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[G][D] 2 Base Swarm Host + Spore ZvP

Forum Index > StarCraft 2 Strategy
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velvex
Profile Joined March 2012
Germany226 Posts
Last Edited: 2013-06-14 14:08:08
February 12 2013 22:14 GMT
#1
[image loading]


2 Base Swarm Host + Spore ZvP



Introduction

Hello TeamLiquid,

I want to share a ZvP build that I've been using for a couple of weeks now and that I think is very strong, especially against a rather passive FFE. I would like to encourage players better than me to try this out.

The idea behind this is to:

1. Use Spore Crawlers to make Swarm Hosts much harder to detect and thus increase their survivability drastically, making them almost unkillable.
2. Go with only two bases instead of three to hit when Protoss only has units that cannot deal with Locusts well.

It has already been observed that Swarm Hosts usually either roll an opponent with incredible cost efficiency or get overrun and die an expensive death. Since Locusts themselves do not cost anything, unit loss tab ratios of 1000 to 10000 in favour of Zerg become possible. On the other hand, once Protoss starts killing Swarm Hosts, Locust output often do not reach the critical mass anymore so that Zerg falls behind. One way to deal with this is to place your Hosts in a safe distance so you basically trade Locust lifetime for a lower risk of losing your Hosts. Blade55555 does it this way, as I understand it from his guide and his replays.

With this post, I would like to suggest a different way of dealing with the problem: combining Swarm Hosts with Spore Crawlers and laying siege on Protoss's base at a time when there are mostly only Gateway units out because these are really bad at dealing with Locusts. This requires us to go with only two bases--which sounds really all-innish from a WoL perspective because in that game Zerg has almost no way of harming a 2 base Protoss, often trades inefficiently against Force Fields and Immortals and thus has to get as much economy on three bases as possible. With Swarm Hosts in HotS, however, there is a possibility that the reasoning for exclusively playing ZvP on three quick bases just does not hold anymore; in that sense, we do not cut our base count because that is the only way to hit a timing, but because we do not necessarily NEED three bases. In fact, when I started experimenting with this composition, I only stayed on two bases because that is easier to manage when moving Overlords around and burrowing and unburrowing Spores and Swarm Hosts.

[image loading]


The Build

Pool First
Hatchery at natural
2 Queens total
~3:45-4:00 1 gas @ 3:45-4:00, 2 workers
1st 100 gas: Lair
~5:45 take all gases, full saturation
next 100 gas: Overlord Speed
Ling Speed (can be skipped)
saturate 2 bases, at least 20 drones at the natural
Infestation Pit when Lair finishes
Locust Upgrade
Swarm Hosts


Explanation and Basic Execution

This is just a general outline of getting out Swarm Hosts quickly while saturating two bases. The opening is a standard Pool first, with the only difference being that you cannot take your third if Protoss delays your natural too much. Hence, I prefer 12 or 14 Pool over 15 Pool to get Lings out quicker if needed. As a gas timing, I like something around 3:45 to 4:00 because that way you can start mining gas just when you else would reach oversaturation if you natural is delayed. There is generally no pressure to get an an ultra-fast Lair because an Infestation Pit builds quickly and Swarm Hosts cost a lot of money so you have to saturate your mineral lines first anyway. You shouldn't go later than 6:00 though because of early Gateway all-ins.

The next important component is Overlord Speed. Make sure you have this ready when Swarm Hosts are out. Blizzard recently moved Overlord Speed from Lair to Hatchery, but this does not really affect us because we go for a quick Lair anyway. You can still research it with the first 100 gas after starting your Lair because it eases scouting enormously. Ling Speed is not mandatory since you do not need to make Lings in any case.

Once your Lair has finished, build an Infestation Pit and start making Swarm Hosts. The Locust upgrade (increases lifetime of Locusts from 15 to 25) is absolutely worth it in almost any case because it eliminates the 10-second downtime between Locust waves and increases Swarm Hosts' range massively: if you attack an unguarded third base of Protoss from a travel distance of 10 seconds, every Locust wave attacks three times longer. That is a lot given that e.g. 10 Swarm Hosts worth of Locusts do 279 dps!

Once your first two or three Swarm Hosts are out, take most of your Overlords, three to four Drones and the Swarm Hosts to a more-or-less hidden spot outside of the Protoss base. Spit creep there and make your Drones into Spore Crawlers. Rally in more Swarm Hosts, make a creep road towards Protoss and move the Spores as close to the base as possible. Then burrow the Swarm Hosts just behind the Spores and rally the Locusts in. From now on all you have to do is reinforce with more Swarm Hosts and bring more Drones to replace killed Spores. Make sure that Locusts are always firing at something, preferably buildings because these cannot run away. The easiest way to do this is to rally the Swarm Hosts on an important building and then shift-rally on some space behind the building. That way, Locusts will kill that building first, and then continue with a-moving to that second spot. You can also move-shot Locusts towards a building to increase the number of Locusts firing. In general, though, you should have at least 10 Swarm Hosts or so for it to be worth it having Locusts firing at buildings with Protoss Units shooting at them.

[image loading]
This is what your setup should look like. Observers cannot come close enough to detect Swarm Hosts. They can go around, of course, but you can also place Spores all around your Swarm Hosts because they are cheap.

I usually add all Overlords, Drones, and Spores used offensively to one control group so that I can move them to one specific location quickly if I have to. Swarm Hosts go to another control group. I think the most important thing is to use the Swarm Host's rally hotkey instead of right-clicking so you do not accidentally suicide newly made Hosts into the opponent's base. What also happens regularly is that I accidentally burrow Swarm Hosts somewhere on the map because I have added these to the control group as eggs and then burrowed them all. To avoid this, when burrowing you should use Ctrl-click to only select the Hosts at the front. In that case, you can also use right-click to rally.

In general, moving Overlords, Spores, and everything around takes a while to get used to because they are handled very differently from what Zerg normally uses. But it certainly is not overly difficult, either.

On another note, upgrades do not seem to be extremely important with Swarm Hosts with Locusts doing enormous damage anyway. I normally get +1 Carapace, though, since it helps them to close in on the opponent and, of course, affects all other ground units.


Protoss Reaction and Reacting to Protoss

Scout Protoss with an Overlord at a usual timing, i.e. something between 7:00 and 8:00. Overlord Speed should finish around the same time and also allow to delay the scout a bit. The nice thing is that with Overlord Speed you should be able to see everything with ease.

If you see a Stargate, you need extra Spores, both with your Swarm Hosts and at home. I usually make two per base and at least double the amount the number of Spores I make offensively since the new Void Ray is relatively good against Spores. You have to replace the Drones immediately, of course. If I see a Robo, I make a round of Speedlings or two because Robo armies can break Locust waves early on. In that case, it is good to have a few units that can fill the gap and save the Swarm Hosts' day.

Once your Spores and Swarm Hosts are in position, most Protoss players react with a Stargate, and then usually with Void Rays (Phoenixes and Oracles run out of energy, Tempests have too low dps, and Carriers take too long to get out). In that case, I usually add some Hydras so that Void Rays are forced to kill the Hydras first in case my Swarm Hosts are without protection. Also, Protoss can pick off reinforcing Swarm Hosts with air units.

Colossi are very good at killing Locusts, too. In fact, they are the only ground unit that can harm a big Swarm Host army in the long run. Once I see my opponent taking that route, I start Hive to get some Vipers out because Abduct is simply extremely good if you pull Colossi into Locust waves. In conjunction with Swarm Hosts, I think they are much more effective than Corruptors, and at the same time more versatile. But in the long run, replacing Spores with the more standard Corruptors and Overseers is reasonable, too. That way of deflecting detection is much more expensive, but also allows you to move around more quickly with your Swarm Hosts.

If you do not see much of an reaction in tech terms, or Protoss does not fight your Locust waves at all, your opponent most likely tries to trade bases. In that case, you only have to defend your natural (or even main) to win since "free" Locusts are way powerful in a base trade scenario. Admittedly, I have not played against people who do this very much, but you react similarly as in any other ZvP base trade: make a lot of Spines in a position to which you think the opponent will not get in time and rally all new units behind that. With Swarm Hosts you can also make Spores since that, again, effectively forces Protoss to kill those first. The same things you should do if you feel you are getting ahead. You don't want to lose against some surprise DTs, obviously.


Caveats

If Protoss goes for an Immortal/Sentry all-in you have to play more defensively because he already has two or three Immortals at the time you are trying to set up the contain. I have not encountered this build very much recently (probably because of the success that Skytoss has at the moment), but since Blade has already shown with his post that Swarm Hosts can defend it quite easily on three bases, defending it on two should not be much of a problem. Once you have enough Hosts to keep the Immortal/Sentry ball in check, you should be able to move out and at least pressure Protoss if he tries to take a third base. But I don't want to speculate too much.

If Protoss one-bases (which has only happened to me once), you should probably abandon Swarm Hosts and focus defending until he expands.


Closing Thoughts

I have intentionally not mententioned any third base timing so far because I do not feel confident enough to give a rule for this. Of course, you can expand if Protoss falls behind against your Swarm Host attack, and I usually do.

The good thing about this build is that you, compared to drop and Nydus strategies, do not have to invest much into any tech. Infestation Pit and Overlord Speed are only 100/100 each and have other uses. You also do not rely on hiding a lot. The worst thing that can happen is that Protoss manages to catch your Drones before they become Spores. That happening is not very likely, though, because a scouting Protoss will know that you have not taken an early third base and play rather defensively.


Replays

Edit: Since beta replays cannot be watched any more, I uploaded more recent ones. I refined the strategy a bit, but in its core, it is still the same thing.

http://drop.sc/314512
http://drop.sc/314511
http://drop.sc/314513

Useful Resources

Blade's Swarm Host play
Tips and infos on Swarm Hosts by Existor


About Me

I'm not good, and by these forums' standards I am probably really bad (at least made it to low masters in Wings for two seasons last year). But I wanted to share this, not because it is giving me a lot of success (and Protoss rage), but because I haven't seen anyone really try this. So I decided it was better to make this post than not to!

Also, feel free to PM me for practice games and such, and I'll give you my character code!


TL;DR: Bring Spores with your Swarm Hosts and they won't die (the latter).
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 12 2013 23:23 GMT
#2
Also I want to add, that Spore Crawler DPS is higher than corruptor dps.

Corruptor DPS - 10.4
Spore Crawler DPS - 17,4

Spore weapon range - 7
Queen weapon range - 7
Hydralisk weapon range - 5 and 6 with upgrade
Lobotomist
Profile Joined May 2010
United States1541 Posts
Last Edited: 2013-02-13 00:39:16
February 13 2013 00:37 GMT
#3
definitely going to try this out!

have you played against a protoss that goes for a fast oracle? the sight range on envision is pretty huge, seems like they could snipe your hosts (with a ground army) while out of spore range. it is a very specific response, but this should be something to watch out for. oracles still have envision right?
Teching to hive too quickly isn't just a risk: it's an ultrarisk
BigRedDog
Profile Joined May 2012
461 Posts
February 13 2013 01:26 GMT
#4
Can i ask how come you build pool first instead of hatch...

Is it because in case the toss build a pylon in your exp?

I've been looking for diff strat than 3 base max roach/hydra..or mass mutas. Will give this a shot.

Thank you!
Big Red Dog!
blade55555
Profile Blog Joined March 2009
United States17423 Posts
February 13 2013 01:41 GMT
#5
On February 13 2013 10:26 BigRedDog wrote:
Can i ask how come you build pool first instead of hatch...

Is it because in case the toss build a pylon in your exp?

I've been looking for diff strat than 3 base max roach/hydra..or mass mutas. Will give this a shot.

Thank you!


Pylon at expo and cannon rush. You have to defend a cannon rush when hatch firsting absolutely perfectly or you will lose the natural and well lose the game. One small mistake and his cannon rush succeeds.
When I think of something else, something will go here
nixi
Profile Joined February 2010
Sweden39 Posts
February 13 2013 02:16 GMT
#6
I have also been doing exactly this strategy for a while now and it is really effective. I have beat several grandmasters with it.
awesomoecalypse
Profile Joined August 2010
United States2235 Posts
February 13 2013 02:29 GMT
#7
On February 13 2013 09:37 Lobotomist wrote:
definitely going to try this out!

have you played against a protoss that goes for a fast oracle? the sight range on envision is pretty huge, seems like they could snipe your hosts (with a ground army) while out of spore range. it is a very specific response, but this should be something to watch out for. oracles still have envision right?


Envision was hugely buffed actually. Double duration. The thing is, Stargate+Oracle eats up so much gas, and then you're blowing so much energy on envision that its a noncombat unit for fight purposes basically. How do you get a strong enough army besides that to take on the hosts?

He drone drone drone. Me win. - ogsMC
Ricoic
Profile Joined May 2012
39 Posts
February 13 2013 04:22 GMT
#8
This looks interesting. What is your response to a protoss taking a fast third. Continue with the two base strategy or go for a third as well and go for a slightly delayed attack with more Swarm Hosts?
"Take what you can, Give nothing back!"
Existor
Profile Joined July 2010
Russian Federation4295 Posts
Last Edited: 2013-02-13 15:59:45
February 13 2013 06:52 GMT
#9
Need banner?

+ Show Spoiler +
[image loading]
blade55555
Profile Blog Joined March 2009
United States17423 Posts
Last Edited: 2013-02-13 07:23:06
February 13 2013 06:54 GMT
#10
On February 13 2013 13:22 Ricoic wrote:
This looks interesting. What is your response to a protoss taking a fast third. Continue with the two base strategy or go for a third as well and go for a slightly delayed attack with more Swarm Hosts?


If you are going to commit to a 2 base swarmhost you have to commit. Honestly not a fan of 2 base swarmhost I prefer 3 base, but 2 will definitely kill a greedy protoss. Some protosses even when they see you haven't taken a third but haven't attacked and are droning will still take a fast third and then will die to 2 base swarmhost as well.

With 2 base the reason I dislike it is gas is very limited so if you make 8 swarmhosts and then he has voids on the field it's hard to put pressure so you have to get hydras as well.

Of course I forgot about the speed overlord + spore, but still I am not a huge fan, nice guide btw! Always glad to see fellow zergs using swarmhosts
When I think of something else, something will go here
Lokken_8
Profile Joined May 2011
Czech Republic69 Posts
Last Edited: 2013-02-13 08:12:19
February 13 2013 08:11 GMT
#11
I think that I have seen something similar on TLOs stream, but he used nydus instead of speedy overalords. It looked really cool, with smoother way to reinforce and bringing some queens along to add aditional options (creepspread+transfuse+antiar).

Not sure if it was 2base or 3 base though.
Sated
Profile Blog Joined March 2011
England4983 Posts
Last Edited: 2013-02-13 08:27:00
February 13 2013 08:22 GMT
#12
--- Nuked ---
MilesTeg
Profile Joined September 2010
France1271 Posts
February 13 2013 09:27 GMT
#13
I do the version with a nydus worm. A nydus not only gives you anti-air and a nice army buff (thanks to queens), but helps with mobility, which is the biggest problem of that build.

It seems pretty strong actually, much better than the 3 base version in my opinion because if he techs quickly he'll simply die, if he doesn't you'll have enough time to transition. Nothing hard counters it in my experience, I've beaten every build with it.
SSVnormandy
Profile Joined July 2012
France392 Posts
February 13 2013 10:12 GMT
#14
Very nice post sir,

Really like your guide even i'm not playing either Protoss or Zerg, feels good to have people trying to put some guides about new interesting strategies in Hots. This forum has become a garbage of whine lately. I wish this would encourage even not top GM or top master players to post in here their strategies. Thoses post always give good food for thought.

I have a question about one potential weakness of your strategy. Did you encounter a protoss player that scouted well your intentions and try to contain you with a very mobile and prompt aggression? It seems to be the weakness of that build for me. If the protoss contain you and force you to move slowly burrowing/unburrowing your SH to his base he gain plenty of time to build a strong response don't you think. To illustrate what I am thinking, it could be like one response to 1/1/1 protoss had in Wol when they have gateway force with imortal and forced terran as he move out to siege unsiege all along the path from his base to the P base to delay the timing and have a force to correctly response to the 1/1/1 by that time.
Battlecruisers.... Just Battlecruisers...
InfCereal
Profile Joined December 2011
Canada1759 Posts
February 13 2013 10:35 GMT
#15
I do a version with a nydus worm and queens.

With constant queen production as well, you end up with a massive amount of queens + transfuse against any sort of air.
Cereal
freewareplayer
Profile Joined July 2011
Germany403 Posts
February 13 2013 10:38 GMT
#16
I actually had this done to me yesterday once its set up, thats a real pain to deal with, however i think its hard to pull this off vs someone who previously faced it. The Overlord placements should more or less give it away, so it can be shut down by just denying overlords early. So personally i can only see this working vs really passive FFEs, as you said.

To counter the denying of Ovies you would have to make more units previous to swarmhosts, and im not sure how important the timing is with this build, would be interesting to hear how that impacts it if you played more games with this strategy.
velvex
Profile Joined March 2012
Germany226 Posts
February 13 2013 11:36 GMT
#17
Thank you all for the nice feedback, I'll try to address as much as possible:

@Lobotomist - Actually, according to Liquipedia, the Oracle has even less detection range than an Observer (10 to 11). It's true that Oracles with their high movement speed are bit better than Observers at going around the Swarm Host camp, but they are also more expensive and still quite squishy. Also, you can scout a Stargate with your speedy Overlords beforehand and just put down more Spores.

@nixi - Cool to hear. Feel free to post replays, I'm sure they are better than mine!

@awesomoecalypse - That is the exact problem I see for Protoss. If you go for stuff that can counter-act the fact that Swarm Hosts are invisible, you are running into trouble against the raw power of Locusts. But if you go for dps, you will have a hard time detecting Swarm Hosts just at the time you made it through (or around) the Locusts to shoot at them.

@Ricoic - If I notice the third in time--which shouldn't be hard, speed Overlords again--, I throw a Locust wave at that first which is often enough to deny it. I don't think you have to though since he won't be able to start mining there soon. Also, he shouldn't really be expanding before you in the first place.

@Existor - Thanks a lot for the banner!

@blade55555 - Thanks for the heads up! Legitimate concern you have there, if I know Protoss has Oracles or Void Rays on the map, I don't know when to move out exactly, either. Maybe it's possible to make a few Spores in a hidden spot on the map (once the Spores are done, they cannot be harmed, of course), and make some Hydras in the mean time to escort Swarm Hosts to the Spores. Need more experience.

@Sated - Colossi indeed kill Locusts efficiently in sufficient numbers (beginning from three at least, I think), but at the same time, Colossus range probably doesn't finish before 11:00. At that point, you can already have 10 Swarm Hosts knocking at your door. Not to mention that Zerg can also abandon Swarm Host plans and go 2 Base Muta instead.

@SSVnormandy - No, I haven't played against it. Do you want to do it? I can see that working out to a degree, but you still need both detection and a fairly strong Gateway force to reduce Host numbers. And it doesn't feel like time is really running against Zerg since Swarm Hosts only get stronger with higher numbers.

@freewareplayer - Not sure what you mean by denying Overlords. You have at least 8 speed Overlords, there is no way Protoss can kill them before you get some Spores up. Keep in mind that even if Protoss has a several Phoenixes and perhaps a Void Ray (need chronoboost for that), you can still set up Spores in different locations. Or you react to the Stargate by setting up Spores earlier than you would against a Robo.
Existor
Profile Joined July 2010
Russian Federation4295 Posts
February 15 2013 18:19 GMT
#18
TLO playing right now with Mushrooms, Spores and Queens. Some queens were sent to enemy base and when Lair is done, starting spread creep somewhere near enemy base, so you always have creep for Locusts
EuroRabbit
Profile Joined November 2011
United States39 Posts
February 16 2013 02:35 GMT
#19
I feel that if a protoss scouts you not taking a 3rd (which any half way decent toss should) then it should be 100% countered by a 7:30-8:00 or so 4 or 5 gate push with out taking the 3rd or 4th gasses at his natural. You only pop out with 3-4 SH by the 8:30 mark or so, which leaves it vulnerable to a lot of builds. Maybe build 3-4 spines to reinforce the natural if you think he is going to attack?

I think the only way this will work is vs opponents who either don't scout, or get denied a scout in the early game. But either way it revolves around them not getting the information that they should be getting. I guess the only other option they could think of is a burrow roach all in timing, or a a muta build if they scout the 3rd and 4th gasses.
Just enjoying the trees :)
Goldfish
Profile Blog Joined August 2010
2230 Posts
February 16 2013 03:53 GMT
#20
On February 13 2013 20:36 velvex wrote:
Thank you all for the nice feedback, I'll try to address as much as possible:

@Lobotomist - Actually, according to Liquipedia, the Oracle has even less detection range than an Observer (10 to 11). It's true that Oracles with their high movement speed are bit better than Observers at going around the Swarm Host camp, but they are also more expensive and still quite squishy. Also, you can scout a Stargate with your speedy Overlords beforehand and just put down more Spores.


According to the editor and the wiki, detection range (on the Behavior) is 14 (which means it can detect outside of its sight radius).

Observer is 11 (on the behavior).

So if a unit can spot for the Oracle (since it only has 10 sight range), Oracle has 3 more detection range (14 total).
https://connect.microsoft.com/WindowsServerFeedback/feedback/details/741495/biggest-explorer-annoyance-automatic-sorting-windows-7-server-2008-r2-and-vista#details Allow Disable Auto Arrange in Windows 7+
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