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Carries gentic code of all zerg beings. Used to mutate into those zergs.




Drones are your city builders. They mutate into a building but they don't come back. They harvest crystals as well.




Zerglings are perfect for rushing. They can only attack ground when their brother can attack ground and air.




Overlords supply units with food and supplies and watch the units. They are detectors so they see all invisible units.




Hydralisks can attack air and ground by spitting acid. They are larger as well.




Mutalisks are your air units. Even though expensive, they work well and can become guardians.




Guardians are the zerg long-rage weapon. They can only attack ground, even though they are air units.




Scourges are good for destroying themselves while destroying or hurting a air unit.




Queens are good for infestring command centers, using magic, etc.




Infested Terran's are like scourges for the ground. They run into buildings and units and blow up.




Defilers no how to kill all zerg units. They use this knowledge on other troops that may not be zerg but still can be harmed.





Hatchery is used to store minerals and gas and grows larva to create units




The Lair is the second level of a Hatchery. Allows you to build more buildings.




The Hive is the highest level of the Hatchery.




Maintains thick, bio-matter which all zerg structures need.




Extracts the vespene gas and stores it into flesh wrapped packages for drones to pick up.




Holds the DNA for creating Zerglings.




Holds the DNA for creating Hydralisks.




Holds the DNA for creating Mutalisks and Scourge.




Holds the DNA for mutating Mutalisks int Guardians.




Used to upgrade the lesser spawns.




Used to transport units to its sister buidling despite terrain delays.




Holds the DNA for creating Queens.




Holds the DNA for creating Defilers.




Holds the DNA for creating Ultralisks.


Created by Jason Goldberg