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[D]Are mutalisks overpowered in WOL?? - Page 38

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Imalengrat
Profile Blog Joined November 2010
Australia365 Posts
November 01 2011 14:45 GMT
#741
I personally never felt Mutas to be overly effective when massed in ZvT as the Terran player with a few thors can do enormous damage, yet I can see why the warhound was introduced, being the idea that they are cheaper and do less damage, meaning you can make more of them, as well as Terran seems to have quite effective AA. On the flip side in ZvP once that critical number of mutas is created, there isn't much that can stop their mobility as phoenix are good on the "this counters that chart" but that critical number just rolls through phoenix. To be honest I feel the tempest would be a great late game transition if that core number is reached of mutalisk, but the warhound I am unsure of.

I guess all we can do is wait to see how HotS goes, and I am super excited for that!!!

Mass Motherships Counters Almost everything
Saechiis
Profile Blog Joined May 2010
Netherlands4989 Posts
November 01 2011 15:00 GMT
#742
Blizzard made it very clear that the Thor wasn't filling it's anti-mutalisk role in the sense that they only really counter mutalisks once they hit like 5+ in number (probably since magic box wasn't part of the balance design and buffing thor splash would make them too strong vs muta in lower leagues).

The cost of armory, factories, tech labs and thors combined with the relatively long build times involved with those, early-ish mass magic box muta's were really unforgiving given the investments made. Thors were also still too big and clunky to really be a good defensive unit whilst being borderline OP in maxed out max up autorepair armies.

Bottom-line is that Blizzard wanted to fill that anti-light air mech role with a more reactive unit that doesn't scale so weirdly. That means initial muta harass will probably be easier dealt with for a mecchan (maybe even without turrets?), but not a unit that can be massed or be expected to do well vs most other Zerg units at all.

Obviously you understand why it benefits the game for Terran to have more than 1 option to counter mutalisks, otherwise all Terrans would just spam OP marines ... riiiite? So yeah, I don't see how the Warhound implies Mutalisks are OP at all, it just improves on a flawed design. Same goes for the Tempest really, it's only there to give Protoss a capital ship with purpose, filling in a gap when mutalisk (and masses of them) make a resurgence in ZvP.
I think esports is pretty nice.
TazTheTerrible
Profile Joined October 2011
Belgium9 Posts
November 01 2011 15:06 GMT
#743
The Viper's blinding cloud is also likely to make mutas significantly more powerful against a variety of ground units. Perhaps that's why they're adding more options to deal with them.
Big J
Profile Joined March 2011
Austria16289 Posts
November 01 2011 16:44 GMT
#744
On November 02 2011 00:00 Saechiis wrote:
Blizzard made it very clear that the Thor wasn't filling it's anti-mutalisk role in the sense that they only really counter mutalisks once they hit like 5+ in number (probably since magic box wasn't part of the balance design and buffing thor splash would make them too strong vs muta in lower leagues).

The cost of armory, factories, tech labs and thors combined with the relatively long build times involved with those, early-ish mass magic box muta's were really unforgiving given the investments made. Thors were also still too big and clunky to really be a good defensive unit whilst being borderline OP in maxed out max up autorepair armies.

Bottom-line is that Blizzard wanted to fill that anti-light air mech role with a more reactive unit that doesn't scale so weirdly. That means initial muta harass will probably be easier dealt with for a mecchan (maybe even without turrets?), but not a unit that can be massed or be expected to do well vs most other Zerg units at all.

Obviously you understand why it benefits the game for Terran to have more than 1 option to counter mutalisks, otherwise all Terrans would just spam OP marines ... riiiite? So yeah, I don't see how the Warhound implies Mutalisks are OP at all, it just improves on a flawed design. Same goes for the Tempest really, it's only there to give Protoss a capital ship with purpose, filling in a gap when mutalisk (and masses of them) make a resurgence in ZvP.


yup, also they adress some other problems by warhound>thor and tempest>carrier.
F.E mass Thor/tank would always kill a zerg, that didn't rush hive tech. Strike canons proofed too good vs Protoss robotech, so they where nerfed into oblivion, which again took away a big part from the thors initial design idea (back in the beta, thors started with strike canons!).
On the other side, if Terran missed the mutatiming by only a bit, the initial 2thors would spawn after mutas did big damage. (those 2thors+turrets are enough to fend initial mutaharass off, but the timing is just very tricky and very reliant on zerg really going mutas)

Dito with the tempest. I don't think it is specifically designed to counter mutalisks. It is rather so, that Protoss air to air is really bad in general, because phoenix are exclusively good vs light units, void rays not costefficient in air to air fights, when they are facing any unit that is designed to be an exclusive AtA-Unit.
With the Tempests great vs air, not so great vs ground design, it could lead to interesting scenarios, in which Protoss goes mostly Air in the lategame (especially thinking about PvZ and PvP), because they might become the strongest AtA race (better than mass corruptor, if the tempest/void ray beats corruptors costefficient in higher numbers).
The only way to beat this airfleet would be to go mass hydras or stalkers then, which would not only be an interesting scenario (air player vs ground player), but would also make the hydralisk a valuable unit in the zerg arsenal, and would explain the hydra T3 speed upgrade in HotS even more. (but I guess the developers/testers have more insight in this)
archangel967
Profile Joined November 2010
Canada111 Posts
November 01 2011 17:11 GMT
#745
On October 25 2011 18:31 GhostFall wrote:
I guess the real point of this thread is to address that fact that this expansion doesn't seem to be introducing units to fix problems like Starcraft Brood War did for Starcraft, but instead are introducing units because they are "cool".

Which I guess is fine for a middle expansion, but this design philosophy will come under heavy fire during LOTV.


lolwut?

Dustin Browder explicitly prefixed each race discussion by saying "this is what this race is lacking".

Just because he said the unit is cool later doesn't mean that they are just putting them in because they are cool...
When you're ahead, get further ahead.
Plansix
Profile Blog Joined April 2011
United States60190 Posts
November 01 2011 17:33 GMT
#746
On November 02 2011 01:44 Big J wrote:
Show nested quote +
On November 02 2011 00:00 Saechiis wrote:
Blizzard made it very clear that the Thor wasn't filling it's anti-mutalisk role in the sense that they only really counter mutalisks once they hit like 5+ in number (probably since magic box wasn't part of the balance design and buffing thor splash would make them too strong vs muta in lower leagues).

The cost of armory, factories, tech labs and thors combined with the relatively long build times involved with those, early-ish mass magic box muta's were really unforgiving given the investments made. Thors were also still too big and clunky to really be a good defensive unit whilst being borderline OP in maxed out max up autorepair armies.

Bottom-line is that Blizzard wanted to fill that anti-light air mech role with a more reactive unit that doesn't scale so weirdly. That means initial muta harass will probably be easier dealt with for a mecchan (maybe even without turrets?), but not a unit that can be massed or be expected to do well vs most other Zerg units at all.

Obviously you understand why it benefits the game for Terran to have more than 1 option to counter mutalisks, otherwise all Terrans would just spam OP marines ... riiiite? So yeah, I don't see how the Warhound implies Mutalisks are OP at all, it just improves on a flawed design. Same goes for the Tempest really, it's only there to give Protoss a capital ship with purpose, filling in a gap when mutalisk (and masses of them) make a resurgence in ZvP.


yup, also they adress some other problems by warhound>thor and tempest>carrier.
F.E mass Thor/tank would always kill a zerg, that didn't rush hive tech. Strike canons proofed too good vs Protoss robotech, so they where nerfed into oblivion, which again took away a big part from the thors initial design idea (back in the beta, thors started with strike canons!).
On the other side, if Terran missed the mutatiming by only a bit, the initial 2thors would spawn after mutas did big damage. (those 2thors+turrets are enough to fend initial mutaharass off, but the timing is just very tricky and very reliant on zerg really going mutas)

Dito with the tempest. I don't think it is specifically designed to counter mutalisks. It is rather so, that Protoss air to air is really bad in general, because phoenix are exclusively good vs light units, void rays not costefficient in air to air fights, when they are facing any unit that is designed to be an exclusive AtA-Unit.
With the Tempests great vs air, not so great vs ground design, it could lead to interesting scenarios, in which Protoss goes mostly Air in the lategame (especially thinking about PvZ and PvP), because they might become the strongest AtA race (better than mass corruptor, if the tempest/void ray beats corruptors costefficient in higher numbers).
The only way to beat this airfleet would be to go mass hydras or stalkers then, which would not only be an interesting scenario (air player vs ground player), but would also make the hydralisk a valuable unit in the zerg arsenal, and would explain the hydra T3 speed upgrade in HotS even more. (but I guess the developers/testers have more insight in this)


I agree with the comments on protoss and their issues with anti-air. The phoenix has a roll, but its build and limited roll dealing with ground armies mades it a poor counter to deal with mutas. It is rare that a protoss can amass sufficent numbers of phoenix to deal with a muta a ever increasing ball of mutas. Also, they cost more than than the mutas and have a more limited roll. Storm and archons fair well against mutas in a straight up fight, but that is like saying immortals fair well against unsupported seige tanks. A solid muta player will never willing engage the protoss and will avoid the slow these slow moving units, such as HTs, which move at the speed of a thor.

But this problem isn't limited to mutas. If you have ever seen protoss attempt to take on a sky-terran, they have similar issues. There is a solid tipping point where the protoss's ability to deal damage is outrun by their opponents over all DPS. This is specificly true for light units, like the banshee. Stalker do 10 damage to banshees, which is enough for one or 2, but if the terran is able to get up 4, 8 or 12 of these things it snowball's quickly. Plus air units can overlap eachother, which allows them to occupy less space, allowing for a more focused death ball.

A lot of players will say "don't let the terran/zerg" get to that point. Although valid, I only agree with that to a point. There is a difference between letting a zerg get up to 85 drones on 4 bases with no units is different than your oppenent got 15-20 of X unit, so now your in real trouble.

So, yeah.... in short, anti air AOEs are a good thing. Everyone should have at least one.
I have the Honor to be your Obedient Servant, P.6
TL+ Member
r_con
Profile Blog Joined May 2011
United States824 Posts
November 01 2011 17:37 GMT
#747
tempest to me seems like a flying thor. Warhound to me seems like a walking corsair that can also take on mech.

In TvZ warhound is gonna act like a corsair.

Tempest is gonna act like a thor it seems
Flash Fan!
FabledIntegral
Profile Blog Joined November 2008
United States9232 Posts
November 01 2011 21:14 GMT
#748
On November 01 2011 23:11 ProxyKnoxy wrote:
Show nested quote +
On November 01 2011 21:58 Big J wrote:
On November 01 2011 21:45 hzflank wrote:
On November 01 2011 18:43 yeint wrote:
On November 01 2011 18:36 zul wrote:
On November 01 2011 18:24 Whitewing wrote:
On November 01 2011 18:15 Thezzy wrote:
The main issue with Mutalisks (if there truly is one, I play Terran and I'm mixed about this) is that with solid micro, Mutalisks rarely die, and either force Terran back to the base for damage control or force a base trade / all-in.
Once the Muta flock reaches about 16+, Turrets, even with +2 armor and +1 range become null and void, giving you only a few seconds of time.

For Protoss, the direct counter is the Phoenix and although you can't mass them as much as Mutalisks, you generally won't need to unless Zerg is going purely for mass muta. In the case of mass mass muta, all you need to do is mass phoenixes and other AA since there won't be a lot of ground forces.
If Protoss manages to get rid of the mutas with the Phoenixes, they can still contribute heavily to the ground war, lifting up power units or doing harassment themselves.

For Terran, there is generally no air to air means to deal with a Muta ball.
Vikings, although somewhat massable via Reactors, lose badly to Mutalisks and have a bad tendency to all shoot the same Mutalisk. Furthermore, mass Viking is horrible against Zerg unless you manage to snipe every single Overlord on the map with them. Vikings also cannot chase down Mutalisks.

The best way I've found to deal with Mutas is to just not let it get that far and force them back for defense.
I aim to be shelling Zerg's third or natural before that 20 muta ball is up and running, forcing Zerg to deal with my marine/tank army instead.
If he then chooses to harass me with Mutas, I move the marine/tank army up faster.

At the same time, if Zerg does manage to get that 20 muta ball up (especially on maps like Metalopolis) whilst having decent ground forces / macro (or having defend my push), I feel completely lost as how to kill it off.


You try going mass phoenix to counter mass muta and let me know how it goes when you've got 15 of them and he's got 50 mutas one shotting buildings, and has a few corrupters mixxed in. Oh, and if you try to leave your base with them, and he made ONE infestor, you instantly lose the game, and he's got the entire map because you're turtling trying to make mass phoenix.

just do the math. In terms of ressources, do 15 phoenix equal 50 mutas?


The larva mechanic and Zerg production in general makes any resource-based comparison of units rather pointless. Yes, mass muta is expensive, but getting to 50 mutas does not take any infrastructure investement, whereas going to 50 phoenix requires mass Stargates. Transitioning out of mass muta is rather trivial, compared to transitioning out of mass Stargate.


I just want to second this. Mass phoenix is not an option against muta. You cannot afford the stargates to produce phoenix in significant numbers. Protoss must use stalkers vs mutas.

The same thing applies for immortals vs roaches. I dare you to do a FFE into triple stargate or triple robo. As soon as a zerg notices it they will just tech switch and kill you.

That's just bullshit. If Zerg goes 2base mutas, 2base phoenix RAPE them.
If Zerg goes 3base mutas, 1gate attack RAPES him.
If Zerg goes 3base roach/ling into mutas, Protoss has plenty of time to get up a 3rd base himself, chronoboost out more than 5phoenix per minute out of 2stargates and 5stalkers per minuta and rape the 7,5mutas a zerg can produce of 3base per minute.

I don't get why Protoss blame losing games on mutalisks/infestors/broodlords whatever, when their macrogame sucks.
The problem isn't that Mutas beat Protoss, the problem is that Protoss have no build that leads into a reasonable macro game.


What are you talking about Toss has no build that leads into a macro game? 6-7 gate timing attacks lead into a macro game, as do many timing pushes after FFE.

Have you even watched any pro games where the zerg goes mutas? Mutas do a lot of indirect damage as well... toss has to almost fully commit to dealing with mutas and in the case of cannons, rather inefficiently.

Why are you acting as though mutas are easily counterable and useless when they are clearly not? You're talking of perfect scenarios for the toss (where they have complete knowledge of mutas incoming) when it generally isn't the case. When unprepared for, mutas do so much damage, and they can almost ignore a group of stalkers due to how much more mobile they are and the very weak dps they have. A mineral line can be gone very quickly and it forces toss to either play catch up or go for an all in....

Please play toss against mutas and see how hard they are to deal with


Timing attacks rarely lead into macro games; some may, but 6-7 gate on two base are NOT one of them. You fail to take out your opponent's third and you'll most likely lose.
sandyph
Profile Joined September 2010
Indonesia1640 Posts
November 03 2011 02:47 GMT
#749
On November 01 2011 23:36 Cain0 wrote:
As a zerg player, I feel that 30+ mutas are very difficult to deal with for a protoss player. Terrans have lots of powerful AA that can repel them and then timing attack and crush me.


as a Random player, I wont let a Zerg ever have 3000 minerals 3000 gas on PvZ
Put quote here for readability
Shiori
Profile Blog Joined July 2011
3815 Posts
November 03 2011 02:49 GMT
#750
they're not really OP, it's just that protoss has no answer to truly massed mutalisks aside from killing the zerg before they get there. that's a fair solution, but it's kinda dumb that one composition has no real answer even if it is rarely achieved.
hzflank
Profile Joined August 2011
United Kingdom2991 Posts
Last Edited: 2011-11-03 17:07:00
November 03 2011 17:06 GMT
#751
There was an interesting game today on the GSL AOL. MC vs Line on crossfire, Line goes mass muta. MC goes 1 stargate phoenix + zealot/archon. The mutas win convincingly. Towards the end of the game there are 42 mutalisks.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 03 2011 17:17 GMT
#752
On November 04 2011 02:06 hzflank wrote:
There was an interesting game today on the GSL AOL. MC vs Line on crossfire, Line goes mass muta. MC goes 1 stargate phoenix + zealot/archon. The mutas win convincingly. Towards the end of the game there are 42 mutalisks.


Line spends over 4k gas on his army.

MC spends nowhere near that amount on his own.

Mutas are imba.
As it turns out, marines don't actually cost any money -Jinro
Mantraz
Profile Joined March 2011
Norway119 Posts
November 03 2011 17:55 GMT
#753
On October 25 2011 18:23 firehand101 wrote:
totally agree with you. I couldnt believe blizz were making these changes to counter the mutalisk, terran in particular were not having any muta trouble at all with the thor. We will have to wait and see what happens with the next game, but all of these nerfs towards the muta makes me worry that it wont be an effective harass anymore, which makes me sad

the main issue with thors and mutas is the fact that the window where terran gets their first thor when meching can be very awkward to many non-top master/gm players to master (no pun intended) and that a slight misstep here is very unforgiving.
Not my opinion, but i believe this is a lot of the reasoning behind this.
SeaSwift
Profile Blog Joined February 2011
Scotland4486 Posts
November 03 2011 18:02 GMT
#754
On November 04 2011 02:17 Jermstuddog wrote:
Show nested quote +
On November 04 2011 02:06 hzflank wrote:
There was an interesting game today on the GSL AOL. MC vs Line on crossfire, Line goes mass muta. MC goes 1 stargate phoenix + zealot/archon. The mutas win convincingly. Towards the end of the game there are 42 mutalisks.


Line spends over 4k gas on his army.

MC spends nowhere near that amount on his own.

Mutas are imba.


Irrefutable logic.

Personally, I thought that MC should have won that game, but it wasn't a big deal and the situation was quite wacky and MC did make a few mistakes, so I'm not really bothered. That kind of thing will come up so rarely in the highest level of play (GSL) that it isn't worth worrying about, especially considering it most likely won't be viable when we reach HotS.
AxUU
Profile Blog Joined June 2011
Finland162 Posts
November 03 2011 18:03 GMT
#755
Mutas are not OP in my opinion, just annoying.
They are all like "ehe We're gonna kill some of your probes, you must build 9875768975698756987 cannons to prevent us from flyin' around in your base, irritating the crap out of you."
Yeah, so, They aren't OP, not in any way imo. But, I always feel like f10+n when I see mutas coming to my base, just to save my keyboard.
(╯°□°)╯︵ ┻━┻
VPVash
Profile Joined August 2011
United States139 Posts
November 03 2011 18:07 GMT
#756
I'm a low masters player and I personally hate mutas....I'm terran btw. I understand get thors and what not but I hate thors so I usually don't make them. I feel as long as I can hold off mutas till mid-late game there easier to deal with. Early game though if you don't scout there lair for some odd reason or you mess up your timings you basically lose the game over 1 unit. But I'm derp so who knows???
"This is the strangest life I've ever known."
taintmachine
Profile Joined May 2010
United States431 Posts
Last Edited: 2011-11-03 18:18:20
November 03 2011 18:10 GMT
#757
browder says it's not that toss players can't deal with mutas, but the switch to them (mid/lategame switch) is very hard to respond to as toss? as in, a very hard tech switch involving dumping 30+ larvae or so into mutas? isn't that more indicative of an underlying problem with zerg macro than a balance issue w/ specific unit (the muta in this case)? because i imagine zerg will still be able to do hard switches that exploit lategame comps of other races. i still do not understand how the tempest will curb something like this.
Ballistixz
Profile Joined January 2010
United States1269 Posts
Last Edited: 2011-11-03 19:04:01
November 03 2011 19:01 GMT
#758
On November 01 2011 21:58 Big J wrote:
Show nested quote +
On November 01 2011 21:45 hzflank wrote:
On November 01 2011 18:43 yeint wrote:
On November 01 2011 18:36 zul wrote:
On November 01 2011 18:24 Whitewing wrote:
On November 01 2011 18:15 Thezzy wrote:
The main issue with Mutalisks (if there truly is one, I play Terran and I'm mixed about this) is that with solid micro, Mutalisks rarely die, and either force Terran back to the base for damage control or force a base trade / all-in.
Once the Muta flock reaches about 16+, Turrets, even with +2 armor and +1 range become null and void, giving you only a few seconds of time.

For Protoss, the direct counter is the Phoenix and although you can't mass them as much as Mutalisks, you generally won't need to unless Zerg is going purely for mass muta. In the case of mass mass muta, all you need to do is mass phoenixes and other AA since there won't be a lot of ground forces.
If Protoss manages to get rid of the mutas with the Phoenixes, they can still contribute heavily to the ground war, lifting up power units or doing harassment themselves.

For Terran, there is generally no air to air means to deal with a Muta ball.
Vikings, although somewhat massable via Reactors, lose badly to Mutalisks and have a bad tendency to all shoot the same Mutalisk. Furthermore, mass Viking is horrible against Zerg unless you manage to snipe every single Overlord on the map with them. Vikings also cannot chase down Mutalisks.

The best way I've found to deal with Mutas is to just not let it get that far and force them back for defense.
I aim to be shelling Zerg's third or natural before that 20 muta ball is up and running, forcing Zerg to deal with my marine/tank army instead.
If he then chooses to harass me with Mutas, I move the marine/tank army up faster.

At the same time, if Zerg does manage to get that 20 muta ball up (especially on maps like Metalopolis) whilst having decent ground forces / macro (or having defend my push), I feel completely lost as how to kill it off.


You try going mass phoenix to counter mass muta and let me know how it goes when you've got 15 of them and he's got 50 mutas one shotting buildings, and has a few corrupters mixxed in. Oh, and if you try to leave your base with them, and he made ONE infestor, you instantly lose the game, and he's got the entire map because you're turtling trying to make mass phoenix.

just do the math. In terms of ressources, do 15 phoenix equal 50 mutas?


The larva mechanic and Zerg production in general makes any resource-based comparison of units rather pointless. Yes, mass muta is expensive, but getting to 50 mutas does not take any infrastructure investement, whereas going to 50 phoenix requires mass Stargates. Transitioning out of mass muta is rather trivial, compared to transitioning out of mass Stargate.


I just want to second this. Mass phoenix is not an option against muta. You cannot afford the stargates to produce phoenix in significant numbers. Protoss must use stalkers vs mutas.

The same thing applies for immortals vs roaches. I dare you to do a FFE into triple stargate or triple robo. As soon as a zerg notices it they will just tech switch and kill you.

That's just bullshit. If Zerg goes 2base mutas, 2base phoenix RAPE them.
If Zerg goes 3base mutas, 1gate attack RAPES him.
If Zerg goes 3base roach/ling into mutas, Protoss has plenty of time to get up a 3rd base himself, chronoboost out more than 5phoenix per minute out of 2stargates and 5stalkers per minuta and rape the 7,5mutas a zerg can produce of 3base per minute.

I don't get why Protoss blame losing games on mutalisks/infestors/broodlords whatever, when their macrogame sucks.
The problem isn't that Mutas beat Protoss, the problem is that Protoss have no build that leads into a reasonable macro game.


none of what u said is true. the only way phoenix will get the edge over mutas is if the toss blindly opens 2-3 stargate and blindly counters mutas by making pure phoenixes........

anything other then a stargate opening from toss will be weak to mutas. the only thing u have to worry about is 6 gates or some other gateway pressure build. if toss does not open stargate then he will NEVER have enought nixes to deal with the muta count. this is because of how the zerg macro machanic works.

all of this coming from a zerg player btw. mutas in ZvP is insanely strong. the only way to counter it effectivly is if ur going a heavy archon build for the archon toilet or if u open stargates. opening DTs is also good since u will have them for archon morphing later. storm is also needed. so it can be countered, but doesnt change the fact that muta builds are very good in ZvP.
Jermstuddog
Profile Blog Joined June 2010
United States2231 Posts
November 03 2011 21:10 GMT
#759
@Ballistixz

Being a Zerg player doesn't make you more authoritative on Protoss counters to Muta play unfortunately, so don't try to justify your POV with such irrelevent details.

Anyway, Phoenixs hard counter mutalisks, no question about it. If the numbers are anywhere near close, phoenix always come out on top. That is called a counter. It works fine.

Stalkers generally win vs Mutas in relatively equal numbers as well, considering they cost 1/2 the gas, come at a lower tier and are all-around more versatile units, that sounds good too.

Archons, if given the opportunity to attack more than once, are always cost-effective. Add to that, Archons always kill mutas in 3-4 hits with a large splash depending on upgrades. No problem there.

2 storms can kill a theoretically infinite number of mutas. In particular, when teamed up with any combination of the previously mentioned units, it makes base defense a non-issue.

Cannons cost 0 gas and do better than stalkers in comparison. 1 probe can build infinity of them in rapid succession.

Protoss has no issues with mass mutas other than the fact that 99% of Protoss players have no clue how to respond.
As it turns out, marines don't actually cost any money -Jinro
mango_destroyer
Profile Joined August 2010
Canada3914 Posts
November 03 2011 21:24 GMT
#760
SC2 loves its hard counters.
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