Mad-Catz-Western-Wolves-Lee-Daisy-Jong-HyeokI am Lee “Daisy” Jong Hyeok from the pro gaming team Western Wolves. In this article, I hoping to introduce a StarCraft II build that can be of help to everyone.

I will introduce two types of builds that use strategies that involve a 10-Gateway approach.

Among professional gamers, this is a frequently-countering build used when one’s opponent is fast-expanding.

First in a PvP match situation, you would go 10 gateway, 3 warpgate. This is a build that you can easily win with when your opponent fast-expands. Also, if your opponent decides to start off with 2 gateway stalkers, you have the definite grounds to win, although outcomes may depend on each other’s unit control skill.

In a situation where you are playing in a 4-player map, you can set an ideal scenario up for yourself by going 13-gas for researching, and then advancing forward with proxy pylons. In a 2-player map, you can push with zealots after building a Cybernetics Core.

Now I will discuss the build order.

9 Pylon – 10 Gateway – 13 gas – 15 Core – 15 Zealot – 17 Pylon – 18 Probe -> Stalker, Probe 21 -> Stalker 23 -> 2 Additional Gateways -> 1 to 3 Proxy Pylons (Use Chronoboosting twice on probe production after 10 Gateway, and after that invest them into Warpgate upgrades.)

Positioning your proxy pylons is a key point. It’s ideal to place them in your opponent’s main. Because it is often difficult to do so, building pylons as close as possible to your opponent’s main base will allow you attack aggressively.

The best situation is if you infilitrate your opponent’s main directly by using one zealot and one stalker, along with probes. You can go in while clicking the mineral line in the opponent’s main base.

The moment your Warpgate finishes upgrading, you should immediately warp in 3 Stalkers and attack your opponent with 1 Zealot and about 4~5 Stalkers.

Next, I’ll be discussing how a strategy involving 10 Gateway, Zealot-Stalker-Mothership Core poking. This is a build that can deal significant damage if your opponent does not build bunkers. In this situation, the game can be ended early and the game can easily be in your favor.

The following is the build order:

9 Pylon – 10 Gateway – 10 gas – 14 Core – 15 Zealot -> 17 Pylon -> 18 Probe -> Mothership Core -> Stalker -> Stalker -> Probe -> Stalker or Warpgate Upgrade.

The difference here compared to when playing against Protoss is that you need to build gas at 10 in order to produce your Mothership Core and Stalker simultaneously.

For chronoboosting, you would use it twice on probe production after building 10 Gateway, 10 gas. Then you chronoboost your mothership core and on stalker production.

It’s better if you don’t scout when playing on a 2 player map. On a 4 player map, it’s good to scout after 13 probe or after you build your core.

Instead of straining yourself by poking with a mothership core/zealot/stalker combo, it’s good if you target the marines. When SCVs get pulled, you can pull back and control your units accordingly.

It’s also important to use Time Warp at appropriate times.

After 2~3 stalkers, constructing a Nexus would be useful; it allows the player to operate in his/her manner of choosing.

Today I introduced builds that involved starting with 10 Gateway. I think these builds are most useful when used appropriately and occasionally during losing streaks because it’s similar to a heavy all-in style build.

Thank you for reading!