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The Zerg are composed of several different types of creatures that have been integrated into the Swarm by the Overmind. These creatures have been selectively evolved to become efficient killers and to assist the Zerg in there quest for ultimate power. The Zerg do not utilize technology in the common sense, but their natural weaponry and armor is comparable to the most advanced gadgetry employed by other species. This biological evolution, combined with an unmatched savagery and there blind devotion to the Overmind, make the Zerg an extremely formidable and deadly foe.

Strengths

Weaknesses

The rapid build order of the Zerg makes them able not only to rush other players effectively, but also to mount counterstrikes: reckless charges of Marines or Zealots that are repulsed can often doom an enemy commander.

The Zerg ability to regenerate even a seriously wounded unit or building often comes in handy during prolonged assaults: simply stash your wounded units in an isolated corner of the map, and when they regain their health, bring the back into the battle.

The fast movement of the Zerg offensive units can often turn the tide in base assaults. Rivaled only by the Protoss Zealot, Zerglings can close in on fortified positions with blinding speed, along with the Hydralisks, and even the bulky Ultralisks can outpace any heavy units from other races.

The special abilities of the Defiler and Queen are not to be wasted: their ravenous appetite for destruction enables them to seriously damage enemies almost single-handedly.

Unfortunately, every time the Zerg spawn a new building, they have to sacrifice a drone, which can hamper resource gathering efforts in the long term.

The Zerg just don't have any kind of a devastating long range ground-based attack: the Ultralisk, while tough, lacks the range and destructive power that the Terran Siege Tank and the Protoss Reaver possess, and when faced off against each other, this problem often means the difference between victory and defeat.

Because of the fact that only the Overlord can carry troops over water and perform risky drops in the middle of enemy bases, Zerg commanders are forced to decide whether they want to risk losing some of their control ability in performing these risky, and often necessary operations.

Though possessing regeneration, Zerg bases possess neither the mobility of the Terrans or the durability (with the addition of shields) of the Protoss, which means that outlying expansion bases may often be overrun.