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BURROW
Cost: None
Cast by: Each ground unit
Researched at: Hatchery/Lair/Hive     100 100
Use And Effects
Burrow allows all Zerg ground units (except the Ultalisk) to bury themselves underground and become invisisible to the enemy. A small pock mark remains visibe to the caster. Units with Detection capabilities can see Burrowed units. Once Burrow has been researched at the Hatchery, it becomes available to all ground units.

Strategic Notes
Burrowed units cannot move or attack while burrowed (exception is the Lurker) but do regenerate hit points while burrowed. Burrow is primarily used to hide the size of your army from the enemy and for surprise/ambush attacks. Send a unit out as scout then burrow the unit by enemy locations to keep an eye on troop movements. Burrow units by mining locations and ambush enemy units when they try to take build at the location. ..


CONSUME
Cost: None     Range: 1
Cast by: Defiler
Researched at: Defiler Mound     100 100
Use And Effects
Consume gives the Defiler the ability to instantly and fully recharge it's energy levels by canabalizing it's Zerg brethren. There is no limit to the number of times you can use Consume. You can Consume your Zerg teammates units but not Protoss or Terran teammates units. You cannot Consume Larva.

Strategic Notes
No matter what unit the Defiler uses for Consume, the results are the same, so it's best to use the cheapest unit possible, the Zergling. As Defilers can Consume burrowed units, surround your Defiler with a group of burrowed Zergling at all times for quick cheap access. Consume will never increase your energy beyond its maximum level (200/250 Upg).


DARK SWARM
Cost: 100     Range: 9
Cast by: Defiler
Researched at: None needed    
Use And Effects
Dark Swarm shows as an orange cloud, covers a 6x6 matrix area and lasts 60 seconds. Ground units inside the Swarm do not take damage from any ranged attacks (all air units have ranged attack). Dark Swarm does not protect againstspecial weapons, melee attacks or spash splash damage. Structures under a Dark Swarm are not protected. Many special abilities are unaffected by Dark Swarm.

Strategic Notes
Dark Swarm is useful for protection against air attacks. The exception is the Battlecruiser's Yamato Gun. Units inside of a Dark Swarm can attack units outside of the Swarm. The following units can damage units under a Dark Swarm: SCVs, Firebats, Siege Tanks in Siege mode, Probes, Reavers, Dark Templar, Zealots, Archons, Drones, Zerglings, Lurkers, Ultralisk, Broodlings, and Infested Terrans. The following special abilities are not affected by Dark Swarm: Yamato Guns, Spider Mines, Irradiate, EMP Shockwave, Psionic Storm, Maelstrom, Feedback, Plague, Ensnare, and Spawn Broodling.


ENSNARE
Cost: 75     Range: 9
Cast by: Queen
Researched at: Queen's Nest     100 100
Use And Effects
With Ensnare, the Queen ejects a web of sticky green fluid over a 4x4 matrix area that lasts for 40 seconds. Units caught inside the web have their movement speed cut in half. Cast with care, Ensnare is indescriminate and will affect your units, allies and enemies units alike.

Strategic Notes
Use Ensnare whenever you want to slow an enemy down. It's best used on tightly packed large groups. An added bonus for Ensnare is that it will reveal any cloaked units caught in the web.


INFEST COMMAND CENTER
Cost: None     Range: 0
Cast by: Queen
Researched at: None needed    
Use And Effects
To Infest a Command Center simply place a Queen over it during an attack. Once the Command Center has taken sufficient damage, the Queen will automatically start infesting it. The process is quick and once completed you can start producing Infested Terrans and have the ability to move the Command Center to a new location if desired.

Strategic Notes
Infested Terrans are under the Queens control and can be targeted on enemy units, structures or a specific area and are capable of inflicting up to 500 explosive damage points. Infested Terrans can burrow. Even if you don't want to produce Infested Terrans, Infest Command Centers whenever possible to take control of them away from your enemy. Queens can also infest allied and teammates Command Centers to produce Infested Terrans, but they will lose control of the CC.


PARASITE
Cost: 75     Range: 12
Cast by: Queen
Researched at: None needed
Use And Effects
Queens can produce and attatch a Parasite to any other unit. Parasites give the Queen the ability to see everything the infested unit sees. Parasite is permanent until the affected unit dies or a Medic removes it with the Restoration ability. You can kill a Parasite on a Drone by morphing the drone into a structure.

Strategic Notes
Parasite is generally used to spy on the enemy and as a means to reveal cloaked/burrowed units. Cast Parasite on detector units (Overlords, Observers and Science Vessels) to reveal cloaked/burrowed units within their sight range. Units with cloaking capabilities that are parasited before they cloak will be visible when they cloak. Try to target the more expensive/valuable units such as Dropships, Shuttles, Arbiters, Carriers, Battlecruisers, Ghosts, Archons and Guardians.


PLAGUE
Cost: 150     Range: 9
Cast by: Defiler
Researched at: Defiler Mound     200 200
Use And Effects
Plague affects any unit or building (friend or foe) within a 3x3 matrix area of the target. Plague causes 25 hitpoints in damage per second (maximum of 300 hp) but stops when the unit/building reaches 1 hp. Plague will not kill. The Medics Restoration ability can cure biological units of Plague. Stasis Field can halt damage to units from Plague.

Strategic Notes
Although Plague will not kill anything, it can cause enough damage to be devastating, and affected units/structures can be quickly destroyed. Target carefully, Plague will damage your units/buildings as well as the enemies. Protoss shields are unaffected by Plague, but they still take hp damage. Burrowed units are unaffected, but if Plagued before they burrow they will take full damage. Terran buildings taken below 1/3 their original hp will continue to take damage (from burning) after Plague stops until they are repaired.


SPAWN BROODLING
Cost: 150     Range: 9
Cast by: Queen
Researched at: Queen's Nest     200 200
Use And Effects
Once researched, the Queen can inject tiny spores into enemy biological ground units. These spores quickly gestate to spawn twin broodlings and it is the explosive birth of these Broodlings which kill the host unit. Broodlings have a short lifespan and will die in 180 seconds (unless the enemy destroys them first).

Strategic Notes
Spawn Broodling can be very effective but is deadliest against other Zerg players. Several Queens casting Spawn Broodling can thin out an attack force quickly and unexpectedly turn the tide. Use Spawn Broodling to take out the heavy hitters and more expensive units such as Ultralisks, Lurkers, Defilers, High Templars and Dark Templars. Biological units include the Terran SCV, Marine, Firebat, Medic, Ghost, Protoss Zealot, Dark Templar, High Templar and all Zerg units.




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