Ideas for Ultralisks in multiplayer

Not all of these are necessarily intended to all be put in together

Right now it feels like Ultralisks only function is to throw games.

Monarch Blades: Increase ultralisk splash damage to 50% in the wider half of its radius and 100% in the inner radius cost: 150/150 and 90 seconds

Passive effect: Zerglings, marines, and zealots can path beneath friendly Ultralisks.
additional functionality for Chitinous plating: Units underneath Ultralisks gain plus 2 armor.

Adrenal Overload: Increase Ultralisk attack speed by 15% and by an additional 15% while below 50% hp Cost 150/150 60 seconds

Regenerative Tissues: Ultralisks regenerate rapidly while burrowed cost: always available so long as burrow is researched

Burrow charge: Briefly burrow and move towards the target destination dealing 20(+15 vs light) damage to enemy units on impact can be auto cast (default off) cooldown: 20 seconds cost: 150/150 120 seconds Requirements: Burrow researched
Ultralisk will be visible but un-targetable without detectors while charging.

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Nope. It’s must OP unit in the history of the RTS games. Yes, ofcourse it can be killed when there are 100 tanks on the hills behind the 50 supply depots, or mass air VS mass ultralisks but when you give them proper support they’re immortal and destroying everything including air. How you say? It’s simple. They just ignore air and go rampage on everything else. You don’t need to destroy enemy air when you destroy the whole enemy base or just give ultralisks some support as I mentioned above like few viper parasitic bombs and ggwp. NERF ULTRALISKS

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This right there is all that’s needed, anything else has either been tried and removed or would definitely make them too good for anything that’s not the campaign, an arcade map or co-op.

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Wrong. Ultralisks path OVER friendly lings :sunglasses:

Units pathing under them and gaining defense is so flavorful and would go a long way in making them less trash. Increasing their combat ability I do not like honestly, they’re pretty good already so long as they are actually hitting things.

The burrow heal is also nice.

To Mr Nukem, ever heard of Snipe?
-300/-200 for 150 energy, get gud, get lmaobox

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Snipe? Maybe it would work if zerg wouldnt have supersonic zerglings which reach the ghosts before they can even shot… It’s -300/-200 for 150 energy when ultras has no support, when there are a-moved zerglings protecting the ultralisks then literally you can go ghosts and liberators and both will not work.

Zerg should get creep spread off creep with hive in team games, that would make zerg useful in lategame, also queens can tranfuse again off creep with hive so you can dump minerals on a superlate queen walk with shroud.

I shouldn’t even reply to a post as disingenuous as this, but I’ll humor you. Firstly, Z has no chance to interrupt ghosts so long as there is an actual army with said ghosts, the range of Snipe is quite generous and Ghosts in general are the game-winning unit in the matchup so there is nothing stopping the Terran from going up to 10+ ghosts, Snipe gets rid of not just ultras and Lurkers but it’s also great against queens and it one-shots Vipers so again, T can just mass them.

Zerglings running up to your ghosts and interrupting your snipes should never be a problem, you’ve got medivacs to pick up into if your ghosts are on the wrong side of the engagement. Really the only situation in which Ghosts can’t get their snipes off at Ultras would be if your army gets surrounded or you’re deep on creep and get flanked, realistically if you play well and don’t overcommit, Zerg should be having a hard time engaging into you while defending harassment and they will bleed out valuable units to snipe on the retreat.