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StarCraft II Zerg Buildings & Units

All of this information is based on the 12TH PATCH of the StarCraft II Wings of Liberty Beta. We have decided to NOT include specific information such as stats and costs at this time as we have with other unit pages. Specifics are likely to change, but a unit being completely changed or removed at this point is unlikely. So we will do a general overview here of all the units and buildings for the race.

Zerg Buildings
HatcheryLairHiveExtractorEvolution ChamberSpawning PoolSpore CrawlerRoach WarrenBaneling Nest
Spine CrawlerHydralisk DenInfestation PitSpireNydus Network
Ultralisk CavernGreater SpireCreep Tumor
Zerg Units
LarvaEggCocoonBroodlingDroneOverlordZerglingQueenRoachBanelingOverseerChangeling
HydraliskInfestorInfested TerranMutaliskCorruptorNydus WormUltraliskBrood 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)

Zerg Hatchery

Jump to TopNext 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 you can go to Eggs individually and set their rally points.

Zerg Lair

Previous Unit: HatcheryJump to TopNext 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 also enables 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.


Zerg Hive

Previous Unit: LairJump to TopNext 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.


Zerg Extractor

Previous Unit: HiveJump to TopNext 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.


Zerg Evolution Chamber

Previous Unit: ExtractorJump to TopNext 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).


Zerg Spawning Pool

Previous Unit: Evolution ChamberJump to TopNext 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.


Zerg Spore Crawler

Previous Unit: Spawning PoolJump to TopNext 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.


Zerg Roach Warren

Previous Unit: Spore CrawlerJump to TopNext 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.

The Tunneling Claws movement speed was reduced for Roaches in the 8th Patch of the Beta. The Organic Carapace Ability no longer increases the HP regeneration of Roaches that are not burrowed in the 7th Patch of the Beta.


Zerg Baneling Nest

Previous Unit: Roach WarrenJump to TopNext 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.

The Baneling Nest has one upgrade: Centrifugal Hooks. It increases the movement speed of Banelings and changes their movement graphic from running into rolling.


Zerg Spine Crawler

Previous Unit: Baneling NestJump to TopNext 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 normal 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.


Zerg Hydralisk Den

Previous Unit: Spine CrawlerJump to TopNext 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.


Zerg Infestation Pit

Previous Unit: Hydralisk DenJump to TopNext 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.

The Neural Parasite Ability must be researched at the Infestation Pit instead of automatically researched in the 11th Patch of the Beta.


Zerg Spire

Previous Unit: Infestation PitJump to TopNext 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.


Zerg Nydus Network

Previous Unit: SpireJump to TopNext 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.


Zerg Ultralisk Cavern

Previous Unit: Nydus NetworkJump to TopNext 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.


Zerg Greater Spire

Previous Unit: Ultralisk CavernJump to TopNext 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.

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.


Zerg Creep Tumor

Previous Unit: Greater SpireJump to TopNext Unit: Larva

Description

The final Zerg building is constructed by a Queen. Creep Tumors spread Creep in a large radius.

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.

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 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)

Zerg Larva

Previous Unit: Creep TumorJump to TopNext 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


Zerg Egg

Previous Unit: LarvaJump to TopNext 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. 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).


Zerg Cocoon

Previous Unit: EggJump to TopNext 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 Overlords change into Overseers and Corruptors to Brood Lords. During this period the unit is left helpless against enemy attacks until it finished its mutation. You can however cancel the mutation and the original unit will be available again.


Zerg Broodling

Previous Unit: CocoonJump to TopNext 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 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.


Zerg Drone

Previous Unit: BroodlingJump to TopNext 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 some 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. And lastly, Drones have a weak melee attack that targets ground units.


Zerg Overlord

Previous Unit: DroneJump to TopNext 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.


Zerg Zergling

Previous Unit: OverlordJump to TopNext 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.


Zerg Queen

Previous Unit: ZerglingJump to TopNext 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.


Zerg Roach

Previous Unit: QueenJump to TopNext 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.

The Roaches underground movement speed was decreased in the 8th Patch of the Beta, The Organic Carapace Ability no longer increases the HP regeneration of Roaches that are not burrowed in the 7th patch, and the regeneration rate was slightly decreased in the 6th patch of the beta.


Zerg Baneling

Previous Unit: RoachJump to TopNext 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. 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.


Zerg Overseer

Previous Unit: BanelingJump to TopNext 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.


Zerg Changeling

Previous Unit: OverseerJump to TopNext 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.


Zerg Hydralisk

Previous Unit: ChangelingJump to TopNext 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.


Zerg Infestor

Previous Unit: HydraliskJump to TopNext 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. This ability can be channeled though, which allows you to keep the unit until it or the Infestor dies or the ability is no longer channeled. 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.

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.

In the 11th Patch of the Beta the Neural Parasite ability can now target air units, but must be researched at the Infestation Pit. In the 5th Patch of the Beta The Neural Parasite Ability no longer targets air units, had a range decrease, and no longer has the 10 seconds only of controlling an enemy unit.


Zerg Infested Terran

Previous Unit: InfestorJump to TopNext 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.


Zerg Mutalisk

Previous Unit: Infested TerranJump to TopNext 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.


Zerg Corruptor

Previous Unit: MutaliskJump to TopNext 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.

The Corruption Ability was redesigned in the 11th patch. Before it would target buildings and cause them to not function for 30 seconds.


Zerg Nydus Worm

Previous Unit: CorruptorJump to TopNext 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.


Zerg Ultralisk

Previous Unit: Nydus WormJump to TopNext 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.


Zerg Brood Lord

Previous Unit: UltraliskJump 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 miners and Seige Tanks as they have little defense against even the pesky Broodlings.

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