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Zerg buildings are actually living organs that morph/mutate into the various structures that make up the Zerg Colony. These Structures must be built on Creep, a blanket of bio-matter that provides them with nourishment. Due to their biological nature, all Zerg buildings have the ability to regenrate hit points over time. To kill a Zerg colony, every unit and building must be destroyed. Yellow Letters denote Zerg Building Hot Keys. For Basic Buildings, Press B,  then the appropriate buildings hot key. For Advanced Buildings, Press V, then the appropriate building hot key. For mutations, (buildings that mutate from a previous building), press "B" or "V", then press the building hotkey, THEN press the hotkey for the building you want it to mutate into. Units in red are Brood War Expansion Pack units and upgrades.


Basic Buildings



Extractor
The Extractor is used to refine raw Vespene gas necessary for the Zergs organanic system. Since Extractors live on the Vespene gas itself, they can be built directly atop of Geysers and do not require Creep.
Cost: 50
Hit Points: 750
Produces: Vespene Gas


Hatchery
The Hatchery is the heart of the Zerg Colony and performs many key functions. It processes the harvested Vespene gas and minerals and is responsible for the production of Creep (the organic foundation all zerg structures are built on). The Hatchery also produces the Larva that many Zerg breeds evolve(mutate) from. The special ability Burrow is researched here as well. Hatcheries can be built without pre-exisisting Creep and is the core building for any expansion.

Cost: 300
Hit Points: 1250
Mutates into: Lair
Produces: Larva and Creep.
Stores Mineral and Gas deposits.
Research: Burrow


Creep Colony
Creep Colonies are used to expand the Creep necessary for the Zerg to build and expand their bases. Creep Colonies can later add defensive capabilities by mutating into a Spore Colony (for air defense) or a Sunken Colony (for ground defense).
Cost: 75
Hit Points: 400
Mutates into: Spore Colony or Sunken Colony
Produces: Creep


Spawning Pool
Requires: Hatchery
The Spawning Pool adds the abilities for Larva to morph into Zerglings and the Hatchery to evolve into a Lair and the Creep Colony to mutate into a Sunken Colony. The Zergling upgrades Adrenal Glands (faster attack) and Metabolic Boost (faster movement) are researched here also.
Cost: 200
Hit Points: 750
Adds Ability: to morph Zerglings, Lair and Sunken Colony
Research: Adrenal Glands, Metabolic Boost


Evolution Chamber
Requires: Hatchery
The Evolution Chamber adds the ability for a Creep Colony to mutate into a Spore Colony. It's also responsible for upgrading the ground forces armor and attacks. Melee Attack: (upgrades Zergling, Ultralisk and Broodling attack). Missile Attack: (upgrades Hydralisk and Lurker attack). Carapace: (increases all ground units armor).
Cost: 75
Hit Points: 750
Adds Ability: to mutate Spore Colony
Research: Melee and Missile Attack Upgrades, Carapace Upgrade


Spore Colony
Requires: Evolution Chamber and Creep Colony
The Spore Colony mutates from a Creep Colony and provides defense against enemy air forces. They can detect cloaked and burrowed units.
Cost: 50
Hit Points: 400
Air Attack: 15
Attack Range: 7
Sight Range: 10


Sunken Colony
Requires: Spawning Pool and Creep Colony
The Sunken Colony mutates from a Creep Colony and provides defense against enemy ground forces by attacking with long subterranean tentacles capable of piercing strong armored units.
Cost: 50
Hit Points: 300
Ground Attack: 40e
Attack Range: 7
Sight Range: 10


Hydralisk Den
Requires: Spawning Pool
The Hydralisk Den adds the ability for Larva to morph into Hydralisks. It also provides the Hydralisk upgrades Muscular Augments (faster movement), Grooved Spines (longer range) and Lurker Aspect (allows Hydralisks to morph into Lurkers).
Cost: 100 50
Hit Points: 850
Adds Ability: to morph Hydralisks and Lurkers
Research: Muscular Augments, Grooved Spins and Lurker Aspect


Advanced Buildings



Lair
Requires: Spawning Pool and Hatchery
The Lair mutates from the Hatchery and is the first step in the Zerg's ability to create other advanced buildings. In addition to all the Hatchery functions, the Lair also provides the Overlord upgrades Pneumatized Carapace (faster movement), Ventral Sacs (transport ability) and Antennae (increased sight).
Cost: 150 100
Hit Points: 1800
Mutates into: Hive
Research: Pneumatized Carapace, Ventral Sacs, Antennae and Burrow


Queen's Nest
Requires: Lair
Queen's Nest adds the ability for Larva to morph into Queens. The Queens special abilities Ensnare and Spawn Broodling are researched here, as well as the Queen upgrade, Gamete Meiosis (increased energy).
Cost: 150 100
Hit Points: 850
Adds Ability: to morph Queens
Research: Ensnare, Spawn Broodling, Gamete Meiosis.


Spire
Requires: Lair
The Spire adds the ability for Larva to morph into Mutalisk and pairs of Scourge. The Spire also provides upgrades for the Zerg aerial units. Flyer Attack upgrades the weapons for the Mutalisk, Guardian and Queen. Flyer Carapace upgrades the armor for all the aerial units.

Cost: 200 150
Hit Points: 600
Mutates into: Greater Spire
Adds Ability: to morph Mutalisk and Scourge.
Research: Flyer Attack, Flyer Carapace.


Hive
Requires: Lair and Queen's Nest
The Hive mutates from the Lair and is the final step for the full might of the Zerg to be realized. The Hive is key in the tech tree. While retaining all the Lairs functions, it adds the ability to create the Defiler Mound, Nydus Canal, Ultralisk Cavern and Greater Spire.
Cost: 200 150
Hit Points: 2500
Research: Flyer Attack, Flyer Carapace and Burrow


Defiler Mound
Requires: Hive
Defiler Mound adds the ability for Larva to morph into Defilers. The Defiler special abilities Plague and Consume are researched here, as well as the Defiler energy upgrade, Metasynaptic Node.
Cost: 100 100
Hit Points: 850
Adds Ability: to morph Defilers
Research: Plague, Consume and Metasynaptic Node.


Nydus Canal
Requires: Hive
The Nydus Canal is a transport tunnel, used to transport units quickly from one location to another. The canal must have an entrance and exit node. Only one unit may transport at a time. Exit nodes may be placed on Creep at any Zerg colony,even the enemies.
Cost: 150
Hit Points: 250


Ultralisk Cavern
Requires: Hive
The Ultralisk Cavern adds the ability for Larva to morph into Ultralisks. It also provides the Ultralisk upgrades Anabolic Synthesis (for faster movement) and Chitinous Plating (for improved armor).
Cost: 150 200
Hit Points: 600
Adds Ability: to morph Ultralisk
Research: Anabolic Synthesis and Chitinous Plating


Greater Spire
Requires: Hive and Spire
The Greater Spire mutates from a Spire (requires Hive) . Greater Spires add the ability for Mutalisks to mutate into Guardians or Devourers. Greater Spires continue to provide the same upgrades as the Spire: Flyer Attack and Flyer Carapace. All aerial units retain their previous upgrades received at the Spire.
Cost: 100 150
Hit Points: 1000
Adds Ability: to mutate Guardians and Devourers.
Research: Flyer Attack, Flyer Carapace and Burrow.



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