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LOTV Rule of 1-gas ZvT MLB - PiG's Guide

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PiGStarcraft
Profile Blog Joined December 2010
Australia945 Posts
Last Edited: 2017-02-03 04:49:04
December 17 2015 21:09 GMT
#1
Daily:


Spawning Tool: http://lotv.spawningtool.com/build/45833/

The Rule of 1-gas ZvT is a build that uses the bare minimum of gas to power up the huge production that Zerg need to mass muta-ling-bane in numbers that can rival the endless Terran bio-mine pushes. You will use a mineral-only defence of mass queens and lings to defend all early aggression and begin covering the map in creep. Meanwhile you use just a single gas geyser to get basics like upgrades started whilst all of your focus is on minerals. Since you focus so much on minerals you can afford to overwhelm aggression whilst massing drones and then suddenly explode into extra gas mining only once all 3 bases are fully saturated on 16+ drones on minerals.

This style jumps straight to the macro game where you have a big income and need to spend well. It will push you to organise your macro cycle and improve your spending. Creep spread is integral to the effectiveness of this style so you will need to focus a lot more on creep than you ever have before! Within a few games with this style you’ll find yourself with hordes of ling-bane swarming your opponent and relentlessly rolling over the top of their pushes… even when floating thousands of unspent minerals! As you get more experience you’ll improve your micro vs mines, learn when and how to use deadly counterattacks and to use any lull in pressure to grow your creep exponentially.

Build Order


  • 17 hatch 18 gas 17 pool
  • Pull off gas at 100 for ling speed
  • 3rd queen ASAP
  • 3:30 3rd hatchery + back on gas
  • Then start nonstop queen production and put back on gas
  • Drone super hard
  • 4:45-5:00 2xevo
  • Fast bane nest at 5:10 this game - being very safe vs a potential hellbat followup
  • @3-base saturation - take 5 gases
  • 6:00 (your next 100 gas after 1-1 and bane nest) - Lair (very late this game because snute made 4 safety banelings because he wasn’t scouting, he was worried about a big hellbat-marine-medivac attack.
  • 10-12 total queen count, 3 injecting, the rest as your defence/creep squad
  • 4th base + macro hatch (double macro hatch until you get better at spending money) as soon as you have extra money. Should be around 5:00 in most games


Notes, strategy, details
  • 2-2 is a bit late in this game because of late lair and an engagement distracting snute
  • Maximum 15 mutas: Huge focus on ling-bane
  • You can go corruptors or infestors → Ultras instead of mutas and this is still an ideal build for those styles. However mutas is the more common approach
  • In rare situations you can mass mutas very high off this opening and do big counterattacks with them’
  • Taking the gas: Many players struggle with the mechanics of quickly taking so many gas at once whilst keeping up micro. My favourite method involves bouncing between each base and resetting its drone rally to the minerals whilst dropping the geysers. This way your new drones popping will naturally spread across all 3 bases rather than all running to the 3rd and then having to send them back to your main and natural gas geysers.
  • Double Macro hatch: When you’re first getting used to the style you will need 2 macro hatcheries and a 4th base all much earlier than you would with other builds. It’s important to get these early because once you hit 66 drones you’ll have an endless hunger for larva to mass out your ling-bane armies


Dumping Queen energy
As soon as your macro hatches and 4th base finish you should que up your queens to “dump” a huge amount of injects all at once. This will turn these extra hatcheries into nonstop producing “larva-machines” without you having to learn an APM-inefficient inject cycle where you try to hit all 6 hatches.

Creep-spread
Don’t mass tumors - just 2-3 tumors in any one direction is more than enough - focus on spreading active tumors rather than throwing down masses of new tumors. This way you can get into a rhythm and do it regularly and APM-efficiently

Creep-queen hotkey and positioning
It’s vital you have a dedicated hotkey to your creep queens.
You need to manually target them onto medivacs in the earlygame
You need to be able to easily tell them to re-spread creep throughout the entire game
After you spread creep always use shift to que them to walk back to a safe area - if you leave your queens exposed on the edge of creep they can easily be sniped by stimmed bio when you’re not watching

Don’t let him pull you around

You need to stop them disrupting your macro so you can focus on your build and spending your income constantly
Jump under the medivacs with lings whenever you force them to pickup so they can’t just unload off the edge of creep and poke back in again.

Even small ling counterattacks that you don’t micro heavily can pull your opponents attention away, buying you precious moments to get your macro in order

Clicking small squads of ling-bane into a push edging onto creep is a great way to force a lot of APM and attention away from your opponent - as well as being an efficient way to set off widow mines before the main engagement

Counterattacks

From 150 supply+ direct engagements can become problematic as the marauder wall thickens and the explosive damage of the mines and marines becomes harder to overwhelm. At this point you want to use your mobility to gain advantage rather than attacking in a huge blob into a pre-spread terran army off creep.

Huge ling counterattacks of 50-100 lings have great explosive power. You usually want to hit the natural and try to get some lings into the main on top of the production whilst the rest overwhelm any units at the rally point and clear the natural mineral line. Even the best players will usually react too slowly to raise their depots in time.

You can add banelings in and roll banes into mineral lines however as it hits slower and takes more time to set up it’s harder to master these counterattacks


Stages of Learning:

Stage 1 - Refining the Opening

    When you’re first learning you will struggle with building such a fast economy whilst defending pressure
    Focus just on constant spending of larva and not getting supply blocked whilst spreading creep and defending
    Drop evos, lair, bane nest, all around the same time when you have the spare APM and money - don’t stress over these being “late” once the economy building is natural you can work on getting these just right


Stage 2 - Rhythm
    Stop at 66 drones each game - never go up to the ideal potential worker count of 75-80 drones. Only transfer drones to 4th base onwards as your bases mine out
    Stay on muta-ling-bane and Lair tech all game. Never go Hive.
    This will force you to focus on your earlygame buildup and simplify the mid to lategame
    Allowing you to focus on your creep + production + engagement rhythm and your handling of mutalingbane.


Common Questions:

Isn’t your gas too slow? How will you get enough banelings or mutas to survive?
    Lings actually more important
    mutas/banes can help you defend the first few waves but you’ll be behind on production economy and won’t be able to keep up unless they mess up their spreads vs banes


I can’t spend my money - is this build too advanced for me?
    Even GM players can’t spend their money when they first start learning this style - it just takes a bit of practice!
    I regularly have gold-diamond players first learning this build floating vast amounts of minerals, but still crushing their opponents. Even though your spending won’t be perfect, following this build will push you into strong macro play and teach you to improve drastically at it





Old Guide spoilered under here for posterity's sake:
+ Show Spoiler +
Edit 20th September 2016: A few small tweaks to the order, but the fundamentals are the same. Sick build, super powerful and something pros have steadily gravitated towards more and more. The efficiency of this style has allowed it to stand the test of time. You also can go mass muta with this as long as you keep trading/finding damage and reducing the liberator count. They only get hard-countered once there's 6+ liberators all together.

Hi TL,

A lot of players have been struggling with ling-bane muta. Players have been saying that it's too weak now because of the larva change and liberators countering mutas. I've been watching a lot of ZvT where players try to play it at both amateur and pro level, and their's been a lot of inefficiencies that don't fit the new economy or strategy of lotv.



Here's a decent macro game of me doing the style. Note it's not perfect execution and following the build order over any replays or vods is usually ideal. (twitch VoD for people in Germany: http://www.twitch.tv/x5_pig/v/29893365)



Here's a game vs ForGG's 2-base marine-tank timing. Useful for showing the reliance on heavy zergling counts to keep us safe and defend off a low gas count. Also shows how strong those extra queens are for focusing down medivacs and tanking vs early pushes (twitch VoD for people in Germany: http://www.twitch.tv/x5_pig/v/29891564)


People don't seem to have adapted to the LOTV economy and are simply teching too fast, defending hellbat timings poorly and building too many mutas allowing them to be overwhelmed by Terran. So I've decided to post my current build showing an incredibly solid and well rounded opening where you defend absolutely any early pressure just with queens and a spine, and then control the midgame with mass ling-bane to get insane creep spread. We add mutas (or corrupters) to help control drops whilst teching to a fast hive and ultra-infestor. We use huge counter-attacks to buy time and take small trades rather than engaging right into a huge Terran pre-spread.



Safe Opening:
  • 17 hatch, 18 gas, 17 pool
  • 6 lings
  • 32 3rd base+3rd queen (sneak drone around reaper if you have to, otherwise bully it away with lings)
  • 33 overlord


From there:
  • Pull off gas @100
  • Back on gas 3:00 (if you struggle with such a tight build, you can delay this to 3:30 and delay evos until closer to 5:00)
  • 45/4:00 3xqueens
  • 4:00 spine (only if you struggle vs hellbats, not needed for high level players since the queen range) + go to 6-7 queens if you haven’t already.
  • 4:15 2xevo
  • Only put down 2-3 tumors at first, save the rest of your energy for transfuse when dealing with hellbat or other 5:00 pushes (first queen at natural should drop her 2nd lot of energy as creep to make sure you get it started asap)
  • Fast 4th base whenever you have the minerals
  • @oversaturation go to 6 gases THIS IS THE MOST IMPORTANT PART OF THE BUILD. It means once your 3 mineral lines are OVERSATURATED only then do you take all 5 extra gases at once



  • @Lair spire and bane speed
  • 4th injecting queen on 4th base AND when macro finishes dump excess creep queen energy into them. Preferably que up 4-5 injects on each hatchery for endless midgame larva.
  • 2xmacro hatcheries whenever you have the cash
  • No more than 15 muta, if they already have more than 2 liberators just go straight to corruptors.
  • @75%spire drop infestation pit -->Hive --> 3 vipers, ultras and corrupters. Obviously the vipers/corrupters are only needed vs liberators ... so you'll need them every single game!
  • Only go Hive once you have your 4th base saturated - otherwise you can't afford 3-3, ultras and vipers etc
  • Sick creep spread
  • If you want, you can add in lurkers spread over the map and to defend/control space while your counters rekt his bases



Scouting
  • 3:30 - Is there a starport or is there a 3rd CC?
  • 4:30 Spores vs starport - (try to delay your spores when possible)
  • 5:00 - Mech or bio?


Gas spending order
  • ling speed
  • evos
  • lair
  • Bane nest
  • 2-2
  • Bane speed
  • Spire

Note: Swap evos and lair if any chance of aggression (Current meta this is most games so it's usually the best)
Often you just get everything around the same time anyway but mo

Learning the Build
When you first learn the build just delay your tech and gas spending for ages and put ALL your focus on getting the hatcheries and drones out on time. Only add tech and upgrades ONCE you've saturated all 3-bases AND taken all your gases, + have a 4th base and macro hatch down. It's very late tech but your insane econ will allow you to thrive.

Once you learn how to do the build fluidly you will find that the best way to play the build is to go for nice fast double evo around 3:40 to get those upgrades started and head forwards in the gas spending order outlined above.


Regular Style:
  • Once we hit 66 drones we just mass lingbane nonstop. We only drone our 4th after we crush a pressure and have map dominance, allowing us to spread creep everywhere and buying us lots of time.
  • Never go past 14 mutalisks, if they’re building more than initial harassment liberators early then just go corruptors (you can use the piss squad to snipe bases very well if they’re very defensive - 10 corruptors to piss down a CC in ~8 seconds. They can usually repair and save it in time but sometimes you’ll get it, and either way you’ll waste a lot of their cash)
  • Go straight for Hive is the big focus.
  • A big drop-defence squad on our 3rd army hotkey if they’re drop-heavy
  • Once you get to 150supply+ and still don't have ultras you only want to take direct engagements if you have a good surround. Instead it's easier to set up a lot of counterattacks and buy time by countering with 80 lings into their natural/main as they get halfway across the map.
  • Once Ultras and a few infestors are out you can usually roll over the Terran.
  • Make sure you're leaving burrowed lings/pooping overlords to deny expansions
  • Add 5 broodlords and some queens to your composition to break entrenched defensive locations, and to outrange ghosts.


I hope this guide helps the lovers of muta-lingbane out there find a a way to play this style out and most importnatly give players an understanding of just how important your mineral economy is if you want to play ling-bane-muta vs bio.

Please post questions below so I can elaborate on areas you're not sure of
Progamerwww.twitch.tv/x5_pig | pigrandom88@gmail.com | @x5_PiG | www.facebook.com/pigSC2
Maxie
Profile Joined August 2010
Sweden2653 Posts
December 17 2015 21:23 GMT
#2
Do you switch unit composition if you scout mech?
PiGStarcraft
Profile Blog Joined December 2010
Australia945 Posts
December 17 2015 21:56 GMT
#3
On December 18 2015 06:23 Maxie wrote:
Do you switch unit composition if you scout mech?


Yep just standard go roach-hydra lots of vipers and steadily trade out your roach/hydra for ultra/queen whilst adding double air upgrades. Keep abducting units for free and parasitic bomb any air for an easy win.
Progamerwww.twitch.tv/x5_pig | pigrandom88@gmail.com | @x5_PiG | www.facebook.com/pigSC2
Dr Bjorn
Profile Joined October 2015
7 Posts
December 17 2015 23:50 GMT
#4
Why do you go hatch pool gas instead of hatch gas pool? Also to add on to that, why 6 lings instead of 4? Up until now I've been able to survive on most maps with the standard opener and 4 lings.
oOOoOphidian
Profile Joined January 2011
United States1401 Posts
December 18 2015 04:04 GMT
#5
If your opponent opens 2 rax reaper or similar, do you defend with lings and still do this style, or do you go for roaches?
Creator of sc2unmasked.com
BigRedDog
Profile Joined May 2012
461 Posts
December 18 2015 04:13 GMT
#6
thanks for posting this..very good stuff!
Big Red Dog!
Anvil666
Profile Joined October 2007
Germany122 Posts
December 18 2015 15:04 GMT
#7
Dear pig, been watching your stream a lot lately and have found your style quite interesting. I've been struggeling with exactly those types of pushes. So a huge thanks to you for posting this! Will check this out for sure!
EJK
Profile Blog Joined September 2013
United States1285 Posts
December 18 2015 16:24 GMT
#8
pig i hate playing against your creep spread >_> it's like trying to clean up a leaky faucet, theres always more after you look away for a minute!
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Big J
Profile Joined March 2011
Austria16285 Posts
Last Edited: 2015-12-18 17:34:23
December 18 2015 17:34 GMT
#9
Back to the Future!
MapleLeafSirup
Profile Joined July 2009
Germany938 Posts
December 18 2015 21:18 GMT
#10
My biggest concern are still the widow mines. I am not too good at control and even if I pay attenttion all game long, sooner or later the moment will come where I lose all my banelings to 2 mines and then the game is over. Same can happen to mutalisks. It is just so frustrating to play this style because your army is so fragile.
PiGStarcraft
Profile Blog Joined December 2010
Australia945 Posts
Last Edited: 2015-12-19 06:22:36
December 19 2015 06:21 GMT
#11
I just edited the OP to include twitch vod links for German folk unable to watch the YT vods without using a proxy.

On December 18 2015 08:50 Dr Bjorn wrote:
Why do you go hatch pool gas instead of hatch gas pool? Also to add on to that, why 6 lings instead of 4? Up until now I've been able to survive on most maps with the standard opener and 4 lings.


I prefer the faster pool for faster queens, lings and if vs proxy reaper, roach warren. 6 lings to make sure you can chase the reaper off and get a 3rd down asap. Any delay on that is very punishing. Also top players have very good reaper control so if you make a small mistake building only 4 lings can punish you a lot.

On December 18 2015 13:04 oOOoOphidian wrote:
If your opponent opens 2 rax reaper or similar, do you defend with lings and still do this style, or do you go for roaches?


I prefer to skip inject/creep for the most part, get a roach warren, add more queens, get 5-8 roaches out and try to hold the cliffs/highground. If they keep building reapers I make a few of them into ravagers (superior range) and add some lings.

On December 19 2015 06:18 MapleLeafSirup wrote:
My biggest concern are still the widow mines. I am not too good at control and even if I pay attenttion all game long, sooner or later the moment will come where I lose all my banelings to 2 mines and then the game is over. Same can happen to mutalisks. It is just so frustrating to play this style because your army is so fragile.


With good macro you can actually afford to take a few horrendous widow mine hits and the game won't be over. However I understand some people find it a bit too punishing on their micro/reactions. If you prefer to play roach ravager into infestor ultra that's completely viable too!

On December 19 2015 01:24 EJK wrote:
pig i hate playing against your creep spread >_> it's like trying to clean up a leaky faucet, theres always more after you look away for a minute!


Haha thanks mate, creep makes zerg sooo much more powerful, and the mobility and swarming nature of this style really allows you to go crazy with it.
Progamerwww.twitch.tv/x5_pig | pigrandom88@gmail.com | @x5_PiG | www.facebook.com/pigSC2
Xelothar
Profile Joined September 2013
Germany3 Posts
December 19 2015 08:52 GMT
#12
Thank you for this glorious guide Pig. I really wanted to go away from roach ravager in ZvT and ZvP, i used both your guides, trained them a bit in customs, against clanmembers and then on ladder. I really appreciate your work and stable macro-oriented playstyle.
I got promoted to Master league NA yesterday.
guitarizt
Profile Blog Joined March 2009
United States1491 Posts
December 19 2015 08:59 GMT
#13
Thanks, I've been kind of doing some of the stuff in here, but there's a lot that would have taken me forever to figure out. I've also been getting totally lost late game. It helped a lot seeing what maxed out army you were going for, and that fight at 19:30 was epic. It lasted like 30 seconds.
“There is nothing noble in being superior to your fellow man; true nobility is being superior to your former self.” - Hemingway
A_needle_jog
Profile Blog Joined December 2015
Korea (South)699 Posts
December 19 2015 09:23 GMT
#14
Muta play needs perfect timing. When you play infestor roach ravager you can still take great fights even if you made mistakes, but when you go Muta you need very good play all game long.

When you play muta you need to defend all enemy push perfect and then when you have muta you are not ahead, but maybe even.

Maybe Muta a bit stronger now after 1 month after release, because people do not expect Muta, but when terran know again how to properly scout muta play then they hit timing pushes again to keep you on 3 base.

I tried many builds and many mutas. You can still do it, but not so strong. You need to perfect scout, if not then timing pushes will kill you. If base turtle terran then you have hard time with Mutas against liberator and widow mine.


But against Protoss it is different now. Mutas strong. Soon meta will shift in ZvP to Ling Baneling Muta into curruptor broodloard. Early baneling speed is key to fight adept, because adept very strong.

I think mutas should be saved for Protoss. Infestor really good versus terran. Game still evolving.
http://kr.battle.net/sc2/ko/profile/3949980/1/llllllllllll/
PiGStarcraft
Profile Blog Joined December 2010
Australia945 Posts
December 19 2015 15:23 GMT
#15
On December 19 2015 18:23 A_needle_jog wrote:
Muta play needs perfect timing. When you play infestor roach ravager you can still take great fights even if you made mistakes, but when you go Muta you need very good play all game long.

When you play muta you need to defend all enemy push perfect and then when you have muta you are not ahead, but maybe even.

Maybe Muta a bit stronger now after 1 month after release, because people do not expect Muta, but when terran know again how to properly scout muta play then they hit timing pushes again to keep you on 3 base.

I tried many builds and many mutas. You can still do it, but not so strong. You need to perfect scout, if not then timing pushes will kill you. If base turtle terran then you have hard time with Mutas against liberator and widow mine.


But against Protoss it is different now. Mutas strong. Soon meta will shift in ZvP to Ling Baneling Muta into curruptor broodloard. Early baneling speed is key to fight adept, because adept very strong.

I think mutas should be saved for Protoss. Infestor really good versus terran. Game still evolving.


It might prove that ling-bane styles aren't great with time, however I've seen 0 evidence that it's any worse than in HoTS ZvT. In experience if you focus your build on ling-bane with this build (HUGE focus on minerals, later tech) and think of the mutas as just a small defensive force, you can have some great success. The real focus of this guide is how to open up and defend with just queen-ling and a spine crawler, to get a sick mineral economy, great creep-spread and a fast 4th base. From there we can adapt in many directions as the meta evolves.
Progamerwww.twitch.tv/x5_pig | pigrandom88@gmail.com | @x5_PiG | www.facebook.com/pigSC2
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
December 21 2015 02:36 GMT
#16
ive been trying this build and ive struggled with bio tank pushes. any advice it hits before mutas are out.
EJK
Profile Blog Joined September 2013
United States1285 Posts
December 21 2015 03:21 GMT
#17
Hey pig. Do you think teching to fast hive could be vulnerable to some cyclone hellion liberator timings that could hit pre hive?

I believe infestors can be countered by ballistic range liberators and cyclone micro
Sc2 Terran Coach, top 16GM NA - interested in coaching? Message me on teamliquid!
Liquid`Ret
Profile Blog Joined October 2002
Netherlands4492 Posts
Last Edited: 2015-12-21 04:59:16
December 21 2015 04:58 GMT
#18
nice guide, been playing pretty similar but focussing on having a super fast macro hatch before lair usually feel like it helps more than the super quick 4th because you wont be able to drone it straight away in normal games unless youre winning big time already anyway - little benefit
Team Liquid
PiGStarcraft
Profile Blog Joined December 2010
Australia945 Posts
Last Edited: 2015-12-21 06:45:36
December 21 2015 06:41 GMT
#19
On December 21 2015 11:36 A_Scarecrow wrote:
ive been trying this build and ive struggled with bio tank pushes. any advice it hits before mutas are out.


Lingbane should rekt it if we've macro'd well enough. However there are a few problem maps/spawns where you might want to counter super hard as they reach the edge of your creep - Ulrena, vertical Seras cliff push etc all have really hard to engage areas especially without mutas/corruptors out yet.

Generally just make sure you focus on lings (banes not as important vs tanks) and try to pre-spread and flank. Also having good creep spread will be very beneficial.

If it's a fast 2-base heavy committment and you didn't realise and are up at 70 drones, you need to try and work on scouting I think.

On December 21 2015 13:58 Liquid`Ret wrote:
nice guide, been playing pretty similar but focussing on having a super fast macro hatch before lair usually feel like it helps more than the super quick 4th because you wont be able to drone it straight away in normal games unless youre winning big time already anyway - little benefit


Thanks mate. Yeah I make sure to start injecting that 4th base just as if it's a macro hatch super fast, and the macro hatch is usually not far behind it! My way definitely is a bit riskier as the hatch is exposed but I like to have that option so in games where I've really destroyed a hellbat timing/drop/surrounded the early helions I can go straight to 10 drones on the 4th base and go super-powerful mode.
Progamerwww.twitch.tv/x5_pig | pigrandom88@gmail.com | @x5_PiG | www.facebook.com/pigSC2
A_Scarecrow
Profile Joined March 2013
Australia721 Posts
Last Edited: 2015-12-21 13:14:23
December 21 2015 13:10 GMT
#20
On December 21 2015 15:41 PiGStarcraft wrote:
Show nested quote +
On December 21 2015 11:36 A_Scarecrow wrote:
ive been trying this build and ive struggled with bio tank pushes. any advice it hits before mutas are out.


Lingbane should rekt it if we've macro'd well enough. However there are a few problem maps/spawns where you might want to counter super hard as they reach the edge of your creep - Ulrena, vertical Seras cliff push etc all have really hard to engage areas especially without mutas/corruptors out yet.

Generally just make sure you focus on lings (banes not as important vs tanks) and try to pre-spread and flank. Also having good creep spread will be very beneficial.

If it's a fast 2-base heavy committment and you didn't realise and are up at 70 drones, you need to try and work on scouting I think.
.

yeah scouting is okish i do okay in that department but the spawns like your said have been really killer especially on ulrena i go roach ravager on that map and still have 50/50 chance on winning. ill work in it! i really want to get to gm but sometimes i feel so far from it cause of zvt being below 50%.
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