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1 Hatch Lurker (vs. Protoss)

From Liquipedia StarCraft Brood War Wiki
[e][h]Zerg1 Hatch Lurker
Key unit for the Build Order
Strategy Information
Creator(s):
Matchups:
ZvP
Type:
Opening
Popularized by:
Unknown

Overview[edit]

The 1 Hatch Lurker opening is an extremely aggressive Build Order and considered as all-in strategy. With Fast Expansion Build Orders (Forge first Builds) becoming more popular, the opening lost its meaning. However, in rare circumstances it can still work efficiently.

Build Order[edit]

9 Pool Variation[edit]

"1 Hatch Lurker"

Early Gas, 10 Pool Variation[edit]

"1 Hatch Lurker"
  • 9 - Overlord
  • 11 - Drones
  • 11 - Extractor
  • 10 - Spawning Pool
  • 11 - Drones
  • @100% Spawning Pool - 6 Zerglings
  • @First 100 gas - Zergling Speed
  • @Second 100 gas - Lair
  • 15 - Drone
  • 15 - Overlord
  • @50% Lair - Hydralisk Den
  • 19 - 4 Hydralisks
  • 23 - Lings
  • 23 - Overlord
  • 25 - Lurkers
Notes
  • The 10 Pool Variation aims for faster Speed Zerglings in order to shut down potential scouts early on

Application[edit]

The 1 Hatch Lurker Build Order can be chosen for different reasons. In the earlier days of Brood War it was a viable option to force an early game changing decision. Usually, the first six Zerglings were used to kill off a scouting Probe by Protoss and deny any further scouting information. By building up a solid Zergling force, the Protoss needed to play safe, since he didn't know what to expect off his opponent. With very early Lurkers the lack of units or buildings with Detection, the safe was in a position to exploit this weakness to decide the game within the first ten minutes. Especially careless attempts to take the natural earlier than usual could be countered effectively. The Speedlings were used to kill Cannons before they could warp in, to buy some time for the Lurker Aspect to finish. If a Protoss played safely, he also needed to sacrifice mining time, giving the Zerg chances to transition out of the aggressive Build Order slowly.

However, this strategy needed the Protoss to play off one base only. With the Fast Expansion Build Orders becoming more popular, the strategy were easily countered by Cannons securing the entrance to a Protoss base. If the Protoss positioned his buildings without much care, a massive timed attack with a greater number of Zerglings and Lurkers. However, if the attack failed, the Zerg was behind too much economically, rendering the attack to an all-in.

The strength of this Build Order for modern Brood War depends on the map and the opening of the Protoss. Theoretically, the logic of the Build Order can be used to completely counter an all-in rush with one or more Proxy Gateways. In this scenario the Zerg might cancel his Expansion Hatchery at his natural, switch to Sunken Colonies in his main and prepare for a faster Lurker Tech. This again exploits the fact that Protoss can't possibly switch to a higher Tech with a low economy, while having a relatively unsecured base.

In other scenarios the Zerg might still try for a less risky form of the all-in. If Zerg is able to shut down early scouting altogether, he might exploit certain map features. For instance, a massive timed attack described earlier on works with a bigger likelihood, if the maps feature wide chokes like on Fighting Spirit. Furthermore, maps like Medusa or Heartbreak Ridge offer a second entrance, which is initially blocked by neutral buildings. These can be destroyed manually with Lurkers. Maps like Destination also feature a second entrance, blocked by a few Mineral Patches. These can either be mined out by a Drone (a more obvious way), or be used to glitch Lurkers through the ramp. To force the glitch, two or more Lurkers need to be buried as close as possible to the Mineral Patch, in an ideal scenario exactly on top of each other (stacked burrying). If the stacked Lurkers are unburried and a move-command towards the main-base is spammed, one or more Lurkers might be pushed through the minerals. These can then be used to shut down both economy lines.

Countered By[edit]

Hard counter[edit]

Soft counter[edit]

  • One base Corsair/Reaver Build
  • Safe play with an early Forge by Protoss


Counter To[edit]

Hard counter[edit]

  • One Gate Tech strategies off one base

Soft counter[edit]

  • One base play

Notable Maps[edit]

Strong[edit]

Weak[edit]

Notable Games[edit]

God's Garden South Korea Protoss free
South Korea Zerg 815
Date: 2009-06-09
gods garden Patch: 1.16.1 VOD
Medusa South Korea Protoss free ClubDay MSL 2008
South Korea Zerg JaeDong
Date: 2008-10-23
Medusa Patch: 1.15.3 VOD
Demon's forest South Korea BeSt Bacchus OSL
South Korea Zerg JaeDong
Date: 2008-01-30
demons forest Patch: 1.15.2 VOD