ZZ Strategy

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A double Zerg has the distinct advantage of sharing creep and having a double Overlord scout at the start of the game. As 2v2 transitions into more of a macro style with shared bases, Zerg gains both an advantage and a disadvantage. With the shared bases, teams with Terran and Protoss can defend a base with only one player walling, making early aggression from both Zerg players far more costly if unsuccessful. This also gives the double Zerg team the opportunity to take more bases early on and spread their creep out. Through proper overlord scouting, a Zerg team can determine if an all-in attack is coming or not, giving them the most time to Drone/spread creep.

With the release of Patch 1.4.3, Zerg has gotten significantly stronger in both 1v1 and 2v2. Early Queen builds can be utilized to defend/spread creep. With maps such as Molten Crater or Scorched Haven, Terran and Protoss teams will often attempt to wall on the low ground and proceed to a macro game. This will allow the double Zerg team to also be greedy and successfully go for two 15 Hatch openings. With this style, early Queens can spread creep early. Fully utilizing team play options such as shared control can help in spreading creep/spreading Overlords around the map. In the end, Zerg is still a very "play by ear" race, more so in 2v2 than it is in 1v1, so it is up to the player to know when to Drone and when to make units.

ZZ builds[edit]

Openings

Speedling Expand + 15 Hatch Double Queen This build offers the safest opening for double Zerg teams. A 14 pool provides an option to produce Zerglings early and will easily hold off a 10 pool attack at the start of the game with proper micro. The 15 Hatch Double Queen will also allow the production of extra Queens, to start spreading creep and also defend against Hellions. With proper control and placement of spine crawlers, it only takes one player to hold a shared choke against early aggression.

15 Hatch Double Queen + 15 Hatch Double Queen This is the most macro oriented build a double Zerg team can execute. It can, however, be risky if the opposing team attempts to cheese early on in the game. But with the addition of larger maps, 2v2 games tend to pull a little further away from early game cheese. Most aggression early in the game can now be viewed as pressure and can be dealt with as if the game were a 1v1, where the double Zerg team can be viewed as "one entity"

Transitions

- Baneling/Roach Rush (vs. Terran), where one player goes purely into Roaches and the other proceeds to ling/bane. With each player focusing on set style will be more efficient than both players going bane/roach at the same time. This strategy is most effective vs Double Terran teams, Double Zerg teams, and Zerg/Terran teams. A variation of this strategy is without Banelings, where one player simply masses lings. This is effective versus both Protoss/Zerg teams and Zerg/Zerg teams. It is comparable to 3 Hatch Before Gas (vs. Protoss) or Stephano style Roach/ling attack, only it hits with 4 bases as it is 2v2.

- Ling/Roach/Infestor (vs. Terran), this is the most balanced transition and is effective in all matchups. Both players will go double upgrades, one going for Roach upgrades and the other for Zergling upgrades. The player executing the Zergling strategy will also make Infestors with the extra gas. An effective way to pull this off would be having one player control both the Roaches and lings while the other player only controls Infestors. This results in more optimal Infestor usage. This strategy is also best for transitioning into the Zerg deathball composition, Brood Lord + Infestor.

- Late Game Infestor/Broodlord. In 2v2, resource sharing can be the most effective "resource" in the game. Excess gas and money can be passed on to allies to give them a faster income to transition into higher tech. As mentioned above, the Ling/Roach/Infestor style can also transition into late game Infestor/Brood lord. The Zergling/Infestor player simply halts production of Zerglings and builds spines and Queens instead. By this time, the Roach player should have already finished 2/2 upgrades and will start to build up gas. This excess gas can be passed onto the infestor/Brood lord player for production of more Brood lords. The spine crawlers and Roaches can be used to buy time to stall for Brood lords.

Surviving the Early Game[edit]

Early Scouting: Early scouting is important in knowing whether or not an early cheese is coming. A typical scout timing is when your 15 hatchery is going down, follow up by sending a Drone to the opposing bases.

Check for early gasses and scout for your opponents' tech paths. Air play such as Phoenix harassment can hinder double Zerg play greatly. Phoenix provide a ridiculous amount of map control and deny Overlord scouting and creep spread (picking up Queens as they are trying to spread creep).

Being Rushed: Oftentimes 2v2 early pressure can be comparable to the same as 1v1, only with mixed unit compositions. With the latest queen buff, all early pressure can pretty much be held with proper spine crawler placement, transfusions, and creep spread. In order to maximize greediness, these defensive plays require no gas at all, allowing you to have more minerals for defense.

- Spine Crawlers: determine the amount that the opponent has before starting to mass spines. Transfusions can also help keep spine crawlers alive for long periods of times.

- Queens: Never underestimate a large amount of queens. With 5 range, they can pretty much deny any early pressure from both Zealots and Marines.

- Zerglings: Zerglings in addition to Queens and Spines can help buffer against an attack. Even without Metabolic Boost, Zerglings are still relatively fast on creep. An example of defense can be Zerglings + Spine Crawlers against Zealots. Zerglings can kite back and attack, while the Spine Crawlers absorb the brunt of the damage.

The size of the maps will also assist in defending early pressure. An early pack of 2-4 lings can catch an attack coming, and emergency spines and Queens can be produced in time. Be wary though, not all maps are the same size as Molten Crater or Lunar Colony V. Smaller maps such as The Ruins of Tarsonis and The Boneyard could pose more of a threat to your early game survival. Be sure to play smart and maximize economy while still being able to stay alive.

Random Tips[edit]

Pick your maps according to how you like to play: Maps that are wide open and offer much space for counterattacks are your best friends. Examples include Molten Crater and Lunar Colony V.

Spawn larva: You can spawn larva on your ally's hatchery with your Queen. This can be used if an allied Queen dies and you have energy to spare to help an ally.

Creep: The most important part of 2v2 gameplay with double Zerg is creep spread. Map control and map vision are all reliant of this. Shared control can assist in optimizing the creep spread.

Scouting: With the Overlord speed buff and 2 Overlords to use at the beginning of the game, you can get the early game vision needed to hold off early cheeses and pressure. Scouting is also important so that you know when to drone and when to make units. Creep can also provide great assistance in scouting.

Problems with Cheese: With shared base maps, Terran and Protoss teams can hold their ramps more easily. This makes high-econ cheeses the best so that you have something to fall back on in case your attack fails. Any type of non-economic cheese attempted can strongly hinder your chances of winning the game.

Mobility and Counterattacks: As a double Zerg team your armies are far more mobile than most match ups, especially those lacking a Zerg player. Use this to your advantage. Punish immobile armies by counerattacking with zerglings and flanking from different angles. Creep spread also plays a strong factor.