If you want to know more about Starcraft 2 and start to win some online games, you came to the right place!
In these games the goal is to eliminate all of your opponent's buildings. 99% of the games will end before that, also, many are over in the first attack. Thus it is very important to build everything in the best time possible from the start.
In this site you will find information about the popular and effective builds, most importantly the opening builds. Later, I will be adding some more of them here, as well as popular counter-strategies and tips.
If you just started playing Starcraft 2 online, the simple fact of knowing and practice some of the builds using your elected race will earn you enough victories to advance some Divisions (you start in Bronze and you can advance to Silver, Gold, Platinum, Diamond and Master).
I didn't try to reinvent the wheel here. I searched online for this information, and found it lacking on how to pull off these strategies, especially from a new player's point of view.
I picked the best tips and strategies I could find, added information, pictures and tutorial videos to make it as smooth as possible to explain these winning builds.
Hope you enjoy!
Saturday 19 February 2011
Zerg Opening Builds - 2Hatch Mutaling
This Zerg build gives the player something that most times a Zerg cannot achieve quickly, map control.
A variation of this build exists, making first a quick Hatchery expansion before anything else, but it's usually vulnerable to early rushes, in this one the expansion is done safely.
Zerglings will be your main force until Mutalisks come out.
The supply values are approximate.
The build order:
7/10 - Drones - Keep making drones assigned to your mineral line and send your Overlord scouting.
9/10 - Overlord - Send this one scouting too.
14/18 - Spawning Pool - Will provide you the Zerglings needed to safely deploy your expansion.
15/18 - First Extractor - As soon as the Extractor is done, assign 3 Drones to gas gathering at the Extractor.
15/26 - Spawn 6 Zerglings - These are your first line of defense.
18/26 - Queen - You will want to use the Queen's ability Spawn Larvae constantly on your Hatchery for additional Larva and Spawn Creep Tumor once or twice to help spread your creep.
20/26 - Spine Crawler - Zerglings, a Queen and a Spine Crawler can put any early harass at bay with proper control of your units in battle (also known as "micro").
20/26 - Research Metabolic Boost - You can do this at the Spawning Pool as soon as hit the 100 gas.
22/26 - Overlord
22/26 - (Optional)Spawn 4 Zerglings - Spawning additional Zerglings may be required if you feel enemy pressure.
27/34 - Hatchery - This will be your first expansion at the closest site available (aka "Nat" or "Natural"), if your enemy's ground forces now pass by this expansion to attack you (and don't fly in), you should move your Spine Crawler there when it's done.
29/34 - Spawn 6 Zerglings - This will enable you do have a good size army by the time your expansion is done.
32/34 - Overlord
32/34 - Upgrade Hatchery to Lair - You can do this early as your Gas allows.
34/34 - Second Extractor
37/44 - Overlord - Your production will be immense as your expansion is complete and some drones are mining it, so you should build Overlords ahead to accommodate your incoming army.
39/44 - Queen @ Expansion - Make a Queen there as soon as possible for extra Larva and defense.
40/44 - (Optional) 2-3 Spine Crawlers - If you think your enemy is doing a lot of ground units, you should build these for additional protection for your expansion.
40/44 - (Optional) 1-2 Queens - If you think your enemy is going for a lot of air units, build a couple more Queens.
47/52 - Spire - You can build this as soon as the Lair upgrade is done.
47/52 - 2 Extractors @ Expansion - This will enable you to build a lot of Mutalisks and tech into anything you wish later on.
48/52 - 2 Overlords - Your first batch of Mutalisks will be coming soon, make some supply room.
50/68 - Spawn 6 Mutalisks - Your Spire should be done now, you should save up halfway through it's construction to make mutalisks as soon as it's done. 6 Mustalisks will cost you 600 minerals and Gas, plus 12 supply.
At this point your opponent should not be ready to defend against Mutalisks, you can harass the enemy mineral lines and base, and force him to defend in multiple parts of his bases.
You should invest your Gas into Mutalisks and the remaining minerals into Speedlings (Zerglings with speed upgrade), at 12 Mutalisks you can destroy most stationary defenses and wreck enemy's economy freely.
Feel free to tech into anything you wish as your opponent tries to come up with a solution to the Mutalisks.
See it in action (2 parts):
A variation of this build exists, making first a quick Hatchery expansion before anything else, but it's usually vulnerable to early rushes, in this one the expansion is done safely.
Zerglings will be your main force until Mutalisks come out.
The supply values are approximate.
The build order:
7/10 - Drones - Keep making drones assigned to your mineral line and send your Overlord scouting.
9/10 - Overlord - Send this one scouting too.
14/18 - Spawning Pool - Will provide you the Zerglings needed to safely deploy your expansion.
15/18 - First Extractor - As soon as the Extractor is done, assign 3 Drones to gas gathering at the Extractor.
15/26 - Spawn 6 Zerglings - These are your first line of defense.
18/26 - Queen - You will want to use the Queen's ability Spawn Larvae constantly on your Hatchery for additional Larva and Spawn Creep Tumor once or twice to help spread your creep.
20/26 - Spine Crawler - Zerglings, a Queen and a Spine Crawler can put any early harass at bay with proper control of your units in battle (also known as "micro").
20/26 - Research Metabolic Boost - You can do this at the Spawning Pool as soon as hit the 100 gas.
22/26 - Overlord
22/26 - (Optional)Spawn 4 Zerglings - Spawning additional Zerglings may be required if you feel enemy pressure.
27/34 - Hatchery - This will be your first expansion at the closest site available (aka "Nat" or "Natural"), if your enemy's ground forces now pass by this expansion to attack you (and don't fly in), you should move your Spine Crawler there when it's done.
29/34 - Spawn 6 Zerglings - This will enable you do have a good size army by the time your expansion is done.
32/34 - Overlord
32/34 - Upgrade Hatchery to Lair - You can do this early as your Gas allows.
34/34 - Second Extractor
37/44 - Overlord - Your production will be immense as your expansion is complete and some drones are mining it, so you should build Overlords ahead to accommodate your incoming army.
39/44 - Queen @ Expansion - Make a Queen there as soon as possible for extra Larva and defense.
40/44 - (Optional) 2-3 Spine Crawlers - If you think your enemy is doing a lot of ground units, you should build these for additional protection for your expansion.
40/44 - (Optional) 1-2 Queens - If you think your enemy is going for a lot of air units, build a couple more Queens.
47/52 - Spire - You can build this as soon as the Lair upgrade is done.
47/52 - 2 Extractors @ Expansion - This will enable you to build a lot of Mutalisks and tech into anything you wish later on.
48/52 - 2 Overlords - Your first batch of Mutalisks will be coming soon, make some supply room.
50/68 - Spawn 6 Mutalisks - Your Spire should be done now, you should save up halfway through it's construction to make mutalisks as soon as it's done. 6 Mustalisks will cost you 600 minerals and Gas, plus 12 supply.
At this point your opponent should not be ready to defend against Mutalisks, you can harass the enemy mineral lines and base, and force him to defend in multiple parts of his bases.
You should invest your Gas into Mutalisks and the remaining minerals into Speedlings (Zerglings with speed upgrade), at 12 Mutalisks you can destroy most stationary defenses and wreck enemy's economy freely.
Feel free to tech into anything you wish as your opponent tries to come up with a solution to the Mutalisks.
See it in action (2 parts):
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