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AI coach reference

Tactics catalog

The 25 named plays the engine looks for. Each one is detected by a deterministic rule, not by the AI model — when it fires, the coach reads from this catalog to interpret what the player did and why.

The coaching note on each entry is the most useful field. It tells the model what NOT to flag — the worker dip during a double extractor trick is correct execution, not a macro mistake.

Execution tricks

Small skill plays that look like mistakes if you don't know what they are. The coach is told not to flag the worker dip from a double extractor trick as a macro slip.

Double Extractor Trick

#v1
Zerg

Morph two Extractors at the same time while approaching the 14/14 supply cap, then cancel one for a 75% mineral refund. The temporary Drone reservation lets you avoid being supply-blocked for a single tick at the supply transition without sacrificing the Drone permanently.

Why a player does it
Sneak in one extra Drone or Zergling before your Overlord pops, smoothing the early supply curve.
What it costs
A few seconds of mineral lockup and one cancelled Extractor's worth of Drone time. Trivial cost when timed correctly.
Coach reads it as:Worker count and mineral collection rate dip briefly during the trick. This is correct execution, NOT a macro mistake — do not flag the dip as a worker production gap.

How it's detected

Two signals, either fires the tactic. Primary: an Extractor in the player's base tracks built before t=180s with destroyedAt-builtAt between 3 and 25 seconds (the cancelled half of the trick). Secondary fallback for replays without lifecycle data: two Extractors in the build order with start times ≤3 seconds apart, both before t=120s. Zerg only.

Supply Float (intentional)

#v1
any

Sitting at max supply with spare minerals for an extended window — either the player is supply-blocked (mistake) or deliberately faking poverty / saving for a tech transition (intentional).

Why a player does it
When intentional: bait the opponent into a misread of your economy, save up for a tech swap (e.g. mass remax), or hold position before a planned engagement.
What it costs
Wasted production cycles. Every second floated is a unit not built. Only worthwhile when the saved bank converts to a decisive remax or tech jump.
Coach reads it as:If the surrounding context shows intentional planning (tech building under construction, attack window forming), don't auto-flag as supply block. If the context shows nothing — that's a real supply-block mistake.

How it's detected

Walks the timeline once per player. Tracks any continuous run where supply == supplyMax AND mineralsUnspent > 400. Any run lasting ≥60 seconds fires the tactic.

Macro and tempo

Economy and tempo decisions. Power droning, fast expansions, turtling. The shape of how a player chose to spend the early game.

Fast Expansion

#v1
any

A second base placed unusually early — at or under the race-specific supply benchmark (Terran ~17, Protoss ~21, Zerg pool-before-hatch ~14, or hatch-first ~12 supply). Defines the player's economy-first commitment.

Why a player does it
Trade safety for income. A fast natural roughly doubles mining within 1-2 minutes; the lead compounds through the mid game if it survives the early-game pressure window.
What it costs
Vulnerability to early all-ins, cheese, and proxy plays. Requires good scouting to confirm the opponent isn't punishing the greed.
Coach reads it as:Treat as a strategic posture commitment — the player is BANKING on opponent not punishing them. If they survived, the lead converted; if they died, the read was wrong. Don't flag as 'too greedy' without evidence the opponent had a punish ready.

How it's detected

Reads the player's town halls in order of completion. The second hall must exist, and at the first timeline snapshot at or after its completion the player's supply has to be ≤ the race's supplyMax: 17 for Terran (CC/OC), 19 for Protoss (Nexus), 16 for Zerg (Hatchery).

Power Droning

#v1
Zerg

Heavy Drone production through the early game — typically 60-70% of all units made are Drones in the first 4 minutes. The defining shape of an economy-first Zerg opener.

Why a player does it
Maximize mining capacity early so the Hive-tier transition can come at advantageous timings. Trades off early army value for compounding economic advantage.
What it costs
If aggression hits before army units come online, a power-droning Zerg has minimal defense and can fold. Requires a confirmed read on opponent NOT cheesing.
Coach reads it as:A high drone-to-army ratio in the first 4 min is the SIGNATURE of this play, not a mistake. If the player survived, this was the correct call given their read on the opponent. Do NOT flag as 'too few units' until you've checked whether opponent applied real pressure.

How it's detected

Walks the build order until t=240s. Counts Drones vs army units (Zergling, Baneling, Roach, Ravager, Hydralisk, Lurker, Mutalisk, Corruptor, BroodLord, Ultralisk, Infestor, Viper, SwarmHost). Fires when total drones+army ≥15, army ≤4, AND drones/(drones+army) ≥0.85. Zerg only.

Defense

Defensive postures. The coach treats heavy static defense as a deliberate read on the opponent, not a default.

Turtle

#v1
any

Heavy investment in static defense (10+ structures: bunkers, photon cannons, spine/spore crawlers, missile turrets) past the 10-minute mark, with army value held below ~4000 through the first 15 minutes.

Why a player does it
Survive without committing army. Delay the engagement until tech (Carriers, Tempests, BC, Lurker, broodlord, etc.) renders the opponent's earlier composition obsolete.
What it costs
Map control surrendered. Production efficiency suffers (static defense is a pure mineral sink with no mobility). Loses if opponent expands faster than you tech.
Coach reads it as:When a turtle is paired with active scouting and a clear tech goal, it's a valid macro plan. When paired with no scouting and floating resources, it's paralysis. Look at the surrounding context before judging.

How it's detected

Only checks games of durationSeconds ≥1080. Counts the player's static defense (PhotonCannon, SporeCrawler, SpineCrawler, Bunker, MissileTurret, PlanetaryFortress, ShieldBattery) where destroyedAt is null OR > 600s — i.e. still standing past the 10-minute mark. Needs ≥6 such defenses. Then walks the timeline up to t=900s and fires only when armyValue exceeded 4000 in less than 40% of those snapshots (≥5 snapshots required).

All-ins

Committed mid-game pushes. If the all-in lands, it wins. If it bounces, the player is usually behind for the rest of the game.

All-in Commitment

#v1
any

Committed push where worker production stalls, mineral bank approaches zero, and army value is held at or above 75% of the player's peak for 60+ seconds while engaging the opponent. The player is betting the game on this engagement.

Why a player does it
Win or lose the game in a single committed push. Used when the player believes their current army+composition power-spike is decisive — usually because of an opponent timing read or a scout-confirmed tech window.
What it costs
If the all-in fails, the player has near-zero economy to rebuild from and the opponent has free run. There is no 'safe lose' from an all-in.
Coach reads it as:Evaluate based on whether the all-in had winning conditions: composition advantage, economic advantage, bank to remax. If 2+ of those were missing, it's a desperate all-in (mistake); if all three were present and execution lost the fight, it's an execution-level miss not a strategic one.

How it's detected

Six-snapshot sliding window (~60 seconds). Skips players whose peak armyValue across the game stayed under 1500. Within the window: workerCount delta ≤ +1 (no real worker production), workerCount at window start ≥20 (skips the very early game), mineralsUnspent < 300 in at least 70% of the seven snapshots, armyValue ≥ 0.75 × peakArmy in at least 70% of them, AND opponent unitsLost summed across the window plus 30 seconds ≥5. Fires at most once per player.

Worker Pull

#v1
any

Mining rate drops sharply while worker count stays roughly flat — workers redirected to defend an attack or join an offensive push. Distinct from worker losses (where the count would also drop).

Why a player does it
Defensive: turn workers into emergency combat units when an attack would otherwise break through. Offensive: stack damage on a desperate push when the army alone can't finish.
What it costs
Mining stops while the workers are out. Several pulled SCVs / Probes / Drones die in most fights. Recovery time depends on whether the pull saved the game or wasted the workforce.
Coach reads it as:A worker pull is rarely a free play — it almost always costs more than its value unless it specifically saves a lost defense. If the surrounding context shows the army was sufficient without the pull, the pull was reactive panic, not strategic.

How it's detected

Compares each timeline snapshot to the snapshot two ticks earlier (~20 seconds). Pull signature: mineralCollectionRate dropped by ≥35% AND workerCount dropped by ≤2 (so workers didn't actually die, they just stopped mining). Skips windows where prior workerCount <14 or prior mineralCollectionRate <400. Throttled to one fire per player every 60 seconds. A second pass reclassifies generic pulls as defensive harass response, base relocation, or real worker rush when context lines up.

Cheese

All-or-nothing early aggression. Cannon rushes, proxies, gas steals — bets the entire game on the opponent not having the right scout.

Cannon Rush

#v1
Protoss

Forge + Photon Cannons placed inside or right next to the opponent's main base, often before the opponent's first defensive structures or units are online.

Why a player does it
End the game in the first 4-6 minutes by walling the opponent into their main with cannons. Even a partial success damages the opponent's economy enough to fall behind permanently.
What it costs
If the cannon rush fails, the Protoss player has spent ~500 minerals on a failed all-in with no economy or tech to fall back on. Almost always loses.
Coach reads it as:Defending a cannon rush successfully is a major early-game strength worth highlighting. The aggressor's coaching depends on whether they had a pre-game read justifying the gamble.

How it's detected

Protoss only. For each Forge or PhotonCannon built before t=300s with distance from the player's first Nexus ≥0.35 × map diagonal, treat as a forward candidate. Forwards are clustered: same-cluster requires Euclidean distance ≤15 tiles AND at most 30 seconds between the new candidate and the cluster's most recent member. Each cluster fires one event regardless of how many cannons it contains.

Proxy Townhall

#v1
any

A town hall — Hatchery, Command Center, or Nexus — built closer to an opponent's main than to the player's own, in the opening. Sometimes true cheese (proxy roach pressure, proxy planetary, hidden Nexus into proxy gates), sometimes a high-risk fast-expansion that lands on the wrong half of the map. Either way it's a town hall placed for aggression, not a clean third-base macro choice.

Why a player does it
Forward production puts units on the opponent's doorstep without the cross-map walk. The aggressor trades safety (no defensive structures at home) for early pressure that the opponent's first defensive units aren't yet positioned to handle.
What it costs
If scouted and killed, the player has spent ~300-400 minerals on a building that produces nothing. If the follow-up aggression doesn't pay off, the player is also missing the natural expansion they would have taken with that money — they fall behind on economy without the trade.
Coach reads it as:When detected, frame it as proxy hatch / proxy CC / proxy Nexus — not as 'a normal expansion in a strange place'. Note the opponent's reaction: scouting the proxy in time + holding the follow-up is a major early-game strength. If the proxy was undetected, the timing-attack damage is on the defender.

How it's detected

Race-agnostic. For each Hatchery / CommandCenter / Nexus the player built, finds the nearest opponent main and the player's own first main. Fires when the distance to the nearest opponent main is less than the distance to the player's own main. No fixed map-size threshold.

Proxy Production

#v1
Terran / Protoss

Production buildings (Barracks, Factory, Gateway, Stargate) built far from home — typically near or behind the opponent's base — to shorten the reinforcement path for an early all-in.

Why a player does it
Hit timing windows that wouldn't be possible from a normal main-base build (proxy 2-rax marines, proxy Stargate Oracle, proxy Robo Immortal pressure).
What it costs
The proxy buildings are easy to scout-and-kill. If detected and dealt with cleanly, the player has lost time and minerals with nothing to show for it.
Coach reads it as:If the proxy was detected by the opponent (scouting timeline shows vision of the proxy structures), the punishment is on the proxy player. If undetected, the resulting timing attack is the strategic intent paying off.

How it's detected

For each production building (Barracks, Factory, Starport, Gateway, Stargate, RoboticsFacility, Hatchery, SpawningPool, RoachWarren) built before t=240s, computes Euclidean distance from the player's first main. Fires when that distance ≥0.45 × map diagonal. Town-hall proxies are handled by proxy_townhall instead.

Gas Steal

#v1
any

An Assimilator / Refinery / Extractor placed on one of the opponent's vespene geysers, denying them gas income.

Why a player does it
Slow the opponent's tech transition by 30-90 seconds. Used as a soft cheese that doesn't fully commit but disrupts a known tech-dependent build.
What it costs
Costs 75 minerals; gives away the strategic intent (opponent now knows you're playing aggression). The opponent can also kill the gas steal building, refunding nothing.
Coach reads it as:Effective when paired with a follow-up timing attack that benefits from the opponent's delayed tech. Standalone gas steals without follow-up usually trade poorly.

How it's detected

Checks Refinery / Assimilator / Extractor structures with builtAt ≤180s. Fires when the geyser is ≥25 tiles from the player's own first main AND within 20 tiles of any opponent's first main. Both conditions are required.

Worker Rush

#v1
any

Every worker pulled and sent to attack the opponent's mineral line in the first 2-3 minutes. Mining collapses on the attacker's side; opponent loses several workers.

Why a player does it
Immediate game-ending all-in. If the worker rush succeeds in killing all opposing workers, the opponent cannot recover; if it fails, the attacker has no workers and loses to any normal opener.
What it costs
Pure all-or-nothing — there's no recovery from a failed worker rush.
Coach reads it as:Almost always punished at any competitive level. Surface as a notable strategic decision; coaching is binary (worked or didn't).

How it's detected

Establishes a baseline from the first timeline snapshot in the 30–60 second window: that snapshot's mineralCollectionRate must be ≥500. Then between t=60s and t=150s, looks for a snapshot where mineralCollectionRate ≤100 AND workerCount ≥6 (workers alive but not mining). Confirms with opponent worker losses (SCV / Probe / Drone) ≥3 inside the snapshot's window − 10s … window + 60s.

Harass

Multi-prong damage attempts. Reaper, banshee, oracle, mutalisk, drop play. The coach reads each as its own named play with its own cost-benefit.

Drop Play

#v1
Terran / Protoss

Medivac, Warp Prism, or Nydus Worm delivers a small unit force directly into the opponent's mineral line, far behind their army.

Why a player does it
Force a defensive split. Even a failed drop usually trades favorably because the opponent must pull units from their main army to defend, fragmenting their position.
What it costs
If the dropped units die without doing damage, the player has wasted ~200-300 minerals of units plus the carrier (Medivac/Prism). Multi-prong play requires 2+ APM-intensive operations simultaneously.
Coach reads it as:Successful drops compound — workers killed don't come back, while the opponent's defensive split costs them position. Surface as a strength when worker damage shows up. If multiple drops happened in series, the player is showing macro+multi-prong skill.

How it's detected

Walks transport tracks (Medivac, WarpPrism, WarpPrismPhasing, Overlord, OverlordTransport). For each, finds the first position where Euclidean distance to any opposing player's first main is <18 tiles. Fires once per transport. We don't track passengers, so a Medivac parked at an enemy main is treated as a drop in 1v1.

Reaper Harass

#v1
Terran

One or more Reapers cliff-jumping into the opponent's mineral line — typically 1-2 Reapers in the 2:30-4:00 window. Combat Drugs lets them disengage when threatened.

Why a player does it
Pick off a few workers, scout production buildings and tech path, drag one or more defenders away from the army.
What it costs
Reapers don't transition well into the mid-game army; the player has invested gas in a unit that becomes obsolete after 5:00. A failed harass means the gas was wasted.
Coach reads it as:Reaper effectiveness measured in workers killed AND scouting information gathered. Even a 0-kill Reaper that scouts the opponent's tech is worth its cost.

How it's detected

Reaper unit track enters within 20 tiles of any opponent town hall before t=240s. Confirms with either lingering (Reaper still in the 24-tile radius after 3 seconds) OR opponent worker losses within 45 seconds. Pure fly-bys without lingering or kills don't count.

Banshee Harass

#v1
Terran

Banshees (with or without Cloak) raid the opponent's mineral line. Typical timing: 5:00-7:00 from a 1-base or 2-base Starport opener.

Why a player does it
Worker damage at scale. Cloaked Banshees vs. opponents without detection can wipe entire mineral lines in one pass.
What it costs
Banshees are expensive (150/100 each) and weak to anti-air. If detection lands before the Banshee gets value, the gas was misallocated.
Coach reads it as:Detection-on-time is the main defensive question. If the defender had no detection and lost workers, that's a defender macro/build mistake; if they had detection and the Banshees still got value, that's strong attacker micro.

How it's detected

Banshee track enters within 20 tiles of an opponent town hall before t=600s. Confirms with ≥4 seconds of lingering (in the 24-tile follow-up radius) OR opponent worker losses within 45 seconds.

Liberator Siege

#v1
Terran

Liberator(s) parked over the opponent's mineral line in defender (anti-ground) mode, killing any workers in the targeted zone.

Why a player does it
Force the opponent to waste APM evacuating workers, or pay anti-air to kill the Liberator. Every second the Liberator stays alive over their mineral line drains worker count.
What it costs
Liberators are slow to position and easy to kill from below if the opponent has even moderate anti-air. Trade is good only if the opponent can't quickly punish.
Coach reads it as:If the harasser had no follow-up army to defend the Liberator, this trades poorly when the opponent commits. If the timing punishes a tech window where the opponent has weak anti-air, very high value.

How it's detected

Liberator (any mode) within 20 tiles of an opponent town hall before t=720s. Confirms with ≥5 seconds in position OR opponent worker losses within 45 seconds.

Widow Mine Drop

#v1
Terran

Medivac drops one or more burrowed Widow Mines into the opponent's mineral line. Each Widow Mine activation deals massive single-target + splash damage to workers.

Why a player does it
Immediate massive worker damage on first detonation — frequently kills 4-6 workers per mine before detection. Lower micro overhead than a Banshee harass.
What it costs
If the opponent has detection or the Mines are scouted before burrow, the Widow Mines die without value. The Medivac is also exposed during the drop.
Coach reads it as:First-detonation damage is the key signal. Multiple worker losses with no detector present indicate the defender was caught off-guard (defensive mistake). Detection in place pre-drop indicates defender preparation worked.

How it's detected

Widow Mine appearing on the map (the in-Medivac form has no position; only the dropped form does) within 20 tiles of an opponent town hall before t=720s. Confirms with ≥2 seconds in place OR opponent worker losses within 30 seconds.

Hellion Harass

#v1
Terran

2-4 Hellions running into the opponent's mineral line — typically against Zerg / Protoss workers (Light armor). Hellions deal +6 vs Light, melting workers.

Why a player does it
Worker damage and forcing defensive structures. Scout the opponent's gas and tech path while doing it.
What it costs
Hellions are fragile and lose to massed Roaches / Stalkers. If they get caught or if the opponent's anti-light response is ready, the Hellions die without value.
Coach reads it as:Most effective vs. Zerg before Roach Warren or Spine Crawlers complete. Less effective vs. Protoss with Stalkers already on the field.

How it's detected

Hellion / Hellbat (HellionTank / BattleHellion) within 20 tiles of an opponent town hall before t=360s. Confirms with ≥3 seconds in place OR opponent worker losses within 45 seconds.

Adept Harass

#v1
Protoss

Multiple Adepts using Psionic Transfer (the shade) to skip past defenses into the opponent's mineral line. Adepts deal +12 vs Light, lethal to workers.

Why a player does it
Worker damage + scouting + drag defenders out of position. Shade can also be used purely for vision without committing the body.
What it costs
Adepts are weak in direct fights and lose efficiency once the opponent has detection / strong anti-light units (Hellbat, Marauder, Roach).
Coach reads it as:Effective when paired with a follow-up Stalker / Immortal force. A standalone Adept harass without follow-up usually trades evenly at best.

How it's detected

Adept (or its AdeptPhaseShift projection) within 20 tiles of an opponent town hall before t=600s. Confirms with ≥3 seconds in place OR opponent worker losses within 45 seconds.

Oracle Harass

#v1
Protoss

Oracle(s) flying into the mineral line in Pulsar Beam mode. Oracles deal +7 vs Light per shot, killing a worker every 2 shots.

Why a player does it
Heavy worker damage in the 4-6 min window before the opponent can have detection up. Stasis Wards (later upgrade) add area denial.
What it costs
Oracles are gas-heavy (150/150) and become economic dead weight if they don't get value. Detection or queens / spore crawlers shut them down hard.
Coach reads it as:Standard PvZ opener. Effectiveness measured in workers killed AND time spent before detection lands. Even a 0-kill Oracle that scouted the opponent's macro provides value.

How it's detected

Oracle within 20 tiles of an opponent town hall before t=420s. Confirms with ≥3 seconds in place OR opponent worker losses within 45 seconds.

Dark Templar Harass

#v1
Protoss

Cloaked Dark Templar arrive in the opponent's main or natural before detection is in place. DT autoattack of 45 one-shots most workers.

Why a player does it
Game-ending worker damage if undetected — easily 10+ workers per DT before they die. Even when detected, the defender has lost time and resources to detection / response.
What it costs
If detection (Observer / Overseer / Missile Turret / Photon Cannon) is up before the DT arrives, this trades terribly — DTs are 125/125 and brittle to direct fights.
Coach reads it as:Detection timing on the defender's side is the entire game. Coach by checking whether the defender had detection up; if not, the DT player's gamble paid off on a defensive macro mistake.

How it's detected

Dark Templar within 20 tiles of an opponent town hall before t=600s. Confirms with ≥3 seconds in place OR opponent worker losses within 45 seconds. The catch is the opponent has no detection — a single DT often kills several workers before being spotted.

Mutalisk Harass

#v1
Zerg

A Mutalisk flock (5+) flying around the map killing isolated workers, defenders, and supply structures. Their Glave Wurm bounces between targets.

Why a player does it
Long-term economic and tempo pressure. Mutalisks regenerate health and can disengage on any side of the map at high speed; the opponent must defend everywhere simultaneously.
What it costs
Mutalisk flock is very gas-intensive (100 gas each). If the Mutalisks die in a single bad engagement, the Zerg is significantly behind. They're also weak to focused anti-air (Phoenix, Thor HIP, Marines + Medivac).
Coach reads it as:Effectiveness over the full game, not single moments. A Mutalisk player with consistent low-grade harass for 10 minutes has likely won the macro war even without big trades.

How it's detected

Mutalisk within 20 tiles of an opponent town hall before t=720s. Confirms with ≥4 seconds in place OR opponent worker losses within 45 seconds.

Lurker Harass

#v1
Zerg

Lurkers burrowed near the opponent's mineral line or expansion. Line-AOE attack devastates clumped workers and unupgraded armies.

Why a player does it
Area denial with unkillable units (without detection). Forces the opponent to stop moving units through certain zones and to commit to detection.
What it costs
Lurkers are immobile while burrowed. Detection + ranged units (Vikings, Stalkers, Tanks) deletes them quickly. Cost is high — 50/100 + 0 supply. The investment is binary (works or doesn't).
Coach reads it as:Anti-Lurker is detection + Tanks/Vikings. If the opponent had detection on time and lost workers anyway, that's a positioning failure. Without detection, even one Lurker can be game-ending.

How it's detected

Lurker (or its LurkerMP / LurkerMPBurrowed forms) within 20 tiles of an opponent town hall before t=720s. Confirms with ≥5 seconds in place OR opponent worker losses within 60 seconds.

Zergling Runby

#v1
Zerg

A pack of Zerglings (typically 8-16) bypasses the opponent's army by running around the map edge and arriving at the natural / third base mineral line.

Why a player does it
Worker damage on a base the opponent hasn't fully defended. Forces a defensive split and trades minerals for minerals favorably (a Zergling is 25 minerals, a worker is 50/75).
What it costs
Most of the runby Zerglings die to defensive structures or pulled defenders. Only worth it if 4+ workers die.
Coach reads it as:Common signal of a Zerg with map awareness. If the runby took workers despite a bunker / cannon / spine being up, the defender's positioning was wrong.

How it's detected

Zergling unit track within 20 tiles of an opponent town hall before t=300s. Confirms with ≥3 seconds in place OR opponent worker losses within 30 seconds.

Transitions

Movement plays. Recall escapes, repositioning before a fight.

Strategic Recall / Mass Teleport

#v1
Protoss / Zerg

A group of units suddenly arrives at a cluster point — Mothership Strategic Recall, Nexus Strategic Recall, or Nydus Worm pop. Detected by a tight unit cluster appearing without a continuous movement trail.

Why a player does it
Surprise reinforcement at a different location, evacuation from a losing fight, or split-second reposition before a sieged engagement.
What it costs
Strategic Recall has cooldowns and energy costs; Nydus Worm requires the canal to live until units exit. A failed Nydus (canal killed mid-emerge) loses both the worm and the units inside.
Coach reads it as:Used well, this is a top-tier reposition that wins fights against immobile compositions (Tanks, Liberators, Lurkers). Used poorly (recalled into a worse position), it's a wasted ability and committed force.

How it's detected

Walks every non-worker unit track. Looks for jumps of ≥80 tiles between consecutive position samples taken within 2 seconds of each other. Then groups jumps with the same pid, within a 2-second window of the seed jump's t, whose destinations land within 12 tiles of the seed's destination. Fires when at least 4 units land in the same cluster — that's the giveaway for Recall vs ordinary fast army movement.