The Phoenix Immortal push centres itself around reducing the damage dealt by an opposing army through the tanky-ness of immortals with +1 shields benefiting from their passive, and the lifting abilities of the phoenix.
The effectiveness of this composition is derived from the attack priority of enemy ground forces onto friendly ground units (in this case the +1 shielded immortals), instead of the low HP air units. Through the removal of DPS of the enemy force, and the displacement of individual units by the Phoenix, a mineral dump of zealots is an effective way to fill the meat of the composition, and will provide the majority of ground damage.
In terms of build order and timing, the establishment of 4 early gas is essential to produce the required amount of Robotics and Stargate units simultaneously, and as such is generally done from a 1 gateway expansion build, or in PvZ a forge fast expand. Against Zerg, transitioning first into a stargate for initial Phoenix play is advised to deny map control and creep spread from queens and overlords, whilst against Terran and Protoss earlier observers and immortals will be key to holding pressure, and thus will require a robotics facility first.
The transitions from this build are generally quite clear, with an easy transition into mid game Colossus play from 3 bases, or a switch to a charge Zealot + Archon mix with shield upgrades also a viable option.
Army control is paramount to success with this composition. Phoenix must be used to pick off exposed air targets such as medivacs and overlords, and also to pick up high DPS units from the opponent's army. When engaging with your entire army, placement of the phoenix directly above, or slightly behind the immortals will initially avoid any anti air targeting fire. It is important to also babysit the phoenix during engagements, as target firing from your opponent can drop them quickly, but with good micro, this can serve as a benefit to further decrease the damage being inflicted to the bulk of the ground force.
Good luck, and happy theory crafting!
Last edited by QEDMinotaur; Tue, 14th-Aug-2012 at 3:47 AM.
The Phoenix Immortal push centres itself around reducing the damage dealt by an opposing army through the tanky-ness of immortals with +1 shields benefiting from their passive, and the lifting abilities of the phoenix.
The effectiveness of this composition is derived from the attack priority of enemy ground forces onto friendly ground units (in this case the +1 shielded immortals), instead of the low HP air units. Through the removal of DPS of the enemy force, and the displacement of individual units by the Phoenix, a mineral dump of zealots is an effective way to fill the meat of the composition, and will provide the majority of ground damage.
In terms of build order and timing, the establishment of 4 early gas is essential to produce the required amount of Robotics and Stargate units simultaneously, and as such is generally done from a 1 gateway expansion build, or in PvZ a forge fast expand. Against Zerg, transitioning first into a stargate for initial Phoenix play is advised to deny map control and creep spread from queens and overlords, whilst against Terran and Protoss earlier observers and immortals will be key to holding pressure, and thus will require a robotics facility first.
The transitions from this build are generally quite clear, with an easy transition into mid game Colossus play from 3 bases, or a switch to a charge Zealot + Archon mix with shield upgrades also a viable option.
Army control is paramount to success with this composition. Phoenix must be used to pick off exposed air targets such as medivacs and overlords, and also to pick up high DPS units from the opponent's army. When engaging with your entire army, placement of the phoenix directly above, or slightly behind the immortals will initially avoid any anti air targeting fire. It is important to also babysit the phoenix during engagements, as target firing from your opponent can drop them quickly, but with good micro, this can serve as a benefit to further decrease the damage being inflicted to the bulk of the ground force.
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