General 2v2 strategy

From Liquipedia StarCraft 2 Wiki

General 2v2 strategy involves collaboration and effective communication (preferably through voice chat) in order to react uniformly to scouting information, devise battlefield tactics, and plan strategy.



Every Race combination is viable in 2v2 gameplay. However, some are considered stronger than others. Currently Terran/Zerg can be viewed as the most dominant race combination in 2v2 games. The early game DPS and mobility of Hellions and Zerglings provide heavy map control, and Siege Tank/Infestor/Brood Lord/Viking is one of the strongest late game 2v2 armies, if not the strongest. Something to note is that a mixture of units can always be more effective than everybody going for the same Tech path. Even with the same race as your ally, both can choose different Tech paths to create a more powerful and versatile army.

Mirror Teams[edit]

Mixed Teams[edit]


Having two opponents means digesting twice the amount of scouting information. It is important to keep up with your opponents' expansion timings, Tech structures, production facilities, army composition, and upgrades in order to facilitate potent reactions. Moreover, since 2v2 is generally more obscure than 1v1, players will often attempt more unorthodox strategies that you can prepare for if properly scouted. As a rule, always occupy all Xel'Naga Watchtowers and formulate a plan that emphasizes information rather than brute warfare.

Team Mechanics[edit]

  • Shared Control: Being able to control your ally's units has several advantages and disadvantages. For teams with poor communication, it allows you to block ramps and react to enemy positioning that your teammate didn't see. If one player is eliminated or marginalized, they can assist the surviving player by controlling harassment, scouting, spreading creep, and handling macro mechanics such as casting Spawn Larva. You cannot spend your ally's resources and therefore cannot construct buildings or units with this mechanic. Players may find that Shared Control hinders their micro when they accidentally select their ally's units or inadvertently misplace Overlords or workers. Some high level teams will leave Shared Control off, especially in battles, to ensure both players' micro is focused on different units. With shared control on, you can also mine from your teammates' gas geysers. The development of these has introduced some builds where a player will have their ally build them gas, having them mine from it without needing to build their own gas.
  • Shared Resources: After the 5:00 minute mark, allies are allowed to send or request minerals and gas in 50 or 100 unit increments (holding control will increment by 100 per click; the mouse wheel can be used to quickly select larger values). This enables teams to create unconventional push timings or Tech switches at the temporary cost of one player's economy. This mechanic can also be used to stabilize a teammate's economy if they have suffered worker losses.


Strategies are not applicable across the entire map pool. Consider the following elements of 2v2 map design.

Proximity to Partner[edit]

As the current blizzard map changes have both expanded 2v2 maps, all the maps are shared bases and can be played like so. - some simply by walling off the low ground. The development of these new maps has also increased map sizes and changed the the way 2v2 is played. More games are now leaning towards more macro-based games.

Maps to look out for include:

  • The Ruins of Tarsonis: This is a map most teams probably have vetoed as it is pretty much Steppes of War for 2v2. Your natural is a hop away from your opponents' naturals and can make it difficult for dynamic macro games if you or your opponent decides to push on your natural right when you decide to expand.
  • Tyrador Keep: Only map in the ladder pool with a spawn imbalance, favoring the left side the most. The other bases all of their pocket natural directly facing another spawn location, resulting in possible Siege Tank pushes on cliffs that can be potentially game ending. The map is also very wide, which favors players with good creep spread and ability to utilize mobility to their advantage. The expansions are relatively easy to take. Rarely should you take your ally's pocket expansion if you spawn on an outside location; if you do so, you could possibly be screwing up their chances of getting a natural anytime soon.
  • The Boneyard: Certain spawn locations make this map even worse than the distances on close spawn location on season 1 ladder maps. You have to be aware that you could have opponents 2 inches away from where you spawned at the beginning of a game.

Map Pool[edit]

Be sure to familiarize yourself with the current 2v2 map pool:


Current 2v2 Ladder Maps