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Brood War / WeiJia autosave coaching package. Source: weijia-autosave-2026-06-03.zip.

WeiJia Brood War Coaching Package

This package ingested 5,995 replay-like entries, identified 1,198 main-cluster games, and selected 10 representative replays for coaching review.

WeiJia Brood War coaching package infographic

Coach Read

WeiJia is not just a BGH lobby player. The pack has heavy BGH volume plus Fighting Spirit, 투혼, Python, and Polypoid evidence. The profile is a Zerg-first, high-tempo player with playable off-races. The first fix is not bravery. It is cleaner second-phase conversion after early pressure and earlier loss-cutting when the first wave does not work.

Profile

Main-cluster sample1,198 games

WeiJia, [24H]WeiJia, and Cwt)WeiJia. MonsterKid is not merged because the race/APM profile looks like a separate regular player.

Full-pack win rate62.2%

704 wins / 428 losses. 66 unknown results excluded from rate.

Mechanical base276 / 154

Average APM / EAPM. Real command volume, not empty speed.

Race shapeZerg core

Zerg 701; Protoss 254; Terran 243. Zerg is the main weapon; T/P are playable role-fill tools.

Training Priorities

PriorityIssueTraining Method
1The first pressure wave is strong, but the second phase after advantage can be cleaner.After every speedling or Mutalisk advantage, check drone count, Overlord position, defense layer, and next tech task.
2In losses, the same aggression can become expensive when the first wave is held.Review the first 90 seconds after a failed attack: continue, drone, defend, switch lane, or wait for teammate timing.
3T/P are playable but need clearer default scripts.Lock one Terran bio BGH template and one Protoss double-Gate Dragoon BGH template.
4High-pressure players can heat up the lobby before teammates are ready.Before the first real push, call the target and timing so allies know what to follow.

10 Representative Replay Reads

1. BGH 3v3 | WeiJia Protoss | 30:07 Win

Third eFuturePro 3v3, long-win sample.

Pylon at 0:48, Gateway at 1:17, second Gateway at 1:42, Cyber Core at 2:25, Dragoon at 3:23, Dragoon range at 3:24. This proves his Protoss is not cosmetic. It can provide real midgame frontal firepower through double-Gate into Dragoon range.

Coach point: Keep this as the Protoss BGH role-fill template. If the game survives past 8 minutes, declare the next role: Dragoon front, Templar transition, or defensive anchor.

2. BGH 3v3 | WeiJia Zerg | 25:22 Loss

Long-loss sample.

Pool at 1:06, Extractor at 1:25, speed at 2:18, Hatchery at 3:01, Lair at 6:00. The opening intent is clear. The loss shape says the second layer after the held first wave needs more discipline: economy, tech, and defense cannot rely on pure pressure instinct.

Coach point: After the first failed wave, run a 90-second loss-cutting check. Continue, switch into Mutas, drone, defend, or wait for an ally. Do not decide only by feel.

3. BGH 3v3 | WeiJia Zerg | 20:15 Win

Midgame pressure win.

Pool at 1:22, Extractor at 1:34, speed at 2:33, Lair at 4:03, Spire at 5:25, Mutalisks at 6:46. This is the natural WeiJia Zerg line: open the map with speed, then add Mutalisk pressure as the second wave.

Coach point: Treat this as a reusable win template. Review Lair/Spire timing, first Muta target, and whether allies were ready to follow.

4. BGH 3v3 | WeiJia Terran | 18:58 Loss

Terran role-fill loss.

Depot at 1:00, Barracks at 1:31, second Barracks at 1:58, Refinery at 2:49, Academy at 2:59, Stim at 3:52, Marine range at 4:46. The build flow is normal. The review should focus on first Marine/Medic position, ally timing, and defensive response after enemy tempo arrives.

Coach point: Terran role-fill review should not stop at Barracks and Stim timing. Ask what the first bio wave protected or pressured.

5. BGH fast game | WeiJia Zerg | 5:46 Win

Short-win sample.

Pool at 1:18, Extractor at 1:46, speed at 2:45, then multi-Hatch pressure around 4:49-4:52 and Lair at 5:22. This shows he can punish low-defense openings before the lobby becomes complicated.

Coach point: Keep this kill power, but define the switch point: if the opponent does not collapse, when do we stop forcing and expand the advantage?

6. BGH fast game | [24H]WeiJia Terran | 7:52 Loss

Terran fast-loss sample.

Depot at 0:52, Barracks at 1:24, second Barracks at 1:57, Refinery at 2:41, Academy at 3:03, Stim at 4:04, Marine range at 5:06. The flow is reasonable, but the game ends before bio is stable enough. This is a defensive timing and team rescue-window problem more than a build-order problem.

Coach point: Practice early humility as Terran. If the front is breaking, create a safe defensive position before continuing the default attack script.

7. Fighting Spirit 1v1 | [24H]WeiJia Zerg | 11:09 Win

Normal-map 1v1 win versus JOHN.

Pool at 1:32, Extractor at 1:42, Hatchery at 2:29, Lair at 3:06, Spire at 4:12, Evolution Chamber at 4:31, then repeated anti-air structures. This is not a BGH-only habit. There is real normal-map Zerg structure and counterplay.

Coach point: Use this as a steady-pressure Zerg reference. WeiJia should not be evaluated as a pure mineral-map brawler.

8. Fighting Spirit 1v1 | [24H]WeiJia Zerg | 17:05 Loss

Normal-map 1v1 loss versus JOHN.

Hatchery at 1:42, Pool at 2:03, Lair at 3:07, Spire at 4:28, another Hatchery at 5:01, then heavy Overlord, Spore, and Creep Colony layering. The loss shape is defensive over-layering after being pressured.

Coach point: Defense is fine only if it buys a next action. After every extra defense layer, ask: did this buy drones, Mutas, Lurkers, or a new attack?

9. Polypoid 2v2 | Cwt)WeiJia Zerg | 17:33 Win

Normal-map team win.

Double Hatch at 1:44, Pool at 2:05, Lair at 3:10, Burrow at 3:11, Spire at 4:38, Mutalisks at 5:57. This is a high-quality Zerg sample with structure: not just speed, but defense, Burrow, and air transition.

Coach point: Bring this structure back into BGH long games. The goal is not only a strong first wave; it is a second phase with shape.

10. Python 2v2 | WeiJia Terran | 12:59 Loss

Normal-map Terran loss.

Depot at 0:53, Barracks at 1:27, Refinery at 1:42, Factory at 2:37, more Factories after 3:16, Vulture speed at 4:23. This is an aggressive Factory/Vulture idea, but the mobility does not fully become map control.

Coach point: Terran mobility needs a destination. Where did the Vultures go, what space did they buy, and what did the ally gain from it?

30-Day Plan

WeekThemeCompletion Standard
1Zerg second phaseAfter every speedling/Muta advantage, record drones, Overlords, defense layer, and next tech. Review whether he still over-forces.
2Loss-cuttingMark the first 90 seconds after each failed attack. Decide whether the correct move was continue, drone, defend, switch lane, or wait for ally timing.
3T/P defaultsPractice one Terran bio BGH default and one Protoss double-Gate Dragoon default. Reduce live improvisation.
4Team syncBefore the first pressure wave in 10 games, call the target, timing, and what the ally should follow.

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