This is the April 2017 entry of Metagame Build Orders.

Vs. Protoss

Command Centre first into three Barracks has become popular recently. Terran have problem doing damage in the early to mid game due to the popularity of Phoenix Adept, so it makes sense to go for a more economic build instead.

14 – Supply Depot

17 – Command Centre (@100% – Orbital Command)

18 – Barracks (@100% – Orbital Command)

20 – Barracks

21 – Barracks

Constant Marine production

25 – 2x Refinery

32 – Supply Depot and Tech Lab

build Supply Depot accordingly hereafter

@125 mineral – Engineering Bay

@100% Tech Lab – Stim

This is the basic core of this build, and the variation comes down to the sequence of buildings in terms of gas investment. There are three things to invest the gas on,

Factory

+1 Infantry attack

2x Barracks add-on

The classic variation is to put down the Factory first, and it techs up to Starport with Reactor for Medivac. This lines up with the Stim upgrade for a move out. However, given Terran are generally being placed on the defensive role in the match up for that time frame, it is arguably better to invest in the other two first. In my opinion, the best sequence now is, +1 upgrade, Factory, then 2x Barracks add-on. Continue from above notation,

@100 gas – +1 Infantry attack

@100 gas – Factory, and Refinery

@75 gas – Tech Lab and Reactor on two Barracks

@100% Factory – Starport, and Reactor on Factory (@100% – Swap Starport onto Reactor for 2x Medivac

There is much room for changes after your Engineering Bay is done, as it is normal to build Missile Turret for defensive measure nowadays. The key is the timing of the third Refinery, and it should only be taken when you decide to tech up to Factory and transition to mid game. This also means you have already spend the resources on the necessary defensive structure accordingly.

Also, it is quite common for Protoss to go for one base Stargate now, and you can take just one Refinery at 25 supply instead of two in order to have the mineral for an earlier Engineering Bay. The Missile Turrets should have a higher priority than the second Refinery (see GuMiho vs. Dear below).

Vs. Terran

The Terran match up did not change much. I will show a standard 15/16 Reaper expand build, but it does not make a Cyclone immediately. I have previously explained that 15/16 Reaper expand with Cyclone delays the Starport, so the upside of this build is to have the Starport back to the normal timing.

14 – Supply Depot

15 – Refinery

16 – Barracks

@100% Barracks – Reaper and Orbital Command

@400 mineral – Command Centre (@100% – Orbital Command)

@100 gas – Factory

@100% Reaper – Reactor (@100% – Marine production)

@75 mineral – Refinery

@100 mineral – Supply Depot

@100% Factory – Hellion, and Starport

@100% Hellion – Cyclone

@100% Starport – Medivac

This allows you to hit a timing with six Marines, one Hellion, one Cyclone, and one Medivac. See how ByuN used the build in above vod.

The basic structure can also adapted for other non-timing build, for example, you can get a Raven. See INnoVation’s build in vod below.

Vs. Zerg

I will show the most standard build in the current metagame below.

14 – Supply Depot

15 – Refinery

16 – Barracks

@100% Barracks – Reaper and Orbital Command

@400 mineral – Command Centre (@100% – Orbital Command)

@100 gas – Factory

@100% Reaper – Reactor

@75 mineral – Refinery

@100 mineral – Supply Depot

@100% Factory – Starport. Swap the Factory onto the Reactor for 2x Hellions. Build a Tech Lab with Barracks next to the Starport

Constant Hellion production until you have made six.

@100% Starport – Swap Starport on Tech Lab for a Raven, and a Supply Depot.

Build Supply Depot accordingly hereafter.

@100 gas – Cloak upgrade

@25 gas – Tech Lab on Barracks (@100% – Stim)

@100% Raven – Banshee (@100% – Banshee)

You then transition into a standard macro game with a third Command Centre and more Barracks. The Raven is actually quite a good choice, as it gives good harassment potential with little risk and micro attention. The Auto Turrets force the Drones to be pulled, while you move the Raven to safe air space. If Zerg did not react in time, you get to kill a few Drones. It is very apm efficient for harassment. The Hellion and Banshee at the front do the standard map control task, and you can have the option to move the Raven back to join the main army when you move out with the bio with Stim and Medivac for the first time. This should save you scan to clear the creep.

If you enjoyed this article, I’d love you to share it with one friend. You can follow me on Twitter and Facebook. If you really like my work, you can help to sustain the site by contributing via PayPal and Patreon. See you in the next article!