• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 10:03
CET 15:03
KST 23:03
  • 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
ByuL: The Forgotten Master of ZvT29Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Blizzard Classic Cup - Tastosis announced as captains4Weekly Cups (March 2-8): ByuN overcomes PvT block4GSL CK - New online series16BSL Season 224Vitality ends partnership with ONSYDE20
StarCraft 2
General
GSL CK - New online series Blizzard Classic Cup - Tastosis announced as captains Weekly Cups (March 2-8): ByuN overcomes PvT block Weekly Cups (Feb 23-Mar 1): herO doubles, 2v2 bonanza Vitality ends partnership with ONSYDE
Tourneys
[GSL CK] Team Maru vs. Team herO Master Swan Open (Global Bronze-Master 2) RSL Season 4 announced for March-April Sparkling Tuna Cup - Weekly Open Tournament PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar)
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
The PondCast: SC2 News & Results Mutation # 516 Specter of Death Mutation # 515 Together Forever Mutation # 514 Ulnar New Year
Brood War
General
ASL21 General Discussion Recent recommended BW games BSL 22 Map Contest — Submissions OPEN to March 10 BGH Auto Balance -> http://bghmmr.eu/ BSL Season 22
Tourneys
IPSL Spring 2026 is here! ASL Season 21 Qualifiers March 7-8 [Megathread] Daily Proleagues BWCL Season 64 Announcement
Strategy
Soma's 9 hatch build from ASL Game 2 Fighting Spirit mining rates Simple Questions, Simple Answers Zealot bombing is no longer popular?
Other Games
General Games
Nintendo Switch Thread PC Games Sales Thread Path of Exile No Man's Sky (PS4 and PC) Stormgate/Frost Giant Megathread
Dota 2
Official 'what is Dota anymore' discussion The Story of Wings Gaming
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
Five o'clock TL Mafia Mafia Game Mode Feedback/Ideas Vanilla Mini Mafia TL Mafia Community Thread
Community
General
US Politics Mega-thread Mexico's Drug War Things Aren’t Peaceful in Palestine Russo-Ukrainian War Thread YouTube Thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Req][Books] Good Fantasy/SciFi books [Manga] One Piece
Sports
2024 - 2026 Football Thread Formula 1 Discussion General nutrition recommendations Cricket [SPORT] TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
Gaming-Related Deaths
TrAiDoS
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1655 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 Kingdom20326 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
GSL
10:00
GSL CK - Day 1
CranKy Ducklings SOOP107
Rex42
herO (Afreeca)38
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Lowko571
TKL 243
Rex 42
herO (Afreeca) 38
StarCraft: Brood War
Britney 35851
Bisu 3451
Jaedong 2384
Shuttle 1761
EffOrt 600
Mini 531
Soma 450
firebathero 395
Stork 349
Light 322
[ Show more ]
Rush 292
ggaemo 263
Snow 262
ZerO 256
Leta 142
Dewaltoss 115
Hyun 109
Last 104
Sharp 98
sorry 97
Mind 76
ToSsGirL 69
Pusan 59
Mong 56
JYJ 53
Backho 52
soO 18
JulyZerg 18
GoRush 15
Nal_rA 15
IntoTheRainbow 14
sSak 14
SilentControl 8
Terrorterran 6
Dota 2
Gorgc4657
qojqva918
canceldota69
syndereN59
LuMiX1
Counter-Strike
olofmeister1960
x6flipin463
zeus234
allub126
edward40
Super Smash Bros
Mew2King82
Other Games
singsing1872
B2W.Neo842
hiko521
Fuzer 327
Pyrionflax204
ToD132
KnowMe113
Hui .111
oskar65
ZerO(Twitch)16
QueenE13
Organizations
Dota 2
PGL Dota 2 - Main Stream13166
Other Games
gamesdonequick930
StarCraft: Brood War
lovetv 10
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• intothetv
• AfreecaTV YouTube
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis3342
• Jankos2694
• Stunt634
• TFBlade502
Upcoming Events
The PondCast
19h 57m
WardiTV Team League
21h 57m
Replay Cast
1d 9h
Replay Cast
2 days
CranKy Ducklings
2 days
RSL Revival
2 days
WardiTV Team League
2 days
uThermal 2v2 Circuit
3 days
BSL
3 days
Sparkling Tuna Cup
3 days
[ Show More ]
RSL Revival
3 days
WardiTV Team League
3 days
BSL
4 days
Replay Cast
4 days
Replay Cast
4 days
Wardi Open
4 days
Monday Night Weeklies
5 days
WardiTV Team League
5 days
GSL
6 days
Liquipedia Results

Completed

Spring Cup 2026
WardiTV Winter 2026
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Jeongseon Sooper Cup
BSL Season 22
RSL Revival: Season 4
Nations Cup 2026
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Elite League 2026
ASL Season 21
Acropolis #4 - TS6
Acropolis #4
IPSL Spring 2026
CSLAN 4
HSC XXIX
uThermal 2v2 2026 Main Event
Bellum Gens Elite Stara Zagora 2026
NationLESS Cup
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
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.