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With a TZ team, the standard opening is Zergling/Hellion. These 2 units are the fastest ground units in the game, and in the early-game they can both kill the units that counter the other. They offer unmatched mobility and map control.
By opening with 11 Pool, the Zerg can immediately begin putting pressure on the opponents. If the opponent went for a Fast Expand or Fast Tech build, this will most likely kill them outright. If the P or T opponent does not wall off, this will also kill them. If the Z opponent does not get a fast pool, then Zerg will have an opportunity to kill Drones until their Spawning Pool finishes.
11 Pool is also fast enough to deflect most proxy strategies. If, when you scout your opponents, you see no buildings in their base, Zerg can immediately begin searching for proxy buildings outside of your bases, and kill them with their initial 6 Zerglings.
By putting early pressure on the opponents, this allows the Terran to safely get fast Hellions by only making a minimum of defense (usually 1 Marine).
On maps with a shared ramp, the ramp may be a wide ramp, and so will not be completely walled off. This is especially true if the opponent's team contains at least 1 Zerg player (since Zerg is unable to wall off ramps). Getting your initial 6 Zerglings inside the enemy base before it's walled off is often a quick win.
 Timing Attack
While the Zerg is pressuring the opponents, the Terran should be massing Hellions. The Zerg can make a few more Drones, but should be focusing on massing a large amount of Zerglings. This timing attack is designed to maximize the amount of units you have when Metabolic Boost finishes.
Once Metabolic Boost is done, you are ready to attack. Keep the Zerglings and Hellions together as you move across the map. Attack Zerg first, since there will be no wall at the ramp.
Protoss should be attacked next. Use your Hellions to kill the Zealot that is walling at the ramp. Once the Zealot is killed, enter the base with Zerglings and Hellions and kill them.
Terran should be attacked last, since their wall is comprised of buildings, and they have Marines which can fire from behind the wall.
 Common Adaptations
 Late Pool from enemy Zerg
This should be punished by your team's 11 Pool opening. It's important to have more Zerglings than the enemy Zerg, so your team's Zerg should continue to make Zerglings and constantly pressure the enemy Zerg, destroying any Drones and Queens if possible. Terran should continue the standard fast Hellion build, but should immediately rally their Hellions to the enemy Zerg base to help your team's Zerglings finish them off.
 Fast Roach from enemy Zerg
Roaches are extremely effective against both Hellions and Zerglings. If Zerg gets a fast pool followed by a Roach Warren, you should still attempt to pressure the Zerg early, and force them to make a Spine Crawler. This will reduce the enemy Zerg's economy and delay the Roach Warren. Your Terran should immediately transition to Hellion/Marauder if you see the enemy Zerg get a Roach Warren. If the enemy Zerg is able to get Roaches out, then you should concentrate your Speedling/Hellion attack on the other opponent, and then if Zerg tries to help, use your Zerglings to backstab him and kill your opponent's drones/Queen/Spine Crawler while his Roaches are away from your opponent's base. Terran can simply kite the Roaches while the Zerg backstabs.
 Vs Terran & Zerg
This will generally come down to micro, since the opposing team will most likely use a Zergling/Hellion strategy as well. Try to surround the enemy Hellions with your Zerglings, and try to kill the enemy Zerglings with your Hellions.
facing a TZ team on a shared ramp map essentially forces both of the Terrans to not wall-off, since the wall cannot be completed before 10 Pool Zerglings arrive. If Terran attempts to wall off, simply kill your opponent with your Zerg's initial Zerglings.
 Vs Terran & Protoss
A TP team can be quite challenging, since there is no Zerg to 2v1, and a fast pool is not guaranteed to kill the Protoss player. You should concentrate your Zergling/Hellion attack on the Protoss.
This will be especially difficult, since a team without Zerg can complete a wall before 11 Pool Zerglings arrive. Against this team on a shared ramp map, you should not opt for a Zergling/Hellion timing attack and go with another strategy instead. a 7RR + Hellion is good, as is 7RR + 5 Rax Marine all-in.
 Vs Zerg & Protoss
a ZP team is not that hard to deal with, since they will be unable to both wall. You should pressure the Zerg and force a 2v1 fight with Zergling/Hellion as soon as possible.
 Proxy gate + fast pool
If you aren't scouting properly this will kill your team's Zerg quickly. Their 10 Pool will protect their proxy gate, and they will immediately try to 2v1 your Zerg with Zealots/Zerglings. If a proxy Pylon is spotted, there are two options:
- Terran should immediately stop with their Hellion build and switch to Marines, and your Zerg player should immediately make a Spine Crawler when the Spawning Pool finishes. Hold off the attack with Zerglings/Marines/Spine Crawler.
- Terran should proceed with the Hellion build, while Zerg sacrifices your opponent's base to buy time for the Hellions to come out. Zerg should make 2-3 Spine Crawlers, no Queen, and simply try to kill as many units as possible.
 Vs Terran & Terran
Against 2 Terrans, you will most likely have to use a different build, since Zerglings and Hellions have a hard time breaking Terran walls. Depending on the map you may want to try a Baneling Bust + Hellions, or Baneling Bust + mass Marine strategy.
 Vs Zerg & Zerg
Against 2 Zergs, you can just extend the strategy used against 1 Zerg to both opponents (see the section on vs TZ above). Watch out for a double Roach rush from your opponents.
 Vs Protoss & Protoss
PP teams are quite rare in upper-league 2v2 teams, but any team is a possibility on the ladder. PP is probably the easiest match-up for a TZ team, since a Zergling/Hellion army effectively counters all Protoss T1 units.
An 11 Pool opening from Zerg will either kill a Protoss, or force both of them to turtle. There are essentially 2 responses to a fast pool opening: going 2 gate, or getting a Forge.
- If both Protoss make a Forge, then you should both immediately expand and transition into 2 base armies.
- If both Protoss go for 2 gate, Zerg should make Spine Crawlers and hold off Protoss long enough for Terran to get out Hellions, at which point they will easily kill all of the Zealots on the map.