The Zones > Third Zone
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Just click on the number you would like to read something about.
Total Kill Score: 5600
Should always be part of your teams forces. Very 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 Archons mostly won't be able to avoid that. Due to their splash damage three Archons can still be devastating especially when positioned at the enemy spawn area.
Total Kill Score: 2500
Rarely selected although it's one of only two possible selections including Medics in the 3rd zone. Skilled players can quickly lock some units down and still do some damage while cloaked. The Medics can be very important if you need to restore your heroes. When detected the Ghosts won't stand a chance so better go with some support.
Total Kill Score: 4800
Use this one if the enemy Nexus is unshielded for a direct attack. Especially supported by a Dark Swarm they will be able to cause serious damage. If mass melee units are incoming, you can still use the shuttles to retreat and attack again when the support arrives. Also interesting in combination with an Arbiter.
Total Kill Score: 3000
These Zerglings do have the crack attack upgrade. They can be used to stop incoming ranged units as well as to kill the enemy Nexus Shield Points quickly. Avoid the Psi Storm and try to get between the enemy focres for a maximum of damage.
Total Kill Score: 3500
The Corsair can be a powerful supportive unit especially when the energy for the Disruption Web is ready. This is an extremely annoying spell especially when casted at the enemy spawn area during a containment. Due to the fast rate of fire the air damage is most effective vs Wriaths which will die in seconds, but also vs other low armored air units.
Total Kill Score: 6400
This is an expensive selection, so don't waste it. Most interesting is the the fact that the Battlecruisers can use the Yamato Cannon. Use it vs heroes or directly attack the unshielded Nexus. Avoid fights vs mass ground units without support and watch out for Lockdown. Supported by the Valkyries this combination will deal with most air units even without support.
Total Kill Score: 6600
The Guardians are very powerful vs all ground units and mostly selected to kill incoming melee units to avoid a push. They can also be very helpful to quickly take out a ground hero. If you use them for offense, get some support or air units will just hunt them down. When the Guardians are selected it's often 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: 4800
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. But even when all are killed - if you can take down a dangerous hero, that might be worth it.
Total Kill Score: 6100
This selection is very vulnerable to all melee units, but very powerful if well supported. You can use it for defense against incoming enemy units or siege the tanks in front of the enemy Nexus protected by other units. Dropped behind they can cause serious damage to an unshielded Nexus. That's especially effective when protected by a Dark Swarm or quickly teleported by an Arbiter. With the Goliaths there are also some anti-air units present and the Ghost can lock down one or two units.
Total Kill Score: 3650
This one needs some support of melee units and is most effective vs all kind of air units due to the air range of the Goliaths. If you are fast enough, you might even be able to mine the enemy spawn area. But vs mass units in late game this strategy mostly doesn't work anymore.
Total Kill Score: 5200
Very expensive and only recommended if you have to hunt down some air units and especially heroes like Vessel or Queen. If still alive, suicide after they did their job...you dont want to make your enemies a present.
Between Lurkers and Goliaths
Total Kill Score: 3050
Lurkers and Hydralisks - as long as you are aware of the Psy Storm your enemies won't be too happy about this combo camping at their spawn area.
Total Kill Score: 4600
Very nice if you want to push your enemies back or contain them with mass units. This selection will especially damage large units of any kind. Watch out for Psy Storm and strong melee units!
Total Kill Score: 3200
Often selected and very powerful on the ground. This one can seriously damage the Nexus and its shield as well as break a push or just go for Kill Points. A basic choice among your teams forces.
Total Kill Score: 4000
Very often selected and a common choice. The eight Dragoons can do a lot of damage to both ground and air units and can also take some damage before they go down. Very effective vs incoming Ultralisks. Try to be supported by some melee units or use some solid micro. You can try to hide a Fenix among them.
Total Kill Score: 2100
With this one you will be able to see what's going on at your (2 Overlords) and your enemies spawn area (1 Observer) as well as the middle of the map (1 Observer). The Overlords won't go down as quickly as the Observers do and can also be used for a drop. The SCVs can be important to repair your or your allies units. If you are able to select something from the 2nd zone as well, better choose the detector there and use the 3rd zone for stronger units.
Total Kill Score: 5800
Kinda expensive but should still be a common choice among your teams forces. Don't bother too much about the cracked Zerglings, but the Ultralisks are a devestating force on the ground and can only be stopped by air units like guardians, dragoons or mass ground units. Either way it will take some time to bring these giants down.
There are seven special combos in the third 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 Scouts and Corsair
Total Kill Score: 4200
A strong Protoss Combo. Mixed melee and ranged units supported by a High Templer ready to storm.
Between Guardians and Scouts
Total Kill Score: 4100
Very interesting combo. Although the Marines can easily be stormed, it is one of the only two possible selections with Medics in the third zone. If you watch your Marines the Tanks can be helpful when pushing forwards.
Between Wraiths and Guardians
Total Kill Score: 6300
You know how well Mutas and cracked Lings work together? Exactly! Try this one out and beware of the Psy Storm.
Between Tanks and Wraiths
Total Kill Score: 4900
Interesting and micro-intense. Quickly unload/load your Reavers behind while using the Goons to fight at the front.
Between Goliaths and Tanks
Total Kill Score: 3950
Siege Mode and the possibility of laying some Spider Mines make this combo quite attractive for offense as well as for defense.
Between Lurkers and Goliaths
Total Kill Score: 7450
A very special combo and really expensive. The mixture of Archons and Dark Templars is a dangerous melee force. However your opponents shouldn't have an Observer ready or the combo is only half as effective as it is when you are able to catch them on surprise. Once you reached the enemy spawn area, you can get a lot of kills with this combo.
Between Lurkers and Battlecruisers
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.