TvZ Reactored Hellion 3CC

General Overview

This build has many different variations, but all of them get you a Reactored Factory pumping out hellions to take map control and pressure your opponent while you at home quickly get up to fast 3 Orbitals.  The most common build orders are CC First into Reactored Hellion into 3CC, 1rax FE into Reactored Hellion into 3CC, and Reactored Hellion FE into 3CC, all listed below.

For the HotS version of this build, check out Innovation’s Reactored Hellion 3CC Build.

Command Center First into 3CC Reactored Hellion Build Order

  • 10 – Supply Depot
  • 15 – Command Center
  • 16 – Barracks
  • 17 – Refinery
  • 18 – Supply Depot
  • 19 – Orbital Command x2
  • 21 – @100 Gas, start Factory and Bunker
  • ————Above is Command Center First
  • @50 Gas, start Reactor on Barracks, and pull 1 SCV off gas (only have 2 SCVs mining gas)
  • @400 Mins, start 3rd Command Center
  • @100% Reactor, swap Factory onto Reactor to start reactored Hellion production (6-8), and start a Tech lab on Barracks for emergency Marauder production

1rax FE into 3CC Reactored Hellion Build Order

  • 10 – Supply Depot
  • 12 – Barracks
  • 16 – Marine (only 1)
  • 17 – Orbital Command
  • 17 – 2nd Command Center
  • 17 – Supply Depot (Resume Marine production)
  • 18 – 2 Refineries
  • 24 – @100 Gas, start Factory and Bunker
  • ————Above is 1rax FE into Reactored Hellion
  • 24 – @50 Gas and 100% 3rd Marine, start Reactor on Barracks, and pull 4 SCVs off gas (only have 1 SCV in each geyser)
  • @400 Mins, start 3rd Command Center
  • @100% Reactor, swap off to start Reactored Hellion production (6-8), and start a Tech lab on Barracks for emergency Marauder production

Reactored Hellion FE into 3CC Build Order

  • 10 – Supply Depot
  • 12 – Barracks
  • 13 – Refinery
  • 16 – Marines (up to 2)
  • 17 – Orbital Command
  • 17 – Supply Depot (2)
  • 18 – Factory
  • 20 – @50 Gas, start Reactor on Barracks
  • 21 – @400 Minerals, start Command Center
  • 21 – @100% Reactor, swap off onto Factory (start Hellions – 2 to 6), and pull 2 SCVs off gas (only have 1 SCV mining gas)
  • @400 Mins, start 3rd Command Center
  • @100 Mins, start Bunker at front
  • @25 Gas, start Tech lab on Barracks for emergency Marauder production

Scouting

This build is very economically focused, so scouting is important in order to not die against standard Zerg openers.  With your SCV scout, confirm that your opponent has 15 hatched, and check whether your opponent is getting gas before 3:30 (Metabolic Boost will be researched early; possibility of early Roach attacks) or not (lots of queens being made to stay safe; possibility of very fast 3rd hatch). Depending on what you scout with your SCV, you might need to get a Bunker earlier in the build than described so as to not die.

After any very early game shenaniganry, all of these build orders give you lots of Hellions for map control and scouting intel – you should be able to tell whether your opponent is all-inning you or taking a 3rd hatch by using your hellions to poke and prod watchtowers and Zerg’s front.  Assuming you see any Roaches at all, start emergency marauder production.  If you see too many roaches, then adding a 2nd bunker is important.  Your hellions can deal with lings and Banelings easily enough by themselves, but roaches in combination with them provide a nasty combination. Your bunkers cannot go down and expose your Marauders to the Roach/Zergling or Roach/Baneling massacre, so mass repairing and focus firing Banelings with your Hellions will be crucial.

Transitions

This build gives you a ridiculous economy, and easily lets you transition into anything: mech, marine/tank, or bio. As soon as you transition into each and every one of these followups be sure to place all SCVs back into the refineries in order to have the gas income needed to tech up.

Marine/Tank: Start stim from your techlab ASAP or swap off the techlab onto the factory in order to produce siege tanks to defend 2 base zerg pressure.  Then, add on 4 more reactored rax and try to secure your third base as you double engibay to catch up on upgrades.  Don’t forget to start your starport at a reasonable time in order to pressure your opponent with small marine drops.

Bio: After 8ish hellions, build 2 more barracks (one on factory’s old reactor), and add a reactor on the factory with a starport nearby (for a later swap off into reactored medivacs).  You’ll want to go for a hellion, medivac, stim timing to start pressuring zerg and then transition into full 3 base bio with 8+ rax and double engibays.

Mech: Don’t stop producing hellions – keep massing them until you see enough roaches to scare you or mutas pop out.  At home, be sure to get 2 more techlabbed Factories and either start tanks (if you see roaches with your hellions) or thors (if you see mutas with your hellions).  Try to turtle on 3 bases except when you send out hellions across the map to harass mineral lines, and get a maxed out, well upgraded mech army in order to attack zerg with before hive tech pops.

Pros and Cons

This build is great because it gives you a very strong economy and hellions for map control and scouting.  Also, this build lets you transition into anything Terran has to offer, so it keeps your opponent in the dark about what your actual unit comp will be until a sacrificial overlord or a ling sees what’s up.

This build is very weak against early attacks or allins from your opponent, however; you are really relying on your hellions to have map presence and make sure that you spot allins walking across the map before they become a threat to you.  If you lose your hellions due to early speedlings or sacrificing them to kill a couple drones, you will be left very vulnerable at home and any attack could end the game quite quickly.

Tips

  • Do NOT lose your hellions no matter what.  The hellions are your lifeline when going for this greedy of an opener – sacrificing them to kill drones or scout zerg’s main will leave you vulnerable at home and very open to a game-ending counter attack.
  • Build your 3rd Command Center in your main or natural unless you are very confident that your opponent is opening 3 hatch before gas.  Hide it somewhere that a sacrificial overlord will be least likely to spot.

Favorable Maps

This build is very greedy and only defends early attacks with hellions until a solid marine/tank army is up.  Thus, this build is much better on larger maps where early roach pushes are less viable and to a lesser extent on maps with easy-to-defend thirds.

  • Condemned Ridge
  • Entombed Valley
  • Antiga Shipyard

Replays

Kas performing variations of this build repeatedly vs Nestea at IEM Cologne

Tutorial CC First into 3CC Reactored Hellion vs a Very Easy AI

Tutorial 1rax FE into 3CC Reactored Hellion vs a Very Easy AI

Tutorial Reactored Hellion into 3CC vs a Very Easy AI