![[image loading]](http://imgur.com/guNGP.png)
This is about a 2base hydra drop into 4 base mass muta, in ZvP. Here mutas attacking just after the initial hydra drop.
I recently posted a ZvP strat called "an aggressive path in ZvP", which presents some kind of hydra/muta play in ZvP in order to avoid the usual roach/corruptors/expand usual ZvPs.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=203996
I had some comments on it, some of them very fruitful, sometimes critical (in the good sense); which helped me to refine the build, and make it more solid. Some critiques were a bit more radical; and even though I denied it strongly at the time

So, I was about to give up the whole thing, when some guy suggested me to use Spanishiwa's opening to strengthen my stuff. After some work of adaptation, I think I have come up with quite convincing results, which I would like to share. To clarify things and avoid useless remarks, I am an average master who wins against high masters in ZvP (and lose all his ZvT, but that's another story). I don't aim at teaching super pros how to play sc2; just want to suggest a strat with which I have had some success. I have never tested the build against grand masters.
To sum up, the general architecture is still the same as in my "aggressive path" 1.0 , i.e. hydra drop planed for the 11/12 mn mark, followed by muta harass; still no roach, no corruptor; but this version is way stronger economically. This modifies quite a lot the build, which is now a two base hydra drop into 4 base mass muta. New aspects emerge (like queen drops, massive spine defense and double expand during the hydra drop); some disappear (early zergling pressure). Overall, I would still label it an aggressive build, as from the 11 mn mark you shouldn't stop attacking. It has become a bit more APM intensive, due to more expands, but I am no high APM guy, and still make it work reasonably.
Let's now get into the details.
1.Main variation. (vs 3 gate exp into colossi).
1. 1 A new hope: Spanishiwa: The Ice Fisher is on fire!
1.1.1 First steps
+ Show Spoiler +
So for the first steps of the build, I follow Spanishiwa's stuff. Yet, I made some modification as I rather go 11 pool 18 hatch. I have been doing some kind of 16 hatch 15 pool strat. and when it works, it's really nice. But at the same time, you have too much pylon block, cannon rush and so on. If you feel comfortable with 16 hatch, go for it, but I would rather recommend a 11 pool 18 hatch, like this.
![[image loading]](http://imgur.com/ktfmO.png)
Eleven pool into 18 hatch on Shakuras. Zerglings just killed the probe. Protoss is going to be in the dark for a while.
-11 pool (with extractor trick)
-@100% pool 2 zerglings and queen.
use the two zerglings to chase the probe away. and throw down a hatch just thereafter (timing should be fine). One very good thing is that from there the protoss will be in the dark, until the moment he pushes or has an observer. Some people may also overreact to 11 pool, which is also a good thing. After, go scout with the zerglings. If you see any pylon around, make 4 more zerglings immediately, if necessary with extractor trick.
-@ 100% queen, make another queen.
-@50% hatch, make a spine in your main (you will transfer it to your natural when it pops up).
@100% hatch, make a queen in your natural.
From here, you come back to Spanishiwa's stuff. Put down spines, according to what you have scouted so far (at least 2 more, against 3 gate expand). For 4 gate defense, go see his stuff. I like having my gases a bit before what he suggests. So rather than "at 40 make four gases", I would say "between 36 and 40", make four gases. But that's a small difference...
Also:
- Make queens. Don't hesitate to have 5 or 6, they will be used during the drop; it makes things easier against air harass, etc.
- Remember that creep spreading is pretty useless in this build, beyond the initial creep tumor from your main to your natural. maybe saving energy for the drop and/or defense is more interesting…
@100 gas, go lair.
![[image loading]](http://imgur.com/ktfmO.png)
Eleven pool into 18 hatch on Shakuras. Zerglings just killed the probe. Protoss is going to be in the dark for a while.
-11 pool (with extractor trick)
-@100% pool 2 zerglings and queen.
use the two zerglings to chase the probe away. and throw down a hatch just thereafter (timing should be fine). One very good thing is that from there the protoss will be in the dark, until the moment he pushes or has an observer. Some people may also overreact to 11 pool, which is also a good thing. After, go scout with the zerglings. If you see any pylon around, make 4 more zerglings immediately, if necessary with extractor trick.
-@ 100% queen, make another queen.
-@50% hatch, make a spine in your main (you will transfer it to your natural when it pops up).
@100% hatch, make a queen in your natural.
From here, you come back to Spanishiwa's stuff. Put down spines, according to what you have scouted so far (at least 2 more, against 3 gate expand). For 4 gate defense, go see his stuff. I like having my gases a bit before what he suggests. So rather than "at 40 make four gases", I would say "between 36 and 40", make four gases. But that's a small difference...
Also:
- Make queens. Don't hesitate to have 5 or 6, they will be used during the drop; it makes things easier against air harass, etc.
- Remember that creep spreading is pretty useless in this build, beyond the initial creep tumor from your main to your natural. maybe saving energy for the drop and/or defense is more interesting…
@100 gas, go lair.
1.1.2 From lair to drop.
+ Show Spoiler +
When you started lair, go on with drones production, you can add a fourth, or fifth spine depending on what you scout. If you don't scout anything, make a fourth spine. Don't hesitate to oversaturate a bit your mineral line with drones, as you will put down spines later anyway.
Also, block the bottom of your ramp with two queens. That's a safety against ultra fast DT: if you don't have overseer, you can still block DTs at your ramp with transfusing queens, until overseer eventually pops up. I advise not to block the top or the middle of your ramp, as a force field would lock your two queens in your main.
then, @100 extra gas, go for speedling (classical spanishiwa, but you can do it later! the only thing is to have it ready for the tenth minut mark).
@ 100% lair, put down the hydra den, overlord tech (the tech to carry stuff first as it's longer), and stop making drones. make overlords to have around 100/110 food, and keep all the rest of your money.
At 100% lair, also get an overseer. This is mainly for defensive purposes (although you may want to add it to the drop later): scouting observers, and countering DTs (for details about that, go to part 2.)
@100% hydra den, get hydra range. produce hydras, and with leftover minerals, make queens and/or zerglings. for the drop, you should have around 15 hydras (it can be 12, it may be 18…), around 4 queens, (maybe 3 maybe 5 or 6), and some zerglings (between 8 and 20 I guess). I can't give precise figures, as this will depend on your mineral / gas ratio, i.e. your gas exact timings, your number of spines, etc. Overall I guess you should have around 7 or 8 full overlords.
1.1.3 Warming up for the drop.
+ Show Spoiler +
Generally, you will be waiting for the overlord tech. While waiting for it and pumping units, last things to do before the drop:
- make overseer circles around your base to catch any observer. remember, if you get an observer, that means he is 99% sure going for colossus, so it should be fine, but don't drop too late. In some variations, the timing is a bit less important, but when colossi are coming, you should not be messing things up.
- gather all units and make control groups. It is very useful to make three control groups cause it'll make things much easier to micro during the drop. one for hydras, one for queens, one for zerglings. Remember that drops are usually quite messy, you don't see units well because of overlords, and it's hectic to target fire, send a small group on the probes, and transfuse at the same time, while macroing, expanding, etc.
- You may want to include all your queens in the drop, while making sure some are being produced when you leave, so that you are not completely larva broken for mutas.
- make sure your overlords spread creep.
- When you send your loaded overlords, avoid watch towers or make sure you have them. It happened to me to be scouted like that on shakuras, and it's really stupid.
- If toss seems to push with gateway units when you are on your way, I would recommend to not retreat, as it will waste your timing completely. Pray, take emergency measures, make some additional hydras. In the worst case, you should be trading bases.
- make overseer circles around your base to catch any observer. remember, if you get an observer, that means he is 99% sure going for colossus, so it should be fine, but don't drop too late. In some variations, the timing is a bit less important, but when colossi are coming, you should not be messing things up.
- gather all units and make control groups. It is very useful to make three control groups cause it'll make things much easier to micro during the drop. one for hydras, one for queens, one for zerglings. Remember that drops are usually quite messy, you don't see units well because of overlords, and it's hectic to target fire, send a small group on the probes, and transfuse at the same time, while macroing, expanding, etc.
- You may want to include all your queens in the drop, while making sure some are being produced when you leave, so that you are not completely larva broken for mutas.
- make sure your overlords spread creep.
- When you send your loaded overlords, avoid watch towers or make sure you have them. It happened to me to be scouted like that on shakuras, and it's really stupid.
- If toss seems to push with gateway units when you are on your way, I would recommend to not retreat, as it will waste your timing completely. Pray, take emergency measures, make some additional hydras. In the worst case, you should be trading bases.
1.2 The Swarm strikes back (with Hydras).
+ Show Spoiler +
1.2.1 The to-do list when hydras are on the way.
all these things are pretty crucial, don't forget them!
you should have a lot of mineral. So:
- make your spire.
- expand. Generally, I double expand. i.e. I select six drones, and build 2 hatchs and 4 gases.
-spines: add 3 or 4 spines in your main. (so that you have between 7 and 10).
-make sure you have queens injecting.
-if so, you can make a round of drones. (just make sure to have enough larvae for 10/15 mutas.)
(I don't claim this part to be very original, just summing up things to have in mind when doing a hydra queen drop.)
1.2.2 How to make an hydra drop.
A good hydra drop may well win you the game. But it also helps to buy time, and this is absolutely crucial. This is why a bad hydra drop won't completely lose you the game, if it keeps the toss for a while on a defensive position. you may not kill all his units, not destroy any key building. You'll be doing fine if you don't get completely smashed: as you will get time to make your expands running and protect them.
how to drop: I would recommend a simple D left click from far, when you start moving your loaded overlords. so that the overlords naturally spread. Overall, I think it's better than a trendy drop while moving, which will make you gain one sec maximum and exposes you to utter failure (not dropping, dropping half of your units, that kind of stuff). But if you feel completely confident with this and want to have higher APM…
Where to drop? I am still wondering about this.
![[image loading]](http://imgur.com/LVpNf.png)
A drop on the main nexus, followed by some creep tumor block (the zerg pylon block!).
In the beginning, I was dropping close to the choke. The interest is that you can catch toss units in a narrow path, with ideally a nice concave. yet, sometimes your hydra random fire gateways instead of fighting and it's really frustrating + if one colossus is already here, it will use the cliff. At the same time, if you drop at the choke and send zerglings in the mineral line, it works a bit as a double attack, as the toss has to pay attention to two things at once.
I have been trying to drop on the mineral line in the main, and feel it's a bit more efficient, as you can kill the nexus pretty quickly, and with some creep tumors delay its construction for a while (for ever if he doesn't have robo). Yet, if his army is a but superior to yours, there is a risk that you get raped, which doesn't happen that much with the chock drop.
In addition to this, the choice for the drop location will depend on the access you have to the position. In some cases, it's easier to drop on the main mineral line (Shakuras), in others, you will more easily drop on the choke(xel naga caverns).
What to do when dropping? - put creep with overlords. - good hydra positioning and targeting. - queen transfuse and creep tumors. - around 6-8 zerglings on probes - overseer block (optional - I don't do it much, as it potentially weakens your defense).
A bad hydra drop looks like that (you can admire my very personal style):
![[image loading]](http://imgur.com/aVAwo.png)
A good hydra drop looks like this:
1.drop at the choke. make sure units fire precise target (it’s the main reason for a failed drop. It's essential to have some key building to target, and not only random gateways. (cybernetic core is particularly interesting, as mutas are coming.
![[image loading]](http://imgur.com/yTFct.png)
2. The first seconds may be used to destroy the key building; but as soon as units are coming, make sure to have a good concave. It's better when queens tank damage in the front. Transfuse as much as you can, you may gain something like 5 seconds free from real damage to your army, which is huge. Tumors are to scout, provoke observers prevent buildings on the area, and fun
![[image loading]](http://imgur.com/YTCMI.png)
3.Retreat when nothing can be done anymore! the rests of your hydra drop (if any) will be useful for multi pronged attacks later. don't try to escape when you can't though.
![[image loading]](http://imgur.com/fK7FB.png)
1.2.3 Backing or not backing.
Why it's not a big deal NOT to drop? or slightly failing a drop?
As I said, an important aspect of the drop is that it buys you time. So even though you fail a bit your drop, even though he is expecting you and therefore you can't unload, you may well be fine. Just try to keep stuff in your overlords, so that you maintain the threat (and prevent him from moving). As Nimzovitch says, the threat is stronger than the execution. This is also why I would strongly recommend backing in the overlords if you feel he has a bigger army (I have to admit I sometimes fail to do that). That'll make him stay in his base while your mutas are coming.
1.3 The return of the Jedi. (or why our dear old Mutas still rock in zvp).
1.3.1 The Muta. (not mutas, or some mutas, but The Muta)
+ Show Spoiler +
When you leave your base with hydras for the second wave, you should build a spire. When the spire is finished, just make as much mutas as you can. Make sure you have enough larva for that (i.e. not forgetting all your injects).
Upgrading mutas is of course a good idea, after your made your first wave. I still don't know which is better, attack or defense, I guess that as you are harassing, you are not suppose to engage, and therefore defense is a bit useless. (but of course this is true only in the ideal world).
don't hesitate to make several attacks at once, this is so efficient! you can do: zergling drops, multiple muta groups and rests of hydra drops. If your opponent doesn't split his army, you can harass forever. If he does split his army in small groups; gather your mutas and kill one of his smaller groups.
![[image loading]](http://imgur.com/OWEGV.png)
42 mutas on a bunch of gateway units.
1.3.2 Structure of late game: mutas, macro and spines
+ Show Spoiler +
Don't forget to send drones in your gases, when your two expands finish.
You should be doing three crucial things(beyond obvious stuff like injects): make mutas, possibly some zerglings for drops - make spines - make drones. The difficulty is to find the equilibrium of these three things. Now this is obvious but if you fail there is a risk : to be broken in mineral or larvae when planning to produce a new wave of mutas; to run out of drones, because you made too many spines; or to lack spines when you are under attack.
One new aspect of "an aggressive path" 2.0 is spines: a few remarks about mass spines. First, I recommend that you really make mass spines; by that I mean as much as you can: I guess figures would be around 6 or 7 in your natural when you leave for the hydra drop; 5 more in your natural and 5 more in your third when you go for the first muta harass, and so on (I guess it can go up to 30 or more sometimes). Second, the interest of spines, is that it doesn't take food.
Food counts are around equal; but you have numerous spines.
![[image loading]](http://imgur.com/yO4W2.png)
You should be doing three crucial things(beyond obvious stuff like injects): make mutas, possibly some zerglings for drops - make spines - make drones. The difficulty is to find the equilibrium of these three things. Now this is obvious but if you fail there is a risk : to be broken in mineral or larvae when planning to produce a new wave of mutas; to run out of drones, because you made too many spines; or to lack spines when you are under attack.
One new aspect of "an aggressive path" 2.0 is spines: a few remarks about mass spines. First, I recommend that you really make mass spines; by that I mean as much as you can: I guess figures would be around 6 or 7 in your natural when you leave for the hydra drop; 5 more in your natural and 5 more in your third when you go for the first muta harass, and so on (I guess it can go up to 30 or more sometimes). Second, the interest of spines, is that it doesn't take food.
Food counts are around equal; but you have numerous spines.
![[image loading]](http://imgur.com/yO4W2.png)
1.3.3 Remarks.
+ Show Spoiler +
At some point, the protoss will try to push with all he has. Sometimes it's when he feels the game is being lost; sometimes he is just trying to put some pressure. In this case, don't hesitate to trade bases. You may lose if you absolutely want to avoid base trades. You have four, and he very likely has 2 or 3 max so it will be fine (and you can bring your mutas back pretty quickly, if absolutely necessary).
![[image loading]](http://imgur.com/TQfOK.png)
A protoss counter. You'll often have to trade bases, but that's fine!
Also at some point, (when you have spines on your 3rd and 4th), drop a evo chamber and some spore crawlers, just in case he goes for late DTs.
![[image loading]](http://imgur.com/TQfOK.png)
A protoss counter. You'll often have to trade bases, but that's fine!
Also at some point, (when you have spines on your 3rd and 4th), drop a evo chamber and some spore crawlers, just in case he goes for late DTs.
2. Dealing with other protoss builds: variations on the build.
+ Show Spoiler +
One interesting aspect of the build is that it works against almost all protoss strategies whatsoever. It's not a tree like "if this, then that", where you switch to something completely different. You only have to make minor adjustments against most builds, but you don't have to change the overall plan.
2.1Forge fast expand.
Be careful about cheese. put spines later. Be ready for air harass. that's it...
2.2 Four gate push.
Scout it in time and put down spines. To be honest, I still have hard time identifying a four gate push correctly, as I switched to Spanishiwa's stuff recently. and this is where I lose most of my ZvP still. when you hold it off, just do the usual stuff; absolute timings will not be respected, but if you have followed correctly the relative timings (when this, then that) it should be fine)
2.3 One base tech push with ground. (void ray/colossi/immortal)
with spines and queens, I guess it should be fine… if you see that nothing happens for too long (past 6:30 7:00 in the game) and that he is still on one base, then just make some extra defense. Plus make sure to have two queens blocking your ramp, as it may well be DTs.
2.4 Other pressure builds (DT and two bases air pressure):
The essential tool is queen. Against air of course, but against DT also, to block the ramp, while getting an overseer. Against DT: You should always block your ramp with two queens. I recommend to block it down the ramp, as otherwise force fields may block your queens on the high ground in case of push.
2.5 6 gate.
The hints for a 6 gate strat are :gateways in front of his natural, no observer killed, large amounts of gateway units, a will to pressure(especially at around 10 mn mark). in the case of six gate, you can definitely delay the drop by one minut, one minut and a half.
2.1Forge fast expand.
Be careful about cheese. put spines later. Be ready for air harass. that's it...
2.2 Four gate push.
Scout it in time and put down spines. To be honest, I still have hard time identifying a four gate push correctly, as I switched to Spanishiwa's stuff recently. and this is where I lose most of my ZvP still. when you hold it off, just do the usual stuff; absolute timings will not be respected, but if you have followed correctly the relative timings (when this, then that) it should be fine)
2.3 One base tech push with ground. (void ray/colossi/immortal)
with spines and queens, I guess it should be fine… if you see that nothing happens for too long (past 6:30 7:00 in the game) and that he is still on one base, then just make some extra defense. Plus make sure to have two queens blocking your ramp, as it may well be DTs.
2.4 Other pressure builds (DT and two bases air pressure):
The essential tool is queen. Against air of course, but against DT also, to block the ramp, while getting an overseer. Against DT: You should always block your ramp with two queens. I recommend to block it down the ramp, as otherwise force fields may block your queens on the high ground in case of push.
2.5 6 gate.
The hints for a 6 gate strat are :gateways in front of his natural, no observer killed, large amounts of gateway units, a will to pressure(especially at around 10 mn mark). in the case of six gate, you can definitely delay the drop by one minut, one minut and a half.
3. Others:
+ Show Spoiler +
3.1 Maps pros and cons:
the longer the distance and the shorter the air distance, the better.
3.2 Where do I lose?
- early cannon cheese. I hope to have fixed that with my switch from 16hatch 15 pool to 11 pool 18 hatch.
- misscouted 4 gate: Sometimes you just miss it, and feel reluctant to sacrifice and overlord for nothing…
- completely failed hydra drop: as I explained early: do not let your hydra zergling random firing on gateways or stuff like that!
have a look at replays
the longer the distance and the shorter the air distance, the better.
3.2 Where do I lose?
- early cannon cheese. I hope to have fixed that with my switch from 16hatch 15 pool to 11 pool 18 hatch.
- misscouted 4 gate: Sometimes you just miss it, and feel reluctant to sacrifice and overlord for nothing…
- completely failed hydra drop: as I explained early: do not let your hydra zergling random firing on gateways or stuff like that!
have a look at replays
3.3 Replays :
On these replays, you won't always see what I said, as I progressively establish the rules I follow by now. especially, most of the replays are 16hatch 15 pool. Some are 11 pool 18 hatch though… past the first 5 minuts, it doesn't change much.
my favorite: an epic battle that lasts for 37 mn and end up with knives.
http://www.sc2replayed.com/replays/171507-1v1-protoss-zerg-shakuras-plateau
Victories
+ Show Spoiler +
- against 3 gate robo
http://www.sc2replayed.com/replays/171504-1v1-protoss-zerg-metalopolis (A completely failed hydra drop into win.)
http://www.sc2replayed.com/replays/171499-1v1-protoss-zerg-gutterhulk
http://www.sc2replayed.com/replays/171512-1v1-protoss-zerg-delta-quadrant (no pressure from toss on this one.)
http://www.sc2replayed.com/replays/171519-1v1-protoss-zerg-slag-pits
- against six gate
http://www.sc2replayed.com/replays/171501-1v1-protoss-zerg-shakuras-plateau
http://www.sc2replayed.com/replays/172293-1v1-protoss-zerg-gutterhulk (with fast counter from toss after hydra drop, on my third.).
- against DT rush
- in a tournament against high master playing expand into DT
http://www.sc-replay.com/replay/23-04-11/24733-iNko-VS-Macpo.html?justUp=1
- against air pressure:
http://www.sc2replayed.com/replays/171520-1v1-protoss-zerg-slag-pits
http://www.sc2replayed.com/replays/171513-1v1-protoss-zerg-xelnaga-caverns (this one is a bit special, as I attack with hydras by ground (I had just played with him before, and he knew that drop could come…)
http://www.sc2replayed.com/replays/172292-1v1-protoss-zerg-backwater-gulch (failed drop int o victory).
-some more heterodox stuff
As I was pylon block, I had to come back to classics: here is a replay with 14 gas 14 pool (it looks like the old style from an aggressive path 1.0.)
http://www.sc2replayed.com/replays/171515-1v1-protoss-zerg-scrap-station
http://www.sc2replayed.com/replays/171504-1v1-protoss-zerg-metalopolis (A completely failed hydra drop into win.)
http://www.sc2replayed.com/replays/171499-1v1-protoss-zerg-gutterhulk
http://www.sc2replayed.com/replays/171512-1v1-protoss-zerg-delta-quadrant (no pressure from toss on this one.)
http://www.sc2replayed.com/replays/171519-1v1-protoss-zerg-slag-pits
- against six gate
http://www.sc2replayed.com/replays/171501-1v1-protoss-zerg-shakuras-plateau
http://www.sc2replayed.com/replays/172293-1v1-protoss-zerg-gutterhulk (with fast counter from toss after hydra drop, on my third.).
- against DT rush
- in a tournament against high master playing expand into DT
http://www.sc-replay.com/replay/23-04-11/24733-iNko-VS-Macpo.html?justUp=1
- against air pressure:
http://www.sc2replayed.com/replays/171520-1v1-protoss-zerg-slag-pits
http://www.sc2replayed.com/replays/171513-1v1-protoss-zerg-xelnaga-caverns (this one is a bit special, as I attack with hydras by ground (I had just played with him before, and he knew that drop could come…)
http://www.sc2replayed.com/replays/172292-1v1-protoss-zerg-backwater-gulch (failed drop int o victory).
-some more heterodox stuff
As I was pylon block, I had to come back to classics: here is a replay with 14 gas 14 pool (it looks like the old style from an aggressive path 1.0.)
http://www.sc2replayed.com/replays/171515-1v1-protoss-zerg-scrap-station
Defeats:
+ Show Spoiler +
- against 4 gate
http://www.sc2replayed.com/replays/171502-1v1-protoss-zerg-backwater-gulch
- against cannon rush. (I am not sure it's worth looking at it…)
http://www.sc2replayed.com/replays/171509-1v1-protoss-zerg-taldarim-altar-le
- want to see a miserably failed hydra drop? against air harass:
http://www.sc2replayed.com/replays/171511-1v1-protoss-zerg-shakuras-plateau
http://www.sc2replayed.com/replays/171502-1v1-protoss-zerg-backwater-gulch
- against cannon rush. (I am not sure it's worth looking at it…)
http://www.sc2replayed.com/replays/171509-1v1-protoss-zerg-taldarim-altar-le
- want to see a miserably failed hydra drop? against air harass:
http://www.sc2replayed.com/replays/171511-1v1-protoss-zerg-shakuras-plateau