Zerg Ground Units:
The key feature of the Zerg land force is numbers. Cheap to resources, and quick to produce, A Zerg player will field a greater army that either of the two races. This is quite a necessity, given that the Zerg lack the range of the Terrans or the endurance of the Protoss, and will need to rely on cannon fodder to breach enemy fortifications and tear them apart. To reflect this, Zerg units have no quick method of regeneration. While all their units regenerate slowly, there is in general no time for a player to wait for his army to regain full health.

Size |
Small |
HP |
? |
Cost: |
? 1 |
Ground Attack: |
| Damage |
?? |
| Cooldown |
?? |
Range |
? |
Zerg Drones, contain within them the genetic code required to morph into any of the large Zerg "buildings", which are actually living (but immobile) structures. They can only grow on areas where the Creep has established itself, as they require its nourishment and building material. The Drones also harvest any raw materials that are needed. Vespene gas is very important to the Zerg: the high energy state of the gas powers their accelerated metabolisms and is essential for the production of the more advanced Zerg breeds.
Strategic Properties:
While the drones existence has been confirmed by Blizzard in passing, it has not been formally revealed in Starcraft 2. Their role will probably function no different than that of Starcraft, and thus should be kept safe at all times.
Special Abilities:
|
Burrow: (Unconfirmed)
This unit can burrow into the ground. While burrowed, the unit is immobile and cloaked. |
|
Morph Building:
The Drone can be used to morph into any Zerg structure. This process consumes the Drone itself. |
|
Harvest:
This unit can harvest both minerals and gas. |

 |
Size |
Small |
HP |
? |
Cost: |
? ? |
Ground Attack: |
Damage |
5 Normal |
| Cooldown: |
? |
| Range |
Melee |
Zerglings are a modified form of the Zz'gashi Dune Runner, a form assimilated into the Zerg Swarm. They are approximately 1 meter long, although they have been reported to have grown up to three long and one high. Zerglings are the most numerous zerg mutation, as their DNA structure allows two zergling to spawn from a single larva. They require a 'spawning pool' to be formed, and this coupled with their webbed feet hint that they may be partially aquatic. They are, after all, quite froglike--at least in their original design.
Since their first encounter with the Protoss, the Zerglings have further evolved. They now contain the genetic blueprint to transform themselves into Baneling
Strategic Properties:
Zerglings are the cheapest ground until available out of all three races. It is likely that Starcraft 2 will maintain the possibility of a Zergling rush, where a Zerg player is able to do significant economical damage to his opponent with a small force of Zerglings before the enemy can field an adequate defence.
Due to their weak hit points and comparatively high damage potential, Zerglings excel in small group vs group combat on open terrain where they can reach and surround enemy opponents. However, they begun to falter without support once armies grow to significant size, whereby half of a Zergling force may be destroyed before they can reach of the enemy force. The burrow ability negates this disadvantage somewhat, as it allows a cunning player to launch attacks from all sides and negate the enemy's range advantage. Nevertheless, it is better in practice to mix Zerglings with tougher Zerg units who act as tanks, buying Zerglings time to reach their opponents and shred them to pieces.
Special Abilities:
| |
Burrow:
This unit can burrow into the ground. While burrowed, the unit is immobile and cloaked. |
| |
Transform into Baneling:
The Zergling go morph into a Baneling when necessary (see below). This process only takes a matter of seconds, and can be done successfully during battle. |

Size |
Small |
HP |
? |
Cost: |
? ? |
Suicide Ground Attack: |
Damage |
40 |
| Cooldown: |
N/A |
| Range |
Melee |
Since their first encounter with the Terran, the Zerg have learned that sometimes, plain claws are just not enough. When assaulting confined and entrenched locations, the enemy is often capable of de playing their forces in such a way that surrounding them from all sides is just not possible. Under orders from the Queen of Blades, the genetic code for Infested Terrans was mixed with that of the Zergling. The result is the Baneling. In times of necessity, a Zergling can fill his body with explosive chemicals, rush into entrenched enemy forces, and sacrifice himself into a bloody explosion without thought.
Strategic Properties:
The Baneling is a ground version of the Zerg Scourge, and an epitome of the Zerg playstyle. While each individual Baneling does not do an atrocious amount of damage, this ability comes especially handy when assaulting enemy forces on bridges and ramps where a massive group of Zerglings would simply clump together and get destroyed by enemy artillery. The cost of sacrificing a Baneling is just cost efficient, and hence the use of Banelings should be restricted to times where a Zerg player has a resource advantage. Of course, in games between players of equal still, such situations are the norm.
Special Abilities:
| |
Suicide Attack:
The Baneling explodes on contact with the enemy, dealing 40 damage to the target. |

 |
Size |
? |
HP |
? |
Cost: |
? ? |
Air/Ground Attack: |
Damage |
? |
| Cooldown: |
? |
| Range |
7 |
This species, first seen in security camera footage discovered on a dead Terran cargo vessel, is one of the fiercest and most dangerous of the Zerg strains. The upper carapace plates of the Hydralisk can open to expose hundreds of spines that are projected with such force that they can penetrate 2cm Neosteel. Fortunately, they move quite slowly on open terrain. The Hydralisk is easily the most versatile breed for the Zerg. With the ability to strike both ground and air targets, the Hydralisk forms the backbone of a versatile Zerg swarm.
Strategic Properties:
The Hydralisk has not been officially spotted or announced in Starcraft 2, however their presence in the game is almost certain given the large amount of concept art for these creatures.

Size |
? |
HP |
? |
Cost: |
? ? |
Ground Attack (Standard) |
Damage |
? |
| Cooldown: |
? |
| Range |
7 |
During the annihilation of Tarsonis, the Zerg were able to as simulate the minds of the many ghosts that were once the most feared agents of the confederacy. With their psionic potentially now fully unrestrained, these abominations for their former selves now server the swarm in most insidious ways. Termed as Succubi by the Terran forces they face, these creatures are able to turn the enemy force in upon itself.
Strategic Properties:
Very little is know about the Succubi, except Blizzards comment that The Zerg will feature a unit capable of 'taking control of enemy troops for a short period of time before they explode on their allies.' It is speculated the Succubi will be the Caster support for Zerg Ground forces, replacing the role of the Defiler. Certainly, a Succubi will be a valuable asset to any Zerg force, taking out key enemy units in battle so that lesser Zerg forces may swarm in unabated.
Special Abilities:
| |
Infest Unit:
The Succubi can take control of a target unit, forcing them to do the bidding of the swarm for a short period of time. At the end of this duration, the target unit explodes, dealing damage to all enemy units around it. |