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1 hour of pvz madness
**Note- this guide is unlike any of the other guides that I have ever written. I can say with out a shadow of a doubt that this is the most empirically tested build that I have ever decided to unveil. I began fooling around with it on one of my alts. I started around the C- level and have used this build solely for every P and mechanizing T game. Currently I am C with this alt, and plan to just keep laddering using this build. I would consider this to be my opus magnum of build ideas. I know by experience this works against good opponents, and is not in any way some kind of cute noob smashing build.**
Preface:
Hi to those that know me, and to those that don't let me explain a little bit about myself. I have been playing SC for many years and started playing competitively about 2 years ago. I really like to try and re think zerg match ups, and have come up with some pretty crazy ideas. Most of which I admit have been a complete and total failure.
My credentials as a starcraft player are few. If your looking for an icup rank I really don't have an accurate one to give. Currently on my 'build idea test account' I am at C ranking. So that makes me some what of an in between in the knowledge base of SC I guess. Please take this guide at face value.
This build presentation is about my newest and frankly finest creation. TL I present to you Over Dose Zerg.
This thread will not become a place for stupid argument over theory crafting a perfect counter to this build. I certainly realize that this build has it's faults and is by no means perfect. What I simply ask is that you the reader will try this build. Post a replay, give some of your thoughts on the BO what you did/did not find effective and add to this discussion. As a fair warning here and now, I will not respond to any of the aforementioned type of poor posts.
Introduction:
The build presentation will be organized in the following format:
Part One will encompass the builds overall goals in the early, middle and late game.
Part Two will encompass the build order
Part Three will encompass OverDose Style vs. Protoss
Part Four will encompass OverDose Style vs. Terran
Part Five will encompass OverDose replays. Opponents range from 3500-5000 points
Part One
The OverDose Style
“The subtle art of early game zerg”
OverDose (OD) style is the culmination of my ideas about the way zerg plays in the early and middle game. It is a direct decedent of this thread http://www.teamliquid.net/forum/viewmessage.php?topic_id=94082 , albeit much more refined. This has caused the build to become very useful, and is certainly not any type of a gimmicky play. It's simplest definition could be the following: A variation of 5 hatch hydra that allows for more early game pressure.
The early game ideas of OD zerg are much like the other zerg builds. OD zerg is simply a way that zerg can create the hint of normalcy while subtly using the unique zerg production abilities for bold early game pressure. The early game helps to build up for an early mid timing attack that will allow for easy access to OD style's primary goal: 4 base gas while simultaneously delaying and denying opponent 3rd base.
The mid game is characterized in the OD build with the use of mutalisk. The mutalisk help to further our goal by providing excellent map control, while delaying opponents 3rd base. OD style uses a strong early game timing contain in conjunction with high mobility mutalisk to force opponents into a very defensive position. Static defense is key for the opponent, and OD style attempts to disrupt macro timings by forcing extra defense at key mid game timings. A successful use of OD style in the mid game should result in the following:
Denied / Delayed 3rd
Denied / Delayed macro
Awkward attack and defense timing for opponent
The late game of OD style starts once the primary objective has been completed. Once Zerg has achieved 4 gas OD style has run it's course and the game will progress as a standard late game and into the end game.
Part Two
“The blue prints of OD”
The build order explanation in the following paragraphs is used for the protoss match up. OD use vs. terran will be discussed later in the guide.
9 overlord – 9 drone scout – 12 hatch – 11 pool – 13 hatch (at expo if protoss FE) – extractor with next
50 minerals – one pair of zerglings – drone till 18/18. Do not make an overlord.
Now the first part of the build order is now complete. So far we have what seems to be a very normal looking 3 hatch gas zerg build. The only deviation from normal play is the forgotten overlord. Once your gas pops put 3 drones on gas. Once at 50 gas have a drone build a hydralisk den. Next 100 minerals go to an overlord. Supply count should be 17/18
Make another drone 18/18 – once den pops upgrade hydra range – once lord pops build drones till 23/27- build your 3rd overlord.
At this point the build immediately looks like a 3 hatch hydra bust vs protoss. We need to alleviate protoss fears and try to show that we have no such idea in mind.
Stay at 23/27 until 150min is reached build lair – build 27/27 drones and with 27th drone take 2nd extractor. - overlord pops 26/35 – once 2nd gas pops put 3 drones on
This is where your build kicks in. Sit on 26/35 supply until you have 675 minerals and 225 gas. Your hydra range should complete just when you have 9 larvae and 600 mins ready to build your 9 hydra.
Build hydra 36/36 – build overlord with next 100 mins – build 4th hatchery at 3rd with next 300 mins. - once lair pops throw down your spire.
When your spire is building you need to replenish the drone count that was lost in the creation of hydra. Currently 26 drones are alive and mining. Getting to 35 and having 2/3 overlords for muta is the next goal. (I must stress that your muta timing is going to be more important than drones at this point in time. If you need to make allowances, chose for later drones over later muta.) This build will get muta out and harassing the enemy base 40 seconds slower than 3 hatch muta. Keep this in mind.
Once muta are morphing:
Build overlords if necessary - Get your 5th hatch with next avaliable 300 mins - start your evo chamber once muta are off – upgrade overlord speed with next 150 gas. This is the time to drone up and make sure that you have the drones to facilitate 5/6 hatch hydra. To do that 42 drones are needed, with 6 on gas. Taking into account your 9-11mutalisk (18/22 supply respectively) and no more than 9 hydra- give you a supply count average of 29. 29+42= 71. 71 is when drone production should stop.
In summery once your muta are started-
5th hatch
evo chamber
+1 missile
overlord speed
hydra speed
drone saturation
Personally I like to get lurker upgrade some time after speed for a hydra/lurk build.
The above list should be your priority!
At this point OD style has now completed its build order, and 5 hatch hydra variation takes effect. Play a normal 5 hatch
Example of me playing against a computer to showcase the build order. I apologize if the BO was confusing, here is hoping that the replay makes up for it.
Part Three
OD style vs. Protoss
“Bold timing with clandestine intentions”
The current zerg vs. protoss trend is revolving around the use of Jaedongs 3 hatch spire into 5 hatch hydra. This build was created and perfected in response to current protoss FE trends, specifically stargate first FE variations. Zerg vs protoss has evolved into a 'maximum macro' game style. By that i am merely trying to describe the way in which zerg desperately tries to max out 42 drones while achieving 5 hatch. The more economical zerg will forfeit early game pressure, and will only produce speedlings in response to protoss zealot. Protoss can get away in the early game and early mid with nothing more than 2/3 cannons and 1-2 zeals plus or minus the odd dragoon. All of this is to allow a very fast cybernetics core into a fast stargate.
Zerg on the other hand has been content in allowing protoss to feel comfortable in the early game, and instead decides to macro up as well. The zerg is primarily concerned with a fast lair to nullify the corsair harass and amassing 42 drones quickly. Zerg macro is treated like protoss or terran macro. Build X amount of workers and then switch over to unit production. This will garner the most effective economic growth, but I feel that one important aspect of zerg play is being overlooked.
Think about zerg play in a 3 hatch muta style. Zerg saves up larve from 3 hatch and can suddenly build 9-11 muta almost instantly. Compared to the other two races that must first produce a plethora of production buildings- zerg clearly has an interesting race defining mechanic. Why is this type of unit production not used more frequently? OD style attempts to use the idea of instantaneous muta pop, but use it in a different setting. OD style focuses on a ranged hydra timing attack against protoss.
The appearance of a hydra bust is negated with a few deterrents. The first is a quick lair after the hydra den, and the second is probably what makes this build work so well. A scouting probe can stay alive forever with only 2 lings chasing it- and because all of your hydra are built in one production cycle, P has no way to know if those eggs are hydra or drones.
By the time the hydra hatch, protoss will have to rush to cannon his natural- or in the case that he missed the production cycle, concede the game. The timing of this hydra pressure is just at the time protoss would look to add gateways. Every photon cannon costs 1 gateway.
When using this build it is important to remember that your first and second overlords are very important. Because you will have 9 range upgraded hydra out in the front of the protoss base, both of your lords can be protected from early game harassment. What this means is that scouting the protoss is much easier when you can keep your lords around the protoss base indefinitely. Once the hydra arrive try and take out the forge or gateway.
Use your overlords to scout his Nat defenses. With proper micro- hydra can be a real threat against cannons. If the protoss is late in building cannons, or has poorly placed them use this to your advantage. Keep the overlords over your hydra to deter any DT run bye's and keep a nice contain going. It is imperative that sacrificing your hydra should only be done if an opening is spotted.
If you can snipe the forge- that will be a HUGE asset to your muta. If the forge is gone, protoss will not be able to add cannons in his main! Keep this in mind when applying pressure.
Now that your hydra are in place keep the pressure on, but don't forget about the macro tasks at your nat. Muta should be coming out soon, and it is imperative that your 5th hatchery is planted, upgrades are completed and your drone saturation is complete. Moving back to your mutalisk force and light contain force should now be your primary goal. The hydra timing is such that protoss will want to start his gate timing as your hydra are arriving at his natural choke. Hydras force P to build cannons, and can take out that single gateway and possibly a forge.
Keep in mind that this will cause protoss macro to be delayed, and gate numbers will be significantly lower. Once the muta arrive at the protoss base look in the following three locations. The first is the natural mineral line, and second is the natural mineral line, and the third is his gates. It is imperative that your muta continue to harass protoss, and force more cannons. Forcing these cannons will delay his gateways further, and delay his third base significantly.
Back on the home front- once the post muta macro has been completed switch your hatchery production over to hydra and transition into 5 hatch hydra. This odd staggered teck changes will put protoss into a very uncomfortable position. archons are not effective at combating hydralisk, and high templar are not effective against muta. Because the protoss is going to be forced to protect his natural and main mineral lines, two choices must be made.
The first is the choice to build corsairs against your mutalisk, and use cannons and corsair to deter further harass. This choice will negate your muta harass, however doing so will cause protoss ground force to come even later, and become weaker. Overall this will result in a severely delayed 3rd, and allow you complete map control. The second choice is to use archons. While this will grant protection from muta along with cannons once again protoss runs into a problem. archons can be avoided by muta fairly effectively, and thusly- your muta harass can continue for awhile longer. However archons require 2 HT. HT are the biggest threat to your hydra force, and forcing excessive archons is going to be a great move for zerg. Mass hydra > archon zeal.
The entire point of this build is to delay protoss gate timings and allow zerg to have a superior unit production into the middle and late game. Once 5 hatches are up and running, this build transitions into 5 hatch hydra for the late game. I will not go further into this guide- because there are plenty of others explaining the 5 hatch hydra build and how to play this build in late game zvp.
Variations:
While I have found some success with using this build against 1 or 2 gate builds I am not too sure if it would be the best way to go. I feel that standard play would probably be a better choice. I do have some replays of this build used against gate way first strats, but I will leave it up to you if you think it's worth while.
Now back to what this build was really made to counter- FE protoss.
From an FE protoss has a few options and they are, stargate first or no stargate. This is really the only thing that needs to be taken account for. Because a no stargate FE build is going to mean you need to adapt. If you scout a no stargate first build, I would suggest not brining your hydra to his choke. +1 speed zeal is a killer if your hydra are left in the open. That is why I find it better to simply wait until your muta pop before moving out with the hydra.
However in a stargate first build- that is not going to be so much of a problem, and you should proceed as normal.
Please refer to the replay section for how OD deals with 1,2,3 gate and protoss cheese respectively.
Part Four
OD style vs Terran
“The death of 1 base mechanic play”
**I would like to preface this section of the guide by talking about OD vs terran for a moment. In my iccup run from C- to Cish I played few terran so the results are not as definitive as the protoss section. Most of the terran games were played on HBR and Destination. Maps that are common mechanic terran maps. OD style has not been tested against 1 rax FE or any type of bio play. While I concede that perhaps the hydra timing attack may work against 1 rax FE I have never attempted such a build. However it's use against 2 rax, or any sunken break build will put you at a severe disadvantage. So I do not suggest this build as a proper response.**
The current meta game of zerg vs terran has become the most infuriating for me. Every time I play a terran I never enjoy the mindset. Zerg is constantly on the defensive. Proxy rax into bunker rush are common, proxy factory, 2 port wraith, wachanic, biomech, fantasy style and all of the other variations give me a head ache as a zerg player. I don't like having to scout everywhere, and everything. I don't like playing on the back foot, I don't like having to deal with 2 fact speed vults. I hate having to shit my pants in the early game of any current zerg vs terran. The fear of unknown teck routs and surprise vulture drops is really not good for my skin.
It feels to me as if terran is perfectly comfortable behind a wall with 5-6 marines. From this 'untouchable' position terran can dictate the pace of the game. Zerg is forced into a defensive position, and must be constantly on the look out for teck changes, and everything else. OD style puts a stop to this. However to do so, a slight alteration in the early game build must be made.
9overlord – 9 scout – 12 hatch – 11 pool – 13 hatch – gas with next 50min – 1 pair of lings – drone till 18/18. do not build an overlord.
Once the extractor pops but 3 drones on gas, and build a hydra den at 50gas. Use the den to help block off the natural choke if fast factory is scouted. After the den is planted throw down a creep colony and then build your second overlord at 16/18 drone till 18/18 and continue the build as per usual.
Wait until your hydra pop- and make sure to watch for any 2 fact vult run bys. Vult run by's will come before your hydra pop if terran decides not to mine up the path on the way to your base. Be prepared for this. Scouting here is still key. While your range hydras will instantly stop any 2 port play, or fantasy drop ship play, the game is not over yet. Making use of the 9 hydra is the most important part of OD. Use the hydra as a way to deny his expansion attempts. If terran is still on 1 base play by the time your hydra are out- keep your hydra inside of your base, and protect your economy. Do not waste hydra attacking uphill on a 1 base terran. This is a great way to lose your hydra, and make a nice waste of 600 minerals. Instead, wait until your muta have popped and then move in for a han bang attack. Breaking the natural is very very possible.
Against any type of terran mech play over lord placing is going to be key. Your first overlord should be safely against a cliff near the natural choke of the terran. Your second overlord should be roaming the middle of the map, and your third overlord should be at your choke. MINES ARE BAD. However they do have a weakness. Range hydras on attack move command can kill mines before they explode. So provided you can get out of your natural with your hydras, and take an alternate route to the terran nat- all of your hydra should make it. So if terran has opted for a 2 fact or 1 fact vulture FE- use your hydra to deny his natural expansion.
Please take note of the OD vs Terran replays provided. While they are few- the few do show a few important things when battling mech play against terran. Most importantly split your hydra down both bridges when attacking on destination. I foolishly threw away my hydra in just such a game. As with the OD vs protoss guide OD vs terran transitions into standard zerg vs mechanic terran after the muta are off. One of the replays will show late game zerg vs terran, after a failed natural attack attempt.
Part Five
OD style replays
Opponents range from 3500-5000
“Proof of existence”
OD style vs Protoss



OD style vs Terran
[spoiler]