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[G] PvZ: Counter All-ins and Cheese

Forum Index > Brood War Strategy
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GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
Last Edited: 2013-12-18 09:13:21
December 17 2013 16:31 GMT
#1
[image loading]


Protoss vs. Zerg is a really complicated match up. I recently tried to find somewhat useful guides to add to Liquipedia, or at least update the existing ones. Needless to say, somebody forgot to add anything happening after 2009. So much for a modern portal. That is bad, then again, since the match up is so versatile, it's not too surprising. What really baffled me was that there was some sort of article, trying to explain how to counter Zerg openings from two Hatcheries. My initial thought was: why two Hatch? There's a world full of hurt waiting for beginners and the author tried to focus on... two Hatches?
To skip a few more thoughts which involved nailing the next best Zerg user verbally to a tree after going though all the quick defeats my beloved race had to suffer, I thought I should probably add more responses to the scheme.

This guide hopefully describes the most aggressive shit you have to face if you want to learn Protoss vs. Zerg. Regardless of your opening, you will always have to react to a lot of downright insulting Builds if you dare to play in an anonymous ladder - ICCup, FISH, the G-Server, VS-Platform, Battle.net. It's important, so read this.


Definitions


First off, there is a major difference in between a cheese and an all-in. Both terms describe the same thing: your opponent opens with a difficult opening, which forces you to react in one way or the other, if you don't you choose to die.

An all-in refers to a strategy which sacrifices economical advantage in favour of a larger army. Usually, the Zerg will commit strongly, builds up a mass of seemingly inferior and weak units which will then try to eat your face. If you don't scout it, you'll be done, meet your maker and are a very late Protoss. However, if you defend well, Zerg will have little to no chances to build up an economy, or phrased differently, has any option to transition into an ordinary post-attack build.

A cheese is a bit different. In other match ups cheese means you build a exotic unit combination, you would normally not chose to command. A Terran going for Wraith instead of Marines&Medics would be a prime example. Now, since most Zerg units in the early and mid game are used either way, the term cheese usually means a quite out-of-the-box timing. Imagine slow drops of Lurkers. In contrast to all-ins, a cheese does not neccesarily need to kill the opponent, it rather forces him to react in a way the Zerg gains an economical advantage, which will hopefully put him in a great position. Therefore Protoss does not only need to adopt, but follow sometimes difficult schemes. Fortunately, Zerg can't do a lot of cheese in this match up.




General Rules


Regardless of opening, map and other factors, there are a few things a player can do to be safe against cheese. This is very basic stuff, but it's not described elsewhere. Internalize them, they're a huge bonus. You can't run before you walk.


      Mentality

The second you face an all-in or a cheese you'll be in panic mode. Panic itself is defined differently from being scared. Being scared allows you to perform any actions, while panic is an overwhelming sensation. Read carefully, this can be extrapolated for real life.

You start shaking, adrenaline builds up and you go into Heisenberg mode or coma. Meaning, you either spam clicks so fast, you're not knowing where you are or you're not sure if you're fast enough. You're very uncertain. That is very bad.

To get out off a panic mode, you need a stronger emotion. Some sort of trigger. Being defeated sucks, even more so if you feel you fell victim to an imbalanced race. Embrace that feeling, be more angry. Once you're angry your thoughts clear up and you can plan again. Reach that infamous place where you're so angry about life, the universe and Swiss banks, that you're calm again.
Obviously other emotions work just fine. You can programm yourself to be in a happy place, imagine you hug a tree or whatever, but hate just comes natural for a German Protoss on ICCup trying to learn the game. Just my two cents.

The point is, there is no need to panic or to be scared. Every single all-in has its counter. If you know what to do next, you can completely focus on what you are doing.

A second point related to stress is that Protoss often is under the impression to be the important race whenever an all-in is done. This is completely wrong. Zerg is not Schroedinger's cat. It doesn't sit there, waiting for you to open the box, so it can die or so you can inhale the deadly gas.

The opposite is true, Zerg has to do the pressure, HE is all-in. Naturally, you are forced into this situation, but the odds are generally on your side. You have a small room to screw up, Zerg has not. If you screw up a little, he still dies, only a few minutes later than in an ideal scenario. If you screw up somewhat bigger, you both come out even in an awkward low economy game. You need to screw up big times in relation to Zerg to really lose.

Be honest to yourself, everytime you lost it was because you screwed up, either because you weren't sure what to do next, or because you were shivering. That can be ended.

Well, more though. If you do not panic and if you do a good defense, you're returning the favour. Zerg will be stressed out. And he'll have to deal with the same shit you just went through. Karma.



      Scouting

Scouting is key. The sooner you have information, the better. If you have to guess what comes next, your reactions are limited. It can be so bad, that you prepare for massive attacks, only to find out four minutes later Zerg fooled you and went for a rather standard macro opening, putting you with the back against the wall. You don't want that to happen.

Instead, send out a Probe at eight supply and scout. It might happen that you scout Zerg on the last position and are too late. That's bad luck, but it happens in only vey few scenarios. Sometimes lady luck is just against you. Karma's a bitch.

However, if you, for one reason or the other, are not sure what Zerg plans and you know your Probe is about to die, send a second one. Hide it in the middle of the map or on a different spot. Send it towards Zerg the second Zerglings reach your Natural Expansion, this way he has to run back again. This is always very helpful. There is no excuse to not know what's going on. No excuse. No. Excuse.

Sacrificing a second Probe is always okay. There's no scenario in which you need Probes so badly, that you can't spare one, unless you yourself open with an All-in - which isn't covered in this article and which is something no beginner should do either way. Learn the right game first, do bullshit later.



      Buliding Placement

The majority of this article will describe what happens after a Forge Fast Expand. However, there are rare scenarios in which you opened with a one base strategy, usually going Gateway first. Regardless, there's one big thing you have to keep in mind: You need your Pylons.

If you open with a One Base, you might need to add Photon Cannons within few seconds. These cannons will have to cover your choke point, usually a ramp. If there is no Pylon already, it's very bad news. This delays your reaction or forces you to spend additional 100 Minerals while stopping to train Probes or all of the aforementioned things. Hence, try to plan your base design, so you can deal with a worst case scenario.

It is even more important to positions your initial Pylon, Gateway, Forge and Photon Cannons well if you're going for a Forge Expand. This is an art. I never really bothered with the Feng Shui stuff that goes with it, I have no idea which Cannon goes best with the Mineral Lines, but I also lost a lot to <insert units here> Busts. Do not repeat my mistakes, learn from the beginning.

A beginner should only train on a few maps, most likely Fighting Spirit and related maps. If you play on ICCup, pick Fighting Spirit and one (or a maximum of two) of the Maps of the Week. Then go to this page:

(Wiki)Protoss Fast Expand Forge Walling


Learn these by heart. Do it. It's very important. You'll see why later on.



      Larvae

This point can be discussed in full lenght, but it shouldn't. The first general advice said Zerg is under a lot of pressure. This is true. In most cases, Zerg will spend his larvae on attacking units and Overlords instead of Drones. Why is this important?

You can produce Probes and Zealots from two different buildings, which doesn't require you to make difficult trade offs. Most times you will have a mineral overflow compared to Zerg, so you can use it freely.

Keep this in mind, eve if Zerg deals damage, it needs - in most cases - to be really hurtful to you, before you are in a serious disadvantage. Losing half of your economy isn't a big deal if your Natural Expansion still run, whereas Zerg has no more army and only eight Drones mining. He can now give you time to build an army, or build an army and stay poor forever. Bad for Zerg. Good for you.



      9 Pool Speedling

There's another general rule, which holds true for most games. If you scout a 9 Pool Speed, you should be paranoid. Paranoid people survive, people saying "well, it won't be so bad" don't. That's evolution for you.

A 9 Pool Speed build looks like this:

  • Zerg economy is low
  • 6 Lings are out in no time
  • There's an extractor with 3 drones mining gas
  • If scouted early, there are only 6 Drones mining
  • If Drones still mine gas after the first lings are out, you should have this ! in your head


The thing about 9 Pool Speedlings against any kind of build is, that it automatically puts Zerg into a position, where he sacrificed Drones for minerals. It doesn't really mean he must use a cheese or an all-in, but the chances are high he will. He will automatically be behind economically for the next few minutes, so you can safely add cannons first and prepare for a Zergling runby. He will have traded his economical disadvantage in favour of the fastest units in the match up. (this is a bold statements, but they're always too fast for your taste, so use it as a figure of speech if you want)

The thing is, if Zerg does not attempt a Zergling runby or uses an All-in follow up, it's always a bit awkward for Protoss. Especially beginners simply forget to stop gas mining, which is basically the tell-tell for Protoss to expect an all-in. That means Zerg is just stupid. It's not hard to win vs stupid.



Playing Safe without Information


Let's face it, in many cases a beginner loses his first Probe and manages to forget to sneak out a second one in time. By the time his Corsair sees the Natural Base of Zerg, his own Natural is burning and his Probes are screaming in vain, because a Zergling sits on them and reads a book or something.



      One Base Play

This is the second of three tipps for one Base Play. If you do a One Base play, meaning either going one Gateway into high tech units (Corsairs, Templar Tree, Reavers) or opening with two Gateways, you're already in a complex situation. It's a balancing on a razor's blade. Slip and you are dead.

There's not much what could happen to you - if you open with Proxy Gateways (two Gateways in the middle of a map), you will die to Pool first Builds with a high likelihood. Nothing you can do, but that you should have already known.

If you go for Tech, you should build at least two Zealots and block your ramp. That's as far as the general advice goes. Zerg doesn't need to do legit all-ins or cheeses to kill you, he just has to defend you well enough for you to die.


      Forge Fast Expand

If you have no scouting information after a Forge Expand you should invest in Cannons. If you do not scout Zerg on the first or second position, be conservative. Use

  • 8 - Pylon
  • 10 - Forge
  • 12 - 2x Cannons


You'll be behind economically, but w/e, still better than dying to a 9 Pool Speedling runby.

Alternatively, you could use a second Probe to scout, usually the one that builds the Forge at 10. However, few players do that regulraly.

If you already have the Nexus and everything down (Nexus at Expansion is done), and you're safe for the next half minute, but have no idea what Zerg's doing, you should also:

  • Add a Photon Cannon while your Stargate is warping (Main Base)
  • Add a Photon Cannon if you do not open with Stargate right after Cybernetics Core (Main Base)
  • Constantly tease the Zerglings in front of your base with a Probe or a Zealot (no no lose them no no no)
  • Seriously, do a Stargate Build and use the Corsair to scout


Adding more Cannons means a delayed tech, thus a delayed timed attacked, a delayed third and so on. Again, the same argument, you will not lose because of this. Your chances will go down from 50/50 towards 40/60 if you added too much Cannons, but that's a situation you can come out of. If you forgot to add a Cannon and Mutalisks kicked your first Corsair, you'll be in a 10/90 situation. Compare the odds and decide for yourself.



4/5/6 Pool


The 4/5/6 Pools are a bitch and are like rolling a dice in some scenarios. In most times however, you can counter them relatively easy. Let's analyse it.



      General Advice

First, this needs to be scouted. The coinflip aka. unfortunate auto-loss occurs if Zerg knows where you spawn by ruling out two positions via Overlord and Drone scout, plus knowing where he is, while you miss Overlords, Drones and scout him last, only to see 3 Drones mining and no Larvae being near his Hatchery. Well, you're dead if you opened Forge first and no cannons are warping.

If you scout the Zerg if his Zerglings are just popping out, you can react. More on that in a bit. Use your scouting Probe. Stall his Zerglings if possible. Move to his ramp and manually spam stop commands. Most times, the Zerglings are moving with the move command, so they fuck up. Retreat by sending your Probe to mine in your mineral line, it will speed up. Zerg will have given a move command again. Let the Probe attack, it might stall them an additional second. If Zerg was stupid enough to use the Attack command, move around the Zerglings and run to his base. In an ideal world the Zerglings will follow you.

If your Probe survived this distraction, move to his mineral line. The Probe will be useless for you either way. Manually attack his harvesting Drones. He needs to defend, thus loses mining time. Or his Drone will die. Keep your harass Probe alive long, force him to use Zerglings to chase it away if possible. That'd be best.


      One Base Play

If you opened with Proxy Gates in the middle of the map you're officially dead.

If you opened with Proxy Gates which block your choke point, you should be able to get out a Zealot in time, then you'll have won, as it will defend it automatically.

If you opened with two or one Gatway in your main, rally the Zealot to your ramp. Get two or more Probes to block the ramp.

If that doesn't work, rally the Zealot into your Mineral line. Use Probes to help defending it. Zerg will now attack and hopefully die, or he will go for your Gateway/Pylon. Attack with your Zealot and 3-4 Probes. Move back and forth. Second Pylon should be built close to your Gateway(s), so you don't have to be afraid to lose this building.

If you're somewhat safe, you should add a second Gateway and can, optionally, spend money on a Forge or a Shield Battery. If Zerg did not go up your ramp, you should be carefuly with your counter. Do not understimate a powerfull backstab or the amount of Zerglings a Zerg can pump from this low eco opening.

Before you start a go, be sure you can last minute block your ramp with a Zealot and two Probes, or better scout with a Probe before leaving your base, so you know where Zerg is and what he exactly does.

Even though it seems pointless: If you, for some reason, chose to go for a One Gateway opening on a map like Tau Cross, Longinus or Heartbreak Ridge, where you have no ramp to defend, try to block the entrance with a Pylon. This might funnel incoming Zerglings enough to defend with a single Zealot. Test the pathing with a Probe first. If a Probe doesn't fit, a Zergling will not either.



      Forge Fast Expand

If you're up against a 4/5/6 Pool, you can basically forget your Natural Expansion, if you Zerg scouted you fast enough. If he, for some reason, runs in the wrong direction, put down a cannon and pull up to six Probes to defend it. If he runs for your base, or you know he knows, put down a Pylon close to your Nexus in the Main.

Add a Photon Cannon as soon as it finishes. The priority of the Cannon's placement goes as follows:

  • Get it up as soon as possible
  • It should cover the Mineral Patches and the Nexus
  • Ideally, it is also in between the Minerals and the Nexus and does not block your Probes from mining


Use probes to stall on your choke point, similar to what is described in the General Advice section, if needed. Also, if nothing else helps, attack with all your Probes, to buy time for the Cannon. If the Cannon is up, first add another one, to gain a bigger area in which you can build. Add a Gateway and a Pylon, then a second Gateway. Produce Zealots and attack if you have a sufficient amount of Zealots.

Generally speaking someone told me one Zealot matches three Lings. This should work well. If you got eight Zealots, he'll have a hard time. Deny him from expanding, tech on or expand, you already won.

It's perfectly fine to lose half of your Probes, you can build and re-inforce a lot faster than Zerg.

From now on only advice for Forge Fast Expand!



Mass Lings


If Zerg goes for a Mass Ling Bust you can do a lot. The actualy adaption is straight forward and really easy. A braindead monkey can do it. The scouting however might be hard. To successfully bust, a Zerg needs to research the Speed Upgrade. Hence, seeing an Extractor without it being mined, as well as fast Zerglings is one of the many hints. Furthermore, Zerg will not continue to mine if he's smart, not building a Hydralisk Den or a Lair. Another hint.
Signs summed up:

  • Extractor, not being mined
  • Fast Zerglings
  • Two or three Hatcheries on two or three bases
  • very low Drone count
  • no Lair
  • no Hydra Den


The thing which makes scouting hard is that Zerg can hide his newly trained Zerglings, especially if his Hatcheries are on three bases. He can kill your Probe relatively early, that's why you should send out a second Probe soon.

As mentioned before, countering it is easy. Just follow the Feng Shui safety Building Placement in the general advice section and you're already quite safe. Also, do not underestimate the raw force of many Lings. Either add a third and possibly fourth Cannon on the Natural, or use your Probes.

The bigger danger is to understimate Zerg. You usally follow up with Corsairs, which might give you the false positive of killing his Overlords fast enough. You won't. He'll still be able to pump 24 Lings in a minute or so, going for a second bust. Really, it's his only option to fully recover. In this case, burning buildings have to be replaced as soon as possibly. If the Gateway and the Forge is in red health, better add another Cannon or two, keep your Probes on the small points Zerglings can pass. Better be safe than sorry. Honestly, you do rarely die to the first wave, but the second or even third.

Also, before you attack, be sure to have enough Zealots. Teching up and killing Zerg a few minutes later is better than moving out, losing all Zealots and being in the same situation all over again. That's against you. Without +1 and poor micromanagement this is a risk factor. One Archon, a DT or a larger army, or a Reaver drop - anything works better than a direct counter, even though that's what most likely feels natural.



Hydra Bust



Hydra Bust and Zergling Busts are the most popular all-ins. A Hydra Bust can be done off two or three Hatcheries, more Hatcheries means harder pushes, less Hatcheries mean faster pushes. Regardless, this is fairly easy to scout, but sometimes hard to counter bisubisubisu

Look out for

  • Early Gas, still being mined
  • Low Drone Count
  • Slow Lings
  • early Hydralisk Den


In almost all scenarios your Probes are alive long enough. Regardless of what you scout, stop your tech tree for a while. Rather, add Cannons on your Natural Expansion. Delay the Gas you take on your natural. Add a Stargate, you will need it, you can't possibly escape with Zealots or Probes.

You can use your first Zealot to stall the Hydralisk if your third and fourth Cannon still warp. Now for the difficult part. Most Protoss die, because they underestimate what Zerg can do. Your goal is to survive until you have High Templars with Storm. Hence, better add more Cannons and tech up slightly. Every Cannon slows you down, but that doesnt matter.

Here's where the scouting Corsair comes in. Use it. Do not simply kill Overlords, but patrol the mineral lines. When his Drone count goes up, you can stop adding Cannons. If he squeezes out yet more Hydralisks, go for more Cannons. Also, replace your Forge the second it starts to lose shields. Don't try fancy things.

You can use your initial two or three Zealots to bait Hydralisks into Cannon range. They're basically useless for some time, so losing them isn't such a big deal after all. Going for a Dark Templar is basically pointless if any Overlord is close to your Natural Expansion. A good Zerg won't allow you to snipe him with your Corsair, so don't try.


[image loading]
Picture related


One option to safely tech your way out of Hydralisk pressure is Corsair / Reaver. Reavers are out way earlier than High Templars, deal a lot of splash damage and thus keep you safe. However, using a Sair/Reaver mix to counter this is hard, especially for beginners. Zerg will be able to Drone up in no time and compensate. He just needs to snipe your Reaver and you're back to square one.

Instead, if you don't have the control, just add four to eight Gateways (depending on how you feel it will turn out), prepare the ordinary Speedzealot +1/High Templar/Storm army and walz over Zerg. Put him back into his bases, camp instead of throwing away your army, be passive aggressive. Expand. And so on and so forth.

The key, just to TL;DR: Get Cannons up in time, do not panic. Do not overdo on Cannons, use your Corsair wisely.

      User Tipp:

On December 18 2013 18:06 JMave wrote:
There was this one thing that bisu always does in his PvZ and that is to send his first zealot to the natural and then the second zealot to the third. This is to force him to make more lings and also it acts as a scout during the timing between where your probe dies and you getting up your first corsair to scout. If zerg skips lair and goes for 3 hatch hydra, the hydras will be out super early so this zealot scouting should warn you pretty early by seeing if he has hydras at that point.
-- Original Post


Two Hatch Mutalisk


Back to the harder to counter Build Orders. Two Hatchery Mutalisks can appear to be really, really imbalanced, because if played correctly, they're really, really deadly. It needs Protoss to adapt faster than for most other Build Orders and you will face it relatively rarely. Do not underestimate this strategy.


Scouting Signs:

  • Early Gas, still being mined
  • Low Drone Count
  • Speed Zerglings
  • early Lair
  • early second Gas
  • no or few Drones mining on Natural Expansion
  • Spire


Again, it's pretty straight forward. A good Zerg will try to runby with a 9 Pool Speed opening and about 6 to 12 Zerglings. He will not try to kill your Natural, but occupy Main Street Base minerals. He won't go for your Probes, not really, but rather go after any Cannon or Stargate that pops up.

Consequently, you should do your best to stop any runby, the fewer Zerglings pass, the harder it'll be for Zerg to kill you. You should add this in this order and only this order (Main Base):

  • 2nd Pylon close to Nexus
  • Cybernetics Core
  • Cannon Main Base
  • Stargate near Main Base
  • Cannon Main Base
  • Corsair


If you're already sure Mutalisks will follow, don't move your Corsair. Also, add a third Cannon there. With 2 Hatch Mutas, the Mutas will be in your Main so soon, your Corsair is barely out. Zerg can simply "waste" his Mutalisks on your Cannon, which allows him to add one pair of Scourge for your weak anti air. Do. Never. Underestimate. The. Power. Of. Mutalisks. One Cannon is not really better than two turrets, even though they cost the same. Mutas dont even need to be microed.

Usually, getting the Main Base safe is not an automated win, but a half of it. If Zerg scouts he's a bit too late, he can try to bust your main. Hence, do not stop Zealot production, add a third Cannon near your Natural Nexus as well. Hundreds of Protoss died figuring out that two Corsairs can't fight ten Mutalisks, twelve Zerglings and four Scourge.

Once you're safe, add more Corsairs and prepare a +1 Corsair/+1 Zealot attack. Zerg will be forced to meet you. To be ultra safe, you can add Archons as well. Your Zealots may die, your Corsairs should be kept alive to maintain air superiority.



One / Two Base Lurkers


It is surprising how few Zerg actually go for this. It's powerful and has a huge potential, especially if scouted too well or if underestimated. Scouting it is pretty straight forward:

  • Early Gas, still being mined
  • Low Drone Count
  • Speed Zerglings
  • early Lair
  • early second Gas
  • no or few Drones mining on Natural Expansion
  • Hydralisk Den being morphed when Lair is halfway done


If you see one or two Hydralisks being built and a Lair starting as well with a maximum of two Hatcheries immediatly add Cannons to your Natural Expansion. Use Zealots to block Lurkers as long as possible, give your Cannons time to shoot down the Zerglings first. A mix of Speedlings and Lurkers can take on surprisingly many Cannons, two won't be enough, three will mean a close fight and four mean relative safety.

Make sure your Cannons cover the entire area, especially on maps like Python or Destination, where your choke is relatively wide. Maps like Medusa, Heartbreak Ridge, Electric Circuit have neutral buildings blocking a second entrance. Have a Probe there watching out. Same goes for the mineral Patch at destination, you can glitch Lurkers upwards if you know how to. Be sure to have Cannons at that entrance in time.

Once you defended against Lurkers, try to go for Corsairs. Zerg can't deal with this unit with low eco and two/one Hatches. He needs all the gas in the world to keep his Tech alive. Slowly shoot down Overlords and slowly build up an army of whatever. The game is yours if your Natural doesn't go down right away.



Slow Drops / Elevator


Now for the only "real" cheese Zerg has. This is really awkward and if done properly, hard. Bisu vs. Yellow shows why. Go Stormzerg. This could happen to anyone, not only to Bisu. It's also fairly hard to scout, because it can be disguised as 2 Hatch Muta, Hydra/Ling Bust or Lurker opening. It's really shitty to scout that and there are few signs to see this in time.

Signs

  • Early Gas, still being mined
  • Speed Zerglings
  • early Lair


Honestly, you can be slow dropped without you knowing. This is why it's quite important to know where the second Overlord of Zerg went to. One should be at your Natural, a second one near your base is usually a strong hint. You can't be sure.

Adding the third/fourth/fivth Pylon around the edges of your main base help to see a drop incoming sooner. If you see an Overlord moving to your base shoot it dead, especially if Zerg units miss in front of your Natural and nothing is at a Zerg base either, while the Drone count doesn't really go up.

Be honest with yourself, the first Overlord can die, as long as it unloads. Zerg won't care. If it unloads two Lurkers and eight Speedlings, he can suicide attack to your Main Nexus. Hence, move your units in its path and stall the incoming units as fast as possible.

It'll be a difficult match for you. In an ideal world, you just killed the Overlord, before it could unload. Zerg is in a disadvantage, from which he can still transition out of. He'll be in relative safety, so don't overdo it with your reaction. From there on out, do not move out, if a group of Overlords move to your Main Base, if the Main Base isn't guarded by a few Cannons and preferrably a High Templar.

If Zerg manages to drop units and deal some damage, add an Observatory early on - the Robotics Facility near Cannons, Main Base or Natural. You can lose almost anything without being in a too tight place, except the Robotics and the Observatory. Early Drops are best when Lurkers are involved.

Also, for the love of god, deny any Elevators. Elevators are one or more Overlords, constantly pouring in units from outside.



Bad Last Words


Thanks go out to all the Zerg players who taught me patience and made me loathe the hatred. This hopefully helps some beginners, it was designed for you.

Questions might be answered if I feel like it. Spelling mistakes / typos / grammar might be fixed later. Same goes for graphics.

Jaevlaterran
Profile Joined April 2012
Sweden578 Posts
December 17 2013 17:03 GMT
#2
Nice guide!
Need a light?
Ovni
Profile Joined March 2013
89 Posts
December 17 2013 21:13 GMT
#3
that was very well written
fearthequeen
Profile Joined November 2011
United States786 Posts
December 17 2013 21:49 GMT
#4

If you have no scouting information after a Forge Expand you should invest in Cannons. If you do not scout Zerg on the first position, be conservative. Use

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Pylon
18 - Gateway
18 - Nexus



You'll be behind economically, but w/e, still better than dying to a 9 Pool Speedling runby.


I really don't see why you would do this. If you are double scouting like you should in PvZ then 2 cannons will give plenty of safety until one of your scouting probes get to their base to see if they got speed/are making more lings. Then you can pull probes + add emergency gateway (to complete the wall) at that point if you need to. There's a difference between being conservative and overdefending vs some attack that can't even come that early. Going 2nd pylon and gateway before nexus is really defeating the purpose of forge fast expand.
NAKR`flying
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
December 17 2013 22:07 GMT
#5
On December 18 2013 06:49 fearthequeen wrote:
Show nested quote +

If you have no scouting information after a Forge Expand you should invest in Cannons. If you do not scout Zerg on the first position, be conservative. Use

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Pylon
18 - Gateway
18 - Nexus



You'll be behind economically, but w/e, still better than dying to a 9 Pool Speedling runby.


I really don't see why you would do this. If you are double scouting like you should in PvZ then 2 cannons will give plenty of safety until one of your scouting probes get to their base to see if they got speed/are making more lings. Then you can pull probes + add emergency gateway (to complete the wall) at that point if you need to. There's a difference between being conservative and overdefending vs some attack that can't even come that early. Going 2nd pylon and gateway before nexus is really defeating the purpose of forge fast expand.


Yah, I might rephrase that. I stopped playing about two years ago and even then I didn't really care for Builds that much that the numbers would be still in my brain. Throwing two Cannons down at 12 seemed to make sense to me (in case I didn't scout), everything following seemed dusty, but that's what LP suggested as "safest" version.

Also, why would you use two probes to scout on a four player map against a random Zerg? Note, not a random random player...
Harem
Profile Joined November 2007
United States11390 Posts
Last Edited: 2013-12-17 22:37:17
December 17 2013 22:35 GMT
#6
On December 18 2013 07:07 GeckoXp wrote:
Show nested quote +
On December 18 2013 06:49 fearthequeen wrote:

If you have no scouting information after a Forge Expand you should invest in Cannons. If you do not scout Zerg on the first position, be conservative. Use

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Pylon
18 - Gateway
18 - Nexus



You'll be behind economically, but w/e, still better than dying to a 9 Pool Speedling runby.


I really don't see why you would do this. If you are double scouting like you should in PvZ then 2 cannons will give plenty of safety until one of your scouting probes get to their base to see if they got speed/are making more lings. Then you can pull probes + add emergency gateway (to complete the wall) at that point if you need to. There's a difference between being conservative and overdefending vs some attack that can't even come that early. Going 2nd pylon and gateway before nexus is really defeating the purpose of forge fast expand.


Yah, I might rephrase that. I stopped playing about two years ago and even then I didn't really care for Builds that much that the numbers would be still in my brain. Throwing two Cannons down at 12 seemed to make sense to me (in case I didn't scout), everything following seemed dusty, but that's what LP suggested as "safest" version.

Also, why would you use two probes to scout on a four player map against a random Zerg? Note, not a random random player...

It ensures that you don't die to anything like a 9pool/5pool etc but also lets you better optimize your build based on his. As an example, just imagine it's cross-spawns and you only send 1 probe to scout while going 2 cannon before nexus. Imagine how far you already start game behind if he went 12hatch. (Not seeing an early probe come to bridge with overlord is usually a trigger that Z can safely 12hatch)
Moderator。◕‿◕。
vOdToasT
Profile Blog Joined September 2010
Sweden2870 Posts
December 17 2013 22:54 GMT
#7
I like Zerg
If it's stupid but it works, then it's not stupid* (*Or: You are stupid for losing to it, and gotta git gud)
fearthequeen
Profile Joined November 2011
United States786 Posts
December 17 2013 23:01 GMT
#8
What Harem said. You double scout in pvz for the same reasons you do in tvz; to optimize your build and not die to early pools that you take the risk of completely missing without a 2nd scout. By double scouting you can actually open only 1 cannon and add the 2nd one when you see 6 or more lings or when your scouting probe dies.
NAKR`flying
TelecoM
Profile Blog Joined January 2010
United States10670 Posts
Last Edited: 2013-12-17 23:11:49
December 17 2013 23:07 GMT
#9
Also double scouting gives you the ability to cannon rush vs a hatchery first build, if you do your normal build except tweak it a little...

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Nexus
17 - Pylon
18 - Gateway

If he is going speedling all in just pull a few probes to stop the speedling allin, if you open with the opening you described, and the zerg player just makes 4-6 lings and doesn't even attack just denys scouting, you are going to be in a lot of trouble economically and strategically as you will never be able to scout and know whether hes going Hydra or Muta, which is the bane of PvZ when playing a good Zerg IMO...

But then again it is possible to get away with making just 1 cannon, and then ur nexus, then gateway with a proper block off and a few probes to help block the speedling runby, either way going 2 cannons, a gateway and then your nexus is just going to put you so far behind for no reason.

Theres a fine line between playing safe and playing scared.

EDIT : Also another good indication of a hydra bust is if the zerg opens with there 3rd hatch in there main / natural, if the Zerg opens with the 3rd hatch in there main and they go for a mutalisk build they will probably just lose, so the most probably build would be 3 hatch hydra.

A lot of people will think well Zerg's never open 3hatch hydra vs me , normally this is a response to a 10-11/12 or double 10 gate zealot , when you put pressure on the Zerg it forces them to get there 3rd hatchery in there main most of the time, which will lead to a hydra / ling attack. Which is very easily defended. This is why I like to open with the 2gate zealot build in ZvP, because it negates the Zergs ability to deny scouting, it negates there fast 3rd most of the time, stops them from droning up alot, and most of the time forces them into a certain build that they are uncomfortable with.

AKA: TelecoM[WHITE] Protoss fighting
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 17 2013 23:21 GMT
#10
On December 18 2013 08:07 GGzerG wrote:
Also double scouting gives you the ability to cannon rush vs a hatchery first build, if you do your normal build except tweak it a little...

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Nexus
17 - Pylon
18 - Gateway

If he is going speedling all in just pull a few probes to stop the speedling allin, if you open with the opening you described, and the zerg player just makes 4-6 lings and doesn't even attack just denys scouting, you are going to be in a lot of trouble economically and strategically as you will never be able to scout and know whether hes going Hydra or Muta, which is the bane of PvZ when playing a good Zerg IMO...

But then again it is possible to get away with making just 1 cannon, and then ur nexus, then gateway with a proper block off and a few probes to help block the speedling runby, either way going 2 cannons, a gateway and then your nexus is just going to put you so far behind for no reason.

Theres a fine line between playing safe and playing scared.

EDIT : Also another good indication of a hydra bust is if the zerg opens with there 3rd hatch in there main / natural, if the Zerg opens with the 3rd hatch in there main and they go for a mutalisk build they will probably just lose, so the most probably build would be 3 hatch hydra.

A lot of people will think well Zerg's never open 3hatch hydra vs me , normally this is a response to a 10-11/12 or double 10 gate zealot , when you put pressure on the Zerg it forces them to get there 3rd hatchery in there main most of the time, which will lead to a hydra / ling attack. Which is very easily defended. This is why I like to open with the 2gate zealot build in ZvP, because it negates the Zergs ability to deny scouting, it negates there fast 3rd most of the time, stops them from droning up alot, and most of the time forces them into a certain build that they are uncomfortable with.


its almost like youre revolutionizing PvZ, are you bisu?
Artillery spawned from the forges of Hell
dRaW
Profile Blog Joined January 2010
Canada5744 Posts
December 17 2013 23:25 GMT
#11
Hey guys just another quick tip, remember that if you don't want to die to an all in, just go all in yourself!! I recommend 9-9 proxy gateways in the middle of the map. In case you lose, you can easily just use this follow up transition, "I didn't even want to try vs a noob so I did this noob build" GL and HF!
I don't need luck, luck is for noobs, good luck to you though
TelecoM
Profile Blog Joined January 2010
United States10670 Posts
December 17 2013 23:32 GMT
#12
On December 18 2013 08:21 arb wrote:
Show nested quote +
On December 18 2013 08:07 GGzerG wrote:
Also double scouting gives you the ability to cannon rush vs a hatchery first build, if you do your normal build except tweak it a little...

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Nexus
17 - Pylon
18 - Gateway

If he is going speedling all in just pull a few probes to stop the speedling allin, if you open with the opening you described, and the zerg player just makes 4-6 lings and doesn't even attack just denys scouting, you are going to be in a lot of trouble economically and strategically as you will never be able to scout and know whether hes going Hydra or Muta, which is the bane of PvZ when playing a good Zerg IMO...

But then again it is possible to get away with making just 1 cannon, and then ur nexus, then gateway with a proper block off and a few probes to help block the speedling runby, either way going 2 cannons, a gateway and then your nexus is just going to put you so far behind for no reason.

Theres a fine line between playing safe and playing scared.

EDIT : Also another good indication of a hydra bust is if the zerg opens with there 3rd hatch in there main / natural, if the Zerg opens with the 3rd hatch in there main and they go for a mutalisk build they will probably just lose, so the most probably build would be 3 hatch hydra.

A lot of people will think well Zerg's never open 3hatch hydra vs me , normally this is a response to a 10-11/12 or double 10 gate zealot , when you put pressure on the Zerg it forces them to get there 3rd hatchery in there main most of the time, which will lead to a hydra / ling attack. Which is very easily defended. This is why I like to open with the 2gate zealot build in ZvP, because it negates the Zergs ability to deny scouting, it negates there fast 3rd most of the time, stops them from droning up alot, and most of the time forces them into a certain build that they are uncomfortable with.


its almost like youre revolutionizing PvZ, are you bisu?


I'm not really sure if you are trying your normal passive aggressive BM, no i'm not bisu obviously that was a pretty stupid question, but I am someone who enjoys playing differently, and I am someone that strongly believes in 2gateway opening vs Zerg, and also I am not even sure if dRaW is trying to take a stab at my post, but dRaW is the one who essentially showed me another way to do good 2gateway build vs PvZ, and explained to me the positives and negatives of 2gateway openings in PvZ......i'm guessing your angry arb because my game knowledge is so much further in depth than yours, so you once again try your passive aggressive BM. Kk....
AKA: TelecoM[WHITE] Protoss fighting
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 18 2013 01:14 GMT
#13
On December 18 2013 08:25 dRaW wrote:
Hey guys just another quick tip, remember that if you don't want to die to an all in, just go all in yourself!! I recommend 9-9 proxy gateways in the middle of the map. In case you lose, you can easily just use this follow up transition, "I didn't even want to try vs a noob so I did this noob build" GL and HF!

I can confirm that this is excellent advice!
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
ninazerg
Profile Blog Joined October 2009
United States7291 Posts
December 18 2013 01:48 GMT
#14
This is good guide :nicelis:
"If two pregnant women get into a fist fight, it's like a mecha-battle between two unborn babies." - Fyodor Dostoevsky
arb
Profile Blog Joined April 2008
Noobville17921 Posts
December 18 2013 05:22 GMT
#15
On December 18 2013 08:32 GGzerG wrote:
Show nested quote +
On December 18 2013 08:21 arb wrote:
On December 18 2013 08:07 GGzerG wrote:
Also double scouting gives you the ability to cannon rush vs a hatchery first build, if you do your normal build except tweak it a little...

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Nexus
17 - Pylon
18 - Gateway

If he is going speedling all in just pull a few probes to stop the speedling allin, if you open with the opening you described, and the zerg player just makes 4-6 lings and doesn't even attack just denys scouting, you are going to be in a lot of trouble economically and strategically as you will never be able to scout and know whether hes going Hydra or Muta, which is the bane of PvZ when playing a good Zerg IMO...

But then again it is possible to get away with making just 1 cannon, and then ur nexus, then gateway with a proper block off and a few probes to help block the speedling runby, either way going 2 cannons, a gateway and then your nexus is just going to put you so far behind for no reason.

Theres a fine line between playing safe and playing scared.

EDIT : Also another good indication of a hydra bust is if the zerg opens with there 3rd hatch in there main / natural, if the Zerg opens with the 3rd hatch in there main and they go for a mutalisk build they will probably just lose, so the most probably build would be 3 hatch hydra.

A lot of people will think well Zerg's never open 3hatch hydra vs me , normally this is a response to a 10-11/12 or double 10 gate zealot , when you put pressure on the Zerg it forces them to get there 3rd hatchery in there main most of the time, which will lead to a hydra / ling attack. Which is very easily defended. This is why I like to open with the 2gate zealot build in ZvP, because it negates the Zergs ability to deny scouting, it negates there fast 3rd most of the time, stops them from droning up alot, and most of the time forces them into a certain build that they are uncomfortable with.


its almost like youre revolutionizing PvZ, are you bisu?


I'm not really sure if you are trying your normal passive aggressive BM, no i'm not bisu obviously that was a pretty stupid question, but I am someone who enjoys playing differently, and I am someone that strongly believes in 2gateway opening vs Zerg, and also I am not even sure if dRaW is trying to take a stab at my post, but dRaW is the one who essentially showed me another way to do good 2gateway build vs PvZ, and explained to me the positives and negatives of 2gateway openings in PvZ......i'm guessing your angry arb because my game knowledge is so much further in depth than yours, so you once again try your passive aggressive BM. Kk....

I don't know much about protoss im just taking a poke at you calm down.
Artillery spawned from the forges of Hell
JMave
Profile Blog Joined December 2007
Singapore1803 Posts
December 18 2013 09:06 GMT
#16
There was this one thing that bisu always does in his PvZ and that is to send his first zealot to the natural and then the second zealot to the third. This is to force him to make more lings and also it acts as a scout during the timing between where your probe dies and you getting up your first corsair to scout. If zerg skips lair and goes for 3 hatch hydra, the hydras will be out super early so this zealot scouting should warn you pretty early by seeing if he has hydras at that point.

I also think 2 gate is viable but the one thing that I really dislike is the late tech. While you might be able to put on a lot of pressure, all he needs is 2 sunks in his natural and enough lings to prevent you from running your zealots to his main. If you fail to force him to use his larvae to make lings, you are quite behind and a 3 hatch muta can really punish you for your late tech and delayed natural.

Since there is so much talk on 2 gate pressure, the other adaptation of a 2 gate build that I prefer is adapted from Bisu. It is much more economical and does not delay tech at all. The second gate is built right after the core and then zealots are pumped constantly and sent to harass the natural and the third. This strategy will hinder his drone production and will hinder his economy from fully supporting his 5 hatcheries by the time you can fully get all your tech up.
火心 Jealous. I always loved that feeling when I was young. Embrace it.
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
December 18 2013 09:17 GMT
#17
On December 18 2013 07:35 Harem wrote:
Show nested quote +
On December 18 2013 07:07 GeckoXp wrote:
On December 18 2013 06:49 fearthequeen wrote:

If you have no scouting information after a Forge Expand you should invest in Cannons. If you do not scout Zerg on the first position, be conservative. Use

8 - Pylon
10 - Forge
12 - 2x Cannons
16 - Pylon
18 - Gateway
18 - Nexus



You'll be behind economically, but w/e, still better than dying to a 9 Pool Speedling runby.


I really don't see why you would do this. If you are double scouting like you should in PvZ then 2 cannons will give plenty of safety until one of your scouting probes get to their base to see if they got speed/are making more lings. Then you can pull probes + add emergency gateway (to complete the wall) at that point if you need to. There's a difference between being conservative and overdefending vs some attack that can't even come that early. Going 2nd pylon and gateway before nexus is really defeating the purpose of forge fast expand.


Yah, I might rephrase that. I stopped playing about two years ago and even then I didn't really care for Builds that much that the numbers would be still in my brain. Throwing two Cannons down at 12 seemed to make sense to me (in case I didn't scout), everything following seemed dusty, but that's what LP suggested as "safest" version.

Also, why would you use two probes to scout on a four player map against a random Zerg? Note, not a random random player...

It ensures that you don't die to anything like a 9pool/5pool etc but also lets you better optimize your build based on his. As an example, just imagine it's cross-spawns and you only send 1 probe to scout while going 2 cannon before nexus. Imagine how far you already start game behind if he went 12hatch. (Not seeing an early probe come to bridge with overlord is usually a trigger that Z can safely 12hatch)


On December 18 2013 08:01 fearthequeen wrote:
What Harem said. You double scout in pvz for the same reasons you do in tvz; to optimize your build and not die to early pools that you take the risk of completely missing without a 2nd scout. By double scouting you can actually open only 1 cannon and add the 2nd one when you see 6 or more lings or when your scouting probe dies.


I updated the guide a little, leaving out the strange 16 Pylon 18 Nexus 18 Gate Build. I added an optional second scout timing, even though I consider a second Probe a bit off an overkill and rarely saw that from better players against Zerg. Opening 2 Cannons first vs 12 Hatch is still not the end of the world, even though you two make it sound like it. Minor disadvantage, can be overcome. Not sure if you agree or not.

I also left out somebody's remark about being able to cannon rush. I don't really recommend that for beginners.

On December 18 2013 18:06 JMave wrote:
There was this one thing that bisu always does in his PvZ and that is to send his first zealot to the natural and then the second zealot to the third. This is to force him to make more lings and also it acts as a scout during the timing between where your probe dies and you getting up your first corsair to scout. If zerg skips lair and goes for 3 hatch hydra, the hydras will be out super early so this zealot scouting should warn you pretty early by seeing if he has hydras at that point.

I also think 2 gate is viable but the one thing that I really dislike is the late tech. While you might be able to put on a lot of pressure, all he needs is 2 sunks in his natural and enough lings to prevent you from running your zealots to his main. If you fail to force him to use his larvae to make lings, you are quite behind and a 3 hatch muta can really punish you for your late tech and delayed natural.

Since there is so much talk on 2 gate pressure, the other adaptation of a 2 gate build that I prefer is adapted from Bisu. It is much more economical and does not delay tech at all. The second gate is built right after the core and then zealots are pumped constantly and sent to harass the natural and the third. This strategy will hinder his drone production and will hinder his economy from fully supporting his 5 hatcheries by the time you can fully get all your tech up.


Added your first advice, left out the other two. This guide is not about Protoss opening with 2 Gate or 1 Gate Tech. If you do, the entire game will be different. I don't consider any reaction but 4/5/6 Pool an all-in response from Zerg in this scenario, because it's a low eco game started by Toss.
Birdie
Profile Blog Joined August 2007
New Zealand4438 Posts
December 18 2013 09:29 GMT
#18
I also left out somebody's remark about being able to cannon rush. I don't really recommend that for beginners.

IDK man, I'm D level protoss and it's easy to pull off, usually gives you an advantage and doesn't put you behind. But that's not really what this guide is about, fair enough.
Red classic | A butterfly dreamed he was Zhuangzi | 4.5k, heading to 5k as support!
GeckoXp
Profile Blog Joined June 2013
Germany2016 Posts
December 18 2013 09:36 GMT
#19
On December 18 2013 18:29 Birdie wrote:
Show nested quote +
I also left out somebody's remark about being able to cannon rush. I don't really recommend that for beginners.

IDK man, I'm D level protoss and it's easy to pull off, usually gives you an advantage and doesn't put you behind. But that's not really what this guide is about, fair enough.

D level Protoss != beginner. Beginners usually (in their first <200 games) have a problem to memorize things, get supply blocked, they need to get used to underlying timings. A Cannon Rush mixes that up. Just a little, but it slows down the learning curve.

Other than that, yeah, it's not hard. And my point exactly, this is not what the guide is about.
TossGG
Profile Joined December 2014
Canada1 Post
November 17 2016 05:48 GMT
#20
If a Probe doesn't fit, a Zergling will not either.



this is not always true.
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