Something that can be difficult to deal with as a beginning player is correctly reacting to the many different rushes and timing attacks in games. Knowing these timings can be greatly helpful to your gameplay, and can also improve your scouting.This is a list of many important timing pushes that a Protoss player will encounter, organized. This is by no means a complete list, though I have tried to include the most important ones I can think of. Also, the timings approximations, as many factors affect the exact time things happen at.
If you have any ideas to improve this guide, or have information to add, please let me know. I have split the guide into two sections; First, a quick reference giving the most important timing of the attack (For example, when lings pop on a 6 pool). Second, I include more details about the timing in the second section. This section also includes some comments about scouting various attacks.
1: Timings (in 1.1.1)
PvZ
- 6 Pool: Lings pop around 2:25
- 8 Pool: Lings pop around 2:35
- 5 Roach Rush: Roaches pop around 5:05
- Baneling Bust: Banelings up around 6:30
- 1 Base Muta rush: Mutas up at 7:35
- 2 Base Muta: Mutas up at 11:00
PvT
- Proxy Reaper/Marauder Rush: Reaper pops around 3:30, Marauder version pops at 3:20
- Marine All In: Marines move out around 4:30-5:00
- One Rax Conc Marauder push: Marauder pops at 4:30
- 2 Rax Push: Force moves out at 6:30
- 3 Rax Push: Force moves out at 7:00
- Hellion Drop: Medivac loads around 7:00-7:30
- Banshee Rush: Cloak is done at 8:15
PvP
- Proxy 2-gate: Zealot pops at 3:00
- Proxy Cannon Rush: Cannon up at 3:10
- Korean 4-warp gate rush: First proxy pylon down around 4:30
- 4 Warp Gate rush: Attack around 6:20
- Fast Colossus: Colossus up around 8:20
2: Extra Details
PvZ
-6 Pool: Pool goes down around :50, finishes around 1:55. Normal scouting timing off a 9 pylon scout will have the probe arrive around 1:30.
-8 Pool: Pool is down at 1:00, done at 2:05. Mostly you need to react in the same way as against a 6-pool, but you can tell the difference between a 6 and 8 pool by counting the drones. 6-pool should have 7 drones when your scout arrives, 8-pool will have 9.
-5 Roach Rush: Roach Warren goes down around 3:35, or right after your scout is killed. Normally only two lings will be produced, so you should be able to sneak a scout in (I'd suggest around 4:00-4:30) and see the lack of a natural and lack of a lair. Based off this and the lack of lings, you can guess that a roach rush is coming, even if you do not see the Roach Warren
- Baneling Bust: Timing of baneling nest varies wildly, but lack of a natural + lair, or a mass of lings should get your baneling bust alarms going.
- 1 Base Muta: The lair will start right after the queen is completed, or around 4:00. Again, scouting in the 4:00 to 4:30 window and seeing lack of a natural + lings, coupled with scouting either a fast second gas (generally laid down at 4:00 as well), or a lair will indicate fast mutas.
-2 Base Muta; Timings are assuming a speedling expand. The spire starts around 8:40, though this can vary greatly. This timing is important after you have expanded to know when you should scout. A Hydra den would also be going down roughly at this time as well, so 9:00 is a good timeto send out an observer of phoenix to scout.
PvT
- Proxy Reaper/Marauder Rush: Rax goes down around the 1:20 mark.
- Marine All In: The timing of this rush can vary greatly. This is because it gets very early extra barracks, and thus is easy to scout unless the probe is either kept out or somehow killed. Scouting after a 13 gate, and noticing a quick wall is a solid indicator of the marine all in. Otherwise, leaving a scout near the entrance of the Terran base is the best option.
- One-Rax Conc Push: Concussive shells done at 5:00, around the time the marauder gets to your base. Normally, an SCV is brought along for this attack, as one marauder alone is not enough to pose a major threat (you should have at least a zealot and stalker when it gets to your base)
- 2-Rax Push: Second rax laid down around 18 supply or 3:40. Generally used to get up an expansion, so terran will be much more timid with his army than a 3-raxing player will be. Moves out with around 4 marauders. Some players will try and move out earlier, around 5:40 right as Concussive shells is done. This push will have 2 marauders.
- 3-Rax Rush: Stim will complete around 8:10 if they go conc first. Moves out with around 6 marauders, generally more marauder heavy than a 2-rax push. Some 3-rax pushes will incorporate a fast ghost, which will pop around 8:10. This will delay either stim and/or reduce the army count.
- Hellion Drop: Generally used only on close air maps, but drop includes 3 hellions, with a 4 hellion version moving out at 7:30. The starport is laid down at 5:00.
- Banshee Rush: Banshees pop around 7:30, but most players will wait for a second banshee + cloak before attacking. Looks like a 111 opening, but there will be very few marines if you poke up the ramp.
PvP
Note: Due to all the early game variations in this matchup, it is very difficult to nail down good timings on many attacks. For example, a 3 gate robo opening might attack around 6:30, after an immortal, or may never attack at all. Take all the timings here with a grain of salt, and plan your builds for the wide variety of aggression that can take place in the 5:30-8:00 range.
Note: Due to all the early game variations in this matchup, it is very difficult to nail down good timings on many attacks. For example, a 3 gate robo opening might attack around 6:30, after an immortal, or may never attack at all. Take all the timings here with a grain of salt, and plan your builds for the wide variety of aggression that can take place in the 5:30-8:00 range.
- Proxy 2-Gate: First gateway is laid down around 1:30.
- Cannon Rush: First cannon goes down around 2:30, forge laid down around 1:30, pylon around 1:00.
- Korean 4-warp gate: Zealots begin warping in around 5:20.
- 4-Gate Push: Timings here are only one example, there are many many flavors to a 4-gate. Warp gate research finishes around 5:20 to 5:40, depending on the number of chronoboosts. Attack timing given assumes that two waves of units are made from the warp gates. Player may move out of his base early (around 5:00) with a zealot and stalker to lay down a proxy pylon.
- Fast Colossus: Assumes a 2-gate Robo build.
Great write up! I have been looking for something like this.
ReplyDeleteIf your interested check out my blog. It is mostly about Protoss but I do cover a few broad topics. :)
http://thestarcraftnoob.blogspot.com/