StarCraft® II

The small, savage Dune-Runners of the sandworld Zz’gash were incorporated into the Swarm to serve as lookouts and assault troops. Although Zerglings are little more than feral animals, they work well in large groups under the command of larger Zerg. The voracious Zerglings are fond of ripping enemies to shreds with their razor-sharp, sickle-like limbs and fangs. Because the genetic code of the Zergling is so simple to replicate, a single Larva can spawn two separate Zerglings.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Zerg
Life: 35
Armor: 0 (3)
Movement: Fast
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Larva
Hotkey: Z
Requires: Spawning Pool
Cost: 50 -
Supply: 1
Build time: 24

Combat

Upgrades:
Weapon:
Ability:

3D Model

Basic information

Race: Zerg
Life: 35
Armor: 0 (3)
Movement: Fast
Cargo Size: 1
Attributes: Light - Biological

Production

Producer: Larva
Hotkey: Z
Requires: Spawning Pool
Cost: 50 -
Supply: 1
Build time: 24

Combat

Upgrades:
Weapon:
Ability:

SPECIMEN ANALYSIS

Allows the creature to maintain its balance when running at high speeds. The somewhat sharp spikes that protrude from the tip have no discernible purpose, and seem to be a vestigial trait from the original Dune Runner genetic code.
Exposure to the harsh weather conditions in Zz’gash made the Dune Runners a fairly adaptable species, an attribute inherited by the Zerglings. Their leathery skin developed seven distinct layers with specialized humidity-retention ducts. These prevent moisture loss, while still allowing fluid circulation to keep the creature’s temperature at appropriate levels.
The Zergling’s eyeball has a considerable optical aperture which allows the creature to see in the dark. This ability is further enhanced by a layer of tissue that reflects light, and the production of a dense substance which—depending on saturation levels—make its eyes glow orange or red, a clear indicator that the creature’s vision has fully adjusted to the darkness.
The Dune Runners’ genetic code and cellular composition have been distilled to their simplest form, allowing the Swarm to field waves of savage monsters against their enemies. Zergling replication is so efficient that they thrive even when exposed to exceedingly high mortality rates.
The adrenal glands on some recovered specimens seemed unnaturally large for a creature this size. Further analysis revealed traces of genetic manipulation, which enhances the aggression of the Zerglings—driving them into a perpetual state of frenzy. In such a state, the creatures are able to bring down armored vehicles and structures with ease.
Zerglings’ origins as nomadic creatures from an inhospitable world are evident in the structure of their nutrient storage system. Capable of deriving the necessary compounds—even water—from anything they eat, Zerglings can survive away from the hive for long periods of time.
0.82 0.61 0.39 0.82 0.19 0.81 0.38 0.33 0.61 0.68 0.37 0.63

General Strategy

  • High-speed, fast-attacking ground unit.
  • Inexpensive and fast, but individually fragile.
  • Can increase movement speed with the Metabolic Boost upgrade, which can help assist in surrounding enemy units and catching fleeing foes.
  • Can increase attack speed with Adrenal Gland upgrade.
  • Can burrow with the Burrow upgrade.
  • Can be turned into Banelings with the baneling morph upgrade.
  • Effective scouting unit due to low cost and ability to burrow once researched.

Evolutions

  • Burrow: Allows the unit to take cover underground, rendering it unable to attack. A burrowed unit is invisible unless revealed by detectors or effects.
  • Metabolic Boost: Increases zergling movement speed.
  • Adrenal Glands: Increases zergling attack rate by 20%.

Countermeasures

Terran VS
  • Employ Hellions, which burn multiple Zerglings with single flamethrower shots. Their speed also gives them an opportunity to run away from Zerglings. Get the Infernal Pre-Igniter upgrade.
  • Wall off entry points to your base with bunkers or supply depots, attempting to either prevent zerglings from entering or funneling them into a narrow chokepoint while blasting at them with ranged units.
  • At range, Stimpacks increase the Marines’ effectiveness against Zerglings.
Zerg VS
  • Utilize Roaches against Zerglings, and burrow when needed to regenerate their health.
  • Ultralisks can deliver destructive area-of-effect attacks that eliminate multiple Zerglings at the same time, as can detonating Banelings.
Protoss VS
  • Utilize photon cannons to protect your base –- they can kill smaller groups of Zerglings very quickly, and can also be used to create chokepoints to funnel Zerglings through and limit their attacks.
  • Zealots, especially those with weapon upgrades and the Charge ability, can efficiently slay Zerglings without taking heavy losses themselves. Create choke points for your Zealots using Sentry Force Fields.
  • Area-of-effect attacks or attacks with ’splash damage’ like those of Colossi can be extremely effective in taking down Zerglings. High Templars’ ’Psi Storm’ ability can achieve a similar effect.

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