Resumen: haz esto
- Twelve hatchery, eleven pool, three hatcheries by 3:30; drones on every larva while the scout says it is safe.
- Two or three sunken colonies at the natural at 4:00 against the zealot and corsair openings.
- Hydralisk den by 5:00; muscular augments and grooved spines before the first big fight.
- Spore colonies and hydralisks answer corsairs; an evolution chamber at 6:00 for carapace.
- Fourth base at 7:30 behind lurkers; sunkens and lurkers at the third, hydralisks between bases.
- Hive by 10:00: defilers against the +1 zealot-archon-templar army; cracklings under swarm.
- Drones to sixty on four bases, overlords spread for vision, scourge for shuttles and corsairs.
- 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.
La construcción
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Suministro9
Tiempo1:00
Overlord
The second overlord goes to their natural to watch the nexus timing.
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Suministro12
Tiempo1:50
Hatchery at the natural
The economic opening; safe against everything but a two-gate.
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Suministro11
Tiempo2:10
Spawning Pool
Zerglings by 3:00 for the first zealots.
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Suministro13
Tiempo2:40
Extractor
Lair and hydralisk upgrades need gas early.
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Suministro15
Tiempo3:20
Third Hatchery
Three hatcheries of larvae; at the third base if the scout allows.
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Suministro18
Tiempo4:00
Two Sunken Colonies at the natural
Zealots and corsair-zealot openings break an open natural.
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Suministro20
Tiempo4:10
Lair
Overlord speed and the hydralisk upgrades' prerequisite for lurkers.
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Suministro24
Tiempo5:00
Hydralisk Den
Speed and range hydralisks are the mid game.
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Suministro30
Tiempo5:30
Second Extractor, Evolution Chamber
Carapace +1 and spore colonies against corsairs.
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Suministro40
Tiempo6:30
Hydralisks in numbers, Muscular Augments
Twelve hydralisks with speed hold the first push.
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Suministro50
Tiempo7:30
Fourth Hatchery and fourth base
The base Protoss cannot afford to let you have.
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Suministro60
Tiempo8:30
Lurker Aspect, Grooved Spines
Lurkers hold the third; range hydralisks fight dragoons.
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Suministro80
Tiempo10:00
Hive
Defilers, adrenal glands, ultralisks.
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Suministro90
Tiempo11:30
Defiler Mound, Consume, Plague
Swarm makes zealots and archons fight zerglings on your terms.
Investigación, en este orden
Metabolic Boost en Spawning PoolFast zerglings kill probes, surround zealots and catch templar.
Muscular Augments en Hydralisk DenHydralisk speed; they retreat from storms and chase reavers.
Grooved Spines en Hydralisk DenHydralisk range; they trade with dragoons and shoot corsairs.
Carapace +1 en Evolution ChamberZealot and dragoon damage drops a step; get it before the first fight.
Pneumatized Carapace en LairOverlords must outrun corsairs.
Lurker Aspect en Hydralisk DenLurkers hold bases against zealots and dragoons without an observer.
Consume, then Plague en Defiler MoundPlague on templar and archons; swarm on the front.
Adrenal Glands en Spawning PoolCracklings under swarm eat gateway armies.
El ejército, fase a fase
- Opening
ZerglingFour to six zerglings, then drones; sunkens do the early defence.
- Mid game
Hydralisk
ZerglingTwelve to twenty hydralisks with speed and range, lings to flank.
- Third base
Hydralisk
Lurker
Zergling
ScourgeLurkers hold; scourge for shuttles and corsairs.
- Hive
Defiler
Zergling
Ultralisk
HydraliskPlague the templar, swarm the front, cracklings and ultralisks under it.
Si exploras y ves…
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)
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)
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)
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
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 tienen | Respondes con |
|---|---|
| Sunkens early, hydralisks with range, cracklings under swarm Zealots cannot reach ranged units that kite; sunkens hold the natural. | |
| Hydralisks with range and carapace, lurkers Upgraded hydralisks trade evenly; lurkers beat dragoons without an observer. | |
| Spore colonies, hydralisks, scourge in pairs Corsairs die to spores and hydralisk fire; scourge trade one for one. | |
| Fast hydralisks, scourge on the shuttle, spread drones A reaver on the ground dies to hydralisks; in the air it dies with its shuttle. | |
| Spread units, fast zerglings, plague Storm needs a clump; zerglings reach templar first. | |
| Hydralisks 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.