This build is a 1rax FE that transitions into Reactored Factory Hellbat Drops. It is a generally safe build that applies a lot of constant pressure against a Zerg opponent throughout the entire midgame.
- 10 – Supply Depot
- 12 – Barracks
- 16 – Marine (only 1)
- 17 – Orbital Command
- 17 – Command Center
- 17 – Supply Depot
- 18 – Start two Refineries (resume Marine production)
- 20 – Bunker
- 24 – @100 Gas, start Factory
- 24 – @50 Gas, start Reactor on Barracks
- @100% Reactor, swap Factory onto Reactor (produce only 2 Hellions), and start Starport and Armory
- @100% Armory/Starport, start constant Medivac and Hellbat production, and +1 Vehicle Weapons
- When first Medivac pops (@7:30ish), start constant Hellbat drop pressure
- @400 Mins, start 3rd Command Center and 2nd Factory
- Benchmark: When you start your 3rd Command Center (@8:00ish), you should have around 40 SCVs, 4 Marines, 2 Hellions, 4 Hellbats, and 1 Medivac
- @100% 2nd Factory, start 2 more Refineries, a 3rd Factory, and a Tech lab on 2nd Factory
This build is very strong against most Zerg openers, so scouting is minimal. With your SCV scout, merely confirm that your opponent has gone Hatchery first, and check whether your opponent is getting gas before 3:30 (Metabolic Boost will be researched early; possibility of early Roach attacks) or not (lots of queens being made to keep Zerg safe; possibility of very fast 3rd Hatchery).
All of your midgame scouting will come from your Hellbat drops going in and around your opponent’s main base, natural base, and possible third base. Keep your eye out for a Spire, Roach Warren, or Infestation Pit so that you can pin your opponent on a midgame tech path. Produce Thors and turrets against a player going Mutalisk; produce Siege Tanks and Widow Mines against a player going Roaches; continue mass Hellbat drops against a player going Swarm Host or Infestor.
Because this build gets so much Factory infrastructure, the only viable transition is into Mech.
As you are performing all of your midgame Hellbat drops, secure your third base, take those extra 2 Refineries, start 2 more Factories (so that you have at least 5), and start either Thor or Siege Tank/Widow Mine production to counter what your opponent’s midgame tech choice is. Only perform a straight up attack once you start your 4th and are approaching a maxed out Mech army.
- Your initial 2 Hellions are timed so that they pop by the time your opponent can get Metabolic Boost and enough Zerglings to apply pressure towards your front. Use SCVs, the bunker, and your Hellions to ward off any early Speedling shenanigans.
- When building up your initial infrastructure, be sure to wall off your natural with Supply Depots. Baneling and Roach busts are weakest when there are walls and buildings in the way.
- If your initial 2 Hellions spot Roaches on their way to your natural, delay them for as long as possible, and make emergency Widow Mines/extra Hellbats for the defense.
- Mass repairing your bunker is crucial in defending all the early attacks that Zerg can throw at you.
- When you get your first Medivac out, instantly Medivac Boost towards your opponent’s main base. Constantly snagging your reinforcing Hellbats and Medivacs and sending them towards your opponent’s different bases is the only way to breaking down your opponent’s defense.
- Use Medivac Boost constantly throughout the fights – it is a free upgrade that gives your units a lot more survivability than they otherwise would have.
- Hellbats absolutely destroy Drones and Zerglings, so be sure to target fire the clumps of units you want to see melt instead of letting your units auto-attack Extractors, buildings, or Roaches.
Pros and Cons
This build is strong because it gives you a good economy and starts very quick and constant Hellbat drops for non-stop aggression and map control. Also, by opening with a lot of Hellbat drops in the midgame, you not only open with an aggressive midgame, but also set up the infrastructure for a powerful Mechanical army that is hard to stop once it snowballs towards max supply.
This build is somewhat weak against early Roach pressure, requiring lots of SCV and Hellbat micro. Also, your Hellbats cannot shoot up, so a quick Mutalisk play can sometimes shut down this build before you have done enough economic damage. Lastly, this build is not quite as economical as any quick 3 Orbital opening, but it does get an 8 minute third base, so you will not fall behind in economy as long as your Hellbat drops are doing damage.
This build is a very aggressive build with lots of drops, so it is best on maps with bases far away by ground but close by air. It is also stronger on larger maps where your opponent is less likely to open with early Roaches.
- Akilon Wastes
- Newkirk Precinct
- Neo Planet S
- Star Station