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