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==Overview==
 
==Overview==
 
[[File:Infestor SC2 DevHead2.jpg|thumb|An infestor]]
 
[[File:Infestor SC2 DevHead2.jpg|thumb|An infestor]]
Evolved from the [[borbu matriarch]],<ref name = "Infestor"/> and in use by the zerg by [[2503]],<ref name="SC:G:Spectres">Kenyon, Nate. (September 27, 2011). ''[[StarCraft: Ghost: Spectres]].'' Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.</ref><ref name="SC:G:STimeline">September 27, 2011. "Timeline." ''[[StarCraft: Ghost: Spectres]].'' Simon & Schuster (Pocket Star). pp. 393-416. ISBN 978-1439-10938-0.</ref> infestors are one of the more insidious new additions to the Swarm,<ref name = "Infestor"/> supporting [[hydralisk]]s and [[roach]]es on the battlefield.<ref>[http://sea.battle.net/sc2/en/game/race/zerg/ Overview: Zerg], accessed on 2011-01-13</ref> Unlike most zerg strains, infestors have the ability to move while [[burrow]]ed. They can spew a volatile plague over their targets with dire effects, and they have been known to ingest [[infested marine]]s, carry them to a combat zone, and regurgitate them to fight for 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. Seeing the immense potential of this parasite, the [[Infested Kerrigan|Queen of Blades]] carried out incubation of new strains capable of living longer outside of their host.<ref name = "Infestor">Blizzard Entertainment staff. 2010-07-24. [http://us.battle.net/sc2/en/game/unit/infestor Units: Infestor]. ''Blizzard Entertainment.'' Accessed 2010-07-24.</ref>
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Evolved from the [[borbu matriarch]],<ref name = "Infestor"/> and in use by the zerg by [[2503]],<ref name="SC:G:Spectres">Kenyon, Nate. (September 27, 2011). ''[[StarCraft: Ghost: Spectres]].'' Simon & Schuster (Pocket Star). ISBN 978-1439-10938-0.</ref><ref name="SC:G:STimeline">September 27, 2011. "Timeline." ''[[StarCraft: Ghost: Spectres]].'' Simon & Schuster (Pocket Star). pp. 393-416. ISBN 978-1439-10938-0.</ref> infestors are one of the more insidious new additions to the Swarm,<ref name = "Infestor"/> supporting [[hydralisk]]s and [[roach]]es on the battlefield.<ref>[http://sea.battle.net/sc2/en/game/race/zerg/ Overview: Zerg], accessed on 2011-01-13</ref> Unlike most zerg strains, infestors have the ability to move while [[burrow]]ed. They can spew a volatile plague over their targets with dire effects, and they have been known to ingest [[infested marine]]s, carry them to a combat zone, and regurgitate them to fight for 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. Seeing the immense potential of this parasite, the [[Infested Kerrigan|Queen of Blades]] carried out incubation of new strains capable of living longer outside of their host.
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Neural Parasite can be used to build a new race in control of the Zerg player by constructing a Nexus or Command Center.
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<ref name = "Infestor">Blizzard Entertainment staff. 2010-07-24. [http://us.battle.net/sc2/en/game/unit/infestor Units: Infestor]. ''Blizzard Entertainment.'' Accessed 2010-07-24.</ref>
   
 
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Revision as of 14:18, 4 June 2012

Infestor SC2 Cncpt2

The infestor

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

Overview

Infestor SC2 DevHead2

An infestor

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] supporting hydralisks and roaches on the battlefield.[4] Unlike most zerg strains, infestors have the ability to move while burrowed. They can spew a volatile plague over their targets with dire effects, and they have been known to ingest infested marines, carry them to a combat zone, and regurgitate them to fight for 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. 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.

Neural Parasite can be used to build a new race in control of the Zerg player by constructing a Nexus or Command Center.

[1]

Game Unit

Infestors are strong against marines, mutalisks, and immortals, but are weak against ghosts, ultralisks, and high templar.[5]

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 take control of a single enemy unit with its Neural Parasite ability.

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


Abilities

Many zerg ground units may burrow, becoming invisible and revealed primarily by detectors, and may not move or attack while burrowed.

Exceptions include:

  • Roach, which may move while burrowed
  • Lurker, which may attack while burrowed
  • Infestor, which may move while burrowed
  • 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.

Usage
Hotkey R
Cost 2 seconds to burrow, 1 second to unburrow seconds
Acquisition
Purchased from Hatchery/Lair/Hive
Hotkey B
Cost 100 Minerals 100 Vespene gas 71seconds
Required Lair (WoL)
Hatchery (HotS/LotV)
ve

Like many zerg ground units, the infestor can burrow. However by default the infestor can move while burrowed. The infestor use Neural Parasite and spawn infested terrans while burrowed. 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".[6]

Acquisition
Purchased from Automatically researched
ve
SC2 Neural Parasite Icon
Neural Parasite

The infestor takes control of target enemy unit. Heroic units are immune.

Units maintain their upgrades and special abilities while controlled. Control reverts to the original player if the infestor is killed, when duration ends, or when the range between the infestor and the controlled unit grows too large.

Controlled probes and SCVs can build structures; the SCV will leave a structure unfinished if it reverts during the construction. Affected drones cannot mutate structures. Larva can be morphed, but hatched units return to enemy's control once the effect has worn off.

Affected units cannot be loaded into transports, and ability cannot be used on transports carrying units. Affected units can be recalled by a Nexus or Mothership.

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. Heroic units (such as motherships) cannot be controlled.

This ability can be used while burrowed.

Usage
Hotkey E
Cost 100 Energy
Range 7[7] (unit can move up to 5 extra spaces away while still being controlled.)[8]
Duration 15
11 (LotV) seconds
Acquisition
Purchased from Infestation pit
Hotkey E
Cost 150 Minerals 150 Vespene gas 79seconds
ve
SC2 Fungal Growth Icon
Fungal Growth

An infestor launches a projectile with a speed of 15;[9] enemy units within the area of effect (2.25 radius) have their speed reduced by 75% and suffer 25damage over 3 seconds. Cloaked and burrowed units are revealed.

Fungal Growth stops the use of Blink, Tactical Jump and prevents units from burrowing or unburrowing. Affected units can not be loaded into buildings or transports.

Usage
Hotkey F
Cost 75 Energy
Range 10
Duration 3 seconds seconds
Acquisition
Purchased from Automatically researched
ve

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

The infestor can use this ability while burrowed.

Usage
Hotkey T
Cost 25 Energy
Range 8
Duration 21 seconds
ve

Upgrades

PathogenGlands SC2 Game1
Pathogen Glands

Increases infestor starting energy by 25.

Acquisition
Purchased from Infestation pit
Hotkey G
Cost 150 Minerals 150 Vespene gas 57seconds
ve
  • +1 bonus to armor per level for zerg ground units.
Acquisition
Purchased from Evolution chamber
Hotkey C
Level 1
Cost 150 Minerals 150 Vespene gas 114seconds
Level 2
Cost 200 Minerals 200 Vespene gas 136seconds
Required Lair
Level 3
Cost 250 Minerals 250 Vespene gas 157seconds
Required Hive
ve

Achievements

Infested terror Infested Terror
Points

10 Achievement SC2 Game1

Criteria

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

Infested terror 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.


Development

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.[10]

Special Infestor Strains

References

  1. 1.0 1.1 1.2 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. Overview: Zerg, accessed on 2011-01-13
  5. Blizzard Entertainment staff. 2010-07-24. Units: Infestor. Blizzard Entertainment. Accessed 2010-07-24.
  6. 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.
  7. StarCraft II: Wings of Liberty - Patch 1.4.0. Battle.net. Accessed 2011-09-20.
  8. Blizzard Entertainment. StarCraft II Map Editor. (Activision Blizzard) (in English). July 27, 2010
  9. Cite error: Invalid <ref> tag; no text was provided for refs named HotsBetaPatch10
  10. 2010-02-28, StarCraft II Beta Game Images. StarCraft Legacy. Accessed on 2010-06-22