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====Zerg Units==== '''Larvae:''' The basic form of all Zerg, a squirming maggot-thing that is produced at your capital building (Hatchery/Lair/Hive) and which is mutated into all of your individual units. Because of this, Zerg are unique in that they generally require multiple capital buildings in order to be able to really pump out troops at an accelerated rate. '''Creep:'''This counts, although it isn't exactly a unit. Creep is a purple slime that Zerg organisms subsist from, being put out by most of their structures as well as decicated organisms, called Creep Tumors. In-game, it's the Zergs version of the Protoss power field. Zerg units that walk on it move and regenerate their health faster. Sprading Creep is also a crucial element of a Zerg Players macro; Creep Tumors provide vision to the player and Protoss and Terran buildings cannot be placed on Creep. Creep is also a neutral force in Zerg vs Zerg matchups, often summarized by the motto "Creep is Creep", meaning that Creep will give its benefits to any Zerg player, not just the player who originally placed it down. '''Drone:''' The worker unit of the Zerg. Gathers minerals and vespene gas. Is also physically mutated into all Zerg structures, so Zerg as a faction are unique in a) the cost and time needed to erect structures (first you gotta mutate a larva into a drone, then a drone into a structure), and b) the high turnover rate of their worker units. '''Overlord:''' A kind of secondary worker unit, the Overlord is a slow-moving flyer and one of the few "sapient" breeds of Zerg, reinforcing and broadcasting the will of the Overmind to lesser strains. As such, the Zerg player needs to <s>spawn more Overlords</s>pump these guys out continually in order to boost up their population cap, letting them produce larger swarms. They also double as detectors against invisible units and transports... at least, in the first game; in StarCraft II, you need to choose between keeping them as transports or upgrading them into '''Overseers''' to make them detectors again. '''Zergling:''' Basic melee trooper, a six-limbed raptor-thing that is fast moving and hits hard, but can't take a lot of damage. Incredibly cheap, fast-developing, and spawns 2 to the larva; the term "Zerg Rush" comes about from the fact that a good Zerg player can easily overwhelm a less-skiled player in the early game by just spamming zerglings. In StarCraft II, they can also be mutated into '''Banelings'''; living acid bombs used for suicide strikes. '''Hydralisk:''' A weird mishmash of a xenomorph, a snake and a giant mantis, this is the most iconic Zerg unit. Despite the fuck-off huge claws, it's actually your basic ''ranged'' trooper, shooting organic railguns mounted in its head at people. Can be evolved into a creature called a '''Lurker''', which was the only burrowing Zerg unit that could attack whilst burrowed until StarCraft II, but on the downside can ''only'' attack whilst burrowed and only attack ground units. Generally speaking, Hydras are the backline of most Zerg armies; they hit hard and have decent range, but can't take a beating. They're also decent counters against flying units that don't specialize in dealing with masses of light units (Think Void Rays and Banshees). '''Queen:''' A support unit that changes rapidly between the first game and the sequel. The first game depicts the Queen as a flying support unit that can spray a slowing, invisibility-cancelling sticky web over areas, infest enemies with a fog-of-war nullifying parasite, implant a parasitic embryo that insta-kills the host after a timer, and corrupt a Terran Command Center so it produces Infested Terrans, but can't attack (don't bother with this, you need to damage but not destroy building and the Infested Terrans are too expensive and die too easily). The second game reimagines them as a slow-moving base guardian that can spread the Creep, heal Zerg units & structres, and beat shit up that gets too close. '''Roach:''' A secondary ranged trooper and alternative to the Hydralisk introduced in StarCraft II. Spews acid, dealing less damage than the Hydralisk but is much tankier and regenerates at stupid speeds while burrowed. One of two only units that can move while underground, making them powerful infiltrators. Can also evolve into the '''Ravager''', which is basically the Zerg's answer to the Siege Tank; a living acid mortar. '''Scourge:''' An aerial equivalent of the zergling; a cheap, rapidly produced anti-air unit that works as a flying kamikaze bomb. '''Mutalisk:''' The basic Zerg aerial unit; a flying worm-bat-thing that launches ricocheting biological ammo called "Glaive Wurms". In the original StarCraft, they can be evolved into both '''Guardians''', which are slow-moving air-to-ground acid-spewing crab-things, and '''Devourers''', which are anti-air focused. In StarCraft II, they can instead mutate into either '''Vipers''' (flying scorpions focused on a combo of anti-air and spellcasting) or '''Brood Lords''' (anti-ground flyers which attack by raining down showers of short-lived broodlings). Mutalisks are fast and excel at diving into undefended backlines but their dps is low and they struggle against most things that can actually shoot back at them. As such, you usually either see them as harassers or as air support for a flood of Zerglings that keep your enemy distracted. '''Aberration:''' An evolved form of the Infested Terran only seen in StarCraft II. Hulking deformed spidery humanoids that are basically fit the midpoint between the Zergling and the Ultralisk as a mid-tier melee trooper. '''Infestor:''' Support caster unit only seen in StarCraft II. Can paralyze enemies with fungal growth, take over minds with neural parasites, and spawn Infested Terrans as expendable grunts, but can't fight on its own. Can move while burrowed. '''Swarm Host:''' A siege unit introduced in StarCraft II; a revisitation of the Lurker concept, this Zerg burrows into place and then spawns an endless wave of expendable suicide minions called "locusts". Was for quite some time one of the most broken units in the game because their Locusts benefitted from Weapon and Armour upgrades, letting them put out a lot of dps at a very reasonable price and against enemy forces that were much more expensive. This went so far that pros abused the shit out of them to the point that one particular match in pro play lasted ''three hours'' because it was so hard to crack them. LotV reworked them to be an entirely defensive unit, as they now move at a snails pace off creep, making it tricky for them to keep up with the fast and hard hitting main Zerg units like Hydralisks and Zerglings. '''Corruptor:''' A heavier anti-armor flyer introduced only briefly in StarCraft II. For some reason deals more damage to larger targets, also mutates into Brood Lords. '''Defiler:''' Scorpion-like caster unit only seen in the original game. Has no attack, but uses energy-fueled Dark Swarm and Plague special attacks to ravage wide areas of effect. Can also insta-kill allied Zerg units to replenish its energy immediately. '''Ultralisk:''' Most powerful melee trooper the Zerg have, a demonic elephant-thing that slices foes apart with huge scythe-blade talons. Deceptively fast despite how big it is but its bulk means it can get stuck. '''Infested Terran:''' Terran Marines consumed by Zerg parasites. Gimmicky suicide bombers in the first game that aren't worth using because it requires you to infest a Terran Command Center after bringing down to half health, as opposed to blowing it up, and while their explosion does the most damage of any attack in the game they die way too easily. Expendable ranged troopers produced by Infestors in the second game, where they are actually worth using. '''Nydus Worm:''' Blurring the line between building and unit, a giant worm introduced in StarCraft II that can basically act as a kind of fast transport for Zerg units.
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