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[G] ZvP: An Aggressive Playstyle Guide

Forum Index > StarCraft 2 Strategy
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Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2015-01-17 09:13:34
October 20 2014 11:23 GMT
#1
***DISCLAIMER*** I am going to try my best to use a large quantity of relevant pictures with captions. Please be gentle on my use of images.

Sections
I. Introduction
II. A review of Macro as Zerg
III. What to look for early game from Protoss and how to respond
IV. The Three Tiers of Attacks
V. The First Tier
VI. The Second Tier
VII. The Final Tier
VIII. Adapting to a Two Base All In
IX. Maintaining your lead


I. Introduction

+ Show Spoiler +
For many, I require no introduction. I am Jakamakala. (http://us.battle.net/sc2/en/profile/1379755/1/Jakamakala/)

I play Zerg at a mid Masters level on the European clan Maegis, and my best match up is and has always been ZvP. Last season I boasted an 81% win rate in ZvP as I made a tear through the high diamond league to get back into Masters and this season with more appropriate opponents (mid-high masters due to how the BP works) I still hold a 63% win rate compared to 51% and 60% for Terran and Zerg, respectively. I find myself going even against Mid Masters T and Z's and yet find myself regularly beating top Masters Protoss. I've noticed that most Zergs at this level have a great time in ZvT and sometimes bumble around in ZvP or aren't 100% sure what their style is or what they want to be doing. I am an odd opposite; I do worst in ZvT and feel completely comfortable in ZvP and usually know exactly what I want to be doing, and so I will be showing fellow Zergs my aggressive ZvP style.

NOTE: While I think this style is really great all the way up to the Top Masters level, I won't try and argue that it is one of the most viable ways to play at the GM and up levels (leave that to people who actually managed to rank there).

This aggressive build/playstyle is what I consider a pretty good counter against the type of player who isn't aggressive (like a FFE) player who lets you do whatever you want for the first portions of the game and allows you to cleanly execute the first tier timing attack.

Favored Maps for this style:

- King Sejong Station
- Catallena
- Overgrowth
- Merry Go Round (debatable)

Bad Maps (maps I have vetoed):

- Nimbus
- Deadwing

With the new map pool, I would still say the strategy works on Overgrowth, Catallena, Expedition Lost, and Inferno Pools.
Vaani Research Station and Secret Spring have pocket naturals that make it harder to do the initial push, so seek alternate playstyles for those maps.


II. A Review on Macro Zerg
(for those who don't know)

+ Show Spoiler +
ZvP is a little different than ZvT. There are timing benchmarks you need to be more aware of (namely 6 minutes and 8 minutes) and ZvP is more about having "more stuff" than ZvT is. Players often lose to strong PvZ timings simply because throughout the early courses of the game they macroed poorly enough that they themselves didn't have an equally menacing amount of stuff.

Drones - Like most Zerg games, you want to be drone drone droning up early on. Protoss has a harder time than you think being really aggressive early on, and so you can drone up safely. If your opponent opens forge fast expand, that's a free ticket to make almost 100% drones up until 7:30 before you decide your next moves. If your opponent opened Gateway FE, you have to be a little more careful, but you can still drone up until 5:30 before you determine your next moves. It's a hell of a lot easier defending a two base all in off of 55 drones rather than 45.

Overlords - Overlord timings are a big part of how fast you can burst drones out. Overlords made too late are an obvious deficit, but so are overlords made too early. You want to time your overlords so that the moment they pop you have the money and larvae to pop another round of drones. Always account for your one or two sacrificial overlords that are being used to scout Protoss tech around 6:30 (you should always be doing this), so you can make a few extra. You should not be starting two overlords at a time at any point until your max available supply is at least 52, at which point you can probably make 3 (on account of the sacrificed one).

My usual overlord supplies are:
9/10
16/18
26/28
31/36
33/36 <---- Your larvae is about to pop and you're about to make 10 drones in a row, the one overlord at 31 supply will be immediately capped
50/54 (Your third is usually done now) Make three overlords as one is sacrificed
65/70 Two more

Early Game Recon:
BY FAR AND AWAY one of the EASIEST and BEST ways to prevent yourself from facing frustrating pressure and give yourself peace of mind. EVERY game of ZvP when I pop my first four lings the first thing I do is I split them up three ways (Two towards the opponents main, and two sets of 1). These sets of 1 lings I set on a VERY long shift-queued- attack move path throughout the sides and edges of the map for the most obvious spots to hide probes/proxies/pylons etc. Here's an example on where my lings would be going on Overgrowth.

Overlord and Zergling Paths:
[image loading]

Search your fourth area and any obvious nooks and crannies where Probes would be hidden. Think like the Protoss. Try to get a few lings in their main (It's easier against Gateway FE).

Third Base Timing:
I almost always open 15 hatch 16 pool in ZvP (unless I drone scout FFE and want to proxy hatch or note proxy gate so I pool first for spine). Assuming it's a normal macro game without any shenanigans, I opt for a 26 supply third hatch. Here's what usually happens.

- 15 Hatch
- 16 Pool
- Hatch finishes at 20 supply, I start 2 queens (24 supply) and 2 pairs of lings (26 supply). I start up one more drone as I move one to my third location. Lings clear the third of any probe and the Hatchery drops at 4:20 and around 26 or 27 supply.

Gas Timing: A very common mistake from Zerg players is taking their gas far too early. This is, in my opinion, far worse than taking it late (though I'd rather you did neither). soO himself doesn't even give himself gas in ZvP until at least 6:30. The fact is, minerals are still far and away the more important resource and the one that is the basis for the most basic infrastructure. Too many players throw down 2 extractors when the mineral line is not even fully saturated and then throw 6 of their workers into the geysers so they have even fewer minerals. I go mad every time I see this.

Generally in ZvP, you take your first two gases around 5:40-6:10. Afterwards your next choice has room for variation. Generally the third and fourth gas are taken together a minute after your first two, but you can also choose to just go for one more gas and go for a more mineral heavy playstyle (roaches and lings, no upgrades) off three base. The main point is, if you're playing by ear, don't take your gases until your mineral income is about to get fully established.

Drone Count: Unlike ZvT, where you want to get a ton of drones and get the war machine going, in ZvP I find that overdroning can easily cost you your life. When I play ZvP, I try to keep a careful eye on how many probes my opponent has, and I'll try to just slightly edge them out with Drones. Extra bases are often taken more as a placeholder/passive threat rather than something I intend to fully saturate. For example, if my opponent is 2 base all inning on 44 probes, I'll try to have just about 54-55 drones to have a slight edge without having my immediate army suffer. If my opponent has 66 Probes I'll try to go for about 75-78 drones.

Macro Benchmarks:
6:00 - At this point, your supply should be between 42 and 46, depending on how many Queens/lings you made early on. At this point of the game, if your opponent opened FFE, feel free to proceed to drone more (scouting their base of course). If your opponent opened 1 gate FE, then you need to be on the look out for 4 gates with recall.

6:40: Throw down your Roach Warren. This isn't really a benchmark it's just something you should always do if you want to live in some of your games.

8:00 - The more popular benchmark. This is the point of the game where you can pretty much tell if you've won or lost. At this point of the game, unharassed, there is no reason you should not be at least 65 supply, and preferably over 70 supply. This can only happen if you're responsible about droning heavily early on, and usually only doesn't happen if Protoss opened Gate FE, is heavily aggressive, or manages to pull a fast one early on with Oracles/Phoenix. Players in Diamond and up should have at least 60 supply by this benchmark or they are probably not "in the game" and have a very low chance of coming back.

[image loading]
- 46 drones, 9 about to pop, my supply is just shy of 70, with Lair and Ling speed well on the way. (Note: The minimap shows that I had vision of a good half of his base with my overlord)


III. What to look for from Protoss and how to respond

+ Show Spoiler +
ZvP is a match up that is far more about game knowledge and mind games than it is about mechanics. If you know what to do in a given situation in ZvP and have at least half decent mechanics to back it up, you can find yourself at a higher league in ZvP than your mechanics account for.

Things you might see:
5:00-5:30: Three Gateways at their natural wall off 1 gate FE and only 1 gas in their main (if you get a ling inside)

This means there's a heavy four gate coming for you and you need to cut drone production and make a lot of Zerglings and you'll need Queen support. You might also want to throw down an early 1 gas so you can get Zergling speed for a counter follow up.

2 gas variation: Same thing, but they intend to transition out so know when to stop making lings and start making drones again

6:30-7:15 (With your overlord sacrifice/scouts):
- Mass gateways being warped in and a lack of gas at the natural.

This is a 7-8 gate all in and you need to cut drones (around 40-45) and make a mass of slow roach and speedlings. If you target your force well (slings on stalkers, roaches on zealots) you can hold and win.

- Robo: Obviously Robo based tech. I choose to respond to it with hydras, unless they're still two base, then roaches

- Stargate: I respond with Hydras

- Twilight Council: I respond with mass roach ling and burrow.

Now that the light review on ZvP is over (I really wasn't interested in doing that part), here's the part I actually wrote this thread for:


IV: The Three Tiers of Attacks:

+ Show Spoiler +
My playstyle revolves around showing myself committing to a style of unit aggression that forces a response out of Protoss. There are two timing attacks and an end game follow up in this style, and the two timing attacks cause Protoss to respond in a way that makes your next attack more favorable, while at the same time having a rather heavy chance at crippling them outright. It's important to drone up early on for these timing attacks and even more important to know when to make more drones when one tier of attack isn't going to end the game. It's worth noting that this style is NOT upgrade dependent and very dependent on advancing your tech as fast as possible behind your attacks.

The three tiers are:
1) Ling/Hydra Timing Attack
2) Roach/Hydra Viper Follow Up Timing
3) Mass Mutalisk


V. The First Tier:
+ Show Spoiler +
- Speedling Hydra Timing Attack at 10:30

A variation of the all in taught to me by my teammates, this attack attacks the Protoss right before they have any form of reliable splash (their colossus, if any, will have equal range to your hydras) and may destroy their third base outright. The attack has extremely high DPS potential, and great engagement opportunity as your Speedlings tend to dictate when or where they want to fight (buffering for hydras) and also eat a ton of PO damage. Be sure to attack in between the natural and third so you can simply swing to the base that is more poorly defended as well as make their reinforcements awkward. If the opportunity arises to run a few lings into their main, do so, it'll make their crisis management literally 10 times worse.

The Build Order Timings for The First Tier:
- 15 Hatch
- 16 Pool
- 26 or 27 Third Hatch
- Either Drone Up or Prepare against Gateway FE 4 gate
- 5:40 Two gases
- 6:40 Two Gases and Start Lair @100 gas
- Start Ling Speed with Next 100 gas
- Drone up to 54 drones (10 on the third)
- 8:00 - 8:30 Hydralisk Den @100% Grooved Spines
- 8:30 Fire up about 10-16 speedlings and use them to start sweeping around the map while your Hydra Den builds. Look for runby opportunities
- 9:00 Make 12-15 Hydras (Yes you would have been floating a ton of money at this point to do it)
- 9:45 Move out with your Mass Hydras and have mass speedlings being morphed to reinforce. You should be at 120+ supply when you hit at 10:30
- 10:35 Start roach speed, infestation pit, hydra speed, and 2 evos and prepare to drone up. Add your fifth and sixth extractors.

[image loading]
The attack in progress. Note the squad of about 16 speedlings in his main (sniped robo tech, sniped probes and pylons, split his warp ins)

Whether or not the attack will deal the killing blow, prepare a transition by throwing down 2 evos (recommended but not 100% necessary), starting roach speed, and starting your hive (I like to throw down the infestation pit as the attack is going on).

NOTE: If you have done almost NO Damage to the Protoss, however, you've pretty much lost the game and you've been outplayed or got harassed too much early on. You HAVE to do damage with this attack so make sure to execute the attack properly and hit at the right time with the right quantity of stuff.

[image loading]

Note my production tab as well as the super awkward position I caught him in.

[image loading]
On time, wedging myself between his natural and third to force him to make a choice of which one to defend.




VI. The Second Tier:

+ Show Spoiler +
Roach Hydra Viper at 15:30

Before I start this part, I will actually say that I am almost always a little late on this timing, but it is more than possible to actually hit the timing right if you aren't a X!@#$ like me. If you start your infestation pit at 10:30 as your first attack hits, you can start the Hive at 11:30, have it done by 13:10, have 3-4 Vipers by 14:00, Consume done at 14:30, and then be in your opponents face by 15:30. This is all more of a doing the right move as soon as the requirements finish them sort of deal.

The Build Order:

There isn't a specific BO at this point in the game as much as gearing towards your fourth base, more gas, getting your Hive ASAP (start it by 11:30-12:00) and working on 1/1.

Your Ling Hydra attack would have "Strongly Encouraged" your Protoss foe to make colossus based tech. If you killed their third you are in a fantastic position. At this point of the game you should be going straight to hive and perhaps getting +1/1 for your hydras. Complement your Hydras with roaches and rebind your Zerglings to another hotkey. At this point in the game you should be using lings primarily for scouting around for pylons and looking for run by opportunities. Be sure to go for your fourth base at this point (for the gas).

When your Hive finishes go straight for a few Vipers and make plenty of roaches (You should have a lot of leftover hydras from early on so you don't need to make that many)

Throw down your spire and fifth base right before the attack and engage.

Focus on abucting colossi and immortals and your Roach Hydra can take care of the rest. Many opponents outright die here because their tech isn't up to snuff. Get a good concave be sure to utilize your leftover speedlings if you didn't find an opportunity before (fights are a good distraction). Be sure to saturate your fifth base gas behind this. You're going to want all ten of your geysers running just in case.


By the way, got a Zergling run by while he was fighting the Roach Hydra Viper. Distractions work.
[image loading]

Zergling Run By vs Protoss:


I CANT EMPHASIZE IT ENOUGH KEEP LOOKING FOR OPPORTUNITIES TO RUN LINGS BY INTO HIS BASE OR PROBE LINES THEY DO SO MUCH DAMAGE TO PROTOSS! Check if the guard zealot is there check for sim city holes just CHECK CHECK CHECK! If they move out to attack put 16 lings in their base while you defend! USE YOUR SPEEDLINGS!

[image loading]

14:40 I am maxed and hitting him with Roach Hydra with 1/1 and 4 Vipers. Colossus and Immortals are rendered useless and I have my 5th base going up for the gas income for my next tech switch. Timing is key here to avoid Templar wrecking your Vipers.

Now, if you are facing an opponent who has high templar ready at this point, then they're playing right. They're not completely dumb and were able to keep up with your mindgames or macro well enough (given that the first tier should have slowed them down). You forced colossus out of them and followed up with Vipers but they knew Colossus are weak vs Vipers and prepared templar. Congrats, now it's time to bring the game to the final tier.


VII. The Final Tier

+ Show Spoiler +
Mass Mutalisks:

Build Order:
Step 1) Press Hatchery Hotkey
Step 2) Press S
Step 3) Hold Down T

Inject as necessary.

In my opinion, there are only two units for Zerg in lategame ZvP that are viable "Core" units: The Mutalisk or the Swarm Host. I never use SH, nor would I be as comfortable using them with this style as I would Mutalisks as Mutalisk are swifter to either win/lose the game and you've forced your opponent into Templar and Robo tech, which can be used against SH.

Everything you've done up to this point (provided they survived) works up to this moment. You forced them to make Robo units in response to your Hydra Ling and you forced them into twilight tech with your quick follow up Viper timing. You've put them in a position where they don't want Stargate units, but hey, if your opponent is as sharp in the mind as you are, they may have prepared some and you're up for a fight. If your Roach Hydra Viper hasn't killed or cripped them, it's a decent idea to find the best possible engagement to trade army for army (take out at least 70% of theirs) and remove their high gas units like Colossi, immortals, and kill as many stalkers as you can to prevent any counter attacks/force more gas spending.

Usually when an army trade happens, off of 5 base gas (with upgrades going in your spire) you should be able to afford upwards of at least 20 mutalisks, at once, sometimes more. Keep adding to this number and immediately snipe their Stargate Tech and then their templar tech. From here your opponent will either concede the game or if they're still in a solid position and have played well against you this game this is where you go into a basic base trade scenario. You snipe all their buildings while you spread drones around the map (as they attack your base) and you spine up certain locations as you put them in a situation where they have to protect their final structures while you slowly rebuild infrastructure (putting them on a timer) or they split up their army and bits get picked off by Mutalisks.

Needless to say, this is the point in the game where you either win due to the cumulative efforts of your first two attacks or you die because they're able to get phoenix out in time and repel your late game.

[image loading]

I retain a HUGE portion of Hydras from that fight and have a large amount of mutas morphing in order to decisively close the game. My 5 bases mean that I can keep producing Mutalisk at a rate of 12 per minute including upgrades. Extra minerals may be used to spam spine crawlers in a closer game. Add Corruptors against Phoenix if necessary

[image loading]
Trading armies

Note my high gas bank. Note his.

[image loading]
This is hardly SIXTY SECONDS after the second tier attack traded with him. Note leftover roach ling ready to attack his third if Stalkers respond to Mutalisks. He is not prepared for this. Sorry about the BM language, couldn't find a frame without any for this.


VIII. Adapting to a Two Base All In

+ Show Spoiler +
This build is still rather safe vs Protoss two base all ins. Obviously if they are two base all inning you should no longer be sticking to the script of this aggressive playstyle. Rather, you need to cut drones and produce units. This build produces enough drones that you can hold and 8-10 minute based all in. Based on your overlord scout see if they're going for a mass amount of gateways, a Robo, a Twilight, or see if they've gone for a third base.

If you've confirmed a 2 base all in of the gateway variety, you should just produce a MASSIVE amount of roaches off of 3 hatches and around 55 drones. I've personally maxxed out at 12:40 while adapting my build in the face of a +2 Blink Stalker All In. He couldn't find a good angle of attack due to creep spread and the massive amount of roaches and eventually I just maxed out and rolled over him.

If you see a Robo or SG based all in, you CAN go ling hydra. Roach Ling works just as well vs Robo but if you are afraid of Force Fields Ling Hydra is a stronger choice as Hydras with range ignore FF's.

What you should take away from defending against a two base all in is that you should have droned up earlier so you have money and you don't overdrone now and die as a result. If the all in is stalling feel free to drop your fourth hatch off of 55-60 drones but do NOT COMMIT anything else to it. The Hatchery is now just a placeholder that you can use later in the game if you need to. Keep pumping mass units and choose your engagements wisely and many 2 base all ins will become free wins for you at this level. A good Protoss player is one who knows how to pressure you hard (like PartinG) while macroing behind it.


IX. Maintaining Your Lead
+ Show Spoiler +
This part isn't very complicated, so let's try to keep it short and sweet. In between your tiered attacks (or in any game ZvP whatsoever) if you've established a lead, you really don't want to be losing it. Of all the races Protoss is the one that is the comeback king. DON'T LET THEM gimmick their way back into the game at your expense. If you're ahead, you can afford to spend a little money to stay safe. Consider it life insurance.

When you're ahead in the game there's a few things that Protoss can do to put themselves back on the radar, chiefly Warp Prisms and Dark Templar. Things like mass air switches and blink stalkers may work but air switches are hard to do with you're being so aggressive against Protoss and Blink Stalkers suck vs Roach Hydra if they get caught.

All it really takes once you have a lead is to put a spore and 2 spines (3-4 in the main) at each base and things like warp in zealots and dark templar become free units for you and lost money for them. Sure it'll cost you nearly 1000 minerals but you're so far ahead you can replace the drones and you should already have the extra money to spare. Plus if they actually do try DTs/Zealot drops (I've had so many players do this after I deal critical blows to them) they'll just put themselves further behind (which my opponents did).

ALWAYS think to yourself "How can I lose this game now that I'm ahead; what can Protoss do to blindside me?"

The answer is usually the 200 mineral Fast as hell Flying Pylon or the warp in OHKO to Workers Invisible Protoss Sniper.


Replays:
Won with First Tier Attack: http://ggtracker.com/matches/5500001
Won with Second Tier Attack: http://ggtracker.com/matches/5518299 (Top Masters Protoss)
Won with Third Tier Atack: http://ggtracker.com/matches/5494962
http://ggtracker.com/matches/5455584

Adjusting the Build to defend against Heavy Mid game aggression:

http://ggtracker.com/matches/5489371
http://ggtracker.com/matches/5498668
http://ggtracker.com/matches/5513956

UPDATED REPLAYS (MOST RECENT):
http://ggtracker.com/matches/5740222
http://ggtracker.com/matches/5740232

The timings here are much more refined. These are vs a Mid-Diamond friend of mine, but do not be fooled, he is completely crushed by the playstyle, it's not even close, so it should still hold up fine vs Masters and beyond. These replays are more to get a feel for the timings and to better illustrate the style from the Zergs POV since the original replays don't always hit the timings on point.


_______________________________________________________________________________________________________

I'm open to any comments or criticisms from better/higher level players. I don't claim this to be a perfect style, but I have really great success with it at my level against players ranging from the very top of diamond to High Masters, even giving Bones a run for his money with the first tier attack.

Thanks for reading. Now get out there and start thrashing some Protoss.

If you like my work please tune into/follow my stream at:

www.twitch.tv/jakamakala

www.maegis.net/jakamakala (no delay stream)

If you hate my work come by anyway and insult me I'll appreciate it.
hfsrj
Profile Joined October 2012
Germany166 Posts
October 20 2014 15:26 GMT
#2
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.
brickrd
Profile Blog Joined March 2014
United States4894 Posts
October 20 2014 15:35 GMT
#3
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.

depends what level you play at. also like any other skill some toss players are just not good against aggression even if they know it's coming, others hold it well even unscouted, etc. and one of the great strengths of zerg is being able to surprise your opponent with a bunch of units they weren't sure you would make. takes good scouting as P to confirm army size and comp.
TL+ Member
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 20 2014 15:56 GMT
#4
On October 21 2014 00:35 brickrd wrote:
Show nested quote +
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.

depends what level you play at. also like any other skill some toss players are just not good against aggression even if they know it's coming, others hold it well even unscouted, etc. and one of the great strengths of zerg is being able to surprise your opponent with a bunch of units they weren't sure you would make. takes good scouting as P to confirm army size and comp.


Yeah, you can beat a Protoss ranked much higher than you if he's not scouting or just decided that he's going to do a particular build and isn't flexible about it.

Huk died to a baneling bust in Diamond league on stream the other day... lol.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
October 20 2014 18:08 GMT
#5
On October 21 2014 00:56 DinoMight wrote:
Show nested quote +
On October 21 2014 00:35 brickrd wrote:
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.

depends what level you play at. also like any other skill some toss players are just not good against aggression even if they know it's coming, others hold it well even unscouted, etc. and one of the great strengths of zerg is being able to surprise your opponent with a bunch of units they weren't sure you would make. takes good scouting as P to confirm army size and comp.


Yeah, you can beat a Protoss ranked much higher than you if he's not scouting or just decided that he's going to do a particular build and isn't flexible about it.

Huk died to a baneling bust in Diamond league on stream the other day... lol.
Yeah I have seen forgg lose to a dia zerg on stream too much the same way (he forgot to raise depot and speedlings got in :D)
I guess it shows more then anything how friggin hard this game is.
Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
Last Edited: 2014-10-20 18:50:34
October 20 2014 18:49 GMT
#6
On October 21 2014 03:08 HellHound wrote:
Show nested quote +
On October 21 2014 00:56 DinoMight wrote:
On October 21 2014 00:35 brickrd wrote:
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.

depends what level you play at. also like any other skill some toss players are just not good against aggression even if they know it's coming, others hold it well even unscouted, etc. and one of the great strengths of zerg is being able to surprise your opponent with a bunch of units they weren't sure you would make. takes good scouting as P to confirm army size and comp.


Yeah, you can beat a Protoss ranked much higher than you if he's not scouting or just decided that he's going to do a particular build and isn't flexible about it.

Huk died to a baneling bust in Diamond league on stream the other day... lol.
Yeah I have seen forgg lose to a dia zerg on stream too much the same way (he forgot to raise depot and speedlings got in :D)
I guess it shows more then anything how friggin hard this game is.


Yeah it's funny to think that 2 of the best players in the world can lose to scrubs like from just not scouting for a minute.

Hard game.

EDIT - more on topic

I think that aggressive play from Zerg can be good against certain kinds of opponents but I still feel reactive macro Zerg is the safest strategy. If you're offensive and Protoss defends well, you're going to be behind, no way around it. We see that with players like Life all the time.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
The_Templar
Profile Blog Joined January 2011
your Country52797 Posts
October 20 2014 18:49 GMT
#7
Bookmarking this, thanks a lot :D
Moderatorshe/her
TL+ Member
HellHound
Profile Joined September 2014
Bulgaria5962 Posts
Last Edited: 2014-10-20 19:12:07
October 20 2014 19:09 GMT
#8
On October 21 2014 03:49 DinoMight wrote:
Show nested quote +
On October 21 2014 03:08 HellHound wrote:
On October 21 2014 00:56 DinoMight wrote:
On October 21 2014 00:35 brickrd wrote:
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.

depends what level you play at. also like any other skill some toss players are just not good against aggression even if they know it's coming, others hold it well even unscouted, etc. and one of the great strengths of zerg is being able to surprise your opponent with a bunch of units they weren't sure you would make. takes good scouting as P to confirm army size and comp.


Yeah, you can beat a Protoss ranked much higher than you if he's not scouting or just decided that he's going to do a particular build and isn't flexible about it.

Huk died to a baneling bust in Diamond league on stream the other day... lol.
Yeah I have seen forgg lose to a dia zerg on stream too much the same way (he forgot to raise depot and speedlings got in :D)
I guess it shows more then anything how friggin hard this game is.


Yeah it's funny to think that 2 of the best players in the world can lose to scrubs like from just not scouting for a minute.

Hard game.

EDIT - more on topic

I think that aggressive play from Zerg can be good against certain kinds of opponents but I still feel reactive macro Zerg is the safest strategy. If you're offensive and Protoss defends well, you're going to be behind, no way around it. We see that with players like Life all the time.
Safe strategies weird me out as zerg, feel much comfortable cutting every corner that won't kill me or delaying drones (what jakas build does) to go for some timing.
It's a given that you are behind if your timing fails, that's true for every race, however from my expirience it's very very hard to fail the first ling hydra timing if tosses hasn't fucked with you early on.
Usually what you are going up against is a third still building (or already built depends on how greedy toss was and if zerg managed to delay it with lings) a bunch of sentries and some and a bunch of warpins. The hydra timing almost always hits before the first collosus spawns and even when it finishes it has no thermal lance so hydras can just kill it if toss fucks up even a little bit.

You're wrong about Life btw he isn't behind after they defend his attacks he is ahead because he has less workers so he can have more army.

[Disclaimer IBS]



Classic GosoO |sOs| Everyone has to give in, let Life win | Zest Is The Best | Roach Cultist | I recognize the might and wisdom of my Otherworldly overlord | Air vs Air 200/200 SC2 is best SC2 | PRIME has been robbed | Fuck prime go ST | ROACH ROACH ROACH
Jakamakala
Profile Joined July 2011
United States115 Posts
October 20 2014 19:14 GMT
#9
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.



Well you can say that about most aggressive strategies. However, it's almost impossible to not do damage with the ling hydra push so long as you hit at the right time or an appropriate time if the early game was very messy (ie cannon rushes gateway rushes stargate harass etc.).

It's nearly guaranteed to do damage and if it didn't 9 out of 10 times you did something wrong instead of them doing something wrong. I've gotten some damage done to ivD Bones when I hit him on the ladder. Not as much damage as other Protoss take but he still sustained some. He just played well the rest of the game and eventually beat me.
Xinzoe
Profile Joined January 2014
Korea (South)2373 Posts
October 20 2014 19:37 GMT
#10
From my experience the only way to hold off hydra ling attack with minimal losses is to go phoenix colossus but skip +1 attack for a faster robo. This way u can get 2 colossus out in time. Protoss players should just look @ this attack the same way as a 10:30 terran medivac bio push and there shouldnt be much problems. The hard part is dealing with the transition which is almost always muta corruptor, a composition even the best players have a hard time beating.
DinoMight
Profile Blog Joined June 2012
United States3725 Posts
October 20 2014 19:47 GMT
#11
On October 21 2014 04:14 Jakamakala wrote:
Show nested quote +
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.



Well you can say that about most aggressive strategies. However, it's almost impossible to not do damage with the ling hydra push so long as you hit at the right time or an appropriate time if the early game was very messy (ie cannon rushes gateway rushes stargate harass etc.).

It's nearly guaranteed to do damage and if it didn't 9 out of 10 times you did something wrong instead of them doing something wrong. I've gotten some damage done to ivD Bones when I hit him on the ladder. Not as much damage as other Protoss take but he still sustained some. He just played well the rest of the game and eventually beat me.


It's worse for Zerg because making army = not making drones. As P/T you can pressure but still keep producing workers.
"Wtf I come back and find myself in camp DinoMight all of a sudden, feels weird man." -Wombat_NI
Jakamakala
Profile Joined July 2011
United States115 Posts
October 20 2014 20:22 GMT
#12
On October 21 2014 04:47 DinoMight wrote:
Show nested quote +
On October 21 2014 04:14 Jakamakala wrote:
On October 21 2014 00:26 hfsrj wrote:
Very nice thourough guide. I guess this strat looses much to being predicted as absence of damage = loss.



Well you can say that about most aggressive strategies. However, it's almost impossible to not do damage with the ling hydra push so long as you hit at the right time or an appropriate time if the early game was very messy (ie cannon rushes gateway rushes stargate harass etc.).

It's nearly guaranteed to do damage and if it didn't 9 out of 10 times you did something wrong instead of them doing something wrong. I've gotten some damage done to ivD Bones when I hit him on the ladder. Not as much damage as other Protoss take but he still sustained some. He just played well the rest of the game and eventually beat me.


It's worse for Zerg because making army = not making drones. As P/T you can pressure but still keep producing workers.



True but this is a larger problem for Zerg cheeses and early attacks. Timings like this still get you up to around 55 Drones by 8-9 minutes and with units pressuring them/covering for you you can easily morph in 10-15 drones at once if you feel you need to and give yourself a late game economy.
TheTasty
Profile Joined October 2014
Mexico33 Posts
October 20 2014 20:57 GMT
#13
wow this is great ty ty!!
I quote, you read
cywinr
Profile Joined February 2011
Canada173 Posts
October 21 2014 02:59 GMT
#14
the hydra ling timing is very good. i play this style a lot, but i have slightly different openings and transitions. maybe i will give this versoin a try
Jakamakala
Profile Joined July 2011
United States115 Posts
October 21 2014 04:30 GMT
#15
On October 21 2014 11:59 cywinr wrote:
the hydra ling timing is very good. i play this style a lot, but i have slightly different openings and transitions. maybe i will give this versoin a try


You can always do the variation that Jaedong does where he hits a full minute later with 66 drones instead of 54 but has an easier time transitioning (spire being a popular choice). I'd imagine you'd have to at least get to eight gas behind your attack though.
KeksX
Profile Blog Joined November 2010
Germany3634 Posts
Last Edited: 2014-10-21 06:19:06
October 21 2014 06:18 GMT
#16
Any kind of way to play ZvP without Swarm Hosts is something worth trying imho! Nice guide, I'll be sure to try out some things mentioned here. Thanks
11B
Profile Joined March 2010
United States188 Posts
October 21 2014 07:18 GMT
#17
Nice guide. I like the reminders of the benchmarks. I'd add that I try to be even greedier when possible, at least in terms of the benchmarks. I.E., if you use a b/o which doesn't miss a single inject cycle its possible to average 50-55 drones in the 7:00 to 7:15 mark (4gas, 1RW, 3Hatches). And by 8:10 you can have 68-70 drones with 3Queens and a 4th on the way (4gas, 1RW, 4Hatches;macro added in the 7:30 range). Gets you to a 11:teen Max out.
LoL....Pogue
Bulgogi
Profile Joined March 2010
United States60 Posts
October 24 2014 09:09 GMT
#18
@Jakamakala

Hi,
I read the guide and it's very nice and watched all the replays. Slightly nooby question, but I notice in the replays everyone goes mostly nexus first or gateway first, but I didn't see one FFE. You went 15h 16p no matter what, but what's your response to a FFE? I'm unable to be cost efficient usually against a cannon rush FFE with a 15h, so I always come out with 14p 15h against FFE. I notice that you often put your second overlord over your expansion and that the newer maps are less cannon friendly, but I would like your response on this.
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-10-24 09:41:05
October 24 2014 09:35 GMT
#19
On October 24 2014 18:09 Bulgogi wrote:
@Jakamakala

Hi,
I read the guide and it's very nice and watched all the replays. Slightly nooby question, but I notice in the replays everyone goes mostly nexus first or gateway first, but I didn't see one FFE. You went 15h 16p no matter what, but what's your response to a FFE? I'm unable to be cost efficient usually against a cannon rush FFE with a 15h, so I always come out with 14p 15h against FFE. I notice that you often put your second overlord over your expansion and that the newer maps are less cannon friendly, but I would like your response on this.


My opponents are playing a better style going gateway FE it's much better in terms of aggression options and tech speed. Against FFE (on 3p maps) I'll still go 15h 16p and a 26 supply third but on 2p maps I'll try to proxy hatch them and play from there. Proxy hatcheries are insanely good vs FFE I have some reps of those too. Let me try to dig them up.

http://ggtracker.com/matches/5538569

Here's one I played on KR lol. I'm trying to level it up to Masters. If I find another one I'll link it to you.


And yeah I use my second overlord to spot for cannon rushes then I put it in position to scout the main around 6:30.

I played this on unranked late at night it was very entertaining:

http://ggtracker.com/matches/5538570
Jeka
Profile Joined May 2010
United States61 Posts
October 24 2014 15:40 GMT
#20
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.
"The God of War hates those who hesitate."
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-10-24 20:44:07
October 24 2014 19:45 GMT
#21
On October 25 2014 00:40 Jeka wrote:
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.


So they're doing a 2 base all in? Why are you even attacking then. You still have 54 drones and you can use the offensive power of your attack to be your defense instead. If they don't have a third you're already in a fantastic position by default. You can easily use the offensive power of your attack to be defensive instead and have an income lead.
Jeka
Profile Joined May 2010
United States61 Posts
October 24 2014 22:12 GMT
#22
On October 25 2014 04:45 Jakamakala wrote:
Show nested quote +
On October 25 2014 00:40 Jeka wrote:
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.


So they're doing a 2 base all in? Why are you even attacking then. You still have 54 drones and you can use the offensive power of your attack to be your defense instead. If they don't have a third you're already in a fantastic position by default. You can easily use the offensive power of your attack to be defensive instead and have an income lead.


Brute force two base all-ins are not good I think.
If you would take for instance a Protoss player who gateway expands and then makes his mission to deny your map control instead of a pressure, you then can still drone up to 50+ drones before producing the first lings since the Protoss will look like he is running around the map accomplishing little but really he is widening his options for defending the timing attack. By denying the map control your chances of seeing the tech. he goes for in his main are lowered, if he even chooses to lay his tech there. You still need to see the 3rd base before comitting to the attack and the Protoss knows this so he doesn't snipe any overlords around the 3rd location, but lays a nexus quite early, followed by a forge so that he can make cannons, followed by a very late twilight for blink. If you go for an attack in this situation you could just get fucked, if you play defensive the the Protoss will have good macro still. I'm sure you have better knowledge of the timings in the matchup than I do so basically, anything could happen
"The God of War hates those who hesitate."
Jakamakala
Profile Joined July 2011
United States115 Posts
October 24 2014 22:52 GMT
#23
On October 25 2014 07:12 Jeka wrote:
Show nested quote +
On October 25 2014 04:45 Jakamakala wrote:
On October 25 2014 00:40 Jeka wrote:
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.


So they're doing a 2 base all in? Why are you even attacking then. You still have 54 drones and you can use the offensive power of your attack to be your defense instead. If they don't have a third you're already in a fantastic position by default. You can easily use the offensive power of your attack to be defensive instead and have an income lead.


Brute force two base all-ins are not good I think.
If you would take for instance a Protoss player who gateway expands and then makes his mission to deny your map control instead of a pressure, you then can still drone up to 50+ drones before producing the first lings since the Protoss will look like he is running around the map accomplishing little but really he is widening his options for defending the timing attack. By denying the map control your chances of seeing the tech. he goes for in his main are lowered, if he even chooses to lay his tech there. You still need to see the 3rd base before comitting to the attack and the Protoss knows this so he doesn't snipe any overlords around the 3rd location, but lays a nexus quite early, followed by a forge so that he can make cannons, followed by a very late twilight for blink. If you go for an attack in this situation you could just get fucked, if you play defensive the the Protoss will have good macro still. I'm sure you have better knowledge of the timings in the matchup than I do so basically, anything could happen


I'm very active with my first few lings on the map and sure you're never guaranteed to get a surefire spot of their tech with your overlords but you can still get a moderate read on what they're up to more often than not. If you're super active with your lings you can see when they get a pre 8-9 minute third or not if they stay on two base you can just take your econ lead but they're probably all inning if you don't see a third by 9-10 minutes so the units you made have utility anyway. Like I said, you don't have to attack. If you are committing to an attack up the natural ramp when there's no third then it's your own fault if you throw away units.

Use your early lings map control is yours for the first portions of the game.
11B
Profile Joined March 2010
United States188 Posts
Last Edited: 2014-10-25 00:45:11
October 25 2014 00:44 GMT
#24
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.

Imo, not to mention from watching pro's, Zergs will absolutely Roll over Protoss in this situation. Exceptions would be 2+ Colossus or some early pressure forcing the zerg to make too many units which will definitely slow down the timing/power of our mid game push pre Colossus.

A lightly harassed zerg can easily be at your 3rd with 10+ Hydra (with range) and 30+ lings before 11:00. W/out 2 Colossus or perfect FFs with around 4VRs this has the potential to be game ending. Toss can definitely make it work but the timings have to be pretty perfect. And if you're stuck on 2 base too long a quick Muta switch will keep you pinned down giving the zergy too much time.
LoL....Pogue
Purce
Profile Joined January 2013
Italy31 Posts
November 02 2014 20:50 GMT
#25
Thank you for your guide! I personally don't like this kind of strategies because "if you don't do damage you lose", but this is very strong, i will try it
Jakamakala
Profile Joined July 2011
United States115 Posts
November 04 2014 19:59 GMT
#26
On November 03 2014 05:50 Purce wrote:
Thank you for your guide! I personally don't like this kind of strategies because "if you don't do damage you lose", but this is very strong, i will try it


Generally the onus is already on you to damage Protoss anyway since they have a ridiculous late game.

This applies more so to me because I can't stand SH.

Its REALLY really hard to not get damage done if you're doing a properly executed ling hydra attack.

Obviously if your opponent opened gateway expand and is aggressive early you're playing a different game that probably involves roaches. Gateway FE builds are so much stronger and trickier to play against.

Life vs Zest showed that being aggressive against Protoss with proper execution is extremely effective as long as you can spot holes, capitalize on mistakes, and know when its time to retreat and regroup or drone up.

Life's final game had him do a delayed Ling Hydra attack that killed Zest (on account of the cannon rush)
11B
Profile Joined March 2010
United States188 Posts
November 05 2014 11:23 GMT
#27
Life's final game had him do a delayed Ling Hydra attack that killed Zest (on account of the cannon rush)


And I'm pretty sure his 1st game in the WCS day 1 bracket had him going roach/ing (which Zest initially denied) into a successful roach/ling Corrupter timing. I bring this up because I really dislike SH too, at least when heavily massed and used in conjunction with excessive static D, Viper pulls, and eventually fungals.
LoL....Pogue
McGoku
Profile Joined March 2014
2 Posts
December 01 2014 12:48 GMT
#28
What would you do if you execute this and the protoss doesn't take a third? I find it difficult to do damage since he's camped in his natural and can just forcefield the initial hydra-ling comp. Should I just stayback and macro up or should I force the issue and do damage? What do I target if that's the case? Lost my last game because I couldn't do damage aside from killing a few of his troops and the protoss reacted with a 14:00 push with collosi. No vipers out by that time yet so I found it impossible to defend.
Jakamakala
Profile Joined July 2011
United States115 Posts
December 04 2014 21:36 GMT
#29
On December 01 2014 21:48 McGoku wrote:
What would you do if you execute this and the protoss doesn't take a third? I find it difficult to do damage since he's camped in his natural and can just forcefield the initial hydra-ling comp. Should I just stayback and macro up or should I force the issue and do damage? What do I target if that's the case? Lost my last game because I couldn't do damage aside from killing a few of his troops and the protoss reacted with a 14:00 push with collosi. No vipers out by that time yet so I found it impossible to defend.


If Protoss is camped in their natural and has no third there's no need for you to commit to the attack. Keep your units and try to determine their intent but for the most part a 2 base Protoss is one of two things:

1) An All in Protoss
2) Just bad, as in there's no reason you should be losing because they've waited to the point where you've gained a distinct advantage with your extra base and you can continually pressure them if they try to take a third. If Protoss stayed on 2 base (and I have a burrowed ling/overlord pooping creep at their third) I would probably move up to 66 drones (saturate the third) and throw down a spire and go to hive. I would be moving up to fast roach hydra viper to both defend or end the game but the spire will allow you to get corruptors if they're moving out before Hive Tech is ready. You should have quite the eco advantage so try to engage them with a flank mid field and remax if needed.

Basically don't commit up a natural ramp, drone up, determine their intent and prep the appropriate units. Don't waste time and resources trying to break a 2 base turtle it's not worth it.

Remember that having three base against two is a MUCH better position than say, having 5 bases vs 4. The math is obvious.
Fyrex
Profile Joined June 2009
Canada102 Posts
December 09 2014 20:20 GMT
#30
Wonderful guide. I struggle ZvP and I think this will help me. Thanks Jaka
Jakamakala
Profile Joined July 2011
United States115 Posts
December 11 2014 19:33 GMT
#31
On December 10 2014 05:20 Fyrex wrote:
Wonderful guide. I struggle ZvP and I think this will help me. Thanks Jaka


Thanks man. Appreciate the comment makes me feel good knowing my work is helping somebody.
SetGuitarsToKill
Profile Blog Joined December 2013
Canada28396 Posts
December 11 2014 20:35 GMT
#32
Man, why didn't I see this before? Let's hope this fixes my abysmal ZvP
Community News"As long as you have a warp prism you can't be bad at harassment" - Maru | @SetGuitars2Kill
Jakamakala
Profile Joined July 2011
United States115 Posts
December 14 2014 09:40 GMT
#33
On December 12 2014 05:35 SetGuitarsToKill wrote:
Man, why didn't I see this before? Let's hope this fixes my abysmal ZvP



Awesome dude. Let me know how it goes and bring any questions or criticisms you have to me and I'll do my best to answer or address them.

Damusson
Profile Joined December 2014
Canada54 Posts
December 24 2014 21:18 GMT
#34
I had to create an account to say that this guide is the reason why my ZvP went from probably my worst matchup to my best. I find it very adaptable. If the Protoss goes for early pressure I can defend with speed lings and roaches, and then usually end the game if I defend that and counter pressure. Or if they sit back then I can carry forward with the build, which I'm finding has a very high success rate.

Thanks Jaka!
Defenestrator
Profile Joined October 2011
400 Posts
December 25 2014 00:22 GMT
#35
I've been doing pretty well with the opening part of this build, but then I just go into 4-5 base muta straightaway. It may not be as strong, but seems to work reasonably well in diamond.

Basically after I build the hydras, I throw down the spire, 3rd and 4th gasses, 4th base while moving out and move to pure muta production with my gas.
Ultras and banelings go together like peas and carrots
Enigmasc
Profile Joined February 2014
United Kingdom147 Posts
December 25 2014 01:43 GMT
#36
On October 25 2014 00:40 Jeka wrote:
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.


hdyra/ling prettymuch wrecks anythign withough splash, heck hydras are prettymuch the best way to deal with blink stalkers
Jakamakala
Profile Joined July 2011
United States115 Posts
December 25 2014 02:04 GMT
#37
On December 25 2014 06:18 Damusson wrote:
I had to create an account to say that this guide is the reason why my ZvP went from probably my worst matchup to my best. I find it very adaptable. If the Protoss goes for early pressure I can defend with speed lings and roaches, and then usually end the game if I defend that and counter pressure. Or if they sit back then I can carry forward with the build, which I'm finding has a very high success rate.

Thanks Jaka!



No problem. Its always important to appreciate the concept of mind games macro and tech switches more than the actual build itself which is more of a strong template. Power to you man.
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-12-25 02:23:45
December 25 2014 02:07 GMT
#38
On December 25 2014 09:22 Defenestrator wrote:
I've been doing pretty well with the opening part of this build, but then I just go into 4-5 base muta straightaway. It may not be as strong, but seems to work reasonably well in diamond.

Basically after I build the hydras, I throw down the spire, 3rd and 4th gasses, 4th base while moving out and move to pure muta production with my gas.



Its possible to go straight to mutas but you really have to force the Protoss to the back foot with your initial aggression as tech switches require both gas and for them to be on their side of the field. Mutas will always work even in GM as long as yoy remember that it is more important to force a base trade as Zerg is favored in a base trade over Protoss and Protoss has no way of both reliably catching ur SkyZerg and killing your base at the same time without Phoenix.

Keep it up man.

On December 25 2014 10:43 Enigmasc wrote:
Show nested quote +
On October 25 2014 00:40 Jeka wrote:
great for punishing fast thirds, great for losing games to great Protoss players who see the hydra ling attack incoming and react with a strong 2 base army like blink stalker sentry zealot and a cancelled third base.


hdyra/ling prettymuch wrecks anythign withough splash, heck hydras are prettymuch the best way to deal with blink stalkers


On paper and in leagues hydra ling works well but against a blink all in with good micro you want Roach ling for a few reasons. You can make more bulk mass earlier due to earlier tech and its much harder to blink micro vs Roach ling due to super close proximity (esp with stutter stepping on creep) and the high burst damage that often eliminates stalkers before they can even blink while hydras provide steady high DPS from a distance that allows Protoss to blink before stalkers go down.
straycat
Profile Blog Joined May 2011
230 Posts
December 25 2014 17:36 GMT
#39
It seems as if you are defending a Gate FE 4 gate with slow ling and queens. Maybe you could elaborate a bit on how you do that?
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-12-25 20:52:35
December 25 2014 18:23 GMT
#40
On December 26 2014 02:36 straycat wrote:
It seems as if you are defending a Gate FE 4 gate with slow ling and queens. Maybe you could elaborate a bit on how you do that?


In my opinion there are two ways to fight "San Gate," which is so incredibly powerful.

The number one thing at first is to identify it with your first lings. With hatch first your first lings can arrive at their base at 5:00-5:20 ish to identify an aggressive four gate ( you can often get a ling into the main but their wall at their natural often gives it away).

After that you should cut drones around 26 and pump ling Queen and scout good locations for a proxy pylon, often near your third, such as high ground on Merry Go Round. I usually pull at least three queens and try to have them tank zealot damage if i can not stop a pylon from going up so lings can wrap around and do damage. However I find it very easy to overshoot ling production this way.

Lately I've been using gas. When I spot the San Gate I still scout around and cut drones at a similar time but I'll take one emergency gas at 5:00 when I identify the build and make a roach warren. When the Warren finishes I can make about three roaches and I'll keep pumping them with lings as the money comes in. This way is more micro intensive and requires you to put roaches on zealots and lings on stalkers but it has a higher skill ceiling and more dependable with good micro because you decide where to fight now that you have roaches.

With this method I'll start speed when things are calming down and I usually throw my next three gases down by ear as the game progresses. You have an easier time counter punishing Protoss with Roach ling rather than just roach. Either way San gate is very strong so you just remember that you're forced to cut drones early and then you burst a ton out all at once when its over. Be sure to always sweep for pylons both before and after the attack.

It's important to know how to play by ear here because after the chaos of a gateway FE 4 gate there's no real set BO for every situational aftermath.
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 25 2014 23:17 GMT
#41
Sick guide! I really like the attack phases. Do you ever run into situations where the lateness of the upgrades is a problem (I'm thinking of that constant blink stalker pressure/expand build specifically).
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-12-26 08:51:05
December 25 2014 23:56 GMT
#42
On December 26 2014 08:17 Lobotomist wrote:
Sick guide! I really like the attack phases. Do you ever run into situations where the lateness of the upgrades is a problem (I'm thinking of that constant blink stalker pressure/expand build specifically).


Not really I thought about it awhile and upgrades only serve to delay some of the attacks.

10:30 ling hydra is so powerful already and Protoss always opens +1 atk if they upgrade at all but they really need to scramble for either colossus or sentries so I'm doubting they'll be working off two forges.

I've cleaned up the build since I posted this and have consistently hit my Viper timing around 15:00-15:30 with 1/1 so the upgrades are present there and Protoss often has +2 or +3 attack but no armor. Its also nice to note that roaches often overkill heavily making critical upgrades less noticeable.

When you do a full on tech switch to mutas this is where I heavily encourage you to upgrade air attack, and even here you shouldn't be planning to engage his army head on in an even game though this is the only portion where itd be nice to have ups but damn are spire upgrades hard to come by.

I have had games where I closed it by supplementing my 20-30 mutas with 20 roaches on the ground kiting into stalkers and abducting archons with leftover vipers to wipe their entire AA before returning to mutilate their base. I wish there was an easier way to get mutas upgrades ahead of time but timing attacks make gas so tight.



Against blink pressure specifically if i scout it I'm more likely to go Roach ling instead of hydra ling with the same game concept in mind. Roach ling is much better for fighting heavy blink aggression than ling hydra because of burst damage and higher s speed and much higher numbers due to cost. Roach ling gets right on top of blink stalkers on creep making blink impractical and roaches fire in big volleys making stalkers die before they can blink. Roaches high individual attack value make upgradeslless necessary, especially because of the overkill but getting +1 is useful.
Alch3mist
Profile Joined December 2011
Belgium29 Posts
December 26 2014 10:11 GMT
#43
Hi Jaka, thanks for this amazing guide! I've been trying it out on the ladder and it's very fun to play and effective.

I was wondering about two things though.
During the first tier, i attack with lings and hydras, but hydras don't have speed yet (it has just been started). So what often happens is if i can't kill the protoss right away, i end up losing most of my hydras when trying to retreat, because they are way too slow off creep. How do you generally deal with that?

I was also wondering if it would not be more effective to use corruptors instead of vipers if the opponent goes for lots of colossi (which he often does because of hydras). I've lost some big endgame engagements probably because i didn't use any corruptors and tried to do it all with vipers, and my opponent also said that i would have won if i had used corruptors. But maybe i'm just bad with vipers and need more practice with them (i pretty much never used them before trying out your guide).
I probably also lost those these games because of lots of other reasons, but i'm thinking more in general, maybe also a mix of both would be nice?
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-12-26 10:58:17
December 26 2014 10:46 GMT
#44
On December 26 2014 19:11 Alch3mist wrote:
Hi Jaka, thanks for this amazing guide! I've been trying it out on the ladder and it's very fun to play and effective.

I was wondering about two things though.
During the first tier, i attack with lings and hydras, but hydras don't have speed yet (it has just been started). So what often happens is if i can't kill the protoss right away, i end up losing most of my hydras when trying to retreat, because they are way too slow off creep. How do you generally deal with that?

I was also wondering if it would not be more effective to use corruptors instead of vipers if the opponent goes for lots of colossi (which he often does because of hydras). I've lost some big endgame engagements probably because i didn't use any corruptors and tried to do it all with vipers, and my opponent also said that i would have won if i had used corruptors. But maybe i'm just bad with vipers and need more practice with them (i pretty much never used them before trying out your guide).
I probably also lost those these games because of lots of other reasons, but i'm thinking more in general, maybe also a mix of both would be nice?


The only things that can catch your hydras off creep are stalkers or phoenix. If you've destroyed their third you've already done substantial damage and can pull them back. Have your lings ready to zone anything that tries to chase the hydras. Never overcommit and if pulling back earlier will save the hydras, do so.

For the second attack I think it may be a practice issue. Vipers will always be superior to Corruptors in dispatching colossi because the colossi are removed from the fight immediately rather than slowly throughout (Corruptors have poor DPS) and vipers also have Blinding Cloud utility.

When you do your second attack, are you using separate hotkeys for your vipers and Roach/Hydra? That would really help viper control. Rebinding speedlings for harass is great too as a side note.




I would rather have an extra viper and 16 hydras over 10 corruptors. Also remember abduct is much more effective the more hydras you have. There is such a thing as too much roach.

I'll try to see if I can find a replay when I am back in my apartment.

Alch3mist
Profile Joined December 2011
Belgium29 Posts
December 26 2014 11:08 GMT
#45
This clarifies things out, thanks. I'll just keep using vipers like you suggest then. I will probably get better with them after i practice more and get used to consuming right after fights etc (because i ran out of energy a few times when multiples battles happen one after an other).
I do have them on a separate hotkey yes. I generally do multiple abducts and shift-click them behind my army to avoid them running in the opponent's force.
I'm glad that you say vipers are more effective than corruptors, because i actually like that unit a lot and it's very fun to use. It's just harder to use than focusing colossi one by one with corruptors
Jakamakala
Profile Joined July 2011
United States115 Posts
December 28 2014 07:40 GMT
#46
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: forcing favorable tech switches.
YurnerotheJuggernaut
Profile Joined November 2014
Faroe Islands65 Posts
December 28 2014 08:52 GMT
#47
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.
I am the Juggernaut, Lich!
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 28 2014 22:45 GMT
#48
Any chance you wanna upload some more reps? Specifically I'd like to see one where toss opens standard-ish stargate.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
Jakamakala
Profile Joined July 2011
United States115 Posts
December 29 2014 03:48 GMT
#49
On December 29 2014 07:45 Lobotomist wrote:
Any chance you wanna upload some more reps? Specifically I'd like to see one where toss opens standard-ish stargate.


http://sc2replaystats.com/replay/999720

My clan mate played this one it's perfectly executed vs SG opener.

He would have gone into SH for late game though that's his style.
straycat
Profile Blog Joined May 2011
230 Posts
December 29 2014 13:27 GMT
#50
I've been longing to try this out and have had like two or three nice games where I was able to execute it fully. Sadly tho over like 15 hours of laddering about 5 protosses ever took a third, so haven't exactly got full coverage...
brickrd
Profile Blog Joined March 2014
United States4894 Posts
December 29 2014 14:51 GMT
#51
On December 28 2014 17:52 YurnerotheJuggernaut wrote:
Show nested quote +
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.

lol, so koreans never cut corners or win games with heavy low tech aggression? none of soo's wins ever came off the back of roach ling comps, eh? only middling ladder players have this absurd no rush 20 min macro elitism mindset and i will never understand it
TL+ Member
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2014-12-29 17:05:42
December 29 2014 17:03 GMT
#52
On December 29 2014 22:27 straycat wrote:
I've been longing to try this out and have had like two or three nice games where I was able to execute it fully. Sadly tho over like 15 hours of laddering about 5 protosses ever took a third, so haven't exactly got full coverage...



I know how you feel. Unfortunately as a Zerg player its important for you to be skilled at stopping all ins (and taking a huge lead) in addition to knowing how to try to leverage a lead through your own aggression.

The builds opener is pretty standard though and you can easily adapt to stop an all in if you scout. You shouldn't be caught off guard most of the time even if you open the game intending to hit their third and they go for two base shenanigans.
Lobotomist
Profile Joined May 2010
United States1541 Posts
December 29 2014 18:41 GMT
#53
On December 29 2014 12:48 Jakamakala wrote:
Show nested quote +
On December 29 2014 07:45 Lobotomist wrote:
Any chance you wanna upload some more reps? Specifically I'd like to see one where toss opens standard-ish stargate.


http://sc2replaystats.com/replay/999720

My clan mate played this one it's perfectly executed vs SG opener.

He would have gone into SH for late game though that's his style.

Thanks for the rep, will watch it tonight.
Teching to hive too quickly isn't just a risk: it's an ultrarisk
YurnerotheJuggernaut
Profile Joined November 2014
Faroe Islands65 Posts
December 31 2014 11:24 GMT
#54
On December 29 2014 23:51 brickrd wrote:
Show nested quote +
On December 28 2014 17:52 YurnerotheJuggernaut wrote:
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.

lol, so koreans never cut corners or win games with heavy low tech aggression? none of soo's wins ever came off the back of roach ling comps, eh? only middling ladder players have this absurd no rush 20 min macro elitism mindset and i will never understand it

You're very good at reading, my dear friend.
I am the Juggernaut, Lich!
Jakamakala
Profile Joined July 2011
United States115 Posts
January 01 2015 06:24 GMT
#55
On December 31 2014 20:24 YurnerotheJuggernaut wrote:
Show nested quote +
On December 29 2014 23:51 brickrd wrote:
On December 28 2014 17:52 YurnerotheJuggernaut wrote:
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.

lol, so koreans never cut corners or win games with heavy low tech aggression? none of soo's wins ever came off the back of roach ling comps, eh? only middling ladder players have this absurd no rush 20 min macro elitism mindset and i will never understand it

You're very good at reading, my dear friend.


Do you think my style is bad?
TelecoM
Profile Blog Joined January 2010
United States10675 Posts
January 01 2015 06:52 GMT
#56
On January 01 2015 15:24 Jakamakala wrote:
Show nested quote +
On December 31 2014 20:24 YurnerotheJuggernaut wrote:
On December 29 2014 23:51 brickrd wrote:
On December 28 2014 17:52 YurnerotheJuggernaut wrote:
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.

lol, so koreans never cut corners or win games with heavy low tech aggression? none of soo's wins ever came off the back of roach ling comps, eh? only middling ladder players have this absurd no rush 20 min macro elitism mindset and i will never understand it

You're very good at reading, my dear friend.


Do you think my style is bad?


This is not "Your" Style, this is common sense Zerg style.

What can you attack with early? Lings.
What next? Roaches
What about after that to throw the Protoss off guard and force a unit composition that will benefit me with my next transition? Mutas
What if the Protoss is going to all in and you need something other than Roaches? Hydras.

You did not invent this style it is called common sense, this is the easiest, simplest and most logical way to play ZvP in an aggressive manner. It is nice that you are trying to explain and help lower ranking players, but please do not brand this as your own style, I and many other Zergs have been doing this sort of unit transitioning since WOL Beta.

It is only common sense after all.
AKA: TelecoM[WHITE] Protoss fighting
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2015-01-01 07:30:54
January 01 2015 07:27 GMT
#57
On January 01 2015 15:52 GGzerG wrote:
Show nested quote +
On January 01 2015 15:24 Jakamakala wrote:
On December 31 2014 20:24 YurnerotheJuggernaut wrote:
On December 29 2014 23:51 brickrd wrote:
On December 28 2014 17:52 YurnerotheJuggernaut wrote:
On December 28 2014 16:40 Jakamakala wrote:
Is there a way to edit the thread title?

Lol I want to name my style:

ZvP: The Aggressive Bait n' Switch by Jakamakala

I think the name is more clever and suits the premise of the style: taking advantage of corner cutting Protosses or horrible players making mistakes.


Fixed it for you.

lol, so koreans never cut corners or win games with heavy low tech aggression? none of soo's wins ever came off the back of roach ling comps, eh? only middling ladder players have this absurd no rush 20 min macro elitism mindset and i will never understand it

You're very good at reading, my dear friend.


Do you think my style is bad?


This is not "Your" Style, this is common sense Zerg style.

What can you attack with early? Lings.
What next? Roaches
What about after that to throw the Protoss off guard and force a unit composition that will benefit me with my next transition? Mutas
What if the Protoss is going to all in and you need something other than Roaches? Hydras.

You did not invent this style it is called common sense, this is the easiest, simplest and most logical way to play ZvP in an aggressive manner. It is nice that you are trying to explain and help lower ranking players, but please do not brand this as your own style, I and many other Zergs have been doing this sort of unit transitioning since WOL Beta.

It is only common sense after all.


I didn't call it "my style" as in I invented it, but rather as the style of choice I choose to play with a very specific mapped out way to do it.

Do you often go on the internet literally fishing for ways to try to sound smart by stretching the meaning of other's choice of words instead of being productive or helpful?

I'm curious what your real life social skills are and I can't wait to see what insults you reply to me with
YurnerotheJuggernaut
Profile Joined November 2014
Faroe Islands65 Posts
January 01 2015 12:25 GMT
#58
There's a [L] missing in the title and would be a lot less cancerous if you hadn't shamelessly advertised your stream.
I am the Juggernaut, Lich!
Jakamakala
Profile Joined July 2011
United States115 Posts
January 01 2015 20:15 GMT
#59
On January 01 2015 21:25 YurnerotheJuggernaut wrote:
There's a [L] missing in the title and would be a lot less cancerous if you hadn't shamelessly advertised your stream.



I am sorry I didn't realize I made an error excluding an [L] tag when I was writing this. I looked at many other guides and thought I would be fine. I've also consistently taken down GMs using this specific build so I thought I was okay I guess I was wrong and again, I apologize. I did not mean to create any "cancerous material" with this guide.

As for the stream I apologize for that as well I placed the link there at the suggestion of some friends in the game client. I will try to make the appropriate changes.

Have a happy New Year.
YurnerotheJuggernaut
Profile Joined November 2014
Faroe Islands65 Posts
January 02 2015 13:34 GMT
#60
On January 02 2015 05:15 Jakamakala wrote:
Show nested quote +
On January 01 2015 21:25 YurnerotheJuggernaut wrote:
There's a [L] missing in the title and would be a lot less cancerous if you hadn't shamelessly advertised your stream.



I am sorry I didn't realize I made an error excluding an [L] tag when I was writing this. I looked at many other guides and thought I would be fine. I've also consistently taken down GMs using this specific build so I thought I was okay I guess I was wrong and again, I apologize. I did not mean to create any "cancerous material" with this guide.

As for the stream I apologize for that as well I placed the link there at the suggestion of some friends in the game client. I will try to make the appropriate changes.

Have a happy New Year.

Happy New Year!
I am the Juggernaut, Lich!
Blukk444
Profile Joined January 2015
United States2 Posts
January 04 2015 01:08 GMT
#61
Hey it's Blukk....as in me...im so handsome
"Blukk you."
Jakamakala
Profile Joined July 2011
United States115 Posts
January 17 2015 02:40 GMT
#62
I've updated the OP with 2 new replays against my Mid-Diamond friend.

Don't be fooled, he get's completely outclassed by the style so it should hold up fine against solid Masters players and up but I demonstrate a much more refined style of play where I hit my timings much more smoothly and what not.

10:30 Ling Hydra
14:45 Roach Hydra Viper with +1/1
14-16 mutas in production directly after trade on 5 bases

Also I played it on my troll account that is in ImbaQQ, but please do not be mistaken, I am not a hacker or booster, I have that account in there for trolling purposes.

Thanks,
GL HF Guys!
bela.mervado
Profile Joined December 2008
Hungary393 Posts
February 11 2015 23:05 GMT
#63
Thank you Jaka!
It helped mah noob zvp a lot.
I even incorporated some parts/timings into my 2v2 with my T ally, when we play a macro 2v2 game.
Shah420
Profile Joined October 2014
Sweden31 Posts
Last Edited: 2015-02-12 00:17:04
February 12 2015 00:15 GMT
#64
I'm going to give this style a fair shot and practice it for a couple of months because I am a big fan of aggressive play and really like how you split it up into three different phases. My zvp is such a random mess right I just can't see this approach not helping out. Thanks.
Jakamakala
Profile Joined July 2011
United States115 Posts
Last Edited: 2015-02-12 02:16:57
February 12 2015 02:15 GMT
#65
On February 12 2015 09:15 Shah420 wrote:
I'm going to give this style a fair shot and practice it for a couple of months because I am a big fan of aggressive play and really like how you split it up into three different phases. My zvp is such a random mess right I just can't see this approach not helping out. Thanks.


No problem glad to help. Best of luck let me know if there's any problems.

On February 12 2015 08:05 bela.mervado wrote:
Thank you Jaka!
It helped mah noob zvp a lot.
I even incorporated some parts/timings into my 2v2 with my T ally, when we play a macro 2v2 game.


When it comes to team games, especially with one Zerg and one Terran, Speedling Hellion is usually the most effective. I actually don't remember a lot of times I made anything besides Zerglings, Roaches, or Mutalisks for 2v2s just because of how dynamically different team games are from 1v1.
00higgo
Profile Joined May 2013
Australia119 Posts
March 12 2015 06:21 GMT
#66
Good guide, i like aggression.
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