The Zerg is a race in Blizzard Entertainment's popular PC real-time-strategy game, StarCraft. Main plotline attributes: Created by the Xel'Naga in an experiment after the Protoss experiment failed. They are a purely biological race (using no machinery) that uses genetic modifications to create new subspecies. All Zerg are directly subject to the will of the Overmind; it is a biological impossibility for them to oppose its directives. Cerebrates (smaller brains) control various sectors, with Overlords under their command. The warriors and workers are mostly mindless; without the overlords and cerebrates they lose purpose and quickly die. Even their buildings are living organisms.

Table of contents
1 Main gameplay attributes
2 Units
3 Buildings
4 External links

Main gameplay attributes

Low cost per unit produced. Low unit power. The Zerg units (and buildings) automatically heal over time. Also, most of the land units have the unique "burrow" ability; this is a very effective way to set up an ambush. Burrowed units can only be harmed by some types of damage (ie Psi Storm) but cannot attack, move or cast spells. The only exception is the Lurker, which can only attack when burrowed.

Two spells in particular stand out:

  • "consume", a Defiler spell. It destroys a targeted unit of your own army and partly restores the energy (required to cast spells) of the caster. Because of the very low unit cost, the Defilers can recharge instantly almost for free. Other races must wait for the energy to replenish over time.
  • "spawn broodling", a Queen spell. It destroys the targeted unit almost instantly and creates small, very low-health units called Broodlings that are used mainly for scouting purposes.

Least efficient building method, extreme building restrictions. (note: on some StarCraft maps the restriction is nearly eliminated.)

Units

Land

  • Drone - worker, consumed by creating a new base structure.
  • Zergling - the weakest of the basic ground units, but very low-cost, and the "Adrenal Glands" upgrade gives them a brutally rapid attack.
  • Hydralisk - distance attack. Generally regarded as the most versatile unit, masses of hydralisks can defeat most anything.
  • Lurker - morphs from Hydralisk. Must burrow to attack, but is invisible to opponents like all burrowed units. Devastates Terran infantry, among other things.
  • Defiler - spellcaster, no non-spell attack
  • Ultralisk - Expensive heavy melee unit. In Brood War an armor upgrade for the Ultralisk is available that makes them almost impervious to lighter Terran attacks.
  • Broodling - special unit, see "Spawn Broodling" in general attributes above.

Air

  • Overlord - flying transport unit. A certain minimum overlord/unit ratio is required. The Overlord is much like the Terran Supply Depots, but it can learn a dropship capability which makes it a very useful ship. It is capable of detecting cloaked units.
  • Mutalisk - distance attack
  • Devourer - can only attack air-to-air. Morphs from Mutalisk.
  • Guardian - can only attack air-to-ground. Morphs from Mutalisk.
  • Queen - spellcaster, no non-spell attack

Buildings

Basic buildings

  • Hatchery
  • Extractor
  • Evolution Chamber
  • Creep Colony
  • Spawning Pool
  • Spore Colony
  • Sunken Colony
  • Hydralisk Den

Advanced buildings

  • Lair
  • Spire
  • Queen's Nest
  • Greater Spire
  • Hive
  • Nydus Canal
  • Defiler Mound
  • Ultralisk Cavern

External links