‘StarCraft 2′ Units Guide For Terran, Zerg And Protoss

UPDATE: Made some changes for launch day. Yes, “Star Craft 2″ comes out today, so the only reason you should be reading this is if you’re sitting at work, dying to play.

On the eve of the launch of “StarCraft 2,” we realize there’s a lot of information to digest. For example, ever wonder how many Zerglings or Templars it takes to make a Baneling or an Archon? Ever ponder what an Ultralisk will cost you or how many more minerals a MULE can collect? Wonder, ponder, and consider no more. Below is your “StarCraft 2″ unit guide, complete with information on each unit’s upgrades, costs, required buildings, and a short summary on what they’re all about.

TERRAN UNITS

Marine
Banshee
Ghost
Medivac Dropship
MULE
Raven
Reaper
Battlecruiser
Hellion
SCV
Thor
Viking
Siege Tank
Marauder

PROTOSS UNITS

Zealot
Archon
Colossus
High Templar
Mothership
Phoenix
Probe
Stalker
Carrier
Dark Templar
Observer
Sentry
Warp Prism
Immortal
Void Ray

ZERG UNITS

Zergling
Mutalisk
Overseer
Queen
Roach
Infested Terrans
Infestor
Brood Lord
Baneling
Changeling
Hydralisk
Drone
Larva
Overlord
Ultralisk

Unit Name:
Marine

Building Required:
Barracks

Resources Required:
50 Minerals
1 Supply

Upgrades:
StimPack – Temporary speed and attack boost, but loses 10 HP per use.
Combat Shield – Increases health by 10 HP.

Summary:
The pillar of the Terran is the Marine, a rude and crude infantry unit equipped with a killer rifle and bulbous armor. He’s not worth the cost to send out alone, but in groups? These dudes can dominate.

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Unit Name:
Banshee

Building Required:
Starport Tech Lab

Resources Required:
150 Minerals
100 Gas
3 Supply

Upgrades:
Cloak – Once used, the unit becomes undetectable by conventional troops until its energy is drained.

Summary:
The Banshee is an air-to-ground hovercraft with cloaking capabilities. It’s a covert mauler of bases, able to slip in and out of without notice. It’s a tougher unit, too, able to absorb decent AA damage before biting space dust.

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Unit Name:
Ghost

Building Required:
Barracks, Ghost Academy

Resources Required:
150 Minerals
150 Gas
2 Supply

Upgrades:
EMP Round – Reveals cloaked units and damages enemy shields by 100 HP.
Hold Fire – Once per use, this will order units to stop engaging and movement.
Sniper Round – a 45 HP bullet that shreds through armor.
Tactical Nuke – Sends a nuke to a targeted location for big damage.
Cloak – Once used, the unit becomes undetectable by conventional troops until its energy is drained.

Summary:
The ghost is arguably the Terran’s most tactical unit, as it can devastate structures and enemies via its Tactical Nuke upgrade without a trace. But it’s weak and sleek, really only able to attack at a distance otherwise.

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Unit Name:
Medivac Dropship

Building Required:
Starport

Resources Required:
100 Minerals
100 Gas
2 Supply

Upgrades:
Heal – An auto-cast ability that heals one unit 3 HP per use.
Load And Unload All – Allows the unit to pick up and drop units.

Summary:
The Medivac Dropship is foremost a flying doctor’s office, able to heal troops from the comfort of the air. It can also pick up and unload troops in a fairly efficient manner. If you need to turn tail and get out fast-like, this is a good choice.

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Unit Name:
MULE

Building Required:
Command Center

Resources Required:
None

Upgrades:
Repair – Allows the MULE to restore structure and unit HP.
Gather – A manual command option that lets you choose the Mineral Field or Vespine joint to gather resources from.

Summary:
Like the SCV, the MULE is a resource collecting unit. It’s slower at the task, but its yields are much greater for it.

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Unit Name:
Raven

Building Required:
Starport Tech Lab

Resources Required:
100 Minerals
200 Gas
2 Supply

Upgrades:
Build Auto Turret – Drops an auto turret on the field for 180 seconds.
Build Defense Drone – Drops an turret on the field that targets missiles for 180 seconds.
Seeker Missile – When fired, a blast of missiles follows a target for 15 seconds. 100 HP in damage is dealt.
Detector – Allows the Raven to detect hidden units.

Summary:
With no base attacks, this airship might seem like a bust. But look no further than its upgrades to see where its magic lies. The Raven can deploy turrets, detect cloaked units, and fire seeker missiles.

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Unit Name:
Reaper

Building Required:
Barracks Tech Lab

Resources Required:
50 Minerals
50 Gas
1 Supply

Upgrades:
Jet Pack – Let’s the Reaper shoot up and down cliffs.

Summary:
The Reaper is a new troop to the “SC” universe. A little like a Marine, the Reaper can use its jetpack to traverse the environment and toss out mines to devastate those who can walk or crawl among the wreckage of a battlefield.

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Unit Name:
Battlecruiser

Building Required:
Starport, Fusion Core

Resources Required:
400 Minerals
300 Gas
6 Supply

Upgrades:
Behemoth Reactor – Increases this unit’s starting energy by 25.
Yamato Cannon – When used, this upgrade fires a damaging 300 HP blast.

Summary:
The Terran’s big nasty, the Battlecruiser is a flying tank, a showcase weapon that screams “Nyah, nyah” at opponents. Tough and powerful, chances are said enemies won’t have to suffer your taunts for long.

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Unit Name:
Hellion

Building Required:
Factory

Resources Required:
100 Minerals
2 Supply

Upgrades:
Infernal Pre-Igniter – Gives the Hellion’s flamethrower a +10 modifier against light-armored troops.

Summary:
The Hellion is sort of like a “Borderlands” demon buggy. The twist being its ridiculous speed and flamethrower which mows down regular units as quick as I chuck down vitamins on a muscle-building day.

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Unit Name:
SCV

Building Required:
Command Center

Resources Required:
50 Minerals

Upgrades:
Repair – Allows the SCV to restore structure and unit HP.
Gather – A manual command option that lets you choose the Mineral Field or Vespine joint to gather resources from.

Summary:
If the Marine is the pillar of the Terran, then the SCV is its foundation. It’s a resource gatherer, a crucial component to, you know, building a base.

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Unit Name:
Thor

Building Required:
Armory, Factory

Resources Required:
300 Minerals
200 Gas
6 Supply

Upgrades:
250mm Strike Cannons – An attack that deals 500 HP worth of damage over the course of six terrible seconds.

Summary:
There’s a reason this duder is named after a god: it’s big, brutal, and capable of annihilation via ground-to-air and ground-to-ground — if left unchecked. The Thor be used to spearhead an attack, and as a setpiece for a massive force.

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Unit Name:
Viking

Building Required:
Starport

Resources Required:
150 Minerals
75 Gas
2 Supply

Upgrades:
Assault Mode – Allows the Viking to travel via ground and attack ground units.
Fighter Mode – Allows the Viking to travel via air and attack air units.

Summary:
A versatile armored machine with a bit of a bite, the Viking can transform into a ground or an air assault vehicle. Do note though that attacks will be exclusive to the mode; no cross-combat is allowed.

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Unit Name:
Siege Tank

Building Required:
Factory Tech Lab, Factory

Resources Required:
150 Minerals
125 Gas
3 Supply

Upgrades:
Siege Mode – Increases the range and power of the Siege Tank’s attacks, but also makes it immobile.
Tank Mode – Allows the tank to move at a cost of attack power.

Summary:
A staple unit, the Siege Tank can be used as a defensive unit and a forward attack vehicle. It’s not uber-powerful, but you probably shouldn’t just wink at it and hope it disappears on its own.

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Unit Name:
Marauder

Building Required:
Barracks, Barracks Tech Lab

Resources Required:
100 Minerals
25 Gas
2 Supply

Upgrades:
Concussive Shells – When this shell hits a foe, its movement speed is decreased.
StimPack – Temporary speed and attack boost, but loses 20 HP per use.

Summary:
The Marauder is an armored space marine that spews grenade launcher rounds at enemies. He’s good at drilling down armored stuff, but don’t expect this dude to demonstrate the giddy up a stealth- or fast-attack requires.

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Unit Name:
Zealot

Building Required:
Gateway

Resources Required:
100 Minerals
2 Supply

Upgrades:
Charge – Increases the speed of Zealots for 10 seconds per use.

Summary:
The Zealot is the flag-bearing unit of the Protoss, and a powerful one at that. Hefting dual Psi Blades and able to charge at incoming units, he’s one dude you’ll want to avoid in the early game.

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Unit Name:
Archon

Building Required:
Gateway, Dark Shrine or Templar Archives

Resources Required:
4 Supply

Upgrades:
None

Summary:
“What happens when you merge two Templars?” sounds like the set-up to a bad “SC” joke, but what actually happens isn’t — the archon is a glowing ball of viciousness equipped with shields and a great attack that can hit both ground and air units. Its attacks also cause splash damage.

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Unit Name:
Colossus

Building Required:
Robotics Bay, Robotics Facility

Resources Required:
300 Minerals
200 Gas
6 Supply

Upgrades:
Cliff walk – An auto ability that enables the Colossus to walk over and down ledges.

Summary:
The Colossus, a new unit for the franchise, is a quadripedal robot that you can use as a spearhead to an attack. But despite being equipped with a laser, it can only fire on ground units. So, stay frosty.

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Unit Name:
High Templar

Building Required:
Gateway, Templar Archives

Resources Required:
50 Minerals
150 Gas
2 supply

Upgrades:
Archon Warp – When used alongside another Templar, the two form an Archon.
Feedback – Drains energy and causes HP damage equal to drain.
Psionic Storm- A nasty storm of telepathy, the storm is a four second area attack that causes 80 HP damage per use.

Summary:
You don’t want to put this guy in the line of fire as he’s got some of the weakest shields in the game. However, this telepathic troop’s Psionic Storm area of effect attack is quite devastating when a group of enemies chugs your way.

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Unit Name:
Mothership

Building Required:
Nexus, Fleet Beacon

Resources Required:
400 Minerals
400 Gas
8 Supply

Upgrades:
Cloaking Field – When targeted over an area, it makes the ground structures and units invisible.
Mass Recall – Teleports troops into its hull.

Summary:
The Mothership is another new unit for the “SC” series, but unlike its brethren, it’s more of an auxiliary unit. The point of this puppy is to use it base hiding capabilities and for mass transport. Do note it’s massive shields, though.

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Unit Name:
Phoenix

Building Required:
Stargate

Resources Required:
150 Minerals
100 Gas
2 Supply

Upgrades:
Graviton Beam – Fires a beam that picks up enemies and disables their abilities.

Summary:
The Phoenix is a new aerial unit, made for air-to-air battles. It’s fast and light though, so it won’t be of much use against something like a Terran Battlecruiser.

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Unit Name:
Probe

Building Required:
Nexus

Resources Required:
50 Minerals
1 Supply

Upgrades:
Gather – A manual command option that lets you choose the Mineral Field or Vespine joint to gather resources from.

Summary:
Like the Terran’s SCV, the Probe is a standard resource gather. Be it gas or minerals, these little guys will collect it.

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Unit Name:
Stalker

Building Required:
Cybernetics Core, Gateway

Resources Required:
125 Minerals
50 Gas
2 Supply

Upgrades:
Blink – Teleports the Stalker to a nearby location of your choosing.

Summary:
A Dragoon made of glass, the Stalker can do decent ground-to-air and ground-to-ground damage. Feel free to walk it up to something heavy, but don’t fool around with any unit that deals decent damage.

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Unit Name:
Carrier

Building Required:
Fleet Beacon, Stargate

Resources Required:
350 Minerals
250 Gas
6 Supply

Upgrades:
Train Interceptor – The Carrier can build little ships called Interceptors in its belly, but can only hold four at once.

Summary:
A Zepplin-like craft, the Carrier has no offensive capabilities. But what it does have are Interceptors, fly-sized troops that can be deployed at will and haunt air and ground units with incessant barrages.

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Unit Name:
Dark Templar

Building Required:
Dark Shrine, Gateway

Resources Required:
125 Minerals
125 Gas
2 Supply

Upgrades:
Archon Warp – When used alongside another Templar, the two form an Archon.
Permanently Cloaked – Shrouds the Dark Archon is a blanket of mystery (read: invisibility.)

Summary:
If you want to be a jerk, the Dark Templar is a good place to start as it has a permanent cloak ability that can frustrate opponents. The Dark Templar has crap shields though; don’t expect it to hold up when someone does something about his intrigue (read: invisibility).

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Unit Name:
Observer

Building Required:
Robotics Facility

Resources Required:
50 Minerals
100 Gas
1 Supply

Upgrades:
Detector – Allows the unit to detect invisible enemies.
Permanently Cloaked – Keeps the unit invisible.

Summary:
The Observer is a low health, low-cost aerial unit with one key feature: it can detect cloaked units. If you’re playing with a sneaky dude, you’ll want to load up on these.

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Unit Name:
Sentry

Building Required:
Cybernetics Core, Gateway

Resources Required:
50 Minerals
100 Gas
2 Supply

Upgrades:
Hallucination – Makes a “shadow” troop that dies fast and can’t do damage.
Guardian Shield – Creates a field that increases damage to nearby units by 2 for a total of 15 seconds.
Force Field – Slows down ground units movement in an area of your choosing.

Summary:
The big reason you’ll want to use one of these high cost aerial units is if you’re interested in its support upgrades, namely the Force Field and the Guardian Shield. The Sentry can also do one-on-one damage with its beam, though it appears to be negligible.

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Unit Name:
Warp Prism

Building Required:
Robotics Facility

Resources Required:
200 Minerals
2 Supply

Upgrades:
Phasing Mode – Allows the Warp Prism to become a Pylon.
Transport Mode – Takes the Warp Prism out of Pylon and into troop-carrier mode.
Load and Unload All – Allows you to put troops in and out of the carrier.

Summary:
The Warp Prism is a shuttle with a twist. Its secondary functionality allows you to use it like you would a Pylon. After your finished, you can change it back into a troop carrier, the main functionality of this decently armored carrier.

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Unit Name:
Immortal

Building Required:
Twilight Council, Robotics Facility

Resources Required:
250 Minerals
100 Gas
4 Supply

Upgrades:
Hardened Shell – Reduces attacks to 10 HP when used.

Summary:
The Immortal is a new unit, but plays similar to a Dragoon. Made for ground fighting, the Immortal plays nice with groups and has a wicked shield power sure to frustrate offensive-minded opponents when confronted.

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Unit Name:
Void Ray

Building Required:
Stargate

Resources Required:
250 Minerals
150 Gas
3 Supply

Upgrades:
Prismatic Beam – Gradually increases damage as long as the Void Ray stays on the same target.

Summary:
One beam can sound like a deal-breaker until you check out this aerial unit’s unusual power: as it fires on a single target and remains firing on it, each blast grows stronger and stronger. The Void Ray is good against big aerial units as a result, but you might not want it to tango with the small stuff.

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Unit Name:
Zergling

Building Required:
Spawning Pool, Larva (unit)

Resources Required:
50 Minerals
1 Supply

Upgrades:
Morph to Baneling – Turns the Zergling into the suicidal Baneling. Does splash damage.
Burrow – Allows unit to burrow underground.

Summary:
We’ve all heard about the Zerg rush, and certainly the Zergling is a part of that strategic effort. Small and fast, yet light-armored and weak, the Zergling is the Zerg’s standard, low cost flag bearing troop.

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Unit Name:
Mutalisk

Building Required:
Spire, Larva (unit)

Resources Required:
100 Minerals
100 Gas
2 Supply

Upgrades:
None.

Summary:
Equipped with a pair of wings and a weird tail-sucky-thing, the Mutalisk is a cool aerial offering. It can attack three units at once with its wave-like attack and can dominate when in large groups. Just don’t think it’s the end-all air unit — It’s not, despite the totally cool, but weird tail-sucky-thing.

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Unit Name:
Overseer

Building Required:
Lair, Overlord (unit)

Resources Required:
50 Minerals
100 Gas

Upgrades:
Detector – Allows the overseer to catch hidden units.
Spawn Changeling – Spawns a Changeling for 150 seconds once per use
Contaminate – When used on a building, the Overseer’s vomit halts production for a period of time.

Summary:
More of a support unit than anything else, the lumbering Overseer can detect hidden units and transport dudes. It can also rock a base if given a chance courtesy of its Changeling-firing and Contaminate powers.

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Unit Name:
Queen

Building Required:
Spawning Pool, Hatchery (or Hive or Lair)

Resources Required:
150 Minerals
2 Supply

Upgrades:
Burrow – Allows the unit to bury underground.
Transfusion – Restores 125 health to a biological entity.
Spawn Larva – When targeted at a Larva hosting building, it spawns 4 larva over 40 seconds.
Spawn Creep Tumor – Need some creep? Use this to spit a ball of it on the ground.

Summary:
The Queen has some offensive powers, able to hit both ground and air targets, but its main use is in a support role. It can heal units and structures, spawn precious Larva for your troop needs and spit Creep where you need it.

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Unit Name:
Roach

Building Required:
Roach Warren, Larva (unit)

Resources Required:
75 Minerals
25 Gas
2 Supply

Upgrades:
Burrow – Burrow – Allows the unit to bury underground.
Rapid Regeneration – Increases regeneration while burrowed.
Tunneling Claws – Gives the Roach the ability to move while burrowed.

Summary:
The Roach is a more defensive-minded unit, able to burrow and regenerate HP quicker than other units. Its also a jerk, as it deploys long-range attack, perfect for creating strategic logjams.

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Unit Name:
Infested Terrans

Building Required:
Infestor (unit)

Resources Required:
None

Upgrades:
Burrow – Allows the unit to bury underground.

Summary:
As its name implies, the Infested Terran is a twisted Marine. This Zerg unit can attack and act as a Marine for 30 seconds.

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Unit Name:
Infestor

Building Required:
Infestation Pit, Larva (unit)

Resources Required:
100 Minerals
150 Gas
2 Supply

Upgrades:
Burrow – Allows the unit to bury underground.
Terran Infestation – Spawns an Infected Terrain for 25 seconds once per use.
Neural Parasite – Gives the Infestor complete control of a unit until either of them dies.
Fungal Growth – Tosses a fungal net over an area that halts movement and 36 HP attack for eight seconds.

Summary:
With no normal attacks, you better believe that the Infestor is a support unit. It can spawn Infested Terrans, control other troops, and fire a fungal neat of evil that can ensnare and damage units on top of revealing hidden ones.

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Unit Name:
Brood Lord

Building Required:
Greater Spire, Corruptor (unit)

Resources Required:
150 Minerals
150 Gas
2 Supply

Upgrades:
Swarm Seeds – Fires six Broodlings at a target.

Summary:
Want to use air to crush a base? Check out the Brood Lord, the premier Zerg unit to do so. It can fire — at long range, no less — nasty air-to-ground missiles in addition to being able to toss out Broodlings in a target area.

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Unit Name:
Baneling

Building Required:
Baneling Nest, Zergling (unit)

Resources Required:
25 Minerals
25 Gas
1 Supply

Upgrades:
Burrow – Allows the unit to bury underground.
Explode – A suicide attack that does 80 HP to nearby units and structures.
Attack Structure – Does 80 HP damage to a structure.

Summary:
Made from Zerglings and fueled by the power of self-loathing and “The Cure,” the Baneling is a traditional suicidal unit that can cause decent damage to whatever is near it when it explodes.

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Unit Name:
Changeling

Building Required:
Overseer (unit)

Resources Required:
None.

Upgrades:
Disguise – Turns the Changeling into the first unit it comes in contact with.

Summary:
The Changeling would be like James Bond if, say, the super spy was an alien that could morph into other units. As a result of its unusual powers, the Changeling has a short (read: timed) life span.

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Unit Name:
Hydralisk

Building Required:
Hydralisk Den, Larva (unit)

Resources Required:
100 Minerals
50 Gas
2 Supply

Upgrades:
Burrow – Allows the unit to bury underground.

Summary:
A vicious acid vomiter with decent defense and attack, the Hydralisk is the perfect troop if you want a long-range advantage. It can also do melee at the same amount of damage.

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Unit Name:
Drone

Building Required:
Larva (unit)

Resources Required:
50 Minerals

Upgrades:
Burrow – Allows the unit to bury underground.
Gather – Allows the unit to collect resources.

Summary:
The foundation of the Zerg, the Drone is its resource gatherer. Need some Gas or Minerals? The Drone can collect it.

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Unit Name:
Larva

Building Required:
Lair

Resources Required:
None

Upgrades:
None

Summary:
A building block of the Zerg, the high-armored Larva is used to create troops. They’re also cute in that weird Zerg kind of way.

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Unit Name:
Overlord

Building Required:
Larva (unit)

Resources Required:
100 Minerals

Upgrades:
Load and Unload All – Allows units to jump in and out!
Generate Creep – Allows the Overlord to generate keep. Must be still.
Morph to Overseer – Need an Overseer? Use this.

Summary:
Slow and meandering, the Overlord seems like a pile of worthless. Put aside those thoughts: the Overlord can load and unload troops, as well as detect hidden ones. Also, in grand Zerg tradition, it can morph into another creature — an Overseer, to be specific.

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Unit Name:
Ultralisk

Building Required:
Ultralisk Cavern, Larva (unit)

Resources Required:
300 Minerals
200 Gas
6 Supply

Upgrades:
Burrow – Allows the unit to bury underground.

Summary:
The Ultralisk is like a tank or an elephant gone wrong. Like, really, really wrong. With a powerful defense and a brutal normal attack, these big guys are definitely a foundation of a wrecking ball army. They’ll cost you a pretty penny, too.

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