Zhogarn

Races

**Federation**

**Sylon**

**Athrael**

**Thorun**

**Zhogarn**

* Portrait
* Logo

## Overview

*NOTE - This page covers gameplay specifics for the Zhogarn faction. For background history, check Zhogarn lore.*

The **Zhogarns**, also referred to incolloquially as **Zhogis** and represented by the Children of the Izlar, are one of the five playable races of Five Nations. The Zhogarns are extremophilic forms of life that are adapted to the extreme physical and radiant properties of a pocket living star system called the Izlar. The Zhogarns adapted to space since their birth, consisting of a number of species whom developed into a varied ecosystem, but one which is confined to the Izlar... for the time being.

These fishlike creatures live in perfect symbiosis, their biological bodies capable of reaching extraordinary dimensions, with lifespans ranging from a few hundred to even a hundred thousand years. Although they don’t look like intelligent or sentient life forms, the truth is that the Zhogarns possess a more complex cognitive property thanks to their symbiotic behavior, mostly the work of their Transcendent Source, which elevated them.

## Gameplay Style

Zhogarn gameplay is characterized by numerous packs of units, which are bred in a glance, that guard the colony and overcome the weakest of opponents first and then, as the colony is further developed, larger and exotic breeds are introduced whom push their way to victory, supported by swarms of smaller, inexpensive units that distract or overrun even the most prepared of opponents, astonished by their number. This is made possible by their large Argus units whom breed multiple Spawns nonstop, each Spawn being capable of morphing into a large variety of units or structures at once, totally ignoring queue lines or need for a production infra-structure, focusing more on supply (provided by Nutrient Colonies), energy (provided by Metabolists) and tech structures that unlock further strains.

Zhogarn resource acquisition is also optimized by Workers whom need only extract resources (as production and construction is centered around Spawns) and return them to Digestivators whom process large chunks over time. This makes the Zhogarn the second species that's totally independant of cargo units (the first being the Athraels) and the second species with separate units dedicated to mining and construction (the first being the Thoruns, though these *do* require production structures). Infra-structure is also optimized to the point their very Tier 1 defensive structure, the Agaric, also unlocks the production of Guards.

Zhogarn breeds each, though meant to be used in numbers, have an unique arsenal of their own - the inexpensive Ventator's attacks deal damage to all enemy units in a straight line, surpassing Sylon Arsons in terms of tech availability requirement and resource cost. Guards themselves combine the 'swarming' accessibility of Spears with some resilience that gradually picks up in power as upgrades are researched, and become dangerous as Charybdises are introduced, on which the Guards can house in. The Rictus is arguably the best of artillery units, equally for it's easier tech availability, and Mites double as both invisible scouts, spies and healers, sacrificing themselves to high-level units to heal them for a fighting chance. Alphas are also a decent support unit, both in abilities and fire support, capable of draining enemy shields on their own, and the late-game Charybdis is both a sturdy dangerous carrier and a dangerous battleship in decent hands, though it's attack projectile - the Spikeworm - can be intercepted and killed.

The most dangerous unit, however, happens to be the Mind, as it can also morph into a variety of mightier, dangerous units that further bolster the Zhogarn assault - Ruptors (and Elasmoruptors) are fearsome melee fighters whose attacks are capable of traversing enemy shields (almost akin to Glooms) and Overseers, besides their feared damage potential to rival Flagships and Plasma Raids, can also slow down units with their Sticky Phlegm. Finally, the Decay - deceptively the most feared of the three - is one level ahead of Alphas in terms of support, as they can severely damage groups of units on their own with Acidic Spores, disable high-level targets' attacks with Teredo Swarms and spawn the feared, inexpensive (but temporary) Impalers which can cause great havoc in large numbers to an unprepared adversary, almost infinitely.

Zhogarn colony defenses, though fragile, are not to be underestimated either - Agaric attacks are unique as they are only one capable of homing on their aggressors and can cause more damage than Guard Stations, and the Fonia is only one level below the Obelisk for it's range and damage potential, but can fire faster.

Unfortunately, the Zhogarn's infrastructure, for a well-enough perceptive opponent, also possesses some extremely critical weaknesses that can - and **WILL** - be exploited. The very ability to produce Spawns that ignore queue lines and build structures means all is centered around Arguses, making them the biggest of targets that **must** be protected fiercely and have spare numbers (as well as spare Spawns, enough resources and a functional Symbion to produce them) for the Zhogarn to be even able to operate. In addition, Zhogarn structures have a terrible weakness in their dependency of construction radius (explained in lore as being dependant on radioactive emissions), provided by the Argus or Helias structures, and thus wither when no radius is present (being unable to research technologies, produce energy or supply, or even *defend*). Finally, Zhogarn defenses themselves, even if within the construction radius, are nevertheless dependant of Helias for detecting stealth units.

Zhogarn units themselves are also almost virtually devoid of shields (the sole unit with shields, that even then must be granted through an upgrade, being the Mind), mostly depending on Alpha support for survivability through their Protective Clouds. Thus, units that are especially destructive against Hull - such as Orcas, Avengers, Flankers, Invaders and Thorun ships - are actual threats against lone or poorly numbered Zhogarn breeds, hence the need for swarms of inexpensive units, if at least to provide distraction from these threats.

## Units

Argus' morphs

Spawn's morphs

Mind's morphs

Other morphs/spawns

Campaign only

## Buildings

**NOTE - All structures are produced by the Spawn**

Tier 1 structures

Tier 2 structures

Tier 3 structures

Other structures

Campaign only

# Renegades expansion

## Units

 Behemoth
File:Azar-ingame.png Azar
File:Karak Evolved-ingame.png Karak Evolved
File:Karak Greater-ingame.png Karak Greater
 Ovum
File:Orm-ingame.png Orm
File:Karak Prime-ingame.png Karak Prime
File:Karak-ingame.png Karak
File:Uksa-ingame.png Uksa
File:Wasp-ingame.png Wasp

## Buildings

File:Clathrus-ingame.png Clathrus
File:Digestivator-ingame.png Digestivator
File:Nest-ingame.png Nest
File:Sanitia-ingame.png Sanitia

## Researches

File:Vindicative Membrane.png Vindicative Membrane
File:Photonic emissions.png Photonic emissions

# Trivia

* The Zhogarn 'fishlike' concept, especially it's whale designs for the Argus, Overseer and Charybdis, may reference the 'space whale' trope introduced in *Star Trek IV: The Voyage Home*, made later popular in other media works such as Disney's *Treasure Planet*, the television series *Futurama* and Douglas Adams' *The Hitchhiker's Guide to the Galaxy.*

* Some Zhogarn breed designs do bear resemblance to Earth creatures of the aquatic realm:
	+ The Spawn resembles a jellyfish.
	+ The Guard resembles a shrimp.
	+ The Charybdis resembles the Sperm Whale.
	+ The Overseer eerily resembles either the Beluga or the Humpback whale
	+ The Alpha recalls an octopus.
	+ The Wayfinder recalls a crab (possibly the *Charybdis japonica* a.k.a Asian paddle crab.
	+ The Decay Chamber recalls algae.
	+ The Clathrus briefly resembles a seashell.

* The Alpha's design, while recalling an octopus, can also be a reference to Cthulhu, the fictional cosmic entity created by American writer H. P. Lovecraft.

* As the Athraels have multiple similaries beyond appearances to the Protoss in the *StarCraft* franchise, so do the Zhogarn with the Zerg:
	+ Both species do start with the "Z" letter. In addition, the Zhogarn race symbol strongly recalls the Zerg race symbol, as well.
	+ In lore, both species do start with a centralized hierarchy (the Source and the Overmind) guiding numberless minions until their collapse, on which "chosen leaders" (Karak and Sarah Kerrigan, respectively) must then take up the position of leadership.
	+ Both species have a totally centralised means of production (Argus for Zhogarn and Hatchery, Lair and Hive for Zerg) which must be protected by all means, else **all** gameplay is incapacitated.
		- Both species are capable of totally skipping production queues through creatures that morph into others (Spawn and Larvae), often multiple units all at once.
	+ Both species have strong similar unit designs:
		- Both the Mind and Decay resemble the Zerg Overlord in *StarCraft II.*
			* The Mind's ability to transform into other units recalls both the Hydralisk and Mutalisk in *StarCraft: Brood War*, and the Zergling and Roach in *StarCraft II*.
		- Ruptors, Elasmoruptors, Ancient Ruptors and Izlar Horrors heavily resemble Ultralisks in *StarCraft: Brood War*, both in design and gameplay.
		- The Rictus' long ranged design recalls the Zerg Guardian in *StarCraft: Brood War.*
		- The Ovum resembles Zerg Eggs in *StarCraft II.*
		- The Banshee's suicidal nature recalls the Baneling in *StarCraft II.*
		- The Pond almost recalls a Spawning Pool, as the Agaric resembles the Sunken Colony in *StarCraft: Brood War.*
		- The Digestivator briefly recalls an Ultralisk Cavern.
		- The Dendron almost recalls a Queen's Nest in *StarCraft: Brood War.*
		- The Decay's ability to spawn Impalers recalls both the Queen's Spawn Broodling ability in *StarCraft: Brood War* and the Swarm Host introduced in *StarCraft II: Heart of the Swarm.*
		- The Mite's ability to infiltrate units to spy on them, granting vision and detection, recalls the *Brood War* Queen's Parasite ability.
	+ One sole exception are Zhogarn structures withering and becoming inert when outside the construction radius, instead referring to Protoss structures which are inactive when not within the range of a Pylon.
	+ The Zhogarn's tribal nature, of packs fighting each other for supremacy, recalls the Primal Zerg introduced in *StarCraft II: Heart of the Swarm.*

* The Nutrient Colony's design is akin to the Scrin Buzzer Hive in *Command & Conquer 3: Tiberium Wars*.
	+ The Source's structure strongly resembles the Scrin Drone Platform, as well.
	+ The Symbion also recalls a Scrin Explorer.
	+ The Izlar's ChromoSphere also references *Command & Conquer*, only instead it's the *Red Alert* universe, through the Allied Chronosphere.

## See Also

 * Federation
* Sylon
* Athrael
* Thorun
* Zhogarn