Overpool can also be considered a direct counter to the 12 Hatch, but only on maps with short rush distances. Overpool is thus a solid counter to the 9 pool because it beats 9 Pool in almost all aspects except for Zergling speed. Overpool is a build that gives the Zerg player a better economy than 9 Pool, with comparable Spire timing. However, on maps with a long rush distance such as Neo Harmony, 12 Hatch can be effective against 9 Pool because of the long rush distances between main bases. This square results from the timing of Zerglings hatching, and from the economy advantage of some builds.ĩ Pool is a direct counter to the 12 Hatch on maps with a short rush distance because your Zerglings will reach the opponent's base and pick off several Drones before his Zerglings hatch. Of the four most common build orders, the square goes like this: 9 Pool > 12 Hatch > 12 Pool > Overpool > 9 Pool. Zerg, there is a chance taken with build orders. Once you feel that you have accumulated more Mutalisks than the opponent, then feel free to engage the opponent. Once a player accumulates enough Mutalisks, attempting to snipe even one of the opponent's Drones is vital because every Drone counts. Because of the mobility of Zerglings and Mutalisks, players usually do not try to expand past their natural because those bases become very vulnerable to harass. However, Zerglings can be used to gain an early game advantage by sniping drones, and they are very effective at taking out key buildings such as the Spire or the Spawning Pool during the early game and before enough Mutalisks are hatched during the midgame. Zerglings are generally ignored in this match up past the early game because their effectiveness drops off as Mutalisk numbers increase. Zerg is focused on getting as many Mutalisks as fast as possible while being able to maintain Mutalisk production. Zerg games do not advance past the midgame stage and lair tech.
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