Post by kazo on Nov 13, 2008 1:43:36 GMT -5
The (Z)Kwanro Build is a highly aggressive strategy. This build looks to keep players contained with minimal Zerglings while getting to Mutalisks faster than usual. It's effectiveness depends heavily on good Mutalisk control and is strongest on maps with close rush distances against players who are likely to expand.
Build Order
* 9 - Overlord
* 12 - Hatchery @ expansion
* 11 - Extractor
* 10 - Pool
* 11 - Save Larvae (see note)
* @100% Pool - 8 Zerglings
* @100 Minerals / 100 Gas - Zergling Speed
* 16 - 4 Zerglings
* @150 Minerals / 100 Gas - Lair
* 18 - Overlord
* NOTE - Make Drones when possible (dronespam)
* @85% Lair - Save Minerals for Spire
* @100% Lair - Spire
Typical Timings:
Stop making units when the Spawning Pool is at 350 HP. It will then finish with 3 Larvae to be made into Zerglings.
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After Zergling Speed is completed, you cannot afford to make many more Zerglings, because of the hungry nature of this build. Use the Zerglings to threaten a backstab to avoid having to deal with the Terran army directly. This will allow you to make no more Zerglings or Sunken Colonies, and focus purely on Drone production.
Countered By
Hard Counters
* Proxy Barracks Bunker Rush
* Barracks Barracks Supply
Soft Counters
* Tank Rush
* Sparks Terran
Counter To
Hard Counters
* None
Soft Counters
* 14 Command Center
* 1 Barracks Command Center
This build's strong on shit like BS and Chupung.
Not so good on Katrina (easily defendable nat)
FINAL NOTE: If you suck with muta micro, then forget it. This build is really agressive, and you MUST do damage in order to level out your econ deficit. If you can pull that off, this build is super strong. Fast mutas are always good.
Build Order
* 9 - Overlord
* 12 - Hatchery @ expansion
* 11 - Extractor
* 10 - Pool
* 11 - Save Larvae (see note)
* @100% Pool - 8 Zerglings
* @100 Minerals / 100 Gas - Zergling Speed
* 16 - 4 Zerglings
* @150 Minerals / 100 Gas - Lair
* 18 - Overlord
* NOTE - Make Drones when possible (dronespam)
* @85% Lair - Save Minerals for Spire
* @100% Lair - Spire
Typical Timings:
Stop making units when the Spawning Pool is at 350 HP. It will then finish with 3 Larvae to be made into Zerglings.
---------------------------------------------
After Zergling Speed is completed, you cannot afford to make many more Zerglings, because of the hungry nature of this build. Use the Zerglings to threaten a backstab to avoid having to deal with the Terran army directly. This will allow you to make no more Zerglings or Sunken Colonies, and focus purely on Drone production.
Countered By
Hard Counters
* Proxy Barracks Bunker Rush
* Barracks Barracks Supply
Soft Counters
* Tank Rush
* Sparks Terran
Counter To
Hard Counters
* None
Soft Counters
* 14 Command Center
* 1 Barracks Command Center
This build's strong on shit like BS and Chupung.
Not so good on Katrina (easily defendable nat)
FINAL NOTE: If you suck with muta micro, then forget it. This build is really agressive, and you MUST do damage in order to level out your econ deficit. If you can pull that off, this build is super strong. Fast mutas are always good.