It doesn’t create them in a standard fashion but mutates and thus becomes a building.
Although you lose a worker in the process, some zerg buildings are cheaper than those of their enemies.
It is spread by your Hatchery and its improved versions as well as by watch Turrets - Creep Colonies.
These can be later upgraded to guard Turrets.
Buildings can regenerate so their hit points are restored automatically.
In the later missions, it’s worth it to have up to 2-5 such buildings.
If you click Hatchery, you’re able to use a button that selects all available Larvae.
The zerg can create a grand army within a very short timeframe.
Overlords are mobile air units.
They have several properties.They have the Control factor, which is the equivalent of Supplies and Psi.
They only 100 minerals and have a lot of hit points.
It is the only zerg unit that is capable of carrying out landings between islands or other inaccessible areas.
Nydus Canals is a situational zerg building.
Units move between the buildings instantly, which can be used both offensively and defensively.
The zerg rely mainly on fast and cheap units.
You will use the same kind of troops in the majority of the campaign missions.
It’s a good idea to take an Overlord for every operation.
It can detect invisible hostile units and can transport your troops.
For most operations, you’ll use the basic combat units - Zerglings and Hydralisks.
They move very fast and later their attacks become faster, too.
Their weaknesses include few hit points and poor melee attack.

Hydralisks are a great addition for your land forces.
They are more durable than Zerglings and, what’s more important, can attack at a distance.
you’re free to increase their attack range in their technological building.
They have 400 hit points and attack enemies hand-to-hand on a small area in front of them.
Zerg air force is poor compared to that of other races.
Mutalisks are fighters that attack land and air targets.
These have excellent range and powerful missiles.
However, they can only attack ground forces.
This is why you still need Mutalisks as protection against hostile aircraft.
The last group of units in the zerg army are support units.
They can’t attack directly but have incredibly useful abilities.
Ensnare slows enemy groups down.The most useful ability is Spawn Broodlings.
It is very useful in eliminating powerful land units such as Siege Tank or Ultralisk.
Dark Swarm is a defensive ability, although it can be used offensively with time.
A special swarm covers a small area.
Units within this area are immune to hostile ranged attacks.
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