StarCraft II Zerg Buildings & Units
We have decided to NOT include specific information such as stats and costs at this time as we have with other unit pages.
Zerg Buildings
Hatchery – Lair – Hive – Extractor – Evolution Chamber – Spawning Pool – Spore Crawler – Roach Warren – Baneling Nest
Spine Crawler – Hydralisk Den – Infestation Pit – Spire – Nydus Network
Ultralisk Cavern – Greater Spire – Creep Tumor
Zerg Units
Larva – Egg – Cocoon – Broodling – Drone – Overlord – Zergling – Queen – Roach – Baneling – Overseer – Changeling
Hydralisk – Infestor – Infested Terran – Mutalisk – Corruptor – Nydus Worm – Ultralisk – Brood Lord
Zerg Buildings
Zerg buildings are mutated into Drones which sacrifice themselves to do so. Zerg buildings must be built on Creep which can be spread by Hatcheries, Overlords, Creep Tumors, and Nydus Worms in a radius around themselves.
Zerg buildings just like their units regenerate HP over time naturally. They also tend to cost less due to the Drone cost being tacked on. The Zerg do not have factories and instead rely on Larva spawned by the Hatcheries for unit production. A new benefit to Zerg buildings is that when the majority of them are killed, Broodlings will hop out and attack any nearby ground units before their time limit runs out.
So the only real downside is the Creep, because you must build on it. If you are in an ally’s base and need to expand there to survive, your creep can take away room from their building space since Terran and Protoss cannot construct buildings on Creep.
There are four types of buildings in StarCraft.
- Defensive: Structures that have weapons to attack enemy units. (Spore Crawler, Spine Crawler)
- Factories: Structures that can create units. (Hatchery, Lair, Hive)
- Research: Structures that can research upgrades and abilities for your units. (Evolution Chamber, Spawning Pool, Roach Warren,Baneling Nest, Hydralisk Den, Infestation Pit, Spire, Ultralisk Cavern, Greater Spire)
- Support: Structures that provide a single special ability. (Extractor, Nydus Network, Creep Tumor)
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Zerg Hatchery
Jump to Top – Next Unit: Lair
Description
This is the Zerg base building, the Hatchery. It is the foundation of your economy due to it’s ability to collect the resources workers gather, and is the requirement of the most basic buildings aside from Extractors. It must be built a short distance away from any nearby resources. Any Zerg player on a non UMS map should try to have at least one of these at all times.
The StarCraft II Hatchery does not provide Control like the Protoss and Terran base buildings. The Hatchery is really the most used building for the Zerg because it is the only factory building. Larva are spawned by the Hatchery every once in a while automatically but maxes out at 3 (unless a Queen uses her ability, then it’s 19). Larva then mutate into the majority of other Zerg units starting with Drones and Overlords.
Hatcheries will be able to mutate themselves to advance the Tech Tree and enable upgrades to be researched at it. You can morph it into a Lair once you get a Spawning Pool, and a Hive once you get an Infestation Pit.
Another new change to the Hatchery/Lair/Hive is it can now build a Queen after you build a Spawning Pool. Queens are now ground units with special support spells and have more info in their section.
Two other minor but helpful changes at the Hatchery/Lair/Hive include being able to set Worker Rally Points and Egg Rally Points. This way you can set Drones to go somewhere as opposed to the normal Rally Point (And if resource fields are selected they will automatically mine when created). Unit eggs can be individually set from workers rally points so you do not have all of your units clumped together when they spawn.
Strategy:
The Hatchery has some easier controls implemented in StarCraft II and it is key to learn about them. Zerg players tend to take longer to adjust to the race when transitioning from the original game due to the increased amount of micromanagement that needs to be done. Aside from the normal hassle of making sure you have the drones for the income you need, and the tech/defense you need, Zerg players have to focus on the Queen’s spawn Larva ability and analyze the timings of their building choices.
It is critical to be expanding early as Zerg as most players will tell you, a Zerg living on one base generally cannot beat a Protoss living on one base. You have to keep your income higher with these expansions because you cannot outnumber your opponents without it. More importantly from doing it early however, is just the timing in general. You need to make sure you do not have enemies coming your way when you throw down a 300 mineral investment in an expansion.
Hatcheries have the great advantage of allowing masses of units to come out at once instead of one unit or two at a time like the other races. Players who can manage their economies and keep enough of a force to protect or harass at the same time will do very well as Zerg in mid-late game.
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Zerg Lair
Previous Unit: Hatchery – Jump to Top – Next Unit: Hive
Description
The Lair is the upgrade to the Hatchery. You need a Spawning Pool to enable the Mutate Into Lair at the Hatchery. It allows you to build Hydralisk Dens, Infestation Pits, Spires, Nydus Networks, Queens, and Overseers.
The Lair keeps the same functions as the Hatchery so you there is information in the Hatchery section that isn’t covered here. It has 3 upgrades: Burrow Upgrade, Pneumatized Carapace, and Ventral Sacs.
Burrow allows ground Zerg units to burrow underground and cannot be seen by enemies unless they have a Detector nearby. Burrow gives bonuses to some units now such as the Roach recovering HP quickly underground, and Infestors can move underground. Pnemuatized Carapace increases the movement speed of Overlords and Overseers. Ventral Sacs allow Overlords to transport ground units.
Upgrading more than one Hatchery into this does not give any benefit. Once you gain the tech tree unlocked from the first Lair, you do not need any others.
Strategy:
The Lair is a key building to time well as Zerg as it is available once you get the Spawning Pool. At that time, players will have to determine which route they want to go: Expand, Queen, or Lair. Economically, go for expansions. Queen will help with early aggression or defense. The Lair will further expand the tech tree. It’s always going to be situational for players and they will have to decide which route to go.
The Lair is typically upgraded from the Hatchery at your starting position as it is more defended.
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Zerg Hive
Previous Unit: Lair – Jump to Top – Next Unit: Extractor
Description
The Hive is the upgrade to the Lair. You need an Infestation Pit to enable the Mutate Into Hive at the Lair. It allows you to build Ultralisk Caverns and enables the Spire to Mutate Into Greater Spire.
The Hive keeps the same functions as the Hatchery and Lair so you there is information in the Hatchery and Lair sections that is not covered here. The 3 upgrades from the Lair are still available to be researched.
As with the Lair, you do not receive any benefits from more than one Hive.
Strategy:
The Hive is the final form of the Hatchery and enables technology to mid-late game units such as Brood Lords and Ultralisks. If a Zerg player has a Hive it is likely they will be making these units. Due to the later availability of the Hive, you should have a steady enough income to not have to worry about what priority it should be. If you want to add those units to your army or the upgrades that become available then build one. Otherwise you can probably get away with using the army units unlocked by the Lair throughout the entire match.
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Zerg Extractor
Previous Unit: Hive – Jump to Top – Next Unit: Evolution Chamber
Description
Extractors allow your miners to gather Vespene Gas. They can be built on Vespene Gas Geysers only. This is basically a required building if you want to get anywhere with the tech tree.
The only difference between the Extractor from StarCraft and StarCraft II is that in this one, Vespene Geysers can no longer be mined from once they are depleted.
Strategy:
Gas steal is a tactic used by players to set back the opponent by building on their vespene geysers early on in the game to prevent them from getting gas. Inexperienced players will tend to take all their units off the mineral line to attack the Extractor while it is building, setting them behind on minerals in the long run if done correctly. Due to the low cost of an Extractor, cancelling and rebuilding it only costs 5 minerals, so if you can keep them distracted for a while dealing with your Extractors you’ll pull ahead economically. Against more experienced players this will at least slow them down from teching up.
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Zerg Evolution Chamber
Previous Unit: Extractor – Jump to Top – Next Unit: Spawning Pool
Description
The Evolution Chamber is your first research building and allows you to upgrade your Ground Armor and Weapons and mutate Drones into Spore Crawlers. It requires a Hatchery.
The building retains it’s original upgrades from StarCraft with no changes. It can upgrade Ground Melee Attacks, Missile Attacks, and Ground Carapace (armor).
Strategy:
The Evolution Chamber is a structure that is sometimes overlooked. It provides all the Ground Unit upgrades, and importantly unlocks the Spore Crawler. Spore Crawlers are the only detector the Zerg have other than the Overseer, and are the only anti air defensive building. If playing against a Terran player who is teching up to air or if you are concerned about Banshee harassment early on, invest in the Evolution Chamber.
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Zerg Spawning Pool
Previous Unit: Evolution Chamber – Jump to Top – Next Unit: Spore Crawler
Description
Spawning Pools are the research building for the Zergling, your first ground combat unit. Zerglings can be mutated from Larva, 2 Zerglings for each Larva. It requires a Hatchery, and enables Queens at the Hatchery/Lair/Hive, as well as Lairs, Roach Warrens, Baneling Nests, and Spine Crawlers.
Overall this is an important building, and it acts the same as in StarCraft. It has two upgrades to research. Metabolic Boost increases the movement speed of Zerglings and adds wings to their unit models. Adrenal Glands increases the attack speed of all Zerglings, but requires a Hive before you can research it.
Strategy:
The Spawning Pool is typically the first building produced by the Zerg and is importantly timed. Some players save up their minerals for the 6 Pool Cheese which involves building the Spawning Pool before any Drones, then building a couple drones as it is building, then sending Zerglings out to take out the opponent at the start of the match. Most players tend to either build the Spawning Pool at either 8, 9, or 10 Drones. The more drones you have before you build it, the more ahead you will be economically. However due the Spawning Pool’s long construction time, waiting too long will hold up getting offensive units and expanding the tech tree.
Most Zerg players will start off with a vague sense of what units they want to work toward, so work out a build order to help decide when to build the Spawning Pool.
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Zerg Spore Crawler
Previous Unit: Spawning Pool – Jump to Top – Next Unit: Roach Warren
Description
Spore Crawlers are a new version of the Spore Colony from StarCraft. You need an Evolution Chamber to mutate a Drone into a Spore Crawler. It is a defensive structure for Anti Air.
The Spore Crawler has two abilities: Detection and Uproot/Root. Detection is passive and allows you to see nearby cloaked or burrowed units (However only when it is in Root mode). Uproot allows you to move the Spore Crawler, it will be able to move around the map (And move faster than normal while on Creep) however it will not attack or detect. Root allows it to go back into Attack/Detect mode but it must be on Creep to do it.
Strategy:
Spore Crawlers are one of the only two detector units the Zerg have. Like all other defensive buildings, it is a good idea to put one at the ramp and/or by the mineral line to defend against air and to detect cloaked units (especially Banshees).
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Zerg Roach Warren
Previous Unit: Spore Crawler – Jump to Top – Next Unit: Baneling Nest
Description
The Roach Warren is a new research building. It requires a Spawning Pool and enables you to mutate Larva into Roaches.
You can research three upgrades here. Tunneling Claws allows Roaches to move while Burrowed. Gilal Reconstitution increases the movement speed of your Roaches. While Organic Carapace allows Burrowed Roaches to greatly increase their HP regeneration rate.
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Zerg Baneling Nest
Previous Unit: Roach Warren – Jump to Top – Next Unit: Spine Crawler
Description
The Baneling Nest is a research building for the Baneling. It requires a Spawning Pool and allows you to Mutate a Zergling into a Baneling. Since this building is only used for one unit, players should keep an eye out for them to get an idea of what they may build.
The Baneling Nest has one upgrade: Centrifugal Hooks. It increases the movement speed of Banelings and changes their movement graphic from running into rolling.
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Zerg Spine Crawler
Previous Unit: Baneling Nest – Jump to Top – Next Unit: Hydralisk Den
Description
The upgrade to the Sunken Colony from StarCraft, Spine Crawlers are an Anti Ground building with a new ability. They require a Spawning Pool to be built.
Spine Crawlers have their ground attack, and now can use Uproot/Root. Uproot will allow the Spine Crawler to move around the map (They also get a bonus of faster moving speed on Creep) instead of being stuck in the place it was built but is unable to attack while uprooted. To root it back in the ground again, you must use the Root ability on an area where this is Creep and enough room. This gives the building more flexibility compared to stationary Bunkers and Photon Cannons.
Strategy:
Spine Crawlers are used for defense but can be used offensively in Zerg vs Zerg matches. Early on, players can take a few drones to the opponent’s base and build Spine Crawlers. If they lack Zerglings and do not pull enough Drones off the mineral line to stop it, you can end the game or inflict serious injury.
A small thing to note about Spine Crawlers is that when the creep around them has disappeared they start losing their HP over time, so it may be wise to Unroot them before they die.
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Zerg Hydralisk Den
Previous Unit: Spine Crawler – Jump to Top – Next Unit: Infestation Pit
Description
The next research building is the Hydralisk Den. It requires a Lair to be built by a Drone. When it is built, Larvae will be able to mutate into Hydralisks.
The Hydralisk Den has one upgrade available: Grooved Spines which increases the attack range of Hydralisks.
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Zerg Infestation Pit
Previous Unit: Hydralisk Den – Jump to Top – Next Unit: Spire
Description
The Infestation Pit is a new research building for a new unit. It allows you to mutate Larva into Infestors. It requires a Lair and allows you to turn your Lair into a Hive.
Peristalsis is the first of the two upgrades you can research here. It allows Infestors to move while being burrowed. The next is Pathogen Glands which increase the starting Energy Points of Infestors by 25.
You can also research the Neural Parasite ability for Infestors which allows them to control an enemy unit.
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Zerg Spire
Previous Unit: Infestation Pit – Jump to Top – Next Unit: Nydus Network
Description
Another returning research building from StarCraft is the Spire. Larva will be able to mutate into Mutalisks and Corruptors after it is built. It requires you to mutate your Hatchery into a Lair first.
The Spire lets you upgrade Flyer Attack damage and Flyer Carapace (Armor) for your air units. Spires can also mutate into a Greater Spire once you have a Hive.
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Zerg Nydus Network
Previous Unit: Spire – Jump to Top – Next Unit: Ultralisk Cavern
Description
The Nydus Network is a replacement for the Nydus Canal from StarCraft. It requires a Lair and can build Nydus Worms.
The Nydus Network utilizes two abilities: Spawn Nydus Worm and Transport. Spawn Nydus Worm make a Nydus Worm anywhere on the map. Nydus Worms create a radius of Creep around themselves and are used in the second ability Transport. The Nydus Network allows you to transport up to 255 Zerg ground units with it from the Nydus Network to any Nydus Worm you have on the map. You can also use the Nydus Worm to move back to a connected Nydus Network.
Units stored in the Nydus Network or Worm will not be killed unless all the Nydus Networks and Worms are killed.
Strategy:
Nydus Networks are of course only used by ground units. They can be utilized defensively or economically with transporting army units or drones to other expansions. They are typically used offensively by placing them near enemy expansions or in a undefended place (behind the mineral line sometimes) in their main base to allow you ground army to get in without having to work their way through a force.
Just be aware that the Nydus Worms make a loud sound effect and that players typically check their main base first. So either defend it or place it in a well positioned spot.
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Zerg Ultralisk Cavern
Previous Unit: Nydus Network – Jump to Top – Next Unit: Greater Spire
Description
Another returning StarCraft building is the Ultralisk Cavern. It requires a Hive, and allows Larva to Mutate into an Ultralisk. It also allows you to research two upgrades.
Anabolic Synthesis increases the movement speed of your Ultralisks, while Chitinous Plating gives a +2 level boost to the Ultralisks’ Ground Armor.
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Zerg Greater Spire
Previous Unit: Ultralisk Cavern – Jump to Top – Next Unit: Creep Tumor
Description
The last of the returning StarCraft buildings for the Zerg is the Greater Spire. It requires a Spire to mutate from and a Hive. Since this building simply unlocks the Brood Lord, players should be aware of the threat when they scout one at an enemy base.
It carries over the ability to upgrade Flyer Attacks and Armor the Spire has, and enables the Corruptor to be able to mutate into a Brood Lord.
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Zerg Creep Tumor
Previous Unit: Greater Spire – Jump to Top – Next Unit: Larva
Description
The final Zerg building is constructed by a Queen using the Spawn Creep Tumor ability. Creep Tumors spread Creep in a large radius and multiply quickly.
A common misconception from new players is that creep gives vision. Creep does not, Hatcheries and Creep Tumors provide the vision.
They get one ability: Spawn Creep Tumor. It allows them to build another Creep Tumor on nearby Creep to spread the Creep around the map even further. However it must wait for a period before the ability can be used, and can only be used once. The Tumor will change it’s appearance so you can tell which have been used. This is a good way of spreading Creep without using up your Overlords and putting them in danger.
Strategy:
Creep Tumors are great to start using as soon as you feel comfortable enough in your Larva supply. While they are generally used in expanding the creep around your base and expos, they can be used in a couple offensive ways. Once you have a Lair, the Overlord can be combined with Queens to make Creep Tumors in ways to mess with the enemy or get scouting vision.
You can either get the transportation upgrade for Overlords or simply walk your Queen near their base and create Creep Tumors. If they neglected to get detection, the creep can spread into their base disrupting their building placement and forcing them to get detection before they can no longer build in their base.
Another way is to bring an Overlord to their natural expansion or any expansion nearby (if they have not yet taken it), have it Generate Creep, then place a Creep Tumor as well where their Nexus/Command Center/Hatchery would go to block them from being able to build. The enemy then has to waste time killing your Overlord, and then figuring out you have a Creep Tumor keeping the Creep from disappearing and having to detect and kill that as well. This also gives you the advantage of knowing after that wasted time where they will be expanding and being able to attack it as soon as you can.
Zerg Units
Zerg units are mutated into by Larva spawned at the Hatchery/Lair/Hive. Zerg is a race built for rushes and swarming in numbers. Their units are generally cheap and can be quickly produced if you make good use of Hatcheries or Queens. However they tend to be weaker than the other two races and can be easily mopped up with special attacks that hit an area or splash damage.
A couple of advantages they have are HP regeneration and a new Creep Movement bonus. Zerg units recover their lost HP over time. The new benefit Zerg ground units get are their movement speed when traveling on Creep is increased.
In the end, a Zerg player is best off taking out their enemies in either a large group and a mix of units or a quick rush before they can get ready.
There are two types of units.
- Ground Units: These units can only travel over ground terrain and are thus limited to the rules of terrain. (Larva, Egg, Broodling, Drone, Zergling, Queen, Roach, Baneling, Changeling, Hydralisk, Infestor, Infested Terran, Changeling, Nydus Worm, Ultralisk)
- Air Units: These units can fly around the battlefield without having to follow the rules of terrain. (Cocoon, Overlord, Overseer, Mutalisk, Corruptor, Brood Lord)
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Zerg Larva
Previous Unit: Creep Tumor – Jump to Top – Next Unit: Egg
Description
The basic form of all Zerg units and buildings is the Larva. It is created naturally from a Hatchery/Lair/Hive or through the Queen’s Spawn Larva ability. Larvae mutate into Zerg units both ground and air. They do not cost control and have no weapon.
Below is a list of what they can mutate into:
- Drone
- Overlord
- 2 Zerglings
- Roach
- Hydralisk
- Infestor
- Mutalisk
- Corruptor
- Ultralisk
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Zerg Egg
Previous Unit: Larva – Jump to Top – Next Unit: Cocoon
Description
The Egg is a form in the Zerg evolutionary process. It has no weapon or abilities.
Eggs are formed when a ground unit is mutating. For example, when a Larva mutates into a Drone or when a Zergling mutates into a Baneling an Egg is formed. During this period the unit is left helpless against enemy attacks until it finished its mutation, although it gains greatly increased armor while in its Egg form. You can however cancel the mutation and the original unit will be available again (except in when the original form is a Larva, in that case it will simply die).
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Zerg Cocoon
Previous Unit: Egg – Jump to Top – Next Unit: Broodling
Description
The Cocoon is a form in the Zerg evolutionary process. It has no weapon or abilities.
Cocoons are created when an air unit is mutating into another form. In StarCraft II, Cocoons are only formed from when Corruptors change to Brood Lords. During this period the unit is left helpless against enemy attacks until it finished its mutation, although it has greatly increased armor while in Cocoon form. You can however cancel the mutation and the original unit will be available again.
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Zerg Broodling
Previous Unit: Cocoon – Jump to Top – Next Unit: Drone
Description
The Broodling is a special unit in StarCraft II. They are created when most Zerg buildings are destroyed and vary in number based on the building (Extractors, Spore Crawlers, Spine Crawlers, and Creep Tumors do not have Broodlings pop out). The other way they are created is when a Brood Lord attacks, because the attack launches Broodlings at the target.
Broodlings benefit from the Evolution Chamber’s Melee Weapon upgrade. This is a small thing to note when using Brood Lords. The Brood Lord’s launching of the Broodling at the target gets boosted by the Air Weapons upgrade from the Spire so making the most out of the Brood Lord and Broodling in that situation comes with increasing both of the Upgrades. Like all other ground units, they benefit from the Ground Carapace upgrade.
Broodlings have a short life span of a few seconds and low HP. They have a weak melee attack that hits only ground targets. Their main purpose is simply to weaken the enemy or distract them. They are most effective against defensive structures, Siege Tanks, Thors, Immortals, and other large and slow attacking units.
Strategy:
Broodlings are unfortunately something that cannot be controlled well. They die easily when they come from a building that has been destroyed and due to their time limit they cannot do much on their own. They are most effectively used by Brood Lords when it comes to taking out defenses and getting in damage on the enemy army’s front line.
It is not necessary to upgrade your Broodlings, so unless you have extra resources or have a ground army with your Brood Lords you shouldn’t bother.
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Zerg Drone
Previous Unit: Broodling – Jump to Top – Next Unit: Overlord
Description
The Drone is the worker unit for the Zerg. They gather resources, can Burrow, and mutate into buildings (You lose the Drone unless you cancel the building during construction). You start with 6 along with a Hatchery at the beginning of each game.
Drones must follow the Zerg Tech Tree requirements when mutating into buildings and can only do so on Creep. After the Burrow upgrade is researched at the Lair/Hive, Drones can use that ability. Drones have a weak melee attack that targets ground units.
It is important to keep an eye on how many Drones you have mining as they should be replaced when sacrificed for building.
Strategy:
Drones have a slight disadvantage over other workers when it comes to building since they are limited more in where they can build and have to be sacrificed for it. However, they work better later on in the game if you researched Burrow since they can keep their death rate lower if the enemy lacks detection when they attack your mineral line.
The most important thing with Drones is to make sure you have enough to keep your economy strong. This needs to be balanced earlier on when you need to construct tech buildings and keep up with your army without being supply blocked.
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Zerg Overlord
Previous Unit: Drone – Jump to Top – Next Unit: Zergling
Description
Overlords are mutated into by Larva. They increase the maximum amount of Control and cost none themselves. They have a couple of upgrades and new abilities.
The two upgrades that boost them are Pneumatized Carapace and Ventral Sacs. The first gives a movement speed boost and the Ventral Sacs gives the Overlord the ability to transport ground units around.
Overlords get two other abilities now: Generate Creep and Overseer Morph. Both require the Lair/Hive. Creep now comes from a few sources since Creep Colonies are no longer in the game, so Overlords can be used to supply Creep in an area on the ground below them as long as they remain stationary. Overseer Morph turns the Overlord into the new Overseer unit. Information on them can be found in their section.
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Zerg Zergling
Previous Unit: Overlord – Jump to Top – Next Unit: Queen
Description
Zerglings are the basic ground combat unit for the Zerg. Larva mutate into 2 Zerglings which allows you to spawn them quickly. You will need a Spawning Pool first though.
Zerglings are basically the same unit as they were in terms of combat in StarCraft. They get the same Burrow, Movement Speed Upgrade (also changes their appearance to add their wings), and Attack Speed Upgrade (Hive required) from the Spawning Pool. The new thing with them though is that with a Baneling Nest you can mutate them into a Baneling. More information on Banelings can be found in their section.
Strategy:
Zerglings are most effective against slow attacking targets. Early on, they are typically paired with Roach to deal with the low tier Terran and Protoss units.
They can be useful still in the mid to late game if you have upgraded them (especially their speed upgrades) for clean up and overwhelming weak targets.
6, 7, 9, or 10 Pools are Build Orders which refer to when you reach the specified amount of Drones at the start, you then build a Spawning Pool and try to overwhelm your opponents early on. This Cheese tactic is most reliable in smaller maps. The important thing is to aim for targets such as Zerglings, Marines, Zealots, Workers and Pylons as needed to hinder your opponent as much as possible. If you do not take out your opponent or deal enough economic damage, it is generally very very hard to make a come back. So keep building Drones at your base in case things go poorly that way you still stand a chance.
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Zerg Queen
Previous Unit: Zergling – Jump to Top – Next Unit: Roach
Description
The Queen is a very different unit from what it was in StarCraft. You need a Lair to create one, and it is separate from the Larva Build Selection. Keep that in mind and look in the abilities for the Lair/Hive for the Birth Queen. This is because of the Queen’s Larvae related ability and their lack of using up your Larvae to make them.
The Queen now has two attacks and a few special abilities and the biggest change is she is now a ground unit as opposed to air. She also now gets a short range ground attack and medium range air attack.
Spawn Creep Tumor creates a building that spawns Creep all around it. After a cool down it can create another Creep Tumor itself. Spawn Larva will create 4 Larva at the selected Hatchery/Lair/Hive after a short period. Transfusion is another ability and gives 125 HP to a nearby unit/building for the cost of Energy Points. And lastly the Queen can also use Burrow like other ground units.
Strategy:
Queens are the main support unit for the Zerg and generally stick around the base to produce Larva and Creep Tumors as needed. Their attacks are weak, but they can drive back lesser HP enemies and can fight a little against air units such as Banshees. There are even some builds that utilize the Transfusion ability and many Roaches or Spine Crawlers to create a force that can heal itself and drive away enemies.
It is important to hotkey the Queens you are using as support so that you do not lose track of them. Another important thing to note is that a good rule of thumb is any time your Spawn Larva finishes, you should take at least one of the larva and use it to build an Overlord to prevent from being Supply Blocked and being unable to build units.
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Zerg Roach
Previous Unit: Queen – Jump to Top – Next Unit: Baneling
Description
The Roach is a new unit that can be mutated into using Larvae. You need a Roach Warren first though.
The Roach is a new combat unit with a short range ground attack similar to the Hydralisk. Their Burrow gets two advantages now. With an Upgrade from the Roach Warren (Tunneling Claws) you can move underground while burrowed, and you can use Burrow in conjunction with a new passive ability: Faster HP Regeneration. It will recover life faster than normal when it’s burrowed normally (Not faster unburrowed unfortunately), and with the Organic Carapace Upgrade you can increase the recovery rate much higher. This allows you to send a swarm of units at an enemy, pull the Roaches out when they get weak, and send them back in when they recover. Another Upgrade specifically for them, Gilal Reconstitution, increases their movement speed.
Strategy:
Roaches are very commonly used units that are good anti ground units and work best when combined with Zerglings or Hydralisks. They have a good amount of HP and while they do not receive a damage bonus against armored units like Marauders or Stalkers, they deal a good amount of damage to ground units that is equally powerful against any unit type. They tend to be used to take the damage while Zerglings tear up enemies with quick attacks or Hydralisks keep them protected with their longer range and anti air.
They are quite capable of surviving a long time if the enemy lacks detection and the quick HP recovery underground is used effectively. Just don’t forget to research Burrow. The upgrades are worthwhile too, and helps them become even more cost effective and powerful.
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Zerg Baneling
Previous Unit: Roach – Jump to Top – Next Unit: Overseer
Description
The Baneling is a new unit you can Evolve the Zergling into. Banelings require the Baneling Nest in order for this ability to be available.
The Baneling is a specialized Infested Terran from StarCraft like unit. It has no attack other than exploding to deal damage in an area when it gets very close, although this will also hurt allied units and occurs when the Baneling is killed as well. It’s three abilities help support this. Attack Structure makes it so that when you use the A button to order them to attack to a location, they will attack enemy structures as well instead of just enemy units. They do a lot more damage to buildings as opposed to enemy units. Explode allows you to control when the Baneling explodes instead of waiting for it to get to Melee range of the attacker. The third ability is Burrow, and takes advantage of Explode because it allows you to Explode Burrowed Banelings beneath enemy units as they cross over them. This makes the Baneling a new very deadly unit in swarms and base raids.
Strategy:
Banelings are a unit that take a good amount of practice to master. The main thing that is hard to master with them is how to use them without wasting them. Players tend to make the mistake of clumping all their Banelings together, or walking them in a line. When they start exploding, they then end up taking out more of your own Banelings. So keeping them a little distance away from each other, or covering them so they don’t get killed or wasted is ideal. A safer alternative is to make use of Burrow and ambush targets, or to drop them on targets using Overlords’ transportation.
Banelings are used mostly by mid to high level players because of the extra micro involved in them, but are effective at taking out weak light units quickly. It may just be hard to balance the cost of them with the end result.
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Zerg Overseer
Previous Unit: Baneling – Jump to Top – Next Unit: Changeling
Description
A new form of the Overlord, the Overseer comes with a couple abilities. It requires the Lair in order to Evolve your Overlord into one. The Overseer has no attacks and provides the Control bonus Overlords give (And do not cost any Control themselves).
Spawn Changeling is the first of the abilities it has. Changelings created from this are special units (More info right below in the Next Unit section) that take the basic combat unit (Zealot, Marine, Zergling), Player Color, and Upgrades of an enemy race they encounter. They have no attacks, but act as spies. However like the Parasite ability from StarCraft, that player can find out the unit is a spy because they will not be able to select it groups since it’s not their unit and because selecting it causes them to see that it is a Changeling.
The second is the passive Detection that the Overlord no longer has. Detection allows you to see opponents’ nearby cloaked and burrowed units.
Aside from the Flyer Carapace, Pneumatized Carapace researched at the Lair gives the Overseer a movement speed upgrade.
Strategy:
Overseers are the only detector the Zerg has available, and therefore is a necessary unit in most matches. Aside from scouting, there should be at least one Overseer in any force you are sending out of your base so you have no worries about cloaked or burrowed enemies.
Unfortunately, Overseers are not as good at getting information as an Observer or Scanner Sweep. They do on the other hand make use of Changelings which can be used as an essentially free scout, since they only cost energy. The Overseer can also take advantage of their Contaminate Ability, which will disable the target building from building and researching anything for 30 seconds.
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Zerg Changeling
Previous Unit: Overseer – Jump to Top – Next Unit: Hydralisk
Description
Changelings are a new unit created from the Spawn Changeling ability the Overseer has. They have no Control cost so you can have an infinite amount of them until the time limit on them runs out or they are killed by an enemy. Although they are ground units, they do not get the Burrow ability. They have very low HP but have a special passive ability called Disguise.
Changelings created from this are special units that take the basic combat unit (Zealot, Marine, Zergling), Player Color, and Upgrades of an enemy race they encounter. They have no attacks or abilities, but act as spies. However like the Parasite ability from StarCraft, that player can find out the unit is a spy because they will not be able to select it groups since it’s not their unit and because selecting it causes them to see that it is a Changeling.
Changelings may also take on upgrades that change their appearances, but do not have any effect. For example, the upgrade that increases the max HP of Marines and adds a shield, and while the Changeling will take this shield appearance too, it will not get any HP bonus.
Strategy:
Changelings are used simply for scouting. The main downside is that they can be spotted easily and they have a limited life span. But they can be used well for activating Xel’Naga Watch Towers.
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Zerg Hydralisk
Previous Unit: Changeling – Jump to Top – Next Unit: Infestor
Description
Hydralisks are a returning unit from StarCraft. You need a Hydralisk Den to mutate your Larva into one.
Hydralisks have a medium ranged attack that targets both ground and air units. They can use the Burrow ability from the Lair/Hive. The Grooved Spines upgrade at the Hydralisk Den increases their range slightly. They are pretty much the same from StarCraft except they no longer get the movement speed upgrade.
Strategy:
Hydralisks are the only ground units for the Zerg with a anti air weapon, and are effective at that. They also deal a good amount of damage, and with upgraded range can keep attacking without having to put their low HP in danger. They are typically combined with Roaches and Zerglings to soak up and deal damage in ground unit battles, and to defend against air units (especially Void Rays).
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Zerg Infestor
Previous Unit: Hydralisk – Jump to Top – Next Unit: Infested Terran
Description
Another new unit is the Infestor. Infestors require a Larva to mutate into them, and an Infestation Pit. They are mainly attack ability units and have no weapon.
Their first ability is Spawn Infested Terran. Infested Terrans are covered in the next part. The ability creates an egg at the target location and an Infested Terran is created shortly after but only last a short time before they expire. This is good for quick strikes due to the sneakiness of the Infestor and the low cost of the Infested Terran.
Neural Parasite is a new ability that causes the target unit to be under your control for a short period of time as long as they are not Massive. The Infestor is unable to do anything while controlling another unit. It must be researched at a Infestation Pit first.
Fungal Growth is a new attack ability that hits an area causing the afflicted units to be damaged, immobilized, and unable to burrow. Since it’s an area attack it can effect Cloaked units and Burrowed units and will reveal them. It deals 30 damage to units and an extra 10 to armored units, while keeping them held in place for 4 seconds.
The last ability is a twist on a classic. Burrow for the Infestor allows it to move underground. It can only travel the same terrain it normally could, gets a vision decrease, and moves at half speed. However there is an upgrade to help with that.
The Peristalsis upgrade increases the movement speed when burrowed, and Pathogen Glands increase their starting energy by 25 points. These can be researched at the Infestation Pit.
Strategy:
Infestors are the main spell caster for the Zerg, and are effective at dealing damage to unguarded bases with Infested Terrans and Fungal Growth. Fungal Growth is great against workers, Terran Infantry, Void Rays, and any cluster of units. Neural Parasite is not as effective now that it can no longer target Massive units like Colosi, but it can still be useful if used on good enemy units.
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Zerg Infested Terran
Previous Unit: Infestor – Jump to Top – Next Unit: Mutalisk
Description
Infested Terran are a returning unit from StarCraft, except now they are very different. They are created by the Infestor’s Spawn Infested Terran ability.
Infested Terran no longer have the exploding attack from StarCraft. Instead they have an attack which is comparable to the Marine: Mid Range fast rifle. It targets ground and air. They can also use the Burrow ability researched from the Lair/Hive.
After 20 seconds the Infested Terrans spawned by the ability will die.
Strategy:
Infested Terrans are very weak units that are not considered strong against anything. They are effective however against workers, slow attacking enemies, and static defense. The only advantage they have is overwhelming numbers.
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Zerg Mutalisk
Previous Unit: Infested Terran – Jump to Top – Next Unit: Corruptor
Description
The Mutalisk is a returning unit from StarCraft. Mutalisks require a Spire, and must be mutated from Larva.
Mutalisks are a fast air unit that target both ground and air with their attack. This attack bounces from that target to the closest target from that target, and then bounces one last time to the next closest target to that unit dealing reduced damage with each bounce.
Strategy:
Mutalisks main role is harassment and taking advantage of a lack of anti air. While they deal low damage, the bouncing effect is good against workers and other low HP units. Players typically use them to hit the workers at an expo and then the workers at the main base of an enemy until driven off by attackers.
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Zerg Corruptor
Previous Unit: Mutalisk – Jump to Top – Next Unit: Nydus Worm
Description
The Corruptor is a new Zerg air unit. You will need a Spire and a Larva to build it.
The attack it has will only target air units at a medium range. It also has a new ability, Corruption, which increases the damage the target unit (non building) takes by 20% for 30 seconds.
With a Greater Spire you can mutate a Corruptor into a Brood Lord.
Strategy:
Corruptors are a strong anti air unit, but are most effective against the more powerful armored units such as Battlecruisers, Phoenixes, Mutalisks, Carriers, Motherships, Colosi, and Brood Lords. Their attack is slow, but strong. They are weak against Vikings and Void Rays and should be backed up with Hydralisks. In combat they are best paired with Hydralisks, Mutalisks, and Brood Lords.
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Zerg Nydus Worm
Previous Unit: Corruptor – Jump to Top – Next Unit: Ultralisk
Description
Nydus Worms are a new unit that is almost like a building, it is created by the Nydus Network. When created, it will radiate Creep around it.
Nydus Worms act as the exit of the Nydus Network System and can use the Transport ability to load units and transport them between them and the Nydus Network. If all of the Nydus Networks and Nydus Worms are destroyed the units stored in the Nydus Network System will be destroyed as well.
Strategy:
When players use Nydus Worms, the most effective places to put them are in parts of an enemy base they are unlikely to have vision of (but must be used quickly before it spreads too much creep) to give easy and quick access to a ground force, near an enemy expo, in a safe place behind your force so that you can replace lost units quickly in battle, or linking your own bases to be able to defend an attacked point quickly.
A good idea is if you have Nydus Worms linking your bases and one is about to be destroyed, instead of running workers or other units away or burrowing them, put them in the Nydus Worm and bring them someone else to guarantee their safety.
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Zerg Ultralisk
Previous Unit: Nydus Worm – Jump to Top – Next Unit: Brood Lord
Description
The Ultralisk is the final returning unit from StarCraft and requires an Ultralisk Cavern and a Larva to be created.
Ultralisks act as tanks with their large HP count. They have two melee attacks: One does moderate damage to an enemy (and splash damage). The other deals massive damage against enemy structures.
These units now get the Burrow ability from the Lair/Hive. They also have two upgrades from the Ultralisk Cavern. Anabolic Synthesis increases their movement speed, and Chitinous Plating gives a +2 boost to their Carapace (Armor) level.
Strategy:
Ultralisks are the ultimate tank unit, and are typically used in late game scenarios where other ground units were unable to finish the enemy off. They are able to withstand a lot of damage, but must be protected from air units with Hydralisks, Mutalisks, or Corruptors and benefit from having other units that have faster attack speeds with them such as Roaches or more commonly Zerglings. They are ideal for busting through packs of weaker units, but need to be wary of Immortals and large numbers of Siege Tanks that they cannot close in on quickly.
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Zerg Brood Lord
Previous Unit: Ultralisk – Jump to Top
Description
Brood Lords are the final Zerg unit. You will need a Greater Spire and a Corruptor to Mutate from in order to get one.
Brood Lords attack enemy ground units and structures with a Broodling Strike, shooting a Broodling at the enemy. The initial strike does a good deal of damage and then the Broodlings can try to get away with some hits before they are destroyed or expire. This is great against workers and Seige Tanks as they have little defense against even the pesky Broodlings.
Strategy:
Brood Lords are very expensive but extremely powerful units. The main issue players can have with them is not having enough and not having them protected. If you attack with only a couple, you will likely get hung up on weaker units and the enemy will be able to prepare better against them. You should couple them with higher HP ground units like Roaches or Ultralisks and protect them from air with Hydralisks, Mutalisks, or Corruptors.
If your goal is to get an army of Brood Lords, then make sure you have at least one expansion going or you will not be able to afford much of anything.