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! [G] ZvP - Adaptation Tactics - Page 5

Forum Index > Brood War Strategy
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Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 19 2008 05:08 GMT
#81
12 gas? I looked at your replay and saw your 9 pool speed transition, but as I saw in the Oversky vs White-ra game he didn't make extractor until about 15 - 16. Your replay was much much better economically but I feel it's not as flexible as a double tech tree route, since you get your den later and just mainly use spire to kill corsair. I think they're both slight variants and are both effective and serve different purposes for different styles, in your style you rely on lings for quite a while but in return get more drones and upgrades faster, the other style you've got a tech choice that will really stump the Protoss. The reason your build was so effective is that you made a spire (no den) but no mutas, and the guy went 2 stargate sair to counter mutas but there were no mutas, so really delayed him a lot.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-06-20 04:39:52
June 19 2008 21:06 GMT
#82
3 hatch lair is primarily a defensive econ build, the only reason you get lair so fast is to counter corsairs with scourge, and not having to waste resources on hydras. This way all your resources can be used on drones, hatcheries, and upgrades, which leads to a very comfortable macro mid game. In the 12 hatch version, gas on 12 is to counter the corsair timing because most Koreans tech very fast, they get core after the first cannon, so any later gas your scourge will not come out in time. I'm not dissing oversky but at the moment he is not the zerg who designs BOs. Check out these two JD VODs, the man who designed the new 3 hatch lair.

12 hatch version: JD vs bisu on blue storm, in this version if you make den right after 5th hatch, den and spire will finish about the same time, it doesn't slow the double tech at all.


9 pool version: JD vs stork on Fantasy II. This is my favorite zvp game, when I first watched it I could not understand how JD came back so strong after his 9 pool doing zero damage to a nexus first FE build, but after watching it god knows how many times, the secret lies all in the build itself.


PS. In your guide 3 hatch muta really doesn't deserve its own section if you are covering 3 hatch lair, 3 hatch muta is simply a variation. Current zvp thought is to use mutas to counter +1 speedlot, and use only scourge if the opponent makes a stargate. A second fine point of 12 gas is so that you get enough mutas before +1 finishes, another timing issue.
Chuck Norris can salvage his opponent's structures.
dogen
Profile Joined June 2007
Belgium108 Posts
June 19 2008 21:14 GMT
#83
wow most epic intro ever on that second movie
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-06-19 21:25:59
June 19 2008 21:24 GMT
#84
Ok now that you've provided some videos I've got a better understanding of where you're coming from, but personally I feel like if you watched the Oversky vs White-ra game you could see the differences. Also in the Jaedong vs someone on Othello, I think it was the same build as oversky's, with the simultaneous spire/den, 1-2 hydra 4 scourge and then proceed from there.

In oversky game, white-ra went for the +1 speedzeal attack and oversky had the den up in time to counter it with his own 4 hat hydra, if he had made it after 5 hat he would have had to rely upon the mondragon-esque zergling style, or the mutas, which I don't find particularly effective against a +1 speedzeal rush because yes, you'll be able to clean it up, but it's going to be doing tons of damage regardless because it takes so long to kill the zealots. And even if you don't take too much damage, it will be very easy for him to get his advantage anyways with having his 3rd going up.

I feel that when you get both up at the same time and a later gas, you match the economy of your 12 gas build in return for more options upon deciding how you want to counter. With yours, yes you get faster mutas but you delay the hydra den so you can have good macro, whereas the one I talked about is getting them both at the same time just a bit later because of later gas. Your build forces you to play very defensively, as you said, but in the one I saw oversky and other reps (see dragoon vs anytime) it allows you to play either offensively or defensively, depending on how you want to play.

Yes, oversky obviously isn't the one designing the builds or w/e but if you look at JAedong vs bisu
he does seem to do the thing I'm talking about - also just like oversky he gets the ovie speed upgrade quickly as well as the ovie drop upgrade quickly, for a dual mounted attack. I don't remember the game too much but he does get hydra den first, but spire soon after iirc. I'll have to watch it when I'm back.

Coming back to your build with the 12 gas, I notice that in your game your second gas was severely later than an 18 gas's second gas. iirc you got your second gas when spire was about 75%, and oversky / JD / soo got them at Lair 50% (I will upload soo rep when I get back so you can see that).

Overall I'm not too familiar with the build so I'll have to do more research, I think yours is just a variation and there are multiple kinds that people do, such as the JD ones you listed or the oversky / JD / soo ones. JD seems to do them depending on situations and others copy him.

edit: Thank you for the criticism though, because it will make the final section there much clearer and more in-depth and as well, it's teaching me because I only just saw the build a week or two ago. Others, please add input too so I can understand more (I've downloaded lots of reps to study it, however).
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
akio123
Profile Blog Joined January 2008
United States46 Posts
June 19 2008 22:28 GMT
#85
awesome guide!
thanks wolf
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-06-20 00:45:02
June 20 2008 00:38 GMT
#86
The game JD vs. Bisu on Othello that you linked features a different build lol. It's 4 hatch lair, going speed hydra --> muta --> lurker hydra drop and/or frontal attack. This is a very aggressive build designed to work on new maps where the third base has gas and is easily acquirable, because all the tech switches requires heavy gas income. I don't think you covered this build in your guide, but if you want to add it in, check out these games as well. Same build, same person, different maps.

JD vs. Best on Katrina


JD vs. Bisu on Colosseum


That aside, I disagree with your analysis on gas timing and mutas' effectiveness. The first gas timing determines tech timing, while the second gas timing determines the amount of gas units you can make. Taking second gas early will compensate taking first gas late in terms of how many gas units you can produce, but it doesn't do anything to help your tech timing. The point of fast lair is to counter protoss' tech timing, its not like we want to mass produce scourge or anything, we just need enough gas to get the upgrades.

On muta vs. speedlot, I wasn't being specific. If you scout your opponent not making a stargate, you take your second gas right away, skip 5th hachery and you should have 9-11 mutas ready when the zealots arrive, that many mutas + 12 speedlings + 1 or 2 sunken can mop up 1 group of zealots easily. I've never had to make more than 2 sukens to absorb the zealot attack. And while he is attacking, I take my 4th, make pure drones and get lurker upgrade, after the battle I have 4 bases and close to 50 drones, while protoss just finished cannoning up his main and natural. Usually if you take damage from zealots your mutas weren't fast enough, possibly due to the late gas. Most Koreans never do hardcore speedlots anymore precisely for this reason. If they go without a stargate they usually tech very fast to templars with less zealots, which means he won't attack at all if you have mutas flying around. Then its up to the zerg to get his hydra timing correctly to survive the archon/zeal push. Everything is timing.

As regard to oversky, he has failed to impressed me with any results for a long time now. Low econ drop play is like the only thing he is capable of doing at the moment, and his macro can't seem to keep up anymore. I do not advise learning his variation on JD's build.
Chuck Norris can salvage his opponent's structures.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-06-20 01:12:06
June 20 2008 01:11 GMT
#87
Thanks, it's starting to make more sense now, although still many other Koreans do the simultaneous spire/den. Anyways, if you could provide more reps of yourself / Koreans / others it would be greatly appreciated so I can learn your variation as well. I've watched the youtube vids a few times now too, but I find reps better because I can watch the exact bo.
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
w3jjjj
Profile Joined April 2007
United States760 Posts
June 20 2008 04:30 GMT
#88
Yea, VODs are hard, but sometimes they are the only source available. I watched the above games over and over again to try to get every detail out of them, and even so it can only be an estimate, like make den after fifth hatch, not den at xx supply. I'll post reps if I play a good one. But there is always a trade off between good quality and good execution of the BO. Because if I play people who are really good they'll pressure me right from the beginning and my BO won't be very exact, and if I face lower skilled players and execute my BO without any harassment, chances are the games are very one-sided and not very high quality, like the one I posted earlier. I usually don't keep the games I win anyway, but I'll save any good ones for this thread.
Chuck Norris can salvage his opponent's structures.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-06-20 04:38:18
June 20 2008 04:33 GMT
#89
Hey do you have msn or something? I tried the build you told me and I kinda wasted the first 6 lings so I had terrible eco throughout because I needed to make lings to fend off zealots, and even then I think the build is still pretty good because I was able to stay alive for a while. I definitely still like the simultaneous den/spire build though - because you can choose any tech route you want, with spire first then den I feel it's kind of like feigning mutas to make protoss go 1 gate many sair or 2 gate sair and then counter with hydras, which forces your opponent to do something but if they don't you might be screwed? Or is there anotherwise? My MSN is cslhome@yahoo.com btw. AIM conaanaa
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-06-20 05:10:06
June 20 2008 05:04 GMT
#90
I haven't touched MSN or AIM for a long time now. But if you are talking about the 9 pool version, zerg is already slower in macro due to early speedlings, adding a den earlier will delay your hatcheries and you'll have less drones, and on top of that if you were forced to make hydras early, it really messes up your economy, your mid-game will be very hard to play.

To deal with zealots your speedlings should be more than enough, just keep to the 3:1 ratio. Its not that big of a deal to make a few more lings, as long as you are not forced to make sunken or hydras early. Time your lings to match his zealot number, usually 12 is plenty to deal with any small force, if he sends like 5 slow zealots, pop a few more lings to make him regret wasting units. As long as you pump pure drones until after the corsair threat is over, your economy should be fine.

As to toss' tech split, you only need to know whether he has a stargate or not. It's obvious because the number of gateways he has will give it away even if he hides the stargate itself. If he has a stargate, mutas are not good, all he has to do is to keep pumping sairs until he can beat you in air, while making dts to exploit your slow ovie, and mass speedlots to exploit your lack of ground units, once your mutas are no longer a threat he'll do damage to you. Down side to a stargate and corsair is that he will have less zealots, even though +1 and speed still finish at the same time, the less zealots he has the less hydras you need to defend, you really don't need to make any hydras until after the corsair threat is over. Add 1 sunken at natural and 1 at third, plus your early speedlings should be plenty to help the speed hydras. Now, if he makes only one corsair for scouting, get lurker up after speed, you'll need lurkers to defend storm/zealot combo. If he makes a lot of corsairs, you can get range after speed, lurker after range, because the more corsairs he makes the less zealots on the ground.

On the other hand, if your opponent doesn't have a stargate, going muta will be a good choice, I would just delay 5th hatch, den and ovie speed to get 11 mutas to fend off the zealots, while catch up my eco and upgrades after mutas pop. We are not "feigning" mutas, it really is an option for us, we just choose not to go mutas if there is a stargate or two to counter us. What I'm trying to say is that the den timing is designed to counter toss' attack timing, we do have the double tech choice, we just don't need the den any earlier.

If you did a 9 pool speed build, your opponent's eco should be slowed down too, so his attack timing is delayed as well as your own defense timing, you really don't need earlier hydras unless you plan to attack him, but such early hydra attacks are usually all in.
Chuck Norris can salvage his opponent's structures.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
June 20 2008 18:21 GMT
#91
Well in my game I didn't try to go early speedlings, just early 6 lings like JD did vs Stork on Fantasy 2 (he got extractor after 3rd hatch, at 12 supply). Also what is your opinion on getting all 3 upgrades (melee, range, carapace). Is it situational or preference? I feel like with this build it's more needed because you're going to be doing hydra for a very long time but then again, JD only went for carapace + armor. So what would you say about a regular 9 pool no speed 6 lings, vs a 9 pool speed vs a 9 overpool speed or 9 overpool no speed?
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-06-20 20:45:37
June 20 2008 19:03 GMT
#92
To be honest I'm not familiar with all the 9 pool builds except 9 pool speed, so I really don't know. I'll have to try them myself to get a feel on it.

We are not doing hydra for that long though. Both VODs I linked featured protoss opening sair/reaver, in that case we get speed and range before lurker tech, and mass hydra. But if toss only got 1 corsair for scouting, we get lurker before range, and transition quickly into lurker/hydra/ling.

About the chambers, I think JD got carapace and range attack, because that makes the most sense vs. sair/reaver, and he might have done that because he opened 9 pool and didn't have the resource for a third chamber early. But in the 12 hatch version vs Bisu he did have 3 chambers going. The Korean Z style doesn't rely on upgrades that much, it relies on econ and mass. The idea is that a large army down 1 upgrade is stronger than a small army up 1 upgrade. Zerg units are designed to be weak but numerous so it makes a lot of sense to me. Also, that puts a lot of pressure on the protoss, because his lead on upgrades is temporary, it's up to his skills to damage zerg while he has that upgrade advantage.

Here is a 12 hatch one I played. You'll see the toss is clearly better than me but he made a few mistakes and I got lucky. My BO is not very good in this game, I messed up my scourge and lurker timing and suffered disasters, but even so, the econ and production speed from this build were the only things that kept me alive. This is what a protoss with really good timing looks like, and how defiler saves the day despite many ppl argue they are useless in zvp.

http://rapidshare.com/files/123869086/0613_sMilolsZ_50CaLSungMinP.rep.html

We can exchange reps to help each other, post yours.
Chuck Norris can salvage his opponent's structures.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-06-20 22:59:24
June 20 2008 22:08 GMT
#93
I can't believe I lost this.... but the guy was pretty cool, we were chatting a lot in the end while he slowly killed me. Man, I loaded an overlord with 2 lurks that were full hp before he killed 12 o clock, but then the ovie had 5 hp and he stormed it, so both lurks died. If not, I may have won because before he was using arbiters to take out sunks, he told me if I unburrowed lurks he would leave. Oh well, crackling was cool

http://fighterreplays.com/starcraft/replays/024954
OR
http://www.savefile.com/files/1621286

We both made some mistakes and saw them after analyzing the replay together:

1. My mutas didn't do much damage because I was trying to macro
2. My mutas came very late because I didn't know spire was done
3. I didn't take out his min only
4. I didn't take out his 5 o clock because I didn't know it was so low on health
5. I did not have good flanks, storms ripped me apart
6. Stasis ripped me apart, I had bad flanks
7. The lurker thing
8. If only I knew he was finally out of minerals... -_-

1. He didn't upgrade leg speed
2. He almost was gonna say gg when he saw mutas, but I did so little damage because they were late and I was trying to macro at home
3. He is Zerg but plays PvZ, which is his worst matchup

I had some good plagues and stuff and the overlord / arbiter micro was cute so I still enjoyed the game
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
Louder
Profile Blog Joined September 2002
United States2276 Posts
June 20 2008 22:59 GMT
#94
This thread is awesome. We need more contributions like this =O


What I'm saying is, someone write a Protoss guide, because I have no fucking clue.
w3jjjj
Profile Joined April 2007
United States760 Posts
Last Edited: 2008-06-21 04:03:13
June 21 2008 04:01 GMT
#95
Now that is an interesting game lol. Now you believe me that mutas rape zealots

My thoughts:

1. 4th hatch too early, get spire first, and don't stop drones, get 4th when you have the minerals, that delayed your mutas.

2. Second gas too late. I know I got it late vs. a stargate build, but when the opponent has no stargate, I get second gas immediately to pump out more mutas right away. If you sent 8-9 mutas without all the delay, you could've won the game because his cannons were late, and so was his archive.

3. Main problem, low econ. After you had enough mutas you should have pumped pure drones from 5 hatcheries while upgrading lurker, carapace, and ovie speed. You should have been able to saturate 11 (around 45 drones in total, that's about all you need to finish the game) before having to commit to combat units again. In this particular game he actually threw away his entire zealot army for no reason, that was a suicide move from him, I would have taken advantage of that and expoed to both 12 and 6 and sealed the win. Did you notice that you were always low on money while he had something like 10000 in the bank?

4. Second main problem, you kept throwing your units away...Every good toss player who helped me told me the same thing: it's toss' job to kill zerg, just grow and grow and run over him when you are big enough. To my understanding "big enough" means enough econ to support a production speed that is faster than your opponent's, at that point just keep trading units and he won't be able to keep up the reinforcement. In this game you threw away I can't even count how many lurkers and zerglings, when all you had to do to win was to form a lurker line on your big ramp and macro up, it's his job to kill you before you get too big. And if he fails any attack, you can immediately run over him with units left over and faster production speed.

5. Defiler was too late. Don't use ultras without defilers, you wasted a lot of ultra/ling to archons because you didn't have swarm for support. I would have made both at the same time if not defiler first.

You might be too used to play mondi's aggressive style, but keep in mind your zerglings do not have equal upgrades in this build. Our aggression is based on mass, don't attack with small groups of units just to waste them. Your muta use was fine IMO.
Chuck Norris can salvage his opponent's structures.
Superiorwolf
Profile Blog Joined March 2007
United States5509 Posts
Last Edited: 2008-07-02 20:58:36
July 02 2008 18:05 GMT
#96
http://fighterreplays.com/starcraft/replays/7850eb

I am really loving this new build! It's a much stronger ZvP build imo against the opponents I play. Here's a replay of me losing to a B+ toss, but I held out quite long and held an advantage early game, although his late game was far superior to mine so he came ahead. I can list a few things I may have done wrong.

1. I probably should have expanded more after dealing so much damage with the mutalisk harrass
2. Took too much damage from the DTs
3. When I engaged his army, they were at bad times when he had way more superior army and my defilers were always too late.
4. Throwing units away again (I do this in 2v2 too :\)
5. I think I got a better timing gas, a little bit less low economy so overall I think it's improving nicely.
6. Transition to lurkers was too late
7. Let him break out of contain too easily
8. Did not make drones at 12 for very long time, so couldn't maintain a good ultraling count (and less expoes too as stated earlier)

I think I'm going to have to change the guide a bit to include this build more It's become my favorite build! The guide has been updated, also, for everyone else!
Check out my stream at www.teamliquid.net/forum/viewmessage.php?topic_id=315053 and follow me on Twitter @EGSuppy! :)
EvoChamber
Profile Blog Joined February 2008
France2505 Posts
July 02 2008 20:17 GMT
#97
Please keep chatting, this is extremely helpful!
That's not awful writing, DAMMIT. It's perfectly sensical english construction.
w3jjjj
Profile Joined April 2007
United States760 Posts
July 03 2008 06:23 GMT
#98
1. U could have killed him with your mutas if you went to his main.
2. While muta harassing, double expo + chambers + drones + ovie/hydra speed, better multitasking, too many zerglings that should have been drones.
3. Not enough drones through out the game. Even playing aggressively you need at least 40 drones, I play more defensively and I go for like 50-60 drones. You had like less than 35 drones the entire game, while your opponent had something around 60 probes, you lost on econ.

Good job with early timing.
Chuck Norris can salvage his opponent's structures.
Bifur
Profile Blog Joined August 2007
Russian Federation1208 Posts
July 03 2008 09:02 GMT
#99
7 pool can be upgraded this way:
7 Pool
6 Drone
7 Overlord
7 Drone
8 (3 pairs of lings)
This gives you an economic advantage and Drone+Overlord+drone after 7 pool gives enough time for 3 larva to pump out exactly when pool is finished
gondolin
Profile Blog Joined September 2007
France332 Posts
July 03 2008 10:41 GMT
#100
w3jjj are jaedong build the following? I am not at home so i did not watch the replays yet:

12 hatch 11 pool 13 hatch 12 gas or
9 overpool 11 hatch 6 lings 13 hatch 12 gas
...
whore drone, lair then speedling
spire when lair finishes
4th hatch (4 hatch, 3 bases)

vs stargate:
5hatch, den after
den and spire finishes at the same time -> 2 scourge to counter the sair + a few hydras

vs mass sairs:
upgrade ov speed, speed then range then lurker
6th hatch at expand

vs sairs + ground
ov speed, hydra speed then lurkers

vs zealot push
9-11 mutas
5th hatch
ov speed+ hydra speed then lurkers

When do you take the 2nd gas? You said you have to take it earlier versus ground, but when is it?

Thanks for this build, it looks great!
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