StarCraft/Zerg strategies: Difference between revisions

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{{All Game Nav|game=StarCraft}}
{{Header Nav|game=StarCraft}}
==Introduction==
Zerg has one major advantage on the ground: Almost all of its ground units burrow. This advantage can be manipulated very well. Burrow must be researched by the Hatchery/Lair/Hive, and only the Lurker can burrow without the ability being researched.
Zerg has one major advantage on the ground: Almost all of its ground units burrow. This advantage can be manipulated very well. Burrow must be researched by the Hatchery/Lair/Hive, and only the Lurker can burrow without the ability being researched.


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Build orders are designed to best thrust you into your midgame pump. They create a good mining economy, give you credible rushing chances, and prepare you to expand. Any map with patches normal distance away from the Nexus/CC/Hatchery can adapt these build orders as printed.
Build orders are designed to best thrust you into your midgame pump. They create a good mining economy, give you credible rushing chances, and prepare you to expand. Any map with patches normal distance away from the Nexus/CC/Hatchery can adapt these build orders as printed.
* Pay attention to any special commands or building placement, both are also a part of a successful execution of a build order.
* Pay attention to any special commands or building placement, both are also a part of a successful execution of a build order.
* Any specific matchups the build can be used against are also included.
* Any specific matchups the build can be used against are also included.
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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'''


Theory: This is very much a risk/reward build in 1v1 play. It is best meant for 4 player maps or less, where you can figure out where he is by the time the lings pop out their eggs. It can be done in any matchup, and in multiplayer, but locations must be close. In general you are going for early harassment, the point of your attack will vary for each race. To begin, scout with your overlord to the nearest base. Keep in mind if you use this strategy, your economy will be very weak compared to your opponent, so if you fail to do significant damage to him, you'll be at a huge disadvantage later.
Theory: This is very much a risk/reward build in 1v1 play. It is best meant for 4 player maps or less, where you can figure out where he is by the time the lings pop out their eggs. It can be done in any matchup, and in multiplayer, but locations must be close. In general you are going for early harassment, the point of your attack will vary for each race. To begin, scout with your overlord to the nearest base. Keep in mind if you use this strategy, your economy will be very weak compared to your opponent, so if you fail to do significant damage to him, you'll be at a huge disadvantage later.


Build:
Build:
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====Zerg 9 Pool Speedlings Rush====
====Zerg 9 Pool Speedlings Rush====
'''Matchups: Zvp, Zvz, Multiplayer, close locations'''
'''Matchups: Zvp, Zvz, Multiplayer, close locations'''


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====Zerg 9 Pool Hatch====
====Zerg 9 Pool Hatch====
'''Matchups: Zvp, Multiplayer'''
'''Matchups: Zvp, Multiplayer'''


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====Zerg Muta Rush====
====Zerg Muta Rush====
'''Matchups: Air, Hybrid'''
'''Matchups: Air, Hybrid'''


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====Zerg 12 Pool Build====
====Zerg 12 Pool Build====
'''Matchups: Zvp, Zvz'''
'''Matchups: Zvp, Zvz'''


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====Zerg 9 Hatch 9 Pool Fast Expo====
====Zerg 9 Hatch 9 Pool Fast Expo====
'''Matchups: Zvp, Zvz'''
'''Matchups: Zvp, Zvz'''


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* 9/9 - Overlord<sup>1</sup> (When ovy is half done send drone to expo)
* 9/9 - Overlord<sup>1</sup> (When ovy is half done send drone to expo)
* 9/17 - Hatchery in expo
* 9/17 - Hatchery in expo
* 9/17 - Spawning Pool  
* 9/17 - Spawning Pool
* 11/17 - Begin saving larvae<sup>2</sup>
* 11/17 - Begin saving larvae²
* 10/18 - 8 Zerglings
* 10/18 - 8 Zerglings


<sup>1</sup>If you can fit in a quick extractor trick where you lose only a few crystals maximum, then you can and it wont affect the build at all. If you can't, then do not try and just follow the above build. If you do try it, it will be a 10/17 hatch as a result.
<sup>1</sup>If you can fit in a quick extractor trick where you lose only a few crystals maximum, then you can and it wont affect the build at all. If you can't, then do not try and just follow the above build. If you do try it, it will be a 10/17 hatch as a result.


<sup>2</sup>You can think about adding an extractor here. You do not have to put drones in it as soon as it is done, however. In Zvp you can quickly collect 100 gas for speed upgrade than send them back to minerals to bring back up the economy.
²You can think about adding an extractor here. You do not have to put drones in it as soon as it is done, however. In Zvp you can quickly collect 100 gas for speed upgrade than send them back to minerals to bring back up the economy.


From here you shouldnt need a sunken colony right away since the 8 lings that pop out should be good enough. If you find that he is not rushing, do not make the lings. Options that are available is to add a sunken, quick extractor at expo, and tech hard, while scouting to determine how many extra lings you have to fit in to hold any rush attempt. In Zvz fast tech is necessary so your spire is not later than his, or you will have serious harassment problems with muta and/or lings.
From here you shouldn't need a sunken colony right away since the 8 lings that pop out should be good enough. If you find that he is not rushing, do not make the lings. Options that are available is to add a sunken, quick extractor at expo, and tech hard, while scouting to determine how many extra lings you have to fit in to hold any rush attempt. In Zvz fast tech is necessary so your spire is not later than his, or you will have serious harassment problems with muta and/or lings.
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====Zerg 9 Hatch 11 Pool Fast Expo====
====Zerg 9 Hatch 11 Pool Fast Expo====
'''Matchups: Zvp, Zvt'''
'''Matchups: Zvp, Zvt'''


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* 9/9 - Hatchery
* 9/9 - Hatchery
* 11/17 - Spawning Pool
* 11/17 - Spawning Pool
* 12/17 - Hold Larvae for zerglings<sup>2</sup>
* 12/17 - Hold Larvae for zerglings²
* 12/17 - 8 Zerglings
* 12/17 - 8 Zerglings


<sup>1</sup> Here you may do a extractor trick for the 10th drone. If you are not well versed at doing it fast enough to make it worth the slight cost in minerals (if any if you are really fast), do not do it. In this case the extractor trick will make it a 10/17 Hatchery.
<sup>1</sup> Here you may do a extractor trick for the 10th drone. If you are not well versed at doing it fast enough to make it worth the slight cost in minerals (if any if you are really fast), do not do it. In this case the extractor trick will make it a 10/17 Hatchery.


<sup>2</sup> You may include an extractor at this point, you may wait until the expo is up, then make a pair of them simultaneously.
² You may include an extractor at this point, you may wait until the expo is up, then make a pair of them simultaneously.


Again you will have 4 larvae ready to morph when the pool is finished. If he decided to tech, then do not make any lings, and begin teching hard while continuously scouting.
Again you will have 4 larvae ready to morph when the pool is finished. If he decided to tech, then do not make any lings, and begin teching hard while continuously scouting.
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====Zerg 12 Hatch 11 Pool Build====
====Zerg 12 Hatch 11 Pool Build====
'''Matchups: Zvp, Zvt, Zvz, Multiplayer'''
'''Matchups: Zvp, Zvt, Zvz, Multiplayer'''


Theory: This is arguably the most popular zerg opening in Brood War right now. In Zvz it can be done if the enemy does not find you right away, you can expo with this build in Zvt (much more riskier in Zvp) and its perfectly fine for multiplayer. This yeilds both a good eco, and larva for lings.
Theory: This is arguably the most popular zerg opening in Brood War right now. In Zvz it can be done if the enemy does not find you right away, you can expo with this build in Zvt (much more riskier in Zvp) and its perfectly fine for multiplayer. This yields both a good eco, and larva for lings.


Build:
Build:
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====Zerg 3 Hatch Pool====
====Zerg 3 Hatch Pool====
'''Matchups: Multiplayer, FFA'''
'''Matchups: Multiplayer, FFA'''


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====Zerg 3 Hatch Ling Rush====
====Zerg 3 Hatch Ling Rush====
'''Matchups: Zvp, Multiplayer'''
'''Matchups: Zvp, Multiplayer'''


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==Defense==
==Defense==
===Sunken Colony===
===Sunken Colony===
The Zerg have two different types of deffensive structures that drones can be morphed into. Each one is specialized, one for air and one for ground. The sunken is stronger both in damage and hit points than other race's defenses. The downside is that its rate of fire is lower and it costs 175 minerals: drone (50), creep colony (75), sunken colony (50).
The Zerg have two different types of defensive structures that drones can be morphed into. Each one is specialized, one for air and one for ground. The sunken is stronger both in damage and hit points than other race's defenses. The downside is that its rate of fire is lower and it costs 175 minerals: drone (50), creep colony (75), sunken colony (50).


Against Terrans, place 4 to 6 at a choke. A marine and medic rush can destroy a Zerg otherwise. Against Protoss, 3 to 5 along with some zerglings will stop any early rush. Against Zergs sunkens are less important, 2 or 3 at most.
Against Terrans, place 4 to 6 at a choke. A marine and medic rush can destroy a Zerg otherwise. Against Protoss, 3 to 5 along with some zerglings will stop any early rush. Against Zergs sunkens are less important, 2 or 3 at most.
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===Lurker===
===Lurker===
==Teching==
==Teching==
After the Spawning Pool, Zerg players have three options: make more Zerglings, create a Hydralisk Den, or mutate into a Lair. Creating more Zerglings is used to counter the use of Dragoons and Hydralisks. The Hydralisk Den is used to counter fast techs to air units, firebats, Zealots, and M&Ms via Lurkers. The Lair is to open up another available tech tree.
After the Spawning Pool, Zerg players have three options: make more Zerglings, create a Hydralisk Den, or mutate into a Lair. Creating more Zerglings is used to counter the use of Dragoons and Hydralisks. The Hydralisk Den is used to counter fast techs to air units, firebats, Zealots, and M&Ms via Lurkers. The Lair is to open up another available tech tree.