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Hit
Points:
35
Size: Small Supply: 0.5 Cost: 25 Build Time: 28 Produced at: Hatchery Requires: Spawning Pool Base Ground Attack: 5 Base Air Attack: N/A Base Armor: 0 Range: 1 Sight: 5 Cooldown: 8 (6 with upgrade) Production Hot Key: Z Burrow 100 Melee
Attacks Level 1 - 100 Carapace
Level 1 - 150 Metabolic
Boost 100 |
| The
small, savage Zergling is one of the few breeds that a core species has
been found for. It is so closely related to the dune-runners of Zz’gash
that it is believed that the Zerg at some point encountered and "absorbed"
the DNA structure of the dune-runners. Mutated by the Zerg to be more efficient
killers, the voracious Zergling are capable of ripping a larger creature
to shreds with their razor-edged forearms and sharp fangs. Their DNA structure
is so simple that two Zerglings can be created from a single Larva.
Zerglings are the first producible attack units the Zerg have at their
disposal. With the ability to spawn in pairs, they can be produced in large
numbers in a very short period of time. They serve as prime choices for
rushing and depending on the build order used, they can execute the fastest
rush in the game. Their small size and large pack movement make them virtually
impossible to select one at a time, making it difficult for an enemy to
systematically destroy them. Although the Zergling is small and relatively
low in vitality (HP), do not understimate their usefulness. In addition
to the early game rush, Zerglings can be a vital tool in the later game
as well serving as the frontline of an attack backed by Hydralisks, Mutalisks,
or Guardians. As cannon fodder, they give the more expensive units a longer
lifespan and better attack potential while they tie up the enemy. Also,
since Zerglings require no Vespene gas to be produced, they are a good
choice to use up the usual mineral overhead that is accumulated in the
later game to balance the gas usage for the more advanced breeds.
In some cases, the Zerglings don't even need to be used as decoys or fodder.
Once their melee attack, Carapace, Metabolic Boost and Adrenal Glands have
been upgraded/evolved, they can be a huge threat when built in substantial
numbers. A swarm of 100 or more fully upgraded Zerglings can be fairly
cheap for the amount of sheer havoc they can wreak. The unending flood
of these units can cause even the most stalwart enemy to tremble in their
feet. Race Specific Strategies Against the Terrans Zerglings are
useful for mobbing groups of Marines. They are not as useful if the Marines
are accompanied by Medics or Firebats and especially not if the Marines
are in a Bunker. They are also handy for clearing out sieged Tanks since
the Tanks are unable to hit areas directly adjacent to them, but again,
if those Tanks are covered by Bunkers, using Zerglings can be a bad idea.
Against the Protoss the Zerglings are good against Zealots but even better
against Dragoons. The slow firing Dragoons a simply no match for a large
group of the fast attacking Zerglings (which they are almost all the time).
Zerglings are also helpful for catching High Templar off guard during their
recharge period, but use caution when targeting them since a single Psionic
Storm can slaughter Zerglings by the dozen. Against the Zerg use
Zerglings to tie up Sunken Colonies while using Hydralisks to finish them
off. Zerglings are also a good counter against Hydralisks (since Hydralisks
deal explosive damage) but be sure to outnumber them at least 5 to 1 for
a succesful attack/counter. Zerglings also work well against the slow and
cumbersome Ultralisks. However, be sure to have a high ratio of Zerglings
in these encounters. If Defilers are available, Zerglings make the
perfect counterpart for them. They can be used for the Defiler's Consume
ability, quickly recharging the Defiler's energy stores. Also, when Zerglings
are used in combination with the Defiler's Dark Swarm ability, they can
really cause massive damage (since only melee attack units can hit beneath
a Dark Swarm). With a Dark Swarm over a blockade of Siege Tanks/Bunkers
or Photon Cannons, Zerglings can make quick work of them, clearing a path
so that the more powerful ranged attack units like Hydralisks can break
through. Using the Burrow Ability Zerglings can also be evolved to
gain the ability to Burrow. With it, they can be used to burrow at resource
nodes or choke points to keep track of enemy expansion or movement. With
their extremely low cost, burrowed Zerglings can cover an entire map making
it much easier to plan out strategies or defenses. If using the Zerglings
to spot expansions, there are two methods for burrowing. One, place the
Zergling in the spot that is closest to the minerals and gas and your opponent
will not be able to build at that particular spot either forcing them to
build at a position further away from the resources (which will slow down
the expansion's resource efficiency) or move to another resource node.
The other method is to burrow a Zergling right next to or behind the mineral
clusters at a resource node. This will make it very hard for an opponent
to notice it, even with detection, and they won't suspect that they've
been spotted. Once they begin the expansion construction, strike before
they can defend the position and hopefully you'll be able to destroy the
rising structures before the enemy can cancel, forcing them to forfeit
the cost to build those structures.
A group of Zerglings swarm a Zealot. Zerglings and Sunken Colonies fend off a Zealot attack. Zerglings sneak into the rear of a base and attack enemy Drones mining. Zerglings quickly raze an enemy Zerg brood. Zerglings
engaging Zealots with a little help from a Lurker. Zerglings are excellent
for destroying enemy Templar with their cheap cost and quick attack and
movement.
Protoss
Zealots with at least a 1:2 ratio against Zerglings will usually prevail.
If upgraded to +1 Ground Weapons, the Zealots will be able to kill unupgraded
Zerglings with only 2 strikes rather than 3. Photon Cannons can make
quick work of small/midsized groups of Zerglings. Scouts or Carriers
can attack Zerglings with complete impunity. Reavers can cause massive
damage to groups of Zerglings. The High Templar's Psionic Storm can
ravage groups of Zerglings. The Archon with its splash damage attack
can mow down Zerglings (works even better if there is a group of Archons).
Zerg Hydralisks with Grooved Spines (increased range upgrade) can work well against small/midsized groups of Zerglings. Tightly packed Sunken Colony groups can quickly impale incoming Zerglings. Lurkers can destroy droves of Zerglings, even if they are detected. Mutalisk or Guardians can attack Zerglings with complete impunity. |