iloveoov Build

From Liquipedia StarCraft Brood War Wiki

[e][h]Terraniloveoov Build
The new TvP wave
Strategy Information
Creator(s):
Matchups:
TvP
Type:
Opening
Popularized by:

The iloveoov build refers to a Terran vs Protoss opening build created by the famous Korean progamer iloveoov.

Description[edit]

With the advances in PvT throughout 2007 and 2008 the only reliable playstyle came to be that of Flash, who singlehandedly upheld the Terran race with his fast upgrade, mass expand builds. However, by the beginning of 2009, weaknesses were shown in this style, most notably by Bisu who combined early timing attacks with quick third and fourth bases to retain the economical advantage. In order for Terrans to retain their edge in the match-up there needed to be a viable alternative to this that wasn't a timing push, for Protoss players had grown extremely adept at blocking those.

This build is still in its infancy but is the latest in TvP strategy, pioneered by iloveoov and heavily practiced by his apprentice fantasy with great success. While it may become more refined as it is used more and Protoss will eventually develop counters, the original concept will stick for it attacks a vital opening in the Protoss counter to Double Armory Flash style. Not a strictly superior build, it is instead a viable alternative to Double Armory that will keep the Protoss on their toes and prevent them from executing an anti-Double Armory build every game. In addition, its mere presence in one's arsenal forces the Protoss to play more cautiously in fear of it, thus making their build weaker against Double Armory itself. In short, it is a situational build that is strong against what Protoss are currently employing.

Build Order[edit]

(Standard Siege Expand)

  • 9/10 - Supply Depot (See note on Wallins)
  • 12/18 - Barracks
  • 12/18 - Refinery
  • 15/18 - Supply Depot
  • 16/26 - Factory
  • 21/26 - Command Center
  • 21/26 - Machine Shop
  • @100% Machine Shop - Siege Mode

Loose Followup Build[edit]

  • Academy
  • Starport
  • 2nd and 3rd Factories
  • CC
  • Double armories
  • 4th & 5th Factories
  • 4th CC can be built anytime after here depending on the flow and your style.
  • Add further Factories when the money comes in while maintaining continuous production from the original Factories.
  • Add Science Facility when upgrades are 2/3 to 3/4 finished.


Build Order Clarification[edit]

  • A wallin is optimal if the map allows it in order to skip making marines and get the command center out as quickly as possible. If a wallin is not possible, then one should make the standard 3-4 Marines to hold the ramp against early Dragoon pressure. How quickly the Command Center can be floated to the natural depends on the Protoss build; against 2 Gate Goon builds it is generally better to make a couple SCVvs from it before floating it down so siege and another Siege Tank can be completed.
  • Siege, then Spider Mines, then Vulture Speed, should be upgraded without delay from the single Machine Shop. Another machine shop should not be added until the fourth and fifth Factories are done.
  • The early scouting SCV, and perhaps a second, is crucial to finding out what route the Protoss is taking. If they are doing DTs or Reaver off of one base then an early Engineering Bay is needed. However, if they are doing a 2 Gate Build or any sort of Fast Expansion then the E-bay can be skipped until much later.
  • Depending on the map doing a 1 Tank 2 Vulture drop might be better than a 4 Vulture drop at first, but generally Tanks should be made sparingly for maximum harassment potential. However, as there is a distinct danger of a Protoss Dragoon/Shuttle break into the Terran natural, additional Tanks may be required to stave this off.
  • A second Dropship, while not done by iloveoov, can be a good choice combined with Vultures on land. This three-pronged assault can easily find a weakness in the Protoss defense that is calculated against only one Dropship.
  • As 2 base Reaver is a distinct threat, the early Starport allows the possibility for a fast Wraith to ward off this threat without having to spend money on Turrets.

More General Information[edit]

Micro[edit]

This build demands solid multitasking and game sense in order to maximize the gains of the early harassment while expanding further. The mechanical strain is much more intensive than the two other standard archetypes: the 2 base timing push and Flash style. Not only do Terrans have to control at least one if not two Vulture groups as well as a drop, but they also have to rapidly build up at home and expand further.

Transition[edit]

Harassment should be halted when the Protoss has managed to get enough Gateways and Observers up to prevent the harassment from doing any major damage. However, Vultures should be continually roaming around in order to delay the Protoss fourth base as long as possible and mine up the pathway betweeen bases to hinder any sort of counterattack.

Learning this build[edit]

For someone transitioning from Flash style, this build is an abrupt change in playstyle, for it is much more mechanically demanding and relies upon an unstable offensive pressure to divert attention from the fast third and fourth Terran bases. In addition, the harassment must be successful to at least some degree for the build to have a reasonable chance of success. Otherwise, the Terran will have no way of defending their third base should it be quickly discovered.

The early Comsat Station can help with the harass tremendously for someone who doesn't have the game sense or control to find openings on their own.

Countered By[edit]

Hard Counters[edit]

None

Soft Counters[edit]

  • Reach style delayed 3rd base, 2 base aggression. However, this approach is very weak against Flash style, or Double Armory and is rarely seen anymore.
  • 2 base Carrier.
  • 2 base fast Arbiter.

Counter to[edit]

Hard Counters[edit]

None.

Soft Counters[edit]

  • Rapidly expanding Protoss.
  • 2 base DT into Arbiter with a faster 3rd base.
  • Greedy Protoss builds that delay observers, such as 12/14 Nexus

Notable Situations and Maps[edit]

Notable Situations[edit]

This build severely punishes any greedy Protoss who expects a Flash type build, while being economically strong enough to not necessitate the harassment to be deadly.

Notable Maps[edit]

The fast Dropship and early Vulture raids work especially well on maps that feature a cliff above the natural and/or spread out expansions.

Some examples include:

However, it is viable on most maps to some degree or another. The only ones where it is questionable are those with no cliffs and easily defendable three bases, such as Loki II.

Mentality[edit]

This is a strong build in both ladder/single matches and in series. It is, to be specific, the counter to the counter to Flash style. Thus overall it is strong against any build that is strong against Double Armory, while naturally weaker against any build weak against Double Armory. By the time the Protoss realizes that the Terran is doing this build, it will usually be too late to defend against it if they prepared against Double Armory.

The overall mentality of the build is very important though, as this version is clearly based on iloveoov's style. The Terran should keep in mind that the build is designed around harassing a vulnerable moment in the Protoss build while using this opportunity to expand further. In essence, the Protoss cannot stop the fast 3rd for the opposite reason of the strong defense of Flash style: they have to deal with Vultures running all over their base. How the player proceeds from securing their 3rd is rather open. iloveoov prefers to take another hidden expansion, while the player could easily focus on harassing and massing like a normal Double Armory. One thing to point out though is that the upgrades are much later than in the Double Armory build, making the 3 base 200/200 push option weaker. Thus the fast 4th expansion may be in the best interest of the Terran, or trying for a 3 base timing push if there is a window for it. In short, the Terran massed ball will not be as strong because the critical +2 and +3 attack comes much later. However, if the harass did even moderately well, the Terran will have a sizeable economic advantage that they can abuse the Protoss with in the midgame.

VODs[edit]

Against 14 Nexus