Greetings! I'm a platinum , and I've generally been trying the Spanishiwa style in all 3 matchups, and generally, I have the most success in v, though lukewarm success in v, and abyssmal success in v + Show Spoiler +
Note, I don't mean to imply it can't work, I just have trouble using it there, and have been considering other builds for v and v Also, I have yet to attempt this against , nor do I intend to, as I'm pleased with my Spanishiwa style and rather enjoy it in that match-up, though if you'd like to give it a go, please do, and feel free to post it here!
Now, I don't intend to imply that I invented the 10pool, I didn't, but I rediscovered it's uses, at least on a personal level, and thought to share it, as it seems timely given the current trends in the meta game I've experienced, recently.
I was inspired after watching a recent video posted by PsyStarcraft for the 10pool in v
Overview At first, I was skeptical, as I generally considered anything before 14 is cheese. However, as Psy contends, this is not an all-in, it's simply a way to put early pressure, scout, and safely transition into a macro-style, with map control, AND be ahead in the worker count. The goal is to have 3 larvae as soon as the pool is done, and send those lings to the opponent, hoping for maximum damage, droneing behind it as you would normally, getting your queen, expanding, maybe gas depending on their gas situation, and at a minimum, kill 3 workers, and you typically deny any fast expansions they wanted to do (I still believe in FE in ZvZ, so I doubt this is fool-proof, despite what Psy says, though it's definitely hard for them to pull off).
Also: DO NOT drone scout, only scout with overlords intially, try to deduce their base's location by canceling out close bases in olord range. Also, I believe one shouldn't go to extremes to hide the pool. Place it in a simcity style that you prefer, and if they do scout it, and likely will, this is good, you want them to slow their macro. In ZvP, my first to olords go out base searching and getting into position to scout, with my 3rd olord going to my natural. In ZvZ, pfft, no reason to watch your natural, make an olord line across the map, as usual, sending first olord to their ramp, if not also capable of scouting their pool timing, pre-queen, map&spawns dependent, of course.
Build Order Note: I try to build a drone first, then split 6 workers 3 and 3, send my olord out, rally my hatch to minerals, assign hotkeys (I prefer 1 for first olord, and fat-finger 3,4,5 to my hatch), then build next drone, all the while trying to rally drones to separate patches or patches without 2 drones yet. The reasoning behind drone first then split is from another thread I read, which argues this allows your larvae to rebuild the soonest: http://www.teamliquid.net/forum/viewmessage.php?topic_id=248665
Although, there are a few times I sit on 3 larvae a few seconds, b4 olord and b4 pool finishes, so perhaps this is negligible and getting minerals sooner is better, if your fingers arent that fast (and mine arent, I'm platinum, remember? )
Build: 10/10: pool 9/10 (lost a drone to pool): olord 10/10, post olord: 1 drone to 11/18 (edit: Sleight suggests to do an extractor trick for the 11th drone, perhaps this is more efficient, though I dislike having minerals not in multiples of 5, but he's probably right. ) + Show Spoiler +
** Debatable: I prefer, rather than building 2 drones with the larvae, I opt for 1, and then save larvae such that I'll have 3 larvae as soon as pool finishes. Perhaps getting 2 drones then waiting a tad for 3 lings works, though it will be delaying your 6 ling harrass, thus buying them more time, not as big in ZvZ, but potentially allows ZvP to finish their wall if they're going standard, though I'm not certain... I just take the safe route and say get your lings out asap upon pool completion.
11/18 (upon pool completion, with your saved up 3 larvae):3 sets of lings, hotkey set to 2, for efficient micro/macro hoping 14/18: at this point, I generally drone and queen at some point, (I hotkey her to 6 for larvae injects via minimap to allow microing lings at the same time) making my 3rd olord on either 16 or 17, depending on how sunny it is that day
Then, around 20-22 ish, which should be mostly drones, I expand, and then consider taking a gas. I'm still a Spanishiwa fan, so I try to maximize minerals early on if I can get away with it. From this point onward, I try to base my gas timing on whether they have gas yet, and depending on how well my ling harras goes. If it completely hulk smashes them, i.e. kills over 75% of their workers, and there's no spines/cannons, I may just go all-in and get ling speed meanwhile. If it goes according to plan, I should be able to get at least 3 workers with a poke, pull back, repeat, also getting a lead by reducing their mining time.
v Considerations
Don't forget to set the olord vision corridor up from his base to yours, you need that reaction time foresight.
No pesky wall-offs, but generally early lings and spines are more common to encounter, while in vP, mainly just probes and buildings are all you'll encounter, maybe a cannon. Keep in mind that slowlings can outrun drones on creep, but not off creep, so try to stay on his creep, and go after gassing drones first, also keeping in mind to check out how much gas he's mined via left clicking his extractor.
Generally, the Zerg players are better at defending, due to the prevalence of early cheeses in v, so be content getting only 3 drones, and you will have to work that micro like a boss to do so, all the while he's shitting bricks and you're droning up back home, getting a lead on the drone count. He'll likely assume an all-in is enroute, and either masslings or roaches, but in any case, getting a rw and a 2nd gas close to when the rw is done, meanwhile never missing an inject or getting supply blocked, you should be able to put up at least 2 spines and an evo chamber at the nat, have 3-4 queens, and macro up a bigger roach army, with upgrades. Also, I typically get my lair first if I feel i can get away without ling speed right off the bat, but in any case ling speed and lair should be your goal with the first 200gas, unless you feel you need roaches for defense sooner.
v Considerations
So far, the metagame of v at my high-platinum level seems to favor FFE (forge fast-expand) builds for protoss, and I haven't been lucky enough yet to test it against other builds, but as I do I'll add those replays.
However, FFE has been difficult with my Spanishiwa passive-style I had in the past, due to the allowing a deathball result of being passive, which I can hold off, yet it's definitely an uphill battle.
However, the deathball seems less pronounced, and I can scout far better in this matchup, getting a decent handle on what's going on, as I have 2 olords near his base, since my second olord wasnt babysitting my natural for those pesky cannon cheeses. First, if they don't have cannons up yet, great! Kill the pylon and the forge, then go try to pick off as many workers as possible, hoping for at least 3, per usual. If cannons are up, run past and try to kill 3 workers, all the while pokeing, pulling back, poking again, so as to reduce mining time. So far I haven't been completely walled off upon arrival, though if so, and you can't attack buildings due to a ranged unit/cannon behind the wall off, just pull back slightly, get towers and watch for any pushouts, and this is perhaps the worst case scenario, but the good news is it's only one (two on 1tower maps) more larvae than you would need to set up this ling scout system anyways, since generally two lings hold 2 towers, and a 3rd (and 4th?) watch the front for moving out. If you can kill 3 probes and are still alive with a severely injured ling, consider pulling out if no cannons to kill you on your way out, and set up camp as a sentry.
Beyond this, just drone up, and play your macro-style. The goal was to get some drone-free scouting, juke up your opponent a tad, and get map control, also allowing you to drone up more safely. Just be sure to get your queens in v, 4 before lair is generally my goal, in case of air, and I usually get an evo and spines at my natural, keeping in mind the 8minute DT timing, such that theres a spore near my spines at the front in case that happens. Any other more standard stuff, just deal with it as you normally would, whatever style you prefer. I apologize if I'm not being more specific on unit compositions, but that's on purpose, as this is a stub-build, allowing you to adapt it to your own stylistic preferences. Enjoy!
For reference to the economy discussion, here's a screenshot (I'm blue, and checking his profile, he's platinum rank 22, so very similarly ranked with me at the moment):
In response to his questioning what build this was, in game, I answered him in chat after the game:
You: 10pool with 6ling harras and drone behind GreenVoodoo has reconnected. GreenVoodoo: 9 poo isn't standard fukwad You: sorry i didnt respond in game, was too busy :p GreenVoodoo: i see your buid 9 no standard, cheese You: k... 10/10 then pool means 9.... right http://www.teamliquid.net/forum/viewmessage.php?topic_id=253647 read it GreenVoodoo: you all in ling You: after i drones up yes but look at the resource collection graphs GreenVoodoo: that is not standard but ok w/e gj with tha cheese gl with that You: notice my line is above yours GreenVoodoo: cuz you cheese bro You: i droned behind a push GreenVoodoo: data can be mininterpreted You: also watch the psystarcraft video there GreenVoodoo: you drone behind an all in ling nothing more You: if you disagree, please make a post, and we'll discuss it on teamliquid see how many people there agree with you ? i think you'll lose the argument GreenVoodoo: i think you need to turn off the pc and get some sunlight You: by the way, I'll add this replay to the thread so everyone can watch your bm :p that will be hilarious GreenVoodoo: and im suppose to take that as some sort of threat You: oh, i do get sun, i have my masters degree GreenVoodoo: ? are you serious? You: what you got? living in your mom's basement? :p i have a wife, a son, and a degree GreenVoodoo: i have a real job with real problems and you think i give a shit about some forum for loser wannabes? You: i love strat games though, this is my hobby lol GreenVoodoo: talk about hollow threats... You: okay man, well have a good day, and hope you dont die of an early heartattack, assholes always do. you should work on that you know, I think I'll copy and paste this discussion into the thread too, for the lolz
I use a similar build fairly often for ZvZ that I reverse engineered from the nestea vs losira vods.
10 pool---> scout if 4 player map 9 drone---> scout if 2 player map Double Extrator Trick to 12 @100 Mins Overlord
You can make 4-6 lings right as the overlord pops which will be a second or so after your pool finishes. You can start a queen almost immediately after the 4 lings and slightly delayed if you make 6. Another Overlord at 18 lets you buid a second queen right as it finishes. Your gas and queen should both finish about when your lings reach your opponents base.
If Zerg goes hatch first you can pull all but 4 drones, don't make a queen in favor for more lings, and go all in. Which is usually a BO win on all maps where one would 10 pool. ie. not taldarim and some others.
Further the transitions I seem to favor it pulling 2 off gas after ling speed, then droning to 16 on minerals before expanding and mssing lings in the mean time to stop any roach/ling push or mass ling from your opponent. Then expanding while putting down a roach warren and hatch.
The lings let you put significant pressure on any standard 14/14 build by harassing the expansion or running into the main. If your opponent teched to banes or roaches they should finish just seconds after you reach his base and let you wreck a fair amount of damage unless he skipped a significant amount of drones.
After which you transition into 2 base play. Either going for some sort of fast defensive lair tech or a roach/ling timing.
it feels similar to 11 overpool: early lings for scouting, early queen for economy.
the following variations of non-all-in early pool play exist
9 pool (requires early pressure to be effective). Bad eco.
10 pool (~1'10 pool): Can be played economically. Forces a reaction, because you *may* pump early lings. If you just drone instead, you are at a slight disadvantage (except opponent overreacts). You can kill his scout with 2 early lings and might consider to omit the drone scout. Extremely safe against any kind of cheese.
11 pool extractor trick: pool at ~1'21. Pretty much the same as 10 pool, but more economically. Most opponents still are scared, lings are still early enough to kill the scout most of the time. BO: 11 drones using extractor trick, pool, double extractor into 12 drones, ovie, queen 15, lings 16, hatch 18. You can get out the expansion ~3'05 easily clearing out any blocking probe with your lings. I prefer that vs any race. You get lots of drones very quickly because of early inject. However you lose ~1 larvae waiting for the pool.
11 overpool: pool ~1'35. The earliest possible pool without losing larvae. Has similar advantages.
I prefer pool before ovie, because i can get down my expansion and lings earlier (i need them for very early map control and scouting).
In my experience its very important to have the threat of an early ling rush. Additionally those early pool builds generate fewer income, but because early injects you can get *more* drones early on compared to hatch first or 14,15 pool play.
10 pool => first injected larvae at 3'53 11 pool - ovie => first injected larvae round 4'05 11 ovie pool => first injected larvae round 4'20
Its fun to crush bunker rush and early cannon cheese using those builds =). Also you can punish 15 (?) CC and FFE pretty hard. (11 overpool is somewhat too late to do so).
These builds might not work at pro level, however there are lotso master zergs playing these ;-)
On August 12 2011 05:43 zatic wrote: GREAT USE OF TABLE OF CONTENTS ZOMG!
TY! :D I aim to please.
Also, check out the last replay, and the spoilered argument is quite funny. Here's what he said in game: + Show Spoiler +
Him: Cheese ass i3itch Me: quite a standard opening, actually. Him: What's your build? Ok guy...
To which I didnt respond, ling baneling war was too intense, but he was pissed and I answered him after the game, to which he continued to bm, and then I started bm'ing back
I used to 9-pool with a transition into hard econ a lot against z and p, but now I only do it sometimes against p. Some of the issues I've had with early pool are thus:
Against Z 14-14 basically hard counters early lings, they are ahead in econ, tech and if they scout will have enough lings to fight you off when you arrive, if they dont scout they will have those lings shortly after. Only time I found that I got an advantage from the early pool zvz is when they fast expo, or were just bad. So I ended up abandoning 9-pool vZ.
Against P I really like 9-pool on any map that doesnt encourage FFE play. If Toss is doing FFE it is really easy for him to wall off with a pylon and put a cannon behind it, leaving him very far ahead of you. That said, any map with wide open expansions, early pooling is great vs toss.
I know 9 pool isnt exactly 10-pool but I imagine a lot of the same critiques and what not apply still.
Regardless of the build order, Spanishiwa or anything. I believe vs a Protoss FFE if you scout the cannons just make a quick 3rd base. It is the right response everytime due to no early pressure
10 pool can work, but when u play it macro style u will find that going 14hatch - 15 pool or 14 pool 15 hatch you end up having the same amount of larva for drones and 250+ more minerals... the thing is with 10 pool especially if you are harassed you won't be able to use all of your larva because of lack of minerals. also if u ever need to put down a building ie. roach warren/ baneling nest u will find that even more larva get waste... and if u have to repond to something with roaches you are probably going to waste 10+ larva from lack of minerals
I'm not gosu or anything (high diamond) but since i started using the 10pool about 2 months ago I have been winning most of my z v z. It puts me ahead eco of 14/14 and wins vs. 15 hatch. The thing is it is really easy to get an eco lead by killing 1 or 2 drones which is easy because they have no units. They usually over commit to lings and spines. I found a smooth timing for a 10 pool. efficient on larva (for a 10 pool anyway)
10 pool drone ov extractor trick drone
drone immediately after ov pops 6 lings Queen
the extra drone after the extractor trick is my secret. you have 3 larva to spend 1 second after pool finishes. The key to this build is to not re enforce your initial lings.
Good post OP. I was skeptical of the 10 pool do to the inefficient use of larva but im a believer.
On August 12 2011 19:37 fineyouwin wrote: I'm not gosu or anything (high diamond) but since i started using the 10pool about 2 months ago I have been winning most of my z v z. It puts me ahead eco of 14/14 and wins vs. 15 hatch. The thing is it is really easy to get an eco lead by killing 1 or 2 drones which is easy because they have no units. They usually over commit to lings and spines. I found a smooth timing for a 10 pool. efficient on larva (for a 10 pool anyway)
10 pool drone ov extractor trick drone
drone immediately after ov pops 6 lings Queen
the extra drone after the extractor trick is my secret. you have 3 larva to spend 1 second after pool finishes. The key to this build is to not re enforce your initial lings.
Good post OP. I was skeptical of the 10 pool do to the inefficient use of larva but im a believer.
I don't get it, 14/14 is a perfectly good response to 10pool, why would they lose more than 1 drone?
And you are *not* having an eco lead after one drone kill, you may pull even but they still have speed and you don't. I don't see how a decent response would let you pull ahead if you only built 6 lings and then went straight to droning, while the other player has speedlings. Maybe if you build quite a bit more lings to force more guessing from the other side, but 6 zerglings are easily killed with relatively minor losses if he doesn't mismicro. And then you have no way of denying his scout, unless your plan is to get 3 queens and do a double ramp block, which is then a different build (Axa's 9pool).
Care to share a replay?
Versus hatch first it's a very strong build, no doubt about that.
On August 12 2011 19:37 fineyouwin wrote: I'm not gosu or anything (high diamond) but since i started using the 10pool about 2 months ago I have been winning most of my z v z. It puts me ahead eco of 14/14 and wins vs. 15 hatch. The thing is it is really easy to get an eco lead by killing 1 or 2 drones which is easy because they have no units. They usually over commit to lings and spines. I found a smooth timing for a 10 pool. efficient on larva (for a 10 pool anyway)
10 pool drone ov extractor trick drone
drone immediately after ov pops 6 lings Queen
the extra drone after the extractor trick is my secret. you have 3 larva to spend 1 second after pool finishes. The key to this build is to not re enforce your initial lings.
Good post OP. I was skeptical of the 10 pool do to the inefficient use of larva but im a believer.
I don't get it, 14/14 is a perfectly good response to 10pool, why would they lose more than 1 drone?
And you are *not* having an eco lead after one drone kill, you may pull even but they still have speed and you don't. I don't see how a decent response would let you pull ahead if you only built 6 lings and then went straight to droning, while the other player has speedlings. Maybe if you build quite a bit more lings to force more guessing from the other side, but 6 zerglings are easily killed with relatively minor losses if he doesn't mismicro. And then you have no way of denying his scout, unless your plan is to get 3 queens and do a double ramp block, which is then a different build (Axa's 9pool).
Care to share a replay?
Versus hatch first it's a very strong build, no doubt about that.
Well, the 4th replay in the OP under v is from Tal'Darim Altar LE is 10pool vs someone who is going 14/14 (I believe, if memory serves me correctly). And here's a screenshot of the economy difference, I who did 10 pool, am clearly ahead the entire game after my initial harrass. Given, he arguably overcommits to lings after my push, and had he droned instead he may have been okay, but perhaps he would have lost had I continued the pressure, and was thus arguably forced to the overcommitment? I'm not entirely sure, but here it is:
Notice, I, the 10pooler, am the blue line, and this is the economy graph (resources collected rate). After his counter push, I was closer to his economy again, but pulled ahead later, perhaps it all comes down to mechanics, and given, this is but one example, but we were evenly ranked on the ladder, for what it's worth, and thus arguably equal on mechanics abilities...
Why not 11 Poolover? You get your spawning pool a whopping 7-10 seconds later with a slightly better economy. Why not 11 Overpool? You get your spawning pool around 20 seconds later, but have a better economy overall.
I think if you're going to do an early pool build, you should really take advantage of the fact that you will have your first "burst" of larvae before the other player. I think this is similar to PvP where the person with the earlier Warpgate gets the first additional round of stalkers and can simply end the game.
I really like this build: 10 Extractor Trick 11 Overlord 11 Pool 14 Queen 16 Zergling 17 Zergling 18 Extractor 17 Zergling
Push out with the initial 6 lings. You don't really need to scout with this on 2-player maps. Neither player will have speed when you hit, and their queen *might* have popped by the time you get there, but it's unlikely. Make sure that you inject right when the queen pops, as the build is based on the earlier burst of zerglings, and don't forget to make overlords. I like to build additional drones before the inject pops if I kill his zerglings without losing lings of my own, but I usually use the injected larvae for lings as well.
Your first inject will pop before his, and you should have ~30 seconds before his speed finishes if he went 14/14. While Speedlings DO rape slowlings, if you have 6+ more than him and you're at his base it's less of a big deal. At this stage, every one of his lings that you can kill without losing your own counts! A 4 ling or more advantage can win you the game.
A lot of the time, people going 14/14 are pretty greedy. They'll make 4 zerglings tops, sometimes even less. The early 6 lings can catch them offguard, and the fast set of 8-10 lings afterwards has outright won me games. The best defense that I've seen involves getting their queen in the mineral line and surrounding with drones if my lings try to attack the queen. Do NOT go in the mineral line... try to pick off drones on the edge. If your opponent seems to be playing smart, and you can't outmicro him, start making drones.
I've been winning a lot of ZvZs with the above. I think the key thing at the beginning is: If you kill his lings without losing your own, make drones If you kill his drones without losing your lings, make more lings.
On August 13 2011 01:05 TheSambassador wrote: Another 10 pool guide?
Why not 11 Poolover? You get your spawning pool a whopping 7-10 seconds later with a slightly better economy. Why not 11 Overpool? You get your spawning pool around 20 seconds later, but have a better economy overall.
I think if you're going to do an early pool build, you should really take advantage of the fact that you will have your first "burst" of larvae before the other player. I think this is similar to PvP where the person with the earlier Warpgate gets the first additional round of stalkers and can simply end the game.
I really like this build: 10 Extractor Trick 11 Overlord 11 Pool 14 Queen 16 Zergling 17 Zergling 18 Extractor 17 Zergling
Push out with the initial 6 lings. You don't really need to scout with this on 2-player maps. Neither player will have speed when you hit, and their queen *might* have popped by the time you get there, but it's unlikely. Make sure that you inject right when the queen pops, as the build is based on the earlier burst of zerglings, and don't forget to make overlords. I like to build additional drones before the inject pops if I kill his zerglings without losing lings of my own, but I usually use the injected larvae for lings as well.
Your first inject will pop before his, and you should have ~30 seconds before his speed finishes if he went 14/14. While Speedlings DO rape slowlings, if you have 6+ more than him and you're at his base it's less of a big deal. At this stage, every one of his lings that you can kill without losing your own counts! A 4 ling or more advantage can win you the game.
A lot of the time, people going 14/14 are pretty greedy. They'll make 4 zerglings tops, sometimes even less. The early 6 lings can catch them offguard, and the fast set of 8-10 lings afterwards has outright won me games. The best defense that I've seen involves getting their queen in the mineral line and surrounding with drones if my lings try to attack the queen. Do NOT go in the mineral line... try to pick off drones on the edge. If your opponent seems to be playing smart, and you can't outmicro him, start making drones.
I've been winning a lot of ZvZs with the above. I think the key thing at the beginning is: If you kill his lings without losing your own, make drones If you kill his drones without losing your lings, make more lings.
Lol, yes, another 10pool guide. Well, perhaps 11 overpool is nice and similar, but generally your ling harrass will be slightly more impotent in exchange for a slightly better economy. Eh, tit for tat, its all a balancing act, but I was just going off of Psy's advice.
On August 12 2011 19:37 fineyouwin wrote: I'm not gosu or anything (high diamond) but since i started using the 10pool about 2 months ago I have been winning most of my z v z. It puts me ahead eco of 14/14 and wins vs. 15 hatch. The thing is it is really easy to get an eco lead by killing 1 or 2 drones which is easy because they have no units. They usually over commit to lings and spines. I found a smooth timing for a 10 pool. efficient on larva (for a 10 pool anyway)
10 pool drone ov extractor trick drone
drone immediately after ov pops 6 lings Queen
the extra drone after the extractor trick is my secret. you have 3 larva to spend 1 second after pool finishes. The key to this build is to not re enforce your initial lings.
Good post OP. I was skeptical of the 10 pool do to the inefficient use of larva but im a believer.
I don't get it, 14/14 is a perfectly good response to 10pool, why would they lose more than 1 drone?
And you are *not* having an eco lead after one drone kill, you may pull even but they still have speed and you don't. I don't see how a decent response would let you pull ahead if you only built 6 lings and then went straight to droning, while the other player has speedlings. Maybe if you build quite a bit more lings to force more guessing from the other side, but 6 zerglings are easily killed with relatively minor losses if he doesn't mismicro. And then you have no way of denying his scout, unless your plan is to get 3 queens and do a double ramp block, which is then a different build (Axa's 9pool).
Care to share a replay?
Versus hatch first it's a very strong build, no doubt about that.
You can pull ahead in econ with a faster queen. For replays you could watch nesteas games against losira in the gsl finals. He 10 pooled' twice. But only one of them was against a 14/14 build
from whacks in the other thread: Assume it takes 1 unit of time to send your drones off to mine, and 1 unit of time to start building a drone. If you build the 7th first, it will pop 1 unit of time earlier, giving you 1-unit-drone worth of extra mining. However, during the 1st unit of time, your initial 6 drones will be sitting idle. If you had sent them off to mine instead, they will begin mining 1 unit of time earlier. Thus giving you 6-unit-drone worth of extra mining. This might even allow you to start building your 8th earlier. Either way, your 8th larva isn't bottlenecked by your 7th drone morphing.
For Terran/Protoss though, your 8th worker is indeed bottlenecked by your time-to-completion for your 7th. By sending your workers first then building your 7th: You're getting 6-unit-worker extra mining with your initial workers, but every single consecutive worker will be delayed by 1 unit time. So if you were to build 20 workers, each of them will be delayed by 1 unit time, thus losing you 20-unit-worker of mining. Hence the difference between Zerg & others.
So send to mine then split. Otherwise interesting read. I'd recommend being more flexible based on what you scout and making 4 or even 2 lings if you see them react properly to your early pool.
On August 12 2011 19:37 fineyouwin wrote: I'm not gosu or anything (high diamond) but since i started using the 10pool about 2 months ago I have been winning most of my z v z. It puts me ahead eco of 14/14 and wins vs. 15 hatch. The thing is it is really easy to get an eco lead by killing 1 or 2 drones which is easy because they have no units. They usually over commit to lings and spines. I found a smooth timing for a 10 pool. efficient on larva (for a 10 pool anyway)
10 pool drone ov extractor trick drone
drone immediately after ov pops 6 lings Queen
the extra drone after the extractor trick is my secret. you have 3 larva to spend 1 second after pool finishes. The key to this build is to not re enforce your initial lings.
Good post OP. I was skeptical of the 10 pool do to the inefficient use of larva but im a believer.
I don't get it, 14/14 is a perfectly good response to 10pool, why would they lose more than 1 drone?
And you are *not* having an eco lead after one drone kill, you may pull even but they still have speed and you don't. I don't see how a decent response would let you pull ahead if you only built 6 lings and then went straight to droning, while the other player has speedlings. Maybe if you build quite a bit more lings to force more guessing from the other side, but 6 zerglings are easily killed with relatively minor losses if he doesn't mismicro. And then you have no way of denying his scout, unless your plan is to get 3 queens and do a double ramp block, which is then a different build (Axa's 9pool).
Care to share a replay?
Versus hatch first it's a very strong build, no doubt about that.
I feel this is a common misconception. This is one of my favorite parts about this build. A lot of people bm me when they hold the 10 pool losing 2 drones thinking they are way ahead. But with the 10 pool on small maps they are forced to pull drones and often a spine. This fact coupled with the fact they do not know if i am re enforcing causes them to make too many lings. while i made drones with an earlier inject. when their lings pop i usually just go home with my econ lead and block my ramp with 2 queens while keep making drones. They usually have speed but i don't care i have my ramp blocked.
Sorry i looked through my last 20 replays but i have been trying an odd build lately by (cateichin or something) so i don't have one saved. But on smaller maps this is my standard build.
The BM i receive while doing this build tells me people think they are way ahead after holding. Even though i just ran away and went home. But they don't know i have more drones
To the person that suggested the higher econ overpool. That is a good build, i use it z v p but in z v z the lings do not get there fast enough to fight the drones uncontested if they 14/14. This is the whole point of the 10 pool.
tldr: It is easy to force an over reaction by your opponent thus giving you an econ lead. Also im not saying its an auto win just it usually puts me a few drones ahead going into the midgame which i find very beneficial.