2 Gateway (vs. Zerg)

From Liquipedia StarCraft Brood War Wiki
[e][h]ProtossTwo Gateway Build
sAviOr being caught off guard against a 2 gate rush
Strategy Information
Matchups:
PvZ
Type:
Opening

Overview[edit]

The "Two Gateway" Build Orders summarize different openings, which aim to put pressure on Zerg early on with a Zealot rush off one base. While all Build Orders are somewhat aggressive, some of them sacrifice economic advantage by stopping (cutting) Probe production more than others. Builds which include a temporary Probe cut are usually considered to be an All-In, due to their highly risky character.


Build Orders[edit]

All Build Orders follow the same underlying idea to train Zealots as fast as possible. The Build Orders themself vary only little.

Aggressive Versions[edit]

The term "Proxy" refers to buildings, in this case Gateways, being positioned far from the main base. This can either be at the Natural Expansion or in the middle of the map. Proxy Gateways are build farther away to minimize the walking distance between the own base and the opponent, thus making a rush even faster and more threatening.

The following versions of the Two Gateway openings are considered to be rather aggressive.

"9/9 Proxy Gateways"
  • 7 - send out a Probe[1]
  • 8 - Pylon
  • 9 - Probe[2]
  • 9 - Gateway
  • 9 - Gateway[3]
  • 9 - Probe
  • 10 - Probe
  • 11 - Zealot
  • 13 - Pylon
  • 13 - Zealot
  • 15 - Zealot
  1. Either to the Natural Expansion or to the spot the Gateways should be placed
  2. On four player maps this Probe can be used to scout
  3. Probe is being used to scout
"9/9 Gateways"
  • 8 - Pylon
  • 9 - Gateway
  • 9 - Gateway[1]
  • 9 - Probe[2]
  • 10 - Probe
  • 11 - Zealot
  • 13 - Pylon
  • 13 - Zealot
  • 15 - Zealot
  1. Probe is being used to scout
  2. On four player maps this Probe can be used to scout
"9/10 Gateways"
  • 8 - Pylon
  • 9 - Gateway
  • 9 - Probe
  • 10 - Gateway[1]
  • 10 - Probe[2]
  • 11 - Zealot
  • 13 - Zealot
  • 13 - Pylon
  • 15 - Zealot
  1. Probe is being used to scout
  2. On four player maps this Probe can be used to scout

Safer Version[edit]

The 10/12 Gateway is a safer version of a Two Gateway opening. It can be played as proxy or as ordinary one base version.


"10/12 Gateways"
  • 8 - Pylon
  • 10 - Gateway[1]
  • 12 - Gateway
  • 13 - Zealot
  • 15 - Pylon
  • 17 - Zealot
  • 19 - Zealot
  • 21 - Pylon
  1. Probe is being used to scout

Execution[edit]

The Execution of a "Two Gateway" Strategy does depend on the maps and the intention of each specific Build Order. Generally speaking, Protoss usually tries to train Zealots as fast as possible.

In case of the Build Orders listed as aggressive, the player will try to attack as fast as possible, which means a greater risk. If no Proxy Version is used for 9/9 or 9/10 Gateways, the Protoss can delay his first attack by a few minutes, to make sure he can block his choke point (usually ramps) and prevent backstabs and runbys. However, if the Protoss went for Gateways not blocking choke points directly, his buildings and his economy will be open to harassment, if the Zealots do not pose an immediate attack. If the Zerg opened with a 4, 5, 6 or 9 Pool (with or without Speedupgrade), Zerg might be able to attack the Pylon powering the Gateways before a Zealot is out to defend. Building Proxy Gateways in the open map should therefore be done very carefully. Zerg must not scout the position of the Gateways with Overlords or a scouting Drone. At the same time a Proxy Gateway loses its strength if the opponent is not scouted right away, which is the reason why Protoss uses a second Probe to scout on large four player maps.

For 9/9 or 9/10 Gateways the first (and the optional second) Probe is used as supporting to unit for the first two Zealots attacking Zerg. Against Zerglings the Probe and two Zealots can one-shot a Zergling; even if only one Zealot is used (in case of a 9/10 Gate), the Probe will deal additional damage. The aggressive openings can use more than just two Probes, which increases the risk for both sides, as a failed defense or attack will end the game right away.

The 10/12 Gateway version doesn't stress the economy as hard as the other versions, as no temporary Probe cut is needed. A player can transition out of this opening by either going for a Nexus or adding an early Assmilator to tech on to stronger units. In this scenario a larger Zealot group should pose a threat to the Zerg Natural expansion, thus forcing the Zerg to invest Drones into static Defenses and Zerglings and stalling his Tech. This does need some experience, as Mutalisks and Lurkers will hard counter the opening. Knowing when to attack and when to retreat is pivotal.

A 10/12 Gateway opening with the Gateways blocking the entrance to the Natural Expansion can be a strong opening on special maps such as Longinus. The Gateways can be easily defended by only one Zealot in rare cases and thus be as effective as a Forge Fast Expand opening. This makes the transition out of the opening easier, as only little units are needed to defend and support a faster Nexus, while having the opportunity to pressure the Zerg if he acts careless.

Any Two Gate version with Gateways being build inside the own base are less effective and more vulnerable to backstabs and runbys if more than three units are needed to block the entrance. This is the case for larger ramps on maps like Andromeda, Blue Storm or Luna.

Notable Maps[edit]

Notable Games[edit]

Rush Hour South Korea Zerg Chojja 9/10 Gateways
South Korea Protoss Reach
Date: 2005-07-21
Patch: 1.13 VOD
Arcadia South Korea Protoss Reach Proxy Gateways
South Korea Zerg sAviOr
Date: 2006-05-21
Patch: 1.13 VOD
New Sniper Ridge South Korea Protoss Mini
South Korea Zerg ZerO
Date: 2012-05-20
Patch: 1.15.3 VOD


Nightlight South Korea Protoss Nal_rA Nal_rA's version of a very aggressive Two Gate Way Proxy
Germany Zerg Mondragon
Date: 2005
Patch: VOD