PvT Dark Templar Build Order

VODs

I have to admit: I don’t know how much most advanced buildings cost. They all cost something like 150 Minerals and 100 Gas. Or maybe 150 Gas if they’re really spiffy. So when I heard that the Dark Shrine got cheaper in HotS, I mostly just thought, “Okay, so I don’t have to rapidly hit D for as long to get it out. Assuming I already have enough money anyways since I’m probably floating 2K resources anyways.” It is astoundingly relevant for pros, though, so DT rushes are back.

And they’re not even too much of a commitment anymore. In Sase (P) versus MVP (T) on Cloud Kingdom in Game 4 of the MLG 2013 Winter Championships in Dallas, Sase went for DTs behind a 1 Gate Expand while getting upgrades. Just a few DTs caught Taeja offguard and destroyed 16 SCVs. Not bad.

Sase’s PvT DT Rush

  • Standard Protoss Opening
  • 21 Nexus
  • 21 Mothership Core
  • 23 Assimilator
  • 24 Stalker
  • 26 Pylon
  • 34 5:30 Twilight Council
  • 6:30 Dark Shrine

Remember, a DT rush sets you up nicely for either Blink Stalkers or Zealot-Archon as a follow-up. Sase ended up using mind games and went for Zealot-Archon while actually going double Robo Colossi behind it.

 

Terran HotS Build Orders from MLG Dallas (hint: Medivacs)

VODs

I told you that the big Heart of the Swarm (HotS) changes in Terran were the new Reaper and Widow Mines. For Reapers, removing the Tech Lab requirement, adding the speed upgrade out-of-the-box, and regenerating health would turn it into the harass unit it was always intended to be. For Widow Mines, well, they’re just pretty imba. In the first round of MLG 2013 Winter Championships in Dallas, however, the story seemed to be Medivacs.

The Ignite Afterburners gives the Medivac a short speed boost, which makes drops extremely powerful. Since the boost doesn’t require an upgrade, and you can slap a Reactor onto your first Starport, early drops are scary, especially for Protoss. Almost every map has the 3rd curled around against the main base high ground, and while the Protoss is running a few Zealots back and forth between the bases, Medivac drops can bounce back and forth between the bases and deal damage with almost no cost. Pros will probably figure out how to deal with it and educate us all, but in the meantime, you should abuse it.

In game 1 of Flash (T) versus Bly (Z) on Neo Planet S, Flash opened with a 2 Reaper Bunker rush, which worked, so he added on a 3rd Reaper to keep the harassment up. He then added 4 Hellions, which all looks a lot like qxc’s TvZ. The trick comes next, when instead of Widow Mines, he immediately gets Stimpack, adds on a bunch of Barracks, then builds his Starport onto the Reactor for double Marine drops. Granted, none of us have sick drop micro like Flash, but I like the idea of it.

Flash’s TvZ Reapers into Double Medivac Marine Drop

  • 10 Supply Depot
  • 12 Barracks
  • 12 Refinery (cut SCVs all over the place to get things down on time)
  • 14 Orbital Command
  • 14 Reaper
  • 15 Supply Depot
  • 17 Proxy Bunker
  • 17 Reaper
  • 21 Reaper
  • 22 Command Center (on high ground)
  • 24 Factory, Reactor on Barracks
  • 26 Barracks
  • 27 Hellion, Hellion
  • 31 Tech Lab on Barracks
  • 33 6:40 Stimpack
  • Barracks, Barracks
  • 7:50 Starport
  • Drops!

But maybe you’re not all about the Reaper opening: I know I can’t macro and do Reaper harass simultaneously. In that se, you might like MVP’s (T) opening against Feast (P) on Cloud Kingdom in game 4. A popular opening we’re seeing in TvP is a CC Reactored Marines build. It feels like a 1 rax expand build, except you do get the early gas, which I think is supposed to threaten Reapers when the Protoss scouts and sees the gas. The Reactor is as good as the extra Barracks you would get from a gasless opening, and you can swap it onto your Starport when the time comes.

Note that Taeja (T) does something very similar in Game 1 on Newkirk City against Sase (P)

MVP’s TvP 1 rax expand

  • 10 Supply Depot
  • 12 Barracks
  • 15 Refinery
  • 16 Marine
  • 17 Supply Depot, Orbital Command
  • 19 Reactor
  • 21 Command Center
  • 22 Marine, Marine
  • 24 Factory
  • 25 Supply Depot
  • 28 Bunker (defensive)
  • 5:45 Starport
  • 10:20 Stimpack (this is notably late)

And if you liked being greedy in Wings of Liberty, you can still be greedy. Taeja and Flash were both doing 14 CC builds to mix things up (in both TvP and TvZ), and it appears fine. There’s not a lot to say, but here’s the build from Taeja versus Sase, game 4 on Cloud Kingdom:

TvX 14 CC (HotS)

  • 10 Supply Depot
  • 14 Command Center
  • 15 Barracks
  • 16 Barracks
  • 19 Bunker (at choke into natural)
  • 19 Marine, Marine
  • Double gas around 32 supply

qxc/MVP’s Terran bio build orders for HotS

(Update: check out my updated guide for playing Terran for the maintained version of this post)

Having already written up a few Heart of the Swarm (HotS) build orders for Protoss and Zerg, I thought I would also write up a few Terran builds as well while I’m still waiting for my copy of HotS to arrive tomorrow (if Amazon is to be believed). For this batch, I watched qxc’s stream.

Despite not having many big results in tournaments, I am still a big qxc fan. He’s very thoughtful and shows what you can do with excellent control. The caveat is that these builds are probably more specific and advanced than what I wrote up for Zerg or Protoss. Still, they’re pretty cool builds that he is copying from watching MVP and other Terrans at IEM Hanover.

Before I get into all of that, let me write down a standard Wings of Liberty (WoL) Terran opening. I’m guessing this might not be so standard nowadays, but it’s a starting point for newer players.

Standard WoL Terran Build Order

  • 10 Supply Depot at Ramp
  • 12 Barracks at Ramp (scout with the 12th SCV)
  • 14 Refinery
  • 15 Orbital Command
  • 15 Marine
  • 16 Supply Depot to complete wall
  • 16 Marine
  • Factory with the builder SCV
  • Reactor on the Barracks
  • Swap the Reactor onto the Factory for 2 Hellions

Usual rules of reading build orders apply. I don’t write it in, but you should get Orbitals on your Command Centers as soon as they finish. Also, qxc stops SCV production at quite a few times to squeeze buildings out a little sooner. Just follow the supply counts and fill in the gaps, and you should be fine.

Note that all of the builds go into bio (Barracks units, not Factory or Starport units). qxc likes bio. If someone wants me to write up mech builds, I can find someone else to watch and look at that, too.

Terran Versus Protoss

Like in Wings of Liberty (WoL), bio is still viable against Protoss. Widow Mines, however, are a nice addition to the army for extra map control and damage. To take advantage of that, this build uses an early Factory and Starport for Widow Mine drops. One quirk in the build is that the Refinery is delayed slightly. He makes a point of mentioning it in the video, so I trust him.

qxc/MVP’s TvP Widow Mine Drop into Bio

  • 10 Supply Depot
  • 12 Barracks
  • 14 Scout (look for gas and the 3rd Pylon to guess if there’s a proxy)
  • 15 Refinery
  • 15 Orbital Command
  • 15 Marine
  • 17 Supply Depot
  • 19 Reactor (constant Marine production)
  • 20 Command Center (in base)
  • 21 Factory (constant Widow Mine production)
  • 22 Marine, Marine
  • 24 Supply Depot
  • 30 Starport
  • 30 Widow Mine
  • 33 2nd Refinery
  • 43 ~6:20 Medivac (done around 7:00; load with 2 Mines and Marines to either drop or push. Thanks pball4ever)
  • Followup with Bio

Terran Versus Zerg

In TvZ, Reapers seem to be the standard opening. If Zerg gets greedy, or has poor Zergling micro, or doesn’t position their Queens well, you can do some damage. Using Reapers, Hellions, and Widow Mine, you can take map control and go up to 3 bases quite quickly. Note that this assumes your opponent is going up to 3 bases quickly, so if they don’t, you can delay the last CC.

I would explain it more, but qxc actually gives a really good explanation of it at the beginning of this video where it uses the build. I’ll shut up, and you can follow the link.

qxc/MVP TvZ Reaper Hellion into 3 CC

  • 10 Supply Depot
  • 12 Barracks
  • 12 Refinery
  • 15 Orbital
  • 16 Reaper (harass)
  • 16 Supply Depot
  • 18 Reaper (harass)
  • 19 Command Center
  • 20 Factory
  • 21 Reactor on Barracks
  • 22 Supply Depot
  • 24 Command Center
  • 25 Hellion, Hellion with Reactor on Facotry
  • 35 Supply Depot
  • 2 more Hellions for 4 total
  • 2 Widow Mines (placed aggressively)
  • Transition into Bio

Terran Versus Terran

TvT has also been changed by the presence of the Reaper. Similar to TvZ, you can use 2 Reapers to harass for scouting and catching your opponent being lazy. qxc goes for a very similar build to TvZ, except the CC is delayed. I’m not sure how standard this is, but he does this 2 games in a row. Again, watch him for the full effect.

qxc TvT Reaper Hellion (game 1, game 2)

  • 10 Supply Depot
  • 12 Barracks
  • 12 Refinery
  • 15 Scout
  • 15 Orbital Command
  • 15 Reaper (harass)
  • 16 Supply Depot
  • 17 Reaper (harass)
  • 20 Command Center
  • 20 Factory
  • 21 Reactor on Barracks
  • 23 Supply Depot
  • 24 Hellion, Hellion from swapped Reactor
  • Tech Lab on Barracks
  • 29 Starport
  • 30 2nd Refinery
  • 31 Hellions, Hellion (poke with all of the Hellions and Reapers
  • 37 Supply Depot
  • Stuff
  • 8:00 3rd Command Center
  • Transition into bio

I think that’s it for this post. Like the others, let me know if you see any issues, or want me to expand on anything. I’ll note that my knowledge of Terran is far behind that of the other races (which is admittedly still not great), so I’ll need to study more to get you answers.

EG IdrA’s Heart of the Swarm (HotS) Zerg build orders

(Update: check out my updated guide for playing Zerg for the maintained version of this post)

I watched IdrA’s stream from about 1 till 3 last night (my copy of HotS is being shipped). And I saw he was streaming again today while he was at work. Now, I’m home from work, and he’s still streaming. I think he’s pretty excited about the game.

This is great news for Zerg players everywhere, because IdrA is a great person to learn from. He commentates on his stream, generally does the same builds over and over, and plays relatively safely (greedy, but safely). He’s also pretty entertaining as long as you’re not to annoyed by his attitude. As such, I took the opportunity to copy down a few builds he’s doing.

Zerg Versus Protoss

First up are his ZvP builds. I think there are a lot of Protoss players on the ladder right now, at least from the sample I saw him play last night. Grubby and WhiteRa made it look good during the launch party, I guess. Anyways, IdrA uses a pretty normal 3 Hatch gasless build against Protoss (I wrote about Stephano’s ZvP awhile ago with this opening). The big difference in the early game in this matchup is the Mothership Core, and as long as you’re diligent about building Queens (at least for 4 for 3 bases), you should be okay. Or at least IdrA thinks so.

IdrA’s ZvP 3 Hatch

  • 9 Overlord
  • 15 Hatchery
  • 16 Spawning Pool
  • 18 Overlord
  •  Queen, Queen
  • Pair of Zerglings
  • 26 Hatchery (4:30ish)
  • 7:20 Lair, Evolution Chamber, Roach Warren

He also was also using a Speedling opening, which is kind of interesting. The early gas and speed definitely threatens the Protoss, and if they overreact, great. If they don’t react much, so be it: you have Speedlings and can punish them if they’re being too greedy.

IdrA’s ZvP 3 Hatch Speedling

  • 9 Overlord
  • 15 Hatchery
  • 16 Spawning Pool
  • 16 Extractor
  • 17 Overlord
  • 18 Queen
  • 20 Zergling
  • 22 Queen
  • 26ish Zergling Speed (out of gas)
  • 27 3rd Hatchery (4:45 – 5:00)
  • 27 Overlord
  • 3rd Queen
  • 6:00 back in gas, 2nd gas
  • 7:00 3rd gas, Lair, Roach Warren

From this, you have at least the usual options from Wings of Liberty (Infestors, mass Mutalisks, tech to Brood Lords, etc). One new thing is Roach-Hydralisk-Viper. Roach-Hydra-Corruptor was old school ZvP when Zergs though the matchup was impossible but couldn’t think of anything better. Instead of using mass Corruptors, this build goes for a fast Hive to get 3-4 Vipers. The hope is to engage before the Protoss player gets too many Colossi and use abduct to pick off the ones that they do have.

Zerg Versus Terran

In ZvT, the new thing to watch for is Reapers and Widow Mines, both of which can make an appearance early game. To ready yourself for Reapers, you can get early gas for Speedlings and go from there. Sorry this isn’t so detailed.

IdrA’s ZvT gas opening

  • 15 Hatchery
  • 16 Pool
  • 15 Extractor
  • 18 Overlord
  • Queen, Queen
  • 6 Zerglings (somewhere in there)
  • 5:45 2nd and 3rd gas

I’m not entirely sure what the best way to deal with Widow Mines is yet, but I’ll update if I see something good. IdrA was not dealing with them well using Muta Ling, so at least probably not that.

IdrA is also using a 3 Hatch opening against Terran, presumably, if he doesn’t feel threatened early. I might write that up as well.

You can also go Roach-Hydra-Viper in ZvT as well because Blinding Cloud is extremely powerful against Bio and Mech. Abduct single Siege Tanks and Blinding Cloud clumps of them for great effect.

Zerg Versus Zerg

In ZvZ, IdrA asserts that it’s basically all about Mutalisks: whoever has more wins, and to do that, you need your gas before your opponent. I thought, however, that his opening was particularly interesting. Specifically, everything feels late to me, but having watched him defend a 6 Pool with this build, I believe it works.

IdrA’s ZvZ Mutalisks

  • 9 Overlord
  • 15 Hatchery
  • 17 Spawning Pool
  • 17 Extractor
  • 17 Overlord
  • Zergling Speed with the first 100 gas
  • Baneling Nest with the next 50 gas

I’ll be maintaining this post as well as I watch more IdrA and converge on some core builds. It’s possible that things will change quickly as HotS is figured out over the next few weeks. If so, you might see a few updates. Also feel free to give me feedback on anything I got wrong or could clarify.

HotS Protoss Build Orders

(Update: check out my updated guide for playing Protoss for the maintained version of this post)

I mentioned I was compiling a list of basic Heart of the Swarm (HotS) Protoss builds as a gift, and I think I have a decent set of them. They’re all safe, basic builds to explore how Protoss flows. They’re tested, but they aren’t completely optimized, so take this as a starting point for own play. Feel free to critique as well: I’m happy to maintain and update this post.

So the basic set of builds I think a Protoss player should have, from safest to riskiest, are:

  • 3 Gate Expand
  • 1 Gate Robo
  • 1 Gate Expand
  • Blink Stalker
  • Stargate
  • Forge Fast Expand (FFE)

If you’re unfamiliar with how build orders are usually written out, here’s a quick guide:

  1. Unless noted otherwise, you should be building probes continuously
  2. The numbers before the unit/building is what supply you should be at, not how many of those to build. For example, “9 Pylon” happens when you’re 9th probe is building, and it says “9/10” in the upper right
  3. Earlier pylons are noted in the build. Later pylon timings are left off and should be built maybe 4ish supply before you are supply blocked

Let’s start with a standard Protoss opening that is the starting point for almost builds:

Standard Protoss Opening

  • 9 Pylon (you won’t have enough minerals for your 10th probe immediately, but that’s okay)
  • 11 Chronoboost probes
  • 13 Chronoboost probes
  • 13 Gateway (scout around here)
  • 15 Assimilator (3 in gas)
  • 16 Pylon
  • 17 Cybernetics Core

From here, you can go 3 Gate, 4 Gate, Robo, etc. For example, your 3 Gate expand is the standard safe build, where you start with 3 Gateways, then take your natural expansion. This is maybe more useful for PvP, but in my mind, it’s strictly for team games. Everyone is obsessed with 6-7 minute attacks, so this should get you in a good spot to be ready for that, but also to set you up for the mid game.

3 Gate Expand

  • Standard opening
  • 18 Zealot
  • 21 Assimilator (you don’t have to put 6 probes in gas yet; use your judgment)
  • 23 Warpgate
  • 23 Stalker (Chronoboost)
  • 26 Mothership Core
  • 30 Stalker
  • 31 Gateway Gateway
  • 37ish Nexus

For the 1 Gate Robo, you can build the Robotics Facility just before the Mothership Core (MsC). The MsC builds quickly, especially with a Chronoboost. This build may be outdated because the Observer for scouting can be replaced with the MsC and free hallucinations, but the build is still useful in PvP against Blink Stalkers.

1 Gate Robo

  • Standard opening
  • 18 Zealot
  • 21 Assimilator
  • 22 Warpgate
  • 22 Stalker (Chronoboost)
  • 26 Robotics Facility
  • 28 Mothership Core
  • either another 2 Gateways or a Nexus, depending on the scout
  • 5:20ish Observer when the Robo is done

The 1 Gate Expand is from itsgosu and is used in PvT (and PvZ if you don’t want to FFE). You can 1 Gate Expand out of the same opening as the 3 Gate expand (up to the Msc), but the optimizations here are valuable and demonstrate how to refine a build. Note the very aggressive poke with the first 3 units: it’s a little odd but possibly valuable.

1 Gate Expand

  • Standard opening
  • 18 Zealot (rallied to enemy)
  • 22 Stalker (Chronoboost)
  • Mothership Core
  • 4:20 Nexus
  • Warpgate
  • Second Assimilator
  • Follow the guide (either air or Zealot/Archon)

Now things start to get real. The Blink Stalker and Stargate openings are both 1 base openings and mainly used in PvP. Admittedly, neither of these builds are perfectly optimized, but I wrote them up to be safe and easy. The Blink Stalker build starts out with a 3 Stalker rush and should get you ready for a 8-8:30 attack.

PvP Blink Stalker

  • Standard opening
  • 18 Assimilator (3 in gas)
  • 20 Gateway, Stalker, Warpgate
  • 25 Mothership Core
  • 26 Stalker Stalker (pressure with the Stalkers and MsC. Halt probe production around here if you’re all-in)
  • 30 Twilight Council, Stalker Stalker
  • 34 Gateway
  • 37 Blink

Remember when I said that these builds would be easy? Well, the Stargate build is identical, except you get a Stargate instead of a Twilight Council. From that, you can go into either Phoenix or Oracle. Either way, you can do it off of 1 Stargate and just chronoboost the units out.

PvP Stargate

  • Standard opening
  • 18 Assimilator (3 in gas)
  • 20 Gateway, Stalker, Warpgate
  • 25 Mothership Core
  • 26 Stalker Stalker (you can cut these for an earlier Stargate, too)
  • 30 Stargate

Finally, a Forge Fast Expand (FFE). This is exclusively for PvZ. To see how it works, I recommend you watch Apollo work through a FFE. Really, the only twist with HotS is that the MsC is an amazing defensive unit, so you should get that ASAP if youp’re worried about all-ins. (for a more efficient take on this build, see Gemini_19’s comment)

Forge Fast Expand

  • 9 Pylon at the low ground (after building, send the Probe to scout, then leave at natural to watch for an expo)
  • 11 Chronoboost
  • 13 Chronoboost
  • 14 Forge (wall)
  • 16 Nexus (halt probe production here)
  • 16 Cannon
  • 16 Gateway (wall; finish the wall with a probe on hold position)
  • 17 Pylon
  • 19 Assimilator, Assimilator
  • 20 Cybernetics Core, Zealot (Zealot first if you’re really scared)
  • 28 Mothership Core, Stalker, Warp Gate (when Core completes)

So overall, things should feel very similar to WoL, where we’re just tacking the MsC on after Warpgate and Stalker. Hopefully, this is a good starting point for your own builds, which you can optimize and refine to your own playstyle.

Again, I’m open to any feedback you have. Since this is targeted to newer players, I’m also happy to give more details about the motivations and goals of various builds.

A few EGHuK PvP builds from his stream

I was watching a bit of HuK (go watch and support him!) tonight because I’m putting together a set of Protoss build orders as a gift. I was writing down his builds as they were happening, and though it ultimately wasn’t that useful for me (I’m looking for HotS builds), maybe it’ll be useful for you.

In the first game, he used a sentry drop to block the ramp into the natural, busted the bunker, forced a lift of the CC. I think he ended up winning

Game 1: PvT on Akilon Flats

  • Standard protoss opening
  • 19 Stalker
  • 23 Nexus
  • 24 Assimilator
  • 25 Stalker
  • 27-29 Robo
  • 31 Sentry
  • More sentries in-between
  • 38 Warp prism
  • 40 Gate, Gate
  • 42 Gate
  • 47 Gate Gate
  • Attack

In game 2, he went for a Stalker/Phoenix push. He straight up lost to an expand-DT build

Game 2, PvP on Entombed Valley

  • 16 Assimilator
  • 19 Gateway
  • 19 Stalker
  • 23 Stalker, Stalker
  • 29 Stargate
  • 34 forward Pylon
  • (has 5 Stalkers at this point)
  • 37 Phoenix

In game 3, he goes for a similar build. This time, it works, but mostly on the strength of some good Stalker micro early on while “chat cheating” his opponent.

Game 3, PvP, also Entombed Valley

  • 15 Pylon
  • 17 2nd Assimilator
  • 18 Gateway
  • 19 Stalker
  • 23 Stalker Stalker
  • More stalkers; I’m guessing he cut probe production around here
  • 33 Stargate
  • 35 forward Pylon

Game 4 was a rematch. This time, his opponent goes 1 gate robo expand and manages to defend the Stalker rush. HuK tries for a Sentry drop in the main to block the ramp, but it fails.

Game 4, PvP on Daybreak

  • 14 double Assimilator
  • 16 Pylon
  • 17 Core
  • 19 Gateway
  • 20 Stalker
  • 24 Stalker Stalker (cutting probes?)
  • 28 Stalker
  • 31 Robo (for Warp Prism)
  • 31 Gate

So the 2 strategies for the evening were apparently a Sentry drop (forcefielding the ramp) and a Stalker-Phoenix push. Both are extremely aggressive and depend on HuK controlling better than his opponent.

Let me know if you want more details on the builds. I just kind of figured that the opening and pylon/probe timings should be easy enough to figure out.

Anyways, if you guys have any references on HotS Protoss builds or favorite streamers, feel free to comment. I’ll be playing around with things myself to get a good set of simple, safe HotS builds. I’ll probably post those when I have that figured out because a quick Google search revealed nothing helpful.

Stephano late game transition ZvP

Whenever we’re talking about interesting, innovative Zerg play, it always ends up being about Stephano. A lot of that has to do with his success and the desire to emulate his playstyle, but it does often seem like he’s just ahead of the curve. Particularly, he was asked by Nony on the last State of the Game about what problems he had in ZvP, and his answer: none. In fact, he said that Protoss needed a buff. Who else has ever claimed that their own race was imbalanced?

Anyways, there’s a lot of fascination with his play. I just discovered a new blog, Zergology, which has a really good primer on Stephano’s Roach midgame push ZvP. And Day[9] recently had a Daily about Stephano’s late game transition. I’ll reiterate the main points of that, then throw together the build order from it. But really, you should get it straight from the horse’s mouth first and watch the Daily.

In essence, the plan appears to be to get to late game as soon as possible, which is Brood Lord-Infestor-Spine Crawler. To do that, Stephano just drones for the first 8 minutes (while Protoss is hiding behind a FFE), goes relatively Roach-light in the midgame while getting Spines up early, stays with Infestors, then gets Hive just before the Protoss deathball would hit around 17-19 minutes.

Here are the rough build orders from the 3 games that Day[9] showed:

Stephano ZvP Game 1

  • 16/2:00 Spawning Pool
  • 16/3:00 Hatchery
  • 24/4:30 3rd Hatchery
  • 45/6:00 2 Gas
  • 60/7:00 Lair, Evolution Chamber, Roach Warren (in time for 8:00 Warp Gate)
  • 7:30 Zergling Speed
  • 8:15 starts building an army (16 Zerglings, 5 Roaches)
  • 8:30 3rd & 4th Gas, Roach Speed
  • 9:15 4th Hatchery
  • 9:30 Melee attack upgrade
  • 9:45 Spine Crawlers
  • 10:30: Infestation Pit
  • 11:50: Infestors started, last Roaches built
  • 13:00 Spine Crawlers (in time for 17-19 minute deathball)
  • 15:00 Hive, double Spire

Stephano ZvP Game 2

  • 15/2:00 Spawning Pool
  • 16/3:00 Hatchery
  • 24/4:15 3rd Hatchery
  • 54/6:30 triple Gas
  • 7:00 Roach Warren, Evolution Chamber
  • 8:00 Zergling Speed
  • 8:15 4th Hatchery, +1 Melee Attack
  • 9:00 Roach speed, Spore Crawlers, army started
  • 9:15 Infestation Pit
  • 10:00 10+ Spine Crawlers
  • 13:30 Hive, double Spire
  • 15:00 Corruptors

Stephano ZvP Game 3

  • 15/2:00 Spawning Pool
  • 16/2:50 Hatchery
  • 23/4:20 3rd Hatchery
  • 46/6:00 double Gas
  • 63/7:00 Lair, Roach Warren, Evolution Chamber
  • 70/7:30 3rd Gas, Zergling Speed
  • 70/8:00 army started
  • 100/9:00 +1 Melee attack, 2nd Evolution Chamber, 4th Hatchery
  • 9:30 Roach Speed
  • 10:00 Infestation Pit
  • 10:30 4 Spine Crawlers, no more Roaches
  • 12:00 more Spine Crawlers
  • 14:00 Hive

I think smart players would tell you not to worry too much about the exact build orders, but when you don’t have the time to invent and learn these build orders, it can be hard to understand what other players are doing without something concrete, so hopefully it helps you to learn this style.

One caution, though: Stephano did lose 2-1 ZvP to Inori to get knocked out of the MLG Winter Championship earlier today, and Idra promptly beat Inori 2-0 right after that. I didn’t watch the games, but maybe Stephano doesn’t have the matchup perfectly figured out as he thought.

dApollo’s Zerg Tutorials

dApollo released a 4-part Zerg tutorial series (and has started the Protoss series as I write),  and they’re absolutely fantastic. He starts out at the beginning of bronze and works up through diamond, winning about 20 games in a row. For low-level players like me, he advocates playing safe and scouting a lot. Obviously, Apollo is much smarter than I am and knows how to interpret different scouts and prepare accordingly, but I think it’s a good mindset to have.

Here are a few things he emphasized:

  • Send in an overlord scout around 5:45 – 6:00 to see what they’re doing. This is right around the time when people really get into their game, and you can see what’s going on
  • Get the evo chamber if you’re uncertain about stargate or banshee play (which he was relatively often), but don’t get spore crawlers. Because he drones so hard, the 75 minerals isn’t a big deal to be safe, but with good overlord positioning, you should have time to throw done reactive spore crawlers
  • Get 3 queens ASAP. 2 are injecting larva, and the 3rd is spreading creep
  • He was a big fan of a single spine crawler at the front, just to be safe. It’s not a huge investment, and I think it prevents a lot of silly situations

I wrote down a few of his build orders, which shouldn’t be too surprising. Note that his early buildings are with a certain drone, not at a certain supply, so he has constant drone production.

dApollo 14 gas, 15 pool (ZvT, ZvP)

  • 9 overlord
  • 12th drone scouts
  • 14th drone extractor
  • 15th drone pool
  • 15 overlord
  • 15 2 lings, queen (lings spread to towers, behind natural, scouting up ramp

In ZvZ, he prefers to play defensively, though he did show a few strong counters and some aggressive play. At the bronze/silver level, he did a defensive roach build

dApollo defensive roaches (ZvZ)

  • 9 overlord
  • 12th drone scouts
  • 14th pool
  • 16 overlord
  • extractor when pool is almost done
  • 16 2 lings, queen (same as above)
  • 20 roach warren
  • 2nd queen somewhere in here
  • 25ish hatch

He points out that it doesn’t work as well at the higher levels because roaches are slow, and you end up giving away the map in these cases. Instead, he prefers a hatch first opening at higher levels, with defensive banelings

dApollo 15 hatch defensive banelings (ZvZ)

  • 9 overlord
  • 15 hatch
  • 15 pool
  • 17 extractor (pull out of gas after 50 gas
  • 16 overlord
  • 16 2 lings, queen
  • 20 spine crawler (send 1 drone to build instantly at the natural)
  • 20 queen
  • baneling nest

He keeps 1 baneling on the high ground, 1 on the low ground, and 1 in front and depends on good micro to stave attacks off.

The tutorials were so popular, he’s apparently streaming now, so check that out.