• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 03:52
CET 09:52
KST 17:52
  • 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 ZvT28Behind the Blue - Team Liquid History Book19Clem wins HomeStory Cup 289HomeStory Cup 28 - Info & Preview13Rongyi Cup S3 - Preview & Info8
Community News
Weekly Cups (Feb 16-22): MaxPax doubles0Weekly Cups (Feb 9-15): herO doubles up2ACS replaced by "ASL Season Open" - Starts 21/0258LiuLi Cup: 2025 Grand Finals (Feb 10-16)46Weekly Cups (Feb 2-8): Classic, Solar, MaxPax win2
StarCraft 2
General
Terran AddOns placement How do you think the 5.0.15 balance patch (Oct 2025) for StarCraft II has affected the game? Nexon's StarCraft game could be FPS, led by UMS maker ByuL: The Forgotten Master of ZvT Oliveira Would Have Returned If EWC Continued
Tourneys
PIG STY FESTIVAL 7.0! (19 Feb - 1 Mar) SEL Doubles (SC Evo Bimonthly) WardiTV Team League Season 10 RSL Season 4 announced for March-April The Dave Testa Open #11
Strategy
Custom Maps
Publishing has been re-enabled! [Feb 24th 2026] Map Editor closed ?
External Content
Mutation # 514 Ulnar New Year The PondCast: SC2 News & Results Mutation # 513 Attrition Warfare Mutation # 512 Overclocked
Brood War
General
TvZ is the most complete match up BGH Auto Balance -> http://bghmmr.eu/ Soma Explains: JD's Unrelenting Aggro vs FlaSh ACS replaced by "ASL Season Open" - Starts 21/02 BW General Discussion
Tourneys
[Megathread] Daily Proleagues [LIVE] [S:21] ASL Season Open Day 1 ASL Season 21 Qualifiers March 7-8 Small VOD Thread 2.0
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 Battle Aces/David Kim RTS Megathread Path of Exile Beyond All Reason New broswer game : STG-World
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 TL Mafia Community Thread
Community
General
US Politics Mega-thread Things Aren’t Peaceful in Palestine UK Politics Mega-thread YouTube Thread Mexico's Drug War
Fan Clubs
The IdrA Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Anime Discussion Thread
Sports
2024 - 2026 Football Thread Formula 1 Discussion TL MMA Pick'em Pool 2013
World Cup 2022
Tech Support
Laptop capable of using Photoshop Lightroom?
TL Community
The Automated Ban List
Blogs
YOUTUBE VIDEO
XenOsky
Unintentional protectionism…
Uldridge
ASL S21 English Commentary…
namkraft
Inside the Communication of …
TrAiDoS
Life Update and thoughts.
FuDDx
How do archons sleep?
8882
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2450 users

TvT Ghost Build by SpunXtain - Page 2

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 Next All
Synystyr
Profile Blog Joined September 2010
United States1446 Posts
February 24 2011 15:54 GMT
#21
Rushing ghosts isn't the right way to go about it. You are too vulnerable to almost every single standard opener a Terran can throw at you unless you turtle hard.

What I opt for instead when I play Ghost TvT is a 2 Rax Stim expand, which establishes a really strong economy early on and can apply some early pressure. You need to get the extra gas from expansion, that way you can get the Moebius Reactor upgrade and Infantry upgrades. This also let's you seamlessly add on Bio units into your Ghost army and help you deal with tanks. Also, the extra gas will let you tech to Medivacs.

Ghost drops are also really, really strong from what I've found. You can kill workers extremely quickly with snipe, and Ghosts are so durable that they can take a small group of marines head on with the support of your Medivac.
Sky Terran TvP V2.0: http://www.teamliquid.net/forum/viewmessage.php?topic_id=355839
SpunXtain
Profile Joined June 2010
Australia165 Posts
February 25 2011 00:28 GMT
#22
On February 25 2011 00:46 Kornholi0 wrote:
So you mean like exactly 99% of every Terran opening beats this straight up?
Like even if you masses marines you'd still win, you'd eventually get enough to go mass raven marine..? against the ghosts...?
... Sure it "barely" counters iEchoic's build which isn't even an issue, if you want to beat his build... Don't go marine tank >.>


A) Don't insert random %ages you sound stupid.
B) No, this build does not INSTA LOSE to everything. You make an early push, and are usually able to do some heavy damage. But you scan the ramp before u go up obviously, if they have a good defense you simply pull back and transition out. Ghosts are actually really useful for a long period regardless what build they've gone.
C) One ghosts could EMP ravens (another reason why its not a terrible reason to have a ghost academy up in the first place)
D) This build isn't "MASS GHOSTS ALL GAME LONG"... It's a ghost opening, which you transition out of later game once they either transition out of hellion/banshee or they get a critical mass at which point you're definitely better off with marauder/viking.
ashburn
Profile Joined March 2010
Singapore76 Posts
February 25 2011 03:05 GMT
#23
On February 24 2011 07:54 SpunXtain wrote:
If you EMP the orbital command centres they cannot scan your ghosts, and this can be a very good harassment strategy.



Omg, I've never thought about this!! It's so strange that I'd always thought likely targets of EMP are units and maybe protoss buildings to get rid of shields... Never would i have connected that you can EMP the orbital command thanks
SpunXtain
Profile Joined June 2010
Australia165 Posts
February 25 2011 12:16 GMT
#24
&
TLOfan!
Profile Joined December 2010
Bulgaria5 Posts
February 26 2011 22:12 GMT
#25
i Echoic build is for pro people and it is hard to do successfully! I'm platinumT and by far I've killed 2-3platinum T using that build.......I believe this ghost build is too risky!
TanksVikings is so much fun
I live for BCs! Too bad I live so rarely
SpunXtain
Profile Joined June 2010
Australia165 Posts
February 27 2011 13:04 GMT
#26
SC2 is all about risk and reward.
Kazlestial
Profile Joined November 2010
Singapore32 Posts
February 27 2011 13:11 GMT
#27
Might try this build, it actually does sound viable.
SpunXtain
Profile Joined June 2010
Australia165 Posts
February 28 2011 10:34 GMT
#28
Cereally it works
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 05 2011 06:47 GMT
#29
bump
TheSaddestPanda
Profile Joined November 2010
United States61 Posts
March 05 2011 07:27 GMT
#30
Whatever you transition into, you should always keep a squad of ghosts and a medivac + nuke on your sideboard. Take a careful drop in the main, emp orbital, launch nuke and snipe the shit out of workers. Plant the nuke between your ghosts and the ramp their army will come back on.
: * (
zecherShock
Profile Joined July 2010
Netherlands25 Posts
March 05 2011 08:11 GMT
#31
Tried it once as well, esp. on maps like SoW and other small maps. Followed up with BioTank and 2 GAs with two Nukes. A nuke takes 30 seconds or so to "research", so you can almost constantly cloack Ghosts and nuke the shit out of your opponent.
As said, Banshee, Marinepushes and Hellions loose to it. On the other hand you more or less instant loose if he did set up a Bunker full of marines in time, so you can't get in. He bunkers up until he got like 2-3 Tanks and makes a go - really a weak timing window in the Ghost build, cant really do shit against it, due to too less tanks being ready, no nukes, only Marines... argl.

I'd advice to build GAs hidden at more or less random safe spots on the map, if he realizes Ghosts are comming, it's essentielly lost. Might as well rally Ghosts "hidden" in your base or into bunker, so he cant see when he scans the choke.

gl with it, always lovely to see ghosts out there, although i guess it is not the most effective way of playing, it certainly is a quite funny approach to tvt
Undercroft
Profile Joined April 2010
United Kingdom166 Posts
March 05 2011 09:40 GMT
#32
Hmm, how would nukes with a transition into tanks play against a tanking player? you could theoritically use the ghost for spotting due to cloak, as well as nukes to force the enemy tanks to move away or die, allowing you to gain ground.
I'm not a terran player, so got no idea if/how this transition would work, but may keep you alive against the viking/tank terrans?
Our dronessssss are under attaahck!!
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-03-05 09:54:06
March 05 2011 09:52 GMT
#33
On February 24 2011 09:20 Zarahtra wrote:
Interesting, though it seems a bit boned vs anything else. That is a bit horrible, since at the time you need to commit to the build, you won't have any clear hints that you are facing iEchoic and I'd assume it's basically a BO loss vs mech/1 rax FE with bunkers?

(note: I watched only first replay)I'm also not totally convinced that the ghosts could truly deal with well controlled hellions/banshees for harass. In a straight up fight though, those combos seem pretty damn deadly vs the iEchoic build.


A good ghost opening like the QXC one is actually strong against nearly every terran opener, and does decently against the others. Pretty much the only thing that will straight up beat a ghost opener is a thor rush, and you can still beat it, it's just hard.

Bio rush: you get 20 damage to light with a ghost, and snipe decimates bio balls. A couple ghosts will do massive damage to the ball, way inordinate of their cost. You should have some marines too, so you'll be fine.

Bio/tank push: This one is a little dicey, use the ghosts to take out all the bio support and then clean up the tanks after. It'll take careful micro but it's do-able.

Banshee rush: easiest thing in the world. Push EMP, aim, click, win.

Hellion rush/drop: A couple ghosts demolish this. Move your scvs away carefully and take out the hellions with the ghosts. You do have to spot the hellions BEFORE they are roasting scvs, but that applies to every other build also.

Raven opener: EMP.

Fast Expand: You can nuke! Nuke is very underused and very powerful. You can clear out add-ons and supply depots with them easily, as well as roast workers. Most people don't use Nukes because they don't get ghosts and it's a tech deviation. Since you already have the tech, it's easy to incorporate. You can nuke important buildings and worker lines to punish the terran for not having the units or the proper detection to stop you. Nukes one shot supply depots, tech labs, reactors, bunkers, sensor towers, and missile turrets in the center of the blast, and will often put these buildings in the red even if they're not in the center. Fun fact: You can emp command centers to stop scans. What's really fun, is if you get two ghost academies with 2 nukes, and nuke each base at the same time or double nuke important buildings.

Later on, you can use nukes against tank lines to force them to unsiege and run away. If you do it right, you can stim your marines and cancel the nuke right as they unsiege, run in and clean the tanks out.

You can also snipe worker lines and 3 shot scvs with a ghost.

From a ghost opening, you can use your ghost as your harass unit and take map control. You force your enemy to get missile turrets, save scans, or get ravens to deal with cloaked ghost harass and nukes. You can easily transition from there into any other terran build, and secure an expansion. You don't need to hide your ghost academies, and it's recommended that you don't, since he could take them out with a little luck (and luck based strategies suck >_<). If he bunker rushes you, you could be in trouble if you don't stop the bunker from going down, but you should be making sure that type of nonsense isn't occuring and holding xel-naga watchtowers etc.

Ghost openings in TvT are awesome.
Strategy"You know I fucking hate the way you play, right?" ~SC2John
Kornholi0
Profile Joined November 2010
Canada634 Posts
March 05 2011 09:54 GMT
#34
On February 25 2011 09:28 SpunXtain wrote:
Show nested quote +
On February 25 2011 00:46 Kornholi0 wrote:
So you mean like exactly 99% of every Terran opening beats this straight up?
Like even if you masses marines you'd still win, you'd eventually get enough to go mass raven marine..? against the ghosts...?
... Sure it "barely" counters iEchoic's build which isn't even an issue, if you want to beat his build... Don't go marine tank >.>


A) Don't insert random %ages you sound stupid.
B) No, this build does not INSTA LOSE to everything. You make an early push, and are usually able to do some heavy damage. But you scan the ramp before u go up obviously, if they have a good defense you simply pull back and transition out. Ghosts are actually really useful for a long period regardless what build they've gone.
C) One ghosts could EMP ravens (another reason why its not a terrible reason to have a ghost academy up in the first place)
D) This build isn't "MASS GHOSTS ALL GAME LONG"... It's a ghost opening, which you transition out of later game once they either transition out of hellion/banshee or they get a critical mass at which point you're definitely better off with marauder/viking.

Literally any opening can beat this =/
Ghosts are defensive spell casting, with offensive calldown (nuke). Which is a very useful thing to have, I'd say that ghosts should be less focused on the build and more of a build that allows ghosts to be used, such as a marauder medivac play would do well etc etc.

But seriously this is good against like 1 rax expanding and the 3 rax stim push (which still doesn't even do that great against it)... Both of which aren't very common among terrans, this is one of those builds I'd practice a few times and keep in my back pocket if I ever got good enough to play against TLO lol.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Whitewing
Profile Joined October 2010
United States7483 Posts
Last Edited: 2011-03-05 10:15:46
March 05 2011 10:11 GMT
#35
On March 05 2011 18:54 Kornholi0 wrote:
Show nested quote +
On February 25 2011 09:28 SpunXtain wrote:
On February 25 2011 00:46 Kornholi0 wrote:
So you mean like exactly 99% of every Terran opening beats this straight up?
Like even if you masses marines you'd still win, you'd eventually get enough to go mass raven marine..? against the ghosts...?
... Sure it "barely" counters iEchoic's build which isn't even an issue, if you want to beat his build... Don't go marine tank >.>


A) Don't insert random %ages you sound stupid.
B) No, this build does not INSTA LOSE to everything. You make an early push, and are usually able to do some heavy damage. But you scan the ramp before u go up obviously, if they have a good defense you simply pull back and transition out. Ghosts are actually really useful for a long period regardless what build they've gone.
C) One ghosts could EMP ravens (another reason why its not a terrible reason to have a ghost academy up in the first place)
D) This build isn't "MASS GHOSTS ALL GAME LONG"... It's a ghost opening, which you transition out of later game once they either transition out of hellion/banshee or they get a critical mass at which point you're definitely better off with marauder/viking.

Literally any opening can beat this =/
Ghosts are defensive spell casting, with offensive calldown (nuke). Which is a very useful thing to have, I'd say that ghosts should be less focused on the build and more of a build that allows ghosts to be used, such as a marauder medivac play would do well etc etc.

But seriously this is good against like 1 rax expanding and the 3 rax stim push (which still doesn't even do that great against it)... Both of which aren't very common among terrans, this is one of those builds I'd practice a few times and keep in my back pocket if I ever got good enough to play against TLO lol.


By the time a 3 rax stim push hits, you'll have several ghosts on the field. Ghosts do exceptionally well against marines, and snipe one shots them if no combat shields, and even if there are shields, it one shots after stim. You'll easily have 8-10 snipes, and ghosts do well against marines with auto-attack. The marauders are a little tougher, but you don't ONLY have ghosts, you have marines too. Ghost harass can be quite powerful too, on par with banshee harass (both units cloak, both do very good damage vs. scv lines, but the ghost is often times a better fighting unit, and EMP is so good. It's also hilarious to EMP command centers and deny scans or mule calldowns, and there's no better way to harass a terran than to nuke his building add-ons.

Ghosts are actually STRONG. 100 hit points, 13.4 dps vs. light units, snipe deals 45 units instantly to biological units from huge range for a measly 25 energy. Ghosts spawn with the ability to one shot 2 marines, 3 with moebius reactor. You're also immediately safe from banshee and hellion openers by opening ghost.

It's a robust, safe, and reasonable opening that many people refuse to do because it's different.

For the record, it's been used in the GSL quite effectively. MVP.Noblesse demolished MakaPrime.WE with a ghost opening build, and MakaPrime.WE is (or was) considered to be an amazingly strong terran player.

EDIT: they're also great to have late game vs. a bio build, as EMP will shut down medivac healing, and nuke makes fighting against mech so much easier, as good nukes will allow you to control positioning (and shut down ravens).
Strategy"You know I fucking hate the way you play, right?" ~SC2John
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 09 2011 22:40 GMT
#36
Glad to see some people agree; ghosts are a very viable unit and people underestimate how useful they are in TvT because they're so used to tank/marine only builds. Truth is there is a lot you can do with ghosts all game long, including nukes, emps, scouting, harassment etc. and opening with them can be pretty safe if you play it well.
SchAmToo
Profile Blog Joined April 2010
United States1141 Posts
March 09 2011 23:34 GMT
#37
On March 10 2011 07:40 SpunXtain wrote:
Glad to see some people agree; ghosts are a very viable unit and people underestimate how useful they are in TvT because they're so used to tank/marine only builds. Truth is there is a lot you can do with ghosts all game long, including nukes, emps, scouting, harassment etc. and opening with them can be pretty safe if you play it well.


So maybe we can take this discussion not as just a "ghost centric" build, but a viable defensive and offensive option thats often overlooked by terrans in the TvT mu

I like the ghost build, but I find a wall off is almost essential and protecting the mineral line from hellions is difficult to deal with if you have your ghosts "out" at their base. Generally, I lost if it came down to my ghosts in his base and his hellions in mine. It's a nice build to throw out everyone once in a while, and I feel with a lot more practice you could adapt to any situation, but I'm definitely not comfortable enough to make it a standard like cloaked banshee.
twitch.tv/schamtoo | twitter.com/schamtoo
SpunXtain
Profile Joined June 2010
Australia165 Posts
March 16 2011 03:12 GMT
#38
pmub
101toss
Profile Blog Joined April 2010
3232 Posts
March 16 2011 03:18 GMT
#39
On February 25 2011 12:05 ashburn wrote:
Show nested quote +
On February 24 2011 07:54 SpunXtain wrote:
If you EMP the orbital command centres they cannot scan your ghosts, and this can be a very good harassment strategy.



Omg, I've never thought about this!! It's so strange that I'd always thought likely targets of EMP are units and maybe protoss buildings to get rid of shields... Never would i have connected that you can EMP the orbital command thanks

What you want to do is to emp the orbital and then nuke his depots. Most competent players will move their workers/army away, resulting in little damage, so nuking depots is guaranteed damage that shuts down production for a bit.

Ofc, there are innovative ways to kill nuking ghosts without detection, i.e. using hellion/tank splash on your own units.
Math doesn't kill champions and neither do wards
manicshock
Profile Joined November 2010
Canada741 Posts
March 16 2011 03:22 GMT
#40
Noblesse vs Maka on Scrap Station was probably the best ghost build I've seen.
Never argue with an idiot. They will just drag you down to their level and beat you with experience.
Prev 1 2 3 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft487
SortOf 184
StarCraft: Brood War
Britney 22531
firebathero 3970
GuemChi 1742
Pusan 307
Larva 291
ggaemo 284
ToSsGirL 45
Backho 24
JulyZerg 17
Dota 2
NeuroSwarm133
League of Legends
JimRising 487
Counter-Strike
Stewie2K1448
m0e_tv668
Super Smash Bros
Westballz12
Other Games
Mew2King121
RuFF_SC234
Organizations
Counter-Strike
PGL263
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 13 non-featured ]
StarCraft 2
• StrangeGG 87
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos1342
• Lourlo1021
Upcoming Events
PiG Sty Festival
8m
Maru vs ShoWTimE
Clem vs Serral
3DClanTV 0
Sparkling Tuna Cup
1h 8m
uThermal 2v2 Circuit
6h 8m
Replay Cast
1d
Wardi Open
1d 3h
Monday Night Weeklies
1d 8h
Replay Cast
1d 15h
Replay Cast
3 days
Replay Cast
3 days
The PondCast
4 days
[ Show More ]
KCM Race Survival
4 days
Replay Cast
4 days
Replay Cast
5 days
CranKy Ducklings
6 days
Replay Cast
6 days
Liquipedia Results

Completed

[S:21] ASL SEASON OPEN 2nd Round
LiuLi Cup: 2025 Grand Finals
Underdog Cup #3

Ongoing

KCM Race Survival 2026 Season 1
Acropolis #4 - TS5
Jeongseon Sooper Cup
Spring Cup 2026
WardiTV Winter 2026
PiG Sty Festival 7.0
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
eXTREMESLAND 2025

Upcoming

ASL Season 21: Qualifier #1
ASL Season 21: Qualifier #2
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
RSL Revival: Season 4
NationLESS Cup
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
FISSURE Playground #3
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.