• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 02:09
CET 08:09
KST 16:09
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
TL.net Map Contest #21: Winners10Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12[ASL20] Ro4 Preview: Descent11
Community News
StarCraft, SC2, HotS, WC3, Returning to Blizzcon!42$5,000+ WardiTV 2025 Championship7[BSL21] RO32 Group Stage4Weekly Cups (Oct 26-Nov 2): Liquid, Clem, Solar win; LAN in Philly2Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win10
StarCraft 2
General
Mech is the composition that needs teleportation t StarCraft, SC2, HotS, WC3, Returning to Blizzcon! TL.net Map Contest #21: Winners Weekly Cups (Oct 20-26): MaxPax, Clem, Creator win RotterdaM "Serral is the GOAT, and it's not close"
Tourneys
Constellation Cup - Main Event - Stellar Fest $5,000+ WardiTV 2025 Championship Sparkling Tuna Cup - Weekly Open Tournament Merivale 8 Open - LAN - Stellar Fest Sea Duckling Open (Global, Bronze-Diamond)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection Mutation # 495 Rest In Peace
Brood War
General
Where's CardinalAllin/Jukado the mapmaker? BW General Discussion [ASL20] Ask the mapmakers — Drop your questions [BSL21] RO32 Group Stage BGH Auto Balance -> http://bghmmr.eu/
Tourneys
[BSL21] RO32 Group A - Saturday 21:00 CET [ASL20] Grand Finals [Megathread] Daily Proleagues [BSL21] RO32 Group B - Sunday 21:00 CET
Strategy
Current Meta PvZ map balance How to stay on top of macro? Soma's 9 hatch build from ASL Game 2
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Path of Exile Should offensive tower rushing be viable in RTS games? Dawn of War IV
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine YouTube Thread Dating: How's your luck?
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List Recent Gifted Posts
Blogs
Learning my new SC2 hotkey…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Our Last Hope in th…
KrillinFromwales
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1089 users

+1speedlot -> 2stargate sair

Forum Index > Brood War Strategy
Post a Reply
Normal
Papvin
Profile Joined May 2009
Denmark610 Posts
February 10 2010 15:36 GMT
#1
Hi, I have recently encountered a strategy that I have such a hard time beating. The toss gets +1 asap without stargate and gets a total of 2 gateways pumping untill its done. The he attacks with +1 speedlots, and gets 2 stargates pumping corsairs. If I go something like 3h muta, which has always been my response to +1 speedlot rush, I get completely pwned by the sairs. If I do anything else I die to the speedlots. A guy I played against suggested that I should go lurkers and spores against sairs, but this would seem to fuck up my econ completely since I should get lurkers off like 3 hatch. I'm really trying to figure out a good way of dealing with this build, but haven't found it yet.
Here's the most recent rep of me getting owned by it:
http://repdepot.net/replay.php?id=31116
I went 5h muta cause I mistoke the timing of the forge due to bad scouting, thought it was starport-> +1 speedlot, but clearly wasn't. I've had another game going 3h muta getting completely dominated. So the guy might be right about the lurkers, since mutas doesn't seem to do the trick?
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 10 2010 15:42 GMT
#2
This is Nony's latest strategy IIRC. I think if you add a hydralisk den after your fourth hatch in a regular neo-sauron build order you will have enough to counter his zealots and put pressure on the Protoss. You have to realize that the Protoss will have late high templar with a build like this, so the mindset is as follows:

If the Zerg makes regular neo sauron hydralisk, then the speedlot rush will come before this and you stand a good chance to do a fair amount of damage.

If the Zerg makes mutalisks (seems common) to counter the +1 speedzealot rush, then the zealots will still do damage, but the mutalisk will be unable to follow up with a counter-attack, because there will be 5-6 corsairs waiting for him.

What should work well therefore is to make a hydralisk den and get earlier hydralisks. The +1 zealot rush should do very little in terms of damage, and you will be able to follow up with pressure on the Protoss' main because of a low HT count. You can move in with a group of hydralisks, snipe the gateway that was a part of their original FE, and just make him use what few storms he has, which you can dodge easily since you are controlling a small group of hydralisks.
sfdrew
Profile Joined January 2010
United States201 Posts
February 10 2010 15:44 GMT
#3
What about a massive ling army with a few lurkers for support? I'm not a Zerg player, and I'm not even a particularly good Terran player, so don't take my advice too seriously.

I can't watch the replay right now (at work), but I have to check it out later.
I cant build there, somethins in the way
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
Last Edited: 2010-02-10 15:47:09
February 10 2010 15:45 GMT
#4
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 10 2010 15:51 GMT
#5
On February 11 2010 00:45 FortuneSyn wrote:
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.


This might work, but this build is designed to beat neo sauron, not three hat mutalisk. I suspect if a Protoss player scouted your build and saw neo sauron, he wouldn't be doing this rush. However if you went three hat spire and then scourge -> fourth hat like usual, then the rush would still be effective. It sounds like the Protoss you played simply knew the build, but wasn't actually aware of how to adapt with it.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
February 10 2010 15:58 GMT
#6
On February 11 2010 00:51 Salv wrote:
Show nested quote +
On February 11 2010 00:45 FortuneSyn wrote:
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.


This might work, but this build is designed to beat neo sauron, not three hat mutalisk. I suspect if a Protoss player scouted your build and saw neo sauron, he wouldn't be doing this rush. However if you went three hat spire and then scourge -> fourth hat like usual, then the rush would still be effective. It sounds like the Protoss you played simply knew the build, but wasn't actually aware of how to adapt with it.


I don't understand your post. First you said this P build is made to counter neosauron, then you say he wouldn't do this P build if he scouts Z doing neosauron?

Plz define what neosauron is. For me it's 3h spire, directly into 5h scourge and then hydra.
Neivler
Profile Blog Joined November 2008
Norway911 Posts
February 10 2010 16:08 GMT
#7
On February 11 2010 00:51 Salv wrote:1
Show nested quote +
On February 11 2010 00:45 FortuneSyn wrote:
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.


This might work, but this build is designed to beat neo sauron, not three hat mutalisk. I suspect if a Protoss player scouted your build and saw neo sauron, he wouldn't be doing this rush. However if you went three hat spire and then scourge -> fourth hat like usual, then the rush would still be effective. It sounds like the Protoss you played simply knew the build, but wasn't actually aware of how to adapt with it.


He cant scout if u do the 3 hat muta or neo sauron before he have invested to much, so that he is forced to do the attack. He then already have speed and +1, so he have to use it.
I pwn noobs
Papvin
Profile Joined May 2009
Denmark610 Posts
Last Edited: 2010-02-10 16:34:43
February 10 2010 16:16 GMT
#8
On February 11 2010 00:45 FortuneSyn wrote:
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.

If you can find them, can you please post those replays? I did pretty much the same thing the first time I fought it, and got completely rolled. My hydras were just waay late so his sairs killed so many overlords the game was over just there.
Actually, if anyone has replays of zergs beating this build (yourself or others, don't care), it'd be really apreciated!
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
Salv
Profile Blog Joined December 2007
Canada3083 Posts
February 10 2010 16:38 GMT
#9
Fortune, my bad, I misread your post, I thought you meant you were going for a regular three hatchery mutalisk build. If you did the spire as normal and then a fourth hat into mutas, I am surprised you won because if what you wrote is indeed the case, then this build would be awful against mutalisk, which is the direct counter to a speedlot rush. That being said, I think by the time you dealt with his zealot rush and began to make hydralisks, if the Protoss did not already have zealots, high templar and started to expand I would be very surprised.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
February 10 2010 16:57 GMT
#10
Just use a good building wall and 3 sunkens at both your 3rd and your natural to stop the +1 zealots. Build a few speedlings for extra reinforcement and use drones as needed. With modern walling zerg play there's really no reason to struggle against a +1 charge.

Once you've stopped the +1 speedlots, immediately transition into hydras and probably place a few spores for safety reasons. If you can use speedlings to deny his third until you get lurkers you should be in great shape since 2 stargate sair is a pretty gas heavy build so he won't have the necessary items to stop lurkers from destroying him.

Use your newly morphed lurkers to stop his third and then expand twice and tech to hive. If you succeed with this the game should be over. If you don't succeed at denying the third I think a lurker contain would still be a good bet since the gas issue is still an immediate problem for a protoss using this build. Assuming the protoss gets his third he'll have a chance to break the contain, but he'll be delayed and probably won't have reavers available. So you should have a much better than usual chance of maintaining a lurker contain and winning the game without any real difficulties.

Anyway lurkers are gonna be a key unit in beating a toss who uses this build. You just have to make sure that you get enough hydralisk to defend against the corsairs and any further zealot aggression before you start to play with heavy lurker action. Basically the key to beating this build is that it's pretty linear and you should be able to anticipate the timings easily. If you fuck up, it'll probably be hard to recover, but if you don't fuck up, and you play a conservative game, you should be in good shape
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
February 10 2010 17:07 GMT
#11
On February 11 2010 01:38 Salv wrote:
Fortune, my bad, I misread your post, I thought you meant you were going for a regular three hatchery mutalisk build. If you did the spire as normal and then a fourth hat into mutas, I am surprised you won because if what you wrote is indeed the case, then this build would be awful against mutalisk, which is the direct counter to a speedlot rush. That being said, I think by the time you dealt with his zealot rush and began to make hydralisks, if the Protoss did not already have zealots, high templar and started to expand I would be very surprised.


Well first he spends his gas on +1 atk, citadel, and leg speed. Zerg spends his gas on mutas = direct counter.

Then P spends gas on 2x stargate and 6 sairs, temp archive, and like 2 DTS or whatever. Zerg spends gas on hydra den/+attack, and hydras.

P will probably be researching storm/getting temps while zerg has a sizeable hydra group maintaining map control.

Of course these things change depending on what P decides to do. My point is that the way the game plays out, if you transition to muta and then hydra with good timings you can maintain mapcontrol for a long time.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
Last Edited: 2010-02-10 17:17:26
February 10 2010 17:10 GMT
#12
On February 11 2010 01:57 Failsafe wrote:
Just use a good building wall and 3 sunkens at both your 3rd and your natural to stop the +1 zealots. Build a few speedlings for extra reinforcement and use drones as needed. With modern walling zerg play there's really no reason to struggle against a +1 charge.

Once you've stopped the +1 speedlots, immediately transition into hydras and probably place a few spores for safety reasons. If you can use speedlings to deny his third until you get lurkers you should be in great shape since 2 stargate sair is a pretty gas heavy build so he won't have the necessary items to stop lurkers from destroying him.

Use your newly morphed lurkers to stop his third and then expand twice and tech to hive. If you succeed with this the game should be over. If you don't succeed at denying the third I think a lurker contain would still be a good bet since the gas issue is still an immediate problem for a protoss using this build. Assuming the protoss gets his third he'll have a chance to break the contain, but he'll be delayed and probably won't have reavers available. So you should have a much better than usual chance of maintaining a lurker contain and winning the game without any real difficulties.

Anyway lurkers are gonna be a key unit in beating a toss who uses this build. You just have to make sure that you get enough hydralisk to defend against the corsairs and any further zealot aggression before you start to play with heavy lurker action. Basically the key to beating this build is that it's pretty linear and you should be able to anticipate the timings easily. If you fuck up, it'll probably be hard to recover, but if you don't fuck up, and you play a conservative game, you should be in good shape


The problem with using sunkens/lings to defend the +1 push is that you lose map control. A smart P will just back off and grab his third. If you do use sunkens/lings to defend the +1 push, then you must've put your third base on another natural, else you wont be able to take a 4th while he takes his third.

On February 11 2010 01:16 Papvin wrote:
Show nested quote +
On February 11 2010 00:45 FortuneSyn wrote:
I've played a guy who did this 3 times in a row against me and I beat it 3 times like this.
1) 3h spire into 9muta (4th hatch after spire), beat off the zeal rush. do this if his forge is spinning at 50% lair.
2) get 5th hatch, den evo and go hydra. When u want to move out with hydras, if he has like 6 sairs annoying you, make 2 spores on nat and park ovies on top, 1 spore on third base. It's so gg because he won't have storm yet and the only thing keeping your hydras in base are his annoying sairs.

His sair count wont be high enough by the time your mutas fend off the lot push and counter his main/nat.

If you can find them, can you please post those replays? I did pretty much the same thing the first time I fought it, and got completely rolled. My hydras were just waay late so his sairs killed so many overlords the game was over just there.
Actually, if anyone has replays of zergs beating this build (yourself or others, don't care), it'd be really apreciated!


I'll look for them when I get home.
Rayzorblade
Profile Blog Joined September 2004
United States1172 Posts
February 10 2010 18:37 GMT
#13
Ever since I seen Nony do this while streaming I was trying to think of what an appropriate counter would be and came to the same conclusions that Failsafe did. Even if the Protoss moves out to take his third behind the +1, you can still take a 4th regardless of whether or not you've taken a natural because you have lurkers. (Not even sure why you wouldn't take a natural on most bases where it's possible).
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
February 10 2010 18:50 GMT
#14
walling + lurkers, +1 carapace on air + scourges while droning like insane. Once you get his corsairs numbers out, expand a bunch and get some good hydra/lurk mass. Personally, I've always been responding to +1 speedlots with lurkers, it's so much better ;P.
IMBA - International Mountain Bicycling Association.
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 10 2010 19:00 GMT
#15
Lurkers are incredibly strong vs this because of all the choices he made (+1 speedlot rush, double stargate) his observers will be very late. Just make sure you still keep his sair count moderately low and DON'T just go lurker/ling. Lurkers are the good initial response, but you still need to address his building up sair count.
Papvin
Profile Joined May 2009
Denmark610 Posts
February 10 2010 21:30 GMT
#16
Okay, so it seems the protosses I've played were all right, I need to get lurkers asap! Would you guys recommend opening like 3h lurker with den at 50% lair like in zvt? I guess it'd come in decent time to stop the attack, might aswell go practice my lurker openings since I've pretty much exclusively opened 3h spire 5h den zvp against fe lol.
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
February 10 2010 23:08 GMT
#17
You wouldn't scout it coming by 50% lair timing I don't believe. And if he goes sair/reaver instead you're kinda screwed. 3h spire into 5 hatch hydra is still very good vs this build, you just have to tweak it by adding a second sunken or just a few more lings or earlier hydras (just SOMETHING) as he's also modifying his build to include the speedlot timing rush. Still get lurkers asap though from the 5 hatch build. This is because he has already spent so much gas on rushing citadel speed legs and +1 attack and 2 stargate that he still needs to get templars to counter the hydras meaning observers are late. So he'll use the time he has to either sneakily try to set up a third (don't let this happen!) or just bye time killing OL's around the map, etc.
neVern
Profile Joined January 2010
United States115 Posts
Last Edited: 2010-02-10 23:11:00
February 10 2010 23:10 GMT
#18
On February 11 2010 00:36 Papvin wrote:
Hi, I have recently encountered a strategy that I have such a hard time beating. The toss gets +1 asap without stargate and gets a total of 2 gateways pumping untill its done. The he attacks with +1 speedlots, and gets 2 stargates pumping corsairs. If I go something like 3h muta, which has always been my response to +1 speedlot rush, I get completely pwned by the sairs. If I do anything else I die to the speedlots. A guy I played against suggested that I should go lurkers and spores against sairs, but this would seem to fuck up my econ completely since I should get lurkers off like 3 hatch. I'm really trying to figure out a good way of dealing with this build, but haven't found it yet.
Here's the most recent rep of me getting owned by it:
http://repdepot.net/replay.php?id=31116
I went 5h muta cause I mistoke the timing of the forge due to bad scouting, thought it was starport-> +1 speedlot, but clearly wasn't. I've had another game going 3h muta getting completely dominated. So the guy might be right about the lurkers, since mutas doesn't seem to do the trick?



You have a replay of an S class progamer against it so we can compare your play to something?
d(O.o)a
Profile Blog Joined June 2008
Canada5066 Posts
February 10 2010 23:19 GMT
#19
On February 11 2010 08:10 neVern wrote:
Show nested quote +
On February 11 2010 00:36 Papvin wrote:
Hi, I have recently encountered a strategy that I have such a hard time beating. The toss gets +1 asap without stargate and gets a total of 2 gateways pumping untill its done. The he attacks with +1 speedlots, and gets 2 stargates pumping corsairs. If I go something like 3h muta, which has always been my response to +1 speedlot rush, I get completely pwned by the sairs. If I do anything else I die to the speedlots. A guy I played against suggested that I should go lurkers and spores against sairs, but this would seem to fuck up my econ completely since I should get lurkers off like 3 hatch. I'm really trying to figure out a good way of dealing with this build, but haven't found it yet.
Here's the most recent rep of me getting owned by it:
http://repdepot.net/replay.php?id=31116
I went 5h muta cause I mistoke the timing of the forge due to bad scouting, thought it was starport-> +1 speedlot, but clearly wasn't. I've had another game going 3h muta getting completely dominated. So the guy might be right about the lurkers, since mutas doesn't seem to do the trick?



You have a replay of an S class progamer against it so we can compare your play to something?


You don't need a progamer replay to analyze this person's replay. Just look for mistakes.
Hi.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
February 11 2010 00:18 GMT
#20
On February 11 2010 06:30 Papvin wrote:
Okay, so it seems the protosses I've played were all right, I need to get lurkers asap! Would you guys recommend opening like 3h lurker with den at 50% lair like in zvt? I guess it'd come in decent time to stop the attack, might aswell go practice my lurker openings since I've pretty much exclusively opened 3h spire 5h den zvp against fe lol.


You should NOT get lurkers ASAP. That would be a HUGE error. You've definitely misunderstood. Lurkers ASAP are a TERRIBLE idea. If you're wondering why, review Savior vs Bisu, the career-ending MSL finals. If you lurker first against double Stargate, you are doomed. You will lose so many overlords and so much map control to DTs that you will be endlessly frustrated.

The key is to survive the +1 rush by using a completely standard speedling/sunken defense. You could also probably create a good hydralisk timing to defend the initial rush (with a little sunken support). Remember, the Protoss is not trying to kill you with the initial attack, he's planning to transition into corsairs. You can hold off the initial rush without TOO much trouble. Then transition into hydralisk to block the corsairs. THEN transition into lurkers, but NOT before. Oh caps are fun.
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Neon_Monkey
Profile Joined February 2008
United States270 Posts
February 11 2010 00:27 GMT
#21
On February 11 2010 09:18 Failsafe wrote:
Show nested quote +
On February 11 2010 06:30 Papvin wrote:
Okay, so it seems the protosses I've played were all right, I need to get lurkers asap! Would you guys recommend opening like 3h lurker with den at 50% lair like in zvt? I guess it'd come in decent time to stop the attack, might aswell go practice my lurker openings since I've pretty much exclusively opened 3h spire 5h den zvp against fe lol.


You should NOT get lurkers ASAP. That would be a HUGE error. You've definitely misunderstood. Lurkers ASAP are a TERRIBLE idea. If you're wondering why, review Savior vs Bisu, the career-ending MSL finals. If you lurker first against double Stargate, you are doomed. You will lose so many overlords and so much map control to DTs that you will be endlessly frustrated.

The key is to survive the +1 rush by using a completely standard speedling/sunken defense. You could also probably create a good hydralisk timing to defend the initial rush (with a little sunken support). Remember, the Protoss is not trying to kill you with the initial attack, he's planning to transition into corsairs. You can hold off the initial rush without TOO much trouble. Then transition into hydralisk to block the corsairs. THEN transition into lurkers, but NOT before. Oh caps are fun.


Those games were single stargate, and the stargate came before even +1 attack. This build gets the stargates way later, allowing you to get lurkers and still have time to pump hydras and get hydra speed or range before he can get a significant number of corsairs, which I strongly advise doing. But to do this, make sure you take your 2nd gas as soon as possible after lurker tech starts, and your 5th hatch will probably be delayed for a while.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
February 11 2010 00:41 GMT
#22
On February 11 2010 02:10 FortuneSyn wrote:
Show nested quote +
On February 11 2010 01:57 Failsafe wrote:
Just use a good building wall and 3 sunkens at both your 3rd and your natural to stop the +1 zealots. Build a few speedlings for extra reinforcement and use drones as needed. With modern walling zerg play there's really no reason to struggle against a +1 charge.

Once you've stopped the +1 speedlots, immediately transition into hydras and probably place a few spores for safety reasons. If you can use speedlings to deny his third until you get lurkers you should be in great shape since 2 stargate sair is a pretty gas heavy build so he won't have the necessary items to stop lurkers from destroying him.

Use your newly morphed lurkers to stop his third and then expand twice and tech to hive. If you succeed with this the game should be over. If you don't succeed at denying the third I think a lurker contain would still be a good bet since the gas issue is still an immediate problem for a protoss using this build. Assuming the protoss gets his third he'll have a chance to break the contain, but he'll be delayed and probably won't have reavers available. So you should have a much better than usual chance of maintaining a lurker contain and winning the game without any real difficulties.

Anyway lurkers are gonna be a key unit in beating a toss who uses this build. You just have to make sure that you get enough hydralisk to defend against the corsairs and any further zealot aggression before you start to play with heavy lurker action. Basically the key to beating this build is that it's pretty linear and you should be able to anticipate the timings easily. If you fuck up, it'll probably be hard to recover, but if you don't fuck up, and you play a conservative game, you should be in good shape


The problem with using sunkens/lings to defend the +1 push is that you lose map control. A smart P will just back off and grab his third. If you do use sunkens/lings to defend the +1 push, then you must've put your third base on another natural, else you wont be able to take a 4th while he takes his third.


I don't think this is a huge issue because if the P does expo then you've won. Before I comment on why I think that's the case, I will say that I really only recommend the 6 Sunkens if you are not confident in your micro. The +1 Speedlot push is gonna be weaker than normal since the P is planning on transitioning into double Stargate right afterward, and 6 Sunkens is probably a little superfluous. But, that aside, even though 6 Sunks are expensive, in your average iCCup game it is far from letting the P run away with the game. It's much better to err on the side of caution because failing your defense against the +1 Speedlot rush is a DEFINITE loss against this dual threat build. It's actually because the build is dual threat that you can afford to squander a little extra resources on defense.

If the P sees all this defense then pulls back you are immediately free to send your group of defensive Speedlings to the hypothetical expansion so that you can kill the probe and deny the Nexus (remember, the P will almost certainly NOT send a Probe to the expansion in conjunction with his attack because the Corsair switch will require all of his free resources - that means the Nexus will start late and can probably be denied). Failing a probe intercept you can use the Speedlings to destroy the Nexus, or failing that, you can use the Speedlings to destroy the Cannons warping to defend the Nexus. Failing that - and assuming you're aware of the double Stargate, you can mass Hydralisk with +1 attack and run him over for being too greedy.

There is literally no way that a Protoss can take a third base following a +1 Speedlot opening with a double Stargate switch and have enough units to defend himself against a mass midgame +1 Hydralisk push. Even NonY, on his stream, doesn't attempt to take a quick third (most of the time) when he's using this build order. The reason is that any Protoss attempting this build can only afford to produce from 3 or at MOST 4 Gateways because he is also financing 2 Stargates, and Corsairs are very expensive. Especially in Vespene - at 100/Corsair this build really reduces the number of HTs available to the P.

So if P takes a third base he has to defend it with Cannons and units from 4 Gateways (mostly zealots). You'll have 5-6 Hatches pumping NOTHING BUT +1 Ranged Hydralisks. You CANNOT POSSIBLY lose against an opponent near your skill level. Hell, defending mass mid-game +1 Hydralisk can be a chore with the ideal defense which is something like 7 Gateways and lots of Storm. Defending with Corsairs and half an army of Zealots is just clearly impossible.
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
Failsafe
Profile Blog Joined July 2006
United States1298 Posts
February 11 2010 00:53 GMT
#23
On February 11 2010 09:27 Monkeyz_Rule wrote:
Show nested quote +
On February 11 2010 09:18 Failsafe wrote:
On February 11 2010 06:30 Papvin wrote:
Okay, so it seems the protosses I've played were all right, I need to get lurkers asap! Would you guys recommend opening like 3h lurker with den at 50% lair like in zvt? I guess it'd come in decent time to stop the attack, might aswell go practice my lurker openings since I've pretty much exclusively opened 3h spire 5h den zvp against fe lol.


You should NOT get lurkers ASAP. That would be a HUGE error. You've definitely misunderstood. Lurkers ASAP are a TERRIBLE idea. If you're wondering why, review Savior vs Bisu, the career-ending MSL finals. If you lurker first against double Stargate, you are doomed. You will lose so many overlords and so much map control to DTs that you will be endlessly frustrated.

The key is to survive the +1 rush by using a completely standard speedling/sunken defense. You could also probably create a good hydralisk timing to defend the initial rush (with a little sunken support). Remember, the Protoss is not trying to kill you with the initial attack, he's planning to transition into corsairs. You can hold off the initial rush without TOO much trouble. Then transition into hydralisk to block the corsairs. THEN transition into lurkers, but NOT before. Oh caps are fun.


Those games were single stargate, and the stargate came before even +1 attack. This build gets the stargates way later, allowing you to get lurkers and still have time to pump hydras and get hydra speed or range before he can get a significant number of corsairs, which I strongly advise doing. But to do this, make sure you take your 2nd gas as soon as possible after lurker tech starts, and your 5th hatch will probably be delayed for a while.


Whoops, my bad. You're absolutely right. As far as an ideal counter, what you're describing is probably the one. My only worry would be that the build you're describing would require really good execution to get the necessary units and still have an economy. You'd still need a few Sunkens and Lings to help defend the +1 rush (although you'd defend it very decisively). Otherwise you'd face the run-by into the main and things would get messy.

For a high-level zerg, what you're describing is definitely the best counter but for a low-level zerg, I think opening with a healthy number of Sunkens and then just transitioning into mass Hydra and eventually Lurkers is gonna result in a lot less sticky spots
MrBitter: Phoenixes... They're like flying hellions. Always cost efficient.
wut_wut3
Profile Joined December 2009
United States221 Posts
February 11 2010 04:59 GMT
#24
I go 2 hatch muta when that happens.

9lord
12hatch
11pool
12gas
11drone
x8lings
lair
16lord
ling speed
x8drones
spire
x2drones
@100%lair - send drone to 3rd
26Hatch
26natural gas
26x2lords
x6mutas
x4scourge
x5mutas
x2scourge
@100%3rd Hatch overlord
hatch at natural
transition into a hydra build and macro up while harrassing
yes, yes i am a noob
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2010-02-11 05:08:08
February 11 2010 05:07 GMT
#25
I just posted in a thread next to yours...a protoss asking the same question...copied it here...

"Basically the right counter is a muta opening into hydra/scourge. It takes some time to build up your corsair fleet even with 2 stargates, so there is still a small window after your +1 attack is over when the mutas will have map control. You will have 4-5 corsairs and more in production, so your base is safe, but you cannot move out to face a full group of full health mutas yet, meaning you can't attack or take an expansion. This is the window where zerg can safely get a few drones and add scourge to keep your corsairs in base while he switches to hydra/scourge. Keep in mind that in this build you are not getting storms anytime soon, so a zerg who successfully transitions into mass hydra without taking any damage early on will be in a better position at this point.

Personally I start +1 air armor as soon as I see both +1 and stargate in anticipation of this fairly tricky build. It's a very simple game plan for zerg once you know what to do...1. defend the +1 attack with mutas as usual, 2. keep the corsair fleet at bay with muta/scourge before the corsair number become overwhelming (8-9?). 3. switch to mass hydras in anticipation of losing air control. 4. use hydras to expand and keeping the mutas alive. 5. get lurkers. 6. re-take air control when +1 air armor finishes."
Chuck Norris can salvage his opponent's structures.
Papvin
Profile Joined May 2009
Denmark610 Posts
February 13 2010 13:48 GMT
#26
Just a little update of apreciation (spelling?)! Got owned twice by this C protoss, but I felt he wasn't much better and it was pretty close games, so I took a third game where he did the strat mentioned in op. Well, I saw fast +1, recalled advice from this thread and build my den as I saw the +1. The fast lurkers completely shut down his aggresion, and his lack of detection and enough goons made it so effective that he was on 2 bases the rest of the game, ending with me getting ultras and rolling him. Thanks alot for the help guys, I think I got a real shot against this build now <3!
Replay if anyone's interested (quite brute play, but it gets the job done):
http://repdepot.net/replay.php?id=31327
"It's criminally negligent to dismiss Rock's contributions to other people's careers", Dukethegold
ProoM
Profile Blog Joined May 2009
Lithuania1741 Posts
Last Edited: 2010-02-13 18:31:23
February 13 2010 18:25 GMT
#27
You open up lurkers, defend the +1 zeal attack easily, set up a contain, kill off wall-in gate and forge, scourge down his first 2 corsairs if he sends them, if no, your overlord speed will be done, keep overlords over your hydras, and basically contain him to 2 bases, until he tries to break out, dies and gg's.


On February 13 2010 22:48 Papvin wrote:
Just a little update of apreciation (spelling?)! Got owned twice by this C protoss, but I felt he wasn't much better and it was pretty close games, so I took a third game where he did the strat mentioned in op. Well, I saw fast +1, recalled advice from this thread and build my den as I saw the +1. The fast lurkers completely shut down his aggresion, and his lack of detection and enough goons made it so effective that he was on 2 bases the rest of the game, ending with me getting ultras and rolling him. Thanks alot for the help guys, I think I got a real shot against this build now <3!
Replay if anyone's interested (quite brute play, but it gets the job done):
http://repdepot.net/replay.php?id=31327


Glad to see someone actually uses my advices ;P (if u used mine one ^^). Anyways, I prefer not to get ultras except if you are in incredibly advantageus possition (In example: 6 mining bases zerg vs 2 bases mined out toss).
IMBA - International Mountain Bicycling Association.
OptimusTom
Profile Joined October 2009
United States154 Posts
February 14 2010 23:39 GMT
#28
I also posted a topic about this, mainly from the Protoss perspective, however there is a lot of talk about the zerg's reaction as well:

http://www.teamliquid.net/forum/viewmessage.php?topic_id=111975&currentpage=3
Saracen
Profile Blog Joined December 2007
United States5139 Posts
February 14 2010 23:54 GMT
#29
On February 11 2010 14:07 w3jjjj wrote:
I just posted in a thread next to yours...a protoss asking the same question...copied it here...

"Basically the right counter is a muta opening into hydra/scourge. It takes some time to build up your corsair fleet even with 2 stargates, so there is still a small window after your +1 attack is over when the mutas will have map control. You will have 4-5 corsairs and more in production, so your base is safe, but you cannot move out to face a full group of full health mutas yet, meaning you can't attack or take an expansion. This is the window where zerg can safely get a few drones and add scourge to keep your corsairs in base while he switches to hydra/scourge. Keep in mind that in this build you are not getting storms anytime soon, so a zerg who successfully transitions into mass hydra without taking any damage early on will be in a better position at this point.

Personally I start +1 air armor as soon as I see both +1 and stargate in anticipation of this fairly tricky build. It's a very simple game plan for zerg once you know what to do...1. defend the +1 attack with mutas as usual, 2. keep the corsair fleet at bay with muta/scourge before the corsair number become overwhelming (8-9?). 3. switch to mass hydras in anticipation of losing air control. 4. use hydras to expand and keeping the mutas alive. 5. get lurkers. 6. re-take air control when +1 air armor finishes."

How do all the tech timings fit in? Like, you're going to be pretty pressed for gas since you're opening mutas AND getting +1 air armor (I'm assuming you're taking the second gas right after lair finishes). Then do you get your den and go speed->range->lurker like usual? If that's the case, wouldn't +1 air armor finish before lurker aspect but still later than a timing window for a possible zealot/templar/corsair attack? So basically, what do you do about the timing window before you can take back air control and you have no lair units that can control his templar?

Also, at the timing window where he is transitioning to corsairs, my intuition tells me that as long as he didn't suicide his zealots, you can't be droning at this time because you have an approximately one minute long timing window (~5 production rounds?) before he gets his critical mass of corsairs, and if you're not building hydras, then once those corsairs come, you won't have enough to defend against the zealots + corsairs - just a group or so of hydras and a useless group of mutas.
FortuneSyn
Profile Blog Joined July 2008
1826 Posts
Last Edited: 2010-02-15 00:06:01
February 15 2010 00:05 GMT
#30
at 50% lair you start gas for mutas. + armor is mainly for scourge i believe.
Normal
Please log in or register to reply.
Live Events Refresh
Next event in 2h 51m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
actioN 360
Zeus 278
sorry 160
NotJumperer 11
Dota 2
NeuroSwarm108
League of Legends
JimRising 1081
Counter-Strike
fl0m1202
Stewie2K643
Heroes of the Storm
Khaldor118
Other Games
summit1g13396
WinterStarcraft465
ViBE102
goatrope51
Organizations
Counter-Strike
PGL107
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 14 non-featured ]
StarCraft 2
• Berry_CruncH57
• Adnapsc2 1
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Jankos2059
• Lourlo1866
Upcoming Events
Sparkling Tuna Cup
2h 51m
WardiTV Korean Royale
4h 51m
LAN Event
7h 51m
ByuN vs Zoun
TBD vs TriGGeR
Clem vs TBD
IPSL
10h 51m
JDConan vs WIZARD
WolFix vs Cross
BSL 21
12h 51m
spx vs rasowy
HBO vs KameZerg
Cross vs Razz
dxtr13 vs ZZZero
Replay Cast
1d 1h
Wardi Open
1d 4h
WardiTV Korean Royale
2 days
Replay Cast
3 days
Kung Fu Cup
3 days
Classic vs Solar
herO vs Cure
Reynor vs GuMiho
ByuN vs ShoWTimE
[ Show More ]
Tenacious Turtle Tussle
3 days
The PondCast
4 days
RSL Revival
4 days
Solar vs Zoun
MaxPax vs Bunny
Kung Fu Cup
4 days
WardiTV Korean Royale
4 days
RSL Revival
5 days
Classic vs Creator
Cure vs TriGGeR
Kung Fu Cup
5 days
CranKy Ducklings
6 days
RSL Revival
6 days
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
6 days
BSL 21
6 days
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Liquipedia Results

Completed

BSL 21 Points
SC4ALL: StarCraft II
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
Stellar Fest: Constellation Cup
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
RSL Revival: Season 3
META Madness #9
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
BLAST Rivals Fall 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

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