The Zerg Swarm is a terrifying and ruthless amalgamation of biologically advanced, arthropodal aliens. Dedicated to the pursuit of genetic perfection, the zerg relentlessly hunt down and assimilate advanced species across the galaxy, incorporating useful genetic code into their own. They are named "the Swarm" per their ability to rapidly create strains, and the relentless assaults they employ to overwhelm their foes.
Alongside the protoss and terrans, the zerg stand as one of the three dominant species of the Milky Way and are universally feared, hated and hunted as such. The Swarm in itself makes up a third of the power of the Koprulu Sector. Zerg remain in areas of the galaxy outside the Koprulu sector.
Hatcheries produce 1 Larvae every 15 game time seconds so long as there are less than 3 Larvae at that Hatchery. For maximum Larvae production in conjunction with the Spawn Larva ability, it is best to utilize Larvae right when the spawn Larvae pop, so that you are never sitting with 3 or more Larvae. Spawn Larva (25 energy) at a Hatchery controlled by the player or an ally, making 4 Larvae hatch after 40 game time seconds.
Creep is important as increased movement speed allows Zerg to flank, engage, and retreat better, all with fewer losses and increased success. Creep Tumors also provide vision.
The Overmind, or known in the prophecy as the Great Hungerer, was the leader of the Zerg Swarm. The Overmind was created by Amon and his followers on Zerus to bring order to the zerg and guide them into merging with the protoss.
At first it was only a semi-sentient entity created from the instincts and collective sentience of the zerg, but it quickly developed intellect and personality.
Char? You want me to tell you about Char? Oh man, I still wake up screaming from the nightmares I have about that pit. One wrong step and you find yourself wading in a pool of hot lava. You ever hear the scream of a man as he is being burned alive by lava, Major? It's not something you soon forget, let me tell you.
And if the infernal planet doesn't get you, there's always the damned Zerg that'll try and finish the job. Those devils were everywhere, and they killed a whole lot of my buddies in ways I don't want to remember. Char was a hellhole, alright, and I rather have you kill me than send me back there again.
Sarah Kerrigan was a psychic terran female. She began her career as a Confederate ghost and later became the second-in-command of the Sons of Korhal.
Following Arcturus Mengsk's betrayal, she was captured and infested by the Zerg Swarm, becoming the self-proclaimed Queen of Blades (a.k.a. the Zerg Queen) and leader of the Swarm. At the close of the End War, she would ascend to become a xel'naga, a being of immense cosmic power.
Since the Zerg build such specialized troops, spying on your opponent is important when deciding on your strategy. Be sure to take a look at the Zerg scouting guide for strategies on how to scout against Terran and Protoss opponents, as well as how to protect yourself against them. Make sure to pursue enemy soldiers in smaller groups and overwhelm them with large quantities of troops. Since Zerg units are so specialized, make sure to align your units in battle so you will emerge victorious every time.
Scouting is how you gather information about your opponent's actions. Early in the game you can achieve this by sending a worker unit to your opponent's base to see what decisions he is making. Scouting itself utilizes your micro skills so that you can make more informed decisions about your macro.
The Zerg have an exponential economy so it’s important to build Drones as much as you can. Queens are great jack of all trades defensive tool. Getting some extra, besides your macro Queens is usually a good idea. Zergling lose a choke fight against Zealots or Marines, but if they can get a surround they will win. Use them for harassment as they accel in that. Banelings are an excellent unit. Use them to counter Marines, Zealots or just run them into the enemy worker line.
Roach Ravager combo is reliable in the mid game. A fast Mutalisk switch can surprise your opponent and kill lots of workers. Use Overseers liberally with Changeling to scout and keep an eye on your opponent. When in doubt build Roach Hydra.
Ultralisk are good in some situations but Brood Lords are usually better. The Brood Lord is the de facto late game Zerg unit. In combination with Lurkers and Infestor support very little can stop this combo. Zerg have access to some of the best spell casters in the game. Be sure to use them. If you are a bad person Nydus Swarm host play is very good if you enjoy inflicting pain on other humans.