TvZ Build Order: Hellbat Drop Opening into Mech (Terran vs Zerg)
Table of Contents
Introduction
 Hellbat openings have been a valid TvZ opening since the unit was first introduced in Heart of the Swarm. 
Their strength comes from the tendency of Terran players to open with
 Hellbat openings have been a valid TvZ opening since the unit was first introduced in Heart of the Swarm. 
Their strength comes from the tendency of Terran players to open with  Hellions in the match-up naturally, to 
take early map control, for safety against early Zergling attacks and for potential run-bys. With the ability to hide the
 Hellions in the match-up naturally, to 
take early map control, for safety against early Zergling attacks and for potential run-bys. With the ability to hide the 
 Armory away behind a mineral line, it can be difficult for a Zerg to identify a Hellbat attack is coming.
 Armory away behind a mineral line, it can be difficult for a Zerg to identify a Hellbat attack is coming.
There have been endless variations of  Hellbat builds over the years and this one takes it one 
step further: by introducing the
 Hellbat builds over the years and this one takes it one 
step further: by introducing the  Medivac without building
 Medivac without building  Marines you can split 
your Hellbats into two locations, making it difficult for the Zerg to defend in their usual manner of just 
bringing all of their
 Marines you can split 
your Hellbats into two locations, making it difficult for the Zerg to defend in their usual manner of just 
bringing all of their  Queens together to support their unit production. The multi-pronged aspect 
of the attack also makes it difficult to kite the Hellbats and hence 
causes more losses than the straight up frontal attack.
 Queens together to support their unit production. The multi-pronged aspect 
of the attack also makes it difficult to kite the Hellbats and hence 
causes more losses than the straight up frontal attack.
Build Order
As with all of our build orders, constant worker production is assumed unless mentioned otherwise and so all builds are based on supply count timings. Rough in-game timer points have been added at points of the build.
We start with a standard gas-first Reaper expansion:
- 14 — Build  Supply Depot as part of wall (rally first worker made from Supply Depot as part of wall (rally first worker made from Command Center to 
the ramp). Command Center to 
the ramp).
- 16 — Build  Barracks #1. Barracks #1.
- 16 — Build  Refinery. Refinery.
- 17 — Worker scout - this is optional but we suggest scouting to see whether it is a  Hatchery or Hatchery or Spawning Pool first build. If it is the latter, you can then keep your Spawning Pool first build. If it is the latter, you can then keep your Reaper at home or hunt the early Reaper at home or hunt the early Zerglings down. Zerglings down.
- 19 — Upgrade your  Command Center to Command Center to Orbital Command. Orbital Command.
- 19 — Recruit  Reaper. Reaper.
- 20 — Build  Command Center (generally on low ground). Command Center (generally on low ground).
The build then continues from this Reaper expansion:
- 21 —  Supply Depot built to complete the wall off at the ramp. Supply Depot built to complete the wall off at the ramp.
- 21 — Recruit  Marine. Marine.
- 23 — Build  Factory close to Factory close to Barracks for add-on swapping. Barracks for add-on swapping.
- 23 — Build  Refinery. Refinery.
- 24 — Build  Reactor on Reactor on Barracks. Barracks.
- 26 — Upgrade  Command Center to Command Center to Orbital Command. Orbital Command.
- 26 — Build  Starport. Starport.
- 27 —  Factory swaps onto the Factory swaps onto the Reactor while the Reactor while the Barracks moves away and is no longer used apart from to build add-ons. Barracks moves away and is no longer used apart from to build add-ons.
- 27 —  Hellion production begins on the Hellion production begins on the Factory. Factory.
- 32 —  Tech Lab built near Tech Lab built near Starport. Starport.
- 38 —  Supply Depot - further depots should be built as required and are no longer mentioned in the build order. Supply Depot - further depots should be built as required and are no longer mentioned in the build order.
- 38 —  Viking which will hunter Viking which will hunter Overlords. Overlords.
- 50 — Recruit  Medivac. Medivac.
- 52 — Build  Armory. Armory.
- At this stage (~4:30 game time) you should have 8  Hellions and a Hellions and a Medivac (as well as the Medivac (as well as the Viking and ~34 Viking and ~34 SCVs for reference).
Use the Medivac to lift the four Hellions at home and move them across the map. Continue Hellion production on the SCVs for reference).
Use the Medivac to lift the four Hellions at home and move them across the map. Continue Hellion production on the Factory
and rally them across to the third base (discussed later). Factory
and rally them across to the third base (discussed later).
- 62 — Build  Command Center in base to float to third location later. Command Center in base to float to third location later.
- 70 — Start the Terran Vehicle Weapons Level 1 research on the  Armory. Armory.
- 70 — Build  Armory #2. Armory #2.
- 70 — Build  Refinery #3 and #4. Refinery #3 and #4.
You should now be executing your  Hellbat attack, meaning the initial build order is completed!
At this point you can make your choice of how you transition, either into Mech or Bio (the build order 
assumed a Mech follow-up, hence the Vehicle Weapons research and additional
 Hellbat attack, meaning the initial build order is completed!
At this point you can make your choice of how you transition, either into Mech or Bio (the build order 
assumed a Mech follow-up, hence the Vehicle Weapons research and additional  Armory. Most 
Hellbat attacks can transition into either of the compositions easily, so if you want to play Bio instead 
you can start to research
 Armory. Most 
Hellbat attacks can transition into either of the compositions easily, so if you want to play Bio instead 
you can start to research  Stimpack on the
 Stimpack on the  Tech Lab which was built 
earlier - however, this build in particular works better for a Mech transition as 
you have skipped all
 Tech Lab which was built 
earlier - however, this build in particular works better for a Mech transition as 
you have skipped all  Marine production up until this point. We will continue to explain 
a Mech follow-up.
 Marine production up until this point. We will continue to explain 
a Mech follow-up.
Continuing into a double Thor drop (supply numbers omitted as at this point you are expected to be fighting and losing units):
- You should continue  Hellion production, unless you see the need for Hellion production, unless you see the need for Cyclones due to Cyclones due to Roaches. Roaches.
- Add  Factory #2 and #3 while building another Factory #2 and #3 while building another Tech Lab on the Tech Lab on the Barracks.
One Factory can build on the already existing Tech Lab, while the other can build next to the Barracks for a quick swap. Barracks.
One Factory can build on the already existing Tech Lab, while the other can build next to the Barracks for a quick swap.
- Add a  Reactor on the Reactor on the Starport. Starport.
- Start the Terran Vehicle And Ship Plating Level 1 research on the second  Armory. Armory.
- As the two Factories complete start 2 x  Thor and 2 x Thor and 2 x Medivacs when the Medivacs when the Starport is ready with a Starport is ready with a Reactor. Reactor.
- As the  Thors finish, you can harass with them using the Thors finish, you can harass with them using the Medivacs. Medivacs.
This build has now set you up into a solid Mech mid-game where you can add extra production and play as usual. 
Because you have two  Tech Labs you can start
 Tech Labs you can start  Siege Tank production earlier 
instead of the
 Siege Tank production earlier 
instead of the  Thors if your opponent is looking to counter attack with
 Thors if your opponent is looking to counter attack with 
 Roaches and
 Roaches and  Ravagers.
 Ravagers.
Scouting and Adjustments
There is not a lot of special scouting to be done with this build. The most important thing to be aware of 
is  Roach-based attacks early in the game as when you are making pure
 Roach-based attacks early in the game as when you are making pure  Hellions 
you do not have any units which can fight effectively. In this scenario you can start
 Hellions 
you do not have any units which can fight effectively. In this scenario you can start  Cyclone 
production on the
 Cyclone 
production on the  Factory instead of extra Hellions and you can also put the
 Factory instead of extra Hellions and you can also put the  Starport 
onto the early
 Starport 
onto the early  Tech Lab which otherwise isn't used to rush a
 Tech Lab which otherwise isn't used to rush a  Banshee 
to help defend.
 Banshee 
to help defend.
The best way to identify early aggression is to keep your  Hellions out on the map at the 
front of the Zerg player's creep spread. By doing this you will see any units leaving the base and moving 
across the map - but make sure to be careful as you want to keep the Hellions alive 
for the attack. Losing them will significantly hurt your chances of success, so keep a sharp eye on them.
 Hellions out on the map at the 
front of the Zerg player's creep spread. By doing this you will see any units leaving the base and moving 
across the map - but make sure to be careful as you want to keep the Hellions alive 
for the attack. Losing them will significantly hurt your chances of success, so keep a sharp eye on them.
When you are attacking with the  Hellions you will also get a decent scout of the Zerg 
base, so you can check for a
 Hellions you will also get a decent scout of the Zerg 
base, so you can check for a  Lair timing as well as to see what composition of units is going 
to be used (either through the built structures or the units being used to defend. If a Zerg has a lot 
of
 Lair timing as well as to see what composition of units is going 
to be used (either through the built structures or the units being used to defend. If a Zerg has a lot 
of  Roaches and your attack starts to be cleaned up quickly, you should look to start
 Roaches and your attack starts to be cleaned up quickly, you should look to start 
 Cyclone production as soon as possible or a
 Cyclone production as soon as possible or a  Banshee - you may even want to 
produce two
 Banshee - you may even want to 
produce two  Siege Tanks instead of the
 Siege Tanks instead of the  Thors when the extra factories are finished producing 
to keep you extra safe.
 Thors when the extra factories are finished producing 
to keep you extra safe.
Executing the Hellbat attack.
Early game you should have your first four  Hellions on the map with the
 Hellions on the map with the  Reaper 
to slow down creep spread as well as watching for incoming Zerg units early in the game. The 5th-8th Hellions 
should be kept at home, so that when the
 Reaper 
to slow down creep spread as well as watching for incoming Zerg units early in the game. The 5th-8th Hellions 
should be kept at home, so that when the  Medivac is finished producing you can instantly 
lift the Hellions up and move across the map. Generally you want to hit the two bases of the Zerg (assuming 
they are on three Hatcheries at this stage. If they are only on two, something crazy is happening) 
which are furthest apart, which on most maps will be the main base and the third base. The idea behind this is 
that you want to make it difficult for the Zerg player to defend both sets of units effectively, and one of 
their main defensive units early the
 Medivac is finished producing you can instantly 
lift the Hellions up and move across the map. Generally you want to hit the two bases of the Zerg (assuming 
they are on three Hatcheries at this stage. If they are only on two, something crazy is happening) 
which are furthest apart, which on most maps will be the main base and the third base. The idea behind this is 
that you want to make it difficult for the Zerg player to defend both sets of units effectively, and one of 
their main defensive units early the  Queen is not going to be able to move between bases very fast.
 Queen is not going to be able to move between bases very fast.
This means you should be sending the four  Hellions on the map towards the third base and 
dropping the main base with the other four. Make sure to sync the attacks so that they come in at the same 
time to maximize chaos (this will catch a lot of Zerg players off guard). You will want to run the Hellions 
as close to third as possible before being seen by units, then morph them into
 Hellions on the map towards the third base and 
dropping the main base with the other four. Make sure to sync the attacks so that they come in at the same 
time to maximize chaos (this will catch a lot of Zerg players off guard). You will want to run the Hellions 
as close to third as possible before being seen by units, then morph them into  Hellbats. 
With the dropped Hellbats in the main you will want to drop behind a mineral line or on 
the edge of the base before moving forwards, so that you can either morph them into Hellbats together or 
position them between mineral lines to reduce surface area while they morph.
If your
 Hellbats. 
With the dropped Hellbats in the main you will want to drop behind a mineral line or on 
the edge of the base before moving forwards, so that you can either morph them into Hellbats together or 
position them between mineral lines to reduce surface area while they morph.
If your  Viking is still around on the map after it has been
 Viking is still around on the map after it has been  Overlord hunting, you 
can even land it and use it in the engagement!
 Overlord hunting, you 
can even land it and use it in the engagement!
You can play around and see what works best, you might find that hitting the main first and then running into the third works well as you might be able to get the Hellions at the 
third all the way into the mineral line before the Zerg responds, allowing for some guaranteed  Drone kills before morphing the Hellbats. Try it out and play around 
and see what the most effective way of using these units is for you! Remember that with the
 Drone kills before morphing the Hellbats. Try it out and play around 
and see what the most effective way of using these units is for you! Remember that with the  Medivac in the main base you are able to micro the Hellbats 
a significant amount - you should be able to lift damaged
 Medivac in the main base you are able to micro the Hellbats 
a significant amount - you should be able to lift damaged  Hellbats and move them to the back for healing or lift them away from full surrounds to keep them alive for longer in general.
 Hellbats and move them to the back for healing or lift them away from full surrounds to keep them alive for longer in general.
As the attack is ongoing the new  Hellions which you are building at home should be rallying 
across the map towards the third base to reinforce that location (reinforcing into the main base isn't really 
possible). Against
 Hellions which you are building at home should be rallying 
across the map towards the third base to reinforce that location (reinforcing into the main base isn't really 
possible). Against  Zergling-based defenses these continuous rallies can sometimes win the game 
straight up if the Zerg was caught underprepared. Against
 Zergling-based defenses these continuous rallies can sometimes win the game 
straight up if the Zerg was caught underprepared. Against  Roach defenses you want to be a bit 
more careful to not throw the units away without finding value - you still need to be able to justify this 
commitment and sometimes it is better to back away before fighting and to take the fight a later point 
(losing too many units too quickly is an easy way to die to a follow-up counterattack). Make sure to keep that 
macro up at home while attacking as well for the same reason!
 Roach defenses you want to be a bit 
more careful to not throw the units away without finding value - you still need to be able to justify this 
commitment and sometimes it is better to back away before fighting and to take the fight a later point 
(losing too many units too quickly is an easy way to die to a follow-up counterattack). Make sure to keep that 
macro up at home while attacking as well for the same reason!
Conclusion
This build is a great way to add a bit more complexity to an early  Hellbat attack, allowing 
you to deal some more damage and to reap the rewards from better multi-tasking. It sets you up to deal 
damage early and to slow down the Zerg economy, while picking up great scouting information about what 
the Zerg is looking to follow up with. We have covered a mech-based follow-up in this guide, looking 
towards a
 Hellbat attack, allowing 
you to deal some more damage and to reap the rewards from better multi-tasking. It sets you up to deal 
damage early and to slow down the Zerg economy, while picking up great scouting information about what 
the Zerg is looking to follow up with. We have covered a mech-based follow-up in this guide, looking 
towards a  Thor drop to open up the mid-game, but the build can definitely be adapted to 
suit a bio style as well, if that is how you prefer to play.
 Thor drop to open up the mid-game, but the build can definitely be adapted to 
suit a bio style as well, if that is how you prefer to play.
So don't wait any longer, go give them Zerg players hell on the ladder by putting  Hellbats all over their bases and mineral lines! Good luck!
 Hellbats all over their bases and mineral lines! Good luck!
Changelog
- 21 Feb. 2018: Another TvZ build, this time looking at a Hellbat opening with a Mech follow-up.
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