Facebook
Share/Bookmark

Recommended Guides

Starcraft Replay Xp System and User Rankings
How to write guides on Starcraft-Replay.com
How to embed Videos on Starcraft-replay.com
How to watch Starcraft 2 replays without beta access

Top Guides

Starcraft-replay xp system and user rankings
Starcraft 2 protoss strategy: best counters vs zerg units
How to watch starcraft 2 replays without beta access
Masters of economy and production
Sc2 training guide

Latest Guides

Protoss strategy: chrono boost
Protoss build: 1 base robo
Protoss build: 2 gate rush
A great protoss strategy ( that actually works!)
In game on sc2

Top Guides : Vs Zerg

Starcraft 2 protoss strategy: best counters vs zerg units
Build order: marine and marauder vs zerg
Speedlings vs fe zergs
Basic protoss defence strategy against zerg and countering roaches
Zvz roach guide, adaptable vs t and p also

Top Guides : Vs Protoss

protoss vs protoss basics
zvp roach warren timing
roach build for bronse-silver
terran vs protoss bio push
photon cannon rush counter

Top Guides : Vs Terran

Build order: zvt baneling break
Terran vs terran
Zerg vs terran
Protoss guide
Build order: fast reaper rush - tvt

The list below contains the latest Starcraft 2 Guides and Starcraft 2 Build Orders.

Starcraft 2 Replays Guides

If you want to find race or map specific guides, please use our advanced search function located at the top right corner of your screen.
Order Guides by : Popularity / Last Posted

Terran vs protoss bio push

 by Telecom
4.7 / 5 starstarstarstarstar ( 7 votes )

This push will work on almost every map except in 2v2 on twilight fortress.  Start out with 10 depot -> and keep scvs pumping nonstop, that means dont rush to get rax right after depot, keep scvs pumping Till about 13 then throw down rax and gas.  

             Continue scvs pumping and throw down another depot at 16, 1 rine after barracks, stop scvs after barracks and immediatly get orbital relay + mule.  keep scv pumping and get physics core on barracks for marauder. Soon after add 2nd barracks and then add reactor to it and pump nonstop rines with nonstop marauder.  Then add ghost reactor (or w/e the building is called) and dont research cloak energy or worry about nuke just use ghost for emp, get a ghost and research stim, 2nd phsycics center on 3rd rax and pump nonostop mrauder / marine , when the stimpack is done u will have big force, possibly u can add 4th race for another reactor for marines, but this is super all in, id prefer to add a factory after attack if they dont die then starport for dropship or expand.  

           You use EMP on all they're units, with the 3 barracks you've been macroing you will most likely steam roll them if you have a good EMP.  GL HF GG.^^

Read this guide...

23 Mar 2010 | Comments (4)

Build order: marine and marauder vs zerg

 by Telecom
3.7 / 5 starstarstarstarstar ( 13 votes )
  • Starting off 10supply depot, nonstop scv pump and then get rax, get gas as soon as possible and another depot at 16,When rax finishes build 1 marine then stop scv production for a moment and get orbital command.
  • Meanwhile get addon for marauders in your barracks and scout.  get 3rd depot around 21/27 or whatnot so you wall off your entrance with 3 depots blocking scout, then start 2nd and 3rd barracks as soon as possible , 2nd barracks for dual marine addon and 3rd with another marauder addon, so your pumping from 2 barracks marauders and 1 barracks 2 marines at once ...
  • Once you have a strong force from all 3 barracks pumping nonstop marines and marauders, move out and all in zerg, this wont win all games but it will win MANY games vs z, b/c they will expo and just be over ran, im like 20-2 with this build.

Read this guide...

23 Mar 2010 | Comments (14)

Protoss guide

 by Telecom
3.6 / 5 starstarstarstarstar ( 12 votes )

          Protoss vs Terran - In this matchup you can 1gate -> gas -> cybernetics core -> another gateway -> if he 2gates then you can lay down a forge / 1 cannon positioned well by your ramp but not all the way on the ledge seeing as how it can get sniped easily by marauders that way. but you should be able to tech to robo and pump marauder in time.  

          If not then yes a cannon will help stop a rush as well as a sentry with your zealots , the warpgate research needs to be started as soon as cybernetics core is finished and chrono boost from nexus used on cyber core in order to make the warpgate research finish faster.  

          Once robotics facility is complete you pump 2-3 immortals continues then into colossus as fast as possible, once your colossus is out u can get 1 observer if you dont know what he is doing and use that scout and continue colossus after the observer while you can most likely safely expand or if you have been fending off his attacks , if you won you should be able to easily overpower him once your expansion kicks in.  and at that time you can have about 5-6 warpgates and 2 robotics facilitys pumping at first nonstop colossus then transition into nonstop immortal with your warpgates, and your macro will be very high. then of course into mothership and expand more.  

                If terran goes banshee go stalker .  dont forget to upgrade zealot leg speed because zealots will be more effective vs terran infantry with this upgrade.  Also dont forget upgrades from forge after your expansion is finished. Colossus is super effective vs most ground units.  

Read this guide...

23 Mar 2010 | Comments (6)
Tags : protoss guide  

Masters of economy and production

4.7 / 5 starstarstarstarstar ( 24 votes )

The game of Starcraft has two major parts to it: the micro game, which consists of moving units and using abilities, and the macro game. The macro game is the section of play devoted to collecting resources and producing units. While, micro can definitely help win a game usually, at least in the upper reaches of the silver league, macro tends to really drive a win home.

Whichever team is producing the most units and collecting the most resources will generally win. Building proper counters and scouting is only part of production; numbers play a very large role as well and can sometimes overcome even the direct counter to units.

In a traditional 1v1 game there is not much that can be done; a single player is in charge of all aspects of micro and macro game play. This does not need to be the case in a 2v2. In a 2v2 responsibility can be split making for a smaller possible force, but one that is much more controlled. This is how my 2v2 team works if one of us is taken out. The dead person will take control of all aspects of micro, and as such our attacking force becomes much more deadly.

This same concept can be applied to macro if the map is Twilight Fortress. This map is unique in that it is not possible for a single player to be attacked. Any attacking force must attack both players. This situation opens up an amazing strategy that can severely out produce even two players combined.

Read this guide...

23 Mar 2010 | Comments (7)

How to effectively zergling rush in sc2

4.7 / 5 starstarstarstarstar ( 20 votes )

In SC2 Drones, Probes, and SCV's eat lings alive. They'll destroy them fast, so fast in fact that you may not even kill off one before you lose your initial 6 lings. For this reason a lot of people don't really know how to rush. They'll throw the lings in the mineral line go back to their base and deside it is a waste of time and effort when they come back to 6 dead zerglings. I will detail what I do during my Zergling rush in this little article here. I'll try to follow it up with a few youtube videos in the future.

You don't want to just run in your opponent's peon line and start attacking, there is some finesse to rushing in SC2. You run in like you are going to kill their peons, even targeting one, make your opponent pull 5 - 6 peons off the mineral line, then retreat temporarily. Stopping those peons from mining is about 50 minerals lost for your opponent right there. If your opponent keeps following your lings that is more money, and you can probably pick off one or two with no loss to your lings.

If you do that 5 to 6 times, you have made your cost of your six lings and some. Please know that a rush isn't made to win the game (although it is a nice bonus of course if that does happen), but to slow down your opponent, and get him off his game.

For each race you have to do something different:

Read this guide...

23 Mar 2010 | Comments (20)
Page  1... 101112131415 - 16 - 17