StarCraft/Terran units

SCV
The "Space Construction Vehicle" is the Terran's basic gatherer/builder unit. They cost 50 minerals. Typically, when mining minerals, you'll want two of these per mineral cluster, so that during the time when one SCV is returning its load, another SCV is working the patch. Often, you can need between twelve and twenty per 'average' resource node (Around eight mineral patches). When collecting vespene gas, you'll want to assign SCVs until you see one waiting outside at all times. The SCV is arguably the only melee unit in the Terran arsenal.[Note]:Doesn't trigger spider mines.


 * Built at Command Center
 * Cost: 50/0
 * Damage: 5
 * HP: 60
 * Supply: 1
 * Range: 1
 * Build: 20

Marine
Marines are the base attack unit for the Terrans, and have the distinction of being the only initial unit with a ranged attack against both aerial and ground targets. While individually weak, you can put them in bunkers for protection - marine filled bunkers being repaired by SCVs make a very good defense if properly supported. Also, in Broodwar, train up squads of marines and mix in some medics (the famous M&M combination) - this works particularly well against Zerg. The stimpack upgrade is a must have, as with the advent of medics the increased fire rate (and hence attack damage) and speed is no longer offset by the loss of 10 HP.

Marines never go out of style: they can do damage to anything, have a ranged attack (so they get 'free hits' against melee units) and can be Stimmed and mixed with medics. They do a base 6 damage against all armour types (upgradeable to 6+3 = 9), and have zero base armor upgradeable to 3.


 * Built at Barracks
 * Cost: 50/0
 * Damage: 6
 * HP: 40
 * Supply: 1
 * Range: 4
 * Build: 24

Firebat
The Terran Firebat is the closest thing to a melee unit in the Terran arsenal. Like a Marine, a Firebat has to walk to get around, but in lieu of the (relatively) long ranged and minor damage rifle of a Marine, they carry short ranged flamethrowers that can fry anything they can get close to. They do splash damage in a line, which means that not only the individual unit the Firebat is attacking, but any of its buddies nearby take full damage from the Firebat's attack. The label says '16 damage', but if you take splash damage into account, when attacking multiple Zealots, Zerglings, or multiple anything else the Firebat can survive to get to, it's much more.

The catch is that the Firebat deals Concussion damage - so it only deals full damage to Small units (i.e. Zealots, Zerglings, Marines...). It does half damage (8) to medium units like Hydralisks, and a quarter (4) to large units (Siege Tanks, Ultralisks) and buildings. Firebats require an Academy to be produced.


 * Built at Barracks
 * Prerequisite: Academy
 * Cost: 50/25
 * Damage: 16C/S(linear)
 * HP: 50
 * Supply: 1
 * Range: 2
 * Build: 24

Ghost
The Ghost is an infantry unit unlike the Marine and Firebat. Ghosts are usefull against small units, as they do ten (base) damage, however, as their attack is concussive, they do less damage to Medium and Large units. Instead, you should think of the Ghost more like a support unit or a spellcaster (If you're familiar with WarCraft). Against Protoss and Terran players, Lockdown is an indispensable ability: it renders a target mechanical unit totally motionless until Restored by a Medic or until the spell wears off. This works very well at stopping drops (lock down the dropship and halt the invasion while scrambling for defence) or neutralising heavy units for easy care or later disposal; think Siege Tanks, Battlecruisers or Carriers. Ghosts can also cloak for limited periods to get around unseen or attack with impunity (unless detected, at which point it's a good idea to run away real fast).

The most beloved ability of the Ghost, however, is the ability to guide a nuke down to ground zero. Provided you have a Nuke Silo and a prepped nuke, you can cloak your ghost and tell it to launch the nuke at a target for the greater of 500 or two-thirds damage to everything in the area. Seeing as even an Ultralisk only has 400HP and a battlecruiser has 500, a nuke can take out nearly anything - but it takes about 20 seconds to actually get there. Normally the ghost has to be within the damage radius and so dies after the nuke lands, unless the few second window between the end of targeting and detonation is used to tell them to run for it. However, the upgrade of Ocular Implants will provide enough range for the ghost to survive. Note: a nuclear missle takes up 8 supply, the biggest in the game, but the fact that there is a command center (provides 10 supply) for each one cancels the supply cost.


 * Built at: Barracks
 * Prerequisite: Science Facility with attached Covert Ops
 * Cost: 25/75
 * Damage: 10C
 * HP: 45
 * Supply: 1
 * Range: 6
 * Build: 28?

Medic
The Medic is a unit added in the Broodwar expansion pack, and is introduced to the Koprulu Sector by the UED's armies. The Medic will automatically heal damaged infantry (as well as SCVs, and Protoss infantry/Zerg units if they are allied with you). They increase the effectivness of infantry drastically. Medics require an Academy to be built. The medic has two additional abilities, optical flare and restoration. Optical flare uses 75 energy, and blinds the targeted unit, reducing the units sight range to 1, and removes detection abilities. However, if the unit has something to spot for it, it can still attack. A unit that was blinded has a the label "Blind" on its info box. Restoration takes up 50 energy and is used to remove foreign spells, like parasite, plague, or its own optical flare.


 * Built at: Barracks
 * Prerequisite: Academy
 * Brood War only unit.


 * Cost: 25/75
 * Damage: 10C
 * HP: 45
 * Supply: 1
 * Range: 6
 * Build: 28

Vulture
The Vulture is the base Factory unit, and like a Marine costs only Minerals, which is good for soaking up excess minerals that tend to build up in late game. Vultures with Ion Thrusters make truly incredible scouts, being the fastest units in the game, and if you're good, hit and run units - they even outrun Leg Enhanced zealots. Vultures do a base 20 Concussion damage against Ground units only, at 100% to Small, 50% to Medium and 25% to Large units. The vulture has the spider mine ability. Once researched, each vulture has 3 non-regenerating mines. Each mine burrows into the ground, and attacks incoming units that don't hover or fly. It deals 125 splash to ALL units (including your own). If mines are too closely packed however, all will attack the target, wasting many mines. Spider Mines are also useful for keeping an eye on things when used singly; as long as it is alive, you will see the immediate area around it, making it a good warning device and augmenting defense for attacks against your base.


 * Built at: Factory

Stats


 * Cost: 75/0
 * Damage: 20C
 * HP: 75
 * Supply: 2
 * Range: 5
 * Build: 28

Siege Tank
Once you research Siege Tech, the Siege Tank has two roles: as some seriously heavy support (but slow firing) in its mobile form, and as a serious artillery piece in Siege mode. In Tank mode, they do a base 30 Explosive damage (upgrade to 30+9 = 39): in Siege mode, they do a base 70 (upgradeable to 70+15 = 85). In Siege mode, they gain not only this more than double damage, but a collossal range boost, making them a good static defense as well as support artillery for a mobile army. However, they cannot attack air units, and deal Explosive damage - which means that Small units only take 50% and Medium units only take 75%.

However, while Siege tanks do very good damage, two points should be noted: there are many strategies for neutralizing them - Dark Swarm, Disruption Web and Lockdown for starters - and they fire slowly, doing splash damage to even friendly units. If you rely on large numbers of tanks for defense only, you can easily blow up more of your own tanks than the enemy.


 * Built at: Factory
 * Prerequisite: Attached Machine Shop


 * Cost: 150/100
 * Damage: 30E
 * HP: 150
 * Supply: 3
 * Range: 6
 * Build: 50

Siege Mode
 * Cost: 150/100
 * Damage: 70E
 * HP: 150
 * Supply: 3
 * Range: 12 MINIMUM OF 2

Goliath
The Goliath is your friend. It has not only a respectable 12 base damage against all ground units, but more importantly, a long ranged (once you research Charon Boosters) anti air attack on par with the missile turret. The aerial attack range of the Goliath when upgraded is equal to a Zerg Guardian. An upgraded Goliath will do 20 + 12 explosive damage to anything in the air - and unlike the faster firing Missile Turrets, Goliaths are mobile. Mix in some goliaths with your attack forces so you have some anti air support superior to what Marines alone can provide, and watch the air units crash and burn.


 * Built at: Factory
 * Prerequisite: Armory


 * Cost: 125/50
 * Damage: 12/20E
 * HP: 125
 * Supply: 3
 * Range: 6
 * Build: 30

Dropship
The dropship is what you use when your units need to take the high road over obstacles, blockades or water (island maps), or just when you want to strategically drop units in superior positions or vulnerabilities in enemy defenses. There's nothing quite like the satisfaction of dropping a few tanks and goliaths onto a cliff and watching the tanks blast the living daylights of everything down below, while the Goliaths provide air cover. A dropship has 8 slots: marines, firebats, medics, ghosts, and SCVs take up 1. Vultures and goliaths take up two. Tanks take up 4.


 * Built at: Starport
 * Prerequisite: Attached Control Tower


 * Cost: 100/100
 * Damage: 0
 * HP: 150
 * Supply: 2
 * Range: N/A
 * Build: 60

Wraith
The Wraith is a fast airborne combat vehicle. It is capable of attacking both air and ground units. It also has the ability to cloak. Typically they're used to pester outlying enemy installations or fortifications, or sniping other aircraft (as they can turn invisible). However, if the enemy brings a "detector" the Wraiths will be revealed, which makes them vulnerable but no less effective at screwing with the enemy. Wraiths are arguably the worst aircraft, although cloaking will give them a great advantage. Wraiths are anti-air units, though they are terrible for killing ground units.


 * Built at: Starport


 * Cost: 125/100
 * Damage: 8/20E
 * HP: 120
 * Supply: 3
 * Range: 6
 * Build: 60

Valkyrie
(Brood Wars Only) The Valkyrie is an air-to-air unit. It's not all that popular but has some use. Typically you build them when your expecting a large fleet of air units coming your way, particularly Mutalisks and Wraiths. Valkyries do splash damage and can quickly anihillate groups of air units. Through their life, Blizzard has both decreased their production rate and and increased their speed.


 * Built at: Starport
 * Prerequisite: Attached Control Tower, Armory
 * Brood War only unit.


 * Cost: 250/150
 * Damage: 6X8E
 * HP: 250
 * Supply: 3
 * Range: 6
 * Build: 60

Battlecruiser (BC)
The Battlecruiser is the Terrans most powerful air unit. BC's are sometimes used to harass the enemy with their long range Yamato Cannon. They are excellect for killing Terran missle turrets and photon cannons to enable penetration by cloaked units, or simply to let any unit in, especially fully loaded dropships. Yamato gun has the second longest range in the game, 10. Battlecruisers are generally not effective on their own, beacuse of its long cooldown. However, 12 battlecruisers focusing their battery power causes great damage. A big weakness of the Battlecruiser (as well as its Protoss cousin, the Carrier) is a Ghost with a lockdown ability: once it's locked down, it is unable to move or attack, so be careful when you see a Terran enemy force recruiting Ghosts.


 * Built at: Starport
 * Prerequisite: Attached Control Tower, Science Facility with attached Physics Lab


 * Cost: 400/300
 * Damage: 25
 * HP: 500
 * Supply: 6
 * Range: 6
 * Build: 160

Science Vessel
The Science Vessel is the Terrans' other spellcasting unit. It has a few spells that are useful. Defensive Matrix can be used to bolster a units hp up (it adds 250 temporary hp for which some small amounts of damage will "leak" through the shield - if your unit has only 1-3 hp, it's not a good idea to cast Defensive Matrix on it). Irradiate damages living organisms, so it can be cast on Zerg swarms to weaken a cluster of them (try casting on a group of bunched up guardians, and watch them suffer, or cast it on your seige tank. The tank won't take damage, but Zerglings that are attacking your tank will.) The other spell, EMP, takes away all the energy (spellcasting points) from units, and all the Protoss shields. A well cast EMP shockwave essentially halves the Protoss units hitpoints, it'll also force Wraiths and Ghosts to decloak.


 * Built at: Starport
 * Prerequisite: Science Facility


 * Cost: 100/225
 * Damage: 0
 * HP: 200
 * Supply: 4?
 * Range: N/A
 * Build: 80

=Protoss= Protoss units are unique from the other species in that they have shields that regenerate as well as health, which do not. Shields take full damage.

Units are listed on the order that they become available.

Probe
A small robotic worker that mine minerals and harvests gas for protoss created at Nexus. Doesn't trigger spider mines. Costs 50 minerals. The probe has a projectile attack, and is used behind zeals for one hit kills on lings. The probe is the most efficient worker: It can leave buildings to warp in by themselves, so it can mine later. You can do this without management by having the building warp in, then holding shift, and right clicking on a patch.


 * Built at: Nexus


 * Cost: 50/0
 * Damage: 5
 * HP: 20/20
 * Supply: 1
 * Range: 2
 * Build: 20

Zealot(Zeal/Lot)
A ground unit, a Zealot channels his enormous psychic powers into creating a plasma shield and energy blades for offensive and defensive purposes. The Zealot is excellent at hand-to-hand combat, and can take a lot of pounding. They can't attack air targets though. The zealot is the most powerful first unit, but it is extremely hard to keep up a supply of them in early game. However, 4 zerglings will murder a zeal. They are best paired with shield batteries and photon cannons to keep the zerglings away.

Advantages:


 * Most powerful base unit of any race in terms of ground attack power
 * A lot of health for a basic unit

Disadvantages:


 * Comparatively expensive to other base units
 * Hard to produce large number in early game without sacrificing economy
 * Cannot attack air


 * Built at: Gateway


 * Cost: 100/0
 * Damage: 16 (8X2)
 * HP: 100/60
 * Supply: 2
 * Range: 1
 * Build: 40

Dragoon(Goon)
A Zealot, after becoming mortally wounded, can volunteer to have its brain placed inside a robotic exoskeleton, and becomes a Dragoon. The Dragoon shoots bolts of antimatter at ground and air targets, and moves moderately quickly. However, it is hard to move large groups of them around, as they are big and bulky. They are prone to clogging up ramps or being surrounded (and slaughtered) by zerglings. The dragoon deals explosive damage, meaning only 10 damage against lings! That means 4 hits, combined with its horrific cooldown, makes the dragoon succeptible to zeals, lings, even m&ms!


 * Built at: Gateway
 * Prerequisite: Cybernetics Core


 * Cost: 125/50
 * Damage: 20E
 * HP: 100/80
 * Supply: 2
 * Range: 4
 * Build: 40 (now 50)

High Templar
Spell-caster: doesn't attack directly, but can use the powerful spell Psionic Storm, as well as hallucinations. 2 can be merged into an Archon. The psionic storm is refered to as the most powerful ability in the game. The psionic storm causes 112 damage to all units (including yours) over the period of 4 seconds. Needless to say, the psionic storm is best used against masses of zerglings or possibly the enemy worker line. The ability costs 200/200. Psi storm uses 75 mana- three casts with full energy. While psi storm isn't effective against all units - 112 is not enough to kill a lurker, tank, or even a dark templar or a zealot in one cast - it is still very effective against large amounts of weaker units, like zerglings, hydralisks, any Terran infantry unit, or units with low health.

Advantages:


 * Psionic Storm is powerful
 * Very cheap in terms of mineral cost
 * Hallucination can be an effective distraction if micromanaged properly

Disadvantages:


 * Extremely weak
 * No regular attack
 * Comparatively high cost in Vespene gas


 * Built at: Gateway
 * Prerequisite: Templar Archives


 * Cost: 50/150
 * Damage: 0
 * HP: 40/40
 * Supply: 2
 * Range: N/A
 * Build: 50

Archon
The Archon is a psionic entity created via Archon Meld using two High Templar. It is a hovering (does not activate spider mines) melee attack unit against both ground and air based enemies. It possesses 350 shields and 10 life points. Its main attack has a fast attack rate and deals 30 points of damage, making it the third strongest Protoss unit in the game, after Reavers and Dark Templar. Archons can be extremely effective when used in numbers, so if you have a fair amount of minerals and an excess of vespene gas, consider making a number of them.

If you click on a Archon enough and it will say "power overwhelming", a StarCraft cheat code.

Advantages:


 * Archon is basically shields only, so it only takes 9 damage from the Zerg Plague spell.
 * Although not the highest-damaging attack in the game, the Archon's Psionic Blast has a respectably high damage rating coupled with a very fast fire rate, resulting in much damage being dealt in a short time.
 * No matter how badly the High Archon is hit, it can and will regenerate all of its shields, given the time or a shield battery.
 * Creation of a Archon in the midst of a battle from two High Templar that have been exhausted of their energy allows players to get the most out of their High Templar. Beware that Archon Meld takes a while, during which the Archon is vulnerable.
 * Unlike the Dragoon and Scout ATA attacks, the Archon's Psionic Blast is not Explosive, meaning that it deals full damage against small air based units like the Mutalisk. The Archon is the only good air -based counter for Mutalisks.
 * The Archon's splash damage makes it a great weapon to use against stacked enemy air units, and compacted enemy units, such as zerglings.
 * Archons deal linear splash, meaning that all units in the attack path will get damaged. This is probably why the Archon's range is relatively pathetic.
 * Comparatively low cost in minerals - two high templar only cost 50 minerals, the cost of a zealot.

Disadvantages:


 * A single hit from the Terran EMP Shockwave can completely remove all of a Archon's shielding, at which point it has no chance of surviving unless it can be evacuated to safe territory immediately (With 10 hit points, a couple of SCVs could conceveably take it out).
 * Shields do not provide as much protection as standard armor and so the "High" Archon will still take full damage from Concussion type attacks.
 * Irradiate will take an Archon out in about 2 seconds.
 * The Archon has a fairly slow cooldown, so 12 zerglings will mob and kill an Archon with few casualties.
 * Costs a lot of vespene gas for production of large numbers.


 * Merged from: two High Templar


 * Cost: 100/300(2 High Templars)
 * Damage: 30 S(linear)
 * HP: 10/350
 * Supply: 4
 * Range: 2
 * Build: 20

Dark Templar (DT)
Assassins, they are endowed with a permanent cloak. They have enormous attack damage, yet little shields/HP. They can merge into a Dark Archon in Brood War. Dark Templar are used as anti-infantry units, and only 3 ground units cannot survive 4 hits from a fully upgraded dark templar. If one can get 1-3 dt's before the enemy has detection (not to be used against zerg), they can be very effective. In the original game, the player gets a small number of DTs - as well as the DT hero Zeratul - in the Protoss campaign; in Brood War, they are regularly recruitable.

Advantages:


 * Most powerful attack of any infantry unit, and indeed of most units in the game
 * Extremely lethal against enemies with little detection capabilities
 * If support units can destroy detection, enemies are vulnerable to them
 * Fairly easy to manufacture in numbers with a robust economy
 * Can slaughter similar numbers of marines, zerglings, and hydralisks, even when detected

Disadvantages:


 * Very low health for their cost
 * Enemies with good detection will spot them easily
 * Must be used carefully against Zerg, as a large force will have many Overlords


 * Built at: Gateway
 * Prerequisite: Templar Archives
 * Cost: 125/100
 * Damage: 40
 * HP: 80/40
 * Supply: 2
 * Range: 1
 * Build: 50

Dark Archon
The Dark Archon is created from the merging of two dark templar. It starts out with the ability feedback. Feedback costs 50 energy, and drains the target of its energy and dealing the energy in damage. Maelstrom, another ability, uses 100 energy. It freezes all biological units in an area for 10 seconds. The most powerful is mind control. It uses 150 energy and drains all the dark archon's shields.
 * If a transport is mind controlled, the units inside it are yours too.
 * You can build the entire tech tree for another species if you mind control a worker.


 * Merged from: two Dark Templar
 * Brood War only unit; merging two Dark Templar in the original game is not possible.
 * HP: 25/250
 * Supply: 4
 * Build: 20

Shuttle
As its name implies, the Shuttle ferries other units by air around the map. It has no real other purpose. A shuttle has 8 "slots", explained below-
 * Probes take up 1 slot
 * Zealots and both types of templar take two
 * Dragoons and reavers take 4


 * Built at: Robotics Facility


 * Cost: 200
 * Damage: 0
 * HP: 80/60
 * Supply: 2
 * Range: N/A
 * Build: 60

Reaver
The Protoss equivalent of a Seige Tank, the Reaver shoots robots called Scarabs which race across the field and explode. Downside: They move excruciatingly slowly and can't attack air targets, and also require each scarab to be purchased for 15 minerals and a short build time of 7 seconds. Also, Scarabs cannot navigate around cliffs and other obstacles.


 * Built at: Robotics Facility
 * Prerequisite: Robotics Support Bay
 * Cost: 200/100-15 per scarab
 * Damage: 100 S (upgradeable to 125)
 * HP: 100/80
 * Supply: 4
 * Range: 8
 * Build: 60

Observer
The Observer is a permanently cloaked air unit which can do nothing but move around and spy on the map being weaponless and permanently cloaked. With their Detection ability, observers are Protoss's defense against cloaked units. These are also useful for putting in unclaimed resource areas or other strategic areas (Mountain passes, lookout point, enemy perimeters) to keep tabs on the board.


 * Built at: Robotics Facility
 * Prerequisite: Observatory
 * Cost: 25/75
 * HP: 40/20
 * Supply: 1
 * Build: 40

Scout
A light aircraft, the Scout has twin guns under its wings and a pair of missile launchers. Mostly useful against heavy air units. Horrible against ground units. The advent of the corsair has made the scout considerably less effective (see the Corsair unit section), especially given the high cost of the Scout. Be weary of high numbers of mutalisks, as they will murder scouts.


 * Built at: Stargate


 * Cost: 275/125 (used to be 300/150)
 * Damage: 8/18E
 * HP: 150/100
 * Supply: 3
 * Range: 5
 * Build: 80

Corsair
Attacks only air targets w/small neutron pulses. Can also deploy Disruption Webs, which prevent ground units under the web from attacking. Used mostly for disabling enemy tanks and defensive structures, (with D-web) and hunting Zerg Overlords. Also effective in numbers against Zerg Mutalisks. Medium unit. Corsairs, if necessary, are used to defend itself from ground attackers. Considered by many to be the "replacement" of the Scout, because of its considerably lower cost, splash damage, and the Scout's minimal effectiveness against ground units.


 * Built at: Stargate
 * Brood War only unit.


 * Cost: 150/100
 * Damage: 5ES
 * HP: 100/60
 * Supply: 3
 * Range: 5
 * Build: 40

Carrier
Heavily armored flying machines, they manufacture robotic Interceptors to attack targets. Carriers can hold 8 Interceptors, and are very nasty if used in numbers. They are the best unit to use around shield batteries, as they can still attack when their shields are recharging. Keep in mind: While carriers have greater range than static defenses, interceptors CAN be destroyed, so carriers cannot attack static defenses with complete impunity. Interceptors are healed every time they return to the carrier, or when the stop command is given. A big weakness of the carrier (as well as the Terran Battlecruiser, a very similar unit) is a Ghost with the Lockdown ability; once the Carrier is locked down, it cannot move or attack, making it virtually a sitting duck, so be weary if you happen to spot your enemies using Ghosts.


 * Trick-Have a carrier floating above high ground. Have the carrier attack, but unlike siege tank, the enemy cannot see the carrier when the interceptors are attacking


 * Built at: Stargate
 * Prerequisite: Fleet Beacon


 * Cost: 350/250
 * Damage: See Interceptors
 * HP: 300/150
 * Supply: 6
 * Range: 8
 * Build: 140

Interceptors
Small robotic fighters with limited range which are spawned from Carriers and cost 25 minerals each. They fly randomly and then all rush the target at once and shoot it and disperse. Can easily confuse an enemy as to which one to hit, and seeing tons of these things flying around can have a noticable phsycological impact on a human opponent. The solution, of course, is to attack the carrier, making all of its Interceptors self destruct. Interceptors take 20 seconds to make.


 * Built at: Carrier


 * Cost: 25/0
 * Damage: 6
 * HP: 40/40
 * Supply: 0
 * Range: 1?
 * Build: 20

Arbiter
Spell-caster, an Arbiter casts a cloaking field on groups of units underneath it. It has Stasis Field, and Recall for spells. You can't cloak an Arbiter with another one, unfortunately. The arbiter takes a whopping 160 seconds to warp in, tied for the longest unit to build (with the battlecruiser).


 * Built at: Stargate
 * Prerequisite: Arbiter Tribunal
 * Cost: 100/350
 * Damage: 10 E
 * HP: 200/150
 * Supply: 3
 * Range: 5
 * Build: 160

=Zerg=

Note that except for the Infested Terran, Broodling, Guardian, Devourer, and Lurker, ALL Zerg units are created from eggs at a Hatchery (the Guardian, Devourer, and Lurker mutate from other units, Broodlings come from a Zerg Queen spell, and Infested Terrans can only be recruited at an infested Command Center).

Units will be listed acordding to the order they come in at the Hatchery. All units mutated from another unit will be listed under their parent unit.

Drone
The worker unit, like the SCV. They must sacrifice themselves to make buildings, unlike Protoss or Terran. These can defend themselves the best against worker raids, due to the ability to burrow.


 * Cost: 50/0
 * Hotkey: D
 * Damage: 5
 * HP: 40
 * Supply: 1
 * Range: .5
 * Build Time: 20

Overlord(Ovie)
Overlords are the single most important unit of the Zerg. They give 8 supply. They are also detectors and Transports after Ventral Sacs is researched at the Lair/Hive. Non-Combat. This is the space each unit takes:
 * 1: Drone, Zergling, Infested Terran, Broodling
 * 2: Hydralisk, Defiler
 * 4: Lurker, Ultralisk


 * Cost: 100/0
 * Hotkey: O
 * Damage: 0
 * HP: 200
 * Supply: +8 to total
 * Build Time: 40

Zergling(Ling, Crackling)
Zerlings are cheap and overwhelming to enemies. They're so good for flooding players they've given their name to a general battlefield tactic: the Zergling rush. Designed to be melee units, and can be bred two at a shot from a larva. Used in enormous numbers, they can near wipe out everything as long as they aren't killed first. 'Lings' are a common nickname for these, and 'cracklings' refer to their most upgraded form (+speed, +attack speed, +3 attack and +3 carapace). Most obvious downside, any aircraft can kill them easily, as they can't attack air targets. Also, marines in bunkers, a lot of zealots, or more zerglings can be very efficient at wiping out hordes of them.


 * Common Strategies --- 4 or 6 ling rush in the first 2 or 3 minutes of a game, Muta-ling rush within the first 7 minutes of the game, and commonly used with Defilers and Ultralisks. These stronger units, if used correctly, will act as a sponge and allow these Zerglings enough time to cause some damage.

They can be easily ripped apart using firebats.


 * Cost: 50/0 for 2
 * Prerequisites: Spawning Pool
 * Hotkey: Z
 * Damage: 5
 * HP: 35
 * Supply: 1/2
 * Range: 0
 * Build Time: 28

Hydralisk(Hydra)
These things spit hyper-velocity, super-dense darts at you, ripping you to pieces. Used in great numbers, they can annihilate everything (both ground and air). These are general "mobbers": they can handle everything as they are not specialists in any kind of way. Be wary of the general mob-killers such as Tanks, Reavers, and High Templar.

Upgrading to a Lair will allow Zerg users to research "Lurker Aspect" at the Hydralisk Den, which allows Hydralisks to mutate into Zerg Lurkers.


 * Cost: 75/25
 * Prerequisites: Hydralisk Den
 * Hotkey: H
 * Damage: 10E
 * HP: 80
 * Supply: 1
 * Range:4 (Upgrade to 5)
 * Build Time: 40

Lurker
Lurkers can only attack when burrowed, but have a straight-line area effect attack, making them very powerful against bunched-up units, particularly low HP units like Marines.


 * Created in mutation from Hydralisk after researching it.
 * Brood War only unit.
 * Cost: 50/100
 * Damage: 20 S(linear)
 * HP: 125
 * Supply: 2
 * Range: 6
 * Build Time: 40

Mutalisk(Muta)
A 'small' flying creature, the Mutalisk shoots a worm at you that ricochets and hits other targets. They do fairly low damage, but are fast, and cheap for an air unit. Paired up with Zerglings they can counter nearly all enemies.


 * Cost:100/100
 * Prerequisites: Spire
 * Hotkey: M
 * Damage: 9, 3, 1
 * HP: 120
 * Supply: 2
 * Range: 3
 * Build Time: 40

Guardian
The Mutalisk can mutate into the armored, long-range Guardian. The Guardian can't atack air targets, and can only shoot at the ground, but is incredibly effective against ground units. It is fairly slow.


 * Guardians are created in mutation from Mutalisk after researching them.
 * Cost: 50/100
 * Prerequisites: Mutalisk, Greater Spire
 * Damage: 20
 * HP: 150
 * Supply: 2
 * Range: 8
 * Build Time: 40

Devourer
Evolves from Mutalisk and is the slowest attacking unit in the game. Launches acid at other air units that deteriorates their armor, giving up to +9 damage.


 * It's not the Devourer itself that is so powerful, but the acid that comes with it that kills. Never send Devourers on their own, they will be ripped to shreads even by the weakest of air units. Mutalisks and Hydralisks pair well with these, as every time a Devourer attacks, Mutalisks will do more damage with their own attacks. Used in groups of 12, they can shred fleets of capital ships.
 * Created in mutation from Mutalisk after researching it.
 * Brood War only unit
 * Cost: 150/50
 * Damage: 25 S
 * HP: 250
 * Supply: 2
 * Range: 0
 * Build Time: 40

Scourge
Suicide units, they fly into air units and explode, dealing massive damage. Scourge are the infamous "Carrier Killers", as they are very effective against them. Five Scourge can demolish a lone Carrier, due to its slowness and ineffective attack. Battlecruisers require five as well, but the battlecruiser's weapons will take out a Scourge without Flyer Carapace in one hit.

Scourge are also good against:


 * Valkyries
 * Devourers
 * Guardians
 * Science Vessels
 * Arbiters


 * Cost: 25/75 for 2
 * Prerequisites: Spire
 * Hotkey: S
 * Damage: 110
 * HP: 25
 * Supply: 1/2
 * Range: 0
 * Build Time: 30

Queen
A flying spell-caster. Ensnare, Spawn Broodling, Infest Command Center, and Parasite for spells.

Spawn Broodling is an instant kill for all non-robotic ground units. (Dark) Archons, Probes, and Reavers are the only "robots" in the game. Popular targets for Spawn Brooodling are High Templars, Siege Tanks, and Ultralisks. 150 energy.

Ensnare slows down enemy firing rate and speed and also detects cloaked units for a short time. 75 energy.

Parasite will allow the player to see what the units sees (even if the unit is a detector), and if a cloaked unit is parasited, all cloaked units within a certain radius will be revealed. 75 energy.

Infest Command Center allows the Queen to infest a heavily-damaged Terran command center (HP must be in the red zone). After the infestation, the Command Center will create Infested Terran. The Command Center is still flyable, and does not need to be built on Zerg Creep.


 * Cost: 100/100
 * Prerequisites: Queens Nest
 * Hotkey: Q
 * HP: 120
 * Supply: 2
 * Build Time: 50

Ultralisk
Very tough and moderately damaging ground units. Most commonly used to absorb damage while other units deal it, but can be fairly effective by themselves as well.


 * Cost: 200/200
 * Prerequisites: Ultralisk Cavern
 * Hotkey: U
 * Damage: 20
 * HP: 400
 * Supply: 4
 * Range: 0
 * Build Time: 60

Defiler
The Defiler is a spellcaster with three spells: Consume, Plague, and Dark Swarm. It has no attack. It is also the only spellcaster with no ability which needs less than 75 energy.

Consume is used to convert a unit into 50 energy, which makes restoring energy much easier than with other spellcasters. Zerglings are usually used as fodder for Defilers, as they are only 25 minerals.

Plague causes 300 or all but 1 damage to any unit and building. This is very useful against Terran, due to the fact that they burn down. For example, if you use Plague on Supply Depots, then 1 of three things will happen: Against Protoss, Plague is also very useful, as it kills their HP, which cannot be healed back. 150 energy.
 * 1. The player will use SCVs to repair-the player will have to use more than 75 minerals, the amount in Zerglings it takes to get the energy required for Plague.
 * 2. The player will use Medic's Restoration which requires 50 energy-healing three Supply Depots means both spellcasters wasted the same amount of energy, except the Defiler's energy is easily replenised via Consume.
 * The Supply Depots die-the Depots cost 100 minerals each, and take away 8 supply each.

Dark Swarm is the Defiler's third ability. It covers a 6x6 matrix with microscopic insects. Units in the Dark Swarm cannot take damage from projectile attacks. 100 energy.
 * Note that units under a Dark Swarm are immune to ranged attacks, a very powerful effect, but one that can cut both ways against an opponent with melee units of their own Note: Archons and Tanks will still damage units because of splash damage. However, the initial 30 or 70 attack that hits the target will be nullified to 0.


 * Cost: 50/150
 * Prerequisites: Defiler Mound
 * Hotkey: F
 * HP: 80
 * Supply: 2
 * Build Time: 50

Infested Terran
Once a Queen has infested a sufficiently damaged Terran Command Center, the people inside are enaslaved and genetically modified into explosive suicide ground units. They run up to their target(s) and explode, dealing 500 damage in a large radius. However, their relatively low hit points make it rare that these units make it to their targets.


 * Created at the infested Command Center like SCVs.
 * Cost: 100/50
 * Damage: 500 S
 * HP: 60
 * Supply: 1
 * Range: 0
 * Build Time: 40

Broodling
A Queen uses Spawn Broodling to destroy an organic unit and spawn two broodlings from that unit. They are usually good as they remind the player that an enemy High Templar/Siege Tank/Ultralisk is no longer there, but fairly useless otherwise. Broodlings may also die after their energy runs out, giving them an expiration time along with their fairly low HP.
 * Cost: 150 Queen energy for 2
 * Damage: 4
 * HP: 30
 * Supply: 0
 * Build Time: N/A