đź“– SC2 Glossary
🔗 This note is linked from ⚔️ the Build Order Atlas canvas — and links back to it. That’s the canvas ↔ note demo.
| Term | Meaning |
|---|---|
| Build order | Scripted opening — what to build at which supply count / game clock |
| Supply | Population cap resource; “14 Depot” = build a Depot when at 14 supply |
| Macro | Economy + production: workers, bases, spending money |
| Micro | Controlling units in a fight: splits, focus fire, kiting |
| Timing attack | Attack launched exactly when an upgrade/unit combo spikes (e.g. 2-1-1 at 5:00) |
| Cheese / All-in | High-risk rush that sacrifices economy — wins now or loses later |
| Proxy | Production building hidden near the opponent’s base for faster reinforcement |
| Wall-off | Buildings placed to block the ramp against run-bys (lings, zealots) |
| Tell | Scouting clue that reveals the opponent’s plan (missing gas, no natural…) |
| Creep | Zerg ground cover — grants Zerg units speed, gives map vision |
Related: 🏋️ Training Plan · Canvases: 🌳 Tech Tree · 🔺 Matchup Map