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       #Post#: 337--------------------------------------------------
       Infused roach timing
       By: ZergTriumph Date: November 15, 2020, 12:33 am
       ---------------------------------------------------------
       A zerg build that I've found works very well in pubs is to get a
       pack of 4 infused roaches as fast as possible.  Infused roaches
       are perhaps the best all around zerg unit in the game.  Compare
       infused roaches with brutas:
       HP:  1500/400
       Attack:  40/25 (base)
       Armor: 2/7
       Movement speed: 3.6/3.2 (max)
       Cost:  700/780
       Supply:  40/30
       Armor research requirement:  3/5
       Area of effect damage:  yes/no
       Turns killed enemy units into zerg units: yes/no
       Spawner size: large/small
       Cooldown:  100/0
       Spawn time: 10/8
       From the foregoing, it is clear that infused roaches are faster,
       more powerful, and more economical than brutas.  The only
       advantage of the bruta is in armor and cooldown time.  This
       build is a good alternative to fast bruta if you are with a
       partner who isn't pooling income with you.
       Build order
       1.  Open with max eco build.
       2.  After supply 2 or 3, get Armor 1 and build 4 infestors.
       Look for an easy place for infestors to feed. If you get them
       after supply 2, you will only need a small amount of feeding to
       get to 700 HP before 20 minutes.
       3.  After the next supply, build 3 or 4 more infestors.
       4.  After each subsequent supply, build 2 more infestors until
       you have 12-16 total.
       5.  As soon as as an infestor is close to 700 energy, research
       Armor 3.  This is usually around the 18 minute mark.
       6.  After Armor 3, build 4 infused roach spawners and then 2
       ravator spawners.
       7.  After the ravator spawners are down, finish all speed
       upgrades, then start getting attack upgrades up until the 12-15
       range.
       8.  Once you have 4 infused roaches and 2 ravators out, pick a
       vulnerable terran, attack!  This should happen before the 25
       minute mark.
       9.  If any terrans are left alive, transition into torras with
       your remaining infestors.
       Strengths of this build
       The main strength of this build is that it can knock a terran
       out of the game instantly without allowing them to turtle.  The
       4 infused roaches will destroy the terran army in seconds, and
       then you can instantly dash to the terran's command center.
       Most terrans won't have time to wall off their high ground
       between the time you strike and the time you reach their high
       ground.  Even if they do, their armor upgrades are likely to be
       so low that the high infused roach attack will still work
       against them.  There is also a good chance you will hit the
       first terran when they are not looking, allowing you to
       annihilate their army before they can react.  If you keep
       researching attack upgrades, subsequent terrans won't be able to
       get their wall armor up in time to save their bases.
       Another strength of this build is that it handles early terran
       aggression well.  You will have plenty of infestors to heal
       spines (in addition to making infused roaches), and you won't
       waste money on roaches or forward spawners.  By the time a
       terran is able to seriously threaten your big spines past the
       point where infestors can heal them, you will have at least 2
       infused roaches that can hit the terran as they are hitting the
       spine.  At the very least this will kill the terran army.
       The final strength of this build is that it transitions well
       into Armor 5. You will have a strong economy and plenty of
       remaining infestors to quickly get torras.
       Weaknesses of this build
       The main weakness of this build is that it gives terran time to
       get upgraded vets before you attack.  A group of 20 or more vets
       with combat shield around their armory will defeat even 4
       infused roaches.  You will want to kill the strongest terran
       first so he doesn't have time to react, but if the strongest
       terran already has a good number of upgraded vets, attack the
       next strongest terran first, then kill all the other terrans
       before coming back to the strong terran with your teammate's
       combined forces. If there are multiple strong terrans at this
       point, it is probably GG but you should still have a healthy
       economy and be in position to quickly get brutas and torras with
       your remaining infestors, so you can make a fight of it.
       This build is also weak against terrans who are going pure
       turtle.  They are likely to have wall upgrades too high for you
       to kill with the infused roaches.  Skip turtles until all the
       other terrans are dead or stuck on their high ground.
       The other weakness of this build is that it can cause conflict
       with your teammate if you are not preteamed together. If your
       teammate doesn't agree to eco with you, it is necessary to
       maximize your own income rather than team income in order to be
       able to afford the upgrades necessary for this build.  Your
       teammate is also likely to insist on getting roaches, which can
       delay the build if you have to chip in for tar infection and tar
       rush.
       Conclusion
       This is a fun build that works well against most pubs.  It is
       not a pro build and I'm sure the pros on this forum will quickly
       rip me to shreds for daring to speak on their forum, but I've
       had a lot of success with it against pubs.  It is not a common
       build. I've never seen anyone else do it, so most terrans will
       be caught completely off guard and you'll earn yourself some
       easy wins.
       #Post#: 339--------------------------------------------------
       Re: Infused roach timing
       By: Oayoo Date: November 15, 2020, 3:18 am
       ---------------------------------------------------------
       Even if this build is really bad in my opinion, i think it can
       be really fun to play in a game with low lvl players. So, why
       not ?^^
       #Post#: 340--------------------------------------------------
       Re: Infused roach timing
       By: Speed Date: November 15, 2020, 4:00 am
       ---------------------------------------------------------
       Actually smart build.
       I did consider trying infused roach instead of brutalisk build
       myself, but I felt like the respawn time is too big. If a wave
       of infused doesn't get anything done you are in a bad position^^
       However with the amount of bad terrans you probably can get some
       kills, as described in the guide.
       My tierlist for zerg units would probably be this; strikeling >
       torra > infused > brutalisk > ravator > slowling  > omegalisk >
       garbage (primals and ultras would be between infused and
       brutalisk if firebats and italis weren't in the game).
       And yes, omegalisk is hardly above garbage for me x) Really
       horrible unit. Hydras and infestors are not included in the
       "garbage", I didn't list them cause they are purchased, not
       spawner generated, units. Infestor is obviously a key unit as it
       can save big spines, is required for infused / torralisk /
       ravator spawner and can... uh, do I really want to share this...
       oh well, it can also transfuse torralisks so they have more time
       to break a turtle's wall. Hydras can be fantastic siege, but
       it's not too great if the terran has just 1 italis... I often
       drop nests on terrans that don't appear to have an italis yet,
       and if they cannot get 1 in time, once the nests finish I get
       the hydra spawn ups, get some hydralisk and start picking away
       at the terran, if they get an italis just after you committed to
       it (got the ups), it's still kinda fine, since you already
       established the nests^^ it's just not quite as strong, but it
       should return the investment if you use the hydras well. (just
       make sure you keep macroing behind your hydra siege, so you have
       more income for dmg ups, adding infused / torras etc)
       I think a good income for zerg is 40k each (80k total), you can
       max attack from 0 in 3min 25sec, then 1 of you can make an omega
       and up constantly on his own and the other can add more infused
       / torras^^
       #Post#: 351--------------------------------------------------
       Re: Infused roach timing
       By: ZergTriumph Date: November 15, 2020, 11:42 am
       ---------------------------------------------------------
       [quote author=Oayoo link=topic=48.msg339#msg339 date=1605431926]
       Even if this build is really bad in my opinion, i think it can
       be really fun to play in a game with low lvl players. So, why
       not ?^^
       [/quote]
       If you are paired with a random zerg who isn't cooperating, what
       would you do?
       #Post#: 352--------------------------------------------------
       Re: Infused roach timing
       By: ZergTriumph Date: November 15, 2020, 11:43 am
       ---------------------------------------------------------
       [quote author=<heXnab>Speed link=topic=48.msg340#msg340
       date=1605434410]
       Actually smart build.
       I did consider trying infused roach instead of brutalisk build
       myself, but I felt like the respawn time is too big. If a wave
       of infused doesn't get anything done you are in a bad position^^
       However with the amount of bad terrans you probably can get some
       kills, as described in the guide.
       My tierlist for zerg units would probably be this; strikeling >
       torra > infused > brutalisk > ravator > slowling  > omegalisk >
       garbage (primals and ultras would be between infused and
       brutalisk if firebats and italis weren't in the game).
       And yes, omegalisk is hardly above garbage for me x) Really
       horrible unit. Hydras and infestors are not included in the
       "garbage", I didn't list them cause they are purchased, not
       spawner generated, units. Infestor is obviously a key unit as it
       can save big spines, is required for infused / torralisk /
       ravator spawner and can... uh, do I really want to share this...
       oh well, it can also transfuse torralisks so they have more time
       to break a turtle's wall. Hydras can be fantastic siege, but
       it's not too great if the terran has just 1 italis... I often
       drop nests on terrans that don't appear to have an italis yet,
       and if they cannot get 1 in time, once the nests finish I get
       the hydra spawn ups, get some hydralisk and start picking away
       at the terran, if they get an italis just after you committed to
       it (got the ups), it's still kinda fine, since you already
       established the nests^^ it's just not quite as strong, but it
       should return the investment if you use the hydras well. (just
       make sure you keep macroing behind your hydra siege, so you have
       more income for dmg ups, adding infused / torras etc)
       I think a good income for zerg is 40k each (80k total), you can
       max attack from 0 in 3min 25sec, then 1 of you can make an omega
       and up constantly on his own and the other can add more infused
       / torras^^
       [/quote]
       Thanks. I also like to go for 40k income as zerg, but rarely get
       there.  Usually my teammate insists on pooling for omega when we
       each have like 8k income :/
       #Post#: 354--------------------------------------------------
       Re: Infused roach timing
       By: Oayoo Date: November 15, 2020, 11:56 am
       ---------------------------------------------------------
       I never play Zerg alone, it isn't playable for me.
       The only way to win if your mate doesn't play with you is to
       have retarded Terrans x)
       #Post#: 480--------------------------------------------------
       Re: Infused roach timing
       By: ZergTriumph Date: November 18, 2020, 8:06 pm
       ---------------------------------------------------------
       I forgot to mention the biggest benefit of infused roaches:
       they are virtually immune to stasis canon.  Stasis canon fires
       30 x 30 damage stasis missiles (900 total damage spread over a
       circle), but infused roach have starting HP of 1500.  Unless the
       infused roach are critically low on health, stasis canon will
       not stop them from getting to the terran command center, whereas
       virtually any other zerg army would be frozen by the stasis
       canon, allowing the terran to transition into late game turtle.
       #Post#: 486--------------------------------------------------
       Re: Infused roach timing
       By: Speed Date: November 19, 2020, 3:35 am
       ---------------------------------------------------------
       [quote author=ZergTriumph link=topic=48.msg351#msg351
       date=1605462129]
       [quote author=Oayoo link=topic=48.msg339#msg339 date=1605431926]
       Even if this build is really bad in my opinion, i think it can
       be really fun to play in a game with low lvl players. So, why
       not ?^^
       [/quote]
       If you are paired with a random zerg who isn't cooperating, what
       would you do?
       [/quote]
       I all-inned when I ended up with a barcode that had good win
       rate. God, tar roach is broken and 1 useless terran can totally
       fuck up a side that has 2 fantastic terrans next to each other
       (in my case Najdorf and SpaceBalls, bottom being a lot weaker
       helped^^). I hated every minute of that game, such a dumb way to
       play xd
       Edit: the most dumb part was it worked xd...
       #Post#: 1059--------------------------------------------------
       Re: Infused roach timing
       By: ZergTriumph Date: November 30, 2020, 9:06 am
       ---------------------------------------------------------
       This build doesn't seem to work in the new patch.  Terrans are
       either all pushing hard before 15 minutes and overwhelming
       infestors at the big spines, or clueless in which case it
       doesn't matter.
       #Post#: 1243--------------------------------------------------
       Re: Infused roach timing
       By: ZergTriumph Date: December 10, 2020, 12:12 pm
       ---------------------------------------------------------
       Infused roach rush can work if you are solo zerg or sharing
       income with your teammate.  It's possible to have 3 infused
       roaches out by 16:15 with the following steps:
       1.  Open max eco
       2.  Research Armor 1 before 3 minutes.
       3.  Make 1 infestor once each minute.
       4.  Opportunistically feed off walls.  You only need a little,
       so don't take any risks.
       5.  By 9 minutes, save for Armor 2 and 3.
       6.  By 12 minutes, research Armor 3.
       7.  First infused roach spawner down at 12:30.
       8.  Second infused roach spawner down at 13:30.
       9.  Third infused roach spawner down at 14:05.
       10.  Research speed 1 and +5 attack.
       10.  Two minutes and ten seconds later (16:15), you have 3
       infused roaches, speed 1 and +5 attack.  You should be able to
       kill most of the terrans and then you will only have a few left
       to deal with.
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