Fast Lurker Rush
Sent in by Mark Berge


Ok. The goal here is to produce the fastest and deadliest lurkers possible. To achieve that goal, you will only need one hatchery and few drones. Note that the strategy doesn't include any kind of defence against a 2 marines rush or so, but at the time he have around 6 marines (and decides to attack you), you will have at least 2 zerglings and 2 hydralisks, and using the cliff well you should easily be able to fend that rush. Another important thing to remember (which I will include the screen shot right here) is that you NEED to have an overlord on the edge of his cliff expand. (IF IN LT)

Start to hatch drones and get 9 of them.

Then, and it's really important, don't morph anything else, nor build anything. Just wait until you get exactly 152-160$ and make an extractor AND a spawning at the same time (the time needed for the 2 drones to get to the right place will allow you to get a total of 200$, so both building will be underway.

As soon as the extractor is ready, send 3 drones in it and keep pumping gas with 3 drones and crystals with 6 drones. As soon as you get your spawning pool done, you should have around 152/112. Morph to Lair!

Now, hatch 3 more drones and put the use the first two to gather crystals. As soon as then 3rd is done morphing, build an hydralisk den with it.

Then, morph two other drones (the last one going to your extractor), and morph your first (and only) zerglings. You should be at ~14/17 at this point. As soon as Lair is completed, research the lurker aspect.

Make 2 hydralisks, then 1 overlord, then another hydralisk, and two other hydralisks when your overlord is morphed. With your 2 zerglings and your 3 hydras, protect the ramp

Wait until the lurker aspect is done and morph 4 hydralisks (and a late 5th) into lurkers. Try to block your choke point so a marine rush can't past.

Now, use your 4 lurkers to break the usual bunker // turret // supply depot blocking your way by burrowing your lurkers near the ramp WHILE using your overlord to scout the upper ramp. If you don't have that Godly overlord, you are screwed because you can't see on the upper land.

As soon as the choke seems undefended (or very weak), take a run with your 5 lurkers straight to the mineral line of the "weakened" Terran. Burrow everything and create havoc on the poor SCV's.

Meanwhile, it's important to expand (and even add a 3rd hatch) while getting a spire, so if he's not dead yet you will be able to overpower him. Remember that if the rush fails miserably and you don't harm him, you're in trouble.

Note: Against very very very fast tanks, it can be a little tricky to get in the Terran base, but you should had seem him tech that fast and made another strategy. This strategy works very well against the usual 2 barracks marine&medics rush. If opponent has comsat, don't worry... you can eigther move lurks, or you can sit there, lurkers can fend for themself easily against marines!! After this, your opponent will be dead or weakend, start teching to a mixed attack, include defilers, and queens, for there spells, and spawning those pesky tanks! Watch out for a very fast opponent, if your opponent is very fast,(you should know this from scouting) Get another strategy, try drops, hydras/defilers/like 14guardians! And remember, keep producing and mine! Always scout and look for new enemies to conquer and kill! Don't waist any time!!

My BW name is {KS}Shadow play me if you want to challange a very skilled opponent!

(I do not like rushes that well, you miss lot's of fun in the middle and end games, and if your not an expert, and you don't succed then your basically screwed! I asked creep (my buddy ole' pal :-) to post this for all you wanna be experts and rush lovers)

CreepColony's Opinion: If you can get just 3 lurkers instead of 4 and not bring any overlords, you can get your lurkers to the terran base before they have turrets.