[G] ZvP – Adaptation Tactics
By Superiorwolf
Preface
NOTICE: Any text that is
Last update: June 21, 2009
Welcome! This will be a fully comprehensive overview of the ZvP matchup. First off, congratulations on playing Zerg! Zerg is an excellent race that has an awesome balance between aggression and defense, and you can make a style that can cater to your personality. Zerg is powerful, Zerg is dominant and Zerg is magnificent. A good Zerg player needs both great decision making, game knowledge and the ability to execute tactics immaculately and perfectly. These things are what make Zerg the great race it is. I hope you have fun playing the beautiful race of Zerg! Next, by no means am I saying I am a gosu expert – this guide is meant to kick start and help gamers at about the iCCup D-, D, D+ and C- level. Currently my rank is C+, and I have always felt a need for some more updated or recent guides on Teamliquid, a part of the strategy forum which is severely lacking.
iCCup Rank as of 7/21: B
When I was starting, no guides save the ZvP luna basics: how to abuse the crackling by zulu_nation8 existed. A fairly old guide, it is not always completely applicable to modern play and not too helpful for beginners. A recent guide has emerged however, The Art of ZvP by ZerG~LegenD. A nice guide that details several build orders.
However, it still stands that ZvP guides on TL.net are few, as only two exist currently. This is the reason I feel it is necessary to share some knowledge because I know that when I was starting out, not having a guide severely impaired my learning curve. Maybe a top foreigner will realize they desperately need to create a complete guide here. Not only will this be a learning experience for lesser players, but for me as well. Along the way I will ask questions and such, and your questions and answers shall be added into the op for others to learn from. Hopefully I will be able to dig up a sufficient number of FPVods, Vods and replays of each strategy and continually update it (this is where you guys can submit reps and such). The key theme for this ZvP guide will be adaptation, and I hope you will enjoy this guide and appreciate the work I put into this. Sadly I was unable to reach OVER NINE THOUSAND words, but close enough. I showed this to my friends before this submission and they felt it was very funny in many ways, and at least if you think the guide sucks it will give you some entertainment
Still, remember that training and playing games is the BEST way to improve, and you can use the helpful new Teamliquid wikipedia to help you out. Although this guide can be used to learn about the general flow of the ZvP matchup, it is not meant at all to be used as a substitute for real practice. Having a teacher or someone review your replays will probably lead to the most substantial improvement in the shortest time possible, as everyone's problems are different.
In all honesty, I made this guide just because I was bored but really, who makes an 8700+ word guide because they are bored? Well, I guess that’s Superiorwolf for you. Special thanks to Ahzz, Salv and the rest of SWBK and TL.net of course! As of October 23, 2008, I must implore everyone to take these comments with a pinch of salt; the guide is going to be outdated in several areas. Although I try my best to update it as much as possible, remember that Starcraft is constantly evolving and my skill and preferences also change with the times as well. Sometimes I may completely renovate the guide in some areas. If you have any questions, comments or suggestions, please tell me! Thanks
Edit: We are now over 9,000 words!
Edit: Success! This guide enticed the high level Finnish Zerg player and my friend, Ahzz, to finish the guide he had been working on for a year in less than two days! Read it here!
Edit: 11,000 words!
Edit: 12,000 words!
Edit: 13,000 words!
Edit: 15,000 words!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Introduction
With the emergence of new Protoss tactics, ZvP, more than ever, has become a tactical matchup where the master strategist will succeed and be victorious. Bisu[Shield] and sAviOr[gm] have totally revolutionized this matchup, and more than ever strong wits and macro skills are required, as well as on-the-spot decision making. Zerg macro in this matchup will be a definite roadblock for beginners, but thankfully Zerg has a variety of builds to choose from and low-level Protoss users will make plenty of errors that can be capitalized on. Every build has its weaknesses, so adaptation and scouting is key.
With this, one must go into the game with a mindset of determination, and keep their goals focused. Cheesing because you are not solid in the matchup will not make you better. This matchup requires time and practice, but in the end it totally pays off. Now, we’ll begin our training.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Key Timings
These are key timings that will allow you to maximize your efficiency in this matchup.
2. Making a Hydralisk Den when the Lair is 50% complete will make them both finish simultaneously, allowing for immediate researching of Lurker Aspect.
4. Overlord speed is generally researched upon completion of the Spire.
5. When adrenal gland finishes, researching drop is extremely useful. After adrenal gland is finished, this is also a nice time to start an Ultralisk Cavern if you have not already.
6. Defilers should begin morphing when consume is 50% researched. When defilers arrive, consume will finish researching simultaneously.
7. When making mutalisks, save larva starting at 1 when the Spire reaches 300/600 (350/600 is acceptable as well) HP. This allows you to have exactly 3 larva waiting at each hatchery upon completion of the Spire.
8. When making zerglings, save larva starting at 1 when the Spawning Pool reachings 350/750 HP. This allows you to have exactly 3 larva waiting at each hatchery upon completion of the Spawning Pool.
9. When doing 3 Hatch muta, add 2nd gas around 50% completion of Lair.
10. When doing 2 Hatch muta, add 2nd gas when Spire is 50% complete.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
ZvP Openers
This section will show the openers available before you scout the enemy.
ZvP Foundational Build – 12 Hatch
Long has the 12 Hatch been a trademark of the Zerg. It has been established as an efficient build time and time over again – by likes of the Zerg gods such as sAviOr. But, how often should this build be utilized? This build should merely act as a macro/strategical foundation on which to base your ZvP on. It’s a great build, however, overusing it will lead to predictability. As well, Protoss encounters this build often, and thus is much more used to dealing with it than other builds you may use.
Proxy 2 gates, 2 gate rushes, and cannon rushes can also take advantage. Who wants to lose merely to a build-order counter? If you think about it, cannon rushing blocked behind minerals pays huge dividends for the Protoss. For merely a pylon and one or two cannons, they force you to draw drones, possibly lose hatchery and make a sunken. 250 minerals to force a sunken (50 + 75 + 50 = 175 minerals not including mining time) as well as making zerglings to deal with the threat. A small price to completely nullify the 12 Hatch’s advantages of being able to start a strong economy. So, you must always be aware of what is going on – if the scouting probe disappears, search for it. Rather pull a drone than take heavy economical damage. If Protoss scouts you and sees 12 hatch and makes a forge anyways, check for cannons. If their buildings are significantly delayed, check for general cheese. Be aware and cautious at all times!
Not to say this build is bad though, for 12 Hatching has several advantages. For one, 12 Hatch gives you a huge economic boost early game. It can be used on maps which don’t favor other builds (which will be discussed) and also on maps that favor macro and have long rush distances. 12 Hatch is also extremely versatile. Depending on what you scout, you can choose pretty much any route you want, be it macro, tech, aggression, etc. 12 Hatch is the foundation of ZvP.
3 Hatch Expand
- 12 Hatch (to natural)
- 11 Pool
- 13/14 Hatch (to closest 3rd generally, or gas)
- Whore drones unless zerglings are needed, or you can make 2-8 lings to kill scout
17-22 Hatch (This is situational. Depends on when you have 300 minerals with constant production)- Add Extractor soon after 4th Hatch, Evolution Chamber goes immediately as Extractor finishes.
- +1 Carapace
- Zergling Speed
- Lair
- Add Extractor soon after 4th Hatch, Evolution Chamber goes immediately as Extractor finishes.
When the opponent does a fast expand, you're gonna want to be whoring drones after making maybe a few lings to fend off scout and some harassing zealots. You try to saturate all three of your bases in preparation for what the enemy is going to do. Of course, the situation is always different, but you will generally want to have 2-3 control groups of lings out and 2-4 sunkens at each exposed base by the time his +1 speedzeal rush arrives (if he's going that route).
Although the Mondragon build is still viable, it is rarely used nowadays.
If you're going for a more tech oriented route you might want to place the third hatchery inside your own natural or main instead of another base. As well, some maps such as Python sometimes warrant this as the 3rd base is quite far away and a bit more difficult to defend. Always make a well-considered decision when placing hatcheries!
3 Hatch Before Pool
Essentially the same build above, but getting 3 Hatches before laying down a pool.
- 12 Hatch (to natural)
- 14 Hatch (send out at 12 or 13 depending on map)
- 13 Pool
An extremely risky build that can pay off if you survive, as you will have extra drones. Generally the risk outweighs the benefits, however, as this build can be an auto-loss. Personally I never do this build anymore, as 2 gate pressure from a Protoss who was originally fast expanding is a good counter.
9 Overpool Speed
- 9 Overlord
- 9 Pool
- 8 Drone
- 9 Drone
- 10 Extractor
- 9 Drone
- Lings (make 6-12), Zergling speed simultaneously and pull drones off gas.
- 16/17 Hatchery (to natural)
This is one of the builds I have learned from watching Mondragon replays. This build is one of my favorites! There are so many things that this build is useful for. When making 10 lings, running past a fast expansion is an extremely effective way to get inside their main with 4-6 lings and picking off tons of probes with good micro. However, it is only applicable on certain maps (BLUE STORM), other maps are possible but ramped maps can be blocked with 2-3 probes to prevent runby.
Another use of the build is just making 6 lings to kill scouting probe, forcing them to pull probes in case you do the 10 ling run-by and in the meantime, you just stay outside their base, prevent future scouts and do any tech route you want. This build is extremely well-rounded with aggression and macro, and its ability to prevent scouting makes it a very formidable build indeed.
The best thing about this build is it will force you opponent to make cannons earlier than normal, however, you're just going to run past and pick off as many probes as you can. If he pulled probes to try to defend, all the better really, it's still not too hard to get past anyways. If you pick off just a few probes, you're going to have a nice advantage because the entire time you're picking off probes, you're forcing him to micro against your lings with probes, reducing mining time and he's also losing probes. You, in the meantime, will just be mass mass mass whoring drones if you're going to do the macro route, giving you a nice solid lead.
*The other variation of the overpool is where you don't get speed. It is economically better. You will get 6-8 zerglings and attempt a runby before both cannons warp in on a short map, or just attempt to stop scouting. Both Protoss and Zerg will be able to be economically good if you do this build, but overpool will help you deal with some sorts of cheese. I personally do overpool without speed more, because overpool with speed can set you back if your zerglings do little damage and die off.
9 Overpool FPVoD
Mondragon Replays
Alternative Mondragon Replay download
For the Mondragon replays, he does the 9 overpool speedling on Blue Storm almost all the time, so check those out!
12 Pool
Chill says this is a useless build, but when you’ve got that pesky probe there denying you from putting down a hatchery and you either:
a) don’t want to send another drone and micro it out OR
b) don’t want to misplace hatch OR
c) don’t want to place hatch at other expansion
then going 12 Pool is a possible alternative.
- 12 Pool
- 11 Gas
- Drones until 350 HP of spawning pool
- 6 lings to deny scouting, Zergling Speed
Several nice follow-ups are available with a 12 Pool, such as 2 hatch build or double den hydra break build (or single den) which are not entirely applicable to a 12 Hatch build because you cannot deny scouting. This makes 12 Pool a viable choice in terms of when you want to switch it up. Do not use it as a standard build however, as it is a poor choice.
6 Pool / 7 Pool
- 6 Pool
- 5 Drone
- 6 Overlord
- 6 (3 pairs of lings)
- Drones
- 7 Pool
- 6 Drone
- 7 Overlord
- 7 Drone
- 8 (3 pairs of lings)
These two builds are made to counter the FE by coming before cannons arrive. Hopefully they will not see you doing this, as probe blocking is an efficient way to block this. These builds are slightly better than 4 or 5 pool because 4 or 5 pool puts you much more behind economically.
Rarely are these builds used, so putting these into your bag of tricks can catch a Protoss very off guard, especially if they only make 1 cannon or Nexus first. The key thing is to dodge imba probes and pick them off 1 by 1, or target cannon + pylon if he has not scouted you and pulled probes.
6 Pool is a bit more useful as you'll have perfect ling timing as cannons finish, with 7 pool it depends on the map. After you attack, make sure that you begin massing drones to try and recover your economy after making him spend a lot on defense and lose a lot on economy as well.
When attempting a 6 pool, you only want to make 6 zerglings and then immediately resume drone production. 6 pool is not the same as a 4 or 5 pool where you must continue ling production and aim for heavy damage. With a 6 pool you aim to just get a few probes and screw up the enemy's timing. If you can kill more than 4 probes then you have solidified an early lead because as you are continually pumping drones your economy will be very sound; it is easily followed up with 3 hatch builds, and it's almost surprising how fast you can get three hatches up after a 6 pool. In some instances you can kill the enemy, but aim to pick off as many as probes as you can and you'll get a solid lead early in the game.
9 Pool Speed
- 9 Pool
- 8 Drone
- 9 Extractor
- 8 Overlord
- 8 Drone
- 6 Lings (make 6-12), Zergling speed and pull drones off gas.
A close relative of the 9 overpool speed, the 9 pool speed cuts lots of economy in order to get lings out faster. This build is more commonly used by Koreans, where they favor the extreme ends of the build order selection because of the advantages their mechanics will give them in terms of pulling the build off. All in all, an excellent build. My personal opinion on this build is that it is not as effective as a 9 overpool speed because it is a significant hit to your economy.
However, this build will make the Protoss play much more cautiously, and that's a big plus! Another plus is that if you only make 6 lings, this is the only build where Protoss, when doing an FE, is forced to go cannons first. In 9 overpool, it is possible to cut a few probes to get a nexus first (obviously doing that isn't too good either since your whole goal is to run past and kill probes when you're doing a 9 overpool) and 12 pool they can Nexus before cannons. 9 Pool will force Protoss to play much more defensively than normal.
9 Pool / 9 Overpool without speed
- 9 Pool
- 8 Drone
- 9 Overlord
- Extractor trick for a tenth drone - not used if you want a hatchery immediately after zerglings
- 6 Lings
- Drones
- 9 Overlord
- 9 Pool
- 8 Drone
- 9 Drone
- 10 Drone
- 6 Lings (make 6-12)
- Hatchery when you have money
ALTERNATIVELY (slower lings, faster hatchery)
- 9 Overlord
- 9 Pool
- 8 Drone
- 9 Drone
- 10 Drone
- 10 Hatchery
- 6 Lings (make 6-12)
These two builds also have good uses - the purpose of the variations without speed is mainly to force Protoss to make 2 cannons before Nexus, while not really delaying yourself too much. Without speed, you force the cannons but don't put yourself economically behind if you don't do damage (you are not aiming to deal any damage with the zerglings). After the lings are made, you will keep them out of his choke and snipe any scouts, and later you can use them to fend off zealots. Against 9 overpool though, Protoss can Nexus before cannons if they cut probes. Both good builds.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Follow-ups
This section will show the follow-ups to the various openers listed above. Details on why these builds are effective in which scenarios will be detailed in the adaptations section.
3 Hatch Speedling
Get gas earlier than normal, begin pulling drones off gas at 88 gas, get zergling speed. From there, mass pure lings.
This build is designed to take advantage of Protoss cannon placement in an FE or lack of defense (3 Hatch Speedling counters many builds if executed correctly). When utilizing this build, key things must be achieved:
1. Usually, since you’re not pumping drones, make 3rd hatch in main, not outside to expansion.
2. It is key to deny scouting. If the Protoss sees 18 speedlings, all he has to do is add some cannons + pull some probes and you’re screwed economically since you won’t be able to do any damage. To hide your build, place a majority of lings in a secluded spot (or inside main if you make a sunken in natural). If needed, make a sunken in natural to kill a probe if they come to scout.
3. Don’t let probes see you stop mining gas! If a smart Protoss sees this, he will immediately realize your plan. You must put drones on gas if he enters your base until you kill the probe, to mask that you are doing a different build.
3/4/5 Hatch Hydra
Another cannon break technique, generally much stronger but you must have the same principles as the 3 Hatch Speedling, it must be hidden! If cannons are added, you will not be able to do any damage. There is a limited window of opportunity to make this work before too many speed zealots appear, or dark templars, or high templars, all which can force your cannon break to do no damage.
Just like the 3 Hatch Speedling, if this build doesn’t work you are extremely behind, having to play very defensively. You have a lack of tech, economy and upgrades, making it extremely hard to come back in the game after a failed hydra attack.
Key things to note are to get speed first, then range. Some people like range first – which is viable, because you can snipe some buildings (gateway + forge being used to wall), but can’t micro very efficiently vs. zealots. Some people also attack with ling/hydra force as soon as range finishes, so they attack with speedlings and range only hydras, which is also a good idea but all of these attacks require game decision making and deciding whether you should attack or not.
3 Hatch Muta
This is a great build that can get you early map control. However, it is easily scouted and you'll have to play well to do significant damage. Cannons have low hp and sairs will be pwnt if you have good scourge micro.
Most Protoss will be able to scout it and react by adding cannons and more scourge, sometimes even 2 stargates or +1 or both. This makes it much harder, but you can still have good success. If their mineral lines are well defended, don't waste mutalisks' health on harrassing probes. Picking off pylons, stray units and useful, and you'll particularly want to focus on the gateway area so you can snipe the first templar that come out.
With the 3 Hatch Muta, you should generally have 3 hatches contained in 2 bases, so you can saturate your minerals, also you need two gases for this to be effective! Get a 4th hatchery after your spire plops down (place it at your third) and then mutas when the spire is ready. Gas should be added around the time your lair begins. The build will often cause Protoss to react with 2 stargates and +1 air weapons or cannons and more sairs off 1 stargate. See the below 3 Hatch Lair Den/Spire Follow-up for another variation.
Macro BEAST
You'll want to be a macro beast whenever you play. There is not a specific build for macroing except for builds that have been discarded like 7 hatch hydra/muta.
SquaLL Drop Style
A very risky type of style, in which low tech units (zerglings, hydras and lurkers) are continuously dropped in opponent’s mineral lines or bases, containing them and granting you map control. Must be careful to have excellent macro because drops are not too effective at reducing enemy army size, therefore after they fend off a drop it is highly likely they will go for a counter.
A cool thing to do here is fight fire with fire. Remember how Bisu uses dark templars to kill drones in the midst of a battle? You can do the same with lurkers – drop some lurkers behind mineral lines during a battle to score many probe kills. Watch some SquaLL replays to find out more!
SquaLL TSL Replays
3 Hatch Lair Den/Spire
Probably the best description of how to do this by my friend and teammate, sMi.lols, in his 5 hatch hydra/muta guide.
This is a build that Koreans love doing, it is extremely common in Korea in ZvP. This build involves doing 3 hatch expand (or 3rd hatch at nat, then 4th at expo) and starting to mine gas at about 17 supply. If you 12 hat, you will do 12 hatchery 11 pool 13 hatchery 12 gas and the gas will finish ~17 supply. This build is a very defensive macro build, so you're going to be whoring drones for a while. You make a few lings (about 6) to fend off probe scouts and zealot harrass, then mass drone. With first 100 gas, Lair is made. After Lair is made, a Hydralisk Den and Spire are made simultaneously (if you started with a pool first build, get den at about 50% - 75% lair completion, then spire after lair completes). You continue pumping drones and should have your second gas by the time Lair is started, and a few hydras to fend off corsairs.
Next, with your Spire complete, you make 4 scourge to kill the corsair and other possible ones that could come out. From there you have several options - 3/4/5 hatch hydra, mutalisks or lurker contain. As well, you begin researching overlord speed shortly after laying down the spire and den.
What will the Protoss do when he sees this? This will force him to play extremely defensively because he will not know which tech route you are going, making this build an extremely powerful one. The build also involves getting a nice economy - the only downfall is upgrades, but that's not too big a problem since you aren't getting many zerglings early on. Therefore since you've opened up all the tech routes, you can successfully (and easily) adapt to all Protoss builds. You should have about 5 hatches by the time your overlord speed completes (3 base) and as soon as overlord speed completes, consider getting drops. Many Protosses don't have sufficient defense at their base so you can do some real damage at their base. This build is one of my newest favorites, and can be transitioned into from any build and then transition to late / mid game very easily. It's great because you can force Protoss to play defensively, then deny them from expanding while doing major damage to their economy and taking advantage of an incorrect unit combination by adapting to that with your multiple tech tree. Basically most Korean ZvP replays / games you'll be seeing this build, so you can download any and find out how it works.
A different variation of this, that Jaedong and some other notable Zergs use is get a spire, make 2 pairs of scourge to
1. Kill the corsair
2. Scout inside the base, then use those to stop future drops / corsairs
If Jaedong sees reaver/sair or 2 stargates, he will get his hydra den and mass hydra with both upgrades, after range and speed are complete he gets his lurkers. He expands as his hydras are pumping, as well. If he doesn't see continued sair production, or no stargate, he will go mutas. Very effective build. In general, make hydra den accompanied with 1-3 evo chambers depending on economy as you slap down your 5th hatch.
This second variation is more used - as you will be able to macro much more than the second one and eventually have an army advantage over your opponent - if they scout your spire with their corsair, they will most likely continue sairs and make cannons - which you can counter by making just a few scourge and getting a hydra den later after lots of drones are made. This allows you to put yourself in the lead early on because they waste money of defense. If they don't have a Stargate (or opt not to make more corsairs) then you'll be able to go mutalisks and damage his economy (and be safe from +1 speedzeal as well).
Okay, as of October 23, 2008, ZvP has been changing rapidly in this direction! Protosses have been learning how to counter it much better with anti-Neo-Sauron builds like 4 gate 2 archon. [sTherefore the Den/Spire is a stronger build as of current; get both at the same time and transition into lurkers with speed overlords and scourge support to take map control. [/s]See the scouting section to see new ways to determine Protoss builds. I will try my best to update to fit the most recent trends as possible!
White-Ra vs Oversky - Korean Airforce ACE Progamer Oversky utilizes this build well to counter White-Ra's +1 speedzeal rush.
DrAgOoN vs AnyTime - Dragoon uses this build well after a transition from a 9 pool, pulling off a nice lurker contain and getting huge map control.
Jaedong vs StOrk OSL Finals
Bisu vs Jaedong
Bisu vs Jaedong(2)
sMi.lols ZvP
sMi.lols 9 pool transition into Korean ZvP style
Soo vs Spear
Superiorwolf vs B+ Toss (loss, but the build gave huge advantage early on. His late game was just too good compared to mine)
suPeriOrwOlf vs Louder[Light]
3 Hatch Lurker
This really isn’t a specific build, it’s more of a build where you just get lurkers a bit earlier than normal. It’s great to use on maps like Gaia or Rush Hour 3, since they need so many cannons to defend all their fronts, you can just put some lurkers behind their minerals and prevent any mining operations at that expansion. Lurkers also take advantage of certain Protoss builds.
Sauron
Rarely seen nowadays, this is a build where you mass tons of expansions on the theory that it will take too long for a Protoss to kill them all and by the time they can they will already have kicked in and you’ll be able to mass billions of low tier units and throw them continuously at them while slowly teching to Hive and expanding more with your map control. Take note to get all 3 upgrades, upgrades are crucial on masses of low tiered units!
Double Den Cannon Break
A great build when you use a generally weak build like a 12 pool. Other good builds for 12 pool are 2 hatch mutas and drop lurkers.
Another build I learned from watching Mondragon replays. He 12 pooled, 11 extractored and made 6 lings to kill scout and got speed. Pull three drones off gas after speed for a while and macro up while getting a 2nd hatchery. After a little saturation, return drones to gas and create 1 hydra den, with the second den added the next 50 gas (you are still making drones at this point, maybe add a sunken just in case to prevent scouting).
After the first den finishes, research speed and rally your 2 hatcheries to inside your main so the enemy doesn’t see you are massing hydras. Immediately begin hydra production after you begin research on range on your second den. You ideally should be pushing and cannon breaking with ~12 hydras and your original 6 lings, while pumping more hydras to reinforce. Very strong as it hits the opponent at a critical time in their FE. A variation of this is to only make 1 den, research range, then attack (you will have a few more hydras this way when you attack)
2 Hatchery builds – The 2 Hatch Mutalisks
Self explanatory. This comes before the corsair comes, allowing you to have a nice window to deal nice damage to the opponent. If you delayed them successfully with lings by killing many probes, pylons, buildings, etc., in a pool first, you will make this even more effective. The drawback is only having 6 mutas, but since you can kill probes easily anyways and continuously pump mutas, you should not have a problem. In this 2 hatch build, an extractor being added when spire is 50% done (and a 3rd hatch somewhere after the spire is startedl) will allow you to pump mutas / scourge continuously, and drones/lings when the 3rd hatch completes.
2 Hatchery builds – The 2 Hatch Lurker Drop
This is one of the most annoying things you can do to a Protoss. Getting a Lair and lurkers, getting drop research and slow dropping into their main can, effectively, destroy their main if they are unprepared. You, at the very least, should be able to net some probe kills or at least stop them from mining at one base for an extended period of time, and by ferrying more units up, hopefully you can take out some key tech buildings (templar archives, pylons powering gates) or the nexus itself. This will grant you nice map control because the Protoss needs to deal with your lurkers (unless they planned some all-in attack). Takes advantage of Protoss builds which get late observers.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Scouting!
Scouting is ESSENTIAL in this matchup… if this matchup is all about adaptations, how can you adapt without seeing what to adapt to? Scouting is a huge foundation.
I like to send a drone to scoute at 12 if I have not spotted him yet with an overlord. Remember some scouting tips here, too!
1. On Python – if you are 12 o’ clock, you can spot a nexus without it seeing you, by placing your overlord here:
Place your overlord here
2. From 3 o’ clock to 12 o’ clock and from 9 o’ clock to 6 o’ clock you can check mineral counts to determine if the enemy is there (if the minerals are below 1500, then the enemy is mining there, thus you can assume he is there).
3. Also, checking scouting routes of probes also helps. As many Protoss send scouts at 8 supply, if the probe arrives early and your overlord didn’t see it (and you were traveling along a probe scout route) you can assume it’s from the opposite base.
Midgame becomes a little bit harder to scout because of the presence of the annoying dark templars patrolling expansions everywhere. They key is placing zerglings or overlords at or patrolling every base. You DO NOT, absolutely DO NOT want to the Protoss to expand. Too many times the Protoss expands up a ramp and cannons the ramp, and if you don’t scout it you can’t break it until mid/late game… giving the Protoss a huge advantage. SCOUT! Send out your first few lings to patrol expansions if you forget often, it’s absolutely crucial.
Having speedy overlords and scourge around shuttle paths is needed as well, you do not want storm / dark templar drops ruining your economy or raping your base.
My favorite thing to do is once I get the overlord speed upgrade and the threat of annoying, pesky corsairs is pretty much over, I'll take all the overlords I've grouped over my spores and send them to every expansion on the map, and then key chokepoints and such. This will give you excellent reconnaissance and deny the Protoss from trying to do anything secretive. It is very important to scout, so make sure you do it!
Some things you probably will want to know. Some people debate about whether or not to sacrifice an overlord or not to scout. My opinion on this is that it is situational, but many times if you haven't seen what they are doing yet you should sacrifice (and this applies for all matchups). Especially in ZvP, overlords are much more expendable and easily replaced than in other matchups. However, if you've already seen the following things, you can get your overlord out of their base before a corsair or dragoon comes:
- 3 Gateways and a Citadel (Stargate optional ; no second gas) - signifies a fast +1 speedzeal push. Delays tech slightly and is a strong attack. If you have the option, going mutalisks in this situation is nice as you can fend off the attack with lings and mutas and deal economic damage while taking map control.
- 1 Gateway and a Stargate (second gas if you can see it) - signifies a fast tech into reaver/sair or reaver/dt or maybe just fast storm (into a slightly delayed, but massive, archon/temp/zeal push). Regardless, going mutalisks is a very bad choice here. Go hydralisks or lurkers.
- 1 Gateway after Stargate, 2 Gateways after Archives begins - signifies a fairly balanced build and is highly popular. This is strong versus mutalisks because mutalisks will not keep map control for very long. All tech routes for you are viable; generally the Protoss will only make one corsair for scouting purposes. All have advantages and disadvantages. Mutalisks will have to pull back after dealing some damage, as the Protoss will counterattack. Hydralisks will have to face storms by the Protoss. Lurkers will force defensive play from you and give the Protoss map control for a period of time. It's your choice what to do here!
- 2nd Gas when Cybernetics Core begins, or any relatively fast 2nd gas - Although Protoss builds and timings for the 2nd gas are more abstract and depend on the player and their style, a fast 2nd gas will usually signify some kind of fast tech. Hydras is generally accepted to be the most safe build, you will want to consider getting a spore up and later in the game, a spore+sunk at every expansion (including main)
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
This concludes the scouting section. Now, the part you have all been waiting for! The Protoss builds that you will encounter and how you need to adapt to them and react to what you see. Of course, many of the follow-ups listed above also force the Protoss to react to you, so as you should be learning… ZvP is a very back and forth matchup where whoever adapts to the situation better will be the victor. The matchup is extremely tactical and includes having superior scouting, army positioning, game decision making, as well as solid mechanics.
Adaptations Section – What You’ll See the Protoss Doing and How You Should React
Here are some common Protoss strategies that you will encounter during your lifetime as a Zerg Cerebrate and how you will defeat them.
Fast Expand into +1 Speedzeal Rush
Build Description:
This is probably the most common build you will see from a Protoss. The build allows them to transfer into any route they want, be aggressive early game and pressure/punish Zergs who macro too much and take an expansion while doing so.
Recognizing the Build:
How will you recognize this build? The basics of the build are this – The protoss fast expands, has a forge and gateway in front and the standard 2 cannons you’ll probably always see. The next thing is a gas and cybernetics core. The only real way to know when they are doing it for sure is when they are doing the build and you see it, which is when he adds 3-4 gateways and a citadel and begins researching +1. If you did not already catch that he was doing that build earlier, then you must immediately know now. That is the only concrete way you'll recognize the build, but you can also grasp some early signs. A hardcore +1 speedzeal push will be 3 Gateways and a Citadel (Stargate optional ; no second gas)
Countering the Build:
What are the counters to this powerful build? Even if you successfully defend against this and fend off the attack, he will have a 3rd expansion up in running. Well, let’s see… The first tip I have to give you is put one zergling at the expansion he will most likely expand to after moving out with zealots. This makes it so when he moves to expand with a probe, your zergling will prevent him from expanding and he will need to bring over a zealot in order to expand, severely delaying the expansion and also making it so that his cannons defending that expansion will be made later than normal, giving you the chance to attack it and prevent it after fending off the zealot rush. Now here’s the types of builds that counter a +1 Speedzeal rush!
3/4/5 Hatch Hydra
+ Show Spoiler +
What?! This build counters the +1 Speedzeal build? Of course. There is an opportunity where you have about 2 control groups of hydras and some lings with all your upgrades and you can wreak havoc before his +1 attack and speed finishes, possibly totally nullifying his chances at commencing a +1 Speedzeal attack (if you kill enough cannons / zealots / probes and possibly other buildings). If you find his defense to be good enough, try to target anything you can, like the forge, to prevent his +1 attack from finishing.
This is crucial to prevent his +1 because if you can’t deal enough damage, he will be ahead in upgrades and tech and economy, so try anything you can to even up the field. Once a large amount of zealots appear though, it will be harder for you to kill, and he will be sure to add Dark templars and/or high templars soon after, so there is a limited window of opportunity to pull this off!
This is crucial to prevent his +1 because if you can’t deal enough damage, he will be ahead in upgrades and tech and economy, so try anything you can to even up the field. Once a large amount of zealots appear though, it will be harder for you to kill, and he will be sure to add Dark templars and/or high templars soon after, so there is a limited window of opportunity to pull this off!
3 Hatch Speedling / Double Den Cannon Break
+ Show Spoiler +
These are basically a counter to any Protoss who has insufficient scouting and bad cannon placement. Cannon Breaks in general counter all those types of Protosses – therefore these probably are not the best choice if you want to counter +1 Speedzeal specifically.
3 Hatch Muta
+ Show Spoiler +
This is not a very good counter imo… the mutas come just about when his zealots reach your base. The big problem with mutas is that they deal so little damage to zealots he can deal massive damage regardless – and by the time you clean up the attack he will have cannons everywhere and his third base up and running with defense.
3 Hatch Macro
+ Show Spoiler +
This is one of the nicest counters. It is the Mondragon-esque counter where you get 2-3 sunkens at each base that is out in the open as well as matching their +1 attack with +1 carapace and 2.5 control groups of zerglings. This is a very nice build because it will put you ahead if you can prevent him from getting an expansion and grant you map control as you can follow-up with a lurker contain or any other tech you want (or mass expanding and macroing like crazy).
3 Hatch Lair
+ Show Spoiler +
A very good counter as you'll be able to be offensive or defensive depending on the situation - if he has corsairs you'll be able to outmacro him with hydras later, putting him behind - if he doesn't have corsairs you're still safe since your mutas will be out way before he arrives and you'll have lings to block their path and after that you'll be able to damage his economy (your mutas can even attack him and then pull back to defend, that's how early mutas come out in this build). One of the nicer counters to +1, as you'll be able to gauge what you want to do based on the situation and in many cases force the Protoss to adapt to you in order to counter your tech.
2 Hatch builds
+ Show Spoiler +
These builds are very risky altogether, but they will be able to deal damage regardless of whether or not the Protoss chose +1 speedzeal or not.
Fast Expand into Sair/DT (Bisu Build)
Build Description:
A very hard strategy for the average Protoss player to pull off, the Bisu build (popularized, of course, by Bisu) requires the user to be very adept in macro / micro and extremely good at multitasking. This build punishes Zergs who overextend themselves and brings down even the most cautious of Zergs. This build is less commonly seen than the +1 speedzeal rush. The Bisu build utilizes getting a faster gas and less economy in return for faster tech and DTs – and after gaining map control they take an expansion.
Recognizing the Build:
This build generally does not get +1 as quickly as a +1 speedzeal rush, instead, you’ll see maybe 1-2 gates added and a fast citadel + templar archives. Check for 1 Gateway and a Stargate and a relatively early second gas. The easiest way to recognize the build is the corsair count. If the first corsair produced is immediately followed by a 2nd corsair, be prepared. Once the sair count continues increasing to about 3+ then you can assume a Bisu build (unless you see a robotics). Sair count should one of the biggest determinants here.
Countering the Build:
The most overall tip in this build is not to overextend yourself. Don’t make expansions all over the place, because they’ll just get destroyed by DT very quickly. 3 Hatch Muta isn’t the greatest choice as they’ll be able to scout it and also have many corsairs able to be coming. 3 Hatch macro isn’t too favored either because you won’t need the upgrades desperately, but the main thing is they’ll be able to have their 3rd up and you’ll be matching in bases (since you can’t expand with presence of dark templar for a while). You'll want to play it safe; have a spore at least at your natural and consider one spore and sunken at each base, including your main. Do not lose to a DT drop! Here are the builds that counter the Sair/DT build nicely:
3/4/5 Hatch Hydra (and variation)
+ Show Spoiler +
Why is this build effective? Several reasons. First of all, it will give you something to shoot the corsairs and allow you retake map dominance lost to Dark templars with speed overlords and hydras. The mobility is a huge plus. Also, consider how much gas the Protoss is using. DTs require lots of gas and so do corsairs, so will he have much gas left over for high templars to counter hydras?
This counter allows you to prevent him from expanding with the map control he planned to get from the DTs, as well as giving you several options (cannon break is fairly easy when not against HT, just don’t blindly charge in, check cannon count first! If he has an abundance of cannons, best not attack). The regular 3/4/5 Hatch Hydra build detailed in the Follow-ups section is ideal to cannon break, but you’ve only got about a 20 second window to attack before the first dark templar arrives.
That is why a macro variation is a bit more favored in this situation. Get more drones first, spore colony and sunken colony at every base (natural and 3rd) and play a bit defensively for a while. Also get a spore + sunk in your main during midgame in case of a DT Drop or sneak-in, much rather lose 2 drones – it will save you so much later. The macro also allows you to get upgrades and a Lair for speed overlords. Hydras are a great counter to the Bisu build.
This counter allows you to prevent him from expanding with the map control he planned to get from the DTs, as well as giving you several options (cannon break is fairly easy when not against HT, just don’t blindly charge in, check cannon count first! If he has an abundance of cannons, best not attack). The regular 3/4/5 Hatch Hydra build detailed in the Follow-ups section is ideal to cannon break, but you’ve only got about a 20 second window to attack before the first dark templar arrives.
That is why a macro variation is a bit more favored in this situation. Get more drones first, spore colony and sunken colony at every base (natural and 3rd) and play a bit defensively for a while. Also get a spore + sunk in your main during midgame in case of a DT Drop or sneak-in, much rather lose 2 drones – it will save you so much later. The macro also allows you to get upgrades and a Lair for speed overlords. Hydras are a great counter to the Bisu build.
2 Hatch builds
+ Show Spoiler +
These builds are very risky altogether, but they will be able to deal damage regardless of whether or not the Protoss chose sair/dt or not.
3 Hatch Speedling / Double Den Cannon Break
+ Show Spoiler +
These are basically a counter to any Protoss who has insufficient scouting and bad cannon placement. Cannon Breaks in general counter all those types of Protosses – therefore these probably are not the best choice if you want to counter sair/dt specifically.
3 Hatch Lurker
+ Show Spoiler +
Another great counter to the Bisu build. Wait, what? How do lurkers counter DTs? Well, look at it this way. First of all, as mentioned earlier, gas will be short for the Protoss. Second of all, since they chose to go fast templar archives with the stargate, will there be a fast robotics as well? Generally not, and even if there was, observers are quite gas heavy as well – therefore you can reestablish map control with your lurkers.
Lurkers are nice because you’ll be able to do some damage to their FE buildings and prevent them from expanding. It is crucial to not let them expand to somewhere else though, the main point of going Lurkers is to contain the Protoss in their base for a bit and if they can still get another expo, it’s pointless. Once you set up a contain, you’ll be able to nicely get some more expansions and macro up – but you’ve got to be careful when he finally pushes out that you have enough units to defend yourself.
Lurkers are nice because you’ll be able to do some damage to their FE buildings and prevent them from expanding. It is crucial to not let them expand to somewhere else though, the main point of going Lurkers is to contain the Protoss in their base for a bit and if they can still get another expo, it’s pointless. Once you set up a contain, you’ll be able to nicely get some more expansions and macro up – but you’ve got to be careful when he finally pushes out that you have enough units to defend yourself.
Fast Expand into Sair / Reaver
Build Description:
The Fast Expand into Sair / Reaver has been proven a strong build by progamers like IntotheRainbow and Nal_rA. The build is seldom encountered nowadays, it requires very strong micro because losing reavers is devastating to a Protoss.
Recognizing the Build:
This build is almost just like the Sair / DT build, however you’ll see a robotics first and then of course, the Robotics Support (why does everyone add ‘bay’ to the end of that building name? I do it too, it seems natural, but it’s just Robotics Support afaik ) Check for 1 Gateway and a Stargate and a relatively early second gas. Sometimes they might even omit the added gateway! You’ll probably see a lot of sairs and that’s what makes this build so hard to deal with, the air dominance that Protoss establishes with his sairs. Sair count should one of the biggest determinants here.
Countering the Build:
I must admit, because this build is so rarely encountered nowadays, I’m not going to be entirely accurate in what I say – as I don’t face this build as often as other builds. The one theory, if I think I’m right at least, is that you expand enough based on the theory that
1) Reavers can’t kill Hatcheries extremely quickly, giving you time to bring your army to fend it off
2) By the time he assaults one base, you’ll have established macro and defense at another base
3) He’ll not be able to attack everywhere at once
So expanding a lot, in fact may seem extremely risky, but I would say it’s a nice thing to do because Protoss reavers are mobile, but are not extremely heavy damage dealers to take out expansions alone. In general, always be prepared to have drones to escape – also placing lings around the map on common shuttle paths is very useful – some people like to research burrow and that works too.
Put a spore at every expansion and maybe a sunk, just to slow down his reavers slightly for your hydras to get in position and stuff like that. Don’t let the Protoss expand either, remember zerglings patrolling expansions~!
In late game, your army should generally consist of devourers and scourge and hydras, devourers will pwn corsairs (get +1 armor on devourers!) and hydras will clean them up and kill reavers. Ultraling isn’t too great against a reaver army with some other Protoss ground support.
3/4/5 Hatch Hydra (and variation)
+ Show Spoiler +
Typically when doing this, you wanna macro up before massing hydras (as well as doing the expansion thing I mentioned earlier. Btw, if that is completely wrong, please tell me!) Hydras are great counters to reavers, because, although they die in huge clumps to reaver shots, you’ll have so many hydras it won’t matter, as well as being extremely mobile and able to shoot corsairs, these are a nice counter. You want to upgrade ranged attack of course, to increase the damage output.
Something people like to do is burrow hydras in clumps at shuttle paths, and when they see the corsairs (shuttle usually travels behind the corsairs), they unburrow the hydras and shoot down the shuttle. A pimp move, indeed, but it takes careful planning and detracts your main army size. Burrowing lings at key expansions and key shuttle paths is more than enough, if you need burrow at all.
Making a few scourge is nice because if they leave their shuttle undefended for just a second, you can snipe it down.
The major mistake that I, personally, made at the D+ level was engaging Protoss defense. Protoss with cannons and reavers is unbreakable with hydras – do not engage because you’ll waste your entire army 99% of the time. You just want to macro up and keep them contained and prevent them from doing damage to you.
Something people like to do is burrow hydras in clumps at shuttle paths, and when they see the corsairs (shuttle usually travels behind the corsairs), they unburrow the hydras and shoot down the shuttle. A pimp move, indeed, but it takes careful planning and detracts your main army size. Burrowing lings at key expansions and key shuttle paths is more than enough, if you need burrow at all.
Making a few scourge is nice because if they leave their shuttle undefended for just a second, you can snipe it down.
The major mistake that I, personally, made at the D+ level was engaging Protoss defense. Protoss with cannons and reavers is unbreakable with hydras – do not engage because you’ll waste your entire army 99% of the time. You just want to macro up and keep them contained and prevent them from doing damage to you.
2 Hatch builds
+ Show Spoiler +
These builds are very risky altogether, but they will be able to deal damage regardless of whether or not the Protoss chose sair/reaver or not.
3 Hatch Speedling / Double Den Cannon Break
+ Show Spoiler +
These are basically a counter to any Protoss who has insufficient scouting and bad cannon placement. Cannon Breaks in general counter all those types of Protosses – therefore these probably are not the best choice if you want to counter sair/reaver specifically.
Lurkers
+ Show Spoiler +
I don’t really know if this is a good choice – you can’t do any damage other than killing a few FE buildings, and won’t be able to get the map control you would get had you gone hydras.
Double Gate Rush
Build Description:
Ah, the two gate rush. A very particularly annoying rush, in my eyes. It’s a very strong build, ESPECIALLY on ladder and ESPECIALLY vs. lower level players. The first probe and zealot will come before your 12 hatch finishes if you 12 hatched, and will really screw you up economically (force you to make 1-3 sunkens and instead of massing drones, making zerglings) while the Protoss economy isn’t touched significantly. With good micro, it can be extremely troublesome to hold off this Protoss attack. As long as they deal some damage by forcing sunkens and lings, they can come out a bit ahead. You must react perfectly to not get behind. The Protoss then often makes an expansion after 2 gating if sufficient map control is established (many zealots outside of your choke, anyone?)
The biggest thing is when you try to place your sunkens, they will block with probe and zealots, and continually pump zealots and rally them to you.
Recognizing the Build:
You generally won’t scout this build before they start attacking unless you 9 drone scout or they are next to you and you see them with an overlord.
Countering the Build:
This is all situational and depends on your opener.
9 Overpool / 9 Pool
+ Show Spoiler +
You really shouldn’t have a problem dealing with this, in fact, you should actually be able to pressure them and possibly kill them (assuming 9 pool, 9 overpool will just be pressure) If you want to just begin macroing, make about 10-12 lings with overpool and being macroing, you don’t need an over excessive amount of lings, just check his zeal count. When he sees your 9 pool or 9 overpool, generally he won’t pump over 4 zealots because he’s going to try desperately to get his economy back
12 Pool
+ Show Spoiler +
This is a 50/50 against the build. For one, you’ll have lings faster, but you’ll have sunkens later, so you’ll probably have to mass lings for a while until he stops zeal production. One tip is to not engage his zealots when you don’t have enough lings, you want a 1:4 zealot:ling ratio in small numbers like this, at least! Just allow your natural hatch to take some hits and don’t worry, it’s got a lot of health and later in the game you can morph it into a Lair to increase its HP. Instead of engaging the zealots at your natural head on, try to pick off reinforcements that try to arrive, so you’ll be able to slowly build up your ling numbers.
Make sure he doesn’t block your ramp with 2 zeals and probe though, that is annoying.
Make sure he doesn’t block your ramp with 2 zeals and probe though, that is annoying.
12 Hatch
+ Show Spoiler +
As soon as you spot the zealots coming your way, immediately send 2-3 drones and try to lay 2 sunkens even though he’ll be trying to prevent you. Make sure you can get those lings out, and just like the 12 pool, you don’t really want to engage the enemy units straight on unless a zealot or two strays out of the main group. You’ll have sunkens up, so try to defend them, but you can also just go for the reinforcements as well.
1 Gate Tech
Build Description:
This build is an old school build, but is still DEFINITELY applicable nowadays in modern ZvP, especially because newer players will not know how to react to this and also some people will blindly expand without scouting. The 1 Gate Tech almost always gets 2-4 zealots for defense and possibly a dragoon (to kill overlords near the base and for more defense). This is followed up by dark templar tech and a sair, in which the Protoss moves out and creates cannons and expands. A nice build, unfortunately it has major weaknesses.
Recognizing the Build:
Easy enough to recognize, you’ll see 1 gate and a fast gas
Countering the Build:
This build has several nice counters to it, and they will be detailed here. Of course if you did a 9 pool or something, it’s almost an auto-win.
3 Hatch Speedling
+ Show Spoiler +
This build definitely works! Especially when you don’t realize their going for tech and in return you’re not ready to deal with it, just mass 2.5 control groups of speedling and you’ll be able to break up a ramp with 3-4 zealots. From there, keep making lings and just destroy the rest of his base, I’ve found that even when they get a DT out, you can still do so much damage, running around, splitting up lings to kill probes, nexus, templar archives and pylons powering gateways, this is one of the easiest ways to kill a Protoss doing 1 gate tech.
In preparation for the first corsair, if you have extra money make a spore, and if you don’t, just hide the overlords you have and make more because you know you’ll lose some. Corsairs kill overlords horrendously slowly so you should be fine, of course if you don’t break up the ramp you are SCREWED.
In preparation for the first corsair, if you have extra money make a spore, and if you don’t, just hide the overlords you have and make more because you know you’ll lose some. Corsairs kill overlords horrendously slowly so you should be fine, of course if you don’t break up the ramp you are SCREWED.
2 Hatch builds
+ Show Spoiler +
This is in particular quite strong against 1 gate tech. Lurkers will come out, preventing them from expanding and you can break their ramp, and it will take them quite a while to get the robotics facility in order to see your lurkers. Of course, they can add a cannon at their ramp, but being able to delay their expansion is enough. If they push out earlier than you expected, try to delay cannons with lings and then go in with the lurkers to make him cancel. Mutas are also very nice because he will be forced to delay his expo by making cannons and more sairs, as well, and you can do tons of damage.
Macro and hydras
+ Show Spoiler +
Basically you get a few hydras and macro up and you can have a third base (you should have an overlord there and some defenses, or a spore and sunken) Later you will be able to do anything and still be ahead because unless he did damage, he’s behind economically for getting the later expansion.
A nice transition to this is Sauron, because he will have a very very low amount of units for a period of time, where you can just make units nonstop and slowly eat away at his defenses. Of course, all the other transitions are awesome too, and you’ll be able to play standard ZvP from there just with you a bit ahead.
A nice transition to this is Sauron, because he will have a very very low amount of units for a period of time, where you can just make units nonstop and slowly eat away at his defenses. Of course, all the other transitions are awesome too, and you’ll be able to play standard ZvP from there just with you a bit ahead.
Protoss Cheese! Cannon Rush and Proxy 2 Gate!
In general, these are most hurtful when doing a 12 hatch, so I will only explain how to defend with a 12 hatch.
Proxy 2 gate you’ll be able to defend by making a sunk at home and using stacked drones to defend and using some lings to defend. Also, sending 2-3 lings to enemy to own their main since they won’t have any defense will insure you win if you can defend enough. If you’re ballsy enough, try what Jaedong did: Jaedong Proxy Gate Defense
Against a Cannon rush, get a sunken up and that’s pretty much it, maybe 2 lings. Lings can’t really do much other than get killed or prevent more cannons, the sunken will outrange the cannons and kills cannons very quickly (40 damage to 20 damage) and has more HP. If not, you can be safe and make the sunken in range of powering pylon to kill the cannon (but make sure Protoss can’t make another pylon uncontested, because then you might lose your hatchery).
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Midgame Tactics – Engaging the Protoss Army
In ZvP, generally Protoss Ground > Zerg Ground in midgame, and Zerg Ground > Protoss Ground in late game. Therefore, midgame must be a time where you focus on getting to late game with the things you need – generally you want to deny them expansions as I’ve said throughout the guide and the biggest thing is hold and secure 4 gasses (3 gasses works, but will not be able to pump as many ultraling and you’ll have to rely on more defiler play to gain map control). Midgame is probably where Zerg is the most vulnerable in ZvP, so there’s got to be a section on this. To read more about defensive and offensive maneuvers, check at The Art of ZvP by ZerG~LegenD.
However, do not be scared of engaging the Protoss army - there are times when it is necessary to trade off armies - and also certain Zerg playstyles also have a strong midgame (3 Hatch Lair) although generally you're going to want to keep engagements at a minimum unless you are favored in the battle (tactical positioning, army numbers, upgrades). Your main goal is to secure expansions and play defensively, but at the same time keep an eye out for Protoss expansions and keep lings at all expansions - therefore it is crucial to not engage the Protoss army when not required because you'll lose defense for your morphing expansions and also lose offense for attacking the Protoss expansions (and we know how troublesome it is once a thousand cannons get up everywhere, it would take too many casualties midgame to take that out).
Defensive Maneuvers
First of all, the most important goal is to set yourself up for late game – therefore you need the expansions and make sure you can keep them. An almost invincible way to defend bases is Sunk / Lurk / Spore or Sunk / Lurk / Scourge – at least until your main army can get there and clean up the mess. Why is sunk/lurk/spore or sunk/lurk/scourge so effective? Lurkers will destroy zealots, while spore/scourge will kill observers granting lurkers invisibility and sunkens will deal nice damage to dragoons. In the picture above, the Protoss started with 2 high templars (storm), 7 dragoons (range) and 10 zealots (speed, +1) as well as 2 observers. The Zerg had 4 sunkens, 2 spores and 4 lurkers. In the end, the Protoss lost all but 2 dragoons and the zerg lost 2 sunkens and 1 lurker - which just shows why engaging a defense like that is futile. Many lower level players will do this as a huge mistake and lose their entire army to a small (but powerful) defense. Another way to defend bases is just have 4-5 sunkens, delaying the enemy until your units can get there (usually that’s when you’ve got huge surplus).
Next, you have to be extremely wary of templar storm drops or DT sneak drops. Place 2-4 scourge patrolling likely shuttle paths and you’ll be able to protect yourself much easier. Also, I already stated this but as a reminder – put at all your expansion mineral lines at least 1 sunken and 1 spore – this way drops will take casualties and, as Chill would refer to it, dark templars will not be able to “go to town” in your base, rape all your stuff and display a “clinic” of how to destroy Zerg bases.
Expanding. How will you expand? A cool way to expand is to take a natural of a base – and once you’ve done that and gotten defenses at the natural, you’re free to take the main base of that natural without adding as much defense.
Then you've got the macro. Some people say, Zerg has got the easiest macro, because they can build up 3 larvae and have less production facilities. Other say Zerg has the hardest macro, because you have to decide between building drones or building an army, a hard game decision that is different in all situations. However, it stands to fact that even though you can let yourself have 3 larvae built up, you need to macro at all times! Don't let a single larva go wasted, always be making units. This applies to late game as well of course!
Offensive Maneuvers
Engaging the Protoss army straight on is typically not a good idea unless you have a better army than his – however several things can make your less advantageous army deal much more damage. To engage the Protoss army, army positioning is needed. You absolutely must flank, or else storms will rip apart your army, like this:
Ouch…
As crescendo wrote in his PvT guide on how to flank –
BluzMan sort of summarizes this very quick means of getting your units spread out:
"A2.......
........B
A1.......
Now, you don't just A-move your army to B, but first order in to move to A2. While moving, your army formation changes from a blob to something more resembling a line. Then, before your troops reach the destination, A-move dragoons to B. The difference is tremendous."
Another way is just to have all your units in position in anticipation for enemy movement, in which you can 1a2a3a into them."A2.......
........B
A1.......
Now, you don't just A-move your army to B, but first order in to move to A2. While moving, your army formation changes from a blob to something more resembling a line. Then, before your troops reach the destination, A-move dragoons to B. The difference is tremendous."
Also, a key thing to also do is bring scourges and overlords with your troops. Most protosses only have 1-3 observers accompanying their army, so picking them off will delay him so much more and allow you more time to get to late game.
A few key things here are if you have mutas, fly above the opposing army and pick of high templars. Templar sniping is key because it will weaken the Protoss offensive so much. Zerglings and hydras are also useful to pick off high templar, by sneaking around from the back or something like that to get the vulnerable templar because they are slower than the rest of the army.
A cool thing to do is also mid-tech transitioning. What I mean by this is in the middle of one follow-up, you switch to another, forcing the Protoss to need to play defensively as he'll have the wrong unit combinations. For example, a good thing to do is start off with 3/4/5 hatchery hydralisks and, in response, Protosses will generally be making many zealots and high templars. Then you'll fly in with 11 mutas and snipe high templars, make him run back to his base, and if he doesn't have cannons, you can end the game right there. If not, you'll be granted a huge advantage by delaying his army and granting yourself full map control. Hydras -> lurkers works well too, and you can use leftover hydras to pick off observers! There are other combinations as well, just use your imagination and put yourself in the Protoss' shoes.
In conclusion, offense isn’t too easy in midgame because you can lose more than you win quite easily and your army can be decimated. It’s hard to destroy cannoned bases without the help of same late game units, which will be explained next!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Lategame Tactics – Crippling the Opponent… for the win
This is the moment where you’ll break out of your shell and begin playing offensively usually. Hopefully you have at least 4 gasses and you’ve been keeping up with your opponent the entire game and matched upgrades. You’ll have those amazing 5/3 ultras and 3/3 lings, and those awesome defilers with plague and swarm. With 3 armor, lings no longer take only two shots from photon cannons, but a WHOPPING 3 shots! Amazing. This will increase there ability to act as ninjas to destroy bases much more. 2-3 ultras and 12 lings can destroy a base, and add a defiler onto that army and you’ve got an almost unstoppable base killing machine, even if they have defenses of HT and DT.
So here’s where you come in, you want to slowly weaken the Protoss. Protoss decreases in their strength compared to you in late game quite a bit, unless they are adept at using spellcasters like dark archons. My favorite trick to do, is that when you’re taking out a base and their army is coming to save it, quickly focus fire on the nexus and take it out. Taking out the Nexus is more crucial than killing a few cannons, because it will destroy his income and devastate his economy.
At this point, drops become amazing. You will drop in their base, take out a bunch of their production facilities, and with your amazing macro and regenerative abilities, you’ll quickly be able to win the game if you’ve played well just by getting 200/200 over and over again and continuously ripping apart the Protoss piece by piece, like this:
For the swarm!!! (I know you guys know where this from but I like watching it :D)
If you didn't know, the above .gif was from Julyzerg vs TheRock on Ride of the Valkyries where July went for a Sauron build. But generally that's what it'll look like late game no matter what if you've done well :D
Spellcasters
On Defilers!!! Ahhh... defilers, I just love them! They are useful in every single aspect. Because of consume, they are probably one of the if not the most powerful spellcaster in the game (but everything is balanced, stupid high templar and science vessel). Plague is just SOOOOO useful I can't even tell you, it will weaken the Protoss army so much they'll melt like butter in your attack. I like to just send a ling to scout where they are, send a defiler and plague them then run away. Dark swarm is also just so useful. Not only because it nullifies ranged attacks (dragoons) but because it reduces the archon damage to only splash, so a 30+9 damage archon would only do about 5 damage!
The other alternative is queens. They are severely underused and can be used midgame or late game. Some people like to just get a queen's nest to get one queen and constantly parasite the enemy army. It's quite cheap for a permanent scout Remember, when you parasite, parasite really expensive units, like high templar or archons. If you really want to, ensnare is extremely useful, but because of Queens having to regenerate mana unlike Defiler's being able to consume, you need quite a few queens and have to check on them to see when energy is ready. Broodling is a bit too expensive in terms of upgrading and energy cost to take out one unit (ht of course... what else would you take out). Overall the queen is a unit that has its uses, but is not as useful as the defiler.
As such, I'd like to elaborate more on the queen. The queen has several inherent advantages over the defiler, and yet many disadvantages. The queen's useful spells, parasite and ensnare, are both extremely cheap (and the queen itself is cheaper than a defiler in terms of gas). Defiler, however, has the best spells which are plague and dark swarm. Let's analyze the differences between these two spellcasters. We can liken parasite to plague and ensnare to dark swarm. Parasite permanently damages their army because you will know their positions at all times and be able to prepare based off of that, with good flanks, counterattacks and just general knowledge of army movements. Plague also keeps their army damaged over the time the Protoss live. Dark swarm and ensnare are both great temporary spells that can vastly change the outcome of a battle. Ensnare greatly reduces DPS and dark swarm totally nullifies powerful archons and the many dragoons a Protoss player must have. We can see that defiler obviously has more useful spells, as ensnare might not be as useful as dark swarm when you have a heavy gas late game Protoss army. But what are some advantages to a Queen?
Queen's are more mobile, they won't limit your army movements and can get to a battle faster. You get a permanent scout and casting spells with them is very easy. Defilers, on the other hand, are slow, fragile (not flying) and have harder to cast spells (less range, dark swarm harder to cast, etc.) However, defilers have consume, while queens will have to wait for mana meaning you'll have to constantly keep tabs on them to see when they're ready (although with 2 queens you should be able to pull of constant ensnares when you need them, as ensnare is a cheap 75 mana). Make your own choice on which is better. Defiler is more often used, but I really want to test the viability of queens. If you want to discuss more about queens, direct them to Empyrean's thread about queens, Queens in the mid-late game ZvX.
Protoss Late-Game Unit Combinations
Sometimes Protoss like to get annoying and make 10,000 corsairs and try to kill all your ovies, just get some spores and protect them – you may need some hydras to supplement your army at this point because if they go DTs and mass mass mass sair then you’re going to have some trouble engaging the army with no detection. Also when you see that starting to begin, it’s also a good idea to begin morphing your greater spire to get +1 armor devourers to take care of those pesky corsairs.
The second thing that Protoss love to do is switch around their unit combinations, especially ones that are powerful versus ultralisks. You'll see a lot of Protoss look for some alternatives. Some Protoss like going mass Archons - an extremely powerful unit that deals massive damage, can easily take out undefended expansions quickly and matches the ultralisk (archon beats ultralisk one on one with full ups on both, as well as having splash damage) and zerglings that will accompany the ultralisks. The weakness of archons is their ranged attack - they don't do damage except for splash under dark swarm. You will have to learn to be proficient in dark swarm to effectively deal with archons, once you can pop some dark swarms wherever he goes, you nullify his archon strength's and render his army quite useless.
Another unit combination that Protoss like to go is reavers. Reavers, again, are extremely powerful units, and as well as being powerful they are extremely mobile in shuttles as well as having tons of damage and defensive capabilities. Many times you will see a Protoss cannoning up a crucial expansion, putting gateways in front of the cannons and reavers behind. In these cases, breaking that expansion with ultraling is almost impossible.
Reavers kill your zerglings quickly and heavily damage your ultralisks, you absolutely cannot allow reavers to build up because they do damage under swarm and such, so you have to minimize their numbers. First things first, you want some scourge. Sometimes you can catch the shuttles off guard and net some free kills, but it's unlikely as you get in higher ranks. However, in the midst of a battle, sending in the scourge to take out the shuttles is extremely beneficial. If you win the fight, the reavers can't get away, this is why it forces the Protoss to run or try to fight it out, either way he's going to lose a crucial part of his army. Even if you can't win the fight, it will delay him for an extremely long period of time because he'll need to wait for shuttles so he can actually move faster than a snail's pace.
The second thing is hydras with upgrades. In my opinion a few of these mixed in an ultraling army will be extremely helpful as you can take out shuttles and corsairs and also target reavers when your melee (ultralisks and zerglings) units cannot.
The last way is to determine whether their unit combination is effective against air. If you see a lot of high templar, zealots and reavers, it could be a good time to go for mutas, because you can easily take out high templar and reavers as long as you dodge storms. In this stage of the game, you'll probably see more dragoons however, but mutalisks, of course, being small units, take only half damage. Therefore as the dragoons engage the rest of your army (it is more cost effective for him to target you ultralisks and lings, as well as AI default selecting to attack strongest unit) you can go in and snipe reavers and other crucial units.
An oldschool build involves using reaver/goon, it is a very powerful build that you may not recognize, but it is all in all a very effective build, however it is easily countered with just masses upon masses of units (low tier units, mutaling or mutahydra) mutalisks will be able to take out reavers and soak up damage while your upgraded zerglings or hydralisks deal the damage. Remember, it's all about looking at unit combination, because if he has lots of corsairs or too many archons, you obviously can't go mutalisks very easily.
Next, we've got the famous arbiter. An annoying unit, it is sometimes accompanied by mass corsairs so you can't get any overlords there to see the invisible units. Remember the arbiter takes FOREVER to build, so picking off these units are good and fairly easy with scourge if it is along, otherwise hydras and sometimes needed. If it gets to the point where the arbiters are almost untouchable, it is very hard to deal with but is possible with plague. Arbiters are pretty much just an addition to the midgame army, but of course with the cloaking and stasis / recall abilities, arbiters are extremely useful in increasing the effectiveness of the Protoss army. Therefore it is hard to deal with and requires you to not let him build up too many arbiters for it is like ZvT with science vessels, only he doesn't have as many but they are harder to kill. Against arbiter you generally keep the same unit combination but try to flank more so the arbiter can't get away, and use plague to reveal units and severely damage them.
Now we come onto the carriers. Lots of Protoss may switch to carriers, however I find if they switch to carriers late game, it's not useful at all because you'll have so much stuff to deal with it that it's not even funny. Because he's going carriers, he's sacrificing his ground army strength, therefore you can actually do a timing attack as well and try to take out his expansions, reducing his economy to tatters. From there, you should already have defiler tech, in which you can do a combination of hydra with dark swarm and plague on the carriers while you tech to devourers to supplement that army. The devourers can attack the interceptors or the carriers, it really doesn't matter because you'll have other units coming in to kill them shortly thereafter anyways (scourge, hydra). Hopefully your plagues allow you to pick them off easily until the Protoss is dead.
Last of all we've got the rarely used dark archon. If Protoss were only adept enough to use spellcasters like these more, they could have a bit more success late game. Dark archons are extremely effective, their feedback able to kill defilers easily before spells are casted, and the maelstrom that can easily catch up 6 ultras and many lings and force them to be vulnerable for several seconds. Therefore the dark archon is a very useful unit to the Protoss, but it takes them a lot of skill to use it and its very rare to see them use dark archons, especially with the less microintensive alternatives. You're still going to be going ultraling for the most part, just flank better to reduce the chance of getting your whole army maelstromed + stormed + owned. Also not engaging the enemy but playing a war of attrition by picking off expansions through drops or sneaks is a nice way to win as well, as later you'll just be able to win with mass forces. Lots of protosses will go Dark Archon in response to mass air from Zerg though, as maelstrom can catch a whole stack of air and then a few storms and all your units will pop.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Questions!
These are real questions asked by people and I tried to answer them the best that I could.
Q. When I play 3 Hatch speedling like you said in your guide, I think that actually going third hatchery before gas is way better than getting gas before a third hatch. Why? When I go that fast gas he becomes suspicious why I am getting gas so quickly, and he expects 2 hatchery lair and speedling as well so he usually add cannons at his choke even if he is not sure about speedlings. Going third hatch first makes him think that I am going standard 3 Hatch gas build, then I kill his probe and pull off those drones from gas. I generally do something like 2.5 control groups of ling before I attack and generally in this time speed completes with my build; with your build this speed completes way earlier and I cannot macro so many lings like in my build. Maybe my approach is bad; maybe I get your point but I am just asking. What do you think about that?
A. [i]3 Hatch speedling is a build centered upon timing - you've got a limited window of opportunity to get those lings out and attack him when he's unprepared. By getting the gas later, the Protoss is more likely to have his entire choke walled off with the +3-4 zealots he will have from the slower gas and speed, which is why the gas is crucial to get early so you can attack as soon as you have about 2.5 control groups when speed finishes (and when he only has 1-2 zealots).
Q. What about going 2 Hatch Tech even when I open with a 12 hatch? I know that this is difficult to hide that your doing something suspicious. But, I think that he still will not know what I am up to... you know, he might think "OMG he is going to do superfast muta!" when I am going lurker or even hydra break.
A. To answer your question on the 2 Hatch build with hatchery first opener (12 Hatch), it really depends on the skill level of the opponent. First of all, a high ranked player won't even lose his probe until you reveal the tech route you're going (unless you feint, which would be nice) - but even a lower skilled player, if he knows Starcraft well he will see the 2 hatcheries and immediately know fast tech - which the real counter he has to do is that even if he can't keep his scout alive - cannon up everywhere. Because with a 2 hatch build you will not be focusing on economy - his economy will be far superior to yours if you do not deal sufficient damage (which is the goal of a 2 hatch build) which is why for Protoss, turtling is the counter. Even then, some players can judge just based on gas count what you are doing (no second gas is most likely very fast hydras). Therefore that is why I believe opening pool first will help you deny the scout from the beginning so they don't even realize you're doing the 2 hatch build.
Q. I'm confused about 3 Hatch Lair follow-up...?
A. Check my discussion with w3jjj (smi.lols) on page 4, 5, and 6
Q. About how many lurkers would be "critical mass" vs zeals?
A. Hmm... well there is not really a critical mass of lurkers against zealots because no Protoss will go pure zealots of course, there will be dragoons and templars, archons, etc. But otherwise, zealots really take huge damage once you get about 4-6 lurkers (and thus die very quickly), however a competent Protoss will run past your lurkers and then attack with zealots, minimizing
splash damage.
Q. What are your hotkeys? What is suggested?
A. I don't remember where I got these hotkeys, but you're going to definitely need to use hotkeys so make sure you get them down! Focus purely on using hotkeys in your games to get the hang of them, they will help immensely! I think my hotkeys are the same as sAviOr's or some other famous Zerg, but I'm not sure at all. And remember, you don't have to copy off anyone! Do what's comfortable for you and what you like best! The units assigned to the hotkeys are assigned in what order they would be during a standard game for me.
1) Scouting drone, army
2) First overlord, mutalisks, overlord
3) Second overlord, scourge+overlord, army
4) Spawning Pool, Spire / Hydralisk Den, army
5) First hatchery, army
6) Second hatchery, army
7) Third hatchery, army
8) Fourth hatchery
9) Fifth hatchery
0) Units I need to keep track of (spellcaster, scourge, drops, etc.)
Q. One question, will this help me destroy target USA WCG champs?
A. No... but hopefully it will help you get set on the path to A+ Zerg!!!
Q. Who is Superiorwolf?
A. I'm a Zerg who frequents TL.net forums - first making my way into the Starcraft scene after being inspired by Tasteless to make commentaries. As of now, I am a C+ Zerg (possibly higher, I have not yet been able to play much iCCup recently) and with a higher ZvP rank than my other two matchups, ZvZ and ZvT.
Q. Why did Superiorwolf make this guide?
A. There are several reasons that I made this guide. For one, the community at teamliquid.net is just awesome! I have to thank them so much for their leniency during my bad times, their kindness and willingness to help, as well as the community contributions that have been so nice and good for following the progaming scene. This guide is to give a little back to the community, but it is still little for what teamliquid.net has given me. Secondly, there was just a day that I was extremely bored and wanted to do something to do, and this is what happened.
Q. Why a ZvP guide?
A. To me, ZvP must be the important matchup to the amateur player or foreigner. The huge amounts of Protoss on ladders like iCCup really makes ZvP one of the first matchups you'll learn and one of the most important. For me, this is why my ZvP is much more competent than my other two matchups. I also feel that beginners should learn this first to kick start their way into the habits of laddering (although it is important to learn them all, of course). My ZvP is way above my other matchups due to the huge amounts of Protoss, so much that I consider it possibly B-/B level as I, during my 2008 WCG USA Regional Qualifiers run, played B level Protosses and won. I don't mean to brag though, and I'll have to play more to see what the actual rank is.
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
In Conclusion…
Hopefully this guide has given you a better understanding of the ZvP matchup and will kick start your beginning to becoming a powerful Zerg Cerebrate. A few replays and other misc. things you can check out will help you as well.
I really hope you liked this guide, it is 20 pages on Microsoft Word with standard margins and 12 font Times New Roman, and hopefully you found it helpful! It was not all I expected it to be, I was hoping to have more replays and VODs for you guys to watch but I’m very bad at digging those up (and lazy) and I didn’t really ask questions (but hopefully people can correct me where I’m wrong). But overall I had fun making this and hope you had fun reading it!
Update Log
Version
1.0
-Guide posted on June 10, 2008
1.1
-9 Pool speedling opener added
-More midgame / lategame tactics added
-Additional scouting tips added
-OVER NINE THOUSAND (words)
1.2
-Late game adapting to Protoss unit combination added in lategame tactics
-Successful guide, edit in intro
-Some edits and corrections made
1.3
-3 Hatch Lair Spire/Den Follow-up added, with replays and VODs
-12,000+ words
1.4 (August 7th, 2008)
-Fixed incorrect passages
-More information on the 3 Hatch Lair build
-Added advice on the Midgame section
-Added 9 pool / 9 overpool without speed builds
-Added Questions section
-13,000+ words
1.5 (October 23, 2008)
-Updated many sections (fixed grammar, errors, etc.)
-Added a new part of the scouting section (how to identify Protoss strategies)
-Fixed incorrect builds, added more information (6 pool, 9 overpool w/o speed, 3 hatch den/lair)
-Tried to cater guide to more recent trends in modern ZvP (3 hatch den/lair, ways to identify Protoss strategies)
-Hotkeys in FAQ (my personal hotkeys)
-Elaboration on Queens (queens or not?)
-14,500+ words
1.6 (June 21, 2009)
-Updating out of date information
1.7
-Under construction (need to fix incorrect passages and go more in-depth in some subjects, also need to add VODs, replays, etc. Give suggestions please )
9500+ TSL Ladder Replays
9 Overpool FPVoD
Replay pack to be released soon (not now because it’s all D+ level games)
Other Must Reads:
Ultimate Zerg Strategy Guide by Ahzz
The Art of ZvP by ZerG~LegenD
ZvP luna basics: how to abuse the crackling by zulu_nation8
Queens in the mid-late game ZvX by Empyrean
Having trouble understanding the guide, references or words? Check out Chill's Definitions Guide
Want to learn more about other matchups? Sift through the Recommended Threads and you can see more recommended guides organized by Chill for other matchups, races as well as other general guides and some 2v2 tips.