• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 04:46
CEST 10:46
KST 17:46
  • 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
Code S Season 2 (2026) - RO8 Preview4[ASL21] Finals Preview: Two Legacies21Code S Season 2 (2026) - RO12 Preview2herO wins GSL Code S Season 1 (2026)5Code S Season 1 (2026) - RO4 & Finals Preview5
Community News
Weekly Cups (May 18-25): MaxPax wins doubles0Crank Gathers Season 4: BW vs SC2 Team League4Weekly Cups (May 11-17): Classic wins double0Code S Season 1 (2026) - RO8 Results2Weekly Cups (May 4-10): Clem, MaxPax, herO win1
StarCraft 2
General
Code S Season 2 (2026) - RO8 Preview Weekly Cups (May 18-25): MaxPax wins doubles herO wins GSL Code S Season 1 (2026) Code S Season 2 (2026) - RO12 Preview Weekly Cups (May 11-17): Classic wins double
Tourneys
GSL Code S Season 2 (2026) Crank Gathers Season 4: BW vs SC2 Team League GSL Code S Season 1 (2026) Sparkling Tuna Cup - Weekly Open Tournament Maestros of The Game 2 announcement and schedule !
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 527 Hell Train The PondCast: SC2 News & Results Mutation # 526 Rubber and Glue Mutation # 525 Wheel of Misfortune
Brood War
General
¿KUWAIT +27 632348369 Abortion pills for sale in Pros React To: ASL S21 Finals BW General Discussion Very long shot - StarCraft x A7X video Pros React to: TvT Masterclass in FlaSh vs Light
Tourneys
[ASL21] Grand Finals [Megathread] Daily Proleagues Escore Tournament StarCraft Season 2 Small VOD Thread 2.0
Strategy
Any training maps people recommend? Muta micro map competition [G] Hydra ZvZ: An Introduction Fighting Spirit mining rates
Other Games
General Games
Stormgate/Frost Giant Megathread Path of Exile Nintendo Switch Thread Dawn of War IV ZeroSpace Megathread
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
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Trading/Investing Thread Dating: How's your luck? European Politico-economics QA Mega-thread
Fan Clubs
The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story TeamLiquid Health and Fitness Initiative For 2023 Formula 1 Discussion
World Cup 2022
Tech Support
Facing Challenges in Mobile App Development streaming software
TL Community
The Automated Ban List
Blogs
Customization Drives Loyalty…
TrAiDoS
Why RTS gamers make better f…
gosubay
ramps on octagon
StaticNine
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 2094 users

[D] Counter to terran mech = mass muta - Page 5

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 2 3 4 5 6 7 11 12 13 Next All
naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2010-08-14 05:14:01
August 14 2010 05:08 GMT
#81
This is precisely the sort of build that I have the most problem with as T.

Mass, well controlled muta, is so much better than thor, that I would imagine it will eventually not be feasible to get multiple thor at all, since thor will be completely useless in pushing out at this point (120+ food plus). Muta will just easily overpower any reasonable number of thor (4-6).

Marine is completely bad and unreliable, especially if you are escorting Thor. There will not be enough seige to get rid of the banelings, and even if there were, marines would still get smoked too efficiently, and leave your Thors naked.
--

The only solution I can think of is to continually pump ghost and use snipe to make sure he is losing muta each time for harass.

I also think ghost will eventually be core to the matchup. While some of the earlier T units are vastly more efficient than Z ground (hellion/tank), Z has both air + ultra/broodlord to force inefficient units like ghosts. I think snipe will take the place of irradiate as a wildcard to take down tech switches. Otherwise, bouncing back and force between ultra/brood in itself is a huge problem.
hmm.
CrazedManiac
Profile Joined July 2010
40 Posts
August 14 2010 05:15 GMT
#82
+1. I've been playing pretty much all of my ZvTs this way since Phase 2.

The issue is surviving until you've got spire tech and 10+ mutalisks. Hellion drops/harassment, cliff abuse, and even heavy reaper play really, really hurt early game.

I've been experimenting with delaying the spire + mutalisk tech until I'm in the process of getting my third established. Zergling/baneling/roach, with good army positioning, can generally handle most middlegame terran pushes, and if you've already got two bases saturated and are getting gas at a third, you can easily build 12 mutalisks immediately after your spire finishes.

That being said, I don't think a lot of terran players are used to (1) being seriously hurt by mutalisk harass and (2) as a result, having to significantly adapt the usual NR20 walloff + biomech turtle play. That may explain some of why this is (fairly) effective.

As an aside, mass mutalisk is RIDICULOUS in team games as a shared money build. 50 mutalisks, because of the splash, pretty much own absolutely everything, especially given how early you can hit critical mass with somebody else feeding you gas.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
August 14 2010 05:17 GMT
#83
skeptical, but im to the point where i will try anything.

To the quality zergs out there, do you recommend 1 base muta then expo? Then continue muta pump?
Coaching for 1v1 and Team games at Gosucoaching.com
Enfold
Profile Joined March 2010
United States110 Posts
August 14 2010 05:19 GMT
#84
I tried this out today and it is working a lot better than I expected. It's definitely making me enjoy ZvT a lot more
naventus
Profile Blog Joined February 2004
United States1337 Posts
Last Edited: 2010-08-14 05:25:19
August 14 2010 05:24 GMT
#85
Why the hell would you 1 base muta? That's asking to get chewed up by timing, since you won't have enough resources.

The idea is that you want to sit on enough gas to really pump a ton of muta. If T is doing a timing push that isn't susceptible to muta, then you can't get mute first. You have to block the push first. But afterwards, when you have been sitting 2-3 base for a while, you can just crank out a ton of muta when you are not in danger and severely restrict T map control.
hmm.
CrazedManiac
Profile Joined July 2010
40 Posts
Last Edited: 2010-08-14 05:26:11
August 14 2010 05:25 GMT
#86
The issue with 1-base mutalisk play is that good terran players will generally throw down a couple of turrets, then a-move and kill you right away.

Zerg's T2 is pretty squishy in small numbers, so in my experience if you delay your T2 play until you're on 2+ bases you can make a much more meaningful transition into mutalisks.

EDIT: Naventus beat me to it.
WCH
Profile Joined June 2010
Canada239 Posts
August 14 2010 05:27 GMT
#87
The game from check vs maka does not show this strat, we never get to see mutats head on against thors and maka was using bio almost throughtout the whole game. If I understand this correctly, this strat is throwing mutalisk at thors.
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
August 14 2010 05:27 GMT
#88
I'm a BIG fan of this style. I never had much trouble with my ZvT (My ZvP is the iffy matchup). I always get mutas, even against bio builds. Against mech you really contain the terran for a while. You gain map control. You can pick off his annoying little drops if he tries it. You force him to build more thors and marines and turrets than he'd want to.

My favourite unit composition is muta, roach banelings (Against mech AND bio too). And I find that it works pretty well against mech. If you're really aggresive with drops, and focus on denying his third then you can tech relatively easily to BLs while restricting him to two bases. And your mass mutas early on should have chipped away at his viking count the entire time.

I haven't tried to commit to mutas though with 1-1 upgrades while sticking solely to ling/blings. But I'll definitely give it a try.
The Past: Yellow, Julyzerg, Chojja, Savior, GGplay -- The Present: Luxury, Jae- The Future: -Dong, maGma, Zero, Effort, Hoejja, hyvaa, by.hero, calm, Action ---> SC2 (Ret?? Kolll Idra!! SEN, Cool, ZergBong, Leenock)
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-14 05:36:18
August 14 2010 05:32 GMT
#89
I think everybody needs to play with it a little bit, and eventually a strong timing will come out. I personally throw down my expo while I'm upgrading to lair, I set up the 2 expo extractors before its done so I can immediately double my gas when ready. Spire goes up immediately, obviously.

This reduces my early game exposure to harassment when I don't need the gas, and has me ready to go when I do. I personally don't rush for Lair TOO fast (you have to go kinda quick due to banshees) and I always get my 2nd queen immediately after my first to help defend against hellions and spread creep.

While my stuff is upgrading back home, I will poke at his ramp with lings/blings/roaches and see what I can get him to build for defense (the more marauders and tanks, the better).

This isn't by any means an end-all-be-all. Mass marines will destroy mutas, a solid mix of marines and thors can hold me back from your base, and I'm sure plenty of other strats will evolve. But for those who have read my baneling gambit thread, this is what I prefer to transition into after my econ is bumpin.
As it turns out, marines don't actually cost any money -Jinro
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
August 14 2010 05:37 GMT
#90
mutas are one of the msot cost inefficient unit in the game, the only 2 ways to win with mas muta:
1. opponent fails at defending the harass really badly
2. the opponent doesnt realize and makes a buch of marauderts/tanks. Idk how is that possible as he sees your mutas and has maphack scan, but still.

I tried mass muta with lings or banelings-lings against mech and had little success even against realtively bad opponents
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
Armsved
Profile Joined May 2010
Denmark642 Posts
Last Edited: 2010-08-14 05:54:01
August 14 2010 05:53 GMT
#91
On August 14 2010 14:37 Geo.Rion wrote:
mutas are one of the msot cost inefficient unit in the game, the only 2 ways to win with mas muta:
1. opponent fails at defending the harass really badly
2. the opponent doesnt realize and makes a buch of marauderts/tanks. Idk how is that possible as he sees your mutas and has maphack scan, but still.

I tried mass muta with lings or banelings-lings against mech and had little success even against realtively bad opponents


Cost inefficient against what? Thors? no. Marines? yes. However linx/baneling owns that. Just make sure you know what composition he's on and adjust. You said it was mech, so im guessing it wasnt marines.

YOOO
Jaemis
Profile Joined August 2010
2 Posts
Last Edited: 2010-08-14 06:02:43
August 14 2010 05:55 GMT
#92
has anyone attempted a double factory build? What I mean by that is you drop a second factory after your first finishes. If your timing is good you end up with 6 marines 3 or 4 hellions and a tank or two with seige. All before mutas come out. (tried and true. the push gets to your base about 20 seconds before one base mutas pop out). I lose the first push if he goes mutas because I don't have enough anit-air, but his econ his devestated. and as I push I throw down an armory so by the time my push is defeated I have a thor, second almost done, a handful of marines and a tank or two, so I can defend any counter push, and once I get three thors or so it's lights out. I realize that three isn't that many against mutas, but remember I destroyed your econ.

If you don't rush to muta and have a stronger ground army it is more up in there air. I do admit that between my first push and the time I get my thors or is very scary as I am very sucseptible to air. But if I get the timing right, it is literally impossible for them to get mutas before my first push reaches their base. And then they need the mutas to defend. Against two base muta, I've never had a problem. Fast expand usually die in the first push (which happens in the first 7 min game time) and then they can't pump muta like they want to. If for some reason they were able to hold my push off, mutas would be very scary. But with my timing...I just haven't had an issue at all.

I don't like being passive, and am therefore a very aggressive terran player which is interesting as most mech players are passive. Maybe that has something to do with it, but I get units really fast and have never gone longer than 25 min in a game against Zerg (last 3 zerg games were against high diamond players, longest one was 23 min. average is 17-18) most die at either my 2nd or 3rd push. The game that went 25 min long he held off my first push, but my second one decimated his expo and he just didn't have enough mutas to keep me back. He had about 6 on my second push and killed it, but not before I killed his expo. Maybe his downfall was he then tried to harass and lost quite a few mutas as I was prepared for it.

Wow, I'm just babbling. sorry I have no replays to post; my computer didn't have enough ram until recently so it would freeze after every game and I would have to close SC2 and it destroyed the replays each time.

I'm platinum lvl, and have never lost with this strategy.

Edit: maybe if he had had banelings instead of just muta/ling it would have stalled me as I had only a few tanks. but getting banelings would prolong his mutas giving me a larger window of attack and harass as well as keep his muta count low. remember I'm talking about first push at about 7:15, second at 11:00-13:00, and the third between the 16 and 18 min mark. I'm talking about early early pushes before you can really mass mutas.

Also, people keep saying pick off a lone thor...I've never lost a thor to mutas like that. I always have marines around them and scvs can get there fast enough to repair. And if that doesn't cover it, then it is late enough in the game that I'll have two thors and that will cover it...I've never ever lost a "lone thor" in my base.
iEchoic
Profile Blog Joined May 2010
United States1776 Posts
August 14 2010 06:08 GMT
#93
On August 14 2010 14:55 Jaemis wrote:
Also, people keep saying pick off a lone thor...I've never lost a thor to mutas like that. I always have marines around them and scvs can get there fast enough to repair. And if that doesn't cover it, then it is late enough in the game that I'll have two thors and that will cover it...I've never ever lost a "lone thor" in my base.


People are talking about when they come to attack you, not attacking it in their base.
vileEchoic -- clanvile.com
Geo.Rion
Profile Blog Joined October 2008
7377 Posts
Last Edited: 2010-08-14 06:22:32
August 14 2010 06:21 GMT
#94
On August 14 2010 14:53 Armsved wrote:
Show nested quote +
On August 14 2010 14:37 Geo.Rion wrote:
mutas are one of the msot cost inefficient unit in the game, the only 2 ways to win with mas muta:
1. opponent fails at defending the harass really badly
2. the opponent doesnt realize and makes a buch of marauderts/tanks. Idk how is that possible as he sees your mutas and has maphack scan, but still.

I tried mass muta with lings or banelings-lings against mech and had little success even against realtively bad opponents


Cost inefficient against what? Thors? no. Marines? yes. However linx/baneling owns that. Just make sure you know what composition he's on and adjust. You said it was mech, so im guessing it wasnt marines.


sure as hell they are cost inefficient against thor, even with the best split possible. I'm so upset when some ppl say muta > thor, even with a perfect split which is impossible in real action thors do decently against the same ammount of mutas / cost. And if you let your mutas clump up just for a second at the wrong time, you're done.

And i was saying most inefficient as dmg/ cost and health/ cost in general, their big strength is mobility which i can abuse against P well, against T much much less, as they got units with insane range and their static defence (turrets) are incredibly strong until your mutas are well upraded.

But im going to watch now the reps, lets see this muta > thor thing, everyone who ever told this and wanted to prove it showed me a rep/Vod where 2 thors were getting raped by 15 mutas and a bunch of speedlings.
"Protoss is a joke" Liquid`Jinro Okt.1. 2011
me_viet
Profile Blog Joined April 2010
Australia1350 Posts
August 14 2010 06:22 GMT
#95
Really looking forward to the evolution of this, till we get something similiar to the 3-hatch Muta build of BW days. Except this time around, we're not restricted by larva counts.
TheAngelofDeath
Profile Blog Joined May 2010
United States2033 Posts
Last Edited: 2010-08-14 06:24:46
August 14 2010 06:24 GMT
#96
I like muta/ling/bling builds. Problem is they aren't viable when you play against a decent terran who scouts and then builds turrets.
"Infestors are the suck" - LzGamer
mufin
Profile Joined May 2010
United States616 Posts
August 14 2010 06:28 GMT
#97
This thread is pure win. OP is my hero. After reading all the posts I'm convinced that this strat is going to fix ZvT. I like to think that Blizzard knew all along and was just waiting for us to pick up on this.

Just thinking about it, most zergs are afraid of going muta's against mech because thor's "counter" mutalisks. Well the thor AA rate of fire is super slow and all thats really doing the damage is the splash. If you tell your mutas to just fly over the thors and then attack instead of telling them to directly attack it (which clumps them up) then the threat of splash damage magically vanishes. Once the thors are gone, muta's have free reign over the rest of the mech army. Add some banelings into the mix to counter any marines and you got yourself a balanced match-up. All done with units tier2 and below... no need to rush for tier 3 anymore to have a chance!

And just to clarify, missile turrets don't do splash damage so a large clump (20-30) of mutalisks can take them out fairly quickly. Turrets are only strong in the early-mid game when Zerg is just getting his first mutas. Vikings do not counter mutas in the slightest because they move and fire slower and only do bonus dmg to "armored" units. Also marines get demolished by banelings.

I really do think that this is a valid solution to mech in TvZ. It would be ironic if blizzard nerfs the mutalisk or buffs thor's AA when players start doing this in mass.
I only make 5 actions per minute. But since I use all my time deliberating and planning, my 5 actions are so brutally devastating that children cry out and grown men weep.
junemermaid
Profile Joined September 2006
United States981 Posts
August 14 2010 06:40 GMT
#98
A way to hide this build is to make a spire off-site with the generate creep mechanic (a little risky if spotted . You can also toss down a hydralisk den & roach warren in your main to confuse the Terran into thinking you're going standard hydra roach. Just something to try out. Basically you want the Terran to be as unprepared as possible for mass muta so you can maximize your advantage ASAP.

I like this build
the UMP says YER OUT
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
Last Edited: 2010-08-14 06:44:14
August 14 2010 06:40 GMT
#99
This doesn't fix ZvT. It is still just as fragile as any other strat Z does in that, if you kill his whole army, you have gained a small advantage, but if he kills even MOST of your mutas you can lose right there.

Mutalisks stack REALLY well, but this also has the effect of them losing 90% of their power when 40% of them die.

This is just a strat that mostly works. Thors still beat mutas in even cost, and this is made even worse with marines. As a whole, ZvT is still a situation of "play perfectly for 30 minutes or lose" this just gives you some mildly effective options for harass instead of sitting around waiting for T to push when he feels like it.
As it turns out, marines don't actually cost any money -Jinro
Spyridon
Profile Joined April 2010
United States997 Posts
August 14 2010 06:58 GMT
#100
On August 14 2010 15:40 Jermstuddog wrote:
This doesn't fix ZvT. It is still just as fragile as any other strat Z does in that, if you kill his whole army, you have gained a small advantage, but if he kills even MOST of your mutas you can lose right there.

Mutalisks stack REALLY well, but this also has the effect of them losing 90% of their power when 40% of them die.

This is just a strat that mostly works. Thors still beat mutas in even cost, and this is made even worse with marines. As a whole, ZvT is still a situation of "play perfectly for 30 minutes or lose" this just gives you some mildly effective options for harass instead of sitting around waiting for T to push when he feels like it.


Mutalisks are about 50% as cost effective as Thors in equal numbers, that's correct.

The only way to overcome this theoretically is having some kick-ass micro, but I have not quite seen any Muta micro that is quite that effective yet when your fighitng more than 1-2 Thors... due to Mutas range being so low in comparison to Thors AoE range.
Prev 1 2 3 4 5 6 7 11 12 13 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 44m
[ Submit Event ]
Live Streams
Refresh
StarCraft: Brood War
Leta 247
Hyun 84
actioN 80
Hm[arnc] 36
Bale 19
NotJumperer 16
Dota 2
Gorgc2441
NeuroSwarm106
XaKoH 32
canceldota20
League of Legends
JimRising 516
Reynor24
Counter-Strike
olofmeister1007
byalli680
m0e_tv661
shoxiejesuss559
Other Games
WinterStarcraft711
ceh9551
Mew2King169
Pyrionflax103
RuFF_SC241
Organizations
Other Games
gamesdonequick611
Counter-Strike
PGL423
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 13 non-featured ]
StarCraft 2
• LUISG 18
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• iopq 7
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
League of Legends
• Nemesis547
Upcoming Events
GSL
44m
herO vs Classic
Cure vs Clem
uThermal 2v2 Circuit
6h 14m
Replay Cast
15h 14m
GSL
1d
Maru vs SHIN
Zoun vs Rogue
WardiTV Spring Champion…
1d 3h
SKillous vs Strange
Lambo vs Strange
Ryung vs Strange
Lambo vs Ryung
Ryung vs SKillous
Lambo vs SKillous
OSC
1d 10h
Replay Cast
1d 15h
Maestros of the Game
2 days
Replay Cast
2 days
RSL Revival
2 days
Lambo vs SHIN
Solar vs Rogue
herO vs Clem
[ Show More ]
Maestros of the Game
3 days
IPSL
3 days
ZZZero vs WorsT
Julia vs eOnzErG
Replay Cast
3 days
RSL Revival
3 days
Maestros of the Game
4 days
IPSL
4 days
Dragon vs Artosis
dxtr13 vs Hawk
BSL
4 days
Wardi Open
5 days
Monday Night Weeklies
5 days
Replay Cast
5 days
Sparkling Tuna Cup
6 days
WardiTV Spring Champion…
6 days
Maestros of the Game
6 days
Liquipedia Results

Completed

ASL Season 21
2026 GSL S1
Heroes Pulsing #1

Ongoing

2026 KK StarCraft Pro League
BSL Season 22
IPSL Spring 2026
KCM Race Survival 2026 Season 2
KK 2v2 League Season 1
YSL S3
Acropolis #4
CSCL: Masked Kings S4
SCTL 2026 Spring
WardiTV Spring 2026
2026 GSL S2
RSL Revival: Season 5
Stake Ranked Episode 2
CS Asia Championships 2026
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals

Upcoming

Escore Tournament S2: King of Kings
BSL 22 Non-Korean Championship
CSLAN 4
Blizzard Classic Cup 2026
Kung Fu Cup 2026 Grand Finals
CranK Gathers Season 4: BW vs SC2 Team League
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
Bounty Cup 2026
BLAST Bounty Summer 2026
BLAST Bounty Summer Qual
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
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 © 2026 TLnet. All Rights Reserved.