Still, Acid Spores devastate Battlecruisers and Valkyries (which have slow attacks and good armor) and Wraiths (acid spores will negate cloak, just like ensnare and plague would).ĭevourers counter mass Carriers, typically combined with Plague, Mutalisks, Scourge, and Hydralisks, and their health and armor suit them to counter mass Corsairs. High-level ZvZ never reaches Hive tech (except after a mutually indecisive midgame), so Devourers rarely appear in this matchup.Īir battles between Mutalisks and Wraiths/Valkyries occasionally occur, but rarely persist long enough for Devourers to appear. To spread shots from Devourers across different Mutalisks, attack move at a spot between your units and the enemy's. Mutalisks make better targets than Devourers in a mirror match due to their low hit points and high damage. Guardians, which unlock with Devourers, offset the threat of Spore Colonies. Their bouncing attacks flourish with acid spores, and Devourers' high armor mitigates damage from enemy Mutalisks. Three, five, or nine Devourers are ideal, depending on how quickly you want your spores to max.Ĭompetitive Usage Versus Zerg ĭevourers can maintain air control in Mutalisk battles. Plague), Spores will attach, and will reveal cloaking until they expire after 50.4 seconds. In team games, Valkyries and Corsairs pair with Devourers to obliterate any air composition.Īcid Spores reveal units that attempt to cloak, but won't splash to undetected units. A Hydralisk that would deal 10 damage instead deals 19 damage to an enemy with nine spores. Second, for each spore, a unit takes one extra damage per attack. Carriers have no attack to be slowed, but their Interceptors do. Spores will not prevent an enemy unit attacking the slow effect is useful only up to the seventh spore. Spores debuff enemies in two ways: first, each Acid Spore attached to an enemy unit will increase the Cooldown of the enemy's weaponry by 1/8th of the original cooldown value. More akin to debuffing spellcasters than direct attackers, they soften tough enemies for Mutalisks to finish off. Their slow attack limits their usefulness once Acid Spores max out, but, their single-shot damage is respectable, so a group can pick off solitary Shuttles and other easy prey that wander into their range (but never build them for this purpose). Their cost leans toward minerals a breath of fresh air for a gas-starved late-game Mutalisk army.Ī Devourer's attack applies one Acid Spore, to a maximum of nine, to its target and all enemy air units within one matrix. Their high health and armor discourage focus from enemies, and their range exceeds that of most air-to-air attacks. They find most use defensively and in final battles. Though faster than Guardians, they still move slowly faster units outmaneuver them. Air units tend to cluster, making Devourers powerful in large-scale air battles, particularly against capital ships, whose heavy armor suffers from the Acid Spores. They pair well with Mutalisks, whose attack bounces three times. It deals slow single-target damage, but its attack splashes and applies a debuff called Acid Spores. As an expensive, powerful anti-air support unit, it rarely fits the meta Zerg rarely tech up and pursue air superiority. The Devourer is a rarely-seen Hive-tech air-to-air unit that requires a Greater Spire to morph from a Mutalisk.
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