Larva

Cost: N/A Other Requirements: None
Built At: automatically Spawned from a
Hatchery until there are 3
Size: Small
Descritpion: The closest creatures to the original Zerg insectoids are the Zerg Larvae. Although their size and toughness were greatly boosted by the Xel'Naga during their experiments, they still possess the two traits that originally intrigued the ancient masters: genetic versatility and psychic sensitivity.

Maggot-like, Zerg Larvae contain within them the genetic code for all other Zerg breeds. When a new breed of Zerg is needed, an individual Larva will enter a pupal state and begin replicating the DNA of one specific Zerg breed at an astounding rate. After a short gestation period, the new mature Zerg hatches.

A young hive will only have the genetic code for the most basic of Zerg breeds, such as the Drone, but as it grows and develops new structures, its library of genetic strains is expanded. With a command from the Overmind, the Larva will enter a pupal state and begin the metamorphosis into whichever breed is required by the hive.

Larvae are produced at the Hatchery, Lair and Hive. They spawn one at a time up to a maximum of 3 per Hatchery/Lair/Hive. They require the Creep to survive and should the Creep ever dissipate from beneath them, the Larvae die shortly after. Unlike the mature Zerg breeds, Larvae do not require Overlord control and therefore can only be commanded to mutate by a Cerebrate.



Broodling

Cost: N/A Other Requirements: Spawn Broodlings researched
Built By: Queen - Spawn Broodlings Size: Small
Descritpion: When a Queen uses its Spawn Broodling ability, the target creature unwillingly fertilizes and serves as the breeding ground for a near instantaneous metabolization and birth of a pair of Broodlings. These Broodlings have a limited lifespan and are weak attackers, however, their mere presence should be a reason to rejoice since in their place an enemy host (hopefully a powerful one) had to die to give birth to them.

Broodlings are born instantly acquiring nearby units for attack and can cause slight damage before they are typically wiped out. In the event that there are no nearby enemies, they await for a command from their Cerebrate, and can be used to scout. Their relatively quick ground speed makes them better suited for this purpose than for an attack. The Broodlings last for approximately 180 seconds before exploding on their own, so it's better to use them to attack or scout than to let them go to waste.



Zergling

Cost: 50 0 0.5 Other Requirements: Spawning Pool
Built At: Hatchery-spawned in pairs Size: Small
Descritpion: The small, savage Zergling is one of the few breeds that a core species has been found for. It is so closely related to the dune-runners of Zz�gash that it is believed that the Zerg at some point encountered and "absorbed" the DNA structure of the dune-runners. Mutated by the Zerg to be more efficient killers, the voracious Zergling are capable of ripping a larger creature to shreds with their razor-edged forearms and sharp fangs. Their DNA structure is so simple that two Zerglings can be created from a single Larva.

Zerglings are the first producible attack units the Zerg have at their disposal. With the ability to spawn in pairs, they can be produced in large numbers in a very short period of time. They serve as prime choices for rushing and depending on the build order used, they can execute the fastest rush in the game. Their small size and large pack movement make them virtually impossible to select one at a time, making it difficult for an enemy to systematically destroy them.



Drone

Cost: 50 0 1 Other Requirements: None
Built At: Hatchery Size: Small
Descritpion: Like the Larvae from which they hatch, Zerg Drones contain within them the genetic code required to morph into any of the large Zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the Creep has established itself, as they require its nourishment and building material. The Drones also harvest any raw materials that are needed. Vespene gas is very important to the Zerg: the high energy state of the gas powers their accelerated metabolisms and is essential for the production of the more advanced Zerg breeds.



Hydralisk

Cost: 75 25 1 Other Requirements: Hydralisk Den
Built At: Hatchery Size: Medium
Descritpion: This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zerg strains. The upper carapace plates of the Hydralisk can open to expose hundreds of spines that are projected with such force that they can penetrate 2cm Neosteel. Fortunately, they move quite slowly on open terrain.

The Hydralisk is easily the most versatile breed for the Zerg. With the ability to strike both ground and air targets, Burrow (once evolved), and health regeneration, the Hydralisk is a force to be reckoned with. Also with their short build times and relatively low cost, they can be produced in mass numbers to overwhelm the enemy.



infested Terran

Cost: 100 50 1 Other Requirements: None
Built At: Infested Command Center Size: Small
Descritpion: Zerg Queens have the ability to infest severely damaged Terran Command Centers, saturating them with parasitic bio-toxins. Once the Command Center is fully infested, its previous occupants can be turned into mindless suicide soldiers capable of mass destruction known as the Infested Terrans.

The infested victims of the Zerg are completely consumed by the will of the Overmind. Their bodies twisted and mutated to produce extremely unstable chemicals, infested soldiers long only to find the Swarm's enemies and destroy them by detonating their own bodies in a cloud of toxic fluid. As with other Zerg ground units, an Infested Terran also has the ability to Burrow.

The Infested Terrans have the capability to inflict up to 500 points of explosive splash damage to any unit or structure. To reach their full destructive potential, an Infested Terran must be commanded to target a specific unit or structure, but they can also be commanded to target an area within the proximity of several units or structures. The splash damage from the exploding Infested Terran will cause massive damage to all nearby targets.



Defiler

Cost: 50 150 2 Other Requirements: Defiler Mound
Built At: Hatchery Size: Medium
Descritpion: This breed is very rarely encountered, and we can be thankful for that. Vaguely resembling a scorpion in appearance, Defilers are veritable cancer factories. They generate a number of virus-like biochemicals which are capable of overpowering even the most effective anti-toxins. Defilers also appear to feed on other Zerg for biomaterial to produce these chemicals, and are often found with Zergling escorts. This self-destructive behavior only underscores the Zergs single-mindedness.

The Defiler draws its strength from the metasynaptic energy it creates. With that energy, the Defiler can unleash abilities like Plague and Dark Swarm that can demolish enemy forces unfortunate enough to be caught by the effects. In addition, the Defiler can also be evolved to include the ability to Consume other Zerg units from the same brood. Upon consumption, the Defiler's energy is partially recharged, allowing it to continue to use its other abilities without having to waste the time it usually takes to wait for energy to recharge.

Despite its awesome abilities, the Defiler has a key weakness: the complete lack of a physical attack. This leaves the Defiler very vulnerable and should it be caught unescorted, even a simple Drone, SCV, or Probe can put an end to the Defiler threat. Because of this, the Defiler should always be in the company of friendly support units. If the occasion ever arises where the Defiler is alone, it should use the Burrow ability to hide and recharge its energy stores safely.



Lurker

Cost: 50 100 2 Other Requirements: Hydralisk Den, Luker Aspect researched
Built By: Morphing a Hydralisk Size: Medium
Descritpion: One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defensive warriors for the Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk strain, Lurkers emit waves of supra-dense spines against their enemies. However, Lurkers must actually Burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless while above ground.

Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking with an ally, lest the Lurkers ravage friendly forces as well.



Ultralisk

Cost: 200 200 4 Other Requirements: Ultralisk Cavern
Built At: Hatchery Size: Large
Descritpion: The Zerg use these massive creatures as living tanks. Their immense mandibles have a monomolecular edge, enabling them to cut through armored vehicles and infantry alike. A handful of these creatures are believed to have been responsible for the death of an entire Confederate garrison on Timul IV. The best way to deal with these beasts is from the air.

The enormous Ultralisk is the crown of Zerg evolution, with its 400 HP of vitality and 20 base damage it can inflict in a single blow. The amount of punishment an Ultralisk can take is almost unreal and in groups, these gargantuan monsters can tear down even the most stalwart defenses of any race. With their ability to withstand immense firepower, the Ultralisks are best used as damage absorbers or cannon fodder to divert attention away from ranged attack units like the Hydralisk, Mutalisk or Guardian. Keep the Ultralisks in the front line whenever possible so that they can deal their damage while facing the brunt of the enemy's attack.



Overlord

Cost: 100 0 0 Other Requirements: None
Built At: Hatchery Size: Large
Descritpion: The extent of the Overlords� control over the Zerg is unknown, but it is clear that these flying behemoths provide direction for the other Zerg breeds. Although they resemble the Portuguese man-o-war of Earth, they are fairly docile creatures that tend to young larvae and transport other Zerg across the depths of space by carrying them within their shelled bodies.

With the ability to transport, detect cloaked/burrowed units, fly and provide "supply" units for the Zerg, the flying Overlord is one of the most useful and versatile Zerg units. The key to winning most battles will lie in the utilization of every ability the Overlord has to offer. Once those abilities are mastered, the Zerg can truly become a race to be feared.



Scourge

Cost: 25 75 1 Other Requirements: Spire
Built At: Hatchery Size: Small
Descritpion: The Scourge serve as kamikaze-attack flying units, capable of causing 110 damage to aerial targets. Like Zerglings, Scourge spawn in pairs from a single Larva and can be produced in mass numbers in a very short period of time.

Their low vitality (HP) and inability to hit ground targets make them vulnerable to attack and therefore they should be used with stealth and caution so that they can best achieve their destructive potential. They prey easily on lone or small groups of enemy air units, but they lose their usefulness against larger groups of aerial units capable of counterattack.

To get the most of the Scourge, use them in combination with Mutalisks, Guardians or Devourers. The Scourge can quickly even the odds in the favor of an already established Zerg air force and with the Mutalisks/Guardians/Devourers there to absorb most of the damage from the enemy, the Scourge have a much better chance of a successful attack run.

Scourge acquire their targets very quickly and if used to patrol key areas, can be useful for putting an end to an enemy drop tactic. However, in the battlefield, all available Scourge may lock onto a single target and may simultaneously attack, resulting in a huge waste of resources for only one kill. As a result, you should either keep a watchful eye and tight control on your Scourge groups or separate them into pairs in case of auto acquiring as well as for easier management during a heated battle.



Mutalisk

Cost: 100 100 2 Other Requirements: Spire
Built At: Hatchery Size: Small
Descritpion: Frankly, the Mutalisk is an enigma. It is not known how they are capable of maneuvering through a vacuum, or even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith fighters along the Coreward border worlds. The Mutalisk's attack is quite unusual. The Mutalisk produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it disintegrates explosively.

The Mutalisk serves as the basic flying support unit for the Zerg and has the ability to strike both air and ground targets. However its Glaive Wurm attack has the special property of hitting several targets within close proximity of the inital strike and against packed groups of enemy units, Mutalisks can quickly tear them apart. The inital hit does 9 base points of normal damage (more if upgraded), the 2nd hit strikes the enemy nearest to the first target and does about 1/3 damage and the 3rd hit strikes the enemy nearest to the 2nd target while doing about 1/9 damage.

The Small size classification of the Mutalisks can become critical if an enemy begins producing anti-air units with explosive attacks like Hydralisks, Goliaths or Dragoons since the Mutalisks will only take 50% damage. Use this advantage whenever the chance arises and keep the damage ratios in mind when deciding whether or not to attack an enemy force or not.



Queen

Cost: 100 150 2 Other Requirements: Queen's Nest
Built At: Hatchery Size: Medium
Descritpion: The Zerg "Queen" (a misnomer, as it does not produce Larvae) is capable of producing biotoxins that have dramatic effects on both Zerg and other lifeforms. There have also been reports of Queens spawning smaller Zerg creatures (Broodlings) by injecting other species with thrown egg clusters. Like the Overlords, the Queens appear to tend to Larvae, and are generally found near the central nest.

A Queen has no physical attack of its own, but it does have the ability to hover through the air at great speeds, allowing it to escape from harm relatively quickly. What makes the Queen a truly deadly Zerg breed are the abilities it has at its disposal including: Ensnare, Spawn Broodling and Parasite.



Guardian

Cost: 50 100 2 Other Requirements: Greater Spire
Built By: Morphing a Mutalisk Size: Large
Descritpion: Believed to be the nesting form of the Mutalisk, this is a secondary stage that has a much thicker armored carapace and a longer ranged plasma attack. The Guardian is, however, noticeably slower than the Mutalisk, and as such is used primarily to defend the vulnerable Zerg Larvae.

Producible once the Spire is evolved into a Greater Spire, the Guardian is morphed from the Mutalisk. Once the transformation is complete, the Guardian form is permanent and the Mutalisk is no longer recoverable.

The Guardian is one of the most powerful Zerg assault units with an incredible attack range and an attack that inflicts a full 20 base points of normal damage. In addition to the awesome attack potential, the Guardian also has 2 points of base armor, making it more resistant to attack than most units.

The Guardian's attack range gives it the advantage of being able to fire on ground targets while hovering in safety over high ground, water or space. The only ground unit truly capable of retaliating at that distance is the Terran Goliath with the Charon Booster Upgrade. However, Terran Goliaths are limited by where it can roam, while the Guardian can fly to a safe haven in any safe haven in a given area. If possible try to keep Guardians away from open ground to make the best use of the attack range.



Devourer

Cost: 150 50 2 Other Requirements: Greater Spire
Built By: Morphing from a Mutalisk Size: Large
Descritpion: Bred from the Mutalisk strain, the Devourers are a deadly addition to the Swarm. These large, flying behemoths are capable of spewing their vile acid at any airborne ships or creatures, causing significant corrosive damage. The venom of the Devourer consists of toxins that can eat through any known substance, including the reinforced armor plating of Terran and Protoss capital ships. The venom also contains Acid Spores that hinder the fighting ability of the target, and these Spores often splash off the target to hit additional nearby enemy craft.

The Devourer is the heavy air assault attacker for the Zerg. Despite its large size, the Devourer can travel through the air at surprising speeds (much faster than its Guardian counterpart). Once the Devourer arrives at the battlefield, any enemy aerial unit at the scene will have something to worry about. The Devourer's massive 25 explosive damage attack is quite destructive, but on top of that, the acid spores that splash off the direct impact hinder the enemy in two important ways. Each Acid Spore attached to an enemy unit will increase the Cooldown of the enemy's weaponry by 1/8th of the original cooldown value. The effects of the Acid Spores are cumulative, but any unit can only possess up to nine Acid Spores at any one time. Units with already long Cooldown periods between attacks such as the Valkyrie, Devourer or Battlecruiser suffer tremendously from the Spores, while units such as the Protoss Carrier suffer little since they have no direct attack.

To make matters worse for the enemy, with every Acid Spore that's attached, the unit takes an additional point of damage whenever it is attacked. At a maximum of 9 Spores attached, the affected unit will be taking SERIOUS damage from enemy attacks. Even a non-upgraded Mutalisk will do 18 points of damage per attack with its bounce attack doing 12 and 10 points to any other nearby enemy units that also have 9 Spores attached. So as you can see, having air support for Devourers will not only help protect the Devourers, but they will also help take down the enemy at an incredibly quick rate.



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