This is a userpage. Userpages do not necessarily meet our guidelines for notability or fact-checking!
Liquipedia will soon drop support for Internet Explorer.

User:Junus/Zerg Strategy(jp)

Read this article in: Hungary Magyarul - Brazil Portuguese (BR) - France Français - Italy Italiano

[e][h] Zerg Strategy
Strategy Information
ZvT, ZvP, ZvZ
Strategy, Build Orders


  • 戦略記事を編集する前にStrategy Article Policyを読んでください。
  • 新しい記事を作成する際は、まずStrategy Templateのソースをコピペし、それを埋めるようにしてください。
  • Strategy Article PolicyStrategy Templateに沿った記事のみをGeneral BuildsおよびMatch-upsに追加してください。不完全な記事はStub Buildsにリンクしてください。
  • ビルドは少なくとも、適切な大会からの2個以上のリプレイで実証されていなければならないことに注意してください。(「極めて」一般的なビルドでない限り)
  • 不完全な記事には、{{Strategy-stub}}をページの最初に追加してください。

General Concepts[edit]

  • ザーグは受身の種族として設計されています。ザーグの戦略の多くは、偵察と相手のユニット構成への対応だけでなく、後に続く攻撃と、エコノミーにおける有利を保つための拡張するタイミングが基本になります。
  • Due to this reactive nature of Zerg, scouting information is essential. It is vital that a good Zerg player be aware of the prevalent strategies and find ways to gather enough information to determine what his/her opponent is doing in enough time to react appropriately.
  • ザーグの受身な性質のため、偵察による情報は重要です。良いザーグのプレーヤーには、普及している戦略について知ることと、相手が何をしているかを判断する情報を、適切な対応を行うのに充分な時間的余裕を持って得る方法を探すことが重要です。
  • Most Zerg unit compositions are extremely cost-inefficient. Zerg strategies built around these compositions rely on outproducing the opponent with stronger economies. As a rule of thumb, therefore, Zerg is generally considered to need at least one more mining base than his/her opponent.
  • 多くのザーグのユニット構成は、極めてコスト効率が悪いです。これらの構成によるザーグの戦略は、より強いエコノミーをもって相手より多く生産することに依存しています。大雑把に言えば、ザーグは相手より1箇所以上の資源地が要ると一般的に考えられています。
  • A larger economy means a larger map presence, which leads to another vital aspect of Zerg play: map control. It is crucial that the Zerg player have units on the map, keeping tabs on and threatening aggression to the opponent. Map control is typically established by having vision of key positions on the map (attack paths, expansions) either with units or Creep and by using mobile units (Zergling, Mutalisk) to keep your opponent in a defensive position near his/her bases.
  • 大きなエコノミーは、大きくマップに広がること、つまりザーグの別の重要な側面である「マップコントロール」につながります。ザーグのプレーヤーがユニットをマップに配置し、相手を見張りながら相手を脅すことは重要です。マップコントロールは、相手を敵陣近くの防衛位置に閉じ込めるために、ユニットやCreep、あるいは機動性の高いユニット(Zergling]]、Mutalisk)で、特にマップの重要な位置の視界を得ることで確立されます。
  • One of the Zerg's greatest strengths is the ability switch courses instantly, be it from pure economy to all out aggression or a total tech switch.
  • ザーグの最大の強みの一つは瞬時に方針転換できることで、全資源をもって攻撃することも完全にテックを変えることもできます。
  • Zerg armies tend to lose a head-on battle, so most strategies favor sneak attacks (Roach and Infestor Burrow), and counter attacks (Zerglings, Nydus Worms) to do damage to the opponent without engaging in full battle.
  • ザーグの軍は正面衝突では負けがちなので、多くの戦略は全面戦争を避けて、搦手の攻撃(Roach and Infestor Burrow)や、カウンターアタック(Zerglings, Nydus Worm)を指向します。
  • Important strategical and mechanical concepts of Zerg are game sense, multi-tasking, economy, mobility, aggression, surrounding, sneak attacks, and counter-attacking.
  • ザーグの重要な戦略的・メカニズム的な発想は、ゲームセンス・マルチタスク・エコノミー・機動性・攻撃・包囲・搦手攻撃・反撃です。
  • General ZvZ Strategy
  • General ZvP Strategy
  • General ZvT Strategy

Macro mechanics[edit]

  • Zerg is designed to require a superior economy relative to the opponent. The design of most Zerg units goes hand in hand with this philosophy. Many of them are not as cost-efficient as their Terran and Protoss counterparts, but are rather based around the idea of constant resource and supply trading as well as quick reinforcement.
  • Because of this, the majority of Zerg strategies revolve around defending or prohibiting your opponent's attacks and harassment while trying to gain and maintain an economic advantage.
  • Since larva supply is limited and enemy attacks are a constant danger, an essential strategic focus of Zerg is the balancing of Drone and combat unit production throughout the early- and mid-game.
  • Larva production is strongly increased by the Queen's Spawn Larvae ability. Keeping this spell active on Hatcheries/Lairs/Hives is a very important task throughout the entire game.
  • Creep spread, using Creep Tumors and the Overlord's Generate Creep ability provides an important mobility boost to your army as well as scouting information.

See Tips and Tricks for more details.

Unit Overview[edit]

  • Larva - Automatically spawned from hatcheries. Can morph to worker or army unit.
  • Drone - Worker. Can morph into buildings.
  • Overlord - Supply unit, also has ability to spread creep and transport. Can morph into Overseer.
  • Overseer - Supply unit and detector, also has ability to spawn Changeling and cast Contaminate onto enemy buildings.
  • Changeling - Spy and blocker, transforms into the basic military unit of the first enemy army it sees.
  • Queen - Increases base economy, spreads creep, and supports early game army. Can cast Spawn Larvae, Spawn Creep Tumor, and Transfuse.
  • Zergling - Basic military unit. Each larva builds two zerglings. Can morph into Baneling.
  • Baneling - Suicide unit. Has strong melee splash attack that destroys the Baneling. Heavily used against groups of light infantry such as Marines, Zerglings, and sometimes Zealots.
  • Roach - Short ranged anti-ground unit. Very strong, with a Lair-tech upgrade that allows for movement while burrowed, as well as regenerating health rapidly while burrowed.
  • Hydralisk - Standard unit for anti-air and anti-ground. Often used against a variety of air-based openers from Protoss; also used as an all-purpose damage dealer in ZvZ, on occasion.
  • Infestor - Spell-casting support unit. Has no attack, but boasts a range of powerful spells. Can cast Fungal Growth, Infested Terran, and Neural Parasite (upgrade from Infestation Pit). Can move while burrowed.
  • Mutalisk - One of the fastest units in the game, the flying Mutalisk is exceptional at taking map control. Its glaive wurm attack damages up to two extra enemies in close proximity to the Mutalisk's target. Unmatched maneuverability and splash damage combine to make the Mutalisk a potent harassment unit, and its speed makes it great for drop defense and a decent anti-air option. However, this unit is not a standalone fighter, and is relatively weak in battles without any support.
  • Corruptor - Heavy anti-air unit. Bonus damage to massive and decent armor make it good against all air units but Void Rays. Can corrupt enemy units to enhance damage dealt to them.
  • Ultralisk - Strong anti-ground fighter. Good against almost all ground forces. Has area attack and high damage output. Melee attack range and large size limits usefulness, especially in large numbers. Is immune to movement impairing and mind control effects.
  • Brood Lord - Powerful flying anti-ground siege unit. No anti-air attack. Spawns Broodlings as its attack. Often used to force Siege Tanks to unsiege, and break entrenched (especially static) defenses.

General Builds[edit]


With each Zerg match-up comes a different style of play, different units, different openings and build orders.

Outdated Builds[edit]

Below are builds that are no longer valid due to significant changes in gameplay or the metagame through patches.




Vs. Protoss[edit]