Editing StarCraft/Zerg strategies
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==Ambushing== | ==Ambushing== | ||
The key to ambushing is to make the right combination of units: Hydralisks, Zerglings, and a Defiler is a choice combination. The Zerglings engage in melee while the Hydralisks Engage from afar. If things get too messy, the Defiler can cast Dark Swarm | The key to ambushing is to make the right combination of units: Hydralisks, Zerglings, and a Defiler is a choice combination. The Zerglings engage in melee while the Hydralisks Engage from afar. If things get too messy, the Defiler can cast Dark Swarm. Using Dark Swarm will render your Zerglings virtually invincible, since only melee units can hurt them. This is especially useful against Terran, where the only combat melee unit is the Firebat, not normally used en masse. | ||
==Zergling Micro== | ==Zergling Micro== | ||
Zerglings are a key unit early game and it is vital to get the most out of them that you can. Zerglings require more attention than most melee units as they are quite weak and oftentimes if a simple attack-move command is issued to a place that requires them to go around a natural or artificial obstruction, they will attack in a single-file line thus giving the enemy the opportunity to kill them 1 at a time. If they aren't | Zerglings are a key unit early game and it is vital to get the most out of them that you can. Zerglings require more attention than most melee units as they are quite weak and oftentimes if a simple attack-move command is issued to a place that requires them to go around a natural or artificial obstruction, they will attack in a single-file line thus giving the enemy the opportunity to kill them 1 at a time. If they aren't kill instantly they'll start to spread out, but much slower than if you do it yourself. | ||
An easy way to get around this is to rally your troops before going into someone's base... tell them all to meet right outside of it, then once they have all gathered you can attack. If you are attacking a small group of troops, tell your zerglings to run *past* them, then as they begin running by and surrounding them, tell them to attack. This is especially important for a group of marines and medics. | An easy way to get around this is to rally your troops before going into someone's base... tell them all to meet right outside of it, then once they have all gathered you can attack. If you are attacking a small group of troops, tell your zerglings to run *past* them, then as they begin running by and surrounding them, tell them to attack. This is especially important for a group of marines and medics. | ||
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==Defilers== | ==Defilers== | ||
Plague on a tightly-packed group of marines can temporarily reduce their hp to 1 even with medics healing them. Also large group of science vessels can be devastating to a Zerg, plaguing them will get them down to 1 hp and make them easy to dispose of | Burrow is very useful for a Defiler. This will help them survive against combat units, and also lets them regenerate hit points. | ||
These can be extremely important against Terran opponents. Plague on a tightly-packed group of marines can temporarily reduce their hp to 1 even with medics healing them. Also large group of science vessels can be devastating to a Zerg, plaguing them will get them down to 1 hp and make them easy to dispose of. | |||
Dark Swarm can be exceedingly effective against marines when combined with zerglings, lurkers, or ultralisks. In open areas, the Terran can just move his units out of the cloud, but it is a very effective base-breaker. | Dark Swarm can be exceedingly effective against marines when combined with zerglings, lurkers, or ultralisks. In open areas, the Terran can just move his units out of the cloud, but it is a very effective base-breaker. | ||
===Probe popping=== | |||
Take an overlord down to the place where your opponent is gathering minerals, and drop a defiler. Use plague on the probes, then transport your defiler to safety. Bring in one or two mutalisks to destroy the workers. The probes will pop three at a time, which should devastate your opponents harvesting operation. | |||
==Lurkers== | ==Lurkers== | ||
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===Zerg=== | ===Zerg=== | ||
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====Zerg 7 Pool Rush==== | ====Zerg 7 Pool Rush==== | ||
'''Matchups: Zvz, Zvp, Zvt, Multiplayer, close locations''' | '''Matchups: Zvz, Zvp, Zvt, Multiplayer, close locations''' | ||
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Build: | Build: | ||
* 9/9 - Pool | * 9/9 - Spawning Pool | ||
* 8/9 - | * 8/9 - Overlord | ||
* 9/9 Extractor | * 9/9 - Extractor | ||
* 9/17 - 6 Zerglings (Scout with drone when pool finishes if you have not found the enemy as of yet) | * 9/17 - 6 Zerglings (Scout with drone when pool finishes if you have not found the enemy as of yet) | ||
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'''Matchups: Zvp, Multiplayer''' | '''Matchups: Zvp, Multiplayer''' | ||
Theory: This is a newer build tailor made for | Theory: This is a newer build tailor made for Zvp, although it has some uses in multiplayer as well. Here the pool is delayed for a spell in favor of an overlord so extra drones can be made to support a faster 2nd hatch. | ||
Build: | Build: | ||
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These lings are more of the harass and defensive type, with the second hatchery at the ramp or in an expo even. From here you can immediately go for gas and begin to tech, or you can continue to amass lings and drones while your hatchery warps. The exact build of course varies now that you have lings. | These lings are more of the harass and defensive type, with the second hatchery at the ramp or in an expo even. From here you can immediately go for gas and begin to tech, or you can continue to amass lings and drones while your hatchery warps. The exact build of course varies now that you have lings. | ||
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====Zerg Muta Rush==== | ====Zerg Muta Rush==== | ||
'''Matchups: Air, Hybrid''' | '''Matchups: Air, Hybrid''' |