4/5 Pool

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4/5 Pool is an extreme all-in Zerg build order. The goal is to produce either no Drones (Spawning Pool created at 4 supply) or 1 Drone (Spawning Pool created at 5 supply) early in the game to get very early Zerglings, before your opponent is able to defend. A 4 Pool reaches your opponents base around 4 - 12 seconds earlier than a 5 Pool. The build relies heavily on your opponent not realizing that you are 4/5 Pooling until Zerglings show up at his or her base. A scouted 4/5 Pool can be easily countered by a bunker, blocking your ramp, using probes to defend Photon Cannons warping, or morphing a Sunken Colony. 4/5 Pool is viable against any race, but is least used against Zerg; if your opponent uses a pool-first build it is very difficult to win. Once your Zerglings are in your opponent's base, you want to micro the Zerglings to pick off stray Workers, but being careful not to engage them when stacked or in good positioning.

[e][h]Zerg 4/5 pool
4pool.png
Strategy Information
Matchups:
ZvP, ZvT, ZvZ
Type:
Opening Build Strategy

4 Pool Build Orders[edit]

  • 4 Morph a Pool, you should be left with 3/9 control.
  • 3 Morph a Drone, you should be left with 4/9 control.
  • 4 Morph 3 sets of Zerglings with the larvae, you should be left with 7/9 control.
  • 7 Morph another set of Zerglings, you should be left with 8/9 control.
  • 8 Morph another set of Zerglings, you should be left with 9/9 control.

This version is very aggressive but leaves you with a tiny bit more economy to maneuver with.

Alternate:

  • 4 Morph a Pool, you should be left with 3/9 control.
  • 3 Morph 3 sets of Zerglings with the larvae, you should be left with 6/9 control.
  • 6 Morph another set of Zerglings, you should be left with 7/9 control.
  • 7 Morph another set of Zerglings, you should be left with 8/9 control.
  • 8 Morph another set of Zerglings, you should be left with 9/9 control.

This version nets you more zerglings faster and totally destroys your econ. It is the most all-in/do-or-die of builds in StarCraft.

5 Pool Build Order[edit]

  • 4 Morph 1 Drone, you should be left with 5/9 control.
  • 5 Morph a Pool, you should be left with 4/9 control.
  • 4 Morph another Drone, you should be left with 5/9 control.
  • 5 Morph another Drone, you should be left with 6/9 control.
  • 6 Morph 3 sets of Zerglings with the larvae, you should be left with 9/9 control.

This version is less do-or-die and gives a few options to transition to mid and late game.

Additional:


When the Zerglings are about 80% morphed, another larva will spawn and you have a few options:

  • 9 Morph Extractor (8/9 control) and morph another set of zerglings. Then cancel the Extractor, you should be left with 10/9 control.

OR

  • 9 Morph Extractor (8/9 control) and morph another Drone. Then cancel the Extractor, you should be left with 10/9 control.

OR

Transition[edit]

  • If you are confident in your Zergling micro you can take the game quite easily with 6 Zerglings if your opponent is not careful. For most maps, by the time your first set of lings reaches your opponent, you will be able to create 2(4) more. It is not smart to just make your 3(6) lings and start making drones. Depending on your opponent you will need all the lings you can possibly get.

Counter to[edit]

  • 8 Rax - Take out marines and make sure he does not get a bunker up.
  • Protoss Fast Expand - If he scouted you and you see no cannons at his ramp but you see the forge, run to his base and try to take out any cannons in the process of being made.

Countered By[edit]

  • 9 Pool - This is the worst case scenario. He will have 6 lings by the time you reach him and will most likely get a sunken for good measure. Your best chance is to fake retreat and continue to build as many Zerglings as possible.
  • Good worker micro. - This is all up to you and your opponent's micro. Pick off stray workers instead of charging them head on. Be really careful against Protoss or Zerg for the range can make things tricky. Avoid allowing your zerglings to get caught up inside your opponents mineral line by a worker drill.

Notable Maps[edit]

Strong[edit]

Weak[edit]

  • Big maps (such as Andromeda).
  • On 4+ player maps, where your chance of finding your opponent quickly factors heavily in the effectiveness of the build.
  • Versus Terran: on maps where a wall-in can be made with one barracks and one depot (Lost Temple at the 8 o'clock position)

Mentality[edit]

  • The 4/5 pool is the fastest possible way to gain Zerglings but also can be the fastest way to lose. If your opponent manages to stop your assault then you pretty much have lost the game. Keep in mind though that it can work on anyone at any skill level. But generally someone with a good scout will be able to find and prepare against your rush.

Even if a rush doesn't win outright, it is possible to cripple your opponent enough to give yourself a tech/economic advantage or even just 'even out' the game so that the strategy didn't really do much, or change the enemy player's strategy. There are many professional games where 4 or 5 pool rushes have failed to win outright in the initial attack but won 10-15 minutes later.

External Links[edit]

Collection of 4/5 Pool statistics