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Co-op Commander Guide: Kerrigan

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Co-op Commander Guide: Kerrigan

Text byTL.net ESPORTS
Graphics byJester
September 25th, 2017 14:55 GMT









Overview


[image loading]
As the “basic” Zerg commander, Kerrigan provides the player with an arsenal of classic Zerg units from the original StarCraft. In addition, Kerrigan is the only basic commander with a hero, and a powerful one at that. While you build up a powerful force at home, Kerrigan herself can give players a head-start by dominating the map for the first ten minutes of the game.

That being said, as a commander, Kerrigan is deceptively more difficult to play than she initially looks to be. With mechanics like hero micro, Injects, Creep spread, Omega Worm usage and unit micro, there is a lot of multitasking involved in playing Kerrigan that might be difficult for newer players. While she does have a high skill cap, lower-skilled players can still use the strong Kerrigan hero as a crutch throughout most of the game, allowing her to be an excellent commander for beginners.

Strengths


Powerful Hero: Out of all the currently available heroes, Kerrigan is arguably the strongest and most robust throughout most of the game. Though other commanders have their own unique advantages, Kerrigan is more of the complete package, especially early game. Her weakness is her lack of anti-air spells, but this generally isn’t noticeable until late game.

Powerful Ultimate Ability:Kerrigan’s Immobilization Wave is one of the most powerful “ultimate abilities” in the game. It can clear most large attack waves and incapacitate enemy bases when properly timed. Most importantly, it has an extremely short cooldown of 144 seconds, much lower than any other comparable ability in the game.

High Mobility: Omega Networks enable Kerrigan to be the most mobile commander in the game. See the Omega Network/Worm section for more details.

Weaknesses


Weak Anti-air: Kerrigan’s anti-air options are limited. The hero itself is susceptible to air-based attack waves, and both Hydralisks and Mutalisks make for fragile units that are easily decimated by enemies with area damage, such as Liberators and Ravens. That said, skillful play can allow Kerrigan to hold her own against air-based compositions, provided the player takes care to keep these fragile units safe.





Suggested Unit Compositions



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Mass Mutalisk

Mutalisks constitute a highly effective albeit fragile composition for Kerrigan, but one that requires a measure of skill to keep alive. Although managing the Mutalisks requires additional micro, compared to compositions that feature beefier units such as Ultralisks, Mutalisks are capable of dealing incredible amounts of damage. After their upgrades, their glaives become more powerful with each bounce, allowing them to amplify their damage and reach beyond normal capabilities, enabling a large enough group of Mutalisks to take down even the toughest of enemy unit compositions before the enemy can move to retaliate. Early on, you can further supplement this army with Zerglings.

[image loading]
Ultralisk/Hydralisk

While not an optimal choice for putting out damage, the combination of Ultralisks and Hydralisks is very reliable, and makes for a good starting point for newer players. As a sturdy and versatile composition, this combination of units will work on any mission without much fuss, albeit lacking the burst damage potential of Mass Mutalisks. Ultralisks will tank for the Hydralisks while Hydralisks provide anti-air and DPS from the back. Queens or Zerglings can also be used to supplement this composition as a mineral dump. This composition benefits tremendously from liberal use of Omega Worms.

[image loading]
Mass Hydralisk

A mass Hydralisk composition is excellent in dealing instantaneous damage once they unload from the Omega Worm, as compared to an Ultralisk/Hydralisk composition where the Ultralisks may be blocked by the Hydralisks at times. It is also highly viable against air compositions, but kiting is required against Terran air compositions to minimize losses. For this build, Kerrigan should always be used to tank for the vulnerable Hydralisks. A few Zerglings may be added for additional DPS, or as a mineral dump.

[image loading]
Lurker/Hydralisk

Lurkers allow for an alternative composition that can be viable in defensive missions such as Temple of the Past, Oblivion Express, and especially Miner Evacuation. Ultralisks can also fulfill the defensive role of Lurkers on these maps, but Lurkers are marginally better in a purely defensive situation.

Niche Compositions



[image loading]
Ultralisk/Zergling

This composition can be used on Dead of Night, a map where Kerrigan can take care of all the air units on the map by herself. This also works against heavy ground compositions. Kerrigan is able to provide anti-air cover if there is not a lot of air units present; otherwise Hydralisks are required.

[image loading]
Mass Zergling

This composition has a devastatingly high damage-output and can clear short maps such as Void Thrashing and Lock & Load quickly where higher-tier waves can be avoided by ending the game quickly. You should rely on Kerrigan to clear most of the enemy units before engaging with the Zerglings. This results in a sizeable army that will clear an entire base rapidly if you use it with the 10-min Immobilization Wave. However, this is not a sustainable late-game army due to its frailty and is not recommended for less experienced players. Some Hydralisks can be added later on as air cover.

[image loading]
Brood Lord/Queen

An alternative to the standard Ultralisk-based composition. This composition should be used exclusively against ground-only enemy compositions, but it suffers from a lack of mobility due to the lack of synergy with Omega Worms. It also has lower DPS compared to the standard Ultralisk/Hydralisk composition.




General Tips

  • Omega Networks are EXTREMELY useful (see below). Morph at least two for most maps.
  • When aiming for an Ultralisk/Hydralisk composition, it’s viable to open up with either unit first. A Hydralisk opening gives you a better all-around unit that gives you more DPS at 10 minutes, just in time for your first Immobilization Wave. An Ultralisk opening gives you a slightly more durable army, which is useful against heavy ground enemies such as Terran Mech, Zerg Ground, and various Protoss Gateway/Robotics compositions. However, you might have a harder time dealing with stray air units while you are still teching to Hydralisks.
  • Against air compositions, it is recommended to use mass Hydralisks and release the army from your Omega Worms right below the enemy air units. Alternatively, experienced players can also utilise mass Mutalisks against air compositions. Kerrigan’s Psionic Shift should be used to clear the few ground units that come with the air compositions.
  • Against Terran air in particular, kiting and microing is a useful skill to master in order to minimize Hydralisk/Mutalisk losses. For Hydralisks, this is accomplished by loading and unloading Hydralisks from Omega Worms to dodge Liberator siege circles, cloaked Banshees, and Raven Predator Missiles. For Mutalisks, strafing in and out of the range of enemy anti-air units is key—take advantage of the Mutalisk’s ability to heal when out of combat.
  • Set yourself up to use Immobilization Wave at every opportunity where the cooldown is available. Use it to clear bases or especially difficult waves.
  • After you use Immobilization Wave, spawn an Omega Worm next to Kerrigan and unload all your units to clean up the remaining units that survived the initial damage.
  • Immobilization Wave has a very large blast radius (27 range), which can affect units up to approximately two screens away. Move Kerrigan into the center of the enemy base so that she can reach as many units as possible with the Immobilization Wave.
  • Try to finish the Ability Efficiency upgrade before 10 minutes so that you can reduce Immobilization Wave’s cooldown after the first use.
  • Both Kerrigan and her ally receive Malignant Creep bonuses for all Creep, no matter who generates it.





Hero and Unit Overview



Kerrigan, the Hero


Non-Fury: 60.67 DPS (with full Mastery)
Fury: 91.00 DPS (with full Mastery)


Kerrigan is arguably the strongest hero in the game. Out of all available heroes, she is the most durable and has the second most powerful attack (usurped only by a late-game Dehaka). She stands up the best to Hybrids and is excellent at taking down structures and objectives. Her biggest weakness as a hero is an inability to deal with air units as neither of her primary damaging spells targets air units. Thus, she must rely heavily on her army units and Immobilization Wave cooldown to deal with any late-game air threats.

Leaping Strike
Kerrigan jumps to the target, dealing 300 damage (390 with mastery). Useful for killing Hybrids and key units such as Siege Tanks—and of course, expansion Rocks. Also doubles as a great mobility skill that can be used to jump over terrain.
Psionic Shift
Kerrigan rushes to a target location, dealing 100 (130 with mastery) damage in a line. Your go-to ability for most combat situations. This ability also allows her to damage cloaked ground units without need for detection.
Assimilation Aura
Produces an aura that lasts 15 seconds, turning every unit that is killed into resources. Has a cooldown of 2 minutes. Usually it’s best to use it on every enemy attack wave instead of saving it for potentially bigger future waves.
Immobilization Wave
Kerrigan’s ultimate ability—stuns everything in a 27-range area around Kerrigan, dealing 100 damage (200 with mastery) to all of them and revealing cloaked units. Immobilization Wave has a coolup of 10 minutes and a cooldown of 3 minutes(2 minutes 24 seconds with the Ability Efficiency upgrade). Try to use Assimilation Aura before using this spell. Immobilization Wave becomes essential for taking down air waves, which Kerrigan otherwise has trouble with.


Units and Buildings


Queen

Vs Air: 11.70 DPS at 0/0
Vs Ground: 10.40 DPS


Queens can transfuse important units such as Kerrigan, Ultralisks, and Brood Lords. They can also provide additional anti-air help before your Hydralisks come out in full force. Queens with Inject are generally slightly more efficient than an extra Hatchery for larvae production.
Zergling

18.20 DPS

Though Kerrigan’s Zerglings have the highest DPS/supply and DPS/cost ratios in the game, they’re still extremely fragile units. Zerglings are best used on a separate control group for clearing buildings or defenseless objectives. They are also a strong option in shorter missions where the higher-tier waves can be skipped, when you have a Vorazun ally for the added dps during Time Stop or when you have an Artanis ally with Guardian Shell.
Hydralisk

No Frenzy: 18.80 DPS
With Frenzy: 28.19 DPS


Kerrigan’s core all-around unit and a solid ground-based anti-air option. Hydralisks have great damage output, but are fairly squishy and are not as easily replaceable as Raynor’s Marines. They are usually the best anti-air option for newer players, and are quite good against ground enemies as well, once supported by a substantial number of Ultralisks. That being said, Hydralisks are still very vulnerable to many air compositions, specifically Protoss air and Terran air. Against ground waves, Kerrigan and/or Ultralisks should be in front to tank the damage for the fragile Hydralisks.
Lurker

13.00/19.50 (vs armored) DPS

An alternative anti-ground unit to the Ultralisk that can be used in defensive missions. Lurkers outrange every enemy ground unit with the exception of Siege Tanks and perform well on ground-based defensive maps such as Temple of the Past, Oblivion Express, and Miner Evacuation.
Ultralisk

52.91 DPS

The tank of Kerrigan’s army. With the Torrasque upgrade unlocked, Ultralisks become extremely durable and able to cleave through all ground waves, stunning them in the process. Compared to Kerrigan’s other anti-ground options - Zerglings, Lurkers, and Brood Lords - Ultralisks are more robust and can be used as more of an all-purpose unit. Never build more than 6-8 Ultralisks as they tend to trip over each other. Consider even fewer Ultralisks for enemies that don’t have a strong ground presence.
Mutalisk

5.92/11.84 (vs armored) DPS

Kerrigan’s Mutalisks are gas-intensive glass-cannons, dying easily but capable of dealing incredible amounts of damage. Although expensive without the gas cost reduction mastery, they are still worth investing in for players that are able to them alive—although, note that this will be a difficult task when faced with enemy anti-air compositions.

Mutalisks are particularly susceptible to area damage effects such, as Psionic Storm, Seeker Missile, and Parasitic Bomb. When faced with enemies with area damage, great care must be taken to ensure that your entire cluster of Mutalisks is not obliterated.

One common tactic is to often use your Mutalisks to attack bases from the rear, hitting an unimportant structure and relying on the glaive wurm to bounce into the rest of the camp, becoming more powerful with each successive bounce. Meanwhile, you can use Kerrigan to attack from the front, keeping dangerous units from rushing to destroy the Mutalisks. You can also spawn Omega Worms at the front of an enemy base or attack wave and command your Mutalisks to attack them, thus causing the subsequent glaives to bounce into the enemy lines, all the while keeping your Mutalisks at a safer distance.

Try to keep your Mutalisks in a very loose cluster, rather than stacked directly on top of each other. This allows you to both reduce losses when area damage hits your Mutalisks, and also serves to reduce Mutalisk overkill damage loss, as Mutalisk bounces are less likely to all bounce to the same, already-dead targets.
Brood Lord

8.00 DPS

The capital ship of Kerrigan’s army. On paper, Brood Lords dominate ground forces, but in practice they’re not as domineering as they may initially seem. Broodlords will spawn two Broodlings with every attack they make, confusing the enemy AI with a barrage of disposable units. However, Brood Lords are a fairly sidelined unit, due to being both fragile and expensive—stray Yamato Cannon shots, for example, can one-hit kill them.

While their large attack range range certainly gives them the advantage of being able to remain safe when attacking ground-based forces, they lack the raw impact that Kerrigan’s other unit options boast, as Broodlords will simply take longer to get the same task done as any of Kerrigan’s other options.
Overseer

Standard detection for Kerrigan. Overseers are fairly fragile and can get lost when all your ground units are traveling through Omega Worms. It’s recommended to both follow a few Overseers onto Kerrigan herself as well as put them in a control group with your main army. It is advisable to upgrade Pneumatic Carapace (Overlord Speed) so that they can keep up with the rest of Kerrigan’s army.
Spine Crawler

13.51/16.22 (vs armored) DPS

Kerrigan generally does not need to build Spine Crawlers as she can intercept most waves from different directions reliably with the use of Omega Worms. Extra minerals can generally be spent on extra Queens, Hatcheries or Zerglings.
Spore Crawler

17.44/52.33 (vs biological) DPS

Having bonus damage against biological air units, Spore Crawlers are very good in defending against Zerg air units, especially on Temple of the Past against Scourges. Spore Colonies can also be used as detection in strategic points, or for Shuttle camping on Void Launch.


The Omega Network and Worm


Omega Networks and Worms are one of the most useful and unique elements of Kerrigan’s gameplay. For clarity’s sake, the Omega Network is the “butt” end and costs resources to initially morph via drone, while the Omega Worm is the “mouth” end and can be summoned for free anywhere on the map you have vision, but on a 60 second cooldown, separate for each Omega Network you have. Recommendations for the number of Omega Networks you want for each individual map can be found in the map-specific section. The Omega Network has a wide range of uses:

  • Transport:
    The Networks can move ground units to practically any location on the map.. With Omega Worms, you can freely push enemy positions and still be able to jump instantly back to your base for defence at a moment’s notice. You can also jump between multiple defensive points, as you will often have to do on Lock & Load and Mist Opportunities.

    A key advantage of Omega Worms is that they can be used to transport your ground
    units to the battlefield almost immediately upon spawn. For this, set up one Omega
    Network close to your main Hatchery and another close to your expansion Hatcheries.
    Then, rally your Hatcheries to the closest Omega Network/Worm.

    When loading an army into Omega Networks, load Ultralisks first so that they also unload first in order to avoid the problem of them getting stuck behind your ranged Hydralisks.

    Your allies can also use your Omega Worms. While you cannot always count on your ally realizing and using this, you can use this extra mobility to your advantage when you are playing with a friend.

  • Detection
    While the detection range around Omega Worms only extends to 10 from the center of the worm—measuring up to being effectively 9 range counted from the outside of the Worm’s hitbox—compared to the 11 range provided by the Overseer, this is more than sufficient for the purposes of detecting all nearby cloaked enemies. Compared to the relatively fragile Overseers and the potential loss of supply that accompanies their deaths, Omega Worms can be deployed instantly, are far sturdier, and allow Kerrigan to provide instant detection anywhere on the map.

  • Synergy with Immobilization Wave
    Omega Worms can also be used offensively. After unleashing an Immobilization Wave on an enemy base, pop an Omega Worm in the middle of the enemy base and unload all of your units directly on top of the enemy.

  • Synergy with Mutalisks
    Deserving of its own section is a tactic exclusive to Kerrigan’s Mutalisks and Omega Worm. Given the instant deployment and zero cost nature of Omega Worms, it’s possible to use your Mutalisks to attack a strategically-placed Omega Worm near a group of enemies. The resulting glaive bounces will be stronger and have an effective higher range, and can be used as an anchor to decimate enemy forces quickly—though you may want to take care not to leave yourself without any further casts of Omega Worm, lest you deprive yourself of a way of quickly transporting Kerrigan throughout the map.

  • Creep Spread
    Spreading creep is beneficial for both Kerrigan and her ally by providing passive HP regeneration and attack speed. This can be done by using queens to spread creep tumours, or simply by spawning Omega Worms at key engagement areas. While using Omega Worms to spread creep may be slower than Queens, this allows you to have more time to micro Kerrigan and furthermore, your army already enjoys the passive bonuses of Malignant Creep while residing within the Omega Worm or fighting in the vicinity of one. Therefore, it is best to retreat your army back into the Omega Worm once the engagement is over, depending on Kerrigan as a sighting tool for the rest of your army.

  • Meat Shield
    You can also use Omega Worms to build 1000HP, 2 armor walls, which is especially good on defensive maps such as Temple of the Past, Miner Evacuation, Dead of Night and Mist Opportunities.

  • Supporting Kerrigan
    When you are using Kerrigan, the hero, to push, especially in the earlier stages of the game, deploy a Worm right next to her so that (a) you get the Malignant Creep bonus, and (b) you can retreat instantly if she is wounded badly. Do not underestimate the Malignant Creep bonus, it makes a huge difference.



In-depth



Build Order


On maps without any enemy units guarding the expansion, a macro Hatchery should be morphed beside the main Rock before any other structure, including the Spawning Pool. This will allow for a much faster Drone saturation. Additionally, it is usually much more efficient to break the Rocks using Kerrigan once she spawns, instead of using Zerglings, as it allows for more Drones produced from your larvae.

For an optimal economic opening and army production, it is generally preferred to have a total of 3 Hatcheries+1 Queen, or 4 Hatcheries. Based on calculations and experience, a Queen with optimal Spawn Larvae usage provides slightly better value for the investment. However, an additional Hatchery will often prove better if you are not able to stay on top of constant injections. The lack of injection micro also frees up additional micro for you to spend on managing Kerrigan better.

Both options are presented in the 2 build orders listed below. Do note that technology buildings and upgrades are not included, as it is often a personal choice and highly subjective to individual circumstances as well. Sacrificing a bit of economy for an early Evolution Chamber (right after morphing Extractors) in order to have the Heroic Fortitude upgrade finished when Kerrigan spawns can be a good idea, especially on maps where the expansion is not readily available for your taking.

Build Order 1
  • 14 Overlord
  • 14 Hatchery (At expo next to rocks)
  • 19 Extractor (Objective is to keep 14 Drones on Minerals at all times.)
  • 21 Extractor
  • 23 Spawning Pool
  • 23 Overlord
  • 26 Queen at Macro Hatchery at expansion(Inject immediately after)
  • 33 Overlord
  • - Destroy expansion rocks with Kerrigan and build a Hatchery and Extractors at your natural immediately after.

Build Order 2
  • 14 Overlord
  • 14 Hatchery (At expo next to rocks)
  • 19 Extractor (Objective is to keep 14 Drones on Minerals at all times.)
  • 21 Extractor
  • 24 Hatchery (At expo next to rocks)
  • 28 Spawning Pool
  • 33 Overlord
  • - Destroy expansion rocks with Kerrigan and build a Hatchery and Extractors at your natural immediately after.

See attached replays for more specific examples.

Key Levels


Level 2: Immobilization Wave: Gives Kerrigan a much-needed “Ultimate” ability, which allows her to take down huge enemy waves much more easily.
Level 3: Ruthlessness: Doubles the damage of Kerrigan’s primary spells, allowing her to solo early waves much more easily.
Level 6: Hydralisk/Lurker Upgrade Cache: Buffs Kerrigan’s primary anti-air unit and gives her a viable AoE ground unit.
Level 14: Ultralisk Evolution: Torrasque: Greatly improves the sustainability of Kerrigan’s beefiest unit, allowing them to stay in the thick of battle much longer.

Masteries


Power Set 1:

  • Kerrigan Energy Regeneration (+1.5% energy regeneration per level, up to +45%)
  • Kerrigan Attack Damage (+1 damage per level, up to +30)
Both options are equally viable - the more optimal choice depends on the map and enemy composition. Attack Damage is superior against enemies with more air power. Energy Regeneration is better against certain ground enemy compositions and especially Zerg, but this options requires more Kerrigan micro to get the same mileage out of.

It’s also possible to split your mastery points here. For example, a 28/2 split provides Kerrigan with 42 damage, enough to always 3-shot Mutalisks. On the safe side, it is better to use the damage mastery in order to make sure that you have good anti-air, or when you are not certain that you will be able to constantly micro Kerrigan.

Power Set 2

  • Reduced Combat Unit Vespene Gas Count: (-1% per level, up to -30%)
  • Augmented Immobilization Wave (+3.3% damage per level, up to +100%)
There are several schools of thought that define the debate around which of these masteries to pick.

On one hand, reducing combat unit vespene gas cost can make a tremendous difference in how quickly gas-heavy units such as Hydralisks and Mutalisks can be amassed. This not only affects how quickly Kerrigan can utilize some of her strongest units, but also allows for more aggressive pushing of objectives earlier on.

On the other hand, Immobilization Wave is the key behind Kerrigan’s ability to push bases or solo enemy waves with relative ease. At full mastery it deals 200 damage, which is sufficient to kill all but the most powerful of units. With only a 144 second cooldown (after upgrades), it is an extremely powerful ability that can also yield large quantities of resources when combined with Assimilation Aura.

A third option is to split points between both masteries and thus raise the damage of Immobilization Wave until it meets specific breakpoints. For instance, a 19/11 split in Immobilization Wave/Gas Reduction still allows Immobilization Wave to deal up to 163 AoE damage, one-shotting units such as Banshees, Stalkers, and Swarm Hosts.

Ultimately, whichever path a player takes in relation to how many points they choose to invest in either Mastery is determined according their own preference.

Power Set 3:

  • Primary Ability Damage and Attack Speed (+1% per level, up to 30%)
  • Expeditious Evolutions (-2% time and cost per level, up to -60%)
Expeditious Evolutions is arguably one of the best masteries in the game. It allows you to fully upgrade everything, including all tech paths (Hydralisk/Ultralisk/Zergling/Mutalisk upgrades & melee and ranged attack etc) at an accelerated rate and at a much cheaper cost. With this mastery, you’ll always be able to immediately queue up all research once the tech structure is ready.

Primary Ability Damage and Attack Speed grants Kerrigan additional damage to her Leaping Strike and Psionic Shift, as well as boosting Kerrigan's attack speed up to a maximum of 30% with all points invested. This Mastery can see potential use for players that are more reliant on the hero unit to deal the bulk of their damage, as well as for specific mutations. In general, however, Expeditious Evolutions tends to beat it out due to not only allowing Kerrigan to tech up faster, but also unlocking hero upgrades for Kerrigan herself that much quicker.






Synergies

Raynor

Utilizing Kerrigan’s Omega Worms allows Raynor a more mobile ground force. Medics can heal Kerrigan’s units, which is particularly useful in the case of Ultralisks and Kerrigan herself. Malignant Creep also offers a flat health regeneration bonus to all units it affects, so it benefits Marines greatly.

Artanis

Artanis’ Guardian Shell lets Kerrigan’s Zerglings really shine and survive longer to deal more damage. The same Shell protects Hydralisks as well, dramatically increasing their usefulness - especially against air. Artanis also appreciates life regen on creep and extra attack speed.

Swann

Swann’s Vespene Harvester allows Kerrigan to morph additional Omega Worms and combat units, allowing Kerrigan to amass a more mobile and robust army.

Zagara

Zagara benefits somewhat from Kerrigan’s Malignant Creep, but will often be pushing into locations without creep. Zagara’s Mass Frenzy and Infested Drop allow her to break into positions that Kerrigan might have trouble with, before letting Kerrigan take over and clean up. Zagara’s powerful anti-air can cover for Kerrigan’s lack thereof.

Vorazun’s Emergency Recall and Strike from the Shadows have great synergy with Lurkers. Kerrigan can also burrow units that are near death, thus saving them via Emergency Recall—this is especially useful for Kerrigan herself.

Karax

Kerrigan’s weakness against air can be somewhat mitigated by the Spear of Adun. Also, Unity Barrier is very useful for Kerrigan’s Hydralisks, Mutalisks, and Zerglings. Karax greatly appreciates the vespene gas collected from Assimilation Aura.

Abathur

The greatest benefit Abathur provides is his air superiority, which helps to cover for Kerrigan’s weak anti-air. Additionally, Kerrigan can start clearing enemy bases early on, which provides Abathur with early biomass for his Brutalisks. With Kerrigan as an ally, Abathur is able to morph Omega Networks instead of Nydus Networks, but this ability is seldom beneficial to Abathur himself. The Creep generated by Abathur’s Creep Tumors and Toxic Nests also receive the benefit of Kerrigan’s Malignant Creep, and Abathur can help Kerrigan with Creep spread though he gains very little benefit himself and should not use his Toxic Nests for this purpose.

Alarak

Omega Worms help to solve the biggest problem for Alarak’s Ascendant army - mobility. At the same time, Alarak is able to Overcharge the extremely durable Omega Worms, intercepting entire enemy waves on their own. When Kerrigan’s Immobilization Wave is on cooldown, Alarak’s Ascendant army is able to provide extra firepower to clear units that might otherwise threaten Kerrigan’s army.

Nova

Nova’s Defensive Drones can very effectively protect Kerrigan’s fragile Hydralisks. Nova’s ground army appreciate the Omega Networks as an effective mobility option, as well as Kerrigan’s Malignant Creep which provides a passive heal and attack speed bonus. Deploying Omega Worms everywhere also gives vision for Nova’s powerful abilities.

Stukov

Stukov’s free unlimited creep spread effectively increases the movement speed and attack of all ground units thanks to Malignant Creep. In addition, Omega Worms spread even more creep to far-off regions, allowing Stukov’s Infested and Bunkers more mobility earlier in the game. Stukov can use Infest Structure on Omega Worms in places where there are no enemy buildings, and can make good use of the detection offered by the Worms, given that his own Overseers are locked behind the construction of a Starport. Infested Civilians, Marines, and Troopers can enter Omega Worms, but uprooted Bunkers cannot. Infested will still time out while inside of the Omega Network. Kerrigan’s Raptorlings Shredding Claws upgrade also significantly increases the damage potential of Stukov’s Infantry.

Fenix

Fenix’s ground army can greatly benefit from Kerrigan’s Malignant Creep, as they themselves lack healing and damage output.

Dehaka

The two hero units working together form an unstoppable battering ram, rolling over enemy defenses and greatly accelerating Dehaka’s Essence collection. Additionally, Dehaka can help cover for Kerrigan’s weak anti-air with his Primal Mutalisks.

Han & Horner

Kerrigan can immobilize vast numbers of enemy forces, allowing Han’s Reapers to safely mop up the remaining enemies. Han and Horner can use their offensive calldowns to break into bases that Kerrigan might have difficulty with. Kerrigan’s Malignant Creep is beneficial to Han’s Reapers, allowing them to perform better in combat and heal up even faster.


Map-Specific Tips

Chain of Ascension

  • Because this is a map that requires you to constantly push into enemy bases, Ultralisks and Hydralisks should be your offensive units of choice.
  • Kerrigan’s Dash can kill the Elemental’s Cocoon trapping your units with one cast, so you only need to keep an eye on Kerrigan when fighting them. Don’t bother moving your units away from the cocoon attacks—just be ready to free your Hydralisks with Kerrigan’s Dash.
  • Kerrigan is strong enough to solo the first Hybrid wave herself. She can also solo the second Hybrid wave provided there aren’t too many air units. If there are air enemies, she’ll need some Queen or Hydralisk support earlier than usual.
  • At 10 minutes, move Kerrigan to the middle of the 2nd and 3rd bases, then use Immobilization Wave to kill both bases’ units. An easy way to get there is by using Leaping Strike to cross the terrain near the edge of the base.
  • Save subsequent Immobilization Waves for the third and fourth Hybrid spawns. Without Immobilization Wave, Kerrigan will suffer heavy losses against these spawns.
  • For the last Hybrid spawn, there will be two escorts to the left and right of the Hybrids. The right escort spawns around 5 seconds later than the left one, so use Immobilization Wave only after both left and right escorts have spawned.
  • Suggested number of Omega Networks: 2-4. As this is a big map with attack waves constantly streaming from 3 different directions, having 2 or more Omega Networks allows you to have an easier time defending the waves. It is useful to deploy Omega Worms next to Jinara, so that you can return and defend whenever needed.

Dead of Night

  • Kerrigan can defend enemy waves on the first Night by herself. Be careful with Chokers and Hunterlings, however, as they can completely immobilize her if you let them. This is one of the only situations where Kerrigan will need some assistance from her ally if your Zerglings are not yet available. You can still kill Hunterlings using shift + Q to chain two Leaping Strikes together before the Hunterling stuns you.
  • Kerrigan’s Zerglings are the fastest option available when it comes to clearing Infested buildings during the Day. During the Day, use Kerrigan to kill enemy units while you follow up with Zerglings to clean up buildings. Ideally, Kerrigan should only be killing units, while Zerglings should only be used to kill buildings.
  • Queue up attack commands with Zerglings using the ‘shift’ key so that they can be directed to attack the infested buildings on their own while you are microing Kerrigan. Burrow them at a safe location during the Night.
  • Both Ultralisks and Lurkers are viable options to defend the base with on Night 2 and beyond, but Ultralisks are much better at attacking during the Day.
  • Anti-air is not necessary because there are so few air units that Kerrigan will always be able to solo them.
  • If you have an Immobilization Wave ready during the night, use it by leaping deep into enemy bases first, so that you can also kill the units defending those bases in addition to a huge swath of Infested.
  • DO NOT attempt to kill the bonus objective with Zerglings as the bonus will spawn Volatile Infested. Use Ultralisks instead.
  • Suggested number of Omega Networks: 0-4. Mobility is not much of an issue on this map, so you can possibly go without Omega Networks or just 1 to bring your army back to defend during Night if necessary. Up to 4 Omega Networks can be built if you plan to spam Omega Worms as a meat shield base defense.

Lock & Load

  • Ultralisks and Hydralisks are useful for pushing into bases. It is an easy map for Kerrigan and she is capable of ending it quite quickly As such, mass Zerglings is also a strong option.
  • You can place Omega Worms near the Locks in order to intercept enemy attack waves.
  • Place the Worm at the furthest corners of the Locks, not directly on it, so that they don’t die to trickling enemy units.
  • Use Immobilization Wave for the bases in front of the further two Locks.
  • Burrow a Drone or Zergling at captured Locks, so that the occasional enemy units that are sent to the Locks can’t re-capture them.
  • Kerrigan can solo the closest three Locks - use this time to build up your army. When assaulting the left or right lock closest to the base with a solo Kerrigan, try to lure the enemy units away from the static defenses instead of simply charging in.
  • Suggested number of Omega Networks: 2-4. Omega Networks are very useful in this map in allowing you to defend the Locks effortlessly, but it is not necessary to build excessive numbers as Kerrigan can usually complete this map fast enough.

Malwarfare

  • Omega Worms can be placed at every Suppression Tower spawn point to allow you easy access to any Suppression Tower that spawns. Omega Worms placed near Suppression Towers prevent them from attacking for 30sec or until the Omega Worm dies. Be cautious - later Suppression Towers (4th and 5th) spawn defenders, so a quick reaction time is needed in order to keep the Omega Worm alive. Try to set up your Omega Worms by the tower spawn points before Aurana’s Transport reaches the Security Terminal.
  • Enemy units are separated into smaller groups instead of large fortifications, so Kerrigan can solo most areas of the map. Use her independently from your army when you need to.
  • Deploy an Omega Worm at the bonus areas so that you can come back and research the Purifier Personalities whenever it suits you. Units will attack once you start to download the AIs, but Kerrigan alone is enough to defend those waves.
  • It can be a good idea to save an Immobilization Wave for the units protecting the double Suppression Towers that spawn when the timer of the final Security Terminal reaches 0:55.
  • Suggested number of Omega Networks: 4-6. This is a large map that requires mobility, and as such, more Omega Networks is preferred in general. Spawning Omega Worms at the Aurana’s Transport helps to divert enemy attacks away.

Miner Evacuation

  • Kerrigan can defend the first and second Ships by herself.
  • You can send Overlords/Overseers to the edge of the map, then move them in in order to scout the Ships & Bonus Objectives and deploy an Omega Worm, allowing you to skip the walking distance.
  • Ultralisks, Lurkers and Brood Lords are all viable anti-ground options to defend Ships 3-5, but you will always need at least a small force of either Hydralisks or Queens as an anti-air option. Out of all of these anti-ground options, Lurker compositions provide the most cost-efficient defense while Ultralisks and Brood Lords are the better choices for clearing out buildings and dealing with the Eradicator bonus objective.
  • The bonuses have weak long-range anti-air, making Brood Lords an efficient choice to destroy them with.
  • You can park Brood Lords in the dead zones behind the Ships, where they will be safe from damage.
  • Infested Banshees are your biggest threat; you can use 13 Mastery Points (43% increase) in Immobilization Wave damage to one-shot them. Additionally, you can use 30 Mastery Points (+30 attack damage) in Kerrigan Attack to two-hit them. If you are below 90 Mastery Levels, 7 points are enough to 3-shot Infested Banshees.
  • The Ships take 2 minutes to launch, while Immobilization Wave has a cooldown of 2.5 minutes (after upgrades). Taking travel time into account, you should have one Immobilization Wave for each Ship. Note that if Ships are not manually launched, it will take them 3 minutes to launch instead, but no enemies spawn during the first minute.
  • Suggested number of Omega Networks: 1-4. At least 1 Omega Network should be built to bring Kerrigan back to defend the expansion when necessary. Omega Worms also allow you to directly reinforce onto the battlefield, thus avoiding the zone wherein the Infested spawn. A Brood Lord-based army will not require more than one Omega Network, while up to four can be built for armies that require Omega Worms to tank for them, especially Hydralisks and Lurkers.

Mist Opportunities

  • Kerrigan can defend the first two waves of bots on her own, but you should look to have Hydralisks ready for the second Harvesting Bot attack wave if you are facing air compositions.
  • At 10 minutes, an attack wave will spawn in the middle of the map. You can use Immobilization Wave to clear both this wave and the defenses in the middle.
  • At 15:30, a large wave will spawn from the top. Save an Immobilization Wave for this wave.
  • Suggested number of Omega Networks: 4-6. As the enemy waves can spawn from random locations, more Omega Networks are desirable in order to react quickly to the enemy. In late game, you can potentially get even more Omega Networks if you have excess resources, as this allows you to camp very effectively at each spawn point with a number of Omega Worms, allowing you to release your army from multiple Omega Worms at the same time.

Oblivion Express

  • Zerglings, Hydralisks, Ultralisks, and Lurkers are all viable options for dealing with the Trains. However, it is recommended that you do not to get an excessive number of Zerglings/Ultralisks as some of these units may end up blocking each other when trying to attack. Hydralisks should be the core unit of every build, as they are the most efficient choice for taking down Trains and most enemy units.
  • Lurkers are able to hit multiple sections of each train with their splash damage. However, this is only true when the Lurkers are perfectly aligned along the straight sections of the track, which may not be worth the effort to set up. Zergling/Hydralisk/Ultralisk have higher single-target DPS/supply than Lurker, but the latter can still be useful for their splash damage in taking out Train escorts.
  • Save Immobilization Wave for each Train - do not use it against the attack waves that come separately from the Trains, as they are generally weaker in strength. Once Ability Efficiency has been researched, Immobilization Wave will be available for every train. This allows your army to suffer fewer losses while assaulting the Trains.
  • For the double Trains, Kerrigan can stand between the two tracks and cast Immobilization Wave, thus clearing most of the escorts guarding both Trains. The spell should be cast when the train on the bottom track is approaching, or at approximately 14:50 and 20:50 on the timer.
  • Kerrigan’s army should ideally be unleashed from an Omega Worm near the front of the Train so that they will not waste precious time chasing after the Trains.
  • Suggested number of Omega Networks: 2-4. The Train locations and attack waves are rather predictable, and as such, it is not necessary to get a large number of Omega Networks. Still, they allow you to spread creep easily at engagement areas, but this can also be done with Queens.

Part and Parcel

  • Kerrigan’s upfront strength shines on this map, as she provides a good buffer for the tightness of the first timer, and is able to allow allied commanders with a longer ramp up some breathing room.
  • As soon as Kerrigan spawns, have her clear the first attack wave. Try engaging this wave near one of the mid-size encampments directly west or southeast of the expansion to maximize benefit from Assimilation Aura. Then, clear the path to the expansion and take out all the defenses at the expansion, as well as any boxes blocking the placement of a Hatchery. Use a small group of Zerglings (4-8) to clear out the boxes at your main and at the expansion.
  • Enemy waves on this map will either approach from the northwest or east. With well-placed Omega Worms and properly timed Immobilization Wave casts, Kerrigan can intercept and destroy a wave, before quickly returning to the front lines.
    If using Mutalisks, it’s advised to keep a close eye when engaging Hybrid Experiments—their area damage can wipe out clumps of fragile units if left unchecked
  • Suggested number of Omega Networks: 4-6. This is a large map that requires mobility, and the ability to maneuver your army (or even just Kerrigan) quickly is extremely valuable. The creep generated by the Omega Worms can also be helpful for taking down each Hybrid.

Rifts to Korhal

  • You’ll need a strategy to defeat the first wave that hits at around 3 minutes into the game. Options include asking your ally for help, building two Spine Crawlers, kiting units with a pair of Zerglings, and tanking the wave with your main Hatchery.
  • Use Immobilization Wave to deal with the defenses guarding the Void Shards - except for the first Shard, of course.
  • You can use an Overseer to scout a safe-spot inside the final Shard area (on the left corner), then deploy an Omega Worm in order to skip most of the enemy defenses.
  • When trying to destroy the second Pirate Ship, you can use an Overseer to scout the area to the right of the first Pirate Ship where there is a relatively clear area. Deploy your Omega Worm there instead of fighting your way through the defenses.
  • When fighting the Pirate Ships, deploy an Omega Worm next to your units so that they can hide in it when the Pirate Ship charges at them.
  • Shredding Claws (the Zergling armor reduction upgrade) is especially useful against the high hp 3-armor Void Shards). Even if you go for a Hydralisk focused army, a few Zerglings with this upgrade will let you take down Shards significantly faster.
  • Suggested number of Omega Networks: 2-4. Omega Networks have a number of uses in this map as explained above, but it is not necessary to get too many, as the enemy waves all spawn from the same location.

Scythe of Amon

  • You can use Omega Worms to move from the left side to the right side and back quickly. Helpful when an attack wave spawns on the opposite side of the map.
  • Kerrigan can kill Death Grip crystals quickly by chaining Leaping Strikes.
  • Do not engage the third, fourth, and fifth Void Slivers without Immobilization Wave.
  • A straightforward way to deal with each Sliver is using Kerrigan to leap in and cast Immobilization Wave, deploy an
  • Omega Worm and focus fire the Sliver. Once the Sliver is dead, just head back into the Worm; it may not be necessary to clear the remaining units.
  • Kerrigan can solo the first bonus area, but you may want to use an Immobilization Wave for the 2nd bonus area on the bottom-left.
  • Massing Hydralisks is ideal for this mission due to the prevalence of air units guarding later Slivers. Hydralisks clean up high HP air units and can be used to snipe Slivers using the method outlined above.
  • Suggested number of Omega Networks: 2-4. As the enemy waves can only come from either the top or left directions, a few Omega Networks will provide sufficient mobility.

Temple of the Past

  • Overlords can be used to scout the Zenith Stones and the northeast base. This allows you to swiftly transport Kerrigan’s army with Omega Worms to clear the Zenith Stones after the Thrashers/waves have been cleared, and destroy the enemy transports before they have a chance to ferry units across the gap.
  • Rally your Overlords to all four sides of the Temple, so as to protect the Temple from enemy damage. This is especially useful against Scourge.
  • Ultralisks, Hydralisks, Lurkers and Brood Lords can all be good defensive units for Kerrigan on this mission.
  • Suggested number of Omega Networks: 4-6. As the enemy waves can come from all 4 directions, it is desirable to build more Omega Networks if you intend to intercept most of these waves. Omega Worms can also be placed near the Thrasher spawn points to divert the Thrashers’ attention away from the Temple, potentially indefinitely. Extra Omega Networks will never be a waste of resources, as they can be used to stall Thrashers or attack waves.

The Vermillion Problem

  • Ultralisks and Hydralisks are the units of choice on this mission since you need to be both offensive and mobile.
  • You can place Omega Worms beside Xenon crystals in order to instantly transport drones to them. While carrying a crystal, they cannot enter the Omega Worm and will have to travel the long way back.
  • The key is to deploy Omega Worms on every island so that lava becomes a non-issue. If you need to, Kerrigan can survive leaping through the lava.
  • Suggested number of Omega Networks: 2-4. As the enemy waves come from random directions and at random timings, more Omega Networks will be useful to intercept them ahead of time.

Void Launch

  • Hydralisks should be a core unit of your army. They are necessary for taking down Shuttles and their escorts.
  • Attack waves spawn approximately every 3 minutes from either the left or right chokepoints. Immobilization Wave should be used to kill the attack waves, not the Shuttle escorts (which are generally weak), except for the final Shuttle wave.
  • Send Overlords to each conduit at the beginning of the game so that you can deploy Omega Worms at each of them, allowing you to intercept any Shuttles if they reach the Conduits.
  • At 10 minutes when the first Immobilization Wave becomes available, there will be a small wave spawning on the right choke point (headed towards the first bonus) followed by a much bigger wave at the same location,headed towards your main base. Once both waves have spawned, move Kerrigan in and activate her Immobilization Wave to clear both the attack waves and a good chunk of enemy base defences. Proceed to clear the base thereafter, but keep an eye on the Shuttles heading towards either the left or right conduit.
  • You can get a second expansion after clearing either the left or right enemy base. This allows you to max out on army much earlier and also offering more minerals to morph Spore Crawlers at each of the Shuttle Launch Bays.
  • The second Shuttle wave will randomly head to either the left or right Conduit. The third Shuttle wave at 12:30 will head to the opposite side of the second Shuttle wave. Spawn more buildings (such as Omega Worms) at the corresponding Conduit to lure the subsequent attack wave to that Conduit, so that you can kill both the attack and Shuttle wave at the same time without having to split your units.
  • Suggested number of Omega Networks: 2-4. Omega Worms will be very useful in this map, as they allow you to intercept attack waves & Shuttles and spread creep. You will need the creep for building Spore Crawlers at each Launch Bay.

Void Thrashing

  • Use Immobilization Wave on the third and fourth Thrasher spawns.
  • Deploy an Omega Worm right beside the Archangel, then pop out your entire army and focus-fire the Archangel, denying it an escape.
  • There are quite a few large Hybrids in the last area. Use Kerrigan or Ultralisks to tank them. Don’t send Zerglings or Hydralisks in alone to attack them or your units will die en masse.
  • For Protoss enemies, there will be quite a few air units capable of surviving even a max mastery Immobilization Wave guarding each base, so make sure you have a sufficient number of Hydralisks to bring them down.
  • Suggested number of Omega Networks: 1-2. Likewise for Rifts to Korhal, Omega Worms allow you to move around your army quickly, but it is not necessary to build excessive numbers on a short-duration map.

Replay Pack

Attached is a replay pack of the record speedruns for Kerrigan on each map. These replays demonstrate how to play Kerrigan at a high level. In addition, we have broken down which compositions you'll be able to find on each run:
  • Mass Hydralisk: Chain of Ascension, Lock & Load(100%), Malwarfare, Mist Opportunities, Oblivion Express, Rifts to Korhal(100%), Scythe of Amon, Temple of the Past, Void Launch
  • Mass Zergling: Dead of Night, Rifts to Korhal(any%), The Vermillion Problem, Void Thrashing
  • Lurker/Hydralisk: Miner Evacuation
  • Hero Only: Lock & Load(any%)

    [image loading] Kerrigan Replay Pack


Other Commander Guides





Writers: monk, Raincamp, Yuriprime, Zzzapper
Graphics: Jester, Kat, v1
Editors: Aron, Axiom, Maguro, monk, Raincamp, T.Chosen, Yuriprime
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TL+ Member
Yuriprime000
Profile Joined May 2017
64 Posts
Last Edited: 2017-09-25 16:08:57
September 25 2017 16:07 GMT
#2
yay its finally up! enjoy my replays

Here are some videos of the replays provided in the guide:

https://www.youtube.com/playlist?list=PLmm1hWz2jdEOb4vi8OYbhl6sO09y4wyZS
Vindicare605
Profile Blog Joined August 2011
United States16056 Posts
Last Edited: 2017-09-25 18:12:44
September 25 2017 18:11 GMT
#3
I find attack power to generally always be the superior Mastery simply because once she gets the bounce attack her attacks become splash. Her energy already regenerates very quickly and unless you are trying to complete missions by JUST microing Kerrigan, the extra regen isn't that helpful.
aka: KTVindicare the Geeky Bartender
TChosen1
Profile Joined December 2016
5 Posts
September 25 2017 20:39 GMT
#4
On September 26 2017 03:11 Vindicare605 wrote:
I find attack power to generally always be the superior Mastery simply because once she gets the bounce attack her attacks become splash. Her energy already regenerates very quickly and unless you are trying to complete missions by JUST microing Kerrigan, the extra regen isn't that helpful.


Except the bounce attacks don't get extra dmg, so you only boosting the base attack. (it's always 10 dmg)
JeosAdn
Profile Joined September 2011
Costa Rica432 Posts
September 25 2017 22:36 GMT
#5
Great article, really makes me want to fire up sc2 again and try out this commander.
seemsgood
Profile Joined January 2016
5527 Posts
September 26 2017 02:54 GMT
#6
Both Zagara and Kerrian are very weak without extra base.Which means in some mutiation missons they are not viable at all.Beside Air terran her army also very weak against HTs and she cannot remax as fast as Jimmy.
Despite lacking mobility brood lords and queens combo is probadly the safest option.
Perfi2_0
Profile Joined July 2015
Poland40 Posts
September 26 2017 06:14 GMT
#7
I don't think HTs are much of a threat against Kerrigan, given they tend to be quite clumped up and with some micro you can dash them pretty easily before engaging with the rest of your army.
Imbalance is an opinion.
Zzzapper
Profile Joined September 2011
1791 Posts
September 26 2017 08:25 GMT
#8
On September 26 2017 11:54 seemsgood wrote:
Both Zagara and Kerrian are very weak without extra base.Which means in some mutiation missons they are not viable at all.Beside Air terran her army also very weak against HTs and she cannot remax as fast as Jimmy.
Despite lacking mobility brood lords and queens combo is probadly the safest option.

I strongly disagree: both have strong heroes (Kerrigan more so obviously) that don't care how much economy you have. Zagara also gets 600 resources/minute worth of free banelings as soon as you finish the baneling nest which you should do early on anyway.
Quateras
Profile Joined August 2012
Germany867 Posts
September 26 2017 13:11 GMT
#9
Dude, amazing guide once again.

I actually used omega worms wrong all along.
Tried it out the way it was written here and played her last night, damn i enjoyed playing Kerrigan for the first time because of it :D
So much fun and multitasking with 3-4 worms and micro possibilties, loving it.
So thank you :D
"If you don't know where you are going, you can never get lost."
29 fps
Profile Blog Joined March 2008
United States5724 Posts
September 26 2017 14:18 GMT
#10
@OP

You mentioned that you should stay at 14 drones on minerals at all times. Is that true for the whole game or just the beginning? I mean, do you ever go above 14 drones on minerals? What about other commanders?
4v4 is a battle of who has the better computer.
Zzzapper
Profile Joined September 2011
1791 Posts
September 26 2017 15:54 GMT
#11
On September 26 2017 23:18 29 fps wrote:
@OP

You mentioned that you should stay at 14 drones on minerals at all times. Is that true for the whole game or just the beginning? I mean, do you ever go above 14 drones on minerals? What about other commanders?

14 is just to make make the opening tight. You always want full saturation on your bases since you only get 2 and there's plenty of time for the suboptimal workers to pay for themselves. That's true for every commander
asongdotnet
Profile Blog Joined March 2012
United States1060 Posts
September 26 2017 16:28 GMT
#12
mass muta is so fun with kerrigan esp with the cheap gas cost for units and ugprades
pzlama333
Profile Joined April 2013
United States276 Posts
September 26 2017 17:41 GMT
#13
After the rock's armor was reduced to 0, I usually build 4 zergling to clear the rock, and my expansion would finish around 3:40. I also found myself rarely need more than 2 hatchery + 2 queens.
The macro hatchery next to expansion's rock in this guide really surprises me. Because Kerrigan is not available until 4:00, and you have to use her to defend the first wave, your expansion at the right place will not finish until 5:40, so you are doing long distance mining at your expansion before this time. Does it really worth it?
tantalus
Profile Joined June 2012
69 Posts
September 26 2017 20:20 GMT
#14
The synergies and map strategy section is very cool, good work guys!
monk
Profile Blog Joined May 2009
United States8476 Posts
September 26 2017 22:36 GMT
#15
On September 27 2017 02:41 pzlama333 wrote:
After the rock's armor was reduced to 0, I usually build 4 zergling to clear the rock, and my expansion would finish around 3:40. I also found myself rarely need more than 2 hatchery + 2 queens.
The macro hatchery next to expansion's rock in this guide really surprises me. Because Kerrigan is not available until 4:00, and you have to use her to defend the first wave, your expansion at the right place will not finish until 5:40, so you are doing long distance mining at your expansion before this time. Does it really worth it?


We've done a lot of test before recommending builds. The build you're suggesting (assuming Kerrigan can break the rocks asap) is about 500 minerals less efficient than what's shown:

Test 1: 18 Pool, 1 Queen
Saturation at 6:12
658/1040 at Saturation
1032/1184 at 6:31
1300/1292 at 6:45
1 Extra Overlord, 4 Extra Lings, Kerrigan Free Earlier
-474/-12 over Test 4

Moderator
pzlama333
Profile Joined April 2013
United States276 Posts
Last Edited: 2017-09-27 02:27:24
September 27 2017 01:51 GMT
#16
On September 27 2017 07:36 monk wrote:
Show nested quote +
On September 27 2017 02:41 pzlama333 wrote:
After the rock's armor was reduced to 0, I usually build 4 zergling to clear the rock, and my expansion would finish around 3:40. I also found myself rarely need more than 2 hatchery + 2 queens.
The macro hatchery next to expansion's rock in this guide really surprises me. Because Kerrigan is not available until 4:00, and you have to use her to defend the first wave, your expansion at the right place will not finish until 5:40, so you are doing long distance mining at your expansion before this time. Does it really worth it?


We've done a lot of test before recommending builds. The build you're suggesting (assuming Kerrigan can break the rocks asap) is about 500 minerals less efficient than what's shown:

Test 1: 18 Pool, 1 Queen
Saturation at 6:12
658/1040 at Saturation
1032/1184 at 6:31
1300/1292 at 6:45
1 Extra Overlord, 4 Extra Lings, Kerrigan Free Earlier
-474/-12 over Test 4



I also have someone to test it himself. He reached full saturation at 5:22, 1352 mineral/991 gas at 6:12, and 1899/1244 at 6:45 (41/44 supply) using 14 Pool on Temple of the Past map. Kerrigan already cleared the first wave and the first Zenith Stone. There should be some minerals from assimilation aura and of course he does not have 3nd hatchery (if it is really needed at all).
I shared this guide on a Chinese forum. Indeed, most people strongly oppose and criticize this opening build order as too greedy, theoretically, dangerous and low adaptability against any enemy composition and mutation. The Raynor's build order received similar opinion as well.
monk
Profile Blog Joined May 2009
United States8476 Posts
September 27 2017 02:42 GMT
#17
On September 27 2017 10:51 pzlama333 wrote:
Show nested quote +
On September 27 2017 07:36 monk wrote:
On September 27 2017 02:41 pzlama333 wrote:
After the rock's armor was reduced to 0, I usually build 4 zergling to clear the rock, and my expansion would finish around 3:40. I also found myself rarely need more than 2 hatchery + 2 queens.
The macro hatchery next to expansion's rock in this guide really surprises me. Because Kerrigan is not available until 4:00, and you have to use her to defend the first wave, your expansion at the right place will not finish until 5:40, so you are doing long distance mining at your expansion before this time. Does it really worth it?


We've done a lot of test before recommending builds. The build you're suggesting (assuming Kerrigan can break the rocks asap) is about 500 minerals less efficient than what's shown:

Test 1: 18 Pool, 1 Queen
Saturation at 6:12
658/1040 at Saturation
1032/1184 at 6:31
1300/1292 at 6:45
1 Extra Overlord, 4 Extra Lings, Kerrigan Free Earlier
-474/-12 over Test 4



I also have someone to test it himself. He reached full saturation at 5:22, 1352 mineral/991 gas at 6:12, and 1899/1244 at 6:45 (41/44 supply) using 14 Pool on Temple of the Past map. Kerrigan already cleared the first wave and the first Zenith Stone. There should be some minerals from assimilation aura and of course he does not have 3nd hatchery (if it is really needed at all).
I shared this guide on a Chinese forum. Indeed, most people strongly oppose and criticize this opening build order as too greedy, theoretically, dangerous and low adaptability against any enemy composition and mutation. The Raynor's build order received similar opinion as well.

Can you link the forums? Also, 41/44 supply at 6:45 doesn't seem right since you need 48 workers for full saturation.

The build we suggest obviously works as it is used in every speedrun we provided in the replays where applicable. I don't see how it's greedy/dangerous/low adaptability.
Moderator
pzlama333
Profile Joined April 2013
United States276 Posts
Last Edited: 2017-09-27 05:31:41
September 27 2017 03:18 GMT
#18
On September 27 2017 11:42 monk wrote:
Show nested quote +
On September 27 2017 10:51 pzlama333 wrote:
On September 27 2017 07:36 monk wrote:
On September 27 2017 02:41 pzlama333 wrote:
After the rock's armor was reduced to 0, I usually build 4 zergling to clear the rock, and my expansion would finish around 3:40. I also found myself rarely need more than 2 hatchery + 2 queens.
The macro hatchery next to expansion's rock in this guide really surprises me. Because Kerrigan is not available until 4:00, and you have to use her to defend the first wave, your expansion at the right place will not finish until 5:40, so you are doing long distance mining at your expansion before this time. Does it really worth it?


We've done a lot of test before recommending builds. The build you're suggesting (assuming Kerrigan can break the rocks asap) is about 500 minerals less efficient than what's shown:

Test 1: 18 Pool, 1 Queen
Saturation at 6:12
658/1040 at Saturation
1032/1184 at 6:31
1300/1292 at 6:45
1 Extra Overlord, 4 Extra Lings, Kerrigan Free Earlier
-474/-12 over Test 4



I also have someone to test it himself. He reached full saturation at 5:22, 1352 mineral/991 gas at 6:12, and 1899/1244 at 6:45 (41/44 supply) using 14 Pool on Temple of the Past map. Kerrigan already cleared the first wave and the first Zenith Stone. There should be some minerals from assimilation aura and of course he does not have 3nd hatchery (if it is really needed at all).
I shared this guide on a Chinese forum. Indeed, most people strongly oppose and criticize this opening build order as too greedy, theoretically, dangerous and low adaptability against any enemy composition and mutation. The Raynor's build order received similar opinion as well.

Can you link the forums? Also, 41/44 supply at 6:45 doesn't seem right since you need 48 workers for full saturation.

The build we suggest obviously works as it is used in every speedrun we provided in the replays where applicable. I don't see how it's greedy/dangerous/low adaptability.


My bad, he means minimum saturation (2 workers per mineral only), not full saturation (3 workers). So it is 14+6+10+6=36 works, and 2 supply for 1 queen and 3 supply for 6 zerglings. In general, if I did not put a lot of mastery point on gas reduction, unless I built too many zerglings, I was usually short on gas, but not mineral, so it is fine to stay on minimum saturation.
Also, some enemy may spawn at 3:00 on certain maps. If they are zergling or reaper, they may arrive your base before Kerrigan was born, which could cause big problem if your stupid ally does not defend at all.
The link is http://bbs.ngacn.cc/read.php?tid=12526498, which is a Chinese forum. I do not believe google translate is good enough to translate Chinese starcraft word because it contains a lot of nickname and abbreviation. The guy who tested the 14-pool build posted on the second pages, and he posted several screenshot as proof:
http://img.ngacn.cc/attachments/mon_201709/27/baQ2h-6aojXqZ79T3cS1hc-u0.png.
http://img.ngacn.cc/attachments/mon_201709/27/baQ2h-73ioXpZ6xT3cS1hc-u0.png
http://img.ngacn.cc/attachments/mon_201709/27/baQ2h-6tkmXuZ8eT3cS1hc-u0.png
That guy is a pro on co-op and he is able to solo on most mutation as well.
I'm sorry if I made any offense. I myself played Kerrigan a little and I cannot say which one is better. There may not be a best solution suitable for all situation, and different people may prefer different strategies. Sometimes it may worth to sacrifice something.
pzlama333
Profile Joined April 2013
United States276 Posts
Last Edited: 2017-09-27 03:34:50
September 27 2017 03:33 GMT
#19
wrong click deleted
Failfail
Profile Joined September 2017
1 Post
September 27 2017 11:45 GMT
#20
Thank you for the guide. However, as a player in co-op, I believe that commanders who can protect the base should defend the base first as some maps like Rifts to Korhal, Scythe Of Amon, enemy attack wave arrives the base before 4 mins. The build you recommend is very, very greedy, just as the Raynor Guide. Some maps which require a lot of early objective controls like Malwarfare or Scythe of Amon cannot do these greedy starts. When you do this greedy builds, you actually rely so much on your ally. But what if your ally also use greedy starts? There will be no defense for the bases until 4 mins. So I suggest that for the following guides, try not to be so economic efficient, as each game your ally commander is different, and some commanders cannot actually support you until his economy is fully saturated.
Kerrigan and Raynor both are good commanders in the early-mid game, sometimes you should help your ally to survive the early game,like help them to break the rocks at the expansion, not just be greedy at every start of the game.
monk
Profile Blog Joined May 2009
United States8476 Posts
September 27 2017 13:14 GMT
#21
On September 27 2017 20:45 Failfail wrote:
Thank you for the guide. However, as a player in co-op, I believe that commanders who can protect the base should defend the base first as some maps like Rifts to Korhal, Scythe Of Amon, enemy attack wave arrives the base before 4 mins. The build you recommend is very, very greedy, just as the Raynor Guide. Some maps which require a lot of early objective controls like Malwarfare or Scythe of Amon cannot do these greedy starts. When you do this greedy builds, you actually rely so much on your ally. But what if your ally also use greedy starts? There will be no defense for the bases until 4 mins. So I suggest that for the following guides, try not to be so economic efficient, as each game your ally commander is different, and some commanders cannot actually support you until his economy is fully saturated.
Kerrigan and Raynor both are good commanders in the early-mid game, sometimes you should help your ally to survive the early game,like help them to break the rocks at the expansion, not just be greedy at every start of the game.

First of all, we should have been more clear that the build is only for maps with natural expansion rocks. Thus, we don't recommend this build on maps like Malwarfare or Scythe of Amon. In addition, there is a specific note for Rifts to Korhal in the map-specific section.

On all other maps (L&L, VT, VL, MO, OE) we recommend this build. It is not greedy at all, because you can defend any wave with this build and still execute it. The replays provided in the replay pack demonstrate this proof of concept.
Moderator
BigRedDog
Profile Joined May 2012
461 Posts
September 27 2017 14:35 GMT
#22
I am a bit surprise u want to build the hatch next to the rock. I assume you will have three hatch in total.

For me, the key in early game is to get Hive tech asap so i can get upgrades for Kerrigan (Ability Efficiency and Chain Reaction). My composition is ultras/hydras so i don't need so much larvae for the third hatch.

My BO is something like this.

17 pool
17 double gas
when pool done, get queen.
When Queen is done, get Lair and Evo
When lair is done, get chain reaction.
Then upgrade Hive
....

When Kerrigan comes out, take out the first wave and then take out the rocks, get natural.


Big Red Dog!
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
September 28 2017 02:58 GMT
#23
13 or 14 ovie (with or without single/double extractor trick)?

It's better to 13 ovie in 1v1, but since 14 ovie gives you 14 drones on minerals in co-op immediately, I imagine it would be the more optimal BO.

Has anyone done any testing?
MyiPtitDrogo
Profile Joined June 2017
28 Posts
September 28 2017 03:36 GMT
#24
Is staying for so long on one base that efficient wtf ? I just always went pool before overlord grabbed an expo and it felt natural.
seemsgood
Profile Joined January 2016
5527 Posts
September 28 2017 10:12 GMT
#25
On September 26 2017 17:25 Zzzapper wrote:
Show nested quote +
On September 26 2017 11:54 seemsgood wrote:
Both Zagara and Kerrian are very weak without extra base.Which means in some mutiation missons they are not viable at all.Beside Air terran her army also very weak against HTs and she cannot remax as fast as Jimmy.
Despite lacking mobility brood lords and queens combo is probadly the safest option.

I strongly disagree: both have strong heroes (Kerrigan more so obviously) that don't care how much economy you have. Zagara also gets 600 resources/minute worth of free banelings as soon as you finish the baneling nest which you should do early on anyway.

You should play mutation map which has hail storm.I get POP'ed everytime.
monk
Profile Blog Joined May 2009
United States8476 Posts
September 29 2017 04:17 GMT
#26
On September 28 2017 11:58 EngrishTeacher wrote:
13 or 14 ovie (with or without single/double extractor trick)?

It's better to 13 ovie in 1v1, but since 14 ovie gives you 14 drones on minerals in co-op immediately, I imagine it would be the more optimal BO.

Has anyone done any testing?

14 >13 Overlord with the build suggested since you won't be making an extra Drone for a while. In our tests, single Extractor trick came out slightly ahead of no Extractor trick, but we're not confident enough to recommend it since it complicates the build for newer players.

On September 28 2017 12:36 MyiPtitDrogo wrote:
Is staying for so long on one base that efficient wtf ? I just always went pool before overlord grabbed an expo and it felt natural.

Yea, it turns out distance mining from your natural isn't so bad.
Moderator
CakeSauc3
Profile Joined February 2011
United States1437 Posts
September 29 2017 09:41 GMT
#27
Cool guide, excited to try these things out. Thanks!
EngrishTeacher
Profile Blog Joined March 2012
Canada1109 Posts
October 01 2017 09:42 GMT
#28
On September 29 2017 13:17 monk wrote:
Show nested quote +
On September 28 2017 11:58 EngrishTeacher wrote:
13 or 14 ovie (with or without single/double extractor trick)?

It's better to 13 ovie in 1v1, but since 14 ovie gives you 14 drones on minerals in co-op immediately, I imagine it would be the more optimal BO.

Has anyone done any testing?

14 >13 Overlord with the build suggested since you won't be making an extra Drone for a while. In our tests, single Extractor trick came out slightly ahead of no Extractor trick, but we're not confident enough to recommend it since it complicates the build for newer players.

Show nested quote +
On September 28 2017 12:36 MyiPtitDrogo wrote:
Is staying for so long on one base that efficient wtf ? I just always went pool before overlord grabbed an expo and it felt natural.

Yea, it turns out distance mining from your natural isn't so bad.


Thanks for the knowledge from your extensive in-game testing! 14 ovie with single extractor trick from now on then.

Much gratitude to you, cheers.
mrgoldenbrown
Profile Joined August 2010
20 Posts
October 01 2017 14:05 GMT
#29
This is a great guide. Kerrigan is my favorite to play but I felt she wasn't quite as powerful as some others. now I see the issue was partly me not knowing how to use her fully.
Erasorz
Profile Joined August 2014
7 Posts
November 10 2017 09:18 GMT
#30
Nice guide, thank you guys for your amazing work

Something that I've lately discovered about nydus network and I think in not mentioned in your guide :
I was playing Abathur with a Kerrigan ally and when I spawned a nydus network, I was surprised that it was actually an omega one ! So Abathur seems to benefit from Kerrigan nydus tech.
DSh1
Profile Joined April 2017
292 Posts
November 10 2017 18:42 GMT
#31
Actually, what's the difference between Omega and normal nydus? Can't remember normal one anymore.
Rizare
Profile Joined April 2010
Canada592 Posts
November 10 2017 19:29 GMT
#32
On November 11 2017 03:42 DSh1 wrote:
Actually, what's the difference between Omega and normal nydus? Can't remember normal one anymore.

The normal nydus worm takes some time to pop up and only 1 unit at a time can slowly come out whereas the omega worm pops up instantly and unload units much quicker. I think the omega worm has more HP too.
Jette
Profile Joined February 2014
United States1 Post
December 16 2017 13:46 GMT
#33
Little late to the party here, but I disagree entirely with the bit about Karax & Kerrigan having few synergies; he's always one of my favorites to play with when I play her.

Apart from the mouthwatering 15% passive (larva production from hatcheries and the egg morph rate both get it, so it's better than for non-Zerg commanders), if the Karax is willing to micro a bit, he can perfectly complement Kerrigan's face-wrecking early game. Specifically, a single Energizer turns Kerrigan into even more of a machine gun than she already is, and orbital strikes can snipe off Void Rays, Carriers, Brood Lords, Battlecruisers, and any other assorted clods in the clouds, all without having to risk any units or sacrifice his early game. A particularly good one can obviate Kerrigan's need for Hydralisks entirely. Plus, Kerrigan's assimilation aura can help out a lot with Karax's high early-game Vespene demands. One Protoss mob is usually enough to pay for most of the first Lance of Adun energy upgrade.

N.B. he has to control the energizer manually. With Kerrigan's short range, queuing/flagging her will get it killed very quickly.

On the defensive side, Kerrigan gets an infinite, low-recharge supply of gigantic body-blocking monsters that you can place directly in front of Karax's photon pile. Omega Worms take an absolute eternity to kill if there's a stack of Cannons and Monoliths on the other side. They inhibit the range of the cannons, so you'll only want one layer, but Monoliths easily make up for it, and on certain maps, it's not even a concern (e.g. the Temple map has wings around the chokepoints, so you can put cannons up there, unimpeded by the Great Wall of Nydus). Plus, if you're fighting Zerg or Nemesis hybrid, Spore Crawlers can slot between cannons to shred air units with energizer support, way faster than any of his buildings can.

Oh, and Kerrigan can pop out of the worms to help with whatever's howling at the gates.

It's an unconventional pairing, and it relies a lot on Kerrigan being aggressive and Karax bothering to support her, but it's quite effective. Hardly a bad matchup.
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
February 06 2018 00:28 GMT
#34
Completely disagree with her "lack of anti-air".

The only time Air Terran gets tough is near the end of the game. Then, you have Malignant Creep + Immobilization Wave + Hydras with Frenzy.

EVERYTHING melts.. doesn't even matter what AI comp it is.
~ The Ultimate Weapon
DSh1
Profile Joined April 2017
292 Posts
February 06 2018 16:24 GMT
#35
The problem/weakness is you are relying solely on immobilization wave a lot of times.
CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
February 07 2018 06:28 GMT
#36
On February 07 2018 01:24 DSh1 wrote:
The problem/weakness is you are relying solely on immobilization wave a lot of times.


Except it isn’t a problem. With Expeditious Evolutions and her cooldown upgrade you have immobilization for every enemy wave or any time that it matters.

And why wouldn’t you rely on it? It has a fast cooldown and it’s her best ability. That’s what it’s there for.
~ The Ultimate Weapon
DSh1
Profile Joined April 2017
292 Posts
Last Edited: 2018-02-07 11:26:29
February 07 2018 11:22 GMT
#37
The cooldown is decent, that's why Kerrigan despite this weakness is a good commander.

Relying on it is a weakness because of the cooldown.
Because if you for example misclick once, you are screwed.
If you have to fight on two different sites, you are also screwed.
Mutations can also screw you over.

If Kerrigan is dead you are ultra screwed.

CCa1ss1e
Profile Blog Joined October 2010
Canada3231 Posts
February 07 2018 17:26 GMT
#38
On February 07 2018 20:22 DSh1 wrote:
The cooldown is decent, that's why Kerrigan despite this weakness is a good commander.

Relying on it is a weakness because of the cooldown.
Because if you for example misclick once, you are screwed.
If you have to fight on two different sites, you are also screwed.
Mutations can also screw you over.

If Kerrigan is dead you are ultra screwed.



No, no and no.

If you misclick, so what. An army with Ultras/Hydras can stomp basically anything. If it's a Mutation and you misclick, yeah sure that would suck. But the same could be said with many commanders.

Fight at two different sites you're screwed? Huh? She has Nydus. Trying to think of a time when you have to fight at two sites anyway.. can't think of anything really except Mist Opportunities near the end.. but those are small waves attacking the bots.. just use Nydus.

Yeah some Mutations might not be the best for her, same as any commander though.

If Kerrigan dies, she's revived in a SHORT time. That's what your army and ally is for.

~ The Ultimate Weapon
DSh1
Profile Joined April 2017
292 Posts
February 11 2018 04:28 GMT
#39
I think we basically agree, but have different definitions of anti-air. You are saying that there is a way to play the game so that you can deal with air which is true. I am arguing that anti-air is not reliable because it requires a larger amount of "no mistakes" (robustness) than other anti-air mechanics (aka units).

I personally I don't count a 2-3min cooldown ability as a very reliable anti-air.

For me: Making sure it is available is playing around that weakness, not deleting that weakness entirely. But then that's a matter of perspective. If you play a perfect game you can always win with any commander, so going by that logic you could also argue that no commander has any weaknesses.
29 fps
Profile Blog Joined March 2008
United States5724 Posts
July 04 2018 12:09 GMT
#40
Now with the new kerrigan changes, it seems better to put mastery points in unit gas cost reduction instead of augmented immobilization wave. Stun them, then finish them off with your mutas, which should be nearby.
4v4 is a battle of who has the better computer.
Dingodile
Profile Joined December 2011
4133 Posts
July 11 2018 14:51 GMT
#41
In all guides, I dont see how many mineral workers is opimal. I always play 14 at main and 12 at the expand.
Kerrigan is the exception. No single one worker at expand when I play with gas cost reduction. Raynor aswell.
Grubby | ToD | Moon | Lyn | Sky
29 fps
Profile Blog Joined March 2008
United States5724 Posts
July 12 2018 01:49 GMT
#42
I remember asking a similar question before. I believe the answer is 21 and 15 (because you want to get as many resources as possible), then get rid of some workers as you're about to max out. Personally, I get about 18 at my main and 13 at my natural.
4v4 is a battle of who has the better computer.
billynasty
Profile Joined October 2014
United States260 Posts
July 13 2018 22:09 GMT
#43
On July 11 2018 23:51 Dingodile wrote:
In all guides, I dont see how many mineral workers is opimal. I always play 14 at main and 12 at the expand.
Kerrigan is the exception. No single one worker at expand when I play with gas cost reduction. Raynor aswell.


Optimal saturation would include having 2 workers each on minerals with 3 workers on gas.

So if your main has 8 patches you'd want 16 workers on the minerals plus 6 total for 2 gas refineries.
I'll sometimes count the patches just to get an idea of how many i need.

But yeah you wont really get this info in a guide because it's probably just assumed.
i dont miss God but i sure miss Santa Claus
Dingodile
Profile Joined December 2011
4133 Posts
July 14 2018 20:03 GMT
#44
Just for fun with Nova, I made 21 for main and 18 workers at expand (3 workers each on minerals). Griffin airstrike all 30sec while building an army.
Grubby | ToD | Moon | Lyn | Sky
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