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Talk:2 Gate Zealot Rush

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Added an "outdated" stamp to this article. Don't feel its a really relevant build currently. Anyone object? --Dhalphir 11:23, 21 July 2011 (KST)

Ehhmmm, is this a joke? -- 19:02, 22 August 2010 (UTC)

Ehhmmm, no? Care to be more specific with your criticism? I didn't create the guide, I just formatted it for the wiki because I felt that it was a pretty decent guide on a popular build in the ladder right now. I got it from here: Ungood 17:02, 24 August 2010 (UTC)

I think he was referring to the fact that some parts of the guide are a bit... less than helpful. See: "A good way to counter this build is to immediately pull your hands away from the keyboard and the mouse, and place your back on the ground. Proceed to roll around while laughing." "Engage asap - they'll probably run away, terrified by the manliness of your man-lots." Also, for the strong maps section, is Kulas Ravine really a good candidate for strong map? Not trying to say that this won't work on Kulas but if short rushing distances are key I'd imagine maps like Steppes of War and Xel'Naga Caverns would be a better alternative Even if the rush distances are slightly longer on Steppes and Cavern (which I don't think is the case) there's more risk on Kulas since there's only a 33% chance of you ending up with the close rush distance on Kulas. By the time you've checked that vertical base you're already fairly committed (at the very least your economy will be behind and he'll probably have a tech advantage if he went for a normal core instead of a second gateway). Again, this could work on Kulas but it just seems too risky to be considered a strong pvp opening on that map.--Elysian 22:47, 24 August 2010 (UTC)

Thank you. I know the original thread is written in a humorous tone. I'll try to clean up the sections that come across as too strongly sarcastic, and add to the Weak/Strong map sections.

I am pretty sure most 2 gates are done with 8 pylon. I could add some common proxy spots on different maps as well, unless anyone objects? -Isolation 13:11, 7 October 2012 (KST)

No, feel free to add that. Also, if you know by chance of any somewhat high-level replays/vods of the build, would be great. -- PhiLtheFisH 17:36, 7 October 2012 (KST)
I've made some fairly extensive changes. I imagine the main goal of having a 2 gate build documented will more be about defending such a build or understanding how the build works, so I would like to add a section on properly countering a 2 gate. Also I would like to expand this build to 2 gating vs Z and vs T, which is significantly different in execution, but very similar in build order (for instance, the pylon and gate timing is exactly the same, except that you will cut the 10th probe because you should place a pylon where the terran would supply depot wall off his ramp, and depending on what happens, cancel and restart the pylon as often as possible, OR alternatively, attack it with your own probe so your zealot can break through when it reaches. This is because if the terran successfully walls up his ramp, it should be almost impossible to win the game). ALso I would like to request having this build changed to "Proxy 2 Gate Zealot Rush" instead as, as noted in the introduction, non proxy 2 gates simply do not work. That said, all this information is mostly from personal experience both facing and using 2 gates, and not from tournament play, and it's my understanding that it's somewhat taboo to use personal replays. I have some replays at Diamond and Masters level, however, if that's appropriate. I have seen some 2 gate attempts in high tier tournament games but don't recall them off hand. Finally I would like to note that there is a variation, which is the Proxy 2 Gate Stalker rush, as seen here:, which might benefit from being documented. -Isolation 19:22, 15 October 2012 (KST)


(Moved replays to discussion page as per Strategy Article Policy Also see the original thread (linked above for more replays). I will keep my eye out for tournament replays of this build.