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StarCraft II - Zerg Support Units In-Depth Stats and Strategy

Updated Tue, Jul 20, 2010 by Stow

Even the strongest army needs support, and the Zerg is no different.  You can punch your way through early game armies and through inferior opponents with brute force, but once the enemy begins using support, you need to as well to not forfeit the advantage they provide.

Overlord scouting is essential to victory.  No unit goes to waste for the Zerg!

Overlords / Overseers


Cost – 100 minerals, and then 50 minerals and 100 gas to upgrade to an Overseer

Build Time  – 25 seconds for an overlord, 17 seconds to evolve it into an Overseer.

Combat Stats – 200 HP, 0 armor, no attack.  Flying/armored armor types.  Very slow movement speed, can be upgraded to moderate speed.  Does NOT detect invisible or burrowed units.

Early Game – The moment the game starts, you should send your first Overlord in the direction of your opponent, or at least one of their possible starting locations.  Generally, you should send it to the closest one due to the anemic movement speed.   Against Protoss and Zerg Players, you can keep the Overlord around until their Cybernetics Core or a little while after the Spawning Pool finishes.  Obviously you’ll have a bit more to worry about when scouting Terran, since a Marine or two will end up in a costly loss early.

Your first two Overlords must survive.   Sending them on scouting missions provides valuable information, but a 100 mineral setback is too painful to suffer.  In addition, you’re not running around with a lot of extra supply early on, so losing an Overlord is your ticket to not producing any other units besides overlords for some time.  Get your Overlords in, get your information, and get out!

Once you have some Overlords to spare, you can put them at strategic locations and let them die if discovered.   Such spots include over high terrain in the middle of the map, high terrain over expansions, choke points, and other expected routes or points of interest to your opponent.   If all of those points are covered, you should position them outside your base in a line to generate creep to speed up your troop movements.

Once your creep highway is underway, you can also bring up a queen to start a Creep Tumor if you haven’t done so already.  Doing that gives you the ability to move the Overlord wherever you want and survey elsewhere.

Mid-game Overseers – At any given point after a lair, you should have at least one Overseer around.  Every race has some kind of stealth trickery that can ruin your day, and Overseers are the fastest stealth detector in the game once upgraded.  If you’re caught off guard, Overseers evolve extremely fast compared to other stealth detectors, so you won’t be caught for long unless your Overlords are out of position as well.
Changelings are stupidly powerful scouts against most players.  Since detection is so rarely used against Zerg players, your Changelings must be detected and killed manually.  Players at higher skill levels often spend little time focused on their standing army, and you can often sneak a Changeling in without any fuss.

Pound for pound, the toughest unit in the skies.  While there may be more HP on other units, the Corruptor devastates them with its abilities and bonus to massive attack.

Corruptors / Brood Lords


Cost – 150 Minerals, 100 Gas, 2 supply.  Brood Lord evolution – 150 Minerals, 150 Gas, 2 additional supply.

Build Time - 40 seconds for Corruptor, 34 seconds to evolve into a Brood Lord

Combat Stats
Corruptor – 200 HP, 2 armor, 14 damage with a +6 bonus against Massive.  Armored/Flying armor types.  Gains 1 attack versus both normal and massive per upgrade.  Can corrupt a single unit, causing it to take 20% bonus damage for 30 seconds.  Can only attack air.
Brood Lord – 225 HP, 1 Armor, 20 damage attack.  Attack sends out Broodlings that can be attacked and attack very quickly for minor damage.  Can only attack ground units.

Corruptors – While they’re the toughest unit in the skies for anti air for their cost, they’re also the weakest pound for pound when defending them.   Corruptors are your weapon of choice to demolish enemy Phoenix squads, and are viable fighters against Mutalisks as well.

Corruption is a powerful ability but requires a steady hand and good targeting.  Air units love to stack up, and you can corrupt the same target over and over again with misclicks.  In addition, you need to make sure you are still focusing your fire.  Casting Corruption will cause the Corruptor to target the nearest enemy unit, and reset any commands they were doing.

These will beat Vikings and Void Rays in small confrontations, but the moment volleys of fire are being exchanged or a Void Ray reaches its final charge the Corruptor will fall instantly. 

Brood Lords -  Brood Lords are an overkill unit.  You either win the game with these, or the game ends in a counter attack shortly afterwards.  Approaching these from the ground is a fool’s errand for your opponent.  If your opponent hasn’t built a Stargate/port/Spire, Brood Lords can deal the finishing blow in a hurry. 

Evolve these in position to immediately attack.  If you’re moving them across the map, you’re doing it wrong!  Strike immediately, and use terrain to your advantage if your enemy’s forces are ground-based. 

Scary as hell, but big beacons to be shot at in battle.  Keep them in back!

Infestors   

Cost – 100 Minerals, 150 Gas, 2 Supply

Build Time  – 50 seconds

Combat Stats – 90 HP, 0 Armor, Armored armor type.  Has no attack.  Can move while burrowed once burrow is researched.  Very slow movement while burrowed, moderate movement above ground.

Infested Terrans - After having this ability shuffled around several times, it returns to the Infestor once more to vomit eggs everywhere.  The Infested Terrans have been buffed to the point of threatening, but are still horribly slow.  At the same time, you can’t deploy them directly to the front lines unless the combat is heavy or they’ll be destroyed before they can do any damage.  These can make good worker killers, or for denial of the area at least until the Infested are dealt with.

 Neural Parasite – The goal with this ability isn’t necessarily to take the unit.  The goal is to have the Infestor survive long enough to destroy its cost in units, while denying your opponent the kills it would have gotten with said unit.  Positioning is everything, as it is with many Zerg units.  You either want to do this way behind your front lines, or way behind the enemy’s back lines.  The longer the Infestor survives, the more value this ability has.  Rest assured that the Infestor WILL die after doing this.

Fungal Growth – Half the damage of a psi storm, and holding units in place during it; what’s not to like?  

Remember that this reveals stealth.  It’s an extremely powerful counter to clusters of Banshees and Dark Templar trying to sneak by.

It also demolishes air units of any type since they like to cluster up, and use their mobility to their advantage.  Disabling both of these strengths makes them fodder for the rest of your army.
Now that it’s instant, it’s even easier to target than ever.  Fling it around the moment you engage an opponent and if they decide to run, they decide to lose a chunk of their army.  Fungal Growth is a tool that forces encounters.
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