Z E R G

The Zerg. A race of aliens that have assimilated other races into their brood with the sole purpose of killing things. As a result, all of their units are slimy, have more than a full set of teeth, and a tendancy to growl and hiss at things while tearing them to shreds. Zerg build all of their units at a central location, known as the hatchery. Larvae are built roughly at a rate of 1 every 10 seconds, and each hatchery can have up to 3 larve at a time. Couple this with the ability to build hatcheries quicker and cheaper than command centers and Nexus', and you've got the ability to pump out units faster than you can harvest resources. Because that is what the Zerg is about, overpowering your enemy through sheer numbers. They dont call it "The Swarm" for nothing. The Zerg can also upgrade their hatchery twice to acheive more advanced units, similar to warcraft 2's style of advancing.

Pros:
One Hatchery can build many units at a time
All Buildings and Units will heal to full over time
Most ground units can burrow, remaining hidden
Buildings are small and few are needed
Most armored automated defenses in the game
Very powerful offensive and defensive spells
Nydus Cannal allows instant teleportation between bases
Observers/Transporters (Overlords) are cheap, availible imediately, and always abundant

Cons:
Overlords are easy targets, which can cripple supplies
Resources drain quickly while building swarms, particularly gas
Ground Defensive building is limited against infantry
Advanced units/buildings must be built then morphed, which takes extra time/resources
Building requires the drone to morph into the building
Buildings must be on the creep, which builds slowly from hatcheries and can be extended through colonies, giving Zerg the least expandability.
Only one long ranged attacker unit.
No method of healing diseases/spells

ZERG HATCHERY UNITS
These are the basic units that can be made with only a hatchery and a few support buildings. Get out of the hatchery phase as quick as possible, as all the important upgrades and units at least require a lair. The hatchery provides one special ability for ground units to be researched, Burrow.

Overlord

Hit Points: 200
Size: Large
Supply: +8
Cost: 100
Build Time: 40
Produced at: Hatchery
Requires: Hatchery
Base Ground Attack: None
Base Air Attack: None
Base Armor: 0
Range: N/A
Sight: 9 (11 with upgrade)

The Overlord is an entirely unique unit. This multipurpose unit will act as your observer, supply depot, and eventually your transport when the upgrade becomes availible. Build lots of these and keep them defended! They are easy and juicy targets that most players cant resist to shoot out of the sky. This is the zerg's only method of observing units not near their spore colonies in the hatchery stage. When bringing these to the battlefeild, use many, as most enemies will target overlords early.

Here is the layout for which units can be transported:
8 Drones, Zerglings, or Infested Terrans (1 slot each)
4 Hydralisks or Defilers (2 slots each)
2 Lurkers or Ultralisks (4 slots each)

While units are not as easily transported as terrans, there should be ample overlords floating around to meet your needs accordingly. The downside is until you research their speed, overlords are the slowest units in the game by a metric assload. They probably couldnt run away from one marine to saftey before they died.

So to simplify the strategy for overlords: BUILD MANY, KEEP DEFENDED

Upgrades

Ventral Sacs
Cost: 200/200
Effect: Transporting for Overlords
Researched at: Lair

Get it!

Antennae
Cost: 150/150
Effect: Increase sight rage by 2
Researched at: Lair

Get it!

Pneumatized Carapace
Cost: 150/150
Effect: Faster Overlord speed
Researched at: Lair

GET IT!

Zergling
Hit Points: 35
Size: Small
Supply: 0.5
Cost: 50 per pair
Build Time: 28
Produced at: Hatchery
Requires: Spawning Pool
Base Ground Attack: 5 (upgrade to +3)
Attack Speed: Very fast
Base Air Attack: None
Base Armor: 0 (upgrade to +3)
Range: 1
Sight: 5

The zergling will be the first attack unit you will be able to build as zerg. They may be weak, but you get 2 for every larvae morphed, and for 50 minerals a pair they are quite cost effective. Against marines they can usualy win due to their faster attack speed, but against firebats, zealots, or bunkers they will be almost useless. Use these against larger units that have a slow rate of explosive fire, such as dragoons, seige tanks, sunken colonies, and even hydralisks. These make great scouts due to their high speed, and ability to burrow. Later in the game zerglings become what's commonly known as "cracklings" which are basically zerglings that have the effects of a stim pak, permanately. Considering these are already one of the fastest units in the game, that will only make them that much more effective. Large units, beware.

The zergling's obvious weakness its it's extremely low health, and that because you will need lots of these to get within melee range of the enemy, you may end up with a few zerglings attacking while the rest scramble around looking for an open spot.

Upgrades

Metabolic Boost
Cost: 100/100
Effect: Increased zergling speed
Researched at: Spawning Pool

Deffinately worth the cost. Metabolic boost gets zerglings where they need to go faster, and gives them better swarming abilities. For a melee unit, that is very important.

Adrenal Glands
Cost: 200/200
Effect: Increase Zergling attack speed
Researched at: Spawning Pool
Requires: Hive

Increases the zergling attack speed from very fast to frickin fast (technical term). Deadly. If you can rush to the hive quickly, you may be able to swarm a basic base with just these zerglings and a few hydralisks. Or it may be a nice suprise for an enemy late in the game who expects a massive air swarm.

Hydralisk
Hit Points: 80
Size: Medium
Supply: 1
Cost: 75 25
Build Time: 28
Produced at: Hatchery
Requires: Hydralisk Den
Ground Attack: 10e (upgrade to +3)
Air Attack: 10e (upgrade to +3)
Attack Speed: Fast
Armor: 0 (upgrade to +3)
Range: 4 (5 with upgrade)
Sight: 6

The Hydralisk is the zerg's primary ranged attacker throughout the game. While not exactly very cheap, the hydralisk is cost efficient enough to be mass produced. Their fast rate of fire and powerful attack are only two great reasons to get the hydralisk. It also has good health, and because it is medium sized, it takes less damage from both concussive and explosive damage. Against flyers, these are very efficient. Actually, if you want to attack air units from the ground outside of your base, the hydralisk is the only unit that can perform that function for the Zerg. They can also burrow for suprize attacks, or to heal safely. While the hydralisk will destroy most large units easily, reavers and seige tanks can both demolish hydralisks with little problems.

The only downside to the hydralisk is it's explosive damage. Because of this it has limited abilities against zealots, terran infantry, and even zerglings. It is usualy not a good idea to rush these against marines, due to stim paking and medics on the terran's side. With zerglings, they can make a great team. If you have a terran ally, having medics with hydralisks is extremely useful.

Upgrades
Muscular Augments
Cost: 150/150
Researched at: Hydralisk Den
Effect: Faster Hydralisk movement

While not as important for a ranged unit to move faster, this is still a very good upgrade. If you dont plan on going anywhere with your hydras for a while, it may be smarter to get the ranged attack upgrade first.

Grooved Spines
Cost: 150/150
Researched at: Hydralisk Den
Effect: +1 to attack range

This performs the exact same way that the marine's attack range upgrade works. This will deffinately be nessisary, no matter how many hydras you use.

Abilities
Lurker Aspect
Cost: 200/200
Researched at: Hydralisk Den
Effect: Evolve into Lurker Ability for Hydralisks
Requires: Lair

It is an expensive upgrade, but deffinately worth every penny. Unless you like being trampled by ground units, get this upgrade! More info on the lurker next...


ZERG LAIR UNITS
These are the more advanced units of the zerg, and when the Zerg really start to show their power. Once the lair is made, the zerg can start building their primary air units. All of the overlord's upgrades can be researched at the lair.

Lurker
Hit Points: 125
Size: Large
Supply: 2
Cost: (To evolve from Hydralisk) 50 100
Build Time: 40
Produced from: Hydralisk
Requires: Hydralisk Den, Lair
Base Ground Attack: 20s (upgrade to +6)
Attack Speed: Slow
Base Air Attack: None
Base Armor: 1 (upgrade to +3)
Range: 6
Sight: 8

This will be absolutely vital to your ground forces and defenses once this unit becomes availible. To make these, simply get a hydralisk and when the lurker aspect ability is researched, evolve it into a lurker. Similar to the seige tank, this unit deals splash damage to any unit that is near it's attack. It also must be burrowed to attack, and is completely defensless above ground (Note: Even if you do not have the burrow ability researched, the lurker can still burrow.) The lurker's spines will attack in a straight line, dealing any units in that row an even 20 points of normal damage. This works excellent against infantry. While technically equaly good against larger units, it might be a better choice to use other units in conjunction with the lurker. Because it does splash damage, a lurker can also hit units underneath a dark swarm without penalty. So cast this over an area, sneak in the lurkers, and fire away unhurt! Lurkers will be your best bet against dealing with small units from the ground.

It's drawbacks is it cannot attack flying units, and it takes longer than a normal zerg unit to burrow into the ground, leaving it totaly unable to return fire or run away. Luckily, it will pop out of the ground instantly, so if you must run away don't be afraid to. Getting Lurkers will also quickly drain your gas reserves.

Mutalisk
Hit Points: 120
Size: Small
Supply: 2
Cost: 100 100
Build Time: 40
Produced at: Lair/Hatchery
Requires: Spire
Base Ground Attack: 9-3-1 (upgrade to +3)
Base Air Attack: 9-3-1 (upgrade to +3)
Attack Speed: Slow
Base Armor: 0 (upgrade to +3)
Range: 3
Sight: 7

The Mutalisk is the Zerg's basic fighter, and is also the cheapest basic fighter in the game. It has as much health as a wraith, and because it is small sized, it will take only half damage from explosive attacks (and many anti-air attacks are explosive.) It also has an unusual attack. It's primary attack will do 9 points of damage. That shot will then rebound to a nearby unit or building and do 3 points of damage. Finnaly it will rebound to the last unit/building and do only 1 point of damage. So the chain is 9-3-1, or 12-4-1 fully upgraded. In the begining, the rebound damage will be vital to taking out groups that attack your mutalisks. Towards the end of the game, most units will have upgraded armor, making the extra damage dealt by even the first rebound only 1 at most. It is absolutely vital you pair these up with devourers to take out large groups of air units later on in the game (see hive section). Still, the Mutalisk is fairly cheap and easily mass produced, making this a great air swarmer.

It's drawbacks, besides its low health and armor, is it's very short range. Also it's ground attack may be more powerful than the wraith's or scout's, but it's air attack is weaker and also slower. Back these up with guardians and devourers to help perform some long range bombing. Keep an eye out for photon cannons, bunkers, and spore colonies, all of which deal full damage to your mutalisk.

Abilities

Guardian Aspect
Cost to Evolve: 50/100
Requires: Greater Spire

When you get a hive and upgrade your spire to a greater spire, the guardian will be your primary long range ground bomber. More on that in the Hive unit section.

Devourer Aspect
Cost to Evolve: 150/50
Requires: Greater spire

This a unit that is good at fighting air units that evolves from a mutalisk. More on Devourers in the Hive unit section.


Queen
Hit Points: 120
Size: Medium
Supply: 2
Cost: 100 100
Build Time: 50
Produced at: Lair/Hatchery
Requires: Queen's Nest
Energy: 200 (Upgrade to 250)
Base Ground Attack: None
Base Air Attack: None
Base Armor: 0 (Upgrade to +3)
Sight: 10

Unique from the Protoss and Terran forces, the Zerg get their flying magic support unit before their ground magic support unit. The Queen can perform many magic abilities, but has no direct attack of it's own. Besides magic, a Queen can also infest a badly damaged terran command center, rendering it in full control of the zerg player. An infested command center can still fly like before, but instead of building SCV's it now builds infested terrans. See the Infested Terran unit section below for more information. Perhaps one of the greatest features of the queen is that it costs no more than a simple mutalisk, making these easy to mass produce (and mass produce you should). Sacrificing a queen to take out a unit or 2 is not an unreasonable option.

The queen's worst enemy, besides the anti air units, is other magic attacks. Spells like Optic flare or psi storm can render a queen worthless or dead very quickly, so keep these hidden at the back of your base till you are ready to use it.

Parasite
Mana cost: 75
Range: 12

Parasite is the Queen's default magic spell, and is quite handy. The queen has two ways to spot cloaked units through spells, and this is one of them. Infesting a unit with a parasite gives you the ability to see whatever that unit sees. The benifits of that is quite obvious. If you parasite an observer, you also get to see whatever cloaked units that unit sees. If you parasite a cloaked unit, you will be able to see it without observation. If the player is protoss or zerg, the only way they can reverse this is to either kill off the unit or just leave it at a remote area. Try to be stealthy about casting this against human players. Against terran players they can easily undo the parasite with medics. Use the extra long range of this spell to your advantage as well.

Ensare
Cost: 100/100
Mana Cost: 75
Range: 9
Research at: Queens Nest

Ensare is an effective spell with two uses. It's primary ability will be to cover a group of enemy units with green goo. Doing this will cut down a unit's movement and attack speed by a great amount for a limited time. Great way to counter the effects of a stimpak or swarm slower units. The other use for this spell is to manually detect cloaked units when no other means is availible. If you see a shadow of a cloaked unit or know where burrowed units are, cast this in the general area. If it gets hit with a pile of goo, it will be instantly seeable. This in no way will take the place of overlords, but deffinately resorceful.

The area of effect is a 4x4 matrix and lasts for about 15 seconds.

Spawn Broodling
Cost: 100/100
Mana Cost: 150
Range: 9
Research at: Queens Nest

Spawn broodling is another great cheap ass spell for the zerg to exploit! Simply said, this spell INSTANTLY kills any ground unit that is mechanical or organic. The target will be turned into two small broodlings, both of which have very low health, attack speed, and attack power. The broodlings are simply a bonus and should not be the driving force to get this spell. If you have a bunch of queens around your base, and a few seige tanks come rolling in, simply cast this on them and they have nothing. Deffinately one of the most useful spells of the game. You might be able to cast this on a patch of scvs then start eating away at the rest with the broodlings, but dont expect great results. This works best on tanks, templar, and lurkers or ultralisks. This will not work on flying units, robotic units, or archons. It is almost essencial to get this spell even if just to counter the long range of the seige tanks.

Upgrades:

Gamete Meiosis
Cost: 150/150
Researched at: Queens Nest

Gives the Queen +50 to it's mana reserves. Again, a no brainer upgrade. With this spell you could cast parasite on an observer, then cast broodling on a hidden unit nearby. Or you could cast ensnare on a nuking ghost, then broodling on it before the nuke hits. Out of all the units that need more mana, the Queens are deffinately it.

Infested Terran
Hit Points: 60
Size: Small
Supply: 1
Cost: 100 50
Build Time: 40
Produced at: Infested Command Center
Requires: Infested Command Center
Base Ground Attack: 500es
Base Air Attack: None
Base Armor: 0 (upgrade to +3)
Range: 1
Sight: 5

Infested Terrans are the only unit the Zerg has that is not evolved, but rather built in the traditional terran/protoss fashion. This is because Infested Terrans are built from an invested command center, not the hatchery. These units run fast and will throw themselves at whatever you tell them to. When they reach their target, they will violently explode and pretty much kill any unit within range of the blast. It will also effect buildings as well. Leathal if they can get within range. If killed before given the chance to explode, they will simply die without exploding. Hard to use effectively, but they can burrow for suprize attacks. Just beware, they will blow up EVERYTHING within range, including your own buildings and units. Put these in overlords and drop them behind enemy lines for supreme efficiency. The also work well against zealot rushes. One of these can take out an entire worker force. Upgrade their armor to give them a better chance at winning.

These are hard to mass produce, because they use the normal style of building units. If you can grab many command centers, they may be easier to build, but they arent cheap.


ZERG HIVE UNITS
The biggest and the baddest units can be evolved once the hive is availible. Your swarm awaits you! Just beware that these units, no matter how big and bad they are, are still succeptible to organic spells.

Defiler
Hit Points: 80
Size: Medium
Supply: 2
Cost: 50 150
Build Time: 50
Produced at: Hive/Hatchery
Requires: Defiler Mound
Energy: 200 (Upgrade to +50)
Base Ground Attack: None
Base Air Attack: None
Base Armor: 1 (Upgrade to +3)
Sight: 10

While the zerg's most advanced spell caster, the defiler brings only 2 spells to the table. However, these two spells are some of the most useful in the game. The Defiler can also get the special ability called "consume" to increase its magic abilities. Deffinately worth the cost.

Like most spell casters, Defilers have no means of direct attack. However, it can burrow, or cast dark cloud to keep defended until help arrives.

Abilities
Consume
Cost: 100/100
Researched at: Defiler Mound

This ability is not a spell, rather, an unique way to charge up the defiler's energy. Consume allows the defiler to feed on other friendly zerg ground units to gain an instant 50 mana. Obviously the best choice for Defiler food is the zergling, which can be built by the pair for 50 minerals. In a pinch, it can feed off more important units. However, all units give the defiler 50 mana when consumed, so dont think an ultralisk to feed off of gives you super powers. It can also feed off burrowed units. Deffinately have this ability first, and always keep a pair of something around for the defiler to feed on.

Dark Swarm
Mana Cost: 100

This is the default defiler ability. What this spell does is create a fairly large brown cloud over the area casted. Any unit under this cloud is invincible from ranged attacks. Melee attacks and ranged attacks that deal splash damage still work. This can be used offensively or defensively. For defense, should your hydralsisk or lurkers get into a marine or dragoon swarm, or even an air raid, simply cast this over your units and they will be able to finish off the rest without fear of being injured. An example of an offensive use can be used for ground defensive structures. Should a bunch of photon cannons or bunkers with marines be giving you issues, just cast dark cloud over it. Then move your melee units in and be able to take the unit's down without problems. So basically it goes like this: If you have ranged units, cast it on yourself. If you have melee units, cast it on them. Either way, it works great. This spell works especially good with lurkers, which deal splash damage, and can hit units inside and out of the cloud from a distance. This works great on terrans, which can only hit inside a dark cloud with firebats or tanks. While Dark Swarm will sheild your ground units from air attacks, it will not help your air units in anyway.

Just beware of melee units entering in your dark swarm when hydralisks are in there, or they will have to run away. Also Dark swarm will not protect your units against magic attacks of any kind.

Plauge
Cost: 200/200
Mana Cost: 150
Researched at: Defiler Mound

Plauge is another annoying spell the Zerg can use. Basically, when plauge is casted over an area, any unit or building in that area will be covered with a red goo. Any unit/building with the red goo on it will loose 25hp of health every second until 350 points of damage, or until 1 point of damage is left. Plauge will NOT kill a unit on it's own. This works on any unit or building, regardless of what race or type of unit it is. Great spell to seige a base or air raid with.

It does have limited abilities against all races, however. Terrans can cure the plauge before it deals all it's damage, heal infantry and repair other buildings or unit's hurt. Zerg will automatically regenerate health at a slow rate. And while the Protoss can only steal combat this by stealing Terran medics, but plauge does no damage to protoss sheilding. For that reason, when you cast plauge, be prepared to follow that up with a fast attack. If you have a terran ally, combine this with EMP shockwave to render an entire Protoss base or army worthless in seconds.

Ultralisk
Hit Points: 400
Size: Large
Supply: 4

Cost: 200 200
Build Time: 60
Produced at: Hive/Hatchery
Requires: Ultralisk Cavern
Base Ground Attack: 20 (Upgrade to +6)
Ground Attack Speed: Fast
Base Air Attack: None
Base Armor: 1 (Upgrade to +5)
Range: 1
Sight: 7

Ultralisks are the big, heavy assaulters that will be soaking up a lot of damage for the swarm. Luckily they have more health than any other ground unit (and some buildings). They are the only organic unit that can surive an iradiate spell without dying or not have it's health competely taken away by a plauge spell. Although expensive, a few ultralisks can take more then their fair share of damage, leaving the other units to attack with ease. Should the enemy choose to attack the units the ultralisk is protecting, it will quickly find itself torn to shreds by the ultralisk's fast attack rate and amasing power. It's two upgrades will allow it to become even faster and get even more armor, rendering weaker attacks, such as marines, almost worthless against an ultralisk.

Besides the cost, a few things plauge the ultralisk. One, it is very big and clumsy, and a bunch will tend to have issues when getting through a bottleneck opening. Also, because it's a melee unit, being this big means more time is taken trying to find a spot to attack a unit. The ultralisk can be instantly killed by a spawn broodling spell. And like all melee units, it cannot attack air units. If you can work around these problems, the ultralisk will be forever useful for the zerg army.

Upgrades

Anabolic Synthesis
Cost: 200/200
Researched at: Ultralisk Cavern

Anabolic Synthesis will improve the ultralisk's speed moderately. Deffinately nessisary for it to charge into battle effectively.

Chitinous Plating
Cost: 150/150
Researched at: Ultralisk Cavern

This will increase the ultralisk's armor by +2. Combine that with the standard +3, and dont expect anything but heavy attackers to even dent the ultralisk.


Scourge
Hit Points: 25
Size: Small
Supply: 0.5
Cost: 25/75 per pair
Build Time: 30
Produced at: Lair/Hatchery
Requires: Spire
Base Air Attack: 110
Base Armor: 0 (upgrade to +3)
Range: 1
Sight: 5

The scourge is a flying kamikasie unit which is good at taking down lone air units. It can also be fun to make 2 dozen of these and fly them into a zerg base and wipe out all the overlords. They have very limited ability to injure groups of air units, due to their pathetic health. However, a few of these can still take down a BC or 2. Also these have an added bonus against carriers, which are slow to react to an enemy in it's sight. A good support unit, but it wont win you any wars. The scourge is best at taking down units that cannot defend themselves, such as transports, observers, magic support, and guardians. Also dont let any ground units see these, as they can be quickly taken out.

Guardian
Hit Points: 150
Size: Large
Supply: 2
Cost: 50 100
Build Time: 40
Produced from: Mutalisk
Requires: Greater Spire
Base Ground Attack: 20 (Upgrade to +6)
Attack Speed: Medium
Base Air Attack: None
Base Armor: 2 (Upgrade to +3)
Range: 8
Sight: 11

The guardian is a very powerful, very slow, very long range bomber unit for the Zerg. The Guardian is evolved from the mutalisk once a greater spire is made. The only real long range attacker the zerg have, the Guardian is extremely useful. It fires a powerful shot at a very good speed, that can kill most ground units quickly if a group of guardians is used. It's shot's range is what gives it a special edge over the enemy. It can kill most units before they can even get in range, and even anti-air installments usualy cant reach a guardian. A dozen of these, fully upgraded, against any amount of ground units without magic support will usualy destroy the ground units with minimal loses. Like the Lurker, these require a lot of gas to mutate, so make sure you have plenty.

The guardian's biggest weakness is it has no air attack, and wont have the speed to run home if attacked. Protect this with whatever other air unit's you can to minimize the damage, as it's health is not that great.

Devourer
Hit Points: 250
Size: Large
Supply: 2
Cost: 150 50
Build Time: 40
Produced from: Mutalisk
Requires: Greater Spire
Base Ground Attack: None
Base Air Attack: 25e (Upgrade to +6)
Attack Speed: Very Slow
Base Armor: 2 (Upgrade to +3)
Range: 6
Sight: 10

Another unit that can be made from the mutalisk, the devourer is meant to aid the mutalisk against large groups of air units. For a zerg air unit, its well armored and has lots of health. While it's attack power is good, it's attack speed is horrible. The devourer's attack, however, will splash purple goo known as acid spores on any nearby air units and can create 3 special problems for the effected units:

1) For each acid spore the unit recieves, it's attack speed will be reduced by 1/8.
2) For each acid spore that the unit recieves, it will take an aditional 1 point of damage for each attack dealt to it.
3) A unit that has been hit by an acid spore will not be able to become cloaked as long as the spore is present. The acid spore cannot reveal any unit already cloaked unless it has been spotted.

All units can only have 9 acid spores effecting them at a time, and spores last for about 15 seconds.

These effects gives the zerg a much needed boost in anti air power. This is also where the mutalisk's rebound ability really comes into play. A unit with no armor and 9 spores on it will recieve 18-12-10 from one unupgraded mutalisk attack. Thats very damaging to large groups of air units, which are easily effected by the acid spores since air units stack. Always have these around anything that might be attacked by air units at any time.

The biggest obvious downside to the devourer is it's lack of ground attack. Keep these near guardians or other ground attackers, however, and they should be fine. Just dont fly these into a base unless you plan to sacrifice them. Also their normal attack, while very damaging, is still very slow, and may cause problems against large groups (Even with the acid spores). Other than that, this is probably the best anti-air flying unit to have around.

ZERG DEFENSIVE STRUCTURES
Both Zerg defensive structures are evolved from a creep colony, which expands the length of the creep. Should the creep, spore, or sunken colony be destroyed, the creep will slowly withdraw from that area, but still leave any buildings in the area in working condition. Like all zerg structures, these must also be built on the creep, and will slowly regenerate health over time.

Sunken Colony
Cost: 50
Evolve Time: 20
Hit Points: 300
Ground Damage: 40e
Attack Speed: Slow
Attack Range: 7
Armor: 2

The Sunken Colony will be the zerg's primary defense against ground attacks. While it has great range and power, you will have to build many or have other units around to defend against large amounts of infantry. Infantry will only take half damage from the tentacle attack. Lurkers work very well at helping out the sunken colony. Large units usualy dont stand a chance at these, unless against long range bombers such as reavers and seige tanks. Make sure you have something that can dash out and attack those before they cause too much damage, as a sunken colony takes a while to heal back to full health.

Spore Colony
Cost: 50
Evolve Time: 20
Hit Points: 400
Damage: 15
Attack Speed: Fast
Attack Range: 7
Damage Type: Normal
Detection Range: 10
Armor: 1

The Zerg have a good advantage over air units with the spore colony. The spore colony may not have an attack that matches the missle turret or photon cannon in power, but it deals normal damage and has a fast rate of attack, which is useful against mutalisks. The Spore colony also enjoys the most health out of any defensive structure, and twice the health of a turret or cannon. Also, like other anti-air buildings, the Spore Colony will not be able to reach long range bombers such as guardians, so keep this protected with support units whenever possible. These can also spot cloaked units, and will be vital for that purpose as overlords are quickly taken out by enemy flyers.
• Intro - 20020603.225002 - moo
• Protoss - 20020603.225943 - moo
• Terran Defense Structures - 20020603.230322 - moo
• Terran Units - 20020603.230234 - moo
• Terran: Infantry and Vehicles - 20020603.225248 - moo
• Zerg - 20020603.225409 - moo


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