Back

Brood War / BGH / YueeR autosave coaching package.

YueeR Brood War Coaching Package

Full coaching package: 2,933 BGH/Hunters candidates, 2,120 YueeR games, 10 representative replay reads, and a 30-day plan.

YueeR Brood War Coaching Package infographic

One-Sentence Coach Read

She is not a beginner; she is a strong early Zerg tempo player. The highest-impact fix is making the post-6:00 second phase explicit.

Profile Cards

Main sample2,120

YueeR main identity, 2,000 known-result games.

Known win rate60.9%

1,217 wins / 783 losses.

Mechanics base191 / 133

Average APM / EAPM.

Primary weaponZerg

1,683 games, 62.4% WR

Training Priorities

#IssueDrill
1Zerg second phaseAt 6:00, force a route: Spire, Hydra-Lurker, economy, or ally timing.
2Long-game techIn long losses, inspect 10:00-18:00 for a decisive tech layer.
3Protoss decision pointBy 4:30-5:30, choose Core, Forge, or Cannon; reduce Zealot inertia.
4Terran loss controlAt 5:30, find Tank/Scan/anti-air/position; stop gambling without a position.

10 Representative Replay Reads

1. 2026-05-09 | YueeR Zerg | 38:18 Win

APM/EAPM 141/107 · 二龙营业

Evidence: Pool 1:21, Extractor 1:45, Speed 2:41, extra Hatcheries at 3:11 and 4:09, Evolution Chamber 5:45, triple Creep/Sunken-Spore layer from 6:11.

This is the most important long-win Zerg sample. YueeR is not only a six-minute speedling player: she adds Hatcheries at 3:11 and 4:09, then builds an Evolution Chamber and defensive Creep/Sunken/Spore layers from 6:11 onward. Winning a 38-minute game shows she can convert early pressure into a durable team shell.

Coach point: Training point: preserve this model. After the first speedling wave, ask whether the next job is Hatchery count, anti-air, Lair/Spire, or buying time for allies.

2. 2026-04-26 | YueeR Zerg | 27:54 Loss

APM/EAPM 152/118 · 3v3 bg

Evidence: Pool 1:11, Extractor 1:21, Speed 2:17, early Creep/Sunken from 2:41, repeated Zergling production through 6:11.

This long loss is the useful negative sample. The opening is not slow: Speed at 2:17 and Creep/Sunken layers from 2:41 show that she understands survival. The issue is that after six minutes the command evidence remains mostly Zerglings and static defense, so the second-stage threat is unclear.

Coach point: Training point: in long losses, review only the 6:00-10:00 decision. She needs a declared second weapon: Spire, Hydra/Lurker, economy, or a team timing.

3. 2026-06-02 | YueeR Protoss | 16:26 Win

APM/EAPM 144/128 · 3v3 bghhh

Evidence: Pylon 0:47, double Gateway by 1:43, third Gateway 2:41, Assimilator 3:47, Cybernetics Core 5:00, heavy Zealot production through 5:40.

This is a useful off-race Protoss win. Double Gateway is on time, the third Gateway lands at 2:41, Zealot production continues through five minutes, and Cybernetics Core starts at 5:00. Her Protoss can function, but it currently looks like 'hold with Zealots first, then find tech later.'

Coach point: Training point: keep Protoss simple. Double Gate for stability, then decide between Core, Forge, and Cannon by 4:30-5:30 so Zealot volume does not become a midgame gap.

4. 2026-05-30 | YueeR Zerg | 19:47 Loss

APM/EAPM 164/127 · 3v3 bghhh

Evidence: Pool 1:09, Extractor 1:25, Speed 2:27, Hatchery 3:46, Lair 6:07, Spire 7:25.

This is a better loss than it looks because the second stage exists: Lair at 6:07 and Spire at 7:25. The problem is not failing to tech; the question is whether the tech immediately creates battlefield value. Mutalisks need a job: worker damage, tech denial, drop defense, or forcing the front to move.

Coach point: Training point: before the first Mutalisks arrive, state their job. Busy Mutalisks without a job do not change the game enough.

5. 2026-05-30 | YueeR Zerg | 5:58 Win

APM/EAPM 261/164 · 揍索叔

Evidence: Pool 1:07, Extractor 1:20, Speed 2:15, constant Zergling production, Hatcheries at 3:21, 3:31, and 4:36.

This is her sharpest short-win sample. Pool at 1:07, Speed at 2:15, constant Zergling production, and extra Hatcheries by 4:36 end the game at 5:58. The 261/164 APM/EAPM shows this is real execution, not random aggression.

Coach point: Training point: keep this weapon, but add a 5:30 checkpoint. If the opponent is not dead, switch into the second phase immediately.

6. 2026-06-02 | YueeR Terran | 10:08 Loss

APM/EAPM 142/122 · 3v3 bghhh

Evidence: Depot 0:54, Barracks 1:28 and 1:59, Bunker 2:25, Refinery 3:01, Academy 4:12, Stim 5:11, Medics 5:16.

This is the clearest Terran repair sample. The build is not chaotic: double Barracks, Bunker, gas, Academy, Stim, and Medics all appear. But losing at 10 minutes means the bio shell did not become team value. Her Terran needs map language, not just production.

Coach point: Training point: Terran practice should focus on loss control. At 5:30, identify the first Tank, anti-air, or Scan layer. If the answer is only more Marine/Medic, the game can collapse quickly.

7. 2026-02-07 | YueeR Zerg | 8:00 Win

APM/EAPM 204/134 · 3v3 bghhhhj

Evidence: Pool 1:07, Extractor 1:18, Speed 2:18, Hatcheries at 3:24 and 3:41, Evolution Chamber 3:57, triple Sunken around 4:07.

This is a more mature short win than the 5:58 game. She is not only flooding: Hatcheries at 3:24 and 3:41, Evolution Chamber at 3:57, and triple Sunkens around 4:07 give her pressure plus counterattack insurance.

Coach point: Training point: this is the ideal short-game model. Aggression should include one anti-counter layer so the opener is not pure gambling.

8. 2026-02-06 | YueeR Zerg | 24:16 Loss

APM/EAPM 160/123 · bgh 22 33 go go go

Evidence: Pool 1:08, Extractor 1:20, Speed 2:17, Hatchery 3:41, Creep/Sunken layers from 2:54 through 4:54, heavy Zergling production through 5:31.

This 24-minute Zerg loss asks the key question of what happens after survival. The first five minutes contain enough defense and Zerglings, but the timeline does not show the same clear early second weapon as her better games.

Coach point: Training point: every Zerg game needs a forced 6:00 route choice: Spire, Hydra/Lurker, economy, or a team front timing.

9. 2025-04-13 | YueeR Protoss | 20:08 Loss

APM/EAPM 122/109 · 3v3 bgh bgh

Evidence: Pylon 0:51, double Gateway by 1:51, third Gateway 2:48, Forge 4:34, Cannons 5:19 and 5:21.

This Protoss loss is typical: double Gateway, third Gateway, Forge, and Cannons all exist, but the Core/Range transition is less clear than in the win. The midgame becomes 'units and cannons, but not enough range or tech initiative.'

Coach point: Training point: reduce pure Zealot inertia. After 4:30, choose pressure or Core/Range/Cannon stabilization.

10. 2025-04-12 | YueeR Terran | 11:18 Loss

APM/EAPM 118/109 · bgh 3v3 COME GO 大锅

Evidence: Depot 1:00, Barracks 1:36, Refinery 1:58, Factory 3:01 and 3:52, triple Starport by 4:58, Wraiths from 5:54.

This is an interesting Terran loss: early gas, double Factory, triple Starport, and Wraiths from 5:54. The idea is bold, but in BGH this kind of tech route needs ally cover and a clear target or the front and home base become too thin.

Coach point: Training point: Terran tech gambles need a stop-loss button. By 6:00, Wraiths must have a job: kill transport, workers, air control, or force anti-air.

30-Day Plan

Week 1Zerg 6:00 route choice.
Week 2State the job before each first pressure wave.
Week 3Protoss 4:30 decision: Core, Forge, or Cannon.
Week 4Terran 5:30 loss control: Tank, Scan, anti-air, position.