When you are playing as Zerg in Starcraft 2, your biggest worry is getting enough resources to compete with the other races. Mineral for mineral, Zerg units are just outright weaker than the units of other races. There is no point in denying it; Zerg players should simply accept it as a fact and pursue strategies which allow them to get more resources than their opponents.
The Zerg make up for their weak units with the ease in which they can expand. Zerg expansions are cheaper
and each expansion functions as a unit-producing building. While other races might build 4 Gateways or two Barracks to make units, the Zerg can grab an extra hatchery which then doubles as an expansion. As a result, the best Zerg build order is the fast expansion build.
Depending on who you are playing against, your build order will vary. Versus another Zerg player, I typically like to go for the 14 Spawning Pool and 16 Hatchery build. The reasoning for getting the Spawning Pool prior to the Hatchery is that it allows time to produce units in case the Zerg opponent goes for a Zergling rush.
Versus a Terran player, I actually like to get the vespene extractor as my first building, then a Spawning Pool, and then finally a Hatchery. This allows you to get Zerglings with the speed upgrade very quickly in the game. This helps protect you from any early Reaper aggression the Terran player might be going for. This is a very real threat to the Zerg player who goes for the fast expansion as Queens and Drones cannot stop Reapers. The only thing that Zerg players can get early in the game that can stop Reapers are Zerglings with the speed upgrade.
Against Protoss players, I like to go for a very quick Hatchery. I will actually get a Hatchery at 15 supplies and then get my first Spawning Pool after the fact. This allows me to lay down a few Spine Crawlers before the Protoss player is able to get any early units out. Zerglings and Roaches are only average against Protoss ground units, so I like to get a few Spine Crawlers if I suspect early aggression from the Protoss player.
Zealots come out too slow to be effective versus a fast expansion, so the threat of a rush is not very real against Protoss players. The easier thing to do is to get that Hatchery up before they even know what happened and then defend it with a few Spine Crawlers, Queens, and Zerglings.
By securing this early expansion, the Zerg player sets himself up for having enough resources to afford more units than his opponent. This is the only way Zerg players can make up for their weaker units.
The Zerg make up for their weak units with the ease in which they can expand. Zerg expansions are cheaper
and each expansion functions as a unit-producing building. While other races might build 4 Gateways or two Barracks to make units, the Zerg can grab an extra hatchery which then doubles as an expansion. As a result, the best Zerg build order is the fast expansion build.
Depending on who you are playing against, your build order will vary. Versus another Zerg player, I typically like to go for the 14 Spawning Pool and 16 Hatchery build. The reasoning for getting the Spawning Pool prior to the Hatchery is that it allows time to produce units in case the Zerg opponent goes for a Zergling rush.
Versus a Terran player, I actually like to get the vespene extractor as my first building, then a Spawning Pool, and then finally a Hatchery. This allows you to get Zerglings with the speed upgrade very quickly in the game. This helps protect you from any early Reaper aggression the Terran player might be going for. This is a very real threat to the Zerg player who goes for the fast expansion as Queens and Drones cannot stop Reapers. The only thing that Zerg players can get early in the game that can stop Reapers are Zerglings with the speed upgrade.
Against Protoss players, I like to go for a very quick Hatchery. I will actually get a Hatchery at 15 supplies and then get my first Spawning Pool after the fact. This allows me to lay down a few Spine Crawlers before the Protoss player is able to get any early units out. Zerglings and Roaches are only average against Protoss ground units, so I like to get a few Spine Crawlers if I suspect early aggression from the Protoss player.
Zealots come out too slow to be effective versus a fast expansion, so the threat of a rush is not very real against Protoss players. The easier thing to do is to get that Hatchery up before they even know what happened and then defend it with a few Spine Crawlers, Queens, and Zerglings.
By securing this early expansion, the Zerg player sets himself up for having enough resources to afford more units than his opponent. This is the only way Zerg players can make up for their weaker units.
If you need some specific Zerg build orders, be sure to check out this website. While you are there. visit this Shokz Guide review to get the inside scoop on the most popular Starcraft 2 guide on the web.
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