If all creep sources in an area are destroyed, the creep will decay, a few tiles at a time. When a creep source finishes building, it immediately spawns a few tiles of creep, which spreads to fill an assigned footprint in the shape of a squared circle. Once a Nydus Worm finishes, it will also generate an area of Creep around it.Once a Creep Tumor has been destroyed, the Creep will slowly recede. They are burrowed once they finish constructing, so detection is needed for an opponent to target them. This Creep Tumor excretes creep and has a single charge to make another Creep Tumor. The Queen's " Creep Tumor" ability costs 25 energy and spawns a Creep Tumor.The Creep left behind will then decay if it had nothing else to maintain it. When the Overlord moves, it will stop emitting creep, but resume when it comes to a stop again, without needing to reactivate the ability. This ability costs nothing it is not an upgrade, just a toggled ability. Overlords in StarCraft II have the ability to Generate Creep after building a Lair.You can however place a Creep Tumor on the creep to maintain and expand it. As the creep will quickly expire, any buildings there will start to die. Cancelling the Hatchery allows the Zerg to make use of it, to build proxy buildings or secret tech. A Hatchery built off-creep will spawn a 3x3 area of creep underneath it whilst it is building.Overlords, which have the Generate Creep ability.Īll of them start with a small area of creep which grows into a large squared circle centred on the creep source.Nydus Worms, spawned by the Nydus Network.Creep Tumors, which are spawned initially by Queens.Hatcheries (and Lairs and Hives, which have the same creep stats), which start with a squared circle of creep around and under them.Such a move is risky, however, as it is easily countered by Mutalisks. Although spread across the map is not essential, it is still important to spread creep to the third base to allow for defensive movement, especially by Queens.Ĭreep spread from a line of Overlords creating a creep 'highway' is occasionally used to send Roaches across the map more quickly for timing attacks. The Terran has to stop and scan to destroy them, or risk being forced into unfavourable engagements.Ĭreep Spread is least important in the mirror matchup since the movement speed boost is gained by both sides. In the mid to late-game, generous use of Creep Tumors severely slows down Terran pushes. Creep spread also grants vision of potential drops.Ĭreep spread from Overlords may be used to prevent Command Centers from landing at third and fourth base locations, and occasionally even Proxy Hatcheries at the Terran's natural to delay the Terran's expansion. Creep allows the Zerg army to engage much more effectively against the ranged Terran units. Much of the strategic use against Protoss is the same as against Terran.Ĭreep spread is very important against Terran because of the prevalence of melee units ( Zerglings, Banelings, and Ultralisks) in the matchup. Zerg may cover the expected site of a Protoss or Terran expansion with Creep, forcing the opponent to destroy the source of the Creep then wait for it to recede before they can take the expansion. Protoss and Terran buildings (except Auto-Turrets and Stasis Wards) cannot be built nor land on Creep. The speed bonus applies to enemy Zerg as well, so in ZvZ it is common to restrict creep production only to areas around and between bases to avoid facilitating enemy rushes. The speed bonus makes it beneficial for Zerg to cover the map in creep, increasing mobility both to reinforce besieged bases and to retreat from indefensible positions. Queens receive a 167% bonus, Locusts a 40% bonus, and Spore & Spine Crawlers a 150% bonus. Drones, Broodlings, Changelings (not disguised as Zerglings), and burrowed units receive no bonus. Most Zerg ground units receive a 30% movement speed bonus on creep.
0 Comments
Leave a Reply. |