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Encyclopedia :
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Zerg |
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ZergThe Zerg are an alien race in the StarCraft universe. They are similar in appearance and behavior to the Tyranids of Warhammer 40,000 as well as the 'bugs' of Starship Troopers. To "zerg", a verb denoting the use of mass numbers to achieve an objective, has become a widely accepted term in a variety of other games, including Warcraft III and World of Warcraft. HistoryThe original Zerg species was originally discovered by the mysterious and ancient Xel'Naga after the Xel'Naga abandoned the Protoss on Aiur. The enhancements added to the Zerg by the Xel'Naga included the ability to "mutate" after birth and alter their own genetic code. Thus, the Zerg do not rely on machines and technology like the other playable races in the Starcraft universe. When the Zerg conquer a species with useful traits, they add these traits to their genetic pool. When the Xel'Naga discovered the Zerg, they found they had purity of essence, which the Xel'Naga had found lacking in the Protoss, with their purity of form. 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. When the Zerg destroyed the Xel'Naga fleet above their homeworld Zerus, they retrieved memories or records of the Xel'Naga experiments with the Protoss as the Overmind absorbed large numbers of Xel'Naga. (This allowed the Zerg to increase the sentience of many of their breeds without losing control of them.) They then devoted their energies to seeking out the Protoss in the hope of absorbing them into the Swarm, uniting purity of form and of essence, to create a totally perfect being. 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 Ovrlords and Queens, have sentience, and control a different army (called Brood), using Overlords as lieutants 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 will run amok; the animalistic nature of inidivual 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 Three special abilities in particular stand out:"consume", a Defiler special ability. It destroys a targeted unit of your own army and partly restores the energy (50 energy points regardless of the consumed unit) (required to use special abilities) 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 special ability. It destroys the targeted organic unit almost instantly and creates small, very low-health units called Broodlings that are used mainly for scouting or heckling purposes. Typically used to destroy deployed Terran Siege Tanks."plague", a Defiler special ability. It reduces the affected unit's HP by 300 hit points or down to 1 hit point, whichever comes first. It is very useful against grand fleets of Battle-Cruisers and Carriers, or against Terran or Protoss bases. UnitsAll Zerg units slowly heal over time, and all Zerg ground units (except for the Ultralisk and Broodling) have the ability to burrow once the evolution is researched. All Zerg units are morphed from larvae produced at the Hatchery, Lair, or Hive. LandAirBuildingsZerg 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, spongey 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. Basic buildingsAdvanced buildingsStrategiesThe Zerg excel at quick generation of armies, making them highly flexible. Each Hatchery produces a maximum of 3 larvae and a new one every 20 seconds, making it easy to grow new units, and every Hatchery can create any available Zerg unit, unlike the specialized factories of the other races. Their return cost is building expenses. Each Hatchery/factory is extremely expensive (300 minerals and 120 seconds of build time, compared to for instance the 150-mineral 80-second Terran Barracks), and furthermore, each new structure must be grown from a Drone (50 minerals, 20 seconds). Defensive structures are even worse: the Drone must be hatched and then turned into a Creep Colony, and then the Creep Colony must be turned into a Sunken or Spore colony (for a total of 175 minerals and 80 seconds). A lost building is worse for Zerg than 10 lost units. (Zerg defensive structures are also the worst in the game, so smart players eschew them altogether.) Because of slow building and Drone sacrifice, Zerg have the weakest starting economy, hands down. They make that up with their Overlord, which can be immediately sent to scout, and the serependitous discovery of an enemy base can lead to an early attack, something the Zerg excel at. An early-game strike at the enemy's mineral line will usually even the odds, if it doesn't hand the Zerg the advantage. Since Hatcheries allow the building of 3 units at once, if the Zerg survives to mid-game, they tend to catch up and even push ahead of the other economies. It is a horrible misconception that all Zerg can do is rush, a misconception a Zerg player will always turn against the opponent. If early harassment fails, a drop of Zerglings and Hydralisks before the 10-minute mark (or Lurkers if economy is that good) into their backline will usually be met with little resistance while the opponent repositions his choke-blocking troops to defend his failing base (scout it out first). Zerg are particularly weak against well-defended choke-point unless you use a trump strategy. Due to the cheap cost of units, Zerg fighting power cannot be concentrated onto one choke point efficiently. 24 Zerglings can be stopped on a cliff, blocked by 3 Zealots. It would be much wiser to attack from a different angle. In general, fighting in open space is best for Zerg. Finally, Zerg excel at the use of aerial "bombs." "Bombs" involve a mass of flying units, in this case the Mutalisk (arguably the most practical air unit in the game). The problem with large numbers of units is that they are hard to control using team hotkeys (as anyone who has ever attempted a flood of Zerglings can attest), so the "bomb"ing player attaches all of his Mutalisks to a single Leader, using by either the "guard this unit" command (right-click on the Leader unit) or by designating it as your Hatcheries' Rally Point. (This also allows the player to hotkey his Hatcheries, which can be extremely practical.) To attack, select the Leader and Move it (Move To, not Attack To) right on top of the enemy army; the entire mass of Mutalisks will follow in one huge blob. When the Leader is knocked down by enemy fire, the other Mutalisks will go crazy, attacking whatever is nearby and decimating the enemy's army. The "bomb" is also effective with Terran Wraiths and Protoss Scouts. You can only really "bomb" an enemy army; against resource lines, there is no guarantee that the Leader will be killed, which is absolutely necessary, as the army will follow it until ordered to do otherwise, and the whole point of the "bomb" is that you don't--almost can't--give orders to the actual army. Against ZergWhen Zerg face off against each other, the game gets fairly predictable. Zerg have only two major starting strategies: a 'Mutaling' rush, utilizing Mutalisks and Zerglings; and the 'Hydralurk', sending Hydralisks and Lurkers. If the enemy hits hard with Zerglings, build Hydralisks, Lurkers or Zerglings of your own. If they hit with Mutalisks, Hydralisks always win. Against Zerg, one must expand much more quickly than against other races, since a completed Hatchery means more units (via the extra factory) and stronger ones (via expanded Creep and associated building benefits). Strangely, in Zerg vs. Zerg, high-tech units tend to take a back seat to churning out a standard military and strengthening their attack power. It's not difficult to research to the point of having a Lair, and that is basically all you need; Zerg have arguably the weakest air arm of the game, rendering Devourers useless in Zerg-on-Zerg (Scourges are more efficient anyway); and Guardians, while useful, need a significant army as backup. The Queen's Ensnare spell, though rarely seen, is very useful in Mutalisk air wars. Against TerransWhen the Swarm confronts Terran foes, it usually faces one of two main tactics. The primary strategy employed by Terrans, the dreaded tank push, is as effective against Zerg as any race. A prepared Cerebrate has several effective counters. Burrowed Zerglings are capable of lying in ambush for approaching tanks and emerging practically on top of them, too close to hit. When protected from Marine fire under the cover of a Defiler's Dark Swarm, Zerglings can quickly surround and destroy enemy tanks. Tanks can also be neutralized by a Queen's Spawn Broodling. This is especially effective if the enemy deploys tanks in small groups: a tank that is suddenly turned into Broodlings will attract the fire of other nearby tanks, distracting them, and damaging tanks or infantry close to the Broodlings. This can also be used in the middle of a group of Marines, or as a cheap way to damage Bunkers prior to a base assault. In the Broodwar expansion, Zerg face an additional threat: pure infantry armies of Marines and Medics, affectionately nicknamed M&Ms. These can deal significant damage to Zerg forces while sustaining frustratingly few losses. Fortunately, the Zerg now have Lurkers, which are specifically designed to counter large groups of infantry. Lurkers benefit especially from good unit control: a cunning Cerebrate will note the approach of infantry and continually order his Lurkers to hold their fire until the enemy troops are right on top of them. This will greatly increase splash damage, and, when combined with surface troops, makes it difficult for the Lurkers to be targeted, even after being detected. In extremely long games, Terrans sometimes opt for a large fleet of Battlecruisers. These intimidate some Zerg players, as they have no equivalent capital unit, and large groups of Hydralisks will be quickly mown down. Queens and Defilers are the answer here, as Ensnare and Plague will cripple the enemy and render them unable to escape. In Broodwar, Devourers and Mutalisks are a highly effective combination. Terrans have few special abilities that are trouble for the Zerg. Irradiate can be highly annoying, as a single use will destroy an Overlord or Lurker. It is largely ineffective against other units, however, due to the extremely long time it takes to work. Burrowing the affected unit is the best defense when it is used on a pack of Hydralisks. Nuclear strikes should not be a problem as long as you keep Overlords in every base. Finally, although Infested Terrans are entertaining to use, their effectiveness should not be overestimated, as they are rarely able to reach their targets without dying. In allied or team games with a Terran partner, however, Defensive Matrix can drastically alter this... Against ProtossZerg players have a bit of an advantage against Protoss, due to the fact that Protoss have no reliable early scout (Probes die in two hits from Sunken Colony, Corsairs are a bit late, and Zealots have a hard time making it into a good Zerg's base). For this reason, Protoss players have to play a guessing game regarding the Zerg's strategy until they have reliable data. Generally, Zerg players pick a strategy at the start and later on change it to throw the Protoss off balance. Mutalisks, due to their small size, are fairly resistant to Dragoon fire, and of course are completely safe from Zealots. High Templar, however, will decimate them if they pause in midflight. Hydralisks, if micromanaged properly, can defeat Zealots without taking a single hit. Zerglings destroy Dragoons due to their small size and speed. The Zerg will typically have massive numerical superiority against a much smaller army of far tougher units. The clever Cerebrate will turn this into an advantage by dividing his forces and attacking from multiple fronts. This has the added benefit of dispersing your troops, providing some protection from Psionic Storm -- vital in Zerg vs. Protoss matches. A well placed storm can destroy a dozen or more clustered Hydralisks in seconds. Individual High Templar can be destroyed with Spawn Broodling, but an intelligent Executor will trick you with hallucinations while hiding the real Templar in Shuttles. The best solution is simply to prevent large groups of units from piling up in the first place through constant harassment. 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 Heroes
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