|
|
|
|
Frankly, the Mutalisk is an enigma. It is not known how they are
capable of maneuvering through a vacuum, or even of controlled flight within an
atmosphere, but they have been able to stand toe-to-toe (so to speak) against Wraith
fighters along the Coreward border worlds. The Mutalisk's attack is quite
unusual. The Mutalisk produces and projects much smaller, voracious creatures
that rapidly fly between enemy targets as it disintegrates explosively.
The Mutalisk serves as the basic flying support unit for the Zerg
and has the ability to strike both air and ground targets. However its Glaive
Wurm attack has the special property of hitting several targets within close
proximity of the inital strike and against packed groups of enemy units,
Mutalisks can quickly tear them apart. The inital hit does 9 base points of
normal damage (more if upgraded), the 2nd hit strikes the enemy nearest to the
first target and does about 1/3 damage and the 3rd hit strikes the enemy
nearest to the 2nd target while doing about 1/9 damage.
The Small size classification of the Mutalisks can become critical
if an enemy begins producing anti-air units with explosive attacks like
Hydralisks, Goliaths or Dragoons since the Mutalisks will only take 50% damage.
Use this advantage whenever the chance arises and keep the damage ratios in
mind when deciding whether or not to attack an enemy force or not.
The Mutalisk can attain tremendous air speeds and can travel across
battlefields in a very short amount of time, making them perfect as scouts,
interceptors and hit-and-run attackers. Probably the best use of the Mutalisk
is in the hit-and-run tactics. With their mobility, enemy expansions or stray
attack groups make easy targets for the Mutalisk and often they can raze an
enemy base or force before they have the chance to properly retaliate. But be
sure not to fall into an enemy trap since with a fairly weak vitality, the
Mutalisks are easy prey for the more powerful anti-air units of any race. Keep
the advantage with the Mutalisks by keeping them constantly moving to avoid as
much damage as possible while attacking weakly defended enemy areas.
Even if Guardians and Devourers are producible, it is still
usually a good idea to keep a few Mutalisks around to serve as escorts, support
and fodder. They can supplement the anti-air or anti-ground attacks of the
Guardians or Devourers while absorbing the damage
|
Flyer Attack |
|
Flyer Carapace |
Flyer
Attack - Each upgrade adds +1 to the
Flyer Attack for a total of +3 when fully upgraded.
Flyer
Carapace - Each
upgrade adds +1 to the Flyer Carapace for a total of +3 when fully upgraded.
|
Guardian Aspect |
Once the
Spire has been morphed into the Greater Spire, the Mutalisk becomes capable of
mutating into the Guardian. During the cocoon phase, the mutating Mutalisk is
vulnerable to attack and can be reverted back into its Mutalisk form. However,
once the Guardian emerges the transformation cannot be reversed.
|
Devourer Aspect |
Also, after
the Greater Spire has been set up, the Mutalisk becomes capable of mutating
into another form: the Devourer. As with the Guardian, the morphing Mutalisk is
vulnerable to attack and has the option to revert back to its Mutalisk form.
However, once the Devourer emerges, the Mutalisk cannot be recovered nor can it
be morphed into a Guardian.