The Overmind by wowhelland

3 Votes
Rating Pending

The Overmind

By: wowhelland
Last Updated: Mar 14, 2016
Quick Share

The Overmind

Enslaver of the Swarm

Combat Trait

1
Minion Control
The overmind replaces the team's core and will spawn infested archers, footmen and wizards. These infested minions can move through The Overmind's underground network via entrances and exits spawned by The Overmind.
Activate by targeting an infested minion. The target minion will grow into a Hero-sized zerg unit with 700 (+5% per level) health and will deal 40 (+9 per level) damage. This effect lasts for 15 seconds.

Cooldown: 30 seconds

Primary Abilities

1
Tunnel Network
Spawn an entrance to a network of underground tunnels as well as an exit within X yards of the entrance. Any minions moving into the area around this entrance will enter it and spawn at the mentioned exit. This ability stacks up to 2 times and will despawn after 60 seconds. Any entrance or exit must be within X yards of either The Overmind (the core) or another tunnel entrance or exit.
Cooldown: 15 seconds
2
Grow Carapace
Grant an infested minion or unit created by The Overmind a shield equal to 100% of its health for 10 seconds.
Cooldown: 30 seconds
3
Evolve Cerebrate
Transform an infested minion or zerg unit controlled by The Overmind into a cerebrate with X health. When the evolution is complete (5 seconds cast time), The Overmind can take control of the cerebrate (by using the same button on the evolved Cerebrate) and get a new set of abilities (see secondary abilities). Two Cerebrates can exist at the same time. Each cerebrate has it's own Hp and mana. If they are killed, experience equivalent to 0.25 of a hero is granted. Stacks up to 2 times.
Cooldown: 60 seconds

Secondary Abilities

1
Spawn Spine Crawler
Create a spine crawler that can be placed within a large radius of the Cerebrate. This spine crawler can be uprooted (0.5 seconds) and be rooted down in a new location (1.5 seconds), but will only be able to attack while rooted to the ground. It can only be controlled while the nearby cerebrate is under the influence of The Overmind. This ability stacks up to 3 times. The unit lasts for 90 seconds.
mana cost: 25 - Cooldown: 30 seconds
2
Spawn Zerglings
Spawn two zerglings in the vicinity of the Cerebrate that will automatically focus the nearest enemy hero. This ability stacks up to 5 times. The units lasts for 90 seconds.
Mana cost: 15 - Cooldown: 7 seconds
3
Burrow
The cerebrate burrows underground and cannot be fired upon (3 seconds cast time). If the cerebrate runs out of mana while burrowed, it will burrow itself away and despawn.
mana cost: 5 per second burrowed

Heroic Abilities

1
Evolve Brutalisk
Target Cerebrate or infested minion under direct control of the overmind will spawn a monstrous creature that can be moved around and attack enemy targets within melee range for a large amount of damage. Three spine crawlers are attached to it and will attack nearby enemies. The Brutalisk will also spawn one zergling every second while The Brutalisk is alive. Lasts 15 seconds. If the Brutalisk is alive when the effect fades, the spine crawlers will detach from it, but still be alive.
cooldown: 120 seconds
2
Miasmic Emanation
All Enemy minions, Mercenaries and heroes within the range of a cerebrate becomes vulnerable. If a target that is affected by Miasmic Emanation is struck by an infested minion, they will take an additional x damage.

Special Mount

1
Energy burst
For the next 5 seconds all spine crawlers and zerglings gains 100% increased movement speed and be able to move outside the influence of a Cerebrate. The cast time of rooting spine crawlers in place is also removed while the effect is active.
Cooldown: 45 seconds.

Idea behind the hero

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.

Level 1 Talents

Carapace Stinger: If the shield granted by Grow Carapace is removed before it runs out, X amount of damage will be dealt in an area around the unit.

Burrowed growth: Tunnel entrances, exits and cerebrates are stealthed for 15 seconds after they have been spawned unless interacted with by The Overmind or infested minions.

Healthy Evolution:
All infested minions gain 10% more health.

Infectious Persuasion: For every minion killed by a spine crawler, zerg unit spawned by the overmind or controlled infested minion, The overmind gain a stack. Use 20 stacks to recruit a mercenary. stacks up to 50 times.

Level 4 talents

Spinal Swiftness: Spine Crawlers can uproot instantly and will only take 1 second to root itself again.

Tunnel-network expansion: Zerglings spawn burrowed and will move stealthed underground at 50% movement speed until they reach their target or take damage.

Cerebral outreach: The radius of cerebrate's range of influence is increased by 50%.

Cerebral rapidity: Evolve cerebrate now stacks up to 3 times and its cooldown is reduced to 45 seconds.

Level 7 talents

Evolved Specialist: The infested minions who drop health globes have their health increased by 400%, but deals no damage.

Duck and cover: Tunnels exits, entrances and cerebrates that are not being controlled by The Overmind will automatically burrow and be invulnerable to attacks for 10 seconds when taking damage. This effect can only occur once per unit.

Cerebral swiftness:
The cast time to evolve a cerebrate is reduced to 1.5 seconds and the cooldown for reactivating control of a cerebrate after recently used is lowered from 4 seconds to 1.

More Energy: Reduce the cooldown of Energy burst by 20 seconds.

Level 13 talents

Explosive Carapace: If the shield granted by Grow Carapace is removed before it runs out, All enemies near the unit will be knocked back.

Spawning Pool:
Spawn Zerglings can now stack up to 7 times and it's cooldown is reduced by 2 seconds.

Cerebral Illusion (Ability): The Overmind gains the ability to Place a dummy cerebrate that will look like a real one to the enemy, but with much lower health. This unit grants vision like a normal cerebrate.
Cooldown: 45 seconds.

Neural Network expansion:
One additional Cerebrate can now be created.

Level 16 talents

Underground crawling: Rather than uprooting, spine crawlers burrow underground while moving to a new location.

Evolution Chamber: Infested minions that are being controlled by The Overmind gain 30% movement speed.

Lair:
Infested minions that are being controlled by The Overmind will evolve into zerg units with ranged basic attacks.

Metabolic Boost:
Zerglings will move 100% faster and attack 20% faster.

Level 20 talents


Miasmic build-up:
For every second an enemy is affected by Miasmic Emanation, they gain a stack of miasma up to 10 stacks. You can now activate your Miasmic Build-up to deal X amount of damage to the target unit for each stack it has accumulated.
Cooldown: 15 seconds

Evolution Complete:
While the brutalisk Shell is active the Cerebrate's basic attacks becomes ranged and its movement speed is increased by 30%.

Incubation (Ability):
Spawn two zerglings by killing one of your infested minions. The two zerglings have 100% of an infested minion's damage and health. Killing zerglings will not grant experience for the enemy team. Can be cast while controlling a cerebrate if the infested minion is within range.
Cooldown: 5 seconds.

Sunken Colony:
Every Cerebrate, Tunnel & Exit spawned by The Overmind gains an immobile spine crawler that attacks nearby enemies. Infested units near a cerebrate also regenerate health.

aerospace insertion strains (Ability):
A drop pod that will spawn 5 zerglings, 2 roaches and an Aberration lands at target location after 3 seconds cast time. These units will focus on the nearest enemy hero.
Cooldown: 60 seconds.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved