The Overmind by Fillipk

6 Votes

The Overmind

By: Fillipk
Last Updated: Dec 16, 2016
Quick Share

The Overmind

The Great Hungerer

The Overmind is a hero that replaces your core and commands the mighty Zerg legions on the battlefield. It is weak to AoE damage and requires a lot of actions per minute to play well, but if played well provides a fearsome challenge for your foes to deal with.

As a hero that replaces the core your body scales the same way the core scales, but your zerg minions and cerbrates scale via leveling. Talents exist that improve the stats of your body but by taking them you are giving up talents to improve your map presence and teamfight potential.

As of now I don't think this is a super balanced hero so I'm open to suggestions on how to improve the Overmind and it's Zerg Swarm.

Combat Trait

1
Master of the Zerg
The Overmind replaces the core and thus cannot move around the battlefield like a normal hero. Instead he controls his zerg swarm throughout the battlefield. however the Overmind's influence does not extend throughout the whole map, and any zerg outside his influence turn feral and attack both friend and foe.

The Overmind has influence in his base (where the keeps are before they split into lanes), around his nonwall structures and around his cerebrates which are mobile and allow him to do things around the map. The Overind starts with 4 cerebrates but his cerebrates don't soak xp naturally, but anything his zerg kill give him xp.

Because the zerg swarm controls more like an RTS then a moba the overmind can create up to four control groups, one for each cerebrate.

Cerebrates have 700 (+4% per level), deal no damage, count as heroes, contribute 25% of a kill in xp to the enemy when killed but have a normal death timer and move at 100% speed. The zerg count as heroic summons, provide no xp when killed and are produced at the overmind in intervals.

Primary Abilities

1
The Zerg Swarm
The Overmind has complete control over its Zerg swarm in its influence zones and uses them to affect the battlefield. The Zerg swarm is produced at the Overmind which can select which type of Zerg it will produce at any given time (Think starcraft UI) These hotkeys can be changed.

The Overmind starts being able to produce Zerglings, Roaches, and Hydralisks

The Overmind needs supply to build Zerg. The Overmind and each Cerebrate produce 20 supply. When Cerebrates die the Overmind looses access to the supply that Cerebrate gives him.

Zerglings have 145 (+4% per level) health and do 12 (+4% per level) damage. The Overmind can produce 4 Zerglings every 4 seconds, Zerglings cost 1 supply. The Overmind starts the game with 8 Zerglings

Roaches have 775 (+4% per level) health and do 16 (+4% per level) damage with a range of 4. The Overmind can produce 2 roaches every 6 seconds, Roaches cost 2 supply. the Overmind starts the game with 4 Roaches

Hydralisks have 450 (+4% per level) health and do 35 (+4% per level) damage with a range of 5.5. The Overmind can produce 2 Hydralisks every 10 seconds, Hydralisks cost 4 supply. The Overmind starts with 2 Hydralisks

Heroic Abilities

1
Assimilate Brood Lords
Immediately spawn 2 Brood Lords

The Overmind now has the ability to produce Broodlords

Broodlords have 1,550 (+4% per level) health and throw broodlings which deal 105 (+4% per level) damage on impact and spawns a broodling which lasts for 6 seconds, has 245 (+4% per level) health and deals 55 (+4% per level) damage. This damage is doubled vs structures.

Brood Lords have the same range as catapults which means they both outrange towers and the passive zones of influence your structures provide (Broodlings are too simple minded and their allegiance based on he Brood Lord that threw them). They move at 50% the speed heroes do but can move over terrain, they also aren't too tough.

The Overmind can produce 1 Broodlord every 40 seconds and they cost 18 supply
2
Assimilate Brutalisk
Immediately spawn a Brutalisk

The Overmind can now produce Brutalisks

The Brutalisk has 2,350 (+4% per level) health and deals 280 (+4% per level) damage with a range of 3. The Brutalisk can also charge a hero stunning them for 1 second. This ability is on a 10 second cooldown.

While feral the Brutalisk uses its ability whenever it can and prefers heroes over other targets

The Overmind can produce one Brutalisk every 55 seconds and they cost 25 supply

Special Mount

1
Warp Rifts
60 second cooldown

The Overmind creates a warp rift between two points on the battlefield that last 5 seconds and allows Cerebrates and the Zerg swarm to travel through the rift and cross the battlefield quickly.

The Overmind's Talents

Level 1


Speedlings: Zerglings have 33% increased movement speed

Banelings: Zerglings can now morph into banelings which have 115 (+4% per level) health and explode for 50 (+4% per level) damage in an area, they deal double damage to minions and monsters. Banelings take 8 seconds to morph in and can be killed while morphing in.


A tougher Body: The Overmind has 50% more health (does not work on Towers of Doom that would be OP)

Psionic Shields: Cerbrates have one charge of 50% spellblock every 6 seconds

Level 4


Ravagers: Roaches can be morphed into Ravagers which have 625 (+4% per level) health and deal 38 (+4% per level) damage with a range of 4. Ravagers have the ability to launch corrosive bile at a point, this point is telegraphed on the map and after 1.5 seconds lands and deals 225 (+4% per level) damage. Morphing a ravager takes 12 seconds, 4 supply, and ravagers can be killed while morphing.

Armored Plating: Roaches take half damage from minions and mercenaries and any mercenaries within a cerebrate's influence can be controlled


A Stronger Body: Increase the Overmind's damage by 50%

Psionic strength: Increase the influence zones of Cerebrates by 33%

Burrow: Allows Zerg units to burrow, stealthing them but not making them immune to damage, Flying units cannot be burrowed and Roaches and infestors can move while burrowed

Level 7


Lurkers: Allows hydralisks to morph into Lurkers which have 375 (+4% per level) health and deal 80 (+4% per level) damage in a line with a range of 5. Lurkers have the ability to burrow which stealths them and they can only attack while burrowed. Morphing in a Lurker takes 15 seconds and 4 supply

Muscular Augments: Increase the hydralisk's range by 1 and their movespeed by 15%


Assimilate Mutalisks: The Overmind gains the ability to produce Mutalisks. Mutalisks have 380 (+4% per level) health and do 30 (+4% per level) damage at a range of 5.5. Mutalisks can fly over terrain and their attacks bounce to 2 additional targets dealing half damage on the first bounce and quarter damage on the third bounce. The Overmind can build 2 Mutalisks every 10 seconds and Mutalisks take up 5 supply each.

Mental Capacity: Increase the supply of the Overmind by 10 and the supply each Cerebrates by 5

Level 10


Assimilate Broodlord

Assimilate Brutalisk

Level 13


Assimilate Queen: The Overmind gains the ability to produce Queens. Queens have 625 (+4% per level) health and do 48 (+4% per level) damage with a range of 5.5. The Overmind can produce 1 Queen every 10 seconds, Queens take up 6 supply.

Queens have the ability to cast transfuse on a friendly building or ally. Transfuse heals the target for 325 (+4% per level) health and has a 15 second cooldown. the Heal is three times as effective if used on a building or the Overmind.


Assimilate Viper: The Overmind gains the ability to spawn Vipers. Vipers have 625 (+4% per level) health and no auto attack and can fly over terrain. The Overmind can produce one viper every 15 seconds, Vipers take up 12 supply.

Vipers have the ability to cast grab. This launches a tongue that pulls the first enemy hit to the viper at about half the range of a stitches hook. This ability is on a 20 second cooldown.


Assimilate Infestor: The Overmind gains the ability to produce Infestors. Infestors have 625 (+4% per level health and no Auto attack. The Overmind can produce one Infestor every 18 seconds , Infestors take up 14 supply.

Infestors have the ability to cast Fungal Growth while not burrowed. fungal growth roots all enemies in an area (size of T***'s psionic storm) for 1 second, this ability is on a 20 second cooldown.


Infest Structure: The Overmind Infests a structure fully restoring it's ammo and increasing its attack speed by 100% for 5 seconds. 60 second cooldown.

Level 16


Reactors?: The Overmind can produce two units at once

Hasty Eggs: Units produce 60% faster

Past Techniques: The Overmind can select any two talents from from previous non-ult tiers

True Power: The Overmind can attack two targets

Level 20


The Brood: Brood Lords cost 12 supply and are produced 10 seconds faster

Assimilate Defiler: The Overmind Gains the ability to produce Defilers. Defilers have 2,100 (+4% per level) health and no auto attack. The Overmind can produce one Defiler every 45 seconds and they cost 25 supply

Defilers have the ability to use Dark Swarm which protects all units within if from range Auto Attacks and provides allies within the cloud 50% spell resistance. the Cloud lasts 4 seconds and is on a 12 second cooldown.

Defilers also have the ability to use plague which deals 200 (+4% per level) damage per second to enemies within the plagued area. The plague lasts for 8 seconds and is on a 10 second cooldown


Warp Factor 9: Warp Rifts last 10 seconds and the cooldown is reduced by 30 seconds:

Call of the Zerg: Instantly spawn 30 supply worth of random unlocked Zerg at the Overmind 90 second cooldown

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