Lurker

Hit Points: 125
Size
: Large
Supply:
2
Cost:
50 100
Build Time:
40
Produced from:
Hydralisk
Requires:
Hydralisk Den, Lair

Base Ground Attack: 20s
Base Air Attack:
N/A
Base Armor:
1
Range
: 6
Sight:
8
Cooldown:
37
Production Hot Key
: L

One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defensive warriors for the Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk strain, Lurkers emit waves of supra-dense spines against their enemies. However, Lurkers must actually Burrow underground to release these subterranean attacks. Any warriors on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless while above ground.

Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well caution when attacking with an ally, lest the Lurkers ravage friendly forces as well

 

On the defensive front, Lurkers can also be a very valuable commodity. Placing a few Lurkers near your resources can help deter any drop attempt, whether it be in the form of Reavers, Marines, Tanks, Hydralisks, etc. Often the Burrowed Lurkers will catch a dropping enemy by surprise and can inflict major damage before they have the chance to retaliate or retreat. On the flip side, Lurkers are great for dropping against an enemy base and can often halt a resource operation in a matter of seconds. Always keep an eye out for opportunities to utilize this strategy, particularly at e

 

Uprades

 

Missile Attacks

Missile Attacks
Level 1 - 100 100
Level 2 - 150 150
Level 3 - 200 200

Carapace

Carapace
Level 1 - 150 150
Level 2 - 225 225
Level 3 - 300 300

 

Missile Attacks - Each upgrade adds +2 to Missle Attacks for a total of +6 when fully upgraded.

Carapace - Each upgrade adds +1 to the Carapace for a total of +3 when fully upgraded.