The Overmind by Slombeeper

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The Overmind

By: Slombeeper
Last Updated: Jun 4, 2018
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The Overmind

Eternal Will of the Swarm

A unique Summoner that strenghtens the core and uses waves of Zerg to conquer the battlefield.

The Overmind was created by Amon and his followers on Zerus to bring order to the zerg and guide them into merging with the protoss. At first it was only a semi-sentient entity created from the instincts and collective sentience of the zerg, but it quickly developed intellect and personality. Planet after planet fell from the incredible power of the zerg. Now the Overmind enters the Nexus to conquer and rule over another planet.
.
Strenghts:
-Lane control
-Soaking
-Vision
-Utility

Weaknesses:
-Zerg are fragile
-Mana dependant
-Situational
-Cannot capture objectives

Open Spoiler to see maps and stats:
Spoiler: Click to view

Combat Trait

1
Cerebrate
D
Mana: 70
Cooldown: 18 seconds

Deploy a Cerebrate anywhere you have vision. You can cast abilities and redirect Zerg units from that Cerebrate's sight range. Maximum of 3 Cerebrates deployed at a time.

Grants 50% death experience if destroyed. Can't gather experience. Channel for 4 seconds on a Cerebrate without it taking damage to remove it, this action has a 30 second cooldown.
2
The Swarm
Overmind replaces your minions with his own Zerg swarm. This is purely cosmetic.
Melee - Broodling
Wizard -Roachling
Ranged - Hydralisk
Catapult - Guardian
Spiders - Hydralisk (special "gem" skin)

Primary Abilities

1
Zerg Rush
Q
Mana: 25
Cooldown: 14 seconds

Summon 4 Zerglings at target location that lasts 12 seconds. Zerglings move and attack faster than minions. Can be controlled if within Cerebrate or Overlord range.

Stores up to 3 charges.

Passive: Zerglings deals 50% less damage to structures.
2
Overlord
W
Mana: 60
Cooldown: 50 seconds

Summon an Overlord from the core that can be controlled from anywhere. While an Overlord is active, it reduces the cooldown of Zerg Rush by 3 seconds, stacking up to 6 seconds when two or more Overlords are active.

Overlords have a bigger sight radius than heroes and can see and fly over terrain but moves slower. Can gather experience. Lasts 120 seconds.
3
Infest
E
Mana: 50
Cooldown: 12 seconds

Infest target enemy. Infested enemies take damage equal to 10% of their maximum health over 4 seconds. If the enemy dies and is a minion or mercenary, spawn 2 Zerglings. If the enemy is a hero, spawn an infested marine that has 50% of the target's maximum health.

Infested marines last until killed or when the enemy respawns, Zerglings lasts up to 12 seconds. Does not work on bosses or structures.

Secondary Abilities

1
Remove Cerebrate
Activate and select Cerebrate to channel for 4 seconds to remove it. 30 second cooldown.
2
Metabolic Boost
(Talent) Activate to increase Zerg move and attack speed by 30% for 4 seconds. 60 seconds cooldown.
3
Unload
(Talent) Unloads all Zerg from selected Overlord.

Takes 0,5 seconds per Zerg unit.

Heroic Abilities

1
Chrysalis
R
Mana: 140
Cooldown: 120 seconds

Place one ally in statis for up to 5 seconds which increases their power afterwards.

Each second in statis increases target ally's attack and movement speed by 7%, ability power by 5% and gives 5 armor per second. Can be destroyed by enemies to end statis early. Bonus stacks up to 35% increased basic attack speed, 35% increased movement speed, 25% increased ability power and 25 armor. Effects last for 8 seconds.

Passive: Cerebrate sees 25% further and the cooldown of Infest is reduced by 2 seconds.
2
Eternal Swarm
R
Mana: 80
Cooldown: 80 seconds

Activate to summon a wave of Zerg in one lane. These are the same type of Zerg as from a normal wave but the Zerg deals 50% bonus damage. You can control these Zerg for as long as they are within Cerebrate's range. Lasts up to 40 seconds.

Passive: Increase the movement speed of Overlords by 20%. Additonally, you can now control your team's minions if they are within Cerebrate's range for up to 10 seconds.

Special Mount

1
Central Mind
The Overmind cannot move or mount. Instead the Overmind replaces the core granting it 25% increased attack damage and splash radius. If the core is damaged, your team will get 30% increased passive xp generation.

Talents

Level 1:

-Swarm: All Zerg does 50% increased damage to heroes

-Hardened Carapace: Infested marines gain 30 armor and grants nearby allies 10 physical armor.

-Wreckers: Zerg Rush Zerglings deal 50% more damage against structures and take 50% less damage from minions and mercenaries.

Level 4:

-Infestator: Reduce the mana cost of Infest by 10. Quest: Each time you kill an enemy with Infest, increase its damage by 2,5%. Heroes killed increases the bonus damage by 10%. Reward: After increasing the damage by 50%, infest affects all enemies in an area.

-Psychic Reach: Increase the sight range of Cerebrate by 20%.

-Advanced Mutation: Zerg automatically regenerate health rapidly after not taking damage for 3 seconds.

-Metabolic Boost: Quest: Kill 100 minions with Zerg Rush. Reward: Activate to increase Zerg's move and attack speed by 30% for 4 seconds. 60 seconds cooldown.

Level 7:

-Psychic boost: If an enemy dies while under the effects of Infest, gain 15% more death experience and restore 60 mana.

-Antennae: Overlords sees 30% further, its cooldown is reduced by 10 seconds and it can see enemies hiding in bushes or vents.

-Survival Strain: Zerg heal for 20% of the damage dealt and they takes 20% less damage from monsters and structures.

Level 10:

-Chrysalis: Improve an ally hero. Improve range and Infest.

-Eternal Swarm: Summon a Zerg swarm. Control allied minions.

Level 13:

-Ventral Sacs: Overlords can be loaded with up to 6 Zerg units. While an Overlord carries these Zerg, their durations are paused. Press Overlord and use the "Unload" ability to release the Zerg at target location. If the Overlord dies, all units inside are killed aswell. Additionally, Overlords last for 20 seconds longer.

-Hunger: Reduce the cooldown of Zerg Rush by 2 seconds.

-Plauge: Infest slows enemies movement and attack speed by 20% for 4 seconds.

-Detector: Overlord reveals enemies in its sight radius for 4 seconds and has 20% additional health.

Level 16:

-Servants: While at least 2 Cerebrates are alive and on the enemy's side of the map, the cooldown of removing Cerebrates is reduced by 10 seconds and you regenerate mana 25% quicker.

-Communicators: While Zerg are controlled by a Cerebrate their attack and movement speed is increased by 10%. Zerg will now also follow your latest command given to them if they run out of Cerebrate's range.

-The Great Master: Increase the range of the core's attack by 40% and your mana regeneration by 15%.

Level 20:

-Part of the Swarm: Chrysalis effects lasts 6 seconds longer and its mana cost is reduced by 40 but grants no movement boost.

-Enduring: Eternal Swarm can now hold two charges and the Zerg last 10 seconds longer.

-Fury: Increase the health and damage of your team's minions by 10%.

-Unstable DNA: Channeling to remove Cerebrates is 100% quicker and refunds 30 mana. Cerebrates deal 245 (+4% per level) damage to enemies close to it when they die or are removed.

Zerg

This is to summarize your Zerg units and their move speed. The base percent is their untalented normal speed and within brackets are all talents combined that give speed boosts;

-Zerglings: 110% (Max speed: 120% + 30% Activate)
-Overlord: 70% (Max speed: 100% + 30% Activate)
-Infested Marine: 100% (Max speed: 110% + 30% Activate)
-Minions: 100% (Max speed: 110%)

-Zerglings can be controlled if within Cerebrate or Overlord range.
-Overlords can be controlled from anywhere. (only Overlords can gather experience)
-Infested Marine and Minions can only be controlled if within Cerebrate range. (Minions can only be controlled for 10 seconds when you pick Eternal Swarm, then they are regular minions again.)

Questions and Answers

How does Central Mind work on maps like hanamura where the core is protected?
-I made sure to think of that. When you shoot the payload on the core it will be damaged, this increases your team's XP generation, giving levels quicker. But you will not benefit from the extra damage and splash from the core. It's the opposite om maps like cursed hollow because you will not get that bonus XP generation until the later game but you will benefit from the damage and splash since your enemies must directly attack the core!

How do you earn experience? Soaking?
-You can only gather experience from Overlords. This is to prevent constant soaking with cerebrates in all lanes. By sacrificing your Overlords you have to be careful with your placements so that your enemy won't kill of your Overlords and increase the cooldown of your Zerg Rush ability. This is the reason why the cooldown is so high. Risky but rewarding.

It doesn't seem like the Overmind does much. Too weak, too good?
-I think that the player that plays the Overmind has to put a lot of attention to multiple things, positioning of cerebrates, overlords and summoning zerglings. Additionally they need to keep using their abilities efficiently to save mana and use infest during teamfights to summon that infested marine. At level 10 the Overmind will get a big buff to his kit, either increasing his strategic overall power with Infest and Cerebrates or gaining the control over his team's minions and becomming a scary seiger. At this point the Overmind will have to micro-manage and keep an eye on cerebrate placements and use the remove ability to save the cerebrate before an enemy finds it because the Overmind can be more aggressive as it is more rewarding.

Remember that this is made just for fun. I'm not a developer. I have tried making it balanced. But feedback is appreciated, thanks.

Why does the Overmind use mana?
-Short answer: limit his power so that pros can't constantly spawn Zerg everywhere and at any time. It may seem that the Overmind lacks mana but that's not true. I made a quick program and tested the mana cost against its regeneration. The results: you can quickly build back your mana, so you won't be constantly around 20% mana. But using all of your abilities immediately when off cooldown drains mana fast. This adds a bit of restriction and management into playing the Overmind :)

Additional Ideas

Mercenaries
So on braxis holdout you free the mercenaries from being Infested when you capture them. Imagine if you hade the Overmind on your team and the mercenaries became Infested when you capture them instead! This could work on all types of mercenaries/bosses on any map!


Announcer
The Overmind could also give encouragement or quotes to your team or trigger dialouge when an enemy dies or when a fort falls. This is to create that "feel" that the Overmind is there and is participating.

Unit durations
Zerg units' durations are hard to notice when you have a lot of Zerg. So I suggest that the duration timer tab below their health bar is thicker. Just to make it easier to see.

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2
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Leidiriv (14) | December 1, 2017 4:33pm
I honestly love this concept. It's flavorful, impactful, fills a very clear role, seems like it would be very engaging to use, the talents are awesomely designed and have very exciting combos, and depicts my favorite character from Starcraft. I wouldn't change a thing mechanically, and I couldn't do even half as good a job making an Overmind concept as you've done here. The only thing I'd change would be a cosmetic thing, and that's making the Catapult minion into an Infestor and potentially making the Wizard minion into a Brood Queen.

Overall, one of the best hero concepts I've seen on this site, and I hope you keep up the good work!

Additionally, if you're looking for talent builds from readers, I'd be happy to provide one I came up with after reading everything. That being Swarm, Metabolic Boost, Unstable DNA, Chrysalis, Plague (if they have an AA-heavy hero like Greymane) or Hunger (if they don't), Communicators, and Part of the Swarm.

This has so much potential for amazing plays, and I want nothing more than to see it or something based on it in-game, it's just amazing. Kudos to you.
1
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Slombeeper (2) | December 4, 2017 11:01pm
Thanks so much! I really appreciate it! Can't wait until the day the Overmind comes to HOTS!
2
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cpt.haxray (1) | December 1, 2017 4:30pm
This is flat out the best overmind concept i've seen. It solves the main issues a core replacement hero has(How do you give them a body to kill so they're not permanently there with no way to stop them)in a way that both makes sense for the character, and only increases skill instead of reducing it like a few other attempts I saw.

While its hard to judge how strong he would be without seeing it ingame(chrys ult especially),I think he would be quite good overall. If abathur still sees use while other specialists dont, so will the overmind most likely.

The only issue i got is im unclear of what communicators does at level 16. Do they carry out the last command given to them, still, or are they permanently under your control/command at all times? If its the latter its WAY too strong as it is, as it completely gets rid of his biggest weakness.
1
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Slombeeper (2) | December 4, 2017 11:05pm
Thank you. The level 16 talent makes them follow the LAST command given to them when they run out of the range.
1
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BattleStar (1) | December 1, 2017 7:55am
Wow how did you that ? Its pro concept ! °_°
1
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Slombeeper (2) | December 4, 2017 11:03pm
Thanks. I used thought and effort to make this ^_^
1
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Marverinno | November 8, 2017 8:35am
So it kinda feels like you want to make this a little bit about playing Starcraft while playing HotS am I correct? multiple units to control, so dragging the mouse along to select units and such?
I like the idea but I believe Overlords are supposed to see past terrain from the get go, considering they're airborne. This also works in Starcraft though you could change that so that the talent makes it also reveal within brush instead? (I believe you can't see what's in steam vents or dense flora in starcraft 2 even IF you're airborne until you enter said location.)

I really like the idea of lane minions becoming Zerg, but maybe it's better to change the 3 melee minions to Broodlings so as to not confuse your own spawned Zerglings with Lanelings if you take the 2nd Heroic? also shows more diversity :) and maybe the passive change can also change mercenaries on your side of the map to represent zerg (infested?) units. Like for example the top merc camp on Volskaya Foundry has 3 planes, but they could become Broodlords or Mutalisks, perhaps the big Bosses on Cursed Hollow can be a Torrasque or Brutalisk, or the Siege mercs from Blackheart Bay etc. can become Ravagers. just my 2 cents to add to the creation :D looks pretty solid so far.
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Slombeeper (2) | November 9, 2017 1:52am
Thanks for the feedback! I really like your ideas. Yes I wanted to make it like in starcraft but I know it's hard in a MOBA. I may change some things as you said. Thanks ^_^
2
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kid-karma (2) | October 31, 2017 9:41pm
Solid concept. I really like the Chrysalis ult. I think it would be really flavorful to see a hero enter a Chrysalis when you know they're about to pop out and kick some ***.
2
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Slombeeper (2) | November 1, 2017 6:03am
Thanks a lot kid-karma! I really love your hero concepts and now when you like mine I feel so honored. Thanks again! :D
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