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Fungal Growth Usage

Forum Index > StarCraft 2 Strategy
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ryanAnger
Profile Blog Joined April 2008
United States838 Posts
April 28 2010 08:36 GMT
#1
Hey guys, I know there have been multiple threads about the Infestor and many about Fungal Growth in particular, but I just wanted to upload a replay of the possible awesomeness of Fungal Growth.

This was a game I played against another TL.net member, while I still ended up losing, it's mostly due to a lack of aggression, poor army composition, and lack of decent macro (and all of this is besides the point, although if anyone would like to comment on how I might improve, feel free to do so.)

Anyway, let me know what you guys think, and if you have any cool Fungal Growth replays, I'd like to see them.

http://www.mediafire.com/?io2fmy2mnmd
On my way...
cartoon]x
Profile Joined March 2010
United States606 Posts
April 28 2010 08:48 GMT
#2
I just saw artosis fungal growth a ton of mutas. I didn't know you could do that, but yeah you can.
It is not enough to conquer; one must learn to seduce.
The6357
Profile Blog Joined August 2005
United States1268 Posts
May 08 2010 18:07 GMT
#3
what does fungal growth do ?
2010 worldcup!! corea fighting!!!
norwegianwood
Profile Joined May 2010
United States2 Posts
May 08 2010 18:08 GMT
#4
Watch the latest HDH match on Husky's channel. TLO uses fungal growth amazingly well versus Terran.

http://www.youtube.com/user/HuskyStarcraft#p/u/1/QGINjKNNbDU
roemy
Profile Joined April 2010
Germany432 Posts
May 08 2010 18:25 GMT
#5
On May 09 2010 03:07 The6357 wrote:
what does fungal growth do ?

it "ensnares" units in a 2.00-radius-area, dealing 16x2.25 damage over 8 seconds to each of them
rock is fine.. paper could need a buff, but scissors have to be nerfed
789
Profile Joined October 2009
United States959 Posts
Last Edited: 2010-05-08 18:42:35
May 08 2010 18:41 GMT
#6
On May 09 2010 03:25 roemy wrote:
Show nested quote +
On May 09 2010 03:07 The6357 wrote:
what does fungal growth do ?

it "ensnares" units in a 2.00-radius-area, dealing 16x2.25 damage over 8 seconds to each of them

Just want to say it doesn't work like sc1 ensnare to alleviate any confusion. It immobilizes them, but they can still attack normally.

Edit: and yeah, the 36 damage over 8 seconds.
Member of Hyuk Hyuk Hyuk Cafe! He's the next Jaedong, baby!
Opti
Profile Joined April 2010
United States155 Posts
May 08 2010 18:56 GMT
#7
Um.. So basically i just went against a zerg who went very fast expand, and i killed his expansion easily with a zealot rush, was unable to take his base down due to spinecrawlers (they honestly need an HP nerf, so ungodly strong when zealots die almost instantly to as few as 3-4 of them), so i massed up a gate army with void rays (he has been ling spamming) only to find when i arrived at his base.. infestors.

Now basically, i did not understand the proper response to infestors which would be mass HT (i think?) and feedback/storm usage. He had a massive army of hydra/infestors, nothing else. Basically any expensive unit i brought out (void rays, immortals, colossi etc) he would just take control of, so in response all i could really do was spam zealots, but zealots just got fungal growthed in place (literally could not move them at all) and brought down to sub 40 hp, when i eventually was able to retreat.

The point is, this bsaically 100% nullifies any kind of push that a protoss would want to do with gateway units, im thinking the only solution would be a MASSIVE amount of HT, the only problem being that they would jsut get fungal growthed and controlled as well before they could feedback/storm. Thoughts? Solutions? Right now i feel as if infestors + basically anything is an almost instant win for zerg, regardless of how badly i punish them early on, and spinecrawlers are so good that it is near impossible to do a push early on.
Atnas
Profile Joined March 2010
Sweden38 Posts
May 08 2010 19:46 GMT
#8
Do you have any idea how much teching and energy is needed for succesful parasites? I think your game wasn't nearly as simple as you make it out to be.
Fi fo fum
ghosthunter
Profile Blog Joined December 2009
United States414 Posts
May 08 2010 19:50 GMT
#9
On May 09 2010 03:56 Opti wrote:
Um.. So basically i just went against a zerg who went very fast expand, and i killed his expansion easily with a zealot rush, was unable to take his base down due to spinecrawlers (they honestly need an HP nerf, so ungodly strong when zealots die almost instantly to as few as 3-4 of them), so i massed up a gate army with void rays (he has been ling spamming) only to find when i arrived at his base.. infestors.

Now basically, i did not understand the proper response to infestors which would be mass HT (i think?) and feedback/storm usage. He had a massive army of hydra/infestors, nothing else. Basically any expensive unit i brought out (void rays, immortals, colossi etc) he would just take control of, so in response all i could really do was spam zealots, but zealots just got fungal growthed in place (literally could not move them at all) and brought down to sub 40 hp, when i eventually was able to retreat.

The point is, this bsaically 100% nullifies any kind of push that a protoss would want to do with gateway units, im thinking the only solution would be a MASSIVE amount of HT, the only problem being that they would jsut get fungal growthed and controlled as well before they could feedback/storm. Thoughts? Solutions? Right now i feel as if infestors + basically anything is an almost instant win for zerg, regardless of how badly i punish them early on, and spinecrawlers are so good that it is near impossible to do a push early on.


Stalkers with blink destroy infestors because while you maintain fungal growth through the blink, you can still blink and shoot it dead. Plus they're pretty cheap to mass (same as zealots with a bit of gas, basically).
nybbas
Profile Joined April 2010
United States71 Posts
May 08 2010 19:51 GMT
#10
infestors do not have that much hp, HT feedback will destroy them, or even focus firing them with your stalkers to save your colossus. If you are scouting your enemy, you should be able to see his infestors, and be able to come back with a counter to it. Feedback kill his infestors, storm the hydra army. I lost a game yesterday to a protoss that I had insanely outproduced because I had sent in my hydra roach army, against his stalkers/4 colossus army. I brought my infestors in to mind control, and they were all about 1 range out too far to do it Micro fail tbh, but still if his infestors are in range to mind control the colossus, I think your stalkers should be able to focus fire them.

(but maybe if they fungal growth your army before trying to steal your colossus, you would be fucked anyways?) I dont know... i suck.
nybbas
Profile Joined April 2010
United States71 Posts
May 08 2010 19:52 GMT
#11
On May 09 2010 03:56 Opti wrote:
Um.. So basically i just went against a zerg who went very fast expand, and i killed his expansion easily with a zealot rush, was unable to take his base down due to spinecrawlers (they honestly need an HP nerf, so ungodly strong when zealots die almost instantly to as few as 3-4 of them), so i massed up a gate army with void rays (he has been ling spamming) only to find when i arrived at his base.. infestors.


well, spines cost about 150 each, plus the larva.... I would hope 4 of them could kill a zealot pretty fast...
Curio
Profile Joined May 2010
3 Posts
May 08 2010 19:55 GMT
#12
it also reveals invis, ala ensnare. ie. totally owns bancheese.
lalala
BulletShot
Profile Joined May 2010
United States17 Posts
Last Edited: 2010-05-08 19:57:27
May 08 2010 19:56 GMT
#13
I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz

Piousflea
Profile Joined February 2010
United States259 Posts
May 08 2010 19:57 GMT
#14
Fungal and hydras are really good. Nothing is quite as satisfying as watching a big group of roaches die while stuck in place and unable to attack your hydras.
Seek, behold, and reveal the truth
vibemytribe
Profile Joined April 2010
Israel29 Posts
May 08 2010 20:00 GMT
#15
its awsome i just wish we could see more zerg player use infestor not only fungal but mind control ..realy nice reaply you made your point
Opti
Profile Joined April 2010
United States155 Posts
May 08 2010 20:24 GMT
#16
Thing is.. i was trying to push him right? and he had so many hydras that there was literally nowhere for my stalkers to blink to to kill the infestors since they were behind his hydras and we were in a choke.

Basically i think the only army comp that would counter this is zealots + colossi + HT. Feedback infestors, storm hydras, while pushing with a zealot wall (that will probably get fungal growthed and be useless, but they are at least there to take the hits).
nybbas
Profile Joined April 2010
United States71 Posts
May 08 2010 20:37 GMT
#17
Pretty much. Feedback would own them (and storm melts hydras)
Spaztick
Profile Joined April 2010
United States25 Posts
May 08 2010 20:43 GMT
#18
One cloaked ghost or high templar will make those infestors expensive meatshields.
7v1 comp-stomp world champion.
Chex
Profile Joined May 2010
United States87 Posts
May 08 2010 21:05 GMT
#19
Fungal growth is pretty baddass. Actually absurdly effective against well microed roaches - very tight groups making it easy to hit 10 or more. Absolutely destroys mutas. But infestors are not the be all end all counter.

Honestly the best counter is good micro. If you get neural parasited, just ff down the infestor and if you have stalkers, as a previous poster suggested, gg infestor because blink owns them.

Honestly I don't know why the hell you would go for mass zealots. If they have basically anything but zerglings your zealots are doubly screwed. Roaches own zealots hard. Infestors have so little life its not even funny.
nybbas
Profile Joined April 2010
United States71 Posts
May 08 2010 21:07 GMT
#20
Exactly, Infestors have low HP, are armored type, and have 0 armor. They just melt.
codewarrior
Profile Joined April 2010
United States52 Posts
Last Edited: 2010-05-08 21:57:05
May 08 2010 21:55 GMT
#21
On May 09 2010 04:56 BulletShot wrote:+ Show Spoiler +

I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz

http://www.youtube.com/watch?v=lDAU7sdY5aA


How did you get those two spine crawlers rooted at your expansion without any creep? It didn't look like it was destroyed earlier and rebuilt.

EDIT: never mind, i saw the leftover patches of creep from when it was destroyed
Lobo2me
Profile Joined May 2010
Norway1213 Posts
May 08 2010 21:58 GMT
#22
FG is so nice when used correctly. Had a FFA game where a guy had 65 mutas and I had probably 20 AA units total. Only reason I lost anything was because I attacked, I could have killed all of them with no losses since FG outranges mutas and kill them in 4 casts. So satisfying to see 20+ mutas explode at the same time.
Bad manners are better than no manners at all.
KaRnaGe[cF]
Profile Joined September 2007
United States355 Posts
May 08 2010 22:35 GMT
#23
Does fungal growth damage stack?
"We must remember that one man is much the same as another, and that he is best who is trained in the severest school." - Athenian General Thucydides Quantum Gaming
doomcraft
Profile Joined May 2010
United States2 Posts
Last Edited: 2010-05-08 23:00:04
May 08 2010 22:37 GMT
#24
Ive recently gotten really interested in infestors after seeing TLO use them beautifully in a variety of match-ups. So much so that I actually switched to Zerg, but haven't been wildly successful with them so far.

Gas permitting, is there really any strategy (obviously there are a few, but in standard play) where you would NOT want to incorporate infestors if its that far into the match? To clarify, I mean aren't the pretty much always worth it, despite the high gas cost+being absurdly fragile, or are there situations where you should skip them? Although NP has to be researched now, seems totally worth it to have a unit that can counter expensive powerful units and immobilize/damage groups of weaker units or air.
sunday trucker, christian motherfucker
CharlieMurphy
Profile Blog Joined March 2006
United States22895 Posts
May 08 2010 23:35 GMT
#25
On May 09 2010 04:56 BulletShot wrote:
I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz

http://www.youtube.com/watch?v=lDAU7sdY5aA

wow, fungal is imperitive in zvz. I've been using it since like patch 2 in every zvz that gets to teir 2/2.5
..and then I would, ya know, check em'. (Aka SpoR)
BigDatez
Profile Joined April 2010
Canada434 Posts
Last Edited: 2010-05-09 00:04:23
May 09 2010 00:02 GMT
#26
On May 09 2010 04:56 BulletShot wrote:
I had a game yesterday where in the zvz match up we pretty much both went hydra roach (lower platinum), however I made zerglings and he made infestors and during the battle his fungal growth got my army pretty good. Maybe I should have used my zerglings to attack from behind who knows, but I never really considered using fungal growth in zvz



His army was also like 2 X the size of yours, but yes fungal growth rocks.

The best is when you fungal mutas, run back with your hydras, and outrange!



Gas permitting, is there really any strategy (obviously there are a few, but in standard play) where you would NOT want to incorporate infestors if its that far into the match? To clarify, I mean aren't the pretty much always worth it, despite the high gas cost+being absurdly fragile, or are there situations where you should skip them? Although NP has to be researched now, seems totally worth it to have a unit that can counter expensive powerful units and immobilize/damage groups of weaker units or air.



against terran mech with any tanks, you do not want any infestors. You wont be able to mind control tanks OR thors, because of the tanks' insane range
Video games > sex (Proven fact)
SichuanPanda
Profile Blog Joined March 2010
Canada1542 Posts
May 09 2010 00:41 GMT
#27
I played 2v2 with a Protoss friend who went HTs /w Storm and I used Fungal Growth to hold the enemy teams units in his Storms, and suffice it to say, it raped hard (hydra/roach/marine/marauder ball was enemy army). I'm sure there are many other uses for it but in solo I like to use to slow down Phoenix when they are harassing my Mutalisk, and also to A. slow down Massives to set up an NP, or B. slow down Bio to set up a s-ling surround / b-ling boom.
i-bonjwa
Daliniues
Profile Joined May 2010
Canada117 Posts
May 09 2010 03:48 GMT
#28
Since I don't have sentries I use it to wall off my ramp :D
Chex
Profile Joined May 2010
United States87 Posts
May 09 2010 13:29 GMT
#29
Responding to this thread and another on ZvT mech, I was pondering whether Fungal Growth might be a good harrassing strat against terran mech. Obviously parasite wont work because tanks will melt your infestor. But what about using fungal growth to stop the terran from moving out. Much like the TLO v Cauthonluck match, mech is very vulnerable because they have to actively be repaired by scv's.

Now the obvious problem is actually getting close enough to FG but with a good overlord placement you should see when they start moving. Combined with effective base harassment (nydus and drops with banelings come to mind) it seems possible to terrorize the T player while teching to brood lords.

Haven't tried it and I can definitely forsee problems but just a thought on using FG.
StayFrosty
Profile Joined February 2010
Canada743 Posts
May 09 2010 16:20 GMT
#30
On May 09 2010 03:56 Opti wrote:
Um.. So basically i just went against a zerg who went very fast expand, and i killed his expansion easily with a zealot rush, was unable to take his base down due to spinecrawlers (they honestly need an HP nerf, so ungodly strong when zealots die almost instantly to as few as 3-4 of them), so i massed up a gate army with void rays (he has been ling spamming) only to find when i arrived at his base.. infestors.

Now basically, i did not understand the proper response to infestors which would be mass HT (i think?) and feedback/storm usage. He had a massive army of hydra/infestors, nothing else. Basically any expensive unit i brought out (void rays, immortals, colossi etc) he would just take control of, so in response all i could really do was spam zealots, but zealots just got fungal growthed in place (literally could not move them at all) and brought down to sub 40 hp, when i eventually was able to retreat.

The point is, this bsaically 100% nullifies any kind of push that a protoss would want to do with gateway units, im thinking the only solution would be a MASSIVE amount of HT, the only problem being that they would jsut get fungal growthed and controlled as well before they could feedback/storm. Thoughts? Solutions? Right now i feel as if infestors + basically anything is an almost instant win for zerg, regardless of how badly i punish them early on, and spinecrawlers are so good that it is near impossible to do a push early on.


Chargelots.

vlaric
Profile Blog Joined July 2007
United States412 Posts
May 09 2010 16:32 GMT
#31
Fungal Growth is a great spell to use in many matchups, however I would advise against its utilization against mass Stalkers with Blink, because Stalkers can still Blink even while Fungal Growth'd.

Against MMM bioballs, it can be imperative for setting up a good flank/surround and keeping that ball in place (if you have more than one fungal).
Wannabe zerg player
johnouyoung
Profile Joined June 2010
United States28 Posts
July 08 2010 08:25 GMT
#32
Does fungal growth work on mutalisks?
RMmanlots
Profile Joined May 2010
United States95 Posts
July 08 2010 15:23 GMT
#33
Infesters are pretty weak vs. late game protoss. Colossi have the same range as neural parasite, they get owned by blink stalkers, and they are easily stormed/fedback by HTs. Unless the toss is an idiot and makes nothing but zealots, you should be fine.
Do you want to live forever?
Amber[LighT]
Profile Blog Joined June 2005
United States5078 Posts
July 08 2010 16:25 GMT
#34
On July 08 2010 17:25 johnouyoung wrote:
Does fungal growth work on mutalisks?


On April 28 2010 17:48 cartoon]x wrote:
I just saw artosis fungal growth a ton of mutas. I didn't know you could do that, but yeah you can.



Located right under the OP
"We have unfinished business, I and he."
figq
Profile Blog Joined May 2010
12519 Posts
July 08 2010 16:32 GMT
#35
About Fungal Growth harass - be careful vs SCVs, because not only they have 5 more HP than drones/probes(counting shields), but they also can repair each other during fungal growth, if they are near enough to each other.

This means:
1. As a Terran player, it is advisable to always select your SCVs and turn on auto-repair (alt+R, or right-click on the Repair button). Even while they are mining. In case of harass, they have better chance of surviving.
2. As a Zerg player vs Terran, you have to be aware of how unproductive Fungal Growth could be on a fully saturated mineral line with auto-repairing SCVs. If their density is high, it's likely that most of them will end up repairing each other during the effect of the spell - so, your usual calculation of how much time you need to wait before the second FG (normally just 2 seconds) may be too optimistic.

I haven't run the test with the new patch, but I think a tandem of near-standing SCVs, repairing each other, would need 3 full waves of Fungal Growth, instead of 2 closely overlapping ones.
On July 08 2010 17:25 johnouyoung wrote:
Does fungal growth work on mutalisks?
Yes, it works on flying units too. I was experimenting with mass carriers, and thought FG could be used very efficiently vs the bulk of interceptors, in combination with other attackers taking down the carriers.
If you stand next to my head, you can hear the ocean. - Day[9]
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
July 15 2010 16:47 GMT
#36
just had a ZvZ and repeatedly tried to do fungal growth on my opponents mutas. it didn't work - or at least there was no fungal animation. so what am i doing wrong there?
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
goswser
Profile Blog Joined May 2009
United States3548 Posts
July 15 2010 16:51 GMT
#37
Fungal growth is really strong against drops, hellion harass, bio balls, vikings in late game, unburrowing behind a min line and double fungal growthing the workers mostly.
say you were born into a jungle indian tribe where food was scarce...would you run around from teepee to teepee stealing meat scraps after a day lazying around doing nothing except warming urself by a fire that you didn't even make yourself? -rekrul
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 15 2010 17:08 GMT
#38
I once killed 12 mutas or so with 3 infestors with fungal growth alone. Usually I bring Hydras but it was right after a large battle where his mutas were the sole survivor.

It also works great if you ever face muta harrasment, as they try to fly out you just tag a few of them and you can kill quite a few before they are allowed to move.
aka Siyko
Brazen[six]
Profile Joined June 2010
Canada203 Posts
July 15 2010 17:20 GMT
#39
On July 16 2010 01:47 SkyTheUnknown wrote:
just had a ZvZ and repeatedly tried to do fungal growth on my opponents mutas. it didn't work - or at least there was no fungal animation. so what am i doing wrong there?


I just played a game last night where i can say with confidence that FG does indeed work against mutas. It's pretty depressing when your blob gets caught and a few hydras take them out, heh. Just have to maintain better control. Either way, yet it works against mutas... but i find it's hard to land if they have good control and are constantly moving. It's easy to miss with a fly by.
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
July 15 2010 17:46 GMT
#40
Ok, so it works, but seems to be difficult to execute? I tried it like 10 times in this match and it did not work. Is there some guide or suggestion for FG against air - like how and where I have to aim.
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
NukeTheBunnys
Profile Joined July 2010
United States1004 Posts
July 15 2010 17:55 GMT
#41
Fungal growthing Air is the same as EMP if you target right on top of the air, it wont hit them, you need to target a little below them to get the right projection onto the ground. This thread has pics of how you need to target
http://www.teamliquid.net/forum/viewmessage.php?topic_id=136470
When you play the game of drones you win or you die.
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
July 15 2010 18:02 GMT
#42
Thank you very much NukeTheBunnys!
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 15 2010 22:26 GMT
#43
I'm surprised nobody's mentioned Flyer Helper..

In Options -> Gameplay, turn 'Show Flyer Helper' to "Always". Then you get this under all flying units:

[image loading]

Aim for the spots on the ground and you are fine
aka Siyko
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 19 2010 21:09 GMT
#44
On July 09 2010 00:23 RMmanlots wrote:
Infesters are pretty weak vs. late game protoss. Colossi have the same range as neural parasite, they get owned by blink stalkers, and they are easily stormed/fedback by HTs. Unless the toss is an idiot and makes nothing but zealots, you should be fine.


I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.

And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.

So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?
starleague forever
baconbits
Profile Joined April 2010
United States419 Posts
July 19 2010 21:15 GMT
#45
On July 20 2010 06:09 a176 wrote:
Show nested quote +
On July 09 2010 00:23 RMmanlots wrote:
Infesters are pretty weak vs. late game protoss. Colossi have the same range as neural parasite, they get owned by blink stalkers, and they are easily stormed/fedback by HTs. Unless the toss is an idiot and makes nothing but zealots, you should be fine.


I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.

And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.

So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?


DT's
zealots
eco harass (FGing probes is pretty awesome)
stopping microed phoenix harass
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 19 2010 21:18 GMT
#46
On July 20 2010 06:15 baconbits wrote:
Show nested quote +
On July 20 2010 06:09 a176 wrote:
On July 09 2010 00:23 RMmanlots wrote:
Infesters are pretty weak vs. late game protoss. Colossi have the same range as neural parasite, they get owned by blink stalkers, and they are easily stormed/fedback by HTs. Unless the toss is an idiot and makes nothing but zealots, you should be fine.


I just started to use FG recently, and today I tried it against a pretty threatening protoss ground army. FG is pretty useless against the entire protoss ground army I've found; it really only diminishes their shields and at a much slower rate than any combat unit. zealots get stuck yes, but they can still attack, so its only viable with a hydra/roach army. They will still have full HP after the FG is finished. Its useless against stalkers, archons, sentries because they are ranged and will keep on attacking anyways.

And since it doesn't stack, you'll have to wait to recast, but then the battle will long over by then. And in this case, the game.

So infestor 12s NP and useless FG and infest marine ... what use is this unit in ZvP really?


DT's
zealots
eco harass (FGing probes is pretty awesome)
stopping microed phoenix harass


Yeah I've used it along with Hydras to pick off any harrasment / unwelcome units (phoenix group, void rays, warp prism, even an observer you don't like).

Also if they engage, see too many spine crawlers and start to retreat, fungal is great to tag on a group of fleeing units to pick them off.

Also colossi in large battles will always want to walk backwards and get better positioning - take away this option with fungal.
aka Siyko
Crushgroove
Profile Joined July 2010
United States793 Posts
July 19 2010 21:35 GMT
#47
FG is a great solution to burrowed roach ZvZ as well... if they attack then burrow to regen/flank/whatever, FG makes them visable, they can't unburrow, they take dmg and other units can attack them.

Forces their hand and buys you time to get obs.

Pretty crazy.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
fdsdfg
Profile Blog Joined February 2010
United States1251 Posts
July 19 2010 22:55 GMT
#48
On July 20 2010 06:35 Crushgroove wrote:
FG is a great solution to burrowed roach ZvZ as well... if they attack then burrow to regen/flank/whatever, FG makes them visable, they can't unburrow, they take dmg and other units can attack them.


They can unburrow while FG'd. The rest is fine, but this point is off.
aka Siyko
Jadix
Profile Joined September 2004
United States134 Posts
July 19 2010 22:56 GMT
#49
On May 09 2010 04:55 Curio wrote:
it also reveals invis, ala ensnare. ie. totally owns bancheese.


ooooooohhhh
Izzachar
Profile Joined February 2010
Sweden285 Posts
July 20 2010 00:01 GMT
#50
On July 16 2010 07:26 fdsdfg wrote:
I'm surprised nobody's mentioned Flyer Helper..

In Options -> Gameplay, turn 'Show Flyer Helper' to "Always". Then you get this under all flying units:


Aim for the spots on the ground and you are fine


If there was rep on this forum you would have been given it!!!!

Sometimes I have missed fungal on a terran incoming doom drop over a crevice that would mean insta win for me and actually lost cause of this.
a176
Profile Blog Joined August 2009
Canada6688 Posts
July 20 2010 02:16 GMT
#51
On July 20 2010 06:15 baconbits wrote:
DT's
zealots
eco harass (FGing probes is pretty awesome)
stopping microed phoenix harass


im not sure i see the value in using infestor for defensive purposes. i know you can use it against those units, but is that really the best option? spore crawlers will do much more damage to phoenix, not to mention keeping them away completely, and they'll detect DTs for spine crawlers to attack if you're not using overseers.

FG will do alot of damage to probes but it wont kill them? you'll still need to fly in mutas or whatever to finish them, and even then, mutalisks kill them fast enough already?
starleague forever
shutdown_exploded
Profile Joined June 2010
United States133 Posts
July 20 2010 03:30 GMT
#52
Also,
the range on ultralisks is longer than the range on zealots, so if you go ling/infestor into ultras and you run into a big zealot force that shreds your lings you get alot of free kills.
OneManZerg
Profile Joined July 2010
United States11 Posts
July 20 2010 20:25 GMT
#53
Fungal growth is awesome vs. low HP units as well. And it can be used well if you let it sit and then move in on the enemy - not engaging right away as it is not a fast damage dealer like Storm

Storm = 20dps
Fungal Growth = 4.5 dps

Here's a video that's an example of that usage.
Letting Fungal Growth Set in

It's like a new look force field at times too. =)
We make war that we may live in peace. -Aristotle (http://www.theuen.com)
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