2 Hatch Lurker (vs. Terran)

From Liquipedia StarCraft Brood War Wiki
This article is a Strategy stub. You can help Liquipedia by expanding it.
[e][h]Zerg 2 Hatch Lurker
Strategy Information
Matchups:
ZvT
Type:
Opening
Creator:
Unknown
Popularized by:
Unknown

This build sacrifices economy in exchange for faster Lurkers. This build is more all-in than the 2 Hatch Muta build because it is difficult to damage Terran unless Terran's natural completely goes down. Therefore, this build is less commonly seen than 2 Hatch Mutas.

12 Hatch Variation[edit]

The 12 Hatch Variation aims to get a stronger economy. This allows for more variation in the build, including the possibility to transition into normal play and also to possibly break the Terran's natural using Speedlings.

12 Hatch Variation Build Order[edit]

  • 9 - Overlord
  • 12 - Hatchery
  • 11 - Spawning Pool
  • 10 - Extractor (13, if playing economically)
  • NOTE: 3 Drones after pool for 6(+2) Zerglings, 4 drones after pool for 4(+2) Lings
  • 16 - Overlord
  • @100 Gas - Lair
  • NOTE - Make Sunken Colonies as necessary, and remember that you are getting faster Lurkers than a 3 Hatchery Lurk build so you may require less
  • @ 100 Gas - Zergling Speed
  • 22 - Overlord
  • @50% Lair - Hydralisk Den
  • @90% Lair - Second Extractor
  • @100% Lair - Lurker Aspect, optional Spire (you will have to get Spire eventually regardless, but getting it now is for trickery reasons)
  • NOTE - Start building Hydralisks at 50% Lurker Aspect, and before that point, you may want to get Speedlings to support your Lurker push.
  • 30 - 2 Overlords
  • NOTE - When Lurkers hatch (or before), you should place your third hatch at an expansion.

12 Pool Variation[edit]

By going 12 Pool first, Zerg aims to get Lurkers around 30 seconds faster than in the 12 Hatch variation. However, resources are much tighter in this variation, so the build must be strictly adhered to lest you lose a Lurker due to a lack of resources.

12 Pool Build Order[edit]

  • 9 - Overlord
  • 12 - Spawning Pool
  • 11 - Extractor
  • 11 - Hatchery
  • 2 Drones and 4 Zerglings
  • @100gas — Lair
  • 3 Drones
  • 100gas — Ling Speed
  • @50%lair — Hydralisk Den
  • 4 Zerglings
  • @100%Den — Lurker Aspect
  • @50%Aspect — x3–4 Hydras
  • Take natural gas

9 Pool Variation[edit]

The 9 Pool is considered an all-in, unless you have severely damaged the Terran's economy.

9 Pool Build Order[edit]

  • 9 - Spawning Pool
  • 8 - Drone
  • 9 - Extractor
  • 8 - Drone
  • 9 - Cancel the Extractor, mine with the Drone.
  • 10 - Overlord
  • 10 - Scout with the extra Drone.
  • 10 - 6 Zerglings
  • 13 - Attack enemy base if found, aim to destroy SCVs and any Marines they might have.
  • 13 - Extractor
  • 12 - Drone
  • 13 - Hatchery
  • 12 - Switch 2-3 Drones to gas
  • 12 - 3-4 Drones to replace lost mineral Drones
  • 15 - Lair on natural
  • 50%Lair - Hydralisk Den
  • 100%Den - Lurker Aspect
  • 50% Aspect - 2-3 Hydralisk

Drop Variation[edit]

Due to the all-in nature of the build, it is not uncommon to see Zergs dropping 2 Lurkers into the Terran's base with a slow Overlord. In this variation, the 12 Hatch variation is used, and the only difference is that after the Lair finishes, drop tech is started. Make sure to place an Overlord in position with 2 Lurkers once drop tech finishes. This build is most effective on maps where Overlords have only a short distance to move to reach the Terran main. This means that maps like Moon Glaive are good for this build.

Countered By[edit]

Hard Counters[edit]

Soft Counters[edit]

Counter To[edit]

Hard Counters[edit]

  • None

Soft Counters[edit]

Notable Maps[edit]

Strong[edit]

Medusa

Weak[edit]

Mentality[edit]

With your early Lurker/Ling force your goal should be to be aggressive and establish a contain while possibly dealing some damage depending on your micromangament ability and how much minerals the Terran invested in defense (no bunker or turrets as a sure sign to put additional pressure on the Terran). During this your Third Gas Expansion.

This build is also just one variation of the 2 Hatch Lurker build, and it should be kept in mind that your Terran opponent should be looking for an array of followups such as drop, Mutalisks or fast Hive. In other words, not letting him scout what you're doing is very beneficial.

Transition[edit]

If you managed to set up a contain then the game should go into a 'standard' bionic Terran vs Zerg game. Following by saturating your third base and engaging the inevitable Terran Ball while you make your way to Defilers and Hive play.

VODs[edit]