Zerg

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(Redirected from Zerg Swarm)

The Zerg are a vaguely insectoid race in the StarCraft universe. They are one of three races in Starcraft and its expansion Starcraft: Brood War. The Zerg have been said to be similar in appearance and behavior to the Tyranids of Warhammer 40,000 as well as the 'bugs' of Starship Troopers and the Xenomorphs of the Alien movies (in fact the Zerg were referred to as Xenomorphs in an early demo version). They also share many characteristics with the Borg of Star Trek; they roam the galaxy assimilating species they encounter into themselves, and they share a hive mind ruled by the Overmind, much like the Formics from Ender's Game. It is separated into a number of broods that are named after monstrous mythological beasts, predominantly from Norse mythology. Each brood serves a specific purpose and is controlled by a Cerebrate that is physically incapable of disobeying the Overmind (the ultimate power for the Zerg). Zerg was originally spelled "Zurg" but the name was changed before StarCraft's release.

Due to the Zerg's unique use of overwhelming numbers, the word "Zerg" (verb) or "Zerging" is the act of using mass numbers to achieve an objective, and it has become widely accepted in a variety of other games, including Warcraft III, World of Warcraft, Dark Age of Camelot, and other multiplayer games. This references the ability of the Zerg race to generate combat units, particularly Zerglings, much more quickly and earlier than other races; a common tactic among Zerg players is to devote their efforts to generating as many Zerglings as possible, as soon as possible, to attack an opponent who has likely just started producing his units.

Contents

History

The original Zerg species was discovered on the ash world Zerus, in the center of the Milky Way Galaxy, by the mysterious and ancient Xel'Naga after the Xel'Naga abandoned the Protoss on Aiur, giving up on them as a failure. The Zerg organism was a small and weak larva-like organism, but it contained the purity of essence sought by the Xel'Naga.

Through Xel'Naga proto-genetic manipulations, the Zerg survived the torrential firestorms of their world and thrived. The Zerg developed the ability to burrow into the spinal fluids of less vulnerable creatures on Zerus, parasitically merging with them. These new bodies would then be used to manipulate their surroundings. The Zerg began to assimilate the genetic strains and processes of these host animals. However, the Zerg had an undeviating drive to consume only the most advanced species they encountered. Lesser species were eradicated. The Xel'Naga were surprised to find how quickly the Zerg could steer the evolution of their host creatures. They developed armor piercing spines, razor-sharp limbs, and ultra dense carapaces.

Image:U-Zergling.gif

Fearful of the chaotic in-fighting that had enveloped the Protoss, the Xel'Naga created the Overmind, an enormous brain-like entity, to bring order to the Zerg. At first it was only a semi-sentient entity created from the instincts and collective sentience of the Zerg, but it quickly evolved.

The Overmind did not directly relay orders to its minions. As new species were added to the Swarm, it began to relay orders through Cerebrates, giant versions of the Zerg larvae. Direct orders were relayed through Queens and Overlords.

Expansion

The Overmind began to think of its future. In order to continue finding new species, it needed to leave Zerus. Extending its senses into space, it became aware of enormous space-faring organisms. It lured them to Zerus with its psychic abilities, and assimilated them into the Swarm. Soon all the Zerg had the ability to survive in space. The Xel'Naga considered this a triumph. The Zerg had not only survived their weaknesses, but had also retained the purity of their terrible overriding essence.

The Overmind extended itself further into space, becoming aware of the Xel'Naga Worldships in orbit above Zerus. The Xel'Naga realized their psionic link with the Overmind had been severed - the Overmind effectively hid itself from their view.

The Overmind sent its minions into space, attacking the unsuspecting Xel'Naga. Despite the ancient race's best efforts, it was overwhelmed as the Zerg crashed into the hulls of its ships. Within a few hours the Zerg laid waste to the Xel'Naga fleet. The greater whole of the Xel'Naga was consumed by the raging, genetic whirlwind of the Zerg, and the Overmind gained their knowledge and insights. Processing thousands of sentient beings into itself caused the Overmind to grow much more powerful. It learned the secrets of the sacred Khaydarin Crystals, and began to incorporate the energies of these Crystals into its own. Through the knowledge gained from the Xel'Naga, the Overmind was able to increase the level of sentience in many of the higher Zerg strains, while still keeping them fully under its control.

The Overmind dissected the memories of the Xel'Naga experiments with the Protoss. The Zerg then devoted their energies to seeking out the powerful Protoss in the hope of absorbing them into the Swarm, uniting purity of form and of essence, to create a totally "perfect" being.

The Determinant

The Zerg did not know the exact location of Aiur, homeworld of the Protoss, but they were able to travel towards it, adding new species (such as the Mutalisk and Zergling) to the Swarm along the way. However, the Zerg Overmind despaired; how could it defeat the Protoss with their powerful psionic abilities, when its own were so limited?

In the shadow of the Protoss lay the Koprulu Sector, a patch of space inhabited by the Terrans. This species had been discovered by Zerg deep space probes. Normally the Zerg would not be interested in such a weak species, but they exhibited a powerful psionic potential. Their probes discovered humans living on over a dozen worlds.

The Zerg slowly made their way towards the Terran worlds. The journey lasted for sixty years, but eventually the massive, extended Zerg Swarm reached the outskirts of the Koprulu Sector. According to StarCraft: Uprising, the Zerg infested a number of Fringe Worlds at this time.

The Overmind subtly infested the surface of the Terran Confederacy colony of Chau Sara with Hive Spores, then sent its minions down to the surface to infest the Terrans. The Terrans were defeated and largely enslaved or killed.

The Zerg were surprised at the Terran response, and were defeated by a sudden attack by the Protoss, led by Executor Tassadar. The Overmind told its minions not to fight back, in order to observe Protoss attacking for the first time. The attack sterilized all life on the surface of Chau Sara, effectively ending the Zerg infestation.

The Terrans did not warn their compatriots on other worlds, enabling the Zerg to infest Mar Sara virtually unopposed. It is at this point that the StarCraft game begins.

Plot advancement in StarCraft: Brood War

The Zerg were originally controlled by the Zerg Overmind, who was destroyed by the Protoss Tassadar (at the cost of his own life) at the end of StarCraft Episode III.

By Episode IV, it was revealed that the Zerg had formed a new, young Overmind on Char, the adopted Zerg homeworld, but it was captured by the United Earth Directorate in Episode V. In Episode VI, the final act to date, Infested Kerrigan, the self-claimed Queen of Blades, a former human Ghost telepath soldier who had been infested (transformed) into a Zerg/Human Hybrid, had the second Overmind killed and claimed leadership over the entire Zerg Swarm.

With the Terran Dominion decimated, the expeditionary fleet of the United Earth Directorate destroyed, and the Protoss homeworld Aiur conquered by the Zerg with the survivors fleeing to Shakuras, the Zerg currently stand as masters of the StarCraft universe.

Zerg Control

All Zerg are directly subject to the will of the Overmind; it is a biological impossibility for them to oppose its directives. Only Cerebrates (smaller brains), and possibly Overlords and Queens, have sentience, and control a different army (called a Brood), using Overlords as lieutenants to directly control the warriors and workers. The lesser Zerg minions are wholly dependent upon the Cerebrates and the Overlords for order. Should a Cerebrate die, its brood may run amok; the animalistic nature of individual Zerg emerges. In the context of a multiplayer match, when an Overlord dies, a Zerg player loses control points, and must grow more overlords to replace the loss. Without these control points, additional Zerg units cannot be built. Even Zerg buildings are living organisms, and aren't built but grown. They act as organs in the body of the Zerg Hive Cluster.

Note: Zerg's broods are mostly named after Norse mythological monsters (Jormungand, Garm, Surtur, etc.).

Main gameplay attributes

Advantages

Image:U-Overlord.gif

  • Average cost per unit is lower than other races
  • Supply consumption per unit is lower than other races
  • Unmatched ability to swarm ('zerg') an opponent
  • All units and buildings recover from damage (heal) over time, at no cost of resources
  • Most ground units are able to burrow (except for the Ultralisk, Broodlings and Larvae).
  • All Zerg units (except Broodlings,Infested Terrans, Guardians, Devourers, and Lurkers) are made from larvae at the Hatchery. This allows Zerg to quickly switch unit combinations, counteracting the high building cost. It also allows for more parallel production than the other races, allowing large numbers of units to be produced in short order if necessary/possible, without as much required infrastructure.

Disadvantages

  • Low unit power
  • Least efficient building method, extreme building restrictions. Zerg structures can only be built on the Creep. The Creep is formed by a hatchery (Zerg's main structure) and can be extended by a Creep Colony. Only the Hatchery and the Extractor have no building restrictions, as Creep Colonies must be built upon existing Creep themselves. Certain buildings must be 'upgraded' to attain higher technology level.
  • The toughest aspect of Zerg is generally thought to be knowing when to use your larvae to build more drones (in order to strengthen your economy for the long term) vs. when to use them to make more units (for defense and offense in the short term).

Image:U-Defiler.gif

Special Attacks and Abilities

  • "consume", is an ability only used by Defilers or Kerrigan (post Zerg mutation). It destroys a targeted unit of your own army and partly restores the energy (50 energy points regardless of the consumed unit) of the caster. Because of the very low unit cost (particularly for Zerglings), the Defilers can utilize this technique to regain energy almost instantly (as opposed to other races who must wait for the energy to replenish over time).
  • "spawn broodling", can only be used by a Queen. When used against an enemy it destroys the targeted organic unit instantly and creates small, very low-health units called Broodlings that are used mainly for scouting or harassment purposes (and to add insult to injury). Typically used to destroy deployed Terran Siege Tanks or Protoss High Templar. Broodlings have a constantly diminishing energy meter that, when depleted, kills the broodling. The range of Spawn Broodling is fairly high.
  • "plague", is a Defiler special ability which can rival the nuclear attack of the Terran ghost. If a unit is in the area affected by plague, it reduces the affected unit's HP by 300 hit points or down to 1 hit point (whichever occurs first). It can be very useful against grand fleets of expensive units which are haphazardly grouped tightly together. (It should be noted that this ability can never kill a unit, nor can it destroy Protoss shield. Also, Plague affects your own units, although not the Defiler currently casting it.)
  • "burrow" All ground units can develop the unique "burrow" ability (except Ultralisks, Broodlings, and larvae). This is a very effective way to set up an ambush against unsuspecting enemies. Burrowed units are invisible to the average enemy unit, and can only be dectected and therefore harmed through the abilities of detectors. A burrowed unit looks like a black hole in the ground, and against a human player, the units might not be seen even with detectors. The downside, however, is that burrowed units cannot attack, move or use special abilities. The only exception is the Lurker (Brood War only), which can only attack when burrowed. Burrowed Zerglings spread throughout the map provide a very cheap and effective method for following enemy troop movements.
  • "dark swarm" When cast by the Defiler, a rather large cloud covers the units within the dark swarm. The dark swarm disables enemy units outside the dark swarm to use ranged attacks on the units within. Sadly, it is also impossible for your units to use ranged attacks into the swarm, a bad situation if a Dark Templar or Zealot horde gets under its cover.

Units

Ground

  • Larva (Core Genus: Original Zerg Strain)— The larvae are tiny units spawned from a Hatchery, Lair, or Hive which carry the genetic makeup required for every Zerg unit (except for Broodlings and Infested Terran; see below) One larva is made every 20 seconds, and you can only have three. Although the larvae have relatively low hit points and you cannot control their movement, they have an extremely thick carapace which absorbs most damage, making them quite difficult to kill. When ordered to morph into a unit, they transform into an egg until the units hatch. Eggs are nearly impervious to attack as they have high hit points (200) and an extremely thick carapace (reduces damage by 10. This makes it invincible to many units, like Zergling, Hydralisk, and Marines). Usually, only one unit is hatched from it the egg, but in the case of zerglings and scourges, their genetic simplicity allows two to hatch from each egg. Larvae eventually die when they are cut off from the creep.
  • Drone (Core Genus: Gashyrr Wasp) — The drone is a machine-like worker, equivalent to the Terran SCV or the Protoss Probe. It is used to gather resources, and morph into (not build) other buildings. This means that once a drone has been mutated into a building, it is lost permanently. The only exception is when the player cancels a metamorphosis in progress, in which case the drone is recovered. It has a weak missile spray-like attack which cannot be upgraded.
  • Zergling (Core Genus: ZZ'gashi Dune-runners) — The Zergling is the bread and butter of any Zerg ground attack force. Weaker than the marine, they are melee attackers using hand to hand combat which is very effective in overwhelming numbers. While the Zergling first appears as a relatively weak and ineffective unit, when fully upgraded with attack power, carapace endurance, moving speed and especially with the the "Adrenal Glands" upgrade (which gives them a 33% increase in attack speed), the Zergling can be the most efficient and effective unit in the game. As mentioned before, because of the genetic simplicity of a Zergling, two hatch from each egg. The Zergling requires the spawning pool, and two are more or less equivalent to one marine.
  • Hydralisk (Core Genus: Slothien) — distance attack. Generally regarded as the most versatile unit, masses of hydralisks can defeat most anything (especially when used in conjunction with Dark Swarm). Hydralisks are the only Zerg ground units that can attack air units, so they are essential in any game. Many people feel that Hydralisks are the most cost-efficient unit in the game. Hydralisks are quickly dispatched by reavers and siege tanks. Movement and attack range upgrade available. Requires Hydralisk Den.
  • Lurker (Core Genus: Hydralisk) — morphs from Hydralisk. Must burrow to attack, but is invisible to opponents when burrowed, except for detectors. Devastating especially to small-sized units, such as Terran infantry. Splash damage is linear and does not decrease with distance or position. Consumes twice as many supply points as hydralisk. Requires "Lurker Aspect" evolution at the hydralisk den. (Brood War only)
  • Defiler — caster, no non-special ability attack. Have 3 types of special abilities: consume, dark swarm and plague. Consume sacrifices a player controlled Zerg land unit for 50 energy points for the defiler regardless of the unit sacrificed. Dark swarm is a temporary area effect special ability that negates all ranged attack that falls within the dark swarm — only melee and splash damage can affect health points. Dark Swarm tends to be the Defiler's most useful special ability. In the hands of an expert, it allows a small group of hydralisks or zerglings to destroy far superior forces. Plague is a very lethal special ability, slowly reducing the affected units or structures HP by 300 or down to 1 hit point, whichever comes first. It is very useful against grand fleets of Battlecruisers and Carriers. Special ability and energy point upgrades must be researched before use (dark swarm is the only inherent special ability). Requires Defiler Mound.

Image:U-Ultralisk.gif

  • Ultralisk (Core Genus: Brontolith) — Expensive heavy melee unit. In Brood War an armor upgrade for the Ultralisk is available that makes them almost impervious to lighter Terran attacks. Speed upgrade also available. Their physical attack is seriously lacking, though, for the cost and size. They make amazing meat shields as the surrounding zerglings and hydralisks deal the real damage. They are also useful for simply intimidating an opponent; an inexperienced player will typically panic at the sight of even a small group of Ultralisks. Requires Ultralisk Cavern.
  • Broodling — special unit, see "Spawn Broodling" in general attributes above. Spawned by the death of an organic land unit when affected by a Zerg Queen's Spawn Broodling special ability. All broodlings will die eventually regardless of health about two minutes from the time they were created.

Image:U-ITerran.gif

  • Infested Terran — special unit (see "Queen" below). Is manufactured from a previously infested Terran Command Center. It is a kamikaze unit that has attack power with a damage equivalent to that of a nuke, but with a smaller area of effect.

Air

  • Overlord (Core Genus: Gargantis Proximae) — supply, detector, and (when upgraded), transport unit. The Overlord is much like the Terran Supply Depots. Although initially very slow, an upgrade available at the Lair increases its speed to a reasonable level. There is also the ability to upgrade its sight range, making it into a very effective "spy" unit. An evolution available at the lair gives it the ability to transport up to eight unit slots (each unit takes up a different number of slots; zerglings, broodlings, and drones take up one slot, hydralisks and defilers take up two, and ultralisks and lurkers take up four). It is capable of detecting cloaked and burrowed units, however, weak in combat and incapable of attacking.
  • Mutalisk (Core Genus: Mantis Screamer) — short distance attack. Bounces three times for reduced damage in each successive attack. They are not cost effective unless used in large groups and against units incapable of attacking air targets or units with a slow firing rate. Mutalisks are often used to harass the opponent's harvester units. Precursor for Devourer and Guardian. Requires Spire.

Image:U-Guardian.gif

  • Guardian (Core Genus: Mutalisk) — can only attack ground targets. Morphs from Mutalisk. It has a long-range attack, capable of destroying all stationary defences without fear of retaliation (but they must watch out for Terran Goliaths with upgraded range). However, they are painfully slow and must be backed up by units capable of defending against air targets. This is the main Zerg artillery (siege) unit. Requires Greater Spire.
  • Devourer (Core Genus: Mutalisk) — can only attack air units, with a slow attack speed. However, its attack is incredibly devastating. For each acid spore that a unit is hit with (up to 9), the firing rate is slowed and the unit takes additional damage from all attack until they wear off. Also morphs from Mutalisk, but moves much faster than Guardians. Requires Greater Spire. (Brood War only)
  • Scourge (Core Genus: Unknown) — blind kamikaze unit. Capable of kamikaze of air units through a plasma metamorphosis. Powerful attack that is necessary for bringing down a large force of Terran Battlecruisers or Protoss Carriers. Is useful for stopping drops and destroying isolated air units. Low hit points. Like the Zergling, the DNA of the scourge are so simple that two are hatched from every egg. Requires Spire.

Image:U-Queen.gif

  • Queen (Core Genus: Arachnis Brood-Keeper) — caster, no non-special ability attack. Special abilities: "parasite" enables you to see what the infected unit sees, including detecting ability — can be negated by a Medic's Restore special ability (Brood War only) — inherent special ability (no special ability upgraded needed); "ensnare" is an area effect special ability that slows enemy unit attack and movement rates; "Spawn Broodling" instantly kills an organic unit to create two low-hitpoint broodling units. Also, the Queen has the ability to infest a heavily damaged (less than 1/2 health or 750 in a normal game) Terran Command Center and transform it to a factory of Infested Terrans. Requires Queen's Nest.

Buildings

Zerg structures are unique in two major ways. First, Zerg structures are considered alive and heal over time, just as Zerg units do, and bleed when injured. Also, all Zerg structures except for the Hatchery and Extractor (which is restricted to construction over a Vespene geyser) must be built on a thick, spongy purplish-brown material known as the "creep." Creep Colonies are needed to extend the creep to allow the manifestation of other Zerg structures. When a Creep Colony, Sunken Colony, Spore Colony, Hatchery, Lair, or Hive is destroyed, all corresponding creep retreats except for a tiny area around the structures. Larvae eventually die when not sustained by the creep. Structures of other races may not be built on the creep, but will not be destroyed when overrun by it. The exception to this are the structures of other Zerg - in fact, a common Zerg/Zerg tactic is to open a Nydus Canal (see below) to the opponent's Creep and deploy troops right into his or her base.

Basic buildings

  • Hatchery (Primary Larva Spawning Grounds/Resource Metabolizer) — spawns larvae from which to morph Zerg units (up to three). Also allows the Burrow evolution, which allow all ground units (except for the ultralisk and broodling) to burrow into the ground at will. Only Zerg building without any building constraints, and also expands the creep further. Provides limited supply.
  • Extractor (Vespene Mining Tendril) — built over a Vespene Geyser, this building allows Zerg Drones to harvest Vespene gas.
  • Evolution Chamber (Zerg Genetic Laboratory) — provides three levels of upgrades for Zerg ground unit attack power and armor (attack power of Drone is not upgraded).
  • Spawning Pool (Zergling Breeding Grounds) — allows for the construction of Zerglings at the Hatchery. Contains upgrades for the movement speed and (once you have a Hive) attack speed of Zerglings. Requires Hatchery.
  • Creep Colony (Creep Production Organ) — expands the Creep. Can be upgraded to Spore or Sunken Colony.
  • Spore Colony (Aerial Defence Tower) — stationary defensive structure capable of attacking air units with rapid-fire spores. Can detect cloaked and burrowed units. More resilient than other defences. Requires Evolution Chamber.
  • Sunken Colony (Ground Defence Tower) — stationary defensive structure capable of attacking ground units by using a tongue-like appendage to attack. High damage, compared to other defences. Requires Spawning Pool.
  • Hydralisk Den (Hydralisk Cocooning Womb) — allows for the morphing of Hydralisks. Contains speed and attack range upgrades for the hydralisk, as well as the "Lurker Aspect" (Brood War only; requires Lair), which allows for the morphing of lurkers. Requires Spawning Pool.

Advanced buildings

  • Lair (Advanced Hatchery) — upgrade of Hatchery. Required for second level of Evolution Chamber upgrades, some advanced structures, and the Lurker Aspect at the Hydralisk Den. Carries over all abilities of a Hatchery, but with increased hit points. Also allows for the sight range and speed upgrades for the Overlord, as well as the transporting evolution. Requires Spawning Pool.
  • Spire (Zerg Flyer Breeding Grounds) — grants ability to morph Mutalisks and Scourge. Also contains upgrades to armor and attack power for air units (attack power of Scourge is not upgraded). Requires Lair.
  • Greater Spire (Advanced Spire) — evolution of the Spire. Required for morphing of guardians and devourers. Requires Hive. Carries all abilities of a Spire.
  • Queen's Nest (Queen's Lair) — required for morphing of Queens. Allows evolution of ensnare and spawn broodling ability for Queens, as well as an energy upgrade. Required for Hive.
  • Hive (Advanced Lair) — upgrade of Lair. Retains all the abilities of a Lair, as well as allowing for the third-level armor and weapon upgrades at the Spire, Greater Spire, and Evolution Chamber and the rest of the structures (and the attack speed upgrade for zerglings at the Spawning Pool). Requires Queen's Nest.
  • Nydus Canal (Long Range Colony Artery) — ability to instantly transport ground units from one location to another (and back). The "exit" location can only be constructed on creep. Requires Hive.
  • Defiler Mound (Defiler Spawning and Evolution Chamber) — allows for morphing of Defilers, as well as the Plague and Consume evolutions and an energy upgrade. Requires Hive.
  • Ultralisk Cavern (Ultralisk Breeding Grounds) — allows for morphing of Ultralisks, as well as (in Brood War), speed and armor upgrades for the Ultralisk. Requires Hive.
  • Infested Command Center — comes from a queen. When a Terran Command Center falls beneath half HP, a queen can infest it. Produces the Infested Terran. (Note: A Queen, if it is near enough to the damaged Command Center, will automatically infest it.)

Strategies

Zerg Strategy


Zerg Heroes

See also

External links

  • Battle.Net: Zerg
  • StarCraft homepage at Blizzard Entertainment
  • Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  • Neilson, Micky. StarCraft: Uprising. New York and Toronto, Ontario: Pocket Books, 2000. ISBN B00005AS12 (eBook only)

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