Hrm… the Zerg overview appears to be missing, but don’t worry! It’ll be coming soon – we have one of our best working on it!
Strengths
Units are comparatively inexpensive and quick to build.
Zerg unit construction is highly efficient (units hatch from larvae, not from buildings).
All Zerg structures and units regenerate their health over time. (SC1)
Zerg Queens can infest Terran Command Centers, essentially capturing them
and building Infested Terrans. (SC1)
Zerg Scourge have the highest attack rating of any airborne attack besides
the Yamato Cannon. (SC1)
Zerglings and Scourge hatch in pairs, dramatically speeding up force
construction. (SC1)
Zerg Defiler can protect units from ranged attack with Dark Swarm. (SC1)
Zerg supply, detection, and transport is all carried out by the Overlord,
allowing for unlimited detection support and troop transport.
Zerg have the only Small airborne units, significantly reducing the
effectiveness of anti-air missile attacks. (SC1)
Weaknesses
Zerg units are relatively weak compared to their counterparts in other
races.
Zerg building construction requires the sacrifice of a worker.
Most Zerg buildings must be built on a substance called “creep”, including the colonies which produce it.
Zerg Overlords are extremely slow and thus are highly vulnerable to
anti-air attacks. A dead Overlord costs the player Control, transport, and minerals. (SC1)
Hydralisks are the only Zerg ground units with ranged physical attacks. (SC1)