| 0:005 Peasants · all touch gold | Queue Peasant #6 immediately. Let all five starting Peasants deliver one gold trip, then begin pulling the opening builders.COREREPLAY TIME | The first gold returns fund the three-building opening without stopping Peasant production. |
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| 0:06–0:20Peasants #6–8 assigned | Order Altar first, Farm #1 next, then Barracks. New Peasants refill the mine to five; completed builders go to lumber.COREREPLAY TIME | This is the fast-altar shell: hero, supply, and Footman production all start without an idle queue. |
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| 0:55–1:109–11 Peasants · no cap | Order Farm #2 around 0:56 and Archmage around 1:08. Rally the Altar toward the first safe creep route.COREREPLAY TIME | Farm #2 protects the Archmage plus early Footman reservations. |
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| 1:20–1:50Archmage queued · Footmen #1–2 | Queue Footman #1 around 1:20, Footman #2 around 1:42, and Farm #3 around 1:47. Skill Water Elemental first.COREREPLAY TIME | Two Footmen plus Water Elemental create the safe first camp and an immediate scouting option. |
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| 1:25–2:0512+ Peasants · defense check | Place a Scout Tower around 1:28; upgrade it to Arcane around 2:00 only when the scout shows summons, hero pressure, or a worker rush.SCOUTAPPROX | IF: Summon hero, worker pressure, or a fast two-player lane is confirmed.Buy the defensive tower only when it protects the tech path from a visible threat. |
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| 2:10–3:10Footmen #3–5 · 5 gold | Keep Peasant production moving, add Footmen #3–5, and send one Footman or Peasant through both enemy production lines.COREAPPROX | Reach Archmage level 2 without sharing the teammate’s first camp, then identify the first real counter requirement. |
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| 2:45–3:454–5 Footmen · 24–30 food | Cap the normal opening at 4–5 Footmen; add 6–7 only against confirmed Tier-1 pressure. Add the next Farm before the block and research Defend only against a real piercing commitment.SCOUTGAME STATE | IF: Two ranged production lines or a committed Tier-1 push is forecast.The Footman shell must hold contact without pushing Mountain King and Priest timing out of reach. |
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| 3:50–4:20≈15 Peasants · 5 gold / rest lumber | Order Keep once the first pressure shell is funded. The reference replay command was 4:10; keep the Footmen active instead of retreating to watch the upgrade.COREREPLAY TIME | Keep unlocks the Mountain King, Priests, dispel, and the adaptable counter slot. |
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| FIRST CONTACTHuman + Night Elf vs Orc + Undead | Meet after separate level-2 creep routes; Human shows center, Night Elf arrives from the side.MATCHUPGAME STATE | IF: Track both Tier 2 support buildings and buy a save item before the disable chain comes online.Win condition: Keep formation, remove Statues/Walkers, and punish whichever ranged or melee half is left unsupported. |
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| 4:20–5:15Teching · 30–38 food | Add Farms before 36/42, build Arcane Vault around 5:00, and replace Town Portal if it was spent. Carry Regeneration and Clarity for the team reset.COREAPPROX | Arcane Vault unlocks the shop, Spell Breakers, and the later Staff; building it during tech prevents a hidden utility block. |
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| 5:15–6:25Lumber bank for first Sanctum | Preserve Footmen, maintain five on gold, and avoid a speculative Blacksmith, Workshop, or second Sanctum before the enemy tech is identified.SCOUTGAME STATE | IF: No early air structure or fortified expansion requires a different production building.The first Priest pair and Mountain King must not be delayed by unused production. |
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| TIER 2 MATCHUPHuman core vs Orc + Undead | Build toward Archmage + MK · 4–5 Footmen · 3 Priests · one ranged/siege answer. Orc: Priest Adept → 2 Sorceresses; add Breakers only for real magic · Undead: Priests sustain Human units; add Mortars for Statues or fortified ZigsMATCHUPGAME STATE | IF: Orc: Bestiary/Lodge split, Kodo count, and Batriders · Undead: Slaughterhouse, Web, Banshee Temple, and hero manaOrc: Dispel Wolves/Link, Slow the line, and Bolt Kodos or support. · Undead: Save the burst target, then Bolt Statues, Lich, or exposed Fiends. |
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| Scout camp + route firstAny / unknown map · Conditional | Fast expansion: Conditional. You expand; your teammate holds the map.MAPGAME STATE | IF: Every green expansion gate remains true and no cancel trigger has fired.Map call: Use the generic gate: vision, ally cover, and no active two-player pressure. |
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| 6:25–6:50Tier 2 · leave food for hero/casters | Immediately queue Mountain King and order Arcane Sanctum #1. Add Sanctum #2 only for fast caster/Breaker volume. Skill Storm Bolt first.COREREPLAY TIME | Bolt plus the first Priest pair creates the controlled Tier-2 focus window without an automatic double-building tax. |
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| 6:45–7:452–3 Priests · Adept gate | Queue Priests #1–2. Research Adept immediately when Dispel has a live target; otherwise add Priest #3 first for sustain.COREAPPROX | Dispel timing follows the threat while the normal three-Priest ceiling still supports both living armies. |
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| 7:45–9:0045–56 food · enabled counter slot | Build Blacksmith for Rifles or the Knight path; build Workshop for Mortars or Flying Machines. Then produce only the counter the scout requires.MATCHUPGAME STATE | IF: Enemy buffs, tower concentration, heavy ground, or air tech has been identified.Naming the enabling building makes the branch executable and prevents unsupported unit recommendations. |
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| 8:00–10:00Three builders · map control | Take a delayed Town Hall only when the ally can hold the map. Keep all three builders together and do not fund static defense until the attack route is known.MAPAPPROX | IF: The expansion verdict and every green gate permit the spend.A second base is valuable only if it does not abandon the teammate’s live fight. |
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| 9:30+45–50 useful food · Tier-3 gate | With Mountain King, 3 Priests/Adept, and the active counter funded, order Castle. Keep Arcane Vault for Staff; add Lumber Mill plus Blacksmith only for a prepared Knight branch.SCOUTGAME STATE | Castle is a conversion after the live army exists, not a naked resource sink. |
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| Tier 3Paladin + Staff + one finisher | Train Paladin third and buy Staff of Sanctuary. Use Priest Master plus Knights for durable living ground, or Flak/Mortars for the scouted air/tower problem.MATCHUPGAME STATE | The Tier-3 payoff is a save tool, third-hero utility, and one committed finishing branch. |
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