This is an economic build that takes advantage of the current TvP trend. It uses a Reaper expand and proceeds to a 1-1-1 with an earlier third Command Centre.


Replay - TvP

Build Order

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  12  0:01  SCV  
  13  0:13  SCV  
  14  0:17  Supply Depot  
  14  0:25  SCV  
  15  0:38  SCV  
  15  0:40  Barracks  
  16  0:44  Refinery  
  16  0:50  SCV  
  17  1:03  SCV  
  18  1:15  SCV  
  19  1:27  Orbital Command  
  19  1:28  Reaper  
  20  1:43  Command Center  
  20  1:52  SCV  
  21  1:59  Supply Depot, Marine  
  22  2:04  SCV  
  23  2:11  Factory  
  23  2:17  Refinery  
  23  2:20  SCV  
  23  2:22  Barracks Reactor  
  26  2:55  Orbital Command  
  26  2:56  Starport  
  27  2:59  Widow Mine  
  27  3:00  Marine x2  
  32  3:18  Marine x2  
  32  3:19  Supply Depot  
  34  3:24  Widow Mine  
  38  3:32  Medivac  
  42  3:35  Marine x2  
  44  3:45  Factory Tech Lab  
  46  3:50  Supply Depot  
  46  3:55  Marine x2  
  50  4:03  Starport Tech Lab  
  50  4:13  Siege Tank  
  50  4:16  Command Center  
  55  4:23  Refinery x2  
  55  4:27  Raven  
  55  4:28  Marine  
  61  4:35  Supply Depot  
  61  4:44  Barracks x2  
  65  5:03  Engineering Bay x2  
  65  5:08  Siege Tank  
  72  5:23  Starport Reactor  
  72  5:28  Orbital Command  
  74  5:35  Barracks Tech Lab  
  78  5:45  Orbital Command  
  78  5:51  Marauder  
  78  5:53  Siege Tank  
  85  6:01  Medivac x2  
  91  6:04  Marauder  
  96  6:27  Barracks x2  
Spawning Tool Build Advisor. Get it on Overwolf


The biggest change to TvP in the new patch is the nerf to Zealot's charge damage. But how is it going to affect the match up?

Intuitively, Protoss would be have lower damage output in sizable battles. Each Zealot’s damage output is lowered by 8 damage at face value, and this is a big deal when you have multiple Zealots. The improved Zealot movement speed doesn’t do much in a sizable battle, even though those reinforcing Zealots that got just warp-in could join the battle quicker. Thus, the changes result in a net nerf for a sizable battle, and this is reflected in the latest metagame changes.

One notable change is the later third Nexus. Protoss taking the third Nexus early was at the centre of the TvP debate in 2019, as it shapes how the match up is played in the early and mid game. When you watch the pre-patch standard TvP games, you can see Terran almost always do a two-base 3-1-1 push with Stim, +1 attack, and Medivacs (often with a Raven). The result of the exchange at the third Nexus is pivotal to the subsequent tempo of the mid game. Terran used to mix in Siege Tanks in the attack, but they were later replaced by Widow Mines. This is because Protoss would have Charge research completed the match with Terran’s power spike for the attack at the third Nexus, and Widow Mines are more effective than Siege Tanks against Zealots. In other words, Chargelots’ damage output is a major part of the early third Nexus build path. With the nerf to Chargelots’ damage output, can Protoss still hold the early third Nexus? It appears that Protoss players are experimenting two-base Colossus with a later third Nexus. Hence, the train of thought is not about how Protoss can defend the early third Nexus, but it is about taking the third Nexus when it is safe. The nerf to Raven’s Interference Matrix is also an indirect buff to Colossus.

Given that a two base Colossus expand is considered a defensive build, a good response is to use an economic build. This build allows you to get ahead economically while Protoss is powering up on two base. It is worth noting that Protoss could response by attacking with a two base push as a response to Terran's economic build. The Siege Tanks in this build are designed to defend against this potential attack. You can read more about this build in the December 2019 Metagame Build Order entry on

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  • Created by: Maxilicious  
  • Published on: Dec 31, 2019
  • Modified on: Jan 02, 2020
  • Patch: 4.11.0
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