StarCraft/Protoss strategies

Build Orders
Build orders are designed to best thrust you into your midgame pump. They create a good mining economy, give you credible rushing chances, and prepare you to expand. Any map with patches normal distance away from the Nexus/CC/Hatchery can adapt these build orders as printed.


 * Pay attention to any special commands or building placement, both are also a part of a successful execution of a build order.
 * Any specific matchups the build can be used against are also included.
 * Any special map conditions will be noted (such as long distance between mains, air map, hybrid map). The default condition is ground map.
 * Please assume workers are being produced between any gaps in number in the build order (unless it specifically says not to make any workers).
 * Any special mining situations will be expressed (such as more than 9-patch mains).

These are a generic set of builds that might alter slightly per map. They are not all specifically designed to be used on Lost Temple. If you practice the build, make sure you do it on multiple maps so you can see the differences. Note that the supply numbers are approximate, they might vary slightly per map, especially the deeper you get into the build.

A note on vocabulary for newbies: "Expo" is short for "Expansion", i.e. a building near a resource pool outside your main base.

NOTE: The following build's were specifically made for maps apart from the fastest money maps.

Terran Double Rax MnM
Matchups: Tvz, Multi.

Theory: This is a simple and common build done in most TvZ games, and it is fine for multiplayer. The build can be done with or without a wall. You may also make a makeshift wall with the pair of rax. This build is not suggested for 1v1 vs a protoss other than a surprise, since protoss tech owns mnm hard.

Build:
 * 9/10 - Depot (Scout when done)
 * 11/18 - Barracks
 * 13/18 - Barracks
 * 15/18 - Depot
 * Refinery
 * Academy+Depot

Pump marines out of both barracks as soon as they finish as supply allows. With your first bit of gas get a pair of medics or medic+firebat and upgrade stim, and get a scanner for detection. Then you may start teching either straight for vessel or for tanks. If you choose tanks, make sure you build a comsat for detection when you push.

It is also efficient to pump marines and SCV's until the supply count reaches 21 before building an Academy and Refinery in order to maintain better flow of resources and to better keep in pace with the mentality of ‘strength in numbers’ against the Zerg.

Terran Tri-Rax MnM Rush
Matchups: Tvz, Tvp (Deep 6), Multi

Theory: This build order is a specific extension of the Double Rax build. Here medics are delayed in favor of a third rax. Detection for cloaked rushes is supplied by an ebay built so a fast +1 attack can be upgraded. This is an attacking opening that allows terran to attack, while the double rax is more of a flexible build order where one can tech or expand quicker, and contain while they do so.

Build:
 * 9/10 - Depot (Scout when done)
 * 11/18 - Barracks
 * 13/18 - Barracks
 * 15/18 - Depot
 * Barracks
 * Refinery
 * Engineering Bay+Academy
 * +1 Attack

From here even though your medics were delayed a bit, your +1 attack is well on its way, you may attack even before medics arrive since you have extra marines. In Tvz normal is a quick tech to vessel, if zerg holds the rush, fall back to vessels and expansion (bunker here and there is nice), with tanks getting into the game after the first vessel pops out, unless you did significant damage and perhaps want to try and finish him off right there. In multiplayer, normally static detection is made and tanks are slowly mixed in, but vessels is another viable option (assumed that you are attacking with teammates that can cover the weakneses of Mnm). For Tvp, Deep 6 has its risks, and several other Barracks must be added while you expand. Remember, Reavers and Psi Storm can own terran infantry, beware of reavers and high templars.

Terran Proxy-Rax Marine Rush
Matchups: Tvp, Tvz, Tvt

Theory: This is a surprise build meant to rush a protoss or zerg before enough defense to hold it. If it fails, it's usually game over for terran.

Build:
 * 8/10 - Send two SCV to the middle of the map. Make sure they are not in any of the normal path scouting workers usually take.
 * 10/10 - Two barracks in middle of map. Depot when money allows in the main.
 * 10/18 - Pump rines from both barracks, SCV from the CC. Use the 2 scv that made the barracks to scout, and rush with them as well.

Against zerg who went fast expo (many of them will against a chosen terran) its GG for that expo without any micro at all. Against protoss without perfect micro by the toss, it will do decent damage, if not win the game outright. Don't forget to use offensive bunkers if necessary.

Terran 3 Factory Vulture Rush
Matchups: Tvp, Multi

Theory: This build, especially custom built for Tvp has some multiplayer implications as well. Here the terran quickly builds up three factories with a pair of add-ons, get both vulture upgrades in a timely fashion, and rushes the protoss. In multiplayer this build can be used in conjunction with a partner going melee units (beware of muta however). The use of marines is optional, but factored into this build is use of a three-marine defense. Once again no wall is needed for this opening.

Build:
 * 9/10 - Depot
 * 11/18 - Barracks
 * 12/18 - Refinery (Scout with SCV)
 * 15/18 - Depot
 * 16/18 - Marine (Rally barracks to choke)
 * 18/26 - Factory, Marine
 * 20/26 - Factory, Marine
 * 22/26 - Machine Shop, Depot
 * 25/34 - Vulture, Speed upgrade (From this point build vultures as money allows from this factory, * * rally factory to choke)
 * 27/34 - Machine Shop
 * 30/34 - Depot
 * 32/34 - Factory, Mines upgrade (From this build build vultures as money allows from this factory, rally factory to choke)

From here rush and harass the protoss with the speed vults, mines will be finished momentarilly to aid you. You may invert the two upgrades to upgrade mines first, it will aid your fight against goons, however it will cut down on your harassment ability since the vultures will not be quite as fast. After the rush upgrade siege, pump a couple tanks and add an ebay then turrets while you expand.

Terran Gundam Rush
Matchups: Tvp

Theory: This is a build designed to rush the protoss with marines and mines, with siege soon to come. Even though dragoons do well against marines and vultures, their damage type (explosive) allows this rush to occur. The marines are used as distract fire giving vultures time to plant mines around and behind the goons. SCV's are brought along to make a bunker for early tank protection and later on turrets. The barracks floating towards the enemy main is for upland scouting, and from time to time extra marine production on-site. Scouting is a little later than normal to allow cash for timely production of at least four marines. Below is a build order that allows for 5 marines in the rush (copied from V-Gundam himself).

Build:
 * 9/10 - Depot
 * 11/18 - Barracks
 * 12/18 - Refinery
 * 15/18 - Depot
 * 16/18 - Marine (Scout with SCV, rally barracks to choke)
 * 18/26 - Factory
 * 19/26 - Marine
 * 21/26 - Marine
 * 22/26 - Factory, Marine
 * 23/26 - Machine Shop, Depot, Marine
 * 25/34 - Tank, Vulture, Mines Upgrade (Float Barracks toward enemy main, rally factories to choke)
 * 30/34 - Depot, Siege Mode Upgrade when mines complete

In this build, the later you scout, the more marines you can fit in before the tank and vulture emerge. You can fit up to 6 marines actually.

As soon as your tank and vulture appear, rush with that force and 2-3 SCV toward the protoss choke, using focus fire on any goons. Rally your two factories to his choke, and continue making tanks out of one and vultures out of the other. As soon as you get there, make a bunker for your marines to set up a contain. If goons try to break it before the bunker is complete, use the marines and focus fire, while sending the vults to plant mines next to the goons, thus driving them back. Siege mode will finish momentarily, and the barracks will arrive for high ground and advanced vision. If no high ground, you could land it and continue marine production. Back in your main, continue sending the units from the facts, leave your 3rd tank behind and make an ebay, then turrets for defense. Too many times a gundam rusher gets carried away and loses their eco to reavers. Once the ebay is up, you can commence pushing in, with each tank that arrives from the main. Last but not least, be sure to expand in a timely fashion.

Terran 1 Fact Expo
Matchups: Tvp, Tvt

Theory: This build can be done with or without marine defense. Marine defense will slow the command center, but those marines will serve well, especially in Tvp games. Anyway, this is an opening that allows for a quick capture of the natural, and the few tanks that are pumped while the CC builds in conjunction with turrets and siege mode are sufficient defense to allow expansion. A wall is very helpful with this build in Tvp, but within the marine defense sub-opening, walling is not necessary. In Tvt this build is playable but risky on some maps.

Build:
 * 9/10 - Depot (Scout if random)
 * 11/18 - Barracks
 * 12/18 - Refinery (Scout if you haven't already)
 * 15/18 - Depot
 * 16/18 - Marine
 * 18/26 - Factory

The build now diverges...

With Marine Defense:
 * 19/26 - Marine
 * 21/26 - Marine
 * 23/26 - Machine Shop, Marine1
 * 24/26 - Depot
 * 26/34 - Tank
 * 28/34 - Siege Mode Upgrade, Command Center

14th marine is optional

From here as money allows continue pumping tank from the 1 factory, add an engineering bay then a 2nd factory. Secure your expansion with well placed turrets and even a bunker, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport). If you have a ledge above your natural, make sure to float the rax over so siege tanks below can have vision. To finish up, get your academy up and get a pair of scanners.

Without Marine Defense:
 * 21/26 - Machine Shop
 * 23/26 - Command Center
 * 24/26 - Tank
 * 26/26 - Depot, Siege Mode Upgrade
 * 27/34 - Tank
 * 29/34 - Engineering Bay

From here add a fact as soon as money allows, and continue pumping tanks from the one factory. Secure your expansion with well placed turrets, then you can add 2-4 facts and continue on with standard massing with Tvp (adding mines and speed upgrade) or Tvt (armory and starport) If you have a ledge above your natural, make sure to float the rax over to siege tanks below can have vision. To finish up, get an academy and add on a pair of scanners.

Terran 2 Fact Mech Build
Matchups: Tvp, Tvt, Hybrid, Air, Multi

Theory: This is a general, flexible metal build that opens with two factories. You can make vultures or tanks to start, leaves room for marines and can be done in Tvp, Tvt, Air, Hybrid, and in Multiplayer games as well (no marines for air or hybrid maps of course). It is so flexible that economy can be sacrificed to have the second factory start sooner. You can go with one, two or no machine shops, and can easily add an armory for goliaths in Tvt. This is the foundation build for terran mech, most other specialized builds started from this point and were then tweaked to maximize their effectiveness.

Build:
 * 9/10 - Depot
 * 11/18 - Barracks (Scout with SCV)
 * 12/18 - Refinery
 * 15/18 - Depot
 * 16/18 - Marine1
 * 18/26 - Factory
 * 20/26 - Factory2

1Optional, you can fit in this marine anywhere during the build as long as supply allows for it. If you make this marine, keep it behind the wall.

2You can hold SCV production until you have another 100 gas for the 2nd fact (and be sure you have 200 mins for it)

There are many little variations to this build. The marine can be build before, during, or after the first factory. You can temporarilly halt SCV production so you can fit in the 2nd factory just a bit sooner. After the first factory is completed, you will have money to continue teching to starport (common in Tvt, mandatory for air and hybrid maps), armory (also common in Tvt), or you can just attach a shop or two and go tanks and vultures. To micro the marine in Tvp against a goon rush, address the goon, then move back and watch the glorious goon dance that will result, buying precious seconds for your tank. In close locations, make sure you make more than one marine just to be safe. More specific builds for fast goliaths and 2 fact starport can be found elsewhere in this archive.

Terran Goliath Build / Goliath Drop
Matchups: Tvt, Air, Hybrid

Theory: This build utilizes the anti-air powers of the versatile goliath for opening on air and hybrid maps. Arguably, the only reason these pair of openings are viable is because four goliaths can fit in a dropship.

Build:
 * 9/10 - Depot
 * 11/18 - Barracks (Scout if ground map)
 * 12/18 - Refinery
 * 15/18 - Depot
 * 16/18 - Marine1
 * 18/26 - Factory2
 * 20/26 - Factory

1The marine is unnecessary for air and hybrid maps.

2You may (optional) float the barracks toward the enemy base at this time. On air and hybrid maps the barracks will be your primary scouting unit, so build it at the edge of your island toward the first place you want to scout.

The build now diverges:

Goliath Build (Tvt):
 * 22/26 - Armory, Machine Shop
 * 23/26 - Depot
 * 24/26 - Vulture

Once your depot finishes, the vulture should have completed, as well as the armory, and you may begin pumping goliaths. From here you can throw up an ebay for turrets and start an expansion. Very soon after you will need a starport so you can drop on tank pushes. You have the added option of pumping goliaths from one factory, and tanks from the other, with siege soon to come. Up to you though.

Goliath Drop (Tvt, Air, Hybrid):
 * 21/26 - Starport, Armory, Machine Shop
 * 23/26 - Depot
 * 25/34 - Control Tower, Charon Boosters3
 * 2 Goliaths3
 * Depot, Dropship
 * 2 Goliaths

3You may substitute the siege mod upgrade and a tank here.

Once the 4 goliaths and dropship are already, your barracks should have found your enemy, or you will be able to deduce where the opposing base is at based on elimination of scouted, empty mains. From here you may continue goliath production, start up an ebay for detection, and begin a command center so you can expand.

Terran 1 Fact-Port Build / Wraith Rush
Matchups: Tvt, Tvp, Tvz, Air, Hybrid

Theory: This is a fine, versatile build that can be done on almost any map with a choke. It has great usefulness, taking the form of a wraith rush (with or without 2nd Starport) in Tvz, and alternating as a double tank drop (with siege mode) for harassment in Tvt, Tvp, as well as on air or hybrid maps.

Build:
 * 9/10 - Depot
 * 11/18 - Barracks (Scout if ground map)
 * 12/18 - Refinery
 * 15/18 - Depot
 * 16/18 - Marine (exclude on air/hybrid maps)
 * 18/26 - Factory

The build now diverges:

Fast Drop Build (Tvt, Tvp, Air, Hybrid):
 * 19/26 - Marine1
 * 21/26 - Marine1
 * 23/26 - Starport, Machine Shop, Marine1
 * 24/26 - Depot
 * 26/34 - Tank
 * 28/34 - Siege Mode Upgrade, Control Tower
 * Tank, Engineering Bay
 * Dropship

1These marines are needed for defense in Tvp. If there is a ramp, rally the barracks to the ramp.

Once your dropship comes out, you may harass his economy. From here you can set up for expansion (most common) by starting a command center, or add an extra factory. Either way begin to secure yourself with detecting turrets. You may drop a second time if you got good eco rape in the first time.

1 Port Wraith Rush (Tvz):
 * 19/26 - Marine
 * 21/26 - Marine
 * 23/26 - Starport, Marine
 * 24/26 - Depot
 * 25/26 - Marine, Academy
 * Wraith, Barracks
 * Control Tower, Science Facility

Continue making marines from your one rax as money and supply allows throughout the build. Harass his overlords with your wraith while adding a control tower to enable dropships. If you spot spire morphing, get an engineering bay and turrets. Be sure to repair your damaged wraiths to prolong their life and harassment opportunities. From here add barracks and get a science facility for vessels and expand. Do not forget to make depots as needed.

2 Port Wraith Rush (Tvz):
 * 19/26 - Marine
 * 21/26 - Marine
 * 23/26 - 2 Starports
 * 24/26 - Depot, Marine
 * Control Tower, Wraith, Academy
 * Wraith, Wraith, Cloak Upgrade
 * Barracks, Engineering Bay
 * Science Facility

Continue to make marines from your one rax as money and supply allows throughout the build. Harass his overlords with wraith while you build your academy. You can slow a lurker push or hydra counter with cloak. The cloak will come in handy if he goes spire for scourge and/or muta. Add extra barracks and engineering bay while you prepare vessels and expansion with the facility.

2 Port Wraith Rush (Tvt):
 * 21/26 - 2 Starports, Vulture
 * 23/26 - Vulture, Depot
 * 26/34 - Wraith, Control Tower, Engineering Bay
 * Cloak Upgrade

Harass with your wraiths in places where your opponent does not have turrets, only cloak when anti-air arrives. After this harass stage prepare expansion by adding your command center and machine shop for tanks. Armory will be soon to follow.

Protoss 9/10 Gate Zeal Rush
Matchups: Pvz, Pvp, Short distance locations.

Theory: This is the fastest way to rush zerg with zealots, while maintaining a decent economy. The build is all about cutting corners to get those zeals out as fast as possible. Against builds where zerg elected to make a hatchery before a pool, the zealots will arrive at latest by time the hatch finishes. This build is the strongest against the fast-expo, given the travel distance is not too great for the zeals. Scouting and harassing is important here, and probes at the attack site are just as valuable as the zealots.

Build:
 * 8/9 – Pylon (near choke)
 * 9/17 – Gateway (scout, leave probe near enemy base)
 * 10/17 – Gateway
 * 11/17 – Zealot (hotkey, then rally gate to enemy choke, no probes)
 * 13/17 – Pylon, Zealot (hotkey, then rally other gate to enemy choke, no probes)
 * 15/25 – Zealot1, send 2nd probe to enemy choke

For pvz, make sure the scout probe stayed alive, it is needed to assist the zealots in killing the lings. Also make sure that if it is a fast expo situation, harass the drone(s) that comes out so it cannot place what will be a sunken. With the probe attacking with the zeals, lings die in 2 hits instead of 3. Setting hotkeys for the gates is important so you can focus on necessary micro at the enemy choke, instead of going back to the gates to queue more units. After the second pair of zealots, you can gas up and tech as normal (stargate or temp archive), or you can continue the pressure with zealots, looking to force more ling production and delaying economy and tech for the zerg.

In pvp, 9/10 will own a 1 gate-goon tech, even if he sticks a zealot in while the cyber core is warping. However, all you will have gained is an inferior economy if the enemy toss went double gate zealots as well.

1If you are brave, you can make the 2nd pylon in the enemy choke so you can build a battery to reinforce the rush. If the battery finishes warping and there are zeals left to heal (not always the case), it should spell the end for zerg.

2If you want, you can rally the nexus to the choke as well so other probes can get in on the action in case the original pair died. You have enough economy mining to execute this rush, however, once zerg solidifies his position, these probes should be sent back to mine.

Protoss 10/12 Gate Zeal Build
Matchups: Pvz, Pvp, Multiplayer

Theory: This is the most popular and simple zeal build for protoss, because it sacrifices no economy besides the standard scout probe. While not as fast as the 9/10 rush, it is serviceable for a variety of situations, including multiplayer games. Room to solidify your position and tech hard is also granted (done easily by halting zeal production), and it still can yield a fairly decent rush against an unwary enemy.

Build:
 * 8/9 – Pylon (scout if enemy went random)
 * 10/17 – Gateway (scout if you have not already)
 * 12/17 – Gateway (11/17 if you scouted late)
 * 13/17 – Zealot, Pylon (in that order, hotkey and rally gate to choke)
 * 17/25 – 2 Zealots, Pylon1 (in that order, hotkey and rally other gate to choke)

Here is where the build ends, because it depends on the situation what to do next (good scouting helps). If zerg got a decently fast pool, the three zeals can wall the ramp, and you can either tech hard by throwing up the assimilator and cyber core, or continue pumping zeals and rushing with a decent number of them (not to exceed around six, unless he is not teching either). The options from here are up to you, and it depends on how he opened.

1This pylon can be substituted with an assimilator for faster tech, however it will delay the rush somewhat if an opening appears to do so.

Protoss 10/12 Gate-Assim Build
Matchups: Pvp, Pvz, Multiplayer

Theory: This close cousin of the normal 10/12 gate is designed to allow gas collection while building up a force of zeals. An assim is substituted for the initial zealot in this case, and the drawback is that the rush will contain one less zealot. The economy that will be diverted into the assim is not needed to mine as you will have enough eco to support your mineral-based activities. The main advantage here is that you will have a substantial gas pileup by time your cyber core finishes, something that is helpful for the midgame. In Pvp you will have enough gas to get legs and robo tech, and in Pvz you will have plenty of gas for temp archive units. This is also a solid multiplayer build as well because of its flexibility and ability to switch to hard tech and then produce mid-tech units once those buildings complete.

Build:
 * 8/9 – Pylon (scout if random)
 * 10/17 – Gateway (scout if you have not already)
 * 12/17 – Gateway (11/17 if you scouted late)
 * 13/17 – Assimilator, Pylon (in that order, hotkey and rally gate to choke)
 * 17/25 – 2 Zealots, Pylon (in that order, hotkey and rally gate to choke)

Here gas collection has already begun, and now with good scouting an opportunity to rush may arrive. You can continue zealot production, or you can build a cyber core instead of a 2nd pair of zeals and tech as normal. You will find you will have at least 300 gas (usually a lot more) by time that core finishes, which really broadens your options compared to your normal gas amount when your cyber core warps in (200 at most).

Protoss Proxy-Gate Zeal Rush
Matchups: Pvz

Theory: This build is a do or die option, based on making medium distance trips much shorter by making the gateways halfway toward the base. This build works well when there is a large middle from which paths emerge going to each starting position (e.g. Lost Temple), as well as on two-player maps (e.g. Bifrost). Gates in both cases would be made in the middle of the map cutting the walking distance for zealots in half. However, if the zerg defends it, those gates are nearly impossible to hold with the threat of the lings running by it and into the undefended economy.

Build:
 * 6/9 – Send probe to middle of map or near enemy base
 * 8/9 – Pylon near midmap
 * 9/17 – Gateway
 * 10/17 – Gateway (scout)
 * 11/17 – Zealot (hotkey and rally gate to enemy choke, no probes)
 * 13/17 – 2 Zealots (hotkey and rally other gate to enemy choke, no probes)
 * 17/17 – Pylon near nexus, send 2nd probe to enemy choke.
 * 17/25 – 2 Zealots

If zerg went fast expo, that expo is as good as dead since this build is basically 9/10 gate on steroids. Make sure that you take some drones with the scout and zealot and harass plenty. If zerg went 9-pool, then this build dies. If things get hairy hold position at his ramp until reinforcements arrive. This is an all-out rush, and if it fails the game is just about lost for you.

Protoss Tech Build 1
Matchups: Pvp, Pvt, Pvz (no fast pool), Long distance between mains.

Theory: This build introduces fast tech on ground maps (assuming there is a ramp). It includes a fast zealot while the cyber core warps for rush defense (hold position with a couple probes on ramp). It is an introductory build that will allow you to go up any tree. It can be done in any matchup, however you will have trouble with fast pool zergs.

Build:
 * 8/9 - Pylon (Scout, preferably at choke in case of random zerg)
 * 10/17 - Gateway
 * 12/17 - Assimilator
 * 14/17 - Cyber Core
 * 15/17 - Pylon, Zealot1 (hold probe production momentarily so you can get a pylon in there first)
 * 17/25 - Dragoon, Gateway

1Necessary to hold quick lings in Pvz and 2 gate zeals in Pvp.

From here you can add a gate and begin amassing goons, or you can add citadel tech (then gate), or you may elect to go robo or stargate right away. This is a very flexible starting build, and if the zealot lacks a purpose after a while (assuming he did not rush) then it will make an excellent scout.

Protoss Tech Build 2
Matchups: Air, Hybrid, Pvp, Pvt

Theory: This build introduces fast tech on air and hybrid maps. It can also be done in Pvp and Pvt ground games. It is an introductory build that will allow you to go up any tree.

Build:
 * 8/9 - Pylon (Scout, preferably at choke in case of random zerg)
 * 10/17 - Gateway
 * 12/17 - Assimilator
 * 14/17 - Cyber Core
 * 15/17 - Pylon
 * 17/25 - Dragoon1 (ground maps)

From here you can add a gate and start massing goons (for ground maps), or you can continue up the robo or stargate trees on air/hybrid games. On non-ground, robo is preferred and is good for random. Stargate is exclusive for zerg.

1Against zerg a second zealot is better. If you are going to do a furnace (pvt strategy for fast backdoor drops) start a robo right away.

Protoss Tech Build 3
Matchups: Air, Hybrid

Theory: This build introduces fast tech on air and hybrid maps. It varies from tech builds 1 and 2 since here the assimilator is made first and then the gateway after. It has features that will allow for more aggressive teching once the slightly slower cyber core finishes.

Build:
 * 8/9 - Pylon
 * 9/9 - Assimilator
 * 11/17 - Gateway
 * 13/17 - Cyber Core
 * 15/17 - Pylon

In this build when the core finishes, you have the added choices among the normal plans to go double robotics (Pvp, Pvt) and double stargates (Pvz). The extra gas will also allow a fast +1 air that will finish long before goon range is needed.

Protoss Fast Expo Build
Matchups: Pvp, Pvt, Pvz (no fast pool), FFA, Average/long distance between mains

Theory: This build allows for a fast second nexus at your expansion. Depending on what the enemy is doing the build will differ after the nexus has begun warping in. However it does supply protoss with a tremendous economy after five minutes, however watch out for hard tech by the enemy.

Build:
 * 7/9 – Send probe to expansion
 * 8/9 – Pylon in choke (make sure not to block where the nexus will go)
 * 12/17 – Nexus (scout)

The build now diverges.

Pvt (mech build):
 * 13/17 – Gateway, Assimilator1
 * 14/17 – Pylon in main
 * 15/17 – Cyber Core
 * 18/25 – Robo Facility, Dragoon

Continuously scout the terran. You might need a forge to stop a vulture sneak. This build is risky when you have a cliff above the natural, since even though you will get your shuttle out early enough, he will have too many harass or push options. When you nexus finishes, do not Maynard too many probes (six at the most) so in case that expo comes under fire your economy does not suffer. You can always send extra later on when it becomes secure. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

1If an SCV gets in the base before the gateway is laid down, run to your geyser and warp an assimilator before he can build a refinery on it.

Pvp:
 * 13/17 – Gateway, Gateway2
 * 14/17 – Pylon
 * 15/17 – Zealot, Assimilator (if not built already)

Watch out once again for fast robo and either reaver drop or a turbonewbie if there is a cliff over your natural. You should have fast archive covered nicely since you have the pylon to make cannons down there. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

2If the enemy toss went straight for goons, then make that second gateway an assimilator and rush up to goons as well. If he went zeal rush, then throw up a battery as soon as the first gateway finish next to your choke pylon, and gather some probes ready to defend with the zealot.

Pvz:
 * 13/17 – Forge
 * 14/17 – Cannon, Gateway3
 * 15/17 – Assimilator4, Pylon [b](in main)
 * 16/25 – Zealot
 * 17/25 – Cyber Core, Assimilator (in natural)
 * 21/25 – Stargate, Pylon (near main nexus)

You will need the stargate for the muta. Two stargates may be needed even. You will have the gas to get +1 air if you want. You will also ave the gas to go double robo or fast to archive, slapping down another 3 gates before the archives finishes. Make sure you get legs before starting the archive. You can do anything you want really (zeal-sair-reav or zeal-temp or dragoon-reav) just scout well to make cannons as necessary. Make sure you get warp pylons earlier than in other builds since you will have two nexuses pumping probes.

3Make a 2nd cannon if you scouted a mass ling attempt, you will need it. Make sure to space out both cannons and place them behind buildings so the lings do not have easy access to them. Hold your ramp so the lings do not try to sneak by and run into the main.

4Gateway goes here followed by assimilator and pylon if you made a 2nd cannon.

Zerg 7 Pool Rush
Matchups: Zvz, Zvp, Zvt, Multiplayer, close locations

Theory: This is very much a risk/reward build in 1v1 play. It is best meant for 4 player maps or less, where you can figure out where he is by the time the lings pop out their eggs. It can be done in any matchup, and in multiplayer, but locations must be close. In general you are going for early harassment, the point of your attack will vary for each race. To begin, scout with your overlord to the nearest base.

Build:
 * 7/9 - Spawning Pool
 * 7/9 - Overlord (as usual, best to scout with this one and your first Overlord)
 * 8/9 - Scout with drone
 * 8/17 - 6 Zerglings
 * 11/17 - 2 Zerglings1

1Optional, you may also go with a drone here.

In Zvz, if you get to his base and his pool is not done, target his spawning pool with your lings. If it is done and there are eggs, take as many drones as you can before the lings pop out. For Zvp, he will have a zeal that just popped out, or is about to. If his gateways are powered by one pylon, you can take out the pylon and force the zeal to address you. If the zeal is by himself, you can take it on. With decent micro you will not lose a ling in the process. A good protoss will have scouted you and placed the zeal in his eco so his probes can surround and suffocate the lings. Here just harass his buildings and try to force the zeal to come out. Zvt is a similar process. He should have enough SCVs to kill the lings, just harass the barracks and his SCVs to stall his mining, and make sure he doesnt get a marine or two planted among his workers. If he walled, target the depot while adding more drones and an assimilator to begin teching. In multiplayer this build is fine, but watch out for counters. Make sure your partners got your back and can protect you from a hardcore zealot rush while you catch up in economy.

Zerg 9 Pool Speedlings Rush
Matchups: Zvp, Zvz, Multiplayer, close locations

Theory: One of the classic and original zerg builds, 9 pool speedlings has withstood the test of time and continues to be a viable build today. For Zvp speedlings followed by harassment is normal (you may pull some or all drones off the extractor if you wish), while in Zvz starting a lair with the first 100 mins is normal. In multiplayer this was a popular build, but the ovy-hatch builds are more common now. This build is enhanced greatly by the presence of close locations.

Build:
 * 9/9 - Spawning Pool
 * 8/9 - Overlord
 * 9/9 - Extractor
 * 9/17 - 6 Zerglings (Scout with drone when pool finishes if you have not found the enemy as of yet)

When the extractor finishes, pluck three drones off the minerals and get some gas. When you get 100 vaspene in Zvp, upgrade speed for your lings while you harass and add a second hatchery. You may transfer some or all the drones back to minerals for a spell while your mineral-based economy rebounds. For Zvz, lair tech is fashionable since you can survive for a while with that few drones and catch up later once you have all rushes guarded.

Zerg 9 Pool Hatch
Matchups: Zvp, Multiplayer

Theory: This is a newer build tailor made for Zvp, although it has some uses in multiplayer as well. Here the pool is delayed for a spell in favor of an overlord so extra drones can be made to support a faster 2nd hatch.

Build:
 * 9/9 - Overlord
 * 9/9 - Spawning Pool
 * 11/17 - Hatchery
 * 10/17 - 6 Zerglings (Scout with a drone here if you wish)

These lings are more of the harass and defensive type, with the second hatchery at the ramp or in an expo even. From here you can immediately go for gas and begin to tech, or you can continue to amass lings and drones while your hatchery warps. The exact build of course varies now that you have lings.

Zerg Muta Rush
Matchups: Air, Hybrid

Theory: This is one of the standard builds for zerg on air and hybrid maps. It leaves enough gas for a muta pump, while getting the drop/speed upgrades one at a time.

Build:
 * 9/9 - Overlord (Scout with this overlord as well if the other one did not find him as of yet, retreat or hide either overlord when you find him so they cannot be found and killed as easily)
 * 9/9 - Extractor
 * 12/17 - Spawning Pool
 * 14/17 - Lair
 * 15/17 - Hatchery
 * 16/17 - Overlord1
 * 18/25 - Spire
 * 18/26 - Drop Upgrade
 * 21/26 - Overlord

1For Zvp an evo chamber and a creep colony will be needed here to defend against corsairs (spore), this can be done at a later time in the other two matchups.

When you reach this part of the build, start saving larva so you can make six mutas (may add in some scourges if Zvz) when the spire finishes. The third overlord came early so you can have enough supply to fit in all of the mutas. When the first upgrade is finished, on hybrids you can slow drop a drone to expand (if the expo is close on pure air you can do it here as well). Against protoss it is wise to get two pairs of scourge so you can pop their stronger corsairs. Use a mix of muta and scourge to control double stargate corsairs until you have ovy speed as well.

Zerg 12 Pool Build
Matchups: Zvp, Zvz

Theory: This is a simple ovy-pool build that has a great range of flexibility. You can gas up at any time after the pool is down, hold larva for lings, or power drones until the pool completes for a good economy.

Build: (Larvae save for lings)
 * 9/9 - Overlord
 * 12/17 - Spawning Pool (scout with one of the drones)
 * 12/17 - Extractor (optional, but recommended)
 * 11/17 - Hatchery
 * 10/17 - 6 Zerglings

This is a nifty build to rush/harass while acquiring reasonably fast tech.

Build: (Power drone variation)
 * 9/9 - Overlord
 * 12/17 - Spawning Pool (scout with one of the drones)
 * 12/17 - Extractor (optional)
 * 13/17 - Hatchery

When the pool finishes, you may make lings in pairs if need be. The pool will be done fast enough to hold whatever any other race can throw out at you.

There are so many variations for Zvp and Zvz that it is really fruitless to talk about each. This is a very general guide in this case.

Zerg 9 Hatch 9 Pool Fast Expo
Matchups: Zvp, Zvz

Theory: This build from the theoretical standpoint differs for each of the matchups, especially when it comes to what follows the opening. It allows a very fast expo hatch in such a fashion that creep should be there before enemy troops arrive with a sacrifice of economy. You could do this build in a Zvt, but there are expo builds that are more effective econ-wise for that matchup. For Zvp this is the safest fast expo build, but of course there are other, more aggressive ones.

Build:
 * 9/9 - Overlord1 (When ovy is half done send drone to expo)
 * 9/17 - Hatchery in expo
 * 9/17 - Spawning Pool
 * 11/17 - Begin saving larvae2
 * 10/18 - 8 Zerglings

1If you can fit in a quick extractor trick where you lose only a few crystals maximum, then you can and it wont affect the build at all. If you can't, then do not try and just follow the above build. If you do try it, it will be a 10/17 hatch as a result.

2You can think about adding an extractor here. You do not have to put drones in it as soon as it is done, however. In Zvp you can quickly collect 100 gas for speed upgrade than send them back to minerals to bring back up the economy.

From here you shouldnt need a sunken colony right away since the 8 lings that pop out should be good enough. If you find that he is not rushing, do not make the lings. Options that are available is to add a sunken, quick extractor at expo, and tech hard, while scouting to determine how many extra lings you have to fit in to hold any rush attempt. In Zvz fast tech is necessary so your spire is not later than his, or you will have serious harassment problems with muta and/or lings.

Zerg 9 Hatch 11 Pool Fast Expo
Matchups: Zvp, Zvt

Theory: This is the "safe" Zvt fast expo build where offensive bunker is more easily defended, but beware that amassing of tech units will take slightly longer because of the sacrifice in economy if he tries to test that expo with a rush(you will need to spend money for at least one sunken). Scout well to make sure you do not make sunkens you do not need. In Zvp this is another decent fast expo build that is safer than the 12 hatch - 11 pool version.

Build:
 * 9/9 - Overlord1 (send drone to expo when overlord is half done, scout with this overlord as well)
 * 9/9 - Hatchery
 * 11/17 - Spawning Pool
 * 12/17 - Hold Larvae for zerglings2
 * 12/17 - 8 Zerglings

1 Here you may do a extractor trick for the 10th drone. If you are not well versed at doing it fast enough to make it worth the slight cost in minerals (if any if you are really fast), do not do it. In this case the extractor trick will make it a 10/17 Hatchery.

2 You may include an extractor at this point, you may wait until the expo is up, then make a pair of them simultaneously.

Again you will have 4 larvae ready to morph when the pool is finished. If he decided to tech, then do not make any lings, and begin teching hard while continuously scouting.

Zerg 12 Hatch 11 Pool Build
Matchups: Zvp, Zvt, Zvz, Multiplayer

Theory: This is arguably the most popular zerg opening in Brood War right now. In Zvz it can be done if the enemy does not find you right away, you can expo with this build in Zvt (much more riskier in Zvp) and its perfectly fine for multiplayer. This yeilds both a good eco, and larva for lings.

Build:
 * 9/9 - Overlord (Scout with overlord when it completes)
 * 12/17 - Hatchery
 * 11/17 - Spawning Pool
 * 13/17 - Extractor1
 * 12/17 - 6 Zerglings
 * 15/18 - 2 Zerglings
 * Overlord

1In Zvt if you expo make sure you have a drone at the expo ready to make a sunken. Rally both hatches at that moment to the expo as well. You should send this drone now, since it is around here where most offensive bunker rushes begin. Should you be a victim of this, send a couple other drones to kill the scv, it is the most important part of the rush, and make sure the hatches are rallied to the area.

From here you can harass with the lings in Zvp, and think about expanding and teching with your gas. You can even go 3 hatch ling into a sauron-style zerg. It is best to get a sunken and try to push out as many drones as possible in Zvt along with hard tech; the lings are indeed optional. Make sure to go lurks if he tries to rush, and if he techs go muta should there be a cliff above the expo. What you do from here is really up to you, and rather flexible.

Zerg 3 Hatch Pool
Matchups: Multiplayer, FFA

Theory: This is an aggressive, risky build that if successful will give you an excellent economy that can support a heavy speedling rush. This build is best suited for multiplayer games or FFA. A double toss or zerg rush can put this build in serious jeopardy if you are paired with a terran. It is best to be paired with a quick rusher in order for this build to work. Now if they scout you late, then most likely you will be able to pull off this opening.

Build:
 * 9/9 - Overlord (scout with this ovy)
 * 13/17 - Hatchery
 * 14/17 - Hatchery
 * 14/17 - Spawning Pool (scout with drone)
 * 14/17 - Extractor
 * 13/18 - Overlord (begin saving larvae from this point)
 * 13/18 - Creep Colony (near mineral line)
 * 13/26 - 10 Zerglings, Sunken

Use defensive techniques such as blocking off the sunken if you are rushed and waiting for the lings to come out. From here upgrade speed, lair with the 2nd set of 100 gas, and you should not need any more drones and can pump pure ling until its time to expand (this is the beauty of this build order). With three hatches pumping ling, the lings will add up quickly and you can deal what can be a fatal strike on unwary opponents.

Zerg 3 Hatch Ling Rush
Matchups: Zvp, Multiplayer

Theory: This build has lost some popularity in Zvp in favor of tech builds, but its still thrives in multiplayer games. It is not the power build that 3 hatch pool is, but it is a much safer way to have three hatches pumping ling. However, the ling pump will not be as strong as in the other 3 hatch build.

Build:
 * 9/9 - Overlord (scout with this overlord when it completes)
 * 12/17 - Hatchery
 * 12/17 - Spawning Pool
 * 13/17 - Extractor
 * 13/17 - Hatchery (Save larvae)
 * 12/18 - 8 Zerglings1 (scout with drone)
 * Overlord

1You will not have 200 ready to morph them all, you will have to make them as money allows.

From here once you have 100 gas, upgrade speed, then put the drones back on minerals so you can support lings from the 3rd hatch when it completes (you may mine another 100 gas for lair, but then it will sacrifice your pump somewhat). A sunken is not included in this build because you will not have the cash for it. Pump lings from the three hatches, but make sure to tech in a timely fashion so your lings won't get owned by tech combinations (MnM, Zeal/Goon, or Zeal/Arch). Usually sauron-style zerg emerges from this type of opening from 4 or 5 hatches.