This is the July 2018 entry of Metagame Build Orders.
Vs. Protoss
There is a trend that Starport is delayed in favor of earlier Stim. One of the most popular builds now is the revised 2-1-1, which I had discussed in my earlier article. You can read more about the build in that article.
14 – Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
@100 gas – Factory
@100% Reaper – Reactor (@100% – Marine production)
@75 mineral – Refinery
@100 mineral – Supply Depot
@150 mineral – Barracks (2nd)
@100% Factory – Widow Mine
@100% Reactor – Constant Marine production
@100% Widow Mine – Cyclone
@100% 2nd Barracks – Tech Lab (@100% – Stim)
40 – Supply Depot
Build Supply Depot accordingly hereafter.
@100% Cyclone – Cylone
@100% Cyclone – Starport; Reactor on Factory
@125 mineral – Engineering Bay (@100% – +1 Infantry attack; Missile Turrets at mineral line)
@100% Starport – Swap it onto the Reactor of the Factory and produce 2x Medivac
Vs. Terran
The mass Cyclone into three Command Centre is the new norm. I have also discussed that in a previous article. You can transition to bio or mech.
14 – Supply Depot
15 – Refinery
16 – Barracks
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
@100 gas – Factory
@100 mineral – Supply Depot
@75 gas – Refinery
@100% Reaper – Reaper
@100% Factory – Cyclone
@50 gas – Reactor on Barracks
@100% Reactor – Swap Factory onto Reactor for 2x Cyclone
@400 mineral – Command Centre (@100% Orbital Command), then Tech Lab on Barracks
39 – Supply Depot
@100% 2x Cyclone – 2x Cyclone
Build Supply Depot accordingly hereafter
Constant Marine production
@100 gas – Stim
@100% 2x Cyclone – Lift up Factory to build a Reactor; 2x Barracks: one on the unused Reactor and the other next to the Factory
@250 mineral – 2x Engineering Bay (@100% – +1/+1 Infantry upgrade)
@150 mineral – 2x Refinery
@100% 2x Barracks – Lift Factory to build a Reactor; Starport (next to Factory); Swap the Barracks with no add-on onto the unused Reactor
@100% Starport – Swap Starport onto Reactor for 2x Medivac; Tech Lab on Factory
Vs. Zerg
Although Maru has single-handedly caused the resurgence of 2-1-1 in TvZ, the classic 1-1-1 with Reactor Hellion into three Command Centre remains one of the most used builds in the metagame. The minor buff to Raven’s Autoturret range allows it to be used as a harassment tool in TvZ again. uThermal has been using this build heavily in his recent WCS games.
14 – Supply Depot
16 – Barracks
16 – Refinery
@100% Barracks – Reaper and Orbital Command
@400 mineral – Command Centre (@100% – Orbital Command)
@100 mineral – Supply Depot
@100% Reaper – Marine
@100 gas – Factory
@100% Marine – Reactor
@100% Factory – Starport and Refinery, swap Factory onto Reactor for 2x Hellion, and build a Tech Lab with Barracks next to the Starport (in this sequence)
Continue Hellion production
@100% Starport – Swap it onto the Tech Lab for Raven, and Supply Depot
Build Supply Depot accordingly hereafter
Constant Hellion production*
@100% Raven – Raven
@400 mineral – Command Centre (@100% – Orbital Command)
You then transition into a 3-1-1 as per normal. The core of the build should be very familiar to many, but there are two interesting details. One is the constant Hellion production. uThermal consistently produces eight Hellions rather than the usual four to six. Clearly, having more Hellions allow you to have better map control and pose greater threat toward the Drones. I was thinking whether this minor adjustment is to line up the transition to standard bio better. You always want to align your Stim upgrade and the first pair of Medivac. The Factory is usually used to build a Reactor for the second Barracks in the transition phase, so the additional production of Hellions delay the transition to bio. The two Ravens take more time to produce than a Viking then a Liberator. Thus, the additional Hellions may be built to smooth out the transition. However, after some research, it appears that the production of six Hellions is the best in terms of aligning the Stim and Medivac. Thus, I conclude that it is not mainly due to build order transition.
The other interesting detail of this build is the lack of Viking. I have already discussed the rationale and metagame interactions of a Viking in TvZ 1-1-1 builds in another article. uThermal’s choice to opt for two Ravens without a Viking suggests a Raven is more valuable than a Viking in the match up. A Raven is a much better harassment option than a Viking, and it can be used to clear creep later. A Viking is useful in clearing Overlords, and directly forces Zerg to move them to safer locations. It is difficult to be conclusive which is objectively better. However, given that uThermal produces eight Hellions for run-by, the Raven’s harassment capability syncs well with the overarching plan.
If you enjoyed this article, I’d love you to share it with one friend. You can follow me on Twitter and Facebook. If you really like my work, you can help to sustain the site by contributing via PayPal and Patreon. See you in the next article!
So in the build against Zerg you’re showing, you start making a fourth CC before adding a fourth production building (you’re still on 1-1-1).
I wonder if it is safe, a nydus / roach-push / baneling push can come so quick.
That’s the third CC. I made a typo earlier.
Thanks for the builds. You should add some cryptocurrency monetization for this site though. PayPal and Patreon are not good. Try moneybutton.com or anything bitcoin cash related. Cheers.
I never thought of that. Thanks. I should really spend some time looking into this. If you don’t mind, drop me an email or pm on twitter. Because I would like to get some help understanding it.