Zerg
ºMutalisk stacking with an overlord.
ºDrones getting full health back after building a geyser.
ºUsing burrowed zerglings for map control. Sometimes called "Infolings".
ºScourge cloning (Maximizing damage by sending one scourge against one target and your other scourge against another. You can do more damage in 2 scourges against 2 mutas if you do this since you can do more damage than the damage you lose from finishing off an enemy unit if you were to send both of your scourges to kill it entirely.)
ºHaving overlords in strategical spots.
ºYou can put irritated units in overlords to stop the spell.
ºYou can burrow a zergling at a fast expansion spot to prevent it in most cases. Most of the time they will just take a worse postition that maximizes gas economy.
ºParasiting enemy detectors to gain their detector ability.
ºPlacing overlords on top of lurkers so when Terran scans he won't see more of one of the lurkers.
ºQueens + Lurkers using ensnare against Marines & Medics not only slow down the marine micro spread but also their rate of fire significantly.
ºBurrowing zerglings in an enemy base when surrounded, for map control, or to attack later. Works best for fun or against a weak opponent.
ºZergling runbys are possible, even when dying. If you realize you will likely die, you can runby your enemy to kill his nexus, workers, or something else.
ºUsing your lurker to attack the pylon powering cannons while not being hit by the cannons.
ºUsing Sauron Zerg strategy to out macro your opponent by expanding rapidly accross the map. You will have more minerals and gas while pumping lots of low tier zerglings and hydralisks.
ºYour Mutalisks can "tank" "sponge" "aborb" damage and cause your attack to suceed better if you lead with them sometimes in an attack. Example: Keeps your zerglings alive longer.
ºDefiler's can use plague against terran tanks since they are likely to be massed together. This forces the terran to do costly repairs in a close game. Also, you can attack after the health point goes to the lowest.
ºIn Devourers vs. Corsairs, you must hit every corsair with one hit first before focus firing to micro properly. (Instead of focus firing.)
Knowing the problems that Zerg hydralisks have with "overkill shots". They tend to all fire at the same mines while another mine kills the lot of them.
ºYou can use lurkers to clear out a minefield. However, this usually is way less efficient than using mutalisks or hydralisks since it takes much more time to position exactly where it is safe, even though you can one shot the mine with your lurker.
ºYou can use two lurkers to kill a cloaked ghost that is nuking yourself or an ally. The splash damage from the spine line will kill the ghost while attacking yourself.
ºYou can use mutalisks to clear out minefields. They are in-fact the best Zerg unit to do so.
º1 scourge can kill 1 observer! This means observer sniping with scourges in ZvP is very viable and useful.
ºKnowing that it is standard to use bunkers against zerg but not Terran or Protoss.
ºGood Zerg players might keep a couple scourges to counter drops.
ºHydralisk Dens should be started when the lair is about half done when going lurkers first thing.
ºKnowing how extractors and spawning pools coordinate in certain build orders. If you don't know how to use gas in early game Zerg player than your are a noob Zerg player. No exceptions.
Terran
ºSometimes you will see that a player will put a couple of scvs on hold position on a ramp with a barracks floating above them. It is hard for zealots and zerglings to get past them. Called Float Hiding. Your enemy is not capable of selecting te workers to attack them, and therefor can not pass. Also, you can hide spider mines or add-ons like this. i.e.= nuke silo
ºTerran walling. Barracks should always be below supply depots no matter where you wall.
ºAttack move attack move chase ability can be used to chase down enemy units without giving up ground after stopping for each attack. Vultures and wraiths can do more damage and kill more enemies if used in this way. A wraith can follow another wraith accross the entire map if this is done properly.
ºSpider mines can be used as a detector.
ºYou can place spider mines near an enemy's mineral line to try to kill some of their workers along with enemy units when they come to chase your vultures.
ºStimming your marines and then placing them in your bunker makes them fire with a much better rate of fire and higher damage.
ºYou can ebay cover turrets, bunkers, or both at the same time to protect yourself from cloaked unit drops.
ºIrritating high templars to kill them.
º7 Marines and 1 Medic drops are standard when doing a bio drop. If you make more than one medic it is more wasteful than just making one medic.
ºKnowing marine range helps a lot against dragoons if you have bunkers. Marine stim should still be made first so you are able to chase down those dragoons.
ºGetting marine range upgrade so you can shoot a bunker full of marines without the upgrade with your own bunker.
ºOnce in a very long time you may be able to make an add-on to scatter an enemy unit or units. This may make a difference if you are engaging or trying to retreat from a unit.
ºHallucinating a Terran enemy's siege tanks so his own mines kill him.
ºYou can make a supply depot to do a cheeze types of maps like Heartbreak Bridge. After your proxy barracks rine rush doesn't work against a fast expansion you can retreat and then build a supply depot on HBR.
ºVultures offensive use of spider mines. Lay mines behind and around dragoons so they can not escape them. Snipe appealing units like ones that don't have range during times of non-combat.
º+1 attack for siege tanks allows them to kill enemy non-upgraded siege tanks in one less hit.
ºVessels can irritate themselves and go over drones to kill them. They can d-matrix themselves also. Referred to as an Eraser Trick.
ºTerran bio is vulnerable to protoss tech mid game because of the amount of area of effect units he has. Therefore, it is standard not to go marines & medics against protoss.
ºYou can d-matrix a ghost so it is more likely to be able to nuke, especially since vessel already comes d-matrix.
ºYou can use ally an opponent an then unally him when he goes over your mines. Called "allied mines". Used so your opponent will send more units over the mines than if he were to have spotted them.
ºYou can kill many more zerglings with micro when you have 1 firebat and 1 medic. The firebat heals while he retreats after each attack.
ºYou can make a 6 min nuke if you know what you are doing. Mainly for hilarious fun.
ºYou can make a parallel line of barracks to extend the bottleneck on the map Hunters so when facing a Protoss player his dragoons can't come in with high amounts of numbers.
ºYou can float barrack(s) into an enemies base and build units to surprise him. Mainly used for fun.
ºMarines can beat more marines if you position them in a line with hold position perpendicular to where the enemy marines are coming. The enemy marines will be moving instead of firing while you are firing.
º3 zerglings are enough to kill 1 zealot, however 6 zerglings are not enough to kill 2 zealots because not all zerglings attack at once. This effect is even worse with larger amounts of units being done such as 10 zealots vs 30 zerglings. The effect is worse when large amounts of units are being used in the fighting than just small amounts being used.
ºA goliath can beat a battle cruiser if it has range upgrade upgraded and enough room to micro away and re-attack repeatedly a Battle Cruiser. This applies to much larger numbers of units as well.
ºVultures can 1 shot kill hydralisks with mines. 1 mine can kill a huge amount of hydralisks if they are clumped.
ºKnowing wraiths do terrible damage to ground units and that ground units are a hard counter against wraiths.
ºFirebats, with can take one more hit than marines from a sunken, are a good choice to make when attempting to sunken break.
ºA DT can get a lot more kills when fighting terran if it kills a couple marines and runs away before Terran scans. This is all dependent of what your are able to determine of the Terrans skill level. The ºDT will be a little bit more out of the way than if you waited till after he scanned. Terran may be hotkey'd to scan if he saw your templar archives so at a high level you are more likely to benefit from this.
ºKnowing that bunkers at your bottleneck will allow you to use less scans against lurkers. Since you don't lose units in the process and dont have to micro while you attack.
ºWhen you perform the eraser trick with two science vessels you can also matrix them as well.
ºIf you are fighting a zerg as terran and have a dropship, don't drop till he harasses your main with the mutalisks if he went mutalisks. You can do much more damage like this especially on maps with large distances between yourself and your enemy.
ºA very rare cimcumstance when a bunker could be actually helpful against a Protoss player is when that protoss player is storming you often. A bunker at the mineral line would have marines in it that would otherwise die without it.
ºWhen dropping 7 marines & 1 medic against a zerg kill drones first and then spire, den, defiler mound, or pool depending on what type and time of game it is. Killing a spire at a high level of competition can make it difficult for the zerg since he won't be able to make scourges for use against vessels with mass irritate.
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