TvT: Safe Cyclones into Bio Play (Terran vs Terran)
Table of Contents
Introduction
Terran versus Terran has always had the two major playstyles of mech and 
bio play as viable choices, each offering their own sets of strengths 
and weaknesses. The transition into a bio playstyle has become more difficult 
since the 
 Cyclone became such a strong early-game unit 
in the match-up. Today we are looking at an opening used by INnoVation which 
will lead you into a typical bio style of play while staying safe against 
committed Cyclone styles.
By starting with a 
 Cyclone openening and bypassing the 
 Starport, the build allows you to set up a defensive position 
on the natural until your important upgrades such as 
 Stimpack 
and 
 Combat Shields are finished, allowing you to move into  
your mid-game.
VODs / References
Build Order
We start with a typical TvT double-gas opening which leads into an expansion. SCV production is assumed to be continuous unless mentioned otherwise.
- 14 — 
 Supply Depot; - 14 — 
 Refinery; - 16 — 
 Barracks; - 17 — 
 Refinery; - 19 — 
 Orbital Command; - 19 — 
 Factory; - 19 — 
 Reaper; - 20 — 
 Supply Depot; - 21 — 
 Reaper; - 23 — 
 Cyclone; - 27 — 
 Command Center; 
The build continues into a 
 Barracks-focused play-style while 
continuing to produce 
 Cyclones.
- 28 — Build 
 Reactor on the 
 Barracks. - 28 — 
 Supply Depot — further Supply Depots are 
left out of the build-order for simplicity. Build as required. - 28 — Recruit 
 Cyclone; - 34 — As your second 
 Cyclone finishes, lift the 
 Factory and move it onto the 
 Reactor built 
previously by the 
 Barracks. - 34 — Recruit 2 x 
 Cyclones. - 40 — Upgrade your 
 Command Center to 
 Orbital Command. - 40 — Build 
 Tech Lab. - 43 — Recruit 2 x 
 Cyclones. - 52 — Build 2 x 
 Barracks. - 52 — Research 
 Stimpack. - 52 — 
 Marine production begins and should remain 
continous from this point onwards. - 53 — Build 
 Refinery #3. - 53 — Build 
 Engineering Bay. - 54 — 
 Factory lifts and builds a new 
 Reactor. - 54 — Build 
 Bunker at front of natural expansion. - 58 — Build 
 Starport. 
Now at 5:00 in the game you should have (assuming no losses) 2 x 
 Reapers, 6 x 
 Cyclones, ~36 
 SCVs and a 
set of production typical to a two-base Terran. The build continues towards 
establishing a three-base set-up. At this stage, supply counts may not be 
exact due to some unit losses, but the order is still correct.
- 60 — As 
 Barracks #2 and #3 complete, move one 
to the free 
 Reactor and on the other Barracks build either a 
 Tech Lab if your opponent is going to play mech or a 
 Reactor if they are going to play bio. - 60 — Research +1 Infantry Weapons.
 - 60 — Produce purely 
 Marines if playing against 
bio. If playing against mech, start constant 
 Marauder 
production. - 70 — As the 
 Factory finishes building the 
 Reactor, move the 
 Starport onto it and build a 
 Tech Lab. - 72 — 
 Medivac and 
 Siege Tank 
production should begin. - 76 — Build 
 Refinery #4. - 86 — As 
 Stimpack completes, start 
 Combat Shields. If you are on double 
 Tech Lab, 
then you can start this slightly earlier, but you will want to also research 
 Concussive Shells at around this time. 
From 6:30 onwards, you can look toward adding a third 
 Command Center when minerals allow for it, followed by 
 Barracks #4 and #5. Your expansion and production comes slower 
than in other match-ups due to the investment into 
 Cyclones 
earlier in the game.
Make sure to continue into the +1 Armor and to add your 
 Armory 
and second 
 Engineering Bay when +1 Armor is halfway completed to 
start +2 Attack / +2 Armor as soon as possible. As a third base is established, 
a second 
 Factory will be a natural addition to your 
production.
The Cyclone Opening
It is very difficult to find a viable build that does not open with 
 Cyclones simply because of the power of these units in the early 
stages of the match-up with low unit counts. This build is aiming to use the 
Cyclones in a defensive manner to allow you to establish a bio-composition.
With your very first 
 Reapers and 
 Cyclones, the 
most important idea to keep in the front of your mind is that you need these 
units to stay alive. It is viable to move across the map and to try and pick up 
information and damage with them, maybe even punishing an opponent with worse 
micro or a greedier build, but these moves are going to be made at your own 
risk. It is simply safer to keep them at home defensively, or on top of a ramp 
on your side of the map, to hold that defender's advantage if your opponent 
tries to engage.
Fun Tip: the 
 Reaper grenade ability can have a large 
impact in 
 Cyclone battles — it can slow a retreat or cause lost 
damage time if placed correctly!
You are aiming for 6 
 Cyclones, which can then sit behind a 
bunker on your natural and keep you safe while the bio upgrades and units start 
to be present in the game. With a bunker in an engagement, your opponent's 
Cyclones would have to waste a lot of time targeting the bunker first before 
your own Cyclones, which allows you to off-set the Cyclone disadvantage you 
would have by switching into 
 Barracks compared to continuing to 
build Cyclones.
One benefit of being on the map is that if you do see your opponent cutting 
 Cyclones before you do, you can potentially pick up some damage 
with the Cyclones. It may also become a lot easier to identify if they are 
playing mech or bio. Until you stop Cyclone production, there is no real reason 
you should be at a Cyclone disadvantage, so skirmishing is viable if you feel 
you have good enough control.
Transitioning into Bio
The scariest part of switching to Bio is surviving against continued 
 Cyclone production — anything else will not be able to apply 
pressure until you have enough bio units on the map with upgrades to allow them 
to fight, hence why the build sets up to deal with the "worst case scenario" of 
continued Cyclones.
Your composition will differ slightly depending on whether you are playing 
against bio or mech. Versus bio, you will play the age-old 
 Marine 
- 
 Siege Tank - 
 Medivac composition, hence the need 
for 2 x 
 Reactors and 1 x 
 Tech Lab on the 
first 3 
 Barracks. Against mech, the double tech lab allows you 
to add 
 Marauders to the composition. There will also be more of a 
fight for air control, which is something which different players focus on at 
different stages of the game depending on their play styles.
The strength of your bio army is when it is fully kitted with 
 Stimpack and 
 Medivacs — at this stage you will 
actually trade very well against 
 Cyclone-only armies, so your 
opponent will usually be transitioning into 
 Hellbats and 
 Siege Tanks. This is the stage at which you break out of your 
defensive position on the natural and expand while being able to pressure the 
expansion of your opponent at the same time.
Switching to Air
 Liberators protected by enough 
 Vikings can be a 
problem for both bio and mech players as it is a great method of pushing back 
 Siege Tank lines and taking over positions that are usually much 
more difficult to break.
Against mech, it will be slightly more difficult — they will have upgrades 
already helping them in the sky battles. They also have little use for 
 Medivacs and so they will usually already have some 
 Vikings in their army. By taking a slightly more passive 
approach, you can usually add an extra 
 Starport while pressuring 
with smaller groups of units than usual. This will allow you more of a chance 
to compete with your opponent's air army.
Against bio, you are on even footing, but take note that committing to the 
air army will be more punishable by your opponent in this scenario. It is more 
common to just have a couple of 
 Liberators supported by 
 Siege Tanks to stop 
 Marines from targeting them down. 
These smaller Liberator counts will still do the similar job of breaking 
down defensive positions due to the usual lack of 
 Vikings in a 
bio player's army. Essentially, you want to stay in slight control of the air, as 
overcommitting will lead to you just being rolled over.
Conclusion
This is a great build if you are someone that prefers to approach TvT with a 
bio playstyle instead of with mech. It allows you to safely get through to the 
mid game, where your army will start to excel, without having to worry about 
the power of opponent's 
 Cyclones. You are also set to have the 
potential to out-micro your opponent early game with your own Cyclones, or 
even punishing them if they try to cut Cyclones too early themselves.
Once your upgrades and unit numbers are up, you will be able to take to the map with your highly mobile army to play out the game as you see fit. The build leaves you with the natural follow-up of a third base at a reasonable time as well as continuing with attack and armor upgrades.
Changelog
- 14 May 2018: Added a new TvT build, the safe cyclone opening into bio follow-up.
 
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