Description

What this is

A 5.0.16 PvX 2v2 macro training build for the Protoss teammate paired with the exact HeroMarine Terran build 203190.

Source boundary: the Protoss opening through the 4:21 Twilight Council is copied from Harstem 203761. Everything after 4:21 is a custom 2v2 continuation and is not Harstem-authored.

This can be practiced against any race pair, but it is not a blind universal response. Use the full economic track only when scouting shows both opponents expanding or otherwise playing standard. If either opponent is one-base, cancel the fourth Nexus, delay Forge/upgrades, add units and Shield Batteries, and rally together defensively.

Build Order

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  8  0:07  Action (Chrono Boost)  Chrono
  12  0:32  Pylon  
  14  0:54  Gateway  
  15  1:06  Action (Chrono Boost)  2nd Chrono
  16  1:13  Assimilator  Single gas, no probes in yet
  17  1:38  Nexus  
  17  1:47  Cybernetics Core  Put 3 in gas now
  19  2:06  Pylon  Downstairs
  21  2:24  Stalker (Chrono Boost)  Chrono Stalker, send across map to scout
  22  2:28  Warp Gate  
  25  2:47  Stalker  
  26  2:51  Probe (Chrono Boost)  Chrono @ Natural
  32  3:23  Nexus  3rd Nexus
  34  3:26  Sentry  
  36  3:35  Gateway  Gateway at Natural Wall
  38  3:42  Action  Hallucinate Phoenix, send to Terran main
  38  3:43  Assimilator  2nd Gas @ Natural
  42  4:03  Pylon  3rd pylon @ 3rd
  42  4:18  Gateway x2  
  44  4:21  Twilight Council  
  46  4:30  Pylon  CUSTOM CONTINUATION begins. Supply buffer for Probes and 4-Gate warp-ins.
  46  4:32  Assimilator x2  Take unused main + natural geysers; reach four-gas income.
  52  4:57  Blink (Chrono Boost)  Start Blink. Chrono Twilight around 4:57, 5:20 and 5:43; preserve Probe Chronos.
  58  5:20  Stalker x3  Cycle 1. Leave the fourth Gate idle if gas is short.
  64  5:32  Pylon x2  Midgame supply buffer.
  66  5:43  Stalker x3  Cycle 2.
  74  5:50  Robotics Facility  Observer, then later Colossus option. Do not delay the joint army for Robo tech.
  78  6:07  Stalker x3  Cycle 3; about 11 Stalkers total including the two opening Stalkers.
  84  6:10  Forge  Begin the macro layer behind the pressure.
  84  6:15  Action  TEAM READY CHECK at one rally. Do not move until Blink + actual Medivacs + first physical Tank are present.
  86  6:18  Nexus  CONDITIONAL fourth: only if both opponents expanded and the team is stable. Cancel vs one-base pressure.
  88  6:25  Observer  Terran scans cover detection until it arrives.
  88  6:30  Pylon x2  Reinforcement supply.
  90  6:35  Protoss Ground Weapons Level 1  Chrono after Blink if energy permits.
  92  6:40  Gateway x2  Six Gateways total for 3-4-base production.
  98  7:00  Charge  Follow-up transition; add Zealots as minerals rise.
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Team objective

Convert Harstem's three-Nexus economy and four Gateways into four-gas Blink production, then synchronize with HeroMarine 203190 when Blink, real Medivacs, and the first physical Siege Tank are present. Use 6:15 as a ready check, not an automatic attack command. Normal map-dependent contact is about 6:45-7:15.

Both armies attack one opponent together. Prefer the least-defended expansion, exposed production, or an isolated army. This is pressure, not an all-in; leave if there is no clean objective.

Roles

  • Terran: sustained bio damage, Medivac sustain, siege anchor.
  • Protoss: mobility, anti-air focus, vision, pursuit and retreat control.
  • Do not Blink into the full enemy army. Blink to save Stalkers, reach exposed key units when safe, or cut off retreat.
  • Combat Shield and 1/1 are only starting during the first staging window; do not assume they are complete.

Six team calls

  1. OPENING: Each player follows their own build. Never lose worker production to scout micro.
  2. SCOUT, 3:40: Say "BOTH EXPANDED" or "ONE-BASE ALERT". Divide both opponents between Reapers, the first Stalker and hallucinated Phoenix.
  3. BUILD: On the normal branch, Protoss starts Blink, fills four gases and makes three Stalkers per cycle. Terran stays exactly on 203190.
  4. RALLY, 6:15: Name one physical rally point. Nobody crosses alone.
  5. MOVE: Go only with Blink + Medivacs + first Tank physically present. Name one target opponent before contact.
  6. RESET: If there is no clean damage, disengage, reinforce, restart upgrades and continue expanding.

Branches

  • Any one-base/all-in: cancel the conditional fourth Nexus, delay Forge, add units/Batteries and defend together.
  • Early attack on either player: the teammate reinforces immediately; abandon the planned push until stable.
  • Turtle: contain and deny new bases; keep the fourth Nexus and Terran macro sequence.
  • Zerg ground/Banelings: preserve Hellions, avoid clumping, transition Protoss toward Zealot/Sentry plus splash.
  • Terran Tanks: create angles and vision; Blink only onto isolated Tanks after checking support.
  • Immortal/Chargelot or Colossus: stop pure Stalker production; add suitable Robo/Zealot support while Terran moves toward Ghost/Viking.
  • Heavy air: keep Marines and Blink Stalkers together; use scans until the Observer arrives.

Worker counts are training targets, not source claims: about 48-52 Probes at 5:30, 58-62 at 6:30 and 70-75 at 8:00. If supply and clock disagree, preserve the spending order and avoid banking resources.

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Details

  • Created by: HopperHead
  • Published on: Oct 07, 2026
  • Modified on: Oct 07, 2026
  • Patch: 5.0.16
  • Difficulty: Medium
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