Hydra/Lurker (vs. Terran)

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< Hydra
[e][h]Zerg Hydra/Lurker
Hydralurkzvt.png
Strategy Information
Matchups:
ZvT
Type:
Opening

Hydra/Lurker is the mid game alternative to Lurker/Ling. What differentiates Hydra/Lurker from Lurker/Ling is that it is a much stronger unit combination but is also much more resource heavy. The advantage of using this strategy is to have greater map control during the mid game. As this requires much more resources than the typical Lurker/Ling, Hive tech normally comes much later. Since modern Zerg play against Terran heavily relies on Defiler use, this strategy has fallen out of fashion.

Build Order[edit]

  • 9th Drone - Scout (optional)
  • 9 - Overlord
  • 12 - Hatchery @ expansion
  • 11 - Spawning Pool
  • 13 - Hatchery
  • @100% Spawning Pool - 2-6 Zerglings
  • 16 - Overlord
  • 16 - Extractor
  • @100 Gas - Lair
  • 22-24 - Overlord
  • @100 Gas - Zergling Speed
  • @60% Lair - Hydralisk Den
  • @90% Lair - Expansion Extractor
  • @100% Lair - Lurker Aspect
  • @100% Lurker - 3rd Expansion.

Build Order Clarification[edit]

Upgrades[edit]

There is no hard rule on whether to get just carapace or both carapace and range attack upgrades. But since going Hydra/Lurker is a heavy mid game investment, it is generally wise to get both. Once you have your third expansion up (must be gas), this is an ideal time to put up both the evolution chambers. During this time use your lurkers to temporarily contain the Terran in their base.

Also once you have your third gas it is time to upgrade both Hydralisk speed and range as soon as possible. Generally the timing when the Terran will push out with mnm/tank/vessel is when these upgrades are completed. By this time you should have a saturated third base, 15+ hydras and about a control group of lurkers containing. When to engage to is up to the player, but ideally stall for as long as possible and try to attack in an open area allowing for a flank. It is also very important to make sure both Hydralisks upgrades are completed before engaging the Terran army.

Transition into the Late game[edit]

A loose indicator of when to upgrade to Hive is between carapace/attack +1 and +2. Of course this depends on the situation of the game, ideally you will be up to four bases by this stage but three bases is still feasible. Also before upgrading to Hive it is recommended you have a Spire by then, this will help in keeping Vessels at bay. Once at Hive tech initially the Defilers will be used for dark swarms to help in either attack or defence. Researching plague is extremely effective when using Hydra/Lurk because it can easily take down plagued vessels when engaging a Terran army.

Countered By[edit]

Hard Counters[edit]

  • 2/3+ Factory Tanks

Soft Counters[edit]

Counter To[edit]

Hard Counters[edit]

Soft Counters[edit]

  • SK Terran

Notable Maps[edit]

Strong[edit]

Generally any wide open macro maps where expansions are easy to defend is a good map.

Weak[edit]