Structures

## Swarmling Nest

Added in patch v2.15, the swarmling nest produces swarmlings when any enemy unit is within range. The swarmlings target the enemy unit and have a timed life. The nest continually procudes swarmlings until either destroyed or the enemy target is destroyed or leaves range. It also produces swarmlings upon taking damage. Swarmlings do 5 damage. Swarmling nest has 340 HP.

## Lesser Nydus

The lesser nydus funnels 20% of your spawn rate into the nydus network. If you build 2 lesser nyduses, it will funnel 40%; 3 = 60%, 4 = 80%, 5 = 100% (no natural spawns left).

While the lesser nydus is affected by constructive creep, the greater nydus is not. This is because the greater nydus already unloads at the **max possible rate** (1 zombie every 0.0625 seconds, or 16 zombies a second). By default, the lesser nydus unloads zombies at a rate of 1 zombie every 0.15625 seconds, but for clarity's sake, we will use the zombies per second, as well as the in-game measure of spawnrate (zombies per 5 seconds). This means that by default, greater nydus unloads at a rate of **80 spawns per 5 seconds**, and lesser unloads at a rate of **32 spawns per 5 seconds**

Constructive creep effects on lesser nyduses (to keep things concise, we will be referring to the terms "zombies per second" and "zombies 5 seconds" as z/s, and z/5s respectively. Also, numbers given are rounded to the nearest tenth):

* 0 upgrades - 6.4 z/s (or 32 z/5s)
* t1 constructive creep (multiplies base spawnrate by 14.28%) - 7.31 z/s (or 36.57 z/5s)
* t2 constructive creep (multiplies base spawnrate by 33%) - 8.51 z/s (or 42.56 z/5s)

### FAQ & Facts

* Lesser nydus worms do not increase your spawn rate. They simply channel your spawnrate.
* Lesser nydus network is connected. If you stop one nydus and load it up, then the zombies will exit through another nydus that is open. This includes the greater nydus
* If a lesser nydus is not unloading, it will **slowly build up spawns inside the network**. The amount of spawns that will build up in the nydus is equal to the amount of nyduses you have on the map (1 nydus = 20% spawnrate, 2 = 40%, and so on). This can be used for sneak attacks or to greatly strengthen a split-push/greater push by allowing a nydus to unload all of the spawns at once without waiting for natural spawn rate.

## Greater Nydus

The Greater Nydus is a **150 gas** cost building and **invulnerable**. I cannot be stopped once it is placed; however, **it can be stunned by nukes** by marine players. The Greater Nydus when building will halt all spawns on the map to "build up" its spawns. When it burst through, the Greater Nydus will double your spawn rate as it empties. So if you have a spawn rate of 5 zombies per 5 seconds, then the greater will spawn 10 zombies per 5 seconds. You can stop the Greater Nydus at any time and it is linked to all lesser nydus.

At max efficiency, the greater will unload zombies at a total of **80 z/5s**. This means that in order to fully saturate the greater, you need a natural spawnrate of only **40 z/5s.**

## Virophage

The Virophage can be built once a room adjacent to a hanger is infested. The Viro then takes 170 duration to break down the hangar door, allowing marines or zombie to enter the hangar earlier than launch time. The alert is delayed for marines regularly, and a ping on the map when it is being built (unless Security has been infested).