• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:52
CEST 01:52
KST 08:52
  • 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
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy13ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple5Aligulac acquired by REPLAYMAN.com/Stego Research4Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Aligulac acquired by REPLAYMAN.com/Stego Research Team Liquid Map Contest #22 - Presented by Monster Energy What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational Weekly Cups (March 23-29): herO takes triple
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BW General Discussion Build Order Practice Maps [ASL21] Ro24 Preview Pt2: News Flash BGH Auto Balance -> http://bghmmr.eu/ Pros React To: SoulKey vs Ample
Tourneys
[ASL21] Ro24 Group E [Megathread] Daily Proleagues 🌍 Weekly Foreign Showmatches [ASL21] Ro24 Group D
Strategy
What's the deal with APM & what's its true value Fighting Spirit mining rates Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Starcraft Tabletop Miniature Game Nintendo Switch Thread General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
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
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Canadian Politics Mega-thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece [Req][Books] Good Fantasy/SciFi books Movie Discussion!
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 11031 users

[D] TvT Ghost first build revised

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 Next All
Captain Soban
Profile Joined December 2010
United States119 Posts
Last Edited: 2011-06-20 06:52:59
May 23 2011 23:45 GMT
#1
So i've been playing around with the ghost first build for awhile since the regular TvT openings have gotten pretty boring as of late. This is the revised edition of qxc's ghost first build, which is obsolete now with patch 1.3.3. Here's the optimized build for the new patch, it does well banshee openers and blueflame drops. This is simply the best way to open with a ghost rush in TvT.

The point of this build is to be able to fight off any Terran opening, e.g. banshee, blueflame, econ focused openers, while having the ability to punish your opponent if he gets too greedy and skimps on defense early on. However, the build does not rely on causing early damage, as you are still able to transition out because the build finishes so early. Also, the initial push hits very fast, at around 5:20 ideally, which is before a siege tank can be out.

The tells for this build are also fairly slim, as it looks entirely standard up till the point were you can deny scouting with marines. However, if you're opponent gets the idea that you are going to attack them, a single bunker will stop your push. This is not the end of the world though, as you can always retreat receiving no losses and transition accordingly.

As for the push, first take out any threats to your ghosts like marines or a hellion that could be out, then move on to the SCV's. If they try to surround you simply stick to wall and get as many kills as you can, the tradeoff puts you significantly ahead.


Constant SCV production as always and make sure you throw down the buildings as soon as you can afford.

Build Order

10 supply
12 rax
13 refinery, ideal time is :55
15 OC
Marine
16 Ghost Academy
Marine
17 supply, make sure you get this one on time
17 Tech Lab
Ghost @ ideally 4:00

4:40 move out with two marines, ghost and 2 scv's

Replay: Even though I went on to lose the game because I prepped for banshees instead of blueflame, you can see how powerful this build is after my initial attack which left me in the lead with 7 more SCV's and almost a 10 supply lead.

[image loading]
They say pizza ain't a funnel I say bullshit to that
Bonkerz
Profile Blog Joined September 2010
United States831 Posts
May 23 2011 23:54 GMT
#2
SEXXYYYYYY i like it man, early ghosts mega strong, and you can move into Cloak/Nuke which can be annoying all game for your opponent. Nice build.
High masters terran streaming in 720p 60 FPS with commentary and analysis after every game twitch.tv/bonkerz1
Antylamon
Profile Joined March 2011
United States1981 Posts
May 24 2011 00:23 GMT
#3
The weakness to this bo, like any other very early Ghost TvT, is tanks.

If the rush distance is long enough, your opponent can easily have a tank which easily kills your small army.
drop271
Profile Blog Joined May 2011
New Zealand286 Posts
Last Edited: 2011-05-24 00:49:01
May 24 2011 00:47 GMT
#4
On May 24 2011 09:23 noobinator wrote:
The weakness to this bo, like any other very early Ghost TvT, is tanks.

If the rush distance is long enough, your opponent can easily have a tank which easily kills your small army.


This is not the case. Check: http://www.teamliquid.net/forum/viewmessage.php?topic_id=145860

What the OP fails to mention is that you mass up stim marauders afterwards. They have no trouble attacking tanks until a Terran hits a critical mass of them. At which point you just use a nuke to force an unsiege.

(edit: wrong link)
Aoi_10
Profile Joined October 2010
United States155 Posts
May 24 2011 01:00 GMT
#5
I've been dabbling with this exact build order (with marauders and stim after) since shortly after the patch. I love how it looks so mundane until the ghost academy goes down (I often proxy it). Good to know at least one other person reached the same conclusion...
Huggerz
Profile Joined May 2011
Great Britain919 Posts
May 24 2011 01:07 GMT
#6
I really like this opener ^__^

Even if you trade armies if you know he has a factory you can get marauders & stim quickly from the racks with tech lab. I like easy transitions from early pushes
“It's like poker. You can play your best, but you've got to know when to fold your cards and take a rest, and know when to hold your cards, hold your breath and hope that nobody else is stacking the deck."
Curu
Profile Joined March 2010
Canada2817 Posts
Last Edited: 2011-05-24 01:43:16
May 24 2011 01:36 GMT
#7
The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one. If you can catch them doing a Bunker-less 1/1/1, you can do some hefty damage with this though. I'd even say Blueflame openings counter this one though, you're going to be hard-pressed to stop a Blueflame drop with 1 Rax worth of Marines/Ghost.
wat
epikAnglory
Profile Blog Joined April 2011
United States1120 Posts
Last Edited: 2011-05-24 01:37:58
May 24 2011 01:37 GMT
#8
Seen BoxeR do this a few times on Delta Quadrant with a marine-sniper push, but wouldn't a proxied and hidden second Barracks with a gas do more damage? I mean there is really not that much more use for the Ghost Academy after that push.
710+ Posts with a Probe Icon =D
bobwhiz
Profile Blog Joined April 2011
United States725 Posts
May 24 2011 01:39 GMT
#9
Is this viable against 2-rax or 3-rax?

How do ghosts fair against reapers? What if you get the ghost and 2 marines in their base, and they get 3 reapers in your base... what wins?

Maybe these questions should be in "simple-questions."
Signatures are simply a cover for having no personality. -Kiante
Captain Soban
Profile Joined December 2010
United States119 Posts
May 24 2011 02:11 GMT
#10
What the OP fails to mention is that you mass up stim marauders afterwards.
You actually don't have to. Personally I like to move to tanks taking the 2nd gas at around 20.

(I often proxy it)
Why?

The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one.
The build doesn't fail if there's a bunker up. Lets say the opponent opens banshees and throws down a bunker. All you have to do is retreat, and hang around your main with your ghosts and marines, which will completely shut down the banshees as you were shut down with the bunker. However, What tells would you use to justify a bunker? It won't be up in time if its thrown down as soon as the ghost finishes.

How do ghosts fair against reapers? What if you get the ghost and 2 marines in their base, and they get 3 reapers in your base... what wins?
Ghost smash Reapers in a brawl. Also you can have a marauder/+ in your base by the time 3 reapers arrive.
They say pizza ain't a funnel I say bullshit to that
Frequencyy
Profile Joined April 2011
United States344 Posts
May 24 2011 02:18 GMT
#11
On May 24 2011 10:39 bobwhiz wrote:
Is this viable against 2-rax or 3-rax?

How do ghosts fair against reapers? What if you get the ghost and 2 marines in their base, and they get 3 reapers in your base... what wins?

Maybe these questions should be in "simple-questions."

Maybe you should check for yourself lol...Btw great opening I think I might give it a shot.
You will not do incredible things without an incredible dream
Curu
Profile Joined March 2010
Canada2817 Posts
Last Edited: 2011-05-24 02:23:40
May 24 2011 02:20 GMT
#12
On May 24 2011 11:11 Captain Soban wrote:

Show nested quote +
The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one.
The build doesn't fail if there's a bunker up. Lets say the opponent opens banshees and throws down a bunker. All you have to do is retreat, and hang around your main with your ghosts and marines, which will completely shut down the banshees as you were shut down with the bunker. However, What tells would you use to justify a bunker? It won't be up in time if its thrown down as soon as the ghost finishes.



You retreat and neither of you do damage, but your expansion will come at relatively the same as his, except you have a Ghost Academy and a Barracks while he has a Barracks, a Factory, and a Starport; way ahead in useful tech.

Personally whenever I do a fast tech 1/1/1 I'll put a Bunker just so I don't lose to any 2 Rax/Blueflame rush/etc shenanigans.

If he went Blueflame with a Bunker then you have no chance at pressuring him while he's almost certainly guaranteed to do damage to your SCV line while still being ahead in tech.

You'd also be pretty hard pressed to stop a Marine/Tank/Viking 1 base all-in with Ghost tech.
wat
Captain Soban
Profile Joined December 2010
United States119 Posts
Last Edited: 2011-05-24 03:07:30
May 24 2011 03:06 GMT
#13
On May 24 2011 11:20 Curu wrote:
Show nested quote +
On May 24 2011 11:11 Captain Soban wrote:

The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one.
The build doesn't fail if there's a bunker up. Lets say the opponent opens banshees and throws down a bunker. All you have to do is retreat, and hang around your main with your ghosts and marines, which will completely shut down the banshees as you were shut down with the bunker. However, What tells would you use to justify a bunker? It won't be up in time if its thrown down as soon as the ghost finishes.



You retreat and neither of you do damage, but your expansion will come at relatively the same as his, except you have a Ghost Academy and a Barracks while he has a Barracks, a Factory, and a Starport; way ahead in useful tech.

Personally whenever I do a fast tech 1/1/1 I'll put a Bunker just so I don't lose to any 2 Rax/Blueflame rush/etc shenanigans.

If he went Blueflame with a Bunker then you have no chance at pressuring him while he's almost certainly guaranteed to do damage to your SCV line while still being ahead in tech.

You'd also be pretty hard pressed to stop a Marine/Tank/Viking 1 base all-in with Ghost tech.
Not entirely true here, the push comes @ around 5:20 while a single banshee hits at around 6:40, blueflame drop at 7:30. You have more than enough time to build a factory and a tank or get more than enough marauders to limit scv kills to <5. "behind in tech" is an arbitrary statement, check your timings. Also, what time do you build your bunker? I don't understand why you think that you're supposed to stop building production facilities after you move out.
They say pizza ain't a funnel I say bullshit to that
Juddas
Profile Joined January 2011
768 Posts
May 24 2011 03:29 GMT
#14
This is a small little side note, but ghosts are AMAZING vs. reaper openings. Just btw. They actually shut them down completely. Seriously. I think 1 ghost can solo about 4 reapers handily.

But really I like this opening. I may go and test it out on some nubs. Thanks!
drop271
Profile Blog Joined May 2011
New Zealand286 Posts
May 24 2011 03:40 GMT
#15
On May 24 2011 11:11 Captain Soban wrote:
Show nested quote +
What the OP fails to mention is that you mass up stim marauders afterwards.
You actually don't have to. Personally I like to move to tanks taking the 2nd gas at around 20.



And then you do what exactly against a push with two tanks and marines? The time taken to get ghosts puts your siege tech way way later. You will also lose to any sort of Thor opening without marauders.
Hantak
Profile Joined April 2011
Chile59 Posts
May 24 2011 03:42 GMT
#16
I liked this ghost build. Seems like an odd way to put pressure in the "early game", meaning it aint what a player would usually expect.Still im not quite sure about how much damage can be dealt with it, seems to me that in the replay your opponent was being very greedy on its teching and didnt quite microed well at all its forces, didnt saved at least 1 of its marines at the ramp nor repaired the 1st hellion nor did a proper surround to the attacking forces with scv's.

Wont comment on the other events of the replay cause this is what i would call an "opener strategy"

Cant help to think this might be great against zergs who fast expand as long as you put a couple extra scvs in the mix to tank damage and avoid surrounds. But still on that scenario a lonely spine could deflect the attack forcing to a very scary retreat.

Still i take my hat off. I really like the ghost and its nice to see people trying new builds, and i assure you i will give it a try next time i play a tvt ot tvz see how that goes.
It's getting too hot.
Curu
Profile Joined March 2010
Canada2817 Posts
Last Edited: 2011-05-24 03:58:43
May 24 2011 03:57 GMT
#17
On May 24 2011 12:06 Captain Soban wrote:
Show nested quote +
On May 24 2011 11:20 Curu wrote:
On May 24 2011 11:11 Captain Soban wrote:

The weakness to this isn't Tanks, it's a Bunker. If the opponent gets a Bunker, pretty much any build comes out ahead against this one.
The build doesn't fail if there's a bunker up. Lets say the opponent opens banshees and throws down a bunker. All you have to do is retreat, and hang around your main with your ghosts and marines, which will completely shut down the banshees as you were shut down with the bunker. However, What tells would you use to justify a bunker? It won't be up in time if its thrown down as soon as the ghost finishes.



You retreat and neither of you do damage, but your expansion will come at relatively the same as his, except you have a Ghost Academy and a Barracks while he has a Barracks, a Factory, and a Starport; way ahead in useful tech.

Personally whenever I do a fast tech 1/1/1 I'll put a Bunker just so I don't lose to any 2 Rax/Blueflame rush/etc shenanigans.

If he went Blueflame with a Bunker then you have no chance at pressuring him while he's almost certainly guaranteed to do damage to your SCV line while still being ahead in tech.

You'd also be pretty hard pressed to stop a Marine/Tank/Viking 1 base all-in with Ghost tech.
Not entirely true here, the push comes @ around 5:20 while a single banshee hits at around 6:40, blueflame drop at 7:30. You have more than enough time to build a factory and a tank or get more than enough marauders to limit scv kills to <5. "behind in tech" is an arbitrary statement, check your timings. Also, what time do you build your bunker? I don't understand why you think that you're supposed to stop building production facilities after you move out.


You make a Rax, then a Ghost Academy, then a Ghost. Other player makes a Rax, then a Factory with his first 100 gas, then a Starport once the Factory is done. There's nothing arbitrary about it, he has more tech earlier than you. Your first 200 gas goes into getting a Ghost, his first 200 goes into getting a Factory and a Starport.

Losing 5 SCVs is quite a big deal, especially if you failed to do any damage (which is 100% of the time the other player gets a Bunker) and are behind in tech.

It just seems gimmicky relying on the other player to be both fast teching and not building a Bunker, but some form of 2/3 Rax all-in works just as well in those situations.
wat
hahaimhenry
Profile Blog Joined December 2008
Canada368 Posts
May 24 2011 04:31 GMT
#18
i've tested a build similar to this, i don't remember my BO but it was roughly the same and i felt like an opponent who goes quick tanks owns it.

ALSO GUYS! don't forget that you can't kite using snipe like you would with a normal attack. you actually have to wait for your ghost to load up and everything.
:]
Captain Soban
Profile Joined December 2010
United States119 Posts
May 24 2011 04:47 GMT
#19
You make a Rax, then a Ghost Academy, then a Ghost. Other player makes a Rax, then a Factory with his first 100 gas, then a Starport once the Factory is done. There's nothing arbitrary about it, he has more tech earlier than you. Your first 200 gas goes into getting a Ghost, his first 200 goes into getting a Factory and a Starport.
It is entirely arbitrary. Factory and starports aren't even tech structures! They are production facilities. What do you think a Ghost Academy even is? Its a tech structure because it unlocks Ghosts and associated upgrades just like how an armory unlocks thors and upgrades. Yes, factories and starports allow one to climb the tech tree but that is nowhere near their primary function.

It just seems gimmicky relying on the other player to be both fast teching and not building a Bunker, but some form of 2/3 Rax all-in works just as well in those situations.
The clear difference between this build and a 2/3 rax all-in is that at the end of the day when you have been repelled by a bunker, the ghost first build will be able to adapt to the opponents opening and be further ahead in tech, while the 2/3 raxing player will lose because that strategy is an all-in.
If you still think this build auto-loses to any of the more known openers I'd be happy to demonstrate it to you first hand and you will lose. CaptainSoban.697


ALSO GUYS! don't forget that you can't kite using snipe like you would with a normal attack. you actually have to wait for your ghost to load up and everything.
This shouldn't be all that big of an issue seeing that if the opponent pulls enough scv's, you will undoubtedly get surrounded no matter if you are shutter stepping or not (although ever bit helps). Kiting only prevents you from getting surrounded if you have a reasonable ball of units, 3 doesn't cut it.
They say pizza ain't a funnel I say bullshit to that
Aoi_10
Profile Joined October 2010
United States155 Posts
May 24 2011 04:51 GMT
#20
On May 24 2011 11:11 Captain Soban wrote:

Show nested quote +
(I often proxy it)
Why?


Not always necessary, but the odds are decent that the enemy scout will still be in your base around the time you want to throw down the ghost academy. You cam always delay it a bit to make sure they're gone, but there's a premium on swift execution with an opener like this.
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
PiGStarcraft345
SpeCial 146
JuggernautJason50
CosmosSc2 34
SteadfastSC 0
StarCraft: Brood War
GuemChi 3156
Horang2 1051
Artosis 643
Dota 2
monkeys_forever783
Counter-Strike
tarik_tv3912
Super Smash Bros
C9.Mang0327
PPMD38
Other Games
summit1g13794
Fnx 1971
Day[9].tv1414
shahzam375
Maynarde97
ViBE45
ToD34
minikerr4
Organizations
Other Games
gamesdonequick594
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 18 non-featured ]
StarCraft 2
• davetesta95
• Hupsaiya 48
• musti20045 28
• Kozan
• IndyKCrew
• sooper7s
• AfreecaTV YouTube
• Migwel
• intothetv
• LaughNgamezSOOP
StarCraft: Brood War
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Doublelift4406
Other Games
• Day9tv1414
• Scarra752
• imaqtpie707
• Shiphtur103
Upcoming Events
PiGosaur Cup
8m
Replay Cast
9h 8m
Afreeca Starleague
10h 8m
BeSt vs Leta
Queen vs Jaedong
Kung Fu Cup
11h 8m
Replay Cast
1d
The PondCast
1d 10h
OSC
2 days
RSL Revival
2 days
TriGGeR vs Cure
ByuN vs Rogue
Replay Cast
3 days
RSL Revival
3 days
Maru vs MaxPax
[ Show More ]
BSL
3 days
RSL Revival
4 days
uThermal 2v2 Circuit
4 days
BSL
4 days
Replay Cast
6 days
Sparkling Tuna Cup
6 days
Liquipedia Results

Completed

Acropolis #4 - TS6
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
Proleague 2026-03-31
RSL Revival: Season 4
Nations Cup 2026
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

CSL Season 20: Qualifier 2
Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
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
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.