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Analysis of ThorZain's Bio TvP

Forum Index > StarCraft 2 Strategy
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Frequencyy
Profile Joined April 2011
United States344 Posts
Last Edited: 2011-04-28 19:01:10
April 26 2011 21:28 GMT
#1
After watching Thorzain's games against MC I was so shocked by his TvP prowess that I decided to analyze each replay in the series to see his style and analyze it for myself and now of course Teamliquid.

Key Notes of Thorzain's Play:

He goes for a maurauder expansion that is unlike most others, he makes one marauder and one marine before his expansion, he gets enough for 50 gas, taking 2 off gas after his techlab goes down then gets another 25 gas for a single marauder, this allows him to get an expansion quicker then most marauder expansions, as typically players get a few marauders before grabbing their expansion.

He does not keep making marauders after the initial tech lab add-on this is so he can make more marines, and marines are much less expensive than a 100/25 marauder, this makes it so he can get a faster stim (to make up for his lack of concussive shells) and so he can get a fast engineering bay as well as his 1/1 upgrades. He does begin making marauders again as his 2nd base is saturated and after he starts +1 attack.

He gets later vikings which is why he will transition into double reactor ports.

Gains some map control as stim/combat shield/+1 attack finish but
isn't too aggressive.

Does not allow the protoss to max out without him doing any harass or attacks.

Rough Timings

He will get his engineering bay at 29 supply every game. He gets his 2nd barracks at 24 supply. He begins his armory when +1 armor is at 50 % completion. He begins his second engineering bay when his +1 armor is about 80% complete so he will be able to get +2/+2 at the same time. Gets stim as soon as possible. Works off of one refinery until he gets his factory, then he will get his 3 other refineries. If he scouts colossus (even though he didn't in game 2, he will make double starports, 1 reason he is behind on vikings due to his preference of medivacs and in game 2 his lack of tech, preferring 5 rax before getting a factory.)

Transitions

Thorzain can do a few transitions after his marauder expansion, in game 2 he did a 5 barracks before factory play and then pushed out with a massive amount of marines and a few marauders.

In game 1+4 he did a standard transition into adding 2 more barracks (totaling 3 rax) and got a factory as well as a starport, allowing him to speed his tech up.

Conclusion

Thorzain's build is similar to that of flash's build of brood war, focusing on getting upgrades and then controlling the map. He banks on his opponent not matching him in upgrades and even if they do match his upgrades he will try to out micro them or out macro them. Thorzain's build is a very effective way of playing bio in TvP as you are not blindly getting upgrades at the cost of your army and you are safe for the most part. Once he gets his upgrades going he gains confidence to move out and will prefer to get marines early game to get his upgrades sooner while not compensating his army or economy. Overall his builds are not set in stone but are a series of timings and a style not a specific build.

VODS





You will not do incredible things without an incredible dream
Phyrigian
Profile Blog Joined June 2010
New Zealand1332 Posts
Last Edited: 2011-04-26 21:38:50
April 26 2011 21:37 GMT
#2
--- Nuked ---
Frequencyy
Profile Joined April 2011
United States344 Posts
Last Edited: 2011-04-26 21:42:25
April 26 2011 21:41 GMT
#3
On April 27 2011 06:37 3xiLe wrote:
Show nested quote +
On April 27 2011 06:28 Frequencyy wrote:
After watching Thorzain's games against MC I was so shocked by his TvP prowess that I decided to analyze each replay in the series to see his style and analyze it for myself and now of course Teamliquid.

Key Notes of Thorzain's Play:

He goes for a maurauder expansion that is unlike most others, he makes one marauder and one marine before his expansion, he gets enough for 50 gas, taking 2 off gas after his techlab goes down then gets another 25 gas for a single marauder, this allows him to get an expansion quicker then most marauder expansions, as typically players get a few marauders before grabbing their expansion.

He does not keep making marauders after the initial tech lab add-on this is so he can make more marines, and marines are much less expensive than a 100/25 marauder, this makes it so he can get a faster stim (to make up for his lack of concussive shells) and so he can get a fast engineering bay as well as his 1/1 upgrades. He does begin making marauders again as his 2nd base is saturated and after he starts +1 attack.

He gets later vikings which is why he will transition into double reactor ports.

Gains some map control as stim/combat shield/+1 attack finish but
isn't too aggressive.

Does not allow the protoss to max out without him doing any harass or attacks.

Rough Timings

He will get his engineering bay at 29 supply every game. He gets his 2nd barracks at 24 supply. He begins his armory when +1 armor is at 50 % completion. He begins his second engineering bay when his +1 armor is about 80% complete so he will be able to get +2/+2 at the same time. Gets stim as soon as possible. Works off of one refinery until he gets his factory, then he will get his 3 other refineries. If he scouts colossus (even though he didn't in game 2, he will make double starports, 1 reason he is behind on vikings due to his preference of medivacs and in game 2 his lack of tech, preferring 5 rax before getting a factory.)

Transitions

Thorzain can do a few transitions after his marauder expansion, in game 2 he did a 5 barracks before factory play and then pushed out with a massive amount of marines and a few marauders.

In game 1+4 he did a standard transition into adding 2 more barracks (totaling 3 rax) and got a factory as well as a starport, allowing him to speed his tech up.

Conclusion

Thorzain's build is similar to that of flash's build of brood war, focusing on getting upgrades and then controlling the map. He banks on his opponent not matching him in upgrades and even if they do match his upgrades he will try to out micro them or out macro them. Thorzain's build is a very effective way of playing bio in TvP as you are not blindly getting upgrades at the cost of your army and you are safe for the most part. Once he gets his upgrades going he gains confidence to move out and will prefer to get marines early game to get his upgrades sooner while not compensating his army or economy. Overall his builds are not set in stone but are a series of timings and a style not a specific build.



I thought I was the only person that could see the connection between flashs double armory fact build in BW and thorzains build. An Excellent write up, but when does he make his factory (roughly). Just sometime after his 3rd rax and Ebay, I assume?

Will question you more later, but have to go at the moment, sorry for the lack of detail in my post.


When he does his 5 rax transition he will get his factory around 70 supply and when he does the 3 rax transition he will get his factory around 45, so as you can see a large differential in teching. The 5rax you basically have to pressure with or else you have a whole lot of units doing well...nothing.

Haha that's quite alright for lack of detail, I think that this bio style of play should be adopted more by more pros as it makes for very entertaining games and is more effective.
You will not do incredible things without an incredible dream
LostBLuE
Profile Joined January 2011
Canada188 Posts
April 26 2011 21:43 GMT
#4
Upgrades are like the best thing ever. but usually when I watch someone do a double forge the terran just simply can't keep up when he does a double ebay because of the chrono boost so there are still some really strong timings to hit.
TLO " Well Sjow, it's almost the same prize for 2nd place " Sjow " I know, but it's more about the honor... -_- " TLO " All I care about is the honor "
Frequencyy
Profile Joined April 2011
United States344 Posts
April 26 2011 21:45 GMT
#5
On April 27 2011 06:43 LostBLuE wrote:
Upgrades are like the best thing ever. but usually when I watch someone do a double forge the terran just simply can't keep up when he does a double ebay because of the chrono boost so there are still some really strong timings to hit.

This could be a very good counter to the timing where the protoss gets an expansion then goes for a huge timing attack with mass gateway units like 6 gateways I believe.
You will not do incredible things without an incredible dream
PredY
Profile Joined September 2009
Czech Republic1731 Posts
Last Edited: 2011-04-26 21:54:35
April 26 2011 21:51 GMT
#6
i must say i'm really liking the idea of getting super fast +1 and i'm gonna play with that a bit. i'm worried that 6gate pushes kinda crush 3rax into port but i gotta test that out.. but it looks very good with proper scouting and fast ghosts i think this is a very good build to counter dual forge upgrades from protoss and crushes protoss that doesnt upgrade (like MC)

im more excited about this than his mech build tbh can't wait to test this
http://www.twitch.tv/czelpredy
Frequencyy
Profile Joined April 2011
United States344 Posts
April 26 2011 21:54 GMT
#7
On April 27 2011 06:51 PredY wrote:
i must say i'm really liking the idea of getting super fast +1 and i'm gonna play with that a bit. i'm worried that 6gate pushes kinda crush 3rax into port but i gotta test that out.. but it looks very good with proper scouting and fast ghosts i think this is a very good build to counter dual forge upgrades from protoss

Ghosts are amazing defensive units against protoss, getting a couple without any upgrades can be really effective, and you can still get a couple ghosts while viking production goes on. Lol sorry I'm commenting on everything posted I just need to get my ideas outt
You will not do incredible things without an incredible dream
PredY
Profile Joined September 2009
Czech Republic1731 Posts
April 26 2011 21:58 GMT
#8
yeah i believe upgrades+ghosts are absolutely crucial these days in tvp, and scouting as well (especially when P takes his 3rd and if he goes collosi or not because there are some timings you want to pursue)
http://www.twitch.tv/czelpredy
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
April 26 2011 22:01 GMT
#9
On April 27 2011 06:54 Frequencyy wrote:
Show nested quote +
On April 27 2011 06:51 PredY wrote:
i must say i'm really liking the idea of getting super fast +1 and i'm gonna play with that a bit. i'm worried that 6gate pushes kinda crush 3rax into port but i gotta test that out.. but it looks very good with proper scouting and fast ghosts i think this is a very good build to counter dual forge upgrades from protoss

Ghosts are amazing defensive units against protoss, getting a couple without any upgrades can be really effective, and you can still get a couple ghosts while viking production goes on. Lol sorry I'm commenting on everything posted I just need to get my ideas outt


Wow, thanks for analyzing his build for us. You bring up some very good points.

I've never had luck for a fast ghost for defense. It always kills by teching to SP. Maybe I'm doing it wrong.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Frequencyy
Profile Joined April 2011
United States344 Posts
Last Edited: 2011-04-26 22:20:07
April 26 2011 22:17 GMT
#10
You don't want to rush for ghosts more like get a few ghosts around 80-90 supply, you can do your standard vikings mmm ball but adding ghosts for defenses is so nice. Strelok did it in the NASL against ACE and managed to hold off his strong 2 colossus timing push with only like 2-4 vikings and 3 ghosts and his mmm ball. However you want a nice concave to beat the push otherwise you're mmm will get roasted and your ghosts will have been all for naught. Also don't bother researching upgrades for them until late game. Especially with this build if you're incorporating ghosts AND vikings you will want to cut the 2nd starport to maintain your army eco and upgrades while have mmm ghost viking
You will not do incredible things without an incredible dream
Antisocialmunky
Profile Blog Joined March 2010
United States5912 Posts
April 26 2011 22:29 GMT
#11
Thanks My TvP has always been quite mediocre.
[゚n゚] SSSSssssssSSsss ¯\_(ツ)_/¯
Marine/Raven Guide:http://www.teamliquid.net/forum/viewmessage.php?topic_id=163605
Frequencyy
Profile Joined April 2011
United States344 Posts
April 26 2011 22:37 GMT
#12
On April 27 2011 07:29 Antisocialmunky wrote:
Thanks My TvP has always been quite mediocre.

I think if you practice this it will help you immensely, makes you understand basic timings of when to get what and is a very nice style to play bio with in general.
You will not do incredible things without an incredible dream
EG.Thorzain
Profile Joined May 2010
Sweden164 Posts
Last Edited: 2011-04-26 23:00:35
April 26 2011 22:59 GMT
#13
You can't afford ghosts in this build because it is already gas intensive enough (if you play against colossus), because you need a lot of vikings and the +2 upgrades pretty fast. I don't think that 5-6 gates are hard to defend because either they come too early and my bunkers + repair should be able to hold, or they come after I have +1 attack, which helps severely.

But I think that you are overanalyzing things (Not talking about the OP specifically). Previously with the Thor build (Don't know if that was you) and now with this. I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.
Thanks to Roberi for taking care of my TL fanclub! Also a thanks to all my fans in and outside my TL fanclub :). Fighting~~!
Frequencyy
Profile Joined April 2011
United States344 Posts
Last Edited: 2011-04-26 23:20:32
April 26 2011 23:19 GMT
#14
On April 27 2011 07:59 Thorzain wrote:
You can't afford ghosts in this build because it is already gas intensive enough (if you play against colossus), because you need a lot of vikings and the +2 upgrades pretty fast. I don't think that 5-6 gates are hard to defend because either they come too early and my bunkers + repair should be able to hold, or they come after I have +1 attack, which helps severely.

But I think that you are overanalyzing things (Not talking about the OP specifically). Previously with the Thor build (Don't know if that was you) and now with this. I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

omggg dude it's an honor for you to comment or even look at this threaddd <3 lmao. I didn't do the thor build analysis, I just did this because I wanted to share what your style appeared to be like in the VODS v Mc and to show people your style and how I am definitely gonna start trying to copy. ALso are marines more effective against the likes of 4gates?
You will not do incredible things without an incredible dream
Aquila-
Profile Blog Joined April 2011
516 Posts
April 27 2011 00:11 GMT
#15
If I remember right, Thorzain started his Ebay and +1 before even making a third rax in the game on metalopolis, which seems really risky to me. Any Protoss aggression would crush this in my eyes as it is already hard to defend sometimes even with 3 rax.
But on the other hand, I found that you have to get some sort of army advantage to be able to fight the toss army, which would either mean ultra fast upgrades like mentioned or going 5 rax before factory to secure map control, put on pressure before Colossus are out (which is a really strong timing) and take a fast third. When that is up get double ebay. In my experience getting a faster ghost is much more effective than trying to out-upgrade the Protoss which will really hurt your army size.
Trump
Profile Joined April 2010
United States350 Posts
April 27 2011 01:36 GMT
#16
Excellent OP.

Excellent Thorazin clarification.

Will be mixing in this strategy in my own personal TvP on larger maps for sure. The key is undoubtedly not just the early upgrades, but the early upgrades while being able to both mass and tech - very tight "general build order."
Friendship is Magic! <3
Frequencyy
Profile Joined April 2011
United States344 Posts
April 27 2011 02:14 GMT
#17
On April 27 2011 09:11 Aquila- wrote:
If I remember right, Thorzain started his Ebay and +1 before even making a third rax in the game on metalopolis, which seems really risky to me. Any Protoss aggression would crush this in my eyes as it is already hard to defend sometimes even with 3 rax.
But on the other hand, I found that you have to get some sort of army advantage to be able to fight the toss army, which would either mean ultra fast upgrades like mentioned or going 5 rax before factory to secure map control, put on pressure before Colossus are out (which is a really strong timing) and take a fast third. When that is up get double ebay. In my experience getting a faster ghost is much more effective than trying to out-upgrade the Protoss which will really hurt your army size.

Have you actually tried the build? It flows quite nicely if you follow the timings, and besides he didn't get double before his third rax in the game on metal because I've seen all the games he went bio at least 5 times. He makes marines early on to get the upgrades (which are good anyway) and mixes the occassional marauders and it really isn't a big deal as you have the tempo advantage when your +2/+2 is up as long as he has no +2/+2 but upgrades are nice anyway and you can always drop to harass bro.
You will not do incredible things without an incredible dream
Aquila-
Profile Blog Joined April 2011
516 Posts
April 27 2011 15:36 GMT
#18
... and besides he didn't get double before his third rax in the game on metal ...


I did not say he got double ebay before his third rax, I said he got 1 and started +1 before it, so he stays longer on only 2 rax than usual, which would in my opinion lead to insta death on ladder.
Tenspeed
Profile Joined February 2011
Sweden28 Posts
April 27 2011 21:15 GMT
#19
Very nice OP=) made similar observations upon rewatching the entire series a couple of days ago. Will be using the general timings of this build to change up my bio play for sure.

While maybe not quite as safe compared to a more standard marauder expansion, I find it hard to believe any early aggression on a sufficiently large map should prove to be unsurmountable given good scouting and proper bunker placement? The early engi-bay certainly makes it alot more safe against DT openings. As for cutting your army value in favor of getting the quick upgrades I think it's mitigated by the fact that toss can't really afford to get that far behind on his own upgrades (as the games versus MC showed).
"Beliefs are the foundation of actions. Those who believed without doubting, he would say, acted without thinking. And those who acted without thinking were enslaved" -R S. B
Frequencyy
Profile Joined April 2011
United States344 Posts
April 27 2011 22:34 GMT
#20
On April 28 2011 06:15 Tenspeed wrote:
Very nice OP=) made similar observations upon rewatching the entire series a couple of days ago. Will be using the general timings of this build to change up my bio play for sure.

While maybe not quite as safe compared to a more standard marauder expansion, I find it hard to believe any early aggression on a sufficiently large map should prove to be unsurmountable given good scouting and proper bunker placement? The early engi-bay certainly makes it alot more safe against DT openings. As for cutting your army value in favor of getting the quick upgrades I think it's mitigated by the fact that toss can't really afford to get that far behind on his own upgrades (as the games versus MC showed).


Hm I just did this build on ladder on backwater gulch (not the diagnol positions, the horizontal positions) and I held off his 4 gate quite easily, I'm not sure if the stim should finish before a 4gate attack, (I don't know if my opponent knew the actual timing) but it kicked in for the 2nd wave so it was quite easy, then I just pushed out of my base and rolled over his army after holding 2waves resulting in his rage quit, all the while running off 1 base and researching stim as well as +1
You will not do incredible things without an incredible dream
Lezt
Profile Joined August 2010
United States115 Posts
April 28 2011 03:46 GMT
#21
thanks for this post, its always nice to have additional builds to use :D
this build seems to be able to transition really nicely, and i love that the quick upgrades allow you to hold your own late game against the toss
thorzain is my new favorite player when it comes to tvp
Wars begin when you will, but they do not end when you please - Niccolo Machiavelli
Techno
Profile Joined June 2010
1900 Posts
April 28 2011 04:39 GMT
#22
Im gonna take from this less marauders and more marines allows earlier upgrades.
Hell, its awesome to LOSE to nukes!
Frequencyy
Profile Joined April 2011
United States344 Posts
April 28 2011 10:51 GMT
#23
On April 28 2011 12:46 Tiel wrote:
thanks for this post, its always nice to have additional builds to use :D
this build seems to be able to transition really nicely, and i love that the quick upgrades allow you to hold your own late game against the toss
thorzain is my new favorite player when it comes to tvp


Haha yes we share the same favorite players for TvP. I think we can say that ThorZain is the Titan Slayer
You will not do incredible things without an incredible dream
LastMan
Profile Joined April 2011
90 Posts
April 28 2011 10:57 GMT
#24
pretty sure nada used this build today vs genius in gsl
Cano
Profile Joined July 2010
Poland200 Posts
April 28 2011 11:04 GMT
#25
I know that VODs aren't hard to find but you should still include them here.
After reading that I have no idea about how his base looks like at ceratin points. You don't say anything about addons, usage of factory, etc.
Frequencyy
Profile Joined April 2011
United States344 Posts
April 28 2011 18:57 GMT
#26
On April 28 2011 20:04 Cano wrote:
I know that VODs aren't hard to find but you should still include them here.
After reading that I have no idea about how his base looks like at ceratin points. You don't say anything about addons, usage of factory, etc.


Hm good idea, I will post the links to the videos, they are in teamliquid.net's youtube channel but for you guys I will do it. Thanks for the input, the addons really aren't that important in my opinion though, and he doesn't use the factory at all except maybe a reactor port switch but it's not really build more so a style to play.
You will not do incredible things without an incredible dream
Wren
Profile Blog Joined February 2011
United States745 Posts
Last Edited: 2011-04-28 19:09:25
April 28 2011 19:09 GMT
#27
On April 27 2011 07:59 Thorzain wrote:
I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

That's the difference between an attempt to learn a build/style and truly owning it.

OP is a great breakdown of a specific iteration of an effective style, but as Thorzain's gnerous enough to point out, it's only an execution of some much broader goals.
We're here! We're queer! We don't want any more bears!
Frequencyy
Profile Joined April 2011
United States344 Posts
April 28 2011 21:51 GMT
#28
On April 29 2011 04:09 Wren wrote:
Show nested quote +
On April 27 2011 07:59 Thorzain wrote:
I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

That's the difference between an attempt to learn a build/style and truly owning it.

OP is a great breakdown of a specific iteration of an effective style, but as Thorzain's gnerous enough to point out, it's only an execution of some much broader goals.

Indeed but can someone tell me what an OP is, I'm new to the forums lol.
You will not do incredible things without an incredible dream
ozzymoto
Profile Joined September 2010
108 Posts
April 28 2011 22:27 GMT
#29
On April 29 2011 06:51 Frequencyy wrote:
Show nested quote +
On April 29 2011 04:09 Wren wrote:
On April 27 2011 07:59 Thorzain wrote:
I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

That's the difference between an attempt to learn a build/style and truly owning it.

OP is a great breakdown of a specific iteration of an effective style, but as Thorzain's gnerous enough to point out, it's only an execution of some much broader goals.

Indeed but can someone tell me what an OP is, I'm new to the forums lol.


OP: Opening Post, Original Post either works.

or

Over Powered =P
Frequencyy
Profile Joined April 2011
United States344 Posts
April 28 2011 23:56 GMT
#30
On April 29 2011 07:27 ozzymoto wrote:
Show nested quote +
On April 29 2011 06:51 Frequencyy wrote:
On April 29 2011 04:09 Wren wrote:
On April 27 2011 07:59 Thorzain wrote:
I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

That's the difference between an attempt to learn a build/style and truly owning it.

OP is a great breakdown of a specific iteration of an effective style, but as Thorzain's gnerous enough to point out, it's only an execution of some much broader goals.

Indeed but can someone tell me what an OP is, I'm new to the forums lol.


OP: Opening Post, Original Post either works.

or

Over Powered =P

ohhhh okay okay, ik OP meant overpowered haha
You will not do incredible things without an incredible dream
Curu
Profile Joined March 2010
Canada2817 Posts
April 29 2011 00:10 GMT
#31
Just a quick note, he never takes 2 guys off gas. He only ever has 1 guy in gas from the start of the Refinery all the way until the first Marauder comes out. After that he gets 2 guys in there so he can get Stim at the right time.

The only reason it looks like he's taking guys out of gas in some of the VODs is because he puts 2 more SCVs in there when the scouting Probe reaches his base to trick the Protoss into thinking he's going a tech build. As soon as the Probe is taken out/leaves, he instantly takes them out of gas.

It's a very, very strong and safe build. When you push out at 2/2 if they have been going for Colossus, your army should destroy his Gateway units allowing you to rush up and take out the Colossus. If he's been double Forging you're on more or less the same level, but I feel Bio does pretty well against Gateway units anyways unless you're very behind in upgrades (which you won't be). Any sort of DT/Void Ray opening and as long as you did not take substantial damage from the harass, you just push across the map and win.
wat
Carmine
Profile Joined September 2010
United States263 Posts
April 29 2011 02:07 GMT
#32
I don't want to derail, but I was equally impressed by his TvZ against fruitdealer (double expanding!). His mech build against Tyler was pretty impressive too. The guy is like a box of chocolates...awesome.
Terran was created third, with purity of tanks.
statikg
Profile Joined May 2010
Canada930 Posts
April 29 2011 02:11 GMT
#33
You guys are obsessing way to much over the BO, just take note of the composition that worked and give it your own spin.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10366 Posts
April 29 2011 02:14 GMT
#34
Thank you for this
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
captainwaffles
Profile Blog Joined February 2009
United States1050 Posts
April 29 2011 06:23 GMT
#35
On April 29 2011 08:56 Frequencyy wrote:
Show nested quote +
On April 29 2011 07:27 ozzymoto wrote:
On April 29 2011 06:51 Frequencyy wrote:
On April 29 2011 04:09 Wren wrote:
On April 27 2011 07:59 Thorzain wrote:
I only did the 5 rax because I thought he would do a 3 gate Void Ray all in when I saw his Void Ray. Then I saw that he had expanded and just thought that I would try to punish it with a 1-1 combat shield + stim marine timing push. It worked out OK. I traded armies and i killed 4-5 probes.

I make the marines early game because marauders are too "time effective". 2 pop 100 minerals every 30 seconds compared to 1 pop 50 minerals every 25 seconds, and that I need the gas for upgrades/tech. They are more versatile than marauders in the early game imo.

There are some 2 base builds that can be somewhat scary if you are caught completely off guard, but I didnt play against anything that "Oh, he did this build, I lose now." pushes.

That's the difference between an attempt to learn a build/style and truly owning it.

OP is a great breakdown of a specific iteration of an effective style, but as Thorzain's gnerous enough to point out, it's only an execution of some much broader goals.

Indeed but can someone tell me what an OP is, I'm new to the forums lol.


OP: Opening Post, Original Post either works.

or

Over Powered =P

ohhhh okay okay, ik OP meant overpowered haha


Also my name... it was chosen out of a hat. My parents were weird like that.
https://x.com/CaptainWaffless
Frequencyy
Profile Joined April 2011
United States344 Posts
April 29 2011 19:22 GMT
#36
On April 29 2011 11:11 statikg wrote:
You guys are obsessing way to much over the BO, just take note of the composition that worked and give it your own spin.


Correct, as I said in the OP and as thorzain said in his post this is not a build, the opening yes, but it's basically his modified marauder opening this is a STYLE I cannot stress this enough.
You will not do incredible things without an incredible dream
Tenspeed
Profile Joined February 2011
Sweden28 Posts
May 04 2011 19:46 GMT
#37
Okay, been running this build (or style rather, although I mimic thorzains bo pretty closely for the first few minutes) since I saw the series vs MC and thought I'd share some of my results/things I've learned:

Playing on a diamond level, I'm currently 8-0 vs P (using this style, mind you there have been some losses on close-positions metal where 1 marauder expand simply isn't viable.) The P builds I've been going up against have ranged from 3gate aggression, 2gate, 4gate, 1gate fe, 2gate robo, yada yada. I'm expecting the results to even out somewhat, especially against master tosses but it's a fairly promising start. Some builds I'm yet to face but looking forward to test this build against are: naniwa build, 6gate, general adelscott-style gateway play.

Things I've learned so far:
1. Place your bunkers smartly, also consider placing your engibay or another structure close by your ramp to prevent P running past your bunkers. (Here I'm assuming you built your expand by your nat)
2. Be careful about the timing on your first 4 raxes, the upgrade-heavy style takes some getting used to in terms of when you have to add more raxes before establishing that trust fund.
3. If he goes fast colossi, you WILL need 2 reactored starports as noted in the OP.
4. Be METICULOUS about the timings on the upgrades, especially the fast stim which is KEY in holding off alot the early aggression.
5. If your opponent is teching hard, don't be afraid to make timing attacks before 2/2 hits.
6. If he's going colossus, keep a close count on those bad boys, if you overcommit to vikings, which is really easy running 2ports, while he does a tech switch you're in a bad seat.

I realise alot of these points really apply to bio-play in general and if you feel everything I said is a blatant truism please accept my apologies

Cheers!
"Beliefs are the foundation of actions. Those who believed without doubting, he would say, acted without thinking. And those who acted without thinking were enslaved" -R S. B
TG_CryMeAReaver
Profile Joined May 2011
United States7 Posts
May 04 2011 20:22 GMT
#38
I was wondering whether a Thor-based composition would leave many Terran susceptible to counter-attacks on larger maps and if so do Terran lose out on the base trade.

I remember watching ThorZain use this build effectively on Xelnaga Caverns and on Crossfire in his TL3 matches vs Liquid Tyler and OGSMC however I cannot recall him using this build on larger maps.
If I recall correctly ThorZain did not use this build on Tal'Darim against OGSMC and went for a more "standard" bio build.

In general how does one compensate for the immobility of mech (especially Thors) on larger maps?
TG_CryMeAReaver
Profile Joined May 2011
United States7 Posts
Last Edited: 2011-05-06 00:06:51
May 04 2011 20:28 GMT
#39
kusu
Profile Joined April 2010
Sweden440 Posts
Last Edited: 2011-05-04 20:32:25
May 04 2011 20:31 GMT
#40
On May 05 2011 04:46 Tenspeed wrote:
Things I've learned so far:
1. Place your bunkers smartly, also consider placing your engibay or another structure close by your ramp to prevent P running past your bunkers. (Here I'm assuming you built your expand by your nat)
2. Be careful about the timing on your first 4 raxes, the upgrade-heavy style takes some getting used to in terms of when you have to add more raxes before establishing that trust fund.
3. If he goes fast colossi, you WILL need 2 reactored starports as noted in the OP.
4. Be METICULOUS about the timings on the upgrades, especially the fast stim which is KEY in holding off alot the early aggression.
5. If your opponent is teching hard, don't be afraid to make timing attacks before 2/2 hits.
6. If he's going colossus, keep a close count on those bad boys, if you overcommit to vikings, which is really easy running 2ports, while he does a tech switch you're in a bad seat.


Thank you sooo much for these tips! I've also been playing this style now recently, but i haven't got much time to try it out yet. So this is much approved!

On May 05 2011 05:28 TG_CryMeAReaver wrote:
I apologize I thought I was posting under the "[D] Thorzain Build TvP build" thread I read earlier this morning


You can always edit your post so we don't have to read through it
Expa bör man annars dör man! A game withouth me, is a game not worth winning!
Quant
Profile Joined February 2011
United States9 Posts
May 06 2011 23:23 GMT
#41
Has anyone gone up against some two base all ins against this build? Because all your gas is used on upgrades and tech after expanding, how have you dealt with aggressive two base colossus or gateway builds? Is there any deviation to the build at all to help prevent it? Also, is there a good way to scout if a protoss is going for a big two base timing?
Frequencyy
Profile Joined April 2011
United States344 Posts
May 07 2011 16:39 GMT
#42
On May 07 2011 08:23 Quant wrote:
Has anyone gone up against some two base all ins against this build? Because all your gas is used on upgrades and tech after expanding, how have you dealt with aggressive two base colossus or gateway builds? Is there any deviation to the build at all to help prevent it? Also, is there a good way to scout if a protoss is going for a big two base timing?


Hm thorzain himself said there are some scary 2 base allins but I imagine you should be able to hold with efficient scouting. If you can get your upgrades started then you should be fine and if you scout colossus you can always do 2port vikings. Scouting is pretty essential to this build as you want to know if you should make vikings or ghosts and when it is safe to get your third and if you need to delay your upgrades.
You will not do incredible things without an incredible dream
KiLL_ORdeR
Profile Blog Joined June 2009
United States1518 Posts
May 07 2011 23:29 GMT
#43
Has anyone used this style against heavy Immortal play?

I've played a few games against players who went fast zealot charge with pretty heavy immortals/ sentry and sunk the leftover minerals into zealots, and were able to hold off the initial push.

In practice, I tried a heavier marine comp, but zealots sorta rape that, but it seems that Marauders aren't viable since immortals negate the bulk of their damage, regardless of upgrades.

My question would be, 1) how do you definitively know if a player is sticking with Immortals and not getting a few for defense, and 2) what the approproiate response without massively changing tech ofc.

I suppose more drop play to abuse the immortal's immobility, and maybe delay +2/+2 to get ghosts?
In order to move forward, we must rid ourselves of that which holds us back. Check out my stream and give me tips! twitch.tv/intotheskyy
Quant
Profile Joined February 2011
United States9 Posts
May 08 2011 01:44 GMT
#44
Off the top of my head I'd say ghosts, because the infantry upgrades scale well and they do bonus damage to light. Maybe even banshees because they're not getting stalkers. It also gives you another good avenue to harass. I feel as though protosses have been dealing with drops so much since beta that they know how to deal with them so well and are really ineffective against good players.

I also have lots of trouble scouting protosses as well. Good players hide their beefy units from scans.nothing makes me rage harder than scanning to see 1 colossus, then once I get to their base half a minute later theres 4 tearing up my army and I'm left with retreating after losing some of my army for free.

I think a good way to scout might be to just drop 1 marine and stim it around the main to see tech.
Frequencyy
Profile Joined April 2011
United States344 Posts
May 08 2011 02:17 GMT
#45
On May 08 2011 08:29 KiLL_ORdeR wrote:
Has anyone used this style against heavy Immortal play?

I've played a few games against players who went fast zealot charge with pretty heavy immortals/ sentry and sunk the leftover minerals into zealots, and were able to hold off the initial push.

In practice, I tried a heavier marine comp, but zealots sorta rape that, but it seems that Marauders aren't viable since immortals negate the bulk of their damage, regardless of upgrades.

My question would be, 1) how do you definitively know if a player is sticking with Immortals and not getting a few for defense, and 2) what the approproiate response without massively changing tech ofc.

I suppose more drop play to abuse the immortal's immobility, and maybe delay +2/+2 to get ghosts?


Drop play is a must regardless of the protoss using immortals or not. You really can't know if he's definitely massing immortals or not, the biggest thing I can tell you is to scout the front before you engage him if you so choose to engage him after you see his army. The appropriate response to immortals/zealots/sentry composition is ghosts for sure.
You will not do incredible things without an incredible dream
Lionbacker
Profile Joined March 2012
United States47 Posts
March 24 2012 22:05 GMT
#46
Hi guys, I really appreciate all of the information provided. I was hoping to receive some serious advice on the following two situations.

a) How do I hold off a 4-gate rush with 1 bunker and a few units using this build? Any specific tips on the dynamics of that battle would be greatly appreciated.

b) Is this build not viable on small maps?

I want to develop 1 strategy vs. terran/vs. protoss/vs. zerg and master them. I want to know my system inside and out. Is this worth investing into?

P.S. I play gold divison.

P.S. My current strategy vs. protoss is a 2 rax early pressure transition into MMM, but I have no rhyme or reason for when I expand and I lose every game that goes into the later stages. The upgrades are very appealing to me in this build.

Thanks in advance! Take care.
awakenx
Profile Joined May 2011
United States341 Posts
March 24 2012 22:40 GMT
#47
Oh snap that's one hell of a necro, but I used to play this build anyways so I might be able to help.

a) You hold off a 4 gate rush by scouting it. Once you scout it, you throw up another bunker or two. If you just build one bunker and find yourself being 4gated, good luck, you've probably lost.

Sending an SCV to their natural at around 5-6 minutes to check their expo is a good idea. If there is none, go up their ramp and check the number of gates (if you can) or the amount of gas intensive units he has. If he has little to no sentries, throw up a second bunker, as he is most likely 4gating you.

b) Why wouldn't be viable on small maps? Bio is playable basically, on all maps.

WorstMicroNA
Lionbacker
Profile Joined March 2012
United States47 Posts
March 25 2012 03:09 GMT
#48
Thanks for the tips deathtrance. I get 4 gated a lot at gold level. I have to be on top of my game in terms of scouting as you have pointed out. Thanks again.
VictorJones
Profile Blog Joined December 2010
United States235 Posts
March 25 2012 03:25 GMT
#49
woah, a response from thorzane himself. Pretty badass
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