Hydralisk

Medium Assault Warrior (67,045 views)

Related Information: Production : Lore : Abilities : Upgrades : Screenshots & Artwork

Production Statistics Armaments
Minerals: 100
Vespene: 50
Supply: 2
Build Time: 33

Mutater: Larva
Requires: Hydralisk Den
Hotkey: H
Hit Points: 80

Type: Light
Movement: Normal
Modifiers: Biological
Needle Spines
Damage: 10
Range: 6
Speed: Normal
Targets: Ground

Needle Spines
Damage: 10
Range: 6
Speed: Normal
Targets: Air
Bonus: +6 vs Armored
The peaceful herbivore herds of slothien were assimilated into the zerg Swarm to produce one of the fiercest and most diabolical of the zerg strains. The evolutionary matrix of the caterpillar-like slothien was supercharged by the Overmind, twisting the hapless creatures into the nightmarish killers known as hydralisks. These once mild creatures now hunger for blood and violence, and they are infamous for acting in a particularly savage fashion.

The spindly, snake-like hydralisks house hundreds of armor-piercing spines within their upper carapace plates. These spines have been specifically evolved from the defensive urticating hairs of the slothien and adapted to a new purpose. Hydralisks use powerful muscle contractions to launch the spines in volleys at enemies approaching from either the air or the ground.

Hydralisks are especially fond of lying in wait for their prey. Groups of them have been observed burrowing into the ground in the pathway of civilian workers, uncovering themselves when they sense an opponent is near. Ambushing from burrowed positions is a favored hydralisk battle tactic, with hydralisks showing a preference for waiting until an enemy has passed before emerging to attack, or boxing in a group of enemies to destroy them with a deadly crossfire.

Thanks to the remarkable musculature of a hydralisk (4,000 muscles compared to a terran's 629), the penetrative force delivered by a hydralisk spine is quite astounding. A single spine can easily penetrate 2 cm of solid neosteel even at maximum range. Under any circumstances, massed groups of hydralisks should be approached with extreme caution and preferably siege tank support.
 

Abilities


Burrow
Allows the unit to burrow underground, rendering it invisible and unable to attack.
Lurker Mutation
Mutates the Hydralisk permanently into a Lurker.
Minerals: 50
Vespene: 100
Cast Time: 33 sec
 

Upgrades


Missile Attacks
Increases attack damage of all Zerg ground ranged attacks.
Minerals Vespene Time
100
175
250
100
175
250
140
170
200
Carapace
Increases the armor of all Zerg ground units.
Minerals Vespene Time
150
225
300
150
225
300
140
170
200
Burrow
Allows select Zerg units to use the Burrow ability.
Minerals Vespene Time
50 50 35
Muscular Augments
Increases the movement speed of all Hydralisks.
Minerals Vespene Time
N/A N/A N/A
 
Hold the Wall
Hydralisk...
Overswarm
Terran Strike