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Hit Points: 120
Size: Small
Supply: 2
Cost: 100 100
Build Time: 40
Produced at: Lair/Hatchery
Requires: Spire
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Base Ground Attack: 9
Base Air Attack: 9
Base Armor: 0
Range: 3
Sight: 7
Cooldown: 30
Production Hot Key: M
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Frankly, the Mutalisk is an enigma. It is not known how they are capable of maneuvering through a vacuum, or
even of controlled flight within an atmosphere, but they have been able to stand toe-to-toe (so to speak)
against Wraith fighters along the Coreward border worlds. The Mutalisk's attack is quite unusual. The Mutalisk
produces and projects much smaller, voracious creatures that rapidly fly between enemy targets as it
disintegrates explosively.
The Mutalisk serves as the basic flying support unit for the Zerg and has the ability to strike both air
and ground targets. However its Glaive Wurm attack has the special property of hitting several targets
within close proximity of the inital strike and against packed groups of enemy units, Mutalisks can quickly
tear them apart. The inital hit does 9 base points of normal damage (more if upgraded), the 2nd hit strikes
the enemy nearest to the first target and does about 1/3 damage and the 3rd hit strikes the enemy nearest to
the 2nd target while doing about 1/9 damage.
The Small size classification of the Mutalisks can become critical if an enemy begins producing anti-air
units with explosive attacks like Hydralisks, Goliaths or Dragoons since the Mutalisks will only take 50% damage.
Use this advantage whenever the chance arises and keep the damage ratios in mind when deciding whether
or not to attack an enemy force or not.
The Mutalisk can attain tremendous air speeds and can travel across battlefields in a very
short amount of time, making them perfect as scouts, interceptors and hit-and-run attackers.
Probably the best use of the Mutalisk is in the hit-and-run tactics. With their mobility, enemy
expansions or stray attack groups make easy targets for the Mutalisk and often they can raze
an enemy base or force before they have the chance to properly retaliate. But be sure not to fall
into an enemy trap since with a fairly weak vitality, the Mutalisks are easy prey for the more
powerful anti-air units of any race. Keep the advantage with the Mutalisks by keeping them constantly
moving to avoid as much damage as possible while attacking weakly defended enemy areas.
One Mutalisk property that can work both for and against it is the ability to stack when grouped together.
For an opponent this can be fairly frustrating since it is very difficult to select individual Mutalisks when
they attack. However, this can be a curse when the enemy uses area attack units like the Corsair or Valkyrie
or area-effect abilities like Psionic Storm, Ensnare or Irradiate. When facing these kinds of defenses Mutalisks will usually die
or be affected en masse. Should the enemy use these area-effect abilities or attacks regularly, try splitting
the Mutalisks into smaller groups so that the damage done against the attack force in minimized.
Even if Guardians and Devourers are producible, it is still usually a good idea to keep a few Mutalisks
around to serve as escorts, support and fodder. They can supplement the anti-air or anti-ground attacks of the
Guardians or Devourers while absorbing the damage and directing attacks away from the more expensive units.
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[ Click to Enlarge - 114 KB ]
This Protoss town has no anti-air defenses making it a perfect target for a large group of Mutalisks.
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Mutalisks are great counters to Reavers. Use Mutalisks to kill Shuttles carrying Reavers then direct
them to attack the Reavers themselves.
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[ Click to Enlarge - 65 KB ]
These Mutalisks catch a Protoss expansion early before Photon Cannons are warped in. If the enemy
has no anti-air defenses such as Dragoons, Templars/Psionic Storm, or Photon Cannons, Mutalisks
are the perfect unit to use for the attack.
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[ Click to Enlarge - 83 KB ]
Terran Tanks without the proper support of Marines, Goliaths or Valkyries make perfect targets for
these Mutalisks. The Tanks are soon forced to retreat.
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[ Click to Enlarge - 86 KB ]
In large enough numbers, Mutalisks can overwhelm anti-air defenses such as Missile Turrets and Bunkers (even
being repaired). If the Terran enemy does not use Irradiate, Valkyries, and Battlecruisers, large groups
of Mutalisks will put a quick end to them.
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[ Click to Enlarge - 103 KB ]
Mutalisks finish off a Terran town.
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Terrans
- Marines are the best means of defense against an oncoming Mutalisk group with their Normal
damage attack and cheap cost. If backed by Medics and Stimpacked or protected within a Bunker,
the Marines can cause serious damage to Mutalisks.
- Cloaked Wraiths have the advantage over Mutalisks if there are no detectors nearby.
- Irradiate from Science Vessels can be particularly nasty to stacked groups of Mutalisks.
- Battlecruisers in groups can withstand many Mutalisk attacks and with their powerful Laser
Batteries, they can quickly whittle down a group of Mutalisks.
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A Science Vessel Irradiates Mutalisks as they try to attack some Siege Tanks.
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Protoss
- In the early game, Dragoons are necessary to defend against Mutalisk attacks, however, it's
a good idea to make sure they stay near Shield Batteries and recharge their shields whenever possible.
- The High Templar's Psionic Storm is probably the best defense against Mutalisks since any Mutalisk
will perish should they remain under the entire duration of a Psionic Storm. If they happen to be
stacked beneath one, they will all take heavy damage.
- Archons in numbers can cause staggering damage to groups of Mutalisks with their psionic might
and splash damage.
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A few Photon Cannons hold off a Mutalisk attack.
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Don't use Mutalisks to attack Archons unless you significantly outnumber the Archons. One Archon can take
quite a few Mutalisks by himself.
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Zerg
- Hydralisks beneath Dark Swarm work well against Mutalisks, but in the open, Hydralisks usually aren't
a good idea to use against them.
- In Mutalisk vs. Mutalisk encounters, unit control, upgrades and sheer numbers will determine the outcome.
- Scourge, though not very good against enemy Mutalisks by themselves, can be very useful if they're used to escort
friendly Mutalisks. They can quickly dispatch or heavily damage enemy Mutalisks, giving the friendly Mutalisks
a much better chance of winning the encounter. Be sure to keep close control of the Scourge though, making sure that
all of them don't target a single Mutalisk.
- Devourers with their splash Spore attack and heavy armor can withstand groups of Mutalisks, but not if they're
severely outnumbered. Use them sparingly.
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Flyer Attack
Level 1 -
100
100
Level 2 -
175
175
Level 3 -
250
250
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Flyer Carapace
Level 1 -
150
150
Level 2 -
225
225
Level 3 -
300
300
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Flyer Attack -
Each upgrade adds +1 to the Flyer Attack for a total of +3 when fully upgraded.
Flyer Carapace -
Each upgrade adds +1 to the Flyer Carapace for a total of +3 when fully upgraded.
Once the Spire has been morphed into the Greater Spire, the Mutalisk becomes capable of mutating into the Guardian.
During the cocoon phase, the mutating Mutalisk is vulnerable to attack and can be reverted
back into its Mutalisk form. However, once the Guardian emerges the transformation cannot be
reversed.
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Devourer Aspect
150
50
Brood War Only
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Also, after the Greater Spire has been set up, the Mutalisk becomes capable of mutating into another
form: the Devourer. As with the Guardian, the morphing Mutalisk is vulnerable to attack and has the
option to revert back to its Mutalisk form. However, once the Devourer emerges, the Mutalisk cannot
be recovered nor can it be morphed into a Guardian.
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