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Fanciful
Profile Joined March 2010
United States59 Posts
April 15 2010 17:34 GMT
#81
Terran: Poacher
Cost:
50 minerals
50 gas
Range:
6
Vision:
10
Attack:
5(+3 vrs light)
Energy:
100
Ability:
Capture-(casting) When cast, this unit has the ability to capture a units genetic material. The genetic information is sent to the Science lab where it can recreated for 2x the original cost. ex. a captured zealot would cost 200minerals instead of 100minerals. casting cost is equal to the affected units HP-the hp at capture will be the max hp for copied unit. Example multiple Poachers can cast on a single target.
MasterFwiffo
Profile Joined April 2010
United States97 Posts
April 15 2010 17:36 GMT
#82
I've been lurking around TL for awhile, so I thought I'd finally register for a chance at the beta key. Hope you like my unit, who I designed for another contest, but primarily because I thought it would be fun to play with!

[image loading]

Terran AMD-110, "Armadillo"

Production:
Min: 125
Gas: 50
Supply: 2
Build Time: 45

Producer: Factory
Requires: Engineering Bay

Statistics:
HP: 350
Armor: 1
Modifiers: Armored, Mechanical
Movement: Slow

Armaments: None

Abilities: Load/Unload

Lore: The problem of keeping Infantry units alive has plagued Terran High Command for decades. While Medics and Medivacs help, generally the best chance of survival a Marine has is to hide in a bunker. Marines deserting the front lines, fleeing back to base to get to a shelter had been an increasing problem, one that the Dominion needed to solve. Acturus Mengsk instituted a research project into creating a mobile Bunker - something that would afford the mobile protection of a bunker cheaply, while still keeping the Infantry inside safe. The result was the AMD-110 - Armored Mobile Defense Tank 110 - which quickly earned the nicknamed "Armadillo". A cheap, weaponless tank, it afforded Infantry units extra protection, as well as a way to cover retreats while keeping pressure on the enemy. Stationed inside the Armadillo, Marines were able to fire safely at oncoming Zerg and Protoss units with diminished fear, leading to a much needed morale boost. Early successes led to mass production, and the Armadillo soon became a front line unit for many Terran commanders.

Gameplay: As the lore suggests, the Armadillo functions as a mobile Bunker. It can hold 6 Marines/Ghosts/SCVs (or 3 Marauders, or some combination thereof), and allow them to fire as if they were a bunker - and, like a bunker, the units are released unharmed on its destruction. The Armadillo, however, does not replace the defensive structure. It is more expensive, requiring gas, more minerals, and supply, and has fewer hitpoints. Unlike the Bunker, it cannot be salvaged. The Armadillo allows late-game use of early-game Infantry units, without them being slaughtered by the likes of psystorm and other splash attacks. However, it is slow, and relatively defenseless, making it not ideal for all situations.
Every morning we wake up and pray Oh God, Please dont let me die today, tomorrow would be SO much better!
Khrono
Profile Joined April 2010
Canada98 Posts
April 15 2010 17:49 GMT
#83
Zerg

Spike Drone

Cost:
1 Gas per drone.

Range:
1

Damage:
1-2

Armor:
Same as Drone

Energy:
"

Ability:
Spike Drone: Morph the selected drone(s) into a spike drone, making them immobile but causing 1-2 damage to attacking enemies.

Basically this is a morphed unit from a drone, you use it if you know your drones are going to die, you get some damage on the enemy at least.
Skeksis
Profile Joined December 2009
United States45 Posts
Last Edited: 2010-04-15 18:15:10
April 15 2010 18:14 GMT
#84
Race:
Zerg

Name:
Creeper

Cost:
350 Minerals
200 Gas

Range:
6(when upgraded has a range of 9)

Damage:

0

Armor:

Armored

Energy:
250

Ability:

Stalking Aura(Costs 1 energy per second when activated): Causes nearby enemy units to run in fear of being stalked by the creeper. Increases enemy move speed by two times their normal speed, but in addition enemy units take 3 damage every time they move in a range of 1. This spell has a range of 6 but if upgraded it has a range of 9. This aura only effects ground units.

This would be a very strong support unit for the Zerg. Basically it would prevent enemy units from fleeing the Zerg once they commit on an attack, if they did try to flee they would be punished by taking damage. Also this would allow the Zerg to do more hit and run tactics because if the enemy tried to chase down the Zerg after a quick attack then the enemy would take damage as stated above. Basically within the presence of an activated Stalking Aura the enemy has to pick off the Creeper with air units or make a lot of ranged units, such as Stalkers or Immortals.
Macro Macro Macro
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
April 15 2010 19:38 GMT
#85
Zerg

Booger Flinger (name nonnegotiable)

Cost:
100 Minerals
175 Gas

Range:
5 (Range works in radius of 4)

Damage:
2 splash (1 Attack) (+2 Biological)

Armor:
Light

Energy:
0

Ability:
Launches a blob of green goo at the enemy. All enemy units to walk over the boogers get slowed down. All biological units take extra damage on the boogers because the booger bubbles, as they are rising, explode and release toxins. The green boogers dissappear after a few seconds into the ground and air.

The booger Flinger can target the ground, unlike other units, to lay a trap for advancing enemy units. This can also allow zerg armies to retreat. It has a very long attack animation so it can not hit and run.. but it's cooldown is normal. It has only four range... meh

The booger flinger does extra damage on spring days where there is a lot of pollen and can run out of ammo if the terrans bring a large handkerchief.
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
obesechicken13
Profile Blog Joined July 2008
United States10467 Posts
April 15 2010 19:51 GMT
#86
So as to not post two units in one post:

Grobyc's SCDrobe
http://www.teamliquid.net/forum/viewmessage.php?topic_id=119352&currentpage=2
[image loading]
Stats:
Cost: 150 minerals
Supply cost: 3
HP: 105
Shields: 20
Attack: 15
Resources per cargo return: 15(minerals), 12(gas)
Unit speed: That of a Terran Vulture(With Ion Thrusters upgrade)
Attack range: 3
I think in our modern age technology has evolved to become more addictive. The things that don't give us pleasure aren't used as much. Work was never meant to be fun, but doing it makes us happier in the long run.
mcgavin
Profile Joined October 2007
Canada47 Posts
April 15 2010 20:21 GMT
#87
My entry (I hope im not too late):

Race
Terran

Inspiration
My inspiration comes from the troop transport ship in Star Wars : Attack of the clones. At the end of the movie, during the big battle scene, you can see it in action transporting troops and shooting laser beams at the android bellow.
PIC
The ship in ACTION (Around 5 min mark):

Name
The Patriot

Cost
125 Mineral
100 Gas

Spec
150 HP

Weapons
Ground : Plasma beam. 8-10 damage. Similar to the colossus beam. Deals minimal splash damage. 6 range
Air : AA Rockets. 15-20 damage. 7 range

Armor
Armored 1+1

Ability
The Patriot does not have any on use ability. However, it can fonction has a troop transport for infantry only. Up to 4 Marines, Ghosts, Reapers or 2 Mauraders can enter in it. Where the The Patriot really split apart the traditional transport is that it can fire it's Plasma beams while moving. If enemy ground unit are in range, it will automaticaly fire at them. It can also shoot air unit but only when stationary. The Patriot is a great harras unit that can quickly deploy infantry into the field. It can also defend itself unlike other transport unit. It is also great harrasing worker line and quickly back off.

Lore
Since the bulk of the Terran dominion is destroyed, the remaining Terran are in a constant high alert mode. They have to flee horde of zerg swarms at any notice or quickly send search and rescue teams and The Patriot gave them the ability to do so. Fast, cheap and mobile, it was perfect for quick battle deployement.

Cross fingers :O
expendable
Profile Joined May 2009
United States17 Posts
April 15 2010 20:29 GMT
#88
Unit: Zerg Suppressor

Race:
Zerg

Cost:
150 Minerals
125 Gas

Range:
6

Damage:
The Suppressor has no default attack; instead, it can consume a Baneling to give it one charge for its "Explosive Spew" ability.

Armor:
Armored: 3 armor

Hit Points:
200

Movement speed:

Very slow

Tech requirement:
Lair

Abilities:
Consume Baneling - consuming a Baneling let's the Suppressor use Explosive Spew (1 time, consume more banelings to recharge).
Consume Zergling - gives the Suppressor a 50% running speed buff for 5 sec.
Consume Hydralisk - increases the radius of Explosive Spew by 20%. Note: The Suppressor can have either the zergling buff or the hydra buff active but not both at once.
Explosive Spew - the explosive power of a Baneling is spread in a cone from the Suppressor, with the same area as a normal baneling explosion.

Why this unit is awesome:
This unit helps give Zerg a way to keep Banelings and tier 1 relevant in the mid and later stages of the game, while also forcing them to micro it for it's power to be fully realized. It's movement speed is very slow which requires the player to opt for either more speed (consume zergling) or more destructive power (consume hydra).
Vargavaka
Profile Joined March 2010
Sweden111 Posts
Last Edited: 2010-04-16 22:29:35
April 15 2010 20:32 GMT
#89
Here's my entry, the Zerg Dropling.

The Zerg Dropling is the next step of evolution of the Baneling. These vile creatures inflate themselves with noxious gases until their density becomes so thin that they take off in a slow, hovering, flight. At this point the noxious content of the Dropling is at a high pressure and the Dropling is vulnerable to all anti-air attacks. The Dropling attacks by igniting its internal gases, spraying a rain of burning gases over the enemy forces. Should however, the Dropling, be destroyed while not into position it explodes to devastating effect. Be it over enemy or friendly units.

Available at Hive tech the Dropling fulfills the role of a bomber in the swarm. It is a powerful, but dangerous weapon to employ. Its slow speed and vulnerability combined with the possibility of friendly fire makes it tricky to use. An armada of Droplings is preferably flanked with a group of Mutalisks to ward off interceptors.

[image loading]

[image loading]
: 0 /
[image loading]
: 100 /
[image loading]
: 2 / [image loading] : 35

Range : N/A

Damage : N/A

Armor : None

Energy : N/A


[image loading]


Spontanious Combustion (aka Noxious Explosion) : The Dropling explodes in a rain of noxious fire, dealing heavy AoE damage. Deals additional damage to biological units, deals less damage against buildings.


And before anyone ask, this is one of the units in my submission for the "Perfect Trio" competition over at Vile Gaming (which got an honourable mention but no beta key ). This being a similar competition I sat down to see if I could think up something better but damn, I still really like the idea of a floating ball of fiery death.

As I mention in the post I linked the Dropling resulted from my fascination of the evolutionary aspect of the Zerg. The Baneling was an instant favourite of mine when I first saw it so it felt natural to try to do something with it. One aspect that I like of the Dropling, well apart that it's a floating ball of death, is the risk/reward aspect of a slow dangerous unit that, if not micromanaged properly, might get focus-fired down when out of position killing off your own army.
Chronopolis
Profile Joined April 2009
Canada1484 Posts
April 15 2010 23:05 GMT
#90
On April 14 2010 02:33 Percucio wrote:
zerg Pestilisk

Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth.

When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target.

For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander.

Production:


Zerg Armor Defeating Early Tier Caster
minerals:25
gass: 50
build time: 17
Morphed From: Zergling
Requires: Pestilent Spawning Pool


Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored.

production:

50 minerals 50 gas 180 build time.

Unit Statistics:



50 Health
200 Energy
Armor: 0 (+1)
Movement: Normal
Modifiers: Light - Biological

Armaments:

Corrosive Claws
Targets: Ground
Damage: 5 (+1)
Range: Melee
Attack Speed: Fast
Bonus: None



Abilities:


Corrosion Glands:



For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration.


Passive
Duration: 15 seconds per spore
Cooldown: None

Creep Synapse



When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy.


Passive

Symbiosis



For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit.


Energy: 75
Duration: 150 Seconds
Cooldown: 5 Seconds
Range: 7




Upgrades:


Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack.

Researched At: Pestilent Spawning Pool

100 100 110

Disambiguation


Strong Against: Ground Units

Weak Against: Air Units, Splash Damage

General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage.

Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army.

Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers.

Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches.

Lore:

+ Show Spoiler +
Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.

Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.

The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.

The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.

The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.

Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.

The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again



I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.
Jack_Acer75
Profile Joined April 2010
United States95 Posts
April 16 2010 02:55 GMT
#91
Due to the lack of Protoss Air I suggest the:

Warden

Anti Air attack only
Requires Fleet Beacon
Wraith speed to allow support for the slower Protoss air units
Able to use the Time Warp the Mothership used to have, however it causes the unit that uses the ability to become stationary and cannot fire and is vulnerable. Instead of stopping the bullets/spines/missiles/energy beam/whatever, it slows the attack and movement speed of enemy units in the area of effect. This would allow for an advantage during a large scale battle or a chance to hinder fleeing units.

I would create a unit cost, attack damage, and energy/health suggestion, but I honestly don't know what would be a good balance there. I honestly just miss the things we could have done with the Time Warp and Protoss needs at least one more air unit in my opinion.

Feel free to criticize or make any suggestions, haha
Fear the Crackling Tsunami!
checo
Profile Joined November 2008
Mexico1364 Posts
April 16 2010 03:18 GMT
#92
Protos
Retributor

Air unit with AA only

Cost=> 150min-75gas

Build time 70sec

HP=> 80shield/80life

Armor=>0

Damage=> AA 8 AOE (radious 0.5 => 6, radious 1 =>3, radious 2=>1.)

Speed=>fast

2 suply Builds stargate

Energy 200

Upgrades=> Gravitational charge Cost 150min-100gas(at fleat beacon)

Skills=> Gravitational charge(Cost 100energy): Shots the charge to a enemy flying unit, this will slow the speed of this unit by 50% for 4 sec.

With this baby the protos can now fight air units =D
El amor no mueve al mundo, ni hace brillar el sol, pero el amor hace latir este corazon....
Percucio
Profile Joined April 2010
2 Posts
Last Edited: 2010-04-16 03:28:18
April 16 2010 03:27 GMT
#93
On April 16 2010 08:05 Chronopolis wrote:
Show nested quote +
On April 14 2010 02:33 Percucio wrote:
zerg Pestilisk

Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth.

When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target.

For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander.

Production:


Zerg Armor Defeating Early Tier Caster
minerals:25
gass: 50
build time: 17
Morphed From: Zergling
Requires: Pestilent Spawning Pool


Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored.

production:

50 minerals 50 gas 180 build time.

Unit Statistics:



50 Health
200 Energy
Armor: 0 (+1)
Movement: Normal
Modifiers: Light - Biological

Armaments:

Corrosive Claws
Targets: Ground
Damage: 5 (+1)
Range: Melee
Attack Speed: Fast
Bonus: None



Abilities:


Corrosion Glands:



For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration.


Passive
Duration: 15 seconds per spore
Cooldown: None

Creep Synapse



When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy.


Passive

Symbiosis



For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit.


Energy: 75
Duration: 150 Seconds
Cooldown: 5 Seconds
Range: 7




Upgrades:


Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack.

Researched At: Pestilent Spawning Pool

100 100 110

Disambiguation


Strong Against: Ground Units

Weak Against: Air Units, Splash Damage

General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage.

Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army.

Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers.

Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches.

Lore:

+ Show Spoiler +
Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.

Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.

The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.

The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.

The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.

Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.

The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again



I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.



i am the same person from that website. i am trying to win a key for my gf so we can both play the game and enjoy it together. is that a crime =/?
eXigent.
Profile Blog Joined February 2007
Canada2419 Posts
April 16 2010 03:31 GMT
#94
On April 16 2010 12:27 Percucio wrote:
Show nested quote +
On April 16 2010 08:05 Chronopolis wrote:
On April 14 2010 02:33 Percucio wrote:
zerg Pestilisk

Description: Pestilisks eerily resemble aging Zerglings. They are longer than your typical Zergling, being about one and a half Zergling bodies each. They lack wings, only having rotting stumps. They tend to have black rotting flesh with holes oozing team colored liquids. The other significant changes between the Pestilisk and Zergling include a vastly malformed mouth. A Pestilisk usually has a large head with a wide gaping mouth, lined with vicious curved teeth. The acidic purple spores accumulate here and drip from its mouth.

When it attacks it attacks with its large mouth swiping side to side and its extra limbs lunging forward. Each attack spurts a small purple splash onto its target, adding a toxic spore. When under creep synapse the Pestilisk oozes purple sludge from the holes in its body and sends fat drops of purple sludge flying away from its body in an average sized radius. The Pestilisk’s symbiosis ability puts a team colored fungal growth on the body of its target.

For visual reference it is a longer, more dog-like zergling with a gaping mouth. The mouth resembles that of a Japanese giant salamander.

Production:


Zerg Armor Defeating Early Tier Caster
minerals:25
gass: 50
build time: 17
Morphed From: Zergling
Requires: Pestilent Spawning Pool


Pestilent Spawning Pool: Morphs from the standard spawning pool. Has identical looks except it changes the liquid in the pool to be team colored.

production:

50 minerals 50 gas 180 build time.

Unit Statistics:



50 Health
200 Energy
Armor: 0 (+1)
Movement: Normal
Modifiers: Light - Biological

Armaments:

Corrosive Claws
Targets: Ground
Damage: 5 (+1)
Range: Melee
Attack Speed: Fast
Bonus: None



Abilities:


Corrosion Glands:



For every attack a Pestilisk delivers on an enemy, that enemy unit gains one toxic spore. Toxic spores force the enemy unit to attack at 5% slower speed per spore and to take one additional damage per spore from every attack. Enemy units and buildings can have up to nine toxic spores at one time. Each spore wears off after 15 seconds and each attack by a Pestilisk renews the spores’ duration.


Passive
Duration: 15 seconds per spore
Cooldown: None

Creep Synapse



When a Pestilisk dies on creep, it explodes in a small shower of purple acid, spreading up to three toxic spores onto each nearby ground enemy.


Passive

Symbiosis



For just 75 energy, the Pestilisk can spread its corrosive spores in the form of a parasitic growth. Each Parasitic growth replaces the targetable health of the unit it is attached to with its own health of 15. Any damage done to the parasitic growth does not spill over to the unit it is attached to, but the health on the attached parasitic growth does not regenerate and multiple parasites can not be stacked on the same unit. Special abilities bypass the parasitic growth in effect and damage (Including tactical nukes) and splash damage still applies to the unit.


Energy: 75
Duration: 150 Seconds
Cooldown: 5 Seconds
Range: 7




Upgrades:


Corrosive Spore Glands: This upgrades causes every Pestilisk to deliver three toxic spores on initial hits against enemies with no spores at the time of the attack.

Researched At: Pestilent Spawning Pool

100 100 110

Disambiguation


Strong Against: Ground Units

Weak Against: Air Units, Splash Damage

General Role: An excellent choice to weaken high health Protoss units, healing Terran units, and high armor Zerg units such as roaches. Pestilisks do an excellent job of softening up ranged units in order to allow melee types to do more damage for longer. As an added bonus, Pestilisks naturally benefit from Zergling movement speed and attack speed upgrades, and when combined with their health boosting ability, Pestilisks can really help Zerglings do even more melee damage.

Pestilisks open up an early game caster option for the Zerg, requiring only a pestilent spawning pool, which morphs from a regular spawning pool for only 50/50/180 (Minerals/Gas/Build Time). In addition to spicing up unit diversity, this also makes up for the harsh lack of casters in the Zerg army.

Use Concept: The Pestilisk can help defeat hard Terran wall ins by padding Banelings with extra health for Baneling wall breaks. It can also help keep early contains going with Symbiosis and the Pestilisks themselves help quickly take down high health Marauders. Late game it can even help reduce the effect of healing on MM balls so that your ranged units can do enough damage to reduce their numbers.

Against Protoss, Pestilisks help bolster Zergling strength to even the odds against powerful Zealots. Even against Colossi, Symbiosis can prevent Zerglings from melting in one deft blast. Even in general the extra damage the spores provide can help turn the tide of battle against high health Protoss forces. The Pestilisk can also do wonders to diversify Zerg vs. Zerg battles with Pestilisks being particularly good against Roaches.

Lore:

+ Show Spoiler +
Initial Pestilisks were found after the forces of the Confederacy of Man destroyed Zerg infestations that had ravaged nearby settlements. The Pestilisks were then found when the settlements were rebuilt after significant time had elapsed. It was thought that these feeble creatures were simply the product of starved Zerglings, as they were indeed rare. Still, the Pestilisks may in fact have been the product of genetic experimentation from Zerglings, in order to create beings that could survive these barren conditions. Current Pestilisks have progressed away from feeble stragglers and have most recently been found amplifying remote Zerg ground forces to horrific effect.

Pestilisks have most likely developed from contact with human strains. They are most likely evolved from the highly similar Zergling warrior strain. It is unknown if they morph directly from a Zergling, as Guardian strains might do so from Mutalisk strains. Pestilisks seem to contain the absorbed genes of Earth native species such as dogs and rats. In particular it seems the genes have been twisted to allow Pestilisks to survive extreme malnourishment.

The most interesting Pestilisk trait is its large gaping mouth. Its head is actually crescent shaped due to its large mouth. A Pestilisk’s mouth tends to have a multitude of curved canines lined up in several unbalanced rows. The most liquid form of its body’s acid typically drips from the mouth, quite possibly denoting that it is produced in the mouth or head of the Pestilisk as a liquid, and becomes viscous and sludge-like with addition of parasitic spores.

The Pestilisk has a body much like a Zergling, except it typically is noticeably longer. Its carapace seems more like the rotting flesh of a dog or rat, rather than the thick insect-like carapace found on Zerglings. The tail of the Pestilisk remains proportionately the same as a Zergling’s tail, a trait Pestilisk legs and Zergling legs share.

The Pestilisk lacks insect like wings which some Zerg strains have evolved. Pestilisks tend to simply have stumps instead of wings, perhaps showing that the Pestilisk has only recently evolved. Pestilisks often ooze the acid contained inside their body through huge visible pores in their body.

Its bodily systems are so volatile that it frequently hosts parasitic spores which thrive in a viscous, corrosive, and acidic substance that is found in Pestilisks. This substance has been recorded to weaken our armor systems, leaving troops and buildings vulnerable to damage. It seems this substance also reacts explosively with creep, following the failure of buffer systems that normally prevent this occurrence in live Pestilisks.

The parasitic spores it hosts seems to require a significant growth time between life stages and require the acidic substance mentioned before in early life. Its second stage seems to be similar to most fungi, or lichen even. We’ve found this fungal parasite using the external carapace of fellow Zerg as homes to grow, as well as on other substances. The fungal growth its second stage creates is remarkably tough, able to withstand multiple gauss rifle projectile hits. The final stage of the parasite is unknown; it likely culminates in the expulsion of numerous spores which begin the cycle again



I saw this entry somewhere on another website, don't know if it's the same person. To the OP, i'm just saying double check or something, since the entry is identical.



i am the same person from that website. i am trying to win a key for my gf so we can both play the game and enjoy it together. is that a crime =/?


Just reading that post, and then reading yours..I highly doubt that's you.
Pablols
Profile Joined August 2009
Chile517 Posts
Last Edited: 2010-04-16 03:51:31
April 16 2010 03:45 GMT
#95
Zerg lurker with swarm.
The lurker can cast swarm only when it not burrowed.
It does less damage and it has an upgrade that increase the size of the spines, and with it the size of the spike's AoE.

Because everyone misses it

Cost:
100 Minerals
100 Gas

Range:
6

Damage:
20

Armor:
1

Energy:
200

Ability:
A cloud appears and under it ground units take no damage from ranged weapons. 100 Energy
Vestige
Profile Joined November 2009
United States303 Posts
April 16 2010 04:06 GMT
#96
Racerotoss
Name: Disruptor
Built from stargate 300 minerals 200 gas
no attack
Spells : 1) Psionic Entrapment - immobilizes any (all and enemy) psionic entities (zerg and protoss units only) within a radius of 5 for 10 seconds. (should make the PvZ and PvP match ups more interesting as the area the spell works on is around the unit itself so the unit must sneak into enemy lines and if it is activated within your own army, it ends up backfiring and stopping your own troops)
2) Abduction - terran biological units that are underneath the Disuptor while this is activiated will be abducted for 5 seconds and then released underneath the Disruptor. the released unit will have 25% more hp, but will miss 50% of the time as well as give vision (like parasite does) around the target unit. Abduction can carry at most 4 units at one time.
3)Cloak - at the cost of Psionic energy, the unit will remain cloaked until psionic energy runs out.
"You'd wish it were hell"
andeh
Profile Blog Joined August 2009
United States904 Posts
April 16 2010 04:13 GMT
#97
the lunker

HP:
175

Cost:
100 Minerals
75 Gas
(morph from hydralisk)

Range:
6

Damage:
20
(must be burrowed to attack)

Armor:
Armored
1
never_Nal
Profile Blog Joined March 2008
Costa Rica676 Posts
April 16 2010 04:36 GMT
#98
Marine Upgrade: U-5371 Suit
Changes armor to Medium, gives +1 range, -1 speed

Researched at Tech Lab, Requires Engineering Bay

Race: Terran
Unit: Marine Upgrade
Armor: Medium (receives -2 from Light attacks and +2 from heavy)
Damage: -1 against Light +1 or +2 against Heavy.

Probably +1 since +2 could be imbalanced, this upgrade encourages players to fast expand while getting U-5371 Suit,

Race: Terran
Unit: Ranger
Armor: Light (2)
Damage: 5 + 15 against light +10 against Medium
Life: 100 (The marine shield Upgrade is available for +10 life)
Type: Ground MELEE , Uses psionic enhanced knife.
Produced by Barracks,requires Orbital Command.

Abilities:
Rage
Rangers can go into rage mode, this ability boosts the Ranger's life up to 150 and speed +2 and -2 on armor, the unit becomes uncontrollable during 15 seconds.
Mortar
The Ranger becomes a stationary unit, since he while be using a mortar, the mortar deals 20 damage+5 in splash radius of 2, the mortars shoot 2 shots and has a 10 second period before using again. This ability can only be casted in Ranger Pairs(2 rangers for 1 Mortar)
Be kind whenever possible. It is always possible.
Kenpachi
Profile Blog Joined August 2009
United States9908 Posts
April 16 2010 04:43 GMT
#99
My Entry (Dont think about stealing it)

Protoss

Protoss Genesis (Facility Unit [Facility is still in SC2 right? lol])

Shield/HP:
150/200

Cost:
200 Minerals
250 Gas

Range:
6

Speed/Size/Sight:
A bit faster than a Colossus/Large/10

Damage:
25 (+3 Per Upgrade) (Ground/Air)

Armor:
Armored and Mechanical

Energy:
200 (+50 upgrade)

Ability:
Psionic Transfer - costs 75 Energy. Absorb a Biological or Psionic Protoss unit (Zealot, High Templar, Archon, etc) Can absorb again once Eradicator is used.
Psionic Eradicator - Used in conjunction with Psionic Transfer. Fires a powerful beam of psionic energy dealing 20-40 damage to ground depending on what was consumed in a 3x3 grid. cool down is 2.5 seconds.
Psionic Vaporizer - Used in conjunction with Psionic Transfer. Fires a large torpedo of psionic energy dealing 50 damage to air units in a 4x4 grid. cool down is 2.5 seconds
Nada's body is South Korea's greatest weapon.
No_eL
Profile Joined July 2007
Chile1438 Posts
April 16 2010 16:54 GMT
#100
Protoss

Pariah

Cost:
50 Minerals
200 Gas

Range:
7
Damage:
none

Armor:
Light

Energy:
150 (starting with 50)

Ability:
100 Sacrifice: Allows the Pariah to sacrifice himself, controlling target unit. Unable to target self

Khaydarin Bracer: (research at twilight council) 100 minerals 100 gas. Starting energy of pariah becomes 100.


This unit bringing on the excitement of mind control to sc2, the pariah its a very useful unit, made for pimp plays, its a very weak and vost effective unit, but can be an interesting choice for gain and edge over power units, and destroy mixing rates of armies.. and of course.. an incredible add on for UMS maps !!! XD
Beat after beat i will become stronger.
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