• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 11:07
CET 17:07
KST 01:07
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Rongyi Cup S3 - RO16 Preview3herO wins SC2 All-Star Invitational10SC2 All-Star Invitational: Tournament Preview5RSL Revival - 2025 Season Finals Preview8RSL Season 3 - Playoffs Preview0
Community News
Weekly Cups (Jan 12-18): herO, MaxPax, Solar win0BSL Season 2025 - Full Overview and Conclusion8Weekly Cups (Jan 5-11): Clem wins big offline, Trigger upsets4$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7)21Weekly Cups (Dec 29-Jan 4): Protoss rolls, 2v2 returns7
StarCraft 2
General
PhD study /w SC2 - help with a survey! Oliveira Would Have Returned If EWC Continued StarCraft 2 not at the Esports World Cup 2026 [Short Story] The Last GSL Stellar Fest "01" Jersey Charity Auction
Tourneys
$21,000 Rongyi Cup Season 3 announced (Jan 22-Feb 7) OSC Season 13 World Championship $70 Prize Pool Ladder Legends Academy Weekly Open! SC2 All-Star Invitational: Jan 17-18 Sparkling Tuna Cup - Weekly Open Tournament
Strategy
Simple Questions Simple Answers
Custom Maps
[A] Starcraft Sound Mod
External Content
Mutation # 509 Doomsday Report Mutation # 508 Violent Night Mutation # 507 Well Trained Mutation # 506 Warp Zone
Brood War
General
[ASL21] Potential Map Candidates Fantasy's Q&A video BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Gypsy to Korea
Tourneys
[Megathread] Daily Proleagues Azhi's Colosseum - Season 2 Small VOD Thread 2.0 [BSL21] Non-Korean Championship - Starts Jan 10
Strategy
Current Meta Simple Questions, Simple Answers Soma's 9 hatch build from ASL Game 2 Game Theory for Starcraft
Other Games
General Games
Nintendo Switch Thread Battle Aces/David Kim RTS Megathread Stormgate/Frost Giant Megathread Beyond All Reason Awesome Games Done Quick 2026!
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Canadian Politics Mega-thread NASA and the Private Sector Things Aren’t Peaceful in Palestine
Fan Clubs
The herO Fan Club! The IdrA Fan Club
Media & Entertainment
Anime Discussion Thread [Manga] One Piece
Sports
2024 - 2026 Football Thread
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
How Esports Advertising Shap…
TrAiDoS
My 2025 Magic: The Gathering…
DARKING
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
James Bond movies ranking - pa…
Topin
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1772 users

APM Requirements for Macro in SC2

Blogs > PrinceXizor
Post a Reply
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-11-07 05:59:51
November 07 2011 05:59 GMT
#1
Hey guys. just writing this to show a theoretical APM required for each race to be at their most effective, ignoring a few basic commands.

In order to do this we need a baseline.
baseline macro minimum:
A worker is produced every 17 seconds(15 for Z)
a supply building/unit takes 25 seconds for P/Z and 30 for T to build, and is needed every 136(120 for Z)seconds for workers alone.

therefore a potential baseline APM for the bare minimum of macro is:
P: 9.8+9.8 APM per Nexus baseline APM
T: 9.9+9.9 APM per command baseline APM
Z: 13.9+9.3 APM per hatch baseline APM

solely required to constantly produce workers from one base.

From this we can infer that Zerg requires the most baseline APM in most situations.
NOTE: this is ignoring macro mechanics at the moment we will get to those next
Macro mechanics:
P(Chronoboost): 5.5 APM +4.1 APM per Nexus
T(Drop Mule): 2.0 APM +1.3 APM per Orbital
Z(Inject Larva): 4.1 APM + 4.1 APM per Queen/hatch

if we add the macro mechanics to the baseline required APM we get:
P:15.3 APM + 13.9 APM per Base
T: 11.9 APM + 11.2 APM per Base
Z: 18 APM + 13.4 APM per Base


Now a breakdown of constant unit production per production facility:
Protoss (note that chronoboosting any of facilities will add to the APM requirements generally by about 1.3+0.6 per additional chronoboosted warp gate, and more for robo units and stargate units)

-Warp Gate-
Zealot: 8.6 APM + 2.1 APM per additional warp gate
Stalker: 7.5 APM + 1.9 APM per additional warp gate
Sentry: 8.9 APM +2.2 APM per additional warp gate
Dark Templar: 5.3 APM + 1.3 APM per additional warp gate
High Templar: 5.3 APM + 1.3 APM per additional warp gate
Archon: 8.2 APM + 3.9 APM per additional 2 warpgates

-Robotics Facility-
Immortal: 2.2 APM + 1.2 APM per additional Robotics facility
Observer: 3.0 APM + 1.5 APM per additional Robotics facility
Collosus: 1.6 APM + .8 APM per additional Robotics facility
Warp Prism: 2.4 APM + 1.2 APM per additional Robotics facility

-Stargate-
Pheonix: 3.4 APM + 1.6 APM Per additional Stargate
Void Ray: 2.0 APM + 1.0 APM per additional Stargate
Carrier:1.0 APM + .5 APM per additional Stargate

Terran

-Barracks-
Marine: 4.8 APM + 2.4 APM per Reactor/ additional Barracks
Marauder: 4.0 APM + 2.0 APM per Additional Barracks
Ghost: 3 APM + 1.5 APM per Additional Barracks
Reaper: 2.7 APM + 1.3 APM per Additional Barracks

-Factory-
Siege Tank: 2.7 APM + 1.3 APM per additional Factory
Hellion: 4.0 APM + 2.0 APM per Reactor/additional Factory
Thor: 2.0 APM + 1.0 APM per additional Factory

-Starport-
Viking: 2.9 APM + 1.4 APM Per Reactor/additional starport
Medivac: 2.9 APM + 1.4 APM per reactor/Additional starport
Raven: 2.0 APM + 1.0 APM per additional starport
Banshee:2.0 APM + 1.0 APM per additional starport
Battlecruiser: 1.3 APM + 0.7 APM per additional starport

Zerg (note that zerg unit constant production is based on larva creation speed, and as such APM requirements increase with inject larva and decreases when droning, also note the APM requirement only SEEMS higher than other races, the increase in APM is per additional hatchery, zergs will have as many as 7 hatcheries in some games and as few as 2 in others unlike other races which can have dozens of production facilities)

-Hatch tech-
Zergling: 12 APM + 4 APM per additional Hatchery
Roach: 12 APM + 4 APM per additional Hatchery
Baneling: 16 APM + 8 APM per additional hatchery

-Lair Tech-
Hydralisk:12 APM + 4 APM per additional Hatchery
Overseer 16 APM + 8 APM per additional Hatchery
Mutalisk 12 APM + 4 APM per additional Hatchery
Corruptor 12 APM + 4 APM per additional Hatchery
Infestor 12 APM + 4 APM per additional Hatchery

-Hive Tech-
Ultralisk: 12 APM + 4 APM per additional Hatchery
Brood Lord: 16 APM + 8 APM per additional Hatchery

Now knowing our Macro based APM requirements we can look at typical APM requirements for producing the armies that we are used to seeing in builds.

For instance, a two base Protoss with 7 gate 1 robo going for stalker colossus has to spend 51.6 APM solely producing his units, + APM for pylons

A typical ZvT build has a three base Zerg producing at with 68.8 APM + APM for overlords.

A common 1/1/1 build for Terran will have them using 24.7 APM + APM for supply depots off one base in order to produce the army required.

Now these are not comparable numbers, only examples, no one should take out of this that Zerg requires the most APM because a three base Zerg needs more APM than a one base Terran with only 3 production facilities.

There are a few things we can learn from these numbers, knowing they are low enough that we are all capable of the speed, if not the accuracy required for macro of most strategies, but can marvel at professionals skill at doing all of this AND micro, which can include perfect blink stalker micro (which is 18 APM per stalker) is truly amazing. Also good to know is that all of these APMs are in Starcraft 2 time, so it's even faster for real time.

*
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2011-11-07 06:06:55
November 07 2011 06:05 GMT
#2
Reminds me of a kinda toned down version of this http://www.teamliquid.net/forum/viewmessage.php?topic_id=88869

Salvation a la mode and a cup of tea...
SpoR
Profile Blog Joined November 2010
United States1542 Posts
November 07 2011 06:55 GMT
#3
How are you getting these numbers?
A man is what he thinks about all day long.
Cyro
Profile Blog Joined June 2011
United Kingdom20323 Posts
November 07 2011 06:56 GMT
#4
The multiplier to convert from sc2 time to real time is 1.38 if you were wondering
"oh my god my overclock... I got a single WHEA error on the 23rd hour, 9 minutes" -Belial88
mucker
Profile Blog Joined May 2009
United States1120 Posts
November 07 2011 07:07 GMT
#5
Though not an absolute requirement, I feel that spreading one tumor should be included in the zerg baseline.
It's supposed to be automatic but actually you have to press this button.
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
Last Edited: 2011-11-07 07:10:14
November 07 2011 07:07 GMT
#6
On November 07 2011 15:55 SpoR wrote:
How are you getting these numbers?

number of actions required to complete a task multiplied by number of times task can be done in 1 minute.

Creating a pylon takes 4 actions while a probe takes 2, but a probe is made roughly 4 times a minute while a pylon is made roughly every 2 minutes, it works out to 8.8 APM for constant pylon + pylon production, and chronoboost to be used every time it is up takes 4 actions (selecting nexus using chrono, moving camera to chrono target, targeting chrono) and is used about every 44 seconds due to energy regen of a nexus works out to 5.5 APM for constant chronoboost.

On November 07 2011 16:07 mucker wrote:
Though not an absolute requirement, I feel that spreading one tumor should be included in the zerg baseline.

I was only working on Production of units. if we were including all actions that every race does to further themselves, than i would have to include forcefielding on reaction for protoss, raising/lowering depots and add on swapping for terran and creep spread for zerg, all of which are very situational and hard to account for in strict mathematical terms.
mizU
Profile Blog Joined April 2010
United States12125 Posts
November 07 2011 07:49 GMT
#7
You need to factor in shift queuing.
That drastically changed many of the numbers, doesn't it?
if happy ever afters did exist <3 @watamizu_
PrinceXizor
Profile Blog Joined April 2010
United States17713 Posts
November 07 2011 08:35 GMT
#8
On November 07 2011 16:49 mizU wrote:
You need to factor in shift queuing.
That drastically changed many of the numbers, doesn't it?

You'll note how each unit production is noted as X APM + Y per additional structure. this is because of shift queuing and MBS.
Danglars
Profile Blog Joined August 2010
United States12133 Posts
Last Edited: 2011-11-07 09:58:47
November 07 2011 09:57 GMT
#9
Only thing I see out of this is comfort for players with low-ish APM. Hey-The ultimate of all the basics really isn't all that far out of your reach! So, encouraging.

which can include perfect blink stalker micro (which is 18 APM per stalker) is truly amazing.

Can't state this conclusively, because it involves too many factors. How many stalkers are being attacked by how much stuff how quickly with how much health. Equal size force of marauders, and he's stimmed splitting the attacks? Way over 18. Stalkers taking steady low damage (e.g. marines) and they keep dying? Apm only needs a small burst at start, can manage perfectly later. This is all not mentioning killing efficiency (blinked units not blinked too far away to stop firing for a millisecond) which involves decision making that limits some APM applications.
Great armies come from happy zealots, and happy zealots come from California!
TL+ Member
caradoc
Profile Blog Joined January 2011
Canada3022 Posts
Last Edited: 2011-11-07 15:23:16
November 07 2011 15:12 GMT
#10
I guess one potential difficult issue with this is that when people talk about APM as a resource, I think what they really mean is that attention is a resource.

It takes a comparable amount of attention to focus on a pylon, and shift-warp in 10 units as it does to shift-warp in 1 unit, however the first requires 11 actions, the second 2.

and the new Blizzard Standard APM (BS-APM) doesn't take into consideration cycling of control groups in order to check queues/upgrades/construction in calculation of BS-APM, but this obviously increases as the size of your economy increases, and this would be ridiculously difficult to quantify-- there is variation in how much cycling is required by player/game etc. However the cost of obtaining this information translates into attention and keystrokes...

But as some people above have said, its good news for newbies since it shows that decent mechanics can be had with relatively low apm.
Salvation a la mode and a cup of tea...
Please log in or register to reply.
Live Events Refresh
BSL 21
15:00
N-Korea Champ Playoff Day 1/2
QiaoGege vs SzikyLIVE!
Dewalt vs Bonyth
Mihu vs TBD
ZZZero.O198
LiquipediaDiscussion
OSC
13:00
King of the Hill #235
iHatsuTV 10
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Rex 110
Creator 78
MindelVK 37
ForJumy 6
BRAT_OK 1
Livibee 0
StarCraft: Brood War
Jaedong 1309
Shuttle 1037
Larva 718
Horang2 595
Mini 541
EffOrt 316
BeSt 244
Hyuk 220
ZZZero.O 198
hero 117
[ Show more ]
Sharp 94
Soulkey 86
sorry 71
Mind 45
ZergMaN 28
zelot 28
ToSsGirL 24
Shinee 18
910 18
scan(afreeca) 17
yabsab 13
Terrorterran 10
Bale 7
eros_byul 2
Stormgate
BeoMulf76
Dota 2
qojqva2298
Dendi540
febbydoto10
Counter-Strike
fl0m2007
SPUNJ187
Super Smash Bros
Mew2King46
Heroes of the Storm
Khaldor338
Other Games
singsing2002
Hui .322
crisheroes160
XaKoH 127
QueenE85
KnowMe46
OptimusSC22
Organizations
Other Games
EGCTV1228
StarCraft: Brood War
Kim Chul Min (afreeca) 8
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• Adnapsc2 20
• Laughngamez YouTube
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• Pr0nogo 6
• Michael_bg 2
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• C_a_k_e 4384
• WagamamaTV321
League of Legends
• Jankos3239
• TFBlade813
• Stunt573
Upcoming Events
Replay Cast
7h 53m
Replay Cast
16h 53m
RongYI Cup
18h 53m
Maru vs Cyan
Solar vs Krystianer
uThermal 2v2 Circuit
19h 53m
BSL 21
22h 53m
Replay Cast
1d 7h
Wardi Open
1d 21h
Monday Night Weeklies
2 days
OSC
2 days
WardiTV Invitational
2 days
[ Show More ]
WardiTV Invitational
3 days
The PondCast
4 days
Korean StarCraft League
6 days
Liquipedia Results

Completed

Escore Tournament S1: W5
OSC Championship Season 13
NA Kuram Kup

Ongoing

C-Race Season 1
BSL 21 Non-Korean Championship
CSL 2025 WINTER (S19)
KCM Race Survival 2026 Season 1
Rongyi Cup S3
Underdog Cup #3
Tektek Cup #1
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual
eXTREMESLAND 2025
SL Budapest Major 2025
ESL Impact League Season 8
BLAST Rivals Fall 2025

Upcoming

Acropolis #4 - TS4
Escore Tournament S1: W6
Escore Tournament S1: W7
Acropolis #4
IPSL Spring 2026
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
HSC XXVIII
Nations Cup 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League Season 23
ESL Pro League Season 23
PGL Cluj-Napoca 2026
IEM Kraków 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.