Faction: The Ravagers

The Ravagers

 Race: Zerg

Faction Overview:

  • Focuses on tougher zerg units with strong utility abilities.
  • Gains additional benefits on creep - Multiple ways to easily spread across the map.
  • Army composition offers great sieging potential.
  • Struggles in the early game due to pricey units.
  • Loses combat effectiveness when unable to utilize creep.

Faction Traits & Faction Upgrades:

  • Creep grants Ravager units an additional 10% increased movement and 25% increased attack speed.
  • Extractors provide 25% additional gas per turn-in.
  • Upgrading existing buildings (ie. Hatchery to Lair) happens 40% faster due to the focus on higher tech.
  • Maximum larva per Hatchery increased from 3 to 9, due to inability to speed up larva production.
  • Upgrade: Sustaining Roots - Increases the rooting speed of Spine Crawlers and Spore Crawlers by 50%, and allows them to generate creep in a small area around them while rooted.
  • Upgrade: Malignant Creep - Increases the spread range of creep growth generated from Creep Tumors by 50%, increases the speed of all creep growth by 50%, and causes friendly Ravager units to gain 200% increased life regeneration while on creep.

Want to try out this faction outside of the campaign? Search for AWS Faction Wars on the StarCraft II Arcade, where you can select a faction, gaining access to the full tech tree while you complete objectives against 3 other factions featured in the campaign.

EU link: battlenet:://starcraft/map/2/220061
US link: battlenet:://starcraft/map/1/313341


Extended Faction Overview:

Below is an overview of the faction's full tech tree in a list-format, along with the stats and abilities of each structure and unit.

Hatchery:

==Unit Info==

Health: 1500

Armor: 1

Cost: 300/0/-2

Build Time: 60 Seconds

Description: 

Primary structure. Used to receive gathered resources. Can spawn Creep Tumors. Passively spawns Larva responsible for morphing Ravager combat units and workers. Grows creep to feed nearby Zerg structures, and spawns a number of Broodlings on death. Can mutate into a Lair.

Enables:

- Drones

- Spawning Pools from Drones

- Evolution Chambers from Drones

==Unit Passives==

Creep Generator: This structure automatically produces creep to feed nearby Zerg structures.

Bonus: Ravager units move faster and gain 25% increased attack speed while on creep. Movement speed bonus on creep is increased by 10%.

Broodling Gestation: This structure will spawn 9 broodlings on death. Broodlings last 8 seconds before dying.

==Unit Abilities==

Spawn Creep Tumor:

Spawns a burrowed creep generator from a very long range. Grows creep to feed nearby Zerg structures. Can spawn additional Creep Tumors.

  • Cooldown: 25 Seconds

==Research==

Engorged Sacs: Increases the maximum cargo space of Overlords by +6, an increase of 100%, and increases the unload speed by 0.5 seconds, an increase of 50%.

  • Cost: 125/125
  • Research Time: 90 Seconds
  • Requirements: Lair

Lair:

==Unit Info==

Health: 2000

Armor: 1

Cost: 150/100/-2

Build Time: 36 Seconds

Requirements: Spawning Pool

Description: 

Evolved primary structure. Used to receive gathered resources. Can spawn Creep Tumors. Passively spawns Larva responsible for morphing Ravager combat units and workers. Grows creep to feed nearby Zerg structures, and spawns a number of Broodlings on death. Can mutate into a Hive.

Enables:

- Aberrations from Larvae with Evolution Chamber

- Hydralisk Dens from Drones

- Infestation Pits from Drones

- Spires from Drones

==Unit Passives==

Creep Generator: This structure automatically produces creep to feed nearby Zerg structures.

Bonus: Ravager units move faster and gain 25% increased attack speed while on creep. Movement speed bonus on creep is increased by 10%.

Broodling Gestation: This structure will spawn 9 broodlings on death. Broodlings last 8 seconds before dying.

==Unit Abilities==

Spawn Creep Tumor:

Spawns a burrowed creep generator from a very long range. Grows creep to feed nearby Zerg structures. Can spawn additional Creep Tumors.

  •  Cooldown: 25 Seconds

==Research==

Engorged Sacs: Increases the maximum cargo space of Overlords by +6, an increase of 100%, and increases the unload speed by 0.5 seconds, an increase of 50%.

  •  Cost: 125/125
  • Research Time: 90 Seconds
  • Requirements: Lair

Hive:

==Unit Info==

Health: 2500

Armor: 1

Cost: 200/150/-2

Build Time: 36 Seconds

Requirements: Infestation Pit

Description: 

Further evolved primary structure. Used to receive gathered resources. Can spawn Creep Tumors. Passively spawns Larva responsible for morphing Ravager combat units and workers. Grows creep to feed nearby Zerg structures, and spawns a number of Broodlings on death.

Enables:

- Ravasaurs from Larvae with Infestation Pit

- Ultralisk Caverns from Drones

- Greater Spires from Spires

==Unit Passives==

Creep Generator: This structure automatically produces creep to feed nearby Zerg structures.

Bonus: Ravager units move faster and gain 25% increased attack speed while on creep. Movement speed bonus on creep is increased by 10%.

Broodling Gestation: This structure will spawn 9 broodlings on death. Broodlings last 8 seconds before dying.

==Unit Abilities==

Spawn Creep Tumor:

Spawns a burrowed creep generator from a very long range. Grows creep to feed nearby Zerg structures. Can spawn additional Creep Tumors.

  •  Cooldown: 25 Seconds

==Research==

Engorged Sacs: Increases the maximum cargo space of Overlords by +6, an increase of 100%, and increases the unload speed by 0.5 seconds, an increase of 50%.

  •  Cost: 125/125
  • Research Time: 90 Seconds
  • Requirements: Lair

Extractor:

==Unit Info==

Health: 500

Armor: 1

Cost: 50/0/0

Build Time: 30 Seconds

Description: 

Mutated over a Vespene Geyser to allow harvesting of vespene gas. Ravager extractors provide 25% additional vespene gas per turn-in.

==Unit Passives==

Vespene Efficiency: Ravager Extractors provide 25% additional vespene gas per turn-in.

Spawning Pool:

==Unit Info==

Health: 1000

Armor: 1

Cost: 200/0/0

Build Time: 30 Seconds

Requirements: Hatchery

Description: 

Contains upgrades for Raptors. Spawns a number of Broodlings on death.

Enables:

- Raptors from Larvae

- Lairs from Hatcheries

- Roach Warrens from Drones

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Evolution Chamber:

==Unit Info==

Health: 750

Armor: 1

Cost: 75/0/0

Build Time: 40 Seconds

Requirements: Hatchery

Description: 

Contains weapon and armor upgrades for Ravager ground units. Spawns a number of Broodlings on death.

Enables:

- Aberrations from Larvae with Lair or Hive

- Spine Crawlers from Drones

- Spore Crawlers from Drones

==Research==

Melee Attacks Level 1: Upgrades the damage dealt by Ravager melee attacks.

  •  Cost: 100/100
  • Research Time: 160 Seconds

Melee Attacks Level 2: Further upgrades the damage dealt by Ravager melee attacks.

  •  Cost: 150/150
  • Research Time: 190 Seconds
  • Requirements: Melee Attacks Level 1 & Lair

Melee Attacks Level 3: Maximizes the damage dealt by Ravager melee attacks.

  •  Cost: 200/200
  • Research Time: 220 Seconds
  • Requirements: Melee Attacks Level 2 & Hive

Missile Attacks Level 1: Upgrades the damage dealt by Ravager ground ranged attacks.

  •  Cost: 100/100
  • Research Time: 160 Seconds

Missile Attacks Level 2: Further upgrades the damage dealt by Ravager ground ranged attacks.

  •  Cost: 150/150
  • Research Time: 190 Seconds
  • Requirements: Missile Attacks Level 1 & Lair

Missile Attacks Level 3: Maximizes the damage dealt by Ravager ground ranged attacks.

  •  Cost: 200/200
  • Research Time: 220 Seconds
  • Requirements: Missile Attacks Level 2 & Hive

 Ground Carapace Level 1: Upgrades the armor of Ravager ground units.

  •  Cost: 150/150
  • Research Time: 160 Seconds

Ground Carapace Level 2: Further upgrades the armor of Ravager ground units.

  •  Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Ground Carapace Level 1 & Lair

Ground Carapace Level 3: Maximizes the armor of Ravager ground units.

  •  Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Ground Carapace Level 2 & Hive

Sustaining Roots: Increases the rooting speed of Spine Crawlers and Spore Crawlers by 50%, and allows them to generate creep in a small area around them while rooted.

  •  Cost: 150/150
  • Research Time: 120 Seconds
  • Requirements: Lair

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Roach Warren:

==Unit Info==

Health: 850

Armor: 1

Cost: 150/0/0

Build Time: 40 Seconds

Requirements: Spawning Pool

Description: 

Contains upgrades for Roaches and Desecrators. Spawns a number of Broodlings on death.

Enables:

- Roaches from Larvae

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Spine Crawler:

==Unit Info==

Health: 300

Armor: 2

Cost: 150/0/0

Build Time: 30 Seconds

Requirements: Evolution Chamber

Description: Anti-ground defensive structure. Can use Uproot to allow movement, but disable its attack. Does not require creep to be rooted, but suffers from reduced attack speed while outside of creep.

Can attack ground units.

==Unit Weapons==

Impaler Tentacle: 

Damage: 25 (+5 vs Armored)

Attack Speed: 1.85

Range: 7

Type: Single-Target

==Unit Passives==

Self-Sustaining: Ravager Spine Crawlers and Spore Crawlers are self-sustaining, removing their need for creep to feed them. Uprooted movement speed penalty while off creep is significantly reduced. While rooting outside of creep, attack speed is reduced by 25%.

Spore Crawler:

==Unit Info==

Health: 400

Armor: 1

Cost: 125/0/0

Build Time: 30 Seconds

Requirements: Evolution Chamber

Description: Anti-air defensive structure. Can use Uproot to allow movement, but disable its attack and Detection. Does not require creep to be rooted, but suffers from reduced attack speed while outside of creep.

Can attack air units.

Detector

==Unit Weapons==

Acid Spew: 

Damage: 15 (+30 vs Biological)

Attack Speed: 0.86

Range: 7

Type: Single-Target

==Unit Passives==

Self-Sustaining: Ravager Spine Crawlers and Spore Crawlers are self-sustaining, removing their need for creep to feed them. Uprooted movement speed penalty while off creep is significantly reduced. While rooting outside of creep, attack speed is reduced by 25%.

Hydralisk Den: 

==Unit Info==

Health: 850

Armor: 1

Cost: 100/100/0

Build Time: 40 Seconds

Requirements: Lair

Description: 

Contains upgrades for Hydralisks and Impalers. Spawns a number of Broodlings on death. Can mutate into an Impaler Den.

Enables:

- Hydralisks from Larvae

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Impaler Den:

==Unit Info==

Health: 850

Armor: 1

Cost: 100/50/0

Build Time: 30 Seconds

Requirements: Lair

Description: 

Contains upgrades for Hydralisks and Impalers. Spawns a number of Broodlings on death.

Enables:

- Impalers from Hydralisks

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Infestation Pit:

==Unit Info==

Health: 850

Armor: 1

Cost: 100/100/0

Build Time: 40 Seconds

Requirements: Lair

Description: 

Contains upgrades for Infestors and Ravasaurs. Spawns a number of Broodlings on death.

Enables:

- Infestors from Larvae

- Ravasaurs from Larvae with Hive

==Research==

Malignant Creep: Increases the spread range of creep growth generated from Creep Tumors by 50%, increases the speed of all creep growth by 50%, and causes friendly Ravager units to gain 200% increased life regeneration while on creep.

  • Cost: 200/200
  • Research Time: 150 Seconds
  • Requirements: Hive

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Spire:

==Unit Info==

Health: 850

Armor: 1

Cost: 200/200/0

Build Time: 40 Seconds

Requirements: Lair

Description: 

Contains weapon and armor upgrades for Ravager air units, and upgrades for Guardians, Vipers and Leviathans. Spawns a number of Broodlings on death. Can mutate into a Greater Spire.

Enables:

- Guardians from Larvae

- Scourge Nests from Drones

==Research==

Flyer Attacks Level 1: Upgrades the damage dealt by Ravager air units.

  •  Cost: 100/100
  • Research Time: 160 Seconds

Flyer Attacks Level 2: Further upgrades the damage dealt by Ravager air units.

  •  Cost: 175/175
  • Research Time: 190 Seconds
  • Requirements: Flyer Attacks Level 1 & Lair

Flyer Attacks Level 3: Maximizes the damage dealt by Ravager air units.

  •  Cost: 250/250
  • Research Time: 220 Seconds
  • Requirements: Flyer Attacks Level 2 & Hive

Flyer Carapace Level 1: Upgrades the armor of Ravager air units.

  • Cost: 150/150
  • Research Time: 160 Seconds

Flyer Carapace Level 2: Further upgrades the armor of Ravager air units.

  •  Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Flyer Carapace Level 1 & Lair

Flyer Carapace Level 3: Maximizes the armor of Ravager air units.

  • Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Flyer Carapace Level 2 & Hive

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Greater Spire:

==Unit Info==

Health: 1000

Armor: 1

Cost: 150/150/0

Build Time: 60 Seconds

Requirements: Hive

Description: 

Contains weapon and armor upgrades for Ravager air units, and upgrades for Guardians, Vipers and Leviathans. Spawns a number of Broodlings on death.

Enables:

- Vipers from Larvae

- Leviathans from Larvae

==Research==

Flyer Attacks Level 1: Upgrades the damage dealt by Ravager air units.

  • Cost: 100/100
  • Research Time: 160 Seconds

Flyer Attacks Level 2: Further upgrades the damage dealt by Ravager air units.

  • Cost: 175/175
  • Research Time: 190 Seconds
  • Requirements: Flyer Attacks Level 1 & Lair

Flyer Attacks Level 3: Maximizes the damage dealt by Ravager air units.

  • Cost: 250/250
  • Research Time: 220 Seconds
  • Requirements: Flyer Attacks Level 2 & Hive

Flyer Carapace Level 1: Upgrades the armor of Ravager air units.

  • Cost: 150/150
  • Research Time: 160 Seconds

Flyer Carapace Level 2: Further upgrades the armor of Ravager air units.

  • Cost: 225/225
  • Research Time: 190 Seconds
  • Requirements: Flyer Carapace Level 1 & Lair

Flyer Carapace Level 3: Maximizes the armor of Ravager air units.

  •  Cost: 300/300
  • Research Time: 220 Seconds
  • Requirements: Flyer Carapace Level 2 & Hive

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Scourge Nest:

==Unit Info==

Health: 850

Armor: 1

Cost: 150/50/0

Build Time: 40 Seconds

Requirements: Spire

Description: 

Contains upgrades for Scourges. Spawns a number of Broodlings on death.

Enables:

- Scourges from Larvae

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Ultralisk Cavern:

==Unit Info==

Health: 850

Armor: 1

Cost: 150/200/0

Build Time: 50 Seconds

Requirements: Hive

Description: 

Contains upgrades for Ultralisks. Spawns a number of Broodlings on death.

Enables:

- Ultralisks from Larvae

==Research==

Burrow Charge: Allows Ultralisks to use the Burrow Charge ability.

The Ultralisk burrows and charges toward the target unit. After arriving, the Ultralisk unburrows, dealing 15 damage, knocking back and stunning enemy units hit for 2 seconds.

  • Cost: 200/200
  • Research Time: 100 Seconds

==Unit Passives==

Broodling Gestation: This structure will spawn 6 broodlings on death. Broodlings last 8 seconds before dying.

Drone:

==Unit Info==

Health: 40

Armor: 0

Movement Speed: 2.812

Cost: 50/0/1

Build Time: 17 Seconds

Description: Basic worker unit. Can gather resources and mutate into Ravager structures. Can use Burrow to make the Drone immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Claws: 

Damage: 5

Attack Speed: 1.5

Range: 0.1

Type: Single-Target

Overlord:

==Unit Info==

Health: 200

Armor: 0

Movement Speed: 2.75

Cost: 100/0/-8

Build Time: 25 Seconds

Description: Provides supply.

Supply allows you to create more units. 

Flying transport. Can use Generate Creep. Can ferry 25% less units than normal transports. Upon death, all cargo units are destroyed. Each Overlord can be individually upgraded with the ability to become a Detector.

Cannot attack.

==Unit Abilities==

Generate Creep:

Makes the Overlord generate creep at its current location. Creep will only be generated while the Overlord isn't moving. Creep feeds nearby Zerg structures.

Bonus: Ravager units move faster and gain 25% increased attack speed while on creep. Movement speed bonus on creep is increased by 10%.

  • Requirements: Lair

Sensory Antennae: Grants this Overlord the ability to detect cloaked and burrowed units. Takes 40 seconds to activate.

  •  Cost: 50/50
  • Requirements: Lair

Raptor:

==Unit Info==

Health: 50

Armor: 0

Movement Speed: 2.953

Cost: 37.5/0/1

Build Time: 28 Seconds

Requirements: Spawning Pool

Description: Fast melee unit. Can use Leap. Jumps up and down cliffs to traverse difficult terrain. Can use Burrow to make the Raptor immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Claws: 

Damage: 7

Attack Speed: 0.69

Range: 0.1

Targets: Ground

Type: Single-Target

==Unit Passives==

Cliff Jumper: The Raptor can jump up and down cliffs.

==Unit Abilities==

Leap: 

Allows the Raptor to leap over obstacles and onto targets from range.

  •  Cooldown: 4 Seconds

==Unit Upgrades==

Shredding Claws: Allows Raptor attacks to reduce the target’s armor by 2 for 3 seconds.

Adrenal Glands: Increases the attack speed of Raptors by an additional 20% while on creep.

Hip Extensors: Increases the cast range of Leap by 3, an increase of 75%, and causes the Raptor’s first attack after leaping to deal 5 additional damage. This equals roughly 70% more damage.

  •  Cost: 100/100
  • Upgrade Time: 60 Seconds
  • Upgraded at: Spawning Pool

Roach:

==Unit Info==

Health: 145

Armor: 1

Movement Speed: 2.25

Cost: 125/50/2

Build Time: 27 Seconds

Requirements: Roach Warren

Description: Assault unit. Attacks debilitate targets, reducing movement and attack speed. Can morph into a Desecrator. Can use Burrow to make the Roach immobile, but hidden from enemies. Regenerates life quickly while burrowed.

Can attack ground units.

==Unit Weapons==

Acid Saliva: 

Damage: 16

Attack Speed: 1.75

Range: 4

Targets: Ground

Type: Single-Target

==Unit Passives==

Rapid Regeneration: The Roach regenerates life at a rate of 5 per second while burrowed.

Debilitating Saliva: Roach attacks debilitate the target unit, slowing their movement and attack speed by 35% for 5 seconds.

==Unit Upgrades==

Adaptive Plating: Roaches gain +3 armor while under 50% health.

Tunneling Claws: Increases the movement speed of Roaches by 35%, and allows them to move at their base movement speed while burrowed. After unburrowing, the Roach retains the Rapid Regeneration effect for 3 seconds. This effect can only occur once every 10 seconds.

Cripple: Roaches gain the Cripple ability:

Activate to cause the Roach’s next attack against an enemy to increase the movement and attack speed reduction of Debilitating Saliva by 25%, and have the effect splash to nearby ground units.

This version of Debilitating Saliva will always be prioritized if enemies come in contact with other applications of the effect.

Cripple has a 15 second cooldown.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Roach Warren

Desecrator:

==Unit Info==

Health: 120

Armor: 1

Movement Speed: 2.75

Cost: 100/100/3

Build Time: 12 Seconds

Requirements: Roach Warren

Description: Ranged artillery. Can use Corrosive Bile. Can use Burrow to make the Desecrator immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Plasma Discharge: 

Damage: 16

Attack Speed: 1.6

Range: 6

Targets: Ground

Type: Single-Target

==Unit Abilities==

Corrosive Bile: 

Launch a missile at the target location that impacts after 2 seconds, dealing 50 damage to all units in the area. If only one target is hit by Corrosive Bile, it deals 30% increased damage. If more than one target is hit, Corrosive Bile leaves a Bile Pool at the impact point for 3 seconds, reducing the movement speed of ground units by 30%.

Corrosive Bile will destroy any Force Fields that it comes in contact with.

Beware of friendly fire.

  •  Cooldown: 10 Seconds

==Unit Upgrades==

Potent Bile: Increases the damage of Corrosive Bile by 25, an increase of 50%, and increases the bonus damage from hitting one target by an additional 30%.

Bloated Bile Ducts: Increases the radius of Corrosive Bile by 65%, the duration of Bile Pool by 1 second, an increase of 33%, and its movement speed reduction by 10%.

Soaring Bile: Increases the range of Corrosive Bile by 4.5, an increase of 50%, and causes each enemy hit by Corrosive Bile to reduce its cooldown by 0.5 seconds.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Roach Warren

Aberration:

==Unit Info==

Health: 275

Armor: 2

Movement Speed: 2.953

Cost: 200/75/3

Build Time: 40 Seconds

Requirements: Lair & Evolution Chamber

Description: Durable melee creature. Can walk over smaller units. Can use Burrow to make the Aberration immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Pustulant Smash: 

Damage: 20 (+20 vs Armored)

Attack Speed: 1.2

Range: 1.5

Targets: Ground

Type: Single-Target

==Unit Passives==

Towering: Aberrations can walk over smaller units.

==Unit Upgrades==

Protective Cover: Aberrations grant +2 armor to units beneath them.

Posthumous Mitosis: Allows Aberrations to spawn 3 Infested Terrans upon death. If the Aberration is killed on creep, it also spawns 2 Volatile Infested.

Infested Terrans can sustain 50 damage, and will strike enemies in Melee range for 9 damage every 1.2 seconds.

Volatile Infested can sustain 35 damage, and will explode upon death, dealing 30 damage to all ground targets in a small area.

Reactive Ballistospores: Allows the Aberration to slow the movement and attack speed of enemy ground units in an area around it for 15% for 5 seconds. This effect can only occur once every 5 seconds.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Evolution Chamber
  • Requirements: Lair

Hydralisk: 

==Unit Info==

Health: 120

Armor: 0

Movement Speed: 2.25

Cost: 125/75/2

Build Time: 30 Seconds

Requirements: Hydralisk Den

Description: High-damage ranged unit. Can use Frenzy. Can morph into an Impaler. Can use Burrow to make the Hydralisk immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Needle Spines: 

Damage: 12

Attack Speed: 0.83

Range: 5

Targets: Ground

Type: Single-Target

==Unit Abilities==

Frenzy: 

Increases the Hydralisk’s attack speed by 30% for 15 seconds.

  •  Cooldown: 30 Seconds

==Unit Upgrades==

Enervating Reaction: Allows Hydralisk attacks during Frenzy to increase the damage that enemy units take by 5% for 5 seconds. This effect stacks up to 3 times.

Muscle Control: Increases the attack speed bonus provided from Frenzy by 20%, and causes the Hydralisk to gain 10% increased attack speed while their life is below 30%.

Venomous Siphoning: Causes Hydralisk attacks to poison enemies hit, causing them to take 2 damage per second for 3 seconds. This effect stacks up to 3 times. While Frenzy is active, the Hydralisk heals for 100% of the damage dealt.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Hydralisk Den

Impaler:

==Unit Info==

Health: 200

Armor: 1

Movement Speed: 2.75

Cost: 50/100/3

Build Time: 15 Seconds

Requirements: Impaler Den

Description: Long-range anti-armor ambusher. Can use Paralytic Eruption. Can use Burrow to make the Impaler immobile, but hidden from enemies. Must be burrowed to attack.

Can attack ground units.

==Unit Weapons==

Piercing Tentacle: 

Damage: 20 (+25 vs Armored)

Attack Speed: 1.45

Range: 11

Targets: Ground

Type: Single-Target

==Unit Abilities==

Paralytic Eruption: 

Causes the Impaler’s attacks to stun the target for 1.25 seconds, and slow the movement speed of enemy ground units near the target by 50% for 2 seconds while its target is on creep. Lasts 8 seconds.

  • Cooldown: 45 Seconds

==Unit Upgrades==

Serrated Spike: Increases the bonus damage that Impalers deal against Armored targets by 15 if the target is on creep.

Rupturing Earth: Increases the radius of Paralytic Eruption’s slow effect by 45%, and increases the slow amount by 15%.

Vicious Eruption: Increases the stun duration of Paralytic Eruption by 1.25 seconds, an increase of 100%, and causes enemies stunned from Paralytic Eruption to take 25% increased damage.

  • Cost: 175/175
  • Upgrade Time: 100 Seconds
  • Upgraded at: Impaler Den

Infestor:

==Unit Info==

Health: 90

Armor: 0

Movement Speed: 2.5

Cost: 100/150/2

Build Time: 50 Seconds

Requirements: Infestation Pit

Description: Infestation specialist. Can use the Spawn Infested Marine, Fungal Growth and Parasitic Bomb abilities. Secretes creep around it as the Infestor moves. Can use Burrow to make the Infestor hidden from enemies, but reducing its movement speed and preventing it from using most of its abilities.

Cannot attack.

==Unit Passives==

Creep Secretion: The Infestor secretes creep around it as it moves that decays over time.

Bonus: Ravager units move faster and gain 25% increased attack speed while on creep. Movement speed bonus on creep is increased by 10%.

==Unit Abilities==

Spawn Infested Marine: 

Launch an egg at the target location that can be targeted and hatches after 5 seconds, spawning an Infested Marine to fight for you. Infested Marines can sustain 50 damage, and will strike enemies from a distance for 8 damage every 0.86 seconds. Range of 5.

Infested Marines last 30 seconds before dying.

Can be used while burrowed.

  • Energy Cost: 25

Fungal Growth: 

Immobilizes ground units in the target area and causes 1.875 damage every 0.25 seconds for 4 seconds. 

Reveals cloaked and burrowed units.

  • Energy Cost: 75

Parasitic Bomb: 

Creates a parasitic cloud that deals 2.25 damage every 0.25 seconds for 10 seconds to the target and enemy air units nearby. If the target dies, the cloud remains in the air where the target died until it expires.

  • Energy Cost: 100

==Unit Upgrades==

Pathogen Glands: Increases the starting energy of Infestors by 25, an increase of 50%, and increases their energy regeneration rate by 100%.

Peristalsis: Increases the movement speed of Infestors by 30% while burrowed, and allows them to use Fungal Growth and Parasitic Bomb while burrowed.

Evolutionary Infestation: Infested Marines gain +15 life, an increase of 30%, increases their attack damage by 20%, and reduces their spawn time by 2.5 seconds, a decrease of 50%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Infestation Pit

Ravasaur:

==Unit Info==

Health: 80

Armor: 0

Movement Speed: 2.25

Cost: 200/150/4

Build Time: 50 Seconds

Requirements: Hive & Infestation Pit

Description: Artillery unit. Shoots large globs of acid at long range that can be avoided. Can use Burrow to make the Ravasaur immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Volatile Projection: 

Damage: 35 (+40 vs Structure)

Attack Speed: 4

Range: 8

Targets: Ground

Type: Splash

==Unit Upgrades==

Monstrous Artillery: Ravasaurs gain +2 range, an increase of 25%.

Pocket of  Toxins: Causes Ravasaur attacks to deal an additional 8 damage per second for 3 seconds to enemy targets in the center of the impact location.

Rapid Enzymes: Reduces the delay between launch and impact of Ravasaur attacks by 50%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Infestation Pit
  • Requirements: Hive

Ultralisk:

==Unit Info==

Health: 500

Armor: 3

Movement Speed: 2.953

Cost: 300/200/6

Build Time: 65 Seconds

Requirements: Ultralisk Cavern

Description: Heavy assault beast. Has an area-damage cleave attack, and deals heavy damage against structures. Can be upgraded to use Burrow Charge. Immune to crowd control effects. Can use Burrow to make the Ultralisk immobile, but hidden from enemies.

Can attack ground units.

==Unit Weapons==

Kaiser Blades: 

Damage: 25

Attack Speed: 0.86

Range: 1

Type: Splash

Ram: 

Damage: 75

Attack Speed: 2.0

Range: 1

Type: Single-Target

Only used against Structures

==Unit Passives==

Frenzied: The Ultralisk is immune to root, knockback, stun, stasis and mind control effects.

==Unit Abilities==

Burrow Charge: 

The Ultralisk burrows and charges toward the target unit. After arriving, the Ultralisk unburrows, dealing 15 damage, knocking back and stunning enemies hit for 2 seconds.

  •  Cooldown: 20 Seconds
  • Researched at: Ultralisk Cavern
  • Research Time: 100 Seconds
  • Research Cost: 200/200

==Unit Upgrades==

Chitinous Plating: Allows Ultralisks to take 1% reduced damage from abilities for each percent of life they are missing.

Sundering Tremor: Increases the cast range of Burrow Charge by 4.5, an increase of 50%, increases the stun duration by 1 second, an increase of 50%, and increases its impact damage by 15, an increase of 100%.

Noxious Strain: Allows Ultralisks to passively deal 5 damage every second to nearby enemy ground targets, and they gain the Toxic Blast ability:

The Ultralisk releases a toxic compound, dealing 20 damage to nearby enemy ground targets.

Toxic Blast has a 10 second cooldown.

  • Cost: 250/250
  • Upgrade Time: 150 Seconds
  • Upgraded at: Ultralisk Cavern

Guardian:

==Unit Info==

Health: 220

Armor: 2

Movement Speed: 3.25

Cost: 200/150/3

Build Time: 45 Seconds

Requirements: Spire

Description: Versatile long-range flyer.

Can attack ground and air units.

==Unit Weapons==

Acid Spores: 

Damage: 20 (+10 vs Armored)

Attack Speed: 2.25

Range: 9

Type: Single-Target

==Unit Upgrades==

Interlocking Scales: Guardians gain +0.5 armor for every 10% life they are missing.

Aggressive Instincts: Allows Guardian attacks to increase their attack speed by 5% for 6 seconds. This effect stacks up to 10 times.

Regenerative Spores: Allows Guardian attacks to heal them for 40% of the damage dealt.

  • Cost: 150/150
  • Upgrade Time: 90 Seconds
  • Upgraded at: Spire

Scourge:

==Unit Info==

Health: 25

Armor: 0

Movement Speed: 3.75

Cost: 12.5/37.5/0.5

Build Time: 25 Seconds

Requirements: Scourge Nest

Description: Flying suicide unit. Strikes a single unit for high damage.

Can attack air units.

==Unit Weapons==

Suicide: 

Damage: 110

Attack Speed: 0.83

Range: 0.25

Type: Single-Target

==Unit Upgrades==

Simplified Genome: Increases the number of Scourges morphed from a single egg by 1, an increase of 50%. Cost remains the same.

Virulent Spores: Allows the Scourge to deal 50% of normal damage as splash in a small area around the target.

Agile Mutation: Increases the movement speed of Scourges by 35%.

  •  Cost: 125/125
  • Upgrade Time: 80 Seconds
  • Upgraded at: Scourge Nest

Viper:

==Unit Info==

Health: 150

Armor: 1

Movement Speed: 2.953

Cost: 200/200/3

Build Time: 40 Seconds

Requirements: Greater Spire

Description: Flying caster. Able to manipulate battlefield conditions. Can use the Abduct, Disabling Cloud and Consumption abilities.

Can attack air units.

Detector

==Unit Weapons==

Acid Spores: 

Damage: 10 (+5 vs Light)

Attack Speed: 1.5

Range: 6

Type: Single-Target

==Unit Abilities==

Abduct: 

Pulls the target unit to the Viper. Enemies pulled are stunned for 1 second.

Can be used to pull friendly units.

  • Energy Cost: 25

Disabling Cloud: 

Creates a cloud at the target area that slows the movement speed of enemy ground units and structures by 50%, and prevents them from attacking and using energy-based abilities. Lasts for 10 seconds.

  • Energy Cost: 75

Consumption: 

Drains up to 75 life from a friendly Biological unit and gives the Viper 2 energy for each point of life drained.

  • Cooldown: 10 Seconds

==Unit Upgrades==

Virulent Microbes: Increases the energy gained from Consumption by 2 per life drained, an increase of 100%.

Paralytic Barbs: Increases the stun duration of Abduct by 3 seconds, an increase of 300%.

Contamination Spreading: Increases the radius of Disabling Cloud by 50%.

  • Cost: 200/200
  • Upgrade Time: 120 Seconds
  • Upgraded at: Greater Spire

Leviathan:

==Unit Info==

Health: 500

Armor: 2

Movement Speed: 2.0

Cost: 350/275/6

Build Time: 80 Seconds

Requirements: Greater Spire

Description: Massive Ravager vessel. Can use the Bio-Plasmid Discharge and Bio-Stasis abilities.

Can attack ground air units.

==Unit Weapons==

Tentacles: 

Damage: 10

Attack Speed: 0.6

Range: 7

Targets: Ground

Type: Single-Target

Bile Swarm: 

Damage: 6 (+3 vs Massive)

Attack Speed: 1.5

Range: 9

Number of Attacks: 4

Targets: Air

Type: Single-Target

==Unit Abilities==

Bio-Plasmid Discharge: 

The Leviathan strikes a single target for 200 damage.

  • Energy Cost: 100
  • Cooldown: 10 Seconds

Bio-Stasis: 

Launches a glob at the target location that stuns enemy ground units hit for 5 seconds.

Heroic units are immune.

  • Energy Cost: 100
  • Cooldown: 10 Seconds

==Unit Upgrades==

Cellular Deconstruction: Causes units affected by Bio-Stasis to take 20% increased damage.

Acidic Explosion: Allows Bio-Plasmid Discharge to deal 40% of normal damage as splash in a small area around the target.

Focusing Plasma: Increases the damage of Bio-Plasmid Discharge by 125, an increase of 62.5%, but gives it a 2 second cast time.  

  • Cost: 250/250
  • Upgrade Time: 150 Seconds
  • Upgraded at: Greater Spire

Comments

Posts Quoted:
Reply
Clear All Quotes