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Race Upgrades Volume 1 - Zerg


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Hello Everyone. In a series of upgrade articles, I'm going to show off the true power of upgrades in Starcraft II. Start with the zerg as our first. Here you go...

I was wondering if the weapon and armor upgrades are worth upgrading? Here's what I found out, I hope you get a brighter idea after reading this article!

Zerg weapon and armor upgrades:

The main point with these are: +1 armor gives you -1 incoming damage, while +1 weapon gives you +attack damage (depending on the unit).  The weapon upgrades give + to the special attacks, and for bonus attacks as well (for example bonus against light units).  If you are wondering about the usefullness of these, think about it this way: if you have and upgraded ling to +1 weapon, it does 6 damage instead of 5. Every 5 zerglings are worth 6 now, if you count their attack power. The armor makes your units to survive more, if that means 1 more shot from a given enemy unit, that can make the difference in big battles. Try to get the best upgrades for your army. Slow units need armor for easier close up on enemy units, while ranged and faster moving units can benefit more from the weapon upgrades.

Hatchery tech upgrades:

Evolve Ground Carapace Level 1 - Upgrades the armor of all Zerg ground units to level 1. Costs 150 mineral and gas. Ground Carapace affects all zerg ground units
Evolve Melee Attack Level 1 -Upgrades all Zerg melee attacks to level 1. Costs 100 mineral and gas. Melee Attack affects: Zergling, Baneling, Drone, Ultralisk, Broodling
Evolve Missile Attack Level 1 - Upgrades the attack of all ground ranged units to level 1. Costs 100 mineral and gas. Missle Attack affects: Queen, Roach, Hydralisk, Infested terran

Lair tech upgrades:


Evolve Ground Carapace Level 2 - Upgrades the armor of all Zerg ground units to level 2. Costs 225 mineral and gas.

Evolve Melee Attack Level 2 - Upgrades all Zerg melee attacks to level 2. Costs 150 mineral and gas.

Evolve Missile Attack Level 2 - Upgrades the attack of all ground ranged units to level 2. Costs 150 mineral and gas.
Hive tech pgrades:
Evolve Ground Carapace Level 3 - Upgrades the armor of all Zerg ground units to level 3. Costs 300 mineral and gas.
Evolve Melee Attack Level 3 - Upgrades all Zerg melee attacks to level 3. Costs 200 mineral and gas.
Evolve Missile Attack Level 3 - Upgrades the attack of all ground ranged units to level 3. Costs 200 mineral and gas.
Air upgrades:
Evolve Flyer Attacks Level 1 - Upgrades the attack of all Zerg air units to level 1. Costs 100 mineral and gas.
Evolve Flyer Attacks Level 2 - Upgrades the attack of all Zerg air units to level 2.Costs 175 mineral and gas.
Evolve Flyer Attacks Level 3 - Upgrades the attack of all Zerg air units to level 3. Costs 250 mineral and gas.
Evolve Flyer Carapace Level 1 - Upgrades the armor of all Zerg air units to level 1. Costs 150 mineral and gas.
Evolve Flyer Carapace Level 2 - Upgrades the armor of all Zerg air units to level 2. Costs 225 mineral and gas.
Evolve Flyer Carapace Level 3 - Upgrades the armor of all Zerg air units to level 3. Costs 300 mineral and gas.

Air attack and armor affects all air units (exluding OL and Overseer).

After the two main parts of the ups, let's look at what we have in other buildings!

Burrow:

This upgrade is actually at lair tech, making it an option in mid-game. Costs 100 mineral and gas. Roaches need this upgrade badly, as their regeneration is much faster while burrowed. Nice baneling traps can be set aswell, if you burrow them in chokes. I think you should get this upgrade if you have the spare resources and not going air. Can save your mineral line drones aswell.

Hydralisk upgrades:

Evolve Grooved Spines - A vital upgrade to hydras. I would say, a must have! you have to pay 150 in minerals and gas, but the range of your hydras becomes deadly. It can be a nice investment even if you are not massing hydras, you can still get the upgrade to defend against air units (like void rays or banshees) far more effectively.

Roach upgrades:

Evolve Glial Recontitution- Increase the movement speed of roaches. For 100 mineral and gas, it can be a nice upgrade when you do early game roach + ling combo. Your army becomes far more mobile, and this can be a winning factor in bigger maps.
Evolve Tunneling Claws - A cheese ability. For 150 mineral and gas, your roaches become able to move while burrowed. Also increases the burrowed regen rate to 10 from 5. This ability can be best used against players without detection in their base. You can move to the mineral line and unborrow. This is one of the biggest horror for the poor workers! Watch out for toss cannons, terran missle turrets and zerg spore crawlers!

See the video for an in-game shot. Roaches with this upgrade can be used as tanks in your front line with a little bit of micro.  Roach regen

Zergling upgrades:

Evolve Metabolic Boost - Increases the movement speed of Zerglings. For 100 mineral and gas, this is one of the first upgrades you may want to get. It increases the speed of your lings a lot and makes them more efficent against enemy units ( they can surround units easily). This upgrade makes your zergling into "speedlings."
Evolve Adrenal Glands - Increases the attack speed of Zergligns by 20%. Requies Hive to upgrade. For 200 gas and mineral, this upgrade is useful, when you are short of gas and have a lots of minreals for lings. This upgrade makes your zerglings into "cracklings".

Baneling upgrades:

Evolve Centrifugal Hooks - Increases the movement speed of Banelings. This actually makes them rolling instead of walking. This can be very effective, if you can sneak into your opponent's base and kill either the mineral line, or tech buildings. Your baneling will be more effective against ranged units aswell. See the video below:  Sneaky banelings

Ultralisk upgrades:

Evolve Chitinous Plating - Gives +2 armor to Ultralisks. For 150 mineral and gas, you want this upgrade badly! Makes your ultras a lot tougher. Be sure to place them to the first line when you attack.

Infestor upgrades:

Evolve Neural Parasite - Target unit is controlled by the Infestor, until one of them dies, either the unit or the Infestor, or until the Infestor rilinquishes control. The Infestor cannot take another action while controlling an enemy unit. It is now has to be upgraded, but can target air units. Costs 150 in gas and mineral. Keep and eye on your infestor, because it's vulnerable to all kinds of attacks while controlling the unit. Try not to go first line while casting this spell, or get a high ground advantage for extra safety.
Evolve Pathogen Glands - Increases the starting energy of Infestors by 25. Costs 150 gas and minerals. If you want to use the fungal growth excessively, don't wait for that energy to recharge, get this upgrade, and your infestors will pop out with their +25 energy ready to cast Fungal Growth immediately.

Overlord upgrades:

Evolve Pneumatized Carapace - Increases the movement speed of Overlords and Overseers. Needs Lair tech. For 100 mineral and gas, your overlords can move a lot faster, becoming great support for your troops. You can use them to scout, block expansions with spawn creep and get sight to high grounds. All units move faster in creep, so bringing OLs to battle and spawning some creep could be very useful.
Evolve Ventral Sacs - Allows Overlords to transport units. Requies lair tech. Costs 200 mineral and gas. The speed upgrade is a must if you use this. In my opinion, a nydus worm can be used a lot better.

These are all the upgrades you can get for your swarm. I hope it was helpful, the next article will be about Protoss upgrades! Comments are welcome!

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