How do you deal with PROTOSS CANNON RUSHES

I dread every protoss game where I see the probe sauntering around my base like it owns the place, then breathing a sigh of relief when it doesn’t drop pylons like crazy. Usually; I have to build bunkers all over the place, then IF I deal with that successfully the P usually has teched into SKYTOSS or DT’s, then it’s all downhill from there. P needs the nerf please.

Take about 8 of your workers and right click the probe, then play like normal. This HARD COUNTERS people who try to scout you. 100% win rate guaranteed.

You make it sound so simple tbh

Literally its a free win if they sent a probe to your base before 5 minutes.

I don’t see how when they are seeing all of your buildings/composition/strategy.

… you are getting trolled. Making 8 workers chase a probe is a bad idea.

Alright, so 3 workers can kill a cannon if they start attacking it right after it starts, 4 workers kills it if you are there reasonably fast.

If they start strutting about make sure you check for a pylon at the bottom of your ramp and if they have a pylon then have 2 worker follow the probe (or each probe if there are multiple) and 1 worker at the bottom of your ramp on lookout and to block them from walking in a cannon.

Get a reaper to kill the probe(s) and then rush a tank, and then transition into marine-medivac as normal, preferably squeezing out a raven because cheesy protoss like DTs.

Honestly, you can find some very detailed guides on YouTube, but this basic summary should suffice for now.

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Have awareness of your base and natural. The early probe could be just an innocent scout or a bloodthirsty harbinger of doom, so don’t just let it hang out inside your base beyond your vision.
If it starts building, you generally you want to have one worker chasing the probe. When you get real units, prioritize killing it.
You almost always need to use your workers to fight this off, BUT it’s usually not a great idea to kill the pylon (though that has its risks) because you want them to commit resources to the canon rush, not keep canceling buildings while you waste your workers’ mining time.
When a photon canon starts, put 3 workers to attack it, that’s enough to kill it before it finishes.
You also need to worry about them blocking access to the building canon with buildings, which you can block with a worker. This isn’t easy but most canon rushers don’t seem to know how to block properly anyway.

You can also build your own static defenses. Obviously if you have your own photon canon, it will always kill any canon they try to build in range of it.
If you’re zerg, you can build a bunch of spine crawlers and then move then into range of a canon at the same time. You can also use Ravagers who will easily clear up static defenses with bile.
Terran can just lift off and move to another base. Tanks can also clear canons up without taking any damage.

Keep in mind that most early units are not strong enough to deal with canons in a cost effective way. Exception being ravagers.

i build my own cannons and they stare to each other

Fly away

Why would you waste your time there?

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That’s actually a really good idea; I’ll do that next time if I can’t successfully defend my base the old fashioned way.

Yeah. Remember that he spent about 500 minerals in your base while you spent ~ 200

Most important is scout, to know it is coming. Than take 2 scvs and put them on patrol under ramp next to his pylon, so he can’t place cannons and chase living probes with multiple scvs, so if the want to place cannon, they die quickly. Also try cannon rush yourself and see how people defend it, which may give you perspective on it…

Wait a terran crying about cannon rushing? LOL.

Bro all ur buildings float. Why the f have you not come up with that yourself? Jesus…

If you suggest to float your buildings, that doesn’t work, do you know how much mining time you lose, what if he blocks ramp, or has cannons there you lose a lot of scvs, only way why would you float is that you already lose a lot a this point you lost. Stop doing that, only gold league player would float their cc, after cannon rush. That sh1t doesn’t work, only against bad player. STOP DOING THAT NOOOOOOOOBS !!!

The best would be for a replay so we can see what your usual response is and then give you some tips on what to change.

F.ex. if you get supply blocked, or miss micro/missplace bunkers, your gas or factory is late this can often lead to snowball effects that ends in a loss.

You will not scout a forge before the rush starts for a standard scout timing (18.scv).
The rest seems mostly reasonable such as blocking of strong cannon positions and keeping a track of the probes.

You can scvs scout if you want, or if you don’t scout under your ramp, or base, if you are lower league and probe could sneak through…

Shut up you racist dog

This is true and i agree, however you usually see your ramp very well with the rax at ramp and once you see a 2. probe you know 100% what is coming so its not 100% needed to scout.

Out of curiousity would a 16 scout be able to confirm a cannon rush earlier than seeing the 2. probe or 1. pylon.

If it does not then a 19 scout (standard rax-gas timing) would put you in a better position to stop it.

At the end of the day it all comes down to mechanics and being able to do all the things you need in order to stop it and not only knowing what to do so pracitse makes perfect.

Float your cc to their main and build a PF. See how they like buildings in their base.

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