Lurker (Legacy of the Void)

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This article covers the current multiplayer version of this unit. For other versions see Lurker (Heart of the Swarm Campaign) and Lurker (Wings of Liberty Campaign).
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[e][h] Lurker
Unit Information
Ground Unit
50 (150) 100 (150) 18 (42) 1 (3)
Attack 1:
Targets: Ground
Damage: 20 (+2)
DPS: 14.0 (+1)
Cooldown: 1.43
Bonus: +10 (+1) vs Armored
Bonus DPS: +7.0 (+0.7) vs Armored
Range: 9
200 1 (+1)
4.13 (+0.413)
Speed Multiplier on Creep:
Speed on Creep:
5.37 (+0.537)
Cargo Size:
Strong against:


The Lurker is a Zerg unit that may attack only when burrowed and is also able to burrow without the mutation being evolved. A Hydralisk can be morphed to a Lurker when a Lurker Den has been constructed. The Lurker deals damage to all enemy ground units and buildings in a linear attack, similar to a Hellion. Each spine that spikes out of the ground has an individual splash zone with a radius of 0.5. There are 10 spines in the attack that are each offset about 1 full cell from each other from the Lurker to the target unit. There is a 0.125 second delay between each protruding spine, resulting in a full 1.25 seconds to fire an entire line of spines. This makes it possible to dodge the outer spines with reactive micro.


Adaptive Talons
 150      150      54 Hotkey: D
Researched from: Lurker Den
Requires: Hive
Reduces the time Lurkers take to burrow from 2 seconds to 0.7 seconds and increases their movement speed.

Competitive Use[edit]


Lurkers are excellent area control and power multiplier units. They can hold ground and take control over tight corridors. They can greatly improve the cost-efficiency of your army, depending on what you're going against. They can also defend against drops and harassment very efficiently. They are most effective against slow units or low-health units.

Vs. Protoss[edit]

Lurkers are very strong against protoss, due to the lack of counters other than a mass of immortals. Lurkers can shred through a gateway-based army, and hydralisk/roach/zergling support protects them from other threats such as immortals, archons, and air units. It is very difficult for a protoss to engage into a lurker based army; with that said, having a lurker based army get on top of a Protoss' base is disastrous. For this reason, it is important to keep tabs on the zerg's army's location with units such as the Oracle and the Observer, and important to meet it when it tries to attack. Keep in mind that these lurker based armies aren't very good at engaging directly into enemy armies, because the lurker must first siege up, giving the protoss army time to retreat.

Contrary to what some may believe Disruptors are suboptimal against this unit. A well spread out line of Lurkers will take at least 2 Disruptors per 1 Lurker, and with the long cooldown of 21.4 seconds. Using Disruptors to counter Lurkers takes rather long and costs many resources. This in turn gives Zerg enough time to respond. Unlike Immortal Archon Zealot that can take a straight up fight against Zerg ground armies.

Vs. Terran[edit]

In Brood War Lurkers were sometimes used to contain ramps/chokes and to defend bases. Since a Dropship was not always available (Starport tech), Terran had to deal with the Lurkers or build a Dropship. In LotV, a Terran player is able to build Medivacs earlier than a Dropship was available in Brood War and lift his troops to another location. This strategy still is a factor if there are very few Medivacs on the battle field.

Using lurkers against Terran can be a bit tricky. Mech compositions can easily deal with lurkers, unlike in Brood War because you can't march lurkers up to siege tanks because they would get destroyed in a matter of seconds, and there are more cost-effective units. Lurkers can be used to help deal with Hellion counter-attacks by placing a few above a ramp. Against bio, although they are particularly powerful against Marines and Marauders, but the bio player can easily deal with lurkers by avoiding, dropping units where the lurkers aren't and use micro to avoid lurker spine (although tricky). Siege tanks in bio comps can also force lurkers back, especially if the player is going for a roach/hydra comp, where siege tanks would be common. Adding lurkers in a Zergling composition vs bio is dicey, because that implies you aren't spending it on important upgrades, Banelings, Mutalisks, or late-game tech (such as the Ultralisk, which is very powerful against bio). Not to mention how long they are to make and how much they cost.

Vs. Zerg[edit]

In roach vs roach wars, lurkers are very potent at holding positions and, when paired with another roach force, can trade extremely efficiently. Players must watch out for enemy Vipers or Ravagers that may snipe the lurker. Lurkers are also very powerful against a Mutalisk massing player, since they are usually paired with a lot of Zerglings and Banelings, which the lurker deals with with ease. This takes pressure off of the rest of the zergs ground army, allowing it to incorporate more squishy Hydralisks to deal with the Mutalisks. Lurkers have some effectives against Ultralisks, thanks to their bonus damage against armored unit. However, when being surrounded Lurkers will die faster and will be unable to line up a good splash damage against the Ultralisks, as they have a high collision size.


Patch Changes[edit]


  • The Lurker was a unit that was cut during the alpha stage of StarCraft II development. It was reintroduced with Legacy of the Void.
  • It was almost the same unit as in Starcraft: Brood War and would've been one of the few units that would remain untouched.
  • Lurkers need a Lurker Den to be transformed from Hydralisks.
  • Lurkers have 9 range, but their spines reach out 10 cells.

External Links[edit]


  1. BALANCE UPDATE #1 15/4/2015
  2. Blizzard Entertainment (14 November 2017). "STARCRAFT II 4.0 PATCH NOTES".