A humble little guide by NinaZerg
Welcome to my little ZvP guide. I use the term "guide" loosely, because this is more of an idea thread to give you ideas about how to play the match-up. Of course, to be clear, I'm no expert by any means, so keep that in mind. I can't guarantee you'll win any more because of anything you read here, but you will definitely improve over time if you practice frequently and intelligently. I may make more guides in the future, but this one took me like a week to write, so putting this together basically kicked my ass. That being said, I will work over time to make improvements to this guide, add stuff to it, and make it better. And of course, fix the spelling and grammar mistakes with I know are lurking in there somewhere. I will add VODs and replays to the guide soon (and with me, that could mean never, lawl). If you have something you would like to add to the guide, such as a build order, or some neat little strategy you figured out, or just something interesting that you think could help other people with this match-up, let me know!
I wrote this because some of my friends who are newbs are having difficulty with ZvP, and so this is my gift to them, and to you. I sincerely hope that the work I put into this inspires you, helps you, and gives you a bit of better insight into the match-up. A lot of people who are new to Zerg initially have trouble against Protoss for whatever reason, and I'm no exception. I wish something like this existed when I started, and it is my hope that people keep playing BroodWar far into the future, because I really love this game in a way that is profoundly hard to explain. Otherwise, why else would I sit in front of a computer for hours writing about how to make your little alien guys kill other alien guys?
Okay, time to poop out some information.
ZvP is much different than ZvT or ZvZ because this match-up puts a heavy emphasis on out-macroing your opponent, rather than doing fun little micro tactics, like using a defiler and two lurkers to hold off 60 marines. This match-up relies a lot less on mutalisks than the other match-ups, and much more on a lot of smaller units with lurkers. This doesn't mean you can't just go cheese your opponent and use some fancy-pantsy micro to kill them, and if you want to do that, here's a build and strategy to consider:
9 Hatchery 9 Pool 9 Gas 8 Overlord 100 gas -> metabolic boost Pull drones from gas Make lings non-stop 17 Overlord
Plan: Send lings until the Protoss dies.
Now, let's say you're not a faggot and want to play more strategically. There are certain benefits to playing a longer game. If you rush for zerglings, the Protoss guy (true women don't play toss) might die, but they also might have seen zerglings before and know what to do, making your strategy basically a dice-roll to win, and rolling a dice really isn't a strategy at all, it's mostly saying "Well, golly, I sure hope this works." This type of play is what we call an "all-in".
So why bother going to a long game when you can just win early? Well, if you're playing a tournament game, you want to give yourself the best possible opportunity to win. This means not leaving the game to chance or luck, but playing the absolute best match you can. It's perfectly fine to do all-in if you're on the ladder and playing some map like Luna and the Protoss have no idea how to build a wall to stop you from getting in. But for practice purposes, I would strongly recommend playing your long-game strategy on the ladder to practice for individual matches.
Now, let's talk about another very rudimentary concept behind this match-up, which is very simple - you need more bases than your opponent. A "base" can be defined as a hatchery with drones mining minerals and/or gas at that hatchery for you. All of the strategies I'm going to discuss revolve around this very basic concept. I actually had a friend who would rage at the game because he believed that StarCraft was imbalanced against Zerg, and that Zerg should be able to be equal with Protoss if both sides have two bases. Interesting idea, BUT, there are two things to keep in mind:
1. Zerg stuff is cheaper than Protoss stuff. 2. You don't want to be equal with your opponent. You want to have an advantage over your opponent.
Generally, you will have less drones than the Protoss has probes. This is simply because of the way Zerg makes units (through larvae) that requires you to produce a lot of workers early, and the stop building workers to build only units.
Before we go any further, let me address some myths that pop up as a result of people giving very bad advice, and also, just from the difficulties of playing StarCraft.
- "Psi Storm is imbalanced"
If you've played a little ZvP and have no idea what to do, and your friends are like "Hey, just go hydras", then you've probably encountered the problem that all of your hydralisks explode when hit with psionic storms from high templars. Then you have no army and you die. This is a very common misconception for beginners. Without psi storms, Protosses would never be able to win against Zerg in a straight-up fight, unless the player using Protoss was just hundreds of times better than the player using Zerg. Protoss relies on spells to play, kind of like Zerg players do in ZvT with defilers, where you need to poof down dark swarm over your lurkers to stop yourself from being overrun by the much larger Terran force.
Psi storms actually just make the game balanced enough for Protoss to have a chance to win.
- "All Zerg has to do to win is get Ultralisks"
Ultralisks are very strong, but their role is very limited. A majority of the damage dealt will be administered by secondary units, such as zerglings, lurkers, and hydralisks, while the ultralisks soak up most of the damage being dealt out by the Protoss. They serve primarily as shields to absorb damage. They can deal damage of their own, but because of their slow attack speed, they need supporting units. That being said, ultralisks are pretty sexy to have. Their first downside is their high cost. It takes a very large economy to build ultralisks continuously, and unfortunately, ultralisks don't fare well against a high-tier Protoss army, so wasting them on failed attacks can waste an enormous amount of your money and cost you the game. The second downside to an "ultralisk/zergling" army is that it has no anti-air capability, meaning that corsairs can sweep the skies clear of overlords, and dark templar will be invisible to your forces.
Note: I'm not saying "ultralisks are bad". They are great units, just don't slam them into the Protoss in waves. Use your ultralisks in a smart way, and they'll be so much stronger.
- "x counters y"
The only time this is true is: Good players are the counter to bad players.
- If you see one cannon, go all-in
There is absolutely no logic to this, except that 6 zerglings can kill 1 cannon. However, unless you're going 9pool, or have 300 apm to run around in the Protoss base, don't. You will likely end the engagement with 1 zergling left, and by the time you build more zerglings and they reach the front, more cannons will be warped in.
- For ZvP, you only need to know how to hydra-bust
Busting the Protoss front with hydralisks is not a bad way to win games, BUT, keep in mind, it will mostly win you best-of-1 matches, and you will have to plan out the execution of this strategy in advance. If you play "standard" all the time, and get some advice from your gosu StarCraft friend to go hydra-bust your opponent, you'll be much better off doing what you normally practice, otherwise, you'll do some crappy hydra-bust and will most likely botch it.
- I saw Jaedong do it, therefore it must be right
I love Jaedong. He is the most talented person to ever play Zerg. However, you are not Jaedong. Different people have different styles of play that work for them, so if say, you see Jaedong get mutalisks, you might want to try it out where you also go mutalisks, and find out that you suck with mutalisks. Or maybe you'll see Jaedong open with a 9pool and run into Stork's base, so you try the same thing, but your opponent just sends probes to block you from getting in, your zerglings start running around like crazy and all die.
Zerg
Zergling: Zerglings are like bacon, they go well with everything. You will be using Zerglings the entire game, from start to finish. With the adrenaline gland upgrade, the effectiveness of Zerglings increases exponentially. At the start of the game, it requires 3 zerglings to take on one zealot, but once you reach your full upgrades with the adrenaline glands, 2 zerglings can kill one zealot. Another thing to remember is that a dark templar can kill a zergling with one hit. This is especially important because a one-hit kill will not alert you that your forces are under attack, so if you don't pay attention, your scouting zerglings might just disappear from the map without you noticing.
Hydralisk: Hydralisks are strong against nearly every type of Protoss unit, but will crumble if they clump together under psionic storms. Hydralisks should be supported by lurkers and/or zerglings before engaging in a large fight, because their effectiveness goes way up when you negate the psi storm factor from the engagement. Think about it; if Protoss has to use storms to hit zerglings or lurkers, there will be less storms overall to cover less surface area during fights.
Mutalisk: Not an essential part of this match-up, unlike ZvZ, or even ZvT, where mutalisks are very important. This is not to say they don't have their place, but mutalisks are extremely costly and will not gain map control for you if you harass with them. The upside to using mutalisks is that they make excellent snipers, and can be used to kill high templars, provided that the Protoss has no means of stopping mutas. Mutalisks are weak against archons, dark archons, large numbers of corsairs, and will die if they sit under a psi storm. Mutalisks are good against zealots (obviously) and when backed with zerglings, are great against dragoons or combos of dragoons and reavers.
Lurker: A vital part of any long game should include lurkers, because they're such an important defensive unit. They have very few weaknesses, especially when coupled with defilers, because it completely negates the ranged attacks that dragoons and archons fire. When together with zerglings, they will tear apart large numbers of zealots. Lurkers also can be used to attack, and can burrow under dark swarm to be immune to Protoss cannons.
Ultralisk: These units are often treated as utility units, but in reality, they are best when you, the Zerg player, has reached full unit upgrades and has at least five bases. Ultralisks can absorb a huge amount of punishment, and can soak up psi storms and lots of fire before dying, allowing smaller units to deal a lot of damage to the Protoss. Ultralisks are weak when unsupported by other units, and are generally weak against combinations of zealots/archons/dark templar, even when supported by zerglings.
Guardian: The guardian has a very specific purpose in this match-up because of it's high cost and weak armor. Guardians are used to harass from above cliffs, and destroy buildings. They cannot take a Protoss army head-on and are weak against dragoons, archons, templar, corsairs, scouts, carriers, and arbiters.
Scourge: Arguably the most important air unit in this match-up, because scourge are quick, and do a ton of damage. Although most Zerg players talk about their value against corsairs, scourge are also very effective at killing shuttles and arbiters. They are less effective once the number of corsairs accumulates over 5, and are easily picked off by cannons and archons.
Devourer: Used as an anti-air tank. Like any unit, devourers need upgrades to be effective, especially the air carapace. The large investment of money they require, plus their inability to engage ground targets, plus the amount of supply they take up makes their purpose very limited, however, they are extremely effective against Protoss air units, like OH MY GOD.
Infested Terran: This will almost never come into play against Protoss, and is more of a novelty than anything else.
Defiler: The Zerg quintessential spellcaster. Defiler abilities are strong no matter what, but can be optimized if you concentrate plague against zealots, dragoons, shuttles, and reavers, and use dark swarm against dragoons and archons. Dark swarm does nothing to reavers, so scarab damage will not be negated, even on burrowed units. Both dark swarm and plague are good against carriers.
Queen: Not particularly useful in ZvP, except possibly for ensnare to catch carriers/corsairs/scouts with. They can be used for their parasite ability, but the Protoss will often just send the parasited unit to go die. The best place for a parasite is in the probe lines, where the Protoss will not be likely to select the units for awhile.
Protoss
Zealot: Fairly useful for early harassment and supporting larger units, such as archons. Zealots can be used in drops to take hits while reavers and high templar deal out damage. Zealots generally facilitate the same function as the ultralisk (although they're not nearly as strong) which is to absorb most of the damage. They can also do a lot of damage and are very good at killing lonely hydralisks, ultralisks, and small numbers of zerglings.
Dragoon: Protoss tend to build dragoons in the mid-game as heavy-hitters to kill lurkers, but phase them out later in the game because they are very ineffective against defilers, cracklings, lurkers under dark swarm.
High Templar: The primary damage-dealer in the mid-game. High templar are great at destroying large numbers of small units that are clumped together, and for harassing. They are generally replaced by reavers later in the game, although they will be present throughout the entirety of the match for their ability to hit units under dark swarms.
Dark Templar: This unit is invisible and has a very powerful melee attack, but very weak armor. Dark templar are generally used for harass purposes, and can do a huge amount of damage if not detected and stopped quickly. They also are occasionally mixed in with Protoss armies in the late game.
Archon: A short-ranged heavy unit made of shields. Archons are most effective against Zerg air units, zerglings, and ultralisks. They tend to be weak against hydralisks, lurkers, and sunken colonies.
Dark Archon: This is a specialty unit used to freeze mutalisks. They can also be used to snipe queens and defilers using feedback.
Reaver: The reaver is good against every type of Zerg ground unit, but have weak armor. Their scarab shots will kill almost every Zerg unit with a single shot, making them very good for defending chokes, ramps, bridges, and being used offensively when supported with other units, such as archons, dragoons, corsairs, and zealots.
Corsair: Corsairs are used to gain scouting information and harass the Zerg's overlords. If the Zerg does not have air carapace upgrades, corsairs are effective against Zerg air units, such as mutalisks and scourge. Corsairs are bad when they fly near or over hydralisks, and have no chance against devourers.
Carrier: It's a fucking carrier, what else do you want me to say?
Scout: Generally not used, but occasionally utilized for harass purposes by trolly players.
Arbiter: Although arbiters can do some terrifying recalls against Zerg, their effectiveness is generally way less cost-effective than in PvT. They are really good against ultralisk/zergling combos, but are horribad when a defiler shows up and plagues everything.
Observer: It's watching you... in the shower.
Your hotkey set-up can mean the difference between life and DEATH. Many players have different hotkeys, so I'll just go ahead and show an example of one:
1 - Primary units (scouting drone, zerglings, ultralisks, lurkers) 2 - Support units (hydralisk/zergling) 3 - Support units (hydralisk/zergling) 4 - Support units (hydralisk/zergling)
5 - Primary hatchery 6 - Natural expansion hatchery 7 - Third base hatchery 8 - Hatchery 9 - Hatchery 0 - Hatchery or Defiler or Guardians (save this one for something special and close to your heart)
Short-cuts to remember:
s = select larva (hatchery) l = morph to lair (hatchery) h = morph to hive (lair) b = burrow (hatchery)
p = pneumatized carapace/overlord speed (lair) v = ventral sacs/overlord transporting (lair) a = antennae/overlord sight range (lair)
d = morph to drones (larva) z = morph to zerglings (larva) h = morph to hydralisks (larva) u = morph to ultralisks (larva) m = morph to mutalisks (larva) f = morph to defiler (larva) o = morph to overlord (larva)
m = research melee attacks (evolution chamber) a = research ranged attacks (evolution chamber) c = research carapace (evolution chamber)
m = muscular augments/hydra speed (hydralisk den) g = grooved spines/hydra range (hydralisk den) l = lurker aspect (hydralisk den)
m = metabolic boost/zergling speed (spawning pool) a = adrenaline glands/zergling DPS (spawning pool)
c = consume (defiler mound) g = plague (defiler mound)
u = sunken colony (creep colony) s = spore colony (creepy colony)
The command to morph drones into a building is always "b" The command to morph drones into an advanced building is always "v"
Basic: h = hatchery c = creep colony v = evolution chamber e = extractor s = spawning pool d = hydralisk den
Advanced: d = defiler mound q = queen's nest u = ultralisk cavern n = nydus canal s = spire
Set-up
A very basic set-up that I like to use:
and by "F5", I meant "F4". Oops.
You can set up your hotkeys in any fashion you choose, but it's important to be comfortable with your set-up so that you don't have to fight against the interface to get things done. For example, when you start setting up a bunch of macro hatcheries, you'll need to set rally points for all of the hatcheries to the entrance of that base. This is much easier to do if you have your hotkeys already set up, as well as some f-key usage.
If you don't already know, you can use the f2, f3 and f4 keys to jump your screen to a designated area on the map. Press shift + any of the forementioned f-keys (let's say you do f2), then every time you hit f2, your screen will jump to that area you've saved. Sound complicated? Not really. Try it out - play against a computer, and at the beginning of the game, click on the middle of your mini-map. The whole area should be blacked out by the fog-of-war. While looking at this black area of the map, hold shift and press f2. Then go back to the area of the map where you spawned and have vision. Then hit f2. Voila!
This can be very useful when rallying a bunch of hatcheries at once. Hotkey a screen over the hatchery cluster, and hotkey a screen over where you want to rally the hatcheries to. Then, you can hit f2, see your hatcheries, select one of them, hit f3 and see the rally point, then click the ground, then hit f2, see the hatcheries again, select a different one, hit f3, and rally another one, and so on. Doing this quickly will save you a lot of valuable time.
Remember, in StarCraft, you want to maximize your efficiency and not waste time! Be sure to practice ALL hotkeys, shortcuts, and f-keys, so that you can flow through your checklist (Which I will discuss later) effortlessly. If you don't practice using the keyboard, don't expect good results. StarCraft is a very competitive game, and like any competition, requires practice.
Every time a new larva is spawned, you need to quickly key through all your hatcheries, and morph the larva into units.
Here's my set-up:
- set hatchery to '5', and overlord to '4'. - second overlord gets set to '3', so I can reserve '1' and '2' for units I'm going to focus on more. - '1' initially gets set to my scouting drone, while my second hatchery gets set to '6'
So far, it looks like this:
1 - drone 2 - nothing yet 3 - overlord 4 - overlord
5 - hatchery 6 - hatchery
When the zerglings pop out, I hotkey one of the zerglings to '1', and set that zergling to pursue the scouting probe. The other zerglings get set to '2', and are used to head off and kill the scouting probe. Once it dies, I set all the zerglings back to '1'.
- I set my third base to '7' - I set my fourth base to '8'
- I set my first pair of scourge to '2' - I set my zerglings to '1'
Now, it looks like this:
1 - scouting zerglings 2 - scourge 3 - scourge 4 - overlord
5 - hatchery 6 - hatchery 7 - hatchery 8 - hatchery
Every time I want to center on a hatchery, I tap a hotkey twice quickly, press "s" to select the larva and then press whichever key I need to produce what I want. This is particularly useful when you have a hatchery to center on, and a macro hatchery next to it. Center on the base hatchery, and spawn units, then click on the macro hatchery nearby and spawn units, then move onto the next base. You might be wondering "Hey, why not put all my macro hatcheries at one base and save some time!?" and I'll explain that later when we discuss "simcity".
A lot of times, you'll come into a situation where you have so many units that four hotkeys simply aren't enough. There are many solutions to this situation, but here's one idea: for example, have all your lurkers set to 1, and all your hydralisks set to 2, 3 and 4. Move them forward towards the area where you want to engage the Protoss army. Then, go to your massive clump of zerglings and begin dragging boxes over them and sending the zerglings into the battle area, and get them all running in the same direction. Then start moving your hotkeyed army into the fight. The zerglings should hit the area with the fighting first and take most of the punishment from psi storms, then your hydralisks and lurkers clean up the rest.
This slug is the key to your victory
The plural to "larva" is "larvae", but we're going to call those little critters "larva", even as a plural. Larva spawn out of your hatcheries, lairs, and hives. Larva spawn every 14 seconds, unless their mother hatchery already has three larva attached to it. If you want more larva to spawn, you have to place additional hatcheries.
This is pretty damn important, because your hatcheries produce both your harvesters and your warrior units, as opposed to Protoss, who can simultaneously produce workers and units. Because of this mechanic in the manner that Zerg builds, you'll want to build drones to harvest minerals using almost all of your larva, building a bare minimum of defence until you have a healthy number of drones mining. Then, you stop producing drones altogether, and start building a lot of attacking units to go fight.
During a match, you will want to place hatcheries down as bases, but also, you'll want to place hatcheries that exist only produce larva, and aren't used to gather minerals or gas. This is a "macro hatchery". But why even bother building macro hatcheries instead of expanding and taking new bases? Well, you can, but only if you have a plan for defending it, otherwise, the Protoss will just waltz over and kill it, or kill you. Or your family. So, let's look at a standard* game:
- Protoss takes a quick expansion, for a total of two bases. - Zerg sees two bases from Protoss, and decides to double expand for a total of three bases. - Zerg gets a bunch of drones. - Protoss gets a bunch of gateways.
So at this point, you (le Zerg), know that your opponent is about to field an army. This means that you, yourself, will need to either create some kind of army or proper defence to prevent yourself from being killed. So cool, now you know it's time to stop making drones, and start making an army, or at least, have a rough idea of when you'll need to produce units after you've played enough games and have looked your replays.
If you have three bases, and only three hatcheries, you will have a total of nine larva as your maximum that can exist at one time. If all three bases have 12-15 drones, then your resources will pile up to like 1,500 in no time, even if you make warrior units. This is why you need macro hatcheries, so that more larva will spawn, and you can spend your income, using the additional larva that being produced. This way, you can have a LOT of units to send into battle. If you have few larva, then you'll inevitably have few units to send into battle, which will get crushed and you'll be very sad.
You don't want to be sad.
All of the Zerg build orders I'm going to share are designed to give you a very large number of units to work with, and hopefully, give you a better chance of winning. Sometimes, you may need to alter your builds a bit and get more zerglings or more sunken colonies to protect yourself. That's okay - as long as you have plenty of drones to go around. The general rule of thumb is that you need 1.5 drones per mineral patch, or, in more practical terms, around 15 mining minerals in each main base, and about 10-12 mining minerals at each natural you take. If you use drones to morph into buildings, you should always replace the drones that you use.
Finally, don't forget to make your overlords. Forgetting overlords is the bane of my existence. I have nightmares about forgetting overlords. In the beginning of the game (til around 35-40 population) you'll only want to make one overlord at a time, so you can spend the maximum amount of minerals on drones, hatcheries, and possibly zerglings and sunken colonies. After 40, with each round of units you make, spawn two overlords with them. When you get into the realm of having a lot of hatcheries, you might need to make three or more overlords with each round of units you create. If an overlord is getting shot down and you know it cannot be saved, spawn another overlord to replace it before it dies. This replacement overlord does not count in your build order, so you might have to make two overlords at a time in the early game so you don't get supply blocked by corsairs killing your overlords.
*Note: I hate using the terms "standard", "metagame", "counter", "build order win", etc., because these are very oversimplified ways to look at a very complex scenario where there are many, many factors and variables involved. Practically speaking, none of these terms actually influence the game decisively in a literal sense during almost any match you will ever play. They are more "theoretical" and "on paper" terms, used to explain ideas concerning trends in StarCraft, because trust me, certain strategies become trendy and others die out all the time. When I talk about "standard play", I'm talking about logical actions that could take place based on current trends in StarCraft play. I also don't like the word "Transition". People are always like "How do I transition?" and I'm like "Just do it."
For example, let's say you send an overlord to scout a Protoss base and see he has no gateways placed yet. Then you see a stargate and citadel of adun being built, so you move the overlord away. Logically, the Protoss will use the citadel to upgrade his zealots, and get his templar archives. Illogically, he would cancel the citadel and build 5 robotics facilities so he can mass reavers to slow push across the map.
If you just skipped over everything else to read the build orders first, I would recommend going back and reading some of the other stuff first. Obviously, everyone wants a guide on "How to win", but if you're looking for that guide, you may want to consider rethinking your mentality while playing. Of course you want to win. I want to win games, and I want you to win games. I've seen many Zerg players (including myself) just throw away easily-won games because they wanted to win faster. So they go for some kind of hydralisk bust, or zergling all-in, or mutalisk timing attack, or really bad drop play, because they believe there is an opportunity for an "easy win". Don't fall into this trap, because it's a trick you play on yourself, and can yield some very heart-breaking results.
Your focus should always be "How can I play better?" because if you play better, you will begin to win more games over time, I guarantee it. To play better, you need to be consistent, and having an optimal set of instructions to follow will help you maintain a sense of consistency.
So, let's break up our strategies into three basic areas: 4-player maps, 2-player maps, and playing against a 1-base Protoss. I'll recommend 2-3 builds for each type of play that you will be responding to, because the Protoss will be the aggressor early on.
How to follow build orders
All build orders lead to you accomplishing specific goals. If the goal is to get you a strong economy so that you can create a massive army, you don't want to build tons of defense early on, otherwise, later in the game, your economy will be weak and your army will be hopeless. If your goal is to be aggressive, you don't want to build tons and tons of drones, because your window of opportunity will quickly close. The goal of the builds I'm going to show are specifically designed to give you a basic outline of the timings you need to have a wonderful and industrious economy that will allow you to manufacture hundreds and hundreds of units, and eventually, take over the whole map with Zerg stuff.
All build orders place an emphasis on worker production, unless the build says specifically to cut workers. With Zerg, you will need to stop building workers so that you can start producing only units at a certain point, but there are points beforehand where you may need to save a few larva for units instead of drones. You will always be making drones otherwise. If the build order reads:
9/9 - Overlord
Then it means you build drones until you reach a population of 9, and then once you reach that population, you create an overlord. Now, look at this:
9/9 - Overlord 9/9 - Spawning Pool 11/18 - Hatchery
If you build a spawning pool at a population of 9, you will have a population of 8 after the drone morphs into a spawning pool. There is no instructions to build anything until a population of 11, so every time a larva is spawned, you morph it into a drone. If the build order reads:
9/9 - Spawning Pool 9/9 - Extractor 8/9 - Overlord Overlord is morphing - SAVE LARVA Overlord hatches - 6 Zerglings
This order "SAVE LARVA" means to not morph your larva into anything, period, until the next step. If the build order reads something like this:
100 Gas - Lair
It means that once you reach a certain amount of resources, you get the said building as soon as possible, even if it means stopping drone production. For example, let's say you have 100 minerals and 100 gas. You shouldn't spend the minerals on drones, but should let them pile up to 150, so that you can morph your hatchery into a lair. After that, you can start making drones again.
Comprende?
Tip: don't forget to replace the drones you use to build stuff.
Okay, talk about opening builds. This is like moving your first pawn in Chess; it's probably not going to make or break your whole game unless you're playing at an extremely high level. There are a whole bunch of opening builds, so let's discuss a few that work fairly effectively:
Overpool Opening (good for 2-player maps)
9/9 - Overlord 9/9 - Spawning Pool 11/18 - Hatchery 10/18 - Three sets of Zerglings for a total of 6 15/18 - Extractor 15/18 - Hatchery 16/18 Overlord 100 gas - Lair
11pool Opening (good for all maps) 9/9 - Overlord 11/18 - Spawning Pool 11/18 - Hatchery 10/18 - 6 Zerglings 15/18 - Extractor 15/18 - Hatchery 16/18 Overlord 100 gas - Lair
12hatch Opening (good for 4-player maps) 9/9 - Overlord 12/18 - Hatchery 11/18 - Spawning Pool 15/18 - Extractor 14/18 - Hatchery 16/18 - Overlord 100 gas - Lair
All these opening builds have the same goals: to give you an expansion hatchery, some zerglings, take another expansion, then get a lair as quickly as possible. You'll notice I put "Good for so-and-so map", but take it with a grain of salt. You can open with anything, really.
4-Player Maps
6-Hatch Hydra
Let's open with a 12 Hatch...
9/9 - Overlord 12/18 - Expansion Hatchery 11/18 - Spawning Pool 14/18 - Extractor Spawning Pool - 2 sets of Zerglings 15/18 - Expansion Hatchery 16/18 - Overlord 100 gas - Lair 21/27 - Metabolic Boost (Zergling Speed) 24/27 - Overlord Lair finishes - Start Spire 31/25 - Overlord 32/35 - Macro Hatchery 35/35 - Macro Hatchery Spire finishes - 2 pairs of scourge, 1 pair to scout, 1 pair to kill corsair. If there are more corsairs, get more scourge, and research pneumatic carapace at your lair. 38/43 - Expansion Hatchery - 1 sunken colony at each natural - Hydralisk Den / Evolution Chamber - Extractor 47/51 - Air Carapace / Overlord Speed Hydralisk Den finishes - Hydralisk Speed, then Hydra Range, then finally, Lurker Aspect, in that order. Around 50 food - Start +1 ranged attack at evolution chamber, stop drone production, start making hydralisks
When you reach lurker aspect, add on a second evolution chamber and take your 3rd gas extractor. When you start pumping out lurkers, you'll need to add on a 4th gas extractor, because creating an army with both hydralisks and lurkers is pretty expensive in terms of gas. Once you start your +2 upgrades, you also will want to start your hive, although you can vary the timing depending on your style. You should always add on extra hatcheries when you are able to use all your larva for units, and have enough minerals for a hatchery.
6-Hatch Lurker
9/9 - Overlord 12/18 - Expansion Hatchery 11/18 - Spawning Pool 14/18 - Extractor Spawning Pool - 2 sets of Zerglings 15/18 - Expansion Hatchery 16/18 - Overlord 100 gas - Lair 21/27 - Metabolic Boost (Zergling Speed) 24/27 - Overlord Lair finishes - Start Spire 31/25 - Overlord 32/35 - Macro Hatchery 35/35 - Macro Hatchery Spire finishes - 2 pairs of scourge, 1 pair to scout, 1 pair to kill corsair. If there are more corsairs, get more scourge, and research pneumatic carapace at your lair. 38/43 - Expansion Hatchery - 1 sunken colony at each natural + 1 spore colony at each natural - Hydralisk Den / Evolution Chamber - Extractor 47/51 - Air Carapace / Overlord Speed Hydralisk Den finishes - LURKER ASPECT Lurker aspect finishes - Make two lurkers at each natural. - Queen's nest + second evolution chamber Hive starts - 1 sunken and 1 spore colony in your main base
You'll want to turtle and get a lot of drones at your fourth base before you take your 4th gas. You should begin adding on at least 4 macro hatcheries for a massive amount of zerglings, and also to build drones for your 4th base. Once the 4th base is saturated, start making a lot of lurkers and a lot of zerglings. Your adrenaline gland upgrade should finish before the Protoss has enough dragoons to attack. If you turtle, the Protoss may attempt drop play - this is normal, so be sure to have scourge in key positions to snipe shuttles.
2-Players Maps
5-Hatch Hydra
Let's open with an 11 pool!
9/9 - Overlord 11/18 - Spawning Pool 11/18 - Expansion Hatchery 10/18 - 6 Zerglings 15/18 - Extractor 15/18 - Expansion Hatchery 16/18 Overlord 100 gas - Lair 21/27 - Metabolic Boost (Zergling Speed) 24/27 - Overlord Lair finishes - Start Spire 30/35 - Macro Hatchery 32-35/35 - Macro Hatchery - Hydralisk Den / Evolution Chamber - Overlord (it'll be around 32 - 29 food when you get it) Spire finishes - 2 pairs of scourge, 1 pair to scout, 1 pair to kill corsair. If there are more corsairs, get more scourge, and research pneumatic carapace at your lair.
4-Hatch Lair
This build is vastly different than the three builds I just mentioned. First, you will not be getting a quick spire to defend against corsairs, but will using just hydras, and get the spire later. You can use this build on any map, but if you do use it, I recommend it for 2-player maps like Bloody Ridge where there's a close 3rd gas.
9/9 - Overlord 11/18 - Spawning Pool 11/18 - Expansion Hatchery 10/18 - 6 Zerglings 13/18 - Expansion Hatchery 17/18 - Macro Hatchery 16/18 - Extractor 16/18 - Overlord 24/27 - Overlord First 100 gas - Lair Lair is @ 50% - Hydralisk Den 27/27 - Macro Hatchery + evolution chamber Lair finishes - Overlord Speed Hydralisk Den finishes - Make 2 hydralisks at each base / Hydralisk speed + second extractor
Once the fifth hatchery morphs in, make one drone, and then cut drone production to start making hydras around 40 population.
The liquipedia version is a bit different:
9 overlord 9 pool 11 hatch 10-12 lings 14 hatch 18 overlord 18 hatch 17 gas @ 100 gas, start lair @ 50 gas, start den + second gas @ lair finish, start overlord speed
Same idea, but getting the second overlord before the 4th hatchery is placed. The build I recommended also opens with an 11 Pool, whereas this one opens with an Overpool.
Against 1-Base Protoss Play
3-Hatch Hydra
This is something you can do against a pair of forward gates as well, but with forward gateways, you won't need to worry about early corsairs. This is a very simple opening to give yourself a semi-aggressive play in the mid-game so you can expand.
12/18 - Expansion Hatchery 11/18 - Spawning Pool 10/18 - SAVE LARVA Spawning Pool finishes - Morph larva to zerglings 13/18 - Macro Hatchery
Note: if you are defending against a 2-gate aggression, continue pumping lings and throw down a sunken colony. If you are faced with a lot of aggression, such as probes being pulled, or a 9/9 gate, DO NOT place the macro hatchery, but instead, use the minerals to make sunken colonies at your natural. Make only lings until the attack breaks, then you can place the macro hatchery and start building up your base. If you're facing a fast teching Protoss (Where you scout 1 gateway + assimilator early, and then cybernetics core), continue with the build.
14/18 - Extractor 16/18 - Overlord 24/27 - Overlord First 50 gas - Hydralisk Den Hydralisk Den finishes - Make 2-3 hydralisks at your natural.
Note: Float all of your overlords to your natural so they can hover over the hydralisks.
150 gas - Hydralisk speed + extractor Next 150 gas - Lair Next 150 gas - Hydralisk range - Begin pumping hydralisks Lair finishes - Pneumatized Carapace (Overlord Speed) + Evolution Chamber
And now you have a nice little army that can move around and defend against small attacks, stop dark templar from walking into your bases, and will help you secure new bases. The safest route is to take the closest third base to you, but on certain maps, you might want to risk taking a faraway natural, so you can take another main later. Just make sure to get lurker tech and your spire once your overlord speed finishes.
3-Hatch Muta
This build is really good as a follow-up to defending against a 2-gate build from the Protoss. My preference is to go lurkers immediately after mutalisks to drive back a counterattack, but you can go mass hydralisk and be aggressive if you're feeling adventurous.
- After holding off the attack, place your third hatchery as a macro hatchery, preferably at your front as part of your simcity. - Extractor - Lair 16/18 - Overlord Lair is 33% finished - 2nd Extractor 24/27 - Overlord Lair is finished - Spire Spire is 40% finished - morph 2 overlords, SAVE LARVA FOR MUTALISKS/SCOURGE Spire is finished - morph all the larva into mutalisks and create a pair of scourge
If the Protoss base is poorly-defended, kill the cannons and wreak havoc on their base. If there are 4 or more cannons, don't try and bust in there and kick down their door. You want to keep your mutalisks alive and snipe probes at the Protoss natural if possible. The presence of mutalisks will make it impossible for the Protoss to move out until they have archons, unless they decide to send a train of zealots to their deaths. After your field your mutalisks, you'll want to throw down a hydralisk den and evolution chamber.
Expanding really just depends on how much risk you're willing to take. If you expand as soon as your mutalisks emerge from their eggs, you could find yourself in a good lead going into the mid-game, but if a bunch of zealots come out and snipe the hatchery, you could end up being quite behind. The "safe" option is waiting until you have sufficient forces to procure a third base, but you risk being overwhelmed by the Protoss if your economy is lagging behind. DO NOT take a hidden expansion. My recommendation is to get lurkers quickly and take another natural. Send some hydralisks and overlords to the spot as well, so the lurkers don't get killed by dark templar using observers to spot.
3-Hatch Lurker
Very similar to 3-Hatch Hydra, but with quite different objectives. 3-Hatch Hydra puts an emphasis on map control and pressuring the Protoss front with hydralisks. 3-Hatch Lurker is just to get 4 bases as quickly as possible.
12/18 - Expansion Hatchery 11/18 - Spawning Pool 10/18 - SAVE LARVA Spawning Pool finishes - Morph larva to zerglings 13/18 - Macro Hatchery 14/18 - Extractor 16/18 - Overlord 24/27 - Overlord First 50 gas - Hydralisk Den Hydralisk Den finishes - Make 2-3 hydralisks at your natural.
Note: Float all of your overlords to your natural so they can hover over the hydralisks.
150 gas - Lair / build evolution chamber / extractor Evolution chamber finishes - Carapace Upgrade Lair finishes - Lurker upgrade, then Pneumatized Carapace (Overlord Speed)
Start making lurkers, and get a spore colony at your natural, and one in your main. Your next upgrades should be hydra speed and then range. Send a bunch of lurkers to another natural, and send two drones to go double expand to that natural and main. You should be building a lot of drones since you're not massing hydralisks, so you'll have a lot of extra minerals. Use them to place 1-2 macro hatcheries in your main, and then research metabolic boost.
Once you double expand, get your spire and queen's nest so you can tech to hive. You could go second evolution chamber instead of hive, but since your gas economy won't kick in for awhile, I don't recommend it since you won't have very many units yet.
Goals
Every build order is a set of guidelines to help you reach a specific goal. Usually, a goal is something very simple, like say, "I want to have a big army at a certain time" or "I want to have Mutalisks at 6:30 game seconds". Remember, reaching the end of a build is not the end of the game, but instead, is a way to secure an advantage so that you can meet bigger goals in the end-game that will ultimately lead to you winning. Sometimes, on your way to meeting the goal of your build order, you need to make certain adjustments. To make an adjustment, you need to watch your own replays and watch the timer on the replay clock. For example, let's say you die to zealots every game. 8 - 10 zealots come running out with leg speed and +1 attack and it just cuts your base to pieces. Look at the time on the clock. When do the zealots leave the Protoss base? When do the zealots reach your base? What is your population at that time? What is the Protoss population at that time?
If you have a disproportionate disparity in food (like, say, 25 population vs 60 population), then you'll know that you've completely botched your build order and need to work on your keyboard usage (see hotkeys above) so your build order will be a help to you, not a hindrance.
If there's no problem with the food counts (usually, the Protoss will have 10 - 30 more population, with 30 being problematic, 20 being average, and 10 being that the Protoss is a nub) then you can make some subtle adjustments, like making an extra sunken colony when you see the forge spinning, or getting a spore colony so dark templar can't walk into your base. Don't ever just freak out in the middle of a game and change your build order for no reason. Any changes you make should be done after having played a few dozen games, where you watch the replays and look at the timer to see how your opponents are exploiting your weaknesses.
In the early and middle parts of many games, the Protoss player will be the aggressor, and therefore, you need to make the appropriate reactions to what they are doing. Note that I say "appropriate" when I talk about reactions. You don't want to overreact and build like 4 sunken colonies at each entrance if you see a forge spinning, because if your goal is to a lot of hydralisks at say, 12 minutes (Just using an arbitrary number as an example here), you need to get a lot of drones beforehand, and if you're making a ton of sunken colonies, your hydralisk mass is going to be very weak. Keep in mind, I'm not saying "Don't ever build four sunken colonies at each entrance". I'm saying that if you have a specific goal, don't alter your build so that you cannot reach your goal.
On the flip side, don't under-react, because then you'll just be like "I see a threat developing, but I'm gonna follow these build instructions like a robot" or be like one of those guys who smokes a lot of weed while playing, and your friend is screaming "HE'S GOING TO DRAGOON BUST YOUR FRONT, YOU NEED MUTALISKS AND LINGS RIGHT NOW" and you're like "Nah, man, it's coo."
Because you will die! Remember, you can tweak build orders to fit your personal preferences and as needed, as long as you are consistent and don't do a different variation of your build every game, because this can end up making your play very sloppy and mistimed.
Timings
If you play a lot, you'll notice certain patterns concerning when your opponent gets what, and when. This is because Protoss players are leery of dying to ling busts, hydra busts, muta busts, and less commonly, lurker drops. If a Protoss player gets his cybernetics core too late, the rest of his tech tree is going to be too late, and the Zerg will be able to get away with so much that it will be extremely difficult for the Protoss to win. Therefore, the Protoss wants to get his gateway as quickly as possible, because it is the precursor to the cybernetics core.
Perhaps you've seen Protoss players get only 1 cannon at their natural and wonder "Why?", and the answer is really quite simple: they scout and don't see a 9pool, so they think "Okay, he's not going to make a bunch of zerglings, but is going for something economic, and if he tries to do a run-by, I can defend the six lings with my probes" and then instead of spending the 150 minerals on a cannon, they spend that same 150 minerals to get a gateway. That way, their tech will warp in quicker, and if they feel threatened, they can always add an extra cannon or two later.
Building-for-building, your timings should go something like this:
Forge - Spawning Pool Nexus - Hatchery Gateway - Extractor Cybernetics Core - Lair Stargate - Spire
Note that their stargate will finish before your spire, unless:
A) Their build order is screwed up. B) They intentionally got the stargate late. C) You have some ridiculously good spire timing.
You should never assume A. After you watch the replay, you can laugh at them and be like "lol, what a noobface", but during the game, you should never just assume your opponent is playing bad. They may have done something like put three gateways in the middle of the map, so you should be suspicious if their tech just seems incredibly late for no reason. REMEMBER THIS!
For tips on defending against timing attacks, see "Engagements and micro" below.
"You need to scout better" - old StarCraft axiom
I hate talking about scouting, but it must be done. The knock-out punches are usually the ones you never see coming, so you need to make it your business to see it coming.
When it comes to scouting, your new best friend is the mini-map in the lower right-hand corner of your StarCraft interface. The mini-map should always be in the corner of your eye. I find it's easier to use the mini-map when using the shift+tab command to change the colors on the mini-map so that enemies always appear as "red" and my stuff appears as "green", but it's all a matter of personal preference. I highly recommend making your opponent appear as red, because red is very easy to see against most map canvases, and sometimes, your opponent will spawn as that light blue color that the critters also appear as. You don't need a kakaru flying into your base and making you crap your pants.
Of course, you should cover as much of the map as possible with overlords, but this is not always possible because of patrolling corsairs, and big open spaces where dragoons and archons make short work of your floating eyes in the sky. That's why you can also use zerglings to scout the open spaces. Overlords should always float over cliffs, open space, water, high ground areas, and anywhere where it's difficult to get to them with ground units. A zergling should scout every single base on the map, and every path that your army is not guarding.
Your initial scouting is pretty straight-foward; you send your overlords to the spawning points or their naturals to check them out, and when you expand, you send one drone out to scout. The drone scout should always go the opposite direction of the first overlord, so if the overlord is going around the map counter-clockwise, the drone will go clockwise, and vice-versa. If you are playing on a 2-player map, you don't need to send a drone to scout. On 4-player maps, I still recommend sending a drone out to scout while expanding, but I personally like sending my 9th drone to go scout, but I'm weird.
If you find the Protoss with your overlord, send the scouting drone to go home, or use that drone to build an expansion hatchery. Your overlord will spot a forward pylon, forge, or even a forward gateway at the Protoss natural. If you don't see anything in the natural, send the overlord to the main to see if there is Protoss in there. If no, have the overlord start moving to another location. If you see a Protoss base there, you'll know they're going with a 1-base opening. See "Engagements and Micro" and "1-Base Protoss" in the "Build orders" sections for advice on dealing with this opening.
If you find the Protoss with your drone, just send it away to either expand, or bring it home. Don't let it get stuck inside the Protoss base because of cannons warping in, and then it dies for nothing, because there's really not much to see that early in the game. When the drone spots the Protoss base, you should send your closest overlord towards the Protoss' main.
ALWAYS ALWAYS ALWAYS ALWAYS send an overlord into the Protoss' main once you find them. You need to see what they're up to, even if it means sacrificing an overlord for the greater good of the Zerg.
Once you hatch your first six zerglings, their purpose is two-fold: killing the Protoss' scouting probe, and then scouting the entrance of the Protoss player. You need to keep them outside of range of the photon cannons, but you'll need to dart in close to check the Protoss forge to see if it's spinning, which would indicate a weapons upgrade. They will also see when zealots are moving out, which will alert you to make extra zerglings to deal with them.
1. If you see the forge spinning before the Protoss starts their stargate + citadel (or relatively close to both of them warping in), it indicates that a zealot/corsair timing attack could be developing.
2. If you don't see the forge spinning, it means the Protoss is likely using the gas for a quicker templar archives, or more corsairs, and in some cases, a robotics facility.
3. If you see the forge spinning, and see gateways before stargate and then a citadel, it means the Protoss is going for an early zealot attack.
4. If you see the forge spinning, and there is a citadel, but no stargate, it means they are going to be doing an early zealot attack.
5. If you see two stargates, it means you will be facing a very heavy corsair harass and then probably reaver or/and dark templar drops.
In the case of an early zealot attack, you'll want a second sunken colony at each natural. You will defend the attack with a combination of the sunken colonies, drone micro, and mass zerglings. If it is a corsair/zealot combo, you may also want a spore colony, but only if there are large numbers of corsairs and you can't deal with them all via scourge. DO NOT start pumping zerglings before the zealots move out. Be brave and make drones, and then when you see the zealots move out, you can start pumping units. If the zealots aren't attacking, poke in with some scouting lings just to see how many zealots there are, and if there are templar-based units, such as archons. If the zealots move out uber-late, you just start your hydra production, but be warned, they might just be waiting for high templar to accompany them, and small numbers of hydras will die easily to zealot/templar. Watch the entrance of the Protoss base with your zerglings and don't let them drag your zerglings into the cannons by baiting them.
If the Protoss is going to skip the stargate for a fast zealot attack, you have several options, with one of them being to take your second extractor after taking five hatcheries and go mutalisks, then placing 2-3 sunkens at each entrance. I would always recommend building extra defense against a very aggressive Protoss and to go lurkers instead rushing to hydralisks. If you're already getting hydralisk speed, there's no need to cancel it. Just get your lurker aspect upgrade next, and then continue.
If the Protoss is going for templar tech and is making a lot of corsairs, just make sure to get a spore colony at each entrance, and then after getting your hydra production going, get a spore colony in your main base in case of a DT drop. If this is the case, you don't need all your zerglings in front of the Protoss base. Keep 1-2 zerglings hanging around their front to spot anything that moves out, and send the other four to locations where the Protoss might expand, including the corners opposite to the Protoss main.
Once you stabilize the Protoss' player's attack, send all your zerglings to intercept the Protoss player's attempt to take a third base. If there is no base anywhere, it means either two things: the Protoss hasn't placed their third yet, and you need to snipe the probe, -OR-, the Protoss is building more gateways for an all-in.
Taking on a big two-base Protoss isn't as bad as it might seem - just make sure you get your hive as quickly as possible and start building a lot of lurkers. Because they will only have two gas geysers, the Protoss will only be able to field a very low tech army consisting mainly of dragoons and zealots. If you have a lot of lurkers and zerglings with the adrenaline gland upgrade, you can stop their big attack and be in an excellent position, because they will be about 60%-70% mined out at that point.
Ultimately, the goal of your scouting is to see what your opponent is doing throughout the game. You should try to maintain a map presence with zerglings along the possible paths your opponent can take, and have overlords over the water and difficult-to-reach high ground areas.
Make sure to have a zergling at every expansion, and maybe one overlord where the Protoss normally takes their fourth base. If the map has islands or unreachable areas, make sure these areas are also scouted by overlords.
During the wars between England and France during the early 1800s, Napoleon Bonaparte would meticulously study the terrain for anything that could give him the upperhand on the battlefield. But that's not important right now. Let's talk maps.
I like to first break down the maps by basic lay-outs and terrain features, and the three most common maps are:
Flat maps: These maps are mostly or all flat in the center. This would include maps like Python, Colosseum, Fighting Spirit, Jade (although the middle is elevated), Electric Circuit, Neomedusa, Circuit Breaker, and so on. You typically need a large number of units to create a large arc around the Protoss force when you engage.
Positional maps: These maps have a lot of high grounds, small choke points, bridges and ramps that require you to hold certain key areas in order to secure an advantage. Having a lot of hydralisks will be counter-productive because they will squish together and get eaten by psi storms, so lurkers and zerglings are best on this type of map. Maps like Destination, Bloody Ridge, Sniper Ridge, Heartbreak Ridge, and Polaris Rhapsody.
Looping maps: These maps are similar to positional maps, but have a lot of different paths that go all over the place. These maps work similar to positional maps, but with more smaller paths to allow your opponent to go around your blocking lurkers. This kind of map includes Matchpoint, Benzene, and a few others.
Now, you be like "What the hell, so and so map isn't that type of map!" and you might just be right - some maps carry multiple attributes. You can open any way you want - whether it be hydralisks, lurkers, mutalisks, or even mass zerglings - but it's more optimal to mass a lot of static defense in lurkers and defilers on some maps, and be patient until you have enough forces to pick up all the lurkers and move your static defense forward.
On a flat map, you can (and I advise you to do so) make some static defense, but to utilize a large amount static defense offensively will be difficult, because you need to cover such a huge area. Therefore, a much a more mobile force will be able to engage in the most optimal matter.
If the map you are playing has island expansions (such as Andromeda, Python, Lost Temple, Grand Line SE, etc.) plan to get overlord drop upgrades as soon as your hive finishes so that you can take the island expansions.
Certain maps will not allow you to simcity your entrance properly, but for the most part, I've not noticed a huge difference in play from the Protoss overall. It is actually more difficult to defend against a Protoss who skips stargate and goes straight to speed zealots though on a wide-entrance map without getting mutalisks. Certain maps will allow you to just block off your entrance with buildings and zerglings and be fine, but on maps like Circuit Breaker, Python, and certain position on Dante's Peak, there are too many gaps and you'll need mutalisks if you scout such a build incoming.
The strongest maps for Zerg vs Protoss are the maps where the Protoss' closest third base is a mineral-only expansion. The toughest maps are the ones where the Protoss has an easily-defensible third base with gas, because suppressing their expansion from going up is nearly impossible.
Colosseum is a tough map because the weird entrance forces you start on three bases and play the map like a 2-player map while the Protoss has pretty easy access to a third base.
In this section, I'm going to advise you on how to pick engagements and a few general ideas to make those big, big battles a bit more precise. Of course, this topic is one of the most complex topics in StarCraft, so I would really urge you to realize that pretty much everything I say here is completely theoretical in nature. On top of this area of discussion's complexity is the diversity of situations to address, because there are literally hundreds (maybe thousands) of micro situations that you will need to pre-plan or at least have a basic framework in your mind of how to execute, so you don't end up throwing tons of units into the fire. An 'engagement' in this guide will defined as your forces fighting your opponent's forces.
Rule #1: (and the only rule) Do not engage your opponent because you feel any kind of panic, fear, anxiety, anger, sexual attraction, or any other kind of emotional stimuli. I'm not saying "Don't react and be a robot." I'm saying that you need to pick your engagements based on logic, calm thinking, positioning, and by evaluating your situation accurately.
I'm going to split the types of engagements into 4 basic situations:
- Small battles - Medium battles - Big battles - Defensive battles
But first, some basic controls and concepts:
To "Box" units, left click the ground, and while holding the left mouse button, you drag a green box over a bunch of units to select them. The right-click will move units to a location, but they will not attack until they reach their destination. This is particularly useful if you want your units to move past other units to surround them, or retreat from an enemy. Pressing 'A' (for attack): Your units move to the clicked location and attack all enemies along the way. Units not in range will move as quickly as possible to get in range to attack. 'S' (for stop): Orders the unit to stop moving. If an enemy unit gets within range of your unit(s), they will move to attack and will chase enemy units. 'H' (for hold): Orders the unit to stop moving. If an enemy unit gets within range of your unit(s), they will move to attack but will NOT chase enemy units. If your unit is a melee unit (having an attack range of zero), they will not attack ranged units that fire at them. Units that are within a certain range of each other will move in formation, but when moving long distances, will break formation and begin running in a line. Units that are moving in a line to attack are very inefficient against a clumped enemy force or an arc of enemy forces, because the unit in front will stop to fire, and the units behind the front unit will move off to the sides, and then get into range to fire, which can lead to a messy situation where most of your forces are near the enemy, but not engaging because they are not in range. In any battle, you want to maximize the damage you do per second by having all of your units attacking simultaneously. If you have 10 hydralisks, you want all 10 to be firing at the same time, rather than having them begin to engage 2 at a time.
You may have heard the term "1a2a3a" if you've played BroodWar for awhile. 1a2a3a is a large army maneuver where you take several hotkeyed groups and order them all to attack a certain area at once. This will get a bunch of units running in the same direction to attack. To do this for yourself, select a group of 12 units and set them to '1'. Repeat this until you have groups 1,2,3, and 4, for a total of 48 units. Press '1' on the keyboard, then press 'A', and then left-click the ground/somewhere on the mini-map/specific enemy unit/building, and that group will go to attack what you've selected. Press '2', and do the same thing. Press '3', and do the same thing. And so on. The quicker you can do this, the more units you can move in one direction to attack, making your control much more versatile. Remember though, if you order the units to attack something, especially as a large set of groups, they will start running in a line to attack, so you'll either want your units to re-group before attacking, or set up an arc to attack.
Small battles
+ Show Spoiler +These tiny skirmishes are typically waged between zealots and zerglings, so we'll concentrate on two particular situations that will apply to dragoons as well, although dragoons are very weak against zerglings when dragoons are sent in small numbers. There are other small battle situations, like hydralisks vs zealots, where you run your hydras away from the zealots, then hit "h" for hold position so the hydralisks will fire, then run them again and repeat. I would advocate focusing on your macro though, and not trying to over-micro tiny battles that aren't really going to make much of a difference anyhow unless you have 400 apm and can control everything at once. In the open - creating an arcYou need 3 zerglings per zealot, which might seem unfair at first glance, but if you consider that a zealot costs 100 minerals, and a pair of zerglings costs only 50 minerals, you'll see that it technically costs 75 minerals for each of your opponents' 100. Once the zealots become higher in numbers, they steadily become exponentially more powerful, especially when they get their upgrades. If you're reading this guide though, you've probably already had horrible nightmares about zealots. So, remember, you need to group your units before attacking. Don't attack in a line into zealots, or you're basically wasting your money. A line of zerglings attacking into zealots is totally wrong1. Before coming in contact with your opponent's zealots, your want to group all your forces together. Make sure when going from point A to point B, that point B is not DIRECTLY INTO THE ZEALOTS. It should be close to them, though. 2. Order your zerglings to run past the zealots by using the move command. 3. Attack-move the ground on the other side of the zealot cluster once your zerglings arc around the zealots. And voila. Zealot behind the mineralsSometimes, zealots will run behind the minerals. This is mainly for when they can't retreat without getting killed, and want to maximize their damage before they die. The minerals act as a barrier so they can't be surrounded. Again, mass a clump of zerglings before attacking, but this time, split them up and send them around the minerals in both directions. This will allow you to attack the zealots with the maximum number of zerglings possible. Probe intercept
Denying the Protoss an opportunity to scout the timing of your lair, and how many drones/zerglings you have is a crucial part of outplaying your opponent. If they have no scout, they're basically blind until their corsair arrives, so they won't know if you're massing speedlings or making a hydralisk den to bust their front, or just playing a "standard" sort of game. So, when the probe enters your base, don't try and kill it with your drones, because that's a waste of time. If the probe attacks a drone, pull the drone away when it gets into yellow health by selecting it and then right-clicking on a different mineral patch. If the drone gets into the red, SAVE THAT LITTLE DUDE. Hotkey the drone and run it around away from the probe, rather than letting it die. Now, realistically, you'll need at least 4 zerglings to catch the probe, unless you're Jaedong and can catch it with just two zerglings (sick!). I don't think you really need a diagram to understand how this works: Select one zergling, and right-click on the probe to have it pursue. Take the other 3-5 zerglings and put them in a group and move them around to head the probe off and surround it. Once you surround the probe, I find that attack-moving seems to be more effective than attack-clicking the probe itself. Putting it together: Defending against a 2-gate openingThere are basically three 2-gate openings for Protoss: - 9/9 gates - 10/12 gates - 9/9 proxy gates All of the above have similar responses: zerglings and sunken colonies. For the proxy gate situation, let's say you opened with an 11pool on Heartbreak Ridge. Your overlord sees nothing in their natural, so you start scouting their base and also see nothing, so you're like "Okay, there must be a proxy somewhere." So, cool. You slap down a couple of sunken colonies in your main base, and then send your first six zerglings straight to the Protoss base, and continue making lings. Then cancel your expansion and rebuild that hatchery in your main base. The Protoss main should be undefended, so you'll have little problem attacking it. If the probes are giving you a hard time, just target the nexus itself, and all the probes will pull off the line to try and surround the zerglings. If you repeat this process enough times, the nexus dies and the game is over. If they're not very good with probe control, you can pick them off, and even give yourself zergling speed later. Keep in mind that Protoss does not bode well when they have few workers. For the other 2-gate openings, you'll need to play more defensively. If the Protoss doesn't go proxy, and they see you going for their base, they can just block their ramp with zealots, forcing you to attack up the ramp 2-by-2, which is suicidal for zerglings. You need to stabilize the situation before you can go ahead and start building your economy or going up the tech tree. To stop the attack, you have to build zerglings from all your larva. Once your natural expansion finishes, it will begin emitted creep, and you will want to place 2 - 3 creep colonies at your natural. Once of the creep colonies will almost certainly die, but you want to morph all of them into sunken colonies, and cancel the hurt sunken colony before it finishes. Your probes should target the probes first and pick them all off before engaging the zealots. Again, you want to get a good mass of units before attacking, and to position to surround the units you want to attack. Note - when attacking probes and zealots, you have to manually right-click the probes because if you A-move, the zerglings will automatically target only the zealots, and the probes will amplify the damage that the zealots do to your units without taking damage themselves, so micro your zerglings to snipe the probes!
Medium (mid-game) battle
+ Show Spoiler +The mid-game is that uncomfortable area of play where you don't have your hive tech, and don't really have lurkers to engage with, so you're stuck with just hydralisks and zerglings, unless of course, you opened with some kind of lurker build and you're turtling up to hive, but that's an entirely different scenario. I'm talking about the good old-fashioned hydra build where you have a lot of hydralisks. So, here's my thoughts on the early-ish-mid-game: You don't really want to engage with pure hydralisks, because they can be difficult to control, and if you lose them, you're basically fucked because your plan revolves around having hydralisks. Here's what hydralisks are good at doing: killing zealots, killing archons, defending overlords from corsairs. Here's what they are bad at: surviving under psi storms. For this reason, you can use them to defend against zealots and maybe 1-2 templars, but after that, the number of psi storms becomes ridiculous, so you don't really want to go attack the Protoss base unless there's a weird situation where the Protoss is stupid and puts only one high templar at their expansion. You can't depend on your opponent to be stupid or smart, so you'll have to keep scouting by sending overlords and zerglings to areas of interest. However, many Protoss players will place 5-6 gateways before expanding, giving them a window of opportunity to attack on certain maps. So, if you're opening with hydralisks, this presents a challenge: how do you defend against an aggressive Protoss who has a lot of psi storms to drop on your hydralisks?First, keep in mind that Protoss ground units all move at different speeds. For this reason, their army quickly separates if they don't stop to group their forces while moving. For example, zealots move very fast (once they get their leg speed) and high templar move tediously slow. This means you can delay the Protoss from advancing if you do a large hit-and-run tactic, or they can be dumb and lose all their zealots. Additionally, you can catch bad Protosses off-guard by sending 6 hydralisks around to the back of the Protoss army and sniping the slow-moving high templar. But let's focus on that larger engagement, shall we? The engagement will take place on an area larger than a single screen, so you will have to issue many of your orders by clicking on the mini-map. Remember to have a scouting zergling or overlord in a position so that you will not be caught off-guard. Hydralisks are stronger with support. If you send in zerglings first, make sure they hit with the hydralisks simultaneously. This can be a bit tricky to pull off, but it can be really worth it if you just wipe out the Protoss army on the spot, which will force them to turtle. 1. Set up at least 3-4 groups, all hotkeyed in a pre-positioned arc. The closer you set them up to the Protoss force, the longer you can delay the attack until your lurkers arrive. Don't forget to keep macroing during this engagement, because your reinforcements might just be able to just wipe out the remaining Protoss forces. Additionally, you want to continue to stay on top of your upgrades, and make sure you're working towards lurkers, just in case the engagement goes poorly. The Protoss army will usually move in a large blob, always regrouping to account for the differentials in unit speeds among their forces, allowing the slow units to catch up. Ideally, you should spot the force moving out right when it leaves the Protoss' entrance. A zergling will sit outside of their entrance to watch for the attack, and sacrifice it's life for the swarm to give you vision. Move your hydralisks forward into position and get ready for them to attack. If they don't attack, don't force an engagement, but wait for more units to be morphed, and for your lurkers. Did I mention you want to get lurkers enough times? You need lurkers. Be patient and don't engage if it's not necessary. 2. Engage the Protoss force in an arc, but the engagement should be brief, because psi storms will be coming down on your units if they stay there longer than a few seconds. You want to 'dodge' the storms by pulling your forces away. 3. Try not to retreat in one big ball, because if you accidentally run into a dead-end, all the hydralisks will die. If you've macro'd up another round of units, then you should be in good shape to stop this attack. Retreat all your groups to different spots on the mini-map, fanning outward, so that when your reinforcements flood into the area, your groups can move back in and surround the Protoss army. Don't morph lurkers during the fighting, because you'll need all your units available to fight. Your reinforcements should consist mostly of zerglings if the Protoss army is dragoon-heavy, but should be about 50% hydralisks if their army is very zealot-heavy. Start boxing your extra units from the far-away expansion and quickly send all those forces into the area where the fighting is happening. Get your closer reinforcements running to the battle, and then 1a2a3a4a your hydralisks back into the fight. Now that the attack has been broken, morph your hydralisks into lurkers.
Big Battles
+ Show Spoiler +The object of any big battle is to decisively smash your opponent's standing army, but keep in mind, StarCraft isn't just about engaging your opponent in one huge showdown. You need to maximize your advantages, including (but not limited to) superior numbers, superior economy, superior upgrades, superior tech units and so on, while minimizing your opponent's advantages by systematically denying them opportunities to build themselves up, and in Zerg vs Protoss, a big part of this is stopping the Protoss from getting their third and fourth bases at will. You want to make it a pain in the ass for the Protoss to take their bases. Some maps like Fighting Spirit and Jade have an 'easy access' third base where it's very difficult to deny a third base for your opponent. Nothing to worry about though - just concentrate on stopping a fourth and fifth. Keeping this in mind is more important than prepping for one big battle, otherwise, when the big battle presents itself, you might not be in a position to win it, and will spend the rest of the match trying to play catch-up with your opponent. Well anyhow, that's my official disclaimer on the big battle. But screw that for now. Let's just break this down into bite-size chunks. First, you will need the following: Lurkers - Since lurkers are invincible against ranged attacks while burrowed and under dark swarm, they present a huge problem for Protoss and a unique opportunity for you because they will not only negate the firepower of dragoons and archons, but also will rip apart zealots and dark templar, perhaps even a reaver that has lost it's shuttle. Cracklings - Zerglings with the adrenaline gland upgrade are great when you can send waves and waves of them against the Protoss. Ultralisk/Defiler - You need one or the other, preferably defiler. Hydralisks and Overlords - Especially if there are corsairs present, you'll want hydralisks to protect your overlords so they can spot dark templar. If you plague dark templar with a defiler, the DTs will become visible as long as the plague persists. You absolutely cannot engage a Protoss army until the cloak of an arbiter without overlords. Spotter - You need some kind of scouting unit to get an idea of where the Protoss army is, and where it's going. The Protoss army, if it's staying together in one blob, will be moving relatively slowly, and usually once you engage, the Protoss will not attempt to retreat. 1. Your opponent's army can take a variety of paths. Find a few key areas that you can scout to see where they're moving. Any time they move to move to your half of the map (which is more like 2/3rds of the map) or move to expand, you need to see it, and then start moving your main groups (1,2,3,4) to position to create an arc or surround. 2. Once your main forces are in position, begin boxing and sending your smaller units from your rally points, starting from whichever rally point is further away from the fighting. Do this quickly so all your units can all hit at once, though. Once the those boxed units are moving along, send in your big units first, such as ultralisks and lurkers (don't try to a-move lurkers, they will just sit there), then your hydralisk/zergling groups in. 3. If you win the fight, go kill your opponent's bases. You should target their newest bases first, which will be fresh with new resources for the Protoss, and you want to cut them off from their income. If the fight goes completely wrong, SAVE YOUR ULTRALISKS. If all the smaller units are dead, don't let the ultralisks just stay in the fray and get killed. Retreat them back to a safe location until you have enough small units and more ultralisks to support them. If you have a large hydralisk army, only put dark swarm over your lurkers. Putting dark swarm over your hydralisks or on top of your enemy's army will only hurt you, because any unit under dark swarm is invulnerable to ranged attacks, including enemy units. If your army is mostly melee units + lurkers, you can put dark swarm anywhere you please. Order to the defilers to poof down the dark swarms only after your melee units make contact with the enemy. If you do the dark swarm beforehand, the Protoss will simply retreat out of the dark swarm, and it will be wasted. Plague should always be used if your enemy has large numbers of reavers, and/or corsair + dark templar.
Defensive
+ Show Spoiler +For much of the early game and mid game, you'll have to keep your defence in mind, because it's very difficult to play Protoss defensively, so they want to attack you early so that they won't have to scramble to defend later on in the game. Some Protoss players prefer playing defensively, but most don't, so they will employ a variety of timing attacks to hurt you. Much of your defence will rely on your simcity, scouting, and simply building units, but there are a few very important concepts that will really help you defence. Drone drillAny kind of worker drill is a pathing glitch[?] that changes the units' movement AI so that they can float over other units. Normally, if a number of units are in the way of a drone, it will try to find a way around the blocking units to find a way to its destination. However, if you right-click on a mineral patch that you have vision of, or an extractor, the drone will just "float" over the units blocking its path. If a bunch of drones are mining, then you select them all, and send them to one mineral patch, they will all float to that mineral patch. If the mineral patch is in the mineral field they're mining from, all of the drones will stack onto one spot and then resume mining. If you give them the command to "stop" before they resume mining, what will happen is they will all start glitching out to spread out, because the normal ground unit AI dictates that two units cannot occupy the same spot. The worker stack AI (and burrow AI) allows you to stack a lot of ground units into one spot. In the above example, the drones are being from the natural to the main to block the zealots from reaching the sunken colonies. As you can see, some of the zealots have already made contact with the sunken colonies, however, that's where this glitch comes in handy. If you order the stacked drones to a-move, they will attack while glitching out. The zealots will also glitch out and will be "pushed" away from the sunken colonies. If you cannot stop your opponent from reaching your defenses with your army units, always use the drone drill unless: Your opponent has a gigantic army and you would be better off saving the drones and losing the base. This only comes into play late in the game. If your opponent attacks with reavers, archons, or high templar. If any of these attack, get the drones away from them and DO NOT stack the drones. These units have high splash damage, and can kill all of your drones really fast if you stack them on top of each other. Observer snipe (lurker defense)If you are defending an area with a lurker field, you need to give the lurkers support from buildings and other units, otherwise, the Protoss will break through them. If say, you set up a position in the open where you can't build a hatchery, the Protoss might be able to just muscle their way through the lurkers if you have no defilers yet. However, when defending your home bases, you can (and should) back the lurkers up with sunken colonies, and spore colonies. Why spore colonies? For two reasons - spore colonies can detect cloaked units, and are much more durable than overlords. Additionally, since an observer has very little shields/health, they can easily be shot down by a spore colony. For this reason, the Protoss player may decide to stall their attack and slowly break down your defence by first using psi storm on the lurkers in front, then using dragoons to kill your spore colony, then pushing in with the rest of their army. It only takes 1 scourge to kill an observer, and you can kill multiple observers by Cloning the scourge 1 by 1 and sending them into the observers. Of course, you'll also need overlords to spot the observers, so you may want to group your overlords with your scourge in one hotkey, then manually select the overlords and send them first (since they are slower, even with speed upgrade), then clone the scourge into the observers and pull the overlords back. The benefit to this technique is that the overlords will be able to detect the cloaked observers, and also absorb some of the hits that might otherwise kill the scourge before they can reach their targets. Another pretty good technique is to shoot the observer down with hydralisks. You might want to try this one sometime, I hear it's pretty good. Defensive flankA defensive flank is basically when the Protoss is piling into one natural with all their forces, and then you surround them from behind as they run up into your defence. To make a defensive flank more effective, do the following: 1) Place more sunken colonies at your front where the Protoss is going to attack. You might need as many as ten, even if you have lurkers, especially if they're doing a 2-base 8-gate push. 2) Select 4 or more groups of units from the faraway natural and send them to the area between both of your naturals. Macro another round of units, and then start boxing units at the faraway expansion and sending them into your natural. 3) Take your groups, and send them around in an arc to flank the incoming Protoss force. Now, your whole army might actually die, and you'll end up trading evenly with the Protoss. But the objective here is to stop their attack from killing your natural and staying in the game.
"Simcity" is the act of pre-planning where you're going to place your buildings so that they are set up in a manner that is helpful to you. If you've ever seen the AI play StarCraft, it's absolute abysmal in its simcity. The AI just throws buildings wherever and has a messy, horrible, sloppy base, full of random buildings. You, on the other hand, can adapt your brain to plan for each map you play, so you don't have to have a messy base. In reality, the way you set up your bases' interior is completely up to you, but I would recommend not putting every single tech building in your main, because if it dies, you lose YOUR WHOLE TECH TREE INSTANTLY.
All right, so first, let's look at this overly-elaborate diagram I made:
This is a "wall" - a pre-planned line of buildings used to buffer for your sunken colonies in the early and mid game. Notice that the sunken colonies can fire beyond the range of the wall, whereas Protoss melee units have to try and cut through the wall, which will lead to massive losses if you have zerglings to help defend, or go around it through the drone field. Blocking the gaps in the wall with zerglings is an essential part to making the wall viable for use.
There are way too many walls for me to copy+paste here, and I don't want to be up all night making walls on maps and taking screen shots, so let me direct you to some resources:
Fighting Spirit <- search a map on liquipedia, and scroll down to the "wall-ins" section for Zerg. Chef's Guide To Walling
"Tricks" are little things that you can do to give yourself a bit of an edge in games, but won't necessarily break you if you don't do them. There are a ton of tricks you can do, but let me share a few of my favorites:
Burrow
Getting burrow lets you be obnoxious by burrowing zerglings at the expansions, so that the Protoss can't immediately put down a nexus, which good for maps like Fighting Spirit and Bloody Ridge where it's super-easy for them to take a quick third base just by blocking their ramp. Burrowing can also save your drones from reavers like you won't believe.
Larva trick
Always do the larva trick, and always shower 30 minutes before sex. If you start in any position where your minerals are to the left of your spawning location, after you've done your split and morph your first larva into an egg, select the larva, and shift-select to group them with your starting overlord, then hit "s" and the larva will scoot over to the left.
Strategic lurker
If a Protoss builds a base and you can't stop it, there's a very mean trick you can do - position lurkers in the path of their probe transfer. When they maynard their probes over to the new expansion, the probes will run over the lurkers and all die. You can also place a lurker in a place where you expect the Protoss to send a probe to expand. Then when the probe goes over there to make a pylon, it dies.
Double lurker drop
If there are no cannons behind the mineral lines at an expansion, here is a fun idea: drop two lurkers at the ramp and burrow them. Drop two more lurker behind the minerals, so that when the probes run up the ramp to escape, they will run right into the lurkers on the ramp.
If you can think of more tricks, let me know so I can add them.
So, with such a large amount of information, you may be wondering "Okay, how can I possibly use all of this?" Well, the answer to that is EZ PZ. You go through a check-list of items in your head, or that you write down on a piece of paper, or your hand, that you go through repeatedly throughout the game to make sure you're doing what you need to do.
Another thing that might come up is "This is all elementary information", but StarCraft is a really complex game made up of very simple puzzle pieces. Of course, again, I'm not a super-genius, so I'm sticking to sharing what I know - simple stuff.
Also, you'll need to know what to do in the late game, and super-late game, so let's go into that first. So let's talk about what you do want, and then what you don't want. You do want to take a lot of bases. Having four bases is cool and everything, but you want to keep adding to your advantage by increasing the number of bases that you have operational. Protoss units are very expensive, and as a race, they tend to mine out very quickly, so if you have a huge economy, you will have a gigantic army, and even if you trade armies less-than-favorably, you'll still be able to whittle down the Protoss army to nothing. Make it your objective to take more than half the map. Even if you don't mine from the expansions you take, sometimes the Protoss army will be pulled over to attack those expansions while you attack the Protoss' bases. Don't make it a habit to throw away bases though, because that's just dumb.
Going into the late game
There's no two-ways about it; if you're going to play into the late game, you're going to need your hive tech - adrenaline glands, +3 upgrades, defiler mound, ultralisk tavern, and possibly a greater spire if you need to snipe something over a cliff. You'll also need to expand often and while putting pressure on the Protoss. "Pressure" doesn't necessarily mean attacking, but harassing here and there, and posturing your army as if you intend to attack. This will pull their forces away from potential expansions. If you have a free expansion (like a back door expo), go ahead and take it whenever you like. On Fighting Spirit, it's actually quite easy to take 6 bases, because the map is basically divided up into 4 quadrants, and once you have a natural and main in two quadrants, you can easily put lurkers into position to secure the small ramps and double expand.
Don't take expansions if you have no means of doing so. If you have a huge army on the map with lots of lurkers, go for it. Take an expansion, or even double expand, or even triple expand. But don't lose your whole army and go "Welp, time to take an expo". Remember to always send an overlord to a place you intend to expand to. Nothing sucks more than not having an expansion because the drone you sent died to one dark templar or zealot.
Another thing I recommend you don't do is go Ultralisk/Zergling unless your opponent is obsessed with dragoons and doesn't believe in building higher-tier units. I'm not saying "Don't ever attack with ultralisk/zergling", because if there's an open base with just cannons and one reaver, fucking go for it. Send the ultralisks in first to take the reaver/cannon hits, and let the zerglings rip the base apart. I highly recommend having an army of mostly lurkers, hydralisks, and tons of zerglings. Then you can support your army with defilers and ultralisks. Because of this, you'll need three evolution chambers so you can max out your upgrades every game. You'll also need a bunch of macro hatcheries to create a lot of cheap units, so you can rapidly regenerate your army after engagements.
I would recommend steadily adding 4 macro hatcheries after your first six hatcheries, and then later, increasing your hatchery count from 10 to 14 when you start making zerglings. You want to get around 10 drones at your extra main, then add the extra macro hatcheries, then increase the number of drones to 15, plus the 3 to mine from the extractor. You do NOT want your opponent to get any more than 4 gas geysers, because then the game will become volumes more difficult, so you want to start off denying the Protoss the opportunity to expand to their third base, and then to a fourth base. The longer you can delay the Protoss from taking additional gas geysers, the longer they will be forced to stay on a low-tier army, and will be relatively easy to deal with.
Don't go for a doom-drop except as a death blow when the Protoss player cannot defend their main base. Your zerglings with adrenaline glands (or cracklings, as they are commonly referred to as) are wonderful for killing expansions that are defended only by cannons. Once you win your first big battle, you need to start immediately position to deny the Protoss from taking additional bases by placing a large lurker field on the map between their natural (where their forces rally to) and where they want to expand to. If they get desperate and try to push through the lurker field, poof down your dark swarms, then pour in your zerglings, hydralisks and ultralisks to that area. Then start taking over a third quadrant of the map, and the Protoss will starve very quickly. If you are playing on a two-player map, simply take the remaining expansion or two.
+ Show Spoiler [example] +4-player map 2-player map
If you first engagement doesn't go so well, the Protoss will probably take their fourth base, so the game will go longer, but it's by no means a lost cause. Don't panic and try to throw cracklings to kill the fourth base, but instead, regenerate your army and mass up a huge force again. At this point, the Protoss may decide to turtle up, and if that's the case, take all the available bases, including the middle base, if it's applicable for that map. If they decide to engage, you need to win the big fight, or you'll be looking at a 40+ minute game. If you win the fight, the Protoss will have very little army to defend, so you have the option to attack a base, and I recommend attacking their 5th base with a huge attack or huge drop. Make sure the drop includes ultralisks, a lot of zerglings and defiler.
If you screw up a lot, just try to take as much of the map as possible and defend until they run out of money. Grinding out a long game with a Protoss with a lot of bases is not an easy task, because once they acquire a very large number of reavers, their army becomes extremely tough to deal with. If it reaches that point, play almost purely defensively, unless they suicide their whole army and you can snipe something for very little money. You need a lot of every kind of unit, but especially lurkers and defilers. Link your rally points by nydus canal to your outer bases so you can quickly reinforce them in case a defiler gets sniped or something.
Checklist
There's a lot to remember during the late game, mid-game, and even early game, but it should all be geared to converging to building a super-strong late game so that you can absolutely crush your opponent. Along the way, you should go through a checklist of items to make sure you're doing what you need to be doing. Don't worry if something goes awry, like a DT drop in your main and all your drones are dying and your minerals spike to 2000 while you micro one group of hydralisks to stop it. That stuff happens, and it's very distracting. The more you go through your checklist though, the more natural it will feel, and even if you're under pressure, you'll be able to breeze through it calmly.
1. Larva; every 14 seconds (approximately 4 times per game minute), you need to go through the full spectrum of your hatcheries and produce things from your larvas.
2. Look at the mini-map. Keep glancing over to it, and moving single units to the darkened areas. If an area goes dark, make sure you find out why right away.
3. Watch your food count, and make damn sure you don't get supply stuck. The thing I hate the most while playing is when I need units, and I can't build them because I don't have overlords.
4. Make sure you are getting your upgrades. Click on the evolution chambers, and other buildings periodically to check their progress, especially when you hear the Overmind yell "Evolution complete!"
These four rules apply throughout the entire game. Rule 1 is the most important, because it builds you all your drones, overlords and units.
Rules for the late game:
Note: Late game is after you've completed your initial build order and are getting your hive.
2.1 - If you have extra money, and cannot expand yet, build a macro hatchery. Extra money is when either A) you have used all your larva, all your upgrades are going, and still have money to spend -or- B) You have a timing where you cut drone/unit production to add on extra macro hatcheries.
2.2 - Think about where you want to expand in advance, so you can scout the area early, then expand there when you want. Send an overlord to check the spot out. If there is a dark templar there, kill it, plop down a few lurkers there, and make the hatchery. Expect the Protoss to attack this area.
2.3 - Keep on scouting, especially if the Protoss has an unusually small army, because it could mean he's building up an air fleet. Scouting is also important for picking your engagements.
2.4 - Make sure everything is defended properly. Just having a lurker field with no spore colony is not adequate to defend, because a single dark templar with an observer overhead could just kill them all. You want to have a defiler at each base, lurkers at each mining base (if the base is mined out and there's no tech there, just have your lurkers abandon it, so you can concentrate your defence at a more important location), an overlord at each base, and scouting zerglings around the map so you can see which path the Protoss army is taking. Keep scourge around the edges of the map, and your bases to intercept shuttles and possibly arbiters.
Conclusion and Thanks
Original title art by vitoss
Idea inspired by Ahzz Ultimate Zerg Guide, which you should definitely read. He also has a youtube channel with first-person VODs of him playing.
I usually go overboard with my thank-yous, so I'll try to keep this brief:
Thanks to dRaW for putting up with my shit and teaching me how to play. Most of the stuff in this guide is just stuff he's told me to do over the last 3 1/2 years.
My way of thinking about StarCraft has changed from a really shitty mentality to a slightly-better mentality (I don't want to brag, I think I have a much better mentality now and feel much more confident), and it has a lot to do with watching Day[9]. Thank you, Day[9].
Also thanks to Bakuryu, eOnzErg, Ahzz, and Chill for the Strategic FPVODs series. I was too much of a noob to take anything away from the series when I watched it back then, but it sure was fun to watch, because Chill has an amazing speaking voice. Ahzz sounds like a human robot, but I like his videos.
Now, quit reading this and play some StarCraft.
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