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Hit Points: 125
Size: Large
Supply: 2
Cost: 50 100
Build Time: 40
Produced from: Hydralisk
Requires: Hydralisk Den, Lair
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Base Ground Attack: 20s
Base Air Attack: N/A
Base Armor: 1
Range: 6
Sight: 8
Cooldown: 37
Production Hot Key: L
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One of the newer and deadlier Zerg Strains is the Lurker. These creatures serve as defensive warriors for the
Hive Clusters and outlying Zerg colonies. Bred from the Hydralisk strain, Lurkers emit waves of supra-dense spines against
their enemies. However, Lurkers must actually Burrow underground to release these subterranean attacks. Any warriors
on the surface who are caught by these spines are instantly impaled. These spines themselves are capable of tearing
into flesh, steel, and even reinforced armor plating. The only weakness of the Lurker is that it is virtually defenseless
while above ground.
Once underground, a Lurker can utilize a series of spines that rip up through the ground in a straight line from the Lurker to its target. These spines
continue to their maximum attack range, regardless of where the targeted unit lies within that path and every enemy unit in the path
of the spines will take damage. Note, however, that the damage will also be inflicted on allied units as well, so take caution when attacking
with an ally, lest the Lurkers ravage friendly forces as well.
The Lurker Push
With the advent of the Lurkers, enemy forces must become more active with their detection. Should the enemy become lax with their detection,
make full use of the Lurker to quickly raze their bases and forces. For situations like those where the detection is lacking, proceed with a Lurker Push
(much like the Terran Siege Tank Push). To execute the Push, set up Lurkers just outside the enemy base perimeter and begin bringing in more Lurkers
one by one closer to the enemy base. Once the front line has been "pushed" close to the enemy line, Unburrow the rear line and re-Burrow them ahead
of the frontline (like a game of leapfrog). Continue this procedure until the Lurkers have "pushed" their way into the heart of the enemy base. If backed
with Hydralisks/Mutalisks and Zerglings, the Lurker Push can be quite devastating to an unprepared opponent.
On the defensive front, Lurkers can also be a very valuable commodity. Placing a few Lurkers near your resources can help deter any
drop attempt, whether it be in the form of Reavers, Marines, Tanks, Hydralisks, etc. Often the Burrowed Lurkers will catch a dropping
enemy by surprise and can inflict major damage before they have the chance to retaliate or retreat. On the flip side, Lurkers are great for
dropping against an enemy base and can often halt a resource operation in a matter of seconds. Always keep an eye out for opportunities
to utilize this strategy, particularly at enemy expansion bases, since a successful Lurker drop can quickly turn the tide of battle in the Zerg's
favor.
Despite the many advantages the Lurker possesses, it does have a few disadvantages that you should be
aware of. As mentioned before, the Lurker must be Burrowed to attack, and should a Lurker be caught
en route to a target location by an enemy force, it will be completely vulnerable to attack. The
Burrowing process takes time, and an enemy might be able to kill a Lurker before it
can finish Burrowing. The Lurker also has no defenses against attack from aerial units. Should an
enemy air force with detection find a group of Lurkers, the Lurkers are as good as dead. For this
reason, Hydralisks or Mutalisks should accompany an attacking Lurker group whenever possible.
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[ Click to Enlarge - 113 KB ]
A Lurker finds a sweet spot to attack in an enemy town.
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[ Click to Enlarge - 76 KB ]
A Lurker guards the exit to a Terran base. The Lurker prevents a SCV from escaping the town.
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[ Click to Enlarge - 81 KB ]
Lurkers rush by the enemy defenses.
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[ Click to Enlarge - 94 KB ]
Lurkers set up by the defenseless workers.
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Terrans
- Missle Turret/Bunker blockades work well in stopping incoming Lurker forces. In the later game, fortify the blockades
with Siege Tanks and the Lurkers will have no chance.
- Get a ComSat Station as soon as possible so that a Scanner Sweep can be used to reveal Lurkers in any portion of the map.
- Science Vessels provide mobile detection against Lurkers and Irradiate can be used to put a quick end to offensive Lurkers.
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[ Click to Enlarge - 85 KB ]
A Scanner Sweep reveals the Lurkers attacking the workers mining allowing the Siege
Tank to fire on them.
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Protoss
- Use Photon Cannons in the early game to provide detection against Lurkers at bases and choke points.
- Observers provide cloaked mobile detection and are a key for countering Lurkers.
- Use the High Templar's Psionic Storm to quickly eliminate a Lurker threat.
- Use Scouts and Carriers to attack the Lurkers with complete impunity.
- Use Reavers to maul Lurkers from a distance.
Zerg
- Keep Overlords at every base/expansion as well as at key choke positions to watch for Lurker movement/attack.
- Zerglings and Hydralisks can quickly destroy Lurkers, but if possible, keep them spread out to minimize
the damage taken from the rows of spines.
- Mutalisks or Guardians can quell a Lurker threat from the air with complete impunity.
- Use the Queen's Spawn Broodling to instantly destroy a Lurker.
- Catch Lurkers above ground with the Queen's Parasite ability to take away their advantage of being burrowed.
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Missile Attacks
Level 1 -
100
100
Level 2 -
150
150
Level 3 -
200
200
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Carapace
Level 1 -
150
150
Level 2 -
225
225
Level 3 -
300
300
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Missile Attacks -
Each upgrade adds +2 to Missile Attacks for a total of +6 when fully upgraded.
Carapace -
Each upgrade adds +1 to the Carapace for a total of +3 when fully upgraded.
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