• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 11:52
CEST 17:52
KST 00:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro4 Preview: On Course12Code S Season 1 - RO8 Preview7[ASL21] Ro8 Preview Pt2: Progenitors8Code S Season 1 - RO12 Group A: Rogue, Percival, Solar, Zoun13[ASL21] Ro8 Preview Pt1: Inheritors16
Community News
Code S Season 1 (2026) - RO8 Results0Weekly Cups (May 4-10): Clem, MaxPax, herO win1Maestros of The Game 2 announcement and schedule !11Weekly Cups (April 27-May 4): Clem takes triple0RSL Revival: Season 5 - Qualifiers and Main Event12
StarCraft 2
General
Signs Child Needs Myobrace Sunbury Code S Season 1 (2026) - RO8 Results MaNa leaves Team Liquid Weekly Cups (May 4-10): Clem, MaxPax, herO win Code S Season 1 - RO8 Preview
Tourneys
2026 GSL Season 2 Qualifiers Maestros of The Game 2 announcement and schedule ! $5,000 WardiTV Spring Championship 2026 SC2 INu's Battles#16 <BO.9> Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
[D]RTS in all its shapes and glory <3 [A] Nemrods 1/4 players
External Content
Mutation # 525 Wheel of Misfortune The PondCast: SC2 News & Results Mutation # 524 Death and Taxes Mutation # 523 Firewall
Brood War
General
BW General Discussion BGH Auto Balance -> http://bghmmr.eu/ (Spoiler) Interview ASL Ro4 Day 2 Winner ASL21 General Discussion vespene.gg — BW replays in browser
Tourneys
[ASL21] Semifinals B [Megathread] Daily Proleagues [ASL21] Semifinals A [BSL22] RO8 Bracket Stage + Another TieBreaker
Strategy
Fighting Spirit mining rates [G] Hydra ZvZ: An Introduction Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Nintendo Switch Thread Stormgate/Frost Giant Megathread Warcraft III: The Frozen Throne Starcraft Tabletop Miniature Game PC Games Sales Thread
Dota 2
The Story of Wings Gaming
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Vanilla Mini Mafia Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread UK Politics Mega-thread YouTube Thread European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
[Manga] One Piece Anime Discussion Thread [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread McBoner: A hockey love story Formula 1 Discussion
World Cup 2022
Tech Support
streaming software Strange computer issues (software) [G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
How EEG Data Can Predict Gam…
TrAiDoS
ramps on octagon
StaticNine
Funny Nicknames
LUCKY_NOOB
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1885 users

The HotS Zerg Help Me Thread - Page 186

Forum Index > StarCraft 2 Strategy
Post a Reply
Prev 1 184 185 186 187 188 269 Next
Jowj
Profile Joined June 2012
United States248 Posts
July 16 2014 15:31 GMT
#3701
On July 15 2014 12:18 SC2John wrote:

It's interesting that you use muta/corruptor as a phase AFTER getting 4-5 bases. Personally, I like it better for getting to 4-5 bases, then transitioning into a gas-heavy hive tech army. Also, your hydra/viper army might get better results if you add 4ish ultras to the mix and grab a few infestors if you have the gas. Hydra/viper is amazing for dealing with high-tech armies like VR/colossus, I would think, but it seems like it would just get run over by templar at some point. I do like your idea to use muta/corruptor as a counter to VR/colossus. I may try that; I didn't realize until now, but that makes perfect sense.


I just want to talk about the post 5 base muta corrupter - at 10 gas the muta corrupter production is absolutely insane so if you're ahead already and they don't have the proper tech you can just win. That being said, my personal preference aligns with yours, of getting to 10gas and then transitioning to a "stable" composition which depends on the map, but generally some variation of hydra/infestor/ultralisk/broodlord/viper. That remains in the top 2 of powerful Zerg armies but is so gas expensive you can't really "get there" before 10 geysers.

Strategy
VengefulTree
Profile Joined May 2014
Canada637 Posts
July 17 2014 01:15 GMT
#3702
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?
"I'll temper my comments the best I can. To have Stats ranked anything below 2nd is total absolute bullcrap! A travesty an abomination!" - Rolltide | "When a foreign Terran is about to win, the entire universe conspires against him" - Paulo Coelho
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
July 17 2014 01:43 GMT
#3703
On July 17 2014 10:15 VengefulTree wrote:
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?


Still trying to figure out exactly what it is. When TRUE used it, he failed miserably and died a horrible, painful death. However, DRG did it last night in Code A to great success, and I'm not exactly sure why it worked so much better for him (other than being a better player, obviously lol).

The timing is ~11:00 with ~6-8 queens, 40 +1/+1 lings, and 14 corruptors. The push itself doesn't seem to actually be that incredibly powerful, but it sets up muta/corruptor and 5 bases very well. It DOES seem to completely demolish colossus/void ray builds (this build just snipes all the colossus/VR up to that point and resets the count while going up to 5 bases simultaneously). Behind this, players just do muta/corruptor until they either overwhelm their opponent or get a significant enough lead to transition into a more stable hive tech army.
StrategyAllyssa Grey <3<3
VengefulTree
Profile Joined May 2014
Canada637 Posts
July 17 2014 01:52 GMT
#3704
Thanks, I watched the serie and also found True was winning despite the build, so it's effectiveness remains a mystery for me. I really liked the way he defeated Zest's immo all-in in the last game tho, with pure queens/ling, although to be honest Zest choose a pretty bad spot, but maybe he was forced too by the spine wall?

Thanks for the answer, I'll try to see that DRG game.
"I'll temper my comments the best I can. To have Stats ranked anything below 2nd is total absolute bullcrap! A travesty an abomination!" - Rolltide | "When a foreign Terran is about to win, the entire universe conspires against him" - Paulo Coelho
Aelendis
Profile Joined February 2011
Belgium892 Posts
July 17 2014 14:19 GMT
#3705
On July 17 2014 10:43 SC2John wrote:
Show nested quote +
On July 17 2014 10:15 VengefulTree wrote:
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?


Still trying to figure out exactly what it is. When TRUE used it, he failed miserably and died a horrible, painful death. However, DRG did it last night in Code A to great success, and I'm not exactly sure why it worked so much better for him (other than being a better player, obviously lol).


He failed during the first game actually, but succeeded in the rest of the series (I can clearly remember the game on Overgrowth where he won). He makes the push and then transition to corruptors/mutas.

BTW guys, how do you open in ZvZ on Nimbus? I feel that it is very similar to Alterazim but I didn't play that map :/

How not to die to any early pool shennanigans? I tried to open 15 hatch gasless but I died to a 6pool + spines. I tried to open with gas, but I lost to a 10pool speedling. I don't know what to do... Any ideas?
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
July 17 2014 14:27 GMT
#3706
On July 17 2014 23:19 Aelendis wrote:
Show nested quote +
On July 17 2014 10:43 SC2John wrote:
On July 17 2014 10:15 VengefulTree wrote:
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?


Still trying to figure out exactly what it is. When TRUE used it, he failed miserably and died a horrible, painful death. However, DRG did it last night in Code A to great success, and I'm not exactly sure why it worked so much better for him (other than being a better player, obviously lol).


He failed during the first game actually, but succeeded in the rest of the series (I can clearly remember the game on Overgrowth where he won). He makes the push and then transition to corruptors/mutas.

BTW guys, how do you open in ZvZ on Nimbus? I feel that it is very similar to Alterazim but I didn't play that map :/

How not to die to any early pool shennanigans? I tried to open 15 hatch gasless but I died to a 6pool + spines. I tried to open with gas, but I lost to a 10pool speedling. I don't know what to do... Any ideas?


there's always a luck factor involved in any 4 player map. Whoever gets the scout first with overlord has a huge advantage especially in any mirror matchup. If you aren't confident in your drone micro to survive vs 6pool then u can open 14 pool 15 hatch everygame to be safe. 14 pool pretty much beats any early rush but if your opponent went 15hatch then u are slightly behind. If your opponent made more than 8 lings, then it is a strong indicator that he has mined gas also. In this case you make 1 spine + 2 queen to wall off ramp and proceed from there.
Zheryn
Profile Joined December 2010
Sweden3653 Posts
July 17 2014 15:19 GMT
#3707
On July 17 2014 23:27 Xinzoe wrote:
Show nested quote +
On July 17 2014 23:19 Aelendis wrote:
On July 17 2014 10:43 SC2John wrote:
On July 17 2014 10:15 VengefulTree wrote:
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?


Still trying to figure out exactly what it is. When TRUE used it, he failed miserably and died a horrible, painful death. However, DRG did it last night in Code A to great success, and I'm not exactly sure why it worked so much better for him (other than being a better player, obviously lol).


He failed during the first game actually, but succeeded in the rest of the series (I can clearly remember the game on Overgrowth where he won). He makes the push and then transition to corruptors/mutas.

BTW guys, how do you open in ZvZ on Nimbus? I feel that it is very similar to Alterazim but I didn't play that map :/

How not to die to any early pool shennanigans? I tried to open 15 hatch gasless but I died to a 6pool + spines. I tried to open with gas, but I lost to a 10pool speedling. I don't know what to do... Any ideas?


there's always a luck factor involved in any 4 player map. Whoever gets the scout first with overlord has a huge advantage especially in any mirror matchup. If you aren't confident in your drone micro to survive vs 6pool then u can open 14 pool 15 hatch everygame to be safe. 14 pool pretty much beats any early rush but if your opponent went 15hatch then u are slightly behind. If your opponent made more than 8 lings, then it is a strong indicator that he has mined gas also. In this case you make 1 spine + 2 queen to wall off ramp and proceed from there.


The problem is that you will see that he doesn't have an expansion / made many lings too late if it's cross position even if you go 15 pool. To defend 10pool speed / bane or whatever you want to start a spine asap and use larva for lings, which you usually can prepare for when your overlord reaches the natural of your opponent on a 2 player map around 2:50-3 min.

I honestly have no idea how to properly open safe on a 4 player map without getting behind if my opponent doesn't cheese. I think it's retarded to have 3-4 player maps in a game that's so based around builds and timings as sc2. I just don't see what makes makes it a better game to have pure RNG in the start of whether you'll get to prepare for what your opponent is doing or not.
hundred thousand krouner
Alchemik
Profile Joined March 2014
Poland7124 Posts
July 17 2014 15:24 GMT
#3708
Well, pool first doesn't get behind vs a hatch first (unless you want to be aggresive with the double inject around 5 minutes). But, as mentioned above, sometimes (on certain maps) it's really hard to see the lings coming with your overlord.
Ninjury_J
Profile Joined August 2012
Canada408 Posts
Last Edited: 2014-07-17 21:08:37
July 17 2014 18:50 GMT
#3709
How does one defend against a ling bling allin when opening gasless in zvz? i find that even when I scout it, banes tear down the wall, and lings get easy access to the mineral lines. Thanks for your help!

Edit: I find this particularly difficult on nimbus.
“The supreme art of war is to subdue the enemy without fighting."- Sun Tzu
Zheryn
Profile Joined December 2010
Sweden3653 Posts
July 17 2014 23:48 GMT
#3710
On July 17 2014 23:19 Aelendis wrote:
Show nested quote +
On July 17 2014 10:43 SC2John wrote:
On July 17 2014 10:15 VengefulTree wrote:
Sorry if this was asked before, but I keep hearing about a certain innovative ling/queen/corruptor ZvP style that TRUE used against Zest in the last GSL, what is it?


Still trying to figure out exactly what it is. When TRUE used it, he failed miserably and died a horrible, painful death. However, DRG did it last night in Code A to great success, and I'm not exactly sure why it worked so much better for him (other than being a better player, obviously lol).


He failed during the first game actually, but succeeded in the rest of the series (I can clearly remember the game on Overgrowth where he won). He makes the push and then transition to corruptors/mutas.

BTW guys, how do you open in ZvZ on Nimbus? I feel that it is very similar to Alterazim but I didn't play that map :/

How not to die to any early pool shennanigans? I tried to open 15 hatch gasless but I died to a 6pool + spines. I tried to open with gas, but I lost to a 10pool speedling. I don't know what to do... Any ideas?


Yeah 3+ player maps are really lame in ZvZ. I usually go 15p15h15ovie and then make queen/lings/spine if my overlord scouts early lings. This obviously doesn't work on big maps so I get 1-2 sets of lings to scout and then an extra drone and then save larva to make lings if there's early lings coming. If there are no lings out when I get 3 larva I make drones.

The problem is when they do some early pool with gas and don't come out with their lings immediately at 2:45, which means I will have no units to defend. I don't feel like I can make more drones before starting to save up larva because then I will lose my expo to a regular 9 pool.

If anyone have a solution on how to open safe macro on big maps and how to scout/use larva etc please let me know. Here's an example replay of a game I just played: http://ggtracker.com/matches/5235149

I have no larva for units since I just made drones so I have to sac natural immediately and just panic build 2 spines that don't finish in time. If my opponent had actually done some damage before my spines finish and expanded straight away I don't know how I would win. :/
hundred thousand krouner
6xFPCs
Profile Joined April 2009
United States412 Posts
Last Edited: 2014-07-18 01:36:31
July 18 2014 00:42 GMT
#3711
In ZvZ, my go-to safe build (especially if my opponent doesn't say "glhf" or similar) is 15p, 15h, save three larvae for lings, build six lings. Start queen, build double gas, cancel one, start overlord. First queen injects and walks to natural, second queen should start immediately after it at the main hatch.
Normal play, you would only build 4 lings and use the last larvae for the overlord (pretty sure 15p/15h into four lings is something I saw in Korean ZvZs in PL/GSL, I was studying up on ZvZ about a month back). But six lings handily defends everything cheesy (make sure you stack drones until lings finish vs <10p, and pull drones to defend natural if necessary vs 10p, and scout if it is 10p bane or 10p speed or 10p macro), and hatch first players will tend to freak out and overmake lings in response to six (especially if they haven't been able to scout your gas timing yet). They pretty much need to make at least four lings of their own to ensure they can safely get queens out and not die to a random all-in, unless they have very attentive--and successful--scouting with their overlord, so you just run home once his lings are out, having been droning up the whole time, and call it even.
Building six lings instead of four is similar to how reaper expand builds now tend to go up to three reapers--the change can give you a slight edge over a standard build, but represents a tradeoff.

tl;dr I go 15p/15h and build a batch of lings when pool finishes, which defends early aggression and threatens hatch-first enough to (mostly) even out the econ.

EDIT: Rough replay demonstration that the econ is about equal to hatch-first. Plus I want to make fun of this one guy who is constantly, constantly a jerk, so I chose this particular replay. I think he deserves it, especially since he seems to be part of the semi-pro team ViViD Gaming with a "partial contract" (http://team-vivid.net/team-roster/). (Yeah, I went out of my way to look this up.)
Here's a replay of me going 15p/15h against ViViD player Valon (low masters/high diamond): http://sc2share.com/BJC
(drop.sc is down?)
I have him chat-blocked (prior experiences) so I went 15p/15h after not seeing any chat from him.

[image loading]
The actual chat, visible when watching the replay.


He counterbuilds six lings, then calls me an idiot:+ Show Spoiler +

[image loading]
Classy!

At the moment pictured, I've just hit 17 drones, and he is on 17 drones, so he was very slightly ahead in econ. And resource-wise, we are essentially equal, too.
But note that our injects are almost identical, and he has no real larvae advantage from the hatch first, because though his second hatch is up faster and naturally generates a few extra larvae, I have an earlier single inject off the earlier queen. Which means the old pool-first fear of being ling all-in'd and being behind on larvae should be put to rest.

Rest of game (not important): + Show Spoiler +
Then he goes super greedy fast lair four gas without bane nest or spine or wall, which I scout with my overlord at his natural, so I cancel my defensive spine and do a ling-bane all-in. Maybe he could've still held after some damage (he did see me coming really early, I should've pushed back his overlord with queens), but... not building a bane nest is a huge risk, I'm think he would've held if he had a bane nest at the normal timing.
RaiZ
Profile Blog Joined April 2003
2813 Posts
July 18 2014 09:28 GMT
#3712
On July 18 2014 09:42 6xFPCs wrote:

EDIT: Rough replay demonstration that the econ is about equal to hatch-first. Plus I want to make fun of this one guy who is constantly, constantly a jerk, so I chose this particular replay. I think he deserves it, especially since he seems to be part of the semi-pro team ViViD Gaming with a "partial contract" (http://team-vivid.net/team-roster/). (Yeah, I went out of my way to look this up.)
Here's a replay of me going 15p/15h against ViViD player Valon (low masters/high diamond): http://sc2share.com/BJC
(drop.sc is down?)
I have him chat-blocked (prior experiences) so I went 15p/15h after not seeing any chat from him.

[image loading]
The actual chat, visible when watching the replay.


He counterbuilds six lings, then calls me an idiot:+ Show Spoiler +

[image loading]
Classy!

At the moment pictured, I've just hit 17 drones, and he is on 17 drones, so he was very slightly ahead in econ. And resource-wise, we are essentially equal, too.
But note that our injects are almost identical, and he has no real larvae advantage from the hatch first, because though his second hatch is up faster and naturally generates a few extra larvae, I have an earlier single inject off the earlier queen. Which means the old pool-first fear of being ling all-in'd and being behind on larvae should be put to rest.

Afaik, you can't afford to spend all the larvaes with only 17 drones. So even if you had a slight advantage in larvae's count, it doesn't necessarily mean you had an advantage over him because you simply wouldn't be able to make more lings. Not to mention the travel it takes for the ling to get to the opposite's side.
The most important factor I think is the speed's upgrade of the lings.
Man is least himself when he talks in his own person. Give him a mask, and he will tell you the truth. Oscar Wilde
6xFPCs
Profile Joined April 2009
United States412 Posts
July 18 2014 19:19 GMT
#3713
On July 18 2014 18:28 RaiZ wrote:
Show nested quote +
On July 18 2014 09:42 6xFPCs wrote:

EDIT: Rough replay demonstration that the econ is about equal to hatch-first. Plus I want to make fun of this one guy who is constantly, constantly a jerk, so I chose this particular replay. I think he deserves it, especially since he seems to be part of the semi-pro team ViViD Gaming with a "partial contract" (http://team-vivid.net/team-roster/). (Yeah, I went out of my way to look this up.)
Here's a replay of me going 15p/15h against ViViD player Valon (low masters/high diamond): http://sc2share.com/BJC
(drop.sc is down?)
I have him chat-blocked (prior experiences) so I went 15p/15h after not seeing any chat from him.

[image loading]
The actual chat, visible when watching the replay.


He counterbuilds six lings, then calls me an idiot:+ Show Spoiler +

[image loading]
Classy!

At the moment pictured, I've just hit 17 drones, and he is on 17 drones, so he was very slightly ahead in econ. And resource-wise, we are essentially equal, too.
But note that our injects are almost identical, and he has no real larvae advantage from the hatch first, because though his second hatch is up faster and naturally generates a few extra larvae, I have an earlier single inject off the earlier queen. Which means the old pool-first fear of being ling all-in'd and being behind on larvae should be put to rest.

Afaik, you can't afford to spend all the larvaes with only 17 drones. So even if you had a slight advantage in larvae's count, it doesn't necessarily mean you had an advantage over him because you simply wouldn't be able to make more lings. Not to mention the travel it takes for the ling to get to the opposite's side.
The most important factor I think is the speed's upgrade of the lings.


Right, pool first has no advantage at all, I completely agree. I don't think I ever said that it has an advantage over hatch-first. But my point is that it's close enough to hatch first that you don't lose to a followup all-in, you shouldn't even be at a noticeable disadvantage. Compare it to playing ZvP against a nexus-first immortal-sentry, if you go pool first against that you are at a real and serious disadvantage in terms of econ that will make it harder to hold.
Yes, the speed timing is always important, and that's part of the whole "force them to build some lings". Their lings aren't safe out on the map and make it impossible for him to pressure you (so you can build whatever, full drones or full lings), even if he went hatch-gas-pool, because there will be a window in which you have speed and he doesn't. He will need to be afraid of what choice you made.

We can get into all kinds of subtleties about it, but I just wanted to explain that pool first is a safe build that stops early pools, but also doesn't cripple you vs hatch first.
Zheryn
Profile Joined December 2010
Sweden3653 Posts
July 18 2014 21:39 GMT
#3714
On July 19 2014 04:19 6xFPCs wrote:
Show nested quote +
On July 18 2014 18:28 RaiZ wrote:
On July 18 2014 09:42 6xFPCs wrote:

EDIT: Rough replay demonstration that the econ is about equal to hatch-first. Plus I want to make fun of this one guy who is constantly, constantly a jerk, so I chose this particular replay. I think he deserves it, especially since he seems to be part of the semi-pro team ViViD Gaming with a "partial contract" (http://team-vivid.net/team-roster/). (Yeah, I went out of my way to look this up.)
Here's a replay of me going 15p/15h against ViViD player Valon (low masters/high diamond): http://sc2share.com/BJC
(drop.sc is down?)
I have him chat-blocked (prior experiences) so I went 15p/15h after not seeing any chat from him.

[image loading]
The actual chat, visible when watching the replay.


He counterbuilds six lings, then calls me an idiot:+ Show Spoiler +

[image loading]
Classy!

At the moment pictured, I've just hit 17 drones, and he is on 17 drones, so he was very slightly ahead in econ. And resource-wise, we are essentially equal, too.
But note that our injects are almost identical, and he has no real larvae advantage from the hatch first, because though his second hatch is up faster and naturally generates a few extra larvae, I have an earlier single inject off the earlier queen. Which means the old pool-first fear of being ling all-in'd and being behind on larvae should be put to rest.

Afaik, you can't afford to spend all the larvaes with only 17 drones. So even if you had a slight advantage in larvae's count, it doesn't necessarily mean you had an advantage over him because you simply wouldn't be able to make more lings. Not to mention the travel it takes for the ling to get to the opposite's side.
The most important factor I think is the speed's upgrade of the lings.


Right, pool first has no advantage at all, I completely agree. I don't think I ever said that it has an advantage over hatch-first. But my point is that it's close enough to hatch first that you don't lose to a followup all-in, you shouldn't even be at a noticeable disadvantage. Compare it to playing ZvP against a nexus-first immortal-sentry, if you go pool first against that you are at a real and serious disadvantage in terms of econ that will make it harder to hold.
Yes, the speed timing is always important, and that's part of the whole "force them to build some lings". Their lings aren't safe out on the map and make it impossible for him to pressure you (so you can build whatever, full drones or full lings), even if he went hatch-gas-pool, because there will be a window in which you have speed and he doesn't. He will need to be afraid of what choice you made.

We can get into all kinds of subtleties about it, but I just wanted to explain that pool first is a safe build that stops early pools, but also doesn't cripple you vs hatch first.


Yeah that's not what I was getting at tho. I almost always open pool first on all maps. The big problem even when opening pool first on big maps is that you can't make use of the pool to make lings anyway because you don't know if you want lings or drones. This is the real problem with 4 player maps. If you get unlucky spawns/scouting you won't know about an incoming early gas/pool build before your scouting lings are out on the map and then you have already started making drones of your larva. You can't keep pooling larva after your natural has finished and you can't just blindly make lings from a 15 pool because if he 15 hatches he will have his queens up already if you try to be aggressive with them and you have just wasted a bunch of potential drones on useless lings. This could potentially happend vs a gasless 9 pool as well but then you'll most likely be able to see the lings before you have to spend your larva before your natural is finished.

hundred thousand krouner
6xFPCs
Profile Joined April 2009
United States412 Posts
July 18 2014 22:56 GMT
#3715
On July 19 2014 06:39 Zheryn wrote:
Show nested quote +
On July 19 2014 04:19 6xFPCs wrote:
On July 18 2014 18:28 RaiZ wrote:
On July 18 2014 09:42 6xFPCs wrote:

EDIT: Rough replay demonstration that the econ is about equal to hatch-first. Plus I want to make fun of this one guy who is constantly, constantly a jerk, so I chose this particular replay. I think he deserves it, especially since he seems to be part of the semi-pro team ViViD Gaming with a "partial contract" (http://team-vivid.net/team-roster/). (Yeah, I went out of my way to look this up.)
Here's a replay of me going 15p/15h against ViViD player Valon (low masters/high diamond): http://sc2share.com/BJC
(drop.sc is down?)
I have him chat-blocked (prior experiences) so I went 15p/15h after not seeing any chat from him.

[image loading]
The actual chat, visible when watching the replay.


He counterbuilds six lings, then calls me an idiot:+ Show Spoiler +

[image loading]
Classy!

At the moment pictured, I've just hit 17 drones, and he is on 17 drones, so he was very slightly ahead in econ. And resource-wise, we are essentially equal, too.
But note that our injects are almost identical, and he has no real larvae advantage from the hatch first, because though his second hatch is up faster and naturally generates a few extra larvae, I have an earlier single inject off the earlier queen. Which means the old pool-first fear of being ling all-in'd and being behind on larvae should be put to rest.

Afaik, you can't afford to spend all the larvaes with only 17 drones. So even if you had a slight advantage in larvae's count, it doesn't necessarily mean you had an advantage over him because you simply wouldn't be able to make more lings. Not to mention the travel it takes for the ling to get to the opposite's side.
The most important factor I think is the speed's upgrade of the lings.


Right, pool first has no advantage at all, I completely agree. I don't think I ever said that it has an advantage over hatch-first. But my point is that it's close enough to hatch first that you don't lose to a followup all-in, you shouldn't even be at a noticeable disadvantage. Compare it to playing ZvP against a nexus-first immortal-sentry, if you go pool first against that you are at a real and serious disadvantage in terms of econ that will make it harder to hold.
Yes, the speed timing is always important, and that's part of the whole "force them to build some lings". Their lings aren't safe out on the map and make it impossible for him to pressure you (so you can build whatever, full drones or full lings), even if he went hatch-gas-pool, because there will be a window in which you have speed and he doesn't. He will need to be afraid of what choice you made.

We can get into all kinds of subtleties about it, but I just wanted to explain that pool first is a safe build that stops early pools, but also doesn't cripple you vs hatch first.


Yeah that's not what I was getting at tho. I almost always open pool first on all maps. The big problem even when opening pool first on big maps is that you can't make use of the pool to make lings anyway because you don't know if you want lings or drones. This is the real problem with 4 player maps. If you get unlucky spawns/scouting you won't know about an incoming early gas/pool build before your scouting lings are out on the map and then you have already started making drones of your larva. You can't keep pooling larva after your natural has finished and you can't just blindly make lings from a 15 pool because if he 15 hatches he will have his queens up already if you try to be aggressive with them and you have just wasted a bunch of potential drones on useless lings. This could potentially happend vs a gasless 9 pool as well but then you'll most likely be able to see the lings before you have to spend your larva before your natural is finished.



Before I start: can we get a blue post to chime in? surely there's a pro or semipro lurking here who can straighten out some ZvZ build info for us.

What I'm saying is that 4 lings after pool finishes is standard, not blind nor a waste, and 6 works as a super-safe option that still stays on pace with hatch first if you play it standard, which is to send the lings to his base. This choice to build a small round of lings on pool completion is very useful against early pools, and pressures hatch-first openings into making lings, and I think pool first throws away a lot of its options without it.
I get that 4 player maps can suck for this situation, but unless you get the worst possible luck on a 4 player map against hatch first, you will come out fine. Even scouting him dead last, I think he still needs lings to push back your lings, since he will want to ramp block with his queens and thus can't safely mine at his natural until he gets a few lings out. So it's not like he's freely droning, and if he is just all ling-bane all-in to kill his natural, because he won't have enough control of natural area to place a spine there and it's a huge disadvantage for him to play bane wars in his own natural and your speed and bane nest will usually finish first (unless he goes bane nest first). Nimbus is kind of the exception in the map pool, but the map is small enough that you will almost always make it to his base before his queens can block the front ramp.
You are thinking yourself into a corner regarding the early pool defense. If you always make 4 lings, you can buy enough time to get that next bach of 6-8 lings finished and be safe, just running in circles or even fighting with drones. Sure, if you're minimap-blind and don't have overlords watching lanes or somehow get really unlucky with overlord positioning, you could take a lot of damage. Build 4 lings and react, nothing new.
If it's really losing you a lot of games on 4 player maps, I would just 14 drone scout to the close position you didn't send your first overlord to, and send your second overlord cross-map.

tl;dr I don't think it's a problem with pool first as a build, it's a problem with spotting what's coming and that's a major problem in ZvZ for every single all-in and tech choice.
Jowj
Profile Joined June 2012
United States248 Posts
July 19 2014 00:52 GMT
#3716
I'm not a blue but I'm a Strategy Contributor. Here's a thread with useful data, although not entirely scientific:
http://www.teamliquid.net/forum/sc2-strategy/167577-pool-first-vs-hatch-first-revisited

Basically the take away is pool first doesn't put you immeasurably behind hatch first but there are timing windows where a hatchery first build can make a timing where they will have an advantage in larva/minerals but it goes away after a time.

Although 4lings after pool isn't standard in pro zvz, 1zergling or none is standard. On 4 player maps I think it is more standard to either gamble (hatchfirst/1base tming/etc) or play SUPER safe with 4-6lings since you can't reliably scout your opponent.
Strategy
Aelendis
Profile Joined February 2011
Belgium892 Posts
July 21 2014 23:01 GMT
#3717
Hola, I keep losing a certain build in ZvP. The protoss goes for a stargate (oracle) into third, and then into +2 blink all-in. I found a post on ATP (I went lurking there) talking about it: here . Apparently Dear used it against DRG and Ragnarok in his Code A games, and Stardust used it against HyuN on Overgrowth in DH.

I like to go 1/1 melee upon scouting stargate, and I tried to add hydras to defend the blink timing, but that didn"t work (see Phog vs Huk on Nimbus that was played just now in WCS AM Challenger). Does anyone have any idea on how to stop that?
EsportsJohn
Profile Blog Joined June 2012
United States4883 Posts
Last Edited: 2014-07-22 00:32:44
July 22 2014 00:25 GMT
#3718
On July 22 2014 08:01 Aelendis wrote:
Hola, I keep losing a certain build in ZvP. The protoss goes for a stargate (oracle) into third, and then into +2 blink all-in. I found a post on ATP (I went lurking there) talking about it: here . Apparently Dear used it against DRG and Ragnarok in his Code A games, and Stardust used it against HyuN on Overgrowth in DH.

I like to go 1/1 melee upon scouting stargate, and I tried to add hydras to defend the blink timing, but that didn"t work (see Phog vs Huk on Nimbus that was played just now in WCS AM Challenger). Does anyone have any idea on how to stop that?


TBH, hydra/ling is not a bad response at all (especially with +1/+1 lings), and probably has more to do with your execution than anything. You want to use your first pack of lings (~30-40) to cut in behind the army as it's moving out and kill of reinforcements/pylons while pooling hydras at home. If you get a high enough hydra count early, you can just go for a full surround before they're in position, and the FFs will not matter too much. The big thing about hydra/ling is to trade off all the lings and then keep the hydras so that your next wave of reinforcing lings crushes the pressure.

Another potential response is going queen/SH and turtling hard on 3 bases. As long as your positioning and vision is good, you should be able to deflect any direct pressure with your SHs while preventing any multi-pronged harassment with your lings. To follow up, you can either just continue on the SH tech path or switch to muta/corruptor once you secure your 4th and 5th bases and Protoss is attempting to make the switch to colossus with a fourth base. I'm less familiar with this SH route compared to the hydra/ling, so I could be incredibly wrong, but I think it's definitely just as viable.

I think mutas are absolutely out of the question unless you take your 5th and 6th gas geysers MUCH later and blast out like 30 roaches first before taking extra gases and additional bases. Doing this type of army allows you to go ahead and meet the oncoming army on the map before it really builds up momentum. I have seen the weird ling/queen/corruptor timing mentioned a few posts above played against +2/blink with mixed results; the corruptors don't really add much to the fight (against blink stalkers) and decent FFs basically own the lings, but the map control you gain with it is so substantial that you can just go straight into 5 bases and muta/corruptor with your leftover corruptors.
StrategyAllyssa Grey <3<3
Aelendis
Profile Joined February 2011
Belgium892 Posts
July 22 2014 01:30 GMT
#3719
Thanks, you're awsome.
6xFPCs
Profile Joined April 2009
United States412 Posts
July 22 2014 06:33 GMT
#3720
On July 22 2014 08:01 Aelendis wrote:
Hola, I keep losing a certain build in ZvP. The protoss goes for a stargate (oracle) into third, and then into +2 blink all-in. I found a post on ATP (I went lurking there) talking about it: here . Apparently Dear used it against DRG and Ragnarok in his Code A games, and Stardust used it against HyuN on Overgrowth in DH.

I like to go 1/1 melee upon scouting stargate, and I tried to add hydras to defend the blink timing, but that didn"t work (see Phog vs Huk on Nimbus that was played just now in WCS AM Challenger). Does anyone have any idea on how to stop that?


John gave you a great overall rundown, as he always does, and his point about checking your macro is also an important point to watch for. I do want to emphasize his point about the importance of the lings in any fight against stalkers, especially blink stalkers.

Lings are actually your tanky units against stalker-heavy compositions, they absorb shots very very cost-effectively, and blink stalkers especially are all about efficiency. Thus, you usually don't want to fight stalkers unless you have at least a few lings to draw the first shots. Even if you want to overwhelm with roaches, just adding four or six lings each time you build more units goes a long way. (The only exception might be when you are larvae-starved, as roaches are more larvae-efficient.)

If you don't believe me, watch any pro ZvPs with blink stalker fights--the bad fights pretty much always happen when the zerg doesn't have lings when he engages, and fights tend to go better once a new wave of lings arrives. The easiest way to throw a lead against any kind of blink stalker play is to not build lings, as it can allow him to trade shields for kills, and then run. If those kills are lings, you're generally fine. When those kills are roaches or hydras, you start to have problems.

So yeah, engage with everything, then back off when your lings are mostly gone. Keep track of your reinforcement timing, if a wave of lings is about to arrive, you can keep your hydras fighting. If not, back off such that you don't lose those valuable hydras.
Prev 1 184 185 186 187 188 269 Next
Please log in or register to reply.
Live Events Refresh
Next event in 8h 9m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
Ryung 86
StarCraft: Brood War
Britney 53609
Bisu 2449
Horang2 1338
Sea 906
EffOrt 673
ggaemo 455
Soma 398
Light 379
actioN 366
BeSt 363
[ Show more ]
firebathero 270
Larva 258
ZerO 244
Rush 96
Dewaltoss 90
hero 79
Mind 76
Mong 54
sSak 50
ToSsGirL 44
sorry 32
Barracks 29
Movie 27
Pusan 27
Shinee 26
soO 20
Bale 20
Rock 19
910 16
IntoTheRainbow 15
GoRush 11
Terrorterran 9
Noble 7
Dota 2
Gorgc7967
qojqva1805
monkeys_forever122
Counter-Strike
Fnx 1571
byalli489
fl0m372
Super Smash Bros
Mew2King103
Other Games
singsing2098
Beastyqt1006
B2W.Neo960
Liquid`RaSZi834
FrodaN563
Lowko401
ceh9333
crisheroes283
Hui .241
ArmadaUGS121
QueenE99
KnowMe57
ZerO(Twitch)18
fpsfer 1
Organizations
Other Games
WardiTV183
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
[ Show 19 non-featured ]
StarCraft 2
• StrangeGG 79
• poizon28 27
• LaughNgamezSOOP
• sooper7s
• AfreecaTV YouTube
• intothetv
• Migwel
• Kozan
• IndyKCrew
StarCraft: Brood War
• HerbMon 21
• FirePhoenix11
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
League of Legends
• Nemesis2871
• Jankos2557
• Stunt543
Other Games
• Shiphtur207
• WagamamaTV190
Upcoming Events
Replay Cast
8h 9m
RSL Revival
18h 9m
Classic vs Solar
herO vs SHIN
OSC
21h 9m
Big Brain Bouts
1d
sebesdes vs Iba
Percival vs YoungYakov
Reynor vs GgMaChine
Korean StarCraft League
1d 11h
RSL Revival
1d 18h
Clem vs Rogue
Bunny vs Lambo
IPSL
2 days
Dewalt vs nOmaD
Ret vs Cross
BSL
2 days
Bonyth vs Doodle
Dewalt vs TerrOr
GSL
2 days
Cure vs herO
SHIN vs Maru
IPSL
3 days
Bonyth vs Napoleon
G5 vs JDConan
[ Show More ]
BSL
3 days
OyAji vs JDConan
DragOn vs TBD
Replay Cast
3 days
Monday Night Weeklies
4 days
Replay Cast
4 days
The PondCast
4 days
GSL
5 days
Replay Cast
6 days
GSL
6 days
Liquipedia Results

Completed

Proleague 2026-05-13
WardiTV TLMC #16
Nations Cup 2026

Ongoing

BSL Season 22
ASL Season 21
IPSL Spring 2026
KCM Race Survival 2026 Season 2
Acropolis #4
KK 2v2 League Season 1
BSL 22 Non-Korean Championship
SCTL 2026 Spring
RSL Revival: Season 5
2026 GSL S1
Asian Champions League 2026
IEM Atlanta 2026
PGL Astana 2026
BLAST Rivals Spring 2026
IEM Rio 2026
PGL Bucharest 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2

Upcoming

Escore Tournament S2: W7
YSL S3
Escore Tournament S2: W8
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
Maestros of the Game 2
WardiTV Spring 2026
2026 GSL S2
BLAST Bounty Summer 2026: Closed Qualifier
Stake Ranked Episode 3
XSE Pro League 2026
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.