ZvP — 2-base 5-hatch Hydra
Nagnar's beginner build — a separate page, not a replacement for the main 3-hatch Spire build. ← Back to the main ZvP build
Stay on 2 bases, get 5 hatcheries and Hydra/Lurker out, then take your 3rd behind them. No early Spire, no Muta micro — just macro.
Build order
1:32 = clock time · 9 = supply · @ = trigger · grey = milestone · click a step or [ ] to track- 0:549Overlord
- 1:149Spawning Pool — the Overpool
- 2:012nd baseHatchery at natural
- 2:10LingsZerglings ×4 (8–12 vs Gate FE / 2 Gate, then resume droning)
- 2:4513Hatchery (3) — simcity at natural
- 3:00GasExtractor (main) — vs Forge FE; later vs Gate FE / 2 Gate, lings first
- 3:402ndOverlord (2nd)
- 4:00Ling speedMetabolic Boost (~3:50–4:57)
- 4:154th hatchHatchery (4)
- 4:553rdOverlord (3rd)
- 5:05DenHydralisk Den — simcity at natural
- 5:35@100 gasLair
- 5:40Nat gas2nd Extractor at natural
- 5:55Hydra speedMuscular Augments — the ~6:00 macro moment, order flexes
- 6:00HydrasHydralisks
- 6:055th hatchHatchery (5)
- 6:45EvoEvolution Chamber
- 6:50LurkersLurker Aspect
- 7:25Missile +1Zerg Missile Attacks +1
- 7:35Overlord speedPneumatized Carapace
- 8:00Hydra rangeGrooved Spines
- 8:503rd gas3rd base + 3rd gas — 6th Hatchery at the 3rd; transfer 12 drones (6 from main, 6 from natural)
- 10:20ScourgeSpire — Scourge / Muta switch only, NOT the mid-game plan
- 12:45Queen's NestQueen's Nest → Hive (Queen's Nest ~12:45, Hive ~13:30; OK to delay if behind)
- 15:00HiveDefiler Mound + Adrenal Glands — 4th base, 7th Hatchery, 3 Evos toward 3-3-3
Timings are medians across 10 Nagnar replays (Apocalypse, Polypoid, Vermeer SE, Retro). The 5:55 / 6:00 / 6:05 steps are one ~6:00 macro moment — their order flexes game to game, so the timer staggers them by 5 seconds to speak each one. All 25 steps are voiced — the five beginner clips arrived 2026-10-28 and were wired in the same day.
Why this build
- 2 bases are easier to defend than 3, especially vs Gateway FE and sairless play. You cannot practice your fundamentals when you are dying.
- Lurkers instead of Mutas: lurkers are easier to control and defend with. Mutas need expert micro in either role.
- Zerg macro is limited by larva more than by minerals or gas — 5 hatcheries on 2 bases gives nearly the larva of a 3-base opening, and the game converges with a 3-base opening once the 3rd is taken and drones transfer.
- It scales: fine for complete beginners, still works at A rank. No rush to learn a Muta opening.
The one rule
- Do not skip steps. If Lair and Hydra speed are done but you don't have the 5th Hatchery yet, build the 5th Hatchery FIRST — do not get Lurker Aspect.
- Past ~4:00 the build banks gas and is mineral-constrained, so exact tech timings matter less than spending larva and not getting supply blocked. Make the next building or tech only with excess resources after spending all larva.
- Never idle 3 larva on a hatchery, and never cancel eggs — cancelled eggs return the resources but not the larva.
Taking your 3rd — checklist
- Move out with 4 Lurkers + Overlord speed + Hydras once you have: 5 hatcheries, ~45–50 drones (~2.5 per patch, 6 on gas), Hydra speed, Hydra range, Lurker Aspect, +1 range upgrading, Overlord speed, 4 Lurkers, 12+ Hydras.
- Drone path: stop ~38 drones → ~24 Hydras → resume droning to 45–50.
- Do not attack into cannon + Psi Storm until you have Defilers + Lurkers + upgraded lings. A soft contain to delay their 3rd is fine; a hard contain is an all-in and is not recommended.
- Once Protoss has Storm, leave the simcity and fight on the map.
Scouting — sairless check ~4:00–4:15
- Forge idle + natural gas = Corsair play.
- Forge spinning (+1 started ~3:50–4:15) + no natural gas = sairless.
- Stargate openings start +1 later (~4:30) and take natural gas ~4:00.
- Scout the Forge with lings outside his natural; scout gas with an Overlord sent ahead of time. 2 Hydras defend the first Corsair.
vs 2 Gate
- This build is one of the best choices vs 2 Gate: a larva economy for lings plus a single defensive choke at your natural.
- Always a Sunken at the natural as soon as the hatchery finishes vs any 2 Gate — no need to read which 2 Gate it is.
- The 3rd Hatchery in the natural doubles as a wall (funnels Zealots) and as larvae. 4 lings per Zealot; never fight all lings vs all Zealots — take the map with lings and use the counterattack threat.
- Exception: vs 2 Gate 1 Base Tech into Reaver — 4-hatch Hydra, stop droning ~1.5 per patch, all Hydras, speed then range instead of Lair/Lurker.
After the 3rd
- Spire is for Scourge (drop defense) and Muta switches: 10–11 Mutas to snipe High Templar while dodging Storms, repeated as needed. It costs Lurkers — only worth it if it kills enough Templar.
- Take the 4th base as soon as possible (7th Hatchery as soon as you have the spare 300 minerals) — the extra larva helps hold the midgame Zealot + Dragoon + High Templar push.
- Build 2 more Evolution Chambers (3 total) for melee and carapace toward 3-3-3. Delay Queen's Nest if behind or struggling to hold the push — Hive tech makes holding harder.
- Hive plan: Adrenal Glands, Defiler Mound, Consume, Plague. Zerg needs Plague to fight a Protoss who secures a 3rd gas. Once you have Dark Swarm, Plague and upgraded lings, switch from mainly Hydra/Lurker to mainly Lurker + ling, and don't attack the Protoss army until it is plagued.
How this differs from the main ZvP
- No early Spire/Mutas. Spire is ~10:20 here (Scourge/Muta switch only) vs 5:08 Spire / 6:00 Mutas ×5 in the main build.
- Army first: Den ~5:05 and Hydras ~6:00, about a minute earlier than the main build's Den 6:30 / Hydras 7:00 — and Lair comes after the Den here (5:35, for Lurker + Hive) instead of before it (3:55, for Spire).
- Same opening: Overpool, natural ~2:01, 3rd ~2:45, gas ~3:00, ling speed ~4:00. The builds diverge at the Den/Lair decision, not the opening.