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The Mutalisk has changed little from its original incarnation as the spacefaring Mantis Screamer of the desolate Dinares sector. Mutalisks form the primary flying force of the Zerg, making hit-and-run attacks against vulnerable installations and wheeling across the skies in prodigious numbers above Zerg Hives or land-based forces. Mutalisks are agile and dangerous opponents. They can attack foes both in the air and on the ground by expelling a voracious symbiote known as the Glave Wurm, which can rapidly strike at several opponents as it explosively disintegrates. In large numbers or against weak defenses, Mutalisks are a deadly threat.
Previous Zerg Unit: Infestor
Units
Mutalisk
General Strategy
- Primary air unit.
- Extremely fast attackers – can attack on the move with careful micro-management.
- Attacks can strike multiple targets, automatically bouncing from one enemy to the next.
- Effective scouts and skirmishers, able to slow/disrupt oncoming forces or enemy expansions.
Countermeasures
VS Terran
- Long range and armor give Thors an advantage against Mutalisks, and the bonus against light armor and splash damage on the Thor’s anti-air attack makes them ideal for fighting off large waves of Mutalisks.
- Ghosts’ Snipe ability can instantly pick off and destroy Mutalisks before they can react.
VS Zerg
- Hydralisks, particularly massed and upgraded Hydralisks, provide a strong defense against Mutalisk harassment.
- Corruptors are a hard counter against Mutalisks.
VS Protoss
- Photon Cannons are a good defense against Mutalisks, especially when combined with Stalkers.
- Phoenixes do extreme damage when deployed against Mutalisks thanks to their bonus damage against light units. Make use of their ability to shoot while moving to take no damage from Mutalisks while killing them.
- Stalkers, particularly with the ’Blink’ ability, are able to advance on Mutalisks quickly, pursue them, and deliver significant damage.

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[Close]Comments (75)
Drones,Probes,SCV,
Weak Against:
DEFINETLY THOR'S
1,2,3 Thors dont do actualy that much against mutas due the magic box strategy, but thors in large numbers forces Z to quit making more mutas, and go counters for thors. Marines sadly just are ripped by muta/bling, so I dont even count them as a counter in ZvT battles (still they greatly reinforce mineral field defense).
If you're Z and you're loosing your mutas to the vikings, you just need to work on your play. They smash vikings when focused fired. I never lost a muta vs viking battle. They can't have as many vikings as many you have mutas. They cost more than mutas, and needs investment in more starports with reactor. If still, they have as many vikings as you have mutas, than your macro just sucks or ure not really making a reasonable ammount of mutas. When T goes for mass vikings (like 10+) and you don't have that many mutas, just transition, keep remaining mutas for harass and try protect overlords against vikings. If you can transition fast enough before they smash your overlords, than its often a gg.
Actualy there was a day when I thought "Marauders, IMBA, mutas, IMBA", but the more i play the more balanced it seems. Maybe P is quite UP against air units overall.
but the muta's deal bounce damage