- This article is for the Heart of the Swarm multiplayer version, for the Wings of Liberty version see: Infestor (Wings of Liberty).
Infestor
| Type | Ground Unit |
| Description | Infestation specialist. Can move while burrowed. Can use Fungal Growth, Neural Parasite and Infested Terran abilities. |
| Cost | 100 150 50 2 |
| Attributes | Armored, Biological, Psionic |
| Defense | 90 0 (+1) |
| Hotkey | F |
| Energy | 50 (+25) / 200 |
| Sight | 10 |
| Speed | 2.25 2.0 (burrowed) |
| Speed Multiplier on Creep | 1.3 |
| Cargo Size | 2 |
| Strong Against |
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| Weak Against |
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[edit] Description
The Infestor is an offensive spellcaster, meaning that its abilities are used to harm enemy units rather than support the player's units. It can be built after the Zerg player has an Infestation Pit.
The Infestor has three abilities: Neural Parasite, Fungal Growth and Infested Terran. Infestors can move while burrowed as long as Burrow has been researched. Infestors must re-surface to cast any spell other than Infested Terran. It may be worth noting that the Infestor has the furthest range of vision (10) among the Zerg ground units and retains it upon burrowing.
[edit] Spells
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 100
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| The Infestor temporarily takes control of target enemy unit. The player can cancel this ability, or it will automatically cancel if the controlling Infestor is killed or the targeted unit is moved out of 14 range.
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Neural Parasite allows the player to take control of an enemy ground or air unit. This ability works best when the player takes control of high tier units and spellcasters. Casting spells from Neural Parasited spellcasters will deplete its energy as per normal.
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 75 Radius: 2.0
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| The Infestor's Fungal Growth affects only enemy units within the area of effect, immobilizing them and dealing 30 damage.
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Fungal Growth is very useful despite its relatively high energy cost. It is most effective against groups of clustered, weak units like worker units, Marines, Zerglings and Zealots. Immobilization prevents enemy units from fleeing, and can effectively prevent melee units from doing damage. However, affected units can still attack and the ability cannot be stacked. This ability can be used on Cloaked and Burrowed units, revealing them for its duration. To underline the aspect of total immobility, Fungal Growth also inhibits the Stalkers' Blink ability and disrupts any transformations, e.g. Siege Tanks going into or getting out of Siege Mode or Vikings switching between their modes. It also prevents Zerg units from burrowing, both up or down. Affected units also cannot enter a transport unit(Medivac, Overlord, or Warp Prism).
An Infestor, throwing an Infested Swarm Egg from underground
Infested Terran is a versatile spell that is excellent for harassment. Since Infestors can use this spell while Burrowed, they can sneak behind enemy minerals lines and cast this spell to severely disrupt the enemy's economy (best used with Fungal Growth) or to destroy key buildings without sacrificing portions of their main army. Infestors can also be paired with ground-attacking only units (such as the Ultralisk/Zergling) and spawn the Infested Terrans to deal with air units. Infested Terrans are highly disposable units (they cost nothing to create and automatically expire after thirty seconds) and, as such, can be spawned as the front line to tank damage while the main army is behind, semi-protected by the Infested Terrans. For example, spawning Infested Terrans on top of Siege Tanks is an excellent way to gain ground while causing the tanks to inflict friendly fire. Coupled with an Overlord, an Infestor can spawn Infested Terrans across different levels of terrain for harassment. By binding the scroll wheel to act as a left click Zerg users can choose to either tactically drop Infested Terrans one-by-one or in a single, massive clump.
[edit] Upgrades
Research of Pathogen Glands should immediately commence upon the completion of the Infestation Pit. The additional 25 energy allows the Infestor to immediately cast Fungal Growth once it spawns. This is extremely useful considering the long build time. Zerg players usually begin building Infestors once Pathogen Glands is just past 30/80 seconds in to research. As Infestors take 50 in-game seconds to build, this allows the first batch of Infestors to spawn immediately after the research is completed.
[edit] Competitive Usage
[edit] Vs.
Protoss
Neural Parasite is rarely used, although the spell can be useful on almost every powerful unit the Protoss player has. The main problem with using this spell is because of the low range it has, but if possible during a battle, taking a Massive unit to your side can help turn the tide of battle.
Fungal Growth is a useful spell in ZvP in most every situation. Against attacks without a large amount of Sentries, and in large battles, the Fungal Growth is mostly used to "lock" units in place (and prevent Blink usage from Stalkers so its possible to get a surround of them with the low-range Zerg units such as the Zergling and the Roach. Fungal Growth also reveals cloaked units such as the Observer and the Dark Templar as well as dealing damage to them. The spell has seen a drop in use due to changing into a projectile spell.
Infested Terran are rarely used. Infested Terran eggs die with one storm, and even if they hatch, they no longer benefit from upgrades.
[edit] Vs.
Terran
An Infestor, dropping Infested Swarm Eggs to bait Siege Tanks
Neural Parasite should be used on any high damage or high cost units such as Battlecruisers, Siege Tanks and Thors. Since Siege Tanks greatly outrange this ability, Roaches, Zerglings, or even the eggs of Infested Terrans are often used to draw fire to allow the Infestor to get in range to use Neural Parasite.
Fungal Growth is extremely effective against a Terran Bio army. Bio units tend to fight in tight clumps, maximizing the number of units affected; two consecutive Fungal Growth will kill Marines. Furthermore, Bio units often use stutter step micro to exploit their mobility in combat; Fungal Growth eliminates this advantage, allowing Zerglings to surround them and Banelings to connect with the Marines. It is also used to immobilize and kill Medivacs to block Terran drop harass. In the lategame it is often used to protect Brood Lords from Marines and Vikings. The spell has seen a drop in use due to changing into a projectile spell.
Infested Terrans can be used to draw the fire of Siege Tanks. With clever use of tunneling or cliff terrain, eggs can be thrown at Terran forces to bait tanks into causing friendly fire. They also serve as an effective complement to finish off trapped Vikings or Ravens.
[edit] Vs.
Zerg
Neural Parasite is rarely used in this match-up because there are relatively few Zerg units worth controlling. Note that the Ultralisk is immune to this ability (Frenzied).
Fungal Growth, however, is an important spell in ZvZ. Because Zerg armies consist of numerous mobile units, Fungal Growth's immobilization is devastating to the opposing army. Although players primarily use it against ranged units, it can also render melee units such as Zerglings and Banelings ineffective. Note that Fungal Growth does not 1-shot either of them due to regeneration. Fungal Growth can also prevent units from unburrowing (including Ultralisks).
If enough Infestors have been built, it is possible to eliminate large forces of Mutalisk by reapplying Fungal Growth five times, provided the Mutalisks are stacked. Done correctly, this can potentially allow the Infestor user to wipe out his opponent's airforce without incurring a single loss, as Fungal Growth outranges Mutalisks. Similarly, it is possible to safely eliminate Mutalisks by combining Fungal Growth and Hydralisks, whose range also allows them to strike with impunity. In reaction to Infestors, a Mutalisk player should try to send in a few Mutalisks at a time to pick off Infestors before a large engagement; since Infestors are so gas-intensive, players will often very rarely have any anti-air accompanying them, forcing the Infestors to inefficiently use their energy.
Fungal Growth can also play a massive role in large Roach battles, both damaging the opponent's Roaches and preventing them from achieving a good concave. This strategic advantage can cause enormous shifts in battles and is one of the most common units used in ZvZ. Because Roaches have a relatively short range, you can fungal them clogging up their lines of units in combat allowing for more of your Roaches than your opponent's ones to be attacking.
Infested Terrans can be used by burrowed Infestors to take out expansions and even main bases if dealt with incorrectly, they can also be loaded into Overlords and be used to snipe tech structures and Hives/Lairs much more easily than burrowed Infestors. They are rarely seen in a battle/engagement because of Fungal Growth being a much more useful use of their energy, although if lacking anti air units a few Infested Terrans can kill small amounts of Mutalisks which try to snipe Infestors. A useful thing to remember is that if lacking other anti air units two Infested Terrans can kill stray Overlords before expiring.
[edit] Gallery
[edit] Quotes
[edit] Patch Changes
| Patch 1 (version 0.3.0.14093)
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- Fungal Growth: The damage was decreased from 48 to 36.
- Fungal Growth: This ability prevents affected units from burrowing.
- Neural Parasite: Functionality changed - The Infestor channels this spell, which lasts 10 seconds or until the Infestor is destroyed. You can now target all units with this ability.
- Terran Infestation: Energy cost was reduced from 50 to 25 and Infested Terrans now spawn 1 at a time.
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| Patch 5 (version 0.7.0.14356)
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- Neural Parasite has been redesigned:
- The limited duration of 10 seconds has been removed.
- Can no longer target air units.
- Cast range decreased from 9 to 7.
- Burrowed Infestor move speed decreased from 1.5 to 1.
- Infestor life decreased from 120 to 90.
- Infestors that are burrowed now have the same threat level as above-ground units for the purposes of automatically acquiring targets.
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| Patch 9 (version 0.11.0.15097)
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- Neural Parasite range increased from 7 to 9.
- Fungal Growth projectile removed; Units in the target area are now instantly hit.
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| Patch 11 (version 0.13.0.15250)
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- Neural Parasite is now an upgrade at the Infestation Pit.
- Neural Parasite research costs 150/150 and 110 seconds.
- Neural Parasite can now target Air units.
- Neural Parasite energy cost increased from 50 to 150.
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| Patch 13 (version 0.15.0.15449)
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- Infested Terran spell removed.
- Frenzy spell added:
- Costs 25 energy.
- Targets a single biological unit which deals 25% more damage and is immune to snare, stuns, and mind control for 30 seconds.
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| Patch 16 (version 0.19.0.15976)
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- Frenzy spell removed.
- Infested Terran spell added.
- Infested Terrans can now be cast while burrowed.
- Neural Parasite is timed now and lasts 12 seconds.
- Neural Parasite energy cost decreased from 150 to 100.
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| Patch 1.3.0
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- Fungal Growth stun duration decreased from 8 to 4 seconds.
- Fungal Growth now does +30% damage vs. armored units.
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| Patch 1.3.3
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- Speed decreased from 2.5 to 2.25.
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| Patch 1.4.0
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- Fungal Growth damage changed from 36 (+30% armored) to 30 (40 vs Armored).
- Neural Parasite range decreased from 9 to 7.
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| Balance Update #8 [1]
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- Fungal Growth:
- Is now a projectile.
- Speed of the projectile is 10.
- Range down to 8.
- Infested Terrans no longer gain weapon and armor upgrades.
- Infested Terran egg health down to 70.
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| Balance Update #10 [2]
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- Fungal Growth
- Range increased from 8 to 10.
- Missile speed increased from 10 to 15.
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| Balance Update #11 [3]
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- Fungal Growth damage decreased from 30 +10 vs. Armored to 30.
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[edit] External links
[edit] References