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Defiler (StarCraft)

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Defiler
File:Defiler SC1 Game1.gif
Unit
Race

Zerg

Role

Toxic support warrior

Properties
Hit points

80

Energy

200 Energy

Size

Medium

Production
Minerals

50 Image:Minerals Terran SC1.png

Gas

150 Vespene gas

Control

2 Control

Build time

50

Produced at

Larva

Requires

Defiler mound

Hot key

F

Combat
Armor

1

Sight range

10

The defiler is a high-tier zerg ground-based "spellcaster".

Its two primary abilities, Dark Swarm and Plague, are used to assist zerg units that are relatively weak in health compared to protoss with plasma shields and terran with repair and heal. Dark Swarm allows infantry units within its radius to remain invulnerable to most standard ranged attacks, allowing the zerg to advance with less damage. Plague severely weakens health of units and buildings in a smaller area effect, letting friendly forces destroy them faster.

Contents

[edit] Strategy

Defilers can use the Dark Swarm ability to cast a circular, flower petal-like cloud that keeps ground units inside from taking damage from ranged attacks. Particularly vulnerable zerg infantry (compared to terran who have medics and protoss who have plasma shields) will benefit from this as they are almost invincible from standard attacks. This increase in toughness allows even smaller groups of zerg to overcome enemies that would otherwise cut them down with ease. When cast in a more reserved position, it allows units with ranged attacks the ability to stay within the cloud and attack without taking as much damage in return. When used more aggressively, it allows close combatant zerg units the ability to charge through it and more safely reach their targets. Ranged units within the cloud cannot damage units (such as Hydralisks shooting at infantry units that moved inside the cloud), and melee and energy-based attacks are unaffected.

Defilers can also use plague, a much smaller area-of-effect power, that will inflict up to 300 damage to a minimum of 1 over a period of time. This is effective against anything that can take damage, but does no harm to protoss plasma shields (though it still damages the actual health). Against terran, units become vulnerable if they are not healed or repaired, and buildings must be repaired if they are damaged enough to collapse. Protoss units are not capable of repairing building or unit health, and are thus weakened for the rest of the game, relying only on rechargeable plasma shields. Zerg units and buildings take time for self-repair, and are more vulnerable to attack.

Defilers can often be accompanied by zerglings or other inexpensive units to be used as "food" for their Consume ability.[1]

When two defilers are used, one can spread plague on a concentration of defenses, while the other produces the Dark Swarm cloud. This allows a zerg force to destroy their enemies more quickly, while keeping themselves highly indestructible. A defiler may also evolve the Consume ability, which allows it to regain 50 energy by killing any zerg infantry unit (such as inexpensive zerglings).

Defilers with the Burrow research are able to hide behind enemy lines and as their energy grows, can cast Plague on unsuspecting enemies, or Dark Swarm for the arrival of friendly forces.

It is important to note that defilers are expensive when gas is concerned and are also high on the zerg tech tree, making them units to be used more for the late game.

Since defilers have no means of attack, and are slower than other zerg infantry, they are vulnerable to spellcaster abilities from other races, long-range attacks and faster, "harasser" units

[edit] Counters

Stat profile

Defilers are an unarmed caster unit, so they are vulnerable to any attacking unit, especially faster air units that it would not be able to run from very well.

Defilers can use burrow to help hide them from these vulnerabilities.

[edit] Abilities

File:Burrow SC1 Able1.png Burrow
Acquisition
Minerals

100 Image:Minerals Terran SC1.png

Gas

100 Vespene gas

Evolved at

Hatchery/Lair/Hive

Hotkey

B

Usage
Hotkey

U

Notes

Many zerg ground units may burrow, rendering themselves invisible but incapable of moving or attacking.

Dark Swarm
Acquisition
Evolved at

Starting ability

Usage
Energy

100 Energy

Notes

Projects a cloud over a target area that makes all ranged attacks directed against units and building under the cloud useless. Dark Swarm does not prevent melee or splash damage.

Plague
Acquisition
Minerals

200 Image:Minerals Terran SC1.png

Gas

200 Vespene gas

Evolved at

Defiler mound

Usage
Energy

150 Energy

Range

9

Notes

Sprays all units and buildings in a target area with spores that inflicts 25 damage per second for a maximum of 300 damage. 'Plague' will not kill or destroy affected units and buildings leaving at least 1 hit point. Plague does not drain shields but will affect the hit points underneath regardless of shield strength. Affected cloaked units will be revealed.

Consume
Acquisition
Minerals

100 Image:Minerals Terran SC1.png

Gas

100 Vespene gas

Evolved at

Defiler mound

Notes

Kills one of the player's zerg units while giving the consuming unit 50 energy points. The amount of energy gained is the same regardless of the unit 'consumed'. Therefore a cheap unit, such as a zergling, or one that is about to die should be consumed.


[edit] Upgrades

File:Carapace SC1 Upgrd1.png Carapace
Evolved at

Evolution chamber

Hotkey

C

Properties
Level

Level 1

Level 2

Level 3

Minerals

150 Image:Minerals Terran SC1.png

225 Image:Minerals Terran SC1.png

300 Image:Minerals Terran SC1.png

Gas

150 Vespene gas

225 Vespene gas

300 Vespene gas

Required

Lair

Hive

Notes
Metasynaptic Node
Evolved at

Defiler mound

Properties
Minerals

150 Image:Minerals Terran SC1.png

Gas

150 Vespene gas

Notes
  • Increases defiler maximum energy by 50.

[edit] References

  1. Defiler. StarCraft Compendium. Accessed on 2008-02-07


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