Zerg Beginner Basics, Builds, and Tips & Tricks in StarCraft: Remastered
Zerg is one of the three playable races in StarCraft: Remastered, an enhanced version of the original StarCraft and its Broodwar expansion. The Zerg are known for their relentless onslaught of attacks. Overwhelming their opponents with mass produced, expendable units.
Zerg units are very cheap compared to the other two races, and especially Protoss. 50 minerals and just 1 supply, will get you two Zerglings, the core unit of the Zerg army. Hydralisks, a more powerful ground unit, still only costs 75 minerals and 25 vespene gas. So what Zerg players want to do is use their cost-efficient units to take good fights, and overwhelm their opponents with superior macro (base/economy management).
Unlike the other two races, Zerg units are all built from one building, the Hatchery, which produces up to three larva, which is the base unit for all Zerg units and eventually even buildings. A Zerg players can produce three units at once from one Hatchery, while the other two races are forced to build a production building for every one unit they want to make. A Zerg player that macros properly, has the right amount of Hatcheries and the economy to support them, can out produce their opponents and can be ahead in the game, even if they lose a battle.
There are a few catches though. Zerg buildings must be built on creep (the purple goo stuff), and in order to build buildings, its worker unit, the Drone, must sacrifice itself as it literally becomes the building which is a living things. Keep these two unique aspects of the Zerg race in mind while playing. You’ll need to produce workers at a faster rate than the other two races to keep up with losing your workers to create buildings.
In this guide, we’ll just give a basic description of what each of the buildings do, and provide a basic build order to practice in each matchup to give you a foundation for how to play competitive multiplayer as Zerg in StarCraft: Remastered. That said, StarCraft: Remastered is a very complicated and strategic game. While having a plan (aka a build) prior to the start of the game is a excellent way to start to learn how to play seriously, ultimately you’ll need to learn how to properly scout and react to what your opponent is doing. Sticking to your plan no matter what is usually not the best course of action. The only way to develop that skill, is to play a bunch of games, watch streamers that aim to educate, and read up as much as you can. There’s no magic unstoppable strategy that will guarantee you a victory no matter what.
Jump to one of the beginner builds below.
For a quick rundown/explanation of Zerg’s technology tree in StarCraft: Remastered, be sure to check out the next page.
Zerg Technology Tree
Zerg Beginner Basics, Builds, and Tips & Tricks for StarCraft: Remastered
Rather than regurgitate basic information that you could find anywhere at this point considering StarCraft released almost 20 years ago, here’s just quick laymans rundown of what each building does. If you do want that text book tech tree, check out Liquidpedia’s here.
Hatchery – Your primary base building from which all units, including your resource gathering worker units Drones, are made from. Protect this building at all costs.
Extractor – Build this building on top of a Vespene Geyser to extract Vespene Gas, needed for more advanced units.
Creep Colony – A defensive structure that can be morphed into either the ground-attacking Sunken Colony, or the air-attacking Spore Colony (which can detect).
Spawning Pool – Basic tech building required to build Zerg’s core unit, the Zergling (which are produced two per larva).
Evolution Chamber – Provides upgrades to Zerg ground units.
Hydralisk Den – After a Spawning Pools is made, this building can be constructed which, as you may guess, allows you to produce Hydralisks as well some upgrades for them, including the ability to morph Hydralisks into the very powerful burrowed siege unit, the Lurker.
Lair – Hatcheries can evolve into a Lair, which opens up more tech buildings, as well as upgrades.
Queen’s Nest – The Queen’s Nest allows for the spellcaster unit, the Queen, to be produced at the Hatchery. The Queen’s Nest is also a prerequisite for the next Hatchery upgrade that follows Lair, aka the Hive. Finally, the Queen, can infest a burning Terran Command Center and turn it into an Infested Command Center. It’s very hard to pull off, but if you can, you can produce the powerful suicidal unit, Infested Marine.
Spire – Allows for the construction of Zerg’s base air units, the Mutalisk and the suicidal Scourge. It also provides upgrades for air units.
Hive – This final upgrade for the Hatchery allows you to produce end game Zerg units.
Ultralisk Den – The Ultralisk Den allows you to produce Ultralisks (duh) a fearsome powerful and tanky, ground unit.
Greater Spire – An upgrade for the Spire which when completed, allows Hatcheries to produce new flyer units: the Guardian and the anti-air flyer, Devourer.
Nydus Canal – What this does is create a fast-travel network between the canal and its exit. Useful for quickly transporting units to far-away bases to defend them quickly while under attack. Against other Zerg players, the canal could be used offensively as well.
Defiler Mound – Finally we have the Defiler Mound, which allows the Hatchery to produce a powerful support/spellcaster unit, the Defiler.