Maidou Brood War Coaching Package
Maidou is a high-action Protoss pressure engine: 1307 main-cluster games, 63.2% win rate; 959 known-result Protoss games, 64.3% win rate, 298.5/211.2 APM/EAPM. The biggest improvement is not more speed. It is naming the post-12-minute team job.
Fast Read
Maidou is a high-action Protoss pressure engine: 1307 main-cluster games, 63.2% win rate; 959 known-result Protoss games, 64.3% win rate, 298.5/211.2 APM/EAPM. The biggest improvement is not more speed. It is naming the post-12-minute team job.
Maidou main-alias cluster.
777W / 452L, unknown games excluded.
959 known-result P games, 298.5/211.2 APM/EAPM.
Over-25-minute win rate; role clarity is the priority.
Player Profile
Maidou's early and mid game are strong, especially with YueeR: 437 games together and 69.8% win rate. The issue is not mechanics. The long-game second and third identities need to be more stable.
Main Leaks
| Priority | Issue | Training fix |
|---|---|---|
| 1 | Long-game role blur | By 10-12 minutes, name Storm, Dragoon, Arbiter, Shuttle, anti-air/drop, or teammate protection. |
| 2 | Zealot strength becomes inertia | If the enemy is not breaking by 5:30, choose finish, transition, or defend counterplay. |
| 3 | Storm must become team language | Before the first High Templar, name what it is supposed to solve. |
| 4 | Off-races need templates | Terran compresses to bio-bunker-stim into Factory; Zerg compresses to Spire or Hydra. |
10 Representative Games
| # | Race | Result | Length | APM/EAPM | Sample | Coach read |
|---|---|---|---|---|---|---|
| 1 | P | Win | 33:53 | 243/207 | AL_MaiDou long Protoss win | This is the positive long-game template. He opens with double Pylon at 0:47, Gateways at 1:16 and 1:40, a third Gateway at 2:36, and uninterrupted Zealot pressure through the first five minutes. Then the game becomes more mature: Core at 5:41, Citadel at 6:30, ground upgrades, High Templar, Dragoons, and a real Cannon shell. This proves the player is not only a one-wave Protoss. The coaching value is the conversion: early pressure first, then the body that can still matter after 20 minutes. |
| 2 | P | Loss | 33:35 | 196/162 | Long Protoss loss | This loss is useful because it is not a simple collapse. The early structure is real: Gateways at 1:19 and 1:44, Forge at 2:42, Cannons at 3:18 and 3:23, Core at 3:51, Citadel at 4:44, Templar Archives at 5:25, Storm at 6:28, and Amulet at 6:31. He is transitioning. The issue is that after 12 minutes the threat does not keep scaling enough. Cannons and Templar can stabilize his own lane, but the team still needs answers to drops, front pressure, air, and counterattack timing. The drill is turning the Storm shell into team offense. |
| 3 | P | Win | 17:03 | 255/178 | Dragoon mid-game win | This is another strong template: gas at 1:30, Core at 1:56, Dragoon Range at 2:47, then continuous Dragoon production from about 3:00. It is not pure Zealot volume; it mixes early range units with a Cannon layer. Winning at 17 minutes shows this line can connect with YueeR and ahlong's teammate tempo. A coach should keep this branch in the playbook. When the enemy has stronger melee or your team needs you to hold a center lane, early range Dragoons are more useful than simply adding more Zealots. |
| 4 | P | Loss | 20:28 | 308/245 | High-APM mid-game loss | The key lesson is not that 308/245 APM/EAPM is high. The lesson is that high action can still lose. The opening is a hard Zealot line: double Gateway, third Gateway at 2:36, gas only at 4:37, Core at 5:27, and Citadel at 6:32. The execution is fierce, but if the opponent survives, the next phase must be named earlier. A coach should pause at 4:30 and 7:00: are we finishing, switching to Dragoons, adding Cannons against counterplay, or preparing Storm. The speed is real; the branch needs to be explicit. |
| 5 | P | Win | 5:58 | 345/229 | Short Protoss win | This is his most comfortable version: Gateways at 1:18 and 1:42, third Gateway at 2:39, nonstop Zealots from 3:00 to 5:00, Forge at 5:16, gas at 5:18, and Core at 5:57. The game ends at 5:58, so the first weapon is genuinely dangerous. Do not train this strength out of him. The fix is a switch: if the opponent is breaking at 5:30, finish. If the opponent is not breaking at 5:30, enter phase two instead of pressing twenty more Zealots in the same layer. |
| 6 | P | Loss | 6:39 | 317/220 | Short Protoss loss | This is the mirror of the short win. The tempo is also fierce: Gateways at 1:18 and 1:41, third Gateway at 2:40, heavy Zealots before 5:00, gas at 4:58, Core at 5:21, and Citadel at 6:07. But the game ends at 6:39, which means the second phase does not arrive in time when the enemy's combined hit or hard defense stops the front. The drill is simple: 5:00 is not an automatic more-Zealot point. Ask whether the team needs defense, range, Cannons, or a focus-fire rescue. |
| 7 | T | Win | 25:49 | 186/160 | Long Terran win | Terran is not his main weapon, but this one is stable. The line is clear: Barracks at 1:25 and 1:51, Bunker at 2:30, Academy at 3:29, Stim at 4:30, Marine Range at 5:38, then Engineering Bay, Factory, Tanks, Wraiths, Turrets, and Battlecruisers. His Terran wins have clearer layers: survive, hold line, then add tech and anti-air. If he practices off-race Terran, the goal is not style. Make bio-bunker-stim into Factory a reliable anchor template. |
| 8 | T | Loss | 15:26 | 178/147 | Mid-game Terran loss | This Terran loss shows that safety layers alone are not enough. The first five minutes are standard: double Barracks, Bunker, Refinery, Academy, Stim, ComSat, Marine Range; Factory at 5:40 and Siege Tank/Siege around 7:14. The problem is that center pressure and positional value do not become team value early enough. Terran practice should be more disciplined than Protoss practice: by 5:30, decide whether you are the door guard, the push, the anti-air, or the Tank anchor. A half-step-slow Terran gets bypassed by combined P/Z tempo. |
| 9 | Z | Win | 26:48 | 197/166 | Long Zerg win | This Zerg win is mature: Pool at 1:19, Gas at 1:43, Lair at 2:46, Speed at 2:59, Spire at 3:50, first Mutalisks at 5:15, then Mutalisks, Scourge, Hydras, Hatcheries, Spores, and Sunkens. It proves his Zerg is not only lings. He can create fast air pressure and still add defensive layers in BGH. Use this as the positive off-race Zerg model: speed buys time, Mutalisks create threat, and Hatchery plus anti-air plus ground layers carry the team into longer play. |
| 10 | Z | Loss | 14:13 | 211/179 | Mid-game Zerg loss | This Zerg loss also transitions quickly: Pool at 1:19, Gas at 1:41, Lair at 3:02, double Spire at 4:07 and 4:09, Mutalisks at 5:27, Flyer Carapace at 5:53, and more Mutalisks after 7:00. Losing at 14:13 proves that tech is not automatically an answer. Double Spire is bold, but the first Mutalisks need a job: worker damage, tech denial, forcing a front retreat, defending drops, or syncing with a teammate hit. The drill is to name the first air target before Mutalisks pop. |
30-Day Training Plan
| Week | Theme | Completion standard |
|---|---|---|
| Week 1 | 5:30 switch | Review Protoss only: finish, transition, or defend counterplay. |
| Week 2 | 12-minute role sentence | Write one team-job sentence. It cannot be keep making units. |
| Week 3 | Long-game review | Review post-18:00 only: Observer, Storm, anti-drop, Arbiter/Shuttle. |
| Week 4 | Off-race compression | Keep one clear Terran template and one clear Zerg template. |