This is probably one of the safest and most flexible openers of TvT that is economic focused. Reactor'd Hellions provide a flexible army composition in the early game to deflect any early pushes and also maintain map control, the Viking comes out in time to deal with Cloak Banshees, while retaining a strong economy with a CC at 20 supply.
Why is there no SALT encoding or Overwolf build?
14 | | ||
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22 | | Make as necessary | |
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24 | | Produce up to 4 or 6 (depending on preference) if you plan for Bio | |
| @100% Starport |
The build order itself is very easy to carry out so I will not elaborate further on that. The build diverges into a diverse mid game depending on a variety of factors such as whether the player chooses to go Bio, Fast Cloak Banshee, Viking for defense, Mech, etc. Bio: I would recommend going up to 4 hellions then swapping the Factory and Barracks add ons, and converge into a 3-1-1 set up, however, if you scout aggression from your opponent, continue producing Hellions, Reactor on Barracks, and Viking from Starport and be ready to pull SCVs to defend natural. Mech: Continue producing Hellions, converge into 1-2-1 set up, and establish a third. Be ready to pull SCVs against a 1-1-1 push. Fast Cloak Banshee: Tech Lab on Barracks @50% Starport and swap once Starport is complete. Converge into 1-2-1 or 3-1-1 depending on mid game army composition. Starport unit production should generally be Viking-Tech Lab-Raven to deal with Banshees and have a flexible defense.