• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 06:21
CEST 12:21
KST 19:21
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Code S RO12 Preview: Maru, Trigger, Rogue, NightMare12Code S RO12 Preview: Cure, sOs, Reynor, Solar15[ASL19] Ro8 Preview: Unyielding3Official Ladder Map Pool Update (April 28, 2025)17[ASL19] Ro8 Preview: Rejuvenation8
Community News
Code S Season 1 - RO12 Group A Results (2025)4$1,250 WardiTV May [May 6th-May 18th]4Clem wins PiG Sty Festival #66Weekly Cups (April 28-May 4): ByuN & Astrea break through1Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game29
StarCraft 2
General
How does the number of casters affect your enjoyment of esports? Code S Season 1 - RO12 Group A Results (2025) Code S RO12 Preview: Maru, Trigger, Rogue, NightMare Nexon wins bid to develop StarCraft IP content, distribute Overwatch mobile game Code S RO12 Preview: Cure, sOs, Reynor, Solar
Tourneys
Sea Duckling Open (Global, Bronze-Diamond) SOOPer7s Showmatches 2025 [GSL 2025] Code S:Season 1 - RO12 - Group A INu's Battles#12 < ByuN vs herO > [GSL 2025] Code S:Season 1 - RO12 - Group B
Strategy
[G] PvT Cheese: 13 Gate Proxy Robo Simple Questions Simple Answers
Custom Maps
[UMS] Zillion Zerglings
External Content
Mutation # 472 Dead Heat Mutation # 471 Delivery Guaranteed Mutation # 470 Certain Demise Mutation # 469 Frostbite
Brood War
General
BGH auto balance -> http://bghmmr.eu/ Recent recommended BW games Preserving Battlereports.com OGN to release AI-upscaled StarLeague from Feb 24 Battlenet Game Lobby Simulator
Tourneys
[ASL19] Ro8 Day 4 [BSL20] RO32 Group F - Saturday 20:00 CET [BSL20] RO32 Group E - Sunday 20:00 CET [CSLPRO] $1000 Spring is Here!
Strategy
[G] How to get started on ladder as a new Z player Creating a full chart of Zerg builds [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread What do you want from future RTS games? Nintendo Switch Thread Grand Theft Auto VI Battle Aces/David Kim RTS Megathread
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
LiquidLegends to reintegrate into TL.net
Heroes of the Storm
Simple Questions, Simple Answers
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia TL Mafia Community Thread TL Mafia Plays: Diplomacy TL Mafia: Generative Agents Showdown Survivor II: The Amazon
Community
General
Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine US Politics Mega-thread Ask and answer stupid questions here! Elon Musk's lies, propaganda, etc.
Fan Clubs
Serral Fan Club
Media & Entertainment
Movie Discussion! Anime Discussion Thread [Books] Wool by Hugh Howey Surprisingly good films/Hidden Gems
Sports
2024 - 2025 Football Thread NHL Playoffs 2024 NBA General Discussion Formula 1 Discussion
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread Cleaning My Mechanical Keyboard How to clean a TTe Thermaltake keyboard?
TL Community
BLinD-RawR 50K Post Watch Party The Automated Ban List TL.net Ten Commandments
Blogs
Why 5v5 Games Keep Us Hooked…
TrAiDoS
Info SLEgma_12
SLEgma_12
SECOND COMMING
XenOsky
WombaT’s Old BW Terran Theme …
WombaT
Heero Yuy & the Tax…
KrillinFromwales
BW PvZ Balance hypothetic…
Vasoline73
Test Entry for subject
xumakis
Customize Sidebar...

Website Feedback

Closed Threads



Active: 13159 users

Late game PvZ, again (SCi4 spoilers)

Blogs > Alexj
Post a Reply
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
January 15 2012 16:38 GMT
#1
Two things were clear 1-2 months ago:
1. Archon toilet became a standard in late game PvZ
2. Sooner or later zergs will learn to spread their broodlords. And then P will be in trouble.

If we look back at the time when archon toilet was transitioning from a gimmick to standard, there was a great post by NrGmonk: Lessons learned from Brown vs Losira

#6 of his list was "Mothership tech should be the norm versus broodlord tech"

Clearly, Brown was timing all his tech so that he would have the mothership and archon/templar at the same time. He was aiming for archon toliet+storm as his counter to mass broodlord, which I believe is the absolute safest and solid counter. Any ground based army just simply will not work. Voidrays are countered too easily by infestors + corruptors, and 1 or 2 carriers will not make enough of a difference in a fight as one single mothership.


The question that wasn't asked at that time was "What if zergs spread their broodlords?" I do understand, that BL is a slow moving unit, and group of broodlords tends to clump up... well, kinda like templars. But in PvT protosses learned the hard way that they desperatly need to spread their templars to not get hit by just one EMP. Terrans responded by building ghosts in bulk, but if we go back to PvZ, protoss simply cannot spam vortexes! All he can do, is to wait (quite a lot) for mothership to build, and then wait even more for 200 energy.

I wrote about Dimaga vs JYP game recently, but people were quick to dimiss it: If you think turtling with 30 spines in an armpit expansion is a solution to combat mothership, life is indeed very hard as a Zerg.. Fact is, Dimaga did pretty bad job splitting his broodlords in that series overall. But today we had incredibly frustrating (well, for me, as a protoss players and Grubby fan) series between Grubby and Stephano at ShoutCraft Invitational #4. Game 1 showed how good Stephano is at spreading his army versus vortexes. It also showed how hard for protoss is to flank late game zerg army on Metalopolis.

So, what is the next step in developing late game PvZ? Many people on forums and reddit, including NrGmonk, pointed out that protoss should switch to carriers late game.

Near the end of the game, Brown begins adding 3 stargates for carriers to add to his huge deathball. In fact, he even sacs probes to do so. The fact is that while a maxed mothership/colossi/templar/archon/stalker deathball is near unbeatable, that deathball with carriers IS unbeatable. The only counter to carriers zerg has is corruptors, which are completely negated by vortex and storm. Yes, carriers are hard to get, but if you mothership/colossi/templar/archon tech, I’m sure you can afford carriers. Why not voidrays you might ask? The fact is that voidrays are much easier to deal with than carriers in that deathball, because while corruptors don’t do as well versus voidrays, fungal and neural do very well, and infestors are much scarier than corruptors


In game 3 Grubby had a very good advantage coming into late game, so he decided to transition into that unbeatable mothership/archon/colossus/stalker/carrier army. He hidn't show his carriers too early, so when the big engagement happened, Stephano didn't have too many corruptors. So what went wrong?

Again, when the final battle happened, Stephano new about mothership threat and spread out his forces. He also had a high amount of infestors, and used them well. So after the dust has settled... not much left of protoss deathball, and Stephano was quick to build a dozen of corruptors to shut down carriers, and Grubby's fate was sealed.

So, the phrase "corruptors are completely negated by vortex and storm" is not completely true. Actually, carriers have very bad synergy with vortex and storm, since interceptors are easy to get stuck in a vortex and damaged in storm.

And therefore the question remains, what should be a new development in late game PvZ? Is it more active harassment? Using mothership for recalls instead of vortex? The thing is, in a famous Kiwikaki vs Stephano game, Kiwikaki was very good at sniping expos and using recalls, but in the end he still needed to battle zerg's "deathball", and he managed to get the win with 2 very good vortexes (in fact I think that was one of the games that showed to me and many others, that archon toilet is not just a Kiwikaki's "thing", but a solid way of countering late game zerg force)

Another concern of mine is what will happen in HotS. Protoss will not have mothership anymore, but supposedly they will use Tempest for big air-to-air area of effect damage. Obviously, the intention of Blizzard is to make them a counter to mass muta, but mass broodlords and corruptors should also eat a lot of these big balls of aoe doom, right? Well, there are 3 things that make me not so optimistic about tempest vs corruptor/broodlord:
1. Zergs are already taught to spread their air units
2. Tempest will be a massive unit. Corruptors will probably still have their strong anti-massive damage to counter colossi
3. Infestors will still be hard to deal with

Perhaps the focus should not be "how the protoss deathball should deal with zerg deathball", but more "how to prevent zerg from getting the control of the whole map instead of turtling to 200/200". For example, Hero's style incorporates a lot of warp prism harassment to keep zerg busy. The thing is, warp prisms get figured out as well, and zergs are more actively building static defense at their expansions and denying drops (again, today's Grubby vs Stephano series showed that very well)

***
More GGs, more skill
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2012-01-15 17:00:27
January 15 2012 16:50 GMT
#2
--- Nuked ---
Roe
Profile Blog Joined June 2010
Canada6002 Posts
January 15 2012 16:57 GMT
#3
It's very interesting how pros still cant spread their units for some reason. it's such a menial, basic task that would save them the game. I really hope tempest has some ability/abilities otherwise it's clear they're not even trying to stop it from being a 1a unit. I also wonder whether the new thor will have the same role for terran as it did for protoss. Maybe a late-game mech deathball will have it for some purpose. I forget the abilities they said it has, aoe stun I think.

Maybe they should make mutalisks turn into corruptors, like they could turn into devourers in bw. At least that would slow down anti-massive production, but then again it would be hard to deal with colossi. Then again mutas are proving to be a good unit in zvp.
Spec
Profile Blog Joined July 2009
Taiwan931 Posts
January 15 2012 16:58 GMT
#4
YAAAA i was quoted. Life completed. I think the next step for Protoss late game is mobility play. Just like mass medivac drop as Terran when BLs come out, Protoss can easily emulate that with recall, warp prism, and blink. Any mobile army can easily out maneuver BLs by hitting left and right, that's why it's so hard to spread them out. If you need to constantly move the slow air units in many directions, you either ball up more or never get there in time. I don't agree that you can say phase prisms are 'figured out', that's like saying Zerg mobility play is figured out, which can never be true because it's a technique integrated as a play style.
Eye for an eye make the world go blind - Gandhi
TheBamf
Profile Joined June 2011
Denmark366 Posts
January 15 2012 17:02 GMT
#5
Excellent write-up. The future looks grim for PvZ, I agree with your perspective on a solution. I myself am trying to prevent these ultra late game scenarios where the map is split in half which has not been a great problem on ladder. But in the pro games it seems that the MC-esque style of approaching the match-up by 2-base timings and rapid transitions is the most effective way to prevent the infestor/broodlord doom ball.
IM.Nestea | IM.MvP | MvP.DongRaeGu. | Genius | ST.Parting I SlayerS.MMA
monk
Profile Blog Joined May 2009
United States8476 Posts
January 15 2012 17:23 GMT
#6
I only watched the last 10 minutes of game 3 of this series, but Grubby's biggest mistake in the late game was forgoing templars completely. His colossi count was also quite too, I believe 2-3. In addition, he didn't abuse the range of his carriers and instead pretty much just a moved his army into the broodlord army. Because of all these reasons, a combination of fungal and mass infested terrans were able to clean up a lot of the carriers, something that shouldn't happen normally. If you look at Grubby's resource count, he was easily able to afford templar, as his resource count was something like 4k/2k even after mass carriers and double air ups.

Also, Dimaga vs JYP showed one situation where carriers are a necessity.
Moderator
darkscream
Profile Blog Joined December 2010
Canada2310 Posts
January 15 2012 21:40 GMT
#7
I remember the thread you're referring to and I actually asked the question, "What happens if zerg spreads his units".

The problem is that on some maps its just not feasible to split up because your infestors can't cover what they need to cover. On some maps you can and the BL/Infestor deathball is incredibly potent, just like the protoss deathball is.

Another question I asked is, "why are protoss players entitled to a 100 energy spell which can kill infinite units when used with archons". Blizzard answered that one for us, the mothership's days are limited.

The fact is, You can't declare one race superior in the late game over the other because of the myriad of other things that can happen before that. The unit choices, the unit losses, the upgrades, the tech patterns, the economy, the mis-micros, the missed macro, all these things add up.

Mobility play is really the counter to brood lords. I recently veto'd shakuras plateau because I like infestor/brood in ZvP but blink stalkers are almost impossible to defend against on that map. The architecture of it means that literally EVERY forward wall and cliff, is in danger from both air and ground attacks. Terrans just start dropping marines everywhere once BL's come out, Protoss should drop DTs and blink stalkers around. This is how it should be; that's how you counter the standard protoss deathball or terran mechball.
poundcakes
Profile Joined March 2011
Norway239 Posts
January 15 2012 23:53 GMT
#8
You can negate the majority of the damage from Archon toilets with Infested Terrans spread around the Vortex. I don't understand why people don't look for solutions, even if they are unorthodox, instead of dismissing it as impossible to defend.
The cur foretells the knell of parting day; The loafing herd winds slowly o'er the lea; The wise man homeward plods; I only stay to fiddle-faddle in a minor key.
Alexj
Profile Blog Joined July 2010
Ukraine440 Posts
Last Edited: 2012-01-16 00:29:37
January 16 2012 00:08 GMT
#9
On January 16 2012 01:50 Sated wrote:
Grubby had a massive advantage in that last game on Shakuras and failed to push it. With Colossus/Blink Stalker he could've busted through the Spine Crawler wall and dealt more damage, forcing Stephano to commit more resources to his defence. Alternatively, he could've done a lot more with Blink Stalkers up and down cliffs, since he had Colossus available to give high-ground vision. He instead choose to sit back and paid for it, because he gave Stephano enough time to get a "300-food" death-ball (in that Stephano could instantly re-max his army multiple times) that rolled him over.

Well his desicion making was far from ideal, but one thing was shown pretty clearly in that game once more: you shouldn't build carriers, ever.

So many people (including some smart people I might add) said that protoss should try using carriers in the late game PvZ, I myself was thinking about how I should add carriers in the late game PvZ. Well here we have a situation where protoss had a distinct economical advantage before the battle, he seemingly didn't do any obvious blunders going into it, had a decent number of carriers, but still lost the engagement pretty bad. So yeah, those carriers, strike them out, done.

Carriers are also often called as a unit that is good for finishing a game after you've got a good advantage (like in the game I referenced in the begginning of my post) -- but really, if you almost won the game anyway, what composition would not be good?

Edit:

On January 16 2012 02:23 NrGmonk wrote:
I only watched the last 10 minutes of game 3 of this series, but Grubby's biggest mistake in the late game was forgoing templars completely. His colossi count was also quite too, I believe 2-3. In addition, he didn't abuse the range of his carriers and instead pretty much just a moved his army into the broodlord army. Because of all these reasons, a combination of fungal and mass infested terrans were able to clean up a lot of the carriers, something that shouldn't happen normally. If you look at Grubby's resource count, he was easily able to afford templar, as his resource count was something like 4k/2k even after mass carriers and double air ups.

Also, Dimaga vs JYP showed one situation where carriers are a necessity.

Hmm, interesting points, thanks for the reply. I would post most of this in your thread, but then I thought that some people might be upset about the spoiler.

Edit2:

On January 16 2012 06:40 darkscream wrote:
The fact is, You can't declare one race superior in the late game over the other because of the myriad of other things that can happen before that. The unit choices, the unit losses, the upgrades, the tech patterns, the economy, the mis-micros, the missed macro, all these things add up.


You're right. However I should point out that
1. If the player gained too much of the advantage in the midgame, so that the outcome is pretty much decided, this discussion really doesn't matter. We mostly discuss a situation where players did some minor damage to each other going into the late game (though in that last game Grubby was at an advantage but lost it)
2. In the end, if the game is not decided in the early/mid-game, the players *will* go into late game on more or less equal footing.
3. Protoss are designed in such a way, that is much harder for them to do anything but timing attacks or turtling to 200/200 on 3 bases.
4. Last but by no means least, I search solutions for myself as well I am a plat toss, and currently I am trying to work on my macro. Which means, I am turtling in a lot of my games (since when I focus on harassment too much, it's pretty hard with keeping up my macro) Incidentally, zergs make me rage a lot, since PvZ is my worst matchup

On January 16 2012 06:40 darkscream wrote:Mobility play is really the counter to brood lords. I recently veto'd shakuras plateau because I like infestor/brood in ZvP but blink stalkers are almost impossible to defend against on that map. The architecture of it means that literally EVERY forward wall and cliff, is in danger from both air and ground attacks. Terrans just start dropping marines everywhere once BL's come out, Protoss should drop DTs and blink stalkers around. This is how it should be; that's how you counter the standard protoss deathball or terran mechball.

You're right, however going for mobile composion means having less scary army. Blink stalkers are good for sniping expos, but if they get hit by infestor broodlord, they will die. And in the end protoss army has to clash with zerg army at some point. In that IPL3 game I referenced (Kiwikaki vs Stephano) protoss did a lot of dropping and harassing and denying expos. But in the end the game was decided only with 2 good vortexes

And about your remark on Shakuras... well look at Metalopolis for the opposite: BLs on center can easily control 2 main attack routes, also protoss has absolutely no way of defending gold from BLs
More GGs, more skill
monk
Profile Blog Joined May 2009
United States8476 Posts
January 17 2012 02:15 GMT
#10
Just watched that game again. Grubby actually only had ~94 army supply in army in the "big" fight. His army was 3 colossi, 5 carriers, mothership, ~17 stalkers, and 2 sentries. The rest of his supply was in probes, building carriers, and zealots/dts harassing. I suspect stephano's actual army supply was much bigger. In addition, grubby pretty much completely missed his vortex and lost his motership for nothing. Combined that with my previous comment on lack of templar/archon and the fight becomes a lot more understandable.
Moderator
Huckleuro
Profile Joined November 2010
United Kingdom294 Posts
January 17 2012 22:55 GMT
#11
Out of interest, what strats does MC employ recent that are so good?

Does he always do some variation of a 2 base timing? If anyone knows his goto builds, hola.
Burns
Profile Blog Joined December 2010
United States2300 Posts
January 17 2012 23:12 GMT
#12
so i spread my brood lords and he has enough energy saved up for 2 vortexes
and even if the toss doesnt pull off the archon toilet, vortex is still a really powerful spell

a key thing to note is that zvp still seems very unexplored compared to other match ups
so even if the mothership has balance problems there may be other issues that may need to be addressed in other aspects of the game that would even out the mothership
What do you mean you heard me during the night, these are quiet pants!
Please log in or register to reply.
Live Events Refresh
CranKy Ducklings
10:00
Sea Duckling Open #134
CranKy Ducklings56
LiquipediaDiscussion
SOOP
09:00
SOOPer7s #42
DongRaeGu vs sOsLIVE!
sooper7s
LiquipediaDiscussion
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
mouzHeroMarine 458
StarCraft: Brood War
Calm 5794
Horang2 2086
firebathero 1999
Pusan 628
Flash 624
Hyuk 498
actioN 326
GuemChi 279
ZerO 205
Killer 148
[ Show more ]
sorry 97
Last 77
Sharp 73
Aegong 45
TY 33
NaDa 26
Shinee 24
Barracks 19
Sacsri 14
Free 13
yabsab 13
SilentControl 10
Yoon 9
IntoTheRainbow 8
Movie 4
Dota 2
XcaliburYe828
XaKoH 778
Counter-Strike
fl0m1257
Super Smash Bros
Mew2King199
Heroes of the Storm
Khaldor290
Other Games
gofns34948
crisheroes235
SortOf197
Lowko167
PartinGtheBigBoy78
DeMusliM78
ZerO(Twitch)19
singsing1
Organizations
Counter-Strike
PGL17085
Other Games
gamesdonequick1017
StarCraft 2
ESL.tv147
StarCraft: Brood War
lovetv 6
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 11 non-featured ]
StarCraft 2
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• lizZardDota2228
League of Legends
• Stunt714
Upcoming Events
WardiTV Invitational
39m
AllThingsProtoss
39m
SC Evo League
1h 39m
WardiTV Invitational
3h 39m
Chat StarLeague
5h 39m
PassionCraft
6h 39m
Circuito Brasileiro de…
7h 39m
Online Event
17h 39m
MaxPax vs herO
SHIN vs Cure
Clem vs MaxPax
ShoWTimE vs herO
ShoWTimE vs Clem
Sparkling Tuna Cup
23h 39m
WardiTV Invitational
1d
[ Show More ]
AllThingsProtoss
1d
uThermal 2v2 Circuit
1d 3h
Chat StarLeague
1d 5h
Circuito Brasileiro de…
1d 7h
Afreeca Starleague
1d 23h
BeSt vs Light
Wardi Open
2 days
PiGosaur Monday
2 days
Afreeca Starleague
2 days
Snow vs Soulkey
WardiTV Invitational
3 days
Replay Cast
3 days
GSL Code S
3 days
ByuN vs Rogue
herO vs Cure
Replay Cast
4 days
GSL Code S
4 days
Classic vs Reynor
GuMiho vs Maru
The PondCast
4 days
RSL Revival
5 days
GSL Code S
5 days
Korean StarCraft League
6 days
RSL Revival
6 days
Liquipedia Results

Completed

BSL Nation Wars Season 2
PiG Sty Festival 6.0
Calamity Stars S2

Ongoing

JPL Season 2
ASL Season 19
YSL S1
BSL 2v2 Season 3
BSL Season 20
China & Korea Top Challenge
KCM Race Survival 2025 Season 2
CSLPRO Spring 2025
2025 GSL S1
Heroes 10 EU
PGL Astana 2025
Asian Champions League '25
ECL Season 49: Europe
BLAST Rivals Spring 2025
MESA Nomadic Masters
CCT Season 2 Global Finals
IEM Melbourne 2025
YaLLa Compass Qatar 2025
PGL Bucharest 2025
BLAST Open Spring 2025
ESL Pro League S21

Upcoming

NPSL S3
CSLPRO Last Chance 2025
CSLAN 2025
Esports World Cup 2025
HSC XXVII
Championship of Russia 2025
Bellum Gens Elite Stara Zagora 2025
2025 GSL S2
DreamHack Dallas 2025
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025
ESL Impact League Season 7
IEM Dallas 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.