Resumen: haz esto
- Open nine pool or overpool; twelve hatch loses to nine pool and beats overpool. The scout decides.
- Zergling speed early; six to twelve zerglings that never fight without a numbers advantage.
- One sunken colony at the natural when you take it; two against a heavier zergling opening.
- Lair and spire by 4:00; the first mutalisks at 5:30 with scourge behind them.
- Drones between the zergling waves; every larva you spend on drones is a bet the scout must justify.
- Scourge kills mutalisks two for one; mutalisk battles are decided by who has scourge in position.
- Third base only when the mutalisk count is even or better; a spore at each mineral line.
- Late game: hydralisks and lurkers, or more mutalisks and a greater spire, depending on who is ahead in air.
Por qué funciona
Both players have the same units, so the game is about tempo: whoever has more zerglings at the first fight, and more mutalisks at the second, wins. Drones are a bet that the opponent will not attack; a sunken colony is a bet that they will. Read the opening from the scout, match the zergling count, get the spire on time, and make every scourge count.
La construcción
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Suministro9
Tiempo0:55
Spawning Pool (nine pool) or Overlord then Pool (overpool)
Nine pool for safety and pressure; overpool for a better economy.
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Suministro8
Tiempo1:35
Extractor
Zergling speed as soon as the pool finishes.
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Suministro9
Tiempo1:50
Overlord
Ahead of the cap; six zerglings come at once.
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Suministro12
Tiempo2:10
Six Zerglings, Metabolic Boost
Speed zerglings kill drones and lings that stray.
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Suministro14
Tiempo2:50
Hatchery at the natural
Take it once zerglings are trading evenly.
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Suministro16
Tiempo3:10
Lair
The spire follows the moment it finishes.
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Suministro18
Tiempo3:30
Sunken Colony at the natural
One sunken frees larvae for drones.
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Suministro20
Tiempo4:00
Spire
Mutalisks at 5:30.
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Suministro24
Tiempo4:30
Second Extractor, drones
Mutalisks cost gas; keep drones at both bases.
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Suministro30
Tiempo5:30
Six Mutalisks and two Scourge
The first air fight; scourge behind the mutalisks.
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Suministro36
Tiempo6:30
Spore Colony at each mineral line
Mutalisks harass mineral lines; spores let yours leave.
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Suministro44
Tiempo8:00
Third Hatchery, Evolution Chamber
Larvae and flyer attacks +1.
Investigación, en este orden
Metabolic Boost en Spawning PoolThe only early research; speed zerglings win every early fight.
Flyer Attacks +1 en SpireMutalisks kill mutalisks a hit sooner; the first upgrade of the air war.
Flyer Carapace +1 en SpireThen armor; alternate.
Pneumatized Carapace en LairOverlord speed; mutalisks hunt overlords.
Adrenal Glands en Spawning PoolOnly at hive, in long games; cracklings end them.
El ejército, fase a fase
- Opening
ZerglingSix to twelve speed zerglings; fight only with more.
- Air war
Mutalisk
Scourge
ZerglingMutalisks stacked, scourge behind, zerglings to counter-attack.
- Long game
Mutalisk
Scourge
Hydralisk
LurkerHydralisks and lurkers when air is even; more mutalisks when ahead.
Si exploras y ves…
A pool before 1:00 (four or five pool)
Cuándo The drone scout arrives
Haz Pull four drones to fight with the zerglings, a sunken when the pool finishes, drones after.
Por qué An all-in loses if it does not kill drones; drone defence and a sunken end it.
Hatchery first (twelve hatch)
Cuándo The drone scout
Haz Nine pool zerglings straight at the natural, kill drones, deny the sunken.
Por qué Twelve hatch has no zerglings until 3:00; nine pool punishes it.
Nine pool against your twelve hatch
Cuándo 2:00
Haz Drones to fight, pool as soon as possible, a sunken at the natural, no more drones until even.
Por qué You are behind in zerglings; hold with drones and sunkens until the spire equalises.
A spire earlier than yours
Cuándo 3:30 to 4:30
Haz Two spores at the mineral lines, scourge first from your spire, zerglings at their natural while their mutalisks are away.
Por qué The first mutalisks kill drones; spores and scourge blunt them and zerglings punish the base they left.
Hydralisk den
Cuándo 6:00 onward
Haz More mutalisks with flyer attacks; kill the hydralisks from where they cannot shoot back, or take a third and out-drone.
Por qué Hydralisks are slow and lose to mutalisks with upgrades and terrain.
Contramedidas
| Ellos tienen | Respondes con |
|---|---|
| More zerglings, drones to fight early, a sunken Equal units, so numbers and the sunken decide. | |
| Scourge, spore colonies, your own mutalisks with +1 Two scourge kill a mutalisk; spores hold mineral lines. | |
| Zerglings and mutalisk micro Scourge die to any hit; move the mutalisks over zerglings. | |
| Mutalisks with upgrades, zerglings Hydralisks are slow and die to mutalisks that pick their fights. | |
| Mutalisks, overlords for detection Lurkers cannot shoot up; an overlord sees them. |
Los errores que pierden este emparejamiento
- Fighting zerglings without a numbers edge
La señal Twelve lost to twelve.
La solución Count. Attack with more, retreat with fewer, drone with even.
- Mutalisks without scourge
La señal An air fight lost to a smaller flock.
La solución Two scourge per four mutalisks, kept behind them.
- Drones with no sunken
La señal Drones dead to six zerglings at 3:30.
La solución A sunken at the natural at 3:30 before the drone count grows.
- Late spire
La señal Their mutalisks in your mineral line first.
La solución Lair at 3:10, spire at 4:00, no exceptions.
Por nivel
Principiante
Nine pool, six speed zerglings, one sunken at the natural, spire at 4:00, six mutalisks with scourge behind them. Fight zerglings only when you have more. Drone whenever your scout sees them droning.
Aprendiz
Read the opening from the scout and pick the fork; hold the zergling count even; get flyer attacks +1 before the second air fight; scourge that actually connects; a third base only when air is even.
Competidor
Mutalisk stacking and micro against scourge, zergling run-bys while their mutalisks are away, overlord hunting, and the transition to hydralisk-lurker or greater spire that fits who is ahead.