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PvZ build order guide

Carrier Rush

Detected if the Stargate is the FIRST tech building (built before any Twilight Council / Dark Shrine / Robotics Facility), a Fleet Beacon is up by 10:00, and at least 1 Carrier has been produced by 10:00 -- a true Stargate-opener Carrier rush. A DT or Glaives opener that adds a Stargate / Fleet Beacon / Carrier late tags as PvZ - DT Opener or PvZ - Adept Glaives instead. Carriers without a Stargate + Fleet Beacon are treated as hallucinations.

PvZPatch 5.0.16New

69.2% win rate over 39 games vs Grandmaster opponents since patch 5.0.16

n = 72 games from 4 players · Stats updated Sep 28, 2026

Across 72 PvZ ladder games from 4 players since patch 5.0.16, Carrier Rush wins 66.7% of decided games. The likely range for its true win rate is 55.2–76.5%, so it wins more often than it loses. It is played most against Grandmaster opponents, where it wins 69.2% over 39 games. It appears in 12.9% of the 559 PvZ games in the guide sample. This guide is newly published, so there is no weekly trend yet. This is still a small sample (n = 72), so treat it as a directional read.

Video guide

PvZ Carrier Rush: Can Zerg Stop It?

Published Sep 19, 2026

From the video by ReSpOnSe
I'm rushing Carriers, but I can't give Zerg a free game.

Win rate by league and MMR

Grouped by the opponent's league and MMR band. Bands without enough games are left out.

By opponent league

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%.
Win rate by opponent league
GroupWin rateLikely range (95%)Games
Grandmaster69.2%53.6–81.4%39

By opponent MMR

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%.
Win rate by opponent MMR band
GroupWin rateLikely range (95%)Games
5000–5500 MMR58.1%40.8–73.6%31

Key timings

These timings come from 71 recorded build orders by 3 players. Buildings are timed when construction starts, upgrades and morphs when they finish, exactly as the replay records them. The median player finishes Charge at 11:27, with the middle half between 10:22 and 12:14. Timing data is still thin (n = 71 replays), so expect these medians to move.

Key timings from 71 recorded build orders, in game time
MilestoneEarly (p25)MedianLate (p75)
Pylon startedin 71 games0:340:350:36
Gateway startedin 71 games0:560:581:00
Assimilator startedin 71 games1:071:081:10
2nd Nexus startedin 71 games1:471:491:52
Cybernetics Core startedin 71 games2:002:022:05
Stargate startedin 71 games2:563:013:12
Warpgate donein 71 games4:494:535:14
3rd Nexus startedin 71 games4:474:595:28
Fleet Beacon startedin 71 games5:085:206:05
Forge startedin 71 games5:426:187:03
Twilight Council startedin 62 games5:098:159:15
Templar Archives startedin 56 games9:149:4310:36
Robotics Facility startedin 50 games10:0210:5312:20
Charge donein 54 games10:2211:2712:14

Army at 6, 8 and 10 minutes

At 6:00

Median count when present · 71 replays

  • Adept×4in 94% of games
  • Void Ray×1in 89% of games
  • Oracle×1in 83% of games

At 8:00

Median count when present · 71 replays

  • Void Ray×1in 85% of games
  • Oracle×1in 82% of games
  • Adept×3in 79% of games
  • Mothership×1in 58% of games

At 10:00

Median count when present · 66 replays

  • Carrier×3in 100% of games
  • Mothership×1in 88% of games
  • Void Ray×1in 73% of games
  • Adept×2in 68% of games
  • Oracle×1in 59% of games

When it wins

Win rate by game length: does the build close games early or pay off late?

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%.
Win rate by game length
GroupWin rateLikely range (95%)Games
10–15 min76.5%60.0–87.6%34

Common macro leaks

Average macro score 75.7 over 72 games from 4 players.

  • Supply Blockedin 100.0% of games72 of 72
  • Mineral Floatin 91.7% of games66 of 72
  • Chrono Efficiencyin 88.9% of games64 of 72