Download the Liquipedia app here!Download the Liquipedia app to follow Brood War!Want personalized updates on Brood War esports? Download the Liquipedia app on iOS or Android to never miss your favorite tournaments and matches!

3 Hatchery Lurkers (vs. Protoss)

From Liquipedia StarCraft Brood War Wiki
[e][h]Zerg3 Hatch Lurker vs. Protoss
Strategy Information
Popularized by:


The purpose of this opening is to contain the Protoss player during the early/mid game with Lurkers and defend against Zealot/Archon Push. Protoss will switch to Dragoon, Storms, and/or drops to break the containment. While the Protoss is contained, expansions should be taken and Drones built until Protoss has a large enough army to break the contain.

Build Order[edit]

"3 Hatchery Lurkers"

Build Order Clarification[edit]

  • This build assumes a Protoss Forge FE. If Protoss opens 1/2 gate, build the 3rd Hatchery in your main or Natural.
  • Sunken Colonies are only to be made if necessary.
  • Contain Protoss for as long as possible with Lurkers, Lings, and Scourge (to snipe Observers)
  • It is important to scout and kill Observers with Scourge to delay the Protoss for as long as possible.
  • If possible, a Hatchery could be build in front of their choke to reinforce the containment with Sunken Colonies


  • Upgrade Hydralisk Speed/Range to snipe Obs
  • Upgrade Melee Attack and Carapace
  • Obtain a 3rd or 4th expansion
  • Transition into 5 Hatch Hydra/Spire and eventually get to Hive Tech

Countered By[edit]

Corsair/Dark Templar

Counter To[edit]

Zealot/Archon Push

Notable Maps[edit]





Ace vs Shauni on Empire of the Sun: Natural extractor is taken when lair starts; this is probably to allow decent amount of lurkers whilst still getting a spire. This is an example of how you can use this BO similar to 3 Hatch Hydralisk (vs. Protoss); the attack would probably not have succeeded if there were more cannons.