"As Zagara, you’ll experience with profound clarity why the Zerg are referred to as the Swarm. You’ll multiply your economy at breakneck speeds, and spawn units in relentless waves to assault your opponents. Zagara herself will be present on the battlefield, hosting a repertoire of abilities to lend aid to your efforts. Zagara can call down sacs that rain damage and more Zerg creatures, or spawn potent Hunter Killers to take down priority targets. Zagara can even increase the combat prowess of all friendly units by sending them into a frenzy."
Zagara is a selectable commander in the Co-op Missions mode of Legacy of the Void. She is a controllable unit within missions, able to use spawning abilities to call down sacs or summon hunter killers. She can also boost combat effectiveness of all friendly units. She is not as powerful a hero as Kerrigan, but instead specializes in overrunning her enemies with swarms of disposable units, particularly banelings.
Zagara is a deceptively fragile hero unit. Her slow attack rate makes her easily overwhelmed, but her splash damage upgrade helps significantly. Her abilities all spawn units to aid her in combat, and the player should use her Baneling Barrage and Spawn Hunter Killer abilities liberally for this purpose. Against most enemies either or both of these abilities allows Zagara to handle herself well, and she is perfectly effective for sustained engagements due to their low cooldown and energy costs.
Zagara's major weakness is superior enemy numbers that can overwhelm her Hunter Killers. Alone Zagara is easily dispatched and must rely on her army, spawned or mutated, to support her. She is best used with an army for this purpose, supporting them from range while sending banelings and Hunter Killers in to help as cooldowns allow.
Zagara take 5 min respawn at her base. If Zagara is ever killed, she respawns 60 seconds later at the player's primary hatchery/lair/hive.
Unlocks additional baneling upgrades on the baneling nest. • Increases the baneling's base attack damage against the primary target by 100%. Splash damage remains the same. • Baneling blast radius increased by 50%.
Zagara's army are extremely fragile, micro-intensive units with extreme mobility. Zagara can solo a lot of early waves and allow you to spend all your resources in upgrades. Zagara struggles more than other commanders against hybrid dominators or hybrid behemoths, both which possess powerful AOE abilities and cleaving attacks; all of which eviscerates her forces in seconds.
Power Set 1: Zagara Attack Damage
Full points in attack damage doubles Zagara's attack damage, which can support her army in early game against enemy air forces.
Power Set 2: Baneling Attack Damage/ Zergling evasion
Full points to banelings provide stable damage output, while evasion is excellent against high attack speed enemy. Players can choose depending on their strategies.
Power Set 3: Sustained Frenzy
Sustained frenzy benefits both Zagara's ally and her forces, and allows for engagements that may outnumber the players to turn back toward their favor.
Zagara is capable of raising an entire army in a matter of seconds and cheaply due to her discount on offensive units and their fast mutate times. The catch is she only has a maximum supply of 100; a huge problem that forces Zagara to spam static defense more frequently than any other hero. Zagara is a hero unit similar to Kerrigan, but focuses on summoning units to aid her in combat rather than fighting directly, and she is not as durable as Kerrigan in battle. Her baneling spawn works to quickly wipe out groups of enemies, while her hunter killer spawn helps to serve as pinch defenders, especially against air.
Zagara's units are all specialists; only her air units can attack air units, and her ground units can only attack ground units. Zagara's ground presence is all about morphing large numbers of zerglings and banelings and using them to overwhelm the opponent. With a strong economy and all their upgrades researched, Zagara's banelings can quickly crush the enemy, then be rapidly replaced to keep up the assault. Zagara's scourges can do the same on maps with a strong enemy air presence.
For a prolonged army, Zagara's aberrations are powerful support troops, being better against splash damage units than zerglings when upgraded; they'll survive the initial shots and can release banelings upon death. Hostile spellcasters must be faced with caution; heavy losses will drain resources and impede Zagara's ability to replace units in seconds. Zagara's bile launchers are powerful, they must be manually controlled and require upgrades to be truly powerful. They also are fairly costly and micro-intensive.
Zagara has terrible anti-air capabilities; she relies on hunter killers summons and corruptors until her hive-tier scourge upgrades are researched. Focus on getting a strong economy that can support Zagara's suicidal playstyle. Once her resources are steady, upgrade zerglings and banelings and constantly mutate more of both. Use Zagara's banelings and scourge to wipe out the majority of enemy defenders, then allow your ally to send in their more durable forces and clean up what's left while Zagara replenishes her forces--repeat as needed to decimate enemies swiftly. This type of aggressive playstyle makes Zagara well-suited for offensive missions, but she struggles more on defensive missions. A prolonged ground force of Zagara's units will demand several aberrations and corruptors supporting large numbers of zerglings, banelings and scourges. Zagara's main damage output is zerglings, so upgrade them early. Keep having her queens use Inject Larva on her hatcheries so her forces can reinforce quicker.
Alarak is an effective teammate for Zagara. Zagara provides a very large expandable melee army for Alarak's "Empower Me" ability. Supplicants shielded by aberrations are surprisingly effective tanks due to their defensive buffs. Alarak can use Destruction Wave to knock enemies into the range of Zagara's mostly short-ranged army. Ascendants are good to focus down powerful enemy units Zagara's army may have trouble with.
Artanis is an excellent teammate for Zagara. Shield Overcharge and Guardian Shell alleviates the fragility of Zagara's numerically superior offensive units. Zagara's swarmlings and banelings in turn will cover ground units and melee combat, letting the Artanis player devote more resources to more powerful, higher-tier reavers, archons, and tempests.
Karax offers negligible synergy to Zagara, since her units already all mutate quickly. His Unity Barrier can give her swarmlings and banelings a little more toughness, but beyond that he isn't hugely beneficial to her (although his Chrono Wave can speed up her research, and his cannons can compensate for her poorer static defenses).
Vorazun can use her black hole in combination with Zagara's banelings to heavy damage a large number of units. Her time stop is also devastating since Zagara's units are generally high damage but low life. Zagara has no cloaked units and does not benefit at all from Vorazun's cloak bonuses, though.
Jim Raynor is a questionable choice of teammate for Zagara, gaining a lot of benefit from Mass Frenzy, but not providing her very much useful utility. Scanner Sweeps can keep Zagara from needing to make overseers, but medics are not helpful for Zagara's suicidal strategy (except for her corruptors and aberrations). Both can rapidly reproduce armies, allowing for constant aggression, but both are also vulnerable to splash damage and spells.
Rory Swann is another good choice for teammates. Swarmlings can occupy enemy ground forces while Swann's goliaths and thors decimate air units and siege tanks provide ranged support.
Nova Terra doesn't have great synergy with Zagara, as the two combined field small armies and Zagara doesn't help in keeping Nova's troops alive. However, Zagara's army can attack a position earlier, giving Nova a chance to plan ahead and target-firing down detectors and dangerous enemies. Both are strong at destroying bases, and Zagara can constantly apply pressure with her rapidly-respawning armies while Nova recovers if she suffers a big loss.
Kerrigan has mutalisks and ultralisks that are generally superior to corruptors and aberrations, so there is little Zagara can offer her that Kerrigan cannot do better herself. Kerrigan's Malignant Creep, however, is very handy for Zagara, and Zagara's queens can provide more larva to Kerrigan's hatcheries than her own queens can.
Abathur has some synergy with Zagara, in spite of them being polar opposites in terms of how they use their units. Zagara's rapid start and cheap units can shield Abathur's weakness in the early game, and Abathur's juggernaut units can screen for Zagara's cheap but fragile army. Abathur also has multiple air unit options, which can alleviate Zagara's primary weakness in the late game. The difficulty of this pairing is that the commanders need to use them carefully. Zagara's fast army can outrun Abathur and get crushed if the commander isn't careful. Likewise, Abathur need to be careful that he doesn't take Zagara's army for granted and be taken off guard when the expendable forces are destroyed.
Stukov gives Zagara infinite creep, allowing her forces to swiftly move to where they're needed. However, both have disposable armies designed to screen for more powerful units, and as such do not synergize particularly well, especially when there is dead time between large engagements where neither player will have a powerful force to defend against unexpected threats. However, when they do push, Zagara's frenzy can really help Stukov's infested civilians and marines, while Stukov's calldowns can help defend against threats that may attack during the down time while both forces are rebuilding.