Zerg vs protoss which is better
These armies are difficult to deal with due to a lack of strong anti-air units that zerg has access too. The most effective and standard macro oriented way to deal with Protoss as a Zerg player is to deflect early attacks, ramp up your economy and then put heavy pressure on Protoss until they crack or you can tech to stronger units while delaying lategame tech.
Dark reinvented the Zerg style with many banelings and baneling drops, something unheard of previously. The match up had adapted by early when the power of carriers was increased after the blizzcon finals and late-game skytoss seemed unbeatable.
So now you've scouted that your opponent is taking a third base. First thing's first, assuming that your opponent does not have a Warp Prism harassing you, take any units you may have built in the case of a 2 base all-in and move them into an aggressive position outside of your opponent's 3 bases.
As you get better, you will figure out how to poke and harass your opponent without losing units to forcefield traps, etc. In the meanwhile, at home, you should be taking a fourth base, adding a second Evolution Chamber preferably researching missile and melee upgrades, leaving armor until Hive , when you take a third Evolution Chamber , and droning up.
Generally, you want to OVER-drone your fourth base a tad, in order to be able to place down a Spine Crawler wall eventually while still mining adequately.
Tech to Infestors , and build units to defend any pushes that may come while you're teching to Hive. Usually, most players start their Hives at around the mark in order to have Brood Lords out at a reasonable time. Taking a Hive sooner than this point is discouraged as it can leave you vulnerable to certain 3 base all-ins while taking it too late can get you stuck in a low tech late game that simply does not work versus the monstrous Protoss death ball.
Creep spreading in ZvP can only help you - some Zerg players choose not to focus on it, but they are making a critical mistake. Therefore, it is suggested that you follow these creep-spreading tips in ZvP:. Assuming that your Protoss opponent is not going air-toss i. At this point there is no need for you to take any unwanted fights. During any battles that you decide to fight your army needs to be presplit, with Infestors and Queens under or slightly behind the Brood Lord wall to avoid Feedbacks.
When the Protoss army approaches, throw down a thin ish wall of Infested Terrans - remember you don't want to spend too much energy on this, only enough to take away some fire - and make sure that everything is attacking. In these fights, the Zerg player is forced to manually select units and micro them away or forward for specific spells.
They are a key figure in winning the game, as without units, there is no winning. The probe , as with all workers, is the bread and butter of the Protoss. If the Zerg decides to do a zergling rush, probes are a viable defense in the early game. As such, one must be careful after scouting a potential harass. It is a powerful unit, but can be defeated rather easily if inadequately handled. In the early game they serve as a possible way to defend your units and structures from early Zerg forces such as zerglings, and as a way to kill the opposing Zerg's drones or queens if the Protoss player can afford it.
In the later game, zealots are used to tank damage thanks to their high health for such a low cost. Their main weakness is their slow speed without Charge and their attacks being melee range.
The stalker is a ranged combat unit. It is fast, but is somewhat fragile. However, they can take damage quite effectively, and can be used as a tank if the situation calls for it stalkers should not be used as a tank all the time because of their high cost.
They pair well with zealots, as the zealots take and deal damage in the front while the stalkers do damage from the back. In the later game, they are used as a way to attack air units, and are one of the primary anti-air units the Protoss has. The sentry is a ranged support unit. Although they have a ranged attack, it should not be its primary tool as it has low damage. Instead, its primary usage is its powerful spells that can potentially decide a battle. Its Force Field creates a prismatic barrier that forcibly positions both allies and enemies.
This is its primary usage, as the force field can cut a wave of attackers such as roaches or zerglings in half, rendering them unable to reach their targets. It can block a ramp, letting the ranged units do the work units on lower ground cannot see up onto higher ground. The possibilities are enormous.
However, they can be crushed by units with the massive attribute. However, since the only massive Zerg unit is the ultralisk, and the ultralisk is easily defeated by immortals or void rays, the Protoss need not be concerned.
Just a Spine Crawler or two at each base can be plenty to protect yourself from a Zealot rush. As we enter the mid-game, the Zerg player is now finally in a position to attack the Protoss player. Likewise, the Protoss player is now likely to be in a position to make a major attack on the Zerg player. Below, we will discuss how to counter the two most common Protoss pushes against Zerg and which army compositions work well against Protoss in the mid game.
Going for a timing attack consisting primarily of Sentries and a couple of Immortals is a tried and true Protoss strategy to use against Zerg players. Extra minerals are spent on Zealots in this attack. If this attack hits on the earlier end, the Zerg player may only be on Hatchery tech when it arrives. The best way to deal with this as Zerg is to try to not get hit by an attack before getting up to Lair tech. Once on Lair tech, you can make either Hydralisks or Swarm Hosts.
Both are excellent unit choices against the Immortal and Sentry combination. If you need to buy time for yourself, consider adding on a few Spine Crawlers at the entrance to your natural expansion. The Protoss Gateway-first style expansion often leads into Gateway and Stargate-based timing attacks. The Protoss tends to use mostly Zealots though for this purpose as vespene needs to be saved for the air units. Against Phoenix, you must get at least 2 Spore Crawlers at each base.
Phoenix cannot hit ground units, so Spore Crawlers are the natural counter. Phoenix have a lot of native shields and health though, so 1 Spore Crawler at each base is typically not enough. Against Void Rays, try to add on an extra Queen or two at each base. Keep those extra Queens on the same unit key and use them directly to defend your base against enemy Void Rays.
Void Rays are very weak versus the Queen. Roaches are the cheap damage sponges for the Hydralisk, while the Hydralisk can actually counter Gateway units, Stargate units, and Immortals. Another good option for Zerg players is to just mass Swarm Hosts.
Zerg players often try to end the game at this point in the game. They use their Roach and Hydralisk or Swarm Host army to control the map and take several expansions while exerting this control. This huge economic lead can allow the Zerg to then crush the opponent by force. While the early and mid-game are often smooth sailing for the Zerg, Zerg players tend to really struggling against Protoss in the late game. It can be very difficult for Zerg to stop the dreaded Protoss Deathball as well as SkyToss unit compositions.
It can be possibly backed up by Void Rays or Immortals. This well-rounded army has large amounts of AoE damage and can quickly burst down an enemy's forces if they are slow to react. Zerg players looking to stop this build need to break down the deathball into several component parts.
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