StarCraft 2 Zerg Strategy Guide.

Ugh, the dreaded Zerg. I was planning to do this as my last race specific guide in the series, but then I realized how little I know about Protoss.

Just another side note, I posted a replay pack of all my 1.03 replays on the NGW forums, which included 17 replays with around a 60% win rate: http://nextgenwalkthroughs.com/boards/viewtopic.php?f=76&t=8795

Zerg as a Race

Zerg is viewed by most as a flimsy, APM intensive race with very little advantages over Protoss and Terran.  This is true in some instances, but in others people are simply underestimating some zerg units and not responding to Terran strategies in particular correctly. Zerg is very reactionary to what a Terran or Protoss player does. Now, I don't proclaim to be an expert on Zerg and I would not say to avoid them, because they are a very strong race if you stick with them through the bad, which is something I wish I had done.

Zerg Openers

Zerg has tons of freedom in builds, so making exact build orders is very difficult considering that they are the most freeform race. Here are the best/most standard openers:

  • 6-9 drones
  • 9 overlord
  • 10-14 drones

This is where Zerg builds diviate. Depending on who you are playing against, you should do the following:

v Terran/Protoss:

  • 14 Gas, 13 Pool

This is the most standard starter against terran. It sets you up so that you have 100 gas when your pool finishes for quick ling speed. Afterwards you expand when you feel comfortable (~20 supply or earlier)

  • 15 Hatch, 14 Pool, 13 Gas

This opening is very strong against a docile terran. It can give you a huge advantage if the terran is not going to be aggressive early game.

v Zerg:

Before I even start, I'm just going to say that ZvZ is a nightmare.

  • 10 Pool, 12 Gas

This may sound cheesy, but if your opponent goes 14 gas, 13 pool you can do tons of damage with an early pool. Remember that for every drone you kill, that instantly gives you the economic advantage. Not recommended for long distance spawns.

  • 14 Gas, 13 Pool

A much more standard opener for Zerg and allows for ling speed. Just don't forget banelings.

Zerg Strategies:

Zerg are unique compared to the other races in that they don't queue units. This has obvious advantages, but unknown disadvantages to newbies. Making drones for Zerg is not such a black and white decision as it is for Protoss/Terran. You must know when to pump drones and when you need to have fighting units. This timing is extremely difficult to explain to someone who is new to the game. I'll give a general checklist for when to/when not to pump drones.

When to Pump Drones:

  • When your opponent is building an expansion
  • When you feel you will not be attacked from awhile*
  • When your opponent has a lack of units
  • When your opponent is teching**
  • If your opponent is fast teching to air units (void rays/banshees)

When not to Pump Drones:

  • If your opponent has a large army prepping for an attack
  • If your opponent does not have an expansion late into the game (>70 supply)
  • When you feel insecure to be making drones

* This is subjective. It could be after a successful attack or when you trade armies with your opponent.

** Pumping Drones does not mean that you should not tech yourself. If you see your opponent, for example, getting banshees with cloack, get your lair and a few extra queens

Drone Pumping (cont.)

Learning when to pump drones will put a Zerg player in a huge advantage. In StarCraft 2 macro is much more important than it was in BW. If you can secure a good economy, then the game will play itself and you can simply out-macro your opponent. Although, there are a few general things you need to know about matchups that are necessary to perform.

Reacting to Strategies and Preventative Openers (Race Specific)

 

v Terran:

In addition to what has been stated, there is a general build order for Zerg players v Terran. Not adhering to this can lead to some strategies giving the Terran an autowin - you don't want that.

Get Roaches!

  • Roaches are vital for ZvT. Roaches fend off early game 1rax/3rax/5rax reaper openings and fend off early hellion pressure. Standard timing for the roach warren is ~20 supply.

Spine Crawlers

  • Don't go crazy with Spine Crawlers ZvT, but 1 at your natural expansion is extremely necessary if your opponent is going to apply hellion pressure.

Don't get Hydralisks

  • Hydralisks get countered by almost every Terran unit, especially siege tanks, thors, and marauders. They're slow off creep and don't do near enough DPS (damage per second) to make up for their lacking.

Ultralisks or Broodlords never hurt

  • Ultralisks and Broodlords can both be game enders. Broodlords decimate Terran armies if they don't have vikings (if the terran has vikings don't get any more broodlords). Ultralisks rape CC if you haven't seen already.


...They also do pretty well against tank lines as well.

Against Banshee Rushes/Harass

  • Don't let a banshee rush do more damage than it should. If you see a banshee coming, make a third or even a fourth queen and keep two at each base. In a 1v1 fight, the queen barely losses, so 2 queens win. Don't forget to get your lair if you see banshees coming. Hydralisks are not necessary!

Banelings Marines

  • After you get your lair up, don't forget to get some banelings with the speed upgrade if your opponent is getting a large marine force.

 

v  Protoss

Protoss are a little different when it comes to dealing with them. Hydralisks are much better due to Protoss's limited range and become a core part of the army.

Roaches are to be avoided early game (before lair).

  • Roaches are generally not necessary, unless you are facing some sort of all in early 2 gate or proxy. After you get your lair and get the roach speed upgrade, they should become part of your core army.

Hydras are your friend, but watch out for the storm.

  • Hydralisks are very strong early game for Zerg. They have the highest DPS in the game, but need to be managed correctly. Creep is extremely necessary for hydras to function correctly. Spread your creep!

Corrupters beat Collosus

  • If your opponent techs to collosus (which all protoss do), you will need to get corrupters. Generally you need about 6 corrupters, but you should adjust to what your opponent has. This also will prepare you for Broodlords late game.

Broodlords > Ultralisks

  • Generally when choosing your T3, I would recommend Broodlords. Ultralisks are countered too easily by immortals, stalkers and zealots (w/ charge). Protoss have few units, aside from the stalker, that can deal with the Broodlords effectively. Broodlords in general are very good to end a long game against a Protoss and can be a large deciding factor in an even game.

Against Void Rays

  • See "Against Banshee Rushes/Harass" except this time you can get Hydras in addition to queens.

 

v Zerg

Ugh, do I really have to? If you know me, I've been very vocal about my dislike of ZvZ. In my opinion it is the worst matchup in the game. This was the final straw for me to switch from Zerg to Terran (which has an incredibly dynamic mirror matchup). How did Blizzard fuck up as bad as in SC1. I would even argue its worse. I'll be honest, there will be very little advice I can give you here.

End the game early.

  • ZvZ is all about hyper aggressiveness. You cannot let your opponent macro in an shape or form. You yourself should rally all your units towards your opponent's base. General build order consists of ling speed into baneling nest.

Punish early expands or lose.

  • If your opponent goes fast hatch against you, you have to either commit to keeping up in macro or attempting to kill him with his lack of units. Generally if you're going to attempt a quick hatch, you ignore ling speed and get a banelings nest to hold of your opponent's push. As far as what is preferrable to being aggresive or keeping up in macro, I personally go with hyper aggressiveness. It depends on your personal preference what you go for.

You actually got to mutalisks?

  • Ok, so maybe I was putting sarcastic headers. If your opponent goes mutalisks, you have to respond with mutalisks as well. If you go hydras against mutalisks your opponent can simply get speed banelings to insta-kill all of your hydras. If you are almost equal in muta count with your opponent, try getting a few corrupters to steer the battle towards your side. Attack and carapace air upgrades are mandatory.

Wrapup

Keep up with your injects and bases and know when to pump drones. It will launch your ahead as a Zerg player. Game sense in general is very necessary when it comes to beinga  zerg player. Don't be afraid to suicide overlords for a scout. Zerg has to play reactionary to Terran and Protoss.

Thanks for reading!

John Tarr's picture

Excellent post as always. Zerg was a great race in the beginning for me because of the simplicity of unit production (hotkey 3+ hatchs and spam units), but I can't micro well enough to constantly inject with Queens, which seems to be what's holding me back from winning consistently w/Zerg.

Also, post patch, ultra's seem to be much more effective vs. T and tightly packed buildings with the removal of headbut. Jump to the 4 minute mark in the video:

MrDudeMan's picture

Ive been wanting to switch from T to Z for a while now. Mostly because I've seen some videos of zerg and it looks a lot more fun than playing terran. However once I tried it, I realized just how little I knew about the zerg playing style, and how absolutely bad I am at managing 4 bases while trying to inject with the queens and spread creep/build an army. Hopefully these build orders help.

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