Protoss Counter to 4/5 Pool
This article discusses possible counters to the Zerg 4/5 Pool All-in. For the article about performing this opening build see 4/5 Pool.
Overview[edit]
The 4 or 5 pool is probably the most feared all-in strategy in the Zerg arsenal. It allows the Zerg to have Zerglings out way before the Protoss has any fighting units available. A 4-pooling Zerg will have an extremely weak economy and unit production ability after the initial six Zerglings are out; the strongest part of this strategy is the speed at which the Zerg's attack comes.
This means that the most important factor when it comes to being able to defend against a 4/5 pool is scouting. In 4 player maps, we often see the Protoss scout with the Probe that built the first Pylon and then again (if the Zerg has not been found until then) with the Probe that builds the Forge. If the 4/5 Pool is scouted before the Spawning Pool is finished, the chances of defending are much higher than if the Protoss realizes its a 4/5 Pool just when the Zerglings show up.
Timings[edit]
For a regular 4 pool[edit]
- Pool finished: ~ 1:30
- Zerglings out: ~ 1:50
- Zerglings reach opponent's base:
- on Destination: ~ 2:30
- on Python close positions: ~ 2:20
- on Python cross positions: ~ 2:30
For an FE opening[edit]
- First probe scout leaves base: ~ 0:50
- Forge finished: ~ 2:00 (assuming the 10th probe was rallied to the nat and built a Forge immediately)
- Pylon in main finished: ~ 2:00 (assuming the Pylon was put down with the first 100 minerals after the Forge)
- Cannon finished: ~ 2:35
For a regular 10 Gate opening[edit]
- First Zealot out: ~ 2:20
- Second (and third in case of a 10/12 gate) Zealot(s) out: ~ 2:50
Notes on Timing[edit]
As we can see, the timings of the Zergling attack and the Protoss' ability to defend are very close. Those few seconds however are crucial and in any of the possible cases, there will be a short period of time when the Protoss will have to defend with probes until his cannon(s)/ Zealot are finished.
Scouting[edit]
If you choose to open with the common fast-expand build, you should always send the Probe that built the Pylon to scout. If it's a 4 player map, sending the Probe that builds the Forge as well is highly recommended, especially if you suspect the Zerg might cheese.
It is imperative to keep your scouting Probe alive when you see a 4/5 Pool coming. Not only do you need to see what the Zerg follows this up with, but harassing his Drones when he only has a handful is extremely useful; having to pull one Drone even for a second to defend from your Probe harass will hurt him a lot.
Also, depending on the situation, you probably want to keep a Probe hidden near a mineral line and give it a location hotkey in order to be able to use stacking more effectively if you use the 'mine' command on that patch to form a stack with your probes.
Buying time[edit]
In most cases you will need more time to let your cannons warp or your Zealot to spawn. You can use your scouting probe to try and block his ramp or get it to move towards your base right in front of the Zerglings and delay them as much as possible. If you lose that initial probe, you can afford to send one more to scout and harass in his base.
Initial Reaction[edit]
From an FE opening[edit]
If you are playing on a 3 or 4 player map, you should always rally your 10th probe to the natural and build a Forge on 10/11 supply if you don't find the Zerg on the first try. If you haven't done so, there's not much you can do in case of a 4 or 5 pool.
When you scout the Zerg going for a 4/5 pool, immediately put your Forge down if you haven't done so already and with your next 100 minerals begin warping a Pylon in your main base.
5 o'clock on Destination |
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The moment the Pylon warps in, put a Cannon down in your mineral line immediately. Every second counts!
- If your Cannon is not done yet by the time the Zerglings arrive, get ready to micro your probes and protect it until it is done warping.
- If your cannon is far from completion, you may want to pull some Probes and block your ramp to further delay the Zerglings.
- In case you scouted the 4/5 Pool after you put your cannons down in the natural, pull all your Probes and try to hold the position until Cannons are up.
Building Placement[edit]
You want to build your second Pylon near or inside your mineral line in such a way that it allows for the following:
- It provides enough coverage for one Gateway and perhaps a second one to be built.
- All sides of the Pylon are covered by a path the probes will take when moving from a mineral patch to an other or to and from the gas geyser.
The Cannon should always be built inside the mineral line so that it can cover a Gateway completely. If you can get one Cannon up in time, you probably won't need a second one if your Probe micro is decent but you may want to put one more down nonetheless to cover enough space for your buildings; especially if you plan to go follow this up with fast tech.
From a one/two Gate opening[edit]
If you have opted for one base play, you need to pull as many Probes as you feel comfortable with and hold your ramp until your Zealot is ready. If you have built your Pylon and Gateway near your ramp, you need to try and hold it for as long as possible since otherwise it will be very hard to defend your buildings with just one Zealot and Probes.
You may also want to build a Shield Battery and/or Forge to help you defend, depending on your Probe micro and building positioning.
Transition[edit]
The ultimate goal when countering a 4/5 Pool is to keep as many Probes alive as you can while mining as much as possible. Transitioning to an aggressive 2 Gate will almost certainly ensure that the Zerg won't have any defenses, or will have to use his Larvae to morph more Zerglings and morph Drones into Sunken Colonies, leaving him in an even worse economic position.
What you do after you survive the attack and how effective it is, is completely dependent on the amount of damage you suffered. Any of the choices listed below will put you ahead if your economy was stronger than his, or force you into a defensive position if you lost too much.
Two Gate Zealots[edit]
Provided your Cannon was up in time and you were able to fend of the attack with no significant losses, it is your turn to pressure the Zerg. The two gate follow up is based on the fact that his weak economy will make it very hard for him to have enough defense against a constant stream of Zealots and make Drones at the same time, eventually allowing you to overpower him.
You can follow this up with an expansion, or keep being aggressive by researching Zealot legs and Templar tech.
One Gate Tech[edit]
Again, you deny the Zerg the ability to Drone up by forcing him to respond to your fast tech, usually Corsairs, followed by DTs, Reavers, or an expansion.
Fast expo[edit]
After you have enough Zealots to defend, you rebuild your Forge and take your natural. A good choice if you did suffer some losses and an aggressive strategy would be defended with ease.
Proxy[edit]
Since after you have secured the area around your main Nexus, the Zerg will probably try to contain you with his lings, you can try and be cute by Proxying a Gateway and going for some harass, forcing him to free your entrance to go back and defend.
References[edit]
- Nal_Ra's Hallucination: Blocking 5 Pool with Protoss