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[D] ZvZ 16 Hatch 15 Pool

Forum Index > StarCraft 2 Strategy
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SlapMySalami
Profile Joined August 2010
United States1060 Posts
October 24 2010 21:42 GMT
#1
I checked the last 6 replays on sc2rep.com including the players SEN, DIMAGA, TLO, and Luffy and 11/12 times the players went with some 16 hatch 15 pool build.. even on the 2 Steppes of War games. I honestly have no clue why this is standard now or has it been standard for a while or is it even considered standard now? Maybe it's a product of the increased hatchery life? Also what would be the deciding factor that would stop a 16hatch... an early pool?

Anyways help me out!

Replay links:
+ Show Spoiler +

http://sc2rep.com/replays/show/id/2357
http://sc2rep.com/replays/show/id/2358
http://sc2rep.com/replays/show/id/2375
http://sc2rep.com/replays/show/id/2376
http://sc2rep.com/replays/show/id/2392
http://sc2rep.com/replays/show/id/2393
marineking will u huk my bigtt1 ilu
CHOChi
Profile Joined June 2010
Germany73 Posts
October 24 2010 21:51 GMT
#2
i've been doing 14 hatch 14 pool and it works pretty well for me, but 16 hatch is clearly the better economy build

dont really get what you want to hear at stopping the 16 hatch build.. well some cheese may stop it i guess..
Don't worry. I got this
TheWarbler
Profile Blog Joined April 2010
United States1659 Posts
October 24 2010 21:56 GMT
#3
I dont get how the build will stop a 8 pool. Id like to see it used vs some cheese before testing.
if you can believe you can concieve
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
Last Edited: 2010-10-24 21:58:27
October 24 2010 21:57 GMT
#4
On October 25 2010 06:51 CHOChi wrote:
i've been doing 14 hatch 14 pool and it works pretty well for me, but 16 hatch is clearly the better economy build

dont really get what you want to hear at stopping the 16 hatch build.. well some cheese may stop it i guess..



Not really, any ling bling can pop the hatch. When i roll a zvz, i see alot of blind hatch first builds, and I have recently learned that sling/bling with decent micro can at least kill the hatch. Even in worst possible cases(cross map metal late scout)
Coaching for 1v1 and Team games at Gosucoaching.com
shmoo
Profile Joined March 2010
United States139 Posts
October 24 2010 21:58 GMT
#5
It really comes down to where you are on the ladder and who you are playing. Anything later than a 13 pool has a really hard time with a 6 or 7 pool.

When you play against high level opponents, the odds of cheese diminishes greatly so you see these greedy macro oriented openings more often.

Its very hard to stop a good timing push in zvz when you fe and the opponent 1 bases.
Bears are godless killing machines
Tazza
Profile Blog Joined May 2009
Korea (South)1678 Posts
October 24 2010 22:05 GMT
#6
I have no idea how you would stop a 13 gas 13 pool bling play. The 16 hatch forces you to get gas much much later, and lings much much later. I think the blings would just destroy the drones before roaches or blings come out
Dromar
Profile Blog Joined June 2007
United States2145 Posts
October 24 2010 22:09 GMT
#7
This is my standard (almost).

I scout at 9, and if my opponent did an early pool, I go 13/14 pool or whenever I scout it. If my opponent went standard 13 or 14 pool, I go 15 hatch. If they are going hatch first, I block the hatch with my scouting drone.
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
October 24 2010 22:13 GMT
#8
On October 25 2010 07:09 Dromar wrote:
This is my standard (almost).

I scout at 9, and if my opponent did an early pool, I go 13/14 pool or whenever I scout it. If my opponent went standard 13 or 14 pool, I go 15 hatch. If they are going hatch first, I block the hatch with my scouting drone.


What if they went like a 14/13 gas/pool build? How in the world can you hold off sling/bling? I imagine you could even cut the speed and get faster blings.
Coaching for 1v1 and Team games at Gosucoaching.com
Bull-Demon
Profile Joined January 2003
United States582 Posts
October 24 2010 22:18 GMT
#9
I've pretty much had zero success going hatch first zvz. I always, always lose to sling/bling. 1500diamond.

I think the reason the pros get away with it is sling/bling play could be seen as all in if you don't kill lots of drones or the hatch.
~_~
Zecias
Profile Joined September 2010
United States116 Posts
October 24 2010 22:34 GMT
#10
im pretty sure that the pros scout and play based on wut the opponent does. if there is no way for 16 hatch to stop early aggression(like a 14 pool), then i don't think that the pros would do it. cuz then it would be more beneficial to go 14 pool and scout. if u scout hatch first, u go for an early push and win, if not, u can expand and both of u would be on equal ground.
Synk
Profile Joined April 2010
United States297 Posts
October 24 2010 23:20 GMT
#11
I'm 1500 + diamond and I haven't had seen any of my zvz games go past roach tech in over a month. Every game I just all in slings and win, the only time I've lost is due to poor micro or poor scouting and getting cheesed ( 6 pool or 10 pool lings ) even earlier than my build comes together. I will send out my 8th or 9th drone to scout every game and if my opponent goes a 14 pool I will go 15 hatch, otherwise I just 13 pool to be safe. However I think the build that all zvz is going to degenerate into is 10 pool/gas speedling all in ( 1 base ). Speedlings just dominate this entire MU, banelings cannot stop them if you have good micro since you can usually take banelings out with 2 lings and just run past them with your pack of cracklings. Zerg's lack of defense really fucks this MU up to no end, basically just get speedlings as fast as possible and rally them into your opponents base. The winner is whoever can out micro the other and maybe get lucky and pick off a drone or two before your opponents lings are out.

Roaches also lose to speedlings, which has neted me a shitload of wins since the last patch because people think 1 range is going to change that. If I see roaches sometimes I will slow the game down and get 1 ups for my lings but, it really isn't required imo .. but helps if you have to break through a choke.

I'm not sure how this MU can be fixed really, but its crazy retarded right now and I don't see it changing anytime soon.

PS I have like an 80% zvz winrate this month so .. yea (not sure if there is a way to verify this besides picking through match history but im pretty sure its around that )
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
Last Edited: 2010-10-24 23:29:55
October 24 2010 23:23 GMT
#12
On October 25 2010 07:13 zomgtossrush wrote:
Show nested quote +
On October 25 2010 07:09 Dromar wrote:
This is my standard (almost).

I scout at 9, and if my opponent did an early pool, I go 13/14 pool or whenever I scout it. If my opponent went standard 13 or 14 pool, I go 15 hatch. If they are going hatch first, I block the hatch with my scouting drone.


What if they went like a 14/13 gas/pool build? How in the world can you hold off sling/bling? I imagine you could even cut the speed and get faster blings.


So far, I've been reasonably successful, but I can't say I've played very good opponents. That said, I haven't really refined it much myself, so I wasn't playing very well either. If/when I run into something I can't handle with a hatch first build, I'll post again in this thread.

will post some replays once I figure out how to do so.

edit: ok what's the good site to upload sc2 replays to?
dave333
Profile Joined August 2010
United States915 Posts
October 24 2010 23:24 GMT
#13
^BO please? I just have no sense when it comes to mass speedling. Do you go 2 hatch in main? hatch at nat? Or just use queen and just pump speedlings?
Gentso
Profile Joined July 2010
United States2218 Posts
October 24 2010 23:25 GMT
#14
To those guys saying it doesn't work against 14 gas 13 pool... here's a replay of me doing a 15 hatch, 16 pool and winning against a 1500 diamond player who did just that. Sry, I don't ladder enough but I think 1500 is kind of a decent opponent.

http://www.mediafire.com/?3fafttxc06g4w55
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
Last Edited: 2010-10-24 23:39:36
October 24 2010 23:38 GMT
#15
There are very few cases in which you want to go hatch FIRST. And here are a couple of reasons why.

One obviously is the fact that your pool will be later. But this isn't that much of a bother, as you can get lings out soon enough if he 14gas14 pooled.

Another is you're delaying your queen, thus you lose inevitable larva when under pressure. The hatchery does produce larva, but not enough against a Sling/Bling build.

Thirdly, it is actually detrimental to your economy early on. Let that sink into you for a little bit. =>DETRIMENTAL<=.

The reasoning behind this is that unlike your opponent, you invested 300 minerals in a hatchery that has yet to pay for itself. Your opponent on the other hand has had that money to drone up a bit more than you. He will have a better economy than the FE player in that timeframe.
You had to cut drone production while you were planting that hatch and waiting for the minerals for the spawning pool. Meanwhile he used that money on a few extra drones.

I've experimented with 14 hatch 14 pool on shakuras plateau cross positions, and it didn't work. I had the banelings nest, I had the zerglings. But I could not hold onto the hatchery.

You don't need that hatchery that early. Expanding at about 25 is safer and has less of a chance to fail, while having a better economy. You never want to sacrifice economy early, especially not in ZvZ. ( Unless you're going for a 6 or 10 pool ).

Even if your opponent gets the expansion up, will you really let him saturate that expansion? Eat him up, force him to make zerglings. He wont stand a ghost of a chance if you are reasonably agressive.
Pandain
Profile Blog Joined May 2010
United States12989 Posts
Last Edited: 2010-10-24 23:52:02
October 24 2010 23:48 GMT
#16
Wow at everyone saying "OMG THIS WILL NEVER WORK".
I'm ~1800 zerg and I can firmly show with confidence this build is actually one of two standard builds now: 16 hatch 15 pool or 14 pool 13/14 gas.

Of course this build will easily lose to very early cheese, but that's why you usually don't do it on 2 player maps like steppes of war or xel naga caverns(especially the former.)

Basically, what you do with this build is just make two spinecrawlers once your pool finishes, block off ramp with queen, and from there you actually have several options(though most people go into roach/hydra/infestor.

Also, I'm sorry but mass splings, while can be effective, will lose alright if the opponet knows what your doing. The effectiveness of mass splings comes mainly from the suprise, the "OMG why did he make so many lings." If the opponet realizes you're doing that, and makes enough banelings with lings to chase off those pesky enemy lings trying to kill blings, then your safe.
Of course, that's not saying it's not effective per se, rather that it's not going to devolve to that kind of build.

On October 25 2010 08:38 Chaosvuistje wrote:

Thirdly, it is actually detrimental to your economy early on. Let that sink into you for a little bit. =>DETRIMENTAL<=.

The reasoning behind this is that unlike your opponent, you invested 300 minerals in a hatchery that has yet to pay for itself. Your opponent on the other hand has had that money to drone up a bit more than you. He will have a better economy than the FE player in that timeframe.
You had to cut drone production while you were planting that hatch and waiting for the minerals for the spawning pool. Meanwhile he used that money on a few extra drones.


Actually, this is somewhat accurate yet also leaves out a major aspect: it DOES give you an advantage later in the game. Think about it, you have more larva, you have another expo(and 5 drones at two different bases gives more income than 10 drones at one). Basically, once you hold off that initial push, you can just start making drones and get WAY ahead.
Synk
Profile Joined April 2010
United States297 Posts
October 24 2010 23:50 GMT
#17
My BO isnt really set in stone because I really react to what my opponent is doing and what map but ideally I go 15 hatch 15 pool 15 gas if they go 14 pool. Once my extractor finishes I put 3 in gas just got 100 gas ( for zling speed )then put all drones on minerals, cut all drone production and just make lings. The 2nd hatch is always at my natural because I feel it gives me a great transition into the late game, but I haven't actually had an opponent hold the attack of yet so .. rofl... haven't really used that yet. I also make sure to get a queen at each hatchery, if you do it right you can sink every single mineral into nothing but lings and you end up with a massive ball of lings in no time.

If I scout any early pool or if I don't scout in time, I just go a safe 13 pool 13 gas, then 15 hatch into mass lings .. but i end up with a few less drones in this one because I really need lings out asap.

The reason why 2 hatches is so good, is it makes it so you can actually dump all of your minerals into ling production and it makes you able to out mass your opponent quickly. Without the 2nd hatch all in lings is very dangerous, but with the 2nd hatch its easy to walk right over roaches, banelings, and spinecrawlers .. with decent micro. I rarely even mine at all at my natural since its a bit more exposed and i risk losing one of my 14-18 drones .. depending the game.
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Synk
Profile Joined April 2010
United States297 Posts
October 24 2010 23:53 GMT
#18
And I really don't see you beating slings with banelings, ive even starting telling people what im doing sometimes and still win against 12+ banelings .. I just have such an overwealming ball of lings you just cant stop it. If I need to I can even split off 12 lings and run around the slow banelings and force you to split your lings .. then send in 2 lings at a time to pick off the banelings while your trying to deal with my lings in your base. Banelings are just too slow early on and too costly .. you just run out after a minute or two of pressure and then get overwealmed by slings.
Don't argue with stupid people, they will drag you down to their level and beat you with experience.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
October 24 2010 23:56 GMT
#19
Ok figured it out.

So here's some replays. In a couple of them, either I or my opponent experimented with the evo chamber to block gas that has been discussed recently. I'm unimpressed with it, and won't be doing it anymore personally.

Games where I played okay:

http://www.sc2replayed.com/replays/95494-1v1-zerg-steppes-of-war
this guy tried roach aggression in response to my fast expo.

http://www.sc2replayed.com/replays/95495-1v1-zerg-xelnaga-caverns
this guy did kind of a wierd build, getting fast +1 attack and mass lings. Happy ending

Games where I played like shit but still won:

http://www.sc2replayed.com/replays/95493-1v1-zerg-blistering-sands
I had lots of minerals toward the end, but I was pretty far ahead at that point. roach aggression again.

http://www.sc2replayed.com/replays/95489-1v1-zerg-steppes-of-war
this guy went straight for banelings, and I went roach. He left after the attack failed, not knowing I wasn't ahead very far due to crappy macro (was a bit rusty this game). Interesting fact: a baneling explosion is enough to kill all larva in its radius.

http://www.sc2replayed.com/replays/95492-1v1-zerg-scrap-station
This guy went all-out lings, and the weakness of roaches really shows on this open map. If he would have brought banelings, he would have probably won.

I don't claim to be an excellent player, and if you watch the replays you'll notice that I don't really have any "game plan," other than a general idea to hold off the opponent's aggression with a stronger economy. Also I don't get much time to play, as I'm busy as a teacher and a student. But ever since patch 1.1.2 I've done hatch first in every matchup including ZvZ, and it's been working out pretty well.
Slayer91
Profile Joined February 2006
Ireland23335 Posts
October 24 2010 23:59 GMT
#20
You can defend early ling/baneling with the stuff Zelniq used in the day[9] daily with queens to block the ramp and 2-3 spinecrawlers -->roaches. I believe I saw dimaga do that stuff in fact.

It's auto loss to 6-->10 pool but they're so rare since they lose to everything else =p
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
October 25 2010 00:48 GMT
#21
On October 25 2010 08:25 Gentso wrote:
To those guys saying it doesn't work against 14 gas 13 pool... here's a replay of me doing a 15 hatch, 16 pool and winning against a 1500 diamond player who did just that. Sry, I don't ladder enough but I think 1500 is kind of a decent opponent.

http://www.mediafire.com/?3fafttxc06g4w55



Sorry man, i don't consider a 50 apm zerg to be "decent"

You also did this on scrap, which is by far the longest distance of anymap in the pool. The ling micro was very supbar pre-blings, then his 5 blings killed i think a total of 10 lings, not the greatest micro.

I would call this a micro loss, as apposed to build order win.

The only issue i have with the "guard your ramp with queens/spines" as that this doesn't cover you natural at all(minus jungle). The issue is your nat is still really exposed and you dont have the number of lings, or the any blings by the time your nat is under fire.
Coaching for 1v1 and Team games at Gosucoaching.com
SlapMySalami
Profile Joined August 2010
United States1060 Posts
October 25 2010 00:57 GMT
#22
guys please stay on topic we dont care about a speedling all in every game this is to discuss 16 hatch 15 pool

This is a VALID build order as exhibited by 3 of the top zerg players in the world (i do not know who luffy is) so discuss its pros and cons, as it has both rather than just discussing why it auto loses every game.. the opening build seems to be 16 hatch 15 pool into lingbling with a roach transition later. I do not know how many roaches are necessary but dimaga seems to get about 30 (lol) and overwhelm his opponent massively to the point where it seems there is no other valid midgame switch
marineking will u huk my bigtt1 ilu
ZomgTossRush
Profile Blog Joined May 2010
United States1041 Posts
October 25 2010 01:03 GMT
#23
On October 25 2010 09:57 SlapMySalami wrote:
guys please stay on topic we dont care about a speedling all in every game this is to discuss 16 hatch 15 pool

This is a VALID build order as exhibited by 3 of the top zerg players in the world (i do not know who luffy is) so discuss its pros and cons, as it has both rather than just discussing why it auto loses every game.. the opening build seems to be 16 hatch 15 pool into lingbling with a roach transition later. I do not know how many roaches are necessary but dimaga seems to get about 30 (lol) and overwhelm his opponent massively to the point where it seems there is no other valid midgame switch



They are on topic. You can't discuss a builds strengths, without discussing its weaknesses. Right?

And just fyi, just because a "pro" does it, doesn't mean its the answer, or the optimal. Even they have weaknesses and play styles.

In my opinion/experience, fast hatches are very vulnerable to sling/fast blings, especially when its not super far positions. The issue isn't about blocking the ramp from letting blings in, its figuring out how to defend the natural AND your ramp from lings and blings with just lings/queen, until you get your blings out.
Coaching for 1v1 and Team games at Gosucoaching.com
Sixes
Profile Joined July 2010
Canada1123 Posts
October 25 2010 01:39 GMT
#24
On October 25 2010 10:03 zomgtossrush wrote:
Show nested quote +
On October 25 2010 09:57 SlapMySalami wrote:
guys please stay on topic we dont care about a speedling all in every game this is to discuss 16 hatch 15 pool

This is a VALID build order as exhibited by 3 of the top zerg players in the world (i do not know who luffy is) so discuss its pros and cons, as it has both rather than just discussing why it auto loses every game.. the opening build seems to be 16 hatch 15 pool into lingbling with a roach transition later. I do not know how many roaches are necessary but dimaga seems to get about 30 (lol) and overwhelm his opponent massively to the point where it seems there is no other valid midgame switch



They are on topic. You can't discuss a builds strengths, without discussing its weaknesses. Right?

And just fyi, just because a "pro" does it, doesn't mean its the answer, or the optimal. Even they have weaknesses and play styles.

In my opinion/experience, fast hatches are very vulnerable to sling/fast blings, especially when its not super far positions. The issue isn't about blocking the ramp from letting blings in, its figuring out how to defend the natural AND your ramp from lings and blings with just lings/queen, until you get your blings out.


I was playing around for awhile with a 14 hatch build. The thing I found that worked against 13/14 pools was a 14 hatch 14 pool 14-15 gas. Make an immediate baneling nest and some lings/queen/spinecrawlers The thing is spine crawlers at the choke are great at picking off opposing banelings and lings that have to run through a choke have trouble avoiding banelings.

I have switched back to 14 gas 14 pool and killed every fast expand player I have been up against just because at my 1500 diamond the micro isn't good enough to save a 14 hatch. At a high level I could see it working better because the baneling time is near identical and banelings at a choke can hold off ridiculous amounts of lings.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 25 2010 01:42 GMT
#25
1900 Zerg here.

Hatch first is the new standard on maps with defensible naturals. Maps like Lost Temple, Shakuras Plateau... Metalopolis can get a little sketchy sometimes, and Xel'Naga Caverns is more or less a no-no.

That said, proper building placement, a couple spines, and queens in chokes is all you need to defend any 1 hatch plays that can be thrown your way.

Here's why:

Unless you're getting cheesed, a typical pool first build is going to be 14 gas, 13 pool, or 13 pool, 15 gas.

14 hatch or 15 hatch will see the hatch going down at approximately the same time as the other guy's pool. Your pool will be down before your opponents' is even half way done.

This means your pool will be finished within 20-30 seconds of your opponents' pool finishing. Remember, it takes lings 24 seconds to build, so worst case scenario, his lings hatch as soon as your lings are started.

Any pool first build that involves early pressure stops droning at 15. If you drone past 15 you won't be able to make any significant number of lings.

If you drone past 14, the most lings you can make right away is 4.

This notion of hatch first giving an economic disadvantage is silly. If I hatch on 15, pool on 14, I'm going to have just as many (if not more) drones than my opponent, and 2 hatches from which to build more.

If you pool first, AND you save larvae to build lings, you'll have 14-15 drones, and 6 lings.

If you hatch first, by virtue of having a second hatchery, you instantly gain a larvae advantage. You'll be able to make 6 lings as soon as your pool finishes without saving larvae.

In other words, as soon as your hatch finishes (which incidentally, lines up with your pool finishing) you'll be able to make 6 lings.

This means your instantly matching your opponents units on the field, while also instantly gaining a production advantage.

Next comes the argument of "pool first gets a faster queen".

Sure it does. You'll get a brief 4 larvae advantage after you first inject. My first inject won't be far behind, however, and the units from my inject will be hatching before yours ever get to my base.

And again. I have two hatcheries. You can't match my production.

From there, you can try to continue with aggression, but its up to me to make a mistake at this point. I have more production, and AT LEAST an equal economy.

If you break me, its not my builds fault... its mine for having bad control.

Exceptions to this are maps like Xel'Naga, where I can't really defend my hatch and my ramp at the same time. In instances like this, you can just run up my ramp and win, because I can't defend two places at once.

Most maps, however, don't suffer from this dilemma.

So if you go pool first, what are your choices?

You can go banelings, but you won't get them up my ramp. I don't have to even mine from that expo. I'd like to, but if you're bringing crazy pressure, I'll just keep my drones safe, and defend my front.

It takes 17 banes to kill a hatchery. (that was actually pre-1.1.2) I'll make that trade all day long, and then I'll just run to your base and win.

I can block my ramp with queens, and you can throw units at it all day, you won't get up as long as I match your ling production.

The fact is: Hatch first is completely safe. (Except to cheese) That's why the pros are doing it.
Alphasquad
Profile Joined August 2010
Austria505 Posts
October 25 2010 01:42 GMT
#26
On October 25 2010 06:56 TheWarbler wrote:
I dont get how the build will stop a 8 pool. Id like to see it used vs some cheese before testing.


none would expand after scouting 8 pool, obviously you go for FE only if you dont see a pool or a late pool of your opponent
hadoken5
Profile Joined May 2010
Canada519 Posts
October 25 2010 01:49 GMT
#27
There is no way that this will stand a chance against cheese. If I played these guys I would just 8pool them to see what they would do. I bet standard ling/bling would wreck this.
chumpchous
Profile Joined September 2010
68 Posts
October 25 2010 01:50 GMT
#28
On October 25 2010 10:42 MrBitter wrote:

hatch first analysis


I really liked your analysis. I agree: Hatch first can match the early ling production of 1 base zerg.

I have one major dilemma with hatch first builds, and that how long it takes to get speedlings. While your ling production will match a 1-base zerg, you will get speedlings much later, which gives them a pretty big window to do some damage. For this reason, I think it's smart to try and get blings or roaches out quickly. But, I dont get to ZvZ that often, and hatch first is almost always resulting in a loss. I think I need to work on my sim city, but I dont know.
hadoken5
Profile Joined May 2010
Canada519 Posts
October 25 2010 01:53 GMT
#29
I think that it works in the pro games because they know their opponent won't cheese them. On the ladder you can't be sure.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 25 2010 01:55 GMT
#30
On October 25 2010 10:53 hadoken5 wrote:
I think that it works in the pro games because they know their opponent won't cheese them. On the ladder you can't be sure.


If you scout on 9, you're going to find your opponent by 12 supply anyway. If you see a pool, drop one of your own. Big freak'n deal.
Dromar
Profile Blog Joined June 2007
United States2145 Posts
October 25 2010 01:56 GMT
#31
On October 25 2010 10:53 hadoken5 wrote:
I think that it works in the pro games because they know their opponent won't cheese them. On the ladder you can't be sure.


Actually, you can be sure, by scouting.

I bet standard ling/bling would wreck this.


Do you think the people who use this build regularly haven't run into ling/bling yet?
SlapMySalami
Profile Joined August 2010
United States1060 Posts
Last Edited: 2010-10-25 01:59:21
October 25 2010 01:57 GMT
#32
On October 25 2010 10:03 zomgtossrush wrote:
They are on topic. You can't discuss a builds strengths, without discussing its weaknesses. Right?

And just fyi, just because a "pro" does it, doesn't mean its the answer, or the optimal. Even they have weaknesses and play styles.



yes because 4 separate professional gamers do the same exact opening build in a tournament setting means its pretty damn efficient

theyre playing for $25000 so unless hatch before pool is cheese it is qualified as a standard and reliable build

mrbitter i like all of your analysis.. these players actually sacrifice banelings for spines what do you think of that??
marineking will u huk my bigtt1 ilu
MrBitter
Profile Joined January 2008
United States2940 Posts
October 25 2010 02:01 GMT
#33
On October 25 2010 10:57 SlapMySalami wrote:
Show nested quote +
On October 25 2010 10:03 zomgtossrush wrote:
They are on topic. You can't discuss a builds strengths, without discussing its weaknesses. Right?

And just fyi, just because a "pro" does it, doesn't mean its the answer, or the optimal. Even they have weaknesses and play styles.



yes because 4 separate professional gamers do the same exact opening build in a tournament setting means its pretty damn efficient

theyre playing for $25000 so unless hatch before pool is cheese it is qualified as a standard and reliable build

mrbitter i like all of your analysis.. these players actually sacrifice banelings for spines what do you think of that??


I don't get banes when I go hatch first, unless I add them later for some sort of roach/bling push. (Which I never do, anyway)

Fact is, spines kick ass. If you have any inkling of control you can focus banes with the spines, and then clean up with the lings you have stashed in the back of your nat.
Shakes
Profile Joined April 2010
Australia557 Posts
October 25 2010 02:08 GMT
#34
On October 25 2010 10:55 MrBitter wrote:
Show nested quote +
On October 25 2010 10:53 hadoken5 wrote:
I think that it works in the pro games because they know their opponent won't cheese them. On the ladder you can't be sure.


If you scout on 9, you're going to find your opponent by 12 supply anyway. If you see a pool, drop one of your own. Big freak'n deal.


In at least one of his games TLO dropped a hatch without sending a drone out to scout. They're playing build order lottery, not doing it reactively.
Zvendetta
Profile Joined July 2010
United States321 Posts
October 25 2010 02:16 GMT
#35
I'm not saying it isn't viable or anything, but honestly I won't start up my "siege" or attack of an FE until the baneling nest is done.

The idea behind when I see a hatch is that I know they will only have access to lings to defend- and they won't have the gas for anything. What I can do is morph in 4 banelings and post them up on the lower part of the ramp, then the rest of my lings will start to eat away at the FE. This is especially awesome to do on jungle basin, because they honestly can't block the ramp before the hatch even finishes. The whole point is not have the blings actually do anything but hold position, I'm never actually attacking buildings with blings, but they give me control over the game. Blings are the "power unit" in this situation. The best part is, the zerg who didn't go for a greedy FE is now extraordinarily farther ahead in the eco- sometimes in ZvZ, being able to get higher drone count will give you a better eco edge than getting an FE.

I don't need to charge into the main when I do this, (maps like lost temple), all I need to do is separate his forces from mine and I can instantly wreck the expansion, afterwards I'll get my own expansion at 25ish food, but since I have been denying yours I am in the better position. The hatch first will only pay off once you get drones mining on it, and to be honest its not that its just vulnerable to cheese- a mere handful of lingblings will absolutely deny outright. Its just to greedy.
"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
SlapMySalami
Profile Joined August 2010
United States1060 Posts
October 25 2010 03:25 GMT
#36
On October 25 2010 11:16 Zvendetta wrote:
I'm not saying it isn't viable or anything, but honestly I won't start up my "siege" or attack of an FE until the baneling nest is done.

The idea behind when I see a hatch is that I know they will only have access to lings to defend- and they won't have the gas for anything. What I can do is morph in 4 banelings and post them up on the lower part of the ramp, then the rest of my lings will start to eat away at the FE. This is especially awesome to do on jungle basin, because they honestly can't block the ramp before the hatch even finishes. The whole point is not have the blings actually do anything but hold position, I'm never actually attacking buildings with blings, but they give me control over the game. Blings are the "power unit" in this situation. The best part is, the zerg who didn't go for a greedy FE is now extraordinarily farther ahead in the eco- sometimes in ZvZ, being able to get higher drone count will give you a better eco edge than getting an FE.

I don't need to charge into the main when I do this, (maps like lost temple), all I need to do is separate his forces from mine and I can instantly wreck the expansion, afterwards I'll get my own expansion at 25ish food, but since I have been denying yours I am in the better position. The hatch first will only pay off once you get drones mining on it, and to be honest its not that its just vulnerable to cheese- a mere handful of lingblings will absolutely deny outright. Its just to greedy.



all you need to do is send zerglings in 1 by 1 for the banelings as long as you dont micro them anyways these players get banelings as well so you'll be on even footing
marineking will u huk my bigtt1 ilu
TheHit
Profile Joined October 2010
United States36 Posts
October 25 2010 03:52 GMT
#37
6 pool and 15 hatcher. I for one scout at 10 drones and then 14 hatch if i dont see a 6 pool.
PeT[uK]
Profile Joined November 2009
United States412 Posts
October 25 2010 04:06 GMT
#38
i love to see 15 hatch, because i almost always go 12 gas, 12 pool, first 100 gas ling speed, first 50 gas banelings nest, all while pumping lings, its more than enough income to sustain a crazy amount of lings and an eventual lair morph
How Happy Are the Blameless Vestals Lot.
mikell
Profile Joined August 2010
Australia352 Posts
October 25 2010 04:21 GMT
#39
alright i just had a game using this strat at around 1400 diamond..

opponent 10 pooled and failed to kill me after i chucked down a few spine crawlers at my natural.

very bad mannered game
have a looksie for those interested in the viability of this build vs earlier pools.

i also had a game before this where my opponent 6 pools but you can easily defend this with drones alone if you pull back long enough for lings to come out

replay link
drone hard
cHaNg-sTa
Profile Blog Joined March 2008
United States1058 Posts
October 25 2010 04:34 GMT
#40
On October 25 2010 10:49 hadoken5 wrote:
There is no way that this will stand a chance against cheese. If I played these guys I would just 8pool them to see what they would do. I bet standard ling/bling would wreck this.

..it's called scouting. No one will blindly build 15hatch after scouting an early pool.
Jaedong <3 HOOK'EM HORNS!
Randomaccount#77123
Profile Blog Joined May 2010
United States5003 Posts
Last Edited: 2010-10-25 04:36:58
October 25 2010 04:35 GMT
#41
--- Nuked ---
AngelusDeLetum
Profile Joined April 2010
United States98 Posts
October 25 2010 04:37 GMT
#42
This build is so relevant for one reason, you scout the opponent and make sure hes going 14pool, then bamm your way ahead economically. This is what i try to do every game and i send a scout right away to make sure no 6 pool is imminent. Scouting is key to this build but i can most definitely seeing it being viable.
forgotten0ne
Profile Blog Joined March 2009
United States951 Posts
Last Edited: 2010-10-25 04:41:58
October 25 2010 04:40 GMT
#43
This all revolves around a core concept: economy. The idea is that in a high level game, the player that wins is the player with the highest econ. To maximize your econ in the early game as Zerg, you go 16 hatch/15pool. 16 hatch is when you'll have 300 minerals anyway just from only being able to pump drones and ovies, and the reason you don't use this same "drone until you have the minerals" trick on the pool, is that you hit a point where earlier queens will allow you to keep your minerals down upon popping.

The main idea in high ZvZ is called "Pool chicken" where if the player gets an earlier pool, you want to get one ~2-3 supply later (depending on the map) to maximize your econ, while still being able to defend early aggression. If they haven't pooled by 15, it is safe to expo first.

Finally, you should always scout with your 9th drone in ZvZ. This will allow you to play "Pool" chicken safely, and stop the 6-8 pools (you'll see it ~12 which is early enough of a pool to defend).
"Well it’s obvious that these Terran gamers are just extremely gifted when it comes to RTS games" -Ret, in regards to the first months of SC2
mikell
Profile Joined August 2010
Australia352 Posts
October 25 2010 04:43 GMT
#44
On October 25 2010 13:35 Barrin wrote:
Show nested quote +
1sd 1sd 1sd 1sd 1svvvvvv 1sdddddddd

Isn't 9lord better than 10lord?

Show nested quote +
No one will blindly build 15hatch after scouting an early pool.

Contradiction detected!



oh i know 9 lord is better than 10 lord, i made that signature when i first signed up and started playing sc2

and i am not saying that 16 hatch 15 pool is the best answer to an early pool, but i'm just putting this out there saying that it isn't a straight up build order loss.
drone hard
oddeye
Profile Joined March 2005
Canada716 Posts
October 25 2010 04:56 GMT
#45
I'm surprised they use this, the early 8/9pool w extractor trick doesn't put you super behind vs a later pool and there is a decent chance someone attempting to go 14hatch or later is gonna die outright if he doesn't see the pool.
Your soul shall suffer!
HollowLord
Profile Blog Joined August 2010
United States3862 Posts
October 25 2010 04:59 GMT
#46
They probably know they can get away with it when they are playing against high level zerg players, as there's very little variation amongst them. They all seem to favor a heavy economic build, so what's better than a 14 hatch? A 16 hatch. The problem is that it's really weak against early aggression, something which we've seen with TLO who went for (I believe) a 10pool against Sen in Game 2 at Blizzcon.
dota 2 stream #noskill #feed #noob twitch.tv/dmcredgrave
Reuental
Profile Joined July 2009
United States457 Posts
October 25 2010 05:09 GMT
#47
Every time my opponents go hatch before pool in ZvZ I just make mass lings + 3-4 banelings and do a timing attack the moment speed finishes. Speedlings >>>>>>>>>>> normal lings. It is not even close. Have any higher level players found a way to deal with such an attack? I just don't see a way that you could possibly deal with it with ought building 3+ spine crawlers.
I'm a Crab made of men.
samuraibael
Profile Joined February 2008
Australia294 Posts
October 25 2010 05:10 GMT
#48
So you are saying 2 spines 1 queen and 2 hatch production of slow lings can stop anything a 14 pool can throw at it (on relevant maps)? Id have thought 14 pool baneling/speedlings would be able to break this if microd well.
Slow lings woudlnt be defend their crawlers until all the banelings were dead, which surely would be after the spines were dead if the banelings were microd so that their splash hits the spine.
vsportsguy
Profile Joined September 2010
United States118 Posts
Last Edited: 2010-10-25 06:21:06
October 25 2010 06:14 GMT
#49
On October 25 2010 11:16 Zvendetta wrote:
The idea behind when I see a hatch is that I know they will only have access to lings to defend- and they won't have the gas for anything. What I can do is morph in 4 banelings and post them up on the lower part of the ramp, then the rest of my lings will start to eat away at the FE. This is especially awesome to do on jungle basin, because they honestly can't block the ramp before the hatch even finishes. The whole point is not have the blings actually do anything but hold position, I'm never actually attacking buildings with blings, but they give me control over the game. Blings are the "power unit" in this situation. The best part is, the zerg who didn't go for a greedy FE is now extraordinarily farther ahead in the eco- sometimes in ZvZ, being able to get higher drone count will give you a better eco edge than getting an FE.

I don't need to charge into the main when I do this, (maps like lost temple), all I need to do is separate his forces from mine and I can instantly wreck the expansion, afterwards I'll get my own expansion at 25ish food, but since I have been denying yours I am in the better position. The hatch first will only pay off once you get drones mining on it, and to be honest its not that its just vulnerable to cheese- a mere handful of lingblings will absolutely deny outright. Its just to greedy.

This has happened to me a couple of times. They have a lot of speedlings that are attacking the expansion with a couple of banelings on hold behind the speedlings. If you send out lings 1 by 1 to kill the blings, the opponents speedlings will pick them off. If you send out more lings, they'll counter with the banelings. The only reasonable solution is a lot of roaches or banelings yourself. You can't let that expansion go down though or they will take the economic advantage in the mid game.

There are very clear roles in zvz. The player who expands first is going to be the defender and the player who elects not to expand or expands later, will be the aggressor. These roles reverse if the FE player either loses, or has to cancel the hatchery at his nat. I definitely feel that the defender has the advantage, especially at higher levels of play. His units obviously have much less distance to travel, he can see the opponents army composition well before they see his, and he has the option of static defenses.

Games where you see expansions go down at similar times, whether it be at 14, 21, or 30+ doesn't matter. Those are the games that make it to tier 2 and they simply throw armies at each other (usually roaches.)

Hatch first on larger maps works very well in zvz. I don't even scout till my first set of lings, so yes I hatch first blindly. The chances of getting 6 pooled on a 4-player map are slim to none. On smaller maps I'm still playing ling/bling.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 25 2010 06:15 GMT
#50
On October 25 2010 14:10 samuraibael wrote:
So you are saying 2 spines 1 queen and 2 hatch production of slow lings can stop anything a 14 pool can throw at it (on relevant maps)? Id have thought 14 pool baneling/speedlings would be able to break this if microd well.
Slow lings woudlnt be defend their crawlers until all the banelings were dead, which surely would be after the spines were dead if the banelings were microd so that their splash hits the spine.


Yes. Except you definitely want a 2nd queen asap.

On October 25 2010 14:09 Crabman123 wrote:
Every time my opponents go hatch before pool in ZvZ I just make mass lings + 3-4 banelings and do a timing attack the moment speed finishes. Speedlings >>>>>>>>>>> normal lings. It is not even close. Have any higher level players found a way to deal with such an attack? I just don't see a way that you could possibly deal with it with ought building 3+ spine crawlers.


Queens on the ramp, spines target banes, lings run in and clean up the rest.

This really isn't that difficult...
vsportsguy
Profile Joined September 2010
United States118 Posts
October 25 2010 06:18 GMT
#51
On October 25 2010 13:40 forgotten0ne wrote:
This all revolves around a core concept: economy. The idea is that in a high level game, the player that wins is the player with the highest econ. To maximize your econ in the early game as Zerg, you go 16 hatch/15pool. 16 hatch is when you'll have 300 minerals anyway just from only being able to pump drones and ovies, and the reason you don't use this same "drone until you have the minerals" trick on the pool, is that you hit a point where earlier queens will allow you to keep your minerals down upon popping.

The main idea in high ZvZ is called "Pool chicken" where if the player gets an earlier pool, you want to get one ~2-3 supply later (depending on the map) to maximize your econ, while still being able to defend early aggression. If they haven't pooled by 15, it is safe to expo first.

Finally, you should always scout with your 9th drone in ZvZ. This will allow you to play "Pool" chicken safely, and stop the 6-8 pools (you'll see it ~12 which is early enough of a pool to defend).

I love this, "Pool Chicken" LOL. It's true, I use this exact concept when close positioning on LT or Metalopolis. I guess I should start scouting at 9 on other maps to do the same thing...
SlapMySalami
Profile Joined August 2010
United States1060 Posts
October 25 2010 09:03 GMT
#52
previously i made a thread of me losing more than 50% of my ZvZs to early roach pushes that nullify my lingblings.. i also made this post

anyways I tried out 15Hatch 14Pool and 14Hatch 13Pool, depending on if they were random (14hatch is my standard for P and T so it's my AVG pool timing if don't know what race he is.) To get to the point I went 6-2; the opponents didn't even have time to get roaches because they were investing so many lings to stop my early hatchery.

To address something a lot of people are assuming: The early hatchery is not necessarily for an early economy lead. It is for a high larva build which easily transitions into a high economy should the aggression die down. Picture it as a normal lingbling matchup but if he stops to make roaches or stops attacking with lings you are free to make drones and a couple crawlers and defend up because you already have your hatch down. Also if you want to play more aggressively you pretty much SLINGSHOT forward shake & bake style with your amount of lings in comparison to his.


Replay of 15hatch 14pool from today
[image loading]


marineking will u huk my bigtt1 ilu
sennen
Profile Joined August 2010
46 Posts
October 25 2010 09:34 GMT
#53
On October 25 2010 10:42 MrBitter wrote:
The fact is: Hatch first is completely safe. (Except to cheese) That's why the pros are doing it.

uhhh.....what? I couldn't help but laugh at your thought process here. When you go hatch first you invest 300 minerals into something that CANNOT attack. I repeat it CANNOT attack. ALL it does is produce larvae. This build also delays your spawning pool meaning (assuming the timings you stated were correct) the opponent will have 6 zerglings out ~24 seconds before you. Hmmm if I had 6 zerglings out and my opponent had none....I think I'd pick off a drone or two. So assuming the 14 pool zerg player manages to pick off say 2 drones while the hatch first zerg has no zerglings out, which is a fair amount I'd say, the hatch first zerg is now 2 or 3 drones behind. Ok but the extra hatch will make up for that in production....no it won't. Not immediately anyways (in the 15-30 food range) because the 14 pool zerg's queen will have been injecting larvae sooner than the hatch first zerg's, the pool first zerg actually has better production early. BUT the hatch first zerg can make spine crawlers to defend right? And spines are VERY cost efficient! True but if the pool first zerg is playing with his build's strength (an extra 300 minerals to use on military units = 12 extra zerglings) he will have map control and will continually harass the natural, preventing mining as well as the production of spines. Something you also seem to have forgotten, Mr.Bitter, is that while your queens are sitting at your ramp protecting your main (2 queens to block the ramp is an extra 150 mineral investment which = 6 zerglings) there is nothing protecting your natural, assuming the pool first player won the zergling war using his superior number of lings to wittle down the natural. Oh I forgot to mention, the pool first player has access to zergling speed MUCH earlier. To sum things up- GG 14 hatch
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
Last Edited: 2010-10-25 09:46:28
October 25 2010 09:40 GMT
#54
hatch first works on quite a few maps against 14 gas 14 pool, especially on LT, Meta, Jungle Basin and Shakuras it is at least a soft counter. On Steppes of war it can work, but its harder because of the short rush distance.

of course it gets hardcountered by an early pool, but usually you can at least scout most, if not all positions before placing down the hatchery.

@the guy above me: most of your post is complete nonsense.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
samuraibael
Profile Joined February 2008
Australia294 Posts
October 25 2010 09:46 GMT
#55
Sennan hes obviously right given all the top players for eg ^ do this build commonly.
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2010-10-25 09:52:42
October 25 2010 09:48 GMT
#56
On October 25 2010 18:34 sennen wrote:
Show nested quote +
On October 25 2010 10:42 MrBitter wrote:
The fact is: Hatch first is completely safe. (Except to cheese) That's why the pros are doing it.

uhhh.....what? I couldn't help but laugh at your thought process here. When you go hatch first you invest 300 minerals into something that CANNOT attack. I repeat it CANNOT attack. ALL it does is produce larvae. This build also delays your spawning pool meaning (assuming the timings you stated were correct) the opponent will have 6 zerglings out ~24 seconds before you. Hmmm if I had 6 zerglings out and my opponent had none....I think I'd pick off a drone or two. So assuming the 14 pool zerg player manages to pick off say 2 drones while the hatch first zerg has no zerglings out, which is a fair amount I'd say, the hatch first zerg is now 2 or 3 drones behind. Ok but the extra hatch will make up for that in production....no it won't. Not immediately anyways (in the 15-30 food range) because the 14 pool zerg's queen will have been injecting larvae sooner than the hatch first zerg's, the pool first zerg actually has better production early. BUT the hatch first zerg can make spine crawlers to defend right? And spines are VERY cost efficient! True but if the pool first zerg is playing with his build's strength (an extra 300 minerals to use on military units = 12 extra zerglings) he will have map control and will continually harass the natural, preventing mining as well as the production of spines. Something you also seem to have forgotten, Mr.Bitter, is that while your queens are sitting at your ramp protecting your main (2 queens to block the ramp is an extra 150 mineral investment which = 6 zerglings) there is nothing protecting your natural, assuming the pool first player won the zergling war using his superior number of lings to wittle down the natural. Oh I forgot to mention, the pool first player has access to zergling speed MUCH earlier. To sum things up- GG 14 hatch


I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.

On October 25 2010 18:40 DarKFoRcE wrote:
hatch first works on quite a few maps against 14 gas 14 pool, especially on LT, Meta, Jungle Basin and Shakuras it is at least a soft counter. On Steppes of war it can work, but its harder because of the short rush distance.

of course it gets hardcountered by an early pool, but usually you can at least scout most, if not all positions before placing down the hatchery.

@the guy above me: most of your post is complete nonsense.


And there you go. Validation from one of the top Zergs in all of Europe. Don't post nonsense if you clearly don't know what you're talking about. All it does is mislead people who are genuinely trying to improve.
Truffy
Profile Joined May 2010
United States95 Posts
Last Edited: 2010-10-25 09:55:20
October 25 2010 09:52 GMT
#57
On October 25 2010 18:34 sennen wrote:
Show nested quote +
On October 25 2010 10:42 MrBitter wrote:
The fact is: Hatch first is completely safe. (Except to cheese) That's why the pros are doing it.

uhhh.....what? I couldn't help but laugh at your thought process here. When you go hatch first you invest 300 minerals into something that CANNOT attack. I repeat it CANNOT attack. ALL it does is produce larvae. This build also delays your spawning pool meaning (assuming the timings you stated were correct) the opponent will have 6 zerglings out ~24 seconds before you. Hmmm if I had 6 zerglings out and my opponent had none....I think I'd pick off a drone or two. So assuming the 14 pool zerg player manages to pick off say 2 drones while the hatch first zerg has no zerglings out, which is a fair amount I'd say, the hatch first zerg is now 2 or 3 drones behind. Ok but the extra hatch will make up for that in production....no it won't. Not immediately anyways (in the 15-30 food range) because the 14 pool zerg's queen will have been injecting larvae sooner than the hatch first zerg's, the pool first zerg actually has better production early. BUT the hatch first zerg can make spine crawlers to defend right? And spines are VERY cost efficient! True but if the pool first zerg is playing with his build's strength (an extra 300 minerals to use on military units = 12 extra zerglings) he will have map control and will continually harass the natural, preventing mining as well as the production of spines. Something you also seem to have forgotten, Mr.Bitter, is that while your queens are sitting at your ramp protecting your main (2 queens to block the ramp is an extra 150 mineral investment which = 6 zerglings) there is nothing protecting your natural, assuming the pool first player won the zergling war using his superior number of lings to wittle down the natural. Oh I forgot to mention, the pool first player has access to zergling speed MUCH earlier. To sum things up- GG 14 hatch



Please stop posting you have absolutely no idea what you are talking about, like seriously you should be temp banned for saying something so wrong on a strategy forum. While hatch first isn't "completely safe" a 10 pool or something is really dangerous even though that's not really cheese, a 14 hatch 13 pool is very safe against a 13 gas 14 pool build or something similar which is pretty much the most popular ZvZ opening (at least around 1500 diamond) Sorry if hatch first doesn't work in silver league but you are SERIOUSLY misinformed to say something as ignorant as "GG 14 hatch."

Edit : You just got told by darkforce your post is nonsense, i hear darkforce knows a thing or two about playing zerg.

To add something constructive, I have had a lot of success with Roach/infestor timing pushes after my hatch first build if instead of putting pressure on the other zerg chooses to expand just a bit later. Infestors are extremely powerful, especially against hydra/mutas. They can also mess up roach concaves for the other play quite badly with some well placed fungals. Another one of my tricks is I research burrow then generally try to catch them somewhere without detection where I either fungal x2 and kill lots of workers or just spray infested terrans and kill the hatch+workers.
1a2a3a-->gg
~GhoSt
Profile Joined October 2010
145 Posts
October 25 2010 10:35 GMT
#58
I remember someone commenting on the YellOw vs. Jaedong game @match point that happened back in July, saying that, "there must be an error, there's no way this could be 4 parts (video was on youtube), because that would mean this zvz is at least half an hour!" And albeit, the game was epic, YellOw could've put some hurt on either Jaedong's eco (by annihlating the defending drones) or tried to blitz the new spawned hatch, instead of splitting his lings attacking. YellOw went the 9poolspeed opening, which if it was anyone other than Jaedong or Kwanro, would've been an easy win.

This easily translates to SC2, in my opinion at least, because from my perspective zvz is a very aggressive MU, so either you expand and get lucky/defend really well that initial rush, or you're going to lose your expo (that is if they went for an aggressive pool timing). Even as i continue to watch the SPL, I always see one person in the ZvZ match up that goes on the early aggression. What I can assume to this though, is the attribute of how zerg needs to dictate pace, and by containing your opponent you can either choose to go for the all-in now or later, leaving your opponent to find different avenues to regain pace. And I think it is at that point, where if you're the one doing doing the 16 hatch, you are more than confident in prepairing to defend against any rushes because you know how to defend it, and even if they contain you, you know how to get out, or else it's better to 16 hatch if they do a later pool.

What's so nice about zerg in SC2 is that back in SC1 you only get 3 larvae per hatch, the queen back in BW wasn't nice enough to spew an additional 4, which is ESSENTIAL because for 150 minerals you get what's equivelant of a hatch +1 extra larvae, WITHOUT risking yourself to move to the expansion. And that's why BW zergs had to sooner than a terran or a protoss would, because they need that extra hatch, not necessarily for the income, but rather for the additional larvae. I say this because what if for instance you did do a 16 hatch, but not at the expo, and rather in your main? You can saturate your main mineral line sooner, while have this extra hatch to spawn units, while expanding your creep without using energy, or having to wait for a lair. Although I'm not certain if this is economically better, I think it is better position wise.

What I mean by that is, with the hatch placed in the main, you can defend the main better as well as potentially narrowing down the path of movement, considering zerg builds the least amount of structures. You don't run the risk of losing alot of drones, because all you have to do is immediately focus on your workers in the main, instead of whether he'll bounce back and forth or, will my units make it in time, etc. etc. What this also does is help the immediate macro game to your favor, and if you do defend the early aggression, you have that economic advantage since your main mineral line is more saturated than your opponent's, and you have an extra hatchery that was making lings/ovas already, so you have more units to do whatever you want with, and if the timing is right, you can probably expand not too long after he stops pushing you. So now you have three hatcheries to make units, a staturated mineral line, and more than enough drones to transfer over to your expo without having to think too much of making more drones, as well as having the creep already spread in your base so you can transfer a queen faster.

All-in-all it really comes down to scouting, because if they do an extremely fast pool ( equal-to or less than 10 pool) then you really can't 16 hatch obviously, but from what I read is that the threat of speedlings and banelings were a deterance because of the fear of losing the expansion and drones. Just some food for thought.
BISU HWAITING!!
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 25 2010 10:58 GMT
#59
On October 25 2010 15:15 MrBitter wrote:
Queens on the ramp, spines target banes, lings run in and clean up the rest.

This really isn't that difficult...


I would love to believe this. But I'd also like to see some specific timings and such. Any chance you could post a rep or two. Thanks for the analysis.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
October 25 2010 11:14 GMT
#60
On October 25 2010 08:48 Pandain wrote:
Wow at everyone saying "OMG THIS WILL NEVER WORK".
I'm ~1800 zerg and I can firmly show with confidence this build is actually one of two standard builds now: 16 hatch 15 pool or 14 pool 13/14 gas.

Of course this build will easily lose to very early cheese, but that's why you usually don't do it on 2 player maps like steppes of war or xel naga caverns(especially the former.)

Basically, what you do with this build is just make two spinecrawlers once your pool finishes, block off ramp with queen, and from there you actually have several options(though most people go into roach/hydra/infestor.

Also, I'm sorry but mass splings, while can be effective, will lose alright if the opponet knows what your doing. The effectiveness of mass splings comes mainly from the suprise, the "OMG why did he make so many lings." If the opponet realizes you're doing that, and makes enough banelings with lings to chase off those pesky enemy lings trying to kill blings, then your safe.
Of course, that's not saying it's not effective per se, rather that it's not going to devolve to that kind of build.

Show nested quote +
On October 25 2010 08:38 Chaosvuistje wrote:

Thirdly, it is actually detrimental to your economy early on. Let that sink into you for a little bit. =>DETRIMENTAL<=.

The reasoning behind this is that unlike your opponent, you invested 300 minerals in a hatchery that has yet to pay for itself. Your opponent on the other hand has had that money to drone up a bit more than you. He will have a better economy than the FE player in that timeframe.
You had to cut drone production while you were planting that hatch and waiting for the minerals for the spawning pool. Meanwhile he used that money on a few extra drones.


Actually, this is somewhat accurate yet also leaves out a major aspect: it DOES give you an advantage later in the game. Think about it, you have more larva, you have another expo(and 5 drones at two different bases gives more income than 10 drones at one). Basically, once you hold off that initial push, you can just start making drones and get WAY ahead.


I do agree that it gives you an advantage in the later stage of the game. However what I'm debating is wether it is better to go pool -> hatch rather than hatch -> pool.

The advantage of hatch first is that you can hold mass speedling with good micro and positioning. The larvae differential isn't that huge compared to the queen larvae inject due to the distance the lings need to walk.

The advantage of pool first vs a hatch first is you can lay pressure on the hatch firster. Because you will have speedlings sooner, and possibly banelings. While you force spinecrawlers on your opponent.

Because you know he will be droning up because he is slightly behind, you can drone up too and tech.

Basically what I'm saying is, fast expanding IS the future of ZvZ. No doubt about that. I've fought quite a bit of zergs when we both fast expanded. But I still find pool first into hatchery a better alternative to hatch first into pool. The economy advantage between the two is neglible while the aggresion advantage is pretty big.

However, when Pool chickening ( I like that word, really do ) when both players are trying to delay their pool for as long as possible, I think you can go hatch first. Though I've yet to find too much of those games thus far.

Lastly, I find it interresting that ZvZ is one of the matchups that is least understood under most zergs. This isn't directed at anyone from this thread. Its just an observation that I do from playing Zergs on the ladder.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 25 2010 19:34 GMT
#61
On October 25 2010 19:58 Lobotomist wrote:
Show nested quote +
On October 25 2010 15:15 MrBitter wrote:
Queens on the ramp, spines target banes, lings run in and clean up the rest.

This really isn't that difficult...


I would love to believe this. But I'd also like to see some specific timings and such. Any chance you could post a rep or two. Thanks for the analysis.


I'll post some more replays as I get more ZvZs. As it is, this is the only one I've played recently.

The guy I played against was terrible.
This was my first game played in like 3 days, so I was sloppy as shit.

However, this does show what I do when I go hatch first.
http://sc2.replayers.com/replays/view/4658
maragin
Profile Joined May 2010
United States59 Posts
October 25 2010 20:07 GMT
#62
There are clearly better zergs than I (~1400) posting here, so take what I say with a grain of salt.

I've been hatching first in about half of my ZvZs for a couple of months. This is map dependant, and should not be attempted on Scrap Station especially. On a single player map, I find that scouting on 9 is good, 8 for steppes. If I see a 14 pool or later, I expand.

I've been going 15h14p, drone to 16, ov, drone. On pool pop, make a couple zerglings and a queen. On hatch pop start the second queen and 1-2 spine crawlers. Queen from main drops a creep tumor on her way to the ramp. Second queen spits and then to ramp (hold position).

I've been fiddling with the timings, but while you hold the front, start an extractor and roach warren in the main. What your first batch of lings scouts determines whether you drone hard or make more lings. 3 roaches can block the ramp and free your queens up, but add more to taste. If he's dead set on running banelings into your roaches, make sure there is a little space between your lines because of splash damage. Also remember that if lings are heading for your natural mineral line, select the workers and click on a mineral patch in your main. They'll go through your units on the ramp in hold position.

Around the time I'm ready to go Lair, I'll drop an evo chamber and additional extractors, depending on tech path. This is also when I want to sac an overlord if I don't know what he's going for.

This is an opening that has developed over time, and it is by no means perfect. I'm comfortable with the timings and the transitions because of practice and repetition. I really prefer it to the ling/bling openers. Something that people might miss at first glance is that the hatch first creates creep (and supply) that lets you get spines in time. I'll have to review some replays where the pros are attempting something similar.
Lobotomist
Profile Joined May 2010
United States1541 Posts
October 25 2010 20:15 GMT
#63
Thanks a lot MrBitter, I'll have to check that out.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
sennen
Profile Joined August 2010
46 Posts
October 25 2010 23:00 GMT
#64
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours
Jeffbelittle
Profile Joined August 2010
United States468 Posts
October 25 2010 23:37 GMT
#65
I did this build today against some very hard AI's because I saw Mr.Bitter posted it and everytime I see him post on this forums I know he is saying something of great value for the swarm. (1500 point platinum zerg, rank 1, here)

Basically: I was scared to death. I played 1 ZvP and 1 ZvZ, I should have lost the ZvP, but I didn't, due to mutas forcing the ai to not move out and win. But that was my first try, and I really did drone tooooo much.

Second game, I played a little more conservative, and for the benefit of the doubt I put it on scrap station instead of blistering sands which is rush town. Defended the first roach attack no problem, went ling/baneling/muta. Micro'd lings to attack roaches while my banelings head for the mineral line. I won and felt really freaking good about it because playing a game THIS macro based just feels great.

All in All, I want to do this strategy against all races if on a cross position map that I think isn't too short, and I will lose some games unnecessarily over it at first because I need to learn when to not be drone greedy but DAMN this is a fun strategy if I learn it right. Pretty much: if I lose, it's on me not balancing larvae well enough. But I'd rather learn this strat well and win lots of games in the future, then stick to the safe builds I use now.
MrBitter
Profile Joined January 2008
United States2940 Posts
Last Edited: 2010-10-25 23:53:25
October 25 2010 23:47 GMT
#66
On October 26 2010 08:00 sennen wrote:
Show nested quote +
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours


I'm having a hard time understanding why you can't wrap your head around this...

If your first 6 lings can't get to my base before my first 6 lings hatch, why on earth do you think your next 12 lings will be any different?

You don't have to take it from me. Take it from Darkforce who posted right after you on the previous page. He's a 2300+ Diamond Zerg on the Euro servers.
sennen
Profile Joined August 2010
46 Posts
October 26 2010 00:12 GMT
#67
On October 26 2010 08:47 MrBitter wrote:
Show nested quote +
On October 26 2010 08:00 sennen wrote:
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours


I'm having a hard time understanding why you can't wrap your head around this...

If your first 6 lings can't get to my base before my first 6 lings hatch, why on earth do you think your next 12 lings will be any different?

You don't have to take it from me. Take it from Darkforce who posted right after you on the previous page. He's a 2300+ Diamond Zerg on the Euro servers.

The next few sets of lings should make a difference due to the fact that there should be more of them since the 14 pool player did not invest 300 minerals in a hatchery There is definitely a window where the 14 pool player will have a greater amount of lings
MrBitter
Profile Joined January 2008
United States2940 Posts
October 26 2010 00:15 GMT
#68
On October 26 2010 09:12 sennen wrote:
Show nested quote +
On October 26 2010 08:47 MrBitter wrote:
On October 26 2010 08:00 sennen wrote:
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours


I'm having a hard time understanding why you can't wrap your head around this...

If your first 6 lings can't get to my base before my first 6 lings hatch, why on earth do you think your next 12 lings will be any different?

You don't have to take it from me. Take it from Darkforce who posted right after you on the previous page. He's a 2300+ Diamond Zerg on the Euro servers.

The next few sets of lings should make a difference due to the fact that there should be more of them since the 14 pool player did not invest 300 minerals in a hatchery There is definitely a window where the 14 pool player will have a greater amount of lings


Ok, I concede.

You keep going pool first. I hope it works out for you.
Sundy
Profile Joined October 2010
Australia6 Posts
October 26 2010 00:46 GMT
#69
Sennen doesn't know when to shut up and take good advice, sigh.

Thanks for the replys Bitter/Dark, I have hated ZvZ because of the direction it was/is taking. By going hatch first you can pretty much dictate the way the game will be played (hard macro, early aggression etc.), because if you defend/scout well enough, the other zerg has no choice but to match you macro-wise, turning the MU into something muuuuuch more fun than 10minute ling/bling/roach wars every time.
taht's halo.
Jeffbelittle
Profile Joined August 2010
United States468 Posts
October 26 2010 01:16 GMT
#70
MrBitter: would you mind explaining a little bit on how to adapt to early pressure, and maybe go into a little more detail about if this strategy is exclusive to ZvZ? Maybe talk about some teching paths etc?

I'm really nervous to develop this in ladder as I am on the verge of finally getting promoted to diamond league, but I'd love to see a replay of you personally doing this against maybe 2 gate pressure, or a 13 pool, or doing it on blistering sands so we can see when do you ling, where do you go, etc.

I just really need to know larvae balance and when to tech. But this build is really exciting and it feels empowering having this many resources and gas coming in soooo early!
MrBitter
Profile Joined January 2008
United States2940 Posts
October 26 2010 05:27 GMT
#71
On October 26 2010 10:16 Jeffbelittle wrote:
MrBitter: would you mind explaining a little bit on how to adapt to early pressure, and maybe go into a little more detail about if this strategy is exclusive to ZvZ? Maybe talk about some teching paths etc?

I'm really nervous to develop this in ladder as I am on the verge of finally getting promoted to diamond league, but I'd love to see a replay of you personally doing this against maybe 2 gate pressure, or a 13 pool, or doing it on blistering sands so we can see when do you ling, where do you go, etc.

I just really need to know larvae balance and when to tech. But this build is really exciting and it feels empowering having this many resources and gas coming in soooo early!


FE in ZvT and ZvP is completely different from going hatch first in ZvZ. I think that discussion might be better served in another thread.

As for the ZvZ breakdown...

We've talked about how to respond to early pressure already. Lings, Queens and Spines are really all you'll need to handle any early push from the other Z.

An awesome example of this is TLO vs Dimaga on LT from Blizzcon.

TLO goes pool first against Dimaga's hatch first.

Dimaga makes 3 spines, blocks his ramps with queens to prevent a run-by, and lets the spines do all the work when TLO commits to his attack. If you haven't seen the game, you should really check it out. The whole replay pack can be found here:
http://us.media.blizzard.com/blizzcon/2010/replays/blizzcon_2010_sc2_tournament_replays.zip

TLO vs Dimaga was in Round 2.

After averting the early pressure, all Dimaga had to do was ride the advantage he'd established to victory.

As for teching paths... Well, that's almost always situational, but you can rarely go wrong by aiming for hydra/infestor/roach.

I like to get there by first establishing map control with speedlings, and then rushing to my hydra tech in time for mutas.

After going hatch first, its pretty easy to just win outright with speedlings because of the production advantage you'll have established for yourself.

If your opponent techs, your lings can easily deny his natural.
If your opponent goes roach, your lings can easily shut them down as soon as he leaves the security of his ramp.
If your opponent tries to drone, you can just outright overwhelm.

As always with lings, you have to be mindful of banelings, and as always with Starcraft, don't mindlessly attack into a well defended opponent. If he has spines and units, and you don't know for sure that you can break in, be satisfied with the advantage you've established, and continue building on it with good macro.

Its also important to understand that in really long games (as rare as they are) there's virtually nothing in the Zerg arsenal that can shut down a few Broodlords.

If you feel a game is going to go the distance, aim for greater spire tech, rather than ultras.

I feel like I've rambled on a bit longer than I intended to. Hope this helps, and please ask more questions if you've got 'em.
BusyBee
Profile Joined October 2010
Canada22 Posts
October 26 2010 05:49 GMT
#72
On October 25 2010 08:59 Slayer91 wrote:
You can defend early ling/baneling with the stuff Zelniq used in the day[9] daily with queens to block the ramp and 2-3 spinecrawlers -->roaches. I believe I saw dimaga do that stuff in fact.

It's auto loss to 6-->10 pool but they're so rare since they lose to everything else =p


hope nobody quoted this but, it is actually auto win to 6-10 pool if you have any idea how to micro your drones behind the minerals or in the mineral line for protectoin.

18 drones surrounding 6 lings tears them apart and u will lose 1 drone at most... then win the game easy with a massive eco advantage...
sixghost
Profile Blog Joined November 2007
United States2096 Posts
Last Edited: 2010-10-26 06:08:30
October 26 2010 06:02 GMT
#73
On October 26 2010 14:27 MrBitter wrote:
Show nested quote +
On October 26 2010 10:16 Jeffbelittle wrote:
MrBitter: would you mind explaining a little bit on how to adapt to early pressure, and maybe go into a little more detail about if this strategy is exclusive to ZvZ? Maybe talk about some teching paths etc?

I'm really nervous to develop this in ladder as I am on the verge of finally getting promoted to diamond league, but I'd love to see a replay of you personally doing this against maybe 2 gate pressure, or a 13 pool, or doing it on blistering sands so we can see when do you ling, where do you go, etc.

I just really need to know larvae balance and when to tech. But this build is really exciting and it feels empowering having this many resources and gas coming in soooo early!


FE in ZvT and ZvP is completely different from going hatch first in ZvZ. I think that discussion might be better served in another thread.

As for the ZvZ breakdown...

We've talked about how to respond to early pressure already. Lings, Queens and Spines are really all you'll need to handle any early push from the other Z.

An awesome example of this is TLO vs Dimaga on LT from Blizzcon.

TLO goes pool first against Dimaga's hatch first.

Dimaga makes 3 spines, blocks his ramps with queens to prevent a run-by, and lets the spines do all the work when TLO commits to his attack. If you haven't seen the game, you should really check it out. The whole replay pack can be found here:
http://us.media.blizzard.com/blizzcon/2010/replays/blizzcon_2010_sc2_tournament_replays.zip

TLO vs Dimaga was in Round 2.

After averting the early pressure, all Dimaga had to do was ride the advantage he'd established to victory.

As for teching paths... Well, that's almost always situational, but you can rarely go wrong by aiming for hydra/infestor/roach.

I like to get there by first establishing map control with speedlings, and then rushing to my hydra tech in time for mutas.

After going hatch first, its pretty easy to just win outright with speedlings because of the production advantage you'll have established for yourself.

If your opponent techs, your lings can easily deny his natural.
If your opponent goes roach, your lings can easily shut them down as soon as he leaves the security of his ramp.
If your opponent tries to drone, you can just outright overwhelm.

As always with lings, you have to be mindful of banelings, and as always with Starcraft, don't mindlessly attack into a well defended opponent. If he has spines and units, and you don't know for sure that you can break in, be satisfied with the advantage you've established, and continue building on it with good macro.

Its also important to understand that in really long games (as rare as they are) there's virtually nothing in the Zerg arsenal that can shut down a few Broodlords.

If you feel a game is going to go the distance, aim for greater spire tech, rather than ultras.

I feel like I've rambled on a bit longer than I intended to. Hope this helps, and please ask more questions if you've got 'em.
Thanks for summarizing all this in one post MrBitter. I'm actually really surprised people still didn't know how badly hatch first can beat 14/14 lingbling. I've been playing like this vs lingbling ever since I saw zelniq do it way back on that day9 vod.

Also, to clear some stuff up that I saw. If the other guy is going 2gas mass baneling or something to target your hatch, just be ready on the transfusions. Your 2 queens on the ramp shouldnt really have been using their energy for anything other than 1 creep tumor, so you should have another 200 HP for the hatchery, which will usually save it. And even if it dies, to be honest it's not the worst trade in the world if he uses 16+ banelings to kill a hatchery, just counterattack him to put on some pressure and retake the base.

Also, don't forget your simcity people. 2 evo chambers placed in such a way that blocks off your 2-3 sunks makes you virtually invincible vs lingbling.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 26 2010 06:04 GMT
#74
On October 26 2010 09:12 sennen wrote:
Show nested quote +
On October 26 2010 08:47 MrBitter wrote:
On October 26 2010 08:00 sennen wrote:
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours


I'm having a hard time understanding why you can't wrap your head around this...

If your first 6 lings can't get to my base before my first 6 lings hatch, why on earth do you think your next 12 lings will be any different?

You don't have to take it from me. Take it from Darkforce who posted right after you on the previous page. He's a 2300+ Diamond Zerg on the Euro servers.

The next few sets of lings should make a difference due to the fact that there should be more of them since the 14 pool player did not invest 300 minerals in a hatchery There is definitely a window where the 14 pool player will have a greater amount of lings

When your natural hatchery pops, you place 2 sunken colonies immediately. Believe me, the last thing in the world you are going to lose to vs any gas first build is mass ling.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
scph
Profile Joined June 2010
Korea (South)262 Posts
October 26 2010 06:58 GMT
#75
Lately all my zvz matches have become roach/hydra fests, and I agree that an economical approach early game could yield significant results towards the end of this matchup, but I still think that early aggression from zerg is worth the economic slow down sometimes. Think about it, if all the top players hatched first all the time, then a sleeper strategy that someone could do is an early pool. Are you gonna play the same way every match? I don't think there's a real "standard" in zvz, just economic builds and aggressive builds.

I've been experimenting with a lot of overpool (then drone to 13 and 6 lings after) with some success because the early ling aggression forces the opponent's drones to lose mining time if they do economic openings that don't get lings in time. Against hatch first builds, well, it automatically neutralizes the advantage you're supposed to get from an early hatch and most of the time you lose that hatch if you don't spend your larva on units to defend. Against 14 pool or similar openings, if you dont get those 6 lings out before mine get there, well, you lose drones. If you do, then basically I'm not too far behind if not equal, because you've spent those larva on lings.

Basically, overpool gives you get a faster queen, you can drone up after those 6 lings, and you can still put a gas down pretty early if you scout a gas first build. In my experience, there has been a lot of deviations after this opening, to mass speedlings or roaches depending on how the opponent reacts, and I've never been behind to the point that it cost me the game.

I don't see 16 hatch as a safe opening unless you get a good scout on the later pool. Play it safe, unless you got maphacks or something.
icJuice
Profile Joined March 2009
United States41 Posts
October 26 2010 08:23 GMT
#76
@mr bitter and darkforce, nice to see high level zergs willing to post here . I've been doing the hatch first in most of my ZvZ's, was wondering if you think this build is viable on scrap station. I'm stubborn so I keep trying it but not being able to block the ramp with queens always proves detrimental to me. Any thoughts?
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
October 26 2010 10:15 GMT
#77
its very difficult to say whether it works on scrap station, it has worked against my 14 gas 14 pool in the past, but that might very well have been because of micro mistakes of mine. the last time DIMAGA did it against me on scrap he instantly lost to the first few banelings becuase they ran into his minerals while his banelings where still morphing.
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
grobo
Profile Blog Joined February 2007
Japan6199 Posts
October 26 2010 11:54 GMT
#78
On October 26 2010 14:49 BusyBee wrote:
Show nested quote +
On October 25 2010 08:59 Slayer91 wrote:
You can defend early ling/baneling with the stuff Zelniq used in the day[9] daily with queens to block the ramp and 2-3 spinecrawlers -->roaches. I believe I saw dimaga do that stuff in fact.

It's auto loss to 6-->10 pool but they're so rare since they lose to everything else =p


18 drones surrounding 6 lings tears them apart and u will lose 1 drone at most... then win the game easy with a massive eco advantage...


I'm not saying this isn't true but whenever i try to defend with my drones, even if i get a good surround i still lose at least 4-5 drones to those 6 lings? am i doing it wrong? i just surround and then hit A.
We make signature, then defense it.
eksert
Profile Joined August 2010
France656 Posts
October 26 2010 13:50 GMT
#79
Played against darkforce and mardow several times.. They both FE'ed in steppes in ZvZ..15 hatch-14 pool..

1874 zerg here btw..

Show nested quote +
On October 26 2010 08:47 MrBitter wrote:
On October 26 2010 08:00 sennen wrote:
On October 25 2010 18:48 MrBitter wrote:
I feel like I covered this already.

In the time it takes your slow lings to walk to my base, my lings will hatch.

Likewise, in the time it takes the lings from your first injection to walk to my base, my first injection will have popped, and those lings will be ready too.

Contrary to popular belief, Zerg units don't automatically appear in the other guy's base. They have to walk over there.

As for your 300 mineral investment argument:

I'm assuming you got gas to go with that pool?

You remember those 4 drones you committed to gas? Mine are all on minerals. I promise you they'll mine enough to pay for that hatchery. Don't worry, I promise to put them on gas after your failure of a slow-ling rush gets repelled without doing any damage.

I don't have to mine from my natural right away. You're not going to pick off ANY drones there. If you get into my base you might kill a few. But if you get up there, its not because of my build. Its because I scrubbed it up and let you up my ramp.

I really don't understand why I have to explain this to you when all I'm doing is analyzing/copying what the pros are already doing in virtually every ZvZ they play.

To sum things up - Don't be bad. Hatch first is the shit.


Hey chill Mr.Bitter I'm not trying to engage in some lame nerd war with you on the teamliquid forums. True you will have 6 lings up as 6 lings enter your base however it's the reinforcements and the early speed that will cause problems in the 25-30 food area. I still am having a hard time understanding how you think you can stop a zergling force that has 12 or more lings in it than yours


I'm having a hard time understanding why you can't wrap your head around this...

If your first 6 lings can't get to my base before my first 6 lings hatch, why on earth do you think your next 12 lings will be any different?

You don't have to take it from me. Take it from Darkforce who posted right after you on the previous page. He's a 2300+ Diamond Zerg on the Euro servers.

sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 26 2010 15:42 GMT
#80
On October 26 2010 19:15 DarKFoRcE wrote:
its very difficult to say whether it works on scrap station, it has worked against my 14 gas 14 pool in the past, but that might very well have been because of micro mistakes of mine. the last time DIMAGA did it against me on scrap he instantly lost to the first few banelings becuase they ran into his minerals while his banelings where still morphing.

If you scout hatch first on scrap, couldn't you just skip speed for superfast baneling and win with your first attack? It's hard enough to deal with baneling first builds on maps like LT and metal, I don't see anyway you could protect both your main and nat in that situation.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
kweer
Profile Joined September 2010
United States34 Posts
October 26 2010 16:44 GMT
#81
I have seen the pros hatch first in ZvZ and make it work, however I have had so much luck with staying at 1 base, getting out 12-15 roaches and then hitting their expo. It seems like no matter what they're going for they never have enough to stop it. I'm probably going to keep this as my standard ZvZ until it stops working.
Void rays are the new black.
sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 26 2010 18:01 GMT
#82
On October 27 2010 01:44 kweer wrote:
I have seen the pros hatch first in ZvZ and make it work, however I have had so much luck with staying at 1 base, getting out 12-15 roaches and then hitting their expo. It seems like no matter what they're going for they never have enough to stop it. I'm probably going to keep this as my standard ZvZ until it stops working.

Who have you been playing where that works? I can't see how that would work vs anyone who is proactive with their scouting. Sunks+ling+queens+drones can hold off lots and lots of roaches. That seems like a decent strategy on maps with large nats, but on maps that are conducive to hatch first builds, that seems like a bad counter.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Benshin88
Profile Joined September 2010
United States183 Posts
Last Edited: 2010-10-26 18:04:02
October 26 2010 18:03 GMT
#83
It's viable but it's risky. if the guy goes <10 pool or even 12 pool. If you are capable of defending against the opponent then you are most likely going to win.
Phlintlock
Profile Joined August 2010
Canada32 Posts
October 26 2010 18:05 GMT
#84
Does anyone ENJOY ZvZ????
Bowdy
Profile Joined April 2010
United States232 Posts
October 26 2010 18:09 GMT
#85
if they hatch first i do the +1 attack speed roach timing attack off one base. It's very all in, as youll only have like 15 drones and no expansion if the attack fails, but I'm pretty convinced it's literally impossible to stop if they hatch first. If they go roaches you'll have 3 times as many, if they go lings you just ball up your roaches so they can't get a good surround, and spine crawlers.... well lawl, theyd have to make so many that the extra hatch wouldn't do them a damn bit of good.

That being said, I hate doing that build, but I've never had it not work (even against 2200 zerg practice partner over and over again).

No I don't enjoy ZvZ phlintlock
bowdy.smiteam.net
Dromar
Profile Blog Joined June 2007
United States2145 Posts
October 26 2010 18:14 GMT
#86
On October 27 2010 03:05 Phlintlock wrote:
Does anyone ENJOY ZvZ????


It's my least favorite matchup, but I still enjoy it.
lindn
Profile Joined July 2010
Sweden833 Posts
October 26 2010 18:56 GMT
#87
most of my Z opponent does 10 pool, how would this work against it? 16 hatch would mean pool would go down when he's already in my base with his first few lings, i guess this would work if scouted out 14-16 pool and it would be a bigger map but i wouldn't do this unless i'm sure it isn't a 10 pool
Jeffbelittle
Profile Joined August 2010
United States468 Posts
October 26 2010 20:55 GMT
#88
Mr.Bitter: I know that this is totally about ZvZ but if not this build, would you reccomend a 15 hatch/14 pool build or a 16/15, or a 14 hatch/15 pool build to someone looking to get better overall as zerg in the other matchups besides ZvZ?
sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 26 2010 21:52 GMT
#89
On October 27 2010 05:55 Jeffbelittle wrote:
Mr.Bitter: I know that this is totally about ZvZ but if not this build, would you reccomend a 15 hatch/14 pool build or a 16/15, or a 14 hatch/15 pool build to someone looking to get better overall as zerg in the other matchups besides ZvZ?

Things that small don't really matter, especially if you are just learning the race. Just pick one and stick with it. Personally I'd say 15/14 or 14/14, as 16hatch is pretty unsafe even after all the nerfs.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
adrenaLinG
Profile Blog Joined August 2010
Canada676 Posts
October 26 2010 21:54 GMT
#90
if youre going 16 hatch im 6 pooling you
¯\_(ツ)_/¯
sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 26 2010 22:02 GMT
#91
On October 27 2010 06:54 AdrenalinG wrote:
if youre going 16 hatch im 6 pooling you

good thing fog of war exists then
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Jeffbelittle
Profile Joined August 2010
United States468 Posts
October 26 2010 22:08 GMT
#92
AdrenalinG, when you post things like that, I tend to believe you didn't read this thread one bit. Obviously we scouted in the beginning and saw there wasn't a cheese. So you know what I'll say to you following the scope of this thread? You go 6 pool: cool. I scouted it at 13-14, I threw down a pool, you come to my base with your slow lings, my slow lings are out by then, and I'll take the free-win thank you.
MrBitter
Profile Joined January 2008
United States2940 Posts
October 26 2010 22:28 GMT
#93
On October 27 2010 05:55 Jeffbelittle wrote:
Mr.Bitter: I know that this is totally about ZvZ but if not this build, would you reccomend a 15 hatch/14 pool build or a 16/15, or a 14 hatch/15 pool build to someone looking to get better overall as zerg in the other matchups besides ZvZ?


Hatch first is great in all match ups. Don't be afraid to try it vP or vT. I go 14 hatch, almost universally.... Except in ZvZ when I'll try to add another drone or two before dropping my expo.

In other words: Listen to SixGhost. (he owns me every time we play, btw)
Snuggles
Profile Blog Joined May 2010
United States1865 Posts
October 26 2010 22:29 GMT
#94
It's been a while since I've come onto the SC2 strategy forums and I can see why people really dislike it =(.

Well I've been doing 15 hatch and 14 pool in ZvZ's for a while now ever since some korean guy stomped my usual cheesy 14 gas 13 bling build. Nowadays players have really learned to completely shut down bling play, and it's just annoying to know that there will most likely be an obnoxious roach all-in follow up after the initial bling rush. 15 hatch 14 pool is so much more fun, and I don't mind losing games doing that build, except when the other player decides to blindly 6pool me. Typically the spawning pool never seems to come out on time for me even if I scout super early =_=, maybe I should scout at like friggin 8 food or some shit like that.

Currently the counters I've seen the 15/14 or 14/14 is a huge ling all-in push, which you will most certainly die to if you just don't scout it. There was this other one that was really neat, where the zerg player made spinecrawlers at my nat and pressured me as long as possible while keeping his lings alive as we both got our crawlers up, but of course this would never happen if you just PAID ATTENTION hahaha, something I have trouble doing. There's also the big roach push as was mentioned before, but I think all of us are too bad to properly stop the push. I'm quite positive that if we had gosu control and game sense we'd be able to buy enough time to prepare and scout for that massive push.

Over time I've learned that, if you see no units (except for ones blocking the front), but also you see no expansion, then that bastard you're facing is hiding his goddamn units =_=.

On a side note, has anyone thought that going mass queen and zerglings with 1 or 2 spine crawlers will be a good way to stave off any type of all-in attack? Queens just incase the guy decides to block off his ramp and make some extremely fast mutas, and even if he does do a roach all-in the queens (in a good number by the time he gets 12-14 roaches) coupled together with lings and a few crawlers should be enough to hold off the attack. Also scaring the roach guy, by have speedlings to potentially run-by into his main is also a good tactic to buy time before he makes his all-in push.
oddeye
Profile Joined March 2005
Canada716 Posts
Last Edited: 2010-10-26 23:53:01
October 26 2010 23:49 GMT
#95
Hey guy, I just don't understand how you can hold off a early pool with this build. Seems like you won't win many games. If you scout him before you throw down your hatch, your usually not even ahead because of the scouting drone and he gets a faster queen anyway. If you did not see it, you are dead pretty much. I think you need to kill like 2 drones to be equal with someone 13 pooling with 8pool and it's really not that hard to do with early pools, drone don't do as good as before they don't have range.

(I'm 1850 and win shitload of ZvZ w early pool, most in fact, not necessarily right away with the rush tho)
Your soul shall suffer!
Acritter
Profile Joined August 2010
Syria7637 Posts
October 27 2010 00:10 GMT
#96
On October 27 2010 08:49 oddeye wrote:
Hey guy, I just don't understand how you can hold off a early pool with this build. Seems like you won't win many games. If you scout him before you throw down your hatch, your usually not even ahead because of the scouting drone and he gets a faster queen anyway. If you did not see it, you are dead pretty much. I think you need to kill like 2 drones to be equal with someone 13 pooling with 8pool and it's really not that hard to do with early pools, drone don't do as good as before they don't have range.

(I'm 1850 and win shitload of ZvZ w early pool, most in fact, not necessarily right away with the rush tho)


I'm guessing (not sure) that the response includes canceling the hatch and building Spines. I really can't see any other way to hold against the kind of Zergling numbers that should be expected from a 13pool with some guts behind it.
dont let your memes be dreams - konydora, motivational speaker | not actually living in syria
oddeye
Profile Joined March 2005
Canada716 Posts
Last Edited: 2010-10-27 00:28:29
October 27 2010 00:21 GMT
#97
Acritter, you are slightly behind if you build even one spine crawler, two you are very behind. Plus you will take serious damage because you will have lings in your base for like 30sec-1minutes with pretty much only drones.

I am referring to pool before first ovie btw.
Your soul shall suffer!
Zvendetta
Profile Joined July 2010
United States321 Posts
October 27 2010 00:50 GMT
#98
Damage in ZvZ is not just meaused in terms of literal units/buildings lost, but also in larvae expenditure.

If I force the production of 1 spine and 5 sets of lings just because I am *threatening* with blings, then I can produce another round of drones while he is constantly forced to defend.

Meanwhile, I throwdown my expansion at 20 drone count, while zerg 1 who went 16 hatch still only has 16 drones and his expo is being hammered away. Best case scenario, I kill a batch of lings then have blings at the bottom of ramp allowing my own lings to kill his natural.
Worst case scenario, He is forced to lower to 15 drone count because he built a spine, and for the next 2/3 minutes is only producing lings to defend.

"Its as if I can see the gears of the Eternal Alchemy spinning before, and I can almost reach out and turn them with my hands."
sixghost
Profile Blog Joined November 2007
United States2096 Posts
October 27 2010 03:17 GMT
#99
On October 27 2010 09:50 Zvendetta wrote:
Damage in ZvZ is not just meaused in terms of literal units/buildings lost, but also in larvae expenditure.

If I force the production of 1 spine and 5 sets of lings just because I am *threatening* with blings, then I can produce another round of drones while he is constantly forced to defend.

Meanwhile, I throwdown my expansion at 20 drone count, while zerg 1 who went 16 hatch still only has 16 drones and his expo is being hammered away. Best case scenario, I kill a batch of lings then have blings at the bottom of ramp allowing my own lings to kill his natural.
Worst case scenario, He is forced to lower to 15 drone count because he built a spine, and for the next 2/3 minutes is only producing lings to defend.


You can try that out on me if you'd like, I'm curious to see how that game would work out. Thing is though, it's extremely easy to have overlords watching your reinforcement path, and as such, I can tell when you are stopping ling production, and it's just as easy for me to switch back into droning, except with more double your queen and hatch count for a while. I've never had a person open baneling on me and win with anything other than a straight up bust when doing this build. I think a build like that would have trouble handling the pressure a 15hatch can apply if you play passive.

sixghost.219 if you're on the NA server.
mG.sixghost @ iCCup || One ling, two ling, three ling, four... Camp four gas, then ultra-whore . -Saracen
Mindspider
Profile Joined August 2010
91 Posts
October 27 2010 04:14 GMT
#100
On October 27 2010 01:44 kweer wrote:
I have seen the pros hatch first in ZvZ and make it work, however I have had so much luck with staying at 1 base, getting out 12-15 roaches and then hitting their expo. It seems like no matter what they're going for they never have enough to stop it. I'm probably going to keep this as my standard ZvZ until it stops working.


I usually do the same, though I hit with less roaches. If I see a fast expand I immediately switch to roaches, pump out 8-10 (two injects), and then attack. Typically arrives before they have a significant amount of lings or crawlers up, and if you can get your roaches onto their ramp or behind their mineral line, you can hold off a large amount of lings fairly easily. I haven't lost with this response yet, though I can't say how it would work against better opponents.

That being said, after seeing so many pro players using hatch first builds, I've been trying hard to learn how to make them work. If you can hold off early aggression, having that early expansion feels great.
synapse
Profile Blog Joined January 2009
China13814 Posts
October 27 2010 04:21 GMT
#101
Cella just (well, an hour ago) played a few very interesting ZvZ's vs ret, where he 13gas13pool'd and ret went hatch first... with some decent drone micro, his 8pool was blocked and his sling/bling rush failed to do enough damage to win him the game. Both times, ret went hatch first.
:)
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 05:53 GMT
#102
I saw three games of Cella v Ret too. It seemed like Ret didn't block his ramp with two queens in the first match, allowing Cella to run his Zerglings in (at least that's how it appeared to me). However, it should be mentioned that they spawned in close positions on Metalopolis.
You can't spell Sentry without SEN.
Zeroes
Profile Blog Joined April 2010
United States1102 Posts
October 27 2010 06:04 GMT
#103
pretty sure this has been answered already but you need to scout with the 9 drone so by 13 food you know that you can throw down a spawning pool or not.

if he 6 pools defend with drones until your lings come out and prevent any spine crawlers from going down early. Remember to throw down 2-3 spines a soon as your spawning pool finishes. if he does get it up just let it hit your hatch until you can get enough lings and spines to kill it.

if he 10 pools 13 pool beats it

if he 13-14 pools hatch first beats it just let the lings beat on your exp hatch until you get enough lings
Check out my SC Lan pics Here: http://picasaweb.google.com/bunk.habit
mrhobbers
Profile Joined August 2010
109 Posts
October 27 2010 13:06 GMT
#104
I checked out sc2rep, they didn't have these Cella vs ret games. Were they replays or just streams? I'm yet to win trying the 14-15 hatch, as others have said, I just don't have enough to defend the 1 base roach push.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
Last Edited: 2010-10-27 13:16:35
October 27 2010 13:16 GMT
#105
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 13:21 GMT
#106
On October 27 2010 22:06 mrhobbers wrote:
I checked out sc2rep, they didn't have these Cella vs ret games. Were they replays or just streams? I'm yet to win trying the 14-15 hatch, as others have said, I just don't have enough to defend the 1 base roach push.


Sorry, should've clarified, it was a live stream.
You can't spell Sentry without SEN.
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 13:23 GMT
#107
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).
You can't spell Sentry without SEN.
imperator-xy
Profile Blog Joined March 2009
Germany1366 Posts
October 27 2010 14:05 GMT
#108
On October 27 2010 22:23 Aubergine wrote:
Show nested quote +
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).

yes, you have to hatch-cancel and then build it.

okay, i guess that will become less effective from day to day as you will always get an overlord to your expansion if you loose against this one time.
but right now my opponents dont do anything against it nearly all the time. this is still a good way to cancel an expansion i think
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 14:19 GMT
#109
On October 27 2010 23:05 imperator-xy wrote:
Show nested quote +
On October 27 2010 22:23 Aubergine wrote:
On October 27 2010 22:16 imperator-xy wrote:
what do zergs with hatch first do if i just build a spine crawler next to their hatch while its building and go ling all-in then? i would do a normal 14 pool


Where will you build the spine crawler? There's no creep next to a building Hatch unless you hatch-cancel-then build a spine crawler. I always have a overlord over my building hatch in case of such things (like cannons and bunkers too).

yes, you have to hatch-cancel and then build it.

okay, i guess that will become less effective from day to day as you will always get an overlord to your expansion if you loose against this one time.
but right now my opponents dont do anything against it nearly all the time. this is still a good way to cancel an expansion i think


I am by no means an experienced player, but unless they back up their crawler with zerglings, I don't think bringing 4-5 drones to attack the building crawler should be a big issue. Lately, I've been opening pretty much 14 pool 15 hatch for every match up and it's been working pretty well (again, my opponents also haven't been the best either). With this build, I scout on 12 against P and T and 8 against Z. This way, if I needed to, I could always drop an earlier pool and bring out some zerglings to help against early aggression/cheese.
You can't spell Sentry without SEN.
Mczeppo
Profile Joined March 2010
Germany319 Posts
October 27 2010 14:36 GMT
#110
I got the point in doing the early hatch but there is one thing i'm still wondering about. Do you block the ramp with *one* Queen and a couple of zerglings. I mean without zerglings you need 2 queens usually.
My second question is, do you put the spine crawlers behind your ramp (which is protected by one queen and some lings?) or do you put it at each gas geyser to protect your second hatch. If you put them behind the ramp you'd have to keep all drones in your main base; if you put them at your natural you're maybe allowed to also mine from that second base.

How do you do it i didn't get the build 100 %
Thanks
"whether you make it or not depends mostly on the personal battle within yourself." - NaDa
Thor1104
Profile Joined September 2010
16 Posts
October 27 2010 14:56 GMT
#111
"Roaches also lose to speedlings, which has neted me a shitload of wins since the last patch because people think 1 range is going to change that. If I see roaches sometimes I will slow the game down and get 1 ups for my lings but, it really isn't required imo .. but helps if you have to break through a choke."


2017 level diamond zerg here. Mass speedling against roaches is strong, but the roaches can win.

+1 attack of roaches causes speedlings to be killed in two shots.
putting two or three roaches at the top of your ramp with a perfect seal completely prevents any speedlings from entering your base and harassing until you have a decent roach force.

If he goes mass speedling and you move out with a clump of 12-15 roaches (with +1 attack), his lings will melt to your roaches and you will often steamroll him before he reaches mutas. By leaving your next three roaches on your ramp, you can prevent a backstab.

Obviously the roach timing push can be destroyed if you move out too soon or too late, but it's a completely viable strategy at high level zerg play.
Long Live the Swarm!
Aubergine
Profile Joined September 2010
United States40 Posts
October 27 2010 15:01 GMT
#112
On October 27 2010 23:36 Mczeppo wrote:
I got the point in doing the early hatch but there is one thing i'm still wondering about. Do you block the ramp with *one* Queen and a couple of zerglings. I mean without zerglings you need 2 queens usually.
My second question is, do you put the spine crawlers behind your ramp (which is protected by one queen and some lings?) or do you put it at each gas geyser to protect your second hatch. If you put them behind the ramp you'd have to keep all drones in your main base; if you put them at your natural you're maybe allowed to also mine from that second base.

How do you do it i didn't get the build 100 %
Thanks


I'd also like to hear about this. I usually stick my spine crawlers near the choke into my expansion (if one exists such as in LT). This often acts as a deterent and I can often snipe some banelings if they try to run in. Even for open naturals, I try to put my crawlers "in front" of the hatch (if that makes sense).
You can't spell Sentry without SEN.
ImGonnaRideYou
Profile Joined July 2010
53 Posts
October 27 2010 15:18 GMT
#113
I'll keep this hatch first build in mind and practice it in customs/friends to see how it feels. I don't see it working vs opponents bnet pits me against (900pt plat). I can't risk it because one bad loss and I may lose momentum and go on a losing streak the whole night. I have yet to come across anyone going >13pool or using "pool chicken" mentality on me. You just bring the biggest gun you have to the fight and hope the other guy's gun is smaller.
bgx
Profile Joined August 2010
Poland6595 Posts
October 27 2010 21:29 GMT
#114
On October 28 2010 00:18 ImGonnaRideYou wrote:
I'll keep this hatch first build in mind and practice it in customs/friends to see how it feels. I don't see it working vs opponents bnet pits me against (900pt plat). I can't risk it because one bad loss and I may lose momentum and go on a losing streak the whole night. I have yet to come across anyone going >13pool or using "pool chicken" mentality on me. You just bring the biggest gun you have to the fight and hope the other guy's gun is smaller.


I feel you, yet i think it is the greatest training you can get on ladder, you try to go greedy, and still fend of early agression, im not saying to hatch vs 6pool but to do economical opening vs normal openings. Im 1300-1500 diamond (tbh, i still feel that my mechanics are pitful). 90% of opponents(all races) always try to prevent me from geting my FE, it is so frustrating yet it is a great learning experience.
Stork[gm]
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
October 29 2010 06:54 GMT
#115
How are you guys not getting your hatches blocked by their scouting drones? Do you send 2 drones down when you plop your hatch?
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)
Mczeppo
Profile Joined March 2010
Germany319 Posts
October 29 2010 15:47 GMT
#116
As you most likely know you put your pool down before your hatch if he blocks it too long... But yeah you attack with your drone and if it takes to long to get it down a second drone does fine i think
"whether you make it or not depends mostly on the personal battle within yourself." - NaDa
bobcat
Profile Joined May 2010
United States488 Posts
October 29 2010 19:12 GMT
#117
On October 25 2010 06:58 shmoo wrote:
It really comes down to where you are on the ladder and who you are playing. Anything later than a 13 pool has a really hard time with a 6 or 7 pool.

When you play against high level opponents, the odds of cheese diminishes greatly so you see these greedy macro oriented openings more often.

Its very hard to stop a good timing push in zvz when you fe and the opponent 1 bases.



True of all mirror matchups. 1 base beats blind FE every time with a good timing push.
"I just want to see bobcat wrist deep in someone's mother's anus" 165 votes
Kyobi
Profile Joined October 2010
United States38 Posts
October 29 2010 23:20 GMT
#118
I usually beat hatch first builds all the time with a speedling/baneling timed push. Then again, I've probably been winning due to having better micro than my opponents. I'd like to see some replays to hold off early aggressive because there might be a few factors that I don't see.
BnK
Profile Blog Joined July 2010
United States538 Posts
October 31 2010 17:02 GMT
#119
Is 15/16 hatch still viable if the opponent goes 12 pool 12 gas?
dejavue
Profile Joined September 2010
Germany47 Posts
October 31 2010 19:24 GMT
#120
I think the 16 hatch is pretty popular because you don't have to cut drones until after hatch. If you 9 Overlord, you will have around 235 mins at the time, your 16 larva comes out. If you now make that into a drone and simultaneously send one drone to your natural, you will have almost exactly 300 when it arrives there (depending on the map of course).
After that, extractor + pool (almost at the same time) asap. Once again, with an overlord in between there and I think 2 drones more, you can still build 2 queens asap and once you have 100 mins again, you will be able to tech ling speed immediately. I use it (granted, I am only gold level, but recently I have played some high platinums and some mid ranked diamonds - thinking I am about to be promoted) almost all the time and it seems to just "flow" very easily.

It's like hold on hold on hold on, STEAMROLL! - because if your opponent doesn't do anything about it, you can just throw stuff at them all the time while constantly expanding.
Only thing besides timing pushes to stop this is pylon blocking the ramp, but even bunkers can be dealt with rather easily (since the latest buff to Zerg buildings anyway).
Maybe it's tech issues, maybe he's just exhausted, MAYBE, JUST MAYBE, he wanted to dress as spiderman and web the shit out of his girlfriend / boyfriend / donkeyfriend without having people watch. - wormintrude
Urth
Profile Blog Joined November 2007
United States1249 Posts
October 31 2010 20:15 GMT
#121
On October 27 2010 03:09 Bowdy wrote:
if they hatch first i do the +1 attack speed roach timing attack off one base. It's very all in, as youll only have like 15 drones and no expansion if the attack fails, but I'm pretty convinced it's literally impossible to stop if they hatch first. If they go roaches you'll have 3 times as many, if they go lings you just ball up your roaches so they can't get a good surround, and spine crawlers.... well lawl, theyd have to make so many that the extra hatch wouldn't do them a damn bit of good.

That being said, I hate doing that build, but I've never had it not work (even against 2200 zerg practice partner over and over again).

No I don't enjoy ZvZ phlintlock

Basically this, I have the hardest time holding off roaches when going hatch first. My question for you guys is if you scout roaches, do you mainly just go spines for defense, or do you use lings at all? Also, when do you transition to roaches yourself?
BY.HERO FIGHTING!!!!
Bananarama
Profile Joined July 2010
Germany3 Posts
October 31 2010 21:14 GMT
#122
howdy!
i'm a ~1750 zerg on EU at the moment. i suggest reading "MrBitter"'s post on page 2, he puts the strategy in quite good words, i haven't read the whole thread but wanted to give my view

this build has actually changed my ZvZ a lot in the past weeks.

let's consider lost temple (easiest for this to learn):

i 14 hatch, 14 pool (consider 13 hatch close posi, because of creep for spinecrawlers)
i drone up until my hatch and pool finish, then immediatly build 2 queens and 6 zerglings. send your zerglings out to attack his - he won't have more with a standart speedling / baneling build! just kill enough and dont let him do early banelings (sometimes banelings before speed happens..). now you build 2 spinecrawlers close to your ramp, some space between bc of baneling splash (this is important). now your queens finish, you transfuse both hatches and send then to your ramp to block (hold position!!!).
now you are pretty safe and have a lot of options. i generally drone up a bit, and depending on pressure do one or all of the following things: add spinecrawlers (space in between! close to your ramp), build extra lings or i drone up, get a roachwarren and gas. if he tries to attack - mineral walk your drones to your mainbase (you have overlords to see it coming, banelings are slow). vs speedling, just add spines and roaches. 2 base roach timing attack will destroy every 1base zerg!

follow up: hydras and 2 infestors against mutas. sporecrawlers against faster tech. get roach speed and overwhelm him or continue your makro advantage.

good maps (in order of personal preference): lost temple, shakuras plateau, metalopolis, sometimes steppes and blistering sands can work, but its harder. haven't yet tested it on jungle basin but with early creep it's maybe possible, but your 2nd queen will walk a long time...

bad maps (=nogo!): scrap station, xelnaga, delta quadrant

i usually lose on the "good maps" because of screwing up timings... if you play and control this perfectly (which isn't that hard), you have a solid most times gamechanging advantage.

good counters: 1base roach timing push, most people just expand and you have a bit of an advantage, which you should hold on to via makro.

hope this helped
tom
Warrior Madness
Profile Blog Joined April 2008
Canada3791 Posts
November 01 2010 08:12 GMT
#123
So far I've been having success using 16 hatch to open. But, when I face better, aggressive zergs they do some really weird things to punish the FE. For example against a practice partner who 14 pools he'll take his scouting drone and build a spine crawler in a little nook behind the mineral line that has very little surface area. I'm forced to pull drones to kill it off and he'll just cancel it before it dies and restart it. It only costs him 25 minerals per cancel IIRC and 4 drones not mining for me is a lot. It delays my first spine crawlers just enough so he has a critical amount of lings to pick it off. And then I'm screwed when his banelings come shortly after. How do you guys deal with this?
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)
Fretbored
Profile Joined September 2010
6 Posts
November 01 2010 14:18 GMT
#124
Would someone be kind enough to update liquipedia with this build?
ToxNub
Profile Joined June 2010
Canada805 Posts
November 01 2010 18:48 GMT
#125
I regularly kill zergs who hatch first. (1500)

I'm not saying it's not valid, I'm just saying that it's not necessarily safe either.

I do think that blind hatch is fucking ridiculously dumb, I'm not sure why any pro would do this with a clear conscience. If you scout to check their pool timing or on very large map then it works fine, I even do it sometimes.

I typically do a few things when I see hatch first.

1. Block my ramp with a couple roaches to hide tech/units. Most players assume fast muta and build extra queen/spores or tech to muta themselves, spreading themselves pretty thin.
2. Scout to see spine count, if low, push with roach ball. If he thought you were teching and he started to drone, you usually win.
3. If it is high, fast lair into nydus. Spines tend to be out of position and +1 roaches really demolish lings. I can usually kill or severely damage his main.
4. Expand myself. Usually not hard to hold since he spent his money on queens and spines.

The problem with hatch first isn't so much the hatch, but the droning afterwards. I will be first to admit that a hatch with only transferred drones is quite safe, but if he drones at all, it takes a little while for that hatch to pay for itself, and there's a big window where I can push and/or nydus and either kill it or remove whatever advantage he had just through killing his shit.
Beardfish
Profile Blog Joined January 2006
United States525 Posts
November 02 2010 18:57 GMT
#126
Anyone have any high level replays of this being done on blistering sands? Thanks.
BnK
Profile Blog Joined July 2010
United States538 Posts
November 02 2010 20:15 GMT
#127
On November 03 2010 03:57 Beardfish wrote:
Anyone have any high level replays of this being done on blistering sands? Thanks.


Sen vs Idra

http://sc2rep.com/replays/show/id/2451
Twaxter
Profile Joined April 2010
Canada190 Posts
November 03 2010 00:22 GMT
#128
On October 25 2010 06:58 shmoo wrote:
It really comes down to where you are on the ladder and who you are playing. Anything later than a 13 pool has a really hard time with a 6 or 7 pool.

When you play against high level opponents, the odds of cheese diminishes greatly so you see these greedy macro oriented openings more often.



^Exactly

Lose and Learn
Subversion
Profile Blog Joined April 2010
South Africa3627 Posts
November 03 2010 03:11 GMT
#129
MrBitter, if you're still watching this thread:

could you post a good build order for hatch 1st?

im just uncertain of when to get gas,queens and crawlers this is assuming your opponent is 1-basing and trying to punish ur build

btw your stream kicks ass!
SlapMySalami
Profile Joined August 2010
United States1060 Posts
November 03 2010 12:14 GMT
#130
On November 03 2010 12:11 Subversion wrote:
MrBitter, if you're still watching this thread:

could you post a good build order for hatch 1st?

im just uncertain of when to get gas,queens and crawlers this is assuming your opponent is 1-basing and trying to punish ur build

btw your stream kicks ass!



my stream right =D
marineking will u huk my bigtt1 ilu
Hammurabio
Profile Joined August 2010
152 Posts
November 03 2010 22:07 GMT
#131
To maximize your econ in the early game as Zerg, you go 16 hatch/15pool.


Has anyone actually worked this out to see if it is true? Superficially it seems that building anything other than Drones slows down your economy. But getting a Queen/Hatch gives more larva, allowing more drones to be built. It depends on how you define "maximize your econ", but I wonder if16h/15p is too late.

I've been playing around with "Evolution Chamber" ( http://code.google.com/p/evolutionchamber/ ). I've done many different kinds of BO optimizations. Almost always, the pool/hatch go down no later than 14. Sure, this is a slight eco hit over 16h/15p at that moment, but it gets paid back once the extra larva can be used. And having the pool/queen slightly earlier has non-eco benefits as well.

Evolution Chamber is relatively new, and might not be working correctly. That's why I am asking if anyone has worked out the eco benefits of 16h/15p over something like 14/14.
Yoshi Kirishima
Profile Blog Joined July 2009
United States10325 Posts
November 28 2010 06:59 GMT
#132
Artosis said in the GSL 3, before the first set between Nestea and Sen something about

New AI letting drones fend off early pools (or did he say pool first?) except may be things like 10 pool bling, 11 pool bling, etc. He said that it works if you go 17 hatchery, and that if you "micro right" you will be able to hold off (and secure an advantage?) with those 17 drones vs early zerglings.

Although what you are posting is 16 hatch... so I'm not sure.
Mid-master streaming MECH ONLY + commentary www.twitch.tv/yoshikirishima +++ "If all-in fails, all-in again."
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