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Speedlings vs fe zergs
This requires scouting so you have to make sure they're actually going for a late pool before you do this or it's essentially an all-in. For the purposes of this build anything 15 pool or later is a "late pool"
Starting BO standard 13 pool
- 13 Pool
- 15 gas
- 15 overlord (I've found with a 15 OL it pops out at the same time as the queen letting you sneak in a few extra drones)
- 16 Queen
- Zergling speed as soon as you have 100 gas and remove one of the 3 drones
- Speedlings speedlings speedlings usually attack once the spawn larva at 26 supply spawns all of the zerglings
At this point your goal is one of a few things:
- Kill their queen
- Kill drones
- Kill their expansion hatch
Why rush guide
Lets think about it this way. Lets say a player rushes you and you loose. The match is over. You couldnt keep up enough to build either enough defence of offence as your defence due to you not being able to keep up with there macro or you just fell behind in the techtree and dident get a barracks or spawning poo or gateway in time.
If you survive the rush not only my you be crippled but the may know what you have, what your going for, or know that your crippled(meaning he's ahead of you and will more likely attack again or tech enough to kill you later)
Rushing puts you in the advantage so the question is why wouldnt you rush?
if you turtle and your weak on scouting you have blocked your self in and even possible cut your self off from possible quick expansions and we all know (or atyleast the good players know) field control is one step closer to a win. Thats all apart of scouting.
Elements of a rush:
a rush can easly evolve into anything else aslong as you have the movement to counter act the enemy
-crippling the enemy is what your aiming for. Even if you loose your army if you took as many Miners with you as you could this puts you ahead by a landslide some times. If the enemy was teching he cant tech any further or even build men to defend himself. HE HAS NO WAY of getting money as fast as you are.
-Rush/scout. Rushing an enemy while there teching gives you the best idea of what there planning to do. Lets say your playing terrans (in SC2) the enemy is protoss and you some how figer he is going stalkers/immortals Your going to cut to murauders which you should already have. It doesnt take long for him to be run over if he is teching and only building zealots that arnt even upgraded. Early build units still can kill even the highest tier units so knowing the enemy is key in victory. If your in the enemy every 2 seconds from the start of the match it isnt very hard to figer things out and prepare your self.
All i'm basicly trying to say is rush the h*ll out of the enemy. just dont lose more money in the rush then you can destroy in his base.
Protoss vs protoss basics
Protoss VS Protoss
- Take into consideration map size. On all maps except desert oasis and twilight fortress you should be doing the same basic build order.
- In every Protoss vs Protoss you should expect warp gate rush, Always.
- Always research warpgate as soon as cybernetics core is finished.
In Protoss vs Protoss I like to opt for an income build, not getting gateway till 13th probe. Then immediate gateway / gas, the reason I decided to do this a lot of the time is because of the fact that when using the chrono boost, you can constantly build probes to 13 before getting a gateway and then your economy is extremely well.
Probes should be pumping constantly only stopping to build units or buildings. Once gateway is finished you add on cybernetics core. Use the chrono boost now to make zealot build faster so you can assure that you are secure.
Once the cybernetics core is finished immediatly start warp gate research and use all chrono boost's on the cybernetics core to make the research of warpgates finish faster. throw down 2 more gateway's and a robotics facility for immortal's. Immediate start of warpgates once the gateways are finished and start warping in alot of zealots / 2 sentrys. 2nd gas should be added after cybernetics core is finished.
Pump 2 immortals then an observer, to be safe and then move on to go for colossus. and keep warping in units, a few stalkers will be useful, but not many. Always research the colossus range, making colossus alot more powerful.
Zerg vs terran
Zerg VS Terran
! ) Starting out you have to take a few things into consideration.
The map, on certain maps you can totally alter your build due to the size of the map / scout timing / ect.
Is the player favored vs me or not? The favored system is pretty accurate, although you can win alot vs alot of your favored opponents, it still will be a fight !
25 Mar 2010 | Comments (3)
[pvt] how to counter m&m
A basic guide to counte =P (note HT means high templar)
I've seen the storm+more energy used with deadly effect when warp-in allows HT to be created near a battle. Imagine have 4 HT produced instantly and ready to storm in just a few seconds.
Colossi are also very good against infantry, but they require other units to soak up the damage since they are expensive and go down fast to mass fire. So if your resources allow, the range extension for the colossus's thermal lances would be a good idea.
Zealots having their charge ability would make them better against infantry. So basically the toss answer to MMM is tech units that you should be able to get out as the terran pushes out if you scout it soon enough.