6600 MMR TOP TIER EU PRO PLAYER IODIS! | Is It Imba Or Do I Suck

This might be the highest level replay we EVER had in this show. And it promises me my long dreaded and awaited IMBA-stamp. From a man, who might even know better than me! Is it really time...? Smash like and subscribe for this legendary moment in SC2 history!  PtitDrogo: https://twitter.com/ptitdrogo  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Race Protoss, MMR, 6600, League Grandmaster, server EU and the name is Petit Drogo. French Protoss player, one of the, in my opinion, top 10 European players currently, and he writes this to me. What's up, Kaff? Today is the day, the one you've been dreading forever since you started this YouTube series. And it's not entirely correct there. sure, waking up to a message from Drogo isn't exactly my favorite thing. There's a lot of people I would rather get a message from, but honestly getting a Skype notification with a little story in it is not really the day I've been dreading. But let's continue. You ignore this replay. The story ends. You wake up in your bed and believe whatever you want to believe about the state of ZVP. You watch this replay and I show you how deeply imbalanced Zerg Lategame is. We have a famous saying in France ever since the Maginot Line 1940 incident They're going to passé by la Forre six solo which roughly translates to plate perfect still loose I'm no native French speaker but I don't think that exactly translates one-on-one I digress, let's continue I think this saying is fitting here as my German opponent was using an even more broken tactic than the Blitz Creek, Zerg units. This game I put on a hard hat and a hammer, like the good working man, and built a beautiful setup for myself. Five bases, extremely good upgrades, and the complexity of my army was good enough to make a tasteless cry. I almost won the game after such beautiful play. Sadly, in a very lore-accurate way, the Zerg army was overwhelming, and there was nothing I could do. Ultralisks and broodlords dominate the ground. Corruptors make sure I don't get to build any air units. And worse of all, investors indoctrinate my own units, making them fight against their own brothers and sisters. I could go on, but the replay will speak for itself. So what will it be, Captain? Will he tell the truth to your audience and admit the game is imbalanced? Or will you lie like a coward and tell me I suck? The choice is yours. Petit Drogo. P.S. Yeah, I guess I had a bit too many workers. Now, I can't be the only one that spots the irony in a French person calling me a coward, but we'll skip that for now. Hop into the game. I decided to skip the first two minutes and 34 seconds because I do believe that Drogo is perfectly capable of doing the first two minutes and 34 seconds perfectly. He is a professional player that has been playing StarCraft 2 at the highest level for a very long time. And he is one of the players that loves playing one style again and again and again and again. And just slightly improving that style again and again and kind of unlike a regular French person, he doesn't actually like cheese that much. He is a player that wants to play very solid. He'll have build orders that are kind of aggressive. But cheese is not something that he has in his toolbox. He has a lot of tools in his toolbox. and he can play different styles, but the thing he likes the most is perfecting one style and playing that over and over, improving just the tiniest bit every single game. So I'm looking forward to a very tight, early and midgame, a very good understanding of what to do in every single situation, and I'm kind of curious how this is going to be. Now the opponent he's playing against is Shopify's Rebellion Lombo, who happens to be my teammate and a good friend as well, one of the best Serks in EU currently, is best performance up to date, is getting second place in the next tournament last year, somewhere in October. He beat dark in the semifinals and only barely lost to several in the finals. I think it was four to three. An absolutely fantastic player, very good theoretical knowledge, solid mechanics as well. It's also known as the professor because of his strong theoretical knowledge. So this is quite the match here on the... I assume this is the European ladder. I haven't seen these two guys play each other in the last, well, a few months, I think, in a tournament or the last few weeks at least. But maybe I haven't been paying attention. But for all I know, this is most likely going to be a ladder game. Drogo opens up by sending a void ray across the map here. I think he tried to deal some harassment as well with his adepts. But he's killed one worker so far. Now, this is a really cool move. He pulls the queens away with his void ray, flies in with the Oracle to try and deal some damage. Because at the highest level, it is really common for Zerg players to skip their spoor for as long as possible to get optimal mining. So you'll see Lombos skipping spores in two out of the three bases. And this Voidre move, which I think most of us got introduced to by Zest. He was someone that initially loved doing this, especially with double Stargate openers, send in one Voidre and then the Oracle, bam, can kill some workers. It did kind of work out. Three workers have gone down. And the Voidre is in a bit of an awkward position, but this seemed to be the plan for Drogo. So I'm just curious what he's going to be doing there. I could say, well, terrible. This is going to suck with any type of Ling defense. and you have Ling's attack and you need to defend them. But this is obviously a very conscious play out of Drogo. He understands what he's doing. I'm just curious what his actual plan is going to be with that void ray. There is a forge and a twilight before the robo. Before the queen nerve, where the transfuse was still possible of creep, this would have been considered a very, very risky play because opening up with not a robo, not straight up rushing into disruptors, was basically a death sentence against any type of queen push. But nowadays, as queen pushes have become rarer and rarer, getting these quick upgrades has actually, well, I don't want to say become the norm, but has become extremely common in this matchup. So it's cool to see Drogo also opening with that. He's been honestly been doing a good job. Killed four workers so far. Seems to have good information of the layer timing, knows that there is a fort base. And this is kind of what you expect out of Drogo. He just completely understands what he is looking for in the early game, what he wants to be doing when he scouts something slightly out of the ordinary. This Voidre from the back is coming back in. I think it didn't manage to kill a work here. At least forced a sport to be built. It's just really cool. Kind of that play between the Oracle and the Voidre. The Voidre coming in from one direction and the Oracle coming in from the other direction. Really keeping Lombo busy here. Lombo only on 69 workers so far. And Drogo is just kind of being passive, not wanting to attack before he has his setup. As he mentioned in the balance for me, so he said, I got a really good setup in the early game. I was happy with what was happening. He gets a double scout off as well. He has triple sentry, so he's going to be scouting for days here. Oracle can get the revelation, sees more drones moving towards that fort base. Double hallucinations are now moving in as well. We'll just be rallied over these bases, trying to figure out what tech it is that Lombo is going for. And he spots the spire here. Lambo already was getting an extra gas. We probably just wanted to build eight or nine muras into Reverger Ling Bane. This Voidre is doing a decent job against the spire, though. And I do like this. Honestly, so far, Drogo is playing a fantastic game. He scouted absolutely everything. Now, I don't want to say this is the perfect game so far, but if he loses in the next 20 seconds, I'd say, yeah, played perfect, still lost. The French saying here is pretty darn accurate. He gets the spire, only a single muta gets built, and immediately Drogo is already transitioning into triple Stargate as well as a Fleet Beacon. Now, there is perhaps one point where I'd have a small criticism here is why is there no plus one on the way yet? I feel if you want to transition into a fast triple stargate, getting a slightly faster plus one, and also taking the gases before your fort base finishes, would probably a wise play. Drogo has scouted or should have scouted the drone count on the fort already, and probably should have scouted this extra gas as well, should somewhat be aware of what's kicking off. I feel like these gases should have been taken slightly earlier, and the plus one should have started. Now, this is of course a little bit nitpicky, but once again, this is 6.6K MMR. Drogo is absolute top 10 player in Europe. Details matter. And honestly, not much has been happening. So there's no reason for it not to have gone correctly. He seems to be prioritizing Phoenix production right now, although he just took out the spire. I guess he was afraid of like 12 mutas being built just before the spire got killed. Now he'll see that's only a single muta. I wouldn't mind if he cancels this phoenix. There's no need for three phoenixes in this case. I don't believe at least. Gas is really quite late, almost delayed by 30 seconds or so. That's a decent amount of gas. We don't have enough gas mining here at the third base either. As for some reason, there was only one dude in this gas, two dudes in the gas. So we lost a lot of gas mining. And as a result, we really see that the gas mineral balance is just that tiny bit off here. You know, there's only 200 gas in the bank. is continuing upgrades as well for the ground. Then the question to me is, what are the triple stargates for? You know, if you're planning on going for a quick carrier rush, that's fine. But then why are we also rushing out the shield weapons? Why are we also trying to get so many, well, maybe Immortals isn't even too bad, get some extra DPS, not that gas intensive. But I'm kind of doubting the shield weapons here if you want to go for some type of quick carrier play and otherwise just delay your Stargates a little bit. There's nothing wrong with that. Or start with two stargates, double carrier, put a lot of chrono boost on that, and just do like a quick five carrier push. So you add your third stargate after the first two carriers basically finish. There's a decent amount of money in the bank, and this might look bad, the fact that he was floating 1600, but that's actually not necessarily a mistake. Very often for ProDos, the decision is waiting with money to get another base or adding more cannons, or building zealots if there is a need to build zealots. However, in an army composition like this, there is no point in spending your money just to spend the money. And I see a couple of you gold and bronze and platinum guys thinking right now, oh, I can flow 2.5K and it's no problem. No, it is no problem if you're not being attacked. Because adding 25 zealots on top of this army is actually useless because it would just make banlings, which zergs should always be capable of building, because there's always going to be a bailing nest, would just make the bailings a lot more useful against an army like this. So you only want to be building zealids in two situations. One, if you have a prism in their main base or you're doing a major run-by towards a base, and two if you're under attack and you need a quick reinforcement. And perhaps you can do one or two extra waves of zealots before. If you scout something like that, you can still use some in a run-by. So even if you see Drogo floating minerals here, that is not actually a mistake. So so far he's been playing a fantastic game. Like really almost no mistakes. His unit control has been close to perfect. He's lost one immortal. I'm not quite sure how that happened. I'm afraid that it might have been rallied across the map. And he's lost a single adept. He'd all the fair amount of damage. He killed a spire, killed seven drones, killed two overlords. Perhaps one point of criticism is that he hasn't been capable of clearing any creep. But at the same time, the creep spread also isn't massive and impossible to clean up later on. There is no observer yet, and that does worry me a little bit. because the moment these first three carriers are going to pop will be the first timing where Drogo actually has a little bit of map control. And with that little bit of map control, he should be capable of clearing a fair amount of creep at least around the basis. You want to be clearing all the active tumors, which makes it really difficult for the Zerg to kind of start respreading again. The queens need to start moving there. That can be scary. There's only seven queens total. So there's not even that many queens to respread everywhere. and not having any type of major splash in this army as well. I understand it because he didn't have that much gas, but right now the gas is available to at least start storm, I would think. He's nearing max as well. Like, if you look at an army that is maxed, you always want to think, what is the easiest way to improve it without spending a lot of supply? So if you could spend every little bit of supply, you could say, well, you'd get rid of like 20 zealots and you replace that by eight carriers. That would obviously improve that army. However, in this case, it's already maxed. You want to slowly get rid of the zealots. It's not like you're super rich yet. So you get rid of four zealots at a time maybe. And in this way, a good way to improve this army would be to just add three or four Templar, get storm, and that would increase the power, the damage output of this army by so, so much, so much more. than any other sick supply possibly could at this moment. There's no other sick supply investment that can be built with the money that Drogo currently has that would have as much of an impact as getting Storm and three more Templar. Sure, Storm has a decent research time, but with two chronobust on it, it's really only about a minute, 59 seconds, I believe. So, yeah, I don't know. I feel like that would be a very good solution to the problem of not being capable of increasing this army currently. It also could just be used as a transitional tool. If you know that you want to fight right now, you might want to be getting storm ready for the next push. This is... These zealots are absolutely blitzing in there. This is not the way you want to engage, Drogo. You know that, I know that. I'm not going to pretend like this is a good fight. Zealots are a big part of your damage. put in this army. You have nine of them, 10 of them. You sent all of them forward like a bunch of idiots. You don't have an observer with your army, so you're not even killing creep. There's no Oracle for Revelation either. Well, you have an Oracle, but you're not using the revelation on the creep or on his army. And you just move command, these zealads into his banlings. He has to spend a minimum amount of banlings, the smallest amount of banlings, to kill all your zealots. So the job of the banlings practically has been done already. Fantastic job. You just made his life a lot easier for no real reason. Not having an observer with this army, not having a prison with this army. These are obviously very big mistakes. It makes it impossible to reinforce this position. It gives your opponent free vision. Why would you give your opponent free vision if you don't have to? These are big mistakes and they're rather obvious. I find it difficult to believe that you believe that your play is perfect at this moment. There's obvious errors so far. Now, you're going to set up another run by. This is what, 10 zealots. And I like this. You're slowly getting rid of crap units like zealots. And the control on them is not very good. But I can kind of forgive that as well. Once again, no observer with this army means that this creep still gives vision, makes it difficult for you to do any aggressive rotations without being spotted. I'm not quite sure why you would want this creep to still exist. You're also not aware of where his army is exactly. You don't have storm in this army yet. These are... We could have started storm. legit a minute and a half two minutes ago would have been capable of having this army all of this creep could have been gone now lumbo gets a way better fight than he probably ever should have with a pure roach corruptor army i mean you have a you had a massive army you had a great composition a couple of your zealots did get through but it looks like they're getting f toed back home now they end up going here towards this hatchery yeah the fights so far just haven't been brilliant for you but despite that you're not even that far down in resources lost pre-pre broodlord investor viper it's really difficult for Zerg to get cost-efficient fights, honestly. It just doesn't happen because their main tool is going to be the Bainling, and the Bainling inherently is a cost- inefficient unit. So, so far, I'm not a huge fan of what you've been doing. The fact that you're losing more than your opponent in these fights show that the fights haven't been going too great. Now, Brutlards are coming out, Vipers are coming out. Your plan is to still go for this push, so you're setting up for a carrier void ray-ish like push. I do like that you're continuing upgrades very fast, by the way. I'd like to make a quick note of that. The double forge is really going to be paying off soon, especially in these like, whenever you play a late game against the Zerg, eventually you're going to get little skirmishes on the sides of the map. Zealots, Archons, or maybe just pure zealots, maybe a prism in a main base at some point, or not a run-by into 12 spines, but probably mainly going to be focused on the right side. And having these extra upgrades on the zealots, And if there's an arc on in there, go to be absolutely massive against Link. So I'm a very big fan of this. I think it's cool. Did delay your initial move out a bit. And I still feel like that your storm has been too late. But I mean, these are mistakes of the past. Let's focus on the now. We live in the moment. And in this moment, you're making some darn good decisions. The only thing that I really dislike is that this observer has been so slow. I really think this has been one of your biggest mistakes. and also just not knowing where his army is the majority of the time could have been a lot more painful if you were slightly more out of position his bailing run by is going to go in I think they don't even have plus two yet get a nice violent wall here Drogo very good good warpin as well man I just kind of want to go back here this was fantastic look at this this actually was really cool because Drogo kind of gets called off guard and I don't do this thought in I oldest you know I hardly ever get to highlight any cool place Drogo gets caught of guard a little bit here, you know? But he immediately realizes that he's being jupped. And his response against this bailing run by is honestly close to perfect. He doesn't have energy for a recall. He's like, hey, banlings, I don't want them to reach into my mineral line, throws down the pylon here. These banlings are a little confused. You see there's some weird aim moving going on out of Lambo. Now Lambo realizes, and then you get the good stalker warping just there in the end. A couple of stalkers do end up falling, but majority of the probes stay alive. And right now, with this move, and although Drogo initially got caught out of position, he now actually has some leverage to start moving across the map and maybe deal some actual damage. And once again, once you are allowed to step on your opponent's creep, it's really nice if you can clear this creep. And this time with the observer, that's actually going to be possible. So it's great to see that. I obviously would have loved to at the same time have some type of secondary play here, Drogo. I know you're capable of shift-clicking zealots into bases. I've seen you do this many times in the past. And having just a little one-sided affair here makes me sad. I think getting five zealot in towards this base, even running them down here or down here, would have been super helpful. It just forces your opponent to spread the attention. You don't really need to control the zealots. They work by themselves. You know that. I know that. I also wouldn't mind if you send this prism into the main base with like four zealots, then pop it back down immediately. You know, these very small moves cost very little effort for the Protols and cost a lot of effort for the Zerg to kind of fight off. Use this prism well. Okay, now in this type of fight, I usually believe the correct play to be to focus down Brut Lords. There's only eight Brut Lords. You have carriers with plus two and there's no, there's one Carapace upgrades on the Brut Lords. So in this case, you could have focused down the Brutlords. But let's just slowly go over this fight again. and actually take a look at what these carriers are shooting at. This is why I think one of the most important things with this type of five, six, seven carrier push is to have a separate hotkey for the carriers. So once the interceptors are out, you can actually start shift clicking down Brutlords. The moment Brutlords disappear from this army, let's just take a look what you're actually fighting. You're going to be fighting 26 lings and 14 corruptors. Now, both of these units have one very hard counter, and that is the Arcon. And you have plenty of Archons. You can even warp in zealots against it, honestly as well, especially with the upgrades that you have, right? You have fantastic upgrades. This guy only has, what, plus one. He's going to get 2-1 soon on his lings. You're working with 3-2 already with Shields. Like, if you clear the Brutlords here, this game is 100% over. But let's zoom in and see what these carriers are actually focusing on. So one carrier here, look at spreading the wealth to this spore, spore under some heavy fire from this carrier. Really cool. I'm glad to see that happen. And we see the spine crawlers. It's taking some heavy damage. Brutlings are being attacked. A second carrier decides to also send these interceptors over towards this left side. So we already have two out of the five just attacking spores on the left side that wouldn't even be in the fight if the carriers wouldn't be attacking it. Now, the spine crawler is going to fall faster than it ever would have expected to fall. We have a carrier now attacking one of the queens as well, more Brutlings going down. not a single carrier out of the five carriers is attacking these brute lords. The only real source of damage that can clear the ground. At the end of the day, the only thing that matters for you is making sure that you can win the ground fight. And if you kill the brute lords, that happens. He'll need to move more of more brute lords, and you already have blink on the way. So you're somewhat prepared for that transition. It's obviously absolutely terrible target fire. And now finally you start going after the brute lords. You'll get, what, one, two. back to the Queens and back onto the spores. You saw how quick these two Brutelords died. You could have done that once, like at the point where you still had all interceptors in the carriers, you probably could have just sift-click down. I think every single Brutlord before your carriers would have fallen. Now you're forced to recall. At the end of the day, you still had an okay fight, but there were no run-bys going on during this. There was nothing in the main base either. So you cleared one base, you had somewhat of an okay fight. But I think this could have probably been somewhat of a winning fight. had you microde that at all, there I say? Because this felt more like an A move. There were of course some focus fire. There were some decent storms being thrown down as well. You were focusing a lot on the vipers. But there was a lot of potential in that fight and it did not get used. It really did not get used. Prism towards the main. Now this is the type of move that I would absolutely love. if the year was 2010 and you were in bronze. Nothing is currently happening in this game. You're playing against one of the best Zerg players in all of Europe. And you think that this prism, after seeing that there's 14 corruptors, is going to get into the main base? Of course not, mate. Like, what type of wishful thinking is this? You're just straight up rallying into his aliens. Are you joking? Come on, Lombo. Turn around. Kill him. Make the point for me. Make the point for me, Lombo. well, good control on the prism, Drogo. I'm proud of you. Alambo didn't want to make the point for me. But, yeah, I'm not going to criticize. That was good control of the prism. You knew what you were doing. You thought there was an opportunity. I take everything I said back. Almost everything. Good job. All right. Next push here, as we have. Okay, how many broodlors are. Let's just take a look at the army before the fights here. Okay? So what should be the goal? in these fights. Nine broodlords in the sky, 17 corruptors in the air, a lot of stalkers out, a couple of ultrass. Are there any immortals? Two immortals in the battle as well. So once again, the moment you kill the broodlords here, the game pretty much ends. So that should be the focus, or if you don't want to kill the broodlords, you just dodge the fight. Good blink sucks that you got blinding clouded on, but the correct call, honestly, is to just target these down. Now, your carriers attacking ultralis and spores over the brutelords is, well, makes absolutely zero sense. attacking ultras with interceptors that is the definition of doing nothing. You know, it's like, now imagine there are two jobs that need to be done, Drogo. And for your sake, I'll pick something that you'll be familiar with. The first one being getting a white flag from your shed in which you store the white flag, and the other one would be digging a trench at the French-German border. So if he has these two jobs and the two tools we have are one, is the key to the shed where we store our white flag and the other two is a massive shovel and in that case you try to open the door of your shed with the shovel and dig the trench with the key that would be considered ineffective. The same is the case here in this fight. If you're using your carriers to focus down Ultralis while your immortals are taking out brutelings, these units aren't being used as efficiently as you could. And that tends to be bad. So we'll continue in this fight. I still believe you're winning this fight because the fight honestly was quite good. You're very decisive in your fights. You know quite often when to take them well, but the actual infight execution seems to once again be kind of lacking. But you kind of win the game here. You're extremely far ahead. You clear everything. Your prism is slightly suicidal here. But luckily you have a second prism. So you just warp in like, in my opinion, four Archons, eight zealots or so. How many gateways do you have? 13 gateways and you should be fine. Ah. Very smart. Look at this. This is also understandable. This is a very understandable move. And I'll explain you guys why. So right now, what happened here is Drogo seized this prism, but it is resting. And Drogo assumes that it is currently. on strike as a lot of public services in France usually are on strike. He's like, ah, you know, I probably can't use it. So instead he just uses the pylon at home. I also like that he uses the pylon that is probably one of the furthest away pylons from the battle. Rather than going to the fort base or going to this base, he decides, no, the natural is where I want to be warping in so that my stalkers need to move over to the battle for another 10 extra seconds. Very good call, Drogo. I appreciate keeping your units fit, making them walk a lot as well. There's what, 14 stalkers, it was not. 13 stalkers. Imagine that this currently has 13 extra stalkers. That would have been a lot of units. That would have been absolutely fantastic. You probably would have been able to just completely destroy everything. I like the target fire with the immortals. Pretty good. Yeah, 13 extra stalkers would have just straighted up won you the game in this fight. Now the stalkers are going to be... are going to be arriving after the game pretty much ends, or not the game ends, after the fight pretty much ends. You still, however, have a lot of money in the bank. You cleared two bases. Did you clear any major tech? You didn't really. But I still believe you're in a good spot. One of the reasons being that your probe count is so insanely large. Now that, of course, has disadvantages as well as advantages. The disadvantage being is that your max-out army is weaker. The advantage being is that you seemingly have a never-ending supply of money. You're not actually outmining your opponent currently. As Lambo also has a decent amount of workers and you were transferring a couple of dudes. Yeah, it's unfortunate that you haven't cleared the creep in the middle yet. It's actually kind of starting to piss me off. The amount of space you're getting to clear creep and you're not taking that opportunity to do it. Because just because you're lacking an observer. There's no real other reason at this point, except you're just not having an observer. That is nothing but a mistake here, in my opinion. And I can't imagine a scenario in which an observer would not have been good in this entire game. The game kind of stabilizes, and I really like the things you're doing here. So you're pre-splitting your army. You're adding a lot of immortals into your army, realizing that your opponent has a lower Brutlord count at this point. So you have the Stalkers to one-shot Brutlords. You want to just blink in, kill four, three, four Brutlords really rapidly, so only one or two remain. And at that point, your ground army. will obviously do the rest. This is a very sound approach, honestly. I don't see anything wrong with this whatsoever. I like the creep cleaning. I think this is good. The double armies make it difficult for Lombo to truly, you know, to truly figure out what's going on. Once again, if you had an observer here with this army, that would be even better. Don't forget that killing creep really has two benefits. One, units aren't quick and also they don't have vision, making aggressive rotation so much harder to deal with for the Zerg player. And so the longer the creep is there, the more vision they're going to be getting. Look at that. Get so much vision for a Zerg. And as a result, you see this entire moving on. If there was a, here, just look at what happens here. I'd just like to stress one more time. If these creep tumors would have been cleared before, Lombo did not have vision of this ramp. These lings might have just joined up with this main army. But instead, what ends up happening here is you walk over creep. Look what Lamo does as a response. he starts building, I think it's about 15, 12 banlings immediately. Maybe he builds 12 banlings because he's afraid of dying. It's also possible, but he could have responded to this. And I think in a way, he pretty much is. His broodlords are going to be pushing you back for a little bit. You realize right now that there's probably more brute lords than you imagined. And at this point, I think a switch into Tempest would probably be a correct call. I love these rumbites with Storm, by the way. They're so good. Storm against Link Bane is, I don't want to say, broken, but I mean, if you're a zergling and the other guy has storm, you don't want to be a zergling anymore and you wish to be morphed into an Ultralisk when you were just a little cocoon or a little larva. Good movement as well. Oh, uh, oh, drogo. Oh, drogo. That was not a good move. So you have 15 stalkers here in this army and I like this movement overall and I even like the idea of sniping investors. But if you're not planning on split shot, investors with your stalkers, just blink in five stalkers to one shot these investors. And you'll be absolutely fine as well. You can do it multiple times with multiple groups of five. You have 19 stalkers. You could make three groups of five out of that and one group of four. How great is that? I did finish my elementary school, so I know all of these things. Now what's going to happen is you jump every single stalker forward. He throws down one fungal. Sure, you kill three investors, but you also would have killed these three investors with just five stalkers. So there's absolutely no need to lose all of these stalkers. Now, you still have an observer in this army, which is good. All the investors do end up dying. You actually take a fantastic engagement here. That's actually crazy. And although you lost like 15 stalkers for free and you do get a couple of your Archons taken, it honestly felt like this was the best you ever could have hoped for in this engagement after that start. So Lombo kind of doing you a favor there. I would really like to see some tempus being added at this point though. you need to get back into air because without, yeah, Tempest is just correct here. It's either Tempest or back into Carrier, which is technically also possible, but because you're playing against someone that has Ultras, having a good ground army usually is best. So the way that that works is that if you're playing Carrier, your ground army often sucks, because carriers get better the more you have. But with Tempest, there's pretty much a limit to how many you need, somewhere between five and seven. most players agree on. So you don't really want to get more tempest than that. But with carriers, if you can get 15, you don't really want the ground army. That makes it difficult to fight ultra-investor armies at times. Oh, my good Lord. That was a huge fungal. Quick response on the recall, but obviously not great that it happens. This is a good attack, though. I'm not quite sure if they ran by. I'm going to check. They just ran by. This is a good play. This is really good play. And this can only happen because there's no creep. Lombo is completely blind here, and these cellas just go in. And I'm not saying that this wins you the game or save your game, but I think this is definitely a contributing factor in helping you stay alive. If this doesn't happen, you're not going to be dying here, but we would see a split off of maybe two ultras, two banlings, trying to attack a right-side base, a couple of bains maybe moving towards this base or some lings here. Now Lombo is forced back completely. The only reason this happened, once again, is because you took out the creep and you got in. So this was absolutely huge. And this is kind of what I'm, But I always want you to do, Drogo. I always want you to have these run-bys that don't get spotted by creep. Because that just makes life so much easier for you. It really does. Mothership on the way, I like that a lot. Providing invisibility for your army is great, fantastic. Another thing, by the way, I want to pay attention to that I haven't really mentioned yet, is that I really enjoy Drogo Sim City in general. This right-side wall was good. We saw some semi-walls over here, which saved him earlier in the game. I wouldn't mind some continued walling over here. here as well, just a little bit, you know. I definitely think that could be somewhat helpful. But yeah, this, this prism is going to keep flying. You could try to go for prism speed if you're a true tryhard. You want to get a robo-bay invest in that. But if you don't want to do that, I'm also fine with it, Drogo. You know, I'm on your team here and you don't have to do it. I like the Oracle, double oracles as well, maybe even triple oracles in case you lose one or two. And this would be the first time where I would truly say, hey, the probe count is a bit much right now. We're oversaturating bases. We want a bigger ground army. We see Lombo is dialing back the amount of drones that he has as well. So his army supply is growing bigger and bigger. As a Protoss, you always kind of want to be matching what the Zerg does. You either want to be lower on work or you want to be equal. but you never want to be higher in in worker count. I don't think so at least. This is my opinion. Of course, you can disagree with it. But I think majority of the time, there's no view we use in the late game to be higher in worker count than a Zerg. Could move out of Lombo this runway, by the way. Kind of realizing he's doing similar things here what Drogo was doing earlier with that Zellat Rumba, just forcing your opponent back. This base is really important right now for Drogo. And this type of play forces him to just go back home. or to just try and straight up engage into this army, forcing the run by back home. I like this ballsy play here out of Drogo, identifying that there's not that many spores here and just start shooting immediately. How many Templar are we at? We're at five Templar. Three of those Templar are at home. No, one of those Templars at home. This is a really good start of a fight, honestly. And if he just plays this out somewhat patiently with the constant use of these tempers here, I think Drogo is going to be in a fantastic spot. He could definitely, you know, he could keep shooting for a while. He has infinite vision with the oracles. If he just clears these tumors, look how little vision Lombo has. This is the hardest part for Zerg is all units are invisible. He's not moving on your creep, so you can't even see the shimmer. This means that every shot comes out of the dark and tempest outrange absolutely everything. You need to abuse this harder. At this point, I also wouldn't mind if you still have any zealots in this army. Even if there's not zealots in this army to just send like a couple of zealots over here, some zealots here to clear these buildings or maybe try to clear this, you know. This is the moment where if you would have 15 less supply in workers and that would be seven zealots or like five zealots and two dTs, that would be super useful in this type of scenario because it's really difficult to deal with if you're under a lot of pressure as a Zerg. So, oh, this is a classic. Now, this is one of the most frustrating feelings is that you hit the feedback as the viper at the same time, also hits his abduct. And here something happens, which can only be described kind of as the sunk cost fallacy of StarCraft 2. So we see that Drogo already feels invested in this fight and believes that he can still save this mothership. Now, this mothership is worth 800 resources. Don't get me wrong, it's an important unit and I'd like to see it back. And if you can save it, you probably want to save. but it gets pulled in, face first, into an army with corruptors, investors, a bunch of Brutelord, some ultras. This Tempest army, the main purpose of the Tempest, is to fight long-range fights over an extended period of time. You want to be sniping single units again and again, and you want to deny your opponent from engaging immediately. The longer you can stretch out the fight, the better it gets because you have the range advantage. So here, Drogo gets terrific. by Lombo into actually moving into this position, Drogo semi saves the mothership, but gets into a fight where he didn't want to be in. Investors can throw their neurals, ultras get pretty decent, what you call it? Surface area and literally every single Archon fights for the wrong side here. This is a classic case of losing one unit that he cared too much about, and then losing his entire army. trying to get the unit back, that already died. And often that is the mother ship. It is such a good bait because it's the most expensive unit, and you do start to feel a little bit attached to it as a Protoss player. But this obviously was the worst fight that he could have hoped for. Yeah, so instead of just getting a minus 400, 400, 400, or minus 800 resources total, he actually gets a complete crap fight and loses his entire army, loses a lot more than just 800 resources. So now Lombo is actually in a leading spot. It's funny that Drogo right now is like, oh, crap, my freaking tempest, terrible unit, can't win a fight with it. But before this fight, before Drogo got tricked into the fight, he actually was winning this. He completely pushed back everything. There are no spores remaining whatsoever on the map. These bases were completely open. Drogo is outmining his opponent in a big way. The only thing that happened here is that he got impatient. Now, usually the only thing that French people get impatient for is raising the white flag. back, but here Drogo got too impatient and actually just engaged into a fight. A mistake, a major mistake that obviously has the potential to change the outcome of the game. But because his work account has been so large and because he's been mining well, he hasn't lost any of the bases to run bys. Drogo is still in somewhat of an okay position. I just don't like the transition into carriers too much. I really believe that continuing the tempest route here probably would have been correct. It is a difficult choice to make. and I also understand that he's warping out a lot of gateway units because he wants to hold his base for as long as possible. A couple of fungles are going to hit on these stalkers. It makes life a lot harder. We have Templars in a prism not capable of doing very much. Neural parasite on an arc on as well. I think Drogo right now is kind of defending a position that doesn't really require, well, it shouldn't probably be defended here. I get some insane storms, by the way, on this army. But in an effort to save a 400-minute... mineral structure. I think he's throwing away a big portion of his ground army. And his carriers actually coming in kind of clutch, I have to admit, did not quite expect that. Maybe is Lombo actually who kind of overcommits into this position now. Microbial shroud being used as well. I still think there's an OKH fight here for Lombo. It's not the most brilliant, but yeah, it just ends up even fine. Yeah, I think it might have been better here for Drogo to return back to this base with the probes and to take this later on. There's really no way Lombo is going to stay here for much longer, right? It's too split. You can't defend both of these sides. I don't think so, at least. Maybe I'm wrong. I'm not entirely sure what would have been the correct call here, honestly. It's a really difficult call to make because you just lost a really big fight in which you lost every single area. So I don't want to make any big statements there. It's a difficult call. I wouldn't have tried defending it. I would have evacuated my workers, build up another Air Force, and tried from there. Because right now it feels like you're pretty all in on a semi-ground carrier army. And you also really didn't defend the base anyway. So you find yourself in the same situation. Of course, you don't know the outcome of the fight before you take it. So it is a little bit unfair to judge it like that. Because I have just more information than Drogo had when he made that call in the game. At this point, I actually believe the game is pretty over because you don't have the army to break this position. You don't have the money to run by towards the left. And that just means that Lombo can start pushing forward here. there's no real potential in these armies that you're building right now. I mean, the game is over. It really just happened in one bad fight, and that's just how PVZ works. And, well, it wasn't really the one bad fight. We had two bad fights before that as well, but the one bad fight really was the, well, kind of the final, the straw that broke the camels back, as we say in English. You know, you have your French sayings, play perfect but still lose, but we also have some in English. And it definitely was the straw that broke the camels. or maybe trying to defend this was. You're absolutely dead, and I admire your ability to stay in a game where you've absolutely lost. Your stop for spoken forward a little bit. Nexus at the 3 o'clock. Not bad, not bad, not bad. I mean, it is just how we can kind of move forward. Lamo is so patient with this as I'll look at that. I'd absolutely be just rushing in with my old trials. It's even moving his spines forward. Lamo is such a tryhard sometimes. I'm going to flame him later on Skype today. This is a little bit pathetic. I should have just A move into this. You have queens. Morve some brute lords into your opponent's face. Finish the game, Lamo. Groo said, come on. Unbelievable. Well, it's going to take out this base. I actually can't believe how long Drogo stays in. I would have left five minutes ago after I loved the middle fight. I really admire the grid. Gigi as well. Drogo leaves the game. There were no observer. So it probably was a latter game indeed. So I was correct in that. And yeah, let's just kind of go over your thing again. Let me open my Skype because Drogo, as the privileged programmer that he is, didn't need to fill in a Google form. He actually just messaged me on Skype with an entire freaking two-page essay. I'm not even sure what he complained about. Ultralis and Brutlords dominate the ground. Corruptors make sure I don't get to build any air units. And worst of all, investors indoctrinate my own units. Now, the only time we've really seen the investors be super useful was in that final. fight and that was because Drogo attacked into a position where he never should have attacked into. He tried to defend the mothership that already was a goner. I don't think investors are very broken at all. You can feedback them, you can storm them, they have extremely low HP disruptors are very powerful against them. They're practically static units the moment they use their neural as well. Tempest outranges absolutely everything. Feedback outranges the vipers as well or is the same as Vipers so it should be absolutely perfect. Like if you micro a Tempest Army correctly, like you were doing before the one mistake that you made, I don't think any of these units are much of a problem. You never had any major issues with the Ultralisk. The only time you had an issue with the Ultralisk is when you blinked in 16 stalkers to sniper two investors. Then you got fungled. And yeah, well, if you're standing still in front of an Ultra, he's pretty darn powerful. He's just going to punch hard, you know. But if you're running away and if you're kiting, which you could have done, your stalkers or you could have done with your immortals, and you did a lot of the time in this game as well. I don't think there's much of an issue. Lambo didn't even make that many corruptors. At times you had 16, 17 corruptors, never much more than that. Your air army never was in any major trouble until you just, except the times where you just decided to fight into bad positions. I think this game wasn't really that bad. Like, if you look in this game, It is very clear that the fights that you take are often good. A lot of fights that you take, but the actual infight execution of the micro is a little bit lacking. The carrier targeting is really mediocre. Well, practically non-existent. Brutlers just get to live their life. I think you're too aggressive with Tempus often, wanting to straight up go into a fight where you're not really abusing the range and the main, you know, the main advantage. of the tempest, which is the range in the fact that they can one-shot any air unit. Once you get like six or seven out, you can one-shot Brutlords, one-shot Vipers, one-shot corruptors. And if there's no spore for us, like there wasn't in this game, it shouldn't be an issue. I don't think I am a coward for telling the truth. I think one of the most important things is speaking the truth at all-time Drogo, especially when you're being peer-pressured by people of the same faction as you. And that is what's happening right now. and I'm not going to fall for it. I don't think this was imbalanced. I also don't think you suck, but I do believe that you sucked harder than Lombo in this game and that he deserved the win. And that's my verdict. You suck harder than Lombo. Thanks all so much for watching. Thanks to Drogo for sending in the replay as well and providing me with some reading materials before heading to bed. Very kind of him sending me that little essay that he wrote. I'll see all of you next time for a new video. I hope you did enjoy this. If you did, don't forget hit the like button. Subscribe to the channel and follow Drogo on Twitter as well. His Twitter will be in the description. He is generally very funny. So, yeah, thanks off for watching. Bye-bye.


When A Clothing Store Picks Up Zerg On The Ladder... | Is It Imba Or Do I Suck

Did anyone ever tell you, how good elephants are at hiding in cherrytrees? You might think now, that you have never seen an elephant hiding in a tree before, but that's just because they are so good at it. And today's guest of IODIS will put that to the test! So smash like and start looking for it!  4 Levels of Defending Lambo's Roach Rush: https://youtu.be/KnZnts5JFoM  If YOU want to file a report feel free to use this form: https://forms.gle/UMK1udoo8Cfunnpt6  IODS Playlist: https://www.youtube.com/playlist?list=PLbVNzAA7sXzCMxebUrgKN9dcsWlgQQmGf  Discord: https://discord.gg/uMssEXf5g7 Patreon: https://www.patreon.com/harstem My second youtube channel: https://www.youtube.com/channel/UCmwOm-YjCmcddE9xe9sEpUg Twitter: https://twitter.com/HarstemSc2 Twitch: https://www.twitch.tv/harstem Instagram : https://www.instagram.com/harstemsc/  Editing and Thumbnail by Hamster_Designs: https://twitter.com/Hamster_Designs  #harstem #SC2 #StarCraft2

Dear Captain, Terran defenses are just plain stupid. I know I messed up my Roach Rush build a little bit, but one Cyclone completely shut down the entire rush. How was that acceptable? I did a decent job hiding the Roche Warren, and that accomplished nothing. I immediately tack up the spire. Again, the Terran had no idea it was coming, but just a couple of blind turrets and completely shut it down again. I took so many good fights and was up on supply for the entire time, It was five base versus two base at one point, and I was doubling the Terran's income. But it was just impossible to break the Terran. Every time I wipe his army, he just pump Marine Marauder Medevac like it's free. Finally, I took one unlucky fight and got the Terran planetary down to just below 50 HP, and it got repaired back up almost instantly to fool. Like, hello? Who thinks it's a good idea to have a base that cannot die, deal a ton of damage, don't need to be defended at all, question mark. I outplayed this Terran from start to finish, and yet I still lost the game at the end. Terran defenses is just imba. P.S. Terran didn't even make widow mines. Don't even get me started with that. Name cool cats, race, Zerg, leak, diamond. It's the MMR's 3.5K, and we're on the North American server. anger of a ZVT. All right, cool cats. What do we have here? A ZVT on the North American server. Diamond, 3.5K MMR. Beautiful stuff here. We have Kudol. That H makes it difficult to pronounce for me. A mediocrely dumb Dutch person. So we're just going to call him Kudo Loll. I think he'll be okay with that. Cool Cats. It's actually the name of a shop around here. Used to be the name of a shop. When I was like 10, I always wanted to buy clothes there because they had the word. cool and cat in there and I like both of these things. But I'm not sure if this shop is actually still around. I remember being all the rates back in the day. Let's see if Cool Cats is the same here. See, opens up with a pretty standard opener here. Hatchery first into a gas, into a spawning pool, nothing too weird. The Terran opens up with double depot at the ramp and a command center in the main base. And Cool Cats will spot the fact that there's no command center on the low ground. So there's two options right now. One, you sacrifice your overlord in towards the main because you want to know if at least there's a barrack here. The command center should be going down at 140-ish. If it isn't there once your overlord arrives, something odd is going on. And you probably want to scout what that odd thing is. Like, hey, is there a CC in the main base? Is there a barracks in your main base? Like, am I being two wrecks proxy? But Cool Katz is completely happy with this information. He's like, okay, there's no command center. Let me throw down a road's warrant. And as a defensive to the Roche Warren here could be quite powerful, of course, against the one base play. Defense against this Reaper harass in a decent way. I'm not quite sure what these lings are doing here, perhaps anticipating that the Reaper was going to move up here. But I think they would have been slightly more useful on the low ground defending against the Reaper in the first place. You don't have to block this area the entire time. But, oh well, it is what it is. So Roach Warren has not been scouted so far. And he actually mentioned this, that he was pretty proud that he managed to hide the Roach Warren, but he didn't actually hide the Roach Warren. The Terran player just wasn't looking for it. Well, perhaps one of the reasons that the Terran wasn't looking for it is because the Terran blindly built a bunker in his main base and is getting a Tech Lab on the factory. Like, I don't think you can brag about hiding a Roach Rush well if your roaches get spotted the moment your roaches pop from your natural. That is hiding as well as an elephant hiding behind a pool. I appreciate the effort of you putting the roach war in the back of your base and patrolling your lings in this area even though the Reaper is here. But this is not really hiding it. And yeah, I'm just not so sure if you would want to even pull my attention to the point of hiding the roaches, if they literally get spotted 40 seconds before they move across the map. This guy already has the SUVs pulled towards the bunker. 30 seconds before. He is so extremely ready. He's never been this ready for anything in his life. You do mention that the execution of the Roach Warren, what did you call it? Let me just quote you properly here. I know I messed up my Roach Rush build a little bit, but one Cyclone completely shut down the entire rush. How is that acceptable? The question or the problem here isn't necessarily that your Roach Rush wasn't executed properly, although it probably wasn't executed properly. The real issue is that you went for a roach rush against someone that was on one base and you scouted that he was on one base. This is a little bit, imagine you're in high school. You go up to your teacher with a piece of paper and you go, sir, sir, my tracing of the Mona Lisa isn't looking too great. It doesn't quite look like the Mona Lisa. And your teacher goes, well, that indeed does not look like the Mona Lisa, but you're in year three math over here and you're 29 years old. I think your poor tracing of the Mona Lisa is the least of your worries. And I think it's the same here. You're doing the completely incorrect thing. You're responding wrong. And the fact that your execution of your wrong response is incorrect as well. That just kind of adds to the pain. But it's kind of irrelevant. You should not be marching roaches across the map if your opponent is on one base. If your opponent is on one base, you might want to build some roaches defensively because you don't know what's going on. But why would you move across the map? You're upper base. All you need to do is defense. So just really surprising. I mean, yeah, if he gets a cyclone out and you don't have any lings, you are like, yeah, you're going to lose your roaches, or at least some of the roaches. You don't necessarily need to stay here the entire time. You could send this roach in towards the cyclone so the rest gets to escape. You can split your army up in two groups. you can use the line of side blockers. Like, so far, you've lost one roach and two lings. And if you would micro your roach, you might be even able to escape here to the watchtower. And once you're in the watchtower, there's absolutely nothing he can do. But rather than going to the watchtower and safety, you just kind of walk back and forth and let all of your roaches die, which in my opinion is the incorrect call. Funnily enough, you even get the cyclone. Like, this wasn't even that bad of a trade for you. Although you shouldn't have been on this side of the map, I think it ends up quite well. And I believe you're actually quite far ahead because he had like 10 workers pool to repair the bunker in case you moved up. So you're actually in a completely fine position. Had you spent any of your money during the entire period of this, your third base would have been done already. Your fourth probably would be started or practically started. You could have had a, oh, you actually have a layer done already. Okay, so life is pretty good. You just follow this up with two base, two base Murat. You get your third base going. you're up 10 workers, your opponent has no infrastructure whatsoever, doesn't have a third base yet. This is a fantastic position. So although you tried handing in your tracing of the Mona Lisa in a year three math class, you're still succeeding. You know, what is it in American terms? Are you a C? Is that good in America? It's like just on the edge. I think it's a C. In the Netherlands it would be like a six. Five and a half gets rounded up to a six. That's what I did in high school. and I think in American it's a C or C plus maybe C minus all of that probably is fine I think once you hit a D that is no good and then a E I'm not even sure if they have E's probably and F is terrible is the worst thing F is complete failure it's a weird system with the letters always always confuses me numbers way easier no pluses no minus just decimal point numbers oh Americans always having to mess with everything All right, so your opponent follows this up with four racks into command center with Banshees and Marine Cyclone. Yeah, the build order honestly doesn't make a lot of sense and there's no real threat to you either, so you can just safely drone up. Now, you would be aware of this if you would scout or if you would have any information whatsoever, but because you honestly haven't scouted at all so far this game, you have no clue what's going on. and you have no clue what your position is either. I'm surprised that you just kind of keep building drones, you get the macro hatch, get another hatchery, without knowing anything. Like you're being two-based-all-in at this point. Like, you could be getting two-ways-all-in at this point, and it could be hitting right now if your opponent had a tight build order, and what you're doing is building pure muta. I would not have been correct, but then again, you have no info, so you don't know what is correct. Fort case gets spotted. But also, it would be easy here to make fun of the Zerg player. I'm getting a macro edge on three bases. But I respect this call. And I'm going to say it again. I say that every time I see something like this, if you are having trouble spending your money in the game, do not hesitate to build an extra hatchery. Do not hesitate to build extra barracks. Do not hesitate to add more gateways into your production. If you're having trouble spending your money, it is better to spend it in more production. So it's easier to spend your money in the future. And then once you realize you don't actually have enough money in future games, you can just dial back that amount. But it's better to spend it into something than to just have it floating. So a hatchery here, although it is not standard and it is not common and not many people do it at the highest level, it's completely fine. I don't mind this. And I'll never make fun and I'll never say this is a mistake if you're a lower level player and you're doing something like this. If you're trying to play a very optimized build order and you say that this is an optimized built, then I would disagree with that. But if you're struggling at spending your money, go ahead. Always good in the world. I don't give a crap about that. So, Ford Base is about to finish up. You have your double evo chambers. Bailing nest is, I think I saw it. Yeah, Bainnest is complete. Should start the bailing speed immediately, obviously. The moment you're going Mura list, you want to play Ling Bane Mura, as these units complement each other very well. Your Muda Lest, Mulek harassed is absolutely nothing. Your opponent, by the way, you said, He blindly built turrets, but I think he scanned because he was aware of the spire. And even if it was blind turrets, I mean, if he defends, he defends. Why do you care how he got the defense ready? You know, if it's the correct response, then he did the correct response. A little bit of Bench here, rats. What is this, by the way? Yes. Little two gases being added here onto the fifth base. Fourth base already saturated, already done. You decide to get the double extractors at the fifth, which still has, oh, about. about 35 seconds more to build. That's fantastic stuff. On top of that, well, you're already floating 1,200 gas at this point. You need gas about as bad as I need lip enhancement surgery. So maybe try spending your money first before getting more and more gas, especially if you're not planning on adding any extra mutilis into this composition. Like if your plan is to completely mess out on mutas at this point, I wouldn't mind it so much. You're actually going up to 10 gas already. already. Holy crap. This is really early on a low drone count. You need minerals as well. Minerals not very often when you're playing mutas are the limiting factor, but if you have this little drones, they can be a limiting factor. And I think right now priority should be to get a lot of banlings out and to just get a buzzing eco. Make sure you have plenty of larva. Make sure you have plenty of lings that you can morph into banlings. You can kind of start spending your money because you're just floating an astronomical amount of crap. Terran moves in. if you had any bailings ready at this point or you had spent any of your money this would have been an easy defense and here once again i can already hear you replying with but my opponent also has a lot of money's like yes but that's the point isn't it both of you aren't brilliant players but you can't complain about something being completely broken while you're literally floating 3k resources like that's just not how it works yes your opponent is making mistakes but you're also making mistakes and you're making huge mistakes. Like this isn't a tiny error, like a small decision that goes wrong. Like you're literally floating an infinite amount of resources. And you can observe this issue yourself very clearly as well. This is not like you need the input of a professional to figure this out, you know? It's just obvious. It's like you're participating in a running competition and you're running backwards. It's like you don't need Usain Bolt to tell you that running backwards isn't going to be the most optimal. Like most people that haven't even ran in their life can tell you that this isn't optimal. Just like most people that haven't played StarCrav yet, we'd be like, well, while spending your money, that would be a good start in improving, no? And indeed, it would have been a good start to improving. But, of course, complaining in a balanced complaint form in an IOTIS is a lot more fun and feels better as well, you know, getting angry at something else that isn't yourself. That does tend to work better. You know, just deflecting a bit of that blame. Terran actually is macroing it out pretty well. You also got rid of a lot of your resources as you just built a crap ton of veins. This is the correct call, Ling, Bane, Muralis. You haven't used the Muralist to harass in a while. That is probably because your opponent built four turrets in the natural. And you're like, all right, the ability to harass has now been denied. I will never harass again. Not knowing that the third base is completely empty, that you can still pick off depots, you can pick off SUVs, maybe like low marine counts that are being popped out of barracks. There's a lot of things you can still do with the Muralis. And the Muleus really is just a harassment unit. It's nice in an army, but it's not super brilliant. Like the bailings and the lynx will provide the majority of the damage output. And that's really what you want to be focusing on as well. Your creep threat also is completely non-existent, by the way. But we'll wait with that as we have a bit of a fight. Your bailings are actually connecting with everything. This is a complete man. Yeah, this game is over. At this point, the only thing you actually need to do is start your two-two upgrades. More of like 20 more bailings here. and you can probably move command into your opponent's third base with the banlings and win the game. So these bains, well, they're going to connect with more. Yeah, this is fine as well. You kill all the workers. Maybe you don't even need the bainlings. I think a couple extra bainlings would have been nice, but, I mean, the game is over anyway. You're up 30 workers. This is the point where you set your five base against two. Now, that is a little bit deceptive. I once again have to stop you here because, This base isn't really mining. You have 71 workers, which is technically 3.2 base saturation, something like this. No, slightly higher. 3.3, 3.4. 3.3, something like that. So it's not really 5-based saturation. Also, because you're heavily oversaturated, you're actually barely on like 2.5 base saturation. So your opponent has an entire mineral line. You're really just mining about 1.5 mineral line more than your opponent, I would say here. One and add two, maybe two mineral lines more. Because you do have this entire base mining. There's like six patches over here and there's four patches here. So yeah, it is quite a bit. But this is not a crazy amount. You don't have to attack into your opponent, but you can. You could also continue upgrading, like I already mentioned, two two. It's just an important upgrade. Just like every upgrade is important. Especially once you get more units, your upgrades are just, it's a very cheap investment for a lot of return throughout the game. A unit can be used once and upgrades are always going to be used. So I would definitely recommend continuing that. It's also just really important against Marines, which have a very high rate of fire to get these upgrades going. You decide to once again attack into this position. I'm not entirely sure why you decide to go through this little choke. You were just up here and you're like, how could I make this fight more difficult for myself? I could move through the choke at the third base. You run around and then just move through this massive funnel. You'll still get the connections with these banlings, obviously, because well, all of these marines are pretty exposed at this point. You do leave the mineral line somewhat untouched, but you have more bailings, so Lyphon is going to be art. You can just kill every single SCV here, and that's what you'll do. Correct play, honestly. Did lose all of your mudas, which I don't completely approve of. Let's see that one in the replay because that was a curious one. Okay, one more time. So you blow this up, that was good. And then here, right at this moment is where you realized that you have won the lottery. Okay, look at this. You've won the lottery, you've won the lottery, and you ate the ticket. Just like that you ate the ticket. Oh no. 25 million down the drain. And for the next three days, you'll be with a little stick going through your own excrement, seeing if the ticket is still intact. Like, what was that? They were connecting. They could smell the Marines already, ready to explode, and then they got the order to go back, and the lings get sent in as a replacement. No, they also get turned back. So, you're still very far ahead. Don't get me wrong, but I think this could have been handled slightly better, where you could have killed every single Marine and been in an absolutely un-loseable position. 11 more drones, you know, I don't even mind this. Just increasing the size of your lead is honestly not a bad call. So right now you're playing for a longer game. You're playing for a longer game. You might want to start working on these upgrades. Your fight so far, even though you've said that you haven't lost a fight yet, I think pretty consistently you've been losing more than killing, but because you have such a superior eco, it is kind of okay. I would like if you would continue building a couple more banlings, though. Banlings are pretty crucial. Any type of map vision would also be nice, so you wouldn't have to deal with any nasty surprises like this one. Glyle reconstitution and nine ravers. It's a debatable call here. as you don't have any attack upgrades for the rafters. Maybe you figured out that it's too easy to hit your opponent's army with banlings, and it might be easier to miss your opponent's army with Biles, because that seems to have been the goal so far. You do hit the tanks. Your Bile control actually is pretty good. But balings here would just win. Like, absolutely. Just destroy this army. Just even four or five bailings here would be huge. Biles are going to hit, but, yeah, I'm not entirely. I mean, you'll clean up this army again and that's nice, but banlings really are absolutely key in this type of, yeah, there we go, 32 paintings. A little bit surprising. You also lost this base and you lost like 30 workers. You're back on four bases now, but a lot of these bases are semi-mined out. You've had no map vision this entire game unless you attack, and then the only bit of map vision you get is basically the area you attack in. Once you get the banlings, you're just going to crush another engagement. At least get a pretty decent trade here. Tanks go down. I wish your Muras will still live to kill this. You're slightly up in work because you really need to start re-establishing a fifth base at this point though and probably even get a couple of extra drones. Still no 2-2 means that this is a somewhat playable position for the Terran. This is a poorly synchronized attack here. And a right-click on the planetary without killing the SUVs. If this entire attack, now there is a world, there is a, there is a universe somewhere, one of the many universes in our simulated universe theory, one of the many parallel universes, in which all of this engages at the same time. Now, I can visually, I can imagine this, you know, I could visualize what this would look like. And in this case, what would happen is you throw the bios on the planet, You use the banlings not only to force the marine marauder into a corner, and then you use the baylings like this, in like a sweeping motion to go into the planetary while killing the repairing SEVs. And that is the viewpoint of the banlings in these types of attacks, is to force the SEVs to not clump up around the planetary. You can also split the banlings a little bit, that usually is quite helpful. If you would have tanked with the Roche Reveger, the planetary shots, your Bainlings might have been able to do that motion. On top of that, you also could have used the Biles to hit the planetary and the SEVs. Or at least hit the SEVs, that way the repair isn't possible. So there were a couple of options here, but you decided to move command the Bainlings into nothingness, first the lings, then the Bainlings, then the Reveragers. Like, this is throwing a lead at a very high level. Like, I have not seen a throw like this in a very long time. And if the 1919 white Sox were watching this, they would be jealous at this skill. Because you make it look so natural, so flawless, the way that you lose stuff. It really does not feel like you're doing this intentionally. Floating a decent amount of money during this. Of course, we still have the 4K gas in the bank as well, always making sure that we have that as a backup. In case we need to transition into a unit that only cost gas. In case, Zerg gets the Templar archives as one of the many structural. added to the race in one of the next patches and the patch goes live during your latter game. All of these scenarios are of course very realistic, so we continue our, you know, our gas income rather than long distance mining. A couple of extra minerals. I missed a fight. It doesn't really seem to matter because at this point, you don't actually have the eco. You went for an all-in while you were in a decent position. You didn't retake a fifth base quick enough. you retook this fifth base after your attack failed. Now you're rebuilding on Muda Lists, even though the way that you use the Muda Lisk, this is another point actually that I want to make, is mutalisk are a great unit when you can harass with them or for dealing with drops, that type of stuff. This Terran hasn't done any drops yet, and you don't know how to harass. That's fine. If you don't know how to harass, once again, that is okay. Know your limitations, but don't pretend like your Serral or Reynor or Darry. or Roke or one of the other five top zergs, and that you can use these mudalists to get back into a game through harassment. Because I know, and you know, and everyone watching this video knows, that these mutas are going to be put in the same freaking control group as the rest of your army, and it will be used as a mediocre fighting unit with the rest of your army. So in that case, these 800-800 would be much better invested into more banlings. But rather than doing that, you're pretending like your name is Cyril here, and you're building nine more muta-lisks. Also an infestation pit. You want to tack into Ultralisks at this point. After having a 50 drone lead, you're like, no, let's stay on 1-1 upgrades and... I still 1-1, right? Yep, 1-1 upgrades, pure Ling Bane or Ling Raverager mutalisk. This is the timing where you have no eco left and you're under heavy pressure that you want to go into lurkers at this point. And a hive is truly unbelievable. Ling run by that dealt, what is it, 90 damage on this planetary and lost you about 60 lynx. If this trade would have been described in art of the deal, this would have been a very favorable deal for the Terran player, okay? If Donald Trump had played StarCraft 2, this trade would have made it in as a very good, the top deal. The best of the best. Not many people can make such a deal. Don't forget about that. Yeah, I mean, your Lurker transition is just way too late. Also, Muda Interlurker isn't very common. I would not suggest it, yeah, you're just absolutely dead. I mean, he has two units, he's up 80 supply. And you lost. Yeah, you absolutely got destroyed. Now, I could go on a very long rant about the many mistakes you made and point out all the individual mistakes. But there really was a couple of common themes throughout this game. And I think the three main teams were your vision, your upgrades, your army composition, and your engagements. And I'm well aware that that is not three things, but four. So there's four main teams during the game. Your complete lack of map vision whatsoever, not taking watchtowers, not knowing when drops from the right side are coming, not knowing when attacks were coming whatsoever, all of these things. MapVision was absolutely garbage. Creep spread was non-existent, and that kind of adds in the complete lack of map vision as well, but not even taking watchtowers or overlord spreading, which is practically free and also doesn't require too much APM. It just was painful to watch. You were never ready for a single attack. You never had the correct units as a result. You never morphed banlings ahead of time either. That really did just suck. The second point, your fights. almost all of your fights were bad. And if they weren't bad, it was because you just A-moved. Like, majority of the time, I think the actual control of your units was worse than if no one would have touched it. And this is, we actually have a term for this, this is called negative micro. It is better if you don't touch it and just A-move. And I genuinely believe this to be the case for probably majority of the Starcraft players, especially for you and I would recommend and this is not a joke or being rude I really would recommend it's just just a moving in the future just a moving your units and then casting the spells afterwards no individual control on bailings not trying to do anything too fancy I believe it would be better for you so yeah on the fights I would say it's not in balance it just you know wasn't great for you then the next two points the upgrades well you never started upgrading past 1-1. You also started building roaches, although you had no range upgrades. Your unit compositions were all over the place in general as well. I mean, you went but muta roach rush into muta link-bane, into ravagers, into Lingbane, into link-bane, into muta, into Hydra-Lurker. But you never got there. So kind of all over the place, not very good. Yeah, I kind of forgot my last point already, so we're back to three. Congratulations. This is how we roll, man. Yeah, we put all of these things together. I mean, you did nothing better than at a mediocre level. So, yeah, Terran defenses are not imbalanced. You just don't know how to control your army, how to build your army, or how to be in position. And thus, my friend, you suck. And that's the harsh reality of things. That's how it is. All right. That's going to be it for me today. Thanks all so much for watching. if you did enjoy this episode of Is It Inbar, Do I Suck? Be sure to check out the other ones. We have a massive playlist that gets updated on a monthly basis. So be sure to click that. Hit the video like and the subscription to the channel. We're almost at 100,000 subscribers. We're only 15,000 or so away. And I'm hoping to get it before the end of the year. That would be great. So yeah, try to make that happen. I'll see you guys next time. Bye bye. Thank you.