[Commander Concept] The Forgotten

Plot

To oppose Amon, the Overmind infested Kerrigan. Creating a leader that will ensure the survival of the Zerg. Unknown to outsiders, countless experimental Cerebrates were also created. Designed to survive in a world without the Overmind, to have freewill and a driving objective of uplifting the Swarm above slaves of the Dark Voice. They are to serve as insurance in case Kerrigan would have failed.

However, none of those Cerebrates was able to awake. All are failures except one. Even now it hides among the dark space of the universe, gathering strength to endure the Amon’s Apocalypse.

Army concept

This commander is probably the only Zerg commander that fully utilise the stealth aspect of the Zerg in the lore. Ground units can easily move while burrowed and air units with camouflage suitable to Ambush, Hide & Strike tactics.

These zergs are much weaker compare to other Zerg broods/packs with BroodWar stats, low health but make it up for being numerous as well as extremely well-hidden with burrow + camo, while being highly mobile equipped with anti-detection ability to embrace either the FAST & FURIOUS or HIDE & STRIKE playstyle.

Talent

/Level 1 - The Unseen

All ground units auto-burrow (Burrow and Unburrow take 0.1s) when not attacking or casting spells, move at lower speed (-30%). Can turn off auto burrow manually. Drones are always stay on the ground but can use burrow movement.

Air units can camouflage (cloaked) when not attacking or casting spells (take 1.5s to be invisible after stop attacking or casting).

/Level 2 - Hive Plantation

Hatchery build time reduced to 35s. For every COMPLETE Hatchery, the next Hatchery to be built has its mineral cost reduce by 50, to a maximum of 150. Hatcheries, that are being built, are not counted.

/Level 3 - Unlock Hive Queen

/Level 4 - Guerrilla Warfare

Unlock at Evolution Chamber

Deep Burrow (200 Min & Gas 90s) Burrowed units receive 30% less damage. Require Lair.

Subterranean Adaptation (150 Min & Gas 60s) movement speed no longer being reduced while burrowed.

Unlock Spire Researches

Silent Wings (150 Min & Gas 75s) Reduce time for air units to become invisible to 0.5s from 1.5s and increase movement speed by 30%.

/Level 5 - Colony research cache

Deep Tunnel (175 Min & Gas 90s) Spore Colony and Sunken Colony can use Deep Tunnel to a place with creep. Cooldown 90s.

Healing Spore (125 Min & Gas 75s) Spore Colony auto heal a biological air unit in a 9 radius near it by 40 Health every 5s.

Viral Spread (100 Min & Gas 60s) Creep Colony spread creep 20% faster and further. Drone morph into Creep Colony in 8s (decrease from 20s).

/Level 6 - Spire Research cache

Spore Bombardment (175 Min & Gas 75s) Guardians attack range increase to 13 from 8. Projectile speed increase by 150%.

Hyper Reflex (175 Min & Gas 90s) Metalisk has 20% chance of evasion.

Ravenous Hunger (150 Min & Gas 75s) Ravener deal 25 bonus damage against Massive units.

/Level 7 - Cellular Revitalization

Bladelisk and Ravener regenerate 200 health over 4 second when they are below 150 health. Only happen once every minute.

/Level 8 - Unlock Defiler

/Level 9 - Hive Queen research cache

Protective Protein (125 Min & Gas 75s) Healing Pathogens last 10s longer and give all affected units +2 armour.

Mitochondrial Efficiency (100 Min & Gas 60s) Contamination cost reduce to 35 from 45.

/Level 10 - Over Supply

You are given +1 Overlord when the mission start.

When an Overlord is killed, it has 50% chance of being resurrected at your main Hive Cluster in 20s.

/Level 11 - Defiler research cache

Symbiotic Pathogens (150 Min & Gas 75s) Melee units attacking enemies affected by Plague heal themselves by 50% of the damage they deal.

Greater Swarm (125 Min & Gas 75s) Dark Swarm last 15s up from 10s. Radius increase by 20%.

/Level 12 - Energy Enrichment

Hive Queen and Defiler 's Maximum energy +100. Consume give +1 energy for each Health consumed from the units. (a total of 150 for each use of consume)

/Level 13 - Corrosive Weapon

Speedling, Hunterlisk, Sunken Colony and Spore Colony attack melt enemies. Corrosive Weapons deal a total of 3 damage over 5 second. Stack infinitely. Do not reset timer.

/Level 14 - Enhanced Receptors

Unlock research at the Lair

Enhanced Receptors (125 Min & Gas 120s) Bladelisk, Ravener and Sunken Colony can detect Invisible unit/structure. Also increase their sight range by 2.

/Level 15 - Feral Instinct

Every time your units being attacked, increase its attack speed by 4% for 5s. Stack additively up to 60%.


Unit

Drone

Overlord

Have DETECTION. Can’t evolve to Overseer.

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Speedling

Have a built-in Metabolic Boost (this ability is activated without the need to research it) but only increase Speedling speed when not burrowing. Speedlings don’t have any other researches. Attack speed +50% compare to normal zergling but -1 attack damage. Require Spawning Pool.

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Hunterlisk

Starcraft 1 Hydralisk. (75 Min, 25 Gas, 1 supply) Attack damage 8, Armour 0. Have no other research. Require Hunterlisk Den.

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Prowler (Lurker variant)

morph from Hunterlisk. (75+50 Min, 25+100 Gas, 1+1 supply) Attack 20 (+2 upgrade), Armour 1, 125 Health (Kerrigan’s Lurker 200 Health). Have Lethal Strike.

Prowler is a melee unit, always burrow, can attack while burrow. It can move while burrow at 100% movement speed when it is on the ground. Basically, a Zerg Dark Templar but weaker. Lethal Strike give 40% chance to insta-kill any units 100 Health (current Health) and below.

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Metalisk (Mutalisk variant)

Normal Mutalisk. Have MetaWormosis ability.

MetaWormosis increase Metalisk attack range +3. Have a +5 bonus against light units (the bonus +5 from bounced attack are not reduced).

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Guardian

Morph from Metalisk. Starcraft 1 Guardian.

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Ravener (Devourer variant)

Morph from Metalisk. 350 Health. Attack faster than Devourer (1.75s). Attack 25 (+2 upgrade), Armour 2.

Unlike Devourer, Ravener is a MELEE air unit. It lacks Devourer’s ability but move as fast as a Metalisk.

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Hive Queen (Brood Queen variant)

200 Energy. Can’t attack. Have Consume, Healing Pathogen and Contamination.

Consume deal 50 damage to a unit you control, restore Hive Queen Energy equal to the damage deal x2. Consume is lethal, will insta-kill Speedling or any units below 50 Health. If target a Hypolisk (30/80), will kill Hypolisk but only restore 30x2 = 60 energy. Should target Overlord. Cooldown 30s.

Healing Pathogens (75 energy) All affected allied units regen at a faster pace. +5/s regeneration for 15s. Affect all allied units in a small area. Not stacking.

Contamination (45 energy) Autocast ability. Auto-target Detection unit or building. Disable their Detection for 10s (4s for Heroic). Cooldown 10s.

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Bladelisk (Ultralisk variant)

Starcraft 1 Ultralisk. 200 Min, 120 Gas, 4 Supply. As small as Aberration, don’t have Cleave, Chitinous Plating. 400 Health, Armour 1, Attack 20 (+3 upgrade). Have Siege Ram attack against building.

Siege Ram - deal 75 (+10 upgrade) damage to building, attack speed 2.5 seconds.

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Defiler

50 Min, 150 Gas, 2 supply. 80 Health, Armour 1. Have Consume, Dark Swarm, Plague.

Dark Swarm (100 energy) makes all allied ground units and building have 50% evasion in a small area.

Plague (100 energy) Affect all enemies units + buildings in a small area. Affected unit get a debuff and receive 300 damage over 12s (not lethal). Not damaging enemy shield. Don’t stack.

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Building

/Hatchery - Lair - Hive

/Spawning Pool

/Evolution Chamber

/Hunterlisk Den

/Prowler Den

/Spire

/Greater Spire

/Queen’s nest

/Bladelisk Cavern

/Defiler Mound

/Creep Colony (50 Mins)

can be morphed without creep. Should use Creep Colony to remove rock in Expo. Build a Creep Colony then morph it into Sunken Colony. Have Nourishing ground and Auto-Burrow.

Nourishing Ground is an aura that heals nearby ground units by 2 health per second in a 7 radius from Creep Colony. Not stacking.

Auto-Burrow, Creep Colony burrow into the ground after being morphed. Only unburrow when morph into Sunken or Spore Colony.

/Sunken Colony (50+50 Mins) -

Morph from Creep Colony. Attack 25 (+15 armoured), Armour 1. Have Auto-Burrow.

Auto-Burrow, normally burrow under the ground and become invisible. Will unburrow if enemy is nearby.

/Spore Colony (50+50 Mins) -

Morph from Creep Colony. Attack 15, Armour 1. Have Auto-burrow and Detection.


Mastery

Set 1

Deep Tunnel delay and cooldown -1~30%

Ground Zerg burrow movement speed +1.5~45%

Set 2

Sunken Colony and Spore Colony’s Mineral cost -1~30 mineral

Creep Colony Nourishment Ground Healing +0.1~3 Health per second

Set 3

Air units Evasion +0.5~15% (Stack additively with Hyper Reaction 20%)

Dark Swarm Evasion increase +1-30% (Stack additively)

3 Likes

Cool Idea. Though I think an all ground commander would fit the subterranean theme of the Forgotten even better but I can see why this would be a pain to balance as to not end up like Alarak. I also think some of the upgrades and units could use cooler names but that’s just me.

I really like this concept of cloaked/camouflaged/burrowed aspect of the Zerg race.

2 Likes

i ran out of idea for the naming lol. :joy:

Opinion are all welcomed. :laughing:

2 Likes

I think it’s worthwhile to explore an all ground based especially if Deep Tunnel is given to some while movement while burrowed is to all. This compliments well with mastery set 1.

Other masteries though are imbalanced:

  • The added 3hp/s heal makes it 5 per second. This is a massive boost.
  • On the other hand, 20min for a Drone would give a huge economic boost.

While this set is very competitive, either one would be too good imo. Set 3 has a slightly similar sentiment. The additive effect makes the army impossible to be lost. Some number adjustment is definitely in order.

2 Likes

5 HP a second is less than Nova’s, even with less then full mastery in it, Andy is constant no matter what…

1 Like

Looks really good, but just one thing. Why call it Healing Spit? I would have called it “Mass Transfusion.”

2 Likes

I ran out of idea right there lol.

Anyhow, i thought it may be confusing if i call it transfusion when it does not heal like Transfusion do (apply a fixed amount instantly then heal over time) while Healing Spit (only heal over time).

And about the Drone Mineral, i was trying to reduce the building cost.

At first i thought it only take 100 mineral for Spore Colony and Sunken Colony then i forgot that you need to include the Drone cost into it. 150 mineral for a turret seem big so i try to make it smaller by reduce Drone cost and through that make an eco boost too.

Changed the mastery now. May be -30 mineral is a big killer.

How about

Upgrades:
Hive Clustering --> Hive Plantation
Ambusher’s Guide --> Silent Warfare
Nutrient Spore --> Healing Spores
Maximum Division --> Colony Efficiency
Fang King --> Ravenous Hunger
Survivor Package --> Survivor’s Genes
Energy Saving --> Mitochondrial Efficiency
Symbiotic Relationship --> Symbiotic Pathogens
Large Swarm --> Greater Swarm
Watchful Eye --> Superior Ambusher
Ultravision --> Enhanced Receptors

Units:
Speedling --> Underling
Hypolisk --> Hunterlisk
Crusher --> Ravener
Bladelisk --> Terralisk
Slasher --> Prowler
Metalisk --> Morpholisk

Abilities:
Metawormosis --> Metamorphic Wurms
Healing Spit --> Healing Pathogens
Jamming Parasite --> Contamination
Headbutt --> Destructive Charge

2 Likes

I will change some of those. Several of them are among my draft version like the Healing Spore and metamorphosis :smiley:

And I don’t try to make it a Ground Commander because that’s not really possible with this amount of units.

To compensate for the lack of Air, you need to give the commander a Hero or an epic unit (Brutalisk, Tyrannozor…) or some strong units (Wrathwalker, Vanguard…) or specialise the units or make them Elite version. All of those highly contrast to my theme of having of group of weak units that rely on Stealth to hide and fight enemy.

You need to have some commander like Zeratul, Nova, Tychus or Abathur and Dehaka with some massive Calldown and Hero to make a Ground Commander without making them feel too rigid.

1 Like