The Zones > Second Zone
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Total Kill Score: 4400
Expensive and rarely selected. Can be interesting if you want to kill a special unit like an ensnared hero or a Templar. Also if you want to kill some Ultralisks at your Nexus. When selected it's only a matter of time till some Wraiths are incoming. Knowing that you can kinda trap your enemies by having a detector and strong anti-air units ready.
Total Kill Score: 1200
Often selected and quite strong on the ground. They can seriously damage the Nexus and its Shield as well as break a push or just go for Kill Points.
Total Kill Score: 3000
Can be very powerful versus all large units. Needs good micro and if possible always some support. Rather expensive, so try to retreat and go with support instead of just running into the enemy forces.
Total Kill Score: 1100
The Observer should be selected as soon as cloaked units are spotted. Like this, your teammates will get more points and that's good for you too. You can also bring a unit to one of the flags for ground suicide if you need an Observer very quickly. With the two SCVs you can repair your teams mechanical units and also kill some mines.
Total Kill Score: 2000
Very powerful for defense. When the Lurkers spawn, they are already burrowed and splitted. Like this, your enemies might need multiple Psy Storms to kill them and mines won't work. Mostly they are even able to clear a mined spawn area. If you are able to use them at the enemies spawn area, they can be devestating too. The additional Zerglings won't do too much damage, but can distract enemy forces untill the Lurkers are in position.
Total Kill Score: 2600
Perfect to protect air units like Vessel or Queen. Not that strong vs ground and especially melee units. Support needed for offense. Use the SCVs to repair your and your allies units. Nice to support a push using Spider Mines.
Total Kill Score: 2650
Rather expensive but especially supported by some Medics very nice for a hard push. They will quickly deal with infantry units like Marines, Bats, and Zerglings. Need support vs air units and can be outmicroed by Goons or Hydras.
Total Kill Score: 1950
They can get you some Kill Points if your enemies don't get a detector fast enough. Very useful for defense when being contained or vs hero units. Can also seriously damage the Nexus shield.
Total Kill Score: 3600
Perfect to stop dangerous hero drops or support your own team while attacking the enemy spawn area. You might even be able to get some points using the Dragoons, otherwise use them to block or distract enemy forces.
Total Kill Score: 2100
This one can cause a devestating damage especially once positioned at the enemy spawn area. Splash damage will kill Zerglings, Zealots and Marines in seconds. Also the Nexus shield will be gone very quickly! Watch out for mines and ranged or mechanical units.
Total Kill Score: 1800
They aren't tough but they have the attack speed upgrade. These cracked Lings are helpful to push your enemies back and can take down the Nexus shield quickly. If you have consuming heroes, this one is also a good choice.
Total Kill Score: 2700
Very nice if you want to push your enemies back or contain them with mass units. Just watch out for Psy Storm and don't try to mess with Marines or strong melee units. Oh and your hero is able to consume? There you go!
Total Kill Score: 3600
Expensive and only recommended if there aren't any strong anti-air units in the arena. Can be helpful to break a containment and when being mined. One gets a detector and your Mutas will kill the mines. Always suicide after or consume by your hero. Only go for direct fights if you are well supported by strong ground units.
Total Kill Score: 3200
Only recommended to hunt down some air units or heroes. If you are detected go for suicide quickly or your enemies will say thank you for the points.
Total Kill Score: 3800
Can be used for a nice push or even an early drop behind the enemy Nexus. If you choose this one, get some strong anti-air protection and use the mines to shield the tanks from incoming melee forces.
Total Kill Score: 2000
This one can be a powerful supportive combination. The splash damage can take down Marines, Zerglings and Hydralisks in seconds. Skilled players however will split their units making it hard for you to cause some serious damage. At the enemy spawn area they can be devastating. But watch out for Lockdown or air units and try to be supported.
Total Kill Score: 900
The Vultures are very cheap and using their Spider Mines, they can both annoy your enemies and quickly increase your Kill Points. Try to mine the enemy spawn area and the middle of the map. They mines can be helpful vs cloaked Ghosts and Dark Templars. Also interesting for hit and run when you want to hunt down small heros or Templars.
Total Kill Score: 1650
This one is the first choice for most players. The Marines are very powerful when supported by Medics. This combination will deal with most units and with the Ghost you also have a Lockdown available. Use some micro vs melee units and don't get stormed!
Total Kill Score: 2800
Effective for both offense and defense. Incoming mass units can be decimated in seconds and positioned in front of the enemy spawn area the Psy Storms are even deadlier and can drastically increase your Kill Points. Don't go without support, your Templars will be hunted down per hit and run and the Archon can't prevent that.
There are seven special combos hidden in the second zone. To select one of these, you have to walk between two of the default unit selections. The combos are usually stronger than the normal selections due to special units or mixtures. But they are not that easy to select and it may cost you some time - time you often don't have...
Between Firebats and Corsair
Total Kill Score: 1000
A weak combo on the first view, very interesting on the second. You won't do much damage with the Zerglings, although they have the attack speed upgrade. They are more for the diversion.The Overlord can be used to either drop a hero or just support your push due to its ability of Detection.
Between DTs and Corsairs
Total Kill Score: 2000
The Anti-Mine combo. You can use it when your spawn area is mined. Zealots spawn first and are sacrificed for Spider Mines, High Templars spawn about a second later ready to storm.
Between Zerglings and Firebats
Total Kill Score: 2100
One of the most useful combos in the second zone. This Terran infantry squad can really spread fear among your enemies.
Between Zerglings and Hydralisks
Total Kill Score: 2700
The Dragoons shield the High Templar while it can do some mass damage using the Psi Storm. Also interesting when you have a fenix hero.
Between Mutalisks and Hydralisks
Total Kill Score: 2600
Two High Templars are already quite useful. But together with the Reaver and using the shuttle for protection, you can do some serious damage!
Between Wraiths and Mutalisk
Total Kill Score: 2900
Use the Ultralisk as a tank so the other units are able to do the damage without being killed. An interesting Zerg mixed combo.
Between Tanks and Wraiths
Total Kill Score: 4400
Powerful Siege Mode protected by anti-air units is quite interesting. However there are no Dropships available and you might need an observer as well as some melee forces to guard your tanks.