• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 22:24
CEST 04:24
KST 11:24
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
uThermal's 2v2 Tour: $15,000 Main Event5Serral wins EWC 202543Tournament Spotlight: FEL Cracow 202510Power Rank - Esports World Cup 202580RSL Season 1 - Final Week9
Community News
SC2's Safe House 2 - October 18 & 194Weekly Cups (Jul 28-Aug 3): herO doubles up6LiuLi Cup - August 2025 Tournaments5[BSL 2025] H2 - Team Wars, Weeklies & SB Ladder10EWC 2025 - Replay Pack4
StarCraft 2
General
The GOAT ranking of GOAT rankings TL Team Map Contest #5: Presented by Monster Energy Rogue Talks: "Koreans could dominate again" uThermal's 2v2 Tour: $15,000 Main Event RSL Revival patreon money discussion thread
Tourneys
SC2's Safe House 2 - October 18 & 19 LiuLi Cup - August 2025 Tournaments $5,100+ SEL Season 2 Championship (SC: Evo) WardiTV Mondays RSL Season 2 Qualifier Links and Dates
Strategy
Custom Maps
External Content
Mutation # 485 Death from Below Mutation # 484 Magnetic Pull Mutation #239 Bad Weather Mutation # 483 Kill Bot Wars
Brood War
General
StarCon Philadelphia ASL Season 20 Ro24 Groups BW General Discussion BSL Team Wars - Bonyth, Dewalt, Hawk & Sziky teams Player “Jedi” cheat on CSL
Tourneys
[Megathread] Daily Proleagues KCM 2025 Season 3 Small VOD Thread 2.0 [ASL20] Online Qualifiers Day 2
Strategy
Fighting Spirit mining rates [G] Mineral Boosting Simple Questions, Simple Answers Muta micro map competition
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Total Annihilation Server - TAForever Beyond All Reason [MMORPG] Tree of Savior (Successor of Ragnarok)
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
INnoVation Fan Club SKT1 Classic Fan Club!
Media & Entertainment
Anime Discussion Thread [\m/] Heavy Metal Thread [Manga] One Piece Movie Discussion! Korean Music Discussion
Sports
2024 - 2025 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Gtx660 graphics card replacement Installation of Windows 10 suck at "just a moment" Computer Build, Upgrade & Buying Resource Thread
TL Community
TeamLiquid Team Shirt On Sale The Automated Ban List
Blogs
Gaming After Dark: Poor Slee…
TrAiDoS
[Girl blog} My fema…
artosisisthebest
Sharpening the Filtration…
frozenclaw
ASL S20 English Commentary…
namkraft
momentary artworks from des…
tankgirl
from making sc maps to makin…
Husyelt
Customize Sidebar...

Website Feedback

Closed Threads



Active: 596 users

Baneling Detonation Logic

Forum Index > StarCraft 2 Strategy
Post a Reply
1 2 3 4 5 6 Next All
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-09 15:16:33
May 09 2010 13:22 GMT
#1
I have been watching a lot of casts and replays of ZvT games and have deduced that a lot of people are making critical errors with use of Banelings.

I just watched Day[9]'s commentary on Match 1/3 of Day[9] vs Tasteless and couldn't help but to cringe at the use of Banelings, it was abysmal, to say the least.

A few days into beta, I remember whinging about MMM balls, as i struggled to counter it. Suddenly i realized something, and instantly, MMM was no longer a threat.


These are the three key things;


#1 - Banelings detonate on death
Getting them to 0/30hp simply forces them to detonate. It seems a lot of people do not know this, assuming that killing them means they wont explode. (Day[9] showed this by the fact he saw Nick focus fire his Baneling and was confused when Nicks Marines still died)


#2 - Banelings are excellent damage tanks
When a Baneling with 30hp detonates on an enemy. You just lost 30hp of damage tanking for the rest of your army. This is ABSOLUTELY BAD. This is 30hp of damage output your enemies army will be putting onto Mutas/Hydra/Lings instead of your Baneling, which is going to die anyway.

In conjunction with #1, you should almost NEVER actually Detonate on your own accord.


#3 - Banelings MUST kill the correct units
Terran players will always keep their Marauders in the front, to absorb the Baneling hits. This is very cost effective as 1 Marauder can absorb 7 Banelings (350/175). If you simply attack move, all a Terran need do is walk 1 Marauder forward away from anything else, and he just traded 100/25 for 350/175.

Using knowledge from #1 and #2, you should only use the Move command on your Banelings. Never actually tell them to blow up. Make them run towards the Marines!

At the very worst, the Banelings will be killed before they can get to the Marines, causing them to blow up on the Marauders as they would have with Attack Move anyway.

If you do this correctly, you will be able to get a surround on the Marines, which which incidently get killed when they shoot the Banelings. Make sure that even when your Banelings are surrounding Marines, you do not Attack Move or Detonate. Even feel free to run your main army back.

Even if the enemies army begins to run away, just keep on walking/rolling by their side, assuming you can keep up. They will eventually have to stop and shoot you, which will blow the marines up.


You should Attack Move or Detonate if;
- Your opponent is NOT attacking your Banelings, and focus firing the rest of your units (very unlikely).
- You have lots of Banes around their Marines and they decide to Stim and run away (faster than you can chase).
- You are near the units your want to destroy and he is using amazing micro to split them into lots of little groups. Detonate on them before they can split.
- You have a really healthy surround on their Marines, then you should detonate 2 or 3.


Conclusion
The result of all this is that you Move your Banelings towards their army (specifically units they counter), and just dance around. They will act as damage tanks, keeping the rest of your army alive. Also able to move past the Marauder Wall and hit the units that they are strong against (and you need to take out - ie. Marines to stop killing Mutalisks). This also works wonders in ZvZ if you have Mutalisks and he counters with Hydralisks.





mrlie3
Profile Blog Joined December 2008
Canada350 Posts
May 09 2010 13:29 GMT
#2
Once Banelings get speed upgrade, all of these logics are negligible. =) Man aren't they fast!

I want to see more Zerg to play burrowed Banelings btw. Stop Lurkers did terrible, terrible damage to SC1 Terran, why not here?
Crimson @ Clan CORE | ESFI World Translator
kerpal
Profile Blog Joined June 2009
United Kingdom2695 Posts
May 09 2010 13:30 GMT
#3
i heard somewhere that banelings only detonate on death if they're attacking at the time, does anyone know if that's true?
Amestir
Profile Blog Joined May 2010
Netherlands2126 Posts
May 09 2010 13:31 GMT
#4
Very helpfull. I'm just a starting Zerg player, and so far I have been able to win quite a few matches with banelings since most low lvl players aren't used to them. This post will help me perfect my baneling micro :D
We know nothing.
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-09 13:33:54
May 09 2010 13:32 GMT
#5
On May 09 2010 22:30 kerpal wrote:
i heard somewhere that banelings only detonate on death if they're attacking at the time, does anyone know if that's true?

As i stated. Banelings can not be killed without Detonating.
I also stated that many people don't seem to know this, which you confirm.

On May 09 2010 22:29 mrlie3 wrote:
Once Banelings get speed upgrade, all of these logics are negligible. =) Man aren't they fast!

No, once speed is upgraded, these three points become even more efficient and powerful.

On May 09 2010 22:31 Amestir wrote:
This post will help me perfect my baneling micro :D

It's really simple to do, and it always makes me smile, it's just so amazingly effective.
TheGreenMachine
Profile Joined March 2010
United States730 Posts
May 09 2010 13:42 GMT
#6
Yep just tested, banelings who are told to move will explode on death doing the same damage they would normally do. Definitely changing the way im handling banelings. Awesome thread!
Don't forget to get everyone you know to play HOTS so this game we love called Starcraft will live on. Every little bit helps. ^^
2ndFoundation
Profile Joined April 2003
Germany212 Posts
May 09 2010 13:45 GMT
#7
thx for this, i appreciate these infos as a zerg player
Atnas
Profile Joined March 2010
Sweden38 Posts
Last Edited: 2010-05-09 14:42:27
May 09 2010 14:42 GMT
#8
Thanks a lot! I was always unsure of how they were meant to be used (well, aside from the obvious) and I never thought of using them as tanks- I mean if I just keep them around the enemy they will detonate and die but do a bit of tanking first, just like you said! Fantastic!

Will have to try and use them more, I'm awful at it.

Could you link the games you mentioned though? :D So I can see how NOT to use them!
Fi fo fum
willeesmalls
Profile Joined March 2010
United States477 Posts
May 09 2010 14:47 GMT
#9
I've always known this but a-clicking is such a habit in the heat of things.

This was very well written, and not immediately obvious for most players. Very good job.
Thamoo
Profile Joined March 2010
Canada234 Posts
May 09 2010 14:48 GMT
#10
I agree with most of this, but its sometime (rarely) acceptable to detonate manually. For example :

1. Your bannelings are under the fungal growth spell and about to die, theres an opposing unit nearby. (very rare)
2. Your zergling are completly surrounding your target already, detonating the banneling coud do some good damage aniway. (less rare but you messed up micro a little if you're in this situation)
3. Banneling bursting where you sent some zergling first (to soak damage or because you messed up) and your bannelings are unable to "attack" the structure but still close enough that a manual detonation would hit.
wat?
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-09 15:21:05
May 09 2010 15:10 GMT
#11
On May 09 2010 23:48 Thamoo wrote:
1. Your bannelings are under the fungal growth spell and about to die, theres an opposing unit nearby. (very rare)

Due to #1, they will Detonate anyway. There is no point to manually do it.

On May 09 2010 23:48 Thamoo wrote:
2. Your zergling are completly surrounding your target already, detonating the banneling coud do some good damage aniway. (less rare but you messed up micro a little if you're in this situation)

Detonating behind a wall of Zerglings is a bit of a waste too, as Banelings have little splash, and it would only hit a 1-3 enemies at max. Remember, Banelings are expensive. It's better to lose 3 Zerglings than a Baneling. If you think you need the Banelings to Detonate on the enemies to win, its a better idea to pull the Zerglings off and Move into the enemy ball, then re-engage with your Zerglings.



On May 09 2010 23:48 Thamoo wrote:
3. Banneling bursting where you sent some zergling first (to soak damage or because you messed up) and your bannelings are unable to "attack" the structure but still close enough that a manual detonation would hit.

Manually detonating each one as it gets into range seems a bit micro intensive, and you might accidentally blow up out of range. Again, I'd just pull the Zerglings back.
Logo
Profile Blog Joined April 2010
United States7542 Posts
May 09 2010 15:21 GMT
#12
I think he means if the banelings are at 50% hp, unable to move, and a unit is about to move away from them. If you don't detonate you'll lose the baneling and deal no damage.
Logo
MinoMino
Profile Blog Joined April 2010
Norway1103 Posts
May 09 2010 15:27 GMT
#13
On May 10 2010 00:10 chiss wrote:
Show nested quote +
On May 09 2010 23:48 Thamoo wrote:
1. Your bannelings are under the fungal growth spell and about to die, theres an opposing unit nearby. (very rare)

Due to #1, they will Detonate anyway. There is no point to manually do it.


Fungal growth does damage over time, meaning that even though they will eventually die, it'll take time. Detonating manually might kill enemy units faster than waiting for the fungal growth to do enough damage. Also, the enemy might realize that they will eventually blow up and simply move them away before they blow up.
Blah.
Diks
Profile Joined January 2010
Belgium1880 Posts
Last Edited: 2010-05-09 17:23:47
May 09 2010 15:34 GMT
#14
very interesting article.
i'll do even more banelings now !
Viruuus
Profile Joined February 2010
Germany451 Posts
Last Edited: 2010-05-09 15:45:50
May 09 2010 15:45 GMT
#15
great find, thanks alot!
Lee Jae Dong fighting!!!
Generico
Profile Joined May 2010
United States39 Posts
Last Edited: 2010-05-09 16:42:39
May 09 2010 16:40 GMT
#16
One could argue that detonating as soon as you've got the banelings mixed with his marine ball would be a more effective tank, given that killing a unit prevents it from doing any damage to anything. Not to mention, the less time he has to dance his marines the better off you are. Marines have the advantage of speed and range vs baneling micro. Sometimes the best defense is a good offense so they say.
"Know thy self, know thy enemy. A thousand battles, a thousand victories." -Sun Tzu
Zelniq
Profile Blog Joined August 2005
United States7166 Posts
May 09 2010 16:50 GMT
#17
many people dont realize how cost-effective and practically effective banelings are vs clumped marauders. if you do the math and factor in that they kill groups of marauders instantly, it's more than worthwhile to use banelings vs them
ModeratorBlame yourself or God
chiss
Profile Joined April 2010
Australia27 Posts
Last Edited: 2010-05-09 17:10:57
May 09 2010 16:56 GMT
#18
On May 10 2010 01:40 Generico wrote:
One could argue that detonating as soon as you've got the banelings mixed with his marine ball would be a more effective tank, given that killing a unit prevents it from doing any damage to anything. Not to mention, the less time he has to dance his marines the better off you are. Marines have the advantage of speed and range vs baneling micro.


This was my initial approach this logic too, however;
- Units tend to auto-fire on the closest thing
- Enemies often try to run when the Banelings get close (giving your army free hits while your Banelings just run along beside them)
- 50/25 per Baneling is quite costly, and its better to take SOME damage on your other units than to lose your Banelings, for obvious reasons. Damaged units heal. Dead Banelings do not.

Really, its very situational. As you said, detonating can be better sometimes. However, i have found through my games, the Banelings tend to get shot up pretty damn quickly (as opposed to your other units), so it's not a big issue.

You'd think stimmed MMM could cause issues in terms of out-ranging and out-running. However when you have Mutalisks/Speedlings on them, they cant afford to stop and fire or the Banes will catch up. So while they run, Mutalisks can pick off the Marines, and Zerglings can get a nice surround and do damage.

In short, the MMM have very little options but to just attack and try to micro to minimize casualties (which isn't going to happen!).



On May 10 2010 01:50 Zelniq wrote:
many people dont realize how cost-effective and practically effective banelings are vs clumped marauders. if you do the math and factor in that they kill groups of marauders instantly, it's more than worthwhile to use banelings vs them

Yes and no.

I'd consider hitting 4 Marauders with a Baneling Detonation to be an 'good hit'. Due to their bigger size, less will fit into the radius of the Detonation.

Marauders cost 100/25 and have 125hp
Banelings do 25 damage to them

Therefor in this 'ideal' hit against Marauders, you are doing 20/5 resources worth of damage to each of the 4 Marauders. That is 80/20. So yes, this can be 'worthwhile', however i think in a realistic situation you will find that Banes, at the very best, will come out about even in the amount of resources lost and killed. Also, realise that this 80/20 loss would only occur after each of the 5 Marauders actually die. Until then, you have lost money, and he has not.

Play a ZvT with a friend and get ANY multiple of 2 Banelings (100/50) per 1 Marauder (100/25). I almost guarantee that the Marauders will survive after all the Banelings have exploded every time, despite being cheaper. I personally haven't tested this, but I'm almost certain it would be the case.

However, the kicker here is that the Marauders serve as a damage tank more than DPS in these situations. I personally use Banelings as support for Zerglings or Mutalisks. Both of these are extremely good counters to Marauders, and mediocre against Marines. So the ideal use of the Banes is to take down the Marines, leaving the Marauders (which probably took a few Baneling hits as they rolled past anyway) to be killed by your army.
BladeRunner
Profile Blog Joined February 2010
United States407 Posts
Last Edited: 2010-05-09 17:03:14
May 09 2010 17:02 GMT
#19
Great points and I will definitely try to incorporate this.. By the way, I think you should add this strat which seems to be a bit underused:

burrow banelings then draw the enemy back across them, so you can pop up inside the marine ball, this seems the best way to get maximum damage. Also it doesn't seem like banelings are used very much for area control like spider mines were, even though it seems they could fill that role fine with enough micro.

Also I think one of the main uses of the manual detonation is for when they're burrowed (which, I think still works?)
skronch
Profile Blog Joined December 2008
United States2717 Posts
May 09 2010 17:03 GMT
#20
great post....i'll keep this in mind when playing zerg
1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 7h 36m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
RuFF_SC2 93
StarCraft: Brood War
ggaemo 102
NaDa 99
MaD[AoV]39
Noble 25
Terrorterran 13
Icarus 1
Stormgate
Nina224
Dota 2
monkeys_forever718
NeuroSwarm133
LuMiX1
Super Smash Bros
Mew2King74
amsayoshi1
Heroes of the Storm
Khaldor184
Other Games
summit1g11750
tarik_tv8973
JimRising 566
ViBE184
Organizations
Other Games
gamesdonequick1310
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 16 non-featured ]
StarCraft 2
• Berry_CruncH313
• davetesta41
• Adnapsc2 12
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• LaughNgamezSOOP
• Migwel
• sooper7s
StarCraft: Brood War
• BSLYoutube
• STPLYoutube
• ZZZeroYoutube
Dota 2
• masondota22014
League of Legends
• Doublelift5876
Other Games
• Scarra927
Upcoming Events
Sparkling Tuna Cup
7h 36m
uThermal 2v2 Circuit
12h 36m
BSL
16h 36m
Bonyth vs Hawk
Wardi Open
1d 8h
RotterdaM Event
1d 13h
Replay Cast
1d 21h
WardiTV Summer Champion…
2 days
RSL Revival
2 days
PiGosaur Monday
2 days
WardiTV Summer Champion…
3 days
[ Show More ]
The PondCast
4 days
WardiTV Summer Champion…
4 days
Replay Cast
4 days
LiuLi Cup
5 days
Online Event
6 days
SC Evo League
6 days
uThermal 2v2 Circuit
6 days
Liquipedia Results

Completed

StarCon 2025 Philadelphia LAN
FEL Cracow 2025
CC Div. A S7

Ongoing

Copa Latinoamericana 4
Jiahua Invitational
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
uThermal 2v2 Main Event
HCC Europe
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1
BLAST.tv Austin Major 2025

Upcoming

ASL Season 20
CSLAN 3
BSL Season 21
BSL 21 Team A
RSL Revival: Season 2
Maestros of the Game
SEL Season 2 Championship
WardiTV Summer 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
Roobet Cup 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
TLPD

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

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.