Fast Mutalisks
- 9/10
- Overlord
- 14/18
- Extractor (put 3 Drones in when finished)
- 14/18
- Spawning Pool
- 16/18
- Overlord
- 16/18
- Queen
- 18/18
- Research: Metabolic Boost
- 18/26
- 2 Zerglings
- 22/26
- Lair (when Queen finishes)
- 22/26
- Extractor (Second)
- 26/34
- 3 Zergling
- 29/34
- Spire (when Lair finishes)
- 32/34
- Overlord
- 32/34
- Hatchery (Natural Expansion)
- 31/34
- Queen (in main)
- 33/34
- Overlord
- 35/40
- Overlord and stop producing drones
- 35/48
- 5-6 Mutalisks (when Spire finishes)
The Fast Mutalisks-build is made for teching up to air early, giving you map control and air superiority. The build is very good against Terran, who usually only have Marines at the point your Mutalisks is flying into their base. If you are scouted, you might also face Thors or Missile Turrets. If this is the case, try to harass as much as possible with you mutalisks and keep building your army of mutas and speedlings.
The build is similar to the Fast Speedlings-build in the beginning, but don’t pull the drones off gas after reaching 100 gas. The timing is about making the Lair as soon as the Queen finishes. Then make the Spire. You can choose to not expand, and make more Zerglings, but you usually get map control when your mutas come out, making the expansion very valuable and safe.
After finishing this build order, you can choose to continue producing forces, but you usually want to drone up and get most out of both of your bases. Mutalisks are very gas-intensive, so you should start getting the Extractors up in the expansion as soon as you have enough minerals harvested to support the production of drones and zerglings. If you have map control and don’t fear the enemy army, get your third base early and start pumping out gas from it. If you are facing a lot of marines, you can also get Banelings, which will work very well with the Mutalisks. You might also consider getting Infestors or teching up to Ultralisks if you meet a mech-terran.
