I can't find any good information about it. There is a really unpolished build order on Liquidpedia and all other information is about ZvT match up.
Thank you
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Mizconout
49 Posts
I can't find any good information about it. There is a really unpolished build order on Liquidpedia and all other information is about ZvT match up. Thank you | ||
ortseam
996 Posts
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danbel1005
United States1319 Posts
2 Hatch Lurker Drop: - Build Order: + Show Spoiler + 9 - Overlord 9 - Spawning Pool 8 - Drone 9 - Extractor 8 - 2 Drones @100% Extractor - Put 3 Drones on gas 10 - 6 Zerglings @100 Gas - Zergling Speed and leave ONLY 1 Drone in gas 13 - 2 Zerglings (total 8) 14 - 2nd Hatchery at Natural 13 - 2 Drones 15 - Lair (put 3 Drones on gas now) 15 - Overlord 15 - continue Drone production @100% Lair - Drop Upgrade and Hydralisk Den right after @100% Den - Lurker Upgrade 24 - 2 Hydralisks 26 - Overlord 29 - 3rd Hatch (in another base) and 2nd gas, keep making Drones until 30/34 @100% Lurker Tech - Morph Lurkers 32 - 4th hatch (in your Natural) @150 Gas - Overlord Speed @150 Gas - Hydra Speed @150 Gas - Hydra Range - VODs on 2 different maps + Show Spoiler + - Counter to Fast Expansions on two or three player maps. - Countered by one Base Build Orders and heavy Corsair type of play. - Current map pool, this build is strong on Outsider and weak on 4 player maps if the opponent spawns on cross positions. | ||
blackmanpl
58 Posts
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EndingLife
United States1558 Posts
On September 13 2017 19:33 blackmanpl wrote: 2hatch lurker is average to bad against 1 base play, and dies immediately if protoss expands. What about 2 hatch lurker drop? | ||
blackmanpl
58 Posts
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yubo56
658 Posts
Edit: Jk, I should read the posters above more carefully. Bisu vs YellOw on HBR, english subs | ||
blackmanpl
58 Posts
+ Show Spoiler + One of those games where if you don't touch your units, you're gonna just win, and then Bisu walks two reavers to death and kills nothing, and gets allined 1a, because he didn't build additional cannons, units, or corsairs. You don't lose games where the zerg is making two lurkers, and you have it scouted since he began tech. It's also important to pressure, move out with zealots, this will force him to late his tech and defend. He would still defend cannons if he surrounded them properly with probes and defend vs lings, he could pull all probes off main since his observatory was done too, instead of trying to catch lurkers with them. It's like mistake on mistake on top of a mistake. The earlier game vs Shine was also plain terrible, 2gate on quite close respawn, didn't counter 12hatch, or put the zerg in defensive position, then he goes corsairs from main, when he was supposed to have an exp running already. Then loses all zealots in a one-shot lurker burst because he didn't spread them properly. Random fails =] | ||
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