Unit Information

Index

Larva
Egg
Drone
Overlord
Overseer
Zergling
Baneling
Roach
Hydralisk
Lurker
Nydus Worm
Infestor
Mutalisk
Swarm Guardian
Corruptor
Ultralisk
Queen
Lair Watcher
Hive Matriarch
Infested Terran

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Larva

Type: Ground/Biological
HP: 25
Minerals: None
Vespene: None
Supply: None
Build time: None
Requires: Hatchery/Lair/Hive
Mutates into: Drone, Overlord, Zergling...
Attack: None
Armor (type): 10 (Light Biological)
Abilities:

  • Mutate

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Egg

Type: Ground/Biological
HP: 200
Minerals: Dependent on unit selection
Vespene: Dependent on unit selection
Supply: Dependent on unit selection
Build time: Dependent on unit selection
Mutates From: Dependant on unit selection
Attack: None
Armor (type): 10 (Light Biological)

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Drone

Type: Ground/Biological/Hover
HP: 40
Minerals: 50
Supply: 1
Build time: 17
Mutates From: Larva
Mutates Into: Buildings
Attack: Missile
Damage: 5
Armor (type): 0 (Light)
Abilities:

  • Gather
  • Build
  • Advanced Build

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Overlord

Type: Flying/Biological
HP: 200
Minerals: 100
Supply: None
Build time: 25
Mutates from: Larva
Mutates into: Overseer
Attack: None
Armor (type): 0 (Armored)
Abilities:

  • Provides 8 Supply

The Overlord returns to reprise it's role as the source of control for the Zerg army. But the new and improved Overlord now has some new tricks up it's sleeve. Once fully upgraded, the Overlord has a slime ability which continually generates creep and stops a resource node from functioning. The Overlord has lost its detection ability, which has been taken up by its evolved form, the Overseer. It can still be upgraded for speed, but the Overseer moves quickly enough without such an upgrade.

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Overseer

Type: Flying
HP: 200
Minerals: 50
Gas: 50
Supply: None
Build time: 17
Requires: Lair
Mutates from: Overlord
Attack: None
Armor (type): 1 (Armored)
Abilities:

  • Provides extra Supply (more than 8)
  • Detection
  • Increased sight range when not moving (passive)
  • Spawn a Changling

Not much is known about these units, save that they are an evolution of the Overlords (in the same way that Lurkers mutate from Hydralisk strains) and that they possess the ability to detect invisible enemies. Once fully upgraded, the Overseer can pour a purple liquid on the ground that can temporarily extend creep. They also can move as quickly as upgraded Overlords without the need for the same upgrade.

The longer the Overseer remains stationary, the further he can see. This is a large change to the fixed nature of sight in StarCraft.

Changling

Type: Ground
HP: 35
Minerals: None (35 Overseer energy)
Supply: None
Build time: 17
Requires: Lair
Spawns from: Overseer
Attack: None
Armor (type): 0 (Light)
Abilities:

  • Change

The Changling is a new Zerg unit spawned directly from the Overseer. Once it comes within 12 hexes of an enemy unit, the Changling automatically shifts its appearance to the basic unit of that enemy race (Zealot, Marine or Zergling) and takes on the enemy's color. Players who don't pay attention to their roaming units may quickly find their bases infiltrated by these metamorphing Zerg as they impersonate friendly forces.

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Zergling

Type: Ground/Biological
HP: 35
Minerals: 50/2
Supply: 1/2
Build time: 23
Requires: Spawning Pool
Mutates From: Larva
Mutates Into: Baneling
Attack: Claws
Damage: 5 (Ground)
Armor (type): 0 (Light)
Abilities:

  • 2 zerglings produced per egg
  • Burrow (upgrade/research required)
  • Baneling Mutation

Perhaps the one unit that remains very similar to its StarCraft counterpart is the Zergling. The Zergling is still the base unit of the swarm, a small, cheap, yet fast attacker that can quickly overwhelm the opponent. They still retain upgrades to their movement and attack speed to increase their lethality.

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Baneling

Type: Ground/Biological
HP: 45
Minerals: 25
Vespene: 25
Supply: 1
Build time: 10
Requires: Baneling Nest
Mutates From: Zergling
Attack: Suicide
Damage: 40 + 30 against Light
Attack Bonus:
Armor (type): 0 (Light)

The Baneling is a new evolution of the Zergling. Working with similar attacking mechanics to the StarCraft Scourge, it uses powerful internal chemistry to create a devastating explosive reaction. Since the original gameplay videos of SCII the main change in the Baneling seems to be its speed. Whereas it used to be a rather slow moving unit, barely keeping up with a Colossus, it is now a fairly fast unit able to keep pace with a running (though not charging) Zealot. Like its base form, the Zergling, the Baneling can be upgraded for speed.

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Roach

Type: Ground/Biological
HP: 90
Minerals: 75
Vespene: 25
Supply: 1
Build time: 23
Requires: Roach Warren
Mutates From: Larva
Attack: Missile
Damage: 10 Ground
Armor (type): 0 (Armored)

The Roach is a fast moving new Zerg melee unit. It has an extremely high HP regeneration rate compared to other units, but it also sports a relatively low health total. This means that focus fire or heavy damage bursts are required to kill off a Roach, but without it they may be as hard to put down as their namesakes. This unit is currently the best early game unit in StarCraft II. Zergling/Roach openings are extremely powerful. Roaches can also be upgraded to regenerate even faster.

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Hydralisk

Type: Ground/Biological
HP: 90
Minerals: 100
Vespene: 100
Supply: 2
Build time: 33
Requires: Hydralisk Den
Mutates From: Larva
Mutates Into: Lurker
Attack: Missile
Damage: 12 Ground + 5 against Armored/ 13 Air + 3 against Armored
Armor (type): 0 (Light)
Abilities:

  • Lurker Aspect

The new Hydralisk been moved to teir two. Graphically, the Hydralisk has a far meaner appearance than it did when the Swarm withdrew from the Terran sector. The Hydralisk now stands as tall as a Protoss Stalker and its spiked carapace has a far more lethal look. With its increased cost the Hydralisk has also gained a great attack boost against armored targets, making it even more potent than before.

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Lurker

Type: Ground/Biological
HP: 125
Minerals: 50
Vespene: 100
Supply: 2
Build time: 33
Mutates From: Hydralisk
Requires: Deep Warren
Attack: Missile (splash)
Damage: 10 + 30 against Armored
Armor (type): 1 (Armored)

Marines will continue to dance with fate in StarCraft II. The Lurker seems to remain close to its original counterpart, likewise evolved from the Hydralisk strain. Like all other Zerg ground units in StarCraft II, it has a distinct shape while burrowed which allows its owner to quickly spot it at a cursory glance. Enemy players still require detection methods to see any sign of these fearsome beasts. Their additional damage against armored enemies now makes them dangerous to targets of all sizes beyond infantry. Marine and Siege Tank alike will have to be wary of running across these burrowed assassins.

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Nydus Worm

Type: Ground/Biological
HP: 250
Minerals: 100
Vespene: 100
Supply: 2
Requires: Nydus Warrens
Mutates From: Larva
Armor (type): 1 (Armored)
Abilities:

  • Load/Unload

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. Otherwise the Nydus Worm works just as the Nydus Canal, but the removal of the restriction of only being able to emerge on creep means that a backdoor assault will be a very real threat.

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Infestor

Type: Ground/Biological
HP: 120
Minerals: 100
Vespene: 200
Supply: 2
Build time: 33
Requires: Infestor Pit
Mutates From: Larva
Armor (type): 1 (Light)
Abilities:

  • Dark Swarm
  • Disease
  • Infest

The Infestor is the successor to the Defiler. It is unique in its ability to move whilst burrowing, giving them an unprecedented amount of maneuverability. The Infestor not only has the Defiler ability Dark Swarm, but also Disease (similar to Plague), which can reduce a unit's health to 5% within 10 seconds and is also contagious, spreading to nearby units. The Infestor can also infest Protoss and Terran buildings. The brownish fluid they are seen spraying in various screenshots (and in the gameplay video) is the animation for their Infestation ability. Currently what units the infested buildings produce, and how this abilities will affect enemy Zerg, has been subject to much debate and change.

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Mutalisk

Type: Flying/Biological
HP: 120
Minerals: 100
Vespene: 125
Supply: 2
Build time: 33
Requires: Spire
Mutates from: Larva
Mutates into: Swarm Guardian
Attack: Flying
Damage: 9 Ground/Air
Armor: 0 (Light)
Abilities:

  • Mutate

The Mutalisk seems mostly unchanged from its form in the original game, still sporting its multiple-unit attack and the ability to "stack" (overlap many units within a small area). In a recent interview, Jaedong commented that although larger numbers of mutalisks can be managed now, StarCraft style hit-and-run attacks are not currently possible. However, it seems Blizzard is interested in making this technique function. The Mutalisk can morph into the Swarm Guardian.

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Swarm Guardian

Type: Flying/Biological
HP: 200
Minerals: 100
Vespene: 100
Supply: 2
Build time: 33
Mutates From: Mutalisk
Requires: Greater Spire
Attack: Flying
Damage: 25 Ground
Armor (type): 1 (Armored)

The Swarm Guardian is similar to the original Guardian, however its attacks have the ability to spawn Broodlings. This unit is intended to break heavy fortifications. It's also much larger than before and mutates faster.

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Corruptor

Type: Flying/Biological
HP: 200
Minerals: 100
Vespene: 75
Supply: 2
Build time: 40
Requires: Lair
Mutates From: Larva
Attack: Flying
Damage: 7 Air
Armor (type): 0 (Armored)

The Corruptor is a new Zerg dedicated anti-air flying unit. This squid-like monstrosity "corrupts" enemy air units once they've been destroyed and turns them into floating stationary turret-like constructs. The Corrupter also noticably does not require a Spire, allowing Zerg players to build them for aerial support even as they build a Spire to construct Mutalisks.

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Ultralisk

Type: Ground/Biological
HP: 600
Minerals: 200
Vespene: 400
Supply: 4
Build time: 70
Requires: Ultralisk Cavern
Mutates From: Larva
Attack: Kaiser Blades
Damage: 20 Ground / 60 Buildings
Armor (type): 1 (Armored)

The largest and arguably the most threatening looking unit in the Swarm is the new Ultralisk. The colossal beast has evolved, now sporting two extra blade arms and an attack that hits multiple targets. It is now able to burrow underground, and seems to walk over some smaller units - such as Zerglings - unhindered. The Ultralisk has an anti-building head attack which does much more damage to buildings than its regular attack, allowing them to decimate enemy structures with ease. In tandem with the Chitinous Plating boost from the original game, the Ultralisk will surely be a sight to fear on the battlefield.

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Queen

Type: Ground/Biological
HP:160
Max Energy: 100
Minerals: 150
Vespene: 0
Supply: none
Build time: 26
Requires: Spawning Pool
Built From: Hatchery/Lair/Hive
Mutates Into: Large Queen
Attack: Missile
Damage: 5 Ground/Air X2 (10)
Armor (type): 0 (Light)
Abilities:

  • Spawn Mutant Larva

It appears that the Queen will return to the original Lore of being the Hive warden. She "evolves" throughout the course of a game. Its evolutions are the Large Queen and the Huge Queen. The Queen is produced directly from the Hatchery, is a ground unit, can burrow, and only one may exist at a time. As your Hatchery is upgraded to Lair and Hive, the Queen can be upgraded as well, growing in size and eventually allowing access to her full range of skills.

Exactly what abilities the Queen has is something that has changed on a very regular basis. In the past the Queen has been the sole source of Zerg defensive structures, could product other units and could heal other Zerg units and/or structures. Currently the Queen can produce "Mutant Larva" which is a special larva that can move about and mutate into other Zerg units like the normal larva. Any other abilities cannot be confirmed, and all are subject to change.

Blizzard has made it clear that the Queen is neither a super-unit nor a hero unit. It is relatively easy to kill if not protected properly, and must be hatched and mutated again from scratch once killed.

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Large Queen

Type: Ground/Biological
HP: 250
Minerals: 100
Vespene: 100
Supply: none
Build time: 20
Mutates From: Queen
Mutates Into: Huge Queen
Attack: Missile
Damage: 9 Ground/Air X2 (18)
Armor (type): 1 (Light)
Additional Abilities:

  • Deep Tunnel (Tunnels to selected Zerg building): No cost. Long cooldown.

The upgraded Queen, the Large Queen can instantly move from one Zerg base to the other with Deep Tunnel, allowing it to compensate for its unique status.

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Huge Queen

Type: Ground/Biological
HP: 600
Minerals: 100
Vespene: 100
Supply: none
Build time: 20
Mutates From: Large Queen
Attack: Missile
Damage: 12 Ground/Air X2 (24)
Armor (type): 2 (Light)
Additional abilities:

  • Unknown

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Infested Terran

Type: Ground/Biological
HP: 30
Minerals: none
Vespene: none
Supply: none
Requires: Any infested Terran structure (infestation temporary status)
Attack: Gauss Rifle
Damage: 6
Armor (type): 0 (Light)
Abilities:

  • Short lifespan (passive)

Note: According to Browder, there will be infested Protoss; they currently have not been made.

The Infested Terran has changed considerably since its original incarnation. Instead of a mindless suicide bomber, the Infested Terran is now much closer to a normal Terran Marine, the likes of which we have seen in the past in both StarCraft concept art and StarCraft: Ghost gameplay. The infested Terran moves slower than a normal Marine, but it uses the same weapons available to its human equivalent.

Previously the Infested Terran was producted when the Infestor infested a Terran Building. Currently the status of what units are produced by the Infestor is unknown, as is the fate of the Infested Terran.

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StarCraft: Legacy


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