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Infestor

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Infestor SC2 Cncpt2

The infestor

The infestor is a zerg unit which appears in StarCraft II.

OverviewEdit

Infestor SC2 DevHead2

An infestor's visage

Evolved from the borbu matriarch,[1] and in use by the zerg by 2503,[2][3] infestors are one of the more insidious new additions to the Swarm.[1]

Infestors are carried by sturdy legs that secrete a corrosive substance that softens the soil and allows them to burrow in the blink of an eye.[4] Unlike most zerg strains, infestors have the ability to move while burrowed.[1] Writhing sensory tentacles that extend from the infestor's jaw serve as a secondary, albeit more powerful, set of eyes and ears by means of thousands of microscopic growths that function as biological trancievers. Further Dominion research on the subject has been slow and fruitless.[4]

Offensive AbilitiesEdit

Infestor SC2 Art2

An infestor

Infestors are used to support hydralisks and roaches on the battlefield.[5]

Hardened plates of assimilated mold and fungus offer infestors protection from enemy fire and would-be predators. This armor also functions as a weapon, as the infestor can turn the inner layer of its carapace into a viscous fluid that breaks down matter in seconds and immobilizes anything it comes in contact with.[4] This can be spewed over enemy targets with dire effects.[1]

Infestors are known to ingest infested marines to use as terror weapons on the battlefield,[4] carrying them to a combat zone.[1] The marines are stored in thick flesh cavities until the infestor regurgitates them to face their former compatriots, or anything else that might pose a threat to the Swarm.

Perhaps the infestor’s most dangerous feature is the neural parasite, a symbiotic creature living within infestors that, when spat, attaches to an enemy and controls its mind for a short period of time.[1] This is inserted through a parasitic stinger, a flexible appendage that is capable of boring through both natural and organic plating. The parasite then is then inserted directly into the target's central nervous system. The amorphous, multi-mouthed parasite cannot survive for long within a foreign body, but whatever horrific deeds the host carries out while under the influence of the Swarm will leave everlasting scars.[4] Seeing the immense potential of this parasite, the Queen of Blades carried out incubation of new strains capable of living longer outside of their host.[1]

Game UnitEdit

Infestor
Infestor SC2 Rend1
Unit
Race

Zerg

Role

Infestation specialist

Properties
Maximum energy

200 (init. 50) Energy Terran SC1

Energy
regen/second

0.5625

Transport
size

2

Sight range

10

Production
Minerals

100 Minerals Terran SC1

Gas

150 ZergVespene SC2 Game1

Control

2 ZergSupply SC2 Icon1

Build time

50 Time SC2 Game1

Evolves from

Larva

Requires

Infestation pit

Hotkey

F

Movement
Speed

2.25
Burrowed speed: 2

Acceleration

1000

Lateral
acceleration

46

Deceleration

0

Creep
multiplier

x 1.3

Collision radius

0.75

Protection
Hit points

90

Hit point
regen/second

0.2734

Armor

0 SC2ZergCarapace

Type
Armor type

Armored

Function
Produces

Infested terran

Meta
Target
priority

20

Kill score

700

Production
score

350

Infestors are strong against marines, mutalisks, and immortals, but are weak against ghosts, ultralisks, and high templar.[6]

The infestor is a ground support unit which is capable of moving while burrowed. The infestor does not have a standard attack. The infestor's abilities are largely geared towards enemy harassment, since it can spawn infested terrans even while burrowed; if snuck behind enemy lines, one can cause havoc among workers. It can also temporarily take control of a single enemy unit with its Neural Parasite ability.

When an infestor moves, it leaves behind a trail of slime. When burrowed, visible cracks on the surface can be seen by its controlling player.


AbilitiesEdit

SC2ZergBurrow Burrow
Acquisition
Minerals

100 Minerals Terran SC1

Gas

100 Gas Zerg SC1

Evolution time

100 Time SC2 Game1

Evolved at

Hatchery/Lair/Hive

Requires
  • Lair
  • Hatchery (HotS only)
Hotkey

B

Usage
Activation/
Build Time

2 seconds to burrow, 1 second to unburrow Time SC2 Game1

Hotkey

R

Notes

Many zerg ground units may burrow, become invisible and may be revealed primarily by detectors, and may not move or attack. Exceptions are the roach, who may move while burrowed, the infestor, who may move and cast Infested Terran,[7] and the baneling which can detonate while burrowed.

Some units can unburrow via autocast, causing them to emerge and attack when an enemy moves into range.

The ability is not smartcast.

Edit
Burrowed Movement
Acquisition
Evolved at

Automatically researched

Notes

Like many zerg ground units, the infestor can burrow. However by default the infestor can move while burrowed. The infestor can spawn infested terrans while burrowed but cannot use other abilities. It moves faster under the creep.


Infestors cannot burrow underneath structures, not even destructible rocks or pylons. The pylons project a strong magnetic field which makes the ground beneath them impenetrable by "mortal means".[8]

Edit
Neural Parasite
Acquisition
Minerals

150 Minerals Terran SC1

Gas

150 Gas Zerg SC1

Evolution time

110 Time SC2 Game1

Evolved at

Infestation pit

Hotkey

E

Usage
Energy

100 Energy Terran SC1

Range

7[9] (unit can move up to 5 extra spaces away while still being controlled.)[10]

Duration

15 Time SC2 Game1

Hotkey

E

Notes

The infestor extends a long tentacle, latching onto an enemy ground or air unit, which is then covered in green tentacles. This enables the infestor to control that unit, which changes to match the infestor's color. Units maintain their upgrades and special abilities while controlled by the zerg. Ground and air units may be controlled, but control reverts to the original player if the infestor is killed or once the duration passes. Units that move beyond the infestor's range revert to the original player's control.

A controlled probe can warp in structures.

An SCV will leave a structure unfinished if it reverts during the construction.

Affected drones will revert if it tries to mutate while under the infestor's control.

Affected larva can be morphed, but hatched unit returns to enemy player's control once the effect has worn off.

Affected units cannot be loaded into overlords.[11]

This ability cannot be used on transports that are currently carrying units.

Empty transports can be targeted but cannot be used to carry units.

Ability can be used on enemy infestors. Units mind controlled by affected infestors remain under player's control for normal duration, even after affected infestors revert to opponent's control.

This ability cannot be used while burrowed.

Neural Parasite can be used to build a new race in control of the zerg player by constructing a nexus or command center.

Edit
Fungal Growth
Acquisition
Evolved at

Automatically researched

Usage
Energy

75 Energy Terran SC1

Range

10[12]

Duration

4 seconds Time SC2 Game1

Hotkey

F

Notes

An infestor launch a projectile with a speed of 15;[12] enemy units within the area of effect are instantly immobilized and suffer 30 damage over 4 seconds. Cloaked and burrowed units are revealed.

Fungal Growth stops the use of Blink.

This ability cannot be used while burrowed.

Edit
Terran Infestation
Usage
Energy

25 Energy Terran SC1

Duration

30 Time SC2 Game1

Hotkey

T

Notes

Summons an infested swarm egg, from which hatches an infested terran.

The infestor can use this ability while burrowed.

Edit

UpgradesEdit

PathogenGlands SC2 Game1 Pathogen Glands
Evolved at

Infestation pit

Hotkey

G

Properties
Minerals

150 Minerals Terran SC1

Gas

150 Gas Zerg SC1

Evolution time

80 Time SC2 Game1

Notes

Increases infestor starting energy by 25.

Edit
SC2 ZergGrndCara Carapace
Evolved at

Evolution chamber

Hotkey

C

Properties
Level

Level 1

Level 2

Level 3

Minerals

150 Minerals Terran SC1

225 Minerals Terran SC1

300 Minerals Terran SC1

Gas

150 Gas Zerg SC1

225 Gas Zerg SC1

300 Gas Zerg SC1

Evolution time

160 Time SC2 Game1

190 Time SC2 Game1

220 Time SC2 Game1

Required

Lair

Hive

Notes
  • +1 bonus to armor per level for zerg ground units.
Edit

AchievementsEdit

Infested terror Infested Terror
Points

10 Achievement SC2 Game1

Criteria

Destroy 30 units with Infested Terrans in a single League game.

Would you kindly Would You Kindly...
Points

10 Achievement SC2 Game1

Criteria

Destroy 5 units with a single Neural Parasited unit in a League game.

Notes

Spoiler alert. This achievement is a reference to the game BioShock.

DevelopmentEdit

Infestor SC2 DevHead1

Development portrait

Main article: Infestor/Development

Blizzard devised a new infestor model over the course of development. StarCraft II beta files label(ed) this old incarnation as a swarm host.[13]

Heart of the Swarm CampaignEdit

In the campaign, the infestor's Neural Parasite is permanent and doesn't need to be channeled, and the infestor has the Consume ability from the viper. They cannot create infested terrans. These are instead generated through plot-based mechanics (the virophage).

Special Infestor StrainsEdit

ReferencesEdit

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Blizzard Entertainment staff. 2010-07-24. Units: Infestor. Blizzard Entertainment. Accessed 2010-07-24.
  2. Kenyon, Nate. (September 27, 2011). StarCraft: Ghost: Spectres. Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.
  3. September 27, 2011. "Timeline." StarCraft: Ghost: Spectres. Simon & Schuster (Pocket Star). pp. 393-416. ISBN 978-1439-10938-0.
  4. 4.0 4.1 4.2 4.3 4.4 2014-09-25, Infestor Science. Blizzard Entertainment, accessed on 2014-09-27
  5. Overview: Zerg, accessed on 2011-01-13
  6. Blizzard Entertainment staff. 2010-07-24. Units: Infestor. Blizzard Entertainment. Accessed 2010-07-24.
  7. Blizzard Entertainment Staff. 2010-07-24. Infestor. Blizzard Entertainment. Accessed 2010-07-24.
  8. No, they cannot move under buildings. The ground is too compacted from the weight of the structure and the Infestor cannot tunnel through. Even Protoss Pylons make everything really hard to move through because a strong magnetic force from the Pylon makes the ground beneath it nearly impenetrable by mortal means.

    It's not really practical for the gameplay. You get "units inside units" if the the Infestor could hide under structures which is never a happy place to be. Selection gets difficult, targeting becomes challenging, etc.
    Cavez. 2009-02-26. (Question) Infester movement under buildings? Battle.net StarCraft II General Discussion Forums. Accessed 2009-02-27.
  9. StarCraft II: Wings of Liberty - Patch 1.4.0. Battle.net. Accessed 2011-09-20.
  10. Blizzard Entertainment. StarCraft II Map Editor. (Activision Blizzard) (in English). July 27, 2010
  11. I was actually waiting for someone to think about that, as I was curious about it myself a few weeks ago. You cannot load any units affected by the parasite into transports. Kapeselus. 2010-02-04. Question on neural parasite. Battle.net StarCraft II Gameplay Discussion Forum. Accessed 2010-02-04.
  12. 12.0 12.1 Spyrian. 2012-12-18. Beta Balance Update #10 – December 18, 2012. Heart of the Swarm Beta Discussion Accessed 2012-12-19.
  13. 2010-02-28, StarCraft II Beta Game Images. StarCraft Legacy. Accessed on 2010-06-22

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