![[image loading]](http://i.imgur.com/iy3sI.png)
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i. Intro
The purpose of this thread is to collect common timings for many predominantly used openings in SC2. In setting a good foundation for strategy, it is essential to know when certain things can happen in a match, and when they cannot. In trying to set this foundation for myself I decided to collect the timings I thought were most important to be aware of in order to be a competent player.
Contribution
I will try to make updates as changes happen, however I would appreciate any help in verifying the best possible timings for these openings, updating existing ones for patch changes, or perhaps adding newer openings as they become more popular/standard as some will inevitably become. Also, if you know of general timings that you feel should be here that I've missed, please let me know.
Submitting Replays
+ Show Spoiler [use the following guidelines when subm…] +
• Open a custom game on a ladder map, with the appropriate race matchup, and exit the game once or shortly after the objectives have been completed. If a matchup is _vX, choose an appropriate race.
• Send out a worker to 'scout' the opponent at the appropriate time so they are not participating in mining or construction for that time period.
• Unless an opening purposely cuts or delays workers, it will be assumed that constant worker production is being adhered to as best as possible. This will also be a factor in determining the best executions.
-or-
• If you want to submit a pro rep that represents these builds, that works as well.
ii. Updates
+ Show Spoiler +
Update 12 [3.18.12] - Updated Zerg Averages for 1.4.3, and added the marauder hellion push, and MMA pvt banshee build.
Update 11 [1.4.12] - Updated Protoss FFE and Nexus First timings.
Update 10 [9.20.11] - Terran section now conforms with patch 1.4
Update 9 [9.2.11] - Added more timings in each general section and 4kmonk's anti 4 gate reference.
Update 8 [8.8.11] - Removed pre 1.3 zerg averages and added the more updated averages for post 1.3 and 1.3.3 patches.
Update 7 [7.28.11] - Removed outdated protoss builds, and updated timings to patch 1.3.3. Also added a few builds.
Update 6 [5.13.11] - Added average pro Lair, Infestation Pit, and Hive timings.
Update 5 [4.12.11] - Added a small but useful References Section.
Update 4 [4.9.11] - Added a banner. Yay to using my art skills!
Update 3 [4.3.11] - Timings revised and replays added to Zerg, Terran and Protoss sections. All timings now conform with patch 1.3.
Update 2 [3.23.11] - Added replay guidelines and Acknowledgments section.
Update 1 [3.18.11] - Added links to appropriate Liquipedia pages.
3.18.11 - Finished, Finally! All openings conform with Patch 1.2.2
Table of Contents
i. Intro
ii. Updates
1.0 Terran
1.1 General
1.2 Openings
2.0 Protoss
2.1 General
2.2 Openings
3.0 Zerg
3.1 General
3.2 Average Timings
3.3 Openings
4.0 Acknowledgements
5.0 References
Notes on Format
For early Nexus and CC timings (timngs before ~6:30 min) it is assumed that these structures are in production and not complete. With regards to Zerg, I generally did not follow any particular build but rather focused on their overarching mechanics, following the various tech directions based on the initial opening styles chosen. Some of the openings are underlined? These link to the appropriate Liquipedia or TeamLiquid.net pages for the specificities of the build.
![[image loading]](http://i.imgur.com/mjv0o.png)
+ Show Spoiler +
• 50 energy accumulates at OC in ~1:30.
• It takes 2:15 from putting down a CC to the completion of an OC.
• If you start an OC when another has ~35 energy, they will both have 50 energy when that OC finishes.
• A 12 rax completes @2:43.
• It is ~2:35 from the time a factory begins to having double medivac/viking production, with the 1st round in play.
• It takes ~2:05 from the time a ghost academy goes down, to having ghosts with one emp on the field.
• It takes ~2:05 from beginning an armory to the 1st thor completing.
• If you begin an armory when +1 is ~%60 (95/160) complete, you will be able to begin +2 when the armory finishes. Begin this at ~%20 (35/160) if a factory is also needed.
1.2 Terran Openings
Bunker Rush
» 12 rax • bunker down ~@2:55, marine + bunker ~@3:35
» 11/11 rax • bunker down ~@3:12, 3 marines + bunker @~@3:52
» 12/14 rax • bunker down ~@3:26, 4 marines + bunker @~@4:14
1 Rax FE
» vs Z • 1 marine + %55 reaper + CC ~@3:58
» vs P
no gas • 2 marines + CC ~@3:47
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
gas • 1 marine + 1 marauder + CC ~@4:20, +1 marauder @4:40
» vs T
no gas, into 1/1/1 • CC ~@3:45, fact ~@6:06, port ~@7:00
gas • 1 marine + CC ~@3:48
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 marines + ~%70 marauder + CC @4:28, 4 marines +3 marauders + %100 CC @6:08
Marine/SCV all in vs. Z
» 2 Rax • 8 marines +~15 scvs @5:05
» 4 Rax • 15 marines +~20 scvs @6:05
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 6 marines + CC ~@4:24, 10 marines @5:15
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 1st reaper @4:03, 3 reapers @5:05, CC @5:20
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
CC timings can vary greatly with this build, +/- 25s discrepancies are possible
• CC's ~@4:10, ~5:10 and ~6:10
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2rax(tr) +1 marine +1 reaper +1 marauder + CC ~@5:10, +2 marines +1 marauder @5:22
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• stim +8 marines @6:23
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• stim + conc. +7 marines +4 marauders @6:41, +2 marines +2 marauders @7:05
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• stim + conc. + 17 marines +8 marauders +2 ghosts @9:32
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• conc. +8 marines +5 marauders +2 medivacs @7:40, stim @8:20
1/1/1
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
» Cloak First • 1st banshee @6:40, cloak @7:07, 2nd banshee @7:40
» Banshee First • 1st banshee @6:16, 2nd banshee @7:16, cloak @7:29
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 banshees @7:02, cloak +4 banshees @8:16 (+9 marines)
Marine/Raven vs. Z
0376 Pokebunny. Average timing ~@11:05
• 44 marines +1 Raven @10:46
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 4 hellions @5:27, CC ~@5:44
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 8 hellions +6 marauders +2 marines +x scv's @7:12
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 3 hellions @5:53, pre-igniter @6:18, 4th hellion @6:33
2 Factory Mech
» Thor - 9 marines +2 thors @7:36, +4 marines +2 hellions +2 thors @9:17
» Tank - 10 marines +3 tanks + siege @7:29, 4th tank @7:45
![[image loading]](http://i.imgur.com/Cnflx.png)
+ Show Spoiler +
• A 10 gate completes @2:30.
• A 13 gate completes @2:48.
• One chronoboost lasts ~1.1 probe production cycle, or ~1.75 probe cycles when on the nexus. Also see the chronoboost math thread.
• On a standard 13 gate 17 core, the core will finish at ~3:40. Also if no chronoboost is used on wgr, it will finish @~6:20.
• It takes ~3:25 from placing a robo facility down to getting the 1st colossus (2:55 w/ 3 chronos).
• The time between putting down a twilight council to having Templar with storm is ~3:30 (2:40 w/ constant chrono(5)). This assumes that Templar have 75 energy when research completes.
• It takes ~2:35 from starting a twilight council to having Dark Templar in play.
• If you begin a twilight council when +1 is ~%66 (110/160) complete, you will be able to begin +2 when the council finishes.
2.2 Protoss Openings
Cannon Rush
• 1st canon begins ~@2:30
2 Gate
• 3 zealots @4:00, 5 zealots @4:38
Forge Fast Expand vs. Z
» Forge First • 17 Nexus ~@2:55, 17 gate ~@3:20, 1st cannon done ~@3:47
» Nexus First
• 15 Nexus ~@2:29, gate ~@3:11, 1st cannon done ~@4:07
• 17 Nexus ~@2:36, gate ~@3:24, 1st cannon done ~@4:23
» FFE into Stargate (~@5:38) • 1 zealot +1 sentry +1 voidray @7:23
» FFE into 7gate +1/1 Immortal/Warp Prism • robo ~@8:16, 2 zealots +8 stalkers +9 sentries +2 immortals +1 warp prism ~@11:12
Nexus First vs. T
• 16 Nexus ~@2:32, gate ~@2:47, core ~@3:54
1 Gate Expand vs. T
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 3 zealots +1 stalker +1 immortal @5:58, +2 zealots @6:17, 2nd immortal @6:33
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• %100 robo @6:06, 6 stalkers + 1 sentry @6:22
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 5 stalkers @5:58, +4 stalkers +blink @7:48 (robo +4 sec), obs @8:29
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• nexus @6:00, 1 zealot +1 stalker +4 sentries +1 observer @6:13
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 5 stalkers +1 voidray @6:26, +2 stalkers +2nd voidray @7:22
oGsMC Defensive 3 Gate vs. P
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 1 zealot +6 stalkers @5:50
Sentry Expand vs Z
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• nexus @5:50, 3 stalkers +3 sentries @6:16
oGsMC variant
• nexus @4:55, 1 stalker +6 sentries @6:58, robo @7:28, forge +twilight @9:00, +3 gates @10:50
Immortal Push vs. T
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 1 zealot +3 dark templar @6:46
Dark Templar Expand
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
Blink Stalker
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• wgr done @5:16, 1 zealot +6 stalkers @5:45
6 Gate vs. Z
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 phoenices +1 voidray @7:04 (+3 zealots +2 stalkers +1 sentry)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• tech complete @6:20, prism + 5 zealots @6:30
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• Nexus @4:24, robo bay + dbl forge @7:32, +1/0/1 + thermal lance + 3 zealots +8 stalkers +5 sentries +3 colossus ~@11:15
2 Base dbl Forge vs. T
• +2/0/2 + thermal lance + 17 zealots +15 stalkers +6 sentries +2 colossus ~@14:00
![[image loading]](http://i.imgur.com/3azIY.png)
+ Show Spoiler +
• 3:15 - Elapsed time from gas put down to ling speed finishing.
• gas/pool - send drone for extractor at ~70mins (~100 gas when pool finishes).
• A 10 pool completes @2:18.
• 14 gas/pool, pool completes @3:12.
• It takes ~3:10 from starting a Lair to having baneling/roach speed.
• It takes ~3:33 from starting a Lair to having mutas on the field (~3:40 for corruptors).
• From starting a Lair, to having both roach speed and tunneling claws is ~5:00.
• It takes ~2:10 from starting an infestation pit, to having infestors in play with one fungal growth (beginning infestor production when pathogen glands are ~%40 done, or 31/80). If you skip pathogen glands, you will have infestors with one fungal in ~2:25.
• From the time a Hive begins to having brood lords in play is ~3:54 (assumes you have made corruptors before greater spire completes and have a spire before hive completes).
• It takes ~3:40 from starting a Hive to having ultralisks in play.
• If you begin a Lair when +1 is ~%50 (80/160), you will be able to begin +2 when the Lair finishes. Similarly, if you start your Hive when +2 is ~%50 (~%20 if you need the infestation pit as well), you will be able to begin +3 when the Hive completes.
3.2 Zerg Average Timings
These timings represent the average completion for various paths at the highest level of play regarding the current metagame (currently 1.4.3).
- • A Lair completes on average at ~9:21.
~8:43 zvp, ~9:03 zvt, ~10:19 zvz (swings approx. ±3 minutes)
• A Spire on 2 bases completes on average ~@12:01 with 5-9 mutas able to be produced. ±60s discrepancies are
possible as this timing is very dependent upon the amount of pressure put on the zerg.
~12:06 zvp, ~10:57 zvt, ~11:49 zvz (swinging drastically)
• The Spire timing when preceded by an Infestation Pit completes on average ~@14:46
~13:44 zvp, ~13:37 zvt, zvz not viable (not enough data)
• The average Infestation Pit before Spire completes at ~11:58.
~11:56 zvp, ~11:28 zvt, ~12:31 zvz
• The average Infestation Pit after Spire completes at ~13:42.
~13:23 zvp, ~13:47 zvt, ~13:55 zvz
• A Hive completes on average at ~16:52.
~16:10 zvp, ~16:33 zvt, ~17:23 zvz (swinging wildly)
• A Hive where the Infestation Pit is first completes on average at ~15:52.
~15:26 zvp, ~15:02 zvt, ~17:08 zvz (swinging wildly)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 6pool, 6 lings @2:11
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 3 Roaches @3:33
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 3 Roaches @4:27, speed +12 lings @5:10
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 7 roaches + 10 speedlings @6:20
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 6 Roaches @4:43, 7th @4:50
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 6 banes +14 lings @5:20 (ZvZ: 1st 4 banelings possible @4:59)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• +1 missle attk +13 roaches +38 speedlings @9:25
The timings below represent the earliest possible completion for each specific tech path. Beginning with lair tech, these timings will begin to vary, sometimes drastically, from normal/standard/stable playstyles.
+ Show Spoiler [earliest timngs] +
» 14 gas/pool, ling speed + queen +2 lings
- transition to lair -
• lair @5:22
• spire @7:02, 4-5 mutas possible
2 Base Play
14 Gas/Pool
• 14gas, 14pool, 15OL, queen + 2 lings, 20Hatch down ~@3:55, ling speed @5:02,
*2nd queen begins when 1st inject is ~%85 done*
transition to lair
• lair @6:45
• hydra den @7:25
• infestation pit @7:35 -> pathogen glands @8:55
• OL speed @7:45 -> ventral sacs @8:55
• spire(see 3.2)/burrow @8:25
• roach speed/baneling speed @8:35
transition to hive
• hive @9:15
• ultralisk cavern @10:20
• greater spire @10:55
14Pool/16Hatch
» 16 Hatch down ~@2:42, 20 gas, ling speed @6:45
transition to lair + 3rd queen
• lair @7:10
Hatch First (dbl Queen)
» 14Hatch • timings ~5s faster than 15hatch
» 15Hatch • down ~@2:12, ling speed @6:15,
transition to lair + 3rd queen
• lair @6:33
• hydra den @7:13
• infestation pit @7:23 -> pathogen glands @8:43
• OL speed @7:30 -> ventral sacs @8:40
• spire(see 3.2)/burrow @8:13
• roach speed/baneling speed @8:23
transition to hive
• hive @9:03
• ultralisk cavern @10:08
• greater spire @10:43
4.0 Acknolwedgements
+ Show Spoiler +
Big ♥'s to TL.net for advertising!
Najda, pAzand, monk, Sleight
5.0 References
~8% faster gas mining
Liquipedia II
Timing, A BroodWar [G] by Chill
SC2 Recommended Threads
Protoss FAQs
Ladder Map Analyzer Pics
+ Show Spoiler [Needed Additions] +
+ Show Spoiler [Deprecated] +
![](/mirror/smilies/random-big.gif)
+ Show Spoiler +
+ Show Spoiler [1.3.3 metagame timtings ZvX] +
~8:28 zvt, ~8:24 zvp, zvz swings drastically with this timing
• A Spire on 2 bases completes on average ~@10:35 with 5-9 mutas able to be produced. +/- 60s discrepancies are possible as this timing is very dependent upon the amount of pressure put on the zerg.
~10:20 zvt, ~10:51 zvp, zvz not viable (swings drastically)
• The average Infestation Pit completes at ~12:31.
~12:24 zvt, ~12:14 zvp, ~12:54 zvz
• A Hive completes on average at ~15:37.
~15:42 zvt, ~15:33 zvp, zvz not viable (again, swings drastically)
+ Show Spoiler [1.2 metagame timings ZvX] +
~7:48 zvt, ~8:03 zvp, zvz swings drastically with this timing
• A Spire on 2 bases completes ~@9:12 with 5-9 mutas able to be produced. +/- 60s discrepancies are possible as this timing is very dependent upon the amount of pressure put on the zerg.
• The average Infestation Pit completes at ~15:00.
~14:42 zvt, ~15:35 zvp, ~14:52 zvz
• A Hive completes on average at ~17:00.
~16:54 zvt, ~17:20 zvp
+ Show Spoiler [Protoss, Pre 1.3.3] +
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 zealots +1 stalker +1 immortal @6:05, 2nd immortal @6:50
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 zealots +3 stalkers +1 sentry @6:04 (%100 robo 10s later)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 2 zealots +3 stalkers +2 sentries @6:26, +1 immortal @6:40
Blink Stalker
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 1 zealot +5 sentries + nexus @5:59
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 3 stalkers +3 sentries @6:04, nexus @6:09
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• wgr done @5:16, 1 zealot +6 stalkers @5:45
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• wgr done @4:58, 5 zealots @5:19
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 4 zealots @4:45, +2 stalkers @5:22
3 Gate Stargate vs T
• 4 zealots +3 stalkers +2 sentries +2 voidrays @7:20
![[image loading]](http://www.teamliquid.net/tlpd/images/maps/dl.gif)
• 1st colossus +10 zealots +3 stalkers +1 sentry +1 immortal @9:21
Yes, but only if they are pro reps (159)
No, but if you are submitting a better time this should be a requirement (25)
meh... (14)
No, Liquipedia takes care of this (6)
466 total votes
Your vote: Would an attached rep be useful in verifying best timings?
(Vote): Yes
(Vote): Yes, but only if they are pro reps
(Vote): No, but if you are submitting a better time this should be a requirement
(Vote): No, Liquipedia takes care of this
(Vote): meh...