The goal of the build is to end the game before the match can evolve into the mid-game.
Basic Build Order
|Ling Flood (Pool First)|
|Ling Flood (Hatchery First)|
The timings of this build are paramount as your opponent, if playing safe, should have Banelings on the way as your attack is commencing. The goal is to catch them just before they morph. Other notes:
- It's best to transfer a few Drones to the natural when it is completed, so it looks like you are saturating the base. If your opponents sees no Drones at the natural, they may suspect an all-in.
- Send the Queen and a pair of Zerglings to the natural as well to deny scouting.
- Rally Zerglings into a corner of the main, so the attack remains hidden.
- Speed should finish at 5:35.
The timings of the hatch at 14 supply may seem odd, but it ensures that the hatch goes down at the same time as a 16 Hatch, had you gone 14 Pool, 16 Hatch. This maintains an aura of secrecy.
You must deny scouting at all costs. If your opponent suspects the build, they only have to make a few Banelings/Zerglings to counter it.
Execution is straightforward, rally Zerglings into your opponents natural/main and kill everything.
There is no transition from this cheese. The only exception might be if your opponent opens on one base. In that case, make Drones and mine gas. Continue as if you weren't going to all-in, scout/harass with Zerglings.
Short rush distances are best for this build. Maps like Ohana, Ulrena, and Cloud Kingdom provide the perfect terrain. Will work on four player maps if you scout your opponent early.
Long rush distances. For example, Daybreak's rocks in the middle of the map will delay the push to unacceptable limits. If you suspect your opponent is greedy then the rush will work, but not recommended for ladder play.
Replays & VODs
|DRG||GSL Code S Ro16 Group D Game 2|