Traditional Culture Encyclopedia - Photography and portraiture - Introduction of zerg troops

Introduction of zerg troops

After introducing the picture bug

Life point: 120

Volume: medium

Need support: 2

Consumption: 100 crystal ore 150 gas.

Construction time: 50

In what building: the hatchery.

Needs: Incubation pond, queen nest.

Energy: 200 (upgraded to 250) has no attack ability.

Basic armor: 0

Vision: 10

Production hotkey: q

The queen of the Zerg can produce biochemical toxins, which have a terrible impact on the Zerg and other life forms. There are also rumors that these queens can inject eggs into other creatures and produce some small zerg creatures (spawning ability).

Worms themselves have no physical attack ability, but they can move quickly in the air and escape quickly when they are in danger. The queen worms also have some terrible abilities, which make them truly deadly units, including trapping, spawning, parasitizing and infecting Terran control centers.

Trap:

The queen worm can spray green poisonous mucus to cover all the troops that have not drilled in the 4*4 grid. This ability is called entrapment. The speed of troops covered with mucus is halved. This will cause great trouble to the enemy.

Oviposition:

The ability to lay eggs is one of the most terrible abilities of the Zerg. The queen worm with this ability can immediately destroy any non-machine life ground troops in the game.

Parasitic:

Parasitism can be used for battlefield reconnaissance. The queen can live on other creatures outside the 12 grid without the host's consciousness. Once parasitism takes effect, the controller of parasitism ability can see what is in the field of vision of the parasitized troops.

Infected Terran Control Center:

After the Queen invaded the Terran's main base with her own parasitic biochemical toxins, they created a new flying building for the Zerg. Once a Terran main base is occupied, they can produce self-destruct devices. But also can be automatically restored when damaged. larva

Health: 25

Size: small

Need support: 0

Consumption: None

Construction time: 20

In what building: the hatchery.

Need: Incubation field

Non-offensive ability

Basic armor: 10

Vision: 4

Select hotkey

The closest thing to the original alien form of the Zerg is the larva of the Zerg. Although their body shape and toughness have been greatly enhanced by Xel'Naga's experiments, they still have two basic characteristics of their distant ancestors: genetic variation and mental sensitivity.

Larvae are produced in hatcheries, nests and hives. In these places, 1 to 3 larvae can be produced at a time. They need blankets to survive. Once the blankets disappear, these larvae will soon die. Unlike mature zerg individuals, these larvae do not need the control of the host, so you can only order them to mutate.

There is a simple way to select all the larvae in a particular incubator/nest/hive. You first select this hatchery/nest/hive, and then press the S key, so that all the larvae are selected. Another method is to press Ctrl when selecting larvae-so that all larvae in the screen can be selected. If conditions permit mature Zerg individuals, you can use the above skills, which can greatly speed up the variation of your larvae.

Larvae are vulnerable to the special abilities of all races. worker (bee)

Health: 40

Size: small

Need support: 1

Consumption: 50 crystal mines

Construction time: 20

In what building: the hatchery.

Need: Incubation field

Basic ground attack: 5

Basic air strikes: none

Basic armor: 0

Range: 1

Vision: 7

Attack interval: 22

Production hotkey: d

Drones evolved from larvae in hatcheries, and their bodies contain a set of genetic codes, which can be transformed into any kind of large zerg "building". These buildings are actually living structures (but they can't move). They can only be built on purple carpets and need these organic substances to provide them with energy. Drones can collect crystal minerals and gases. Vespene gas is very important to the Zerg: these gases are in a very high energy state, which can accelerate the metabolism of the Zerg, and many advanced Zerg troops must have this gas in their production. Wang chong

Health: 200

Volume: large

Need support: None

Provide support: 8

Consumption: 100 crystal ore

Construction time: 40

In what building: the hatchery.

Need: incubator

Non-offensive ability

Basic armor: 0

Vision: 9 (after upgrading 1 1)

Production hotkey: o

How the king worm controls the zerg creatures is still unknown, but one thing is certain: these floating behemoths guide other zerg creatures. Although they look terrible, they are actually very docile creatures. They take care of the larvae and transport other zerg troops to other places through space with abdominal bags.

In StarCraft 1, Worm King has the ability to transport, detect stealth and earth-boring troops, fly and provide population support for the Zerg. They are the most useful and versatile units in the Zerg. The key to winning most battles lies in the rational application of various abilities provided by each host. Once you have mastered these abilities, the strength of the Zerg is extremely terrible for any opponent.

In StarCraft II, the king worm has the transportation ability, secretes a bacterial blanket when it stops moving, and also has the skill of supervising the mutation to become the king worm. Monitoring king worms can detect invisibility and hatch amoeba. springtail

Health: 35

Size: small

Need support: 0.5

Consumption: 25 crystal mines

Construction time: 28

In what building: the hatchery.

Need: incubator

Basic ground attack: 5

Basic air strikes: none

Basic armor: 0

Range: 1

Vision: 5 Attack interval: 8 (6 after upgrade)

Production hotkey: z

Jumping insects are small in size, but fierce in nature. They are an important part of Zerg creatures. They are very much like an animal called a sand dune runner, that is, a sand dune runner. Some people think that they may be jumping insects produced by the zerg absorbing the DNA structure of this animal after meeting the sandhill crane. However, the Zerg trained these jumping insects into professional killers. These omnivorous jumping insects can tear up and eat large creatures with their forearms with serrated edges and sharp teeth. Their DNA structure is very simple, so one larva can mutate into two hops at a time.

Jumping insects are the first offensive force that the Zerg can produce. Because they are produced in pairs, you can produce a large number of jumping insects in a short time. They are the first choice for surprise attack. As long as the building order is correct, they are the fastest troops in the game. They are small and often move in groups, so it is difficult to choose a specific unit to carry out orders, and it is difficult for the enemy to systematically destroy these jumping insects. Hydralisk

Health: 80

Volume: medium

Need support: 2

Consumption: 100 crystal ore and 50 high-energy gas.

Construction time: 33

In what building: the hatchery.

Need: Hydralisks' Nest

Basic ground attack: 12e

Basic air strike: 12e

Basic armor: 0

Range: 5 (5 after upgrading)

Vision: 6

Attack interval: 15

Production hotkey: h

This creature was first discovered in the safety record photographic film of a cargo ship wrecked by Terran. It is one of the fiercest and most dangerous creatures in the Zerg. The armor on the upper part of hydralisks can be opened and hundreds of spikes can be shot, which can penetrate 2 cm thick new alloy. Fortunately, they move slowly in open areas.

Hydralisks are also the most versatile species in the Zerg. They can attack air targets and ground targets. They can also dig (need to evolve) and have the ability to restore life. They are a reliable force. They are short in construction time and relatively cheap, so it is easy to create a large number of hydralisks to attack the enemy. Hydralisks have the ability to attack the ground and air, so they are the best support force in the Zerg. After combining them with jumping flies, flying dragons, air guards and other troops, it is difficult for the enemy to stop such a Coalition. Another best combination is hydralisks and black bees. Once put on the head of a large group of hydralisks, black bees can greatly prolong their survival time, and have more advantages in dealing with large-scale long-range attack forces such as aircraft carriers, dragon knights, giant robots, vulture chariots and air guards. However, when using this combination tactic, we should be careful of those troops (such as aliens, fanatics, flame fighters) who attack hand-to-hand combat, because they also have an advantage in the range of black bees.

In starcraft 1, hydralisks can evolve into infiltrators. pterosaur

Life point: 120

Size: small

Need support: 2

Consumption: 100 crystal ore 100 high-energy gas.

Construction time: 33

In what building: the hatchery.

Need: spiral tower

Basic ground attack: 9

Basic air strikes: 9 times

Basic armor: 0

Scope: 3

Vision: 1 1

Attack interval: 30

Production hotkey: m

Frankly speaking, the flying dragon is a mystery. They control themselves by properly exhausting gas in a vacuum, but their biological habits make them flap their wings when flying in a vacuum. Is that they can stand closely together to deal with the attack of the devil warrior. Dragonfly attack is also very unusual. Dragonflies produce and launch some tiny creatures, which we call blade worms. These blade worms will bounce on the first target and explode part of the body to cause damage, and then bounce on the next target. Blade worm's life is in such a short moment.

Feilong is the most basic flying support unit of Zerg. They can attack air targets and ground targets. However, their attack has a special nature. They can attack several targets at close range at the same time. When dealing with the enemy troops gathered together, the dragonfly can quickly separate them. The first attack causes 9 basic damage (higher if upgraded), the second attack can attack the enemy closest to the first attack target, causing about 1/3 damage, and the third attack attacks the enemy closest to the second attack target, causing about 1/9 damage. supporter

Health: 150

Volume: large needs support: 2

Consumption: 50 crystal ore 100 high-energy gas.

Construction time: 40

What army evolved: the mutation of corrupt people

Need: great change spiral tower

Basic ground attack: 20

Basic air strikes: none

Basic armor: 2

Scope: 8

Vision: 1 1 attack interval: 30

Production hotkey: g

The guardian is considered to be a flying dragon in the depths of the insect nest. It is an evolutionary form of the flying dragon, with thicker armor and longer range. But the air guard's action speed is much slower than Fei Long's. Mainly used to defend the enemy from attacking those fragile larvae.

Once the dragonfly tower evolves into a great dragonfly tower, the dragonfly can evolve into a guardian. After evolution, the guardian can't change back to the original dragon.

The Guardian is one of the most powerful troops in the Zerg. Their attack range is very far, and each attack causes 20 basic damage. In addition to super attack power, they also have 2 basic armor, which is more effective than other troops in preventing attacks. It can lay eggs, which is very useful for tanks. These small units can attract firepower and cause great accidental injury to each other. We only need to give some to the Terran farmers, and the Terran economy will suffer a devastating blow because of accidental injury.

Quoted from Zerg Arms-Insect Group Guardian _ Game _ Phoenix Net

interconnection

parasite

Health: 30 Volume: Small

Need support: None

Consumption: no construction time: in which building will it be produced immediately: parasitic king worm. Need: no energy: 180.

Basic ground attack: 4

Basic air strikes: none

Basic armor: 0

Range: 1

Vision: 5

Attack interval: 15

Production Hotkey: None

When queens use their spawning ability, the target organism will be forcibly fertilized and become the breeding ground of parasites. These parasites are born almost immediately, and the target organism will become two parasites. These parasites have limited survival time and are not aggressive. However, as long as they are born, they are lucky, because they are actually born by forcing the host (probably the powerful enemy) to die.

Parasites are born immediately. They can immediately attack neighboring troops and do minor damage to the enemy before being destroyed. If there are no enemies around them after they are born, they will wait there to take orders, and you can also use them as scouts. Their ground movement speed is faster, which is more suitable for scouts than for attacks. These parasites can live for about 180 seconds at most, so they should be used for reconnaissance or attack immediately, and don't waste time.

Alienated body

Size: small

Need support: 1

Consumption: 100 ore 50 high-energy gas.

Construction time: 40 in what building: occupy the main base of Terran.

Need: Occupy the Terran main base.

Basic ground attack: 500 seconds

Basic air strikes: none

Basic armor: 0

Range: 1

Vision: 5

Attack interval: None

Production hotkey: I

The Zerg Queen can infect the badly damaged Terran main base and then infiltrate it with parasitic biochemical toxins. Once the main base is completely infected, the former residents will become some reckless suicide fighters, who will cause serious damage. They are called suicide bombers.

These infected victims have been completely controlled by the will of the master. Their bodies are distorted and produce extremely unstable chemicals. Once the self-destructors find a large number of concentrated enemies, they can detonate their bodies and release poison gas to destroy them. Like other Zerg ground troops, these self-destructors can also go underground.

Self-destruction can cause up to 500 explosive splash damage to any army or building. Generally speaking, you should aim them at specific troops or buildings, but if you want to exert their maximum potential, you can also aim at several troops or buildings in an area at the same time. The splash damage caused by the explosive self-destructor will cause damage to all nearby targets.

Although their suicide attacks will cause great harm, if they want to attack, they must reach their targets. As long as you can kill them before they release poison gas on the road, they will be harmless. If you don't want to waste your self-destructors, you should be as careful as possible when using them and sneak up on the enemy's main buildings. The mainframe can carry eight suicide bombers at a time. If a mainframe full of suicide bombers is successfully inserted into the enemy's rear, it can destroy the enemy's base very quickly.

Self-destructors have no air defense capability, so when they attack, they should be escorted by troops or interfere with the enemy's sight. Suicide attackers must be close to the target to explode, so they are extremely vulnerable to long-range attacks. If the enemy's long-range attack strength is strong enough, it is difficult for the self-destructor to find opportunities to cause harm.

Lei Shou

Health: 500

Volume: large

Need support: 6

Consumption: 300 crystal ore, 200 high-energy gas.

Construction time: 60

In which building: hatchery → larval mutation.

Need: Lei Shou Veterinary Cave.

Basic ground attack: 20

Basic air strikes: none

Basic armor: 1

Range: 1

Vision: 7

Attack interval: 15

Production hotkey: u

This large beast of the Zerg is like a live tank. Their terrible jaws have sharp edges and can easily penetrate the thick armor of various troops. It is such a group of wild animals that killed all the troops in the alliance fortress of Timur IV Kingdom. The best way to deal with these beasts is to attack from the air.

These giant mammoths are the top weapons in the evolution of the Zerg. Their 400 vitality and 20 basic damage can do great damage to the enemy. Mammoth damage to the enemy can destroy the strongest barrier built by any race. They can also resist the powerful firepower of the enemy. They are the best forces to attract attacks, and can also be used to divert the attention of enemy defense facilities from their own long-range forces to themselves, so that your hydralisks, dragons or air guards may survive longer. At any time, you should put mammoths at the forefront, so that they can play the greatest role in the encounter with the enemy.

Any enemy will feel scared when he sees a mammoth. You can take advantage of this psychological advantage in the later stage of the game. Threatening the enemy with mammoths can even turn the whole battle around. Once the enemy's attention is attracted by the mammoth, you can attack with other troops, and the more support troops you have, the greater the damage to the enemy.

Mammoths are huge, but we can still transport them through their hosts, or transfer them to other places through the Nydus tunnel and use them to sneak attack or ambush the enemy, which can often achieve miraculous results. Once the time is ripe, you can use this advantage to rush into the enemy base from the rear. Often the enemy's defenses behind the base are weak, and your mammoth can easily defeat these defenses and completely destroy the enemy's colony. One disadvantage of this is that they are too big to drill into the ground. They are also the only ground troops that the Zerg can't dig.

Although mammoths' abilities are frightening, they also have some weaknesses. For example, a mammoth attack on the enemy air force is defenseless. Even worse, it will be destroyed by a ghost fighter, a flying dragon and a reconnaissance plane. Another weakness of mammoths is that they move too slowly. Although mammoths can evolve and metabolize tissue synthesis (upgrade their moving speed), they are still too slow to reach the front of the battlefield, so if they want to use mammoths, they need to be prepared for mobilization first, preferably before other support forces. Finally, mammoths are too big, which may cause inconvenience in some cases. They may not pass through some narrow roads, and if they are stuck in their throats, the whole army may not be able to move forward.

In order to make your investment in Mammoth worthwhile, you should try to upgrade the melee attacks, crustaceans, metabolic tissue synthesis and armored shells in the Evolution Room and Mammoth Cave to the highest level. Once all upgraded, mammoths are really scary.

Suicide bat

Size: small

Need support: 0.5

Consumption: 12.5 crystal ore, 37.5 high-energy gas.

Construction time: 30 minutes

In what building: a nest/hatchery.

Need: Dragonfly Tower

Basic ground attack: none

Basic air strike: 1 10

Basic armor: 0

Range: 1

Vision: 5

Attack interval: immediately

Production hotkey

Suicide bat is a kind of suicide attack force, which can cause 1 10 damage to air targets. Like jumping flies, suicide bats hatch in pairs, and we can produce a large number of suicide bats in a relatively short time.

Their vitality is too low to attack the ground troops. They are actually very fragile when attacking, so they must pay attention to hiding as much as possible when attacking, so as to achieve the best goal. They can attack the enemy's single or small air force, but they are useless against a large group of air forces. The enemy can quickly counterattack and destroy the suicide bat.

This unit was deleted in the battle mode of StarCraft II, but it is still used in the story. Will encounter the part of the wing of freedom in the battle to shake the sky level. In the second expansion, in the center of the swarm, players need to activate mosquito nests to release swarms of mosquitoes in order to destroy the snake lady-class war patrol ship.

lurker

Life point: 125

Volume: large

Need support: 2

Consumption: 50 crystal ore 100 high-energy gas.

Construction time: 40

Where did it evolve: hydralisks.

Need: hydralisk tower, animal nest

Basic ground attack: 20 seconds

Basic air strikes: none

Basic armor: 1

Scope: 6

Vision: 8

Attack interval: 37

Production hotkey: l

Infiltrators are newly evolved and more deadly creatures in the Zerg. These creatures are mainly used to defend zerg nests and zerg settlements outside the main base. They evolved from hydralisks and can emit extremely dense spikes to deal with enemies. However, the infiltrator must go underground to carry out such an attack. Any ground troops will be pierced immediately if they are attacked like this. These thorns themselves can penetrate muscles, steel and even steel armor. The only weakness of infiltrators is that they have no defense when they are on the ground.

As long as they go underground, infiltrators can shoot their thorns at the target through the land. These thorns do the same damage to all troops on the way to the target. However, it should be noted that these thorns will also hurt the allies. If you fight in alliance with others, you must be careful not to let the infiltrators hurt the allies.

When StarCraft II arrived, lurking was quite rare. However, in the battle of the heart of the swarm, there is a regression and supplement in the setting: there are two infiltrators, one of which attacks ground units with a thorn by moving underground, which has a strong lethality to light armor units. Another bunker attack method will use interstellar alien bugs to target heavy armored forces.

scorpion

Health: 80

Volume: medium

Need support: 2

Consumption: 50 crystal ore 150 high-energy gas.

Construction time: 50

In what building: the hatchery.

Need: Scorpion Mount

Energy: 200 (250 after upgrading)

Non-offensive ability

Basic armor: 1

Vision: 10

Production hotkey: f

This kind of thing is hard to meet in the zerg, and it is really a lucky thing. It looks a bit like a scorpion, but it is the maker of those deadly diseases. They can produce a large number of biochemical substances similar to viruses, and no powerful antidote can resist them. Scorpions can even eat other insects and use these same insects as raw materials to produce these toxins, which are generally protected by jumping flies. This almost self-destructive behavior fully embodies the single thinking mode of the Zerg.

Scorpions get their strength from the combined energy of organic matter they produce. With this kind of energy, scorpions can release deadly toxins such as plague and black bees, and can easily destroy those unfortunately affected enemy troops. In addition, scorpions can also evolve to gain destructive ability, which can destroy the same kind of Zerg troops. Once this ability is used, Scorpio's energy can be partially restored, and then they can continue to use other abilities without wasting time waiting for the energy to be charged.

Swallower

Health: 250

Volume: large

Need support: 2

Consumption: 150 crystal ore and 50 high-energy gas.

Construction time: 40

Produced by what creature: the dragon.

Need: fly to dragon Ta.

Basic ground attack: none

Basic air-to-air attack: 25e

Basic armor: 2

Scope: 6

Vision: 10

Attack interval: 100

Production hotkey: d

Devourers evolved from dragons, and if they flock together, they will be fatal to any enemy. These large flying behemoths can spray acid to attack any spacecraft or creature in the air, causing corrosion damage to them. The devourer's venom can harm anything, including Terran armor and Terran ships. These venoms also contain acid spores that can hinder the enemy's flight ability, and these spores will also spread out, causing damage to nearby enemy ships.

The Devourer is the best air attack force of the Zerg. Although they are huge, they are extremely fast (much faster than air guards). Once the devourer reaches the battlefield, any enemy air force will feel fear. Devourer's 25-point explosion damage attack is very destructive, but it is not enough. The acidic spores they emit will hinder the enemy in two ways. Every acid spore attached to the enemy will increase the attack interval of enemy weapons 1/8. The role of acid spores is cumulative, but at the same time, any unit can attach up to 9 acid spores. Those units with long attack intervals, such as Valkyrie warships, Devourers or battleships, will be seriously affected by these spores. Protoss carriers, on the other hand, will not be greatly affected, because they do not directly attack themselves.

In addition to the above blows to the enemy, each attached acid spore will cause a little extra damage to the enemy when it is attacked. According to the maximum number of 9 spores attached, when the enemy attacks, the affected troops will suffer extremely serious damage. If the enemy forces are attached with 9 spores, even the upgraded Feilong will cause 18 damage every time it attacks, and its rebound attack will cause 12 to 10 damage to any nearby enemy forces. In this way, if you have other troops to form air support for the devourer, they can not only protect the devourer, but also help shoot down the enemy at a very fast speed.