[Update] Starcraft Zerg / Characters | primal zerg – Vietnamnhanvan

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“The zerg are nature in all her fury.”


After the Xel’Naga left the Protoss and Aiur, they found the planet Zerus, where they found a race of small insectoid aliens that could parasitically control their hosts, and assimilated genetic data from them to evolve and grow stronger. The Xel’Naga chose this race to continue their experiments, believing they possessed “purity of essence”, and created the Zerg Swarm. As part of their experiment, the Xel’Naga created the Overmind, in charge of a Hive Mind that reigned in many of the Zerg. The Overmind eventually turned on its creators and destroyed the Xel’Naga, and its Zerg departed to the stars.

Under the Overmind’s control, the Zerg Swarm began a mission to infest and assimilate all life in the galaxy — knowing of the Protoss, the other creations of the Xel’Naga, the Overmind deemed their assimilation to be the race’s destiny. The Zerg not controlled by the Overmind remained on Zerus and evolved into intelligent, independent beings with a pack mentality, the Primal Zerg.


During the Second Great War, Sarah Kerrigan returned to Zerus, and the two halves of the race were made as one under her rule.

  • Zerg Swarm


    Sarah Kerrigan, The Overmind, Zagara, Izsha, Abathur, Nafash, Niadra, Alexi Stukov, Dehaka, Daggoth, Zasz, the Cerebrates

    • Sarah Kerrigan
  • Other Zerg


    Zurvan, Brakk, Yagdra, Kraith, Slivan, Ethan Stewart, “Green Eyes”

    open/close all folders 

    Race as a whole 


Hatchery-level breeds



The Zerg worker, in charge of gathering resources. Can lay down on creep to mutate into the Zerg structures.

  • Action Survivor: As with the other worker units, they are not made to fight but they are able to defend themselves if base raiders come.
  • Living Structure Monster: Becomes structures of the hive cluster, rather than building them
  • Power Floats: They hover over the ground slightly.
  • Ridiculously Fast Construction: Justified; Drones do not build buildings, they mutate into them in the same way a larvae mutates into a Zerg unit. It’s still very fast, but the Zerg as a whole have Hyperactive Metabolism so the speed of construction is not out of place.
  • Worker Unit: The Zerg’s way to gather resources and construct buildings.



A flying unit that provides the ability to control Zerg, any Zerg player should have far more of them than needed. They provide numerous other skills including detection and unit transport.

  • Drop Ship: Overlords can be upgraded with the ability to transport units, making them the zerg equivalent.
  • Giant Flyer: They’re massive; cutscenes from Starcraft: Ghost show a Terran is about the size of their head. The Field Manual’s unit scale in the appendix shows them to be nearly 20 meters long.
  • Happiness in Infestation/Not Brainwashed: Gargantis Proximae—the species from which the overlord’s genetic code was assimilated—willingly summoned the Zerg swarm in the face of starvation. There are some hints that they are still sapient, and the few remaining Gargantis most certainly are.
  • Living Gasbag: They’re filled with helium and move with psychic power.
  • Lovecraftian Superpower: They generate Creep by digesting and excreting their own internal organs, which instantly grow back.
  • Mook Lieutenant: As some of the very few sapient zerg and conduits of psionic power, they’re used to maintain a queen’s control over the common zerg units. In the absence of a queen, cerebrate, or higher intelligence, overlords are usually in command of Feral Zerg hives.
  • Nerf:
    • Overlords lost their Detector trait in the second game. They have to evolve into Overseers to regain it.
    • In Legacy of the Void, the Overlord upgrade to acquire the ability to carry units now has to be done individually for each Overlord, instead of it being an universal upgrade.
  • Non-Action Monster: Have no offensive capacity whatsoever. They also have no defensive capacity besides flying away, but they’re too slowly to realistically escape anything without an upgrade.
  • Power Floats: They’re with the Queen as the only Zerg with psionic skills, they use them to help fly.
  • Power Glows: In the sequel.
  • Red Shirt: Given how Overlords are the only supply counter that can actually move (and fly, no less), they make for great early game scouts. Unfortunately, low speed and an inability to attack means any Overlord used for scouting (especially against a Terran foe) is unlikely to survive.
  • True Sight: They can detect burrowed and cloaked units in the first game. In II, they need to morph into Overseers to do so.
  • Units Not to Scale: Eight Zerglings fit inside? Well comparing the Zergling model to the Overlord, passable. Four Hydralisks? Maybe if they cram in. Two Ultralisks? Yup, this trope must be in effect. Most of these are a bit more excusable when you look at the Field Manual, which shows that Overlords are massive◊ and probably could fit two Ultralisks in them, and many more than eight Zerglings and four Hydralisks.


    Queen (ground) 


A ground-based unit that specializes in supporting the development of the base with various abilities and providing a pinch ranged attack against early raids.

In Heart of the Swarm, her abilities undergo another change for the campaign. Now called the Swarm Queen, she’s the only source of spreading Creep via her Creep Tumors ability, and she’s lost her ability to induce hatcheries to produce extra Larvae (since hatcheries now produce up to nine instead of the original three).

  • Balance Buff: In the Heart of the Swarm campaign, the Swarm Queen mutates almost twice as fast as the usual Queen, moves much faster off Creep, and their Transfusion ability is auto-cast, though it heals much less HP. The short of it, rather than a Squishy Wizard base supporter, the Swarm Queen is more a combination Hydralisk and Medic, and a potent supporter for armies on the frontlines.
  • Boring, but Practical: The Creep Tumors they can spawn. They do absolutely nothing other than generate creep, provide vision, and have the ability to spawn another Creep Tumor. However, and since Creep Tumors are burrowed, they are incredibly cost-efficient scouts (they only cost 25 energy from a Queen, or the single Spawn Creep Tumor use each tumor has) as you can keep track of anything the enemy is doing while on creep (and know if they are bringing out Detectors), while also giving your Zerg army extra mobility and build radius.
  • Combat Medic:
    • While not their main role, Queens have the ability to heal biological units or structures with Transfusion, and can work as an emergency ranged attacker.
    • The Swarm Queen from the campaign and Co-op mode are much more suited for this role than the regular Queen, as it’s much faster off creep, Spawn Creep Tumor costs no energy, has Transfusion as an auto-cast ability and lacks the ability to have hatcheries spawn additional larvae. This makes Swarm Queens far more involved as support units in an army, rather than staying behind to increase unit production.
  • Geo Effects: Can plant “creep tumors” for additional creep spread, which give a speed boost to zerg units.
  • Gameplay and Story Integration: Before Kerrigan, the Zerg were controlled by the Overmind through Cerebrates to Overlords and then to individual Zerg units, with the Queens playing only a minor support role when needed. Since Kerrigan became the new Queen of the Swarm, it makes sense that these Queens are omnipresent and more directly involved in the organization of a base – they’re Kerrigan’s physical manifestation and the new foundation for the Zerg organizational structure.
  • In Name Only: Bears a very vague physical resemblance to the original Queen…and that’s about all they have in common.
  • Kryptonite Factor: Not being over creep makes Queens extremely slow, and an easy pick for pretty much any unit.
  • Mighty Glacier: A big ball of queens can actually deal and take a lot of damage when used in an early game push, partly because they can heal each other with the transfuse ability. It takes a long time to march the queens across the map to the enemy base because of their slow speed off creep, but a queen-based offensive can hit like a freight train.
  • Mook Maker: Indirectly, because she can cause a Hatchery to spawn extra larva.
  • One Steve Limit: While the two remain simply “Queen” in certain game modes and in the lore, the ground-based Queens are called “Swarm Queens” and the flying Queens are “Brood Queens”. This became necessary in Legacy of the Void when the flying Queen was added into enemy unit compositions in the campaign and Co-op Mode.
  • Progressively Prettier: A rare monstrous example. The modern Zerg queens are a lot less hideous, yet still grotesque, compared to their airborne counterparts. Granted, the Zerg as a whole neglected its development on its growth and self-control, up until Kerrigan gives the queens semi-independence and by extent a significant facelift.
  • Squishy Wizard: Always a target of opportunity because Queens have a high cost and huge build time, especially in the early game, and they aren’t all that durable and make huge targets.
  • Support Party Member: Can heal units and structures, create Creep Tumors that spread creep and have hatcheries spawn additional larva. Don’t expect them to fight well, however.



The Zerg ranged fighter, tensing its muscles to snap out needle spines from its shoulder plates as fast as any bullet.

  • Anti-Air: Their main purpose is mobile anti-air though they’re seen backing up Roaches fighting ground forces.
  • Balance Buff: They regained the ability to mutate into Lurkers, and got a small increase of 10 HP in Legacy of the Void.
  • Ballistic Bone: Their spines are missile-shaped bones that they shoot by tensing their muscles.
  • From Nobody to Nightmare: The Slothiens from which the Zerg developed the Hydralisk were originally caterpillar-like herbivores.
  • Jack-of-All-Stats: In the original game, Hydralisks have all-around decent HP, damage and movement speed, effective upgrades, and usable cost.
  • Glass Cannon: In the second game, the new damage system means they no longer have damage penalties against any unit (and their damage was increased by 2) and their HP was slightly increased. On the other hand, they are now Tier 2 units, meaning their HP and (lack of) base armor make them very frail for their tech requirements and cost.
  • Mascot Mook: Used to represent the Zerg faction.
  • Metamorphosis Monster: They can mutate into Lurkers in Brood War, the Heart of the Swarm campaign, and Legacy of the Void. They can alternatively evolve into Impalers in the Heart of the Swarm campaign.
  • Nerf: Zig-zagged; the Hydralisk became a Tier 2 unit in the second game, making them significantly more costly (from 75 minerals, 25 vespene and 1 supply in the first game, to 100 minerals, 50 vespene and 2 supply, alongside the added Lair pre-requisite to be able to make a Hydralisk Den). However, their range increased from maximum-5 to 6 and it doesn’t require an upgrade, and they now deal 12 damage before upgrades and target armor reductions instead of 10 but deal normal damage to all targets, making them much more suitable for countering Mutalisks.
  • Ornamental Weapon: Their claws, which, despite being thoroughly displayed in cutscenes, are rendered useless in the original game: They always use their ranged attack. In the sequel, Hydralisks use them in melee combat as a purely cosmetic attack


    Well, besides being unaffected by Point Defense Drones.

    with the same effective damage and upgrades as their ranged attack.

  • Poisonous Person: Well, for a given value of “person”, being little more than an Attack Animal. Their spines are poisoned, and in one co-op mission, Abathur cooks up Noxious Hydralisks, who have the Ultra’s Breath Weapon.
  • Reptiles Are Abhorrent: Definitely emits a snake vibe.
  • Sinister Scythe: Has preying mantis-like arms with blades extending from them.
  • Spike Shooter: 30 cm long spikes to be exact.
  • You Don’t Look Like You: The in-game sprite has centipede legs, whereas the cutscene model is snake-like and lacks them. They lost them in the sequel, being replaced by more spikes.



An evolution of the Zergling, they’re rolling suicidal bombers that explode on impact.

  • Action Bomb: They roll into enemies and explode to damage them.
  • Bilingual Bonus: In the latin american spanish translation, the Baneling is called Uetzi. Uetzi means “to roll over” (Which is what Banelings do with the movement speed upgrade) in Nahuatl.
  • Bizarre Alien Biology: Stands out even amongst other Zerg units, as the descriptor for the Splitterling upgrade mentions that further splits (beyond the first) “result in acidic fluid of limited sentience”, implying that the giant exploding sac of acid is actually the baneling’s brain.
  • Booby Trap: The detonation can be triggered manually whilst burrowed.
  • Combat Medic: In Heart of the Swarm, one of the Baneling mutation choices allow them to take on this role by healing allies in their explosion radius; Flavor Text from Abathur explains that the acid spewed from a Baneling explosion dissolves necrotic tissue of nearby Zerg.
  • Divergent Character Evolution: In the campaign they can upgrade into Hunters or Splitterlings. The Hunter jumps over cliffs and leaps at targets to explode, while the Splitterling splits into two smaller, weaker Banelings when it dies. They also evolve out of zerglings, as mentioned above.
  • Glass Cannon: A handful of them can cripple an army, and they move decently fast, but are easily slain. They have even less health than a Zergling, but they also lose the Light attribute, so certain units like the Hellion actually take more hits to kill a Baneling than a Zergling.
  • Hollywood Acid: What they release when they explode.
  • Nerf: Compared to the campaign versions, Banelings in Legacy of the Void multiplayer deal significantly less damage to everything except Light units.
  • Spiritual Successor: Take the principle of the StarCraft I Infested Terran and make it into a Zergling morph available earlier in the Tech Tree. Though they’re not nearly as deadly as their predecessor, they’re very useful in army compositions for countering light infantry or forcing an army to split up and evade.
  • Splash Damage: What makes them so effective at dealing with enemies. Small clusters of troops are going to be pulverized.
  • Suicide Attack: Banelings don’t survive the blast of their attacks.
  • Taking You with Me: In sharp contrast to the Infested Terran, the Baneling still does splash damage when destroyed, so simply gunning it down before it gets to you won’t guarantee your safety.



An aptly-named tier-one-point-five ranged attacker, they spew acid to attack and get a major boost to Regenerating Health whilst burrowed. They can also move while burrowed.

  • Breath Weapon: Sprays of acid.
  • Divergent Character Evolution: The Zerg campaign allows Roaches to be permanently upgraded into Corpsers or Vile Roaches — Corpsers cause units they attack to Spawn Broodlings when killed, while Vile Roaches slow down the move and attack rates of their targets. Legacy of the Void lets them evolve into Ravagers.
  • Healing Factor: Properly micro’d, Roachs definitely live up to their name if the opponent has no detection, because when burrowed they heal very quickly, especially with the Tunneling Claws upgrade that allows them to move while burrowed and increase health regeneration.
  • Hollywood Acid: Their acid can eat away at anything, including zerg carapace, Terra neosteel, and Protoss plating.
  • Homing Boulders: When Roaches attack something on a higher elevation than them, an interesting quirk of the physics engine causes them to spit diagonally upward at an angle… until it crests the cliff, at which point the acid bends in mid-air to move parallel to the ground.
  • Secondary Fire: A “hidden” melee animation that is otherwise the exact same as their ranged attack. In a bit of Developers’ Foresight, this secondary melee attack however doesn’t trigger point defense or range-attack reducing effects.
  • Spawn Broodling: the Corpser strain has eggs in its saliva globules, allowing it to spawn two “roachlings” from any unit it kills.
  • Turns Red: In Heart of the Swarm one of their campaign upgrades grants them +3 to armor when at 50% health.

Lair-level breeds



An evolution of the Overlord, they can disable enemy buildings in the process of building or researching something, and spawn Changelings to spy on enemies.

  • Interface Screw: In Heart of the Swarm their Changelings inflict an unfortunate case of this on the opponent, because they’re not selectable. So if you order your troops to walk around and you see one that’s following but can’t be selected or added to a control group, you know it’s a Changeling.
  • The Mole: Their Changelings, which shapeshift into enemy base units to infiltrate them. Unlike other stealth units, they are invulnerable to detection and you have to find them yourself.
  • Not the Intended Use: If a player has a large number of Overseers, they can spawn large numbers of changelings and use their Interface Screw powers to box in enemy units with the hold position command. The opponent has to manually order their units to attack each changeling to escape, or use area effect attacks such as Psionic Storm.
  • One-Hit-Point Wonder: While Changelings actually have 5 hit points, the effect is the same – they die in one hit to anything, including workers.
  • Eyes Do Not Belong There: It has far too many eyes in far too many places it shouldn’t.
  • Put on a Bus: Initially in Heart of the Swarm in favor of the Viper. The Bus Came Back when the Viper was retooled and Blizzard decided to tweak the Overseer to be more useful on its own.
  • True Sight: Can see hidden units like burrowed Zerg and cloaked enemies.



An evolution of the Hydralisk, they’re defenseless above ground. But once burrowed they can unleash waves of spines along the ground to impale enemies from below. In Heart of the Swarm they’re diversified into the Lurker and the Impaler. The Lurker returned to multiplayer in Legacy of the Void, just as effective as ever.

  • Achilles’ Heel: Detectors of any kind, obviously, but especially flying detectors which they can’t attack because they can only attack ground units.
  • Armor-Piercing Attack: The Impaler deals extra damage to armored targets.
  • Combat Tentacles: The Impaler’s attack, compared to the Lurker’s spines.
  • Composite Character: The multiplayer and Co-op Lurker combines the campaign Lurker’s area damage with the Impaler’s anti-armor property.
  • Divergent Character Evolution: In Heart of the Swarm the Lurker is but one of the Hydralisk’s two evolutionary paths. The other is the Impaler, which attacks just like the Lurker, but attacks single targets and does bonus damage against armor, while the Lurker chews up clumps of light units.
  • Giant Spider: Their design aesthetic, though not with eight limbs.
  • Impaled with Extreme Prejudice: The fate of units they attack.
  • Siege Engines: They have greater range in Legacy of the Void from the original game, letting them out-range base defenses.
  • Splash Damage: If you don’t have detection, that Lurker will kill your Marine/medic deathball in moments.



The standard Zerg flier, they move fast and attack enemies by spewing Glaive Wurms at them, which bounce off the initial target to harm nearby enemies as well.

  • Armor-Piercing Attack: A potential evolution for Heart of the Swarm’s campaign.
  • Crutch Character: Highly effective at making an enemy’s life hell early on, especially against non-Terrans since they don’t have Marines for easy anti-air. Less useful once heavier anti-air splash damage units like Thors take to the field, though they still remain useful for combined-arms attacks and for harassing any base that’s lightly guarded.
  • Bloody Murder: Canonically, their blood is acidic.
  • Divergent Character Evolution
    • Before every breed began doing it in Heart of the Swarm, the Mutalisk could evolve into the Guardian, an anti-ground siege unit, or the Devourer, an anti-air armor-corroding support unit. The Mutalisk served as the Jack-of-All-Stats to the two.
    • The Heart of the Swarm campaign diversifies them into the Brood Lord or Viper strains, and similar to the Guardian and Devourer, the Brood Lord is an anti-ground siege unit and the Viper is an anti-air support unit.
  • Fastball Special: Their ammunition is a parasite they launch out of their tails.
  • Fragile Speedster:
    • Their hit-and-run tactics makes them deadly in the hands of a skilled player, and a fleet of Mutalisks can level an enemy base, but in a straight-up fight they’re likely to get killed since like most Zerg they aren’t very durable, and against larger armies they’ll likely be shredded unless backed up by more durable units.
    • Interestingly, they are not this case in the first game thanks to damage types: Most air units are considered “Large” by the game, and as a result most Anti-Air attacks are considered “Explosive”, which deal full damage to them, but have their damage halved against “Small” units… and Mutalisks happen to be the only attacking “Small” air unit (Apart from the Scourge). While units that could deal full damage to Mutalisks (Marines, Archons, Scourge and other Mutalisks being the most notable) make short work of them, only a handful of such units exist. While Valkyries or Corsairs deal explosive damage, a well-supported squadron will still be a hinderance to a cluster of Mutalisks with their Splash Damage.
  • Hit-and-Run Tactics: They’re infamous for this. Any player that doesn’t know to cover their mineral lines with some anti-air versus Zerg will learn very quickly why that’s a good idea.
  • Just Desserts: Mutalisk wings are served at terran truck stops, and are somewhere between ribs and chicken wings in terms of presentation.
  • Leeroy Jenkins: In the first game at least, it is dangerous to leave them unsupervised, as the instant they see anything they can attack, they will hare off to do so. Even if it’s, for instance, the entire enemy team.
  • Mascot Mook: One of the most prominent creatures in the Zerg air force; they also appear in their share of cutscenes. They are a backbone to the Zerg aerial harassment Meta Game and see frequent use in all three matchups.
  • Metamorphosis Monster: The basis of a full 75% of Zerg air power is derived from these guys; they can mutate into Guardians or Devourers, specialized ground and air attackers respectively. Ironically, as of Legacy of the Void they’re among the few basic Zerg units in multiplayer that can’t mutate into anything due to their mutated forms being shelved, though the Heart of the Swarm campaign lets them evolve into Brood Lords or Vipers depending on the strain you pick. In Co-op Missions, Kerrigan’s Mutalisks can morph into Brood Lords, while Abathur’s get back the ability to become Devourers and Guardians, or if they collect enough Biomass, Leviathans.
  • Pinball Projectile: Does 9 damage to the first target, 3 to the second and 1 to the third. The Heart of the Swarm campaign ups this to 9-5-3, with an upgrade that gives three more bounces (dealing 3, then 1, then 1).
  • Splash Damage: And a campaign upgrade in Heart of the Swarm lets them hit even more enemies with it.
  • The Symbiote: Their weaponry is a shiruken-like parasite forcibly launched from their mutated ovipositor.
    • According to Word of God, they have specialized mitochondria that consume their cellular wastes and produce oxygen, making it so they can survive in space.
  • This Looks Like a Job for Aquaman: They invoked this between the base game and Brood War. Air unit stacking was a glitch and not intended to be part of gameplay, but it made Mutalisks particularly dangerous because they could be massed the easiest of the air units and their splash damage wreaked havoc. This is why Brood War introduced a new air unit for each faction that did splash damage to air units, giving each race a response to help with Mutalisk harassment.



Suicidal dive bombers, they sacrifice themselves to inflict heavy damage to enemy fleets.

  • Action Bomb: They attack by ramming themselves into units and exploding.
  • Fragile Speedster: Extremely fast, and they have to be in order to have a hope of catching a target before being gunned down with their extremely low health pool.
  • Glass Cannon: Only 25 HP, but 110 damage – enough to destroy most light fliers in one or two hits.
  • One-Hit Kill: Or at least one volley. In II, Scourge Nests are activated in order to take down the Gorgon Battlecruisers with a swarm of these (so huge they take no damage from regular units).
  • Taking You with Me: At 110 damage, they heavily weaken whatever they hit and make it easy to finish off.
  • This Looks Like a Job for Aquaman: In Heart of the Swarm Kerrigan brings them in since they’re the only artillery she has that can beat the Gorgon battlecruisers.
  • Violation of Common Sense: Amusingly, they can’t dive-bomb into ground targets for balance reasons, even though this presumably wouldn’t be a difficult tactic for them.
  • Zerg Rush: An anti-air version, since they also spawn two at a time and rather quickly.

    Queen (air) 


The Zerg flying spellcaster, she supports the swarm with various delibitating abilities.

  • The Bus Came Back: In the Co-Op mode in Legacy of the Void, Stukov can deploy these, under the name “Brood Queen”.
  • Crazy Enough to Work: Using Parasite on critters. Since the AI never targets them (and, with enough luck, the human player may not be aware of them), they work as invincible scouts.
  • Fragile Speedster: Queens can fly very fast, but their low vitality means they’re best used for hit and runs.
  • Gameplay and Story Segregation: In the lore the Queen was always like the Starcraft II Queen, overseeing the base and helping the development of the swarm from behind the front lines. This original Queen was a support and harassment caster unit.
  • One-Hit Kill: Spawn Broodling instantly kills any non-robotic, non-psionic ground unit. Only Archons, Dark Archons, Probes and Reavers cannot be targeted by Spawn Broodling, making the spell more versatile that it could seem at first.
  • Projectile Webbing: They can barf up a mass of sticky green substance over an area that greatly slows any units caught in it. It also reveals cloaked units, making it useful against Ghost nukes.
  • Seeing Through Another’s Eyes: The Parasite spell lets the Queen’s controller see what the targeted unit can see, and it can be used on cloaked or burrowed units, keeping them visible while the parasite lives. Using it on detectors reveals any cloaked or burrowed units. It can only be removed by a Medic’s Restoration.
  • Squishy Wizard: With Ensnare (Slows down a group of enemies), Parasite, Spawn Broodling and Infest Command Center, the Queen’s spells can be very powerful on the battlefield, but it cannot attack and has as much health as a Mutalisk.
  • Spawn Broodling: Trope Namer. The signature spell allows Queens to instantly kill almost any ground unit, producing two broodlings from the victim’s corpse.
  • The Symbiote: The various parasitic beasties she hosts are the basis of her powers
  • You Will Be Assimilated: Their Infest Command Center ability, which does exactly what you’d think.



An advanced form of the Infested Terran, they attack with claws and are barely recognizable as being human once. They start out as a special enemy unit seen in a handful of campaign missions in Wings of Liberty, then become a full-fledged Zerg unit in Heart of the Swarm.

  • Armor-Piercing Attack: In the Heart of the Swarm campaign.
  • Captain Ersatz: To the Ultralisk, which does appear in Heart of the Swarm’s campaign but not until potentially the last mission before you go to Korhal. The Aberration gets to fill in the role of the heavy frontline unit for the early game, and even after Ultras come into the picture it’s Not Completely Useless since it’s cheaper, has slightly longer range, can be made on Lair tech, and can out-damage Ultralisks when it comes to attacking single, armored units (which Aberrations get a bonus against and Ultras don’t.)
  • Discard and Draw: In Wings of Liberty, they’re just generic Elite Mooks seen in a couple missions. In Heart of the Swarm, they trade a significant chunk of health for an impressive damage buff against armored enemies, half again the movement speed, plus further bonuses on creep, and the ability to walk over smaller units.
  • Body Horror: These… things… are the ultimate evolution, thus far, of Infested Terrans.
  • Glowing Eyes of Doom: Their eyes glow orange.
  • Simple, yet Awesome: in Heart of the Swarm. They are Lair-tier units, but they’re effective Lair-tier units; they get a nasty attack with bonus damage to armored units and are pretty durable for Lair-tier units to boot. In the words of Abathur:

    Abathur: “Analyzing genetic strand, sloppy…but effective”.



A support caster, they can take over the minds of enemies, spew eggs that hatch into Infested Terrans (or throw down Microbial Shrouds to fend off airborne attackers), and use “Fungal Growth” on enemies to pin them in place and a bit of damage. Like Roaches, they can move while burrowed.

  • Captain Ersatz: Basically the second game’s equivalent of the original Queen, with its ability to disable multiple enemies or take a single one away from the opponent. Legacy of the Void multiplayer eventually gave them the Microbial Shroud ability, a variant of the Defiler’s Dark Swarm.
  • Festering Fungus: Fungal Growth.
  • Herd-Hitting Attack: Fungal Growth’s area-of-effect damage and slow make it a great answer to enemy infantry balls.
  • Mook Maker: Spawns Infested Terrans.
  • Puppeteer Parasite: Neural Parasite. Infestors thus inherit the Dark Archon’s ability to capture an enemy’s Worker Unit in order to build another tech tree, though it’s even trickier here because of the limited duration and you don’t get the benefit of separate supply limits.
  • Squishy Wizard: Has awesome spells, but a measly 90 hit points. They also have no basic attack.
  • The Symbiote: see below.
  • Wormsign: Infestor movement can be tracked by the trail of corruption it leaves behind, even while underground! It’s only visible if you can actually detect the Infestor, though.
  • The Worm That Walks: Described as more of a colony of aliens living in a hollow, slug-like shell than an individual organism.

    Swarm Host 


A siege unit added with Heart of the Swarm, they can take root in the ground and unleash hordes of small locusts, continually and freely spawning attackers on enemies.

  • Balance Buff: In Legacy of the Void, the spawn time for their locusts is significantly increased, and they can now spawn locusts while moving and can upgrade them to fly. This makes them much more aggressive and proactive than before.
  • Body Horror: Apparently its design managed to invoke trypophobia in some players. Completely not helped by how it “births” the locusts.
  • Divergent Character Evolution: To the Creeper or Carrion in the campaign — Creepers produce creep when rooted and can Deep Tunnel to move to creep-covered areas instantly, while Carrions produce flying locusts that move faster, do more damage, and of course fly.
  • Mook Maker: Rather like the Queen from the original Starcraft, it’s their only way of attack — unlike the Queen, however, the Swarm Host constantly produces small, hard-hitting locusts at regular intervals, rather than needing to implant enemies.
  • Nerf: The base Swarm host in the campaign is weaker than it is in melee games- without an upgrade it is visible when activated, and its locusts have a much lower dps.
  • Suspiciously Similar Substitute: In Heart of the Swarm it was this towards the Lurker, as a unit that can only “attack” while burrowed, and did so constantly. With the Lurker’s return to multiplayer in Legacy of the Void, Swarm Hosts got a significant rework to prevent redundancy, by reducing the frequency in which Locusts are spawned, and also adding upgrades to allow Locusts to fly, or spawn while the Swarm Host isn’t burrowed.
  • The Symbiote: Has larvae as part of its immune system.
  • You Have Researched Breathing: Oddly, in the Heart of the Swarm campaign, Swarm Hosts cannot burrow when they root to the ground, and instead need a specific mutation just to figure out how to burrow (which all Zerg can do innately). In multiplayer, on the other hand, Swarm Host have always been able to stay borrowed when rooted, without the need of an upgrade.



An anti-armor flier, they act as a counter to heavier air units that Mutalisks can’t compete with.

  • Anti-Structure: in Legacy of the Void the Corruptor swaps out Corruption for Caustic Spray, a channeled ability that deals increasing damage over time (7 damage per second for the initial 4.3 seconds and then increasing to 35) to an enemy structure. When you see a swarm of Corruptors heading for your Hatchery/Nexus/Command Center, it’s probably a good idea to call in the Anti-Air. In Co-op Missions, Amon’s Corruptors have both abilities.
  • Armor-Piercing Attack: With their Corruption ability.
  • Damage-Increasing Debuff: Corruption causes enemy units to take 20% extra damage.
  • Gameplay and Story Segregation: Heart of the Swarm’s campaign mode states the genetic data needed to have larvae mutate into Corruptors was lost. However, Kerrigan’s forces include them in the first mission in the Whispers of Oblivion short campaign.
  • Lost Technology: As of Heart of the Swarm, it’s stated that the genetic information needed to make Corruptors became lost after the events of Wings of Liberty. As a result, the only way to get Brood Lords was evolve your Mutaliks to transform into them instead. Weirdly enough, Kerrigan’s forces have them in Whispers of Oblivion, and zerg broods possessed by Amon still have corruptors.
  • Lightning Bruiser: They move quite fast, do good damage, and have a lot of HP.
  • Starfish Aliens: Unlike most other Zerg strains, which can be identified from their source species or else resemble a traditional animal, Corruptors have no known source species and barely resemble anything. At most, they resemble an inside-out squid, and even that’s a stretch.
  • The Topic of Cancer: In the same spirit as the Defiler, Corruptor tentacles are laced with tumors. As these tumors devour their tissues, they generate the electromagnetic field that Corruptors use to fly. However, they must use their parasite spores in order to regulate their cancer, lest it devour their own tentacles.
  • Violation of Common Sense: Corruptors eventually learned how to attack ground targets, but are only allowed to target structures, even though this logically means mobiles wouldn’t be much of an issue. The only way around this is to morph them into Brood Lords who can attack all ground targets but have no Anti-Air.



A new spellcasting flier in Heart of the Swarm, they can lash enemies and pull them out of place, or do the same to allies to pull them to safety. They can also spit clouds to limit enemy attack range, and regenerate energy by leaching health off friendly structures.

  • Armor-Piercing Attack: Get a damage bonus against armored enemies.
  • Captain Ersatz: Has an anti-air attack in the campaign which functions similar to a Corruptor’s, letting them fill a similar niche on account of the Corruptor genetic material becoming lost. They’re also Heart of the Swarm’s equivalent of the Defiler due to their Dark Swarm/Blinding Cloud ability that renders ranged attacks useless.
  • Expy: A flying Defiler.
  • Grappling-Hook Gun: Its main ability. Very nice for pulling key enemy units out of position and into a swift death.
  • Life Drain: And convert it into energy, causing your buildings to Cast from Hit Points. The campaign lets them drain other units instead.
  • Squishy Wizard: Has no basic attack outside of the campaign. While Parasitic Bomb takes care of flying units and Blinding Cloud deals with ground-based Anti-Air, if its energy runs dry then it’s out of luck.


  • Anti-Air: While Ravagers can’t shoot down air units, they can hit them with Corrosive Bile.
  • Barrier-Busting Blow: Corrosive Bile is capable of breaking a Sentry’s Force Fields.
  • Crosshair Aware: Corrosive Bile’s target location is designated by an orange marker visible to both friend and foe. It’s generally not a good idea to stand there. Since the enemy can see the marker, the Corrosive Bile ability is generally used to lure enemy units in the location you want.
  • Death from Above: The Ravager’s Corrosive Bile rains down from on-high to deal high damage.
  • Giant Mook: They’re much bigger than most similar Zerg units.
  • Jack-of-All-Stats: Ravagers actually have less health than Roaches (120), but their typing is peculiar as they only have the Biological attribute and no longer receive bonus damage from anti-armor attacks. The only unit that deals bonus damage to them is the Protoss Archon, while their Biological trait means they remain a valid target for the Terran Ghost’s Steady Targeting. Their attack speed is increased a bit over the Roach, but so is their supply cost from 1 to 3 units. Their true strength that overcomes their okay stats comes from their Corrosive Bile, which works at siege range and can be used to force the opponent to move units out of position (due to the relatively slow speed of the bile). Ravagers can also double as base-sieging support with the range of their bile.
  • Outside-Context Problem: In regards to the game’s Tactical Rock–Paper–Scissors, Ravagers are only classified as Biological, and do not take any extra damage from anti-armor or anti-light attacks. Notably, Protoss Archons do deal bonus damage to Biological units.
  • Siege Engines: Ravagers can be used as low-cost artillery, as they have a higher range than Roaches (and most non-Siege units), and can use their Corrosive Bile against structures, which cannot dodge it.
  • Spikes of Villainy: Their backs are covered with jutting, bony spikes.
  • Super Spit: Terrans can’t seem to agree on whether the Ravager’s bile counts as puke or excrement. The one thing they know for sure is that it hurts. They also spit acid as their basic attack.

Introduced in Legacy of the Void, the Ravager is an artillery unit evolved from the Roach. They launch deadly bursts of Corrosive Bile onto their foes from above.

Hive-level breeds



A specialized Zerg strain laying at the top of their tech tree, Defilers can support the swarm with the various toxins it can spew.

  • Armor-Piercing Attack: Plague, when cast on Protoss units and Buildings, bypasses Shields. It is particularly devastating to them as they have no way to recover their lost HP in the first game (and they need either special Campaign or Co-op abilities, or a Terran ally to recover HP in the second game).
  • The Bus Came Back: They return in Nova Covert Ops.
  • Evolution Powerup: According to the “Leviathan Brood” skin pack, defilers evolved into Vipers, or at least, the majority of their DNA has been integrated into it.
  • Herd-Hitting Attack: Plague damages all enemies in an area of effect.
  • Hollywood Acid: Plague is said to be very corrosive.
  • HP to 1: Plague can’t kill affected units. If its damage per second would kill the unit, it will instead leave them at 1 HP.
  • Monstrous Cannibalism: Devour, which kills a friendly zerg and converts it into 50 energy. Popular targets are Zerglings and Broodlings, due to their low cost.
  • No-Sell: Units under a Defiler’s Dark Swarm are immune to ranged attacks (they can still be affected by Splash Damage, though).
  • Poison Is Corrosive: Plague wears down armor plating and steel supports. It also ignores Protoss shields.
  • Squishy Wizard: A well-placed Dark Swarm or Plague can punch a nice hole in the enemy’s defenses, assuming the 80 HP Defiler can get the ability off safely. It also lacks any means to defend itself.
  • The Topic of Cancer: On top of being hideously acidic, Plague is also a carcinogen. Defilers are described as “cancer factories”; In fact, the Defiler Mound is said to be little more than a giant tumor so virulent that it poisons mineral crystals. Apparently the zerg are so adaptable they eat cancer for breakfast and then cook up a way to ruin someone’s day with it.
  • The Symbiote: Dark Swarm is the result of launching a massive ammount of Zerg bacteria that live on the Defiler’s back at the enemy.
  • Universal Poison: Nothing is immune to Plague. Terran Marines, Protoss Photon Cannons, enemy Zerg — all get infected and damaged at the same rate.




A massive and slow-moving unit evolved from the Mutalisk, they fire globs of acid to destroy grounded targets from out of conventional ranges.

  • Balance Buff: The Brood Lord of the sequel is essentially the Guardian with more HP and the ability to Spawn Broodlings when it attacks. Additionally, the Primal Zerg Guardians fought in Heart of the Swarm have the ability to attack air units as well.
  • Giant Enemy Crab: While most Zerg are insectoid or reptilian, the Guardian carries a crustacean vibe with it.
  • Glass Cannon: Zig-Zagged: Long range. High damage. 150 HP. Terrible movement rates. It’s advised players fly their Mutalisks to the attack location and mutate them into Guardians there, because it’ll take a long time for the Guardian to get from your base to the enemy’s. However, they gain a weakness to Anti-Armor weapons often making their hitpoint gain a net loss since Mutalisks (120 HP) resist 50% of explosive damage. This makes units like Goliaths able to melt through them like butter & even match their range. They’re also completely helpless against enemy air. However, Glass Cannon Marines fight them at a disadvantage due to the Guardian’s extra armor and longer range.
  • Hollywood Acid: Unlike the Defiler’s Plague, it doesn’t actually seem to corrode anything. The acid causes immediate damage more like a missile explosion.
  • Mighty Glacier: Guardians fly painfully slowly, but their acid spores are a dangerous weapon capable of knocking down bases from beyond the range of anti-air defences.
  • Non-Indicative Name: Guardians are named such because of their apparent role in defending hive clusters, but in gameplay are frequently used for quite the opposite.
  • Siege Engines: An airborne variation.



  • Crippling Overspecialization: A weakness of the Devourer: it’s entirely specialized to deal with enemy air, so once the Zerg player has air superiority Devourers are dead weight as they cannot attack ground units at all- the player must keep this in mind if he/she decides to use Devourers, as to not waste too many resources. They were replaced with Corruptors (in Melee) as a result, who can either attack structures or enemy airborne, or morph into a Broodlord who can only attack ground targets and do so outside of the range of base defenses. Mutalisks meanwhile became a stand-alone unit.
    • They become less of a liability in Co-op Missions for Abathur. Even with no air units to shoot, they can still provide support by splashing Corrosive Acid on enemy ground forces, and most destructible mission objectives are targeted as both air and ground units (meaning Devourers can hit them). And, of course, scouting whether the enemy is coming at you with an air or ground composition means you can easily decide whether or not to use them in the first place.
  • Extra Eyes: While they only had two eyes in the original game, Starcraft II Devourers have eight.
  • Hollywood Acid: Similar to the Guardian, the acid does immediate damage, but also leaves an “acid spores” debuff like the acid is weakening the integrity of the unit hull/carapace and is making them more vulnerable to damage. This is akin to real corrosion such as water rusting-out iron over time only it’s temporary. In Co-op Missions, the Devourer’s acid spores effect was replaced with an autocast ability, Corrosive Acid, that reduces enemies’ armor and attack rate and can stack up to three times.
  • Mighty Glacier: They move more slowly than the Mutalisk but do much more damage.
  • Splash Damage: A curious variation, while in Brood War the Terrans and Protoss got the Valkyrie and Corsair to add this to their fleets, the Mutalisk already did Splash Damage, but it wasn’t that strong. Solution: the Devourer itself doesn’t do splash damage, but when it attacks the target and nearby units are splashed with acid spores that cause them to take additional damage and attack slower, the Mutalisk is powered up. Their spores can also reveal cloaked units hit with the splash, letting them serve as alternatives to Overlords for detection. Co-op Missions changes Devourers to get actual splash damage from an upgrade.
  • Support Party Member: See above.
  • The Bus Came Back: The Devourer returns as an unit exclusive to Abathur in Co-Op mode in Starcraft II.

Another strain derived from the Mutalisk, they launch corrosive acid at enemy fleets that eat away at them and slow them down.

    Brood Lord 


An evolution of the Corruptor, it produces Broodlings from its body which it then hurls at ground targets, not only damaging them heavily but leaving the Broodling down there to wreak further havoc on their own.

  • Abnormal Ammo: Fires broodlings (which then proceed to gnaw on your enemies) instead of simple projectiles.
  • Expy: The evolved form of the Guardian.
  • Fastball Special: As seen above, they launch broodlings at enemies.
  • Mighty Glacier: Does much more damage with its broodlings than the original Guardian, but is still very slow and not good to respond to threats a distance away. This is one the major risks of massing a large number of Brood Lords into one group.
  • Mook Maker: Broodlings fired at the ground count as units and keep going.
  • Siege Engines: One that leaves behind a unit to keep attacking enemies in addition to just doing damage.
  • Spawn Broodling: Literally — they attack by shooting Broodlings at enemies, leaving the Broodling to keep attacking the enemy on the ground.
  • Suspiciously Similar Substitute: Averted compared to the Guardian of the first game. All they have in common is that they are slow, flying Siege Engines. The Brood Lord has 50% more health, each Broodling launched hits as hard as the Guardian’s attack (And it hits up to twice) and it has more uses than sniping units from afar – from example, its Broodlings are a nightmare to Siege Tank lines, similar to what the Queen could do in the first game.
  • The Symbiote: Like Swarm Hosts and Larvae, the Brood Lord has a bunch of Broodlings living in it.

Specialized Zerg breeds

    Infested Terran 



“Evolving Brutalisk. Threat level maximized.”

A massive special Zerg breed and terribly powerful, it appears as an optional foe in some missions, yielding valuable DNA for research when killed.

  • Bonus Boss: As mentioned, whenever it appears its as an optional objective, and for good reason.
  • Elite Mook: They have huge HP and power.
  • The Juggernaut: Essentially even bigger and badder Ultralisks, and even more unstoppable than their lesser kin. It takes serious firepower to put one of them down.
  • Mighty Glacier: Brutalisks have enough damage to rip apart armies. Movement speed is not so impressive.
  • Mix-and-Match Critters: Your guess is as good as ours what DNA strand(s) the Brutalisk was mutated from.
  • Spikes of Villainy: Spikes emerge all over its body, far more than the normal Zerg units.
  • Summon Bigger Fish: Late in the Heart of the Swarm campaign, the objective is to find and kill several stronger-than-normal hybrid in succession. Conveniently, the same mission’s bonus objectives are to free and take control of two of these.

    Nydus Worm 

“Warning: Seismic disturbance detected. Nydus Worm inbound.”

Technically more of a building than a unit, the Nydus Worm is produced by the Nydus Network and bursts out of the ground anywhere in line of sight. There it can disgorge any units “garrisoned” in the Network or pick up units.

  • Awesome, but Impractical: Can transport a whole ground army across a map but is vulnerable while emerging, has a fairly significant resource cost and relatively low HP, requires good timing and micromanagement to get any real benefit, and makes a very distinctive scream whenever it emerges.
  • Balance Buff: In Legacy of the Void they’re now invulnerable when surfacing.
  • Gameplay and Story Segregation: In one cutscene Kerrigan rides on a worm’s head as it rises out of the ground and grabs an enemy in its mouth. Nothing like that is possible in the game.
  • Lamprey Mouth: Their mouths are designed this way.
  • Living Structure Monster: Basically a living bunker complex.
  • Portal Network: Acts like a biological portal network.
  • Sand Worm: Seems inspired by the Graboids
  • Suspiciously Similar Substitute: Of the Nydus Canals of the first game.
  • Swallowed Whole: It pretty much swallows units and regurgitates them out of another head.


Another massive Zerg breed only seen in two missions, it is incredibly strong and takes a lot of firepower to take down.

  • Attack of the 50-Foot Whatever: Omegalisks are huge; they dwarf even the Ultralisk in size.
  • Elite Mook: An utterly huge Ultralisk.
  • Giant Mook: One of the largest Zerg ever seen. The titanic monster from the Heart of the Swarm intro cinematic that is usually considered to be an Ultralisk might actually be an Omegalisk instead. It’s large enough to destroy Siege Tanks by stepping on them, a feat its in-game model could pull off as well if the devs had given it such an ability.
  • King Mook: To the Ultralisk. The Omegalisk is actually based on scrapped Ultralisk designs that had them much bigger, and in-game is represented by a scaled-up Ultralisk model.
  • Lightning Bruiser: They’re beefed up Ultralisks with more HP and power and no loss of speed for it.
  • Sinister Scythe: Attacks with the same kaiser blades as Ultralisks.
  • Use Your Head: They can ram targets to smash them apart.


“Leviathan: largest of Zerg. Powerful evolution.”


An utterly huge breed of airborne Zerg, tasked with defending Char in the final battles. In Heart of the Swarm, Kerrigan uses one as her base of operations between missions and can choose to summon a weaker version as her final ability.

  • Breath Weapon: Spews bio-plasma both as an attack and an ability.
  • Combat Tentacles: Its four tentacles can lash out to attack enemies.
  • The Dragon: To Kerrigan in Wings of Liberty. Depending on which mission you take, you either fight it in the penultimate mission, or it attacks you in the final mission. One of her ultimate abilities in Heart of the Swarm summons a Leviathan to serve her once again.
  • Gameplay and Story Segregation: In the story, they’re described as moon-sized, can carry entire Zerg armies to drop onto planets, and act as Kerrigan’s base of operations. However, in Heart of the Swarm Kerrigan gets the ability to summon them in combat, but they attack ground units with tentacles and their drop-pod Mook Maker ability is nowhere (it’s a separate ability). They are still highly formidable in killing Battlecruiser fleets, though.
  • Mook Maker: Spits out Brood Lords and Mutalisks.
  • One-Man Army: Can take out dozens of units alone.
  • Space Whale: Adapted the ability to survive in space from these.
  • Units Not to Scale: It is gigantic and definitely one of the biggest units you’ll see in the campaign, but in Heart of the Swarm cutscenes a Leviathan acts as Kerrigan’s base of operations, and is so massive that the Hyperion battlecruiser looks tiny, but even the Spear of Adun dwarfs it. In the lore they are described as moon-sized.
  • Your Size May Vary: Even the game models vary in size, but in one mission Kerrigan has to “infiltrate” a terran ship and received reinforcements from her Leviathan. The Leviathan uses it’s tendrils to deploy these reinforcements, each of which is the size of a Nydus Worm. When you summon it in any other context, these tendrils are instead the size of a Sunken Colony’s spike.


    Hunter Killer 

“Cerebrate, take these, the deadliest of my minions.”

The elite strains of the Hydralisk, they are the finest creations of Daggoth and are only used a handful of times. They return in a couple missions in Starcraft II, though harder to notice without their unique coloring as in the original game.

Provides examples of:

  • Ballistic Bone: Its attack, as with the original Hydralisk.
  • Elite Mook: For the Hydralisk, the Hunter Killers are never deployed in numbers as great as normal Zerg but are far more dangerous without the numerical advantage.
  • King Mook: To the Hydralisk.
  • Lightning Bruiser: They’re Hydralisks with more armor and double the HP and attack power.
  • Praetorian Guard: They’re Kerrigan’s guardians in both the original game and sequel, accompanying her in almost all their depictions and defending her base from enemies. In Co-op Missions, they’re given to Zagara as a summon instead.

    Devouring Ones 

Similar to Hunter Killers (Hydralisks) and Torrasque (Ultralisk) they are the Hero types of Zerglings.

Provides examples of:

  • King Mook: To the Zerglings.
  • Lightning Bruiser: 120 HP and 3 base armor makes Devouring Ones them very sturdy for Zerglings. In terms of offense, they have 10 base damage. That, alongside the trademark high movement and attack speed of Zerglings, means Devouring Ones can rip through forces at an alarming speed, even though the Adrenal Glands upgrade isn’t available in the only time the player can use them.
  • One-Shot Character: They make a total of just one appearance. In the second Zerg mission of Brood War, Kerrigan comes across a group of three Devouring Ones that she obtains using the Psi Emitter.

[NEW] Starcraft 2 Co-op | primal zerg – Vietnamnhanvan

Co-op Commander Guide: Dehaka

Primal Pack Leader

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Commander Summary

Dehaka uses Essence gained from fallen enemies to grow and get stronger, while being backed up with a powerful force of Primal units.

Level Unlocks


Essence Gatherer

Dehaka can collect essence, grow stronger, and choose mutations. Dehaka spawns in faster than other hero units and can devour Primal Drones to reduce his respawn time.

New Units: Ravasaur & Primal Igniter

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Zerglings can evolve into Ravasaurs.
  • Primal Roaches can evolve into Primal Igniters.

Ravasaur Upgrade Cache

Unlocks the following upgrades at Glevig’s Den:

  • Ravasaurs gain increased movement speed and attack range.
  • Ravasaurs gain +15 attack damage against armored enemies.

Deep Tunnel

Dehaka, Primal Wurms, and Greater Primal Wurms gain the ability to Deep Tunnel.

Primal Insight

Dehaka’s maximum level increases from 10 to 12 and unlocks the following mutation choices for Dehaka:

  • Gain the ability to detect cloaked and burrowed units.
  • Gain increased armor.

New Units: Primal Mutalisk & Primal Guardian

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Primal Mutalisks.
  • Primal Roaches can evolve into Primal Guardians.

Primal Mutalisk & Primal Guardian Upgrade Cache

Unlocks the following upgrades at Murvar’s Den:

  • Primal Mutalisks revive on death after a short time.
  • Primal Guardians can fire area damaging spores at enemy ground units.

New Units: Creeper Host & Primal Impaler

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolutions:

  • Primal Hydralisks can evolve into Impalers.
  • Primal Hosts can evolve into Creeper Hosts.

Primal Igniter & Primal Impaler Upgrade Cache

Unlocks the following upgrades at Glevig’s Den:

  • Primal Igniters deal bonus damage to light units.
  • Impaler attacks tenderize enemies, causing them to take damage over time. Devouring tenderized enemies with Dehaka invokes 25% of the normal cooldown time.

Evolved Pack Leaders

The Pack Leaders and Primal Wurms gain new abilities:

  • Glevig gains a flame breath that deals area damage.
  • Murvar also spawns explosive creepers.
  • Dakrun reflects damage (20 per hit) to enemy attackers.
  • Primal Wurms and Greater Primal Wurms gain the ability to project a powerful stream of acid.

New Unit: Tyrannozor

Units can be commanded to engage in primal combat to force evolutions. Unlocks the following new evolution:

  • Primal Ultralisks can evolve into Tyrannozors.
  • Tyrannozors gain an ability that deals area damage.

Survival Instinct

Dehaka’s maximum level increases from 12 to 14 and unlocks the following mutation choices for Dehaka:

  • Passively heal nearby friendly units.
  • Can attack air units.

Elite Primal Zerg Upgrade Cache

Unlocks the following upgrades at Murvar and Dakrun’s Dens:

  • Primal Ultralisk and Tyrannozor attacks have a chance to stun enemies.
  • Tyrannozor grants nearby friendly units extra armor.
  • Creeper Host Creepers gain increased movement speed and can target air units.

Zerus Cunning

Dehaka’s maximum level increases from 14 to 15 and Dehaka starts with an additional mutation point.

Gene Mutation

Primal combat evolutions have a chance to mutate, providing permanent passive bonuses that can increase life, attack speed, grant life leech, and more.

Highlighted rows denote large power spikes for the commander.


The commander-specific achievements for Dehaka are:


Essence Buffet
Devour 2,000 supply with Dehaka in Co-op Missions.

Power Leveling
Reach level 6 with Dehaka within the first 6 minutes on Hard difficulty.

Primal Rage
Deal 400,000 damage with Glevig, Murvar, and Dakrun in Co-op Missions.

Smashy Smashy
Deal 800,000 damage with Dehaka in Co-op Missions.


The calldowns for Dehaka, at level 15, with no mastery points added are:

Recommended Usage

Summon Greater Primal Wurm
Requirements: Glevig’s Den

Summons a powerful temporary defensive Wurm that can detect cloaked and burrowed units.

  • Useful for early-game detection.
  • Excellent last-minute detection and damage (e.g. Nukes in base).
  • Can be spawned in any explored location, regardless of vision.
  • Coolup: 120 seconds
  • Cooldown: 120 seconds
  • Max Charges: 3

Summon Glevig
Requirements: Glevig’s Den

Summons the Primal Pack Leader Glevig and a small pack of Primal Zerg. Glevig is a powerful stationary ranged attacker that deals area damage and can relocate his position with Deep Tunnel. Glevig will fight for 60 seconds before returning to his den.

  • Great for dealing with attack waves.
  • Excellent mobility with Deep Tunnel (although vision is required).
  • Useful for dealing structure damage.
  • Coolup: 120 seconds
  • Cooldown: 360 seconds

Summon Murvar
Requirements: Murvar’s Den

Summons the Primal Pack Leader Murvar. Murvar spawns locusts and can create a cloud that slows enemy movement speed and prevents enemy units and structures from attacking or using energy-based abilities. Murvar will fight for 60 seconds before returning to her den.

  • Useful when pushing into enemy bases to prevent units from attacking.
  • Deals reasonably good amount of damage.
  • Getting the Aerial Burst Sacs upgrade will allow creepers to target air units as well.
  • Coolup: 60 seconds
  • Cooldown: 360 seconds

Summon Dakrun
Requirements: Dakrun’s Den

Summons the Primal Pack Leader Dakrun. Darkrun is a heavily armored juggernaut that can charge at a target location to deal heavy damage and knock back enemy units in the area. Dakrun will fight for 60 seconds before returning to his den.

  • Damage reflect makes him really effective at dealing with low-HP waves.
  • Good at tanking damage.
  • Coolup: 60 seconds
  • Cooldown: 360 seconds

Each of the calldowns above bring a new unit onto the battlefield. These units have abilities themselves, shown below.

Greater Primal Wurm


Greater Bile Stream
Deals 70 damage per second to the target unit for 5 seconds.
20 seconds

Greater Deep Tunnel
Quickly burrow to any visible location.
60 seconds



Incendiary Acid
Carpets the ground in fire. Enemy units in the area take 500 damage over 5 seconds. Can be set to Autocast.
6 seconds

Deep Tunnel
Glevig burrows to the target location and erupts, dealing damage to units in the area and knocking them back.
0 seconds



Spawn Swarm
Spawns 6 Primal Locusts and 6 Explosive Creepers that fight for 25 seconds.
10 seconds

Oppressive Stench
Creates a cloud that slows enemy movement speed and prevents enemy units and structures from attacking or using energy-based abilities. Lasts for 5 seconds.
3 seconds



Brutal Charge
Charge to a target location knocking back units in the area and dealing 200 damage.
10 seconds

Sub-Ascension Leveling

Difficulty: Moderate

The biggest challenge with Dehaka is during the early game, where Dehaka only has one point to allocate. This point should go towards Devour. In early levels (before you have Primal Combat units), build Hydralisks and Ultralisks as your main army composition. The Ultralisks can tank while the Hydralisks deal damage from the back.


Below are the three Power Sets for Dehaka with the recommended point allocations for each. Note that these are meant to serve a general, all-purpose build that is effective across all maps with no Prestiges selected. You are highly encourged to change these masteries to suit your playstyle and particular challenges you face (e.g. Weekly Mutations).

Power Set 1:

Recommended Points to Add
Further Considerations

Devour Healing Increase
1% per point
30% maximum
The Buff Duration mastery can help lengthen the time Dehaka has buffs, helping him move from one base to another while maintaining the buffs. A full stack of buffs can also strengthen Dehaka’s survivability, however, the challenge comes in obtaining those buffs without the bonus to healing.

Devour Buff Duration
3% per point
90% maximum

With efficient play, Devour will have a short cooldown, allowing you to replenish the buff as needed, making the Buff Duration mastery redundant.

Power Set 2:

Recommended Points to Add
Further Considerations

Greater Primal Wurm Cooldown
-2% per point
-60% maximum

The Primal Wurm Cooldown can benefit players that prefer to spam the Wurms for vision, and for support. Note that the support they can provide Dehaka is minimal. Usually, it is better to not use them as much, rather than spending mastery points to reduce their cooldown.

Pack Leaders Active Duration
1% per point
30% maximum

The Pack Leaders are the most important calldowns for Dehaka, so increasing the time they stay on the field is the better pick.

Power Set 3:

Recommended Points to Add
Further Considerations

Gene Mutation Chance
1% per point
30% maximum
Players that prefer to use Dehaka’s combat units instead of Dehaka himself would probably prefer to use the Gene Mutation chance which can improve Dehaka’s units significantly.

Dehaka Attack Speed
1% per point
30% maximum

Both mastery choices are competitive choices, and the player will have to determine what mastery allocation to use to help their playstyle. The Gene Mutation Chance is slightly better as it is very rare for Dehaka to not utilize any army units.


Below are the prestiges for Dehaka. Note that “Effective Level” is the level at which the prestige achieves it full effect.

Effective Level

Devouring One

  • Advantages:
    • Devour applies its benefits to all nearby friendly units.
  • Disadvantages:
    • Dehaka has 0 base armor, loses the Scorching Breath ability, and has his max level reduced by 4.


  • All friendly units within 10 range of Dehaka gets the Devour buffs
  • When Devouring air units, buff applied is +2 range for ranged weapons
  • When Devouring Psionic units, buff applied is only cooldown reduction

This prestige allows Dehaka to buff his own and allied units as he devours enemies in battle. It is especially powerful when playing with commanders that have Hero units. However, if your ally is not able to take advantage of Dehaka’s buff’s, the impact of the prestige is greatly diminished and the player is better off not using a Prestige Talent.

Devouring a Psionic unit will provide an ability cooldown buff to all units within Dehaka’s vicinity. This makes Psionic units even more valuable. The interactions with various commanders’ Heroic units are listed below:

  • Abathur: Brutalisk Deep Tunnel and both Symbiote abilities get cooldown reduction
  • Alarak: None of his abilities get cooldown reduction. Mothership Thermal Lance and Teleport get cooldown reduction, however Shadow of Death Destroyer Warp In does not
  • Dehaka: All pack leaders get cooldown reduction
  • Fenix: Praetor Armor and Solarite Dragoon abilities do not get cooldown reduction. All A.I Champions get cooldown reduction for their abilities except for Clolarion’s Interceptors and Interdictors
  • Kerrigan: Immobilization Wave and Assimilion Aura do not get cooldown reduction
  • Nova: Only Sabotage Drone gets cooldown reduction
  • Raynor: All Hyperions abilities get cooldown reduction
  • Stetmann: Only Garyzone is affected
  • Stukov: Only Apocalisk Burrow Charge gets cooldown reduction
  • Tychus: Only non-charge-based abilities get cooldown reduction
  • Vorazun: All Shadow Guard abilities are affected
  • Zagara: Apex Predator Deep Tunnel gets cooldown reduction only
  • Zeratul: Cleave, Void Seeker get cooldown reduction only. Both Avatars and all Legions get cooldown reduction
  • Level
    Effective Level

    Primal Contender

    • Advantages:
      • Pack Leaders and their entourage deal 50% more damage and have 100% increased life.
      • Pack Leader cooldowns reduced by 33%.
      • Pack Leaders can consume Essence for Dehaka.
    • Disadvantages:
      • Dehaka exits the map while a Pack Leader is active.
      • Only one Pack Leader may be active at a time.


    • Dehaka respawns from where he left the map
    • Pack Leaders do not have abilities until they get unlocked with the Level 10 talent
    • Pack Leader Coolup times are not affected
    • Combined with the Pack Leader Duration mastery, you can have Pack Leaders on the map nearly 100% of the game length

    This prestige can vastly increase the amount of damage that can be dealt by Pack Leaders by increasing their life and allowing the player to spawn them more often. However, it can be challenging for players that are unaware on how to select Pack Leaders to deal with a situation they are facing. However, this presige does alleviate the pressure on players to micro several things at the same time, allowing them to focus on a single Pack Leader at a time.

    Effective Level


    • Advantages:
      • Dehaka spawns a clone.
    • Disadvantages:
      • If either Dehaka or the clone dies, the other dies as well.


    • Essence is not shared between Dehaka and Zweihaka

    Because Essence is not shared between the two hero units, the amount of Essence required to reach maximum level is essentially doubled. Combined with the fact that micro-ing Dehaka (while also macro-ing behind) is already very difficult, adding a second Hero unit that also increases your liability makes this prestige fairly ineffective.

    The choice of prestige will come down to both, player and ally skill. A player with a highly-skilled ally might be able to get a lot of value out of Devouring One. On the other hand, a highly-skilled player that understands how to use Pack Leaders effectively may get a lot of mileage out of Primal Contender. For safer play, playing without a Prestige Talent is fine too.

    Hero Unit

    Spawn time: 1:00

    Respawn time: 1:30

    The abilities for Dehaka are (at max level 3):


    Dehaka leaps to the target location, dealing 145 damage to nearby enemy ground units. Each enemy hit grants Dehaka 1 armour for 2 seconds.
    10 seconds

    Intimidating Roar
    Dehaka terrifies nearby enemies, reducing their movement speed by 75% and attack speed by 25% for 15 seconds.
    Enemies affected by Intimidating Roar have their armor reduced by 2 and cannot use abilities that cost energy.
    30 seconds

    Instantly kill the target enemy unit to heal 5% Life and gain passive abilities based on the enemy type for 25 seconds. The cooldown is based on the amount of life the enemy has when killed.
    ~ seconds

    Scorching Breath
    Dehaka’s fiery breath scorches the earth, dealing weapon damage to all enemy units in its path. 3 charges max.
    30 seconds

    Deep Tunnel
    Quickly burrow to any visible location.
    60 seconds

    As Dehaka gathers esssence, he also gains increased attack and HP stats as follows:

    • Attack: This is equal to (level +1)x10. For example, at level 11, he will have 120 attack.
    • HP: For every Essence he gathers, he will gain +0.75 max life and regenerate 2 HP.

    Recommended Army Composition

    The recommended army composition for Dehaka is below. Note that this assumes no Prestige talent selected and recommended Mastery Allocations. This is a basic recommendation for your army framework. It is recommended to gain an understanding for each of the units in the Units section and further add tech units so that you are able to better handle the situations you face.

    Primal Mutalisks provide an all-round solution to dealing with enemies. Remember that you will need to first engage attack wave with Dehaka (preferably devouring a Psionic unit to deal splash damage wiping out most of the dangerous units) and then cleaning up with the Mutalisks.


    Combat Units

    For more information on Dehaka’s unit stats, comparison between units and upgrade calculations, visit the Data Tables page.

    Dehaka’s combat units are listed below:

    Primal Zergling

    • Extremely basic unit.
    • Generally not worth making, as they are outperformed by other units.
    • Most commonly used to clear expansion rocks.

    Skills: None

    Upgrades: None


    • Created from 2 Zerglings through Primal Combat.
    • Objectively worse than Primal Zerglings, due to reduced DPS.

    Skills: None


    Research Time

    Dissolving Acid
    Ravasaurs deal +15 damage to armored targets.
    60 seconds

    Enlarged Parotid Glands
    Increases movement speed and attack range.
    60 seconds

    Primal Roach

    • Basic unit.
    • Doesn’t see much play, due to it being less effective than its upgraded form, the Primal Igniter.

    Skills: None


    Research Time

    Glial Reconstitution
    Increases the movement speed of Primal Roaches by 31% and Primal Igniters by 19%.
    60 seconds

    Primal Igniter

    • Created from 2 Primal Roaches through Primal Combat.
    • Extremely effective on infested maps, due to its splash damage, and bonus damage to light units with the “Concentrated Fire” upgrade.

    Skills: None


    Research Time

    Glial Reconstitution
    Increases the movement speed of Primal Roaches by 31% and Primal Igniters by 19%.
    60 seconds

    Concentrated Fire
    Increases the Primal Igniter’s damage against light enemies by 15.
    120 seconds

    Primal Guardian

    • Created from 2 Primal Roaches through Primal Combat.
    • Effective on infested maps with the “Explosive Spores” upgrade.
    • Useful in small numbers when dealing with ground compositions.


    Energy Cost

    Explosive Spores
    Fires an Explosive Spore at the target, causing the target and all nearby enemy ground units to take 50 damage.
    10 seconds


    Research Time

    Explosive Spores
    Primal Guardians can fire an Explosive Spore at the target, causing the target and all nearby enemy ground units to take 50 damage.
    60 seconds

    Primordial Fury
    Primal Guardian attacks temporarily increases its attack speed by 10%. Can stack up to 50% increased attack speed.
    60 seconds

    Primal Hydralisk

    • Basic unit.
    • Can be used on shorter maps, however, they are much more effective in their upgraded forms, Primal Mutalisks or Impalers.

    Skills: None


    Research Time

    Muscular Augments
    Increases Primal Hydralisk movement speed by 22% and attack range by 1.
    60 seconds

    Primal Mutalisk

    • Created from 2 Primal Hydralisks through Primal Combat.
    • The main work-horse of Dehaka’s army.
    • Great all-round unit that works in all situations, although not as effective as more specialized units.
    • “Primal Reconstitution” allows Mutalisks to respawn, and should be obtained before bringing Mutalisks into combat.
    • “Slicing Glaive” upgrade should only be obtained when dealing with enemy air compositions.

    Skills: None


    Research Time

    Slicing Glaive
    Primal Mutalisks deal 100% increased damage against air units.
    60 seconds

    Shifting Carapace
    Primal Mutalisks take 50% less damage while moving.
    60 seconds

    Primal Reconstitution
    Primal Mutalisks revive on death after a short time. Cannot occur more than once every 60 seconds.
    90 seconds


    • Created from 2 Primal Hydralisks through Primal Combat.
    • Fantastic siege unit.
    • Can deal great amounts of damage to structures.
    • Has higher attack range than vision range.

    Skills: None


    Research Time

    Units hit by Impalers become tenderized. Tenderized units take 200 damage over 10 seconds. A tenderized unit Devoured by Dehaka will invoke 25% of the normal cooldown time.
    60 seconds

    Primal Host

    • Basic unit.
    • Good structure DPS.
    • Useful when trying to lay siege to enemy fortifications.
    • Should be mixed in with its upgraded form, the Creeper Host.


    Energy Cost

    Spawn Primal Locusts
    Siege unit that attacks by spawning Primal Locusts. Primal Locusts last 25 seconds.

    Primal Locusts can attack ground units.
    30 seconds

    Upgrades: None

    Creeper Host

    • Created from 2 Primal Hosts through Primal Combat.
    • Good structure DPS.
    • Useful when trying to lay siege to enemy fortifications.
    • Extremely effective on defensive maps.
    • Should be mixed in with its basic form, the Primal Host.
    • “Aerial Burst Sacs” upgrade makes these significantly more effective.
    • Can be useful when dealing with attack waves.
    • Should be made in small quantities.


    Energy Cost

    Spawn Explosive Creeper
    Siege unit that attacks by spawning Explosive Creepers. Creepers last 25 seconds.

    Creepers can attack ground units.
    30 seconds


    Research Time

    Aerial Burst Sacs
    Allows the Creeper Host’s Creepers to target air units and increases their movement speed.
    90 seconds

    Primal Ultralisk

    • Basic unit.
    • Not commonly used, due to their high price.


    Energy Cost

    Brutal Charge
    Charge to target location knocking back units in the area and dealing 25 damage.
    10 seconds


    Research Time

    Brutal Charge
    Primal Ultralisks can charge to a target location, knocking back units in the area and dealing 25 damage.
    60 seconds

    Healing Adaptation
    Primal Ultralisks and Tyrannozors regenerate life quickly when out of combat (10HP/s).
    60 seconds

    Impaling Strike
    Primal Ultralisk and Tyrannozor melee attacks have a 20% chance to stun for 2 seconds.
    60 seconds


    • Created from 2 Primal Ultralisks through Primal Combat.
    • Extremely expensive unit.
    • Rarely used due to its high cost, and its roles being filled by much cheaper units.
    • Can be used to spawn-camp enemies with the Barrage of Spikes upgrade researched.


    Energy Cost

    Barrage of Spikes
    Unleash a Barrage of Spikes, dealing 100 damage to enemy ground and air units around the Tyrannozor.
    10 seconds


    Research Time

    Impaling Strike
    Primal Ultralisk and Tyrannozor melee attacks have a 20% chance to stun for 2 seconds.
    60 seconds

    Barrage of Spikes
    Tyrannozors can unleash a Barrage of Spikes, dealing 100 damage to nearby enemy ground and air units.
    60 seconds

    Healing Adaptation
    Primal Ultralisks and Tyrannozors regenerate life quickly when out of combat (10HP/s).
    60 seconds

    Tyrant’s Protection
    Tyrannozors grants nearby friendly units 2 armor.
    60 seconds

    Build Order

    Below is the standard economic build order for Dehaka. For more information on how to read and construct your own build orders, please check the Build Order Theory page.

    23 Extractor
    23 Primal Warden
    25 Extractor
    29 Glevig’s Den
    29 2x Zerglings -> Rocks
    Primal Warden -> Rocks
    31 Primal Hive

    Gameplay Guide

    Playstyle Traps

    Most inexperienced Dehaka players will use the Dehaka hero unit to clear rocks as soon as he spawns, known in the co-op community as “Rockslapping”. This is an extremely inefficient use of Dehaka, as enemies are at their weakest at the start of the game. A much more effective use for Dehaka would be to move near enemy camps and lure some of the units away and kill them. This allows you to gather Essence and level Dehaka up, allowing for greater pushing potential, survivability, and map clearing.

    Essence Calculation

    Essence drops are calculated as follows:

    • If the unit is a Critter or the unit’s supply is less than 1, base drop is 1
    • If the unit is a Hybrid, base drop is 12
    • If the unit’s supply is more than 4, base drop is 12
    • Otherwise, base drop is 2 x Unit Supply

    Dehaka Skill Point Upgrades

    The table below shows all the skill point upgrades available for Dehaka and their effects:


    Dehaka leaps to the target location, dealing 25 + 50% weapon damage to all enemy ground units in the area.

    Level 2 – Leap range increased by 6, Damage increased to 25 + 75% weapon damage.

    Level 3 – Each enemy hit also grants Dehaka 1 armor for 2 seconds.

    Intimidating Roar
    Dehaka intimidates nearby enemies, reducing their movement speed by 75% and attack speed by 25% for 15 seconds.

    Level 2 – Enemies affected by Intimidating Roar also cannot use abilities that cost energy.

    Level 3 – Enemies affected by Intimidating Roar also have armor reduced by 2.

    Dehaka instantly kills the target enemy to heal 5% Life and gain passive abilities based on the enemy type for 15 seconds. The cooldown is based on the amount of life the enemy has when killed.

    Level 2 – Passive bonuses last 25 seconds. Range increased by 3

    Level 3 – Cooldown reduced by 20%. Range increased by 3.

    Scorching Breath
    Dehaka’s fiery breath scorches the earth, dealing weapon damage to all enemy ground units in its path.

    Primal Regeneration
    Dehaka passively heals all allied units nearby.

    Level 2 – 2 life per second.

    Level 3 – 3 life per second.

    Keen Senses
    Allows Dehaka to detect cloaked, burrowed, and hallucinated units.

    Chitinous Plating
    Increases Dehaka’s armor by 3.

    Deadly Reach
    Allows Dehaka to attack air units.

    Dehaka Stat Point Allocation Order

    Below is the recommended order for allocating Dehaka’s stat points. Essence drops at a rate of 2 Essence per supply of unit killed. Hybrids drop 12 Essence.

    Allocate to
    Cumulative Experience Required

    Leap + Devour

    Intimidating Roar




    Chitinous Plating + Keen Senses

    Scorching Breath

    Intimidating Roar



    Deadly Reach


    Intimidating Roar

    Primal Regeneration

    Primal Regeneration

    Primal Regeneration

    * At level 10, Dehaka can be hit by air attacks.

    Gene Mutations

    Every time two units undergo Primal Combat, the resultant unit has a chance of gaining certain Gene Mutation buffs. Each buff has a 20% chance of being gained. The list of units and buffs available for each are shown below:


    Adrenal Glands
    Incubation Sacs
    Spiked Hide

    This unit attacks 20% faster.
    This unit has 50% more life.
    This unit will leech 20% of damage done as life.
    This Creeper Host spawns double the amount of Creepers.
    Each time this unit takes damage, it shoots a spine back at the attacker that deals 10 damage.


    Primal Igniter

    Primal Guardian

    Primal Mutalisk


    Creeper Host


    Devour Mechanics

    Whenever Dehaka devours a unit, a certain cooldown will be applied to Devour. It works as follows:

    • If the unit has 600HP or more: 60 seconds cooldown will be applied.
    • If the unit has less than 600 HP: A cooldown of 10% of its HP (in seconds) will be applied.

    Note that if a unit is Tenderized through Dehaka’s Impalers, the cooldown will be reduced by 75%. If a Psionic unit has been devoured, a buff reduces cooldowns by 50%.

    Additionally, units will provide a buff to Dehaka for 25 seconds. The buffs Dehaka gets are dependent on the tags the unit has. These are as follows:


    Gain a ranged attack

    Gain 30% bonus damage against armored units

    Heal 20% life

    Gain 30% move speed

    Gain 3 armor and reflect damage (10 per hit) at attackers

    Gain 30% attack speed

    Explode with Psionic Energy (2x Dehaka Weapon damage) and abilities cooldowns halved.

    Devouring Psionic units is a critical part of good Dehaka play. Being able to pick out High Templars and other Psionic units from the middle of attack waves to clear them entirely is a key part of this play. Below is a list of the Psionic units that can be found in Amon’s army:

    • Protoss: Arbiter, Archon, Dark Templar, High Templar, Mothership, Oracle, Sentry, Warp Prism
    • Terran: Ghost, Raven, Science Vessel
    • Zerg: Brood Queen, Infestor, Queen, Swarm Queen, Viper
    • Hybrid: Hybrid Dominator

    Essence Farming

    As soon as Dehaka has spawned, he should be sent towards enemy bases to kill units and gather Essence. Using Dehaka to clear expansion rocks (referred to as “Rockslapping”) is one of the most inefficient things a Dehaka player can do, due to Dehaka’s low attack speed and low attack damage. The table below provides a guide for the path Dehaka should take on each of the missions to gather Essence as effectively as possible.


    Chain of Ascension

    Start with the camp in between the two expansions. Use Devour on the Sentries and High Templars to quickly deal splash damage to enemy units before moving on to the camp guarding your expansion.

    The presence of Bunkers make gathering Essence difficult. Clear the Bunker guarding your expansion first, then move towards the central camp to gather more Essence. Focus on the Biological units, rather than the Bunkers.

    Clear your expansion first, by using Devour on straight on the Ultralisk. The damage reflect will cause the other units around Dehaka to kill themselves, clearing the entire expansion. As units take damage, they may try to kite you, so make sure Dehaka doesn’t get lured into the camp in the between the expansions until you are ready.

    Cradle of Death

    Start with the expansion area and Devour Sentries to quickly deal damage to enemy units. Watch out for the Constructs. Then move to the right camp first due to the higher number of biological units.

    Start with the expansion area and Devour Medics to reduce healing. Then move to the right camp first due to the presence of biological units.

    Start with the camp on the right. Weaken the Aberrations and Devour them. With the buff, move to the expansion area and use the damage reflect to quickly kill off defenders.

    Dead of Night*

    Clear the camp to the West of enemy units. Then move South to the camp defenders and then move deeper. Devour Sentries to quickly deal damage to the enemies in the defending camp. During the night, move to the bottom of the ramp to the North-Western area. Several Aberrations will spawn allowing you to level Dehaka quickly.

    Start with the camp defenders in the South West and then East and clear the small number of defenders there. Then move out and down towards the remaining enemy camp. Devour the units as you destroy the Bunker. During the night, move to the bottom of the ramp to the North-Western area. Several Aberrations will spawn allowing you to level Dehaka quickly.

    Clear the camp to the West of enemy units. Then move South, working your way across the camp defenders. Weaken Aberrations and use Devour to gain a damage-reflect buff. During the night, move to the bottom of the ramp to the North-Western area. Several Aberrations will spawn allowing you to level Dehaka quickly.

    Lock & Load

    Clear the units around the central Celestial Lock. Then, creep along the edge of the Northern area of that lock and make your way towards the area outside the Northern Celestial Lock. Clear those units, using the Sentry to help. Then, Deep Tunnel back to your main, and clear the ground units at the Southern Celestial Lock.

    Clear the units around the Central Celestial Lock. Then lure units away from the Bunkers North of that Lock. Move North and clear the small number of units on the low ground outside the Northern Celestial Lock. Next, Deep Tunnel back to the base. Go the ramp to the Northern Celestial Lock, and lure units away from the camp. Finally, lure units away from the Bunkers and Siege Tanks at the Western Celestial Lock.

    Clear the units to the East of the Centeral Celestial Lock by using the Vipers in that location. Then, clear the units guarding the Central Celestial Lock, weaking the Aberrations and Devouring them to take advantage of the damage reflect buff. Next, move to the Southern Celestial Lock, Devouring Vipers to clear the units there. Finally, move to the ramp for the Northern Celestial Lock, Devouring Infestors to clear units in that area.


    Clear the units guarding both your expansions first. Then move North, and kill the units near the Cannon by luring them away. Then move East and clear the units in that area. Kill the Immortal first and use Zealots to heal Dehaka.

    Clear the units guarding both your expansions first. Target the Bunkers down, and use the units around to heal Dehaka until the Bunkers are on fire. Allow the Bunkers to burn down while you work away on the other expansion. Once both areas are cleared, move North East and clear the units in that area.

    Clear the units guarding both your expansions first. Then move North and clear the units there by luring them away from the Spine Crawlers. Then move East and clear that camp.

    Miner Evacuation

    Gathering Essence on this map is very difficult, due to the large presence of infested units which do not drop Essence. First, check if there are units near the Evacuation Ship at the East of the expansion. Clear the units there (which consists of Infestors and Aberrations). Then move towards the expansion area. Once cleared, you may move directly North to clear that area, and then to the top-right Evacuation ship area. In the top areas, Infestors are present, which helps clearing those areas.

    Mist Opportunities

    To start, clear the enemies near the first geyser, which includes a Stalker and two Zealots. Then clear the enemies near the first Geyser. Move West and clear the enemies near the next set of geysers, using Devour on Sentries to quickly clear them. If you have more time, you may start clearing the enemies around the camp blocking the third set of geysers. With good timing, you may Devour that Sentry and use its explosion to clear the attack wave too.

    To start, clear the enemies near the first geyser, which includes a Marauder and three marines. Then clear the enemies near the first Geyser. Move West and clear the enemies near the next set of geysers. If you have more time, you may start clearing the enemies around the camp blocking the third set of geysers by luring them away from the Bunker and Siege Tank.

    To start, clear the enemies near the first geyser, which includes a Hydralisk and two Roaches. Then clear the enemies near the first Geyser. Move West and clear the enemies near the next set of geysers, skipping the Spine Crawlers. If you have more time, you may start clearing the enemies around the camp blocking the third set of geysers by luring them away from the Spine Crawler.

    Oblivion Express

    Clear the small plateau to the East of your main, Devouring the High Templar to quickly clear that enemies in that area. Then move to the base near the start of the middle tracks. Devour the High Templar to quickly clear the defenders, then move South and Devour the High Templar there. Once cleared, move back North, the High Templars would have been re-made, allowing you to gather more Essence. Keep alternating between these two locations.

    Clear the small plateau to the East of your main, then clear the small plateau to the South of your main. Once cleared, move to the base at the start of the top set of tracks and slowly work your way through the units. Devour the Ghost to quickly clear the defenders in that location. Beware of the Bunkers and the Siege Tank located on the high ground.

    Clear the small plateau to the East of your main, Devouring the Infestor to quickly clear that enemies in that area. Then, move North to the base, Devouring the Infestor and weakening the Ultralisk before Devouring it. You will use this damage reflect to weaken the Brood Lord before Devouring it. Watch out for the Corruptor, which will cast Corruption, causing Dehaka to take bonus damage.

    Part & Parcel

    Clear the defenders outside the top ramp by luring them away from the Cannon. Then, move North and clear the enemies in that location, using the Sentry to clear them quickly. Once cleared, move to the expansion, using the Sentry there to clear the enemies in that location.

    The presence of Bunkers makes gathering Essence very difficult. Clear the defenders outside the top ramp by luring them away from the Bunker. Then, move North and clear the enemies in that location. You may then move South and clear the enemies around the Bunker. Alternatively, damaging a Bunker will cause SCV’s to be sent from around the map. You may Devour them for HP sustain.

    Clear the small group of Roaches outside the bottom ramp, then work your way up North. You may lure enemies away from the Spine Crawler. Once the top defenders are cleared (preferably with the Aberration being Devoured last), you may clear the expansion.

    Rifts to Korhal

    Clear the defenders at the first Void Shard location, using the Sentries for AoE. Then move towards the second Void Shard location, luring units away from the Cannons. Beware of the edges of the base, as there are Dark Templars there.

    Clear the defenders at the first Void Shard location. Then move towards the second Void Shard location, luring units away from the Bunkers and Siege Tanks.

    Clear the defenders at the first Void Shard location. Then move towards the second Void Shard location. Lurkers and Swarm Hosts are burrowed, but there are several Infestors which can be Devoured for fast clearing the area.

    Scythe of Amon

    Clear the defenders near the first Void Sliver. Watch out for the Photon Cannon near the first Sliver. Then, make your way towards the second Void Sliver, clearing the camp between the two locations. Devour the Aberration for a damage reflect buff to quickly clear the defenders in that location.

    Clear the defenders near the first Void Sliver. Then, make your way towards the second Void Sliver, clearing the camp between the two locations by luring units away from the Bunker.

    Clear the defenders near the first Void Sliver. Then, make your way towards the second Void Sliver, clearing the camp between the two locations. Devour the Aberration for a damage reflect buff to quickly clear the defenders in that location.

    Temple of the Past

    Use Deep Tunnel to move Dehaka to the opposite side of the rocks. Then, clear units guarding each of the Zenith stones. If timed correctly, you will be able to intercept the first attack wave with Dehaka using Deep Tunnel. Make sure you target the Zenith Stone on the middle lane last, as this will allow you to intercept the attack wave without having to wait for Deep Tunnel.

    The Vermillion Problem

    Use Dehaka to start clearing the expansion. You can use Devour on workers to sustain HP. Continue to clear the expansion until the first attack wave, where you can Deep Tunnel back to intercept it.

    In the case of Zerg compositions, it is better to target the island to the West of the expansion first. There are Vipers present in that area, with plenty of Scourge which can be used for quick Devours. Once that area is cleared, you can make your way towards the expansion and start clearing that.

    Void Launch

    Clear the final bonus area first by sneaking Dehaka along the edges of the camp guarding that area. Devour the High Templar and Sentry to quickly kill off the units there. Then, exit the same way you entered, and clear the units outside the right base entrance, Devouring the Sentry and weakened Archon. Once cleared, you may clear the second bonus area by Devouring the Sentry and an air unit.

    Bunkers and Siege Tanks make gathering Essence difficult on this map. Clear the units (and Bunker) around the first bonus area, then move East and clear the units in that area too. Try to Devour Ghosts before they use Cloak to take advantage of the AoE damage they cause.

    Clear the first bonus area and work your way East. The enemies outside the right entrance consist of Infestors which can be used to quickly clear that area. Near the second bonus area, there is a Viper which can be used to clear, but watch out for the Swarm Hosts.

    Void Thrashing

    Clear the defenders outside the first Void Thrasher spawn point. Then move East, clearing the defenders in the enemy camp. Devour Sentries and Archons to quickly clear that area. Move to the entrance of the North base and lure enemy units down the ramp and clear them.

    Bunkers and Siege Tanks make gathering Essence difficult. Clear the defenders outside the first Void Thrasher spawn point. Then move East, clearing the defenders in the enemy camp. Lure them away from the two Siege Tanks in that location.

    Clear the defenders outside the first Void Thrasher spawn point. Then move East, clearing the defenders in the enemy camp. Watch out for the Banelings as they can surprise you with their high burst damage. Once those defenders are cleared, move West to the camp outside the second Void Thrasher spawn. Devour Infestors and weakened Aberrations to quickly clear that area.

    * Dehaka has a very high survivability on Dead of Night, due to the large number of low-HP Infested units scattered around the map. While they do not drop Essence, use them to your advantage to keep Dehaka alive while you farm Essence from Amon’s units.

    Playstyle Tips

    • Gather essence with Dehaka as soon as he spawns.
    • Target Psionic units with Dehaka to take advantage of the area damage it causes.
    • Avoid devouring high-HP targets. Weaken units first before devouring them.
    • Greater Primal Wurms do not require vision to be summoned, as long as you can see the terrain. Use them to get vision so you can Deep Tunnel Dehaka over.
    • If Dehaka dies, use drones to instantly respawn him. Each drone reduces Dehaka’s respawn time by 24 seconds. This can have huge negative impact on your economy in the early game, so make sure you don’t lose him at the start, when he is at his weakest.

    Supreme: Kerrigan Kills Zurvan and Becomes Most Powerfull Zerg (Starcraft 2)

    Sarah Kerrigan intended to unite all the packs of Zerus. She gained the assistance of Dehaka and Zurvan the Ancient One in her quest.
    She defeated pack leaders Yagdra, Kraith and Slivan in turn, when Zurvan turned against her. She eventually defeated him too, taking command of the primal zerg… \”Supreme\” mission from ‘Starcraft 2: Heart of the Swarm’ PC game… Gameplay on Normal… ► Watch more Starcraft videos: http://bit.ly/1b1W2yY.

    นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูความรู้เพิ่มเติมที่นี่

    Supreme: Kerrigan Kills Zurvan and Becomes Most Powerfull Zerg (Starcraft 2)

    Custom Primal Zerg Faction for StarCraft 2

    This is NOT the Dehaka commander. I did not use any of the assets (I’m just publishing this video, I had uploaded it months before Dehaka arrived).
    Like, Comment, and Subscribe!

    Custom Primal Zerg Faction for StarCraft 2

    Haven’s Fall: Jim Kills the Infected Terran Colonists. Ariel Hanson’s Death (Starcraft 2)

    Ariel Hanson had located a planet suitable for establishing a colony for the Agrian colonists. However, they were contacted by Selendis, who told Jim Raynor that several of the colonists were infested with zerg spores and they needed to be killed. Hanson asked Raynor to protect the colony and give her a chance to develop a cure for the infestation, but Raynor reluctantly agreed with Selendis and ordered her to withdraw, stating he would handle the matter himself. This was much to Hanson’s dismay.
    Raynor attempted to kill only the infested colonists and save those who were still human. Specialized zerg structures on the planet were spreading the virus to the outlying colonies and needed to be destroyed before the colonists became infested. Using vikings to destroy the deadly zerg brood lords from the air, Raynor’s men destroyed the zerg bases and freed many of the colonists from infestation.
    During the mission, Egon Stetmann reported that Dr. Hanson had locked herself in the lab on board Hyperion, desperate to discover a cure for the virus and give Raynor a reason to stop the attack. However, she stopped responding to entreaties, and when the mission was complete, Matt Horner reported that there was a \”problem in the lab.\” Raynor entered fully armored and, discovering a spilled sample, had Horner lock the door. His worst fears were confirmed when he found that Hanson herself was infested, and she attacked him while taunting him for his lack of compassion. When she attacked Raynor, he incapacitated and killed her. Selendis’s forces, meanwhile, sent the Raiders a plaque to honor their efforts.
    Watch more Starcraft videos: http://bit.ly/1b1W2yY.
    The 15th mission (number may differ) of \”Starcraft II: Wings of Liberty\” \”Haven’s Fall\” on planet Haven. Siding with protoss and killing the infected terrans. The alternative is to help Ariel Hanson mission \”Safe Haven\” http://www.youtube.com/watch?v=5sU6Z4TSFo

    Haven's Fall: Jim Kills the Infected Terran Colonists. Ariel Hanson's Death (Starcraft 2)

    Crucible: Kerrigan Mutates Into Primal Zerg on Zerus (Starcraft 2: Heart of the Swarm)

    Right after the awakening of the ancient primal Zerg Zurvan. He told Kerrigan that needed to be reborn to become Queen of Blades once more. She must seek out the first spawning pool that first created the Zerg. Sarah Kerrigan determined to enhance her power in order to finally kill Arcturus Mengsk. She was instructed to take control of the first spawning pool. On the way to the site Abathur delivered a couple swarm hosts to deal with the primal zerg guarding the route. Once there, she entered a chrysalis and began a transformation. The site was fougut over by the nowleaderless Brakk’s Pack, as well as Yagdra and his pack. Eventually Brakk’s Pack was defeated, and then Kerrigan and her Swarm held off Yagdra’s pack long enough for Kerrigan to emerge… \”The Crucible\” mission from ‘Starcraft 2: Heart of the Swarm’ PC game… Gameplay on Normal… ► Watch more Starcraft videos: http://bit.ly/1b1W2yY.

    Crucible: Kerrigan Mutates Into Primal Zerg on Zerus (Starcraft 2: Heart of the Swarm)

    Starcraft 2 Heart of the Swarm: Primal Zerg Evolution HD

    Starcraft 2 Heart of the Swarm: Primal Zerg Evolution HD

    นอกจากการดูบทความนี้แล้ว คุณยังสามารถดูข้อมูลที่เป็นประโยชน์อื่นๆ อีกมากมายที่เราให้ไว้ที่นี่: ดูวิธีอื่นๆWiki

    ขอบคุณที่รับชมกระทู้ครับ primal zerg

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