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[Q] broodlords, cost effective?

Forum Index > StarCraft 2 Strategy
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hun13
Profile Joined December 2010
55 Posts
December 30 2010 02:30 GMT
#1
Broodlords have me scratching my head a little, they dont seem effective. A forum search pulled up several threads talking about how broodlords are OP this and useless that, but nothing that really went over the broodlord unit in detail.

So i hit the unit tester and its showed tier 1 units to be superior in damage output.
marines and stalkers have no problems versus brood lords in a cost for cost fight.

Finally i used them in a ladder match, the instant i got them i lost the game.
I had roaches, Hydras, corrupters, and brood lords. My opponent had voidrays, stalkers, collosus, and an imoortal or 2. he ignoreed the brood lords which appeared to do mediocre damage, and cleaned up my now slightly smaller force.

The thing that got me was that the toss player was able to just ignore the broods due to mediocre dps, a run in the unit tester confirms the broodlords less than awesome DPS. However people in the forums go on and on about how OP they are, yet no one really explained why. DPS wise 4 broods have about the same DPS as 4 hydras, just a lot more health and WAY more expensive.
http://www.starcraft-source.com/unitdatabase/unit/view/?id=114

So i know for a fact that they are slow, expensive, dont do a ton of damage, dont have spell or AOE effects, and dont have a bonus damage effect versus anything.
They do have a long range attack, but how is that worth all the tech, resourses, and population they require?

so my question is in what situation are these things OP? and could anyone that posts also explain why or how they are OP. (By OP i just mean really effective)
chadfcjsp
Profile Joined November 2010
United States21 Posts
December 30 2010 02:33 GMT
#2
the thing is when theres mass roach hydra with broodlord support the broodlings tank all the damage and deal great dmg. sooo they are extremely hard to deal with mixed in. just broodlors kinda suck.
Crackensan
Profile Joined August 2010
United States479 Posts
Last Edited: 2010-12-30 02:45:13
December 30 2010 02:43 GMT
#3
Depends on the army comp of your enemy and what your trying to accomplish.

A turtling Terran or Protoss player, Brood Lords are the seige weapon of choice. They out range all static defenses, and deal signifigant amounts of damage via the broodlings. They also suppliment a Roach/Hydra Army very very well.

The key is positioning them so they have the AA of the Hydralisks, so that Vikings/VR/Pheonix/Muta's can't run around and pick them off. Some people keep a few Corruptors/Muta's with their Brood Lords for Air Cover.

Also, don't forget upgrades! The inital Broodling landing I want to say is modified by Air Weapons Upgrades, but the Broodlings themselves are modified by your Ground Weapons/Armour upgrades.

If you've been getting upgrades during the course of the game, PLANNING for a Brood Lord Transition for late game, you should be decently prepared for them upgrade wise.
Tasteless: "Well this strategy is made of balls"--Concerning Fruitdealer Vs. BoXeR
Kornholi0
Profile Joined November 2010
Canada634 Posts
December 30 2010 02:44 GMT
#4
Broodlords are very effective siege units, they do background damage while your main damage dealers are hitting hard in the front.

Here is how a broodlord works in any late game situation.
Lets say you went standard 2 base play against a terran, cross map positions on metalopolis. 20 minutes into the game both players have 4 bases each or zerg has 5 etc. Lots of bases vs lots of bases.

It would be completely useless for zerg to maintain 2 base units, such as roaches and lings. Lings and roaches are important but think of trading in half a page of lings for an ultralisk and a few roaches for a broodlord. The point is that just because they aren't cost effective, doesn't mean they aren't useful, if terran truly wants to take out broods he needs plenty of marines or a couple vikings, if he has vikings that cuts into his actual army while corruptos magically turn into broodlords and are pretty good against vikings especially because a terran player for the most part can't micro vikings and marines and tanks and medivacs and marauders all at once. So bring banelings along with your corruptors and broodlords.

Now for a situation where Broodlords would be "OP" (eew bad word btw but I guess necessary)
Lets say you have 6 broods and 12 corruptors and a bazillion lings on Xel naga caverns. You are against terran who has turtled on two bases the whole game. You cannot banelings bust him because he has +1 tanks around his base and we all know that +1 attack tanks beat +3 defense banelings with 1 shot. Your only choice is to attack him from afar. Toss has colossi and HT, Terran has tanks and vikings, Zerg has broodlords. They can see really far and shoot really far meaning that if you are having trouble with tank lines, send a few broodlords and corruptors, the broods pick out the tanks and the other tanks shoot at the broodlings causing splash damage towards their own tanks. Depending on how many tanks he has good chance one broodlord shot can kill a tank because of AoE of other tanks.

Broodlords also cause distraction for armies against Toss, Send in your broodlords first so the broodlings make zealots waste charge, then send in your units. If he blinks to attack your broods just rush your units in. In the time it takes him to pick off one brood with stalkers you can already of surrounded him with lings. Then pull back your lings when his stalkers are dead run in with roaches or more broodlords to take care of zealots and colossi.

A unit is only OP when someone loses to it in a way that they can't seem to beat.
"Omg Marines are OP because I lose to them every time I play against them" Well duh Marines are the core unit of terran, banelings/HT/Tanks take care of marines easily. Broodlords are the same way, Broods are only OP until you have about 20 vikings lying around, or they are only OP until you have a bunch of corruptors and mutas around, or they are only OP until you got voidrays. Its a matter of perspective and not balance or unit value.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Dhurn
Profile Joined November 2010
United States53 Posts
December 30 2010 02:53 GMT
#5
Korn pretty much nailed it. Broods are a "forcer" unit. Vs a turtling player you're going to force them to mobilize and create Vikings that they may not have wanted too. Siege in an air unit is just tremendously valuable, add in the fact that they utilize ground upgrades as well as air and they're superbly cost effective when the situation calls for it.
Kornholi0
Profile Joined November 2010
Canada634 Posts
December 30 2010 03:05 GMT
#6
Plus they remind me of SCI Guardians and those were kick-ass =D
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
Elean
Profile Joined October 2010
689 Posts
Last Edited: 2010-12-30 03:16:56
December 30 2010 03:15 GMT
#7
Versus terran, Broodlords are completely nullified by vikings.

Everytime a zerg goes broodlords vs terran, he has maximum 2 min to do the damage, or he looses. If the terran scout the corruptors it's almost guaranteed loss for the zerg.
On top of that Broodlords are super gas heavy, and to protect them from vikigns they requires the support of other gas heavy units: infestors and hydra. The way I see it, vs terran brood lords are an all-in you can try against mecha units. Otherwise, they aren't that usefull, except you need them to finish a game you have already won against a turtling player.


Against protoss, it's more viable since you usually make corruptors against colossus and the transition is easy. Still, they are not particularly cost efficient but they are supply efficient, so really intesting to have some in your unit composition when you are maxed.

In ZvZ, it's rare to go far enough in the game to see broodlords, but they are efficient.
KotaOnCue
Profile Joined September 2010
United States180 Posts
December 30 2010 03:31 GMT
#8
Yeah, Broodlords confuse the shit out of ground units. They'll attack the broodlings first so you have to sit there and make sure they're attacking the right units which can be a pain if there are a bunch of lings in the mix as well.

I think of the Broodlord as more of the Colossus of the Zerg army. It is better if they are in a ball of units where they can take out the anti-air that will be thrown at them while the ground army is getting confused with the broodlings that continuously shoot at them.

That being said, they can be a giant waste of money as well if you don't use them correctly. Just sending them in by themselves is dumb. You want to protect your investment so you need to have enough ground units to support them as well. You can't just send them in by themselves into an MMM + Viking ball because they'll get destroyed and you can't send them in by themselves against a Toss Death Ball because blink stalkers can pick them off while colossus target the broodlings.
"They say ignorance is bliss. Is it true?"
Kornholi0
Profile Joined November 2010
Canada634 Posts
December 30 2010 03:54 GMT
#9
If he has a bunch of vikings he doesn't have a lot of tanks (trust me im a terran), and if he is turtling that hard just leave him alone, starve him. Expand everywhere (but please don't expand "everywhere") I've beaten zergs who got greedy when I was turtling and they took two expos, problem was I just moved out and killed both his expos after they finished. Now its a 2 basing Terran with a shit ton of units against a 2 basing zerg who just spent all his larva on drones. I wonder who is going to win that fight? 9/10 times its the terran.
But if its an already late game 50-1 hour longish. Broodlords are a necessity, even throwing down ultralisk cavern he is going too much marine heavy. 10 ultras and 40 banelings will clean up any amount of marines no matter what their name is, FoXer or not.

Nothing in this game is cost-effective. Everything costs money and it all depends on what you do with it, a rushed battlecruiser is a waste of money because stim marines, hydralisk, and stalkers just break them so easily in small numbers. But you have 5 Battlecruisers 20 marines 10 vikings and a couple siege tanks and you've got yourself a very hard-to beat army.
Broodlords suck by themselves, even in large numbers I see 20 broodlords and I laugh because the guy has no units around to protect it, I just have to run up with stimmed marines and wreck them, but if we are fighting int he middle of the map and his broods are in an unreachable position while he has banelings coming at me, Im not going to win that fight at all. My vikings will kill his broodlords but I won't have any units left to defend when zerg can easily muster up 50 lings at the drop of a hat.

Think of unit compostions before you start calling a unit imba or useless.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
weiliem
Profile Joined January 2008
2071 Posts
December 30 2010 04:09 GMT
#10
they r nvr cost effective unless the zerg has a massive economy.... all i know is they do good against storm, so i use it... xD
Oppa feeding style
usethis2
Profile Joined December 2010
2164 Posts
Last Edited: 2010-12-30 04:12:10
December 30 2010 04:09 GMT
#11
I am not sure how good your opponent was but it sounds like he a-moved his army. Most (all?) ground units' AI will try to kill broodlings in front of them instead of the broodlords. I'd focus fire broodlords first with whatever I've got that can hit them otherwise they wreck a massive havoc.

If you and your opponent had comparable army there is no way his ground army can be a-moved to win the battle with broodlings. Broodlings also blocks the AI pathing, making ground units stuck where they are. At that point only useful ground units are blink stalkers, and they should focus fire the broodlords - and that's not an easy task faced with accompanying roaches/hydras. Only air-to-air units become a realistic answer to broods. That's the power of the broodlords. You can't simply compare DPS/cost. Don't zerglings have more DPS with the T3 upgrade? But how useful is that high DPS when they can't make contact with enemy units?

It sounds like your opponent simply had more stuff than you.
ElvisWayCool
Profile Joined March 2010
United States437 Posts
Last Edited: 2010-12-30 10:41:31
December 30 2010 04:29 GMT
#12
why would u compare broodlords vs marines/stalkers? when do u ever see that battle? lol

idk how your games play out but usually when my broodlords show up theres an army in front of them and they arent getting touched (while putting out units that confuse an enemy's a-clicked army)

they do solid damage, can mass an army of their own (5 broodlords can really put a lot of broodlings on the map), dont get hurt if you position them right, and have the ability to siege from long distances.

the only problem is their tech takes a while to get to so they are rare to see :/ i wouldnt swear em off if i were you, once u find a composition that supports these bad boys u'll see what people are talking about

EDIT: Kornholi0, I'm a 1.4k diamond. It doesn't say much and isnt very impressive, but zerg depression has hit me hard and I cant motivate myself to 1v1 :/. Hopefully 12 weeks with the pros helps? cant wait for it!
Kornholi0
Profile Joined November 2010
Canada634 Posts
December 30 2010 04:57 GMT
#13
Hahaha Terrence what level play are you? I'm just curious.
If a zerg player has broodlords they are for obvious reasons, people don't get later tech units just because its the next thing to get. You get them once you know you need them, I see lots of vikings, well you'd be stupid to get corruptors and broodlords. I see lots of marauders, you'd be stupid to get ultralisk.

But if you see mass MMM its just best to get infestors and banelings zerglings. The best part about having 4 bases is that you can have all 3 techs, infestor ultralisk and broodlords. Mass vikings? Get ultralisk. Mass marauder? Get broodlords. Mass Marine? Get infestors. The only common thing with all three is that you have banelings and zerglings as back up, with ultras you might want to get hydralisk or roaches for cover as banelings would get blocked by ultralisk.
Team Channel: VTeX Team Co-leader: AGGhost 223 Stream: http://www.twitch.tv/agghost
MorsCerta
Profile Joined October 2010
United States234 Posts
December 30 2010 05:28 GMT
#14
Versus Protoss they are pretty overpowered I would say. They have no effective counter for a Broodlord/hydra/roach army which is why they go for the big midgame colossus push before hive tech is ready. Once Broodlords are out all of Protoss ground is eaten up and if they haven't been massing void rays for a while, hydra support counters the only broodlord counter. Actually counters both broodlord counters as the other is blink stalkers and hydra's perform well against them. And if you opt for roaches instead of hydra's you will still do fine.
If I was you then I would prolly hate on me too. http://www.teamliquid.net/video/streams/MorsCerta
Cyclon
Profile Joined March 2010
United States99 Posts
Last Edited: 2010-12-30 05:45:58
December 30 2010 05:40 GMT
#15
The first rule of Zerg is that your units aren't cost effective. Period. You have an economic advantage to make up for it. I swear, someday I'll see a thread speculating on whether overlords are cost effective or something...

Biggest points to keep in mind about broodlords are the range and the broodling tanking ability.

The range + flight means that in a 200 vs 200 battle more of your 200 is actually firing while a ground army 200 ball is 50 food of units firing and 150 food of units jockeying around trying to find a shot. 200 vs 200 with a ground battle isn't really 200 vs 200, its more like 50 vs 50 played out 4 times in a row. Having long range air units changes that completely. Considering how much pains players go through to have good formations that ensure that just a hairs length fraction more of their units are firing then their enemies, having long range aerial siege units able to change that mechanic completely is very powerful.

The fact that it spawns broodlings just fucks up enemy damage. Don't think of the broodlord just doing damage, every time it takes a shot it spawns a 30 HP broodling that will take 30 HP of damage meant for your real units. So if you want the 'true' differential in how much the broodlord affects your DPS vs your opponents DPS, each shot of the broodlord actually puts you 50 HP ahead (20 damage and 30 damage averted on your units). This is doubled on your first shot (release of 2 broodlings), gets stronger with upgrades (both air and ground affect parts of the final value), the broodling itself does damage that isn't being taken into account (probably not much if they do damage at all, though), the broodlings mess up enemy pathing and AI (hard to quantify but a real benefit), and the fact that enemies will often overkill the broodling and it prevents even more then just 30 HP worth of damage (as an exaggerated example, if you are lucky enough to have the broodling get hit by a siege tank or colossi shot you can be literally 100s of HP ahead).

junemermaid
Profile Joined September 2006
United States981 Posts
December 30 2010 05:53 GMT
#16
I didn't realize they cost 300/250 to put out on the field... Holy shit....
the UMP says YER OUT
MUirbeqU
Profile Joined October 2010
United States41 Posts
December 30 2010 07:42 GMT
#17
Low tier units should always be more cost effective than high tier units in pretty much every RTS ignoring counters. Marines, zealots, and lings are probably the most cost effective units in the game. High tier units are more food effective generally and suffer less from diminishing returns.
MrBitter
Profile Joined January 2008
United States2940 Posts
December 30 2010 07:50 GMT
#18
How is this even debatable?

Broods are hands down, bar none, the best end game unit in the Zerg arsenal. There is literally no way to win late game without them.

Against Toss - they allow you to engage over forcefields, tank absurd amounts of damage with their broodlings, and outright own the ai of any toss unit not being told to focus fire. In other words: Good luck breaking the Toss deathball without them.

Against Terran - they're almost the only answer we have to the high siege tank numbers that come out in the later parts of a game. Siege tanks single handedly shut down banelings, and do fantastic damage against any ground unit Zerg has.

Enter the Broodlord. Now every tank T owns has to be unsieged and moved.

Does the Viking kill the Broodlord? Sure it does, but that's a supply investment T has to make in a unit that's no longer going to serve a purpose after the Brood are dealt with, opening up tons of doors for tech switches to things like ultras.

And don't even get me started on ZvZ. Just try killing a broodlord in ZvZ.

TLDR: Broods are amazing. Good luck winning without them.
FlyingZergling
Profile Joined December 2010
81 Posts
December 30 2010 07:51 GMT
#19
Wow, I sat down to just say a few things and I kinda ended up ranting hardcore. Spoiler tagged.

+ Show Spoiler +
I've logged in as a first post to say that it hurts my soul whenever I see a high level zerg reveal BLs somehow and then, 2 minutes later, float them alone to an expo to target-fire a structure. I saw a game the other day where a zerg army was actually fighting even with a terran army (I KNOW, right?) and they had like 5-6 brood lords... ...firing at a PF under repair. The battle raged on for about a minute, and the zerg lost his army and shortly after, the brood lords, and then shortly after, the game.

It also makes me die a little inside when a zerg charges in with ~10 roaches, ~20 lings, and ~3 brood lords and thinks he's gonna win every battle he gets into regardless of how bad his position is.

Stop that.

They're not there to snipe buildings. You're thinking of mutas and occasionally banelings. There are exceptions, when the enemy doesn't have anti-air and you can fire from a position where they can't retaliate off the map or something. Ok, fine. Think "evil banshee" in that case, or void ray, or something like that.

They're not there to snipe workers. You're thinking of mutalisks and banelings again.
They're not there to tank. You're thinking of roaches. Also, don't say ultralisk or I will hurt you.

They are colossi that mess with the targeting priority of the A.I.
They are flying, constantly deployed siege tanks that never splash your own army.

They are there for the exact reason other people have said. You put them in the back of your army, and perhaps I should outline this point: with your army, and that's where the magic occurs. About 15 seconds into a battle where brood lords are firing into an army, you're going to notice that nearly everything on the ground is now either a broodling or dead. They do massive damage on initial hit- much like their roach friends, and their follow-up is not only a fast little dps unit that draws bullets like an electromagnet but it's also a huge positional advantage unit. Tanks will fire at the unit and splash allies. They block forward movement into your army, forcing the only option to be "retreat" which if you are good at all means "into your army." They eat attacks, letting everything else with range (You know, the hydras, roaches, and mutas) get literal free shots off.

If they make up more than a fourth of the food your army is comprised of, you're probably doing it wrong. If you are ever attacking with them alone, you are probably doing it wrong. It's actually easier to figure out how to use a brood lord if you look at how the other two races use their units.

Have you ever seen a protoss worth their salt march 6 naked colossi (side note: yes it is "colossi", not goddamn "coloxen" I don't care what the root of the word is, Zeratul himself says colossi during the campaign ("overmind level" intro scene) and that's called "Word of God") into an expo and not immediately lose the game? Probably not. There are exception games and situations, but generally throwing away 6 colossi for a command center ends with the protoss losing. That's why you don't see that. What you see is the colossi in with the rest of the army in a gigantic death ball. When they engage, what naturally happens? Well, the zealots charge in, the stalkers blink back if micro'd, and the colossi, since their pathing isn't interrupted by other units, usually end up waaaaaaaaaaaaaay in the back, lighting everything on fire including the doodads from range 9. Sounds good to me.

When a terran makes siege tanks, the units serve the same general purpose no matter where they are. They're there to blow things up from very far away. Hint- the only melee terran unit in the game (besides the predator from the campaign for fun zergy flavor and the firebats from Brood War) is the SCV and they most certainly have a right to complain when you send them in. In fact, terrans seem to excel at fighting battles several hundred yards from where they're standing don't they? If they should so happen to be at their home base, than an attacking army gets hit and goes "oh no, better not invade that." If the tanks are the ones invading, they get to happily blast away at far away targets like buildings and people while the rest of the army assumes a defensive stance- something terrans are very good at, please note- and yells "bring it!" Go ahead, walk into that defensive line that's actually firing at your stuff, and see if you're not quickly turned into a giant half-concave streak of red blood on the ground. Go watch the most recent Dreamhack Steel series final rounds, except watch them while repeating the phrase "The terran is attacking with his defense" and you're going to see it in a whole new light. That guy knows what's up.

When a terran makes ravens or a protoss makes high templar or even some zerg make infestors, what are they trying to do? They are trying to use an infinitely renewing resource- unit energy- to deal damage. A raven can drop turrets which are stationary and armor plated marines, they can deploy (hunter) seeker missiles which, if not noticed, make large explosions of red mist, and they can deploy point defense drones which confuse (or rather flat out stop) incoming attacks and allow moments of "free fire" from allied forces. A high templar casts feedback, which stops all other energy units dead (literally sometimes), and they cast storm which, if not reacted to, kills you near immediately. And then, when they have no energy, they can turn into archons. Archons may not be the best unit in the game, but unlike high templar, raven, and infestors they possess an attack and significant life. As hilarious as it would be, you can't click a button on an infestor and have it explode into 2 roaches. And infestors cast fungal growth- which allows for surrounds and delays- and they cast neural parasite which results in the best confusion ever- you get a free unit that probably kills some of their army off, and then their army probably kills the unit. Talk about a wasted shot! Plus, infested terrans are sort of an "instant reinforce- just add water" sort of unit that, if you ever actually give them a chance and look at their stats, don't do too badly against armored units. In particular, toss a few at some unprotected buildings. They'll usually wreck it before they despawn if allowed to stand there and fire.

Use that "energy logic" on a brood lord now. What do they do? They basically spawn little mini-zerglings. For free. Constantly. Without energy. You can't feedback them and stop them. They're big ole' armored fellows, and the moment they swing, they deal massive damage. They're not dropping turrets you can destroy immediately. You can't "dodge" it like a storm or a missile. You have two choices once a brood lord fires at you- one, you can stand there and shoot the broodlings like a tool or two- you can run (backwards.) And this happens constantly. Every swing, over and over. Contrast to a carrier, which do the same thing but in mid-air (so guess what? they're not blocking forward movement) and which require money to create and then replace the interceptors (last I checked, broodlings were free.)

When a zerg makes brood lords, the units serve as a kind of "swarming aid." In the most ideal sense, how does zerg win games? Generally they make a lot of stuff, and all of that stuff hits the enemy either all at once (swarming them, which is where you get the title "the swarm") or in such a pattern that the defender can't be everywhere at once and loses ground from the sides until eventually either a key support structure is accidentally lost or a position occurs where the zerg gets to land a proverbial chess "checkmate" surround/swarm as outlined earlier (Starcraft is chess at warp speed- Day[9].) In both cases, the zerg has done what? They have confused the enemy somehow, they have surrounded them somehow, they have taken a good fighting arc, they have split the army and outnumbered them, or they have surprised them.

A brood lord is the best unit, in my opinion, you could ever have during a fight with zerg. What a brood lord does is usually demolish the unit it strikes (high initial strike damage) and then creates a situation where the unit is surrounded and more easily swarmed (broodlings) and then the victim throws attacks at a unit (broodlings) that cost you nothing (confusion.) This unit encompasses everything but subtlety into it's design, it is the quintessential zerg unit. For the BW players, remember the queens had an ability that would blow a unit up and turn them into broodlings? Boy, doesn't that sound familiar? Yes, except like all the other races the Zerg have evolved too. The queens are now putting their skills into the hatcheries, and the Lords- the Kings if you will, since "brood king" sounds kinda stupid- are now doing what the queens used to do, but better. They went from doing that with energy- which was already good- to doing it for free, which is even better.

It is there to swarm your enemy. When your army attacks from 3 sides into the protoss deathball, about 10 seconds in what happens is the broodlings get almost all auto-fire'd down by the protoss but the zerg has now completely swarmed the protoss in a circle, oval, or jacked up venn-diagram of death, nearly negating the collosi and their "arc demolishing" attack completely. When the zerg army suddenly outranges the terran's siege tanks, the terran is scrambled into an offensive position where they must attempt to reach in and counteract this unit or lose their greatest strength- their defensive stances. A zerg can react to this, and after 20 seconds of their 60 marines "exploding into broodlings" 6 at a time, the battle is over because the rest of the zerg army has been wailing away at them this entire time.

And when a zerg does run out of regular army after the attack, having just looked back after re-injecting all their hatcheries, they laugh, remake their entire army in one production cycle, re-support the brood lords, and outnumber the defenses that are coming back 5-6 at a time.

It hurts my pride as a zergling when I see someone make 3-4 brood lords, fly them out of position to snipe a unit or two, and then lose half of them to vikings. God... dammit. Play protoss and go colossi a few times. Play terran and make tanks. Then come back and play zerg, and make brood lords. Do you remember when you took those 3 colossi, marched them into the enemy mineral line, and watched them die to corruptors? No? Good. Don't do that with your brood lords then. And for god's sake, don't do them on less than 3 bases unless you actually know what you're doing. By the time you get them out they comprise half your army (which is oftentimes more than a fourth) and you can't very well swarm an enemy that outnumbers you, now can you? I mean they're actually not too bad at supporting the calamity that is a "zerg defense" much like how tanks do it. And hell, even if you do break even, you still lose. Zerg units are designed to lose straight up, short of a surround. Please learn that before throwing 50 brood lords at X whatever in Unit Tester and declaring they suck because they didn't win. If your instinct was to do this to "test" the brood lords, then you honestly don't know how to use them. When 50 brood lords fire at something in a ball or against a wall, not every broodling gets to play a role. You shouldn't have that many to begin with.

Besides, the transition should be easy. There's a 99.9% (lol) chance you went mutas for harass. You have the spire. You might have an upgrade for the mutas. You probably focused on upgrades for zerglings/banelings too. Just get the greater spire. Transforming the spire doesn't stop you from making mutalisks or corruptors the way creating a reactor halts production at that terran facility. Ah ha. Didn't think of it like that eh?

Brood lords work with any upgrade except maybe air armor. High air damage? Great, units explode more easily on hit. Melee attack? Swarm them fast, you're getting free zerglings with every volley. Melee armor? The A.I. will fire at the wrong unit for that much longer. All of those help with either outnumbering, or confusing, the enemy. Remember that battle I talked about in the first paragraph? I wonder how that would have turned out if the 5-6 brood lords were actually participating in the fight against the army. If the fight was close to begin with, the introduction of five brood lords would have made it horribly one sided for the zerg. And then the zerg, after smashing the army, could have just rolled the PF with their entire unopposed army. I don't care how many scvs are repairing it when there are 15 roaches, 3 brood lords, and for some reason a 4 hp hydralisk firing at it.

"Cost effectiveness" is not a term you should even be using in this game because the effectiveness of any army unit here is solely reliant on the grey matter roughly 8 inches in front of the monitor. A marine's "cost effectiveness" becomes 0 when you walk them into a siege line and watch them burst into blood. A single void ray could have a cost effectiveness nearing infinity if, by it's use perhaps by rush against a no-AA player, it single-handedly wins the game for you. Every battle in this game is situational somehow. Brood lords become "cost efficient" when they fire a bazillion volleys into an army while you flank and wipe them out, and they suck hard when you have them fire at some structure while your army which is missing 20 food gets killed in the straight up brawl nearby. You don't even have to micro them, for god's sake. This is probably the one zerg unit you're supposed to 1-a. All they're supposed to do is sit in back and catapult zerglings at people, you're free to micro everything else as needed and lord knows you have to if you want the the other 3/4 of your zerglings to do something besides dry hump each other or perform the "spiral dance" when they attack. Good god, I don't even know why I've gone into so much detail about this. This isn't a hard unit to use. Just... put them in the army. That's it. It's not that hard. They handle like dynamite loaded cement trucks for a reason. Just drive them at things and the A.I. suddenly becomes your best friend.

If you went for brood lords and lost, and are wondering why the brood lords didn't "win you the game," maybe you need to rewatch the replay right now and see if you're actually playing like a zerg or an infested terran.
MrBitter
Profile Joined January 2008
United States2940 Posts
December 30 2010 07:57 GMT
#20
lol FZ.

I think you win the internet, for tonight.
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