Skip to content
SC2 Tools

Site activity

Agent downloads
Loading
Active agents
Loading
Users online
Loading
Loading activity
ZvP build order guide

Hatch First Macro

Detected when a greedy three-base economy (40+ Drones) opens hatch-first vs Protoss.

ZvP12 workersWin rate up 4.3 pp since Oct 27, 2026

32.9% win rate over 70 games vs Diamond opponents with 12 starting workers

Overall: 41.4% over 128 games from 8 players · updated Nov 5, 2026

With 12 starting workers, 8 players logged 128 ZvP ladder games with Hatch First Macro, winning 41.4% of the decided ones. The likely range for its true win rate is 33.3–50.1%, so it is too close to call against a coin flip. It is played most against Diamond opponents, where it wins 32.9% over 70 games. It appears in 5.5% of the 2,319 ZvP games in the guide sample. Its win rate is up 4.3 percentage points on the previous weekly snapshot. This is still a small sample (n = 128), so treat it as a directional read.

Win rate by league and MMR

Grouped by the opponent's league and MMR band. Bands without enough games are left out.

How to read these numbers
  • Green: the whole likely range is above 50%
  • Too close to call
  • Red: the whole likely range is below 50%

Likely range: We're 95% sure the true win rate is inside this range. Fewer games means a wider range.

Openers are ranked by the low end of the range, so a few lucky games can't top the table.

A number appears once at least 5 players have played 30 games in it; a guide page needs 100 games.

Compared with a snapshot at least 7 days old; moves under 0.5 pp count as flat.

Updated nightly · last update Nov 5, 2026

More in Help: Reading guide stats

By opponent league

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%. ▲ green: clearly above 50% · ● hatched: too close to call · ▼ red: clearly below 50%.
Win rate by opponent league
GroupWin rateLikely range (95%)Games
Diamond32.9%23.0–44.5%70
Master60.0%42.3–75.4%30

By opponent MMR

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%. ▲ green: clearly above 50% · ● hatched: too close to call · ▼ red: clearly below 50%.
Win rate by opponent MMR band
GroupWin rateLikely range (95%)Games
3500–4000 MMR31.4%20.3–45.0%51
4000–4500 MMR47.2%32.0–63.0%36

Key timings

These timings come from 128 recorded build orders by 8 players. Buildings are timed when construction starts, upgrades and morphs when they finish, exactly as the replay records them. The median player finishes Glial Reconstitution at 7:20, with the middle half between 6:41 and 8:10. Winning games start 3rd Hatchery at 2:14 on median, against 2:44 in losses. Timing data is still thin (n = 128 replays), so expect these medians to move.

Key timings from 128 recorded build orders, in game time
MilestoneEarly (p25)MedianLate (p75)Wins vs losses
Extractor startedin 128 games0:150:220:250:23 vs 0:167s later in wins
2nd Hatchery startedin 128 games0:460:460:490:46 vs 0:471s earlier in wins
Spawning Pool startedin 128 games1:121:131:161:14 vs 1:131s later in wins
3rd Hatchery startedin 128 games2:022:402:512:14 vs 2:4430s earlier in wins
Metabolic Boost donein 122 games3:363:453:543:47 vs 3:425s later in wins
Roach Warren startedin 117 games3:383:564:283:55 vs 3:594s earlier in wins
Evolution Chamber startedin 103 games4:104:576:064:33 vs 5:0229s earlier in wins
Lair donein 126 games4:555:275:535:24 vs 5:295s earlier in wins
Glial Reconstitution donein 83 games6:417:208:107:33 vs 7:0627s later in wins

Army at 6, 8 and 10 minutes

At 6:00

Typical count in games that built it · how often it appears · 125 replays

  • Queen×4in 97% of games
  • Zergling×8in 76% of games
  • Roach×6in 55% of games

At 8:00

Typical count in games that built it · how often it appears · 106 replays

  • Queen×4in 96% of games
  • Roach×13in 84% of games
  • Zergling×9in 63% of games
  • Ravager×3in 46% of games
  • Overseer×1in 38% of games

At 10:00

Typical count in games that built it · how often it appears · 75 replays

  • Queen×4in 97% of games
  • Roach×14in 77% of games
  • Zergling×6in 60% of games
  • Ravager×4in 51% of games
  • Overseer×1in 43% of games

What it beats and loses to

Win rate against each opponent opener, ranked by the low end of its likely range.

Too close to call (1)

Opponent opener
Stargate Opener38.3%, too close to calllikely range 25.8–52.6%47

When it wins

Win rate by game length: does the build close games early or pay off late?

Bar = win rate over decided games · whisker = 95% likely range · dashed line = 50%. ▲ green: clearly above 50% · ● hatched: too close to call · ▼ red: clearly below 50%.
Win rate by game length
GroupWin rateLikely range (95%)Games
6–10 min36.0%24.1–49.9%50
10–15 min45.5%33.0–58.5%55

Common macro leaks

Average macro score 69.2 over 128 games from 8 players.

  • Supply Blockedin 100.0% of games128 of 128
  • Mineral Floatin 85.9% of games110 of 128
  • Inject Efficiencyin 32.0% of games41 of 128