zerg vs void rays

Discussion in 'StarCraft 2 Strategy Discussion' started by jpd5184, Jul 31, 2010.

zerg vs void rays

  1. jpd5184

    jpd5184 New Member

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    every time i play toss and the go void rays i just cant seem to do anything. I go hydra but they get demolished. I have no clue what to do.
     
  2. Caiaphas

    Caiaphas New Member

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    Corrupters and Hydralisks should both be able to kill Void Rays, especially since a Void Ray costs 200 minerals and 150 gas, while Corrupters are 150, 100 and Hydras are 100, 50.
     
  3. RushSecond

    RushSecond New Member

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    If you see void rays coming, keep like 3-4 hydras in back of each base. That way you can fight the harassing void rays immediately, and you won't have to let them charge up their attacks on your buildings. Also, be sure to get evolution chambers to upgrade your attack and armor of hydras, this is very effective since most protoss won't bother upgrading their void rays.
     
  4. marinefreak

    marinefreak New Member

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    To counter a void rush what i do is 13 pool, gas at 15, 2 drones on that, queen when pool is done, overlord, evolve to lair, more gas, then when lair is done instantly place a hydra den and you should have your first hydra by the time the first ray comes and your hydra and queen can take it out. Then you can easily out produce hydras to stop all rays from then on. The range upgrade is also essential if the toss player is using a build and has no idea what to do when his rays die so he'll build more >>

    Though against toss i quick tech for hydras anyway since most toss players seem to stop at just sentries, stalkers and zealots which can easily be run over by roaches hydras and zerglings.
     
    Last edited: Jul 31, 2010
  5. snowden0908

    snowden0908 New Member

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    Try going Hydra/Muta, this way you can attack the void rays and push them back while darting in and out with the mutalisk to do some good harassment.

    Also, make sure to scout out what else he is doing to make sure there you can handle the transition as well.
     
  6. asdf

    asdf New Member

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    not quite a hard counter, but infestors can work pretty well too. fungal growth stops them from chasing down units, and if they're out of range of buildings, they'll lose their charge. also, spawning a bunch of infested terrans makes for cheap, replaceable anti-air.