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Zerg healing is about 1HP/4-5 seconds, or about 12HP to 15HP/minute for most units
Units and structures heal at the same rate.
Creep has NO EFFECT on healing for any units
Burrowing has no effect on healing for any units (except Roaches)
Creep tumors can spawn an additional creep tumor, and so fourth. Use Overlords creep generation to quickly speed up your tumors and spread your creep quickly, or spread over cliffs.
Extractor Trick: building an extractor will instantly remove the supply of the drone, allowing another drone to be made if you're at 10/10 supply. You can immediatley cancel the the extrctor to recover the drone (and go over your maximum supply). You can also do this twice using both vespene, and go 12/10 supply. Note that there is a small mineral penalty for doing this, but it can give you a bit of an advantage early on.
Most Zerg units move faster on creep(30%)
Spine/ Spore Crawlers: 150%
100 minerals gets a Zerg player 4 Zerglings, that’s 35x4(140HP) and 5x4(20dmg) compared to Terrans 2 marines 45x2(80HP) and 6x2(12dmg) and 1 Zealot (150 HP and 8x2(16) dmg). There are many other factors involved, but 100 minerals gets a Protoss player the most HP and a Zerg player the most damage output.
Zerg Autocast Abilities(right click to set autocast): Baneling un-burrow and Attack Structure, as well as un-burrow for all ground units except drones and Infestors.
No Corruptor, Infestor or Queen abilities can be autocast (except unburrow for queens)
Spine Crawlers do 25 dam (30 VS armored) but attack much slower than any other turret (1.85)
Spore Crawlers do 15 dmg (@ 125 minerals) compared to:
Photon Cannons that do 20 with about -50% attack speed (1.25) @ 150 minerals
Missile Turrets that do 12x2(24) at the exact same attack speed(.86) @ 100 minerals (and can be built anywhere).
- Zerg Turrets can "crawl" to new locations. They take 10 seconds to sit back down.
Overlords, Overseers, Roaches, Infestors, Corruptors, Nydus Worms, Ultralisks and Brood Lords are considered ARMORED units
Larva (though 10 armor), Drones, Zergling, Hydras and mutas are considered LIGHT
Queens and Banelings are not specified as either light or armored.
Banelings do 80 dmg to structures > 90 at +3 damage
It takes at least 17 Banelings (850 minerals, 425 gas) to kill a command center
Building defense has no effect on Baneling dmg.
Banelings do 20 dmg against an armored target and 35 against a light target
(-defense of target)
With + 3 attack, it does 25 damage to an armored target an 47 damage to a light target (enough to 1 hit a marine with +2 defense (no shield))
6 buried (+ 3 attack) Banelings can easily destroy a mineral line. It take 2 Banelings to destroy a SCV with +3 armor.
Banelings can be exploded underground
If you watch the way ground units move to understand the best placement techniques, you can easily kill a ground army with just a few banelings. In testing I was able to kill over 25 fully upgraded marines with only 6 fully upgraded Banelings. If there is a narrow corridor en route to your base, keeping buried Banelings provide sight and can be used to easily decimate a force before it even gets to your base.
Banelings with unburrow on autocast work like spider mines.
compared to a Medivac (MV/Q):
Base Armor: 1/1
~The speed of a Q is almost identical to that of a MV when on creep (which the queen can make)
~MV heal 3HP/1 energy, or 200 times for a total of 600HP@200 energy (12.5 HP/sec)
~Q can heal a total of 4 times @ 200 energy for a total of 500HP @200 energy (125/HP sec)
~Both a Q and a MV have 200 energy and regenerate energy at the same rate.
+Q are Early T1, MV are late T2
+The range of a Q heal is much, much larger than a MV,
which needs to be almost on top of the unit to heal it
(range of about 4, which IS affected by air-ground distance.)
-Q are stuck on land and move very slow on creep, whereas MV can fly over obstacles.
-Q can heal each other, MV can not
-Q can attack opponents while not healing
-Q can lay down creep colonies, blocking the building of other structures and increasing Zerg ground movement.
- MV can quickly transport units, Q require OL for transport
Holding "\" to see unit health, you can quickly press "T" and click on units to "play healer" and keep your units alive.
If you hotkey all of your queens, you can press V and mouseover a hatchery on the minimap. If the hatchery is not already spawning larve, your cursor will turn green, and you can cast the ability. The nearest queen in your group will use the ability. Use this technique to quickly spawn larve for all your bases.The Mutalisk
Against an armored target of 2
Against an armored target of 4
The attack speed of a Muta is 1.52 compared to:
Viking which is 2 (10x2 (20 dam) or 14x2 (28 dam vs ARMOR)
Phoenix which is 1.1 (5x2 (10 dam) or 10x2(20dam vs LIGHT)
Roaches are an armored unit that startes with 1 armor. They can be very powerful with BHM (Burrow Healing Micro)
Roaches heal about twice as fast with TC
With GR, they move as fast as most flying units, can outrun most ground units and are almost as fast as Hellions on creep.
Roaches can "sneak" into enemy bases and mineral lines. This is very effective against Terrran and Zerg who typically don't have any detectors early on, and Protoss who haven't built any PC.
Roaches can easily take out marine groups of larger size
Zealots have about a 50% advantage against roaches without using BHM
Stalkers seem to have an advantage eary on, but late game, with full upgrades on both sides, Roaches seem to win. With heavy BHM I was able to win 10 v 10 with only 2 losses.
Corruptors gain +damage for Massive units including the Carrier, Mothership, Collusus, BC and Broodlord. Thier Corruption ability will add +20% damamge taken on a target for 30 seconds. It can be cast on ground units but it can not be cast on structures.
Corruptors very high defense (2-5) makes it easy to pull of weak units during battle to redirect their fire onto other units.
6 Cor can kill a Mothership in about 8 seconds.
Cor can kill an equal group of mutas or pheonix with little to no losses. They can also take down a group of vikings. With Cpt they can win the fight, but w/ heavy losses. Against VR they get decimated with almost no damage to the VR.
6 Cor will lose against 6 Carriers, but 9 will kill them all with as few as 1 loss (With use of Corruption). Make sure to outnumber the Carriers and it's easy to decimate them w/ few losses.
Testing 6 Cor against 6 BC, they started to flee! 6 Corruptors can kill 6 BC with 0 losses. During testing, 2 BC started to flee from 1 Cor, lol.
Fungal growth freezes enemies (mele units can't attack) and does 36 damage over 8 seconds. It does not benefit with attack upgrades and cannot be stacked. Armor will not reduce the damage taken. It can be used on any unit but not structures.
FG can be used on flying targets if you aim for the spot on the ground they are over.
Neural Parasite is best used as an instant-kill technique as the computer will instantly turn on the unit. A fully-charged Infestor can do this twice.
*Buried Spellcasting Technique: pressing R-F quickly on your keyboard will burrow your Infestor with the FG tool activated. if you hold SHIFT this will allow you to cast it multiple times while totally invisible. There is a half second of visiblility when the spell is cast, but not long enough for most units to react. The Infestor will move to the area you click, even if out of range. moving the infestor normally will cancel the command, but ESC will not. If you select a group of Infestors, the nearest Infestor with enough enrergy will move to the target and cast FG. Using this technique, you can cast FG multiple times to aid your units in battle while remaining burrowed and out of harms way.
Pressing R-E quickly will work the same way with NP. If you click a destination inbetween the N and P keys, the Infestor will actually move to the target underground while preserving the NP tool, allowing you to cast the ability while remainig burrowed (though this is a bit trickier)
-I have not been able to confirm if the Infestor is visible while using NP this way.
Note that this trick can be re-created with the Queen, however, she is unable to properly target while burrowed, so she can not actually use any skills this way.
Contaminate can be cast on any structure but has no effect other than to pause the production of a unit or upgrade. For this reason it can be used for light harassment. A misplaced building on the edge of a base can be constantly blocked. This can be very useful in blocking upgrades and units. If you are good enough at Micro, you can also block the ability for your enemy to produce a counter strike against you while their base is under siege.
Contaminate can be stacked, or "refreshed" so that it never stops.
Contaminated hatcheries will not produce larva, but formerly produced larva can be used. it will pause any larva spawning from the Queen, and prevent more larva from being spawned on that hatchery.
Contaminate will not stop the production of a building being built
It can also prevent a Terran building from landing, but not lifting off.
The computer does not seem to want to attack changelings, even revealed, but they can easily be manually disposed of.