recursal/Fanatic-Fandom huggingface dataset:
Reaper

## Panel

"*Short range mobile unit capable of flying over terrain. Deals high damage versus structures, but is less effective against armored units.*

*Weapon does not require energy"* - ingame description.

The **Reaper** is a Tier 1 unit that does not need any energy to fire its weapons. It is also capable of jumping up and down cliffs.

## Abilities

* Flight: Flies cloaked over obstacles to a neraby target location.

## Tips

* Use the reaper to knock down the rocks to the expansion.
* Use the reaper to kill the extractors of the zerg. This will deny the zerg crucial vision.
* Is strong against buildings or slowlings, but not effective against roaches, large spine crawlers or hydras.
Infused Roach

## Panel

*Infused with radiation crystals to deal damage to nearby enemies. Has a high durability and a strong melee attack.'***- ingame description.**

The **Infused Roach** is a powerful special Zerg Unit which can be spawned every 110 seconds at an Infused Roach Spawner , hatched by an Infestor.

Units damaged by the Infused Roach will be infected and spawn a Roach  if killed quickly. Nearby Roaches will be radiated to increase attack and movement speed.

## Ability

* **Radiation** : Nearby enemy units take 2 damage per second. Nearby Roaches have increased attack and movement speed.
	+ Units damaged become infected and will spawn a Roach if killed quickly.

## Trivia

This unit is particularly strong against turtled terran who have Builders repairing their gates near their entrance, because they can be damaged and will eventually spawn roaches inside the terran base.

Moreover, destroying Builders weakens gates repairs, and then facilitate breaking through the turtled terran base, signing his gameover.
Câmara Municipal

A legislatura 2017-2020 é composta pelos seguintes vereadores:

1. Adilson de Novo Porto Canoa (PSL)
2. Adriano Galinhão (PTC)
3. Aécio Leite (PT)
4. Alexandre Xambinho (Rede)
5. Basílio da Saúde (Pros)
6. Cabo Porto (PSB)
7. Cleusa Paixão (PMN)
8. Luiz Carlos Moreira (PMDB)
9. Ericson Duarte (Rede)
10. Fábio Duarte (PDT)
11. Geraldinho Feu Rosa (PSB)
12. Geraldinho PC (PDT)
13. Miguel da Policlínica (PTC)
14. Nacib (PDT)
15. Neidia Maura (PSD) - Presidente
16. Pastor Ailton (PSC)
17. Quélcia (PSC)
18. Raposão (PSDB)
19. Roberto Catirica (PHS)
20. Robinho Gari (PV)
21. Rodrigo Caldeira (Rede)
22. Stefano Andrade (PHS)
23. Wellington Alemão (DEM)

Vereadores Licenciados

1. Guto Lorenzoni (PP) - Assumiu secretaria de serviços
Elite Marine

## Panel

*"Elite Marine unit equipped with the latest weapon. Capable of dealing with any threat."* - ingame prescription.

**Elite Marines** are the tier 3 for the Terran. They are produced, besides all other army units, in the Barracks. Every shot of their gun costs 3 energy (7.5 energy per second).

**Attributes**

## Abilities

* Overcharge: Doubles the attack speed for 5 seconds. Can be researched from the Armory.

## Upgrades

These upgrades are researched at the Armory
Sheep

The **Sheep** is a Terran Unit and can be build by the Sheep Farm. It generates minerals by eating fruits provided by the Fruit Farm.

Each Sheep eats a fruit from the farm every 18 seconds, and gives 2 minerals. So it gives about **6.67 minerals/minute** for each sheep, instead of letting a fruit rot which gives 3.34 minerals.minute. So it doubles a fruit gain.

A Sheep might be killed by a Zerg player and is worth 50 minerals killing.
Veteran Marine

## Panel

"*More durable Marine dealing more damage*" - ingame description.

**Veteran Marines** are the tier 2 unit for the Terrans.

Veteran Marines are reasearched at the Tech Lab and can either be build at the Barracks or can made by upgrading existing Standard Marines into Verteran Marines when in proximity to the Barracks or with the Mobile Suad Training Upgrade. Once Elite Marines are reseached at Tech Lab existing Veteran Marines can be upgraded to Elite Marines when in proximity to the Barracks or with the Mobile Squad Training Upgrade.

Attributes

## Abilities

* Overcharge: Doubles the attack speed for 5 seconds. Can be researched from the armory.

* Promote to Elite Marine: Upgrades to an Elite Marine nearby the Barracks. Costs 60 minerals and 10 gas.

## Usage

Veteran Marines are mostly used against the early armored unit of Zerg such as Roaches and Primial Roaches. They can still be used against Ultralisks but basically no Damage against Brutalisks. So Higher Damage Units such as Elite Marines, Italis or Sentry Guns are needed to deal with those.

* Damage Details
	+ 15 dps\*
	+ 17.5 dps with Penetration Laser or in the zone of influence of the Armory
	+ 20 dps with Penetration Laser and in the zone of influence of the Armory
	+ 22.5 dps under the Power Field
	+ 25 dps under the Power Field with Penetration Laser or in the zone of influence of the Armory
	+ 27.5 dps under the Power Field with Penetration Laser and in the zone of influence of the Armory
	+ All of the Values above are doubled under the effect of Overcharge

## Upgrades

The upgrades are researched at the Armory
Hive

## Panel

The **Hive** is the main structure of the Zerg. Each Zerg starts with one Hive. The win condition for the Terrans is to destroy both Hives. If a Zerg looses his Hive, he is still in the game. But without the Hive, the Zerg player cannot upgrade supply etc. anymore.

## Panel

* A: Drone (20 minerals)

* E: Hydralisk (150 minerals)
* T: Omegalisk Cocoon (35 000 minerals)

## Upgrades

### **Zerg Armors** :

* **Zerg Armor 1** : Cost 800 minerals.
	+ Unlocks Infestor at the Nest
	+ Unlocks hatching Beastlings  with Infestor
	+ Upgrade Tankling  armor by 1

* **Zerg Armor 2** : Cost 1900 minerals.
	+ Unlocks Roaches spawners
	+ Enables hatching Ravators with Infestor
	+ Enables hatching Baneling  with Infestor

* **Zerg Armor 3** : Cost 4300 minerals.
	+ Unlocks Primal Roaches production
	+ Enables hatching Infused Roaches with Infestor
	+ Increase Tankling armor by 1

* **Zerg Armor 4** : Cost 5300 minerals.
	+ Enables spawning of Ultralisks.
	+ Enable construction of Mineral Containers.

* **Zerg Armor 5** : Cost 8000 minerals.
	+ Enables spawning of Brutalisks.
	+ Enables spawning of Torralisks.
	+ Enables spawning of the Omegalisk.

### **Zerg Attack**

* Increases the attack of all units by 25%
* can be upgraded 50 times
* cost : 500 + 200\*upgrade done

### **Zerg Movement**

* Increases the movement speed of all spawner units by +20% (Strikelings  +15%)
* can be upgraded 3 times
* cost : 1400 / 2200 / 3000 minerals

### **Increase Supply**

* **​​​​​​​**Increases your supply by +45
* can be upgraded indefinitely
* cost : 600 minerals + 125\*upgrade done

### **Hydralisk Spawn Size**

* Increases the starting number of lifes of Hydralisks. (starting with 1, they can have up to 4 lives)
* cost : 3 000 / 4 000 / 5 000 minerals (3 upgrades max.)
Very Early Terran Death Policy

When a Terran player either leaves, dies or self-destructs within the first 2:13 minutes of game time, an adjustment is made to maintain a certain level of balance. In essence the game tries to change it to as if the Terran player has not been spawned at the start of the game, although leaving noticeable traces.

The following effects occur when this event is triggered:

* The 4 Spawners at location of the Terran base are removed, as well as the 2 Mineral Extractors.
* Zerg Supply is decreased by 50, although structures removed free up a total of 46 supply.
* All Mineral Extractors gain 4 minerals per minute production, this compensates for the loss of Spawners and thus leaving income of other starting areas unchanged.

Note that the units produced by the Spawners are not removed and Geyser Blockers are not spawned on the 3 Geysers near the Terran base, as it would be if the Terran hadn't spawned. Zerg may use the leftover units to either defend the Geysers or Attack another player, but they are of one time use and do not respawn.

A Terran dying after 2:13 minutes and before 11:00 minutes will trigger an Early Terran Death Policy, which only subtracts minerals from the Zerg player.
Advanced Battery

## Panel

The **Advanced Battery** is a Terran Utility Unit and can be build by the Command Center. It can be charged, among others by the Generator and provides a way of transporting energy. Together with the Battery, they are the only units capable of charging military units and structures such as the Tech Lab.

Its ability, ?CHECK?, transforms the Advanced Battery in a static state to provide high range energy transportation such as a Power Pylon. While in the static state, it cannot charge military units or structures.
Italis

## Panel

The **Italis** is a long range unit built at the Tech Lab for 25 charges (25 000 energy).

It is very powerful at any stage of the game. Due to its long range and high damage it can be used with ease to defend your base or push the zerg since it out-ranges Spine Crawlers and Greater Spines.

## Abilities

**Italis** has 1 ability and 2 passive abilities :

* **Teleport** : Teleport to an allied structure. Requires 2 seconds to cast and another 5 seconds to instantiate after teleportation. Cooldown : 240sec
* **Retarget** : Attacks fired are redirected to a nearby enemy if the target has died before impact.
	+ Redirects to enemies within 5 range of impact if it does not exceed a range of 16 from the Italis.
* **Hardened Shield** : Reduces incoming ranged attacks to a maximum of 15 damage while the Italis still has shields.
Infestor

## Panel

**Infestors** are Tier 2 zerg units which can build Advanced Spawners, and use many abilities as **spellcasters**.

They are hatched at the Nest .

## Abilities

Infestors have 3 abilities :

* **Advanced mutations** : Infestor becomes an advanced spawner.
	+ Beastling Spawner (250 minerals, 20 supply) : Large version of a Slowling . Can pack a punch but has no special abilities.
	+ Baneling Spawner (500 minerals, 500 energy, 25 supply) : Explodes to deal high damage to nearby enemies.
	+ Ravator Spawner (400 minerals, 400 energy, 20 supply) : Sets aflame structures launching plasma from a distance (can only attack structures)
	+ Infused Roach Spawner (700 minerals, 700 energy, 40 supply) : Infused with radiation crystals to deal damage to nearby enemies. Has a high durability and a strong melee attack. Unit damaged will be **infected** and spawn a Roach  if killed quickly. Nearby Roaches will be **radiated** to increase attack and movement speed.
	+ Torralisk Spawner (3000 minerals, 1000 energy, 90 supply) : A much stronger mutation of the Ultralisk , deals damage in an area in front of him.
* **Transfusion** (150 energy) : Instantly restores 300 life to target biological unit or structure. Structures gain 100 maximum health, up to a maximum of 800.

Will be cast on itself to prevent death when the infestor has enough energy.

Cannot be cast on the Hive  or Omegalisk .

* **Spawn Spore Crawler** (300 energy) : Creates a structure capable of attacking from long distances.

Generates a small area of creep.

## **Pro Tips:**

Infestors can build Spore Crawlers , which are structures capable of firing at long ranges. For Turtle players who don't go out of their bases, invade their lowground with Spore Crawlers and destroy their base by the inside !

Spore Crawlers cost 300 energy and require Zerg Armor 2 upgrade.

Infestor **will not be** converted in a spore crawler, but will be converted to an advanced spawner.
Zerg Structure

## Base

These structures are for utility purpose.

HiveNestMineral ExtractorCreep TumorGeyser BlockerMineral Container
## Defensive

These structures kill Terrans when they get close.

Spine CrawlerLarge Spine CrawlerSpore Crawler
## Spawner

The Zergs source of highly replenishable army. These structures periodically spawn a unit and send it towards the Terran bases.

Each Spawner has a limit to the number of active units it can create at a time (upgradeable). At the start of the game only Tier 1 Spawners are available, i.e. Slowling, Creeper and Strikeling spawners. By upgrading the armor level at the Hive, the Zerg gets access to higher tiered Spawner. The higher the tier of the Spawner, the more Armor and Base Damage its units have, but also more supply each spawner costs as well as lower maximum unit counts.

Some spawners have special upgrades to make its spawned units more powerful.

**Spawner pathing can be manually set (like a rally point) to change the route which units take after spawning. Can be chained with shift + right click.**

Slowling SpawnerCreeper SpawnerStrikeling SpawnerTankling SpawnerRoach SpawnerPrimal Roach SpawnerUltralisk SpawnerBrutalisk Spawner
## Advanced Spawners

Advanced Spawners can be hatched by Infestors only. They spawn at a slower pace than normal spawners but their breeds are strong and useful. Some of these special units have either special abilities or a remarkable power, which balances their great cost.

Beastling SpawnerRavator SpawnerBaneling SpawnerInfused Roach SpawnerTorralisk Spawner
Map

The **Map** has a hexagonal shape (hence the name). In the center (marked in purple) is the **Zerg Base**. Around the Zerg Base is a **neutral area** (in green). In the corners at the outermost area are the 6 **Terran Bases**.

## **Zerg Base**

The Zerg Base consists of two levels, the low ground and the high ground. The creep is spread from The Hives, Nests and Creep Tumors.

#### High Ground

In the center is the high ground with two Hives (one for each Zerg). 2 ramps (located north and south) connect the high ground with the low ground and are protected by 2Large Spine Crawlers.

#### Low Ground

The low ground has two layers. The inner layer consists of 6 Nests and 8 Large Spine Crawlers. The outer layer consists of a set of initial structures (referred to as the *subbase*), located next to each Terran base,

* A subbaseconsists of
	+ 1 Nest, surrounded by 6 or 7 Spine Crawlers (7 for the northern and southern subbases only)
	+ 3 Slowling Spawners
	+ 1 Creeper Spawner
	+ 2 Mineral Extractors

And lastly, Tumors are placed between those *subbases* (11 in total).

Should a Terran fail to connect, or leave very early, then balancing countermeasures jump in. The Zerg spawners, as well as the 2 Mineral Extractors, are removed from the corresponding subbase and the Zerg loses 1/3rd of his Supply.

## **Neutral Area**

The neutral area mainly provides space for the Terran to expand into, though both the Terran and Zerg may build there. It is the most important area for the Terran, as he can gather a lot of gas and construct space consuming buildings for a strong economy.

For each Terran Base there are 3 Vespene Geysers just outside their base.

Between the Terran Bases are additional Vespene Geysers, which are occupied by Geyser Blockers. The Geyser Blocker grants a large vision radius for the Zerg, though it does not generate any gas for the Zerg.

In the west and the south of the map is a high ground area (bridge). It is frequently used to hide Terran Economy.

## **Terran Base**

    The Terran Base consists of three areas, the low ground, the high ground and the blocked area.

#### Low Ground

The narrow low ground consists of two gates and is the only exit / entrance to the Terran base. It is surrounded by high ground and connected by a broad ramp. due to how narrow it is, there exist various strategies which the Terrans can employ to Turtle.

#### High Ground

The high ground consists of the base structures (Generator, Command Center, Barracks) and a little space to construct more buildings.

#### Blocked Area

More space to construct structures, and more importantly a Vespene Geyser, can be found in the rear of the base. It is blocked by an armor 1 Rock with 3000hp.
战斗机器人

video File:Placeholder
广义上的战斗机器人泛指所有具有战斗功能的机器人，可以是专门被设计成用来战斗的，或是将其作为一辅助功能的。有些战斗机器人是为某个或某些亻类而战斗的，另一些则代表了别的事物或具有自己的意志。此处所谈“战斗机器人”不包括具有一定攻击能力的自然机械生物。

## 形态特征

一般而言，战斗机器人从构造上符合机器人的基本要求，即具有典型的机械构造，以机械构件连接成一定的形态。战斗机器人涵盖了各种类型的机器人，尺度上从纳米机器人到宇观机器人；物态上通常为固态，但也可以是液态或非常规物态等；材质上包括晶态金属、液态金属、高分子物质、纳米材料、硅及硅化合物、有机物、简单无机分子、非原子物质等；外观上可以是人形、近人形、半人形、仿其它生物形、典型机械形、无固定形态等。

## 战斗方式

战斗机器人的战斗方式可以是多种多样的，包含了直接机械性力量打击、物质抛射、能量抛射等。

## 战斗机器人列表

在SIC宇宙出现过的战斗机器人：

* 伊氨先锋战斗机器人
* 希兹的节肢机器人
* NV-6
* NUD-1
* NUD-2
* NUD-3
* 魏兴舆的纳米机器人
Creeper Spawner

## Panel

The **Creeper Spawner** is one of three Tier 1 Zerg Structures and can be build by the Drone. It has the highest HP of all T1 Spawners and Spawns the only Spawner Unit with ranged attack.

### Upgrades

* Upgrade Spawner: Increases the number of simultaneous spawns possible from 2 to 4.
* Ferocity: For each shot a Creeper does, the Damage increases by 0.5 Damage.
Tar Roach

## Panel

**Tar Roach** is a special unit hatched from an Infested Terran Unit or by a dead Roach .

Terran Units can be infested by Roaches with the **Tar Infection** upgrade at the Roach Spawner .

It has a lifespan of **18 seconds**, and less armor than a normal Roach , but has an increased attack against enemy units. Although its attack on structures is lower than a Roach, its great speed grants it to be dangerous against rushing Terran Players.

Tar Roach **does not cost as a supply** for a Roach Spawner , so as a Roach dies and becomes a Tar Roach, its Spawner will immediately replace the dead Roach, although Tar Roach is **still on terrain**.
Mineral Envoy

## Panel

The **Mineral Trader** is a Terran Unit and can be build by the Command Center. It can be used to generate minerals by sending it towards an ally Command Center. Upon reaching the Command Center, the ally gets more minerals than the initial costs for the Trade.

It gives 100 minerals to the reciever while only costing 60, but it is so slow that you will very rarely see it be used.
Sheep Farm

## Panel

 Description

The **Sheep Farm** is a Terran Economy Structure and can be built by a Builder. It provides a constant turnover of minerals and it can train and support a single Sheep which can eat fruits from the Fruit Farm to generate minerals.

Turnover:

* 1 minerals every 10 seconds i.e. 6 mineral/min
* 2 minerals per fruits eaten by the Sheep i.e. 20mineral/min
* Total: 26 mineral/min

## Upgrades

**Enhance Production**:

* Double the production of minerals, i.e. the farm produces 12 mineral/min bumping the turnover to 18 mineral/min with the Sheep and Fruit Farm
* Cost 20 mineral and 25 gas (40s to pay for itself in minerals) - The upgrade is instantaneous and does not kill the Sheep
* Requires the Construction Yard
Command Center

## Panel

*This article is about the Terran Base Structure which is mainly used to train Builders*

## Description

The **Command Center** is one of the three Terran Base Structures and placed in between the Generator and Barrack. It can be used to train utility units.

## Trainable Units & Abilities

The Nuke destroys your command center, triggering its death effects (destroying ***everything***). Use this if:

* The zerg is about to kill you but won't do so before killing your Sheeps and Cows which gives a mineral bonus.
* The zerg has control of your base but does not kill you in order to avoid the penalty for an Early Terran Death.
* The zerg invaded your base with critical units (Omegalisk or Hydras) which are expansive.

## Death

If the Command Center is destroyed:

* The owner of the base dies
* An explosion fills the Terran Base (like the Nuke ability) killing any unit and structure within (yours, zerg and allies alike).
* All units and structure belonging to the owner of the base are destroyed
* Undestroyable rocks are created at the entrance of the base blocking its acess

## Tips

Once you are dead, not everything is lost. Indeed, you can always help an ally to micro his units if he/she is willing to share control with you. You will not be able to spend his/her resources but you can make use of the units, using abilities or building free structures.
SCII Arcade Game: Zerghex - Wikipedia

### Check out our Forum...

...for discussions about the game, strategies, future patches, hard math calculations, etc.

### Please consider contributing when you like the arcade game. You can start editing any page and any time!

**If you don't know where to start, check our TODOlist, or choose a page from the "Wanted Pages".**

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 Missing something? add it to the TODO list / write it yourself!

## Overview

About Zerg HexMapPatch NotesRecent Discussion
## Terran

The TerranTerran StructuresTerran UnitsTerran Strategy Collection
## Zerg

The ZergZerg StructuresZerg UnitsZerg Strategy

\
Нежнолап

**Нежнолап** - крупный тёмно-бежевый коренастый кот с янтарными глазами.

## Характер

Нежнолап довольно спокойный, миролюбивый кот, который любит учиться. В мирное время добрый, но в бою очень отважен. Не очень любит большие компании. Часто находится в одиночестве.

## Семья

### Список родственников

**Мать**

* Лунное Сияние, Которое Отражается В Большом Озере : *мертва, обитает в Звёздном Клане.*

**Тёти**

* Шустрая Орлица, Которая Сидит На Скале : *жива (на период «Кровавой Реки»).*

* Лепесток Звезды, Который Плавает В Реке: *жива ( на период «Кровавой Реки»).*

**Бабушка**

* Ягодка, Которая Ростет На Поляне: *жива, (на период «Изгнанник»).*

**Дедушка**

* Яросное Облако:*жив.*

## Семейное древо

    = **Кот**

    = **Кошка**

    = **Пол неизвестен**

## Биография

### Детство

Неженка рождается у Лунного Сияния, Которое Отражается В Большом Озере, но их-за того что, она погибает он остаётся без матери. Так как не было ни одной королевы с молоком, его воспитывал отец и на время переселился в детскую. Позже в детской появилась другая королева и его отец, Лиловник, снова стал воином.

### Оруженосец

В первую битву Нежнолап отправился очень рано, ему тогда было всего 6 лун.
Ravator

## Panel

The **Ravator** is a ranged advanced Tier 3 Zerg Unit which can be spawned at the Ravator Spawner.

It sets aflame structures launching plasma from a distance, but can o**nly attack structures.**

## **Ability**

Structure Burn : Attacks set structure ablaze, dealing 10 damage per second and reducing armor by 5.

Burning damage is increased with attack upgrades.
Cow Farm

## Panel

The **Cow Farm** is a Terran Economy Structure and can be built by an Builder. It provides more Minerals per Gas spent to build it than the Sheep Farm. Additionally, it can train and support a single Cow, which can eat Fruits from the Fruit Farm to generate 4 minerals.

It is unlocked by building a Construction Yard.

## Tipps and Tricks

* The Cow Farm has a greater efficiency of Mineral production per Gas needed to build it compared to the Sheep Farm. Therefor it is better to build them, provided you can spare the mineral cost.
* 3 Cows or Sheep to 1 Fruit Farm for most efficient Fruit eating.
Enchantment

## Summary

**Enchantment** is the art of imbuing a certain object with magical or arcane power. Enchantment can cause the object to gain magical properties, such as higher durability (For the object); special powers, or increased strength/speed for the wearer.

This is not to be confused with an object being enchanted, rather this is the power of enchanting the object. In most instances this is accomplished via rituals and runes, and is rarely used in the midst of combat. It is more a long term power, rather than an active or combative power.

This power is often used by wizards. However, sometimes magical smiths such as dwarves or elves will use this power.

## Possible uses

**Note:** It should be noted that technically this list of abilities could go on forever, including all powers. This is simply the most common.

## Limitations

* **Combat application** - Enchantment is not very well used in combat. Because of its nature as an ability based on runes and rituals make it almost impossible to utilize in combat. In most cases, it amplifies the strength of objects and artifacts, making them more powerful so that they are more useful in combat. However, if the artifact is broken, or no artifact is brought into battle, the ability is rendered pointless. This makes it a more long term strategy, useful is wars, not so much in direct combat.
* **Sapping of energy** - Certain enchantments drain energy from their creators, making it very difficult to use constantly. In this case, if the user is not strong enough, it renders the enchantment useless. If it works in this way, then, while the user would casually stomp weaker characters (With the magic amplifying the gap between them), it would be useless against equal or superior opponents, especially ones with enchantment themselves.

**Note:** Like with all powers, sufficient skill with it renders the limitations mute.

## Users

* Gandalf (Lord of the Rings)
* Dwarves (Warhammer Fantasy)
* Voldemort (Harry Potter)
* Pyskers (Warhammmer 40,000)
* Morgoth (Lord of the Rings)
Shock Trooper

## Panel

*Unit dealing splash damage in a small area. Has an ability to fire a long range blast. -* ingame description.

The **Shock trooper** is a Tier 1 Terran unit. It can perform two attack abilities: an AoE attack and hi-damage long range single target attack.

## Abilities

* **Instant Discharge**: Blasts a single target at long range, dealing 80 damage. Cost: 50 energy. cooldown: 30 seconds
* **Ground Pulse**: Deals 20 damage to enemy ground units within AoE. Cost: 50 energy. No cooldown

## Upgrades

Upgrades for the Shock Trooper can be researched at the Armory.

* **Instant Discharge** : (cost : 50 gas) enables shock troopers to use the Instant Discharge ability, a long range single target ability dealing 80 damage.
* **Shock Beam** : (cost : 200 gas) Enables Shock Troopers to fire in a constant beam, effectively increasing attack speed by 100%.

## Tips

* Have **atleast one** Shock Trooper **early game** to protect against strikelings, or other masses of units.
* 3 shock troopers Instant Discharge shots + 2 regular shots can kill a Spine Crawler
* 17 shock troopers can kill a Large Spine with their ability \*Instant Discharge\* - Usually 30 marines with the Tech Lab **Power field** ability is more efficient for that task
* Shock trooper range is further than their sight, so you can use other troops or scans to get vision to avoid taking damage.
Brutalisk

## Panel

**Brutalisks** are the most dangerous Basic Zerg Units which can be spawned with drones. They are Tier 6 units.

They can be spawned at the Brutalisk Spawner .

Their great armor and powerful claws makes them late game terran terrors. They are very hard to counter even with elite marines or firebats . When a zerg player comes to brutalisk, the game has few chances to be won by terran.
Nest

## Panel

The **Nest** is an utility Structure of the Zerg. Both Zerg start with 6 Nests. More can be build by the Drone. A Nest creates a huge circular creep area to build Spawner, Spine Crawler or Mineral Extractor onto.

The Nest is the only Structure which can train Infestor.

As a defensive mechanism, the Nest can shoot an **Absorbing Cloud**, creating an AoE which causes enemies inside to loose 2 energy/second and movement speed.

If a Nest is killed by a terran player, he will be granted a **Buggo** spawning from the dead Nest. This Buggo has ***30 seconds of invulnerability***, which can be used to save it from the Zerg player.

    Each Buggo gives to a Terran player *2 gas every 5 seconds*, which is approximately equivalent to a Refinery  income

## Panel

* A: Drone  (20 minerals):

* E: Hydralisk (150 minerals):

* R: Infestor  (150 minerals):

* W: **Absorbing Cloud** (cooldown : 90sec / charge, 3 charges)
Roach

## Panel

Roaches are Tier 3 Zerg Units which are great mid-game harrassment.​​​​​​

They are spawned at the Roach Spawner.

They have a ok armor that makes unbuffed Marines  inefficient to them, dealing only 1 damage per shot. Roaches also have upgrades that can be made at the Roach Spawner, which gives them extra abilities to spawning Tar Roaches .

## Abilities

These abilities can be researched for 1500 and 1000 minerals respectively.

* **Tar Rush** : Destroys itself to release a Tar Roach early. The Tar Roach will attack target location.
* **Tar Infection** : Infect enemy units on attack. Infected units will spawn a Tar Roach upon their death.
	+ Tar Roaches move and attack fast and will also infect units.
Roach Spawner

## Panel

**Roach Spawners**are Tier 3 Zerg Unit spawners. They can spawn Roaches , which can be upgraded at any Roach Spawner.

###

## Upgrades

* **Tar Infection** : (cost : 1000 minerals) Allows Roaches to infect enemy units upon attacking. Infected units will spawn a Tar Roach upon their death.
	+ Tar Roaches will in turn also infect units upon attacking.
* **Tar Rush** : (cost : 1500 minerals) Roaches will spawn a Tar Roach upon death.
	+ Also allowing Roaches to initiate self destruct to send a Tar Roach to target location.
	+ Need the research **Tar Infection** done.
* **Upgrade Spawner** : (cost : 80 minerals) Increase the number of spawns by 1.
Power Pylon

## Description

The **Power Pylon** transfers energy from itself to other entities capable of transferring energy. In other words, a power pylon chain can transfer energy directly from the Generator into a battery at your frontline if used correctly.

## Tipps and Tricks

* Power pylons are expensive, if you consider them minerals that aren't out there killing Zerg. Use them sparingly and cover distance you don't control with batteries.
* Power Pylons don't charge any units other than batteries, Tech Labs and Sentry Guns.
Wall

## Description

The **Wall** is, surprise surprise, for blocking the Zerg units. Though the innovative applications of this principle can be fun.

The Construction Yard has 2 upgrades for the Wall.

* Advanced Build: Free Walls
* Upgrade Wall Durability: 25% HP buff and +1 Armor to Walls and Gates.

## Tipps and Tricks

* During the early- and midgame, the Zerg have very few options of destroying even lightly defended walls.
* When under the Construction Yard Aura, they become nigh indestructible.
* If you leave a small hole in your Wall, then the Zerg unit pathfinding will diligently go towards it. This is because they search for a way past Builders, Structures and Batteries to reach the Unit that attacked them, or their nearby allies
* Add a Builder on hold in that hole in the Wall for extra dirty points.
* You can even try building a maze using this same mechanic, though the Zerg player can manually target the Walls with his units.
* The Wall can self-destruct, sometimes a very useful thing to know. However, the Zerg pathfinding knows about the new hole, even without it being scouted.
Chemical Plant

## Panel

**Chemical Plant** is a Tier 3 Terran building. It provides a lot of vespene gas income, and enables the production of Firebats .

Although it is a very costful building, it becomes profitable very quickly, and Firebat harass and attack are really threatening Zerg players.

It can be built after the upgrades Advanced Build and Chemical Plant upgrade are done at the Construction Yard .

## Ability

* Create a **Napalm Bomb** (Cost : 400 gas) : Creates a Napalm Bomb to be picked up by a Firebat. Can be launched at short distance from the Firebat and deals 1000 damage to units and structures in target area.
Spore Crawler

## Panel

**Spore Crawlers** are Tier 2 defensive zerg buildings . They can be laid by Infestors for 300 energy. They ranged attacks makes them good defenders, but much better attackers for turtled terran players.

## Ability

The Spore Crawler ranged attack is **Artillery**. It is a bombardment activated by player only which throws 3 acids shots in a 5 radius area every 20 seconds.

Artillery can be set by the player at a range from 10 to 30 to the Spore Crawler.

## Pro tips :

If a player tanks himself to build economy in his base, you can bombard all his base with 3 to 5 spore crawlers, and deal destruction on him. Generally speaking, the terran player has a Construction Yard in the Highground to prevent his walls being pierced. If you destroy it with Artillery, his walls  won't stand a chance.
Marines

## Description

Marines are the main infantry units for the Terran and come in three different Tiers (see pictures f.l.t.r.),

1. Standard Marine: little damage, fragile and cheap. Laser shots are blue
2. Veteran Marine: Intermediate damage and quite expensive. Laser shots are green
3. Elite Marine: High damage, robust and consumes a lot of energy. Laser shots are red

### Differences

The main differences are (Standard / Veteran / Elite),

* Damage: 3 / 6 / 11
* Energy cost per shot: 1 / 2 / 3
* Armor: 0 / 1 / 2

### Usage

* Mass T1 and attack the Zerg starting at ~min 10. Get the Nest in front of your base together with all Spawners and the Mineral Extractors.
* Skip T2 and aim for T3 at ~min 20, if needed. T3 is especially needed when the Zerg tech up (Ultras / Brutas)
Tank

## Panel

The **Siege Tank** is a high-ranged Terran Tier 3 Unit, which can sweep a zerg base while being behind walls, with scan supports.

It requires manual targeting to fire. Weapon uses 200 energy / shot.

Ability

* **Plasma Cannon** : (cost : 200 energy) Fires a long range plasma cannon to deal 200 damage to enemy units and structures in blast radius.
Mannoroth

## Powers and Stats

**Tier:** At least **High 6-A**, possibly **higher**

**Name:** Mannoroth

**Origin:** Warcraft

**Gender:** Male

**Age:** Unknown

**Classification:** Demon

**Powers and Abilities:** Superhuman Physical Characteristics

**Attack Potency:** At least **Multi-Continent level**, possibly **higher** (An equal of Deathwing)

**Speed:** **Unknown**

**Striking Strength:** At least **Multi-Continent level**, possibly **higher**

**Durability:** At least **Multi-Continent level**, possibly **higher**

**Stamina:** Superhuman

**Range:** Unknown

**Standard Equipment:** None notable

**Intelligence:** High

**Weaknesses:** None notable
Strikeling Spawner

## Panel

Strikeling Spawner is one of the four Tier 1 Zerg Spawners structures, and can be built by a Drone. It spawns Strikelings, which are used for many strategies. This is the only Spawner with a maximum quantity : only 30 Strikeling Spawners can be built.

### Tipps & Tricks

* Strikeling Spawner are best placed in a safe area, protected by Large Spine Crawler. Place them next to your eastern / western Nests.
* Build the maximum of Strikeling Spawner possible for income reason. Due to its small supply usage of 3, it generates more money per supply than any other Spawner.
Battery

## Panel

The **Battery** is a Terran Utility Unit and can be built by the Command Center. It can be charged by the Generator, and some other sources, and provides a way to transport energy from your Generator to your buildings and troops. Together with the Advanced Battery, they are the only units capable of charging military units and structures such as the Tech Lab.
Cow

The **Cow** is a Terran Unit and can be build by the Cow Farm. It generates minerals by eating fruits provided by the Fruit Farm.

A Cow provides 4 minerals per fruit eaten, and eats a fruit every 18 seconds as the Sheep  does. That makes a cow being 2 times more profitable than a sheep for the same space cost, making each cow gives **13.34 minerals/min**. So 3 cows make about 40 min/min on a farm.

WIth efficiency upgrades made at the Construction Yard, the Cow can become more profitable :

* **Improved Farming** : Cows produce 5 minerals instead of 4. So 3 cows now produce 50 minerals/min instead of 40.
* **Improved Farming 2** : Cows produce 7 minerals instead of 5. 3 cows produce 70 minerals/min.

A cow might be killed by a Zerg Player, and is worth 100 minerals to him.

## Special Tip

A farm takes the same place as 9 sheep farms or cow farms.

Or with some calculations :

* 9 cow farms / fully upgraded sheep farms produce 18 minerals every 10 seconds, so **108 minerals/minute**.
	+ 9 cow farms = **270 minerals and 540 gas** to build.
	+ 9 upgraded sheep farms = **180 minerals and 540 gas** to build.
* A fruit farm with 3 fully upgraded cows which gives 7 minerals each produces about **70 minerals/minute**.
	+ It costs a total of **90 minerals and 210 gas** to build, not counting the 300+400 upgrades.

So in regard of the high price of building 9 small farms to build a fruit farm and cover it with cows, and the earnings of each, at the most efficient rate, it takes about 4 more minutes for building a lot of small farms and become profitable. Or in lategame, you might want to be profitable the quickest possible in order to avoid Omegalisk spawn and complications, so prefer building a normal farm and do your upgrades.

If you have some Chemical Plants, it is way easier to get upgrades done and become profitable faster.
About Zerg Hex

Zerg Hex is a Starcraft 2 arcade game that requires a decent amount of team work. There are the Terrans who have to defend themselves against their common enemy, the Zergs.

On the Hex, Both Terrans and Zergs start somewhat weak. Zergs have the upper hand in defense. They can then decide to balance between aggression, to prevent the Terrans from growing to quickly, and economy, to keep up with the Terrans as they tech up. Zergs rely on spawners to create an army and Mineral Extractors to get more money.

The Terrans start out with their main base. Each base has a Command Center, a Barrack and a Generator. Terrans, unlike the Zergs, have Laser weaponry which require Energy. Energy which their Batteries hold. Terrans deal with three types of supplies (Energy, Minerals, and Vespene) unlike the Zergs which only need Minerals and Supplies.
Generator

## Description

The **Generator** is one of the three Terran Base Structures which are provided at the start. It is **indestructible**. Here Terran Players produces the energy required for most infantry weapons in order to function. The energy can only be extracted by a Battery, Advanced Battery and Power Pylon within its range (range 6).

Needed for:

* Marine
* Siege Tank
* Shock Trooper
* Tech Lab abilities
* Sentry Gun

The Generator can store up to 5000 energy, but its storage can be upgraded with **Generator Capability**and **Generator Capacity** upgrades.

Initial characteristics:

* Produces 7 energy/s
* Energy transfer speed at 65 energy/s

Energy speed transfer: 65 energy/s.

## Upgrades

**Upgrade Energy Generation**:

* Production: +3 energy/s
* Cost: 5s and (32 + 2 \* *CurrentLevel*) minerals where *CurrentLevel* is the Generator's level.
* Transfer speed: +5 energy/s
* Can be auto-casted by pressing the right-mouse-button.

**Upgrade Generator Capability**

* Requires Energy Generation lvl 5 completed
* Upgrade the generator to produce **+30 energy/second** and **+1000 more energy capacity**. *(eq. 10 Energy Generation upgrades)*
* Enables **Overcapacity** passive : Energy production is *reduced to 75%* when more than 5000 energy is stored.

**Upgrade Generator Capacity**

* Requires Energy Generation lvl 5 completed
* Upgrades the Generator to have +4000 more energy capacity.
* Enables **Overcapacity**passive.

## Tipps and Tricks

* Past a certain point, the limit of energy is no longer about the generator not producing enough energy but the energy not being distributed fast enough. For example, a level 7 generator should be able to sustain 2 batteries and a lvl 10 generator 3 batteries.
* Upgrade the generator accordingly to your needs. Over-upgrading it a bit is healthy in order to store energy, but too much and it's wasted resources since it has a maximum storage of 5000 energy. Also keep in mind that the level of consumption of energy of your units can be decreased thanks to the marine conservation upgrades.
* Upgrade Generator level generously early in the game to easily sustain floods of Zergs. If you over-level, then you just build up some reserves. This is healthy and makes Spamming the Shock Troopers Ground Pulse (EMP) in an emergency an option (needs a nearby battery).
* Benchmarks (rule of thumb):
	+ Early game, first push, level 5+
	+ Mid game, pushes and third gas, charging Tech Lab, level 12-15
	+ Late game, Elites are being used, level 35+
	+ Very late game, or Turtling and thus providing energy for allies, Tanks and Tech Lab, level 50

* An unreliable way to measure how well you are contributing, is to guesstimate how much energy you are using in laser weapons compared to your allies.
The Hammer of Sauron

## Summary

The Hammer of Sauron is a former stretcher bearer, that discovered Sauron's mace after his defeat. After obtaining Sauron's mace he gained an incredible power. He was corrupted by the dark power and joined the Black Captains afterwards.

## Powers and Stats

**Tier:** At least **High 8-C**, likely **far higher**

**Name:** Unknown

**Origin:** Shadow of Mordor

**Gender:** Male

**Age:** Unknown

**Classification:** Human

**Powers and Abilities:** Superhuman Physical Characteristics, Sound Manipulation, possibly Fire, Light and Darkness Manipulation and Telekinesis

**Attack Potency:** At least **Large Building level**, likely **far higher** (Fought with a resurrected Talion and almost defeated him)

**Speed:** Likely **Supersonic+** (Was able to keep up with Talion in combat)

**Striking Strength:** At least **Large Building Class**, likely **far higher**

**Durability:** At least **Large Building level**, likely **far higher**

**Stamina:** Superhuman

**Range:** Standard melee range

**Standard Equipment:** His armor

**Intelligence:** High

**Weaknesses:** None notable

## Notable attacks/techniques

The Hammer of Sauron used brute force more then anything, and this was echoed in his fighting style.

His powers unleashed deadly blasts of energy to cripple and destroy his enemies.

* **Dark bolt:** The Hammer of Sauron unleashes a blast of energy at his target. Whether this is fire, or simple telekinesis, us unknown.
* **Dark wave:** The Hammer can unleash a wave of darkness killing everything and everyone around him, friend or foe.
Mineral Container

## Panel

**Mineral Containers** are Zerg Tier 5 buildings. They can provide additional 4 minerals for **each** Mineral Extractor .

They are very useful for zerg players playing eco builds, who have more than **30 mineral extractors**, because they become more profitable than building a new one. With many mineral containers in late game, zerg economy can skyrocket quickly.
Jostophe

Photo de Jostophe lors du tournage de WTC 37.

"*Ca c'est la tuile*" - **Jostophe** dans le What The Cut 37.

### Description

**Jostophe** est l'un des protagonistes de *What The Cut*. Il est connu pour sa célèbre chanson interprétée par Antoine dont voici les paroles :

"*JOSTOPHE... JOSTOPHE ! Ses parents ne savaient pas quoi choisir entre Joël et Christophe...*

*JOSTOPHE... JOSTOPHE ! C'est le plus beau de l'univers...*

*JOSTOPHE... JOSTOPHE ! C'est une brute mais il a un coeur sensible..."*

### Apparitions

Jostophe apparaît dans quelques jeux de l'univers des Grands Fous.

- *Killnoze* > Il est l'un des alliés de Walui mais ce n'est pas un personnage jouable.

- *PacBen & Walui* : Wounou Inside Story > Easter Egg de Jostophe, on peut apercevoir ses lunettes posées sur une table dans le niveau des cuisses.

- *Super Smash Bros. : Grands Fous Edition* > Il est un personnage jouable. Il est cependant à débloquer plus tard dans le jeu.
Ultralisk

## Panel

The **Ultralisk** is a Tier 5 Zerg Unit, spawned at an Ultralisk Spawner .

Its very tough armor and high splash damage makes it a dangerous opponent to terran players, but usually advanced zerg players prefer to skyrocket their economy and rush into Brutalisks  in order to get a more powerful impact on terran.
Mineral Extractor

## Attributes

Zerg mineral income structure. Costs 200 minerals and 15 supply.

Produces minerals/minute: 30 + 4 \* (Missing Terran players) + Amount of Spawners

Missing Terran players may be increased during the first 2:13 minutes of the game as part of the Very Early Terran Death Policy. Although 4 Spawners are removed, leaving income generated the same.
Sentry Gun

## Description

The **Sentry Gun** is the Terrans only option for static defenses. It packs a very powerful punch, but consumes an equally large amount of Energy. When the Zerg reach high levels of Armor and the Terrans do not have Elite Marines, or even Veteran Marines, then the Sentry Turret is the only way through the Zergs high armor values.

A Defender can be linked up to the Sentry Gun to buff it.

* Damage: 28 with two links
* Speed 0.35 with two links

## Tips and Tricks

* Remember that it uses a lot of Energy for a powerful shot. It uses about the same amount of Energy to kill a Zerg unit as a Marine without any upgrades. However upon researching anything for the Marines, the Sentry Gun starts using a vast amount more Energy than killing with Marines would.
* Turrets are expensive. If you want to fortify a position away from your main force, then consider Reapers, or Marines.
* If the Zerg suddenly jump you with Primal Roaches, Ultralisks, or even Brutalisks then build a few sentry guns behind your Armory to kill these tougher Zerg units. This can frequently buy you another few minutes time, the time you need to tech up to stronger units.
* A Defender can be linked up to the sentry to provide a 30% attack damage and 30% attack speed bonus.
Лунное Сияние, Которое Отражается В Большом Озере

Лунное Сияние, Которое Отражается В Большом Озере-серая кошка с ярко-зелеными глазам, раной на боку и около глаза.

## Характер

Добрая, милосердная, в бою сильная, будучи в клане Тёплых Ручейков была самым слабым котом, за что её вместе с сестрой выгнали.

## Семья

### Список родственников

**Мать:**

* Ягодка, Которая Растёт На Поляне : *жива, (на период* «*Изгнанник*»).

**Отец:**

* Яростное Облако: *мёртв, обитает в Звёздном Клане.*

* **Сестры:**
	+ Шустрая Орлица, Которая Сидит На Скале: *жива (на период «Кровавой Реки»).*

* Лепесток Звезды, Который Плавает В Реке: *жива ( на период «Кровавой Реки»).*

**Сын:**

* Нежнолап: *жив (на период «Кровавой Реки»).*

## Семейное древо

    = **Кот**

    = **Кошка**

    = **Пол неизвестен**

## Биография

### Котёнок

Когда была котёнком была очень послушной кошкой. Она всегда мечтала быть самым лучшим воителем

### Будушия

Когда Лунное Сияние стала Будущим она была очень рада в отличии от её сестры Шустой Орлицы. Она старается хорошо учится, У неё не получается. Солочьиная Звезда сделала её Охотницей только из за жалости.

### Охотница

Будучи Охотницей она редко приносила добычу и один раз из за неё ястреб унёс Тихое Крыло, за что её выгнали из клана и чуть не выцарапывав глаз.
Thèmes des Grands Fous

## Thèmes de Wounou

* Wario - Mario Strikers charged
* Générique Inspecteur gadget
* Ile de l'aurore - Zelda Wind Waker
* Le napalm rap
* Stage select - Mega Man 8

## Thèmes de PacBen

* Proto Man theme - Mega man 3
* Bowser Theme - Mario Strickers Charged
* Escape from the city - Sonic Adventure 2

## Thèmes de Waluitaker

* Mario Kart : Double Dash !! - Résultats de la course
* Mega Man 4 - Skull Man Stage