Starcraft 2 Proxy Widow Mine Rush Build Order
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Mine (you are here)
In Terran vs Protoss, building a proxy Factory (i.e. just
outside your opponent's base rather than inside your own base) is a great early game opener. This build takes
advantage of the Protoss player's lack of detection in the early game.
The idea behind building a proxy Factory is that you can train a Widow Mine at this Factory and when it
finishes, it will be much closer to the Protoss player's base. From here, it is just a short walk into the Protoss
player's mineral line at either the main or natural expansion, at which point the Widow Mine can activate, killing
Probes and preventing mining.
Proxying the Factory is ideal because it means that the Widow Mine will arrive at the Protoss mineral line about
30-45 seconds earlier than if the mine was produced in your base and then run across the map. This exploits the
early window of no detection for the Protoss player. Additionally, if you are going for a bio build, you do not
need early add-ons on the Factory anyway. Once the rush is over, you can just lift off the Factory and fly it back
to the main base without losing anything from proxying.
As a final advantage of this build, it is helps prevent the Protoss from rushing with Oracles. If the Protoss
player goes for Oracle tech, they will need the Oracle at home to use Envision for detection to clear out your
Widow Mines. If the Oracle is on defense, it will obviously not be in range of your SCVs!
Proxy Widow Mine Rush Build Order
The build below is a conservative proxy Widow Mine rush. It does not sacrifice much to get out the early Widow
Mine and as a result is hardly a cheesy build. The idea behind this rush is not necessarily to win the game but
instead to destroy Probes and delay mining all while setting up you as the Terran player to enter the mid-game with
an expansion and a nice economic lead.
Here is how its done:
10/11: Supply Depot
15/19: Send out an SCV for the proxy.
16/19: Orbital Command
18/19: Supply Depot
19/19: Reactor (on Barracks)
23/27: Widow Mine
23/27: Bunker (at natural expansion - protects from Stalker harass).
25/27: Marine x2
25/27: Supply Depot
25/27: Command Center
28/35: Marine x2
30/35: Widow Mine #2 (send in first one right away)
Executing the Build
As you can see, the refinery comes down before the Barracks in order to get enough gas to get out the Factory
not too long after the Barracks finishes. The Reaper does delay the Factory's construction by a few seconds, but it
is needed to chase out any scouting workers and protect against an exploratory Zealot. Without the Reaper, your
opponent is going to know something unusual is going on when they go in to scout and do not see anything.
Additionally, the build gets out an early Bunker at the entrance to the natural expansion as well as a Barracks
with a Reactor to help produce Marines. The Bunker is needed to stymie an early Stalker and the Marine production
capacity helps ward off an early Oracle. Without these additions, you can lose very easily to an early Oracle and
With the Widow Mine itself, all you have to do is run it right into the enemy's mineral line and activate the
mine. While it is ideal to get the Widow Mine right into the enemy's mineral line, good players will use their
workers to attack the mine before it can burrow, so you may have to settle just to get relatively close. You can
also go behind the mineral line itself and kill a lot of workers with a single blast.
If the opponent has expanded early, burrow the mine at the natural expansion, as this will help prevent mining
and destroy Probes while you sent up your own expansion. You may want to add on a macro CC if you note that your
opponent has gone for a quick expansion. If the opponent fast expands and you go for a proxy Widow Mine rush, they
will be tied up while they get up an Observer and will not be able to attack any time soon, making it safe to build
an additional Command Center.
From here, you are set to work your way up to bio forces. If you delayed your enemy at all, a timing attack with
Marines, Marauders, Stimpack, Medivacs, and Combat Shield is an excellent option. You can lift off your Factory and
pull it back in order to continue to produce Barracks.