General advices
This page is an advice sources for average-skilled money map players. You probably know a lot of this already, but try to find the 1% of new infos that will hopefully help you to become a little better than the god you already are. It's the first version, i will try to get more screenshots/pictures in the futur. I also plan to add a "From LT to money map : how to become good on noob maps after beeing expert on expert maps ;)". If you dont agree about something or if you have some comments, feel free to mail-flame me. Or spam me (superpenguin) on battlenet, @europe every weekend.
The classic "be a good boy" advices
You are on battle.net. it means behind each aka there is a real player, it's an humman.
it means that :
- You must behave correcly. Imagine : you take a cannon rush, and just after it the enemys
go for you at 3vs1 and your allys doesnt help because they dont know how to ally, but
just after you countered the attack with reavers and killed everyone nexus,
one of your ally BS you with mass carrier.
In this situation, 90% of the player will say "f**k you stupid haxor n00bs you are
a [other cencored words here]".
But what's the point ? it will not give you anything except looking as a rude player.
Cannon rush is a tactic, if your enemy win with it, he isnt more noob than you.
You just have to get better to know how to handle it properly.
3vs1 rush is a tactic also, you just entered a "no rules games" you have to accept that.
In general, you can have your ally to help or to counter them.
Also you can ask about AE if you thing the game wasnt fair, but it's just numbers,
dont take them too seriously. And dont insist repeating 50 time "ally end" like a big
spammer, dont run with your buildings all over the map when there isnt any chance.
- About hacking : dont think every player that beat you does maphack. You can
ask about it but dont be too offencive. Last week i was accused of hacking by
someone that is probably a decent player, with the following "evidence" :
i attacked with 3 zealots without scouting. And from his point of view, that
was true, but he wasnt knowing that i scouted EVERYWHERE (the 6 other positions)
with a probe and he wasnt there. My so great brain dediuced that if he wasnt
where he wasnt, was probably where he was ;) On an other game, i detected an
incoming drop because i had a drone outside of my base ready to do a secondary base.
If you suspect someone to hack, DO check the replay, and if there is very very obvious
psyonic abilitys involved in your enemy strat, then you can do what you want,
including sending the replay to blizard until they transfer it to the trash box,
or using voodoo to curse his computer, basicaly both will be equaly efficient.
I think maphack is involved in about 10% of the random fastest map players, but
9 of this 10% play so bad that it's hard to say if they know how to look
at the minimap. If you think that 50% of the games are filled with hackers, then
it's probably because you play in a wrong or to risky way.
- You will see players not acting like i advice. They will insult you for any reason they
can invent and have all the nasty behaviour you can imagine. The bad way to act is
to insult them back, they usualy just want to be provocating, and they just feed themself
with your insults. The good way to face it is : ask them how old they are (usualy the
answer is 10, so there is absolutely nothing to worry about), ignore them, say "lol".
If you are BSed by an ally and you thing there is absolutely no chance to win, destroy
yourself :) it will take out all the fun of the other guy who was willing to do it himself :)
On a different topic. Dont act too much stats depending. If a player with 25-25-0 in stats
join the "only expert" game you made, his stats are not the prof of him beeing a noob.
Ask him when did he started starcraft, how many hours/days he plays... it will be a lot more
meaingfull. The only case where you can ban directly like a mad guy is the obvious freedisc player
with 146-2-67 or someting like that. But explain yourself, just saying "bye freedisc player"
is enough in my opinion. Concider the number of games played more important that the win %...
Someone with 1500-900-40 is probably a lot better than someone with 180-30-5.
My comment about winbots : it's the most pathetic thing i can think about. Blizard have
reset a lot of account and that's a good point. But a lot of winbot users are stupid enough
to use them again : it's like "they deleted my account so i start an other one with
2x the numbers of win of the old one, it's so funny this way". As a computer science student,
i know for sure it would be very obvious to detect the basic winbot : every game created
is recorded on the server, and especialy for ladders, there is more info like the player account used,
how many units builds and attacked... I hear some peoples who claim "it's impossible to
sort the winbots from the early-quit or missed games. But a game with both player building 0 units,
one quiting just after the 2 minutes, like more than 100 times / hour ? sure it must be a
fully legit player ;) My best wish would be that blizard continusely put on their scripts to parse
the log files, and after every hour, broadcast a message in every channel with "the following players
have been CD KEY & IP banned for using hack programs : < list of +100 names >.
After a few days battle.net would be a better place.
Play and REplay
You will never find anything more usefull than replay. Sometime it's fun to have cool replay
of you playing and winning easy a 2vs1 to show your friends how good you are, but it's not
the best one to improve yourself. It will help them maybe, but it will not help you.
In starcraft, anything that kill you make you stronger :)
So, when you die vs good players, save it ! You will probably learn more in the replay than in
the play.
Take also a look of other players replays. Unfortunately it's hard to find "fastest possible map"
replays on the world wild web ;) but not that hard in fact you just have to clic on the link :)
Static / Reactive gaming
In this part i will introduce the 2 main types of technical advices i can give
about money maps : the static and the reactive gaming. It's not all white or all black,
some advices are in between.
Static means things that will allways stay true from one game to an other.
It's often obvious things like "build a lot of probes, have a good production rate with
enough building to spend your money in units and upgrades"
and about unit balance knowledge like : "1 ultralisk will kill 1 zerglin" (even if the ling is played by a micro god ;)
It also includes all classic strats like "make 24 hydras in 6 mins" or "drop them with reavers after 5 mins".
When there is something you know even before the game start, i will call it static.
It doesnt mean that it cant be affected by how the game is run. For example, sometime your drop
will fail because your enemy has good defence, sometime it will work. But in all cases, it's the
same drop, you did the same build to make it, the tactic is the same. You do that mechanicaly,
once you decided what you will do, it doesnt involve your judgement, only the result will be
affected by your oponent choices, therefore judgement, therefore, reactive gaming. All
money map players that are just above the newbie level are good in general at the macro
part of static gaming.
You can play just by building 20 gates and sending zealots out of them in 100% of your games,
you can be sure to win somme. After days, you can tweak your build order to get the best possible
number of zealots in 6 mins and have a > 50% win ratio with just that. If you introduice a point
where you will switch partialy to dragons, your win % can be as high as 80% in all your 2vs2 if you
play with a friend that have the same static gaming knowledge,
But i will still concider that a little noob in some way. I still know some players
with more than 500 games that play only this way. Maybe they try to evolve a little every 100
game, like if they have been muta-rushed 100 times, they will build cannons near the nexus
every time. But it's still very static, what you change in the next game from the past
ones is in your general knowledge, and not
If you are satisfy with that you are not ready to read this page. By reading this page, i assume
that you have basic to good knowledge of static gaming, and that you want to investigate
about reactive gaming.
Using scouting to make your mind about what to do, anticipating on the enemy
tactic, what and when to micro to be more efficient, playing as a team, when and where to attack,
retreat, defend, with what units to counter your enemy units, all of that is what i will call
reactive gaming. Anything that require your brain is part of it. It change from game to game, it's
dynamic, it explain why you can do 10 different games vs the same person with the same races, it's
like chess. It require your own experience of the game, but i hope this page will help you to find
the reactive power that miss to a lot of players on money map. "No rush games" will suppress the most
part of the reactive gaming that's why i find them somewhat borring. Durring 20 min it's pure static :
you build your base, there is no "games event", no "player interaction", neither between your allys
or your enemys. After the time, you think you can experience a good reactive gaming fun ? no, in fact...
After 20 min you send your units to kill the enemy and the enemy send his units to kill you.
It's very very predictable, i'm tolerant with everything, but i think most low players dont like money
map because the reactive gaming is more hidden than on LT, especialy because a lot of $$$ players
act like in "no rush game" even in "no rulz games", thinking skills only rely in static
gaming. You can be an static gaming expert in protoss in just 100 games. But you will definitely lake
reactive gaming experiance if you have less than 500 games (or maybe even more). Playing reactivly is the best way
to compet with the reactive skills of your opponent (or to have an easy win ;)
Even if you play $$$ maps, you can get some advices, either static or dynamic from LT or hunters
player. Psy storm kill hydras nicely. It's true on LT, it's the same on $$$ maps, even
if you will see them less often in $$$ because a lot of ppls neglect reactive gaming, like i said.
Going to straight to mass carrier will get you dead 90% of the time vs experienced players, more than
true on LT, true on $$$. Dont mass rines vs a terran that mass tank :) Spending all your money
will be more usefull than to collect it...
All of theses are example that some advices are applicable to both types of maps.
Money map static-macro topics
It's probably the most well know topic for the average money map player.
The more units you have, the easyer the fight will be (not 100% true, but let's assume
that a player with say, 20 zealots can kill a player with 5 zealots)...
To produce, you need production building :) but not empty ones :)
If you have 12 gates and no units, in that time the enemy can attack with 15 zealots.
Units that comme out 1 by 1 out of the buildings will not survive too long to an invading army.
So build the correct amount of building to fill them correctly with 1 unit in each.
But do not queuee too many of them... putting 5 zealots in 1 gate will take more time
than to build 3 gates and put 2 in each.
Units need money, and money maps are not called money maps for nothing :)
it mean you can have an huge quantity of ressource in a short time, but only if you take it.
That's true on LT and that's also true in the $$$ map world : build probes/scv all the time.
It's up to you if you decide to double nexus and when to do it, but it
sacrify your early offencive possibilitys, and make you a lot more vulnerable to rushs.
I dont talk about double CC with terran, because it's rather suicidal vs
good player when done straight at the start (terran have a weak start enough,
it's stupid to make them even more rush-vulnerable).
In XvsX, the bigger is X, the less you should go for double / triple nex directly, especialy
if your allys have weak races, or if you enemys has strong ones.
In general, i would say that if you force your opponent to mass def, it should be the right time
to let you double nexus if you didnt already. Or after a fight, if you have a large
excess of mineral and you feel the game will be long.
In 1vs1 especialy, take in account your enemy nexus number. Either your one is higher (in the limit of 3,
after there isnt much difference) and you can continue to play in a mass unit way, try to tech about
as much as him but dont play to risky, either you have less nexus than him, it means you will
have to hurt him in some way before he can fully take the advantage of it (unit rush, cannon rush, drop...)
And of course spend your money
but as it's not a noob sc tutorial, i even dont need to say it :)
Now that you are a master in the way of how you build units, be sure to know what units you
will build. In general, the more players are in the games, the more you have to build early
(except in FFA). If you intend to mass carrier in 4vs4, it's even worse than in 1vs1 because
it will be 3vs4 in early game on the battle ground. It will end up with : (a) your allys all
died and you play a 1vs4 ;) (b) your ally didnt died but the enemys broke into your empty
base before you had time to build them, and now it's 3vs4.
You have 12 lings and your enemy have 10... but the enemy win the battle without problems...
wtf? This is called upgrades. when it comes to mid-game, the upgrades make a lot of
difference. But it doesnt mean an upgrading player will win all the game vs the stupid player
that are not upgrading. Especialy in PvP, look at this situation : the 1st player build a double nexus,
4 gates, harvest gaz from 2 extractors, 3 forge, and build 1 cyber core, and start all upgrades at
this time. Out of his 4 gates, he made 14 zealots, and with his already evolved base,
he now concentrate on building more gates. Now the other player make 8 gates early, and got around
30 zealots from them, after that he start just 1 extractor, 1 forge and prepare himself for
the core because he is not completely stupid :)
If i ask you the question : which player is the best, i bet you will say : "the 1st one, the 1st one".
but now imagine : the 2nd player have read the "scouting" section of this webpage, guess who will win ?
Even if the 1st player made a few cannons it will not help him that much, and i hope all will agree to
say that it's not the best thing to do to replace the 14 zealots and 4 gates with 10 cannons and 2 gates.
An other usefull little advice : dont queeue to many units in the building list in early game, and if you see
a gate with zealots and an other one with none, you should cancel the 2 last zealots of the full one to
put one in the last. If you want to go offencive, you can queeue a little as you will probably be busy fighting,
but try to have enough of multi-tasking, especialy to keep runing the probe production. And when you want to build
seriously (to put an end to the ressources excess), do it with a lot of probes/scvs/drones. just take 3 or more free
probes, bring them on the side of the building place, and start to use building key + click like as fast as a
stimed marine ;)
The holly main CC/Nexus/Hatch
Depending on the map version and the game progress, loosing it vary from annoying to fatal.
The things that rediuce the harm :
- You have a lot of money left (it probably means you played bad
If you didnt spended it when in early game but, at last you can continue to play now :)
- You have a double nexus already done earlyer and a lot of probes
- The enemy suicided 60 mutas on it and has absolutely nothing to defend against your
huge army that is countering him :)
- You have 3 allys ready to own the game. Sometime things dont rely on you alone
and the game can last longer than you think.
So dont think if you can loose or kill someone else nexus that the game is over.
A lot of protos fan are in a nexus zealots-rush frenzy when they enter an enemy base.
Theres a lot of situations wich make this inaproppriate : in 90% of the time it's better
to kill the probes first, especialy vs terran because they repair at an insain speed.
With melle units, the fact of moving the probes in their way, even attacking with
them can slow down the nexus destruction. Some cases where you shoudnt nexus rush :
if you can kill evrything in the base :), if you think you will not have time to finish it before
renforcement arrives, if he has lots of damage dealing units (esp. lings, vultures...)
An other technic is to use splash damage units to kill probes (firebats, reavers, tanks, archons)
or magic effects (iradiate on SCV and drones, psy storm).
Scouting
Use your probes and units to scout. I will talk here about the enemy base scouting and the map control scouting.
While i will classify the action of scouting in the static gaming, the data
you get is gold to have a good reactive play. The enemy will probably not
send you a message like "i do mass carrier" but there is ways to detect that
and to counter that. The screen is your "peronnal input device" : it give you info.
with the info you get, you output some commands (it sounds reversed but you have to think
that the player is you, not your computer).
The more you see in the screen,
the better your output will be, because you will compute more complete data.
In general, the best time to send your scout worker is after you build your
first bulding. Use the shift key to queuee all moves orders to each possible
starting point.
In 1vs1 it's sometime usefull to send 2 workers in oposit
directions, especialy if you plan to rush or if you dont know your opponent
rush. Dont say "i dont want to be noticed so i will not scout". Dont say either
"i will not attack before 10 mins so i dont scout". If you see your opponent
mass defence like a mad with 94309403 photons or suken, concider yourself
happy, the enemy is also building your defence : these cannons means he have
less units and that you can concentrate on teching, double nexus or CC and
increasing production without the fear to be rushed too hard. Especialy prepare anti cannons units
(tanks, guardians, reavers+gon). But dont let him to much time, because if
all you have is 50 guardians to kill his 20 carriers, it will become quite hard.
If you see he has low defence and low units because he deploy production building
or tech a lot, it's probably the right time to attack.
By scouting him you can guess what units he will build or he has. Look at his production
building : 8 baracks after 5 min of game means you can except some marines :)
1 gate and 2 cyber core, you can prepare yourself for carriers. Also have a look
at the ammount of gaz he harvest. A zerg that harvest a lot of gaz in early game
and send you mostly lings can go muta a little latter. If you see a protoss with
a lot of gaz and mass zealots without dragons, he can become a reaver-drop master.
also just 1 early gaz may be a sign of fast zealot upgrade rush.
Most player will already know when they will attack when they just start the game. Basicaly, it's
"i will attack when i will be ready". But they can do better :) The best time to attack is not only
when you are ready, but also when the enemy is not. To do that you must be ready the most time you
can, and you must scout ! take 4 things in account when you plan an attack on the enemy base :
his defence, his units, his production rate and his upgrades. If he has a good combo of all of that, it will
be hard. Compare the production rate to yours : if he have x2 the number of gates you have, you better hurry
to fix that with your army :) the problem is if you have no army... dont attack a zerg with 6 zealots if he
have 1 suken, 4 lings and 6 hatch, because you can be sure he will morph 18 lings more in a few seconds.
Just wait he make the mistake to start 2 more hatch while you are getting 6 more zealots :)
Scouting doesnt mean you only have to watch where your enemy is, but also where your
enemy will be. You can keep one small unit near his exit to be aware when he comes out.
If you kill one player in a XvsX game with X>1 be sure he will not rebuild while you
take care of the other ones, take all empty positions before he take them and mass def
there. At mid and end game, it can show you a drop is comming or maybe mass air units
if you put a few things around his base. Keep an eye on the map all the time. Even if
you are not moving a lot around it in early game, keep an eye on the mini-map and send all
scouting (maybe cannon rushing ?) probes to hell. Just put 1 of your own probe on it
until it goes away of your base.
In all cases, either on money or non money, you need to know what your enemy is doing
to react correctly.
Micro-management
It's not because it's money map that all you have to do is to use the attack move to win
a fight with equal units. It helps a lot in early game for small number of combat units,
and it still help with end game because magic units with area effect can get you a lot
stronger. Of course you should be an "attack move fan" already if you read this, but it goes
further than this.
Read all non-money map tutorials about that, they will explain it better than me.
Basicly, i will just say there is 2 types of micro-management : doing clasic actions with units
in a better way. I will take one example about this, and it's a quite common situation.
You send 24 lings from your base to kill 10 marines in the enemy one, that is just next to you.
if you just send from your base to his one, it will probably make a line of lings comming 1 by
1 on the marines, all getting stuck on 1 side of the path, because they take badly the
curve from your base to the enemy one.
I found two solutions to reduce the problem. The first one is to group the units in middle
of the map and then to attack. The second (better than the first one when you are sending
less than 3 groups in my opinnion) is to send your units normaly and when they enter the path,
to catch the first group with selection, move him close to the oposite side of the path, and
wait for the other group to arrive. When the 2nd group is there, send the first one, and both
of them will arrive on the enemy at the same time, increasing the chance to destroy them.
Picture of the action follow (lings in red, marines in blue, and mouse actions in green)
Some other unit management can be to retreat, especialy in early game... If you think
you will loose some units in a fight, most of the time it only take 2 clic to save them !
dont be stupid, it's not because you can make a virtualy infinit number of units that you
can suicide them without thinking. When you rush a protoss and you see 30 cannon, do you think
your 12 hydra are enough ? of course you should wait to have a bigger amount with more upgrades.
So, you will probably loose 1 or 2 in the contact before you can evaluate the number of cannons
but when you have good reasons to think you will loose a fight, avoid to fight :) Especialy in
early game. Especialy vs static defence. And also think that when you are in your own base, you
automatacly get a "defencive bonus" because your production will get you a few more units durring
the travel time. And think about probes can be used defencively to some extent, at last in early game.
Now about magic and special abilitys. If you never used templars in PvZ games, then you are not
a real protoss player. Just because it's a money map doesnt mean that magic is useless...
I would say it's the opposit, there is more often big groups of units that comme from a
predictable way, so area spells works great. And just because you can produce milions of hydra
when you fight a terran with 20 BC doesnt mean Dark Swarm is useless... 12 invincibles hydras
can hurt more than 50 that got killed before they can even shoot the BC. But take care of what you
are doing, there is good micro, but there is also bad micro... Did you ever casted a DS to protect
your hyrdas from carriers and saw 30 zealots comming right after that ? Did you ever retreated
with an army of zealots, dragons, reavers and templar, then suddenly you ask yourself "where o where
thoses 5 reavers has gone ?" while the zerg army is now taking care of slow unprotected templars.
APM
I presented in the previous section the importance to choose what to build, attacking at the right moment,
using his units correctly... but of course i have to give a few words about the so overlooked APM
indicator. For thoses who dont know already, APM : "action per minutes" is the number of starcraft action
you do in a game. A cool program to analyse that is published at
http://www.bwchart.com.
Some novice players think this is a direct mesure of how good a player is. A globaly accepted theory is :
clicking fast will not automaticaly get you better, but it will give you the posibility to do more things.
I am often beatten by player with a superiour or inferiour APM, of course the average of high APM players
are often better than players with lower. For money maps, protoss require at least 80 to be usefull, zerg 60
and guessing i'm not good enough with terran i think 90 should be needed to play them correctly.
But i have seen seen some 65 apm protos players, and it's like "everything they do is perfect", so they play
correctly anyway. On the other hand, i saw some zerg with 130 that was move clic addict. Like "i was a bird
in my previous life, so my right hand do some strange compulsive moves in the hope it will get me to fly".
In this case, the number of clic doesnt make any difference.
Team play
Starcraft is MULTI player, and multi doesnt mean 2 for every game you play.
If you are with your ally, you musnt be limited to the "i build my base, then i build my army, then
i send all i have to a random place on the map. Team play is more important in fasted possible map than
in LT. Random advices follow :
- Some races have a weakest start than others : protoss can mass units and develop at the same time. All the gate he build on his base will make zealots at the game start, and will be still usefull at the end of
the game when you will make some dragons with them. Terran can build a lot of baracks and get units fast, but if the enemy mass def and reavers show up while they have 30 baracks, they can nearly forget about marines and factorys or starport may not be finished before he dies. Terran mass-rush can cost them the game if they fail, but starting right with factory in 4vs4 is not better because it can be 3 or 2vs4 by the time you finish all the factorys. Zerg are not better : they must get money to build hatch, so they must also start with a lot of drones. If they want to survive big toss rush, they may be forced to build quite a lot of defence as well. If you play a 4vs4 game with ZZZT on your side vs PPPP, then you are probably in big troubles :( the game might be short.
-
The infamous 2vs1 (or more :) attack is often effective, all that can kill your enemy is good to do, it's a "no rulz" game after all. If they want to survive, they just have to ask the help of someone in their team. And once one enemy has send all is units to the other one, it's maybe a cool time to 2vs1 him instead :)
-
The more player there is, the more target there is. be sure to kill them in the right order :) It means dont suicide 12 zealots on a protoss with 20 photons if there is an enemy zerg that start with 8 hatch without defending. And it's not forced to be the same one all the time... Did you already attacked a zerg, and this guy is going insane with 30 suken in his base ? Maybe it's time to take care of the other enemy then. But when it continue to work, there is no reason to stop... attacking an enememy that you can kill is often better than attacking an enemy that you can hurt. Especialy at end game when every one have tones of money to rebuild everything in 30 sec, but also usefull in early rush.
-
A good tactic can be to block one enemy inside his base, by puting cannon, siege tanks or anyting you like, and then attack the other one in a 2vs1.
-
Stay coherent with your ally. If he has 20 photons and you have none, he will probably finish the game
alone. Building 5 photons for each one is often more appropriate. Sometime when an ally is already hurted and in a big theart to be finished after a lot of 2vs1 attacks on him, it's understandable that he do more defence than you. You can also help him to defend, build cannons/bunker near his entrance, or sunken in his base if it's ZZvsXX. But it doesnt mean that if an ally is attacked that it will not be your turn next time.
-
Talk with your ally, especialy if : you are going to start with only a few units / you need help / you want to attack / he does something wrong in your opinion / you are playing in an usual or unpredictable way / he forgot to ally you ;)
But try to take in account his state in the game too. Dont ask for help when 5 zealots are comming to you if he is beeing destroyed by 30 zealots. kill the 5 alone, and then YOU help HIM :) Look at the map and at his base from time to times to know what will go out of it.
-
When you got attacked, the basic question for your ally is "help or attack". The main point is evaluating how much his attack will do
on the enemy compared to how well you will defend better if he helps. If you are dead with or without his help because it's already
too late, then as a last chance you can try to equilibrate the game from a 2vs2 to a 1vs1. If you can survive and keeping most of
your base alive with his help and not without, he should help you. If your enemy have a huge defence, chance are you will not
do a lot of damage to him. If you hasve defence + units, then he can probably survive without his help. Also think that when
your ally counter successfully, he will cut the flow of the attacking enemy. Or the enemy may also retreat to save try his base.
-
Dont attack someone alone if you have a big risk of beeing badly countered after that and your ally is not ready to help. If you are going to attack, then put a various number of defence (ranging from a few to a lot, depending on your money and on the risk). Often it's less
risky to take a counter right at the start because if you has done a rushy build, you will be able to counter the counter with your unit production.
Be creative
If your enemy know exactly that you do the same tactic in evrey game you play, and
you allways take the same race, it will be easyer to find a way to counter that.
And you are less likely to improve your reactive gaming style if you dont repeat your games too
much.
Try to inovate sometime find the units you underestimate
the most, and give them a 2nd chance especialy when playing vs a less skilled player,
you can have fun without risking too much (vultures,
ghosts, defilers, templar, queens)... Try the spells you dont cast too often, new rushing
startegies, new unit combos, new building style, cheesy techniques, or copy the tactic
of some opponent you played before...
You will maybe discover new things that you can now train in harder games.
I realy want to try mass infested terran drop + dark swarm but i didnt had the chance by now.
Oh, and dont play 100% of the time with your friends, try to get your way alone, or
in team with random ppls, it change a little. And play vs your own friend if they accept,
no problem if they are just a little better or worse than you, it will help you to learn
his playing style, and you will be better when you will be back on the same team.
I learned a lot from TvZ and ZvT training, just doing about 6 games in a row in 1vs1
with a friend. Just dont take the result to seriously. A few games doesnt say who is the best.
At last you can be sure to have a real oponent.