- 1.0 Zerg versus Terran .........................................................................................................................................................................
- 1.1 Defending the Two Barracks Play ..................................................................................................................
1.2 Defending Hellion/Banshee Agression ..........................................................................................................
1.3 The Standard Macro Game ..............................................................................................................................
1.4 The Late Game ....................................................................................................................................................
1.5 Creep Spread .......................................................................................................................................................
1.6 VODs ......................................................................................................................................................................
- 2.1 Opening 1: Fast Spawning Pool ....................................................................................................................
2.2 Opening 2: Standard 14 Pool .........................................................................................................................
2.3 Hatchery First ......................................................................................................................................................
2.4 The Mid Game .....................................................................................................................................................
2.5 Composition Counters/Fights ..........................................................................................................................
2.6 Creep Spread .......................................................................................................................................................
2.7 VODs ......................................................................................................................................................................
- 3.1 The Macro Game .................................................................................................................................................
3.2 The Late Game Engagement ...........................................................................................................................
3.3 Creep Spread ........................................................................................................................................................
3.4 VODs .......................................................................................................................................................................
Preface
- This guide is meant to be accessable to all levels of players. Whether you're a bronze zerg trying to gain a better understanding of the game or a masters level player looking to polish and standardize your play, this guide will improve your skill and understanding of the game. Keep in mind that there are only general, or *standard*, strategies discussed in this guide, and that it is impossible to discuss every aspect of Starcraft II. Give it a read, improve your play, and good luck!
Zerg versus Terran Top
- In Zerg vs Terran, overlord placement can be tricky, map depending. However, most maps allow players to move their first 2 overlords out across the map to helpful positions. For more information, we would suggest watching some player's stream for overlord placement hints.
The Basics
- Almost all builds in Zerg Versus Terran start off with a 15 hatchery. To deal with 2 barracks play, it is heavily suggested to scout on 15 supply with a drone. Both drones are generally from your main mineral line at the same time, one building the hatchery at your natural and the other moving across the map to scout your opponent. Alternatively, some players opt to go for a earlier scout, sent as early as 12 supply, because they feel insecure holding off 2 barracks play. Each player should make their own choice for each map, depending on how confident they are on holding off this early cheese.
- 15 hatchery
- 16 spawning pool
- 2 queens when pool finishes
If you would like to tech - 17-21 gas
- Speed @ 100
- At Next 150 gas, 2 evolution chambers
- Start 1/1. Get rest of gasses, expand.
If you would like to take a fast third - 2 more queens (queen 3/4). Move initial 2 queens after inject to front of natural to begin creep spread (Queen 3/4 will be injecting)
- Take third immediately when minerals available (should be ~ when Queen 3/4 are at 50-75% complete)
- Take 2 gasses at same time as taking third (do not delay)
- Generally, players gas progression is: Ling Speed, 1/1, start lair (2 more gasses), lair finishes (last 2 gasses)
The Basic Build
I did not bother to put in exact supply counts since your build order will depend on what your opponent does. If you have to build more lings, delay these timings in order to get out more drones and not be mineral starved.
Defending the Two Barracks Play
- The very first thing any Zerg must do is identify that it is a 2 barracks play. With the 15 scout, move into the opponents main base:
- If you see 1 barracks building at the top of your opponent's ramp, it's usually not a 2 barracks play (but still could be). Generally, the terran will take his natural expansion at the 3:08 mark - if this is not seen, start getting suspicious. Send a drone to the watchtower, just to check. Another clear giveaway is if the Terran sends more than 1 SCV to "scout." If so, you're probably being 2 barracks rushed.
- If you see 2 barracks building, you've identified the build.
- If you see no barracks building (and no gas), keep in mind that your opponent can be doing 1 of 3 things: proxy 2 barracks, proxy 1 barracks to pressure, and finally command center first. The proper thing to do here is to search with both your scouting drone and 1 drone from your main for barracks play - if you can't find any quickly in the most likely spots - move one of your drones to a watchtower or a position in front of your base where you can see pressure coming.
OK, so now we you've identified the 2 barracks play. Great - good for you - you should be ok. Keep 1 drone in front of your natural, checking for bunkers. Keep in mind that Zerg player's don't want to over pull drones - and should mine as much money as possible before sending all of their drones to defend. When you see the first bunker building, pull ~5 drones. 2 bunker rushes generally happen in stages:
Stage 1
2/3 SCV + 1 marine versus ~ 6/7 drones. This is the initial poke by Terran, aimed at getting up an initial bunker (if this bunker goes up, chances are the game is lost). Here, the goal is to stick 2 drones on his marine, the rest killing SCVs. Ideally, the goal should also be to kill the building bunker, however, if you can't, stay calm and proceed to stage 2.
Stage 2
Multiple SCVs (depends how many Terran pulls) + 4/6 marines versus everything. For this push, pull all but 2 drones from your main to the natural. Immediately when your hatchery finishes, build a spine crawler at the back of the base, so the Terran player cannot snipe it before it becomes useful. If there is enough money, build a queen at your natural (depends on if you panicked in Stage 1 and over pulled drones + your drone micro in Stage 1 - how well did you pull hurt drones back?) Otherwise, pump out zerglings and wait for your Terran friend to overextend. Generally, there is a timing when you have 8-10 zerglings (+ all of your drones) and the bunker is not done for the Terran player yet that you may choose to use and try to break the terran player - you judge whether your micro is good enough compared to your opponents to see if it is possible exploit this timing. If able to manage to clean up the bunker/SCVs, forcing the marines back, this is a winning position for the game, and move down to stage 4. Otherwise, your goal is to defend your spine crawler and get it into position, continually making zerglings.
Stage 3
This is the runbye stage. Generally, players try to run 8 lings by their opponents bunker in order to pick off or stop the Terran from reinforcing. Try to pick a path around the bunker that gives the least amount of hits to the Terran. This tactic is then transitioned into a 'crunch' manuever, where you now have ~6 lings on the other side of his bunker, and are able to pull everything in a more effective way to kill the bunker, ect. Try to engage when your hatchery is at ~400 health -- you don't want to engage too soon, because that would mean losing out on a potentially larger force. However, keep in mind that your opponent may choose to just focus your hatchery when you engage - so you want some amount of breathing room to clear out his forces.
Stage 4
Assuming that you aren't dead, the bunker rush has now been held off. Even if you have lost 5-6 drones, remember that you have also killed an equivalent amount of SCVs from the Terran player - plus you have had more mining time and more bases are established! The most important thing to do here is to scout whether he is expanding, getting gas for a cheeky follow up all-in, or is throwing down 2 more barracks for a follow up all-in play. Generally, simply scouting whether or not your opponent has gotten another command center is most important - if he has, play normally (but keep in mind that your opponent will be able to poke with ~12 marines in a couple of minutes) with a huge advantage. If he hasn't, throw down spines (but keep droning), maybe get an extra queen or 2. Defend the all in (this should be relatively easy once you spot the lack of command center), and you've won the game.
Defending Helion/Banshee Aggression
- Perhaps one of the most common strategies used for aggression in the mid game is the combination of helions and banshees to harass the Zerg while the Zerg is still trying to establish an economy and teching up to lair. If the Zerg player chooses to go for a 2 base tech build, defending helion banshee play shouldn't be a problem - the Zerg will have speed lings out and lair tech soon to come in order to defend the helions. However, in general, whenever you see a helion/banshee composition come out:
- 1 spore per base (yes, even the main)
- 1 spore between your natural and your third (helps when jumping between bases)
- I prefer to get 1 spine at my third (Helps if you under make zerglings, ect)
- Make ~16 zerglings and 1-2 extra queens
Position zerglings to stop helions from entering your natural or third - They're there to prevent runby's, not to chase helions. Basically, the goal is to defend without losing drones until either the Terran loses his units in a mistake or until lair tech is out. Remember to split any zerglings - if the Terran player dives with his helions, split the zerglings, pull the drones back, and move the queens/zerglings in. Queens should be focusing down banshees - they are the most dangerous units - while zerglings take care of helions. Most player's prefer to not get up roaches unless facing multiple factories, which requires that you not get caught out of position, and not chase helions off of creep.
The Standard Macro Game
- We will add all in builds at a later time, however for now let's just look at the standard macro game. Options for the zerg range from what we have discussed above, however here we're going to go more in depth into the strategy of such compositions. Let it be known right now - we will not be discussing roach/hydra play: it very rarely works if both players are of equal skill level and at relatively equal economic/army situations, period. So, for now, let's focus on what compositions Zerg can have in the mid game: Infestor ling or mutalisk/baneling/zergling. We will leave out roaches for now - however note that many players get at least a few roaches to help versus early game helions and to supplement their mid game army.
The Mutalisk mid game
Generally, this style is filled with harassment, multitasking, and counter attacks. As the mutalisk player, you would rather cut off an army in the middle of the map, wait to macro up a lot more units, then crush it. Drops shouldn't be too much of a problem, and can be swatted aside easily. In engagements, target groups of banelings at marines and mutalisks to focus down tanks (or, if it's a mech composition, stick to the counter attacks until you have teched to brood lords). In general, the goal should be to overwhelm, and capitalize on any terran mistake or opening that allows you to swoop in and kill a base/get an excellent engagement.
The Infestor Mid Game
This style requires the Zerg player to be very conscious of positioning. Being caught out of position just once can cost the Zerg player the game - resulting in one/two lost bases or several infestors lost. Remember that while infestors are strong, they rely on being pocketed in a safe place out of enemy fire. Remember as well, when using an infestor based composition, your goal should be cost efficiency, not necessarily overwhelming your opponent with units but having good trades with him that allow you to pull ahead after each engagement. Also keep in mind that it is usually not good to fall into the "infested terran trap." Be careful not to blow all of your infestor energy on infested terrans - generally, this will be for a kill move at an opponent's base where he cannot simply retreat and wait for the infested terrans to time out (because his base would die). Also, keep in mind that fungals can be very powerful, even against mech compositions. If you can take engagements slowly, doing as much damage with fungal as possible before the fight even happens, you will be much more successful.
The Late Game
- Currently, we would like to dissuade you from going for an ultralisk composition and sticking to it. While it can be very effective to go for ultralisks, then switch to brood lords, it is usually not effective to stick to ultralisks as the game goes later and later (unless you have a big lead, then it really doesn't matter what you do). Therefore, we will now go over what composition your late game army should look like:
- 6-8 brood lords
- ~10 infestors
- 6-8 queens
- Rest Corrupter/ling
Keep in mind that a Zerg doesn't need as many brood lords in ZvT as in ZvP. The main threat to the brood lords are vikings, and tank splash combined with fungal takes care of marines easily (the marines will be held back, not able to get to the brood lords like stalkers can). Be sure not to be caught out of position, as this is how most players will lose their games. The other major threat is drop play - make sure to have 10-15 lings and 2-4 banelings supplemented by spines and spores at each of the outlying bases, but be careful to watch for dropships that run past these defenses to an inner base that may not be as well protected (spores and maybe leaving 1 infestor can take care of this). Other than that - focus your fungals on clumps of units, be careful not to waste all of your energy on infested terrans, and don't rush into anything you're unsure about - take the late game slow. Happy hunting
Creep Spread
- In ZvT, creep spread defines how well the matchup is going for the Zerg player. If creep is covering the map like a carpet, the Zerg player is 99% of the time dominating the game and is in good position to take it. If creep spread is constricted to just the pocket of the Zerg territory connecting the natural/third, then the Zerg player is likely in a bad spot and will have a very difficult time continuing the game into the later stages. Therefore, creep spread is a much higher priority here than in either of the other matchups. Make sure to pay attention to creep tumors and spread them as much as possible - the benefits of a great creep spread greatly enhances the chances of a Zerg player to win the game.
VODs
- MarineKing vs. RorO on Cloud Kingdom from GSL 2013 Season 1. Bunker-rush from MarineKing with a great hold from RorO, into a beautiful roach/baneling all-in.
Ryung vs. Losira on Neo Planet S from GSL 2013 Season 1. Standard macro game with ultralisks, ling/baneling and infestors. Highlights good anti-drop management.
Leenock vs. GanZi on Whirlwind from Iron Squid Chapter II. Standard macro game with ultralisks and ling/baneling. The Terran played bio/medivac really marine heavy.
Zerg versus Zerg Top
- Before we even start discussing build orders: your first three Overlords must be sent across the map. This is one of the most important keys to playing ZvZ successfully, and it is essential to learn to do this automatically. In most cases, the first overlord should head towards your opponent's natural, the next one to your opponent's third (or some place near it that gives you as much vision as possible), and the third one to the middle of the map. Future overlords can be placed at your own discretion, but it may be a good choice to leave them near your base to avoid being picked off.
There are 3 basic openers that can be done in the ZvZ matchup: these openers are fast pool (6,7,8,10,11), standard pool into expand, and hatchery first. There will be a outline for each standard opener mentioned which you can see below, followed by general strategy tips for each opener.
Opening 1: Fast Spawning Pool
- Opening with a 6 or 7 spawning pool is strongly discouraged, and while these two builds can work, they are as all-in as you can get with the lack of possible follow-ups availabe afterwards. Opening with a 10 or 11 spawning pool on the other hand is strongly encouraged.
- 10 overlord
- 11 drone
- 11 spawning pool
- 14 queen/6 lings
- If you are Ahead of your Opponent: Going for two base mutalisks is suggested here. When the player that is ahead goes for fast mutalisks, it allows him to start a snowball effect that will result in a massive supply lead. Keep in mind that as the mutalisk player, you will have far more time than normal to get your damage done before your opponent gets out infestors or mutalisks of their own (in which case you will have a free win).
- If you are Even with your Opponent: Take your pick of strategy. There is a possibility of going for mutalisks, infestor/ling, and even roach/hydra/infestor. Segments for these will be added at a later date.
- If you are Behind your Opponent: This is a tricky spot, and one that is not ideal to be in. One option is to go for a baneling all-in, with the hope that your opponent over-produces drones; however, this is a risky situation that relies on a critical mistake from the opponent to be successful. Going for a roach/baneling all in generally will not work - even if your opponent goes for mutalisks, they will have enough of a early lead to build defense and get their mutalisks out. The suggested option would be going for fast infestors with burrow if your opponent happens to take a fast third; you can hope for some lucky burrowed infestor harass while at the same time have a efficient defense set up with well placed fungal growths.
Build Order
At this point there are a few choices to be made. You can take one of your gases (like Life does, plan on aggression, usually all in) OR you can take the natural expansion.
The next step is to harass with the first set of 6 lings. When these lings get to your opponents base, here are the courses of action that should be taken:
If your opponent opened with a 14 pool, start focusing down his hatchery at the natural expansion. The point here is to either force a cancel on the natural's hatchery, or to kill drones if they are pulled in order to defend the building hatchery. Remember that you're looking to cause economic damage here to either help when you all in later (if you took speed) or to get ahead by taking a your own expansion.
Follow-ups: The Trivial
After the harassment has been done, it is time pull back to your natural. Generally, it is a good idea to get a spine - remember that your opponent will have more larva, and potentially more zerglings. In order to insure your safety, two queens should be blocking your ramp, and when possible it is important to morph 1-2 banelings for defense.
Follow-ups: Moving into the Mid Game
As a general guideline, if the initial harassment killed more than 2 drones and/or cancelled their hatchery, you are ahead at this point. If you forced a drone pull, but only killed 1-2 drones, everything is about even. Now if there was a drone pull, and none of them were killed and his hatchery remains standing, you are unfortunately far behind.
Opening 2: Standard 14 Pool
- This is the most standard build, and if you are looking to improve, it is the build most recommended to learn and master. The 14 pool can be used in any situation, on any map and can defend any all in (if scouted) while also having the potential to keep up with any macro build from your opponent.
- 14 spawning pool
- 15 hatchery
- 14 drone
- 15 queen
- 17 overlord
- 17 gas
- 16 zergling
Build Order
If your opponent takes a 14 pool or 15 hatchery, use 2 early lings to scout out the opponent's base. It is preferred to take a baneling nest at 50 gas and speed on the next 100 gas mined, however you can flip the order you get these 2 buildings if you wish. Enter a standard mid game!
If your opponent chooses to go for an aggressive spawning pool, there are several different deviations that you must memorize and react to depending on what you see; however, it is always standard to stop mining gas and/or cancel your extractor if possible, you'll need all the minerals you can get to defend and then recover to a favorable position.
Situations
If your Opponent pulls Drones with his Zerglings
The natural hatchery must be cancelled. Generally, the goal here is simply to stall until you are able to get a sizable number of zerglings/queens/spine crawlers. Be sure to also cancel any spine crawlers being built before your opponent's lings/drones get to your base - any delay helps! When your opponent's lings/drones enter your base, mineral walk your drones to your natural mineral patch, build a queen, and build lings. Try to sneak 1 of your drones behind your mineral line before hand to build a spine crawler. As a general rule, when your queen pops you can fight your opponent. You will have 8-10 zerglings, and more drones. Continue to rally zerglings and micro as best as possible (pull back lings/drones, ect). Keep in mind that it is ideal to engage when all of your minerals are spent - you will have as many units as possible at this point.
If your Opponent Does not pull Drones with his Zerglings
The goal of the opponent here is to cancel your natural hatchery. Once you see your opponent's zerglings crossing the map with your first overlord, immediately build an overlord and pump out lings as larva permits. Grab a queen after building your initial 4 lings. Generally, you will want to pull 4 drones with your initial 4 zerglings (2 drones for each extra ling your opponent has over you). Continue to build lings if your opponent does - your opponent should take a hatchery, however if he does not, block your ramp with 2 queens and grab a spine crawler (you will scout this with your first overlord). Be careful to not lose drones - if you don't lose any, you will be far ahead and in a winning position. See above for what to do if ahead/behind your opponent.
Opening 3: Hatchery First
- Generally, this play relies on a larger map or the player having excellent micro skills to hold off early aggression. Realize that going for a hatchery first puts you in a vulnerable position to several all in plays - however, the early economic boost is always welcome.
- 15 hatchery
- 16 spawning pool
- 17 gas
Build Order
When the spawning pool finishes, grab 2 queens. Again, it is preferred to grab a baneling nest at 50 gas in order to play very safely, and then start zergling speed at 100 gas. However, this is a small touch that I may make a short write up about if anyone shows any interest (copied from Scarlett/Leenock).
If your opponent goes for a 14 spawning pool or 15 hatchery, play standard. There will be a pick of what unit composition you would like to build towards.
If your opponent goes for a 6-10 pool, this will put you in a tricky spot. The natural hatchery will have to be cancelled if your opponent does not pull drones (only lings), and this will result in being behind your opponent (although not so far behind that you cannot recover with a few nice plays). If your opponent chooses to pull drones, hide 2 drones behind your main mineral line (canceling your natural). Mineral walk your drones to your natural, and clog up the ramp to prevent further reinforcements. If you can stall until your queen and lings come out, you may be able to hold off and win. However, this is a tricky situation that relies on your opponent making a mistake in order for you to win the game.
The Mid Game
- Playing in the mid game in ZvZ is all about reacting to what your opponent does.
- Versus a mutalisk player (you are not going for mutalisks), your goal should be to establish a third base and get infestors onto the field. Typically, as soon as the infestor player scouts the spire, he/she will place two spores at his third, one at his main and natural, and another between his natural and third. Keep in mind that, after getting 5-6 infestors, the infestor player must wait until he gets up hydralisks in order to push out across the maps (because mutalisks can split up to avoid being fungaled en mass), so remember not to put out across the map too early. In the mean time, prepare to defend yourself against zergling/mutalisk harass.
- Should you choose to tech mutalisks, them in a mutalisk versus mutalisks situation, frame your strategy around harassment and timings. To begin, immediately once your spire is done start +1 armor. Take mutalisk engagements right after any upgrade finishes - An upgrade advantage in mutalisk versus mutalisk makes or breaks an engagement. The upgrade progression for your spire should be: +1 armor --> +1 attack --> +2 armor. The reason you get +1 attack before +2 is because of the drastically lower cost and lower production time. Remember to harass your opponent's bases with mutalisks - typically a player will attack with lings at one base while moving in with mutalisks at a base on the opposite side of the map.
- To defend all ins, scouting is key. If you see your opponent saving up a lot of larva, you are being all inned. Also keep in mind that 8:30 timing - when a player can save up a large amount of roaches to move out across the map and surprise you. The best way to scout for timings such as these is to simply be active with units - if you are poking at your opponent's natural with lings, he will be forces to partially reveal his hand in order to defend. Do remember, however, that ZvZ is a volatile matchup. Sometimes, build orders will just counter others and there's not much you can do about it.
- Extra Tip: Due to infested terran's being nerfed heavily (along with infestors), I would suggest going for 5-6 infestors and then transitioning over to hydralisks. Having a solid hydralisk base in your army will allow you to push on positions that you could otherwise not (with mass infestor and roach).
Composition Counters/Fights
- Almost all games end up in a roach/hydralisk/infestor based fight. Remember to spread your units - the player with the concave nearly always wins the game! Now that infested terrans have been nerfed so heavily, be careful throwing down all of your energy into a mass of beachballs. Generally, it is found that saving your energy for fungals is nearly always the best option unless you are desperate - The extra energy saved means that you can take another fight soon after the initial one ended. Again, just remember to split your units into an arc!
Counter attacks in ZvZ make the game dynamic and exciting. Preparing 6 roaches to hit a base without your opponent knowing not only kills drones, but also pulls your opponent's army out of position. It is common practice to sneak some roaches or a couple of infestors around the side of the map to gain positioning over your opponent - small mineral/gas investment, huge gain on map positioning.
Creep Spread
- Creep spreading in ZvZ is tricky - spread too much creep in some situations and you end up helping your opponent more than yourself. However, don't spread enough creep and it can hinder your ability to defend attacks in the Mid/Late game. Remember that it's usually not a good idea to sacrifice a larva inject on your queen for a creep tumor unless you have an abundance of larva/little money. Usually this occurs either with your second queen (if you have gone for an early gas), or around the time you are teching to lair and taking your third. I would categorize creep spread as thus:
- In ALL situations, spreading creep from your natural to your third, then fourth is a smart move. It helps to position your units in key situations where you have to bounce your army from your third to natural, ect. Also keep in mind that your units will move more quickly than your opponents (assuming there is no creep where he is moving his units.
- If you are going for a mutalisk opener, I would suggest not spreading any creep past connecting your natural to third until after your initial harassment. Most players that go for a mutalisk play end up dieing to an all in from their opponent - Spreading creep in this situation only helps your opponent get to you sooner.
- If you are going for a roach opener of any kind, creep spread is your friend. Spread as much of it as possible - not only will the extra speed help you out, but the vision granted is essential.
VODs
- Life vs NesTea on Daybreak From GSL 2012 Season 4.
HyuN vs. BBoongBBoong on Abyssal City from GSL 2013 Season 1. Hatchery first (HyuN) vs. pool first (BBoongBBoong)
DRG vs. Leenock on Akilon Flats from Iron Squid Chapter II. Pool first into hatchery (DRG) vs. one base ling/baneling aggression (Leenock).
Zerg versus Protoss Top
The Basics
- To start, your first 2 overlords should move across the map. The first overlord needs to check your opponents natural to confirm whether he went for a gateway --> cybernetics build or a forge fast expand. This first overlord should then move into the main base, moving to a place of safety immediately if your opponent is going for a fast stalker or just hanging out near the main nexus if he did not. The second overlord should go to some place near the natural (the point is that you see the natural gasses, or can move your overlord in to see them at a specific point).
- 14 spawning pool
- 15 hatchery*
- 14 drone
- 15 queen
- 17 overlord
- 17 zergling
- Hatchery @ third after second queen in main*
- 14 spawning pool
- 15 hatchery*
- 14 drone
- 15 queen
- 17 overlord
- 17 zergling
- 17 gas
A important thing to teach students in ZvP, would be to remember 2 timings: 6:30 and ~10:00. At 6:30, the Zerg player needs to scout the Protoss with his 2 overlords - the main overlord moving into the main to attempt to see the tech buildings the Protoss put down and the natural overlord moving into the natural to see how many gasses he took.
If the Protoss player took only 1 gas at his natural, play like he only has 2 total gasses. The Protoss player is likely going for a fast third base or for a gateway all in.
If the Protoss player took 2 gasses at his natural, play like he has 4 total gasses. This could be any range of possibilities - a sentry heavy three base (not common at all), double stargate, blink all-in, or the ever common immortal sentry all-in (Mavvie's guide to defend immortal sentry).
The next timing is at ~10:00, which everyone must remember. At this timing is when most 2 base Protoss all-ins will hit. If your opponent is on 2 bases and you have 60 drones, you should only be making units (this should be at around the 8:30-9:00 for a professional, however it may be later if your macro is not spot on. That's ok -- learn what 60 drones looks like spread out across 3 bases and estimate while in game). As a general rule, do not stop making units until your opponent takes a third - yes, professionals do sometimes drone, however as a general rule continue to produce units.
Finally, my last overarching piece of advice, is to always have a zergling behind your opponent's third base. Get in the habit of doing this - it will let you know if/when your opponent takes a third, in which case you may stop making units, and proceed into a macro game.
Build Order
If your opponent goes for a forge fast expand:
*If your opponent pylon blocks your natural, move one drone to your third and another drone from your main to your natural (to see if the Protoss cancels his pylon or not). If the third is also pylon blocked, immediately build an overlord/queen/lings. Just be sure to spend all of the larva, and not stack up on it. Remember that your opponent is spending a significant amount of money on pylons, so it will be ok.
If your opponent goes for a gateway --> cybernetics core:
*In this case, if your opponent pylon blocks your natural, do not take your third. While some pros choose to take their thirds first anyways, I do not suggest it unless you are very confident in your micro/timings - one bad click and the game will be over to stalker pressure. Instead just build your queen/overlord/4-6 lings before taking your natural.
It is utterly important to be careful of any kind of 4 gate scenarios - if your overlord (it will be your second one for 90% of maps) sees no natural expansion at the 5:30 mark, you're being 4 gated. Spine and ling up - don't be afraid to spend energy on transfuses if need be. Defend, and you will be ok (you can pull off gas after starting ling speed in this situation as well - it's all that is really needed to continue defending, and any extra gas mined is just wasted resources).
Between the 2: Assuming that your Protoss opponent is on 2 bases you should be taking 2 gasses at the 6 minute mark. At 100 gas, begin lair, a roach warren, and an evolution chamber. When lair is ~50% done, add 2 more gasses (bringing it up to a total of 4). With the next 100 gas, begin researching ling speed. When lair is done, you should have roach speed and +1 ranged attack researching as well. Don't forget to throw down a macro hatchery when money permits, this is usually put down in the main.
The Macro Game
- So - you've scouted your opponent's taking a third base. First things first - assuming that this opponent does not have a warp prism harassing on the map, take any units you may have built in case of a 3 base all in and move them into an aggressive stance outside of your opponent's 3 bases. As you get better, you will figure out how to poke and harass your opponent without losing units to forcefield traps, ect.
At home, this when it is important to be taking a fourth base, adding a second evolution chamber (It is recommended to research missile and melee upgrades, leaving armor until hive when taking a third evolution chamber), and droning up. Generally, you want to overdrone your fourth base a tad, in order to place down a spine crawler wall (but still be mining adequately). Tech to infestors, and build units to defend any pushes while teching to hive. Usually, players start their hives at around the 12:00-12:30 mark in order to have brood lords out in a reasonable time. It is discourage by players from taking their hive sooner than this point - it leaves them vulnerable to certain 3 base all ins; as well as later from this point - players often get stuck in a low tech late game that simply does not work versus the monstrous Protoss death ball.
The Late Game Engagement
- Assuming that your Protoss opponent is not going air-toss (carriers, mothership, void rays oh my! (have 6 brood lords to focus templar, rest of army should consist of queen/infestor/corrupter)), your army should consist of:
- 5-6 queens
- 8-12 infestors
- ~15-20 brood lords
- ~5-10 corrupters
- 1-2 burrowed infestors behind or beside the opponent's army at all times, dodging detection while also looking for a neural on the mothership.
- Select forward infestors to throw down infested terrans, move to back of fight to conserve for later engagements.
- Kite back with brood lords - Get into a rhythm, however only kite back brood lords that are under threat of stalkers. Generally, with good fungals, stalkers will only have 1 potential forward blink.
- Corrupters focused on colossus - Generally, the mothership will be neuralled or can be chased down after the fight anyways, colossi are more important.
- Constantly select 1 infestor and move forward for an attemped neural on the mothership - if you get it, instantly waste it's energy on vortexes on your opponent's army.
- Whenever templar come forward, pull back queens/infestors and focus closest 3-5 brood lords on the templar.
- Look for chain fungal growths - specifically on the stalkers - these are the most important part of the standard protoss late game that must die.
Keep in mind that you will be on ~50-60 drones at this point
Also don't forget about overseers - I like to get ~4 to be safe
There should be no fight that you take that you don't want. Any fight taken should be presplit, with infestors and queens under or slightly behind the brood lord wall to avoid feedbacks. Throw down a thin(ish) wall of infested terrans - remember you don't want to spend too much energy on this, only enough to take away some fire - and make sure that everything is attacking. In these fights, the zerg player is forced to manually select units and micro them away or forward for specific spells. Here is what the professional's are doing in such a late game engagement: try to copy as much of it as possible, however, don't be overwhelmed. As long as your units are presplit and you're spamming fungal/infested terrans along with some transfuse, it will be fine (a few attempted neural's never hurt anyone either).
Ideal Micro
Creep Spread
- Creep spreading in ZvP can only help you - some players choose not to focus on it, but we think they are making a critical mistake. Not only does creep give you a huge amount of vision, but creep also can delay all-ins/pressure from the opponent - forcing them to wait for the creep to dissipate before moving out. Therefore, we would suggest following this *creep guide* in ZvP:
- With your first queen, inject larva at your main hatchery before moving it down to your natural (assuming a 14 pool 15 hatch opener). I like to place a creep tumor at my natural immediately with my next 25 energy - skipping inject #2 on that queen. The extra creep spread means that you can spread creep out to around the middle of the map by the time any kind of 2 base all in would hit - to your opponent's fourth by the time a 3 base all in would hit.
- It is worthwhile to get 1 extra queen as you are taking your fourth base to spread creep. Try to hard 4 active tumors down. This will assure that your creep spread will at least cover your half of the map, making scouting warp prisms and army movements much easier.
VODs
- MC vs. viOlet on Daybreak from Iron Squid Chapter II. Standard ZvP. Zerg with fifteen pool into three base then a twelve minute maxed out roach/ling push. Protoss with nexus first into three base.
CreatorPrime vs. DongRaeGu on Ohana from Iron Squid Chapter II. Very standard ZvP game. Roach/ling/infestor without greater spire vs standard Protoss late game army.
Brown vs. Scarlett on Cloud Kingdom from Iron Squid Chapter II. Dealing with a three base colossus attack with ling/infestor/brood lord.
Writeup by Glon
Graphics by pathy
Other contributions by Flicer, monk, PolskaGora, SixtusTheFifth, TheEmulator, and wo1fwood
Glon is a semi-professional Zerg playing for Quantic Gaming. He is currently the top ranked American on the HotS GM ladder. You can follow Glon on twitter @QuanticGlon and watch his stream here at www.twitch.tv/vvvglon.