Post by IchiGeki589 on Aug 27, 2005 22:31:21 GMT -5
Drones: 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.
Overlords: 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.
Zergling: 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.
Although the Zergling is small and relatively low in vitality (HP), do not understimate their usefulness. In addition to the early game rush, Zerglings can be a vital tool in the later game as well serving as the frontline of an attack backed by Hydralisks, Mutalisks, or Guardians. As cannon fodder, they give the more expensive units a longer lifespan and better attack potential while they tie up the enemy. Also, since Zerglings require no Vespene gas to be produced, they are a good choice to use up the usual mineral overhead that is accumulated in the later game to balance the gas usage for the more advanced breeds.
In some cases, the Zerglings don't even need to be used as decoys or fodder. Once their melee attack, Carapace, Metabolic Boost and Adrenal Glands have been upgraded/evolved, they can be a huge threat when built in substantial numbers. A swarm of 100 or more fully upgraded Zerglings can be fairly cheap for the amount of sheer havoc they can wreak. The unending flood of these units can cause even the most stalwart enemy to tremble in their feet.
Hydralisk: 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.
With the ground/air strike capability, Hydralisks are the best support units in the Zerg race. Combine their attack with Zerglings, Mutalisks, Guardians, etc. and the enemy will have a much more difficult time halting them. Another excellent combination is using Hydralisks with Dark Swarm. Casting Dark Swarm over a large Hydralisk force can increase their lifespans by quite a bit and can be particularly useful against large ranged attack unit groups like Carriers, Dragoons, Goliaths, Vultures, Guardians, etc. Watch out for melee attack units (i.e. Zerglings, Zealots, Firebats) when using this combination since they will have the advantage under the Dark Swarm.
One thing to remember when producing Hydralisks is that you can never have enough. To help increase production, be sure to build multiple Hatcheries whenever the opportunity arises. With a steady resource stream you should be able to keep the Hydralisks pumping out in a seemingly neverending stream.
Between battles give your Hydralisks a chance to regenerate their health by Burrowing them near the battlefields. Keeping them Burrowed will give them a better chance of being able to heal since if the enemy can't spot them, they can't attack them. Also while Burrowed, they can serve as temporary scouts/observers giving your more healthy forces a better chance of survival by knowing what is coming their way. For more offensive purposes, the Hydralisk is one of the best suited units for Burrow ambushing. Use the ambush to either surprise an incoming enemy force or wait til an enemy passes by and ambush the enemy from behind.
Hydralisks also serve as the ideal drop unit with Overlords. With four Hydralisks in every Overlord, it is easy to transport a huge force of these deadly units to the backside of an enemy base, killing them before they know what hits them.
Keep in mind, however, that although the Hydralisks are very useful, they are not the ultimate unit. Mass producing only Hydralisks can bring out their flaws and give a more well balanced enemy force a better chance of defeating them. Simple Psionic Storms can wipe out legions of Hydralisks and Terran Siege Tanks can make mince meat of oncoming Hydralisk hordes before they can even get within range to hit the Tanks. So build a lot, but be sure to build other units as well to keep your opponent guessing as to what strategies you might be using.
Mutalisk: 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.
The Mutalisk can attain tremendous air speeds and can travel across battlefields in a very short amount of time, making them perfect as scouts, interceptors and hit-and-run attackers. Probably the best use of the Mutalisk is in the hit-and-run tactics. With their mobility, enemy expansions or stray attack groups make easy targets for the Mutalisk and often they can raze an enemy base or force before they have the chance to properly retaliate. But be sure not to fall into an enemy trap since with a fairly weak vitality, the Mutalisks are easy prey for the more powerful anti-air units of any race. Keep the advantage with the Mutalisks by keeping them constantly moving to avoid as much damage as possible while attacking weakly defended enemy areas.
One Mutalisk property that can work both for and against it is the ability to stack when grouped together. For an opponent this can be fairly frustrating since it is very difficult to select individual Mutalisks when they attack. However, this can be a curse when the enemy uses area attack units like the Corsair or Valkyrie or area-effect abilities like Psionic Storm, Ensnare or Irradiate. When facing these kinds of defenses Mutalisks will usually die or be affected en masse. Should the enemy use these area-effect abilities or attacks regularly, try splitting the Mutalisks into smaller groups so that the damage done against the attack force in minimized.
Even if Guardians and Devourers are producible, it is still usually a good idea to keep a few Mutalisks around to serve as escorts, support and fodder. They can supplement the anti-air or anti-ground attacks of the Guardians or Devourers while absorbing the damage and directing attacks away from the more expensive units.
Queen: 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. For more details on these abilities, check out the Special Abilities section below.
Defiler: 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 Zerg’s 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. For more details about these abilities refer to the Special Abilities section below.
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.
Overlords: 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.
Zergling: 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.
Although the Zergling is small and relatively low in vitality (HP), do not understimate their usefulness. In addition to the early game rush, Zerglings can be a vital tool in the later game as well serving as the frontline of an attack backed by Hydralisks, Mutalisks, or Guardians. As cannon fodder, they give the more expensive units a longer lifespan and better attack potential while they tie up the enemy. Also, since Zerglings require no Vespene gas to be produced, they are a good choice to use up the usual mineral overhead that is accumulated in the later game to balance the gas usage for the more advanced breeds.
In some cases, the Zerglings don't even need to be used as decoys or fodder. Once their melee attack, Carapace, Metabolic Boost and Adrenal Glands have been upgraded/evolved, they can be a huge threat when built in substantial numbers. A swarm of 100 or more fully upgraded Zerglings can be fairly cheap for the amount of sheer havoc they can wreak. The unending flood of these units can cause even the most stalwart enemy to tremble in their feet.
Hydralisk: 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.
With the ground/air strike capability, Hydralisks are the best support units in the Zerg race. Combine their attack with Zerglings, Mutalisks, Guardians, etc. and the enemy will have a much more difficult time halting them. Another excellent combination is using Hydralisks with Dark Swarm. Casting Dark Swarm over a large Hydralisk force can increase their lifespans by quite a bit and can be particularly useful against large ranged attack unit groups like Carriers, Dragoons, Goliaths, Vultures, Guardians, etc. Watch out for melee attack units (i.e. Zerglings, Zealots, Firebats) when using this combination since they will have the advantage under the Dark Swarm.
One thing to remember when producing Hydralisks is that you can never have enough. To help increase production, be sure to build multiple Hatcheries whenever the opportunity arises. With a steady resource stream you should be able to keep the Hydralisks pumping out in a seemingly neverending stream.
Between battles give your Hydralisks a chance to regenerate their health by Burrowing them near the battlefields. Keeping them Burrowed will give them a better chance of being able to heal since if the enemy can't spot them, they can't attack them. Also while Burrowed, they can serve as temporary scouts/observers giving your more healthy forces a better chance of survival by knowing what is coming their way. For more offensive purposes, the Hydralisk is one of the best suited units for Burrow ambushing. Use the ambush to either surprise an incoming enemy force or wait til an enemy passes by and ambush the enemy from behind.
Hydralisks also serve as the ideal drop unit with Overlords. With four Hydralisks in every Overlord, it is easy to transport a huge force of these deadly units to the backside of an enemy base, killing them before they know what hits them.
Keep in mind, however, that although the Hydralisks are very useful, they are not the ultimate unit. Mass producing only Hydralisks can bring out their flaws and give a more well balanced enemy force a better chance of defeating them. Simple Psionic Storms can wipe out legions of Hydralisks and Terran Siege Tanks can make mince meat of oncoming Hydralisk hordes before they can even get within range to hit the Tanks. So build a lot, but be sure to build other units as well to keep your opponent guessing as to what strategies you might be using.
Mutalisk: 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.
The Mutalisk can attain tremendous air speeds and can travel across battlefields in a very short amount of time, making them perfect as scouts, interceptors and hit-and-run attackers. Probably the best use of the Mutalisk is in the hit-and-run tactics. With their mobility, enemy expansions or stray attack groups make easy targets for the Mutalisk and often they can raze an enemy base or force before they have the chance to properly retaliate. But be sure not to fall into an enemy trap since with a fairly weak vitality, the Mutalisks are easy prey for the more powerful anti-air units of any race. Keep the advantage with the Mutalisks by keeping them constantly moving to avoid as much damage as possible while attacking weakly defended enemy areas.
One Mutalisk property that can work both for and against it is the ability to stack when grouped together. For an opponent this can be fairly frustrating since it is very difficult to select individual Mutalisks when they attack. However, this can be a curse when the enemy uses area attack units like the Corsair or Valkyrie or area-effect abilities like Psionic Storm, Ensnare or Irradiate. When facing these kinds of defenses Mutalisks will usually die or be affected en masse. Should the enemy use these area-effect abilities or attacks regularly, try splitting the Mutalisks into smaller groups so that the damage done against the attack force in minimized.
Even if Guardians and Devourers are producible, it is still usually a good idea to keep a few Mutalisks around to serve as escorts, support and fodder. They can supplement the anti-air or anti-ground attacks of the Guardians or Devourers while absorbing the damage and directing attacks away from the more expensive units.
Queen: 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. For more details on these abilities, check out the Special Abilities section below.
Defiler: 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 Zerg’s 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. For more details about these abilities refer to the Special Abilities section below.
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.