Most zerg units are created by morphing larva at the hatchery (or lair/hive). The drones that morphed into extractors will remain. In the event that you’d like to build two drones over the supply limit, simply build two extractors, then two drones, and then immediately cancel both extractors. If one of your drones is about to die, morph it into an extractor (a structure that allows the collection of vespene gas), then cancel the extractor's construction once your enemy has left to save the drone. When an opponent attacks your base, it should be as difficult as possible for them to reach and destroy your most crucial structures. Since your spawning pool allows for the creation of several key units, you should consider placing it in a hard to reach spot (such as behind your mineral clusters). You might hide your overlords to reduce the chances of them being killed, or place them all over the map so they’re harder to track down quickly. If you find yourself unable to create new units due to the death of your overlords, you will have to produce new overlords and raise your amount of unit supply.
Because overlords are available so early and required in large numbers, zerg players frequently use them as early scouts to provide a complete picture of the map.īecause overlords are flying units and useful scouts, zerg armies are particularly vulnerable to losing their unit supply to attacks on their overlords. The overlord can fly around the map slowly (and quickly, after being upgraded), and it can be upgraded to transport units like a dropship or drop creep onto the map. Unlike supply for protoss and terran armies, zerg supply is provided by a unit – the overlord – rather than by a structure. The queen unit also has the ability to heal buildings and units with the transfusion ability, which instantly restores health to one target. To further protect injured units while they heal, use the burrow ability to keep them out of the enemy's sight. By cycling between two major forces and healing between attacks, you'll save time and money – you can bolster your forces with newly produced units rather than replacing dead ones. Should your units get damaged during a fight, retreat and use a new force to press the attack while the injured force heals. The zerg ability to regenerate health makes retreating from battle extremely viable. Perhaps the greatest advantage of zerg biology is an amazing regenerative ability.
If you want to rally drones somewhere else on the map besides a resource node, press the G key and left-click. Right-clicking elsewhere on the map (on the ground, a building, or a unit, for example) will cause non-worker units to move to that location as soon as they are spawned. Right-clicking on a mineral cluster or vespene geyser will cause newly hatched drones to head towards it and begin gathering resources. Zerg hatcheries have two rally points: one for worker units (drones), and another for non-worker units.
They do not actually produce units themselves, unlike the facilities that protoss or terran use. Other structures, such as the spawning pool or roach warren, only give you the ability to morph larva into units. The more hatcheries you have, the more larva you have available, and the more units you can produce. Hatcheries spawn larvae over time, and these larvae morph into various zerg units. The zerg produce their workers and units from the same place: a structure called a hatchery.