Serral, #1 Zerg vs MaxPax, #1 Protoss! StarCraft 2



StarCraft 2 pro gaming series between Serral (Zerg) and MaxPax (Protoss). The current number 1 Zerg going up against the current number 1 Protoss.
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StarCraft 2 is a military science fiction real-time strategy video game developed and released by Blizzard Entertainment.

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46 thoughts on “Serral, #1 Zerg vs MaxPax, #1 Protoss! StarCraft 2”

  1. Man, so tired of hearing "what could he have done there?!?!" every time a zerg is losing, with no spellcasters in their army in the lategame.
    Here is the answer: #1 Vipers!!!! #2 Infesters!!!!
    That really is the answer.
    Every time I see a zerg actually using their spell casters affectively in the late game, they win (just like we saw in game 1 here)
    However, when they ignore the spellcasters and focus just on combat units, they lose, and for the reasons Lowko has stated over and over. I.e. zerg combat units just aren't as versatile as protos and terran.
    IMO Serral needs to start make 2-3 vipers instead of just 1 and get some abductions on those tempests. Throw in some parabombs and fungals (if he can afford 3-5 infesters which he usually can cuz serral always has a bank) and boom, he wins.
    I get that its super hard for a ladder player to add a spellcaster control group, let alone 2 control groups, but this is freaking Serral we're talking about, we know he can do it, and when he does, he wins.

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  2. Archons+Air … Unquestionably a F2+A army. Try to explain what zerg has to do to counter it, and you'll gain understanding of why Serral taps out early. Fuk it man, my hands hurt just thinking about it.

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  3. I think the balance council pushed zerg far enough into a "all lategame units are niche at best" corner to allow the bugfix on the broodlords to go live again. Let's be real, it's a disgrace that people decided that it's fair to leave a unit bugged even tho we have a bugfix ready

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  4. I feel like one of the biggest downsides of Zerg is that is has no real hardcounters to Protoss/Terran compositions. You always need to mix things up, you always need to be thinking ahead, you always need to react but you should never overreact.
    Plus Zerg should be an offensive swarm race, but at the same time, you are always on the defensive and lack the supply to really swarm your enemy. You always play from behind and most Zerg units cost so much supply it is impossible to play a real two front game, even though the ressources would be there. Just imagine Zerg had 250 supply instead of 200, that would solve Zergs most problems.

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  5. I think the main issue here is that Zerg has been nerfed to the ground pretty much on every unit composition. Zerg late game was too strong, but it got nerfed. Zerg early game was too strong, so they nerfed the queens and the bannelings. Basically, zerg doesn't have a really good window anymore to actually use their race to their strength. And all of that is without accounting for the worst cost efficiency units in the game.

    And if you go even further, zerg has the slowest tier 3 unit rush of all the races, yet their tier 3 units are the worst in the game. It's just plain unfair. Either make it come way faster, or make it stronger. But it can't be slow and bad.

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