but unfortunately I didn't. I know it's not much but it's better than anything. Now I would not be so caught up with counting marines cause Terran can just hide some but if for instance you saw 4 marines, Terran is down to either the a or g build. Process of elimination is what goes on when scouting at 4:30. Plus seeing a tech lab being thrown on the rax while scouting before 4:30 is a huge tell as well.
Weaknesses Unfortunately, there isn't a build that is the almighty powerful one but the only weakness I've seen from this build is marine/scv all-in. Of course I lost to this because 1) I didn't have the timings I had at 4:30 which would've helped and 2) I didn't have my stalker out on the map. Other than that there's not weakness that I've experienced. Just remember. Close position. Nearly impossible for me to beat Terran.
Replays of Mine Now I'm not Mr. Perfect so there are bumps in my play. Now some of these are older replays like before I made the 4 probe gas modification and the 4:30 timing scout but it's still the build.
PuNany vs. envyFlatLine - http://drop.sc/30853 - I scouted a tech lab and went for the DT variation. 500-600 Masters
cVoRammlied vs. envyFlatLine - http://drop.sc/30848 - I go phoenixes with chargelot/archon cause I scouted banshees and ravens honestly. I just feel better with phoenixes in that kind of situation. Plus phoenixes can help nullify drop play. 500-600 Masters
jediwin vs. envyFlatLine - http://drop.sc/30858 - First attempt at getting the faster nexus (pulling probes off gas). I played poorly against the banshees honestly but I still managed.
Drunkenboi vs. envyFlatLine - http://drop.sc/30854 - Saw tech lab and was going to go DT opening but he scouted twilight so I went greedy and expanded and got charge as I know Terran is forced to sit back and play defensive and get an engineering bay out. 900-1000 Masters
Light vs. envyFlatLine - http://drop.sc/30855 - A bit old but still evidence of how good the build is against 1/1/1 though I played extremely sloppy. 400 Masters
sacknut vs. Slurpee - http://drop.sc/30857 - How I respond to makarax (2rax) play.
User Submitted Replays None atm :(
I'm sharing all my intel that I know thus far because I will be temporarily stepping away from SC2 as I need to settle a couple personal issues first.
If you like my games, you can probably find some of my games of my other matchups or whatnot on my stream @ http://twitch.tv/sc2combat.
I would also like to hear comments from everyone about the build. I have more replays so if you need more I can upload a couple more.










































