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The Zerg Help Me Thread - Page 448

Forum Index > StarCraft 2 Strategy
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Make sure you read the OP before asking a question. Asking a question already addressed in the OP will result in moderation action. Also, please put some effort into your questions.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
December 24 2012 04:52 GMT
#8941
Well, Sasquatch demolished an FXO Protoss in IPTL using ultra/bane/infestor/ling. Looked pretty fun, but it relies so much on your opponent not scouting the ultra tech and blindly doing a stalker/colo deathball push O.o

Anyway, I'm thinking that fast drop into 3 base infestor into some ultra/bane play will be the fun way to play ZvP for a while. Midgame revolves around using drops to buy time for ultras, then you steamroll through with ultra/bane/infestor. I'm kind of excited to use these styles more; it will get me lots of experience for HotS, where ultras will be prevalent.
Getting back into sc2 O_o
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 05:58 GMT
#8942
On December 14 2012 01:48 Insoleet wrote:
Show nested quote +
On December 14 2012 01:21 Henk wrote:
On December 13 2012 23:59 Insoleet wrote:
Simple question. Am i the only one who cant seems to win any lategame in ZvT Mech and ZvP ? Since infestor nerf, i just loose everytime, eggs are not able to spawn, my army is getting wrecked... I even loose a BL/Infestor/roach army just with stalkers blinking under my BL.

So, did this patch change your lategame too ? Have you find any solution yet ?


Fungal the stalkers instead of using all your energy on IT, chainfungal them so they can't blink under your broods. Lategame mech; fungal the vikings and let corruptors take care of them, or toss some IT (out of siege tank range preferably). BL should clean up the rest?


If i use fungle instead of IT, i loose my infestors because of colossi lasers... Same in ZvT, loosing my infests to tanks shots. :/



It depends on your infestor numbers and energy. GENERALLY, you want a good amount of infested terrans as buffer (~20) while chain fungaling. Make sure to pre-spread your infestors - that way, they aren't completely clumped up for collosus beams. Also try not to move command all of your infestors into a fight - select 2-3 and move in clumps at a time, this serves 2 purposes: No full energy infestors will die uselessly, and MOST high templar will be dead by the time you have several infestors left.

But yes, IT spam not all of your energy, but some. You always want to have ~8+ fungals available for stalkers.

I think other people answered your vs mech question well
@QuanticGlon https://twitter.com/QuanticGlon
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:02 GMT
#8943
On December 14 2012 02:51 sCCrooked wrote:
Show nested quote +
On December 14 2012 02:37 Insoleet wrote:
On December 14 2012 02:13 Mavvie wrote:
On December 14 2012 01:48 Insoleet wrote:
On December 14 2012 01:21 Henk wrote:
On December 13 2012 23:59 Insoleet wrote:
Simple question. Am i the only one who cant seems to win any lategame in ZvT Mech and ZvP ? Since infestor nerf, i just loose everytime, eggs are not able to spawn, my army is getting wrecked... I even loose a BL/Infestor/roach army just with stalkers blinking under my BL.

So, did this patch change your lategame too ? Have you find any solution yet ?


Fungal the stalkers instead of using all your energy on IT, chainfungal them so they can't blink under your broods. Lategame mech; fungal the vikings and let corruptors take care of them, or toss some IT (out of siege tank range preferably). BL should clean up the rest?


If i use fungle instead of IT, i loose my infestors because of colossi lasers... Same in ZvT, loosing my infests to tanks shots. :/

I have the same problems as you, posted about them a page or two ago Glon and Crooked agreed and stuff...basically you have to enter lategame with a lead to win, because lategame Z is not a free win, unlike what the whiners would have you believe. Fungals never land on stalkers (especially after nerf), and archon/colo make the broodlords deal 0 damage while storm/stalker will tear your broodlords to shreds.

I'm thinking the best style is dimaga-esque 3 base spine/spore turtle....you dont actually engage ever, you just wait for your opponent to get bored and ragequit.


Ok so basically i can just stop the game if i have to play like this -.-


lol I wouldn't go so far as to say to quit. Its incredibly discouraging at times though because its basically back to how we've always been.

People forget that Zerg was considered the weakest race for the longest time until the last few patches. Then everyone started getting mad because Zergs were able to actually win consistently. Now with this patch, its back to us needing to be far ahead of our opponents at all times. It means you literally ALWAYS have to outplay and outsmart your opponent. The strain of what you have to set up and macro up and tech up to at the same time will also probably be far greater than the strain on an lategame P.


Also keep in mind that really you should just keep trying to improve. Honestly, just keep working on improving your engagements. Keep in mind that ZvP Late game is advantaged to protoss when played PERFECTLY, you can still 100% have better micro than the protoss and come out far on top
@QuanticGlon https://twitter.com/QuanticGlon
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:28 GMT
#8944
On December 15 2012 17:48 crbox wrote:
Show nested quote +
On December 15 2012 17:44 BlessedHammers wrote:
hey all im bronze was rank 3 in bronze and i really really just want to get to silver. well the last couple games i got owned by the same guy who rushed me both times. i guess trying to get roach out for my defense was a bad idea? i saw him doing 1 base bannelings so i knew roaches are good against them. well right when 6 roaches came out boom his zerglings and bannelings came in and owned me

alright well i learned to never go straight to roaches..

next game i see he makes a spire so i put about 4 spores at each base and ended up have around 8 queens that game. i made infestors and roaches to support my infestors and 20 mutalisks came and pretty muchj ust destroyed me. my roaches were useless and my infestors only had so much energy for fungrual growth.. this is what made me mad the most. the entire game he just made air while i feel like i never missed an inject and he still beat me just because most of my units cant attack his units. how do u guys deal with air? i think its especially hard because for zerg just because i see a spire doesnt mean he will go heavily into air units. so its like a guess almost for what i should make. mass hydras to defense ? well what if he only ended up making a few mutalisks just to to kill drones. then i would have a weak army against ground units

rank 5 now probably by the time i get done work ill be in rank 9. oh yea and no replays just because my computer hates me. doesnt let anyone view my replays i try to send and i cant watch them either. just some dumb error pops up


There are a lot of questions there that I feel maybe someone more competent @ teaching then me can answer but for now I'll give you my little piece of advice : you shouldn't worry about your rank at all, just about your skills. If you get better you'll get out of bronze league really fast.

Also, I don't know if people can concur (maybe I'm totally wrong with this one but hear me out) don't you just need to work on like mechanics if you are bronze-diamond? Because most timings / strategies don't really apply there? I mean general strategy might be okay (like don't mass hydras vs colossus and basic things like that) but about like openers and stuff, I think you might just want to try and copy what pros do but don't put too much thought into it as of just right now (at least I think maybe some more experienced coaches can correct me on this one.)


Ok so dealing with each part of your Question:

-To advance leagues from bronze --> diamond, the very first thing that I would recommend is establishing a build order. Look up some basic build orders around teamliquid and try those out -- you won't get them perfectly, but it will GREATLY increase your efficiency. Also keep in mind that you should generally always have under 1,000 minerals - if you find yourself stacking minerals, throw down a hatchery (expansion or macro hatch).

Be careful about going for roaches ZvZ versus all ins - if you can get them out in time to block your ramp, GREAT. If not, then lings are very efficient versus roaches.

I'll leave you with this - when watching player's streams, look at the top right corner of the screen. Write down their supplies when they build things, and pay attention to what units they build versus what they see from their opponents

@QuanticGlon https://twitter.com/QuanticGlon
crbox
Profile Joined August 2010
Canada1180 Posts
Last Edited: 2012-12-24 06:31:37
December 24 2012 06:31 GMT
#8945
On December 24 2012 15:02 Glon wrote:
Show nested quote +
On December 14 2012 02:51 sCCrooked wrote:
On December 14 2012 02:37 Insoleet wrote:
On December 14 2012 02:13 Mavvie wrote:
On December 14 2012 01:48 Insoleet wrote:
On December 14 2012 01:21 Henk wrote:
On December 13 2012 23:59 Insoleet wrote:
Simple question. Am i the only one who cant seems to win any lategame in ZvT Mech and ZvP ? Since infestor nerf, i just loose everytime, eggs are not able to spawn, my army is getting wrecked... I even loose a BL/Infestor/roach army just with stalkers blinking under my BL.

So, did this patch change your lategame too ? Have you find any solution yet ?


Fungal the stalkers instead of using all your energy on IT, chainfungal them so they can't blink under your broods. Lategame mech; fungal the vikings and let corruptors take care of them, or toss some IT (out of siege tank range preferably). BL should clean up the rest?


If i use fungle instead of IT, i loose my infestors because of colossi lasers... Same in ZvT, loosing my infests to tanks shots. :/

I have the same problems as you, posted about them a page or two ago Glon and Crooked agreed and stuff...basically you have to enter lategame with a lead to win, because lategame Z is not a free win, unlike what the whiners would have you believe. Fungals never land on stalkers (especially after nerf), and archon/colo make the broodlords deal 0 damage while storm/stalker will tear your broodlords to shreds.

I'm thinking the best style is dimaga-esque 3 base spine/spore turtle....you dont actually engage ever, you just wait for your opponent to get bored and ragequit.


Ok so basically i can just stop the game if i have to play like this -.-


lol I wouldn't go so far as to say to quit. Its incredibly discouraging at times though because its basically back to how we've always been.

People forget that Zerg was considered the weakest race for the longest time until the last few patches. Then everyone started getting mad because Zergs were able to actually win consistently. Now with this patch, its back to us needing to be far ahead of our opponents at all times. It means you literally ALWAYS have to outplay and outsmart your opponent. The strain of what you have to set up and macro up and tech up to at the same time will also probably be far greater than the strain on an lategame P.


Also keep in mind that really you should just keep trying to improve. Honestly, just keep working on improving your engagements. Keep in mind that ZvP Late game is advantaged to protoss when played PERFECTLY, you can still 100% have better micro than the protoss and come out far on top


Huh?
If played perfectly zerg could win almost every engagement without losing a single unit.
Few broodlords foward to keep HT from feedbacking high nrg infestor
Infestor behind to stop stalkers from blinking in the mass of broodlords
Spines and spores in mass while pushing creep toward the protoss base
corruptor aggressively engaging the mothership, forcing waste of vortex.

I mean tbh I don't wanna engage PvZ balance debate but Zerg played perfectly would be pretty unbeatable. Fortunately it is impossible to achieve and that is why human balance is so important to take into consideration.
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:35 GMT
#8946
On December 16 2012 07:09 asari wrote:
How many spores do I need each base vs cloaked banshees and where do I place them? Usually I put one next to my hatchery but one banshee can just avoid it for ever until cloak runs out.


Generally, you want 4. 1 for each base (in the mineral line) and another between your natural and your third. Keep in mind that this spore is very important as it helps you transfer units across the 2 bases that are farthest away from eachother. Add 2 more queens if you see continued banshee production (I nearly always get an overseer to scout the terran's base when my lair finishes, not only to spot stuff like this but also to see if my opponent is going mech or bio, ect)
@QuanticGlon https://twitter.com/QuanticGlon
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:42 GMT
#8947
On December 17 2012 16:16 crbox wrote:
Show nested quote +
On December 17 2012 14:48 kiklion wrote:
I am looking for any aggressive ZvT builds that can be transitioned out of.

Like a terran could go 2 rax, scout a pool first build and decide to expand behind it a little delayed. Essentially, to transition out of an aggressive opener, I feel you would need to be able to scout the opponent's build, see that your attack would not work well and continue a macro game without building the units to attack with. So you are only behind the infrastructure.

I looked on liquipedia and saw these 2 aggressive builds, http://wiki.teamliquid.net/starcraft2/7_Roach_Rush_(vs._Terran) http://wiki.teamliquid.net/starcraft2/2_Base_Ling/Bane_Bust_(vs._Terran).

Are there any other aggressive openers, and for those two what could I scout that should make me transition out of the build?


http://wiki.teamliquid.net/starcraft2/7_Roach_Rush_(vs._Terran) is really outdated srsly. If your opponent doesn't scout at all on a close 2 player map it could definitely work against really greedy play but that would be silly lol.

EDIT: I suggest just 2 base aggression in general, 2 base fast lair muta is actually giving me quite a bit of success, there's also 2 base roach bane (there has to be a guide on TL search Roach Baneling or something)



Honestly, I would suggest going for 2 base mutalisk play if you're looking to get aggressive. Follow the basic opener, but grab lair at 100 gas (after your speed) and 3 gasses when you have adequate drone saturation. Get mutalisks out, then either go for a ling/bane muta all in or grab 2 evolution chambers and a third, harassing your opponent's mineral line like crazy
@QuanticGlon https://twitter.com/QuanticGlon
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:43 GMT
#8948
On December 19 2012 05:41 crbox wrote:
There's a link to the Sentry immo all in Guide in the OP but it's hard to see it's in the spoiler'd part in the bottom thanks to Glon.



I'm working on the OP as we speak

I'm going to unspoiler your stuff until I post the complete OP, should make things more noticable
@QuanticGlon https://twitter.com/QuanticGlon
Glon
Profile Joined December 2010
United States569 Posts
December 24 2012 06:46 GMT
#8949
On December 19 2012 06:45 asari wrote:
is 4-5 infestors too little btw? that might be my problem if thats the case.



Stick with 8-10 going into the later stages of the game with your main army. If you plan on using infestors to harass (they are great to harass outside bases, put into overlord drops, ect) then add extra infestors.

The reason for getting 8-10 infestors is that it gives you just enough energy to put down a thin wall of infested terrans (helps to take fire away from infestors/BL) but also gives you enough energy to chain fungal. Keep in mind that the extra supply should be put into corrupters versus terran (you only want ~8 brood lords) and into more brood lords versus the standard ground protoss composition.
@QuanticGlon https://twitter.com/QuanticGlon
Primate
Profile Joined May 2012
17 Posts
December 24 2012 13:09 GMT
#8950
How do you hold off a 10 pool 1 base speedling all in on a 4 player map in ZvZ? More specifically, how do you scout it in time if you are at cross spawn?
Kraelog
Profile Joined April 2010
Belgium194 Posts
Last Edited: 2012-12-24 13:44:29
December 24 2012 13:31 GMT
#8951
On December 24 2012 22:09 Primate wrote:
How do you hold off a 10 pool 1 base speedling all in on a 4 player map in ZvZ? More specifically, how do you scout it in time if you are at cross spawn?


In the case that you open 15h/15p (since pool first is an auto-win against 10pool). Scout with your 10th drone and your first OL. Normally you should be able to see the lings just hatch when you arrive at the enemy base. If he's cross spawn on a reaaally big map your scouting will be later but the travel distance his lings have cross is larger aswell, so that should cancel each other out. Start making zerglins (6-8) and avoid engaging with your drones until your first 4 zerglings hatch.

If he doesn't expand (which your drone/OL should notice). Make another Queen, a Spine (even a second one if he's REALLY doesn't expand) & keep making lings untill he expands. Also make a baneling nest when you can afford the gas.
Henk
Profile Joined March 2012
Netherlands578 Posts
December 24 2012 14:20 GMT
#8952
10 pool (+2 drones pulled to make spines) is basically a hard counter against 15H, it's a risk you take when opening up 15H. If you 'feel' like your opponent is going to 10 pool you, scout.
Kraelog
Profile Joined April 2010
Belgium194 Posts
December 24 2012 14:24 GMT
#8953
I'm not really sure about that. A 7pool with all the drones is a hard counter. A 10pool should be easily defended with a 15h/15p assuming you pool some larvae if you haven't yet scouted the enemy.

Btw, how do you 'feel' 10pools? :p
Henk
Profile Joined March 2012
Netherlands578 Posts
December 24 2012 15:23 GMT
#8954
Well, accoring to Belial it is :D And I believe this man for everything he's worth. Read http://www.teamliquid.net/forum/viewmessage.php?topic_id=295586 for more info on how to stop early pools with 15H- this is a great guide.
Kraelog
Profile Joined April 2010
Belgium194 Posts
December 24 2012 16:07 GMT
#8955
I've read Belial's guides and I they're awesome.

And regarding 15h vs 10P Slings I quote him:

It's pretty easy to beat this. Now that you know it's a 10 pool speedling, you'll want to make a spine in both your main and nat (if he sends his initial lings immediately over, this is important, as well as when the speedling mass comes). Pool lings at your ramp, where him having speed won't mean anything, and hold position with your queens there, and eventually bring the spine from your nat, to your natural, when you see you can clearly hold the ramp.


Henk
Profile Joined March 2012
Netherlands578 Posts
Last Edited: 2012-12-24 16:43:39
December 24 2012 16:42 GMT
#8956
Yeah, you're talking about the speedling 10 pool all in, something which no one ever does anymore. 'Nestea used this against DRG. It failed, because it can be easily held off. No one has done it since.'

However, the 10 pool+ drone pull: 'For a long time, considered the way to beat Hatch First with a BO win, and recently, seen as beatable. Well, what recent pros have been doing, like Jaedong vs Soulkey, would actually not work if the 10 pooler puts a spine in the natural of the opponent asap, and then the 2nd spine in the main.

Build Order
+ Show Spoiler +

You lose'

Edit My bad, you're right. I didn't see the question that was asked was on how to deal with a speedling 10 pool all in. I thought he was just asking about 10 pools in general.
Kraelog
Profile Joined April 2010
Belgium194 Posts
December 24 2012 17:23 GMT
#8957
Yeah I lose, impressive self-own
Henk
Profile Joined March 2012
Netherlands578 Posts
December 24 2012 17:58 GMT
#8958
On December 25 2012 02:23 Kraelog wrote:
Yeah I lose, impressive self-own


Actually 'you lose' was part of Belial's post :D
BlueKatz
Profile Joined March 2012
68 Posts
December 24 2012 18:22 GMT
#8959
Hi, I'm currently struggling in in ZvT (I play ZvZ and ZvP fairly well compare to my ZvT). I can beat fast expand fairly easily (maybe most of my win are from beating 1 Rax/Double Hellion expand) but I don't know what to do vs Terrans who pressure along with expanding (like mass marines hellions). I'm low plat and I think my ZvT win rate is like 25%
Most of the time I can hold it but I think I'm pretty behind and I mess up my third and upgrade and with bad army mix. (for short I don't have time to play a lot so my game sense suck and I'm very confused when things go wrong)

So few questions:
If I see 1 base terran should I go double queen? Should I throw down Baneling Net?
If I see he build another OC in base with overlord sac while still build up army to go pressure should I take the 3rd?
After holding it should I get 4th hatch immediately or tech up? Should I jump to Hive as fast as possible or take my chance with Lair play?
When can I skip Inject to lay creep with my first 2 queens? I think earlier creep spread can help vs early marines but I'm not sure if that delay my production or not.
Should I get upgrade if I see pressure? I normally get +1 armor and get 1/2 right when lair finish
When do I throw down Spine? Is it too late throwing down when see him moving out? Should I throw down spine after holding the pressure barely?
Also if I have leftover units should I throw them into enemy bases? If I hold the pressure barely how do I know if he continue it or not and make units or not.
Quotes are useless
Henk
Profile Joined March 2012
Netherlands578 Posts
December 24 2012 18:34 GMT
#8960
On December 25 2012 03:22 BlueKatz wrote:
Hi, I'm currently struggling in in ZvT (I play ZvZ and ZvP fairly well compare to my ZvT). I can beat fast expand fairly easily (maybe most of my win are from beating 1 Rax/Double Hellion expand) but I don't know what to do vs Terrans who pressure along with expanding (like mass marines hellions). I'm low plat and I think my ZvT win rate is like 25%
Most of the time I can hold it but I think I'm pretty behind and I mess up my third and upgrade and with bad army mix. (for short I don't have time to play a lot so my game sense suck and I'm very confused when things go wrong)

So few questions:
If I see 1 base terran should I go double queen? Should I throw down Baneling Net?
If I see he build another OC in base with overlord sac while still build up army to go pressure should I take the 3rd?
After holding it should I get 4th hatch immediately or tech up? Should I jump to Hive as fast as possible or take my chance with Lair play?
When can I skip Inject to lay creep with my first 2 queens? I think earlier creep spread can help vs early marines but I'm not sure if that delay my production or not.
Should I get upgrade if I see pressure? I normally get +1 armor and get 1/2 right when lair finish
When do I throw down Spine? Is it too late throwing down when see him moving out? Should I throw down spine after holding the pressure barely?
Also if I have leftover units should I throw them into enemy bases? If I hold the pressure barely how do I know if he continue it or not and make units or not.


First of all; happy birthday To me, the 4 queen build is very, very solid and can easily hold all early aggression builds + is great for macro/creep spread. Basically you get 15H/16P, then get 2 queens asap, and 2 queens after the first 2 queens pop. Inject with both first queens, then use them to spread creep. drone really hard, and get 4 gas at 6:00. (Some people like to get gas later then 6:00 but to me, it doesn't feel comfortable). Get speed, 1/1, then lair with your first 450 gas. Morph an overseer and put them with your 2 creep-queens to fend off annoying cloaked banshees. I like to throw down my baneling nest after spending my first 450 gas on the things I just said. After that, I spend gas on infestation pit, although you could go mutas if you wanted to. Both options are available.

It is very important to wall off vs hellions. Use your two evos + a spine to wall off, and some lings/queens should make sure nothing slips through. ( I like to get both evos and a spine at the same time.)

Something very important; if you hold his push, attack, or at least pressure. This forces him to make units, instead of workers/economy. (This is especially for ZvZ, but same goes for ZvT, in way.)

You should get your 4th when he has his third up. (By that, I mean landed + mining with SCVs).

For reference, I'm top diamond, probably getting masters soon. I hope this helped you a little bit!
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