+1 Sair/Speedlot (vs. Zerg)
The "+1 Corsair/Speedzealot" Build Order or Neo Bisu Build refers to a strategy, which aims to soft counter 3 Base Spire into 5 Hatch Hydra openings or related 5 Hatchery Hydralisk Openings. It enables a Protoss to regain map control in between the early and the mid game with the help of Speedzealots and Corsairs with a +1 Weapon Upgrade. In modern Protoss vs. Zerg this strategy has proven relatively effective.
The "+1 Corsair/Speedzealot" was popularized by Bisu around 2010 and 2011. After his win against sAviOr in the 2006 GOMTV MSL Season 1 the original Bisu Build was countered by 3 Base Spire into 5 Hatch Hydra openings. Due to better wall-ins by Zerg most of the timings of the original Build were rendered relatively ineffective, thus enabling the Zerg to gain advantages in the mid-game, eventually causing major problems for Protoss to keep up with the Zerg in the Korean professional scene. Different strategies were tested to overcome the new popular builds. This Build Order by Bisu has proven to be one of the more successful responses.
This build is an extension of a Fast Expansion. A Forge FE opening is listed below, but keep in mind that adjustment will be necessary depending on scouting information. More information and optimization of the Forge FE opening can be found in the Forge Fast Expansion article.
|Forge FE (vs. Overpool)|
When the Templar Archives finishes, begin researching Psionic Storm and then upgrade +2 Ground Weapons. Build up to 4 High Templar. Add 4 more Gateways for a total of 6 while pressuring.
Begin a Robotics Facility and Singularity Charge at the same time, around 9:00. Take a third base as you begin Dragoon production. Attack with Observers when +2 Ground Weapons completes.
- This Section describes the underlying goal of the Build Order. Adaptations might be necessary and the overall idea might not work out perfectly if performed poorly
The first Corsair is used to obtain information and primarily serves as scout. Usually, a single Overlord can be killed before Zerg is able to build Scourge. The initial Corsair might not be lost, as it is a crucial unit to scout for possible All-Ins or related aggressive counters. Furthermore, the Corsairs will later be used to fight larger numbers of Mutalisks and Scourges. The ultimate goal is to at least gain six Corsairs with the +1 Air Weapon Upgrade. Six Corsairs with the upgrade or seven without can kill a Scourge before it reaches the Corsairs. In the mid game the Corsairs are used to kill stray Overlords or take out relatively unprotected clumps of Overlords. The harassment can be continued while reaching a greater number of Corsairs, as long as needless losses are avoided.
While the Corsairs roam the map, the amount of Zealots should be increased. By the time +1 Ground Weapons is finished six Zealots and five Corsairs should be trained. Protoss will try to use these Zealots to regain control of the map. The timing offered by the Neo Bisu Build enables Protoss to attack poorly walled off Zerg Expansions. However, in modern Protoss vs. Zerg, most Zerg will be able to defend rather easily. The Zealots must not be lost in a fight in which they can't deal heavy damage to a Zerg economy. Instead, the increasing amount of Speed Zealots should be used in a way that Zerg is not able to combine Hydralisks in the open map. Usually, Zerg will have a hard time uniting the Hydralisk groups spread on two bases. Smaller numbers should be attacked, larger clumps not.
The constant Zealot and Corsair pressure aims to put stress on the Zerg's economy as they are forced to produce units instead of Drones. While putting on pressure, the Protoss builds up a large army, takes a third base, and attempts a strong timing attack at +2 Ground Weapons with ranged Dragoons and Observers.
For harassment Shuttles with High Templar, Dark Templar, or Zealots can be used in combination with Corsairs. Corsairs can be used to clear drop paths of Scourge and Overlords.