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Please Note this was created during WoL and has not been updated yet!
Hello, I'm Puppylisk, I'm a Grandmaster Zerg (Cheese Protoss/Terran) and a constant/consistent top ranked 2v2 player and I have decided to make a guide on how to play 2v2 at a high level, if you are interested I stream GM 1v1 and high level team games @ http://www.twitch.tv/puppylisk .
If you have any questions, just ask in the thread and I will answer, or message me on NA Battle.net Puppylisk.368
A Majority of this will stay true throughout HotS, but I will also update it for HotS.
NOTE: These are Openings that I find the most effective, If you scout something that will be a problem then transition to something else, IE if they are hard countering you blindly, transition, most of the time, even if they do scout you, you can still win with these strategies, but make sure you do proper transitions. Or even if you just don't like the play style posted, you don't have to open these ways, you can play a personalized variation, or even just out right different style.
Keep in mind: Zerg in 2v2 is used mainly as a buffer for Terran and Protoss, you want to try to keep their tier 2 units alive even at risk of losing some of yours, keeping Hellions, Tanks, Thors, Immortals, Sentries, Collosus, etc.. alive is a must
I will be updating this thread sometime this week including pictures of good places to proxy and where to cannon rush on every map as well
Recommended Teams: Zerg Terran, and Zerg Protoss - Generally in team games you don't want more then 1 person going the same tech path, so Zerg, Terran and Zerg, Protoss are general. also Hellion, Speedling // 10pool, Proxy Marauder you can win a majority of your match ups rather easily, Zerg, Protoss is harder to play then Zerg, Terran but in the end they can be much more effective
Map Choices:
Zerg, Zerg + Show Spoiler +-
Desolate Stronghold
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Lunar Colony V
- Molten Crater
- Scorched Haven
- The Ruins of Tarsonis
- Tyrador Keep
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Magma Core
- The Boneyard
Why?: For Zerg, Zerg it can be incredibly tough to be offensive if there isn't a Zerg on the enemy team, the distance between bases is rather short and it can be a pain to get other bases then your natural. These maps are generally very Terran and Protoss favored.
Zerg, Terran + Show Spoiler +-
Desolate Stronghold
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Lunar Colony V
- Molten Crater
- Scorched Haven
- The Ruins of Tarsonis
- Tyrador Keep
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Magma Core
- The Boneyard
Why?: For Zerg, Terran, You will generally be playing 2 base Zerg, 1 base Terran, so having an easily defendable natural is a must, you also want maps that aren't shared base just so you don't have to worry about busting walls (hellion, zergling) maps with shared bases can easily be defended with sentries and eventually siege tanks
Zerg, Protoss + Show Spoiler +- Desolate Stronghold
- Lunar Colony V
- Molten Crater
- Scorched Haven
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The Ruins of Tarsonis
- Tyrador Keep
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Magma Core
- The Boneyard
Why?:Playing Zerg, Protoss is a bit different then ZT, or ZZ, for Zerg Protoss shared base maps are generally very good for Zerg, Protoss seeing they are very good cannon rush maps, and overlords allow vision even if the cannon rush goes wrong. But you still want an easily defendable expansion.
Terran, Protoss + Show Spoiler +- Desolate Stronghold
- Lunar Colony V
- Molten Crater
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Scorched Haven
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The Ruins of Tarsonis
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Tyrador Keep
- Magma Core
- The Boneyard
Why?: Playing Terran, Protoss, you generally want to pick maps that you can easily defend off early rushes, but be able to macro behind as well, The Ruins of Tarsonis and Tyrador Keep rocks can result in many unstoppable losses which is why you should avoid them.
Terran, Terran + Show Spoiler +- Desolate Stronghold
- Lunar Colony V
- Molten Crater
- Scorched Haven
- The Ruins of Tarsonis
- Tyrador Keep
- Magma Core
- The Boneyard
Why?: Playing double Terran, There aren't really any maps that you need to be worried of, double Terran can hold most all-ins rather easily and effortlessly
Protoss, Protoss + Show Spoiler +-
Desolate Stronghold
- Lunar Colony V
- Molten Crater
- Scorched Haven
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The Ruins of Tarsonis
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Tyrador Keep
- Magma Core
- The Boneyard
Why?: Protoss, Protoss in the early game is incredibly weak and vulnerable to all types of cheese, Protoss is generally the target to kill in every match up in team games seeing they will have the hardest time defending it, you want to stay away from maps with back rocks and close positions, you will need to rely on mainly sentries and micro to fend off any form of early agression.
Build Refrences:
ZERG 10 Pool + Show Spoiler +- 10/10: Spawning Pool
- 10/10: Extractor (@25 minerals, If drone stacking 9/10 Extractor)
- 10/10: Overlord
- @100% Extractor, 3 Drones in Gas
- @100% Overlord, 3(6) Zerglings
- 13/18: Zerglings (8)
- @88, 92, 96 Gas, pull a drones off gas
- 14/18: Metabolic Boost (13/18 If 9 Extractor)
- 14-15/18: Zerglings (10, 12)
- 16/18: Queen
- 18/18: Overlord
- Continue to flood Zerglings, make sure you hit all your injects and don't get supply blocked
15 Hatch, Mass ling + Show Spoiler +- 9/10: Overlord
- 15/18: Hatchery
- 15/18: Extractor
- 15/18: Spawning Pool
- @100% Extractor, 3 Drones in Gas
- 17/18: Overlord
- 20/28: 2 Queens
- @88, 92, 96, pull drones off gas
- @100 Gas *After Queens* Metabolic Boost
- 24/28: Start making mass Zerglings
- 26/28: Overlord
- 32/36: Overlord
It is important that you hit your injects, only drone to 20 drones, replace drones 1:1 if killed 15 Hatch, Ling Bane + Show Spoiler +- 9/10: Overlord
- 15/18: Hatchery
- 15/18: Extractor
- 15/18: Spawning Pool
- 17/18: Overlord
- 20/28: 2 Queens
- 24/28: Metabolic Boost
- 26/28: Overlord
- 28/28: Baneling Nest
- Start to make mass Zerglings
- Just about you are ready to attack, make banelings to break the wall or to kill clumped marines/lings
It is important that you hit your injects, only drone to 24 drones, replace drones 1:1 if killed 7 Roach Rush + Show Spoiler +- 10/10: Extractor(1)
- 10/10: Extractor(2)
- 10/10: Cancel Both Extractors
- 12/10: Overlord
- 12/10: Spawning Pool
- 15/18: Extractor (1)
- @100% Extractor, 3 Drones on Gas
- 16/18: Queen
- 18/18: Roach Warren
- 18/18: Overlord x2
- @100% Roach Warren, Start to make non stop roach production
It is important that you hit your injects, and don't get supply blocked 2 Base Mass Speed Roach + Show Spoiler +- 9/10: Overlord
- 15/18: Hatchery
- 17/18: Spawning Pool
- 17/18: Overlord
- 18/18: Extractor (1)
- 20/28: 2 Queens
- @100gas, Lair
- @55 Seconds until Completion Roach Warren, Extractor (2)
- @100% Roach Warren, Roach Speed, Evolution Chamber (1), Extractor (3)
- 45 Supply (41 Drones, 2 Queens) Start to make Mass roach
- @100% Evolution Chamber, +1 Missiles Attack
It is important that you don't get supply blocked, or miss injects, 2-3 overlords per roach production cycle 14/14 Speedling/Baneling + Show Spoiler +- 9/10: Overlord
- 14/18: Extractor (1)
- 14/18: Spawning Pool
- 16/18: Overlord
- @100% Spawning pool, Queen(1) and Metabolic Boost
- @50gas, Baneling Nest, replace drone
- Start to make mass Zergling, make banelings right before ready to attack
It is important that you don't get supply blocked or miss injects 14/14 Speedling Expand + Show Spoiler +- 9/10: Overlord
- 14/18: Extractor (1)
- 14/18: Spawning Pool
- 16/18: Overlord
- @88, 92, 96 Gas, pull drones off
- @100% Spawning Pool, Queen (1), Metabolic Boost
- 18/26: Hatchery (2)
- @100% Queen (1), Produce another Queen (2)
- @25 Energy Queen (1) Creep Tumor, walk Queen to your natural
- @100% Hatchery (2) start injects, create 4 more drones
- @20 Drones, Start to produce only Zerglings
It is important to not et supply blocked or miss injects, also to be pretty aggressive with your first 4 Zerglings
TERRAN 11/11 Proxy Barracks + Show Spoiler +- 9/11: Supply Depot
- @Supply Depot Start, send a scv to build a proxy rax
- 10/11: About 5 seconds after your 10th SCV has started, send out a 2nd scv to build a 2nd proxy rax
- 11/11: Barracks (1)(2)
- @100% Barracks (1) Orbital Command, Marine (1)
- @100% Barracks (2), send your marine and 2 scvs to start your harass, it is essential you get a bunker completed
- Continue constant marine production
It is important that you don't get supply blocked, when the 2nd barracks is just about to finish you can pull 3-4 more scvs from your mineral line to help. Proxy Marauder + Show Spoiler +- 9/11: Supply Depot
- 10/11: Send out a scv to build a proxy barracks
- 12/19: proxy barracks (1)
- 13/19: Refinery
- @100% Refinery, 2 additional scvs in gas
- @100% Barracks (1), Orbital Command (1), Tech lab on barracks
- @150 Minerals, proxy Barracks (2)
- @100% Tech Lab, Marauder (1)
- @50gas, Concussive Shell
- @100% Barracks (2) Tech Lab
- Start to attack just as Concussive shell is about to finish
It is important that you don't get supply blocked, building a bunker is a nice touch as well, concussive shell is a must 11 Gas Hellion (Hellion Drop + Banshee // Blue Flame // Marauder) + Show Spoiler +- 9/11: Supply depot
- 11/11: Refinery (1)
- 13/19: Barracks (1)
- @100% Barracks (1) Orbital Command, Factory (1), Reactor on Barracks (1)
- 17/19: Supply Depot
- SCV untill 19 supply
Banshee *with or without drop*- 17/19: Refinery (2)
- @100% Factory, Starport (1) // Switch Factory (1) onto Barracks (1) Reactor
- Tech Lab on Barracks, Start Hellion Production
- @100% Refinery (2), 2 additional scvs on gas
- 23/27: Supply Depot
- @100% Starport (1) switch onto Barracks (1) Techlab
- @Switch, Start Medivac
- @200gas, Start Cloak
- @100gas, Start Banshee Production
- Pull scvs off Refinery (2)
Blue Flame- @100% Factory (1) Start Factory (2)
- Switch Factory (1) onto Barracks (1) Reactor
- Start Hellion Production
- 23/27: Supply Depot
- @100% Factory (2) Start Tech Lab
- @100% Tech Lab, Start Blue Flame
- Produce Hellions from both factories
Marauder- @100% Factory (1) Swap to Barracks (1) Reactor, Start Barracks (2)
- Barracks (1) Start Tech Lab
- Start Hellion Production
- 23/27: Supply Depot
- @100% Tech Lab, Concussive Shell, and Marauder
- @100% Barracks (2) Tech Lab
- Constant Production of Hellions and Marauders
In all of these, it is essential to not lose your hellions and to not get supply blocked 1/1/1 + Show Spoiler +
PROTOSS 4 Gate + Show Spoiler + 6 Minute Dark Templar + Show Spoiler +- 10/10: Pylon
- 10/18: Gateway (1)
- 12/18: Assimilator (1)
- 14/18: Assimilator (2)
- @100% Assimilators start mining gas 3 probes per
- @100% Gateway, Cybernetics Core
- @100% Cybernetics Core, Twilight Council, Warp Gate Research
- @100% Twilight Council, Dark Shrine, send out a probe to build a proxy pylon
- Add Gateways (2)(3)
- @5:35 put down proxy pylon
- @100% Warp Gate research, gateways into Warpgates (1)(2)(3)
- @6:00: Warp in 3 DTs
Cannon Rush + Show Spoiler +- 9/10: Pylon -> Scout
- 13/18: Forge -> Send Out Second Probe
- 15/18: Send out third probe, cut probe production
- 15/18: proxy pylon for cannons (Uploading screenshots for different maps)
3 Gate Robo + Show Spoiler +http://wiki.teamliquid.net/starcraft2/3_Gate_Robo Stargate + Show Spoiler + Proxy 2 Gate + Show Spoiler +- 6/10: Set Nexus Rally to outside of the enemies natural expansion
- 10/10: Pylon with the probe at the enemies expansion
- 10/18: Gateway (1)(2)
- @100% Gateway (1)(2) start to produce and chrono zealots
- 14/18: Pylon
- Continual Zealot Production
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Match Ups
Zerg, Zerg
VS
Zerg, Zerg + Show Spoiler + One Zerg should open 10 pool, and deny early hathcheries or to defend vs double early pools, while the other Zerg goes roaches, this can / generally will transition into a macro game Zerg,Terran + Show Spoiler +Both Zergs Should Generally open 15 Hatch, 1 going Ling, Bane, the other Zerg going Roaches Zerg, Protoss + Show Spoiler + One Zerg should open 10 pool and try to do as much damage as they can to the protoss (killing pylons / probes, etc...) or killing the Zerg if they 15 hathched, while the Second Zerg, should open 15 Hatch, into their choice of mass ling, ling bane or roach Terran, Terran + Show Spoiler +Both Zergs Should open 15hatch, 1 going Mass ling, 1 Going mass roach, and try to apply early pressure, if you can't you can take a 3rd (Total 5 Zerg bases, and do a mutalisk feed) be careful for banshees and run by hellions. Terran, Protoss + Show Spoiler +If it is a Shared base map, both Zergs can fast expand, 1 going 14/14 Speedling expand, 1 Going 15hatch (Choice of speedling or roach), if it is not a shared base map, 1 should go 10pool while the other goes 15hatch, the 10pool should go for the protoss and set him back as much as possible, then make it a 1.5v1 Protoss, Protoss + Show Spoiler +Both Zergs Should open 10pool, and 2 10pools should generally very easily be able to kill off 2 protosses.
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Zerg, Terran
VS
Zerg, Zerg + Show Spoiler + The Zerg should open 10 pool to deny any form of double early pool, if it is then the zerg also needs to get a spine crawler in there base, if there isn't then they should be aggressive and deny early hatcheries // kill drones. The Terran should open 11 Gas Hellion into Banshee, @ 4 Hellions the Terran and Zerg should attack, the Zerglings priority is to keep the hellions alive, once the banshee is out, it is game over Zerg, Terran + Show Spoiler +The Zerg should open 15hatch into Mass speedling while the Terran opens 11 Gas Hellion into Banshee once there are 4 hellions on the field, you need to start being aggressive. Keep the hellions alive and overwhelm them with hellion, zergling Zerg, Protoss + Show Spoiler + The Zerg should open 10pool, and do as much damage to the Protoss as possible (killing pylons / probes) or if the enemy Zerg 15Hatched then he can just upright kill the Zerg, while the Terran Goes 11 Gas Hellion into Marauder OR Banshee @ 4 Hellions you should be able to overwhelm them and win the game Terran, Terran + Show Spoiler +The Zerg Should open 10pool, sending the overlord to give vision near the ramps of the enemy Terrans, while the Terran goes Proxy Marauder and bust walls with overlord vision, then the lings flood and kill everything Terran, Protoss + Show Spoiler +The Zerg Should open 10pool, sending the overlord to give vision near the ramps of the enemies bases, while the Terran goes Proxy Marauder and bust walls with overlord vision, then the lings flood and kill everything Protoss, Protoss + Show Spoiler +The Zerg Should open 10pool, sending the overlord to give vision near the ramps of the enemies bases, while the Terran goes Proxy Marauder and bust walls with overlord vision, then the lings flood and kill everything
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Zerg, Protoss
VS
Zerg, Zerg + Show Spoiler + The Zerg Should open 10 pool To deny any form of early pool aggression, if there isn't then they can try to deny any early hatches, while the Protoss goes either 6minute DT, Cannon Rush, or Stargate Zerg, Terran + Show Spoiler +This is one of the toughest match ups seeing that Protoss doesn't really have any early units to defend off against mass speedling early game, the Zerg should generally open 15hatch into mass speedling / baneling unless the Protoss is confident in holding off early aggression in order for the zerg to go straight to roaches, or a mutalisk feed, the Protoss should generally open either Cannon Rush, Stargate or 3gate Robo, hopefully you get the chance for it to go into a macro game, if the Terran is not opening hellions, the Protoss can 4gate while the zerg goes mass lings, with your stalkers focus fire down banelings so the zerg can have a much easier time Zerg, Protoss + Show Spoiler +The Zerg should open 10 Pool and try to put on some early forms of aggression, if you think that it won't work he can go 2 base mass speedling, while the Protoss goes either 4gate, 6 Minute DT, or Cannon Rush Terran, Terran + Show Spoiler +The Zerg should open 15hatch into mass roach while the Protoss opens 3gate Robo, once you start to gather an army push out with a few sentries and immortals with the Zergs Roach army and push your way to victory Terran, Protoss + Show Spoiler +The Zerg should open 10 pool or 15hatch into mass speedling or roach while the Protoss opens either Cannon rush, 6 Minute DT or 4gate, break the wall and flood lings to victory. Protoss, Protoss + Show Spoiler +The Zerg should open 10pool while the Protoss goes either Cannon rush or 4gate, you should easily be able to win this match up on any map
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Terran, Terran
VS
Zerg, Zerg + Show Spoiler + One Terran should open 11gas hellion into marauder while the other macros, into marine tank Zerg, Terran + Show Spoiler + One Terran should open 11 gas hellion into cloak banshee while the other opens with a fast Command Center into macro, or a 3rax bio type of play Zerg, Protoss + Show Spoiler +One Terran should open 11 gas hellion into banshee while the other Terran either macros or goes into a 3rax bio type of play Terran, Terran + Show Spoiler +There is really no easy way to play this match up, so you should play a standard macro style Terran, Protoss + Show Spoiler + There is really no easy way to play this match up, so you should play a standard macro style Protoss, Protoss + Show Spoiler +There is really no easy way to play this match up, so you should play a standard macro style
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Terran, Protoss
VS
Zerg, Zerg + Show Spoiler + The Terran should open 11gas hellion into marauder while the Protoss opens Forge into [Stargate 1voidray, 2phoenix, then Robo, or they can open Cannon rush Zerg, Terran + Show Spoiler + The Terran should open 11 gas hellion into cloak banshee while the Protoss opens 3gate Robo, if you hold off the early lings then this should be an easy victory for the Terran/Protoss team Zerg, Protoss + Show Spoiler +The Terran should open 11 gas hellion into marauder while the Protoss opens Cannon Rush, 6 Minute DT or 3gate Robo Terran, Terran + Show Spoiler +There isn't really a specific way to play this match up, it will generally turn into a macro game given the Terrans most likely won't double all in Terran, Protoss + Show Spoiler + The Terran can open an 11gas hellion drop into cloak banshee while the Protoss 3gate robos, or play it as a macro game Protoss, Protoss + Show Spoiler +The Terran should open proxy marauder while the Protoss opens a Cannon Rush, or you can play this out like a macro game
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Protoss, Protoss
VS
Zerg, Zerg + Show Spoiler + One Protoss should open Cannon Rush(Defensive or Offensive) while the other opens 6 Minute DT Zerg, Terran + Show Spoiler + One Protoss should open 6 minute DTs, while the other opens 3gate Robo Zerg, Protoss + Show Spoiler +One Protoss should open Cannon Rush while the other opens 6 Minute DTs or 3gate Robo Terran, Terran + Show Spoiler +There isn't really a specific way to play this match up, it will generally turn into a macro game given the terrans most likely won't double all in, or you can double 4gate Terran, Protoss + Show Spoiler + There isn't really a specific way to play this match up, it will generally turn into a macro game given the terrans most likely won't double all in, or you can double 4gate Protoss, Protoss + Show Spoiler +One Protoss Should open Cannon Rush, while the other opens Proxy 2 Gate
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Dealing with the Enemy
As Zerg
Hellions + Show Spoiler + Fighting vs hellions as Zerg is one of the most difficult things that you are going to have to do in 2v2, mainly because you will be producing nothing but speedlings, the best way to engage hellions are to trap them in corners, near walls, or get them onto creep, hellions are incredibly slippery so surrounding them especially if their teammate is present can be a real pain Banshees + Show Spoiler + Assuming that the Terran went hellions, the follow up 70% of the time is going to be banshees, so it should be in habit to get an extra set of queens and an evo chamber with 1 spore at each base, dealing with banshees will be very very easy if you are prepared for it. Stargate + Show Spoiler +As Zerg you generally shouldn't be the one fending off the Stargate play, get an evolution chamber and 1 spore crawler at each base and make sure your overlords are near the spore crawlers just so you lose as few as possible. Dark Templars + Show Spoiler +If you didn't see DTs coming and you are in no way prepared for it, then it is most likely a lost game, you can try to build an evolution chamber in the back of your natural and some spores when it's finished, while you are running your drones, but in most cases the game is already lost unless you or your ally have detection ready, or able to be produced. Banelings + Show Spoiler +In 2v2, you should be happy because, you don't have to deal with those treacherous banelings, you can just have your ally focus down the banelings if you are making speedlings.
As Terran
Banshees + Show Spoiler +Banshees can become a real pain in 2v2, as Terran you are responsible for killing the banshees, so if you know the banshee is coming, and you are also going banshee, queue up a viking after your first banshee is finished, and get a single missile turret, in case he has cloak, no use in wasting multiple scans rather than just building a turret. Dark Templars + Show Spoiler +If they get Dark Templars out that were not scouted and you are completely unprepared for, it is most likely a loss, you can try to get out detection asap, and if you have hellions you can try to friendly fire your units to kill the DT with splash damage while you get detection, but it is a very hard spot to get out of once non scouted DTs are into play. Stargate + Show Spoiler +If the enemy Protoss goes Stargate, you can get 1 Missile turret in your base and get a few vikings + marines and go push out, if they are going Stargate then they don't really have any threatening tech, as long as you can handle what is in the air and don't lose to many unnecessary units then you should be able to win the game, or you can just play it out in a macro game. Tanks + Show Spoiler +Tanks are inevitable, and you are going to have to also make tanks if you think the game is going to draw out, it is just going to happen Collosus + Show Spoiler +Being the Terran, it is your responsibility to deal with the collosus, just produce 2-3 vikings per 1 collosus, +1 additional viking, per their viking and make sure you get air attack upgrades
As Protoss
Banshees + Show Spoiler +Banshees as Protoss are generally easy to deal with, seeing you are going to open some form of tech that denies banshees regardless, it is ideal to get a robo after 1 voidray and 2 phoenix if you are going stargate, if you are going robo then you already have the power to build an observer, if you are four gating, then hopefully the game is won before their banshee has cloak or does some serious damage. Hellions + Show Spoiler +Protoss needs to keep the hellion count low in zt, zp, so focus firing hellions is a must if your zerg is going speedling, if he is going roaches then letting the hellions not reach your mineral line is more than enough Dark Templars + Show Spoiler +If Dark Templars go unscouted, and you don't have a forge or robo, then the game is most likely lost, It is essential to know what the enemy protoss is doing, and keep in mind if you are demolishing his ally but you see no units from him to help, it is most likely DTs. Cannon Rush + Show Spoiler +If your ally can't deal with the cannon rush with/for you, then throw down a forge and defend it 1v1 style Proxy 2 Gate + Show Spoiler +If you scout after pylon or scout the proxy 2 gate, then probe til 13, and get 3 gateways, and out zealot him 10 Pool + Show Spoiler +Chrono boost out a zealot and fight with 3-5 probes, or in chokes to try to minimize the amount of damage your zealot can take. Double Early Pool + Show Spoiler +If you didn't open forge, then I'm sorry, you're dead, it is nearly impossible to hold on non shared base maps as Protoss vs 2 early pools if you didn't open forge
If I didn't list it then it is most likely because you really shouldn't have a problem dealing with it. But if you do then ask and I will tell you how to deal with it for 2v2.
Units to try to stay away from
- Stalkers + Show Spoiler +
Some Stalkers in the early/mid game is okay, but you really don't want to over create stalkers, they will become more and more useless the longer the game goes on
- Hydralisks + Show Spoiler +
Hydralisks are very low hp, and very slow off of creep, with Terran/Protoss mid-late game units, you should really avoid going Hydralisks, unless it is sky Protoss/Terran
- Ultralisks + Show Spoiler +
Ultralisks are situational, but for the most part they are generally not worth getting unless their tech tree is horrible
- Battlecruisers + Show Spoiler +
Incredibly Slow, Costly Unit, Easy to counter especially in 2v2
- Carrier + Show Spoiler +
Incredibly Slow, Costly Unit, Easy to counter especially in 2v2
- Phoenix + Show Spoiler +
Phoenixs are situational, and you never want to make to many, if they are going mutalisk feed then sure going a lot of phoenix is okay, but if you create to many phoenix for harassment, this generally can result in a loss, you want to stay around 3-5, no more then that.
- Mothership + Show Spoiler +
Feedback and EMP can make the Mothership completely useless having the cloaked units be detectable by scans + detectors, not worth spending the 8 supply and 400mins/400gas
- Thors + Show Spoiler +
Incredibly slow unit, unless you have complete map control, or they are going tons of Mutalisks, you want to generally stay away from Thors
- Void Rays + Show Spoiler +
Other than early defense vs Zerg, Zerg, In Wings of Liberty you want to try to stay away from building Void Rays, they are rather slow and can be countered easily
Other Tips
- Small run bys into mineral lines can change the way a game is looking
- Poop overlord creep @ expansions if you have lair
- If you are on the offensive and don't have creep you can use overlords to make creep highways
- Don't overstim, or stim to early
- Don't forget UPGRADES!!
- Don't forget TRANSITION!!
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Wow thanks for all the effort you've put into this guide. I think this is the most helpful guide on 2v2 I've seen on teamliquid so far - though talking about concepts in 2v2 has its place I do like that you address specifically what to do in each match up.
Thanks again - I'll be using this with my friends. <3
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On March 01 2013 02:58 iStarKraft wrote: Wow thanks for all the effort you've put into this guide. I think this is the most helpful guide on 2v2 I've seen on teamliquid so far - though talking about concepts in 2v2 has its place I do like that you address specifically what to do in each match up.
Thanks again - I'll be using this with my friends. <3
Thanks, I'm going to be updating / Adding onto this fairly often, this is more of just a backbone of the guide to come
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this is gold. very good job man, and thank you for putting effort.
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Italy12246 Posts
Great read. Gonna include it in the recommended thread section.
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quite detailed and lot of thought man thanks and no thanks for killing 1 vs 1 dreams lol
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Nice guide! Very well done!
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I feel sorry for whomever faces puppylisk in the first round of my tournament this weekend.
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nice guide. will def check out
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this is pretty accurate, just missing subtle details in builds and matchups. 2v2 will change a lot in HotS, imo.
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great guide! this will totally help me with my offraces D: will you be adding replays when HOTS comes out?
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Wow, an actual (quick) overview of the whole 2v2 matchup!
Thanks a lot for your work. I personally am always at a loss in 2v2 (thus, this is why I don't play much of 2v2)
See you on the ladder then!
P.S : Yeah, unfortunate timing, some things need to be updated for HotS
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Nice guide, but I wish you'd explained your thoughts behind your choices a bit better and talked about alternate strategies. I don't see any reason why Zerg needs to 10pool every game in most matchups, for example.
Question for puppylisk (or anyone else good at 2v2):
What are your thoughts on the day[9] ZP style, where (simplifying it) ) P dumps gas to Z for mutas? Is it defensible in the early game?
What about ZP/ZT styles where you both turtle (on 2 bases Z, 1 base for the T/P) 'til 10-11 minutes, then move out with a big coordinated push? I've been doing a lot of these with friends recently and we're having success, but then we're only in Plat so that doesn't mean much.
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On March 01 2013 06:59 DogBite wrote: Nice guide, but I wish you'd explained your thoughts behind your choices a bit better and talked about alternate strategies. I don't see any reason why Zerg needs to 10pool every game in most matchups, for example.
Question for puppylisk (or anyone else good at 2v2):
What are your thoughts on the day[9] ZP style, where (simplifying it) ) P dumps gas to Z for mutas? Is it defensible in the early game?
What about ZP/ZT styles where you both turtle (on 2 bases Z, 1 base for the T/P) 'til 10-11 minutes, then move out with a big coordinated push? I've been doing a lot of these with friends recently and we're having success, but then we're only in Plat so that doesn't mean much.
I would say if you are going to go for a mutalisk feed, you should do it on either the boneyard, or tyrador keep, where there is a shared inbase expansion, so defending early aggression for both players will be much easier then if it was solo bases, mutalisk feed is viable and can just outright win the game if it goes unscouted, but if it does, the mutalisks can become useless.
As for my guide, it wasn't meant for the match ups i posted to be the ONLY way to play them, but it is the most effective and most used at high level 2v2 which at lower leagues you should be able to just outright roll through your opponent, as time goes on this guide will be getting more comprehensive and detailed, along with pictures, etc... as well as thoughts and reasonings behind what and why.
10 pool is by far the most standard and definitely the most used build order for zergs in team games, the reason being that the zerg is used mainly as a buffer for your ally, so setting back or even killing 1 of your opponents, I have gone up to top 5 NA with 80% winrate+ in 2v2 going nothing but 10pool Hellion, and 10pool proxy marauder, if this doesn't fit your playstyle like I said, these are just builds that I find are the most effective.
On March 01 2013 06:00 oOOoOphidian wrote: this is pretty accurate, just missing subtle details in builds and matchups. 2v2 will change a lot in HotS, imo.
I will be updating this guide for HotS, I would just like a bit more experience than I already have on HotS before posting any form of update, as well as a reason behind the openings for each match up, maybe a week or so after HotS release.
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Great guide, fun to see a lot of builds are pretty close to stuff I've been using already. (A few are new to me, like 2 base drone into speedroach).
I am, however, dubious of always 10 pooling toss. In particular, if it's like...vs ZP, I feel like 10p gets countered by 13/13 really hard--they'll have the same number of lings to defend (themselves or toss), and will get speed earlier, and can do their choice of early expo or banelings.
And they can do this reactively--with a 9 scout, you'll get there in time to scout the pool and switch your build into a 14/13 in response to 10p.
Although, I will say that if you expect cannon rush, 10p kills it whereas later pools are too slow, so...that is an argument for 10p.
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On March 01 2013 11:04 metroid composite wrote: Great guide, fun to see a lot of builds are pretty close to stuff I've been using already. (A few are new to me, like 2 base drone into speedroach).
I am, however, dubious of always 10 pooling toss. In particular, if it's like...vs ZP, I feel like 10p gets countered by 13/13 really hard--they'll have the same number of lings to defend (themselves or toss), and will get speed earlier, and can do their choice of early expo or banelings.
And they can do this reactively--with a 9 scout, you'll get there in time to scout the pool and switch your build into a 14/13 in response to 10p.
Although, I will say that if you expect cannon rush, 10p kills it whereas later pools are too slow, so...that is an argument for 10p.
Yes, 10pool is countered by 13/13, 14/14, 10pool is mainly used to buy time, especially if you are playing as ZT it doesn't really matter if they match your lings, you will be able to overwhelm them both once hellions come into play, as ZP vs ZP, the zerg should generally just buy time and try to force the protoss to be as far behind as possible, while he techs up, preferably to DT. The best maps to do it on are tyrador keep and boneyard seeing zergs will be so tempted to get an early hatch
As for banelings, just have your ally target them down as priority.
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Cool guide, covers about all the matchups and nice use of colors, not quite gm though
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Awesome guide! We need more 2v2 content on TL.
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Hm, actually, one configuration I don't see mentioned that has a very high success rate so far is...
In ZZ vs ZZ, one zerg opens 10 pool bane (the 1v1 build), the other opens a normal 10 pool. Pressure a bit, force lings out; you'll probably have similar amounts of lings so pull back for 20 seconds and wait for banes. finish banes and win.
You list the standard ZZ vs ZZ build as one 10p one roach, and I'm trying to figure out how 10p + roach holds 10p + 10p bane. Like...if you seven roach rush, there's a good 40 seconds when your opponents will have banelings and you won't have roaches. That seems too long.
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On March 02 2013 06:21 metroid composite wrote: Hm, actually, one configuration I don't see mentioned that has a very high success rate so far is...
In ZZ vs ZZ, one zerg opens 10 pool bane (the 1v1 build), the other opens a normal 10 pool. Pressure a bit, force lings out; you'll probably have similar amounts of lings so pull back for 20 seconds and wait for banes. finish banes and win.
You list the standard ZZ vs ZZ build as one 10p one roach, and I'm trying to figure out how 10p + roach holds 10p + 10p bane. Like...if you seven roach rush, there's a good 40 seconds when your opponents will have banelings and you won't have roaches. That seems too long.
Yes, like I mentioned before on the guide it's just what I feel are some of the best ways to open, I'm not saying it's the only ways to open, or that you should do it every game, 10pool + 10pool bane is viable, assuming that you actually get damage done, if they scout the baneling nest they can easily get a spinecrawler up and a queen + spine can easily hold a 10pool baneling, and the player will have a much later speed, and if the banes don't work and the player gets roaches out it is most likely GG, though in a majority of cases people will die to the banelings.
Yes 10pool + 10pool bane is viable vs ZZ and sometimes even ZP, but I wouldn't necessarily recommend it unless it fits you and your partners playstyle.
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I've been trying the 11 gas into hellion banshee. What are the transitions I can go from there? I always feel behind
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On March 02 2013 21:04 daralharb wrote:I've been trying the 11 gas into hellion banshee. What are the transitions I can go from there? I always feel behind 
Can you give a little more information, like what match ups are you doing it in.
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I play 2v2 with random partners. I've been going 11 hellion banshee pretty much whenever there is a zerg on the other team.
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On March 03 2013 00:13 daralharb wrote: I play 2v2 with random partners. I've been going 11 hellion banshee pretty much whenever there is a zerg on the other team.
Okay, in random 2v2 you want to go to make sure your ally is going to do a corresponding build to your 11gas hellion, if you 11gas hellion and your ally decides to just go macro mode, you are generally going to get behind seeing you normally can't solo with hellions, if you do 11gas hellion into banshee and are playing RT, I recommend you get a medivac and just do a 4hellion drop into the not-zergs base, then start your cloak, then banshee. When transitioning, you want to make sure you pull off of 1 of your 2 refineries after you start your first banshee, and throw down a CC, at this point you want to set up your transition based on what they are going, but I personally normally end up going into mech, but it really depends on how the enemys composition is going to end up looking.
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This guide is almost spot on to what I do in 2v2
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Great work, but just a note, I used to do a lot of the 6minute dt rush but I've found that it's a rather bad build. As of now I'm doing a 13 gate, 14 gas 15 gas build that chronos out 26 probes rather fast and gets 3 dts @ 6:15 but with a maxed economy off one base. I think 15 seconds is not a lot for 7-8 more probes and enough money to transition into anything.
What server do you play on ?
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Also I think you are severely underestimating the value of Phoenixes in 2vs2.
Maybe you haven't played a lot of PT but phoenix + marine tank is pretty much the go to build to counter basically any composition in the early / mid game.
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On March 03 2013 00:42 Geiko wrote: Great work, but just a note, I used to do a lot of the 6minute dt rush but I've found that it's a rather bad build. As of now I'm doing a 13 gate, 14 gas 15 gas build that chronos out 26 probes rather fast and gets 3 dts @ 6:15 but with a maxed economy off one base. I think 15 seconds is not a lot for 7-8 more probes and enough money to transition into anything.
What server do you play on ?
The difference between 6minute dt and 6:15-6:20, is that those 15-20 seconds actually in a lot of cases are the deciding factor of the game, yes it's an all-allin build, so if your team mate isn't committing as much as you, it can be a problem, I often do both 6minute and 615-620 dts, and generally I will recommend the 6minute, seeing that is where the game almost always ends regardless. If you are playing AT 6minute, if RT I think 615-620 is normally better.
I play on NA and KR.
On March 03 2013 00:46 Geiko wrote: Also I think you are severely underestimating the value of Phoenixes in 2vs2.
Maybe you haven't played a lot of PT but phoenix + marine tank is pretty much the go to build to counter basically any composition in the early / mid game.
I don't underestimate phoenixes, but there are many people who get into the mindset, that once they start making phoenixes, they don't stop, which is an awful habit, people just like to over make them, also per 1 more phoenix you make, you are just slowing down your higher tech, phoenixes have a diminishing value.
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Thx for the guide mate. well written and makes sense.
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Hey, I'm ComBrO, another highly ranked 2v2 player who sees a few gaps in your matchups. In TTvTP, TT, and PP, I like to open reaper expand soft contain the whole game with initially 1 or 2 reapers with a transition into marine medivac. If your partner does this as well, you open with enough map control to defend your double expand, but you need to prioritize combat sheilds first to defend tank allins and make sure to bunker up/expand inbase so as not to die to a counter allin. This style might not be the best for your guide, as it is very counterattack oriented and is very taxing on mechanics, but I have been very successful with it. With the TXvZX matchups, I almost exclusively mech, as there is not much that zergs can do in the midgame short of mutalisks, and with a teammate who can help with anti-air, (z going muta/ terran going bio/ protoss going blink/air), there is not much that your zerg opponents can do to defend a big 6-9 tank push assuming you have been active (without losing your hellions from the 11 gas opening). I hope this helps round out your guide, and I would put more, but I havent been playing random 2v2 for a while now!
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Lol, someone is taking 2v2 seriously for once :p. I should play more 2v2s. Only thing I dislike about it is the players are mostly terrible until you get to the top of the masters ladders.
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Hey, thanks for your work!
One quick Question: How to deal with 10pool/Cannonrush as T/P? I feel a little bit lost there...
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Thanks for the guide! Just referred a friend who loves 2v2 to it. Definitely looks like a better foundation than my,"well, when I play 1v1 I like these builds..." suggestions
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Feeding strategies, or even worse, when a guy leaves the game on purpose right away to transfer his income before 5:00, are imo the most effective way to play 2v2, as well as, let's admit it, the lamest. You're essentially on a 2 base economy at the minute 4:00, you can tech very quickly while still have a buttload of units. 1 player on 2 bases is strictly more powerful than 2 players on 1 base, because an investment in tech from this player translates directly into a reward for a 2 base production, and not for a 1 base production. More simply, I think it's generally accepted that a full 2 base economy is more than twice as powerful as a full 1 base economy. It allows much sharper upgrades and tech timings, huge surge of upgraded units that are barely handleable and certainly not meant to be balanced.
The only downside (and why it's still fun to play 2v2) is that the game is only fun for 1 member out of 2, and not much for the feeder (or the leaver). That's why we don't see them more, people play 2v2s for fun, not for rank and glory, in general.
Rant aside, your guide is very cool and I'm glad that you left out the awful feed builds we sometimes see on the ladder :D
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On March 03 2013 00:36 puppylisk wrote:Show nested quote +On March 03 2013 00:13 daralharb wrote: I play 2v2 with random partners. I've been going 11 hellion banshee pretty much whenever there is a zerg on the other team. Okay, in random 2v2 you want to go to make sure your ally is going to do a corresponding build to your 11gas hellion, if you 11gas hellion and your ally decides to just go macro mode, you are generally going to get behind seeing you normally can't solo with hellions, if you do 11gas hellion into banshee and are playing RT, I recommend you get a medivac and just do a 4hellion drop into the not-zergs base, then start your cloak, then banshee. When transitioning, you want to make sure you pull off of 1 of your 2 refineries after you start your first banshee, and throw down a CC, at this point you want to set up your transition based on what they are going, but I personally normally end up going into mech, but it really depends on how the enemys composition is going to end up looking.
Thank you for your quick response! I've been trying to figure it out on my own and have been having the most success with a similar strategy listed above. Although I need to refine it. Thanks again for your help, and I enjoy your guide.
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Wow. This is awesome. Thanks for all the effort in helping out the rest if us.
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Awesome guide. Gonna share this with my 2v2 partners later.
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Wow, great guide, going to share with my partner later. Thanks!
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TeamGames especially 2v2 are the worst waste of time ever. The game forces you to all-in - thats a ridiculous joke.
User was temp banned for this post.
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On March 03 2013 06:35 ZenithM wrote: Feeding strategies, or even worse, when a guy leaves the game on purpose right away to transfer his income before 5:00, are imo the most effective way to play 2v2, as well as, let's admit it, the lamest. You're essentially on a 2 base economy at the minute 4:00, you can tech very quickly while still have a buttload of units. 1 player on 2 bases is strictly more powerful than 2 players on 1 base, because an investment in tech from this player translates directly into a reward for a 2 base production, and not for a 1 base production. More simply, I think it's generally accepted that a full 2 base economy is more than twice as powerful as a full 1 base economy. It allows much sharper upgrades and tech timings, huge surge of upgraded units that are barely handleable and certainly not meant to be balanced.
The only downside (and why it's still fun to play 2v2) is that the game is only fun for 1 member out of 2, and not much for the feeder (or the leaver). That's why we don't see them more, people play 2v2s for fun, not for rank and glory, in general.
Rant aside, your guide is very cool and I'm glad that you left out the awful feed builds we sometimes see on the ladder :D
some feed builds are good, but it really depends on their playstyle and the type of feed, like 7gate blink feeds and muta feeds can be effective, it really depends on how you like to play though, I personally don't like them though, but the builds I listed in my guide / walkthrough aren't the only builds that are acceptable in 2v2 lol
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Hello puppylisk,
I play competitively for SJSU as the Zerg in our 2v2 for CSL. Thank you for this thread. It has been a huge help. We play PZ and have a really hard time against Grandmaster level ZT teams. We feel we are up against an impossible disadvantage.
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On March 04 2013 17:47 Hatefiend wrote: Hello puppylisk,
I play competitively for SJSU as the Zerg in our 2v2 for CSL. Thank you for this thread. It has been a huge help. We play PZ and have a really hard time against Grandmaster level ZT teams. We feel we are up against an impossible disadvantage.
To be fair you will always have a really tough time vs ZT, if they are going ling hellion, you can be significantly better and still lose, you just have to play pretty perfectly, you really need them over committing and keep the hellion count low as possible, always be prepared for cloak banshees as well, if the terran takes 2 gasses, he will be going cloak banshee 99% of the time, on maps such as tyrador keep, boneyard, and molten crater, get a forge and 1 or 2 cannons and if they attack you let some of their units in and forcefield off the rest, only if you have enough units to not let them run around your base and kill workers / scout, and go 1 base collosus while your teammate goes ling roach or just roach, or muta feeds can just end the game, but its a dice roll.
But regardless ZT will always be a tough match up as ZP, if you look @ many of the top teams they are almost entirely ZT
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On March 04 2013 18:43 puppylisk wrote:Show nested quote +On March 04 2013 17:47 Hatefiend wrote: Hello puppylisk,
I play competitively for SJSU as the Zerg in our 2v2 for CSL. Thank you for this thread. It has been a huge help. We play PZ and have a really hard time against Grandmaster level ZT teams. We feel we are up against an impossible disadvantage. To be fair you will always have a really tough time vs ZT, if they are going ling hellion, you can be significantly better and still lose, you just have to play pretty perfectly, you really need them over committing and keep the hellion count low as possible, always be prepared for cloak banshees as well, if the terran takes 2 gasses, he will be going cloak banshee 99% of the time, on maps such as tyrador keep, boneyard, and molten crater, get a forge and 1 or 2 cannons and if they attack you let some of their units in and forcefield off the rest, only if you have enough units to not let them run around your base and kill workers / scout, and go 1 base collosus while your teammate goes ling roach or just roach, or muta feeds can just end the game, but its a dice roll. But regardless ZT will always be a tough match up as ZP, if you look @ many of the top teams they are almost entirely ZT  Agreed. We usually lose at the Ling Hellion aggression. His hellions zone my lings away and the opponents lings crush my allies stalkers. There's simply nothing we can do. If I go baneling, they can simply bait me to make a ton of them and then leave and be ahead. If I make spines, they can be ahead in a macro game or avoid my spines. If I try to open up with a non-15 hatch, we straight up lose in a build order loss.
Take a look at the highest ranked game we played vs a TZ team. http://www.twitch.tv/cstarleague/b/357694939 at 47:00 and give your thoughts on how we could of handled it better (we won). I felt the Baneling defense is the only way to survive.
We are only able to play on the following maps: Deconstructed: http://i.imgur.com/t7Ibb.jpg Citadel of Gaia: http://i.imgur.com/0Q0L9h.jpg
Thanks ^_^
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Agreed. We usually lose at the Ling Hellion aggression. His hellions zone my lings away and the opponents lings crush my allies stalkers. There's simply nothing we can do. If I go baneling, they can simply bait me to make a ton of them and then leave and be ahead. If I make spines, they can be ahead in a macro game or avoid my spines. If I try to open up with a non-15 hatch, we straight up lose in a build order loss. Take a look at the highest ranked game we played vs a TZ team. http://www.twitch.tv/cstarleague/b/357694939 at 47:00 and give your thoughts on how we could of handled it better (we won). I felt the Baneling defense is the only way to survive. We are only able to play on the following maps: Deconstructed: http://i.imgur.com/t7Ibb.jpgCitadel of Gaia: http://i.imgur.com/0Q0L9h.jpgThanks ^_^
The best way I have personally found to win against ling hellion aggression is to try to have your protoss ally defend the ramp long enough for you to get a solid number of roaches out on shared base maps and fight in favorable positions, and wait till you have a solid number of roaches, if you are trying to just fight ling stalker vs ling warpgate units, you will almost never win
Watching that match you linked, on that map it seems like your protoss could have opened forge could just wall off 1 side possibly get a forge after robo, 1 cannon on the left side of the ramp and get a few sentries and do a 3 gate expand into robo(cloak banshee), while you expo and go roach. The thing about ling hellion, it is meant to kill or do a serious amount of damage before you can actually get a sizeable army of t2 units that don't just instantly die do to being out numbered by lings (t1 getting obliterated by hellions), so if you can delay them by a minute with forcefields (only takes 1 forcefield to completely wall so it shouldn't be a problem at all on that map) while you just drone hard before starting roach production you should be in excellent shape, seeing both the lings and hellions will be completely useless units after about the 7:30~ mark, then you guys can just push out and go win but be extremely wary of ling and hellion run bys. Another note Since you did decide to go banelings, you should have had your ally get a couple sentries and keep your banelings near the ramp, that way if they decide to attack up the ramp your ally can just forcefield them so they are stuck in and can't snipe your banelings and you will get a best possible baneling detonation.
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I like the detail you're giving. I've found top ladder teams going for things like you're mentioning 80% or more of their games, but i would like you to consider another thing. The concept of super units is much more important in teamgames because the unkillable army plays a greater role, due to opponents never reacting as perfectly as a individual player could in 1v1. Honestly you can hold every single all-in strategy you've described by scouting and playing defensively. The calculation is easy after that, the army composition with more super units (tanks, colossi and to a lesser degree brood lords) will win you the fights and the game. If the opponent for example got tanks, you'll win if you've got tanks + colossi. You don't have to have the economic advantage, it's all about surviving early game while building up you're late game composition. I've won a 500€ LAN tournament by pursuing this playstyle with my friend, despite being outclassed on a individual skill level by our opponents.
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On March 05 2013 00:41 TigerKarl wrote: I like the detail you're giving. I've found top ladder teams going for things like you're mentioning 80% or more of their games, but i would like you to consider another thing. The concept of super units is much more important in teamgames because the unkillable army plays a greater role, due to opponents never reacting as perfectly as a individual player could in 1v1. Honestly you can hold every single all-in strategy you've described by scouting and playing defensively. The calculation is easy after that, the army composition with more super units (tanks, colossi and to a lesser degree brood lords) will win you the fights and the game. If the opponent for example got tanks, you'll win if you've got tanks + colossi. You don't have to have the economic advantage, it's all about surviving early game while building up you're late game composition. I've won a 500€ LAN tournament by pursuing this playstyle with my friend, despite being outclassed on a individual skill level by our opponents.
Yeah, the thing is I didn't decide to spend a lot of time on this guide due to Heart of the Swarm's release coming rather soon (10 more days) which maybe a few weeks after I will create a mega guide once I learn the ropes, and I will constantly/consistently update it. The things I mentioned were mainly just the opening builds for 2v2, in my HotS guide I will have mid-late game guides, reasoning behind why and when to do things, etc... I'm probably going to spend way more time then I'm comfortable with for my HotS guide
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Nice guide puppy, looking fw to reading the hots version !
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This is an awesome guide. Glad there is some interest in other game types.
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Hmm, ok, one build that I haven't seen mentioned that I have been having a lot of trouble dealing with is...
us: Zx them: PT
PT shows potential signs of aggression (like three rax in their wall with no addons) but stays one base until the 7-8 minute mark, and then pushes out with a deathball of sentry immortal siege tank marine, using forcefields to protect the tanks and marines.
Like...sure, on paper, kill them before that can happen, but not every partner wants to rush. if I was completely metagaming this, I could drone till the 5 minute mark and then pump units, but droning that long against one-base opponents is definitely not safe, so I usually have only a mild econ advantage.
And all the zerg tech options just seem so bad against this. In 1v1 lings do ok against sentry immortal, but marines kill lings much, much faster than immortals or sentries do, benefitting a lot more from FFs, and Siege Tanks one-shot lings and deal splash. Roaches dislike immortals, dislike siege tanks (especially without speed which I usually don't have), struggle a lot more with those units when there's FFs, and are only mildly cost-efficient against marines. Banelings get FF'd. Spine Crawlers get hit by siege tanks, but at least they delay the push. I've never tried Hydras but I assume they're bad as usual. and I don't think there's enough time to tech to mutas or infestors, but I haven't tried. (Mutas would be a pure counterattack option anyway; fighting sentry marine seems like a bad idea).
Not that I've never held it off (maybe 15% winrate, going spines and lings with some very good ally support like a toss ally going something like 3 gate robo). But I think it's probably the build I'm struggling with the most right now (moreso than ling hellion, which at least dies if they screw up their micro; sure, flawlessly executed ling hellion should never lose 15 lings to one baneling, but you don't exactly need flawless execution to get into masters with ling hellion on NA...).
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Wow, amazing thread, puppylisk
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There's definately a lot of information here but nothing about cross race synergy. I know there are other threads about it but it is missing from this one!
For example, As Zerg/Protoss 2v2 we like to position Overlords early on to allow fast blinking into the back of an enemy base.
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On March 06 2013 09:59 PsychoBob wrote: There's definately a lot of information here but nothing about cross race synergy. I know there are other threads about it but it is missing from this one!
For example, As Zerg/Protoss 2v2 we like to position Overlords early on to allow fast blinking into the back of an enemy base.
There is a lot of stuff that isn't in this guide, if I included every little thing about 2v2 it would take probably like 20+ hours to write, and I'm not going to spend that much time on a guide for a game that will be outdated in 8 days.
Also positioning overlords is like the basics of zerg, I didn't think I would have to include that, sorry.
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when we played pt my partner would go banshees against terrans and i would go storms. They would stim and scan to kill the banshee and get stormed from the low ground.
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Great guide, very good job.
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Thanks, I just started 2v2 lol i need this
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Good guide. Some notes
Your "14/14 Speedling Expand" is a bit confusing.
25 Energy Queen (1) Creep Tumor, walk Queen to your natural You mean inject wait 25 energy or creep tumor right away?
from zz vs zt
Both Zergs Should Generally open 15 Hatch, 1 going Ling, Bane, the other Zerg going Roaches the enemy zerg will most likely go 10 pool. How do you react to that? In a zz team if against zt I feel one zerg should always get some kind of early defensive pool. 10 pool is too fast since you can't really be offensive with it. I think 12 pool with 2 extractors trick (leave one gas for speed upg) is best but I don't have a fixed bo for that. Btw you advise to go 10 pool for zerg in zt vs zz yourself. So it's kind of strange you don't expect that from the opponent.
from zz vs pp
Both Zergs Should open 10pool, and 2 10pools should generally very easily be able to kill off 2 protosses. I object. pp vs zz is a guaranteed fast scout from p's at decent level (often before pylon). If they share a main with small ramp 2 gates and 1 forge make a complete wall, and if someone gets forge 1st even 6 pools can't break that (they pull workers or make double wall)
Some map selection ideas. As a tp or tt team you will be facing at least one zerg 55% of the time. And every time that happens you'll wish the map was smaller. So crossing out large maps is a good idea. If you have zerg in your team and they don't, Tarsonis Ruins is a terrible map due to tight center and how close the opposing naturals are. Unless you have a plan to exploit the rocks at the back, cross it out.
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On March 06 2013 03:16 metroid composite wrote: Hmm, ok, one build that I haven't seen mentioned that I have been having a lot of trouble dealing with is...
us: Zx them: PT
PT shows potential signs of aggression (like three rax in their wall with no addons) but stays one base until the 7-8 minute mark, and then pushes out with a deathball of sentry immortal siege tank marine, using forcefields to protect the tanks and marines.
Like...sure, on paper, kill them before that can happen, but not every partner wants to rush. if I was completely metagaming this, I could drone till the 5 minute mark and then pump units, but droning that long against one-base opponents is definitely not safe, so I usually have only a mild econ advantage.
And all the zerg tech options just seem so bad against this. In 1v1 lings do ok against sentry immortal, but marines kill lings much, much faster than immortals or sentries do, benefitting a lot more from FFs, and Siege Tanks one-shot lings and deal splash. Roaches dislike immortals, dislike siege tanks (especially without speed which I usually don't have), struggle a lot more with those units when there's FFs, and are only mildly cost-efficient against marines. Banelings get FF'd. Spine Crawlers get hit by siege tanks, but at least they delay the push. I've never tried Hydras but I assume they're bad as usual. and I don't think there's enough time to tech to mutas or infestors, but I haven't tried. (Mutas would be a pure counterattack option anyway; fighting sentry marine seems like a bad idea).
Not that I've never held it off (maybe 15% winrate, going spines and lings with some very good ally support like a toss ally going something like 3 gate robo). But I think it's probably the build I'm struggling with the most right now (moreso than ling hellion, which at least dies if they screw up their micro; sure, flawlessly executed ling hellion should never lose 15 lings to one baneling, but you don't exactly need flawless execution to get into masters with ling hellion on NA...).
1. You always want to FE against TP. Unless there is some crazy cheese, that is why someone should 9-scout. Since you are going 15 hatch that should probably be you. This also allows to get an obs into their main before wall gets up on most maps. 2. Get as much info as you can get before marine gets out and try to deny the 2nd protoss gas for as long as possible. Use overlord to see gas timings after that. If p shows sings of 4gating get that FE mass ling build. If no drone up to 32/36. At that point your ally should do some scouting too (wall, scan, ovi sac). If they show no signs of getting expo your ally should never expo. 3. At around 6:30-7:00 you should have some speedlings from your 1st injects. Run to their wall and poke constantly. When they move out attempt a run by. If they close wall, deny reinforcements. It is very important to micro those lings properly and not lose them. Their kind of rush is almost impossible to exectute if they can't reinforce. Basicly all you need at home is some spines to buy time, queens to tank damage and lots, lots of lings to tank too while your 1-basing ally should do damage. Also getting a lair for scouting if they refuse to move out and for incoming detection so that your ally can concentrate on units is a good idea. After that leave the drones on gas and send to your ally the leftovers if they do move out.
You can't hold this rush alone. Your role is to expo, force them to allin or they will be too far behind, deny reinforcements, from their base and provide lots of meatshields in the fight while the ally is doing damage. There are lots of things your ally can do. As terran defensive tanks hard counter this, cloaked banshee is tricky (if they get obs and react by getting stalkers you will be in a bad position), MM with stimm is great when lings are tanking. So basicly any terran opening works as long as he commits to making units and doesn't expo. Protoss can get immortals-stalkers and some sentries for guardian shield for both of you. Since they cant reinforce besides WG he will be in a very strong position. Mass blinked stalkers i'm not sure about. Colo rush is also an option. Usually by being annoying with lings you can delay this push at least to 9:00, and some more by moving the spine line. But colo can be too late. Darks are not recommended, but if you do get a warp in their main with ovi and proxy pylon about the time they move out. ZZ team is the weakest against this. Your role is the same but the ally should probably get 1 base fast hydra. You really need DPS. And hydra works best with 1 basing.
Also since you are low on tech choices but have quite an eco you can feed you ally. So some 5 gate robo or 3-1-1 with addons is actually viable.
P.S. Also this push is incredibly hard to hold on that Tarsonis map, if you are zerg ban that as you can't deny reinforcements there. The extremely tight center and the proximity of the nats (you just leapfrog tanks 3-4 times and bam you can seige your enemies nat) is just a nightmare for zerg, and especially zz teams.
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Looking forward to a HotS update to this! Thanks for making it so thorough ^^
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Thank you for making this guide, I've been looking a long time for something like this.
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My partner and I usually play as TP and im not really sure the best time or way to expand and how the map and opposing races factor in.
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Great guide. What changes have you guys made to your 2v2 game since HotS? I imagine the early units: widow mine, reaper, and MSC have some effect. Seems like terran got even better. Or is it too early to know yet?
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This is a pretty sick guide, so much thought went into it. Good job puppylisk PS - ZZ is the best team matchup imo
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I'd love to see this updated for HotS.
All the changes made it a much more interesting 2v2 queue.
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Even with this giant guide it still only barely scratches the surface on the amount of weird shit combined possible in teamgames...
Wonderful effort however.
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My friend and I are grinding some 2s ladder as TT doing 2 rax and reactor hellions. 11rax11gas12rax then tack on more raxes into 5 rax reaper, and he goes hellions into bio. Very aggressive and fun for a change of pace TT team. No defensive opening, force the game.
vs TT we both go 2rax reaper and continue on and mass reapers
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this guy trashes me every time i play him, that's my recommendation to listen to him!
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hey, can you post some replays please?
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@puppylisk Do you feel ZP vs ZT has changed much with the addition of the mothership core and the buffed reaper? it seems like terrans shouldn't be able to go reactor hellion without a good number of marines to defends against msc pressure on their mineral line. also, the new reaper is really good, reaper/zergling all-ins could be very strong.
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I got a free technique to beat all this strategy, and without any work ! Just click on spolier + Show Spoiler +What did you expect ? Nothing comes without hard work... + Show Spoiler +Actually there's an easy way. Just have your ally leaving immediatly, and enjoy a 6 pool speedling/baneling with a hatch faster than a regular hatch first  (or a 6 gate that hits faster than a 4 gate, with blink and +1, and dts coming :D) Seriously blizzard, fix this. I never lost a 2v2 when an ally leave in the beggining...
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On April 19 2013 15:48 kubiks wrote:I got a free technique to beat all this strategy, and without any work ! Just click on spolier + Show Spoiler +What did you expect ? Nothing comes without hard work... + Show Spoiler +Actually there's an easy way. Just have your ally leaving immediatly, and enjoy a 6 pool speedling/baneling with a hatch faster than a regular hatch first  (or a 6 gate that hits faster than a 4 gate, with blink and +1, and dts coming :D) Seriously blizzard, fix this. I never lost a 2v2 when an ally leave in the beggining...
4 gate yeah maybe. 6 pool into baneling bust naaaah. As long as both you and your ally is terran its cool
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On April 19 2013 17:43 padfoota wrote:Show nested quote +On April 19 2013 15:48 kubiks wrote:I got a free technique to beat all this strategy, and without any work ! Just click on spolier + Show Spoiler +What did you expect ? Nothing comes without hard work... + Show Spoiler +Actually there's an easy way. Just have your ally leaving immediatly, and enjoy a 6 pool speedling/baneling with a hatch faster than a regular hatch first  (or a 6 gate that hits faster than a 4 gate, with blink and +1, and dts coming :D) Seriously blizzard, fix this. I never lost a 2v2 when an ally leave in the beggining... 4 gate yeah maybe. 6 pool into baneling bust naaaah. As long as both you and your ally is terran its cool
You don't seem to understand how imba this sh*t is. When someone leave, it's not "you can play in place of the other player", it's "you have all the ressources of the other player and you can spend it as you like". Aka ton ally va juste servir d'expand pendant que tu profite d'un hatch first/CC first/nexus first insta saturé qui ne t'as rien couté. Et surtout ça veut dire que toutes les dépenses de tech sont divisées par 2, et arrivent plus vite (parce que si tu peux faire un realy pool sans vraiment trop endommager ta production de drone ). Par exemple pour un baneling bust c'est 400/150 d'économisés (pool+speed+baneling nest), c'est GRAS en early game
And obviously if you have protoss you're not gonna do a double 4 gate, that's stupid, you're gonna do a 8 gate, but you can grab an expand and a +1, and hit at the same timing as two 4 gates... If you're terran, it's more difficult but you can just do a doom 1-1-1 that will hit early with an increadible amount of sh*t.
But anyway it's pretty stupid, you don't play 2v2 to play alone and do ridicoulously imbalanced strats
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Woah, this is fantastic - are there plans to update it for HotS?
Puppylisk: Quick question, what would you do as a ZZ team when the protoss goes early mass voidrays? It seems really difficult to deal with.
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Why are you so BM puppylisk?
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On April 19 2013 23:38 tili wrote: Woah, this is fantastic - are there plans to update it for HotS?
Puppylisk: Quick question, what would you do as a ZZ team when the protoss goes early mass voidrays? It seems really difficult to deal with. I play ZP with a buddy, and like to go early protoss air against ZZ teams, as it (in theory) should prevent zerg from taking a base beyond the nat(s) until they've got lair and anti-air. one thing we have problems with is early mass speedling, as toss is somewhat reliant on zerg to defend with banelings. Another thing that I would imagine could work (on certain maps) is mass queen and creep spread to the third to get spores placed.
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Very much a HOTS question - does anyone have any thoughts on dealing with double 2 rax reaper in TT vs TZ?
My friend and I are in Diamond on Europe, so we're not horrendous but not great either.
I'm the T, and usually SCV scout, and follow that up with a reaper scout shortly after. From that, we can usually respond to anything that the other team can do in the early game. Against this though, I scouted and saw a fairly early second rax, along with early gas (likely 11/11 with the first rax). I thought that this could mean mass reaper, or it could mean early stim with marines. I didn't change anything I was doing, and got my reaper out to scout again. By the time I got to their base again, he had two reapers, and then four when he met with his friend who was doing the same build. By this point, they have 4 reapers coming to my base, and I have 1/2 marines and a reaper. I can't kill any reapers if they micro well, and the number of reapers just gets out of control quickly, and they just end up having free reign of my base.
Any thoughts of anything I can do to deal with this without just blindly building inbase bunkers before I know they've got reapers? Seems like even that would put us behind...
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On May 22 2013 19:21 phillyd wrote: Very much a HOTS question - does anyone have any thoughts on dealing with double 2 rax reaper in TT vs TZ?
My friend and I are in Diamond on Europe, so we're not horrendous but not great either.
I'm the T, and usually SCV scout, and follow that up with a reaper scout shortly after. From that, we can usually respond to anything that the other team can do in the early game. Against this though, I scouted and saw a fairly early second rax, along with early gas (likely 11/11 with the first rax). I thought that this could mean mass reaper, or it could mean early stim with marines. I didn't change anything I was doing, and got my reaper out to scout again. By the time I got to their base again, he had two reapers, and then four when he met with his friend who was doing the same build. By this point, they have 4 reapers coming to my base, and I have 1/2 marines and a reaper. I can't kill any reapers if they micro well, and the number of reapers just gets out of control quickly, and they just end up having free reign of my base.
Any thoughts of anything I can do to deal with this without just blindly building inbase bunkers before I know they've got reapers? Seems like even that would put us behind...
What about Marauder + concussive shell while your mate goes 14/14 ?
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As zz vs tp how do you stop the maruder hellion allin with a stargate stalker timing?
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I have a lot of trouble playing zz against tp tt pp.
We both usually go for 15 hatch, and I don't like coinflipping either getting ahead economically or dying to cheese.
If one of us goes 10 pool, then we're terribly behind as they will usually wall off before lings arrive. In your guide it's always "the 10 pooling player should go for the protoss, do as much damage as you can, and make it a 1.5 vs 1..." but that almost never happens.
Is there a strategy for zz that's safe vs early cheese but doesn't totally ruin your tech/economy like a 10 pool does?
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Why not one of you go 14/14 with banes to protect the 15 hatch'er? And if the other team reacts incorrectly, they get put really far behind, or die to a baneling bust.
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Ya, the baneling bust 14/14 is really strong if it hits in time :D
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According to ProTech (and also my own experience), zz cannot win vs tp or pp teams if they go terran mech / toss air or toss colo / toss stargate. Those matchups are broken and your best bet is probably an all-in.
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On June 17 2013 15:53 dumamilk wrote: update this please :D
There will most likely not be an update for HotS anymore, I have completely lost all interest in team games, and this game in general for the most part.
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What a shame that I only found this now! Great post!!! May I ask why you lost interest in that game? Towards the end of WOL I was pretty disgusted with the 10-12 minute no rush games in 1v1, but HOTS seems to have freshened up the game quite a bit. Is it the game itself or something else taking your attention away?
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On August 13 2013 06:52 puppylisk wrote:There will most likely not be an update for HotS anymore, I have completely lost all interest in team games, and this game in general for the most part.
Not going to lie.... This sank my heart a good deal 
I hope you are happy with whatever you are doing now, puppy
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