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[H] 5 Roach versus 4 Gate

Forum Index > StarCraft 2 Strategy
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Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 17:36 GMT
#1
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.
"Keep stepping over dead bodys." - day9
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 17:40 GMT
#2
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.


btw should be an [H] up there sry
"Keep stepping over dead bodys." - day9
Akill_
Profile Joined November 2008
United Kingdom80 Posts
November 16 2010 17:41 GMT
#3
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.
pwnasaurus
Profile Joined August 2010
Canada190 Posts
November 16 2010 17:44 GMT
#4
The problem is that 5RR is a pretty awful build. You will never beat any moderately high level players without doing an econ opener as zerg, especially not a toss with a sentry.
Effect010
Profile Joined May 2010
Germany89 Posts
Last Edited: 2010-11-16 17:49:30
November 16 2010 17:47 GMT
#5
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: seems like this only works out against low level players^^
"Keep stepping over dead bodys." - day9
Akill_
Profile Joined November 2008
United Kingdom80 Posts
November 16 2010 17:52 GMT
#6
On November 17 2010 02:47 Effect010 wrote:
Show nested quote +
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: thinks like this only works out against low level players^^



this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon.

I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 18:04 GMT
#7
On November 17 2010 02:52 Akill_ wrote:
Show nested quote +
On November 17 2010 02:47 Effect010 wrote:
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


i thought the roach rush works out against a 4 gating protoss...i have never had good experiences with expanding against that build... but tbh i think without the forcefield i would have won...

edit: thinks like this only works out against low level players^^



this is my point. protoss is bound to have some early defence mechanism versus zerg. against melee/range 4 units and a single tile ramp its bound to be a decent forcefield. the theme is common throughout early game p v z. protoss use their buildings and forcefields to stop the early zerg threat from having potential by denying alot of combat manuevers. Protoss who have learnt the hard way will always get out the sentry for the forcefields and back it up with some decent dps from the stalker or a cannon.

I would probably look towards exploring an economy build for zerg that encompassed an expansion and lings/spines for defence. 1 base z v 1 base p is very likely to allow p the macro victory if he has weathered z storms before

thank you! this helped me a lot...i used to do this build a lot but might not have noticed that it was getting more and mor useless...-.-
"Keep stepping over dead bodys." - day9
Jayrod
Profile Joined August 2010
1820 Posts
November 16 2010 18:05 GMT
#8
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.

5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him.

When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink.
MilesTeg
Profile Joined September 2010
France1271 Posts
November 16 2010 18:09 GMT
#9
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
November 16 2010 18:15 GMT
#10
5RR sucks, especially on a map with a relatively long distance like XNC. not exactly surprising you lost. stop trying to kill your opponent early and expand early instead and learn to macro
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
tetramaster
Profile Joined July 2010
Canada253 Posts
Last Edited: 2010-11-16 18:22:22
November 16 2010 18:21 GMT
#11
On November 17 2010 03:09 MilesTeg wrote:
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!


Yes, but only if the opponent will wall off at their ramp (which is iffy; some maps it's suicide NOT to do so (steppes in case of a 6-10 pool) and other maps you can get away with just doing simcity and, if worried about ling run bys, stick a cannon somewhere surrounded by buildings so lings can't take it out.
liano
Profile Joined November 2010
20 Posts
November 16 2010 19:09 GMT
#12
IMO 7RR > at your 5RR + metaboost build : simply because it's done like 30sec sooner.

You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push.

you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time.
Effect010
Profile Joined May 2010
Germany89 Posts
November 16 2010 21:27 GMT
#13
On November 17 2010 04:09 liano wrote:
IMO 7RR > at your 5RR + metaboost build : simply because it's done like 30sec sooner.

You arrived at his base just when his warpgates were done, so he just had to buy some time and warp some units to ruin your push.

you could have had an overlord for vision and pick off that pylon on the edge to supplyblock him and also don't kill the gateways lol XD, enter past them and kill units + pilons or probes, but gateways got too much health, it's a waste of time.

yeah thats what i thought watching the replay :D i´m far too late and my micro and decision making was crappy -.-
"Keep stepping over dead bodys." - day9
nodq
Profile Blog Joined May 2010
Germany123 Posts
November 17 2010 00:23 GMT
#14
On November 17 2010 02:41 Akill_ wrote:
tbh your first mistake was assuming that a 5 roach rush would do anything versus a defended ramp by protoss.

my first suggestion if you do this regularly would be to send a solo ling up the ramp first and keep the rest back in the fog. if his army size looks breakable/no sentries around go for it.

Otherwise this rush seems pretty weak, i dont play z but from what ive gathered you sac econ for thisrush. if it doesnt work the p can just macro from a decent economy and a good unit infrastructure and within a couple minutes he will be pounding on your door. especially if he works out you rushed for the roaches.


But its very good vs any kind of early expand of protoss or tech builds (rays phoenix DTs bla) and vs. 4 gate you just have to go back and pump drones (as you already have some units to defend for the upcoming 4 gate push) so you dont send the lings after the roaches if you see blocked ramp with 3 gate robo/4gate whatever and a sentry. you pump drones instead. and send your roaches back.

The 5RR means you expand just after the roaches went out. So against 4 gate you wont fuck up your eco that much, because protoss eco wont be good, too. You can hold if in my experience a normal 4 gate push with a normal executed 5RR BO. Ofc don't let the Protoss scout your roachwarren at the beginning. if he scouts it, you better do not 5RR then.

You just are not allowed to lose your roaches to a stupid push when the Protoss is blocking the ramp.

Spawn moooaaaar Overloooaaaarddzzzz!
GHOSTCLAW
Profile Blog Joined February 2008
United States17042 Posts
November 17 2010 00:25 GMT
#15
On November 17 2010 03:09 MilesTeg wrote:
Hm total theory crafting here but couldn't you use an overlord for vision on some maps? And at least pick off some buildings to let the lings do the work.

Sorry if it's noobish!


on some maps, but the distance tends to be super far >.> so a lot of the time your overlord won't be there by the time your attack hits (thinking of xel'naga caverns)
PhotographerLiquipedia. Drop me a pm if you've got questions/need help.
nodq
Profile Blog Joined May 2010
Germany123 Posts
November 17 2010 00:29 GMT
#16
On November 17 2010 03:05 Jayrod wrote:
Show nested quote +
On November 17 2010 02:36 Effect010 wrote:
I recently played a 1on1 on Xel´naga caverns... I played the five roach rush and some lings while he went for a 4 gate...i went up the ramp got forcefielded and lost everything..what could i have done better? where were my mistakes? my opponent siad i should have retreated after kicking his gate but i don´t think that i had done enough damage and would simply be counterattacked.

here´s the replay:
http://www.file-upload.net/download-2978958/5roachvs4gate.SC2Replay.html

i´m about 1100 diamond and he was 600 diamond.

5RR and 7RR are both very weak openers in my opinion that dont play towards the strengths of the race. Some ~2000 zerg 7 RR'd me and i had 2 stalkers out, 2 more about to pop and warp gates nearing completion and I held it off, losing quite a few workers but more importantly still realizing i had a huge advantage. Putting 14 supply into an army that early as zerg is pretty counterintuitive and it really tips your opponent off to counter attack once theyve dealt with the push. When I cleaned up his army i pushed out immediately and was met half way to his base by about 16-20 lings. Well lings without speed just plain suck so once I saw that he wasted even MORE larva on things other than drones i knew i had already won. I picked lings off, waited for blink to finish and promptly crushed him.

When you're forced to choose between drones and units it makes early aggression feel very all in. As your opponents get better and as they have more solid builds, builds like 5rr and 7rr will just completely stop working for you. Roaches without speed are easy to micro against as are lings without speed. Lings WITH speed on the other hand, will make your opponent think twice about pressuring you as much without fast blink.


7RR sucks imho. But 5RR is okay opening in 1v1 Maps. Problem is 90% of the Zerg Players doing this BO, doint it wrong. Thinking that is is a actual rush and has always to be played like rush, example: always rush the ramp doesnt matter what the protoss has there. Thats stupid, really stupid, ofc the protoss will go out to your base after he crushed your roaches(maybe the lings too) and put on massive pressure the next minutes.

Zergs who can not see the Situation and walk back with their roaches and NOT making these reinforcement speedlings and making drones instead, are just not understandig the BO.
You build the speedlings if you see that you can break the wall at the ramp because hes teching or whatever (no 4gate 3 gate robo stuff etc.) Then its really hard for the Protoss to hold it off actually.

Only 4 Gate mass blink Stalkers i find the BO crap against. Pretty hard to defend the Push. But its also hard to defend with FE, so.
Spawn moooaaaar Overloooaaaarddzzzz!
serverdown
Profile Joined September 2010
19 Posts
November 17 2010 00:38 GMT
#17
I think that 5RR or 7RR are pretty good openings. Especially on maps like blistering sand and jungle basin where there is a backdoor with which you can pressure protoss. Also on a map like scrap station this can work beautifully since the ramp is to big to be FF'ed. Another important thing ive never seen anyone mention is that if protoss does not have a sentry/photo cannon and some stalkers in early game hes in a pretty tough spot to defend. Meaning that if protoss wants to try any other opening (for example: fast expand) he gets countered pretty hard.
JudgementxMyuu
Profile Joined November 2010
Australia53 Posts
November 17 2010 10:07 GMT
#18
hmmmm maybe this is off the topic but 3RR is pretty good too if they dont scout it, usually they arent prepared or they just got their 1st sentry/stalker. as a protoss player i usually go stalker>sentry but idk maybe thats just me
Markwerf
Profile Joined March 2010
Netherlands3728 Posts
November 17 2010 10:17 GMT
#19
Zerg is a adaptive race, you only should do a aggresive rush when you feel the opening is there, just doing it blindly is bad as zerg is screwed if they can't do damage with a rush.
Aggresive play against 1 base toss is overall quite stupid, forcefield on the ramp easily stops ANY zerg aggression.
Blu3
Profile Joined August 2010
United States126 Posts
November 17 2010 11:13 GMT
#20
The whole point of the 7 RR (or variations of such) is that while your roaches reach your opponents base, you can both get speed for your lings (which I usually just have sit behind roaches until the walloff is taken out, and speed is finished) and THEN, get an expansion.

Remember, while we attack, we should expand.

Roaches take down the wall and zlots, and then the Slings run in and kill stalkers/sentries (who no longer have any energy.

The key is to get speed and expand. This is a lot of macro.

I'm only a top platinum player, so take it for what it's worth.
BluE
Blu3 is the color that wins
DarKFoRcE
Profile Blog Joined April 2010
Germany1215 Posts
November 17 2010 12:46 GMT
#21
On November 17 2010 20:13 Blu3 wrote:
The whole point of the 7 RR (or variations of such) is that while your roaches reach your opponents base, you can both get speed for your lings (which I usually just have sit behind roaches until the walloff is taken out, and speed is finished) and THEN, get an expansion.

Remember, while we attack, we should expand.

Roaches take down the wall and zlots, and then the Slings run in and kill stalkers/sentries (who no longer have any energy.

The key is to get speed and expand. This is a lot of macro.

I'm only a top platinum player, so take it for what it's worth.
BluE


If you manage to get up the ramp into the Ps base, it is very likely that he will just die. But any good Protoss player is able to identify that youre going roaches and will just quickly get a sentry to forcefield the ramp while chronoboosting another sentry. This delays the attack long enough for him to get enough units. Then you are behind in eco and will get owned by either some kind of immortal+gateway push or simply by him taking an expansion and going into a macrogame and killing you with some kind of 2 base timingpush.

whatever roach rush you are going for, it is pretty much an allin and it definitely does not have "a lot of macro"...
Follow me on Twitter: https://twitter.com/#!/PinDarKFoRcE
DaemonX
Profile Joined September 2010
545 Posts
Last Edited: 2010-11-17 13:13:22
November 17 2010 13:06 GMT
#22
I used 5RR for over 1 month on ladder vs toss as my only build to investigate its potential.

And I learned that good, fast 4-gate (ie first warp cycle before 6 mins) is a hard counter to 5RR.

You will beat a lot of slower 4-gates or 4-gates at lower skill levels. But a perfect excution will have 2 full warp cycles complete before you bust open the ramp between 5:55 and 6:15. This means either your lings will get FFd out, or a large ball of stalkers will just exchange your men in his base, - and off one hatch you can't replenish without eco loss; he can,. and you will die 3-4 mins later (your relatively late expo will be denied before it finishes by his counterpush, and you will lose, in my experience).

5RR *crushes* things like 2 gate, 2 gate robo, proxy harass, void ray rush, DT rush.
Even if you don't kill, you will do damage or prevent their intended harass while expanding and be well ahead. The roach wave can kill an enourmous number of zeals, and once the speedlings mix in you can take out a decent number of stalkers. Without warp tech you can sit at his production and gg him, or take out masses of probes.

But a lot of these builds have fallen out of popularity recently, and the 5RR is less powerful as a result. Any build that puts a lot of firepower down before 5:30 mins hard counters the 5RR. Forge-FE, 3-gate wall-in, 3-gate (delayed) robo, 4WG all rape you.

The build that deals with 4-gate consistently is the 7RR-all-in. This hard-counters 4WG, as you arrive almost a minute before his warp completes, and he has too few gas units to hold off.
The problem is the super-fast 7RR is a blind all-in on most maps, unless you are close air positions or steppes of war, and therefore considered pretty cheesy.

So wait till then, or know your man, or make a metagame play - the 7RR can beat some other builds too.

But if it's scouted and he's not committed all-in, a forge-wall will go up and you are ggd, so don't risk it foolishly.
Novachi
Profile Joined November 2010
Denmark44 Posts
Last Edited: 2010-11-17 15:38:08
November 17 2010 15:37 GMT
#23
doublepost shit..
Oh these mutas man
Novachi
Profile Joined November 2010
Denmark44 Posts
November 17 2010 15:37 GMT
#24
Bring an overlord... Atleast that gives you some kind of chance.
Oh these mutas man
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
November 24 2010 23:19 GMT
#25
Hey I think your rush was great in the game you posted and would have been MUCH more successful if you had actually pushed up the ramp after the first FF dropped. When you pulled back to regroup it only gave him more time to add units and prepare another ff, though you had easily a large enough hole to throw your lings through while your roaches hammered the second gateway. He couldnt ff the ramp again becasue your roaches were already up it, so if you could get a few lings through (you only got two through before he ff'd THE RAMP again) and micro them close to the roaches, the roaches could easily pick off hte z's while you whittled the second gateway down.... then total gg.

This completely wouldnt have worked though if he had been smart in his ff's and thrown one down ont eh ramp right away so his sentries could gang up on the lone roach with vision.
Micro your Macro
HardCorey
Profile Blog Joined May 2010
United States709 Posts
Last Edited: 2010-12-02 00:20:43
December 01 2010 01:41 GMT
#26
Hi Effect, I'm HardCorey and ive just started trying to do a video series of answering questions on various threads that provide replays. I took a look at your replay and I just uploaded the video. I talked a bit about the outcomes of doing all-ins and the differences between Protoss and Zerg 1 base plays.

http://hardcorey.blip.tv/file/4451278/

My Main Thread


Hope this helps,
-HardCorey
Don't Worry, Be Happy.
shmoo
Profile Joined March 2010
United States139 Posts
December 01 2010 02:03 GMT
#27
5RR is too aggressive and has no follow up.
7RR lets you expand as your roaches move out, start ling speed, and drone hard.
Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count.

7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units.
Bears are godless killing machines
GreatestThreat
Profile Joined May 2010
United States631 Posts
December 01 2010 02:30 GMT
#28
On December 01 2010 11:03 shmoo wrote:
5RR is too aggressive and has no follow up.
7RR lets you expand as your roaches move out, start ling speed, and drone hard.
Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count.

7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units.


You have it backwards. The REAL 5RR build has an expansion started when the roaches are a third of the way across the map, and ling speed done before they hit. It's a pressure-expand build, far from an all-in, and if the opponent doesn't respond correctly or overcommits to stalker/marauder what have you the speedlings will kill him outright.

A correctly done 7RR is an all-in, but a more powerful attack that hits earlier than the 5RR.
"I'm ethereal! My children are legion, serial! They stick to my skin like beloved cysts... I TEAR AWAY WITH MY NAILS AND TEETH AND FISTS!"
emc
Profile Joined September 2010
United States3088 Posts
December 01 2010 02:46 GMT
#29
Roaches are too slow early game, it's either make it big or lose all your roaches. They also cost a lot of supply which is terrible for zerg because you must use more larve for overlords. It's extremely risky, I would only consider doing this against terran but it wouldn't be a rush, it would be a roach timing attack designed to remove scvs from the worker line and sniping them as they repair. This is something fruitdealer does against terran but never against toss because of how deadly forcefields can be.
MorsCerta
Profile Joined October 2010
United States234 Posts
December 01 2010 02:56 GMT
#30
On December 01 2010 11:03 shmoo wrote:
5RR is too aggressive and has no follow up.
7RR lets you expand as your roaches move out, start ling speed, and drone hard.
Having an overlord to grant vision is very useful, often you can snipe some units or buildings then backoff without losing anything. Grats you now have an expo and have caught up in worker count.

7RR is not an all in, its just a safe way to apply early pressure, force them to be defensive, and get an expo out of it. If they are greedy, it will punish them. Even if all you can do is kill 300 minerals worth of stuff then back off, you have 7 roaches to defend with. 7 roaches, some lings, and two crawlers can defend against a 4 gate quite easily while you drone a little to pass the toss then just keep making units.

Umm thats the opposite of the truth.

The 5RR is the only roach rush that has any real chance of a transition. And it is the strongest roach rush. Why people do the 7RR is beyond me. 5 Roaches +8-12 speedlings is > then 7 roaches. People probably just cant micro roaches and speedlings at the same time. And if you decide hey, I don't think I can break this, you are not as far behind in ECO as the 7RR and you already have ling speed.

However the 7RR is almost entirely all in, no ling speed and in order to get an expo up you have to cut even more drones leaving you further behind. Not to mention both of these are crappy ways to play zerg and once they stop being effective you actually have to learn how to play.

In general both of the rushes are very crappy and should only be part of your repertoire if you see protoss going for a forge FE or nexus first (ie. canceling your expo and going roach all in.)

TL;DR

Roach Rushes are a good way to get into diamond, and then not know how to play zerg. Don't roach rush.
If I was you then I would prolly hate on me too. http://www.teamliquid.net/video/streams/MorsCerta
Abstinence
Profile Blog Joined November 2010
United States328 Posts
December 01 2010 05:29 GMT
#31
On November 17 2010 22:06 DaemonX wrote:
The build that deals with 4-gate consistently is the 7RR-all-in. This hard-counters 4WG, as you arrive almost a minute before his warp completes, and he has too few gas units to hold off.
The problem is the super-fast 7RR is a blind all-in on most maps, unless you are close air positions or steppes of war, and therefore considered pretty cheesy.


No. If any toss worth his points scouts a 7RR he WILL make sentries and hold it off while going double gas. Trust me on this. If you go sentry after zealot, it will come out before the 7 roaches arrive, and two more can be chrono'd out before WGs finish, at which point you can just keep the FF up and continue to warp in units until you roll out and stomp the econ-deprived zerg.
SteveNick
Profile Joined November 2008
United States304 Posts
Last Edited: 2010-12-01 05:42:01
December 01 2010 05:38 GMT
#32
To be honest, Protoss doesn't even have to scout this build to stop it. I can stop this with no sentry, only stalkers, with a normal, passive opener.

If Protoss has a zealot and 2 stalkers when you arrive with 5 roaches, all he has to do is pull off 8 or so probes and he will hold your rush easily, and will be ahead of you.

I almost never get a sentry even if I scout the roach rush. I just chrono out stalkers. With good micro, the stalkers hold off the rush just fine, and put you in a better position than if they had just decided not to attack due to spotting a sentry.

Sentry is a waste of production cycle because it moves slow and has a low attack range/damage, thus can't be used very well on the offensive in small numbers. I try to get by with the bare minimum of sentries that I need to avoid wasting cycles/gas that can be used on tech, and you just don't need a sentry to hold off this rush.
It's all fun and games until somebody gets 4gated.
f0rgiv3n
Profile Joined January 2008
United States112 Posts
December 01 2010 05:46 GMT
#33
The way i see it, it's quite simple really. You went with an all-in attack (5RR), he had a standard opening focussing on probe production. You attacked, didn't do enough damage and so you were from that point behind because you went for attacking units early while he went for probes early. Once he caught up in attacking units, it was over. He was too far ahead in economy.


Not a great build for a map that you spawned cross-position. roaches are slow!
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
December 01 2010 05:48 GMT
#34
The 5RR is pretty bad against anything except FE or super fast tech(even then, its not the best). If the protoss is diamond, he should be able to correctly forcefield, which pretty much ends your rush, and you are economically behind. Honestly, the metagame is at a point where 4 gate all in can be defended with roachling even after 15 hatch, and I don't see a reason why you would want such a committed all in pressure. 5RR IMO is just a bad strategy and it is only effective against overly greedy protoss or maps with backdoor.
necroticah
Profile Joined August 2010
South Africa233 Posts
December 01 2010 05:56 GMT
#35
What I do is send the second overlord to their base it should reach by the time your Roaches get there. This should allow your Roaches to snipe his buildings.
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 01 2010 06:04 GMT
#36
5RR only really works against Toss when they 2-gate, FE or when they over-commit to cannon rushing your nat (and waste a bunch of minerals). It's got really crisp timings, but just doesn't cut it when you have to rush up a ramp held by sentries and a good sim-city. 4 gate is probably one of the worst builds to 5RR against, as the toss can hold you with sentries and then crush you when his big production capacity kicks in. Then you've got no econ, no army, an unsaturated nat and a 4-gate knocking on your door.

That said, I've found this build useful when I want to all-in or in 2v2 games. Knowing the general timings is nice if you want to transition into this after after seeing an opportunity develop during the game.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
pwncakery
Profile Joined September 2010
Canada131 Posts
Last Edited: 2010-12-01 09:09:46
December 01 2010 09:08 GMT
#37
I don't get all the shit dumped on 5 and 7 roach rushes. I don't use 5rr's, but I open 7rr pretty frequently on close spawn metal, blistering and steppes. I've found it to be highly effective against T and P. For some reason even though I'm not 14 hatching terrans still love to 2rax+scv rush. Even if they don't, not many are opening marauders so I still have a fairly easy time causing damage. Against protoss this build is a little more hit or miss. I find if villain is chronoboosting warpgates like a fiend I'm in trouble, but anything else is pretty easy to disrupt. Bringing an overlord along to spot highground in case of forcefields is easy due to the short distances. The followup to this rush is pretty simple: ling speed and a hatchery as you're moving out and determine your larva use based on the result of your attack.

Here's a game I 7rr'd about an hour ago on blistering. Villain's ~2k protoss.

[image loading]
BrTarolg
Profile Blog Joined June 2009
United Kingdom3574 Posts
December 01 2010 09:11 GMT
#38
If you're going to 5 or 7rr, let me give you some advice as a zerg

a> use your lings and your overlord to at least scout his ramp and build

b> drone up like crazy afterwards

c> drone BEFORE you expand and tech up at the same time after you expand
MorsCerta
Profile Joined October 2010
United States234 Posts
December 01 2010 15:35 GMT
#39
On December 01 2010 18:08 pwncakery wrote:
I don't get all the shit dumped on 5 and 7 roach rushes. I don't use 5rr's, but I open 7rr pretty frequently on close spawn metal, blistering and steppes. I've found it to be highly effective against T and P. For some reason even though I'm not 14 hatching terrans still love to 2rax+scv rush. Even if they don't, not many are opening marauders so I still have a fairly easy time causing damage. Against protoss this build is a little more hit or miss. I find if villain is chronoboosting warpgates like a fiend I'm in trouble, but anything else is pretty easy to disrupt. Bringing an overlord along to spot highground in case of forcefields is easy due to the short distances. The followup to this rush is pretty simple: ling speed and a hatchery as you're moving out and determine your larva use based on the result of your attack.

Here's a game I 7rr'd about an hour ago on blistering. Villain's ~2k protoss.

[image loading]

If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period.
If I was you then I would prolly hate on me too. http://www.teamliquid.net/video/streams/MorsCerta
Weken
Profile Joined November 2010
United Kingdom580 Posts
December 01 2010 15:50 GMT
#40
Well my guess would be because you 5 roach rushed and he was ready for it (4 warp gate) you lost. He did the counter build to your build putting you at a disadvantage. Thats the thing with rushing its really luck as to how well it is going to work.
Allred
Profile Joined November 2010
United States352 Posts
December 01 2010 16:06 GMT
#41
i laugh at zergs who ever roach rush. my new favorite counter to it is 3 gate + forge pushing out just as the +1 attack finishes. if you hide the forge if you didn't need cannons to hold the rush many zerg players will produce to many units thinking its a 4 gate timing push, and i simply back out and defend my expansion till it is up. the rest of the game is pretty easy now that i already have the +1 attack on them.
An expert is a man who tells you a simple thing in a confused way in such a fashion as to make you think the confusion is your own fault. ~William Castle
pwncakery
Profile Joined September 2010
Canada131 Posts
December 01 2010 18:10 GMT
#42
On December 02 2010 00:35 MorsCerta wrote:
If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period.

I said it's rare to find a terran opening with marauders, thus it's easy to inflict damage...because terrans will rarely have marauders.
Ksyper
Profile Blog Joined May 2010
Bulgaria665 Posts
December 01 2010 18:23 GMT
#43
Don't go up a ramp if you see sentries, you will get cut in half and lose them all.
I would suggest playing standart dough, 5rr won't teach you anything.
jdseemoreglass
Profile Blog Joined July 2010
United States3773 Posts
December 01 2010 18:36 GMT
#44
Zerg's advantage is in macro. 5RR and 7RR are simply cheese imo, and any solid opponent in high diamond will scout and defend nearly 100% of the time. Play defensively as zerg until you can exploit a macro advantage.

If you want a build that is both extremely economical and flexible, try the 11Pool 18Hatch being perfected on my thread. It is especially good for players who fear early aggression like 4gates, 6pools, or 2rax marines. Here is a replay of it in action.

[image loading]

This felt like the easiest 4gate I have ever held off because I had so many units out quickly. At first I assumed my opponent was making a mistake, or was possibly going 3gate-expand, but the replay shows he did fairly well in keeping his resources low and drone count high.
After holding off two attacks I prepare for a mid-game timing attack before his late expansion can reap dividends.
"If you want this forum to be full of half-baked philosophy discussions between pompous faggots like yourself forever, stay the course captain vanilla" - FakeSteve[TPR], 2006
MorsCerta
Profile Joined October 2010
United States234 Posts
December 01 2010 18:57 GMT
#45
On December 02 2010 03:10 pwncakery wrote:
Show nested quote +
On December 02 2010 00:35 MorsCerta wrote:
If terran is opening marauders and you are finding it easy to case damage with roaches the terrans you face suck. Period.

I said it's rare to find a terran opening with marauders, thus it's easy to inflict damage...because terrans will rarely have marauders.

Ah I misread.

If I was you then I would prolly hate on me too. http://www.teamliquid.net/video/streams/MorsCerta
CookieMaker
Profile Blog Joined November 2010
Canada880 Posts
Last Edited: 2010-12-05 04:29:57
December 05 2010 04:27 GMT
#46
On December 02 2010 03:36 jdseemoreglass wrote:
Zerg's advantage is in macro. 5RR and 7RR are simply cheese imo, and any solid opponent in high diamond will scout and defend nearly 100% of the time. Play defensively as zerg until you can exploit a macro advantage.

If you want a build that is both extremely economical and flexible, try the 11Pool 18Hatch being perfected on my thread. It is especially good for players who fear early aggression like 4gates, 6pools, or 2rax marines. Here is a replay of it in action.

[image loading]

This felt like the easiest 4gate I have ever held off because I had so many units out quickly. At first I assumed my opponent was making a mistake, or was possibly going 3gate-expand, but the replay shows he did fairly well in keeping his resources low and drone count high.
After holding off two attacks I prepare for a mid-game timing attack before his late expansion can reap dividends.



just checking out your replay... I dont mean to belittle your opening (i love overpool) but his 4gate rush was faily poorly composed and microd. You mentioned how he kept his money down, but he basically did that because he only had 18guy mining 8 patches while he stockpiled gas. Eventually he came at you with SEVEN sentrys and a handful of stalkers, yet he threw down a grand total of zero forcefields. Be careful, should the 4gate rusher acutally have decent army composition that includes zealots to tear lings to pieces. Your mechanics looked quite solid tho.
Micro your Macro
A.J.
Profile Joined August 2010
United States209 Posts
December 05 2010 04:39 GMT
#47
I do a 7 roach rush, but I also use an overlord for sight. I win most of the times i do this, but It's like auto lose if they manage to hold it off.
Take a chance
zyglrox
Profile Joined August 2010
United States1168 Posts
December 05 2010 04:59 GMT
#48
i don't know why you would want to rush and sacrifice your economy. speedlings are enough to keep most stalker pressure to a minimum and if he has a shitload of stuff at your front door and you hold it off while doing 15 hatch or like 14/16 you basically win. this is so easy to stop as protoss unless it's the scrap station ramp but then again the run distance is gigantic. no toss is going to nexus first if he sees a fast gas anyways so i never really understood this build vs protoss. terran might be a different story.

champagne for my real friends, and real pain for my sham friends.
Tsabo
Profile Joined September 2010
Russian Federation266 Posts
December 05 2010 22:19 GMT
#49
Disregard anything sayed about 5RR and 7RR, the correct answer is you ALLWAYS want to expand insted of rushing.

Sure 5RR and 7RR can work, but only if your opponent is bad or makes micro mistakes.
Babyschwein
Profile Blog Joined December 2010
Germany33 Posts
December 05 2010 22:44 GMT
#50
I really feel like zergs get strongest in late-game. Don't try to do an all in like that if the situation isn't VERY good.
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