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Brood War / BGH / Dabuo autosave coaching package. Source: dabuo.zip.

Dabuo / Temporais Brood War Coaching Package

This package parsed 9,646 BGH/Hunters replay candidates. The main cluster is Temporarias + [24H]TempoRa, totaling 3,464 games. From that set, 10 representative replays were selected for written battle-report style coaching reads.

Dabuo coaching package infographic

One-Sentence Coach Verdict

Dabuo is not a low-mechanics player. The main cluster averages 279 APM / 164 EAPM, covers all three races, and has enough volume to show real habits. The improvement lane is conversion: high action already creates early pressure, but the midgame needs earlier translation into team objectives, map lanes, and finish conditions. Protoss needs a cleaner 5-8 minute defense-to-counter switch; Zerg needs earlier second-stage tech choices; Terran needs position before trading.

Sample Profile

Main cluster3,464 games

Temporarias 2,689 games; [24H]TempoRa 775 games.

Results55.1%

1,768 wins / 1,440 losses; 256 unknown-result games excluded from win rate.

Mechanical base279 / 164

Average APM / EAPM. Speed is a real edge, but it must serve team objectives more consistently.

Race shapeP 46%

Protoss 1,582; Terran 986; Zerg 896. True three-race BGH sample, with Protoss most frequent.

Training Priorities

PriorityProblemTraining Method
1The high APM is strong, but midgame action can stay local instead of becoming a team decision.At 8/12/16 minutes, force one main call: defend, push, flank, drop, tech switch, or save ally.
2Protoss short losses often happen after the first defense, when zealot/dragoon location does not become counter-pressure.Protoss 5-8 minute checklist: is the door safe, is an ally under attack, should first army hold mid or save a side?
3Zerg openings are fast, but longer games need an earlier Lurker/Muta/Defiler second-stage decision.Zerg 7-minute route call: keep muta, lurker contain, defend into defiler, or drop/backline cut.
4Terran can build the machine, but some games trade before the position exists.Before each Terran push: define tank line, scan/detection, rally safety, then decide whether to stim or advance.

10 Representative Replay Reads

1. 2024-09-22 | Temporarias Protoss | 7:22 Win

Short win, APM/EAPM 325/198. Opening: 0:48 Pylon, 1:16 Gateway, 1:41 second Gateway, 2:36 Forge, 5:36 Dragoon Range.

This is a good Protoss sample. The double Gateway is fast, Forge/Cannon are not late, and Dragoon Range starts before six minutes. The win is not just about speed. The first six minutes cover three jobs at once: early zealot pressure, baseline defense, and next-stage range tech.

Coach point:Keep this pattern. In future Protoss short-game reviews, do not only ask how many kills happened. Check whether 5:30 has all three pieces: door not dead, first army has purpose, and Range/tech is already moving.

2. 2024-09-22 | Temporarias Zerg | 6:17 Loss

Short loss, APM/EAPM 295/208. Opening: 1:06 Pool, 1:16 Extractor, 2:13 Speed, 3:11 Hatchery, 3:49 Sunken.

This loss is short but useful. Pool, gas, and speed are fast, and the action level is high. But after three minutes, the replay shows heavy Creep/Sunken investment, which means the game has already moved from active ling pressure to emergency defense. The problem is not that Zerg failed to make lings; it is that early lings did not turn into map information and outside pressure.

Coach point:At 3:30 in speedling games, ask: am I pressuring them or only preventing death? If it is the second one, add a second plan immediately instead of feeding all actions into one defensive point.

3. 2024-09-23 | Temporarias Zerg | 18:23 Win

Midgame win, APM/EAPM 287/157. Opening: 1:18 Pool, 2:26 Lair, 3:37 Spire, 4:55 Mutalisk.

This is a clean Zerg tempo win. Mutalisks are out before five minutes, and the follow-up overlord/muta production continues. The key positive is that Dabuo does not get trapped inside the early ling phase. He uses air mobility to open the BGH map and finishes before the game becomes a long undecided grind.

Coach point:This is a Zerg template. Once mutas appear, define the second job immediately: mineral harassment, cannon cutting, saving an ally, or forcing the enemy army home.

4. 2024-09-22 | Temporarias Zerg | 24:14 Loss

Mid-long loss, APM/EAPM 280/181. Opening: 1:05 Pool, 1:14 Extractor, 2:07 Speed, then heavy Creep/Sunken from 2:31.

The danger signal is obvious here. By around 2:30, Zerg is already investing into multiple defensive colonies. APM and EAPM stay high, but the actions are increasingly about patching pressure instead of creating pressure. Mid-long Zerg losses usually come from being pinned at home between 4-8 minutes and never creating a clean exit.

Coach point:Defense is fine, but defense must have an exit. If Zerg has three or four sunkens by four minutes, there must be a seven-minute escape plan: Lair/Spire counter, Lurker containment, or an ally timing to reclaim middle.

5. 2024-09-22 | Temporarias Terran | 32:07 Loss

Long loss, APM/EAPM 284/198. Opening: many Barracks, 2:22 Refinery, 3:47 Stim, early M&M pressure.

This is a Terran structure problem: Dabuo can fight, but the push language needs to become fixed. The early multi-Barracks Academy/Stim pressure is active. But a 32-minute loss means the first pressure did not end the game, and the later game needed tank line, scan, rally path, and positional rotation. Terran in BGH cannot keep playing the midgame like the first bio trade forever.

Coach point:Terran should change language after the first M&M phase. Before six minutes, trading can be fine. After six minutes, define the position first, then decide whether to stim.

6. 2024-09-29 | Temporarias Zerg | 30:49 Win

Long win, APM/EAPM 298/185. Opening: 1:32 Pool, 2:05 Hatchery, 3:25 Lair, early Sunken safety.

This replay proves Dabuo can win long games, not only short pressure games. The early defense stabilizes, then the game extends to thirty minutes and still ends in a win. That means the long-game patience exists. The coaching focus is to identify the exact moment where defense became offense: mutas leaving, lurkers forming, ally push arriving, or enemy tempo breaking.

Coach point:Do not only praise the hold. Mark the first defense-to-attack conversion point. Future long-game wins should be created deliberately, not discovered accidentally.

7. 2025-01-17 | Temporarias Terran | 12:24 Win

Midgame win, APM/EAPM 290/171. Opening: 1:25 Barracks, 2:40 Factory, 3:05 second Factory, 4:06 Vulture Speed, 5:11 Mines, 6:14 Siege.

This is a strong Terran structure sample. Dabuo does not get stuck in pure M&M. He moves into double Factory, Vulture Speed, Mines, and Siege. The win at twelve minutes shows a tight sequence: vultures create map pressure, mines control lanes, and tank/siege creates a real forward position.

Coach point:Use this as the Terran model. Review first Factory timing, first vulture route, first mine line, and first tank line. If those four points stabilize, Terran becomes a machine instead of a brawl.

8. 2025-01-11 | [24H]TempoRa Protoss | 40:03 Loss

Very long loss, APM/EAPM 271/185. Opening: double Gate, 2:35 Forge, Cannons from 3:15, 6:06 Templar Archives, 6:49 Dark Templar.

This is the Protoss long-loss lesson. The opening is not slow; the defense and tech exist, including an early DT route. Losing after forty minutes means the issue is not the first build, but the mid-late conversion. In BGH, Protoss cannot only exist behind cannons and spells. There must be a clear team finish: storm breaks the front, DT/drop cuts backline, or the team deletes one side together.

Coach point:Add a 15-minute Protoss rule: if I already have spell tech, DT tech, or economy, what is the next team objective? Tech without a call extends the game; it does not win it.

9. 2026-05-20 | [24H]TempoRa Zerg | 29:36 Win

Recent long win, APM/EAPM 249/154. Opening: 1:06 Pool, 1:19 Gas, 2:21 Speed, 3:22 Hatchery, 4:52 Sunken/Overlord.

This recent sample matters because the action count is lower than older games, but the result is still a long win. Dabuo is not only winning through raw hand speed. He has a steadier rhythm now. The build is practical BGH: speedling threat, second Hatchery, then safety. The only caution is that this line can become too passive against stronger opponents if the attack window is not named early.

Coach point:The recent Zerg focus is not “be faster.” It is “call the attack window earlier.” By 6-8 minutes, choose: defend-counter, muta harassment, lurker contain, or ally flank.

10. 2026-06-03 | [24H]TempoRa Protoss | 8:13 Loss

Recent short loss, APM/EAPM 311/184. Opening: double Pylon, 1:18 Gateway, 1:43 second Gateway, 2:41 third Gateway, 4:48 Cybernetics Core, 5:41 Range.

This is the best training target in the set. APM is 311, the third Gateway is fast, and Dragoon tech is coming. Still, the game ends at eight minutes. That means the issue is not “did he build things?” The issue is first-army purpose and defensive connection. In Protoss short losses, the buildings can look correct while the real fight has already been lost on the map.

Coach point:Recent Protoss must train “where does the first army go?” Three Gate is not the answer. Army location is the answer. At five minutes, name the job: hold door, hold middle, save ally, or counter.

30-Day Training Plan

WeekThemeCompletion Standard
Week 1Protoss 5-8 minute decisionsReview only first zealot/dragoon location: door, ally save, middle pressure, or counterattack.
Week 2Zerg second-stage routeAt seven minutes, write one route: Muta, Lurker, Defiler, Drop, or defend-counter. Do not only keep making lings.
Week 3Terran positional languageMark the first three tank lines / mine lines. No blind stim trades before position exists.
Week 4Team objective conversionAt 8/12/16 minutes, ping the main team objective. The goal is turning 279 APM into a team win condition.