2 Hatch Muta (vs. Terran)

From Liquipedia StarCraft Brood War Wiki
[e][h]Zerg 2 Hatchery Mutalisks
With this style, aggression wins the day.
Strategy Information
Matchups:
ZvT
Type:
Opening
Creator:
Popularized by:

Overview[edit]

The 2 Hatch Muta build can be a useful variation as many Terrans are comfortable countering standard 3 Hatch Muta timings. However, this build requires excellent Mutalisk micro so you can effectively pick off Marines and deal damage to your opponent. When playing a 2 Hatch, regardless of the ultimate variation, aggression is key. 2 Hatch Mutas aim to take complete map control save for Terran's one timing push before your Hive tech is out. If map control is lost due to loss of units, generally the Zerg has lost.

12 Hatch Variation[edit]

By going for a 12 Hatch first, you'll have a better economy in the early game so you'll have more options available to you. Your mutas should come out at around 6:30 if you did everything perfectly. In addition, you have the option of Zergling pressure in this variation that you wouldn't have in the 12 Pool variation. This build also allows for an expansion much earlier than the 12 Pool variation thanks to the boosted economy. Therefore, this variation is better for beginner players as there is less of a reliance on good Mutalisk micro.

12 Hatch Build Order[edit]

  • 9 - Overlord
  • 12 - Hatchery @ expansion
  • 11 - Spawning Pool
  • 10 - Extractor
  • @100% Pool - X number of lings (see note)
  • @150 Minerals / 100 Gas - Lair
  • 16 - Overlord
  • @100 Minerals / 100 Gas - Zergling Speed
  • NOTE - Make Drones when possible (see note)
  • @85% Lair - Save Minerals for Spire
  • @100% Lair - Spire, send Drone to 3rd expansion
  • @33% Spire - Take nat gas
  • Immediately after - Build two Overlords
  • @300 hp - Save Larva on both Hatcheries for Mutalisks
  • Pump Mutalisks until you have 11

12 Pool Variation[edit]

The 12 Pool variation aims to get Mutas out faster than the 12 Hatch variation (Mutas finish at around 6:00), and perhaps catch the Terran player off guard. Unfortunately, your economy will be extremely tight in this situation, to the point that any deviation from this build order will result in less than 6 Mutas popping out of your Hatcheries when your Spire finishes. Zergling harass is impossible, and any Sunkens will delay your Mutas. Therefore, you'll need some good game sense to pull this build off, although on the right maps and in the right situations, this build can be extremely powerful.

12 Pool Build Order[edit]

  • 9 - Overlord
  • 12 - Spawning Pool
  • 11 - Extractor
  • 11 - Hatchery
  • @100gas — Lair
  • @100% Pool - X number of lings (see note)
  • @100 gas — Zergling Speed
  • NOTE - Make Drones when possible (see note)
  • @100%Lair — Spire
  • 2 Overlords
  • Immediately after - Take natural gas
  • Save Larva starting at @50% Spire
  • 6 Mutalisks, continue building until you have 11

Build Order Clarification[edit]

Ling Production[edit]

Zergling production is a vital part of this build, but is a kind of gamble. This is discussed in further detail here. You need Zergling production to defend early aggression if you think that it is coming. It is suggested to make at least a pair of Zerglings to kill any scouting units. More Zerglings generally means that the Zerg is going for a much more aggressive game, where he will use Zerglings in conjunction with Mutalisks to ravage the Terran natural.

Make Drones when possible[edit]

After Zergling Speed is completed, you cannot afford to build any more Zerglings because of the hungry nature of this build. Use the Zerglings to threaten a backstab, deny scouting, and pick off stray Medics and Marines to avoid having to deal with the Terran army directly. Other than that, the build from this point focuses purely on Drone production. As Mutalisks are morphing, use a Zergling or two to infiltrate the Terran main and/or natural to check on the Terran's Medic and Marine count, turret placement (and timing) and army positioning so that your initial Mutalisk strike hits with maximum efficiency.

Drone production vs. Zergling and Sunken Production[edit]

A big part of this build is balancing your economy, and that is the reason why it's such a difficult build. If you make Sunken Colonies and Zerglings in the early game, your mid-game economy will be weak; but if you don't make them there is a good chance an aggressive opponent will overwhelm you in the early game and win before or right after you get your initial 6 Mutalisks. You want to keep your Zergling and Sunken count to a minimum. It is very important not to let your opponent know what you are doing, so denying scouting is vital. If you let your opponent see only 2 lings and no Sunkens at your natural, he will most likely move out with his first two Medics, creating a nightmare scenario for you.

On the other hand if you make blind Sunkens at your natural and produce 12 lings, or more, your Mutalisks will be severely delayed, your Terran opponent will have more units to defend them, and suddenly you're really far behind: Your third base will not be up in time which will delay your Hive-tech. Because of this, Defilers will be delayed and your economy will be very poor. Because of this, putting up a larger number of units on the map will be very hard.

If you manage to master the fine line between economy and map control, your mid-game will be very strong and you should be able to secure a fourth base with ease. By then you set yourself up for a great late-game.

Sunken timing varies depending on the map. On maps with long distances between naturals, even placing the Creep Colonies can be delayed until the Terran player moves out. However, this would also generally require delaying with your Zerglings. If you have maybe 8 Zerglings, be sure to try and lure the Marines away from your natural with them so your Sunkens can properly build.

Transition[edit]

Quite frequently 2 Hatch Muta must transition into more standard play. Guardians, which used to be the most common follow up, are now reserved for defending against mid game Terran attacks on your third gas or natural. If your Mutalisks are doing virtually no damage then you must put down a Hydralisk Den and an Evolution Chamber (in that order) after 11 Mutalisks. Continue to encircle the Terran while keeping your Mutalisks alive, in order to control the timing of Terran's push and try to build up a large enough army of Lurker/Ling/Scourge to hold off until you can afford Hive Tech with a solid economy

If you damage the Terran economy sufficiently while preserving your Mutalisks you can get your Queen's Nest before Hydralisk Den and then tech to Guardian/Lurker/Defiler and use Nydus Channels to shift your Defilers around the map. +1 carapace is still important, although when to get it depends on the amount of damage done to the Terran.

Countered By[edit]

Hard Counters[edit]

Soft Counters[edit]

  • Tank Rush - Debatable. Depends on the tank timing. However, you can "leapfrog" your Sunkens to buy time until your Mutalisks have hatched.
  • Sparks Terran - If you do not build enough Sunkens, then you will be caught in an extremely poor position once the Terran moves out. However, the Mutalisks allow you to slowly pick off the Terran's units faster than he can remake them if he doesn't pull back to his base. The lack of a natural expansion means that he won't have enough minerals and gas to support his Marine and Medic force.

Counter To[edit]

Hard Counters[edit]

  • None

Soft Counters[edit]

  • None

Notable Maps[edit]

Strong[edit]

Those with short flight distance between bases or those with favorable map conditions for Mutalisks (many cliffs, easy to access mineral line, etc.).

Weak[edit]

Mentality[edit]

Aggression with the goals of delaying the terran push and with that buying time to transition into lurkers.

VODs[edit]