Caster DPS Match in StarCraft 2

So help me out here, casters do damage, we know that. In Starcraft 2 there is a team of 9 unique casters that are in-game. Each and every single role is filled, no matter which types of units we are using, each and every role is important in some way, shape or form.

What are the various rounds of a caster DPS match?

Rush The Enemy

This is executed by starting off your match by loading all of your basics like Supply Depots, Barracks, Refinery and etc, and sending your SCV’s out to work on them. You need to be quick here because if you allow these buildings to waste their minerals the opposing team will be able to rush you. You are going to basically ignore your basic defense and concentrate on these early matches where it will be easier for you to create the numbers you need. There are a couple of things that you are going to want to do. Firstly you are going to want to make sure that you are building barracks, supply depots, and engineering bay on all of your barracks; and I know it’s obvious, but you have got to create the tech lab first or this strategy isn’t going to work. Secondly, you are going to want to go ahead and make a meteor Shokz Starcraft 2 build order and there are many different versions you could go with.

You are basically going to want to follow this build order with the two Terran builds you could follow. The first two you could go with would be a supply depot, barracks, refinery, and then the Orbital command. Then you can either follow the MMM Templar build to order by getting a nice strong infantry army, or you can go for the air units and mainly the Void Rays.

This is an excellent build order and it does allow you to go for the early matches, but by executing it properly you can be certain that you are never being rushed. Read more about it in the championship series.

Now let’s go over to the Team 3 build order. This allows for plenty of versatile play, which is important for any SC2 player.

You will want to begin by building a supply depot, then a barracks, and then a refinery. This allows for increased production of marines and allows you to wall yourself in. The barracks should be right next to the refinery so that you can use it to finish walling off your base. Remember to build another supply depot to complete the wall.

Now let’s get a read on some tough enemy to knock out. Right as this is going to be an all-out attack you are going to want to make sure you are building a couple of bunkers. Remember to upgrade their tech at the engineering bay and to research stim pack. That allows you to be able to kite the enemy better and to be able to fight longer.

For this attack, it is ideal that you go with Vikings, medivacs and destroy the enemy’s economy. It will also leave your army to guard the base, so naturally, that is something you should be worried about.

Grand strategy 1. advances into the mid-game. The assault phase is now over; the real battles will now begin. Since you have inflicted so much damage on the mineral line your enemy will be at an all-important position of strength. Keep up the pressure and don’t hold up until they are vulnerable. But by now you should have been able to take out most of their income, their workers, and probably their army.

Make sure that you’ve captured every relevant building. By this I mean even important buildings like command center first because it enables you to get upgrades from there, important enough that it’s worth it. Also, important buildings like refineries are crucial because this allows you to have the counter units and because of the high rents they give you the ability to make more money.

So just as the advice here, don’t hold off on attacking with your first units such as marines against zerglings unless you are sure that you can finish them off that it won’t be too late. And of course most of the time in this strategy you will have to think about expanding so make sure that you keep on pushing your enemy with your units to expand.