How To Get Fungal Growth In Grounded
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Fungal Growth (or Fungal for short) is an offensive area of effect spell cast past the Zerg Infestor. Upon casting, a projectile launches and slows all enemy units within the area of effect when it lands, dealing 30 damage over 3 seconds. Fungal Growth inhibits the use of certain escape abilities (Stalker's Blink and Battlecruiser's Tactical Bound), and prevents units from existence picked up by a transport (Medivac, Overlord, or Warp Prism). Units affected by fungal can nevertheless fight back and apply their other abilities.
Apply [edit]
Fungal Growth is an extremely versatile spell, allowing the Zerg actor to dictate the battlefield positions in a similar manner to the Spotter'southward Force Field spell. For economic harassment, 2 Fungal Growths will kill any worker units. When used for positioning, Fungal Growth forces the opposing player to hold their footing until the consequence expires, or risk splitting their army. This provides the casters army a brief time frame to jockey for a superior position. When Fungal Growth is employed for defense, information technology can block enemy forces from passing through choke points or ramps. In addition, it is extremely effective at limiting aeriform harassment, especially against larger groups of clumped flyers. Fungal Growth can likewise exist used to slow down advancing units, assuasive the Zerg actor to purchase time for hatching units or upgrades to end, or to soften upwardly an army prior to confrontation.
Vs. Protoss [edit]
Infestor energy use in ZvP is balanced between Fungal Growth and Neural Parasite, varying on the ground forces composition of the Protoss role player. Fungal is more than constructive against larger Gateway-based armies, particularly ones that are Zealot heavy, because the immobilization removes the benefit of Accuse, and limits their power to deed as harm absorption. Fungal Growth also loses some of its harassment effectiveness in ZvP, because of the fast shield regeneration of Protoss units.
Fungal Growth is extremely useful against fast Protoss air units, specifically the Phoenix and Void Ray. Against harassing Phoenix, the spell tin can hold the unit at range while basis-based attackers deal damage, or it can stop a grouping of Phoenix from inbound a worker line.
- Affects Interceptors, holding them in place. Is peculiarly constructive if the Protoss thespian has Graviton Catapult researched.
- Reveals Observers, Dark Templars, and units cloaked by a Mothership.
- Prevents Stalkers from using Blink, allowing you to take control of the battleground with superior positioning.
Vs. Terran [edit]
In ZvT, Fungal Growth is extremely constructive against bio armies (composed of Marines and Marauders), and has limited utilize confronting other styles of play. There are three main reasons for its effectiveness confronting Barracks armies. First, it allows the Zerg player to punish Stimpack use by backing off once the bio force is immobile. This causes the Terran army to accept Stimpack damage, combined with Fungal Growth's harm over time. Second, it holds the Terran army in place, maximizing the harm of splash units like Banelings and Ultralisks, and removing the speed advantage and kiting power that Stimpack provides. And third, it gives the Zerg an easy way to burn through Medivac free energy.
Confronting certain unit combinations Fungal Growth as well provides range control, allowing the Zerg histrion free damage. Against a bio regular army that lacks Siege Tank support, Fungal Growth allows Hydralisks with Grooved Spines to attack with minimal reprisal from the Terran role player. Regrettably the spell loses some of its viability against Mech/Biomech armies because of Siege Tank range and Mech unit wellness, which causes the Infestor'southward other spells to have priority. Against Terran air, Fungal Growth can hands shut down Banshee harassment, and tin can also be used to protect Overlords from Viking harassment. Despite the trend of Battlecruisers to stack while attacking, their high health limits the damage caused by Fungal Growth. Fungal Growth tin also be used to cease drops earlier they enter the Zerg base, destroying all loaded units when the Medivac dies.
- Reveals Ghosts and Banshees that are using Cloak.
- Will stop Vikings and Siege Tanks from transforming between their different modes.
- Does not affect a Seeker Missile.
Vs. Zerg [edit]
Fungal Growth can be used in Roach vs. Roach battles to immobilize a group of enemy Roaches, trapping Roaches in the backfield and preventing an enemy from forming a good concave at the start of the boxing. It can also be used to stop Mutalisks from eluding your army or commuting betwixt your mineral lines. 4+ Fungal Growth tin can too kill multiple Mutalisks (120HP) on their own, should you have no other Anti-Air capabilities.
- Banelings, despite having exactly 30HP, will survive a Fungal Growth due to Zerg regeneration.
- Zerg units cannot Burrow or unburrow while under the effect of Fungal Growth. Burrowed units will be revealed for the elapsing of the spell and no detection is needed for the spell to land.
In Combination with Other Spells [edit]
- Fungal Growth combined with Blinding Cloud volition cause affected units unable to move and fight back when ranged units attack them outside melee range.
- Fungal Growth tin be used to maximize the impairment of other offensive spells, similar Psionic Tempest or Seeker Missile.
- If Fungal Growth is fired at the site of a Mothership's Vortex just every bit it ends, the instant earlier the affected units have fourth dimension to spread out, all of the units escaping the vortex will be afflicted and immobilized in a small cluster.
- Fungal Growth can be used in combination with Infested Terrans as an effective form of worker harassment.
- The xx% damage bonus from Abuse applies to Fungal Growth damage every bit well.
Other [edit]
- Fungal Growth affects all enemy units within its 2.25 explosion radius. The practical debuff fully immobilizes afflicted units - except Ultralisks due to their passive Frenzied ability.
- Only affects hostile units, allowing it to be cast over a boxing with no negative effects to allied forces.
- Cloaked, Permanently Cloaked, and Burrowed units will exist revealed by the debuff.
- Affected units are unable to move for the duration, but can even so set on, repair, and utilise other abilities and spells within range. However Zerg units will not be able to Burrow (or unburrow); Stalkers cannot Glimmer; and Warp Prisms, Siege Tanks, and Vikings cannot switch between modes.
- Multiple Fungal Growths do not stack, but each new spell resets the 4 second duration.
- Affects Larvae, which volition die to one Fungal Growth unless they are morphed into a unit.
- Fungal Growth does not dispel Hallucinations (Equally Ensnare did in Starcraft:Breed State of war).
- Units under the effect of Fungal Growth cannot exist transported. Withal, unaffected units tin load into an affected Medivac, Overlord, or Warp Prism.
- Setting "Show Flyer Helper" to Always in the options menu can make Fungal Growth-ing air units much easier.
Notable Games [edit]
ZvZ [edit]
TheLittleOne vs Kolll on Metalopolis TLO harasses a worker line with Fungal Growth (2010w16 - Razer SC2b Domination Invitational - Round1)
LiquidTLO vs SEN game ii at Blizzcon. TLO kills a worker line with 4 FG'southward.
Notes [edit]
Patch Changes [edit]
Patch 9 (version 0.11.0.15097) |
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Patch 1.one.2 |
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Patch 1.3.0 |
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Patch 1.iv.0 |
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Patch 1.5.3 Balance Update |
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Residual Update #eight |
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Balance Update #ten |
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Balance Update #11 |
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Source: https://liquipedia.net/starcraft2/Fungal_Growth
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