3 Hatch Muta/Ling (vs. Protoss)
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[edit] Overview
This build is a standard build that sacrifices early game army size in favor of an explosive mid-game consisting of Mutalisks and Zerglings off of three Hatcheries on two bases, followed shortly with a third. It incorporates just enough units to hold off various types of early aggression
This build relies on forcing. A heavy Mutalisk count will force the Protoss player to invest in Stalkers, Sentries, cannons, or perhaps Phoenixes while Zerg attempts to secure an economic advantage. A hatch first is preferred, since heavy drone numbers are needed to keep up with the Protoss economy.
[edit] Goal
Hold off early aggression with roaches and Speedlings and proceed into the mid-game with a Mutalisk-Speedling composition.
[edit] Basic Build Order
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[edit] Notes
- Build a Creep Tumor first with Queen [1]
- Once the Lair finishes, you do not need to RUSH to Mutalisks.
- Versus an economic Protoss player that shows no sign of aggression, you may wish to build this Hatchery at a third base.
[edit] Scouting
You should send your first Overlord to your opponent's base.
[edit] 1 Gate Core
You are safe for the time being. Continue to macro up but do your best to keep the scout on.
[edit] Pylon Block
A Pylon block at your ramp will force you to build roaches. Try to keep the pressure on the Protoss and consider double expanding if they expand. You can transition into a Muta/Ling strategy, but not using the above build order. Also note that you can use one or two patrolling drones to block the bottom of your ramp from pylon placement.
[edit] Forge First
A Forge first strategy often signifies a fast expansion unless they are cannon rushing your base. You need to power drones on two-bases to stay ahead. You may also ignore a Roach Warren in favor of more drones, an earlier Spire, and an earlier third base.
[edit] Versus One Base Protoss
Around thirty food, if your opponent is still on one base or shows no signs of expanding (sim city at the base of their ramp or a forge), he is most likely going for an aggressive strategy. Pull three drones off gas, and use roaches, Zerglings, Spinecrawlers, and Queens to hold off your opponent. Keep an overlord or Zergling by their natural to gauge the intensity of their attack. If you do not see an expansion, you are very close to dying and need very good control to a) waste force fields, b) keep Speedlings away from Zealots, targeting Stalkers and Sentries instead, and c) use your roaches and Spinecrawlers to chew into their Zealot numbers. If you see an expansion, continue with Lair Tech. This build is safe against a one-base Dark Templar strategy; an overseer should arrive around the same time as any Dark Templar. See Speedling Expand for more on holding off early pressure. See especially SopiaWerra vs. JangMinChul on Xel'Naga caverns in the replay-pack, where SopiaWerra holds off a FIVE gate attack and proceeds with Mutalisks in the mid-game.
[edit] Versus Stargate
Use your good judgment and scouting to determine the intensity of your opponent's Stargate play.
- Fast void rays can kill your expansion and must be scouted so adequate Queens/Lair Tech with Hydras can be prepared.
- Phoenixes in the mid-game can stall the momentum of your Muta/Speedling, but also weaken the size of the Stalker-Sentry army. Consider Hydralisks to defend your mineral lines or Corruptors, which outrange Phoenixes and negate any move-shot micro.
[edit] Execution
The goal with the Mutalisks is to inflict maximum damage on your Protoss opponent while taking minimum damage. As a rule, do not sacrifice your Mutalisks. This is because the Mutalisks are serving a second function: they pin your opponent in their bases. Without them, you cannot secure more bases. You want to make the Protoss work for his third base, but you don't need to try to end the game preventing it. The extra Hatchery will allow you to produce extra drones to keep up with an economic Protoss or extra Zerglings to fight off aggression.
[edit] Adaptation
With good Mutalisk numbers and map control, it shouldn't be difficult securing your third. You can judge their level of aggression by the number of Zealots they produce from their Warpgates, since they may wish to keep the zealots with their main army to kill your bases and retreat and zealots combined with force field make Speedling surrounds difficult.
When facing intense aggression, revert to the early game mentality of Roaches, Speedlings, Queens, Spinecrawlers, and fewer drones on gas, but now you have Mutalisks to counter-attack or strengthen your main fighting force. When using Mutalisks in this manner, lose as few as possible and let your ground units take the beating.
[edit] Maps
[edit] Pro features
- Maps with long rush distances, such as Xel'Naga Caverns or Scrap Station
- Maps with easily secured naturals, such as Metalopolis.
- Maps with easily secured third bases, such as Metalopolis or Lost Temple close air or cross positions.
- Maps where the expansion pattern moves away from your opponent, such as Metalopolis close air or cross positions.
[edit] Con features
- Maps with short rush distance, such as Steppes of War or Metalopolis close positions.
- Maps with difficult to secure naturals, such as Kulas Ravine or Steppes of War
[edit] Reference
- See the Muta/Ling (vs. Protoss) Replay Pack, featuring top players performing this build and its variations.
- Destiny (Z) vs Ace (P) - G2 - Pro Week 3, Destiny target-fires the two Colossus and over runs the Stalker/Sentry ball that is unable to deal with both mass Zergling and Mutalisk.