User:Happy Frog/Zerg Strategy

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[e][h]ZergIcon.png Zerg Strategy
ZergIcon.png
Strategy Information
Matchups:
ZvT, ZvP, ZvZ
Type:
Strategy, Build Orders

Editing Guidelines

  • Please read the new Strategy Article Policy before you edit strategy articles.
  • If you create new articles, please copy/paste the source of the Strategy Template to a new page so you have skeleton article which you can fill in with your content.
  • Only add articles complying to the Strategy Article Policy and Strategy Template in sections General Builds and Match-ups. Incomplete articles should be linked in the Stub Builds section.
  • Note that builds have to be backed up by at least two replays from a relevant tournament (Unless it's a very common build).
  • If you stumble across a strategy article that seems incomplete, please mark by adding {{Strategy-stub}} to it's top.

General Concepts

  • Zerg is a very defensive and reactive race by design. Most Zerg strategies are based on reacting to your opponent's unit compositions, as well as following key attack and expand timings while trying to stay ahead in economy.
  • Due to this reactive nature of Zerg, map control is essential. This is mainly established by having oversight of key positions on the map (attack paths, expansions) and by using mobile units (Zergling, Mutalisk ) to keep your opponent in or near his bases.
  • The most important weapon in every Zerg player's arsenal is scouting.
  • General ZvZ Strategy
  • General ZvP Strategy
  • General ZvT Strategy

Macro mechanics

  • Zerg is designed to require a superior economy relative to the opponent. The design of most Zerg units goes hand in hand with this philosophy. Many of them are not as cost-efficient as their Terran and Protoss counterparts, but are rather based around the idea of constant resource and supply trading as well as quick reinforcement.
  • Because of this, the majority of Zerg strategies revolve around defending or prohibiting your opponent's attacks and harassment while trying to gain and maintain an economic advantage.
  • Since larva supply is limited and enemy attacks are a constant danger, an essential strategic focus of Zerg is the balancing of Drone and combat unit production throughout the early- and mid-game.
  • Larva production is strongly increased by the Queen's Spawn Larvae ability. Keeping this spell active on Hatcheries/Lairs/Hives is a very important task throughout the entire game.
  • Creep spread, using Creep Tumors and the Overlord's Generate Creep ability provides an important mobility boost to your army as well as scouting information.


See Tips and Tricks for more details.

Unit Overview

  • Larva - Automatically spawned from hatcheries. Can morph to worker or army unit.
  • Drone - Worker. Can morph into buildings.
  • Overlord - Supply unit, also has ability to spread creep and transport. Can morph into Overseer.
  • Overseer - Supply unit and detector, also has ability to spawn Changeling and cast Contaminate.
  • Changeling - Spy and blocker, transforms into the basic military unit of the first enemy army it sees.
  • Queen - Increases base economy, spreads creep, and supports early game army. Can cast Spawn Larvae, Spawn Creep Tumor, and Transfuse.
  • Zergling - Basic military unit. Much used in rushes. Can morph into Baneling.
  • Baneling - Suicide unit. Strong, but destroys itself after attacking. Used very much against groups of light infantry like Marines, Zerglings, and sometimes Zealots.
  • Roach - Short ranged anti-ground unit. Very strong, upgrade allows for movement while burrowed, and can heal itself quickly when burrowed.
  • Hydralisk - Standard unit for anti-air and anti-ground. No specific counter, but used against air often.
  • Infestor - Support unit. Can use abilities to fight or support. Does not require upgrade for underground movement.
  • Mutalisk - One of the fastest units in the game. The air based Mutalisk is exceptional at maintaining map control. The glaive wurm ability damages two enemies in close proximity to the Mutalisks target. Unmatched maneuverability and splash damage couple to make the Mutalisk a potent harassment option. As well as increased utility to shut down drops and other air units. However, this unit is not a standalone fighter, and are relatively weak without any support.
  • Corruptor - Anti-air unit. Fights every air unit that's too hard for Mutalisk. Not good vs. Viking and Void Ray. Can corrupt enemy units to enhance damage dealt to them.
  • Ultralisk - Strong anti-ground fighter. Good against almost all ground forces. Has area attack and high damage output. Melee attack range and large size limits use in large numbers. Is immune to movement impairing effects.
  • Brood Lord - Strong air-to-ground siege unit. No air-to-air attack. Used against defensive buildings because of its long range. Can also force enemy units out from defensive positions.

General Builds

Cheeses

Match-ups

With each Zerg match-up comes a different style of play, different units, different openings and build orders.

Stub Builds

In the early stages of this game we're going to be strict as to what build to be published in the section above. Articles must adhere to the Strategy Article Policy and be written using the StrategyTemplate. Especially note Section 4 of the Policy - Articles must be backed up by at least 2 replays from a relevant Tournament.

Below are the articles that do not yet conform to the above. You can help by expanding them.