9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
14/15 - 2nd Assimilator (2-3 probes)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (Warpgate research when it is finished, don't CB it)
20 - Stargate
22 - 2nd Pylon (Voidrays are 3 supply, be PREPARED do not get supply blocked, it will significantly slow your rush)
23/24 - Voidray #1 (Push now if you can micro it well) (CB)
23/24 - Warpgate Technology, you aren't always going to finish it with a VR.
27/28 - Voidray #2 (CB), push now if you waited.
29/30 - Gateway #2, when you can afford it, Gateway #3.
30+ - Gateway #4, Warpgate should be finishing, go ahead and transition into a mid game build.
Opening #3 - The Zealot Rush

(video shows a proxy Zealot rush, your call on the proxy)


This is the Protoss zergling equivalent, a quick rush with a large force of Zealots that the opponent will not be expecting. This is good against Zerg as well as Terran, but weaker against Protoss, as 1 sentry at the ramp means a lot of Zealots standing around doing nothing. This build is also weak against common enemy rushes such as reapers and void rays, but is very strong against zerglings and even average against marines (and light marauders).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - Gateway #2
16 - 2nd Pylon
16 - Zealot (CB)
18 - Gateway #3 (note: I go 3 gate for the Zealot push, as I find that is what I can afford to saturate up to ~50 supply)
18 - Zealot #2
20+ - Every gateway should be building a Zealot at all times, no exceptions. Every CB from here on out should be used on Zealots (use them wisely, the building that can take advantage of the full CB). When you have 50 spare minerals, build a probe. NO GAS. Remember, 3x Zealots = 6 supply, build Pylons frequently (Generally ~ 2 at 24, and one around 36-38).
30-35 - Early push, requires a little more micro to achieve and you will not break a Terran wall as quickly.
45 - 50 - Push out with your Zealots. When you leave your base, put up your Cybernetics Core and get your first gas, 3 probes on it. Research Warpgate when the Core finishes, and build another Gateway. You are now a standard 4 gate.

Opening #4 - Early Dark Templars

This build is similar to the Four Gate, but requires more tech at the cost of fewer units for a push. This build is very effective against all races, but depends on them not having detectors. This can also be a good defensive build against terran, as a few Dark Templars will slaughter an early Marine/Marauder ball, but at the cost of your surprise assault.
Build Order:
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9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (Spend further CB's on Warpgate, research as soon as Core finishes)
18/19 - 2nd Assimilator (I use 2 probes here for now, your call on unit composition)

Post 20 estimates (these are rough as you are leaving the rigid early phase):

20 - Twilight Council
* 19/20 - Stalker (T or P) / Zealot (Zerg)
22 - 2nd Gateway
23 - 3rd & 4th Gateway
24/25 - 3rd Pylon
25/26 - Dark Shrine
26 - Warpgate finishes, transform your Gateways and build a 4th Pylon.
26 - Warp in your first set of 4 units (sentry, zealot, 2x stalkers is a good start). Mix your composition up, don't go sentry heavy, 2 is a good number. This will give you a defense force, and your Dark Shrine won't be ready yet. Go light on sentries, I often don't get one this early for Dark Templars, you will need the gas.
34 - You should have about 6 units defending your base now, warp in a set of Dark Templars. I use 4, but the exact number is up to you (at least 2). Send them over to your enemy, if you warped in 4 you may want to leave 1 for defense. If they did not build detection, enjoy your victory.

Opening #5 - Quick Robotech

Quick Robotech is a build that will forego some early gateway units in favor of faster Immortals, an Observer, and eventually Colossus. It is good against terrans, or Zergs going ground. Once you have your Observer out and scouting, you can decide whether you need the Colossus tech or whether you should try something else. Remember, you're going to want an Observer nearly every game, so this is not a bad starting strat regardless. This build is strong against most things in the hands of a skilled player, but if you cannot hold your ramp with sentry force fields while your robotech finishes, you will have a hard time holding off an early push from any race (except a VR rush, you should have the stalkers to hold that off).
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
18 - Cybernetics Core (warpgate when it finishes)
18/19 - 2nd Assimilator, 3 probes
22/23 - Sentry (keep them out of your base) (* CB if pushed)
24 - 3rd Pylon
26 - Robotics Facility
26/27 - Stalker/Zealot #2 (*CB if pushed)
29/30 - Stalker/Zealot #3 (* CB if pushed)
31/32 - 4th Pylon
33/34 - Observer followed by 2x Immortal (CB)

Opening #6 - Nony's Dual-Stargate Phoenix


Not a build I use a lot, but it is a build centered around harassing workers with the Graviton beam. The idea is you get 3-4 phoenix (more if you are less skilled with micro), pick up a worker with one phoenix, and shoot him down with the others. The phoenix move very quickly, so you are able to dart around to expansions and the main harassing for quite some time. I would recommend a new Protoss player cut their teeth on Void Rays before trying this build, as the counters are the same. It is good against Protoss and Zerg, weaker against Terran because of Marines, but even then fairly effective. It will not single handily end the game, but it will thin their economy significantly and give you a window to push with your Gateway units.
Build Order:
9 - Pylon
10 - 2 probes (CB)
12 - Gateway (at 150 minerals, may be before 12)
12 - 2 probes (CB)
13 - 1st Assimilator (3 probes on it immediately)
16 - 2nd Pylon
* 16 - Zealot if playing Zerg, save for the Stalker if not
16 - 2nd Assimilator, 3 probes
18/19 - Cybernetics Core (research warpgate when it finishes)
20 - 2nd Zealot / Stalker
24 - 3rd Pylon
24 - 1st Stargate
25 - 2nd Stargate
27/28 - 4th Pylon
28 - 1st Phoenix (CB)
30 - 2nd Phoenix (CB)

Continue creating Phoenix (CB them) until you are comfortable leaving to harass their mineral line. Remember to take at least 3 to effectively kill ground units. Also remember to drop 2-3 more Gateways at your main in the mid 30, early 40 supply range so that you can actually finish winning the game.

Opening #7 - The Cannon Rush (Warning: Your opponent will complain)


This is the dreaded cannon rush, ender of many a sub-5 minute game and causer of much drama. This is good against Terran and Protoss (harder to pull off on Zerg because of creep) and requires your opponent to be relatively bad at scouting or you to be AMAZING at placement. It also requires the right map and a bit of luck. I hesitate to even call it a core strategy, but it is a popular build so I will include it for educational purposes.
Build Order:
9 - Pylon (at your ramp), send your probe to your enemies base and have him wait just under their minerals, preferably, or any other hidden spot.
10 - 2 probes (CB)
12 - Forge (at your ramp)
12 - 2 probes (CB)
15/16 - Drop a Pylon at the enemy base, out of sight or down on the low ground (remember, the warp diameter ignores terrain height)
16/17 - Drop a Pylon in your own base to finish your wall, walling you in tight.
17/18 - Cannon at the enemies base, when this is about 80% finished send your probe into their base to the high ground (if you are already in the base, wait till it finishes).

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* 18/19 - Cannon in your own base, if you are worried about a rush from your opponent.
19/20 - Drop 2 cannons in the enemies base simultaneously, make sure they are within range of your original cannon so you can support it. You do this so they cannot kill it with SCV's/probes, and if they down one the other will finish.
20/21 - Drop another cannon, and a pylon right behind it (near your 2nd finished cannon). This will allow you the diameter to put cannons basically at their base.
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22/23+ - More cannons, add a second or third at your base for more protection, as you can see you do not make many probes here this is all about speed.
23+ - QQ, GG. You may feel a little dirty, but just remember it's no worse than a 6 pool.

Best Protoss For Bonus Dmg To Armored Cars

General Starcraft 2 Guides
Knowing When to Expand your Base
Protoss Basic Opening Strategies and Build Orders
Starcraft 2 Cheese Strategies
How to beat a turtler (camper) in Starcraft 2 as Terran
How the Zerg can beat the Terrans
Which Race to be in Starcraft 2
Build Order Basics for Starcraft 2
Starcraft 2 Terms and Abbreviations
Tips to get you started in Starcraft 2
Beginners General Guide to Micro and Macro

Best Protoss For Bonus Dmg To Armored Games

Campaign Guides
Order of Single Player Campaign Missions
Lost Viking MiniGame Achievements Guide