14 Pool 14 Gas Build Order

Zerg Build Orders --> 14 Pool 14 Gas (you are here)

Build Difficulty: Low - This is a great starter Zerg build
Versatility: High - standard opening for even Pro-level players
Maps: Small 2 Player Maps
Best Against: Zerg, Terran
Weak Against: None

The 14 Pool 14 Gas is a standard Zerg opening in Zerg vs Zerg and versus all races on smaller maps where fast expansions are not as viable. This is one of the standard Zerg build orders, at both the beginner and professional levels.

Here is how it would typically play out:

9/10: Overlord
14: Spawning Pool
14: Vespene Extractor (could vary slightly)
16: Overlord
17-18: Queen

From here, you have the option between going for units or building up your economy. The great thing about this build is that you are getting the Spawning Pool early enough to stop any rush, but are not sacrificing too much economically.

If you scout that the enemy is not playing aggressively, you can go for a Hatchery next and continue to drone up, giving you the economical advantage. The relatively early Vespene Geyser lets you grab a Lair earlier so you can take while you ramp up your economy.

If the enemy is rushing, or if you want to apply early pressure, you should have the gas to get the speed upgrade for Zerglings and throw down a Roach Warren or Baneling Nest.

I believe the best way to progress with this build depends on the race you are playing against:

Versus Zerg

This is my go-to build-order in Zerg vs Zerg match-ups, especially if we are on a 2-player map. If I see that the enemy is fast expanding (which happens frequently), I will throw down a Roach Warren and proceed to pump out 8-10 Roaches.

You can then go in with your Roaches for an attack. Usually this does not kill the player, but that is not the point. When your Roaches get outside the enemy player's base, throw down your Hatchery so this can be constructed while you work your attack.

Next, move in and harass the enemy as much as you can. While you might be able to take the enemy out, if they scouted even halfway decently they probably have a Spine Crawler, a few Queens, and start morphing in tons of Zerglings.

Sometimes you will win outright in this situation, but usually you can end up taking out a few Queens plus some Drones before your attack is stopped. The whole point of this process is that it forces the enemy player to spend a ton of money and larva building defense and keeps the fight in their base.

Meanwhile, while your Roaches are attacking, at your main base you can be pumping out Drones to your newly-formed Hatchery non-stop. Given that all of the enemy's troops are in his own base trying to fend off your attack, you are free to safely drone up.

If you get defeated an expect a counter, you have plenty of time to make more Roaches and Crawlers. Alternatively, you can continue to pump out Roaches if you think you have a shot of finishing the game then and there.

However, I have found that most of the times I end up losing the fight but coming out with a 10 Drone lead on my opponent and then am able to go on and win the game.

Versus Terran

Against Terran players, many times players will opt to actually go 14 Gas, 14 Pool, and then a 15-16 Hatch. The whole purpose of this is that you can research +speed to Zerglings as soon as the Spawning Pool finishes.

This pack of Speedlings can then head off any Reaper aggression. Alternatively, should the player go for quick Marines and Marauders, you can use this extra gas to morph in some Banelings.

Versus Protoss

Unless the Protoss player is going for a proxy Zealot rush, I will always opt for a 15 Hatchery 14 Pool build order. This allows me to secure my natural, whereas a 14 Spawning Pool can be quite vulnerable to an all-out 4-Gate push.


The 14 Pool 14 gas build order is a great build order for both beginners and for advanced players. Try it on two player maps, especially if you have had problems securing your natural expansion early in the game.