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SC2 Build Order: Dark Templar Rush

Difficulty: Gold
A DT rush in SC1 was most effective against unsuspecting Terran and Protoss players. In SC2, the scenario is a little different and it is a little harder to pull off. Zerg is now the best race to rush with Dark Templars, but it can work against Protoss. This build is not recommended against Terran players – unless you’re experienced and can manage some amazing timing, micro and macro.

  • 9: Pylon
  • 12: Gateway (at choke)
  • 14: Assimilator
  • 16: Pylon
  • 16: Cybernetics Core (at choke, leave small gap)
  • 18: Assimilator (start saving Chrono Boost here)
  • 20: Stalker (to deny scouting)
  • 20: Twilight Council
  • 22: Pylon
  • 22: Gateway
  • 24: Dark Shrine (proxy if possible)
  • 24: Gateway
  • 24: Warpgate Tech

If you do this right, you should be able to warp in 3 Dark Templars a little before the 5:00 minute mark. These should go straight for the enemy’s mineral line and threatening tech buildings (Spire, Hydralisk Den, etc). The Zerg player will most likely have a small army built up already (Roaches, Speedlings) and will counter attack. This is where you pull a DT or two out of there base and bring it back to defend. Have a DT blocking the gap in your wall and build typical Gateway units.

This attack will most likely not end the game unless they were REALLY unprepared (no Lair/Evolution Chamber). If the game does not end, you will want to switch to a Zealot/Templar heavy build because the Zerg player will not bother teching up again (if you hit them hard enough) and instead focus on building what they already have.

Keep in mind that you will not win 100% against Zerg with this build. If they rush Speedlings or go heavy Mutalisks, you’re toast.

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