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UNITS
INFESTOR
Infestors are one of the more
insidious new additions to the
Swarm. They were evolved from
the Borbu Matriarch, an unusual
creature that is more like an
ambulatory nest than a single
organism. Unlike most Zerg
warriors, Infestors have the
ability to move while burrowed.
These terrors can spew a volatile plague over their
targets with dire effects, and they have been known to
ingest Infested Marines, carry them to a combat zone,
and regurgitate them to fight for the Swarm. Perhaps
the Infestor’s most dangerous feature is the Neural
Parasite, a symbiotic creature living within Infestors that,
when spat, attaches to an enemy and controls its mind
for a short period of time. Seeing the immense potential
of this parasite, the Queen of Blades is busy incubating
new strains that can live longer outside of their host.
UNIT STATISTICS
GENERAL STRATEGY
ground units. This even affects enemy workers, allowing the zerg to
WEAK AGAINST
build other races’ buildings.
COUNTERMEASURES
VS Terran
Detect and destroy Infestors quickly with Ravens using the Seeker Missile
upgrade.
Use long range weapons such as Siege Tanks to focus-fire Infestors down.
Use the Orbital Command upgrade to scan for and reveal burrowed
Infestors.
VS Zerg
ability.
Use Overseers to detect Infestors for your army to kill.
Bring enemy Infestors under your control by employing your own Infestors
with the Neural Parasite upgrade.
VS Protoss
Comments (237)
ADD A REPLY
Everyone woldent it be cool if you infested a probe or scv then have a new ally that you control
@VergenSoldie: I agreed or would I IF THE INFESTORS ABILITY CAN LAST FOREVER UNTIL THE INFESTOR OR THE VICTIM
@VergenSoldie: you can do that. If you control either for enough time to create a nexus or a command center, then you
can make workers of your own and then make the respective races units.
@Hoefty: It doesn't matter because building the other races units take up any supply, control and Psi like someone had 170
control out of 200 and building other races units like a carrier will count to the overlords supply therefore equals 176 control
out of 200 no matter how many pylons, depots or overlords you have.
@JetfirePrime: You get 200 supply per race. You can control up to 600 units!
@Jim: Didnt they "fix" that i thought it was only like that with Dark Archons in SC1?
@Devek: That is what I'm trying to tell you. Zerg used infestors to make protoss units and if they are controlling 170 units
of Zerg no matter how many pylons or overlords you have adding a carrier will result in the player use 176 worth of control
of units.
Man those half alien humans that hatch from swarm eggs spawned from infestors last only half a minute and totally meant to hit the
I got tosay even thtough it would be OP,neuralparasite would be awesome lasting longer
I like having 2v2 partners who use this unit. It really comes in handy for the Fungal Storm combo.
nice when the enemy has a thor paired w/ 20 marines. Sneak to the back, mind control the thor, wreck havoc.
infesters rock!!!! an army of them can take out a large base easy. infested terror!
I miss defilers from sc1. =-( It was so useful to just sacrifice a bit of your army to get the energy you needed, especially vs. EMP,
@Cavyking: HELL NO, dark swarm was incredibly powerful ageist terran and protoss and plague kicked ass as well. Just
watch some of the old pro matches if you don't believe me. I'll take defile over an infestor any day. (Also you spelled
infestor wrong)
@TheCrazyOne:
the only thing that could make them better is if they had plague
Kind of wish they were more in the way of Dark Archons from BW - that is, that the mind control shouldn't wear off. Or if it does, it
should only wear off once the Infestor is killed - having a time limit in combination with the Infestors inability to move while performing
@stickyshooZ: Ya I miss playing as protoss and mind controlling a protoss and a drone so i can get all three races.
all zerg are immund to funglegrouth,why strong against mutalisks wich is a lovely thing for killing them?!
@VergenSoldie: I suppose they ran out of ideas. Zerg are huge spammers, and ultras are immune :/
@VergenSoldie: Dude ALL units are affected by fungal growth zerg or not zerg. And mutas are the best targets cuz all u do
is fungal growth a flock and summon infested terrans which DESTROY mutas and u can beat 9 mutas with 2 infestors. I
HAVE DONE THIS and i do not know where u came up with tha fact that aerg is immune to fungal growth....
@TehTealThief: True, it's more the infested terrans than the fungal growth that makes infests a good counter to mutas
@Froopermoop: Queens are immund and you can get them there mind control
@TehTealThief: zerg are hert but they can still attack try doing it on your own zerg and allow them to attack the infester
youll see
Theres this girl at school that reminds me of an infestor. Too much fungal growth...
Has anyone ever tryied a 4 infestor rush? it is a game ender alot like the triple overseer rush
@nickhunter: do you have any replay so i can tried the build up?
The ability to control workers isn't that great, at least vs. Terran, you have to control them multiple times to complete the entire build
i sometimes do and burrow them to take into a base or expansion.....but i never thought of using their neural parasite ability to control
the enemy's workers and build another races buildings...........i'll keep that in mind......
@Riku: Correction, LiquidTLO masses these every time he's zerg. (and he pwns with them)
@XiON: i mass them they are great fun to sneak in a helpless players base. i once had like 50 of them. hehe
I'm now going to be Zerg instd of Terran. I'm now going to build Infestorz tht will control my enemyz! hehehehehehe I want 2 armyz
while zerg.
how are these good against immortals? imortals do extra damage to armored
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