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This build requires that you build the following:
- Pylon at 9 supply
- Gateway at 10 supply
- Gateway at 11 supply
- Zealots as soon as possible
- Pylon at 14 supply
- Forge at 16 supplyGas as soon as minerals are available
This is a very aggressive rush build. You'll be spending a large amount of your early game resources on Gateways and Zealots, which virtually guarantees you are going to be behind economically. If this build goes well, you won't even get to the part where you have to get a gas running, because you'll have already won the game.
This build is more effective against Zerg and Protoss on small 1v1 maps. It can also be effective on medium size maps with 4 spawn locations so long as you start scouting early (preferably with the scout that builds the pylon at 8 supply) and are able to find your opponent. Some players will make up for the size of the larger maps by building the gateways physically closer to the middle of the map, which is effective but requires that you plan ahead and send out probes very early to build the structures. Doing this will also really tip your hat to the opponent, since your opponent will be more likely to see your structures early on.
Terran can give you problems with this build if they have their wall-in going. While four or six Zealots can very quickly take your a Supply Depot, you'll be at fired upon by Marines who have cover at least until the Supply Depot goes down. And if your opponent sees what you are doing and puts a Bunker in the wall-in you could really be in trouble.
Unit control is a very important part of this build, and if you're a real newbie you probably shouldn't use this build. It is very easy to become so obsessed with your rushing units that you forget to build new units for reinforcement. The Forge becomes an important part of this build if your initial rushes don't pay off, as you can use the Forge to build cannons for defensive against a counter-attack and you can upgrade your Zealot's weapons, which makes them much more effective overall.