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[G] Mass Mutalisk ZvP for 2013 - Page 10

Forum Index > StarCraft 2 Strategy
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Mavvie
Profile Blog Joined May 2012
Canada923 Posts
February 25 2013 19:30 GMT
#181
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.
Getting back into sc2 O_o
gobbledydook
Profile Joined October 2012
Australia2605 Posts
February 25 2013 19:53 GMT
#182
On February 26 2013 04:30 Mavvie wrote:
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.


When the mutalisks see the three stargates, wouldn't Zerg transition immediately back into Infestor tech?
I am a dirty Protoss bullshit abuser
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
February 25 2013 20:06 GMT
#183
On February 26 2013 03:37 da_head wrote:
Show nested quote +
On February 26 2013 03:32 agahamsorr0w wrote:
On February 26 2013 03:01 da_head wrote:
How do you stop this shit? It's incredibly infuriating (in hots). The fuckers move super fast and heal super quick. And dont say phoenixs "counter" them, because thats complete bullshit. Get a handful of infestors and fungal them. Yes i know fungal is a projectile now, but its still pretty easy to land. And the traditional ht/archon defense doesnt really cut it anymore, even if you get a storm off on the clump, they heal absurdly quickly. Any master zergs in this thread, what have you lost to while doing this?

My only "solution" thus far is going oracles and/or observers to spot them (obs in key postions and revelation on muta flock). But even then, the purpose of the mutas is just to buy time for the z to take 5 bases and mass up on whatever they want (usually ultra). Perhaps i should try turtling and going skytoss every game? (cuz that sounds super fun)


I'll give you a hint: phoenix, tempest, ht, archons.

thanks for the useful tip. wasn't aware i had infinite gas off 3 base.

Anyone with actual advice?


some more hints: cannons only cost minerals.

i didnt say u should only make those units. just listing the end game compositipn vs mass mutas. and it doesnt matter that u dont have infinite gas cause ur way more efficient in trading inside ur base in mid game or anywhere on the map in late game.
da_head
Profile Blog Joined November 2008
Canada3350 Posts
February 25 2013 20:13 GMT
#184
On February 26 2013 04:53 gobbledydook wrote:
Show nested quote +
On February 26 2013 04:30 Mavvie wrote:
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.


When the mutalisks see the three stargates, wouldn't Zerg transition immediately back into Infestor tech?

Yea..
Maybe some heavy air play to put pressure before a proper infestor tech switch can be done? Not sure.

On February 26 2013 05:06 agahamsorr0w wrote:
Show nested quote +
On February 26 2013 03:37 da_head wrote:
On February 26 2013 03:32 agahamsorr0w wrote:
On February 26 2013 03:01 da_head wrote:
How do you stop this shit? It's incredibly infuriating (in hots). The fuckers move super fast and heal super quick. And dont say phoenixs "counter" them, because thats complete bullshit. Get a handful of infestors and fungal them. Yes i know fungal is a projectile now, but its still pretty easy to land. And the traditional ht/archon defense doesnt really cut it anymore, even if you get a storm off on the clump, they heal absurdly quickly. Any master zergs in this thread, what have you lost to while doing this?

My only "solution" thus far is going oracles and/or observers to spot them (obs in key postions and revelation on muta flock). But even then, the purpose of the mutas is just to buy time for the z to take 5 bases and mass up on whatever they want (usually ultra). Perhaps i should try turtling and going skytoss every game? (cuz that sounds super fun)


I'll give you a hint: phoenix, tempest, ht, archons.

thanks for the useful tip. wasn't aware i had infinite gas off 3 base.

Anyone with actual advice?


some more hints: cannons only cost minerals.

i didnt say u should only make those units. just listing the end game compositipn vs mass mutas. and it doesnt matter that u dont have infinite gas cause ur way more efficient in trading inside ur base in mid game or anywhere on the map in late game.

I specifically stated that i had trouble dealing with muta -> map control -> into w/e tech the zerg wants. Not pure mass mutas. Ill just ignore any further posts you make. Thanks.
When they see MC Probe, all the ladies disrobe.
agahamsorr0w
Profile Joined April 2011
Netherlands359 Posts
February 25 2013 21:03 GMT
#185
On February 26 2013 05:13 da_head wrote:
Show nested quote +
On February 26 2013 04:53 gobbledydook wrote:
On February 26 2013 04:30 Mavvie wrote:
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.


When the mutalisks see the three stargates, wouldn't Zerg transition immediately back into Infestor tech?

Yea..
Maybe some heavy air play to put pressure before a proper infestor tech switch can be done? Not sure.

Show nested quote +
On February 26 2013 05:06 agahamsorr0w wrote:
On February 26 2013 03:37 da_head wrote:
On February 26 2013 03:32 agahamsorr0w wrote:
On February 26 2013 03:01 da_head wrote:
How do you stop this shit? It's incredibly infuriating (in hots). The fuckers move super fast and heal super quick. And dont say phoenixs "counter" them, because thats complete bullshit. Get a handful of infestors and fungal them. Yes i know fungal is a projectile now, but its still pretty easy to land. And the traditional ht/archon defense doesnt really cut it anymore, even if you get a storm off on the clump, they heal absurdly quickly. Any master zergs in this thread, what have you lost to while doing this?

My only "solution" thus far is going oracles and/or observers to spot them (obs in key postions and revelation on muta flock). But even then, the purpose of the mutas is just to buy time for the z to take 5 bases and mass up on whatever they want (usually ultra). Perhaps i should try turtling and going skytoss every game? (cuz that sounds super fun)


I'll give you a hint: phoenix, tempest, ht, archons.

thanks for the useful tip. wasn't aware i had infinite gas off 3 base.

Anyone with actual advice?


some more hints: cannons only cost minerals.

i didnt say u should only make those units. just listing the end game compositipn vs mass mutas. and it doesnt matter that u dont have infinite gas cause ur way more efficient in trading inside ur base in mid game or anywhere on the map in late game.

I specifically stated that i had trouble dealing with muta -> map control -> into w/e tech the zerg wants. Not pure mass mutas. Ill just ignore any further posts you make. Thanks.


oh ok hahahah then why do u post on a mass muta thread? it's like me posting something on hots about legacy of the void and expecting serious comments. I can sense ur pretty mad man. Tried some yoga?

And vs map control mutas, you still make phoenix but stop making them after 6-7 as normal. And seriously, depending on what hes doing u should react to it.

User was warned for this post
da_head
Profile Blog Joined November 2008
Canada3350 Posts
Last Edited: 2013-02-25 22:28:52
February 25 2013 22:22 GMT
#186
On February 26 2013 06:03 agahamsorr0w wrote:
Show nested quote +
On February 26 2013 05:13 da_head wrote:
On February 26 2013 04:53 gobbledydook wrote:
On February 26 2013 04:30 Mavvie wrote:
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.


When the mutalisks see the three stargates, wouldn't Zerg transition immediately back into Infestor tech?

Yea..
Maybe some heavy air play to put pressure before a proper infestor tech switch can be done? Not sure.

On February 26 2013 05:06 agahamsorr0w wrote:
On February 26 2013 03:37 da_head wrote:
On February 26 2013 03:32 agahamsorr0w wrote:
On February 26 2013 03:01 da_head wrote:
How do you stop this shit? It's incredibly infuriating (in hots). The fuckers move super fast and heal super quick. And dont say phoenixs "counter" them, because thats complete bullshit. Get a handful of infestors and fungal them. Yes i know fungal is a projectile now, but its still pretty easy to land. And the traditional ht/archon defense doesnt really cut it anymore, even if you get a storm off on the clump, they heal absurdly quickly. Any master zergs in this thread, what have you lost to while doing this?

My only "solution" thus far is going oracles and/or observers to spot them (obs in key postions and revelation on muta flock). But even then, the purpose of the mutas is just to buy time for the z to take 5 bases and mass up on whatever they want (usually ultra). Perhaps i should try turtling and going skytoss every game? (cuz that sounds super fun)


I'll give you a hint: phoenix, tempest, ht, archons.

thanks for the useful tip. wasn't aware i had infinite gas off 3 base.

Anyone with actual advice?


some more hints: cannons only cost minerals.

i didnt say u should only make those units. just listing the end game compositipn vs mass mutas. and it doesnt matter that u dont have infinite gas cause ur way more efficient in trading inside ur base in mid game or anywhere on the map in late game.

I specifically stated that i had trouble dealing with muta -> map control -> into w/e tech the zerg wants. Not pure mass mutas. Ill just ignore any further posts you make. Thanks.


oh ok hahahah then why do u post on a mass muta thread? it's like me posting something on hots about legacy of the void and expecting serious comments. I can sense ur pretty mad man. Tried some yoga?

And vs map control mutas, you still make phoenix but stop making them after 6-7 as normal. And seriously, depending on what hes doing u should react to it.

Because im asking about what zerg players who open up mutas have trouble dealing with against toss? So that way i may find solutions? Please refrain from posting unless you have something useful to contribute instead of asking if im mad or telling me to make 6 phoenix and scouting. Rofl.

And yea, i have dealt with zergs who make 30-40 mutas, and when im finally able to deal with it, he tech switches to something else (for examples ultras to rape my stalkers and hts). So i figured it would make sense to post in a thread about MASS MUTA to see what zergs are having trouble with so i can apply some pressure back before they get a super eco and i lose.
When they see MC Probe, all the ladies disrobe.
DjSweetBazz
Profile Joined December 2010
Sweden172 Posts
February 26 2013 04:23 GMT
#187
I have been owning high masters toss players with mass mutas, if they dont make a 2 base all in its usually a win for me, 1 funny thing I do is I throw down spire and hydralisk den at the same time, so when they scout me they think im gong hydras, usually this forces them to go colossi and that only makes my first pack of mutas to make more damage.
Vanadiel
Profile Joined April 2012
France961 Posts
February 26 2013 12:39 GMT
#188
I feel the build of Life against Parting, with ling Hydra into mass mutalisk way more stronger, because the first wave of ground unit do a ton of damage, reducing the stalker count and hard counter Immortal sentry all in.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
February 27 2013 08:24 GMT
#189
On February 26 2013 21:39 Vanadiel wrote:
I feel the build of Life against Parting, with ling Hydra into mass mutalisk way more stronger, because the first wave of ground unit do a ton of damage, reducing the stalker count and hard counter Immortal sentry all in.


Its definitely viable but on maps like cloud kingdom I dont really like it. The straight muta opening is much more map neutral, however on something like antiga or even ohana I like the hydra build

On February 26 2013 13:23 DjSweetBazz wrote:
I have been owning high masters toss players with mass mutas, if they dont make a 2 base all in its usually a win for me, 1 funny thing I do is I throw down spire and hydralisk den at the same time, so when they scout me they think im gong hydras, usually this forces them to go colossi and that only makes my first pack of mutas to make more damage.


Yea i do that a lot with a proxied spire its very good. People have commented its a bit of a gimmick, which it is, but its very cheap to do, not a total wasted investment anyway and can work beautifully.

On February 26 2013 05:13 da_head wrote:
Show nested quote +
On February 26 2013 04:53 gobbledydook wrote:
On February 26 2013 04:30 Mavvie wrote:
Open stargate and get lots of phoenixes...be careful, it requires micro to pull off.

I've seen lots of pro protoss players throwing down 3 stargates when they see the spire, and hitting this INSANE phoenix/immortal/zealot/archon timing that absolutely crushes heavy muta play. Cannons are your friend while you buy time for the phoenix count to increase.


When the mutalisks see the three stargates, wouldn't Zerg transition immediately back into Infestor tech?

Yea..
Maybe some heavy air play to put pressure before a proper infestor tech switch can be done? Not sure.

Show nested quote +
On February 26 2013 05:06 agahamsorr0w wrote:
On February 26 2013 03:37 da_head wrote:
On February 26 2013 03:32 agahamsorr0w wrote:
On February 26 2013 03:01 da_head wrote:
How do you stop this shit? It's incredibly infuriating (in hots). The fuckers move super fast and heal super quick. And dont say phoenixs "counter" them, because thats complete bullshit. Get a handful of infestors and fungal them. Yes i know fungal is a projectile now, but its still pretty easy to land. And the traditional ht/archon defense doesnt really cut it anymore, even if you get a storm off on the clump, they heal absurdly quickly. Any master zergs in this thread, what have you lost to while doing this?

My only "solution" thus far is going oracles and/or observers to spot them (obs in key postions and revelation on muta flock). But even then, the purpose of the mutas is just to buy time for the z to take 5 bases and mass up on whatever they want (usually ultra). Perhaps i should try turtling and going skytoss every game? (cuz that sounds super fun)


I'll give you a hint: phoenix, tempest, ht, archons.

thanks for the useful tip. wasn't aware i had infinite gas off 3 base.

Anyone with actual advice?


some more hints: cannons only cost minerals.

i didnt say u should only make those units. just listing the end game compositipn vs mass mutas. and it doesnt matter that u dont have infinite gas cause ur way more efficient in trading inside ur base in mid game or anywhere on the map in late game.

I specifically stated that i had trouble dealing with muta -> map control -> into w/e tech the zerg wants. Not pure mass mutas. Ill just ignore any further posts you make. Thanks.


In HotS i think you should open stargate every game and if you just make more phoenixs and control them well muta vs phoenix is unviable. The increased default range makes it impossible for zerg to do anything with mutalisks if protoss has good control. Its mechanically demanding for protoss but thats the solution.

As for zerg transitioning, phoenixs are pretty good for lifting infestors and can be good harass all game long if you keep them alive. Zergs tech is much later and upgrades are normally delayed. Basically if you deflect the mutas without losing too much, he will be more behind than you are.
Moonrisesc
Profile Joined July 2011
Netherlands38 Posts
February 27 2013 08:35 GMT
#190
On February 26 2013 21:39 Vanadiel wrote:
I feel the build of Life against Parting, with ling Hydra into mass mutalisk way more stronger, because the first wave of ground unit do a ton of damage, reducing the stalker count and hard counter Immortal sentry all in.


I've played around with the hydra opener. Basically I find its a lot stronger against people that go quick third bases. But its weaker against just about everything else. Infact if they happen to go blind 2 base colossus you pretty much outright lose, altough this is uncommon, if your opponent knows your style they might still do it. Also if you do the hydra build vs immortal sentry you end up in a situation where the protoss can just run away, forcefield and add colossus and a third. They'll be behind but they'll be in a playable position where as if you go muta, they have 0 probes and HAVE to try to break your spines. Good thing is most protosses that do the immortal sentry allin won't be able to play the macro game that well because all of their games end at 12:00.
Vanadiel
Profile Joined April 2012
France961 Posts
February 27 2013 10:25 GMT
#191
On February 27 2013 17:35 Moonrisesc wrote:
Show nested quote +
On February 26 2013 21:39 Vanadiel wrote:
I feel the build of Life against Parting, with ling Hydra into mass mutalisk way more stronger, because the first wave of ground unit do a ton of damage, reducing the stalker count and hard counter Immortal sentry all in.


I've played around with the hydra opener. Basically I find its a lot stronger against people that go quick third bases. But its weaker against just about everything else. Infact if they happen to go blind 2 base colossus you pretty much outright lose, altough this is uncommon, if your opponent knows your style they might still do it. Also if you do the hydra build vs immortal sentry you end up in a situation where the protoss can just run away, forcefield and add colossus and a third. They'll be behind but they'll be in a playable position where as if you go muta, they have 0 probes and HAVE to try to break your spines. Good thing is most protosses that do the immortal sentry allin won't be able to play the macro game that well because all of their games end at 12:00.


I disagree with the part where it is weaker against everything else, because I actually feel like it's way better to defend against most of 2 base (tech) all in, because it allow you to save your third base and maintain an 6 gaz income . No one should go blind 2 base collossi, I know that Parting did and win with it against Life, but to be honest I'm pretty sure you can scout it with an overlord/overseer and just put down a roach warren in time and overrun the army. And about the 7 gates immortal sentry all in, if he goes back and start a third/collosi you still have a timing to attack with ling hydralisk before the range upgrade of collosi and do a lot of damage with it, and then the mutalisk transition is deadly.

WHat I really like with this opening is that you can control the pace of the game and be the agressor.
Iksf
Profile Joined March 2011
United Kingdom444 Posts
February 27 2013 13:51 GMT
#192
On February 27 2013 19:25 Vanadiel wrote:
Show nested quote +
On February 27 2013 17:35 Moonrisesc wrote:
On February 26 2013 21:39 Vanadiel wrote:
I feel the build of Life against Parting, with ling Hydra into mass mutalisk way more stronger, because the first wave of ground unit do a ton of damage, reducing the stalker count and hard counter Immortal sentry all in.


I've played around with the hydra opener. Basically I find its a lot stronger against people that go quick third bases. But its weaker against just about everything else. Infact if they happen to go blind 2 base colossus you pretty much outright lose, altough this is uncommon, if your opponent knows your style they might still do it. Also if you do the hydra build vs immortal sentry you end up in a situation where the protoss can just run away, forcefield and add colossus and a third. They'll be behind but they'll be in a playable position where as if you go muta, they have 0 probes and HAVE to try to break your spines. Good thing is most protosses that do the immortal sentry allin won't be able to play the macro game that well because all of their games end at 12:00.


I disagree with the part where it is weaker against everything else, because I actually feel like it's way better to defend against most of 2 base (tech) all in, because it allow you to save your third base and maintain an 6 gaz income . No one should go blind 2 base collossi, I know that Parting did and win with it against Life, but to be honest I'm pretty sure you can scout it with an overlord/overseer and just put down a roach warren in time and overrun the army. And about the 7 gates immortal sentry all in, if he goes back and start a third/collosi you still have a timing to attack with ling hydralisk before the range upgrade of collosi and do a lot of damage with it, and then the mutalisk transition is deadly.

WHat I really like with this opening is that you can control the pace of the game and be the agressor.


If the protoss understands how to react to hydralisks he will definitely be able to survive the counter push. Its working amazingly currently because most protoss havnt seen a hydralisk in over a year but going hydralisk and shoving back at protoss was a common strategy with earlier 3 hatch openings vs 7g robo or blink.

It works amazingly if protoss sticks around and takes fights, but if protoss just pull back, get colossus and a third pretty quickly and stall with force fields they can avoid giving zerg any good engagements even though zerg has this amazing compositional advantage. Hydralisks are really damn slow off creep and sentries can seriously abuse that.
theonlyshaft
Profile Blog Joined December 2010
United States581 Posts
March 01 2013 09:38 GMT
#193
I love Mutalisks so seeing threads like this make me smile Reading through the details now!
Nullius addictus iurare in verba magistri, — quo me cumque rapit tempestas, deferor hospes
mrdombie
Profile Joined September 2011
United Kingdom54 Posts
March 01 2013 17:44 GMT
#194
http://www.poisonedhearts.de/index.php/9-news/4-the-adventures-of-acey-part-one
Manager of Team Poisoned Heart
KiLLJoy216
Profile Joined December 2010
United States71 Posts
March 02 2013 17:12 GMT
#195
Mutalisk play is impossible to stop as Protoss. I am low Masters and the Zerg I have encountered throw both a spire and infestor pit down at the same time. It is just impossible to counter. If they see you are building phoenix they just go infestor and rofl stomp you. If they see you only have built 3-4 phoenix they make 20 mutalisks in one go and own you that way. Can't wait for HotS T_T
- Never argue with an idiot. People observing may have a hard time differentiating who the idiot is.
FrashQ
Profile Joined November 2011
53 Posts
March 02 2013 17:42 GMT
#196
Waiting for hots when mutas dont fear storms anymore? I dont understand how to kill this style in wol, and i fear hots becasue of new mutas even more. If you play patiently and get 3base storm good upgrades and dont lose probes, zerg is just going to get 40+spines and you will never win a basetrade, and if you react fast you might not have enough to kill the ever-growing muta ball. Im losing to people much worse than me if they use this guide.
MysteryMeat1
Profile Blog Joined June 2011
United States3292 Posts
March 02 2013 17:54 GMT
#197
On March 03 2013 02:42 FrashQ wrote:
Waiting for hots when mutas dont fear storms anymore? I dont understand how to kill this style in wol, and i fear hots becasue of new mutas even more. If you play patiently and get 3base storm good upgrades and dont lose probes, zerg is just going to get 40+spines and you will never win a basetrade, and if you react fast you might not have enough to kill the ever-growing muta ball. Im losing to people much worse than me if they use this guide.


There not worse than you if you losing. But i agree this style is extremely frustrating to deal with as toss. Ive been surviving by building 4 cannons at each base while teching up to HT and going up to blink 12 gateways and moving out around 150 supply with warp prism. all excess minerals go to cannoning my 3rd. By that i mean like 15-20 cannons with 2 hts. I move out with like 8 hts and storm everything that moves.
"Cause ya know, Style before victory." -The greatest mafia player alive
Salv
Profile Blog Joined December 2007
Canada3083 Posts
March 02 2013 18:01 GMT
#198
In WOL, if you spot the spire being thrown down and you see that he has not made any other units, then you should be safe assuming it's mutalisks. Even if you're wrong, it shouldn't be an auto-loss or anything. The key is to get a quick third base, so defend your main and natural with cannons and high templar and then keep trying to plant the third down, once it's down you should be able to mass up an army of stalker, zealot, high templar, archon - that's really difficult for the Zerg to beat once you have enough. Just keep scouting to make sure they aren't tech switching. Obviously if you see that they're upgrading melee attack and carapace, and you see an ultralisk cavern then ultralisk are on the way - storm is still going to be good versus lings and now you need to add immortals.

As for HOTS, phoenix have an additional range to start and they also have the bonus range upgrade. Right now in WOL, phoenix range is 4 with an upgrade to 6, in HOTS it'll be base 5 with an upgrade to 7 - so if you get that upgrade you'll be doing really well. Unlike WOL, the fleet beacon will be very useful to you besides just the phoenix range upgrade because you can transition into tempest which are very strong versus Zerg late game.

I think in general Protoss will have less trouble versus mutalisk overall because the metagame will involve a lot of Protoss opening stargate, so that should immediately result in fewer Zergs going for mutalisk. Secondly, because the stargate tech is likely going to be integral to the best late game PvZ army, throwing one or two down in response to a spire will be greatly beneficial, unlike in WOL where maybe you won't be using them at all post-phoenix production.
Mavvie
Profile Blog Joined May 2012
Canada923 Posts
March 02 2013 18:39 GMT
#199
On March 03 2013 02:54 MysteryMeat1 wrote:
Show nested quote +
On March 03 2013 02:42 FrashQ wrote:
Waiting for hots when mutas dont fear storms anymore? I dont understand how to kill this style in wol, and i fear hots becasue of new mutas even more. If you play patiently and get 3base storm good upgrades and dont lose probes, zerg is just going to get 40+spines and you will never win a basetrade, and if you react fast you might not have enough to kill the ever-growing muta ball. Im losing to people much worse than me if they use this guide.


There not worse than you if you losing. But i agree this style is extremely frustrating to deal with as toss. Ive been surviving by building 4 cannons at each base while teching up to HT and going up to blink 12 gateways and moving out around 150 supply with warp prism. all excess minerals go to cannoning my 3rd. By that i mean like 15-20 cannons with 2 hts. I move out with like 8 hts and storm everything that moves.

Not sure what level you are, so this may be redundant, but this is pretty much the best reactive counter to the strategy. My friend fiveyearold (GM protoss) says he basically does the same. He explained it to me as such:

1) Fast third, and he typically goes for a 4gate pressure into blink + third, but any robo and/or twilight expand works
2) Blink of course, and on some maps get a cannon or two at the most exposed base to deal with the initial wave.
3) Chrono out blink, observers, double forge, and go for DTs before storm (very important!)
4) Do some DT harass to deny the mad bases, almost no zerg will go through the effort to spine/spore up all 7 bases they take
5) Storm immediately after DTs, begin massing cannons and preemptively rebuilding tech at your third (only need like 4 gates, core, templar archives).
6) For example, on Entombed Valley you mass cannons in your natural and third, and move around your archon/HT force to deny ANY attempt at baseracing. On Ohana you probably have to sac your main, so it's best not to build your tech there in the first place. Just...cannons everywhere, and zone out mutas with archon/HT
7) Once you max out, 1a across the map with your main army and win the game. If you want you can get one colossus to break the spines eventually, or you could just use good blink micro. As always, more archons, more chance of win.

I totally agree with him, as it's pretty much all I lose to when doing this style.
Getting back into sc2 O_o
whitefenix
Profile Blog Joined February 2011
Sweden40 Posts
April 02 2013 00:58 GMT
#200
Hey Iksf! First of all, I just wanted to say thanks for this guide. Finding it in the last two months of WoL completely revolutionized my ZvP, bringing me from 40-50% winrate to almost 100% and helping me finally get promoted to masters.

I'm still using this build in HotS, but I have a couple of questions now that some units have changed.

First off, if the protoss opens stargate and builds a ton of phoenixes (10-15) I feel like I have to give up on mutas, If he only builds 5-6 I can just play normally, maybe with an infestor or two, but if he builds many I can't really engage him thanks to the new range. My current solution is to throw down a hydra den with the spire and start 1/1 and go for a hydra/ling timing (with an ultra/viper transition) if I see continued phoenix production. Is this the correct solution? Do I really need to abandon mass muta vs heavy stargate?

Secondly, If a protoss does the warpgate/mothercore push off two bases, I find I have to devote a lot of resources to hold it without losing my third, and I can't really saturate properly. In that position, trying to transition back to mass muta usually leaves me open for a follow-up attack. Should I just abandon mass muta entirely and transition to some sort of hydra/infestor/swarm host/etc play if he is doing a warpgate push?

Thanks again for the guide, you rock!
Nothing in this world can take the place of persistence
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