Hydra/Lurker (vs. Terran)
Hydra/Lurker is the mid game alternative to Lurker/Ling. What differentiates Hydra/Lurker from Lurker/Ling is that it is a much stronger unit combination but is also much more resource heavy. The advantage of using this strategy is to have greater map control during the mid game. As this requires much more resources than the typical Lurker/Ling, Hive tech normally comes much later. Since modern Zerg play against Terran heavily relies on Defiler use, this strategy has fallen out of fashion. The double Evolution Chamber variation is known as "ManZerg" in the foreigner scene.
Build Order[edit]
- 9th Drone - Scout (optional)
- 9 - Overlord
- 12 - Hatchery @ expansion
- 11 - Spawning Pool
- 13 - Hatchery
- @100% Spawning Pool - 2-6 Zerglings
- 16 - Overlord
- 16 - Extractor
- @100 Gas - Lair
- 22-24 - Overlord
- @100 Gas - Zergling Speed
- @60% Lair - Hydralisk Den
- @90% Lair - Expansion Extractor
- @100% Lair - Lurker Aspect
- @100% Lurker - 3rd Expansion.
Build Order Clarification[edit]
Upgrades[edit]
There is no hard rule on whether to get just carapace or both carapace and range attack upgrades. But since Hydra/Lurker is a heavy mid game investment, it is generally wise to get both. Once you have your third expansion up (must be gas), this is an ideal time to put up both the evolution chambers. During this time use your Lurkers to temporarily contain the Terran in their base.
Once you have your third gas, it is time to upgrade both Hydralisk speed and range as soon as possible. Generally the timing when the Terran will push out with M&M/tank/vessel is when these upgrades are completed. By this time you should have a saturated third base, 15+ hydras and about a control group of lurkers containing. When to engage to is up to the player, but ideally stall for as long as possible and try to attack in an open area allowing for a flank. Terran will usually attempt to break the contain with their first Vessel and 3-4 tanks. It is also very important to make sure both Hydralisks upgrades are completed before engaging the Terran army.
Transition into the Late game[edit]
A loose indicator of when to upgrade to Hive is between carapace/attack +1 and +2. Of course this depends on the situation of the game, ideally you will be up to four bases by this stage but three bases is still feasible. Also before upgrading to Hive it is recommended you have a Spire by then, this will help in keeping Vessels and Dropships at bay.
Once at Hive tech, Defilers will initially be used for Dark Swarms to help in either attack or defense. Researching Plague is essential for late game engagements as the Hydralisk's speed and high rate of fire allow it to run down and annihilate plagued units. Plaguing Vessels is essential as the Terran is forced to either risk losing them to Hydras or Scourge, or send them home to be repaired and thus granting Lurkers much needed freedom of movement. While Terran bio normally beats Hydralisks convincingly in a straight-up engagement, the tables are turned when the bio ball is Plagued, and small numbers of Hydras can decimate much larger M&M forces. Dark Swarm should be used judiciously as the game goes on, as a misplaced Swarm can be utilized by the Terran to prevent all damage from Hydralisks.
Countered By[edit]
Hard Counters[edit]
- 2/3+ Factory Tanks
- 2-1-1
Soft Counters[edit]
Counter To[edit]
Hard Counters[edit]
Soft Counters[edit]
Notable Maps[edit]
Strong[edit]
Generally any wide open macro maps where expansions are easy to defend is a good map.
Weak[edit]
Mentality[edit]
Well-positioned Lurkers are capable of devastating an SK Terran army, but are vulnerable to Siege Tanks and Science Vessels. Hydralisks fare poorly against bio due to their Explosive damage type, dealing only 5 damage per shot to small units, but en masse can deal with Terran mech and Vessels given enough space to maneuver. This dichotomy allows for flexibility in the mid-game with the common theme of applying pressure and preventing a Terran third base. Thus in a Hydra/Lurker mid game, the Zerg must carefully balance the number of Hydras and Lurkers in their army to correctly counter the Terran's chosen unit composition.
Hydra/Lurker compositions can be reached from many distinct openers, but the primary decision which dictates the Zerg's mid game plan is whether to build two Evolution Chambers, or to add a second Evolution Chamber only after +1 Carapace finishes. With a double Evolution Chamber style, the Zerg player aims to execute a 2/2 timing attack to break the Terran third or to end the game with a push into their natural. Due to the heavy gas investment in 2/2 upgrades as well as constant Hydra/Lurker production, the player's Hive will be much later than usual and Defilers will not be available for the attack; the Zerg seeks to overwhelm the Terran with brute force. With this style the Zerg will generally choose to power on three bases and expand behind the timing attack. With a later second Evolution Chamber style, Zerg intends to use the threat of Hydra/Lurker pressure to contain the Terran, or simply buy time to complete their Hive and begin Defiler production with the goal of stabilizing on a four base economy with +2 carapace and +1 attack upgrades. The later Evolution Chamber allows for a possible transition to melee attack upgrades for an Ultralisk/Zergling tech switch, rather than continued commitment to Hydra/Lurker. With either build, a Spire is highly recommended as without Scourge, drops are impossible to prevent and difficult to defend with a low mobility army. In either case, Zerg will spend more time at Lair tech than with a 3 Hatch Muta build, and late game play will revolve around Defilers and Plague.
Hydra/Lurker lacks the mobility, harassment potential, and fast Hive tech of the highly-optimized and theoretical Muta/Ling openings. In exchange, Zerg has a non-standard army composition which can potentially throw Terran off balance and force errors. In essence, the Zerg is adopting a weaker unit composition for a chance at dealing damage. Taking a close third base instead of another main base is preferred as Zerg will not have access to Nydus Canals and Defilers to defend a distant expansion. However, if the Zerg is unable to deal significant damage before Terran acquires map control, then they are almost certainly behind.