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Matchup guide - TvZ

Terran vs Zerg: counters and game plan

Every common Zerg plan in TvZ, the Terran answer, and one current opening. Open the live tool to tag scouted units and tighten the read mid-game.

Map control into bio

Opening: Hellion/Banshee into bio mine

Reaper expand, Hellions, Starport tech, third CC, then Marine/Mine/Medivac.

Goal: Keep creep modest, force Zerg units, and hit with upgrades before Hive tech stabilizes.

First five minutes

  • Reaper confirms hatch timing and gas count.
  • Hellions patrol for runbys instead of diving blindly.
  • Banshee, Liberator, or Medivac pressure should trade attention, not army value.

Scout for

  • Fast Roach Warren
  • Low drone count
  • Heavy gas before lair

Transition: Add Mines against Ling/Bane, Tanks against Roach/Ravager, and Ghosts once Lurker or Hive tech arrives.

More current TvZ builds on Spawning Tool (PiG and HeroMarine 8 worker bio openers)

Zerg plan: Zergling, Baneling, Mutalisk

Ling bane muta

Surrounds, counterattacks, and mineral-line air control.

Marine mine into Thor or Ghost stabilizer

Core:

MarineMedivacWidow MineMissile Turret

Tech switches:

ThorGhostLiberatorSiege Tank

Upgrades: Stimpack, Combat Shield, Infantry armor

Fight it right

  • Pre-split Marines before the fight, then kite toward Widow Mines.
  • Turrets buy time. Marines win only when they are not dragged everywhere.

Do not drift into this

  • Do not clump bio at the ramp when Banes are missing.
  • Do not chase Mutas across creep with all your Marines.
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Zerg plan: Roach, Ravager, Queen

Roach ravager

A durable mid-game shove that breaks static defenses with bile.

Tank Marauder with air harassment

Core:

MarauderMarineSiege TankMedivac

Tech switches:

BansheeLiberatorWidow MineRaven

Upgrades: Stimpack, Concussive Shells, Vehicle weapons

Fight it right

  • Siege Tanks before Roaches cross the map, not after they arrive.
  • Banshees and Liberators force Queens and Ravagers to split attention.

Do not drift into this

  • Do not rely on Marines alone into armored Roaches.
  • Do not keep tanks clumped where Biles land together.
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Zerg plan: Hydralisk, Lurker, Viper

Hydra lurker

Range control, burrowed zones, and spellcaster picks.

Ghost tank liberator with detection discipline

Core:

MarineMarauderMedivacSiege Tank

Tech switches:

GhostLiberatorRavenViking

Upgrades: Enhanced Shockwaves, Infantry weapons, Vehicle weapons

Fight it right

  • Scan or Raven first, then clear Lurkers from max range.
  • Liberator zones force Lurkers to unburrow or concede ground.

Do not drift into this

  • Do not stim into unscouted creep with no detection.
  • Do not let Vipers repeatedly Abduct expensive tech for free.
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Zerg plan: Brood Lord, Corruptor, Infestor

Brood corruptor

Slow late-game air that crushes ground armies without anti-air control.

Viking Ghost Thor as a layered late game

Core:

VikingGhostMarineMissile Turret

Tech switches:

ThorRavenBattlecruiserLiberator

Upgrades: Ship weapons, Vehicle weapons, Enhanced Shockwaves

Fight it right

  • Snipe Brood Lords or Infestors before committing Vikings.
  • Thors hold the ground while Vikings control the air edge.

Do not drift into this

  • Do not make only Vikings into Fungal and Corruptors.
  • Do not fight under Spore forests unless you have already traded down the air.
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Counter any Zerg unit

Deep-dive pages for each Zerg unit you might scout in TvZ.

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