Should i be protoss or zerg




















It all depends on what you're more comfortable with. Afterwards, you tech to Brood Lords for the late game. You want to trade cost effectively as well and expand as much as possible. It's important to note to not sit back with this composition. The longer the game goes on the weaker this composition gets. Make sure to go Hive decently fast so you can add Vipers to the composition. Once High Templar hit the field the Viper's effectiveness drops really hard as Feedback counters them completely.

Also, be sure to Abduct the Colossi. If you can end up being cost effective you should be able to get Brood Lords and end the game. It's imperative to keep the Void Ray count down as low as possible. If your opponent gets up to 10 Void Rays it is going to be extremely difficult to fight this army head on, especially if the Protoss has Colossi and High Templar. Now if you start the game using Mutalisks eventually you will need to transition into higher tech. You should get a Greater Spire for the opportunity to transition into Brood Lords.

Since you should have air dominance the Protoss player should not have Tempests or Void Rays. This will allow you to make some Brood Lords if he is already well prepared for Ultralisks. The trick here is understanding whether you should be going Brood Lords or Ultralisks.

This scenario is situational, but if your Corruptors are still alive and the Protoss has no air, then you should get a Greater Spire and morph the Corruptors into Brood Lords.

Most of the time, you should transition into Ultralisks, though Brood Lords are a good option as well. This is a composition that as a Zerg you want to try as hard as you possibly can to prevent them from getting. This composition is the best chance you have to kill this army. If the Protoss player properly executes his attack it still may not be enough, but you have a better chance with this then any other composition.

Swarm Hosts and Ultralisks are very effective at serving as damage mitigators. The Locusts can both tank some damage and deal it out, making it a little easier to engage. Once again, versus Sky Toss this is the best response and your only chance at beating the composition. General Recent changes Pending changes Random page. Betting Preferences. What links here. Related changes. Upload file. Special pages.

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Protoss Glon's Guide to Zerg vs. Stub Zerg Builds and Strategies. Bane Drop Style. Contact Us Send an email Chat with us Contact. This page was last edited on 10 April , at Licenses for other media varies. Beating the Immortal all-in with Swarm Hosts.

The early game is primarily devoted to building up your economy rather than actually assaulting the Protoss due to the relative safety of the Protoss Forge Fast Expansion. There are some exceptions, but it is generally hard to take advantage of a good Protoss wall in the early game unless it is either poorly constructed or he carelessly leaves openings in his wall.

Standard opening builds to choose from are as follows. A quick overview is provided, but a more detailed summary is provided in the main article. Choosing the proper early game build order will undoubtedly depend on either the map or an overall strategy that you have planned out. In general, 12 Hatch is the best option on 4 Player maps with few exceptions, and 9 Pool or Overpool is best on all other maps.

This is because of early game Protoss scouting patterns. If the Probe takes a direct path to your main and natural, then the Protoss can deny your natural with the Probe for a long time since you will not have Zerglings out to fend off the Probe. Therefore, it's much safer and easier to just 9 Pool or Overpool and take a fast Natural Hatchery immediately after. This provides solid protection against any 2 Gate builds that the Protoss does.

In addition, the presence of early zerglings forces the Protoss to build 1 or 2 cannons before his nexus, thus slowing his economy and negating the economic hit the Zerg takes for going pool first.

The danger it poses is quickly negated by a proper wall-in by the Protoss. Early game Zerg cheeses revolve around a quick Pool and ending the game before Cannons can go up for the Protoss. These builds tend to be much less common, as this delays fighting units as well as tech for longer than usual.

Generally these builds transition into a more late game driven strategy such as 5 Hatch Hydra. In most ZvP's, this is the longest part of the game, and is therefore highly variable. This stage in the game is usually characterized by the Zerg attempting to both hold off the Protoss army and prevent Protoss from securing their third base. Zerg should also ideally be looking to secure a fourth gas, which creates a much stronger foundation for Hive tech. There are two major lair tech branches- the mutalisk and the lurker.

Both of the tech choices counter aggressive zealot pushes very well and are designed to defend against Psionic Storm.

With a spire first, you can use your muta to snipe ht as they come out, as well as force the protoss player to build cannons in their mineral lines, and reach a critical mass of corsairs before they can move out. If you can go spire first correctly, you can force the protoss player to take even longer to reach a critical mass of corsairs, and allow your economy to build up as much as possible. With a hydra den first, you can force the protoss to stay contained inside of their base with their ground forces.

Storm Dodging is a must, as psistorm is the only attack that really allows protoss to do enough damage against a large hydra mass. A soft counter to a large number of hydralisks are zealots and reavers. ZvP Midgame cheeses generally take advantage of a specific timing where Protoss is extremely vulnerable to mass units. There is a small timing window right before the Protoss player gets Storm that can be exploited by Zerg. If the Protoss player doesn't add any additional Cannons past his original 2, then he'll have a tough time fending off these cheeses.

One extremely important element in these builds as well as in all cheese is denying the scout. All-in builds generally fail miserably if the opponent can scout exactly what you're doing and when you're attacking. The Zergling Speed upgrade mentioned above is one of the most effective ways a Zerg can deny scouting.

By doing an Overpool or 9 Pool build a Zerg can get the speed upgrade very quickly, and quickly shut down any probe scouting attempts. This leaves the Protoss player in the dark, giving the all-in a much higher chance of success. Protoss can be very effective if you can pull it off without being scouted. Protoss needs two cannons or so in their mineral lines to deal with 5 Muta, and you can spare one larvae to kill the first corsair. The reason this build is an all-in is because of your limited Hatch count.

With only two Hatches you'll have less Drones at your main and natural, as well as one less expansion than you regularly would. Because of this, you won't be able to tech switch nearly as easily as you can in a regular ZvP, so you will be locked into making Mutas for at least the early to middle portion of the game.

The ideal situation for this build is to completely shut down one Protoss Nexus, but even if you can't prevent them from getting Cannons in time, you can still inflict damage on their base. At first you'll have a small group of Mutas. At this point you should fly around their base looking for spaces that aren't covered by Cannons to make Muta Harass that much easier. Some common examples include tech buildings that are too far from Cannons, and even better, an Assimilator.

If you can keep attacking an Assimilator, you can not only cut down on a Protoss gas supply by eventually destroying it, but you can indirectly kill Probes thanks to the Mutas attack. While doing this with your initial group of Mutas, you should of course be pumping more Mutas as your Larva and gas allow. When you have a decently sized group of Mutas I would say seven Mutas and up , you can start taking advantage of the Muta Harass abilities and start doing hit and run attacks on Probes.

At this point there is no need for you to take any unwanted fights. During any battles that you decide to fight your army needs to be presplit, with Infestors and Queens under or slightly behind the Brood Lord wall to avoid Feedbacks. When the Protoss army approaches, throw down a thin ish wall of Infested Terrans - remember you don't want to spend too much energy on this, only enough to take away some fire - and make sure that everything is attacking.

In these fights, the Zerg player is forced to manually select units and micro them away or forward for specific spells. This is what the professionals do in late game engagement; you can try to copy as much of it as possible, however don't overwhelm yourself.

When fighting these late game engagements, it is imperative to keep an eye on the position of your opponent's Mothership. The presplit minimizes the probability that your opponent will be able to land a good Archon Toilet on your Brood Lords, and always make sure to position your Infestors as far away from the Mothership as possible or keep it rooted far away via Fungal Growth.

As long as your units are pre-split and you're spamming Fungal Growth and Infested Terrans along with some Transfuse, you should win the fight. If you're feeling particularly bold, you can try to land a few Neurals on your opponent's Colossus or Mothership. General Recent changes Pending changes Random page.

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