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[G] PvZ Dealing with Muta - Page 5

Forum Index > StarCraft 2 Strategy
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MysteryMeat1
Profile Blog Joined June 2011
United States3291 Posts
November 22 2011 02:36 GMT
#81
Thanks rsvp. I was so fed up with muta/ling i made a mothership and floated it to the middle of the map when it had 200 energy. The zerg saw it ran an overseer saw nothing was cloaked. He then takes all of his mutas and i vortex them. then recall 5 archons and toiled those suckers. (Diamond top 8)

As this is not a very viable strategy. I am glad to read your post.
"Cause ya know, Style before victory." -The greatest mafia player alive
vaderseven
Profile Joined September 2008
United States2556 Posts
November 22 2011 03:35 GMT
#82
On November 22 2011 05:58 CecilSunkure wrote:
Show nested quote +
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.

I'm not talking about Macro Muta... -.-

Show nested quote +
On November 22 2011 05:24 ZeromuS wrote:
On November 22 2011 04:24 kcdc wrote:
On November 22 2011 03:18 CecilSunkure wrote:
On November 22 2011 03:10 coL.rsvp wrote:
On November 22 2011 02:59 CecilSunkure wrote:
On November 22 2011 02:51 coL.rsvp wrote:
On November 22 2011 02:44 CecilSunkure wrote:
On November 22 2011 02:41 coL.rsvp wrote:
I mentioned that although attacking off 2 base is a great strat against muta I'm not going to discuss it here.

I don't really get why you'd skip a gigantic portion of why people have problems with Mutas in the first place. As of now this thread won't really apply to most people in as meaningful of a way as if you directly address the problems (I talked about in my other post) most low level players have.


This guide is focused on how to react to mutas and play against the style mid-late game. It seems like the problems you mention low-level players have are just basic how to play PvZ early game? What does that have to do with mutas though?

The reason why I don't discuss 2 base attacks against mutas is because I personally don't have much experience with it. If you or someone else has replays/suggestions of how to just kill the zerg if he goes mutas, let me know and I'll add to the OP.


It has to do with Mutas probably because it's really hard for someone to realize just how far behind they are when they play against a Muta/Ling player because all those Mutas and Lings sorta stack together really easily. If you play against a bunch of Roaches, then it's easy to see just how many roaches and just how far ahead your opponent was when you lost.

You don't have to talk about attacking off of 2 bases specifically, but it's like I said in my other post:
On November 22 2011 01:31 CecilSunkure wrote:
I guarantee you most people have trouble against mutas because they fail to play PvZ properly in the early/mid game, leaving the Z with a huge income disparity in comparison the Protoss. This results in a huge amount of resources dumped into a Muta/Ling army, and that huge amount of resources keeps the Protoss from getting their needed vespene until the Protoss is finally fed up, runs out into the middle of the map in a last ditch attempt to death roll across the map where they get obliterated by Muta/Ling.

Happened in every student replay of mine where "Muta/Ling" was a concern.

Basically they let the Zerg get too many drones by playing really badly, the Zerg makes a load of Mutas, and they think "Man Mutas are really hard to deal with" -> they interpret Mutas as the problem rather than attributing it to their bad play.


Ok, I agree with everything you've said but I still don't see how that has anything to do with defending against mutas? Maybe you're suggesting that I should put some kind of disclaimer to this discussion/guide that it's only applicable to higher level players?

Oh I see what you mean.

Okay so I've had a lot of lessons with a lot of students. Every time "Muta Ling" comes up as a topic, I end up actually addressing their bad play instead of the Mutas specifically. This is because Mutas are really easy to blame as a problem during a game instead of a Protoss actually playing bad. So then people will open this thread, see good advice, and then try it in their games and lose anyways, because they simply are playing bad.

So I'd suggest writing something like:
  • Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.
  • Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.
  • Many people suffering from "Mutalisks" are really suffering from highly passive and in general bad PvZ play.
    • If you let a Zerg make too many drones freely, they will often times make a large Muta ball that you cannot actually deal with unless you played equally as greedy.

  • Playing more active and with proper PvZ will result in a manageable Muta Ball, to which the rest of the guide applies.

I'd try to write a little more but I got class now and gotta run.


I dunno man. In my experience and in a lot of pro games that I've seen, Z can safely get a lot of mutas out even if P plays well. P can slow it down with pressure, and if P's build is designed for pressure at the right times, that's even better. But it seems to me that Zergs have largely learned how to deal with 2-base pressure (usually defending with roaches and switching to mutas once they're safe), and that preventing muta balls from ever being built is no longer a reliable option. Good all-ins can work, but a good Protoss player also needs to know how to play macro vs muta.


Yeah I agree. I rarely see Pros win against Muta play and if I do its with some sort of all in before the muta ball gets completely unmanageable.


Sort of feel like nobody is really listening to what I'm saying.

Show nested quote +
CecilSunkure said:
Mutas shouldn't be accessible by a Zerg player in un-manageable numbers too early unless a Protoss is highly passive.

Show nested quote +
CecilSunkure said:
Knowing this, a good Protoss will not let a Zerg bank enough resources to suddenly explode with many Mutas too early.


I'm clearly not talking about pro players or pro games, I'm addressing a problem that I see. This is coming from empathy of how low level players play, think, and come onto the forums and think. This means if someone new to the forums or SC2 comes in here and reads the thread, they'll probably get a bunch of great advice that they simply can't apply -and they won't even know it unless they read my posts.

Sorry if it sounds like I'm making a big deal out of all this, but I just feel really terrible knowing people are going to get confused or miss important info when the solution to the problem is really as simple as pointing out: Muta numbers should always be manageable if you don't let a Zerg opponent run free for 13 minutes. If you let a decent Zerg run free for too long, it doesn't matter what tactics or strategies you use, as there will simply be too big of an income disparity from improper play to make a difference.


You are talking about something that is true at all timings in every XvZ matchup. Its this idea of threat that many players dont grasp that it feel impossible to out macro a zerg.

I did a write up in TvZ guide that would apply to XvZ. Click the spoiler that says the idea of threat: http://www.teamliquid.net/forum/viewmessage.php?topic_id=222366
Jonas :)
Profile Blog Joined September 2010
United States511 Posts
November 22 2011 04:14 GMT
#83
Awesome OP, thanks for writing that up, rsvp.

Question: since muta/ling can basically go anywhere they want, you will not be able to defend all of your bases at once when your army moves out (I have a hard enough time defending all of my bases when my army is in my base, lol). So in what order should you try to save your bases when the zerg does inevitably go for a base trade? Is saving your tech tree more important than saving your mining bases? Should I preemptively build key tech structures at my expansion? if so when?
Purupururin
Profile Joined October 2011
United States14 Posts
Last Edited: 2011-11-22 05:46:05
November 22 2011 04:51 GMT
#84
My current build vs Zerg is to go FFE --> Stargate 1 voidray (to defend any 2 base all ins) and the rest phoenix. I spend constant chrono on the stargate trying to keep this as active as possible while I tech to storm, blink, and expand.

The early phoenixes help buy time vs early mutas or even force the zerg away from muta ling. However, if he contnues to commit, I find that I'll have the templar quickly to defend. I'll stop phoenix production either when I get templar, or when I scout that he isn't doing any muta-age. The phoenix are helpful to me always to look around the map and the voidray I like to patrol around all the towers, so I get a lot of use out of these units,

I like this because it is safe versus anything a zerg can do to you, although 2 base roach hydra all ins can be difficult, but the storms will damage the units enough that you should be able to swiftly clean it up.

Although you say 1 templar per base, I use two. I feel safer, and if one dies, my base is still well defended. After a 1 or 2 storms the mutas are way to fragile.

Also, although you say warp prism, I have a problem using something slower than mutas, while he has so much air control. In fact, I have a problem harassing with anything vs mutas because of the mobility. Would you be okay with loosing a prism and zealots (although they are only minerals) every time you harass? I guess the speed upgrade would be critical if he continues to muta late game although I personally think someone should never go "mass muta."

Also, to continue on with the build above, after I get my third, I like to add 2 robos, for immortals, and an Immortal Stalker templar compisition, but also I like to produce some warp prisms, but with this I could go mass observers. I think what makes more sense is to go 1 robo after the 3rd and keep it super active depending on what he is making. If he continues muta, more observers and warp prisms. If not, you can get a warp prism or two but mostly immortals.

Also, I find a 3rd to be easy to defend while you make it vs any amount of mutas as long as you have defensive HT there. Pretty much wherever your defensive HT are, you are safe vs muta so use this.

Also, why are mass mutas good? Do you really see mass muta in your scene? The fragility of mutas in my opinion make them really weak late game units vs toss. Yeah, you can use late game mutas to counter attack late game just like lings, but if you are going mass muta, then you don't have an army that you can engage with. Defensive HT and the protoss core army is too good.

The phoenixes, is important I think to stop producing after storm. (Well at least this is true for what I do).

What do you think?
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 07:12 GMT
#85
On November 22 2011 03:33 SoKHo wrote:
I'm only in high masters, but I found that speed warp prisms with HT in them are extremely useful for harassing + defending mutas. If the mutas spot the warp prism and tries to snipe the warp prism, I can drop a ht or 2 and storm them. Also, storming mineral lines and getting +20 drone kills helps a lot when your stuck in your base defending mutas.

Sounds very micro/apm intensive, but could be worth it. Share some reps if you have them


On November 22 2011 04:14 matrius wrote:
Thanks alot for the post, definitely some stuff in there that will help me out!

Few comments:
1) Whenever I play against this, I always feel like I'm scrambling, which kinda messes up my game. But, hopefully I can play better next time with your advice
2) I find zergling runby's to be extremely difficult - in your first replay you had 5 cannons at your 3rd, and they just took them out easily, while killing the HT before you could react, and destroying your third which is a great deal for the zerg (all minerals, and now protoss can't get gas). I'm wondering if there is something more we could do in this area of defending expansions. Better sim city? Perhaps doing an almost complete wallin with a HT inside? Then blocking the last remaining space with probes so they can get in when attacking? If there was only one space through which to get probes, the zerglings would die off pretty quick as the ran single file in...
3) Along with some zealots, I'm wondering if a couple of colossi would be helpful to take care of zerglings/broodlings? No need for the range upgrade. You didn't seem to need immortals for the spine crawlers, and I think micro'd blink stalkers work well vs the spine crawlers anyway.
4) Have you ever made like 8 DT and then just took out an expansion and then run home to change into archons?

As well, I think you are right and should perhaps emphasize - its more import to get your 3rd as protoss than for the zerg to lose one of his expansions.

Sigh, it really seems like protoss have to work harder to defend this style than any other really...

Cheers!

1) Defending is much more difficult than harassing. Hopefully having observers all over the map will give you extra time so you don't have to panic. Keep practicing!
2) Yea I can always use better sim city, many other players simply just advise getting a lot more cannons which will work as well.
3) Colossus is ok as a late game tech after you get 4+ bases. Prior to that, your gas is better spent on stalkers + HT. I don't really think its all too necessary against lings though, since zealots + storm already do a great job against them
4) 8 DTs sound like a really big and risky investment. It's definitely a good idea to try DT harass and then run home and turn them into archons after they get detection though.


On November 22 2011 05:38 Skyro wrote:
Perhaps you should add a screenshot of how to actually storm mutas/air units? Some people may not realize you actually have to storm at the dots below the mutas. I also think it's worth mentioning that you aren't advocating a purely passive game, and that putting pressure on the zerg can often force the zerg to make defenses (especially roaches) which delays mutas.

I think most people who have issues with mutas either are too passive initially so zerg can get mutas out super fast, and/or they incorrectly assess when they can push out. For me personally, when I feel forced to push out it's less of a "mutas harass is too hard to deal with" and more of a "he's powering his economy to a level where I must end this now" type of mentality.

Also what do you think about DT play instead of HT? I've had some mixed success by using DTs to deny mass expansions long enough to mass an army to push out. Then you can morph DTs into archons to strengthen your push.

Good idea, I'll update the OP to include tips on storming.

I personally don't think playing super passively is a problem as long as you expand fast and keep expanding. Protoss has the stronger 200/200 deathball, so as long as protoss can get to that point it doesn't matter how many bases or what units the zerg has.

DTs are always a gamble. It may or may not pay off. HTs are the safe route.


On November 22 2011 11:36 Xaeldaren wrote:
Could you address using Stargate play to pre-empt Mutalisks? I open Stargate in my PvZ as a form of early game harassment, to force Hydralisks and to ward my opponent away from Mutalisks because of my early Phoenix count. Is this viable way to play?

(Apologies if this is unrelated as this thread is about dealing with the Mutalisks when they're actually out).

(Disclaimer: I'm a Platinum Protoss so I know I'm terrible.)

I don't really know if stargate really deters muta play. When I talk about muta play, I'm not only discussing 2 base straight into mutas. The transition from roach or some other opener to muta is still very common, and a zerg can go 3 base roach and then still safely switch to muta if you open stargate.


On November 22 2011 13:14 Jonas wrote:
Awesome OP, thanks for writing that up, rsvp.

Question: since muta/ling can basically go anywhere they want, you will not be able to defend all of your bases at once when your army moves out (I have a hard enough time defending all of my bases when my army is in my base, lol). So in what order should you try to save your bases when the zerg does inevitably go for a base trade? Is saving your tech tree more important than saving your mining bases? Should I preemptively build key tech structures at my expansion? if so when?

Not necessarily. I think the goal is to have a big enough army with enough storm such that you can both attack and defend at the same time. I never try to go for a base trade against a zerg going mutas.


On November 22 2011 13:51 Purupururin wrote:
My current build vs Zerg is to go FFE --> Stargate 1 voidray (to defend any 2 base all ins) and the rest phoenix. I spend constant chrono on the stargate trying to keep this as active as possible while I tech to storm, blink, and expand.

The early phoenixes help buy time vs early mutas or even force the zerg away from muta ling. However, if he contnues to commit, I find that I'll have the templar quickly to defend. I'll stop phoenix production either when I get templar, or when I scout that he isn't doing any muta-age. The phoenix are helpful to me always to look around the map and the voidray I like to patrol around all the towers, so I get a lot of use out of these units,

I like this because it is safe versus anything a zerg can do to you, although 2 base roach hydra all ins can be difficult, but the storms will damage the units enough that you should be able to swiftly clean it up.

Although you say 1 templar per base, I use two. I feel safer, and if one dies, my base is still well defended. After a 1 or 2 storms the mutas are way to fragile.

Also, although you say warp prism, I have a problem using something slower than mutas, while he has so much air control. In fact, I have a problem harassing with anything vs mutas because of the mobility. Would you be okay with loosing a prism and zealots (although they are only minerals) every time you harass? I guess the speed upgrade would be critical if he continues to muta late game although I personally think someone should never go "mass muta."

Also, to continue on with the build above, after I get my third, I like to add 2 robos, for immortals, and an Immortal Stalker templar compisition, but also I like to produce some warp prisms, but with this I could go mass observers. I think what makes more sense is to go 1 robo after the 3rd and keep it super active depending on what he is making. If he continues muta, more observers and warp prisms. If not, you can get a warp prism or two but mostly immortals.

Also, I find a 3rd to be easy to defend while you make it vs any amount of mutas as long as you have defensive HT there. Pretty much wherever your defensive HT are, you are safe vs muta so use this.

Also, why are mass mutas good? Do you really see mass muta in your scene? The fragility of mutas in my opinion make them really weak late game units vs toss. Yeah, you can use late game mutas to counter attack late game just like lings, but if you are going mass muta, then you don't have an army that you can engage with. Defensive HT and the protoss core army is too good.

The phoenixes, is important I think to stop producing after storm. (Well at least this is true for what I do).

What do you think?

Stargate opener is fine. Some phoenix is fine as long as you continue teching to blink and storm.

The purpose of warp prism is to get to an expansion without the zerg noticing. Usually the zerg has map control so if you just walk zealots to an expansion then they will get spotted by watchtowers. Since warp prisms don't cost gas it's not a big deal if you lose it.

It seems like you really haven't dealt with mass muta so that's why you've been transitioning to immortals after your 3rd, expecting a roach switch. But mass muta is certainly a real/viable threat, and you can't transition to immortals too early or else you'll just lose to pure muta.
Xaeldaren
Profile Joined June 2010
Ireland588 Posts
November 22 2011 08:52 GMT
#86
You're right. One of the biggest problems I've had with zergs is when they transition into mutas from roach or hydralisk openings because I almost always immediately transition into colossi once I see my opponent has committed to hydralisks/roaches. It feels awful to see a cloud of mutas heading my way once I've invested so much into colossi and don't have the infrastructure to fight mutas. I'll definitely be reading and rereading your guide thoroughly Thanks!
AmericanUmlaut
Profile Blog Joined November 2010
Germany2577 Posts
November 22 2011 09:32 GMT
#87
This is a great guide, thanks!

One thing I would add is a discussion of Stalker grouping and positioning. Moving Stalkers into your main to respond to Mutas arriving is very slow, because they have to walk through the wall-off that you'll have from the early game, so it's really useful, at least until you get Storm, to keep a group of Stalkers in your main that is large enough to pick at the Mutas until you can drive them off with your main force.

Obviously your idea of having a large squad of Observers to keep tabs on the Muta flock's position will help with getting your Stalkers in the right spot quickly enough. It also occurs to me that it might be worth 150 mins to destroy one of the buildings in your choke so that Stalkers don't have to walk into your base single file.
The frumious Bandersnatch
sleepingdog
Profile Joined August 2008
Austria6145 Posts
Last Edited: 2011-11-22 10:00:02
November 22 2011 09:48 GMT
#88
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.
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Alejandrisha
Profile Blog Joined July 2010
United States6565 Posts
November 22 2011 10:29 GMT
#89
Nice guide!

I'm glad you talked a little about how to engage mutalisks. It pains me to see players blink their stalkers right on top of the muta ball and a move in their direction..

I advise everyone to watch liquidhero and tslkiller stream. The way they engage mutalisks and micro against them is insane. They will scoot'n'shoot instead of blink at first, and only use blink defensively. And they ALWAYS focus fire a single one, NO MATTER WHAT. They always manage to pick off one or 2 mutas even if the mutas are running away; it's very common for less of a god to almost kill 2-4 of them but not manage to pick off a single one because of not focus firing.

It's funny because in korea you will see zergs retreat with their mutas very quickly against units because they expect this caliber of micro. on US/EU, for the most part players are more greedy with their mutalisk raids simply because they players they face don't fight against mutalisks correctly.
get rich or die mining
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SeriouR
Profile Joined November 2010
Spain622 Posts
November 22 2011 11:51 GMT
#90
Such a a good guide an such an inspiring play on the replays! :D thank you very much! <3
Trance music makes the fairys dance
SchfiftyFive
Profile Joined September 2010
United States131 Posts
November 22 2011 12:31 GMT
#91
Good guide and points from the OP and other players, but I will say this being high diamond (scrub) obviously Im not a good player. I feel like even if you follow this guide explicitly unless you have the control necessary to properly defend..like Alejandrisha says youre not going to defend it anyways. My point is this guide is only going to help Master level players and above because the guide suggest using tactics that a lower level player find hard to execute. If youre able to defend mass muta and win with these points, you would have been able to do it on your own regardless because of the amount of micro/skill necessary. I hope people understand the point im trying to make...I have a replay where I do exactly this ^^ but my control is obv that of diamond level and I still lose as he transitions to brood lords. If I had the control and mechanics of a High Masters I would be able to hold off the mutas with or without this guide as a huge amount of it is common sense relative to the game. <3
My IQ? // "Unprotected sex is like fast expanding in close positions. Its risky, but feels great when it works out" Cim9
Asmodeusz
Profile Joined August 2011
193 Posts
November 22 2011 12:50 GMT
#92
You forgot to mention that carriers can deal at the same time with mutas and lings VERY well. If you can defend your 3 bases and max out then give carriers a try.
1. You'll deal with lings or mutas or both of them at the same time without worrying about balancing your anti air and anti ground units.
2. You'll feel like a total boss playing carrier/archon/storm composition.
sol_
Profile Joined November 2011
United Kingdom5 Posts
November 22 2011 13:42 GMT
#93
This is so helpful, thanks a lot. Always, always struggled with this matchup.

My Zerg-friend will not be pleased!
Victory is sweetest when you've known defeat.
dre2k
Profile Joined October 2010
Netherlands215 Posts
November 22 2011 14:34 GMT
#94
The discussion between a few of these really good players here is very beneficial too btw!
marvellosity
Profile Joined January 2011
United Kingdom36161 Posts
Last Edited: 2011-11-22 14:38:27
November 22 2011 14:37 GMT
#95
This really is an awesome thread, and it's come at about the time that I've started to come to terms with mutas a little too. Just to repeat a couple of things / suggest a couple:

1) lots of observers bloomin' rules. So helpful. If they're carrying an overseer around with them, you've already partway succeeded...
2) aggressively get that third. If you're still on 2 base at 14 mins you're in big trouble
3) having 2 or 3 immortals in your "I'm moving out to kill him" army is amazing. Helps vs surprising ultra switch, or much much more likely, helps a butt-ton vs roaches that Zerg WILL remax on as they're losing their army.

As to moving out to go kill him,
4) I like to spam cannons in my main and leave a couple of templar. 8 cannons and a couple of templar protecting your production facilities rather helps your cause if/when they try to backstab you.

5) I discovered this one by accident, but it may actually be practical: when you've decided you're gonna move out, use a warp prism + a big warp-in of zealots to harrass the furthest away expansion you can. You might get a bunch of drones and even the expansion, but more importantly you draw away the mutas to that base (else you kill it for free) which gives you SO much time to actually move out with your main army.
[15:15] <Palmar> and yes marv, you're a total hottie
getdeadplz
Profile Blog Joined April 2011
United States116 Posts
November 22 2011 14:48 GMT
#96
VERY NICE guide here rsvp thanks a lot hope this clears up confusion and lowers the number of threads on the TL about it. almost sticky worthy at the moment because you know there isnt a search feature *sigh* or no one uses it.
lolz
Plexa
Profile Blog Joined October 2005
Aotearoa39261 Posts
Last Edited: 2011-11-22 15:05:37
November 22 2011 15:03 GMT
#97
The only thing I disagree with is your understatement of archons. Yeah, it's not Archons vs Mutas from BW - but they do serve a useful purpose. The biggest problem people have with mutas is that they don't kill them. They hurt them but they (generally) don't die - either they escape without damage or cycle out hurt ones. 2-3 Archons, I find, are really useful in inflicting damage (esp. with +2) and forcing mutas to stay away to heal. You can argue that a storm would do the same job, and you are right, but templar aren't mobile and stray templar can be picked off (i.e. leaving one at a base).

With that said, I'm not advocating that you go pure archon vs muta/ling, but I really like mixing in 2 archons before getting templars for storm while storm is still researching to help deal with the muta ball. The combination of (sentries)/2 Archons/Blink stalker and storm really lays the pain on muta/ling and the archons help a lot against bane transitions as well.
On November 22 2011 19:29 Alejandrisha wrote:
Nice guide!

I'm glad you talked a little about how to engage mutalisks. It pains me to see players blink their stalkers right on top of the muta ball and a move in their direction..

I advise everyone to watch liquidhero and tslkiller stream. The way they engage mutalisks and micro against them is insane. They will scoot'n'shoot instead of blink at first, and only use blink defensively. And they ALWAYS focus fire a single one, NO MATTER WHAT. They always manage to pick off one or 2 mutas even if the mutas are running away; it's very common for less of a god to almost kill 2-4 of them but not manage to pick off a single one because of not focus firing.

It's funny because in korea you will see zergs retreat with their mutas very quickly against units because they expect this caliber of micro. on US/EU, for the most part players are more greedy with their mutalisk raids simply because they players they face don't fight against mutalisks correctly.

Mmm I find that offensive blinking is generally better that shoot and scoot. I find that players will often run away if you try to shoot and scoot to the mutas, whereas a blink underneath the mutas and focus fire with shoot and scoot will kill 1-3 mutas (or more) before they're able to get away.
Administrator~ Spirit will set you free ~
rsvp
Profile Blog Joined January 2006
United States2266 Posts
November 22 2011 16:30 GMT
#98
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%
Teoita
Profile Blog Joined January 2011
Italy12246 Posts
November 22 2011 16:51 GMT
#99
On November 23 2011 01:30 coL.rsvp wrote:
Show nested quote +
On November 22 2011 18:48 sleepingdog wrote:
Cool write-up, just found time to read all that.

What I wanted to comment on is double stargate - some people have mentioned it, but I think it deserves a closer look. If you open double stargate, you normally plan on going for few voidrays and a lot of phoenixes to press a roach-player into hydras. If your opponent has opened spire (with or without roach warren depending on his greed), I am convinced that you do not have to transition into blink immediately, you just have to continue to produce phoenixes. It is a very common misconception that mutas "counter" phoenixes once the numbers grow larger. That is most definitely not the case, I've done extensive testing in the unit-tester on that. Even if you do NOT micro your phoenixes, phoenixes beat mutas cost-efficiently regardless of the supply. The only way the zerg player will be able to overwhelm you is if you let him outmacro you. And now that's the funny thing, if you have opened double stargate, you have COMPLETE MAP CONTROL (!) vs a muta-opener. You can take your third extremely early and wall it off with cannons vs the inevitable mass-llings. Or you can use +1 zealots to bust into their third.

Intelligent zerg players will halt muta-production immediately, because there's no way you should ever get outplayed by mutas with double stargate phoenixes. What they will do is to try to (re-)take aircontrol with corruptors, who happen to counter phoenixes hard...and THEN procede with mutas. Now corruptors are slower than phoenixes and pose no threat to your ground army whatsoever. This - again - means you can take a safe fast 3rd or apply more pressure. Pretty much both can work in this situation depending on your preference and the spawning position.

My overall point: while I completely agree with rsvp on basicly every single build he has mentioned, double stargate indeed is the one build that doesn't require an immediate blink/storm transition.


Haha sorry for the lack of organization in the OP, but I'm sure I mention somewhere that if you had opened double stargate it's almost like an auto-win against mutas because then you just make phoenixes and some gateway units and win. So we agree 100%


Do you feel like you have to open double stargate, or you are fine if you open single stargate and add a second if you scout a spire (and you aren't making colossus)?
ModeratorProtoss all-ins are like a wok. You can throw whatever you want in there and it will turn out alright.
tentoff
Profile Joined March 2011
United States19 Posts
November 22 2011 16:54 GMT
#100
wow, thank you so much for making this thread, and i cannot emphasize enough how impressed I am at the consise but extremely helpful and useful info in this guide. This is the best strategy thread OP i have ever read. I dont post very often, but I just had to say that.

As a mid/high masters toss, I have been experimenting and trying to figure out how to deal with mutas on my own as usually strategy threads are not helpful. From what I have experienced and tried, I agree with everything you said, but I also learned a lot of new tips and great tactics. Thanks so much. I hope to see more great guides like this in the future.
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