Void Ray-Rush

Void Ray-Rush

Build Order:

9/10
Pylon
12/18
Gateway
14/18
Assimilator
16/18
Pylon
18/18
Cybernetics Core
18/18
Assimilator (Second)
21/26
Stalker
24/26
Stargate
24/26
Pylon
25/26
Research: Warp Gate
26/34
Stalker
29/34
Void Ray

The early Void Rays is mainly a tactic for forcing terran, but can also work against zerg or protoss. You are dependent on very few anti-air-units, and to deny scouting of your base. It is up to you if you want to wait for two Void Rays, but usually it’s best to attack as early as possible.

The early Void Ray is not mainly to win the game, but to force the opponent into constructing anti-air units and play defensively. Try to do as much damage as possible, without losing it. You might need the Void Ray for defense or future harassment, and a dead Void Ray is of no use. The investment has to pay off.

The Build Order allows you to continue producing Stalkers from your Gateway, giving you some defense and preventing scouting. You want to make sure you hide your Stargate, using your second Pylon. Try to build the Stargate as close to the enemy base as you can, maybe even proxying outside the base. Save at least two Chrono Boost for when your Void Ray is ready to be build, use the others for Probes.

The Void Ray-Rush often secures you map control, and you can continue the game as you want. Often it is clever to do a tech-switch after your initial Void Rays are finished harassing, as the enemy will focus on anti-air and get defenses up. You have Warp Gate-tech, or you can produce Colossus if the terran enemy is focusing on many marines.