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Zerg Guide

What makes Zerg different

Zerg doesn’t play like the other two races. Not even close. Terran and Protoss build production structures, queue up units, and push out when they have enough stuff. Zerg makes all its units from Larvae at its Hatcheries. Every Hatchery generates Larvae passively, and Queens inject more. That single mechanic changes everything about how you play.

Because Larvae are your production, expanding isn’t just about getting more income. Every new Hatchery is another production facility. A Zerg on three bases can produce from three Hatcheries simultaneously, which means you can remax faster than either opponent after a big fight. This is why Zerg often looks “behind” in the mid-game. You’re intentionally building Drones instead of army, banking on the fact that when the fight finally happens, you can replace losses faster than they can.

The flip side is brutal. If you drone too hard and your opponent walks across the map at 5:30 with a Stim timing, those 60 Drones aren’t going to fight off 20 Marines and 2 Medivacs. The core Zerg skill is reading when to drone and when to make units. Get it right and you snowball. Get it wrong and you die with a beautiful economy and no army.

The larvae system

Each Hatchery generates one Larva every 11 seconds, up to a cap of 3 idle Larvae. Queen injections add 3 bonus Larvae that ignore the cap. So a perfectly injected Hatchery produces about 5-6 Larvae per inject cycle, while a non-injected one trickles out 3 and then stops. That difference is the entire game.

Think of it this way. Over a 10-minute game, one Hatchery with consistent injects produces roughly 50+ Larvae. Without injects, it caps at maybe 16-18. That’s 30+ units you never built. This is why every Zerg coaching session starts with the same advice: inject your Hatcheries. Set up camera hotkeys, build muscle memory for the inject cycle, and never let those Hatcheries sit idle. I know it sounds tedious. It is. But it’s also the single biggest lever you have on your win rate below Diamond.

Queens do everything

Queens are the weirdest unit in SC2. They inject Larvae, they spread Creep Tumors, they Transfuse damaged units and buildings, and they’re actually decent at defending early aggression. A Queen has 175 HP and does 9 damage per hit (with a bonus vs. air). Two Queens at your natural can hold off a Reaper, defend against early Adept shades, and buy time against Hellion runbys.

Most Zerg players build 4-6 Queens in the first few minutes. Two for injects at your main and natural, one or two for creep spread, and extras as needed for defense. Once you’re past the early game, Queens become creep-spreading machines. A Queen with 25 energy drops a Creep Tumor, which can then spread on its own. The goal is a carpet of creep across the map by the mid-game.

Creep spread wins games

Creep gives all your units 30% bonus movement speed. That number sounds modest on paper. In practice, it means your Zerglings surround Marines before they can kite, your Roaches catch retreating Stalkers, and your reinforcements arrive at the fight seconds faster. Creep also gives vision, so you see attacks coming earlier and can position your army before the fight starts instead of scrambling to react.

The best Zergs spread creep constantly from about the 3-minute mark onward. You want tumors chaining across the map toward your opponent’s third and fourth base locations. When they push out, they have to either clear the creep (which costs time and reveals their position) or fight on it (which gives you the speed advantage). Either way, you win. If you watch a pro Zerg’s replay, the creep spread is often the most obvious difference between their play and a Diamond player’s.

Core compositions

Ling-Bane-Muta

The classic. Zerglings and Banelings form your ground army while Mutalisks harass mineral lines and pick off stray units. This comp is fast, aggressive, and rewards good multitasking. You send Mutas to their main while running Ling-Bane into their third. They can’t defend both. The weakness is that it falls apart against Siege Tanks and Thors. If the Terran gets to a solid Tank count with Turrets at home, Mutas stop being useful and Banelings melt before they connect. This is a mid-game comp that you need to transition out of.

Roach-Ravager

Your bread-and-butter ground army from the Roach Warren. Roaches are tanky, cheap, and come out fast. Ravagers add Corrosive Bile which can snipe Force Fields, break siege positions, and zone enemies off high ground. This is the go-to comp in ZvZ and a solid mid-game option in ZvP. It struggles against mass air and falls off in the late game because Roaches don’t scale well with upgrades. Think of Roach-Ravager as your safe, reliable option that you use while teching to something better.

Hydra-Lurker

Hydralisks hit hard against both ground and air, and Lurkers are one of the most terrifying siege units in the game. A burrowed Lurker does 20 damage in a line that shreds bio armies and gateway units. The combination is devastating against ground-heavy compositions. Terran bio walks into a Lurker contain and just melts. The problem is that Lurkers are immobile, so you’re giving up the map control that Zerg usually relies on. You need good positioning and you need to know where the fight will happen before it does.

Brood Lord late game

If the game goes long, Brood Lords are your endgame. They launch Broodlings that overwhelm ground armies while your support units (Infestors, Corruptors, Vipers) protect them from air threats. A maxed Brood Lord army with Infestor support is almost unbeatable in a straight fight. The catch is that Brood Lords are slow, they take forever to tech into (Hive, Greater Spire), and you’re extremely vulnerable during the transition. If your opponent scouts the Greater Spire and pushes immediately, you might die before the first Brood Lord pops out. Timing your transition is everything.

ZvT: the macro matchup

Zerg vs. Terran is a game of patience and timing. Terran wants to pressure with Hellion/Hellbat runbys early, then hit a Stim timing at around 5:00-6:00. Your job is to survive that timing without losing too many Drones. If you hold the push with minimal losses, your economy kicks in and you start pulling ahead.

Early game, you’re relying on Queens and a few Zerglings to hold the Hellion poke. Don’t overreact. Two Hellions in your natural aren’t the end of the world if you have a Queen ready. The real danger is the follow-up. If Terran goes 2-1-1, you’ll see Marine-Medivac drops starting around 5:00. Spreading creep toward their base gives you early warning. Building a Baneling Nest by 4:30 is usually correct because Banelings counter Marine pushes better than anything else at that timing.

Mid-game, the decision is whether to go Ling-Bane-Muta or Roach-Hydra-Lurker. Ling-Bane-Muta is better if you want to multitask and harass. Lurker-based styles are better if the Terran is playing aggressive and you need to hold ground. Late game, look to transition into Brood Lords or Ultralisks. Ultralisks are underrated in ZvT. They have 8 base armor with Chitinous Plating, which means Marines barely scratch them. A few Ultralisks running into bio is genuinely painful to watch from the Terran’s perspective.

ZvP: don’t let them get to the late game

Protoss late-game armies are terrifying. Carriers, High Templar with Storm, Archons, Disruptors. If a Protoss gets to a maxed deathball with full upgrades, it’s extremely hard to break even with a Zerg economy advantage. The conventional wisdom is that Zerg wants to win ZvP in the mid-game or at least deal enough damage that Protoss never reaches that point.

Early game, watch for Adept pressure and Oracle harass. Adepts shade into your mineral line at 3:30 and can kill 4-5 Drones if you’re not paying attention. An Oracle shows up around 4:00 and does the same thing but faster. Build a Spore Crawler at each base once you scout a Stargate opening, and keep a few lings near your mineral lines for Adept defense.

Mid-game, Roach-Ravager into Hydra is a solid line. Ravager Biles cancel Force Fields, which takes away the Sentry’s ability to split your army. If Protoss goes Colossus, you need Corruptors. If they go Storm, you need to split and engage carefully. The matchup is reactive. Check out the army composition guide for the specific counter relationships.

ZvZ: controlled chaos

ZvZ is the matchup that makes people quit Zerg. It’s fast, it’s volatile, and games can end in 3 minutes. Both players are making Zerglings and Banelings, and a single bad engagement wipes your army and your economy. One Baneling connecting on a Drone line kills 5-6 Drones and can snowball into a loss immediately.

The early game is a Ling-Bane micro battle. Whoever controls their Banelings better usually wins. After that, the game transitions into Roach-Ravager and becomes more about macro. Getting your Roach Warren down at the right time is the hinge point. Too early and you sacrifice economy. Too late and you die to a Ling-Bane all-in you couldn’t hold.

In the mid-game, Roach wars dominate. The player with more Roaches and better upgrades wins the fight, period. +1 Missile Attack on your Roaches is a big power spike. If you hit +1 before your opponent, attack immediately. Late ZvZ sometimes goes to Muta or Hydra-Lurker, but most games end in the Roach phase.

Morphing: the hidden mechanic

Zerg units don’t build the way Terran and Protoss units do. They morph. A Drone morphs into a building (and dies in the process). A Zergling morphs into a Baneling. A Roach morphs into a Ravager. A Hydralisk morphs into a Lurker. This means every building costs you a worker, and every advanced unit costs you the base unit.

The implications are bigger than people realize. Morphing 12 Banelings costs you 12 Zerglings. That’s 300 minerals and 300 gas in Zerglings plus 300 minerals and 300 gas for the morph. If those 12 Banelings miss their target and roll into nothing, that’s a massive resource loss. Morphing a building costs you a Drone, which is 50 minerals of future income per trip gone forever. This is why Zerg players obsess over economy and worker counts. Every decision has a hidden cost.

Common mistakes

Missing injects. I keep bringing this up because it really is that important. If you watch your replay and see Hatcheries sitting with zero Larvae and no inject queued, that’s the problem. Not your composition, not your engagement. Injects. Check your inject timing after every game.

Getting supply blocked. Zerg supply comes from Overlords, which are slow to build and easy to forget. Getting supply blocked at 36/36 when you’re trying to build a round of Roaches is devastating. Build Overlords preemptively. If you’re at 30/36 and about to inject three Hatcheries, you need two Overlords right now.

Not spreading creep. I watch replays from Gold and Platinum Zerg players who have zero creep spread at the 8-minute mark. Just the natural creep around their Hatcheries and nothing else. That’s leaving the 30% speed bonus and all that map vision on the table. Even if you only spread 5-6 tumors, it makes a difference.

Overdroning. I know I said earlier that you should drone aggressively. But there’s a limit. If you have 80 Drones on three bases at 7:00 and your opponent is pushing with their entire army, those extra Drones won’t save you. Learn the standard build order benchmarks for when to stop droning and start building army. It varies by matchup, but a good rule is: when you scout your opponent being aggressive, stop droning and make units.

Not scouting. Zerg is the most reactive race. You can’t react if you don’t know what’s coming. Overlords should be positioned around the map for vision. Zerglings should be parked outside their natural to see when they move out. An Overseer at 5:00 can tell you exactly what tech your opponent went for. Flying your Overlords to a corner of the map and forgetting about them is one of the most common mistakes at lower levels.

How replay analysis helps Zerg players

Zerg improvement is almost entirely about macro habits. And macro habits are invisible while you’re playing. You don’t notice the missed inject at 4:15, the late Overlord that supply blocked you for 8 seconds, the creep tumors you forgot to spread between 6:00 and 8:00. But the replay shows all of it.

When you upload a Zerg replay, the analysis breaks down your inject timing across all Hatcheries, your Drone count curve vs. the expected benchmark for your build, your supply block duration, and your army composition at every fight. It’s the difference between “I think my macro was okay that game” and “I missed 7 injects before the 8-minute mark and was supply blocked for a total of 22 seconds.” The specifics are what let you actually fix things.

Zerg is the hardest race to self-diagnose because your mistakes compound silently. A Terran who forgets to build a Barracks notices immediately. A Zerg who misses three injects just has a vaguely smaller army and doesn’t understand why. Replay data makes those invisible problems visible.

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