Connect and share knowledge within a single location that is structured and easy to search. Trying to avoid buyer's remorse with my choice here :. What are the advantages of each? Which work better in a mixed army? What is the best mutation depending on what type of Roach I chose? Both give a nice boost in survivability, but also help with situations where they are not much use. The choice comes down to if your playing style is lacking when it comes to taking down large groups of enemies or slowing down the damage from a few big enemies.
Since I personally thought it would be harder dealing with the big enemies I went for the Vile Strain to reduce the incoming damage from them. Sign up to join this community. The best answers are voted up and rise to the top. Stack Overflow for Teams — Collaborate and share knowledge with a private group. Create a free Team What is Teams?
Learn more. Ask Question. Asked 8 years, 8 months ago. Active 7 years ago. Viewed 21k times. Improve this question. Frenzy is probably the best upgrade, but only if you can remember to activate it.
In later missions, you likely will be focusing all your microing efforts on Kerrigan and the Leviathan, so you will not have the luxury of babysitting this ability. When this becomes a problem, switch over to Ancillary Carapace. The other choice you have to make is the Impaler versus the Lurker. The Lurker has a short range, bonus damage to light units, and an AoE attack. The Impaler has a long range, bonus damage to armored units, and a single-target attack. I find the Impaler to be the superior unit.
The Impaler is both an offensive and defensive unit, while the Lurker's range is too low to safely use it on offense. The Impaler deals bonus damage to armored units which includes structures and has a long range, so it is great at attacking heavily fortified Terran encampments on offense.
The Impaler is also great on defense against mech attacks. Thor-based ground attacks are particularly devastating, and the Impaler handles them with ease. The Lurker cannot deal with Thors nearly as easily. The Lurker is strong versus Infantry attacks, which are just not that dangerous in the first place.
I've never had to pull Kerrigan back for defense against Marines. I have had to pull her back to handle Thors though! This is the most important choice you will make in the Heart of the Swarm Campaign.
It is not as if the Viper is bad, but it is hard to use, because your attention should be focused on controlling Kerrigan, the Leviathan, and macroing up. Manually controlling Vipers is slow and inefficient. The Brood Lord on the other hand is the best supporting unit you can use in the Heart of the Swarm campaign. Brood Lords are devastating as it is in multiplayer, but they are kept in-check by players who are able to manually focus them down. The computer on the other hand does not have this level of intelligence, and instead will focus on attacking whatever is in range.
Since the Brood Lords have a long range, the Leviathan and the Broodlings will soak up a lot of damage, while Kerrigan keeps everything healed up. For the Mutalisk's mutation strains, you have to ask yourself what role the Mutalisk will play in your army. I find the Mutalisk too expensive and too fragile to use on offense beyond the first few missions where it is introduced.
Instead, I like to use a small pack of Mutalisks to act as defense against enemy units. For this reason, I really like Sundering Glave, which doubles the Mutalisk's damage versus armored targets. Whenever you need to quickly reinforce an area that is getting hammered by Thors or powerful armored units, Mutalisks can quickly fly there and burn those units down thanks to the Sundering Glave upgrade.
Vicious Glave represents the greatest DPS increase for the Mutalisk, but I feel the Mutalisk is too expensive and fragile to use on offense in this manner, which is why I prefer Sundering Glave and a handful of Mutalisks for defense. Rapid Regeneration is not my favorite since Kerrigan has Mend that can rapidly regenerate Mutalisk health if you want healing, and Rapid Regeneration does not work in combat. For the Swarm Host's mutation upgrades, Pressurized Glands wins hands down.
There are so many air units in Heart of the Swarm that the Locust's ability to attack air units is essential to make the Swarm Host a viable unit. Burrow on the other hand is just a waste since there is so much detection in the campaign.
Choosing between the Carrion and Creeper is a similar story - the Carrion evolution is just a lot better. This is a great way to complete a mission in a cost-effective manner on a mission where you otherwise may be limited in resources, such as the "Death From Above" mission. The Creeper on the other hand is only really viable on defense. It is not a bad unit in theory, but the problem is attention and micro. This unit does require attention and micro, whereas you really want to focus most of your attention on controlling Kerrigan and the Leviathan.
Any time spent microing the Creeper around is time lost spent controlling Kerrigan or macroing up. If you do want to try this unit however, make sure to use the Malignant Creep upgrade. When comparing the Ultralisk Evolution Strains, the Torrasque wins, hands-down. It means the computer will have to kill each Ultralisk you produce at least 2 times - perhaps more if you keep it alive long enough for the 60 second cooldown to reset.
It allows your Ultralisks to absorb a ridiculous amount of damage while Kerrigan and the Leviathan wreck the enemy's base. This extra healing stretches out the Ultralisk's lifespan even further, making them practically impossible for the computer to kill. The other Mutations are pretty good for the Ultralisk as well.
Burrow Charge is a solid choice, particularly for Noxious Ultralisks, as the stunned units will take damage from the gas clouds. Burrow Charge also increases the Ultralisk's survivability, as it prevents them from taking some hits from Siege Tanks. My preferred combination however is the Torrasque with Tissue Assimilation. This are as effective as Brood Lords as part of your army, so if you did not pick Brood Lords, hopefully you grabbed Torrasque Ultralisks!
Sign up for my Free Starcraft 2 Mini-Course where I reveal my best strategies not seen anywhere on this site! There are two ways to augment units in the Evolution Pit: via Mutation Upgrades and via Evolution Strain missions: Mutation Upgrades are available as soon as a particular unit is unlocked and can be changed at any time from mission to mission.
Evolution Strains are unlocked by playing the "Evolution Missions", which when unlocked can be accessed from the Evolution Pit. Players have to choose between two possible evolutions for their particular unit. These choices are permanent and cannot be changed until you have played through the entire Heart of the Swarm campaign you can change in the Master Archives.
This is actually a very good choice if you are using Splitter Banelings with healing discussed below. Between this healing and Mend, Zerglings actually can live a long time and deal large amounts of damage before going down. This is a huge increase in damage per second, and the de facto choice for Zergling Mutation.
Normally, this upgrade is really good, because the movement speed significantly increases Zergling uptime on a target. However, the Raptor strain takes care of this, so I do not recommend this mutation.
Browse SMW properties. This article covers the singleplayer Heart of the Swarm Campaign version of this unit. Hotkey :. DPS :. Cooldown :. Range :. Biological , Armored. Hellion Zealot Zergling. Marauder Immortal Ultralisk. Note: All time-related values are expressed assuming Normal speed, as they were before LotV.
See Game Speed. Vile Strain. Roach attacks debilitate enemy units, greatly reducing their attack and movement speed. Corpser Strain. Roach attacks infest enemy units with Roachlings. Hydriodic Bile. Adaptive Plating. Tunneling Claws.
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