Checklist: do this
- Open nine pool or overpool; twelve hatch loses to nine pool and beats overpool. The scout decides.
- Zergling speed early; six to twelve zerglings that never fight without a numbers advantage.
- One sunken colony at the natural when you take it; two against a heavier zergling opening.
- Lair and spire by 4:00; the first mutalisks at 5:30 with scourge behind them.
- Drones between the zergling waves; every larva you spend on drones is a bet the scout must justify.
- Scourge kills mutalisks two for one; mutalisk battles are decided by who has scourge in position.
- Third base only when the mutalisk count is even or better; a spore at each mineral line.
- Late game: hydralisks and lurkers, or more mutalisks and a greater spire, depending on who is ahead in air.
Why it works
Both players have the same units, so the game is about tempo: whoever has more zerglings at the first fight, and more mutalisks at the second, wins. Drones are a bet that the opponent will not attack; a sunken colony is a bet that they will. Read the opening from the scout, match the zergling count, get the spire on time, and make every scourge count.
The build
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Supply9
Time0:55
Spawning Pool (nine pool) or Overlord then Pool (overpool)
Nine pool for safety and pressure; overpool for a better economy.
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Supply8
Time1:35
Extractor
Zergling speed as soon as the pool finishes.
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Supply9
Time1:50
Overlord
Ahead of the cap; six zerglings come at once.
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Supply12
Time2:10
Six Zerglings, Metabolic Boost
Speed zerglings kill drones and lings that stray.
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Supply14
Time2:50
Hatchery at the natural
Take it once zerglings are trading evenly.
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Supply16
Time3:10
Lair
The spire follows the moment it finishes.
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Supply18
Time3:30
Sunken Colony at the natural
One sunken frees larvae for drones.
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Supply20
Time4:00
Spire
Mutalisks at 5:30.
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Supply24
Time4:30
Second Extractor, drones
Mutalisks cost gas; keep drones at both bases.
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Supply30
Time5:30
Six Mutalisks and two Scourge
The first air fight; scourge behind the mutalisks.
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Supply36
Time6:30
Spore Colony at each mineral line
Mutalisks harass mineral lines; spores let yours leave.
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Supply44
Time8:00
Third Hatchery, Evolution Chamber
Larvae and flyer attacks +1.
Research, in this order
Metabolic Boost at the Spawning PoolThe only early research; speed zerglings win every early fight.
Flyer Attacks +1 at the SpireMutalisks kill mutalisks a hit sooner; the first upgrade of the air war.
Flyer Carapace +1 at the SpireThen armor; alternate.
Pneumatized Carapace at the LairOverlord speed; mutalisks hunt overlords.
Adrenal Glands at the Spawning PoolOnly at hive, in long games; cracklings end them.
The army, stage by stage
- Opening
ZerglingSix to twelve speed zerglings; fight only with more.
- Air war
Mutalisk
Scourge
ZerglingMutalisks stacked, scourge behind, zerglings to counter-attack.
- Long game
Mutalisk
Scourge
Hydralisk
LurkerHydralisks and lurkers when air is even; more mutalisks when ahead.
If you scout…
A pool before 1:00 (four or five pool)
When The drone scout arrives
Do Pull four drones to fight with the zerglings, a sunken when the pool finishes, drones after.
Why An all-in loses if it does not kill drones; drone defence and a sunken end it.
Hatchery first (twelve hatch)
When The drone scout
Do Nine pool zerglings straight at the natural, kill drones, deny the sunken.
Why Twelve hatch has no zerglings until 3:00; nine pool punishes it.
Nine pool against your twelve hatch
When 2:00
Do Drones to fight, pool as soon as possible, a sunken at the natural, no more drones until even.
Why You are behind in zerglings; hold with drones and sunkens until the spire equalises.
A spire earlier than yours
When 3:30 to 4:30
Do Two spores at the mineral lines, scourge first from your spire, zerglings at their natural while their mutalisks are away.
Why The first mutalisks kill drones; spores and scourge blunt them and zerglings punish the base they left.
Hydralisk den
When 6:00 onward
Do More mutalisks with flyer attacks; kill the hydralisks from where they cannot shoot back, or take a third and out-drone.
Why Hydralisks are slow and lose to mutalisks with upgrades and terrain.
Counters
| They have | You answer with |
|---|---|
| More zerglings, drones to fight early, a sunken Equal units, so numbers and the sunken decide. | |
| Scourge, spore colonies, your own mutalisks with +1 Two scourge kill a mutalisk; spores hold mineral lines. | |
| Zerglings and mutalisk micro Scourge die to any hit; move the mutalisks over zerglings. | |
| Mutalisks with upgrades, zerglings Hydralisks are slow and die to mutalisks that pick their fights. | |
| Mutalisks, overlords for detection Lurkers cannot shoot up; an overlord sees them. |
The mistakes that lose this matchup
- Fighting zerglings without a numbers edge
The sign Twelve lost to twelve.
The fix Count. Attack with more, retreat with fewer, drone with even.
- Mutalisks without scourge
The sign An air fight lost to a smaller flock.
The fix Two scourge per four mutalisks, kept behind them.
- Drones with no sunken
The sign Drones dead to six zerglings at 3:30.
The fix A sunken at the natural at 3:30 before the drone count grows.
- Late spire
The sign Their mutalisks in your mineral line first.
The fix Lair at 3:10, spire at 4:00, no exceptions.
By level
Newcomer
Nine pool, six speed zerglings, one sunken at the natural, spire at 4:00, six mutalisks with scourge behind them. Fight zerglings only when you have more. Drone whenever your scout sees them droning.
Learner
Read the opening from the scout and pick the fork; hold the zergling count even; get flyer attacks +1 before the second air fight; scourge that actually connects; a third base only when air is even.
Competitor
Mutalisk stacking and micro against scourge, zergling run-bys while their mutalisks are away, overlord hunting, and the transition to hydralisk-lurker or greater spire that fits who is ahead.