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Blink Stalker Push

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[e][h] Blink Stalker Timing Push
Strategy Information
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The Blink Stalker Push is an aggressive build that is primarily used against a fast expanding Zerg opponent. The rush distance between the players is important in determining the amount of pressure and damage - closer is more favorable. The use of the ability Blink early in the game versus a Zergling-based army scattered with a few Roaches is an incredibly powerful tool to minimize Stalker losses. Transitioning out of the build is difficult due to the threat of a hard counter-attack. Therefore, this build requires almost perfect execution by denying the Zerg's Hatchery. The use of a forward Pylon is crucial in the execution of this build.

Build Order[edit]

Below is the build used from time to time by Liquid`Nazgul. Other slight variations are possible and sometimes better, depending on several variables such as match-up, the opponent's strategy etc.

Basic Build
  • 9 Pylon #1
  • 13 Gateway + Scout with Probe
  • 15 Assimilator
  • 16 Pylon #2
  • 18 Cybernetics Core
  • 18 Assimilator #2
  • 18 Pylon #3
  • 21 Chronoboost Stalker #1 and #2, research warpgate tech
  • 23 Put guys on gas the 2nd assimilator after starting the chrono boost on the first Stalker and Warpgate research.
  • 27 Gateway #2
  • 28 Gateway #3
  • 29 Pylon #4
  • 30 Twlight council
  • 30 Gateway #4
  • 30 Stop probe production
  • 30 Chronoboost Blink until upgrade completes
  • 30 Warp in Stalkers
  • 30 Pylon #5
  • 44 Blink is done researching


  • Use Chronoboost on Probes at 9 and 13.
  • The first two Stalkers should be Chronoboosted and sent to apply some early pressure (Around 28 supply).
  • After Assimilator #2 finishes, two Probes should be sent to mine gas after starting to Chronoboost the first Stalker.
  • Pylon #5 can be used to completely wall-in at your ramp to prevent Zergling a run-by.
  • Pylon #6 should be located near your opponent, but out of sight as a forward Pylon. This is used to warp-in reinforcements during the push.
  • After Blink is finished researching, there should be a total of 9 Stalkers. Produce one more cycle of Stalker and move out with 11-13 Stalkers.
  • Blink should begin researching around 5:58 to 6:00 and you should engage around 8:00 to 8:20.


Proper execution requires a substantial amount of micromanagement. The primary mechanic is using Blink. The general rule: If a Stalker loses shields, then blink behind the rest of the Stalkers. In addition, to the general rule, you will always want to have your army up against a wall to avoid being surrounded by Zerglings. When staging your Stalkers outside the Zerg's expansion, it is important to keep track of the Spine Crawler placement. If there are is an undefended area, move the Stalkers to that area and attempt to move toward the back of the mineral line of the expansion. This will force the Zerg player to Uproot the Spine Crawlers for readjustment. When this happens, and if safe, attempt to destroy the uprooted Spine Crawlers while keeping as many Stalkers alive as possible. Your Stalkers should always be attacking a structure or units while minimizing the amount of damage taken. If some Stalkers can attack the Hatchery, then they should attack the Hatchery without taking damage, even if only a few Stalkers are dealing damage. The rest should be moving into a favorable position to maximize the damage output.

Unit Composition[edit]

You should only build Stalkers during the execution of this build. If your push fails, then adjust your defending army to counter the Zerg attack. The more Roaches, the more Stalkers you should build and the more Zerglings, the more Zealots you should build.


The entire purpose of the Blink Stalker Push is to take advantage of the fast expanding Zerg. If properly executed, the Zerg will have lost the expansion Hatchery and ultimately the game due to the major setback.

If properly executed, the game should be over, but there should always be a secondary plan as listed:

  • If there were a large number of Spine Crawlers and you could not deal enough damage, then you can turn to Hallucination to use a Phoenix to gain vision of the high ground inside the Zerg base. This will allow you to Blink up to the high ground and surprise the Zerg. While the Zerg reacts by relocating their army, this is the time to deal damage by destroying any tech buildings, Drones or Queens. If your Stalkers are threatened, then you can just defend as much as you can with your Stalkers on the high ground and Blink the weakened ones to the low ground. Reinforce, Blink to the high ground and repeat.
  • Continue to pressure while advancing your tech to Dark Templars with a Dark Shrine.

If your army has been beaten and you failed to do significant damage to the Zerg economy, then you are behind. Consider the following:

  • Expand
  • Double Expand
  • If you scout that the Zerg is producing Hydralisks, then you should expand immediately and tech to Colossus immediately.


This build is very flexible when it comes to maps, although, there are a few exceptions.


Steppes of War is typically a more aggressive map and a fast expansions are rare.

Scrap Station's natural expansion is tucked away past a choke point where your Stalkers are susceptible to a Zergling surround.