Introduction
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Hello and thank you for viewing this guide.
As a Zerg player whose average game lasted about five minutes in HotS, I've had an especially good time experimenting with early aggression in LotV. In particular, the prevalence of economy- and tech-focused openings from Terran presents Zergs with many opportunities for unique timings and calculated aggression.
The purpose of this guide is to provide three optimized and efficient opening builds that allow you to be exceedingly aggressive: Ling-Bane, Roach-Ravager, Muta-Bane. All three styles vary in terms of economic commitment; but arguments could be made that each of these attacks are “all-in"; or at least that you must do some damage to justify it.
But that’s fine! These are not meant as be-all-end-all strategies vs Terran, and you shouldn’t rely on these styles alone since they will probably never become standard. However, I think that part of being a well-rounded player is having big bag of tricks, and you never know when the situation might call for something crazy-aggressive.
The three builds presented here can be used independent of each other; but there is some synergy between the styles. In particular, while the Muta-Bane performs well as an opening build, it can also be used as a transition after either the Ling-Bane or Roach-Ravager attack. Many of the replays and tutorials feature these types of games, since I am a huge advocate of sequenced aggression and back-to-back-to-back attacks.
As a Zerg player whose average game lasted about five minutes in HotS, I've had an especially good time experimenting with early aggression in LotV. In particular, the prevalence of economy- and tech-focused openings from Terran presents Zergs with many opportunities for unique timings and calculated aggression.
The purpose of this guide is to provide three optimized and efficient opening builds that allow you to be exceedingly aggressive: Ling-Bane, Roach-Ravager, Muta-Bane. All three styles vary in terms of economic commitment; but arguments could be made that each of these attacks are “all-in"; or at least that you must do some damage to justify it.
But that’s fine! These are not meant as be-all-end-all strategies vs Terran, and you shouldn’t rely on these styles alone since they will probably never become standard. However, I think that part of being a well-rounded player is having big bag of tricks, and you never know when the situation might call for something crazy-aggressive.
The three builds presented here can be used independent of each other; but there is some synergy between the styles. In particular, while the Muta-Bane performs well as an opening build, it can also be used as a transition after either the Ling-Bane or Roach-Ravager attack. Many of the replays and tutorials feature these types of games, since I am a huge advocate of sequenced aggression and back-to-back-to-back attacks.
Ling-Bane "All-In"
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Note: There are actually two variations of this build: Pool-First and Hatch-First. Pool-First is a pretty in-your-face and hard to disguise; the Hatch-first is a little more deceptive but arrives later.
Tutorial: Pool-First Ling-Bane All-In (Or is it?)
Replay Pack: Ling-Bane All-In (Or is it?)
Build Order1 – Pool-First:
13 Overlord
17 Pool
17 Gas
18 Hatch
19 Queen
21 Overlord
@100 Gas – Metabolic Boost / Continue mining gas
21 Defensive Zergling
22 Queen (Inject/Move down)
24+ Zerglings
25 Baneling Nest
32 Overlord / Double Inject
Move out at 3:00 – Speed finishes 3:10
32-42 Zerglings
42 Banelingsx8
8 Banelings / 28 Speedlings arrive at 3:40
At first glance, there doesn't seem to be too much “Or is it?” to this attack -- it is about as early and committed as you can go for. But something interesting is happening in the new expansion. In HotS, it was a lot easier to win games outright with cheesy/all-in attacks, but now at least in my own experience, it is harder to secure the early killing blow (believe me, I am trying).
So the interesting change that I’m noticing is that even when you go for the earliest, nastiest timing (like this tangy build), you have to be prepared to transition the vast majority of times, even when you do a ton of damage.
That’s why you shouldn't think of these builds as all-eggs one-basket; you should think of them as stepping stones, aggressive openings where you do damage and throw your opponent off, while beginning a planned transition with a clear mid-game follow-up. That’s calculated, sequenced aggression; that’s the difference between an all-in and an “all-in”.
The transition/mid-game follow-up that I recommend is the aggressive Muta-Bane style. As I mentioned earlier, the Muta-Bane style is effective either as an opening or transition. For examples, check out the replays labelled as “Ling-Bane All-In into Aggressive Muta-Ling-Bane”. However, this is my take on transitioning – just food for thought. You absolutely should experiment and put your own spin on the builds and transitions.
Build Order2: Hatch-First:
13 Overlord
17 Hatchery
18 Gas
17 Pool
19 Overlord
19-21 Lings
21-25 Queenx2
@100 Gas -- Zergling Speed (Remain in gas)
30 Overlord
30 Baneling Nest (after Queens pop)
30-44 Zerglings
44 Banelingsx8
44 Overlord + All-In or Transition
8 Banelings / 30 Speedlings arrive at 4:00
I decided to include this alternative build order for those who prefer not to open pool-first in ZvT. Since this build opens with hatch-first, it is possible to deny scouting with Zerglings, deceiving your opponent into thinking you're playing standard macro until you bust down the front door. That’s the ideal scenario, and will probably net you an early win.
However, sometimes Reapers are going to scout the Baneling Nest or the extra Zerglings you’re building. It happens. Theoretically you could call off the bust at any time, switch into drones, and use your units to delay his expansion. But just because your opponent scouts it doesn’t mean they can defend it; the defensive response from Terran (adding bunkers/structures to the wall) takes time and excellent positioning, so you may yet find an opening to do damage!
Either way, Muta-Bane is still an effective follow-up to this opening.
Tutorial: Pool-First Ling-Bane All-In (Or is it?)
Replay Pack: Ling-Bane All-In (Or is it?)
Build Order1 – Pool-First:
13 Overlord
17 Pool
17 Gas
18 Hatch
19 Queen
21 Overlord
@100 Gas – Metabolic Boost / Continue mining gas
21 Defensive Zergling
22 Queen (Inject/Move down)
24+ Zerglings
25 Baneling Nest
32 Overlord / Double Inject
Move out at 3:00 – Speed finishes 3:10
32-42 Zerglings
42 Banelingsx8
8 Banelings / 28 Speedlings arrive at 3:40
At first glance, there doesn't seem to be too much “Or is it?” to this attack -- it is about as early and committed as you can go for. But something interesting is happening in the new expansion. In HotS, it was a lot easier to win games outright with cheesy/all-in attacks, but now at least in my own experience, it is harder to secure the early killing blow (believe me, I am trying).
So the interesting change that I’m noticing is that even when you go for the earliest, nastiest timing (like this tangy build), you have to be prepared to transition the vast majority of times, even when you do a ton of damage.
That’s why you shouldn't think of these builds as all-eggs one-basket; you should think of them as stepping stones, aggressive openings where you do damage and throw your opponent off, while beginning a planned transition with a clear mid-game follow-up. That’s calculated, sequenced aggression; that’s the difference between an all-in and an “all-in”.
The transition/mid-game follow-up that I recommend is the aggressive Muta-Bane style. As I mentioned earlier, the Muta-Bane style is effective either as an opening or transition. For examples, check out the replays labelled as “Ling-Bane All-In into Aggressive Muta-Ling-Bane”. However, this is my take on transitioning – just food for thought. You absolutely should experiment and put your own spin on the builds and transitions.
Build Order2: Hatch-First:
13 Overlord
17 Hatchery
18 Gas
17 Pool
19 Overlord
19-21 Lings
21-25 Queenx2
@100 Gas -- Zergling Speed (Remain in gas)
30 Overlord
30 Baneling Nest (after Queens pop)
30-44 Zerglings
44 Banelingsx8
44 Overlord + All-In or Transition
8 Banelings / 30 Speedlings arrive at 4:00
I decided to include this alternative build order for those who prefer not to open pool-first in ZvT. Since this build opens with hatch-first, it is possible to deny scouting with Zerglings, deceiving your opponent into thinking you're playing standard macro until you bust down the front door. That’s the ideal scenario, and will probably net you an early win.
However, sometimes Reapers are going to scout the Baneling Nest or the extra Zerglings you’re building. It happens. Theoretically you could call off the bust at any time, switch into drones, and use your units to delay his expansion. But just because your opponent scouts it doesn’t mean they can defend it; the defensive response from Terran (adding bunkers/structures to the wall) takes time and excellent positioning, so you may yet find an opening to do damage!
Either way, Muta-Bane is still an effective follow-up to this opening.
Roach-Ravager "All-In"
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Tutorial: Roach-Ravager All-In (Or is it?) Muta Transition
Replay Pack: Roach-Ravager “All-In” (Or is it?)
Build Order:
13 Overlord
17 Hatch
18 Gas
17 Pool
19 Overlord
20 Queenx2
24 Lingsx2 (4 total)
26 Gas (2nd Gas)
Ling Speed @100 Gas (Fill 2 Gas ASAP)
30 Roach Warren
32 Overlordx3-4
32-52 Roaches (10)
52-58 Lings
58-62 Ravagers
62+ All-In or Transition
4 Ravagers / 6 Roaches / 22 Speedlings arrive at 4:20
Once again, it is ideal to deny scouting so that you can arrive unannounced for the SCV-roasting party. Place the Warren in the back of your main, as hidden as possible, then use your Queens and Zerglings to prevent scouting Reapers or SCVs. Do everything you can to disguise your play, but keep in mind that you can never fully guarantee a Reaper won't scout the Warren or at least see your Roaches when they move out.
Your real goal is to hit the timing as early as possible (4:20-4:30), and execute it flawlessly. Ideally, you’ll have an Overlord positioned to give vision of the high ground, allowing your Roach-Ravager to pre-emptively break through the depot(s)/Bunker(s) so that you can quickly flood in and decimate the Terran economy. Try to use your Ravager's range and bile to destroy bunkers and walling-structures, while using your Roaches to tank damage, and your Zerglings to surround units and SCVs once the opportunity is right.
Your primary targets once you break in are SCVs and attacking units; however you may choose to snipe important add-ons like tech labs or reactors. AVOID targeting structures that can lift off (generally) since better damage can be done elsewhere.
Once again it is crucial to have a clear transition point (which should usually be 62 supply) as well as a planned mid-game follow-up. I recommend the aggressive Muta-Bane transition, since you’re already mining a fair bit of gas and your two-base is already about half-saturated, so all you have to do is start a Lair and drone to full 2-base saturation to go for the Mutalisks. Also, your opponent may be ahead in tech since you invested in only Roach/Ravager, which means you may not be able to take a third base (against Banshees for example) until your Spire is done.
Replay Pack: Roach-Ravager “All-In” (Or is it?)
Build Order:
13 Overlord
17 Hatch
18 Gas
17 Pool
19 Overlord
20 Queenx2
24 Lingsx2 (4 total)
26 Gas (2nd Gas)
Ling Speed @100 Gas (Fill 2 Gas ASAP)
30 Roach Warren
32 Overlordx3-4
32-52 Roaches (10)
52-58 Lings
58-62 Ravagers
62+ All-In or Transition
4 Ravagers / 6 Roaches / 22 Speedlings arrive at 4:20
Once again, it is ideal to deny scouting so that you can arrive unannounced for the SCV-roasting party. Place the Warren in the back of your main, as hidden as possible, then use your Queens and Zerglings to prevent scouting Reapers or SCVs. Do everything you can to disguise your play, but keep in mind that you can never fully guarantee a Reaper won't scout the Warren or at least see your Roaches when they move out.
Your real goal is to hit the timing as early as possible (4:20-4:30), and execute it flawlessly. Ideally, you’ll have an Overlord positioned to give vision of the high ground, allowing your Roach-Ravager to pre-emptively break through the depot(s)/Bunker(s) so that you can quickly flood in and decimate the Terran economy. Try to use your Ravager's range and bile to destroy bunkers and walling-structures, while using your Roaches to tank damage, and your Zerglings to surround units and SCVs once the opportunity is right.
Your primary targets once you break in are SCVs and attacking units; however you may choose to snipe important add-ons like tech labs or reactors. AVOID targeting structures that can lift off (generally) since better damage can be done elsewhere.
Once again it is crucial to have a clear transition point (which should usually be 62 supply) as well as a planned mid-game follow-up. I recommend the aggressive Muta-Bane transition, since you’re already mining a fair bit of gas and your two-base is already about half-saturated, so all you have to do is start a Lair and drone to full 2-base saturation to go for the Mutalisks. Also, your opponent may be ahead in tech since you invested in only Roach/Ravager, which means you may not be able to take a third base (against Banshees for example) until your Spire is done.
Muta-Bane "All-In"
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Tutorial: Muta-Bane All-In (Or is it?)
Replay Pack: Muta-Bane All-In (Or is it?)
Build Order:
13 Overlord
17 Hatchery
18 Pool
18 Gas
19 Overlord
19-21 Zerglings
21-25 Queens
29 Zergling Speed (@ 100 -- remain mining gas)
32 Queen
34 Overlord/Injects (2:45)
36 Lair (3:00)
36 2nd Gas (3:20)
@3:30 Overlord scout (Hellbats)
44 Spine (3:30~ -- can be earlier)
46 Double gas expansion (3:40)
44 Overlord
44-52 Drones (optional Speedlings/2nd Spine for Hellbat timings)
52 Spire/Overseer (4:05)
52 Overlordsx2
52-60 Drones (optional Speedlings)
60 Third Hatchery (5:10)
60-76 Mutaliskx8 (5:20)
8 Mutalisks pop by 6:00
76+ Evolution Chamberx2, Baneling Nest
Drone third base fully while pressuring with Mutalisks
Start +1/+1 and Baneling Speed
@ 60 Workers, macro hatchery and switch into Ling-Bane production
8:20 – Engage Aggressively with +1/+1 Ling-Bane-Muta OR Play defensively while teching and taking a fourth.
This build is reminiscent of two-base Mutalisk openings in HotS; however it is more focused on mass Zerglings in the mid-game. The first goal is to quickly saturate two bases while teching to a 4:00 Spire. Starting 8 Mutalisks by 5:30, you'll be able to repel any early drops or banshees and apply counter-aggression of your own. The goal is never to mass Mutalisks because Liberators are so powerful; 8 is the perfect amount to give you map control, force turrets and anti-air, and keep you safe from most types of pressure.
It also gives you freedom to drone up your third base by 6:30, at which point you'll be able to afford 4-5 Hatcheries worth of Zergling production. Essential you use a 3-base economy with 4 gas to fuel a massive mid-game with +1/+1 Speedling-Baneling (upgrades finish around 8:00). You'd be surprised how many Zergling-Baneling you can afford on a 60 Drone economy; and if your opponent goes heavy Liberator you can add some Corruptors and go more Zergling-heavy.
One of the awesome things about this build is its versatility in the mid-game. Early on, you’re very limited and contained to your two bases because you’re trying to maximize your economy so that you can afford those early Mutalisks. But once the Mutas are out, sky’s the limit.
You definitely want to use them to shut down Liberators/Drops and pressure Terran while you safely Drone your third. But once your third is saturated, you have every opportunity to mix it up. I recommend going for +1/+1 Ling-Bane off of 4-5 Hatcheries and only 4 gas -- very Zergling-centric, since it flows really well and will keep you safe from any Terran attacks while allowing you to be aggressive yourself. A lot of the time, you can kill the Terran with overwhelming Ling-Bane numbers, or at least be in a comfortable situation to tech to Hive and Ultralisks.
But ultimately you don’t have to go +1/+1 Ling-Bane! You could do +1/+1 Roach-Ravager instead; or you could tech +2/+2 and Hive earlier. There is a lot of room for stylistic adaptation .
Replay Pack: Muta-Bane All-In (Or is it?)
Build Order:
13 Overlord
17 Hatchery
18 Pool
18 Gas
19 Overlord
19-21 Zerglings
21-25 Queens
29 Zergling Speed (@ 100 -- remain mining gas)
32 Queen
34 Overlord/Injects (2:45)
36 Lair (3:00)
36 2nd Gas (3:20)
@3:30 Overlord scout (Hellbats)
44 Spine (3:30~ -- can be earlier)
46 Double gas expansion (3:40)
44 Overlord
44-52 Drones (optional Speedlings/2nd Spine for Hellbat timings)
52 Spire/Overseer (4:05)
52 Overlordsx2
52-60 Drones (optional Speedlings)
60 Third Hatchery (5:10)
60-76 Mutaliskx8 (5:20)
8 Mutalisks pop by 6:00
76+ Evolution Chamberx2, Baneling Nest
Drone third base fully while pressuring with Mutalisks
Start +1/+1 and Baneling Speed
@ 60 Workers, macro hatchery and switch into Ling-Bane production
8:20 – Engage Aggressively with +1/+1 Ling-Bane-Muta OR Play defensively while teching and taking a fourth.
This build is reminiscent of two-base Mutalisk openings in HotS; however it is more focused on mass Zerglings in the mid-game. The first goal is to quickly saturate two bases while teching to a 4:00 Spire. Starting 8 Mutalisks by 5:30, you'll be able to repel any early drops or banshees and apply counter-aggression of your own. The goal is never to mass Mutalisks because Liberators are so powerful; 8 is the perfect amount to give you map control, force turrets and anti-air, and keep you safe from most types of pressure.
It also gives you freedom to drone up your third base by 6:30, at which point you'll be able to afford 4-5 Hatcheries worth of Zergling production. Essential you use a 3-base economy with 4 gas to fuel a massive mid-game with +1/+1 Speedling-Baneling (upgrades finish around 8:00). You'd be surprised how many Zergling-Baneling you can afford on a 60 Drone economy; and if your opponent goes heavy Liberator you can add some Corruptors and go more Zergling-heavy.
One of the awesome things about this build is its versatility in the mid-game. Early on, you’re very limited and contained to your two bases because you’re trying to maximize your economy so that you can afford those early Mutalisks. But once the Mutas are out, sky’s the limit.
You definitely want to use them to shut down Liberators/Drops and pressure Terran while you safely Drone your third. But once your third is saturated, you have every opportunity to mix it up. I recommend going for +1/+1 Ling-Bane off of 4-5 Hatcheries and only 4 gas -- very Zergling-centric, since it flows really well and will keep you safe from any Terran attacks while allowing you to be aggressive yourself. A lot of the time, you can kill the Terran with overwhelming Ling-Bane numbers, or at least be in a comfortable situation to tech to Hive and Ultralisks.
But ultimately you don’t have to go +1/+1 Ling-Bane! You could do +1/+1 Roach-Ravager instead; or you could tech +2/+2 and Hive earlier. There is a lot of room for stylistic adaptation .
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