StarCraft/Zerg buildings

Hatchery
The Hatchery is the Zerg's primary building, it produce creep on which other Zerg structures can be built as well as larvae. Larvae can be morphed other units. Up to three larvae will spawn near the Hatchery.


 * Statistics
 * Cost: 300/0
 * Hit points: 1250
 * Armor type: Heavy
 * Armor: 1
 * Hotkey: H

The Hatchery is required to build, , , and.

Lair
The Lair is the evolution of the. The Lair require and  to be built. And is required to build, and.


 * Statistics
 * Cost: 150/100


 * Hit points: 1800
 * Armor type: Heavy
 * Armor: 1


 * Available upgrades
 * Burrow 100/100
 * Ventral sacs (Overlord transportation) 200/200
 * Pneumatized carapace (Overlord speed) 150/150
 * Antennae (Overlord sight range) 150/150

Hive
The Hive is the evolution of the. The Hive require and  to be built. And is required to build, and  as well as to morph  into.


 * Statistics
 * Cost: 200/150
 * Hit points: 2500
 * Armor type: Heavy
 * Armor: 1


 * Available upgrades
 * see

Extractor
This building allows Drones to collect Vespene Gas, which is needed to build almost every unit. Like its Terran and Protoss counterparts (the Refinery and Assimilator), only one Drone can be inside it at any given time.
 * Cost: 50/0
 * Hotkey: E

Spawning Pool
The Spawning Pool is required to create Zerglings and opens up the rest of the tech tree. Two Zergling-specific upgrades can be researched here. The second upgrade cannot be initiated until the Hatchery has been evolved into a Hive.
 * Cost: 200/0 (originally 150/0, adjusted in Update 1.08)
 * Hotkey: S
 * Available Upgrades
 * Metabolic Boost (increases Zergling speed): 100/100
 * Adrenal Glands (increases Zergling rate of attack): 200/200, requires Hive

Hydralisk Den
The Hydralisk Den, as its name suggests, allows the production and support of Hydralisks. Dedicated (like most Zerg buildings) to a unit, it allows two Hydralisk-specific upgrades in StarCraft and a third one in the Brood War expansion. Both basic upgrades (speed and range) are quite useful, as the Hydralisk is considered by most to be the backbone unit of the Zerg forces. The Brood War-only upgrade is the Lurker aspect evolution, which allows the Hydralisk to go back into its egg form and re-emerge as a Lurker.
 * Cost: 100/50
 * Hotkey: D
 * Available Upgrades
 * Leg Enhancements(Increases Hydralisk movement speed): 150/150
 * Grooved Spines(Greater Hydralisk attack range): 150/150
 * Lurker Aspect (allows Hydralisks to morph into Lurkers): 200/200, requires Lair, Brood War only

Evolution Chamber
The Zerg ground unit upgrades can be found here. They are: carapace, melee attacks, and ranged attacks. The second levels of each upgrade can only be achieved with a Lair, and the third levels can only be researched with a Hive.
 * Cost: 75/0
 * Hotkey: V
 * Available Upgrades
 * Upgrade Melee Attacks (Zergling, Broodling, and Ultralisk attacks): Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Missile Attacks (Hydralisk and Drone attacks): Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Carapace (all ground units receive armor): Level 1: 150/150, Level 2: 225/225, Level 3: 300/300

Creep Colony
This building extends the Creep as to give more room for buildings. The Creep Colony can be mutated into a Sunken or Spore colony for defense purposes.
 * Cost: 75/0
 * Hotkey: C

Sunken Colony
Mutated from a Creep Colony. It is the strongest ground defense of any race, dealing 40 explosive damage to any nearbly enemy ground units.
 * Cost: 50/0
 * Prerequisites: Creep Colony, Spawning Pool
 * Hotkey: U

Spore Colony
Mutated from a Creep Colony. It is the sturdiest air defense of any species, with 400 hit points. Its damage of 15, however, make this building not as effective at its job as the Sunken Colony.
 * Cost: 50/0
 * Prerequisites: Creep Colony, Evolution Chamber
 * Hotkey: S

Queen's Nest
This building allows for production of Queens. Also, Queen abilities and upgrades such as Ensnare, Spawn Broodlings, and greater energy capacity can be evolved here. Finally, it is the prerequisite for Hives.
 * Cost: 150/100
 * Hotkey: Q
 * Prerequisite: Lair
 * Available Upgrades
 * Ensnare (Queen ability): 100/100
 * Spawn Broodling (Queen ability): 100/100
 * Gamete Synthesis (increased Queen energy): 150/150

Spire
One of the more important Zerg structures, the Spire allows production of basic air units at the Hatchery. Also, air unit weapons and armor can be upgraded here. This structure can be upgraded into a Greater Spire. The third levels of both air unit upgrades require the upgraded form.
 * Cost: 200/150
 * Hotkey: S
 * Prerequisite: Lair
 * Available Upgrades
 * Upgrade Flyer Attacks: Level 1: 100/100, Level 2: 175/175, Level 3: 250/250
 * Upgrade Flyer Carapace: Level 1: 150/150, Level 2: 225/225, Level 3: 300/300

Greater Spire
The mutation of Mutalisks into Guardians and Devourers and the final levels of air upgrades require this structure.
 * Cost: 100/150 (in addition to the Spire's cost)
 * Hotkey: G
 * Prerequisite: Spire, Hive.

Defiler Mound
This is a high-level structure which allows for the production of Defilers. Also, Defiler abilities such as Consume, Plague, and greater energy capacity are evolved here.
 * Cost: 100/100
 * Hotkey: D
 * Prerequisite: Hive
 * Available Upgrades
 * Consume (Defiler ability): 100/100
 * Plague (Defiler ability): 150/150
 * Metasynaptic Node (greater Defiler energy): 150/150

Ultralisk Cavern
Another advanced building, the Ultralisk Cavern lets the player produce the giant Ultralisks. In the Brood War expansion, Ultralisk upgrades are also evolved here.
 * Cost: 150/200
 * Hotkey: U
 * Prerequisite: Hive
 * Available Upgrades
 * Anabolic Synthesis (Increased Ultralisk speed): 150/150
 * Chitnous Plating (Increased Ultralisk armor): 150/150

Nydus Canal
This is basically a tunnel that transports Zerg units instantly across the map. Once an entrance is built, an exit node must be placed (at no additional cost) on either friendly or enemy Creep for the Canal to start working.
 * Cost: 150/0
 * Hotkey: N
 * Prerequisite: Hive