← Guías de estrategia

Zerg vs Protoss · Three-hatch hydralisk

Zerg vs Protoss

More bases than Protoss can hold, hydralisks and lurkers to make them pay for each one

Zerg Protoss

Resumen: haz esto

  1. Twelve hatchery, eleven pool, three hatcheries by 3:30; drones on every larva while the scout says it is safe.
  2. Two or three sunken colonies at the natural at 4:00 against the zealot and corsair openings.
  3. Hydralisk den by 5:00; muscular augments and grooved spines before the first big fight.
  4. Spore colonies and hydralisks answer corsairs; an evolution chamber at 6:00 for carapace.
  5. Fourth base at 7:30 behind lurkers; sunkens and lurkers at the third, hydralisks between bases.
  6. Hive by 10:00: defilers against the +1 zealot-archon-templar army; cracklings under swarm.
  7. Drones to sixty on four bases, overlords spread for vision, scourge for shuttles and corsairs.
  8. Scout the Protoss tech at 4:00 and 6:00: corsair, reaver, templar or a fast third each need a different fifteen units.

Por qué funciona

Protoss on one base cannot hurt a Zerg with three hatcheries and a few sunkens, and Protoss on two bases must attack before Zerg's economy runs away. So Zerg drones as hard as the scout allows, answers the first Protoss army with hydralisks or lurkers in numbers, and takes a fourth base while Protoss is still deciding. Each Protoss attack must trade badly; each Zerg base must cost them an army to take.

Si recuerdas una sola fraseThree hatcheries and drones, hydralisks with speed and range to stop the first push, a fourth base behind lurkers, and hive tech before Protoss has its third.

La construcción

  1. Suministro9 Tiempo1:00 Overlord Overlord The second overlord goes to their natural to watch the nexus timing.
  2. Suministro12 Tiempo1:50 Hatchery at the natural Hatchery at the natural The economic opening; safe against everything but a two-gate.
  3. Suministro11 Tiempo2:10 Spawning Pool Spawning Pool Zerglings by 3:00 for the first zealots.
  4. Suministro13 Tiempo2:40 Extractor Extractor Lair and hydralisk upgrades need gas early.
  5. Suministro15 Tiempo3:20 Third Hatchery Third Hatchery Three hatcheries of larvae; at the third base if the scout allows.
  6. Suministro18 Tiempo4:00 Two Sunken Colonies at the natural Two Sunken Colonies at the natural Zealots and corsair-zealot openings break an open natural.
  7. Suministro20 Tiempo4:10 Lair Lair Overlord speed and the hydralisk upgrades' prerequisite for lurkers.
  8. Suministro24 Tiempo5:00 Hydralisk Den Hydralisk Den Speed and range hydralisks are the mid game.
  9. Suministro30 Tiempo5:30 Second Extractor, Evolution Chamber Second Extractor, Evolution Chamber Carapace +1 and spore colonies against corsairs.
  10. Suministro40 Tiempo6:30 Hydralisks in numbers, Muscular Augments Hydralisks in numbers, Muscular Augments Twelve hydralisks with speed hold the first push.
  11. Suministro50 Tiempo7:30 Fourth Hatchery and fourth base Fourth Hatchery and fourth base The base Protoss cannot afford to let you have.
  12. Suministro60 Tiempo8:30 Lurker Aspect, Grooved Spines Lurker Aspect, Grooved Spines Lurkers hold the third; range hydralisks fight dragoons.
  13. Suministro80 Tiempo10:00 Hive Hive Defilers, adrenal glands, ultralisks.
  14. Suministro90 Tiempo11:30 Defiler Mound, Consume, Plague Defiler Mound, Consume, Plague Swarm makes zealots and archons fight zerglings on your terms.

Investigación, en este orden

  1. Metabolic Boost
    Metabolic Boost en Spawning Pool

    Fast zerglings kill probes, surround zealots and catch templar.

  2. Muscular Augments
    Muscular Augments en Hydralisk Den

    Hydralisk speed; they retreat from storms and chase reavers.

  3. Grooved Spines
    Grooved Spines en Hydralisk Den

    Hydralisk range; they trade with dragoons and shoot corsairs.

  4. Carapace +1
    Carapace +1 en Evolution Chamber

    Zealot and dragoon damage drops a step; get it before the first fight.

  5. Pneumatized Carapace
    Pneumatized Carapace en Lair

    Overlords must outrun corsairs.

  6. Lurker Aspect
    Lurker Aspect en Hydralisk Den

    Lurkers hold bases against zealots and dragoons without an observer.

  7. Consume, then Plague
    Consume, then Plague en Defiler Mound

    Plague on templar and archons; swarm on the front.

  8. Adrenal Glands
    Adrenal Glands en Spawning Pool

    Cracklings under swarm eat gateway armies.

El ejército, fase a fase

  1. Opening

    ZerglingZergling

    Four to six zerglings, then drones; sunkens do the early defence.

  2. Mid game

    HydraliskHydraliskZerglingZergling

    Twelve to twenty hydralisks with speed and range, lings to flank.

  3. Third base

    HydraliskHydraliskLurkerLurkerZerglingZerglingScourgeScourge

    Lurkers hold; scourge for shuttles and corsairs.

  4. Hive

    DefilerDefilerZerglingZerglingUltraliskUltraliskHydraliskHydralisk

    Plague the templar, swarm the front, cracklings and ultralisks under it.

Si exploras y ves…

Two gateways before a nexus, zealots at 2:45

Two gateways before a nexus, zealots at 2:45

Cuándo The drone scout

Haz Pool before the third hatchery, six zerglings, two sunkens at the natural, drones after.

Por qué Early zealots break an open natural; sunkens and lings hold it and the Protoss economy is behind.

A forge and cannons, then a nexus (forge expand)

A forge and cannons, then a nexus (forge expand)

Cuándo 2:30 to 3:30

Haz Three hatcheries fast, drones to forty, hydralisks with speed by 6:30, fourth base at 7:30.

Por qué Forge expand is safe but slow; out-expand it and hold the +1 zealot timing with hydralisks.

A stargate (corsairs)

A stargate (corsairs)

Cuándo 4:30 to 6:00

Haz Spore colony at each base, overlords home and sped, hydralisks; scourge only in pairs against lone corsairs.

Por qué Corsairs kill overlords and scout for a zealot timing; spores and hydralisks make them useless.

A robotics facility (reavers, shuttles)

A robotics facility (reavers, shuttles)

Cuándo 5:00 to 7:00

Haz Hydralisks with speed spread out, scourge for the shuttle, sunkens at the mineral lines.

Por qué A reaver drop kills drones; fast hydralisks kill the reaver on the ground, scourge kill it in the air.

A templar archives

A templar archives

Cuándo 6:00 onward

Haz Spread hydralisks, keep zerglings for templar, hive sooner for defilers; do not clump.

Por qué Storm kills clumped hydralisks; fast zerglings kill templar.

Contramedidas

Ellos tienenRespondes con
ZealotsZealotsSunkens early, hydralisks with range, cracklings under swarm

Zealots cannot reach ranged units that kite; sunkens hold the natural.

DragoonsDragoonsHydralisks with range and carapace, lurkers

Upgraded hydralisks trade evenly; lurkers beat dragoons without an observer.

CorsairsCorsairsSpore colonies, hydralisks, scourge in pairs

Corsairs die to spores and hydralisk fire; scourge trade one for one.

ReaversReaversFast hydralisks, scourge on the shuttle, spread drones

A reaver on the ground dies to hydralisks; in the air it dies with its shuttle.

High TemplarHigh TemplarSpread units, fast zerglings, plague

Storm needs a clump; zerglings reach templar first.

ArchonsArchonsHydralisks at range, plague, ultralisks

Archons splash zerglings; ranged units and plague wear them down.

Los errores que pierden este emparejamiento

  • Too few drones

    La señal Fewer than forty drones at 7:00 with no attack coming.

    La solución Drones on every larva; sunkens are the defence, not units.

  • No sunkens at the natural

    La señal A zealot timing at 5:00 walks in.

    La solución Two at 4:00, three against a two-gate.

  • Hydralisks without upgrades

    La señal Even numbers losing to dragoons.

    La solución Speed and range before the first fight; carapace by 7:00.

  • Clumping against storm

    La señal Ten hydralisks lost to two templar.

    La solución Spread, retreat from storms, send zerglings at templar.

  • Hive too late

    La señal The +1 zealot-archon army walks through hydralisks at 12:00.

    La solución Hive by 10:00 and the defiler mound the moment it finishes.

Por nivel

Principiante

Three hatcheries, drones, two sunkens at the natural at 4:00. Hydralisks with speed and range, in numbers, from 6:00. A fourth base at 7:30. Overlords before the cap. Do not fight in the open until you have twenty hydralisks and carapace.

Aprendiz

The build within thirty seconds; scout at 4:00 and 6:00 and pick from the fork table; lurkers at the third by 8:30; hive by 10:00; drones to sixty. Spread against storm and use scourge on shuttles.

Competidor

Hydralisk micro against storm, lurker positioning that holds a third against +1 zealots, drone counts that stay ahead of a fast third nexus, and the defiler-crackling-ultralisk transition before Protoss has a full upgrade lead.