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[Q] Why would you ever go Roach/Hydra vs Protoss

Forum Index > StarCraft 2 Strategy
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Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-11 21:20:31
December 11 2010 21:17 GMT
#1
I just don't understand it. Time and time again I try this army composition and almost every time I get absolutely destroyed. Protoss has two tech trees that just absolutely demolish this army composition (templar and colossus). I feel so much more comfortable with some form of ling opening because you can actually have map control and feel aggressive. Roach/Hydra gives you absolutely no map control for the early-game. The only time roach/hydra is ever good is if the opponent gets nothing but t1 units. Even then, roach/hydra is incredibly vunerable to any sort of forcefielding play, especially in chokes.

I don't really have a problem with roaches, but the hydras are the weakest link in this matchup. They just die so quickly to any form of AoE. Is Roach/Hydra just a bad unit composition? I suspect it isn't and I just don't know how to play with it. Can someone give me a basic idea of how to play with roach/hydra?
Daria
Profile Blog Joined August 2010
Australia500 Posts
December 11 2010 21:28 GMT
#2
Roach Hydra + Corruptors to take out colussus and then you score
daria[e]
MrBitter
Profile Joined January 2008
United States2940 Posts
December 11 2010 21:29 GMT
#3
You have to realize that hydras aren't supposed to make up the body of your strategy. They're transitory units to get you through the Toss player's immortal transition.

Also understand that you can go slings first for map control and scouting.

Going roach/hydra should be like this:

Early game - toss has map control until ling speed, when Z takes map control
Early-mid - Zerg gives up map control to the Toss sentry+ zeal numbers until roach speed finishes
Mid - Zerg retakes map control with roach speed/burrow, and attempts to hit a mid-game timing
Later mid - Protoss regains map control with observors and immortals
Early late - Zerg's hydras once again give him the army advantage, forcing Toss to turtle until colossi
Late - Toss regains map control with his 3rd and 4th colossi and attempts to hit his late game timing
Later - Zerg defends by adding 8-12 corruptors, controlling Toss colossi numbers

End Game - Roach/Brood + very limited hydra numbers clash with the Toss deathball to decide the game.

At no point are you actually relying on the hydras to win you the game. Their sole purpose is to deal with immortals while you transition into your corruptors, and eventual broodlords.
Vaporized
Profile Joined July 2010
United States1471 Posts
Last Edited: 2010-12-11 21:34:11
December 11 2010 21:32 GMT
#4
corrupters are neccesary for collosus. i came to roughly the same conclusion, hydras just die too fast. i mass upgraded roaches with burrow move, and corrupters. roaches will not die in seconds to collosus/storm/can burrow under forcefields, corrupters will take out collosus. this is my go-to zvp composition. if the stalkers start focusing your corrupters then roaches kill, if they focus roaches then the collosus will die. dont forget to corrupt. roaches or lings will stomp immortals if u have good corruption micro.

mixing in a few hydras late game can help boost your armies dps, but for the most part i stay away from them which is a damn shame because hydras are the reason i play zerg.
Vanity
Profile Joined August 2010
United States28 Posts
December 11 2010 21:32 GMT
#5
I like roach/hydra on close positions. Either your build timings are off, or attack timings are off, which is pretty important. (Before colossus come, when ur ahead of upgrades, eco, ect.) Also, you need some corruptors too.
I am so clever that sometimes I don't understand a single word of what I am saying.
diegonolan
Profile Joined November 2010
United States54 Posts
December 11 2010 21:33 GMT
#6
I think roach is the most viable unit against storm will the exception of T3, i think will burrow and tunneling claws they can out regen storm and they are very good at tanking the storm. Hydras are there for the incredible dps they have. Although storm makes then not very good, against pure gateway, these units do very well. Once collosus come out though you not longer can just make roach of hydra you need corrupters and you need to do some collosus sniping. If toss moves out with the deathball its important to engage them as close to there base as possible so you can hopefully kill most of the colossus while building a whole other army back at your base to hopefully kill the rest of the death ball.
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 21:34 GMT
#7
roaches are awesome. roaches alone work very very well against anything P has except mass immortals and colossi (and, obviously, air). They can burrow past force field - this is HUGE - and they regen fast enough to render storm useless. A combo of roaches and corruptors work very well against any army composition except mass immortals and probably mass void rays. Hydras are needed against immortals and stargate openings but in general you want to transition out of them once they tech up to col or storm.
DoctaD
Profile Joined December 2010
35 Posts
December 11 2010 21:34 GMT
#8
Well as a protoss player, I usually transition into voids or high templar. So by the time you have brood or corrupters w/e, i've already transitioned.
Jarlax
Profile Joined November 2010
76 Posts
December 11 2010 21:42 GMT
#9
I think starting with roaches is not good idea unless u want go all-in or very aggressive. But going lings -> speed lings -> speed roach -> hydra -> corrupter -> broodlord is quite good. Dunno about others but i start something along this lines against protos:

14 pool
16 hatch
15 overlord
15 quuen
21 gas
another queen when first finish
spine crawler, drones to 30, overlord
spine crawler
ling speed with 100 gas, take second gas (if 4gate u need scout it and put 3 more spines at this point, delay gas and lair a bit, stop drone, spam lings)
lair with next 100 gas
another 2 spines around 34-38, 6 lings, drones
42-44 roach warren -> as soon as its finished roach speed
burrow from lair so they both finish same time (till they finish only make roaches no drones)
when they r done push with roaches, put 2 gas on natural, put hydra den, put 3rd base, drones till hydra den is constructing then only hydras till u get like 16-20 + get 3rd queen
transfer drones to 3rd, take 2 gas on expo, put 2 evo chambers, get 4th base, get +1/+1, get spire, get few drones
4th base finish get corruptors, build infestors pit, start getting +2/+2, build 2 gas on 4th base and start 5th base, get overlord speed and drops, start hive as soon as finished greater spire and make only hydras + corruptors, morph broodlords, push, keep reinforcing, win.
MrBitter
Profile Joined January 2008
United States2940 Posts
December 11 2010 21:43 GMT
#10
On December 12 2010 06:42 Jarlax wrote:
I think starting with roaches is not good idea unless u want go all-in or very aggressive. But going lings -> speed lings -> speed roach -> hydra -> corrupter -> broodlord is quite good. Dunno about others but i start something along this lines against protos:

14 pool
16 hatch
15 overlord
15 quuen
21 gas
another queen when first finish
spine crawler, drones to 30, overlord
spine crawler
ling speed with 100 gas, take second gas (if 4gate u need scout it and put 3 more spines at this point, delay gas and lair a bit, stop drone, spam lings)
lair with next 100 gas
another 2 spines around 34-38, 6 lings, drones
42-44 roach warren -> as soon as its finished roach speed
burrow from lair so they both finish same time (till they finish only make roaches no drones)
when they r done push with roaches, put 2 gas on natural, put hydra den, put 3rd base, drones till hydra den is constructing then only hydras till u get like 16-20 + get 3rd queen
transfer drones to 3rd, take 2 gas on expo, put 2 evo chambers, get 4th base, get +1/+1, get spire, get few drones
4th base finish get corruptors, build infestors pit, start getting +2/+2, build 2 gas on 4th base and start 5th base, get overlord speed and drops, start hive as soon as finished greater spire and make only hydras + corruptors, morph broodlords, push, keep reinforcing, win.


This is correct, textbook roach play. ^^
:D
ishkabibble
Profile Joined December 2010
Canada161 Posts
December 11 2010 21:44 GMT
#11
Roach hydra is a good transition out of early game whether you wen lings or roaches, but it's really not that viable as a late game strat IMO. With corruptors it gains some viability since you can counter colossi, but I still think it's vulnerable to forcefieldind play with blink stalkers. Roach hydra can be effective against protoss, just try not to get stuck on it too long as hydras die to colossi faster than colossi die to corrupters, so it becomes hard to win late game. As a side note, hydras can withstand a storm without dying since they instantly regen 1 hitpoint as soon as they take their first damage, so storming them leaves them with 1 HP.

I would go muta ling against toss since your mobility makes it hard for the protos to keep enough bases late game without getting all their workers killed by harassment, or go ultra heavy with mutas since ultras can beat stalkers and colossi fairly well (unless on a cliff) which often composes much of toss's late game army.
Hann1bal
Profile Joined June 2010
United States46 Posts
December 11 2010 21:51 GMT
#12
I'm only a plat player, so take this with a grain of salt. I've been going straight to Hydras and adding corrupters and roaches afterward with a lot of success. This was a build that we saw a lot in the beta after roaches went to 2 supply. I use crawlers and some lings to defend my expo and on the shorter maps I will start lair before speed. When their timing push fails, the toss will usually go for fast colossus while I take my 3rd base. Scouting can be a pain when toss walls off and Hydras seem to be the ultimate CYA unit since they are so strong against gateway units and void rays, which are pretty common at my level. I know IdrA also favors this comp against colossus. When I see Templar, I pull back and make them fight me on creep so I can close the distance quickly to make their storms hit their units as well. It's especially useful to have some speed lings to flank the templar.
Aut viam inveniam aut faciam.
HTODethklok
Profile Joined November 2010
United States221 Posts
December 11 2010 21:57 GMT
#13
I completely Roflstomp toss with sling/roach/hydra with infestors late game. NP FTW. Hydras annihilation gateway units but make sure to spread you creep or you wont be able to retreat your hydras in an engagement. Roachs destroy colossi have your roaches focus down the colossi and if you flank with slings you should be able to surround any HT the toss army may have as they are usually kept in the back of the army. Just keeps your hydras back until your slings flank if you see psi storm. Keep 3-4 infestors in your army and learn to mico them well and you can steam roll toss if you NP his colossi. If toss uses a lot of FF to split up your arm try using overseers and hydras to snipe any observers and then use burrow to keep your army safe until FF goes away.
Guns for show... Knives for a pro HTODethklok.201 NA
Kiarip
Profile Joined August 2008
United States1835 Posts
December 11 2010 22:01 GMT
#14
On December 12 2010 06:17 Xanbatou wrote:
I just don't understand it. Time and time again I try this army composition and almost every time I get absolutely destroyed. Protoss has two tech trees that just absolutely demolish this army composition (templar and colossus). I feel so much more comfortable with some form of ling opening because you can actually have map control and feel aggressive. Roach/Hydra gives you absolutely no map control for the early-game. The only time roach/hydra is ever good is if the opponent gets nothing but t1 units. Even then, roach/hydra is incredibly vunerable to any sort of forcefielding play, especially in chokes.

I don't really have a problem with roaches, but the hydras are the weakest link in this matchup. They just die so quickly to any form of AoE. Is Roach/Hydra just a bad unit composition? I suspect it isn't and I just don't know how to play with it. Can someone give me a basic idea of how to play with roach/hydra?


The stength of hydra is that once you are saturated on your 2 bases you can instantly take map control anywhere where you have creep, because hydra will rape the gateway army composition.

So then you can start your third, and start switching to Roaches, while you scout if he's going colossus or high templar. Colossi take a long time to build, and you need a lot of them to be good otherwise you'll run out of sentries, so that gives you a time to get up a spire, and since you're building roaches, you'll accumulate some gas on 4 geyesers, and then you get a bunch of corruptors, and bam, you have a decent composition to deal with colossus.

If he's going templar you have a timing to attack him before amulet kicks in, and you'll have great map control because of that so you can get a 4th base.
kerminator
Profile Joined June 2010
Austria75 Posts
Last Edited: 2010-12-11 22:06:44
December 11 2010 22:02 GMT
#15
I had the same thoughs a couple of weeks ago. Sure if you go roach hydra the toss can just make colossi and will have an easy time against you. But what other choice does a zerg player have ? You can go mutas but seriously ... there are even more counters to that the toss can choose from. Blink stalkers, stalker sentry, phoenix, HTs and archons will all do fine against muta ling. Also you are very vulnerable to pressure off two bases. And after the patch it will be even easier for the toss to switch to phoenix, right ?

The general idea of roach hydra i have:
Get an early expand (i do 14 pool 16 hatch) and drone hard but scout properly ofc. You get Roaches with speed and burrow at lair tech... so you can fight off 4gates and 6gates and pressure the toss if he has expanded. Also you can prevent him from taking a third. Expand behind this.

Meanwhile he will have to add immortals and you'll get +1/+1 and hyras with range upgrade.
Then take 4th and add a spire because he will pump colossi by now.

If the toss gets colossi you can fend off with roaches and hydras (range upgrade crucial) BUT you will need corrupters and a good position to fight. Hydras are weak but they are important for dps and he will not be able to target them with colossi if your roaches and hydras are posistioned correctly. If he moves forward with colossi then you can just focus them down.

Also you have to upgrade to +2/+2 and +3/+3 later. You can then add a greater spire to add broods.

If the toss goes storm i'm usually doing fine by researching tunneling claws and pump roaches only.

It feels a bit odd first, but once you time it out correctly (and the toss doesnt do some crazy stuff) you will have roaches against gateway units, then roach hydra against gateway units+immortal and then roach/hydra/corrupter against his stalker/coloss ball.

If he gets a third too early or fast techs colossi off two base you can punish him with your roaches.
IdrA has left the game!
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
Last Edited: 2010-12-11 22:29:44
December 11 2010 22:29 GMT
#16
Right now, my go to strat is mutaling. I will often get some relatively early upgrades after metabolic boost as well while saturating my natural. +1 attack lings eat up gateway units so fast and its really hard to forcefield all of them unless you are in a narrow choke.

One my lair is up, I will throw down a spire. Since I am only making lings at this point I have a ton of gas saved up. Once my spire pops, I make a shitton of mutas and take complete map control. I will always get a third at this point, but sometimes I will take it earlier if I have enough lings and +1 is done.

I just do not see any value in going roach hydra when you can use a strategy like this. The only time I have a problem is against players with good phoenix control and cannon placement, as it more or less shuts down my mutas. I need to figure out the best thing to transition into when that happens.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 22:31 GMT
#17
On December 12 2010 06:29 MrBitter wrote:
You have to realize that hydras aren't supposed to make up the body of your strategy. They're transitory units to get you through the Toss player's immortal transition.

Also understand that you can go slings first for map control and scouting.

Going roach/hydra should be like this:

Early game - toss has map control until ling speed, when Z takes map control
Early-mid - Zerg gives up map control to the Toss sentry+ zeal numbers until roach speed finishes
Mid - Zerg retakes map control with roach speed/burrow, and attempts to hit a mid-game timing
Later mid - Protoss regains map control with observors and immortals
Early late - Zerg's hydras once again give him the army advantage, forcing Toss to turtle until colossi
Late - Toss regains map control with his 3rd and 4th colossi and attempts to hit his late game timing
Later - Zerg defends by adding 8-12 corruptors, controlling Toss colossi numbers

End Game - Roach/Brood + very limited hydra numbers clash with the Toss deathball to decide the game.

At no point are you actually relying on the hydras to win you the game. Their sole purpose is to deal with immortals while you transition into your corruptors, and eventual broodlords.


This is fairly correct.

Unfortunately good Protoss will abuse whatever timings you choose (you go for early speedburrow roach pressure they turtle / you go for more drones they feint pressure right as you are vulnerable) and then tech straight to colossus completely skipping the phase of hydra domination. It's incredibly hard to deal with since you will not get good corrupter numbers out before he completely crushes your ground army with all those damn sentries.

Thank god not many Protosses are good and rather rely on their stupid blind timings instead of actually playing the game
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 22:45 GMT
#18
going straight for hydra in midgame seems a good idea in theory, but I dont think it works. they will scout it in time to get 1 colossus out which will vaporize your very expensive hydra army in seconds. the problem with hydras is that they are so fragile, unless you get your timings down to the second you will have invested a ton in an army that will disappear once their first col is out - and with sentries they can minimize losses at their front while they try to get that up. Imo you always want to make as few hydras as you can, roaches are just so much better against almost all P unit compositions.
majestouch
Profile Joined December 2010
United States395 Posts
Last Edited: 2010-12-11 22:50:31
December 11 2010 22:49 GMT
#19
because 1 phoenix > mutalisk^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞
assuming you know how to kite.
BlasiuS
Profile Blog Joined September 2007
United States2405 Posts
December 11 2010 22:58 GMT
#20
In a roach/hydra army you want mainly roaches by default.

Only make enough hydra to kill the things that kill roaches, which are immortals, phoenix, and void rays. If he's not making any immortals, phoenix, or void rays, you have no reason to make hydras, so if his army is only made up of zealot/sentry/stalker/templar/archon/dt, you should stick with pure 100% roach army, with possibly the exception of making some hydras if he has a HUGE number of sentries, however, having a disproportionately large # of sentries in a toss army will make it's over all DPS shit, so that hardly ever happens.

gateway army -> roach
gateway army + void ray/immortal/phoenix -> roach + small amounts of hydra
gateway army + colossus -> roach + corruptor
gateway army + immortals + colossus -> roach + small amounts of hydra + enough corruptors to kill the colossus.

etc.
next week on Everybody Loves HypnoToad:
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 11 2010 23:09 GMT
#21
On December 12 2010 07:58 BlasiuS wrote:
gateway army + colossus -> roach + corruptor
etc.


I completely disagree. You need the hydra DPS in the back past a certain supply# or else your roaches just get FFed and then 70% of them bug out around behind those that are getting killed, doing NOTHING. Once you are at like 150 supply getting more roaches - especially with our current map pool - is just a waste of larvae and supply imo and a surefire way to lose in a 200/200 engagement.

Once I've started putting a small dash of hydras (like 10-15) into my maxed armies and started getting the right upgrades (roaches and hydras benefit from them nicely) I've fared noticely better while trying to re-max in that small timing where P has the potential to crush you with his ground forces.
If you max out on roach + corrupter your army just isn't worth anything and has the corresponding DPS output.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 23:11 GMT
#22
if he has only t1 gateway army hydras perform better than roaches, but I still think you generally want to avoid them because you dont want to find yourself without an army when he decides to tech up,
DragonDefonce
Profile Blog Joined April 2008
United States790 Posts
December 11 2010 23:14 GMT
#23
Roaches are the bread, hydras are the butter. Bread is fine by itself and butter by itself is terrible, but if you have bread with a touch of butter, it becomes glorious.
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 23:14 GMT
#24
On December 12 2010 08:09 ChickenLips wrote:
Show nested quote +
On December 12 2010 07:58 BlasiuS wrote:
gateway army + colossus -> roach + corruptor
etc.


I completely disagree. You need the hydra DPS in the back past a certain supply# or else your roaches just get FFed and then 70% of them bug out around behind those that are getting killed, doing NOTHING. Once you are at like 150 supply getting more roaches - especially with our current map pool - is just a waste of larvae and supply imo and a surefire way to lose in a 200/200 engagement.

Once I've started putting a small dash of hydras (like 10-15) into my maxed armies and started getting the right upgrades (roaches and hydras benefit from them nicely) I've fared noticely better while trying to re-max in that small timing where P has the potential to crush you with his ground forces.
If you max out on roach + corrupter your army just isn't worth anything and has the corresponding DPS output.


burrow and unburrow on top of him. a skilled P can keep half your army out of range even when you have hydra. you preferably want to take out the obs (which is not hard), but even when you dont, the lost dps from when you tunnel underground is easily made up from the much better position you have when you effectively surround him.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-11 23:32:31
December 11 2010 23:30 GMT
#25
On December 12 2010 08:14 dementrio wrote:
Show nested quote +
On December 12 2010 08:09 ChickenLips wrote:
On December 12 2010 07:58 BlasiuS wrote:
gateway army + colossus -> roach + corruptor
etc.


I completely disagree. You need the hydra DPS in the back past a certain supply# or else your roaches just get FFed and then 70% of them bug out around behind those that are getting killed, doing NOTHING. Once you are at like 150 supply getting more roaches - especially with our current map pool - is just a waste of larvae and supply imo and a surefire way to lose in a 200/200 engagement.

Once I've started putting a small dash of hydras (like 10-15) into my maxed armies and started getting the right upgrades (roaches and hydras benefit from them nicely) I've fared noticely better while trying to re-max in that small timing where P has the potential to crush you with his ground forces.
If you max out on roach + corrupter your army just isn't worth anything and has the corresponding DPS output.


burrow and unburrow on top of him. a skilled P can keep half your army out of range even when you have hydra. you preferably want to take out the obs (which is not hard), but even when you dont, the lost dps from when you tunnel underground is easily made up from the much better position you have when you effectively surround him.


That is such a gimmicky tactic. He will just put another layer of FF infront of him so you can never unburrow + micro back making your effective DPS = 0 while his colossus + stalkers rip your roaches apart.

Roaches are so slow burrowed they take like 5 seconds even getting past 1 FF. Add to that the time your opponent gets even more free hits while you burrow and then even more free hits when you finally unburrow. I promise you this won't work in a 200/200 battle.

Also saying FF affects roaches (range 4) the same as hydras (range 7) is just pure ignorance.

Burrow is just utter crap when your opponent has detection. I've NEVER seen it put to good use. Just keep your stuff above ground and hope it deals as much damage as possible.
❤Ƹ̵̡Ӝ̵̨̄Ʒ✿
kerminator
Profile Joined June 2010
Austria75 Posts
Last Edited: 2010-12-11 23:43:22
December 11 2010 23:42 GMT
#26
Yup
You can use burrow when: He 6gates / 4gates you and has no obs or when he goes HT to engage/heal
But I never saw someone burrow move under a stalker/coloss ball

I also disagree with going pure roach corrupter just because
-Roaches are not worth their supply so your 200 supply army will get ripped apart
-The more roaches you have the more they get owned by FF
-You need the hydras for dps
IdrA has left the game!
dementrio
Profile Joined November 2010
678 Posts
December 11 2010 23:54 GMT
#27
burrow works. 0 dps for 5 seconds is not that worse than only half your army hitting (and getting killed) for the duration of the force fields. You will make corruptors anyway, just remember overseers and the obs will be automatically sniped. it is the only thing that I can get to work reliably against lategame colossi deathballs.
sas911
Profile Joined November 2010
Canada113 Posts
December 12 2010 00:02 GMT
#28
Roaches are really really buff units. They can take a sht load of hits, even from colossus, and come out looking fine. Hydralisks were mainly used because of roach's lack of range, and because hydras have such nice dps. But considering that they helped roach by +1 range, roaches are becoming WAY more common in a zerg army. Colossus can get easily sniped with corruptors.
You could say it's kind of like a terran complaining about colossus, and saying marines suck donkey balls. But marines are awesome, and have a good dps. Obviously, like terran, you need the air to air unit to take care of the colossus, but without the colossus, the protoss army gets owned so fast.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 12 2010 00:11 GMT
#29
On December 12 2010 08:54 dementrio wrote:
burrow works. 0 dps for 5 seconds is not that worse than only half your army hitting (and getting killed) for the duration of the force fields. You will make corruptors anyway, just remember overseers and the obs will be automatically sniped. it is the only thing that I can get to work reliably against lategame colossi deathballs.



i would love to see some replays because in theory it sounds _extremely_ bad.

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DarthXX
Profile Joined September 2010
Australia998 Posts
December 12 2010 01:04 GMT
#30
On December 12 2010 07:49 majestouch wrote:
because 1 phoenix > mutalisk^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞
assuming you know how to kite.


And assuming you can't micro ur mutas ...
PantsSC2
Profile Joined November 2010
United States17 Posts
December 12 2010 07:15 GMT
#31
On December 12 2010 07:49 majestouch wrote:
because 1 phoenix > mutalisk^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞^∞
assuming you know how to kite.


That's simply not true. Yeah, we've all seen the stupid Youtube video of one Phoenix beating some obscene number of Mutas.

Guess what? If the enemy has only a handful of Phoenix, and outnumber them significantly with Mutas, you just ignore the Phoenix and keep harassing the Toss economy for a slow, but sure, win.
What
N3rV[Green]
Profile Blog Joined August 2009
United States1935 Posts
December 12 2010 07:32 GMT
#32
Does everybody really get colossi often enough to base your entire playstyle around it? O.o

I know that I'm weird cause I just straight up DON'T make colossi, but surely people don't make them every game in PvZ do they? They just seem so useless if the zerg has a spire, plus wtf am I going to do against mutas if I even try making a large colossi force?

Colossi just make me sad...wish people wouldn't use them.

As for the OP, Roach hydra is ALL about the macro. Your first army won't kill the Toss, but the 3rd, 4rd or 5th will. You just need to get to that big nasty 4 + bases just throwing stupid numbers of units at the Toss, or at least thats how roach hydra beats me.
Never fear the darkness, Bran. The strongest trees are rooted in the dark places of the earth. Darkness will be your cloak, your shield, your mother's milk. Darkness will make you strong.
achacttn
Profile Joined July 2010
Australia82 Posts
December 12 2010 07:35 GMT
#33
If toss goes phoenix, I drone HARD, get 2 evo chambers, lair tech, range attack and carapace asap, then roach and hydra with roach speed and hydra range. On two base, you can get an enormous amount of roach/hydra before colossus finishes, enough to do terrible, terrible damage.
Xanbatou
Profile Blog Joined February 2010
United States805 Posts
December 12 2010 08:31 GMT
#34
The only time I go hydras in ZvP is if the toss opens stargate. Other than that, I find mutas to be superior.

Does everybody really get colossi often enough to base your entire playstyle around it? O.o

I know that I'm weird cause I just straight up DON'T make colossi, but surely people don't make them every game in PvZ do they? They just seem so useless if the zerg has a spire, plus wtf am I going to do against mutas if I even try making a large colossi force?

Colossi just make me sad...wish people wouldn't use them.

As for the OP, Roach hydra is ALL about the macro. Your first army won't kill the Toss, but the 3rd, 4rd or 5th will. You just need to get to that big nasty 4 + bases just throwing stupid numbers of units at the Toss, or at least thats how roach hydra beats me.


It's not just colossi, it's also high templar with storm. In any case, if you get 4+ bases, throwing ANYTHING at your opponent will get you a win =/.
birdkicker
Profile Blog Joined August 2010
United States752 Posts
Last Edited: 2010-12-12 17:00:43
December 12 2010 17:00 GMT
#35
I share the same feelings with this guy. I have done nothing but muta/ling to diamond, and every damn time I go for hydras, I get rolled over. I know that it is a great strategy many people have been using versus protoss, so I'll try geting better with that composition.

E: Can anyone give me a solid build order for roach hydra? Thanks.
Chaosvuistje
Profile Joined April 2010
Netherlands2581 Posts
December 12 2010 17:12 GMT
#36
I've done Ling muta a lot before, it was my only zvp build. I was superb at defending 4gates and getting mapcontroll with mutalisks. However, ling muta has some severe timings in which it gets completely stomped on ( when there aren't many muta's, or if you have a sentry zealot ball and ff the zerglings into chokes everytime ).

Once I started getting roaches more, I now was able to push protosses natural. Which isn't that easy with just lings. And roaches are a nice transition into the mid/late game. Whereas just getting mutalisks is not I feel.

Oh and phoenixes just completely topple your plans to go muta anyway. So going ling-muta every game you will bound to fight versus a phoenixing player.
kerminator
Profile Joined June 2010
Austria75 Posts
December 12 2010 17:13 GMT
#37
On December 13 2010 02:00 VirtuallyLost wrote:
Can anyone give me a solid build order for roach hydra? Thanks.


Has been posted in this thread already
IdrA has left the game!
BalanceFx
Profile Joined July 2010
United States72 Posts
December 12 2010 17:27 GMT
#38
7 RR For early pressure into expand is what I have been doing lately. Vrs Toss I just do not like hydra. At all. Unless they are not going collosi... or storm.... Its a fun strat vrs toss though:

http://wiki.teamliquid.net/starcraft2/7_Roach_Rush_/_Expand_/_Lair



When you understand why you reject all other gods, you will understand why I reject yours as well. --Stephen Roberts
Steel
Profile Blog Joined April 2010
Japan2283 Posts
December 12 2010 17:31 GMT
#39
In later-game when stalkers are upgraded you want hydras to deal with them because if you only have muta roach you'll probably lose, and also ultras don't do very well on certain maps
Try another route paperboy.
Wr3k
Profile Blog Joined June 2009
Canada2533 Posts
Last Edited: 2010-12-12 17:35:43
December 12 2010 17:33 GMT
#40
Roach hydra is cost effective against just about everything but mass colossi or immortals or psi storm. If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning. Protoss needs to fubar you with forcefields or have immortals to deal with the roaches, otherwise its an uphill battle short of having 4-5 colossi (at which point you just mass corruptor). Oh and roach hydra scales much better with upgrades than any protoss unit.
decaf
Profile Joined October 2010
Austria1797 Posts
December 12 2010 17:38 GMT
#41
I like FEing, getting 2 spines at nat (4-5 when the toss is 4gating) and then just train pure ling hydra and creep my way to the opponent. Once he has colossi get some corruptors and take em out. Ling Hydra will then pretty much own everything he can do.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
Last Edited: 2010-12-12 18:00:58
December 12 2010 17:57 GMT
#42
On December 13 2010 02:33 Wr3k wrote:
Roach hydra is cost effective against just about everything but mass colossi or immortals or psi storm. If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning. Protoss needs to fubar you with forcefields or have immortals to deal with the roaches, otherwise its an uphill battle short of having 4-5 colossi (at which point you just mass corruptor). Oh and roach hydra scales much better with upgrades than any protoss unit.


I've looked at the critical hits for roaches vs gateway units and I wasn't too impressed then. It might be different for +2 but it certainly isn't as huge as +1 for zealots vs lings. I agree with you on the other points though. Roach / Hydra is the go-to build atm if you wanna play straight up ZvP.
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kerminator
Profile Joined June 2010
Austria75 Posts
December 12 2010 18:54 GMT
#43
On December 13 2010 02:33 Wr3k wrote:
If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning.


Actually you will get ripped apart by FF, guardian shield
IdrA has left the game!
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 12 2010 19:02 GMT
#44
On December 13 2010 03:54 kerminator wrote:
Show nested quote +
On December 13 2010 02:33 Wr3k wrote:
If you sent equal cost roach/hydra at mass stalker w/ 2 colossi, you will win with half decent positioning.


Actually you will get ripped apart by FF, guardian shield


Yeah, as I know it there's 2 solutions to that currently.

1) Play agressively to actively kill his sentries (he will be too greedy to rebuild them most of the time) or at least deplete his FF.
2) Have a lot more shit.

Unfortunately 1 doesn't work against smart Protosses that know how to position themselves defensively and 2 is very very hard if he applies constant pressure and knows how to play PvZ in general.
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sas911
Profile Joined November 2010
Canada113 Posts
December 12 2010 19:20 GMT
#45
Hmm. A suggestion if you're actually that absurdly ahead..
Baneling drops!
Deal crazy damage, and you're actually using your ovies.
The banelings and overlord sacrifices will obviously be larger in cost, but if you wipe out their max supply army, you can remake WAY faster than them, and take an easy win?
batmankiller
Profile Joined December 2010
13 Posts
December 12 2010 20:43 GMT
#46
I find Roach/Hydra effective against Toss.

If you A-move like you can do with a Terran ball, then you will lose. But if you micro effectively and keep the Hydras well behind the roaches, its very hard for a Toss to Storm effectively and it is relatively easy for your Roaches to focus down colossus.
kerminator
Profile Joined June 2010
Austria75 Posts
December 15 2010 13:10 GMT
#47
On December 13 2010 05:43 batmankiller wrote:
and it is relatively easy for your Roaches to focus down colossus.


Roach range 4
Coloss range 9

I wonder what toss players you play against ...
IdrA has left the game!
Forsaken
Profile Joined March 2005
United States43 Posts
December 15 2010 13:21 GMT
#48
Hydras are glass cannons. Roaches have shit range and a lot of HP\armour. This should be self explanatory as to how mixing them works.

If you wanna talk about colossi, then I should mention a unit called an infestor. Or just mention zerg shouldn't be at even pop count with toss upon engaugement if they're playing correctly.
Cheerio
Profile Blog Joined August 2007
Ukraine3178 Posts
December 15 2010 13:49 GMT
#49
Hydras are a bad unit to mass. Plain and simple. They have their uses but not in zvp at midgame or later.
ChickenLips
Profile Blog Joined May 2010
2912 Posts
December 15 2010 14:36 GMT
#50
On December 15 2010 22:21 Forsaken wrote:
Hydras are glass cannons. Roaches have shit range and a lot of HP\armour. This should be self explanatory as to how mixing them works.

If you wanna talk about colossi, then I should mention a unit called an infestor. Or just mention zerg shouldn't be at even pop count with toss upon engaugement if they're playing correctly.


That's a very easy thing to say, however if your opponent plays very defensily it's extremely hard to stop them from just maxing and a moving all over you. In which case you need Broodlords which take supply and are the fucking slowest-to-get unit in the game.

If you think neural parasite is good vs Colossus then you're bonkers.
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Evoshadow
Profile Joined December 2010
United States88 Posts
Last Edited: 2010-12-15 14:47:05
December 15 2010 14:43 GMT
#51
Hydras own in early game till collosi come out, at least at my level 2100 diamond, it is viable to open FE and hold with spine crawlers and lings till hydras come out, very safe opening vs air play and the quick lair is good vs DTs

If they are stargating you have an opening to push for the win, otherwise add the spire and roach warren and add corruptors (if they go collosi) and roaches to tank for the hydras

Then tech to tier 3 and win with broodlords.

Certainly not the only ZvP build but it works for me a good amount, these days soo many protoss are opening stargate because of the commonness of roach and muta openings and this build just crushes them before late mid game


It should be noted that on a map with a back door (BS especially) this build will die every time to a good fairly early 4 gate push because it is so dependent on static defense to hold till hydras, if its a later push its actually ok because hydras demolish late 4 gates
Crackensan
Profile Joined August 2010
United States479 Posts
December 15 2010 14:45 GMT
#52
Hydralisks don't make the bulk of my army vs. P. It's splashed in to upp the DPS of my mass of death. Also, Hydra's FORCE Colossi or Void Rays, which has a predicable and PLANNED response from me.

Early Game: Roach/Ling (usually 1 base roach into Expo)
Early-->Mid Transition: Roach/Hydra, Ling Mineral Dump (2-3 base Z)
Mid: Roach/Hydra, Spire should be close to finishing (3 Base Z)
Mid--> Late: Roach/Hydra, Enough Corruptors to kill Colossi. (Taking 4th)
Late: Roach/Hydra, 3-5 Corruptors, Transition to Brood Lords. (Taking 5th if necessary, complete map control)

General plan Vs. Protoss every game. I don't have a strict build order, but general looks that I go for every game, which gives pretty decent flexibility to react to strange things.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
Thor1104
Profile Joined September 2010
16 Posts
December 15 2010 14:52 GMT
#53
2600 zerg here. Blasius has it right here (with unit compositions). Only caveat is that roach attack and armor upgrades are so critical. Fully upgraded roaches (2-2 or 3-3) actually beat pure gateway units in my experience. The key to hydra/roach is A) engaging on creep whenver possible (so creep spread matters) B) having a big beautiful arc C) roaches in front, hydras in back D) using a group of 7-10 corrupters to focus fire one collasus at a time (shift-click FTW), E) Being ahead at least one base on the toss from the midgame F) staying even or ahead on range attack and carapce upgrades G) Keeping total queen and drone food at 90 or below.

If you both get to 200 food, make sure you are at least one base ahead, stockpile resources, tech to hive if possible (so you can get greater spire and make your corrupters into broods after the Collauss die).

To engage the 200 protoss death ball, engage as close to his base as possible where you can get a good positions. Although you might "lose" the 200 on 200 clash, all or all but one of his collaus should be dead due to corrupters, and his numbers will be low. Since his numbers are low, your replacement rate should be higher (stockpiled resources and macro hatcheries), and you engaged near his base, you will have time to macro up another round of roaches/hydras before he pushes to your base. It takes a while to rebuild the collauses count, so you have a window of timing after your replenish your army where you can take out or deny his 3rd base, take your own 4th or 5th base, and generally gain a huge advantage due to map control.
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