Gameplay : Zerg Larva (Egg)
Guide Home
Larva (Egg)Hive Spawn
| Defense: 0 | Type: Light | Movement: Slow |
Hit Points: 25
Modifiers: Biological
Size: Small
Hotkey: L
| Produced From: Hatchery
|
The closest creatures to the original Zerg insectoids are the Zerg Larvae. Although their size and toughness were greatly boosted by the Xel'Naga during their experiments, they still possess the two traits that originally intrigued the ancient masters: genetic versatility and psychic sensitivity. Maggot-like, Zerg Larvae contain within them the genetic code for all other Zerg breeds. When a new breed of Zerg is needed, an individual Larva will enter a pupal state and begin replicating the DNA of one specific Zerg breed at an astounding rate. After a short gestation period, the new mature Zerg hatches. A young hive will only have the genetic code for the most basic of Zerg breeds, such as the Drone, but as it grows and develops new structures, its library of genetic strains is expanded. With a command from the Overmind, the Larva will enter a pupal state and begin the metamorphosis into whichever breed is required by the hive.
DroneHive Worker
| Defense: 0 (+1) | Type: Light | Movement: Normal |
Damage: 5
Attacks: 1
Range: 1
Speed: Normal
Targets: Ground |
Hit Points: 40
Minerals: 50
Build Time: 16
Supply: 1
Modifiers: Biological
Size: Small
Hotkey: D
| Mutates From: Larva (Egg)
Abilities: Burrow
|
The Drone is the Zerg?s worker unit, used to gather resources such as minerals or Vespene gas. They are also used to morph into various Zerg structures.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
OverlordAirborne Heavy Transport
| Defense: 0 (+1) | Type: Light | Movement: Slow |
Hit Points: 200
Minerals: 100
Build Time: 25
Modifiers: Biological
Size: Large
Hotkey: O
| Mutates From: Larva (Egg)
Upgrades To: Overseer
Abilities: Excrete Creep, Slime, Supply
|
The Overlord is the Zerg?s basic command and control unit. As in the original game, it is a slow flying unit with no attack, but as your army grows, you?ll need to create more Overlords and keep them protected. What?s new to this unit in StarCraft II are a couple of special abilities. The slime ability allows the Overlord to disable resource nodes and neutral observatories. Overlords can also create a small, temporary patch of creep for the Zerg to build on.
 | Excrete Creep
Allows the Overlord to release creep from his insides. The creep will grow and extend but if the Overlord stops the creep will recide unless a building was constructed.
|
 | Slime (S)
Oozes a thick slime upon a resource node disabling it from being harvested. The slime can be destroyed to relieve the resource node.
|
 | Supply (passive)
Grants an additional 8 supply.
|
Overseer
| Defense: 0 | Type: Light | Movement: Normal |
Hit Points: 200
Minerals: 100
Modifiers: Biological, Air
Size: Large
Hotkey: O
| Mutates From: Overlord
Requires: Lair
Abilities: Advanced Supply, Detection
|
Individual Overlords can be upgraded by the player to Overseers, which serve as airborne detector units. Overseers lose the slime and creep abilities of the Overlord, but gain a larger sight radius and give the player the ability to see cloaked and burrowed enemies. The longer the Overseer remains stationary, the further he can see.
|
|
| ZerglingLight Assault Warrior

| Defense: 0 (+1) | Type: Light | Movement: Fast |
Claws
Damage: 3 (+1)
Attacks:2
Range: 1
Speed: Fast
Targets: Ground
|
Hit Points: 35
Minerals: 50
Build Time: 23
Supply: 1
Modifiers: Biological
Size: Small
Hotkey: O
| Core Genus: Dune Runner
Mutates From: Larva (Egg)
Requires: Spawning Pool
Upgrades To: Baneling
Abilities: Baneling Mutation, Burrow
|
The Zergling is the most basic combat unit for the Zerg faction. Zerglings are fast-moving ground units with a melee attack, and are typically used en-masse. They can be morphed individually into Banelings.
 | Baneling Mutation
Mutates the Zergling into a Baneling. The Baneling is a corrosive warrier that suicides itself to deal damage in an area.
|  | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
|
BanelingCorrosive Warrior
| Defense: 0 (+1) | Type: Light | Movement: Normal |
Suicide
Damage: 40
Attacks: 1
Range: 2
Targets: Ground |
Hit Points: 60
Minerals: 25
Vespene: 50
Build Time: 10
Supply: 1
Modifiers: Biological
Size: Small
Hotkey: B
| Core Genus: Zergling Strain
Mutates From: Zergling
Requires: Nest
Abilities: Burrow
|
The Baneling acts as a rolling bomb that explodes on contact with an enemy unit or building. Groups of Banelings can quickly cut a swath through enemy infantry and even take down structures when fielded en masse. Banelings can be morphed from Zerglings.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
Roach
| Defense: 0 | Type: Armored | Movement: Fast |
Damage: 10 (+1)
Attacks: 1
Range: 4
Speed: Normal
Targets: Ground |
Hit Points: 90
Minerals: 75
Vespene: 25
Build Time: 23
Supply: 1
Modifiers: Biological
Size: Small
Hotkey: R
| Mutates From: Larva (Egg)
Requires: Roach Den
Abilities: Burrow
|
The Roach is a specialized ground unit with the unique ability to very quickly regenerate damage. Used properly, Roaches can absorb tremendous amounts of damage and can only be killed with concentrated and heavy fire from enemies.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
Infester

| Defense: 1 | Type: Light | Movement: Normal |
Hit Points: 120
Minerals: 100
Vespene: 100
Build Time: 33
Supply: 2
Modifiers: Biological
Size: Small
Hotkey: I
| Mutates From: Larva (Egg)
Requires: Nydus Warren
Upgrades: Disease, Infest
Abilities: Burrow, Dark Swarm, Disease, Infest
|
The Infestor is the primary support unit for the Zerg in StarCraft II. It doesn?t possess a direct attack but its unique abilities make it a fearsome sight on the battlefield. Dark Swarm creates a smokescreen for units to hide under, protecting them from ranged attacks. Disease targets a single enemy, giving it a damaging aura that hurts surrounding units. The Infestor also has the Infestation ability, which temporarily infests an enemy structure, causing it to produce Infested Marines. Finally, the Infestor has the ability to move while burrowed, making it useful for sneaking in under enemy base defenses.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|  | Dark Swarm 100
Creates a thick cloud in a target location which causes all enemy ranged attacks to fail.
|  | Disease 150
Projects a batch of corrosive spores that quickly corrodes and destroys anything caught within its effects. Reduces an enemy units health by a percentage.
|  | Infest
Sprays a volotile liquid at an enemy structure which causes a horrible infestation. The infested building produces Infested Marines for a limited duration. The effect cannot be reversed.
|
 | Disease
Allows the Infester to use the Disease ability. This ability drains an enemies health by a percentage.
| Resources:
|  | Infest
Allows the Infester to use the Infest ability. This ability infests enemy buildings to produce Infester Marines.
| Resources:
|
HydraliskMedium Assault Warrior

| Defense: 0 | Type: Light | Movement: Normal |
Needle Spines
Damage: 8 (+1)
Attacks: 1
Range: 4
Speed: Normal
Targets: Ground | Needle Spines
Damage: 10 (+1)
Attacks: 1
Range: 4
Speed: Normal
Targets: Air |
Hit Points: 80
Minerals: 100
Vespene: 50
Build Time: 23
Supply: 2
Modifiers: Biological
Size: Medium
Hotkey: H
| Core Genus: Slothien
Mutates From: Larva (Egg)
Requires: Hydralisk Den
Upgrades To: Lurker
Abilities: Burrow, Lurker Mutation
|
The peaceful herbivore herds of slothien were assimilated into the zerg Swarm to produce one of the fiercest and most diabolical of the zerg strains. The evolutionary matrix of the caterpillar-like slothien was supercharged by the Overmind, twisting the hapless creatures into the nightmarish killers known as hydralisks. These once mild creatures now hunger for blood and violence, and they are infamous for acting in a particularly savage fashion.
The spindly, snake-like hydralisks house hundreds of armor-piercing spines within their upper carapace plates. These spines have been specifically evolved from the defensive urticating hairs of the slothien and adapted to a new purpose. Hydralisks use powerful muscle contractions to launch the spines in volleys at enemies approaching from either the air or the ground.
Hydralisks are especially fond of lying in wait for their prey. Groups of them have been observed burrowing into the ground in the pathway of civilian workers, uncovering themselves when they sense an opponent is near. Ambushing from burrowed positions is a favored hydralisk battle tactic, with hydralisks showing a preference for waiting until an enemy has passed before emerging to attack, or boxing in a group of enemies to destroy them with a deadly crossfire.
Thanks to the remarkable musculature of a hydralisk (4,000 muscles compared to a terran's 629), the penetrative force delivered by a hydralisk spine is quite astounding. A single spine can easily penetrate 2 cm of solid neosteel even at maximum range. Under any circumstances, massed groups of hydralisks should be approached with extreme caution and preferably siege tank support.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|  | Lurker Mutation
Mutates the Hydralisk into a Lurker. Lurkers attack from underground with subterranean spines
|
|
LurkerHeavy Defense Warrior
| Defense: 1 (+1) | Type: Armored | Movement: Normal |
Subterranen Spines
Damage: 20 (+2)
Attacks: 1
Range: 6
Speed: Normal
Targets: Ground |
Hit Points: 125
Minerals: 25
Vespene: 75
Build Time: 33
Supply: 2
Modifiers: Biological
Size: Large
Hotkey: L
| Core Genus: Hydralisk Strain
Mutates From: Hydralisk
Requires: Deep Warren
Abilities: Burrow
|
Lurkers make a return in StarCraft II. As in StarCraft: Brood War, Lurkers are morphed from Hydralisks and can only attack while burrowed. They can devastate packed groups of infantry as they attack in a line with their subterranean spines.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
UltraliskHeavy Assault Beast
| Defense: 1 (+1) | Type: Armored | Movement: Normal |
Kaiser Blades
Damage: 20 (+3)
Attacks: 2
Range: 1
Speed: Normal
Targets: Ground
Bonus: +5 Buildings |
Hit Points: 600
Minerals: 300
Vespene: 200
Build Time: 70
Supply: 4
Modifiers: Biological
Size: Large
Hotkey: U
| Mutates From: Larva (Egg)
Requires: Ultralisk Cavern
Abilities: Burrow
|
Arguably the Zerg?s most intimidating unit, the Ultralisk is back in StarCraft II. Ultralisks can engage and attack multiple ground units in front of it with its scythe-like Kaiser Blades. They also possess a large number of hit points, allowing it to absorb lots of damage as they lead Zerg charges.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
MutaliskMedium Attack Flyer
| Defense: 0 (+1) | Type: Light | Movement: Normal |
Glaive Worm
Damage: 9 (+1)
Attacks: 1
Range: 3
Speed: Fast
Targets: Ground, Air
Bonus: Multiple Targets |
Hit Points: 120
Minerals: 100
Vespene: 100
Build Time: 33
Supply: 2
Modifiers: Biological
Size: Small
Hotkey: M
| Core Genus: Mantis Screamer
Mutates From: Larva (Egg)
Requires: Spire
Upgrades To: Swarm Guardian
Abilities: Guardian Mutation
|
The mutalisk has been little changed from its original form, the roving mantis screamer of the desolate Dinares sector. In their original forms these creatures were capable of atmospheric and deep-space flight, although how they accomplished such a feat is poorly understood. Apparently they were even capable of migrating between stars, presumably while in some kind of larval form.
Proof of this amazing interstellar capability can be observed from the towering aeries of the mantis screamers that are a common sight on lifeless worlds across several star systems. Most such nests are empty and abandoned now that this highly successful and adaptable species has been infested by the zerg and evolved into mutalisks.
Mutalisks form the primary flying forces of the zerg, making hit-and-run attacks against vulnerable installations and wheeling across the skies in prodigious numbers above zerg nests or land-based forces. Many attempted engagements with the zerg have collapsed due to the rapid arrival of large numbers of mutalisks before any meaningful air defense could be mustered. Under these circumstances the total loss of the forces involved is virtually guaranteed.
Conversely powerful air defenses have succeeded in keeping mutalisks at a distance, for the creatures are limited in vitality. However, they remain agile and dangerous opponents. A mutalisk can attack foes both in the air and on the ground by expelling a glave wurm: a voracious symbiote that can rapidly strike at several opponents as it explosively disintegrates. In large numbers or against weak defenses, mutalisks will always be a deadly threat.
 | Guardian Mutation
Mutates the Mutalisk into a Swarm Guardian. The Guardian deals damage from a long range and is able to spawn broodlings.
|
Swarm Guardian
| Defense: 1 | Type: Armored | Movement: Normal |
Corrosive Spores
Damage: 25 (+2)
Attacks: 1
Range: 7
Speed: Slow
Targets: Ground |
Hit Points: 200
Minerals: 100
Vespene: 100
Build Time: N/A
Supply: 2
Modifiers: Biological, Air
Size: Large
Hotkey: G
| Core Genus: Mutalisk Strain
Mutates From: Mutalisk
Requires: Greater Spire
Abilities: Spawn Broodlings
|
As with the Guardian in the original StarCraft, the Swarm Guardian in StarCraft II is morphed from the Mutalisk, and serves as the Zerg?s aerial siege weapon. The Swarm Guardian possesses a long-range, air-to-ground attack that hits for a good deal of damage and also spawns small broodlings that can attack for a short period of time.
 | Spawn Broodlings (passive)
With each successful attack, two Broodlings are spawned at the target. These broodlings are low in health and damage but can be created en masse.
|
Corrupter
| Defense: 0 | Type: Armored | Movement: Normal |
Damage: 10 (+1)
Attacks: 1
Range: 5
Speed: Normal
Targets: Air |
Hit Points: 200
Minerals: 150
Vespene: 100
Build Time: 40
Supply: 2
Modifiers: Biological, Air
Size: Large
Hotkey: C
| Mutates From: Larva (Egg)
Requires: Spire
|
The Corruptor is the Zerg?s dedicated air-to-air unit. Corruptors don?t immediately destroy their targets. Instead, the targeted enemy becomes corrupted, becoming a stationary turret that fires at other nearby enemies. In this way, Corruptors can quickly overcome large groups of enemy fliers, turning them against one another.
Nydus Worm
| Defense: 1 | Type: Armored | Movement: Normal |
Hit Points: 250
Minerals: 100
Vespene: 100
Build Time: 33
Supply: 2
Modifiers: Biological
Size: Large
Hotkey: W
| Mutates From: Larva (Egg)
Abilities: Burrow
|
This transport unit is the Zerg's primary means of bypassing cliffs and terrain obstacles. It can be killed after surfacing to form a Canal, or beforehand through the use of detectors. The Nydus Worm can morph back to a Worm after it morphs to the Nydus Canal.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
Infested Terran
| Defense: 0 | Type: Light | Movement: Normal |
Gauss Rifle
Damage: 6 (+1)
Attacks: 1
Range: 4
Speed: Normal
Targets: Ground, Air |
Hit Points: 30
Modifiers: Biological
Size: Small
Hotkey: I
| Core Genus: Terran
Produced From: Infested Structures
|
The Infested Marine is produced by any enemy structure that?s been afflicted with the Infestation ability. Infested Marines move slowly but act and shoot much like a regular Terran Marine.
QueenBrood Mother
| Defense: 0 | Type: Light | Movement: Normal |
Damage: 8
Attacks: 2
Range: 2
Targets: Ground, Air |
Hit Points: 160
Energy: 100
Minerals: 150
Vespene: 25
Build Time: 25
Modifiers: Biological
Size: Large
Hotkey: Q
| Produced From: Hatchery
Requires: Spawning Pool
Upgrades To: Lair Watcher
Abilities: Burrow, Creep Tumor, Regeneration, Shrieker, Sunken Cluster, Swarm Clutch, Swarm Infestation
|
The original StarCraft had a units called Queens, but the Queen in StarCraft II is so different, that its form and function do not at all resemble the Queens from the original game. The two units merely share a name.
In StarCraft II, Queens are birthed directly out of the Hatchery, and you can only control one at a time. The Queen is a powerful fighting unit, but more importantly, she orchestrates the defense of Zerg bases by using a number of unique abilities. Queens can create special structures that expand the base of creep, or act as stationary defense turrets.
Also, as Queens evolve, they can gain new abilities such as Deep Tunnel, which allows the Queen to instantly move to any of your buildings on the map. The Toxic Creep ability makes a small area of creep damaging to enemy ground units standing on it. Swarm Infestation lets the Queen temporarily turn any Zerg building into a defensive turret that shoots at enemies, while Regeneration lets the Queen quickly heal any damaged Zerg structures.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
 | Creep Tumor
Creates creep in a target location.
|
 | Regeneration
Targeted Zerg building or unit has a number of its hit points restored.
|
 | Shrieker
Creates a Shrieker which is a detector unit that extends the range of all Sunken Clusters within the same range as the Shrieker.
|
 | Sunken Cluster
Creates a Sunken Cluster which attacks nearby enemy units.
|
 | Swarm Clutch
Lays eggs that spawn when the Hive is attacked and gains a range bonus from Shriekers.
|
 | Swarm Infestation
Makes a Zerg building launch attacks at the enemy in the form of little glowing flies.
|
Lair WatcherBrood Mother
| Defense: 1 | Type: Light | Movement: Normal |
Damage: 12
Attacks: 2
Range: 2
Speed: Normal
Targets: Ground, Air |
Hit Points: 250
Energy: 200
Minerals: 100
Vespene: 100
Build Time: N/A
Modifiers: Biological
Size: Large
Hotkey: L
| Mutates From: Queen
Requires: Lair
Upgrades To: Hive Matriarch
Abilities: Burrow, Deep Tunnel
|
No information has been released yet for the Lair Watcher. Return to the
Overview.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
 | Deep Tunnel
The Queen tunnels deep underground and surfaces at targeted Zerg buildings.
|
Hive MatriarchBrood Mother
| Defense: 0 | Type: Light | Movement: Normal |
Damage: 24 (+2)
Attacks: 2
Range: 2
Speed: Normal
Targets: Ground, Air |
Hit Points: 600
Energy: 100
Minerals: 100
Vespene: 100
Build Time: N/A
Modifiers: Biological
Size: Large
Hotkey: H
| Mutates From: Lair Watcher
Requires: Hive
Abilities: Burrow, Toxic Creep
|
No information has been released yet for the Hive Matriarch. Return to the
Overview.
 | Burrow
Allows the zerg unit to burrow underground. While burrowed you are invisible to the enemy unless spotted by a detector. Cannot attack while burrowed (lurker exception).
|
 | Toxic Creep
Does damage over time to enemy units on the affected area of creep.
|