Description

This build is designed to be optimal against star gate openers from Protoss, which is the most common standard Protoss build currently.

VOD

https://www.youtube.com/watch?v=Biyv7Y4UPjg

Replay - ZvP - hydra bane into lurker vs storm against Showtime(!! )

Build Order

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  12  0:00  Drone  1st overlord scouts base
  13  0:13  Overlord  2nd overlord checks cannonrush -> then base for units.
  13  0:18  Drone  
  14  0:31  Drone x3  
  17  0:52  Hatchery  
  17  0:56  Drone x2  
  18  1:11  Extractor  
  17  1:14  Spawning Pool  
  17  1:18  Drone x2  
  18  1:28  Drone  
  19  1:40  Overlord  
  20  2:01  Queen x2  
  20  2:02  Zergling x4  First 4-8 zerglings push back adept , 1 pylon = proxy // Cyber Chrono = Allin // Warpgate before twilight = Twilight build
  26  2:11  Metabolic Boost  @100 gas overlord speed -> 2 drones off gas
  32  2:44  Hatchery  3 inject queens and 2 creep spread queens
  32  2:49  Overlord  Scouting 3:15: Many gates = Allin No gas at 4:30 chargelot allin
  38  3:18  Overlord  
  43  3:30  Queen, Spore Crawler  /Oracle hits at 4:00
  44  3:35  Evolution Chamber  
  44  3:39  Queen  
  46  3:48  Spore Crawler  4:00 drones back on gas.
  54  4:09  Spore Crawler  Rescout w. overlord
  58  4:23  Overlord, Zerg Melee Weapons Level 1  Pulling gas =chargelot allin + Twilight Chrono, Gladept pressure = Twilight Council researching 3 Gateway 2+ Adepts in the natural/wall
  58  4:31  Lair  Templar archives = archon chargelot allin.
  58  4:41  Queen  -6x Zerglings - pressure 3rd + scout
  66  4:51  Baneling Nest  Safe vs 2 base aliin
  69  5:05  Extractor x5  Scout third IF Third base by 5:00. = Safe droning, !!!60 drones!!!
  73  5:30  Hatchery  
  75  5:36  Hydralisk Den  
  77  5:51  Overseer  
  77  5:57  Centrifical Hooks  
  77  6:05  Zergling x16  
  77  6:11  Muscular Augments  
  86  6:19  Hydralisk  
  86  6:22  Zerg Melee Weapons Level 2  
  86  6:25  Lurker Den  
  87  6:26  Evolution Chamber  
  87  6:29  Hydralisk x3  
  91  7:01  Zerg Missile Weapons Level 1  
  94  7:12  Infestation Pit  
  97  7:19  Overseer  
  99  7:29  Hydralisk x3  
  112  7:40  Hydralisk x3  
  118  7:50  Hive  
  118  7:55  Extractor x2  
  124  8:19  Pneumatized Carapace  BOMBAS TIME + Drops, Split army and distract main army or you wont win.
  145  8:34  Baneling x10  
  151  8:41  Lurker x4  
  163  9:02  Adaptive Talons  
  172  9:03  Zerg Missile Weapons Level 2  
  172  9:07  Zerg Melee Weapons Level 3  @80 Drones – 5th Base + Infestation Pit -> Hive -> Adaptive Talons +3 Range and eventual spire for broodlords, corruptors.
  178  9:22  Lurker x3  
  181  9:30  Lurker  
Spawning Tool Build Advisor. Get it on Overwolf

Analysis

Early Game (0:00-5:30) There are three main early game goals with this build order and standard ZvP in general. First get a strong economy to start the game, second identify what your opponent is doing and third make changes to your play if necessary. You want to use primarily zerglings, queens and spore crawlers for defense. Against all-in Protoss attacks, or fairly heavily committed ones such as a DT/Archon drop, roaches or banelings can be required.

Mid Game (5:30-7:00) In the mid game you want to be getting lots of tech, hydralisk den, hydra and baneling upgrades as well as ground unit/evolution chamber upgrades. You want to continue to check what your opponent is doing and add a 4th base and eventually 5th base. In the mid-game the goal is to get up to the ideal economy, deflect the Protoss attacks/pressures and start/finish tech that will allow you to heavily pressure them in the late-game. The tech of choice for this build is lurkers with the adaptive talons upgrade.

Late game (7:00+) In the late-game you want to heavily pressure the Protoss player while continuing to get upgrades and slowly add on tech as it is required. Important tech that is often useful in the late-game against Protoss includes: spire, spire upgrades, greater spire, neutral parasite, burrow (if not already researched), pathogen glands, sometimes ultralisk cavern. However the important part with this build is to pressure the Protoss, making lots of adaptive talon lurkers and pressuring their fourth base will heavily restrict their ability to transition to carrier, mother-ship, High Templar armies and often just win the game. Adaptive talon lurkers are powerful because of their greater ability to re-position, allowing them to move into the Protoss player much faster and get more damage done due to burrowing in less than half the time.

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Details

  • Created by: Psylockex
  • Published on: May 23, 2018
  • Modified on: May 23, 2018
  • Patch: 4.0.0
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