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! [G] Savior's 3 Hatch Muta Build

Forum Index > Brood War Strategy
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zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2007-10-18 18:51:21
November 17 2006 02:31 GMT
#1
To make up for making a sort of apm topic, I'm gonna write a guide on how to do the savior 3 hatch muta build aka the most amazing zvt build ever created. It's the only reason I win games zvt cuz i have like 150 apm lolz. At the same time I'm also switching to low eco zerg so people cant noob bash me after reading this. I added a TvZ section at the bottom.

I'm gonna assume the map is rush hour since i'm pretty sure its the map this build is intended for. Also this is vs fe only, but you should know that.

The essence of this build is timing, if your mutas or initial lurkers are a bit late, terran can come out when you're weak and rape eveything you have. Hive timing is very important too and comes with only practice, experience and reaction. What's advanced about this build is exactly and only the timing part. Once you have that down the rest comes easy. This build also requires very low multitasking and micro, it's mostly reaction and again, timing.

1. The Build Order

1.12 hatch, 11 pool, drone until 13/14 (13 = 6 lings, 14 = 4 lings) depending on your style, the terran, 10/12 rax or 11/13 rax, 1 rax or 2 rax. I usually go 4 lings, if terran is noob i build 2. The reason you might want to have 6 lings usually however is cuz you're trying to build your first creep colony as late as possible so your eco is as good as it can be.

3rd hatch when you have 300 minerals before lings, transfer drones. This is probably the most important note about this build, GET YOUR EXTRACTOR BY 18 AT THE VERY LASTEST , if you get it at 18, make damn sure to get it as soon as you have 50 min. On maps such as Arcadia with a min only, you can even gas as early as 16. Ovie at 16/17 or even 18 like nal_keke. I do 16 and so does midian so that's why you should probably do 16. Get your colony with your 18th drone if you want to be safe. But I recommend not getting colonies at all if possible. Eco is the most important.

note: the reason why gas timing is so important is cuz you want your mutas to come out as soon as possible, when looking at replays you want your mutas to come out by 7:20, if it comes out after and terran did nothing to slow you down, work on your timing. The reason why muta timing is so important is because you will be expoing earlier than usual, and you want to keep the time window of when terran can come out and kill your expo before lurkers to the minimum. With practice you should be able to expo safely 100% of the time vs equal level opponents.

2. Early Game

Get Lair as soon as you have 100 gas. Terran is either academying before cc or after. For before, you'll need to sunken up depending on when he comes out. Always have a ling in front of t's base, scout, blahblah. The formation of your sunkens is very important on rush hour, there's a thread on teamliquid that has pictures of good rush hour sunken formations. Find it if you're having trouble.

With your next 100 gas, get ling speed. This is very important as lings can contain the terran longer or completely before mutas on rh3. Power drones, power power power POWER power drones, use every larva as soon as it comes out. When your ling speed is almost done, terran is about ready to come out if he went 2 rax academy, it's earlier if he went 1 rax obv. Time it so you start making lings a little before ling speed is done, but this really varies by game, you should know when by feel, don't be mechanical about this. I usually make about a group or so, sometimes more sometimes less, the best amount is the most lings to harass effectively without sacrificing too much eco. If you make too many you won't have enough minerals for an expo and 7-9 mutas initially. If you lost your lings early game you'd need to make more, so don't lose them.

Now with your lings, seprate them into two groups, go to terran's base, one by each path. If terran is coming out already, defend with one group while sunkening, backstab with the other. If terran hasn't come out, contain and harass to keep him busy, just harass the most you can. Usually you need some lings to defend on rh3 to keep your nat gas. At this point, you should already have sent out a drone to the 3rd main, expo when it gets there. This is usually when your spire is spawning. Get your spire as soon as your lair is done, I can't stress enough how important timing is. Usually I get 2nd gas at 24, get it later if you want to expo earlier and/or build more lings. But in return you might not be able to get 9 mutas at the same time.

So at this point, terran either is going back or has never come out. If he doesn't go back, rape his little containing army with muta/ling. Time your ovies right so when your spire is done, you can get as many mutas as soon as possible, preferably 9 of course.

When your mutas are out, harass your ass off without losing any, use the ovie trick. Transfer some drones when the expo is almost up, very important thing is to get your 3rd extractor up as soon as you can, usually with the first drone from that expo. While your drones are transferring, lay down another hatch at the 2500 gas in between you and your 3rd expo. At this point rally all your hatcheries to the 2500 gas as terran will want to attack either that or the 3rd expo.



3. The Switch

This is the most important stage of this build, its also what makes this build brilliant. Lay down a den with your next 100 minerals after mutas are out, lurker when you have 200 gas, make sure you lay down your den as soon as you can after mutas are morphing. At this point you're still harassing with mutas. You should be pumping either drones/lings or nothing at all depending on what build terran is doing. When lurker research is about half way done, pump some hydras according to how much gas you're gonna have. Usually about 7-9 i'd say. Send the first two hydras to the expo and morph them on the way, this is how you get the cool lurker egg line you see in replays. If you really want to be safe, get 2 hydras from your 3rd expo and and morph the lurkers in base. Burrow them above ramp maybe with some lings when they're done. Have the rest at your 2500 gas/4th expo. If terran isn't attacking any time soon, get two lurkers and burrow them at the other path that terran comes out to go directly to your main. That's your "weakside". If terran tries to come out of there later in the game, move your army immediately and try to engage him before he gets to your natural so you don't lose any drones or your extractor. At this point, if the terran is good and went 3 rax fact port, he should be coming out already to attack either your 4th or 3rd expo. React accordingly, build some lings if you have to, but usually don't need to since you're gonna have a lot of lurkers. If you fend off that force, you will be up by a lot.


note: I sometimes do this, but savior adds more mutas after lurker research is done. If your harass is going well and you're not in danger of getting attacked soon, add some more mutas to keep the harass going.

4. Mid-Game

Manage your larvas so you spend ALL of your gas, mostly on lurkers and some scourges. For the people that say "lings are awesome keke", or "theyre the best unit zvt by far !!11!!" They've obv never experienced the pleasure of having 14 lurkers vs 4 tanks. Build lings only when you don't have them, and use lurkers to do the damage. Flanking would be good but when you have so many lurkers, who cares what you do.

A little after your lurker research is done, add an evo and queens nest, I can't give you an exact time frame on this, but time it in reaction to terran and your economy. If your eco is dandy and in no danger, you can hive sooner. If terran is two factory rushing, get it sooner so you can get guards. If for some reason you didn't get your 3rd gas up in time, get it relatively later. But no matter what, you should have hive pretty early in the mid game process, or else you will get run over by a massing (tanks) terran.

If the terran is going 3 rax fact port, which is what most terrans do, and you anticipate he will go 2 ebay or 2 port, i would suggest making the transition to hydra/lurk. Upgrade hydras a little before hive is finished and stop making lings.

After hive is done, lay down a defiler mound, maybe a sunken in your main too. If you're switching to hydra/lurker, lay down another evo and upgrade range, if not, upgrade melee. With hydra/lurk + defiler + a good economy, you're golden no matter what the terran does. React accordingly, position your army intelligently and you should be on your way to a well deserved win.

5. Late Game Tips

Hmm, one of the most important things zergs often neglect is nydrus, get it as soon as your hive is done so you can protect your expos better. However ideally, you should be proctecting your expos with your main army, if you just let terran come out and get to to your 3rd expo, youre in a bad position to battle. Have two lurkers burrowed at each path the terran can come out at. Either have your army sitting at your 4th expo/2500 gas, or hotkey your units constantly and move around so terran doesn't know where you are. I recommend the latter but it really doesn't matter that much. Move your army so you're in a good position to battle always. Good terrans will reinforce their army constantly and will be attacking your main army with his main army so doesn't really matter that much where your troops are when he's not attacking.

Watch out for dropships, place ovies intelligently, scourge. Don't let a dropship catch you offguard.

Late game if you're lazy, slow, or both like me, you can play the tai-chi zerg. Which is turtling with defilers and a bigger army while trying to starve terran out by preventing a 3rd expo. Hydra/lurker/defiler is not hard to micro. Swarm, plague, plague the vessels. Plague is awesome. Plague his scvs for extra embarassment if you can. If you have 4 gases for a long time there's no reason why you should lose. But then again there are sooooooooooo many variants in zvt that it's hard to give set instructions past early midgame. So just react accordingly, don't fuck up your micro, keep good scouting, and you should be doing good. Good Luck!


PS: If you would like to see replays, or have any questions feel free to msg me on west and I will try to help out the best I can.

http://www.sendspace.com/file/1czhx2

small rep pack with some old games


TvZ general concept

For terrans, you can either go for a micro timing build or macro timing build. Micro timing would be less units + constant pressure + come out sooner. 3 rax fact port is micro timing, You come out when zerg is weak, right when they're morphing their initial lurkers and use your micro and constant reinforcing to go pound for pound to push zerg back enough so you can do eco damage. Macro timing build would be a two fact rush. You come out before hive tech kicks in and go for the zerg main. Both builds require excellent timing and micro. But if you're the better player you should be able to kill zerg.

The best foreign macro timing, two factory terran is Daze, and the best micro timing terran is probably Idra or Sarens. So if you want to learn the two different ways to tvz watch their replays.

Side note: Unless you're 90% sure you can kill the expo hatch before lurkers, don't come out cuz most of the time you'll just waste those marines and die to muta/ling, muta/ling/sunkens, incoming lurkers, etc.
Romance_us
Profile Joined March 2006
Seychelles1806 Posts
November 17 2006 02:35 GMT
#2
I love this build. Good job.
Notes and feelings, numbers and reason. The ultimate equilibrium.
Xeofreestyler
Profile Blog Joined June 2005
Belgium6768 Posts
November 17 2006 02:38 GMT
#3
Nice!
I'm no zerg but its always good to have these
Graphics
Last Romantic
Profile Blog Joined June 2006
United States20661 Posts
November 17 2006 02:43 GMT
#4
Such a popular build now, since it's so strong.

It's my standard ZvT build, but recently I've been trying really old school builds like 1-hat lair and 2-hat lair... which don't work too well in most cases :X But it's fun.
ㅋㄲㅈㅁ
skindzer
Profile Blog Joined May 2005
Chile5114 Posts
November 17 2006 02:47 GMT
#5
On November 17 2006 11:31 zulu_nation8 wrote:
Late game if you're lazy, slow, or both like me, you can play the tai-chi zerg. Which is turtling with defilers and a bigger army while trying to starve terran out by preventing a 3rd expo.


Ahahaha i do the same thing on RH ZvT, good guide.
Its not only the rain that brings the thunder
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2006-11-17 03:01:30
November 17 2006 02:55 GMT
#6
nvm
SCNewb
Profile Joined June 2006
Canada2210 Posts
November 17 2006 03:28 GMT
#7
Very good guide zulu_nation

I really admire Savior's awesome macro play......and wanted to know how to do the build.........so I really appreciate this
Huge iloveOov fan
Sadir
Profile Blog Joined December 2005
Vatican City State1176 Posts
Last Edited: 2006-11-17 03:53:34
November 17 2006 03:41 GMT
#8
move to recommanded thread section plz


great thread

and why the hell should ppl laugh at you because of replays??
tKd_
Profile Joined February 2005
United States2916 Posts
Last Edited: 2006-11-17 04:23:54
November 17 2006 04:21 GMT
#9
this is very very good. But recently, savior's muta timing is a bit different, and more intelligently timed judging by the actions of the terran. For example, against boxer's no barracks double in blitz, his muta timing was very late, his expo timing was very late (which he skipped a beat where boxer should have expo raided) and upgraded drop. It was so perfect execution, boxer couldn't do anything.

also savior uses guardians quite a bit with his mix, which I do too.

also the first sunken colony for me when i 12 hatch, if the position is close and not diagnal I tend to pretend i'm making 6 lings, and instead make 3 drones at 13 control and make a creep colony asap. there are far too many times the terran rushes in with good control and i have lost my lings and can't build the sunken in time
fonger
Profile Blog Joined March 2006
United Kingdom1218 Posts
November 17 2006 04:22 GMT
#10
cos such low apm =[
azndsh
Profile Blog Joined August 2006
United States4447 Posts
November 17 2006 04:43 GMT
#11
This is exactly what I've been waiting for ^^
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
November 17 2006 04:48 GMT
#12
On November 17 2006 13:21 tKd_ wrote:
also the first sunken colony for me when i 12 hatch, if the position is close and not diagnal I tend to pretend i'm making 6 lings, and instead make 3 drones at 13 control and make a creep colony asap. there are far too many times the terran rushes in with good control and i have lost my lings and can't build the sunken in time


on rush hour one sunken without lings isn't enough to keep terran from harassing with rines. You need at least 2 lings to scout early game
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
November 17 2006 04:49 GMT
#13
On November 17 2006 13:22 fonger wrote:
cos such low apm =[


hes toss
jkillashark
Profile Blog Joined November 2005
United States5262 Posts
November 17 2006 04:49 GMT
#14
Awesome threads like this are popping up more common now! Thank God (or maybe Saro and Mani) for the Featured Threads! It makes people WANT to contribute. Good stuff zulu.

+ Show Spoiler +
I really liked what you said in your frustration thread. Too bad you asked for it to be closed.
Do your best, God will do the rest.
Yogurt
Profile Blog Joined June 2005
United States4258 Posts
November 17 2006 05:20 GMT
#15
yea that was a good thread

someone should unclose
ok dont not so good something is something ok ok ok gogogo
tKd_
Profile Joined February 2005
United States2916 Posts
Last Edited: 2006-11-17 05:23:25
November 17 2006 05:21 GMT
#16
On November 17 2006 13:48 zulu_nation8 wrote:
Show nested quote +
On November 17 2006 13:21 tKd_ wrote:
also the first sunken colony for me when i 12 hatch, if the position is close and not diagnal I tend to pretend i'm making 6 lings, and instead make 3 drones at 13 control and make a creep colony asap. there are far too many times the terran rushes in with good control and i have lost my lings and can't build the sunken in time


on rush hour one sunken without lings isn't enough to keep terran from harassing with rines. You need at least 2 lings to scout early game


oh yes you're right of course, it's not like i don't make lings at all, but it doesn't have to be so soon, once again timing I guess, I'd rather wait at 13 to see if he's rushing and then make either 3 drones or 6 lings, or any of the combination than rather making a drone at 13 control, 14, 15. It's just the way I do it,
Luhh
Profile Joined October 2003
Sweden2974 Posts
Last Edited: 2006-11-17 05:59:13
November 17 2006 05:56 GMT
#17
Like tKd_ said there is one other big difference in saviors game compared to most other pro zergs right now; and that's that he doesn't use muta harass to kill shit, but just to stall his opponent to build expand more. Yes, you say - they all do that. But savior gets like 9 mutalisks asap, and doesn't rely on the initial 7 to do the harassment. If he loses one (which he almost never does) he can still do the damage.

He can get more mutalisks faster than other zergs because of his early game greed, but of course he still knows when he must build more lings and sunkens which us mortals do not.

The 9 mutas as opposed to 7 allows him to stall the terran force from moving out a longer time since he could if he so wanted add some lings and hump the first ball of death terran moves out with. Hence they must focus on defence longer and build up allowing him to get 1 or 2 expansions down and secured. From then on, as we've often seen, it's downhill for the terran.

If he hasn't lost many mutalisks, he likes very much to go guardians, and thus can get a ridiculous amount of them timed to when the terrans has enough to kill the zerg land army.

Plus, he's one of the most wicked darkswarm users I've seen (great example in a practice game where he played around with lings and very few ultras plus swarm against a much much bigger army terran, stalling the game for an extra 15 minutes even though he should be dead. The terran was unable to go for the kill, but had to block constantly.).

Oh, and he makes sure that he has some hydras between his defilers and vessels apart from scourges so taht the terran can't just fly in and irradiate them all. Great example against oov at RoV. That game comes to a conclusion where he makes a continous push all across the middle and runs to oovs expansions with a shitload of swarms that plastered most of the center. It was just ridiculous.

Edit: Forgot, to say - very good explanation of the build zulu!
I wouldn´t call him stupid, but let´s just say he´s unlucky when thinking...
seedcapital
Profile Joined October 2006
United States72 Posts
November 17 2006 06:26 GMT
#18
What's the proper Terran response if he expects Zerg to do this?
Drowsy
Profile Blog Joined November 2005
United States4876 Posts
November 17 2006 06:40 GMT
#19
Luhh the fuck you talkin about? All zergs build 9 and use them for stalling rather than killing. July sometimes goes for 10 or 11. The other vital function of mutas is to prevent drops(or to go defend against one so you don't have to pull your entire lurkling force back), very important to keep at least 6 of 9 mutalisks up for the later stages of the game.
Our Protoss, Who art in Aiur HongUn be Thy name; Thy stalker come, Thy will be blunk, on ladder as it is in Micro Tourny. Give us this win in our daily ladder, and forgive us our cheeses, As we forgive those who play zerg against us.
zulu_nation8
Profile Blog Joined May 2005
China26351 Posts
Last Edited: 2006-11-17 15:48:00
November 17 2006 06:47 GMT
#20
see main post for tvz
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