The idea behind the overmind is to gain a measure of control of the movement and position of regular lane minions in order to make it more difficult for the enemy to both benefit from killing said minions, as well as applying more pressure on the enemy by directing said minions where the enemy will have a harder time dealing with them.
In team fights, The overmind will be able to contribute damage by taking control of infested minions and deal basic attack damage without much fear of dying, as his controlled minion will only grant experience equivalent of regular minions. While its damage is about the same as other heroes, its health is very low, so this controlled unit should be a priority target for the enemy team despite the low reward for killing it. (think zagara's basic attacks and abathur's health).
The primary power of the overmind lies in its cerebrates. These cerebrates can only be placed in fixed location ever so often, so it's important to establish where important team fights or pushing will occur. While some of the contribution to fights will come from infested minions under the overmind's control, having a cerebrate's spine crawlers and zerglings nearby can help the team build a defensive parameter around said location.
Since the overmind can have two cerebrates up at the same time, it will be in an ideal position to split push while still contributing to a fight. Choose positions wisely though, as you can only despawn a cerebrate by either killing it, or intentionally run out of mana while burrowed, which can take some time.
Quick Comment
You need to log in before commenting.
[-] Collapse All Comments