This build is designed to be optimal against star gate openers from Protoss, which is the most common standard Protoss build currently.
12 | 0:00 | | 1st overlord scouts base |
13 | 0:13 | | 2nd overlord checks cannonrush -> then base for units. |
13 | 0:18 | | |
14 | 0:31 | | |
17 | 0:52 | | |
17 | 0:56 | | |
18 | 1:11 | | |
17 | 1:14 | | |
17 | 1:18 | | |
18 | 1:28 | | |
19 | 1:40 | | |
20 | 2:01 | | |
20 | 2:02 | | First 4-8 zerglings push back adept , 1 pylon = proxy // Cyber Chrono = Allin // Warpgate before twilight = Twilight build |
26 | 2:11 | | @100 gas overlord speed -> 2 drones off gas |
32 | 2:44 | | 3 inject queens and 2 creep spread queens |
32 | 2:49 | | Scouting 3:15: Many gates = Allin No gas at 4:30 chargelot allin |
38 | 3:18 | | |
43 | 3:30 | | /Oracle hits at 4:00 |
44 | 3:35 | | |
44 | 3:39 | | |
46 | 3:48 | | 4:00 drones back on gas. |
54 | 4:09 | | Rescout w. overlord |
58 | 4:23 | | Pulling gas =chargelot allin + Twilight Chrono, Gladept pressure = Twilight Council researching 3 Gateway 2+ Adepts in the natural/wall |
58 | 4:31 | | Templar archives = archon chargelot allin. |
58 | 4:41 | | -6x Zerglings - pressure 3rd + scout |
66 | 4:51 | | Safe vs 2 base aliin |
69 | 5:05 | | Scout third IF Third base by 5:00. = Safe droning, !!!60 drones!!! |
73 | 5:30 | | |
75 | 5:36 | | |
77 | 5:51 | | |
77 | 5:57 | | |
77 | 6:05 | | |
77 | 6:11 | | |
86 | 6:19 | | |
86 | 6:22 | | |
86 | 6:25 | | |
87 | 6:26 | | |
87 | 6:29 | | |
91 | 7:01 | | |
94 | 7:12 | | |
97 | 7:19 | | |
99 | 7:29 | | |
112 | 7:40 | | |
118 | 7:50 | | |
118 | 7:55 | | |
124 | 8:19 | | BOMBAS TIME + Drops, Split army and distract main army or you wont win. |
145 | 8:34 | | |
151 | 8:41 | | |
163 | 9:02 | | |
172 | 9:03 | | |
172 | 9:07 | | @80 Drones – 5th Base + Infestation Pit -> Hive -> Adaptive Talons +3 Range and eventual spire for broodlords, corruptors. |
178 | 9:22 | | |
181 | 9:30 | |
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.