StarCraft/Zerg units


 * Cost will be referred to as X/Y. X is the amount of minerals needed, while Y is the amount of gas.

Wikipedia has more on this subject.
 * There are 3 damage types other than normal: explosive, concussive, and splash.
 * Explosive does 100% to large units, 75% to medium, and 50% to small.
 * Concussive does 100% to small units, 50% to medium, and 25% to large.
 * Splash deals damage to all units in a certain radius (1/2 damage to units 1/4 pix away, 1/4 to those 1/2 away). Linear splash means that the attack travels in a line.


 * Protoss HP will be referred to as X/Y. X is their hit points, which do not regenerate, and Y refers to their shields, which do regenerate.


 * Some unit's damage will be referred to as X/Y, in which case it means the unit uses different weapons against air and ground. X will be the damage done to ground, and Y is the damage done to air.

They are as follows:
 * Some units' attacks are seperated into two parts. That means that each hit from an attack gets some reduction from armor. Likewise, all air attacks get boosts from devourer acid spores.
 * Terran
 * Firebat
 * Goliath air
 * Wraith air
 * VALKYRIE


 * Protoss
 * Zealot
 * Scout air+ground


 * Zerg
 * None!

=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 according 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)
Hydralisks spit hyper-velocity, super-dense darts at their enemies, ripping them 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 weary 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

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. Guardians are the Zerg "siege" unit, able to attack defenses from beyond their range. 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

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. A very effective technique in ZvZ is to use Scourge against your opponent's Overlords, as if your opponent doesn't have enough of them, his/her ability to produce an army will be severely hampered.

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. For details, please see Queen.


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

Ultralisk (Ultra)
Very tough and moderately damaging ground units. Most commonly used to absorb damage while other units deal it, usually large amounts of Zerglings following behind. This allows the Ultralisk to soak up fire from more powerful units - especially those with splash damage - while the Zerglings in tow inflict massive damage. However, Ultralisks 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.

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 replenished 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 enslaved 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