This is an economic TvT opener that opens with a banshee to harass. Back at your base you have a raven a widow and 6 marines to defend against any counter banshees or drops.
This build is not by any means easy to execute, but it is effective! Goodluck! :)
Note: When using this build you may find it hard to play against the 2 reaper cyclone build. The solution to holding the attack is to usually understand what they open with. Putting the widow at the ramp can usually fend off the attack if you have marines focus fire.
Why is there no SALT encoding or Overwolf build?
14 | | ||
15 | | ||
16 | | ||
17 | | ||
19 | | ||
19 | | (After reaper produce up to 6 marines) | |
20 | | ||
20 | | ||
24 | | (Swap Starport with Factory when Starport finishes) | |
24 | | ||
25 | | ||
29 | | (Place this either at the ramp or behind a gas) | |
34 | | ||
35 | | ||
35 | | ||
36 | | ||
39 | | ||
41 | | (Don't lose the Raven) | |
42 | | (Make Techlab where Barracks is and land Rax where Factory was) | |
42 | | (Make marines until raven finishes) | |
42 | | (Start Stim, 1 marine, 1 tank, 2 vikings) | |
70 | 6:00 | | Start 3rd CC on location and from here on out just maintain the viking advantage and slowly push with tanks |
Tips when using the build
Don't lose Banshee for free
Don't lose Raven (Repair it if necessary)
When you start the initial push make sure your stim is finished and only fight the other dude with your tanks. The marines are only there to buffer. As long as you have air control your tanks can kill the other guy w/o losing any units. Of course, it will take time and it will be a slow push but TvT is a match-up that requires patience.
Furthermore, if anyone would like help with the build please leave a comment and ill get back to you as quickly as I can
On Dec. 11, 2016, 4 p.m., Ryu said:
Issue fixed Tyvm
On Dec. 11, 2016, 3:21 p.m., DamnPhotons said:
Missing the 4th supply depot at 34 before the banshee starts. The 42 supply depot is number 5
You can see innovation throw down the 4th depot by the 3rd next to his mineral line when Jjakji's reaper gets into innovation's base. Innovation actually uses the depot to block the reaper's path and force the reaper to go up by the refinery. The detour let's innovation's marines catch the reaper before it gets away
On Dec. 7, 2016, 2:49 p.m., Ryu said:
Good suggestion ill change it right now
On Dec. 7, 2016, 2:21 p.m., partingdaboy said:
Shouldn't this build be labeled as "Timing Attack" rather than economic? This builds opens with a 1-1-1, and the nat and 3rd CC are both significantly late. Additionally, this build requires the 1-1-1 to deal damage.