The goal of this timing attack [hits at 3:20] is to get some sort of economic damage dealt to your opponent as compensation. However, if your opponent is not prepared, it is easy to die to this timing. Variations of this build orders include: -20 CC and delaying the timing attack [3:50 timing] -Going up to 2 reapers only and obtaining map control rather than doing economic damage, but go for quicker Cloak Banshee than usual instead to get economic compensation.
Why is there no SALT encoding or Overwolf build?
14 | | ||
15 | | ||
16 | | ||
17 | | ||
19 | | Produce up to 3 | |
20 | | ||
20 | | Pull 3 SCVs out of Refineries | |
20 | | ||
| @100% Factory, Produce up to 2 | ||
26 | | ||
| ~28 Supply. SCVs back into Refineries. | ||
| As soon as you can afford it. | ||
| |||
|
Hits at ~3:20 (depending on map size) with 3 Reapers and 2 Hellions. Try to push up into the main if possible, and deny natural mining time and use Reaper grenades well to maximize the damage of the push. The follow up is to get Tech Lab on Factory for 1 Cyclone, Reactor on Barracks for Marine production, and Medivac from Starport for Tankivac follow-up, which will most likely end the game if the Reaper Hellion timing deals economic damage. From here, the build diverges into Mech or Bio.
Variation of build order: @100% First Reaper: Reactor on Barracks I have not played too many games with this variation, however it seems viable.