Zerg Buildings
The Hatchery The HatcheryThe Hatchery is the heart of the Zerg colony, spawning off larvae to generate more troops to fuel the great Zerg warmachine. Hatcheries are the only zerg buildings that cannot be built upon the creep, the thick layer of organic material that provides nourishment for the Zerg buildings. Having multiple Hatcheries at every base of operations ensures a good larvae spawn rate, essential for building large armies quickly and easily.

Spawning Pool Spawning PoolThe Spawning pool is a small facility that enables the production of Zerglings. The speed attack rate of Zerglings can also be upgraded here. Production of this enables the production of other higher level buildings and is essential for a Lair.

Evolution Chamber Evolution ChamberThe Evolution Chamber is essential for fortifying the Swarm. The Zerg are infamous for mass numbers, cheap units, but weak units. The Evolution tips the balance toward the Swarm for offensive and defensive power.

Hydralisk Den Hydralisk DenThe Hydralisk Den is one of the most valuable buildings for the Swarm, enabling the morphing of Hydralisks and holding the power to upgrade to the fearsome Lurker. This building, above all other should be guarded carefully if you want any chance to win at all. The earlier you get this structure, the better.

The Lair The LairThe Lair is essentially a glorified Hatchery with upgrades for the Overlord. After constructing a Spawning Pool, a Lair is available. Morphing your Hatchery into a Lair enable the construction of the Queens Nest and the Spire. This also enable the evolution of Lurkers at the Hydralisk Den.

The Spire The SpireThe Spire enables the morphing of Mutalisk and Scourge, winged horrors that roost in this towering structure. Here air attacks and defenses can be upgraded. Like the Hydralisk Den, this building should be well protected.

Queens Nest Queens NestThe Queens Nest is an essential building due to the fact that the Queens "spells" can be researched there and that it is needed to build a Hive. Some people like to get this BEFORE the Spire...

The Hive The HiveThe Hive is a mutated Lair that allows the construction of higher level buildings, such as the Greater Spire and the Ultralisk Cavern. Protect this with all of the fury of the Swarm...

Ultralisk Cavern Ultralisk CavernThe Ultralisk Cavern allows the mutation of Ultralisks, one of the most feared ground units in the game. Here they can also be upgraded for more speed and a better armor level. Not essential, but certainly important to any Zerg commander.

Greater Spire Greater SpireThe Greater Spire is a mutation of the Spire that allows the production of Guardians and Devourers from existing mutalisks and those soon to be created. Again, not essential, but I couldn't win an island map without them.

Defiler Mound Defiler MoundThe Defiler Mound is home of the other "spell" casters in the Swarm, allowing evolution and production of Defilers. Not essential, but certainly important once constructed.

Nydus Canal Nydus CanalNydus Canals serve as instant transports from one to the other and vice-versa. They are essential in the late game of large maps, allowing the same group of ground units to defend multiple bases in an instant.

Creep Colony Creep ColonyCreep Colonies are simple structures available in the early-late game that extend the creep around the area where they are built. They can later morph into Spore Colonies or Sunken Colonies.

Spore Colony Spore ColonySpore Colonies are ground-to-air structures that morph from Creep colonies. You must have an Evolution Chamber to build these important structures. They are ideal for holding off small groups of wraiths and similar air units. They also serve as stationary detectors.

Sunken Colony Sunken ColonySunken Colonies are ground-to-ground structures that, like the forementioned Spore Colony, morph from Creep Colonies. They are perfect defensive structures in the early-mid game for holding off groups of marines, zealots and zerglings.
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