Starcraft 2 Zerg Support Units
Starcraft 2 Zerg Units and Structures -->
Zerg Support Units (you are here)
Support units are not major combat units themselves but rather support other offensive units in battle. Each
Starcraft 2 Zerg Support unit has it's own unique strengths and weaknesses. Read on to figure out which support
units counter which other race's popular combos!
Queen
Requires: Spawning Pool
Cost: 150 minerals, 2 supplies
The Queen is a must-have unit for Zerg players. The Queen is a defensive unit which has great anti-air
capabilities and is a decent versus ground units as well.
The best thing though about the Queen is its Spawn Larva ability. This ability produces 4 extra Larva at the
hatchery, essentially doubling each Hatchery's capacity to produce units.
Because of this ability, you will want one queen per Hatchery for optimal unit production.
The Queen can also spawn "Creep Tumors" which extend the range of the creep. This gives you more space to build
on, can be used to scout, and gives the player an opportunity to protect their territory from other race's
buildings.
Finally, the Queen has an ability called Transfusion, which heals the targeted unit. This can also be used to
heal buildings such as Spine Crawlers and weakened Hatcheries, making this ability a versatile way to defend the
base.
The Queen is a very powerful unit given its low cost and supply requirement. The Queen is very slow off of the
creep, making it rather useless as an offensive unit.
Overlord
Cost: 100 minerals
The Zerg are unique in that they have a unit that increases their supplies rather than a building. The Overlord
increases the Zerg supply count by 8.
This unit can be used to scout the enemy rather than sending a normal unit.
The Overlord moves very slowly and can be upgraded to move faster at the Lair. The Overlord can also be upgraded
to transport units at the Lair.
Unlike in the original Starcraft, the Overlord is not a detector. The Overlord can be converted into an
Overseer, which is a detector, after getting a Lair.
Overseer
Cost: 50 minerals, 100 vespene gas, 1 Overlord
Requires: Lair
The Overseer is the Zerg detector. It also provides supplies, just like an Overlord does. It is a flying
unit.
In addition to detecting cloaked units, the Overseer has an ability called "Create Changeling." This ability
creates a spy unit that lasts for 180 seconds.
When the Changeling comes in contact with an enemy unit, it converts into a basic unit of that race and color
that appears friendly to the enemy.
This unit can't attack and dies after a few minutes. Its purpose is to blend in with the enemy's troops so that
you can spy on them.
For example, if a Changeling comes in contact with an enemy Terran player, it will morph into a Marine and match
the enemy's color. This unit then blends in with the enemy's troops.
The best way to use a Changeling is to send in the converted unit when the enemy is distracted and unlikely to
notice. You can set the Changeling to automatically follow an enemy's troops so that it blends in better and you
can see when and where the enemy is liable to hit.
Infestor
Cost: 100 minerals, 150 vespene gas, 2 supplies
Requires: Infestation Pit
The Infestor is an interesting unit. It has no innate attacks but rather uses energy to perform its abilities.
Their 3 energy using abilities are Neural Parasite, Fungal Growth, and Infested Terran.
The Infestor's arguably most powerful ability is Neural Parasite. This is a channeled (meaning the Infestor
can't be interrupted while doing this) ability that allows it to mind-control other units. This can even be used
against units like Thors as a very strong counter.
The only thing is that when the Infestor is controlling another unit, it is unable to move, and killing the
Infestor breaks the Mind Control.
Another powerful Infestor ability is Fungal Growth. This ability snares the enemy troops and does 36 damage over
8 seconds. While this may not seem like a lot of damage, it is incredibly effective against Terran units, who use
clumped Marines and Marauders as a major attack force.
Fungal Growth also snares enemy units, making it Fungal Growth perfect for rooting an army in place so you can
roll in with Banelings.
The Infestor can also produce an Infested Terrans for 25 energy. This unit is moderately powerful but has a very
low movement speed. It is not that bad at all considering how many you can produce with a full energy pool. You can
also cast these while burrowed, which is nice.
Infestors can also move while burrowed. This is important because Infestors will be big targets for enemy
players; this helps protect them. Infestors move pretty quickly while burrowed, so it is possible to keep them
underground until they are needed.
The Infestor must research Neural Parasite (150 gas, 150 minerals). Pathogen Glands (+25 to starting energy) is
another available upgrade.
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