Rush With Protoss in StarCraft

Protoss units are known for being expensive to build, but powerful - not normally the qualities you'd associate with an early-game "rush." However, a successful Protoss rush can devastate your opponent. To up your Protoss game, learn how to pull this devastating tactic off versus all three races.

Steps

Against Terran -(Double Gate Proxy Rush)

  1. Scout out your opponent's location with a probe (usually the one that builds your first Pylon at 7 psi). Against Protoss, a Terran will usually wall off, so if you decide to scout later, your probe may not be able to get in their base.
  2. Build a double gate proxy close to their choke, but far away enough so that they cannot be seen or hit by Siege Tanks (Terrans will lift their Barracks to spot for their Tanks). The proxy should be a Pylon with two Gateways; do not build Cannons or a Forge, they will only slow down your rush and will be useless against Tanks. Also make sure the Terran's scout will not be able to find your proxy easily (away from the usual scouting path).
  3. Pump Zealots from your two Gateways, and make sure to build more Probes and Pylons back at base. If the Terran did not wall in for some reason, rush with 3-4 Zealots. If you micro your Zealots properly, you should be able to overwhelm an early Terran. When Terrans are rushed this way, they will pull about 8+ SCVs off minerals in a panic to be a meat shields for their Marines. Make sure you micro your Zealots past the SCVs and go straight for the Marines. Keep pumping Zealots and mop up the Terran before he can get Vultures or Tanks.
  4. Rush the Terran with around 6-8 Zealots if he did wall in. Focus attack the Supply Depot and ignore Marine fire. The Terran should pull around 5 SCVs to try to fix the Depot, but your Zealots should do too much damage to stop it from falling. Once the Depot falls, try to push through the SCVs and Marines. If you can, micro around the SCVs and eliminate the Marines.
  5. Pick off the SCV building a Factory, if it is not finished yet for some reason. If you can force the Terran to cancel his Factory, even better! You do not want Vultures dancing your Zealots. If the Terran did manage to finish the Factory, go straight for his SCVs in the minerals. A good Terran will bunch up his SCVs on one mineral patch and attack at once. Just pull your Zealots back until the SCVs have spread apart again. Then try to pick off a few. If you know that your opponent scouted your proxy and is rushing your main with Vultures, wall off your main's choke with Pylons and a Forge if you can so that the Vultures won't get in.
  6. Kill as many SCVs as possible and keep the SCVs away from the minerals as long as possible. Do anything to set your opponent's economy back. Keep pumping Zealots and tech to Dragoons. Once Dragoons are out, you should be able to finish off the Terran, if your Zealots have not done so already. The whole point of the rush is to catch a Terran with only Marines and SCVs before he can get Vultures.
  7. Tech up and build up if your proxy fails and the Terran has Tanks and Vultures out (Goliaths soon). You're at a heavy disadvantage now. Upgrade Zealot speed and Dragoon range as soon as possible. Expand or try to tech to Carriers. Either way, losing your double gate proxy will limit your macro capacity, putting you at a disadvantage, even if the Terran lost a few SCVs.

Against Protoss - (Cannon Rush)

  1. Scout out your opponent's location as usual with your Probe that built your Pylon at 7 psi. Even if your opponent walls in for some strange reason, your Probe should still be able to get in. Make sure there is room behind your opponent's mineral line for 2 Pylons and 1+ Cannon (no more, no less). If not, this rush will fail.
  2. Hide your scouting Probe outside your opponent's base. It's best if it isn't seen, but being spotting won't do too much harm.
  3. Build a Forge in your main and keep build a couple more probes.
  4. Rush in with your scouting Probe before the Forge finishes.
  5. Build 2 Pylons behind your opponent's mineral line, making enough room for 1 Cannon. Your opponent will most likely bunch a few probes on one mineral patch and try to "jump" a probe or two between your Pylons. His probes will then attempt to kill your probe. If he does, your rush will fail. Your opponent will also likely attack your Pylons with all his probes. Grab your Probe and prepare to build a Pylon in the exact same place as one that is about to fall. Do not let the enemy Probes get in and kill your Probe.
  6. Build a Cannon in between the Pylons. At this point, your opponent may send all he has to attack your Pylons in a last ditch effort. Most likely, it's already too late.
  7. Mop up your opponent after the Cannon cuts off his resources. Please note that this rush will not work against Terrans or the Zerg's main base. Marines will kill your Probe, and Zerg creep extends behind the mineral patches. However, if your Zerg opponent builds a hatchery before his spawning pool, it is often possible to cannon rush the morphing hatchery. If your rush fails, prepare for the counterattack.

Against Zerg - (Choke Rush)

  1. Scout out your opponent's location with your 5th probe. Scout even earlier it is a large map.
  2. Build a Pylon at around 7 psi at the Zerg's choke. If the Zerg is doing a 6-pool, your rush has a high chance of failing, as you won't be able to hold off early Zerglings. If he's going for a 9-pool, you're relatively safe. If your Pylon and Probe are attacked my a handful of Drones, pull back and stop the rush. Prepare for a longer game. The point of building at the choke is to prevent the Zerg from expanding.
  3. Build a Forge that almost walls off your opponent. Make sure to keep pumping Probes and making Pylons back at your main.
  4. Warp in a couple of Cannons at the Zerg's choke behind your Forge and Pylon to hold off the initial 6 Zerglings.
  5. Build a Gateway at the Zerg's choke. You most likely won't have enough minerals for two after building a Forge and Cannons.
  6. Start pumping Zealots from your Gateway.
  7. Rush with your Zealots when you have around four. try to pick off a handful of Drones. The Zerg will most likely take the Drones off the minerals to keep them alive. Keep them off the minerals as long as possible. As stated before, do anything to set back your opponent's economy.
  8. Build up and finish off your opponent. Watch out for Mutalisks, as the Zerg will most likely go air to escape your blockade. Tech to Corsairs and kill Overlords to keep the Zerg from massing.
  9. Prepare for a massive counterattack if your choke blocking collapses. You will be behind in macro and economy, a severe disadvantage.

Tips

  • Watch out for counterattacks. Your rush is nothing if your workers get killed behind the scenes.

Warnings

  • These strategies usually only work once on a good player. Expect a counter if you try the same thing again.

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