Overmind by Scudmarx

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Overmind

By: Scudmarx
Last Updated: Jun 21, 2017
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Overmind

The Will of the Swarm

The Overmind is a vastly powerful psionic being which exercises implacable control over the Zerg swarm. The Overmind does not directly fight with its physical body, but uses its immense psionic power to express its endless fury through the tide of ravenous beasts it spawns and directs.

Combat Trait

1
Control and Consume

Passive


Control - Overmind can Control a maximum of 3 Zerg at one time. One Larva will spawn near your core every 9 seconds, up to your Control maximum.

D


Cooldown: 0.5 seconds

Consume - Activate to destroy the currently selected Zerg units, increasing the rate of Larva spawning for 6 seconds based on the amount of consumed Zerg.

Primary Abilities

1
Zerg Rush

Q


After 6 (+4% per level) seconds, a Larva evolves into a pack of 4 Zerglings that attack down the target lane.

Zerglings are worth 0.02 Kills each to the enemy.
2
Evolve Mutalisks

W


After 6 (+4% per level) seconds, a Larva evolves into three Mutalisks which use 1/3 Control each. Mutalisks fly together over terrain and deal high ranged damage that bounces to 2 additional enemies, dealing 20% reduced damage per bounce.

Mutalisks are worth 0.1 Kills each to the enemy.
3
Spawn Overlord

E


After 6 (+4% per level) seconds, a Larva evolves into an Overlord which uses 1 Control. Overlords reveal the nearby area, gather experience and can channel objectives. Overlords do not attack and have 30% less movement speed, but can freely pass over most terrain.

Overlords are worth 0.4 Kills each to the enemy.

Heroic Abilities

1
Drop Pod Assault

R


Cooldown: 120 seconds

Showers the target area with 6 drop pods that deal 120 damage in a small area when they land, and spawn 3 Zerglings each.
2
Endless Swarm

R


Cooldown: 40 seconds

Instantly spawns 3 Larva at your base.

Passive: Larva spawn time is reduced by 2 seconds. You gain 1 additional Control.

Talents

  • Level 1

    • Sundering Glaive (W) - Quest: Each time Mutalisks deal damage to a hero increases Mutalisk attack damage by 0.1, to a maximum of 20.
      Reward: After damaging enemy heroes 100 times, Mutalisk attack speed is also increased by 15%.
      Reward: After damaging enemy heroes 200 times, Mutalisk attacks also reduce enemy movement speed by 20% for 2 seconds.
    • For the Swarm (E) - Overlords gain Corrupt, allowing them to instantly defeat a non-boss mercenary at a cost of 20 biomatter. Enemies that die near the Overlord provide it with one biomatter.
    • Metabolic Boost (Passive) - Zerglings and Overlords gain 20% movement speed.
  • Level 4

    • Vicious Glaive (W) - Mutalisks attacks bounce 2 additional times.
    • Defile (E) - Overlords gain the Defile ability. Defile launches a biomass at the target area that afflicts structures with an infection which drains one ammunition every 2 seconds for 12 seconds, and prevents it from attacking for the duration. Cooldown: 60 seconds.
    • Zergling Ambush (Active) - After 6 (+4% per level) seconds, a Larva evolves into a pack of 6 Zerglings that head to the target location and then burrow into the ground, becoming stealthed until an enemy approaches. The Zerglings last 120 seconds.
  • Level 7

    • Hardened Carapace (Q) - Zerglings have 30% more health.
    • Chameleonic Scales (W) - Mutalisks are stealthed while out of combat.
    • Infest (Active) - Activate to infest an ally or destroyed keep or fort for 40 seconds. Intact structures are slowly repaired. Every 10 seconds, a pack of 6 Banelings will emerge from the structure and assault down that lane. Cooldown: 60 seconds.
  • Level 13

    • Shredding Claws (Q) - Zergling attacks ignore armour.
    • Regeneration (E) - Overlords gain a healing aura that heals nearby allies for 10, and heroes for an additional 5% of their missing health, every second.
    • Scourge Strike (Active) - After 6 (+4% per level) seconds a Larva evolves into 5 Scourge which fly in the target direction, dealing 40 (+4% per level) damage each in a small area around the first enemy they encounter.
  • Level 16

    • Adrenal Overload (Q) - Zerglings gain 30% attack speed.
    • Winged Terror (W) - Evolve Mutalisks spawns one additional Mutalisk, and Mutalisks now use 1/4 Control each.
    • Lurker Ambush (Active) - After 6 (+4% per level) seconds, a Larva evolves into a Lurker which heads to the target location and burrows into the ground, becoming stealthed. While burrowed, the Lurker will attack enemies within 12 range. The Lurker lasts for 120 seconds and is worth 0.2 Kills to the enemy. Cooldown: 40 seconds.
  • Level 20

    • Rain of Blades (R) - Drop Pod Assault now has 2 charges and the cooldown is reduced by 40 seconds.
    • Intensity (R) - Reduces the spawn time of Larva by an additional 2 seconds and you gain another 1 Control.
    • Ventral Sacs (E) - Overlords can now transport allies. Nearby Zerglings up to a maximum of 12 will enter automatically if there are no enemies nearby, and heroes can channel your Overlords for 1.5 seconds to enter them. Allies can leave the Overlord by attacking, moving or using an ability, and Overlords gain the 'Evacuate' ability which immediately unloads all passengers.

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spyro2002 (6) | June 17, 2017 10:07am
Great Concept, but it has some flaws.Waiting 6 seconds for Lavra to evolve is way to much.I also don't see the point of taking Ventral Sacs at level 20, since you say that Overlords have reduced movespeed.There will be no point in letting them transport you if they move slower than you.Apart from that your concept is awesome and very creative.
1
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Scudmarx | June 17, 2017 5:13pm
I think Ventral Sacs is one of the most exciting builds myself - you can take Metabolic Boost at level 1 to give the Overlords +20% movement speed, but either way the real strength of the transport is that Overlords fly over terrain, so you can attack in unexpected locations and from unexpected angles. I think a full 4-hero + 12 Zergling transport + Drop-Pod Assault + Mutalisks attack appearing directly on a keep would be a fun little move.

I don't know if the 6-second Larva evolution makes much difference when the spawns still need to actually travel to wherever they're needed anyway? Evolution times are fairly important to the flavour of the hero and I'm not sure why you think they're a problem?
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