Overmind by Blorgorize

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Overmind

By: Blorgorize
Last Updated: Nov 1, 2016
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Overmind

The Will of the Swarm

Difficulty:
Insane

General Concept: (Subject to change)
The Overmind infests its team’s Core, taking over its functions and control of ally Minion waves, and can evolve said Minion waves through expending Biomass into its single heroic unlocked at the start of the match.

The Overmind is macro-intensive, directing the entire army instead of focusing on a single unit like the micro-heavy Abathur.

The Overmind is classified as an Overlord, which functions as a Core Structure rather than a Hero, overriding the Game Announcer for its team while in play (or both teams if only 1 Overlord is present in the match). Overlords are limited to each team equal to the number of Cores on each team (E.G. 1 Core per team = 1 Overlord max per team).

Examples of future heroes that could be classified as an Overlord are C’thun, the Frozen Throne, the Heart of Sin, and Ragnaros – basically supermassive units that are typically too fat to move (with the exception of Ragnaros who gets to terrorize the enemy team directly as his gameplay niche).

Note: The Overmind’s Tier 1, 3, and 5 talents are shown in the basic ability kit instead of in the talent tree due to how Evolutions function.

Level “0” Stats: (Numbers are merely placeholders until properly tested)
Health: Same as the Core
Health Regen: Same Shield Regeneration Rate as the Core
Essence: 500 (+0 Per Level)
Essence Regen: 1 Per Second (+0 Per Level)
Attack Damage: Same as the Core
Attack Speed: Same as the Core
Attack Range: Same as the Core

Combat Trait

1
[D] Hive Mind
(Essence): The Overmind stockpiles 1 Essence per second, and each Regeneration Globe collected by its team instantly stockpiles an additional 10 Essence. The Overmind instantly stockpiles 1 Essence when an enemy Minion dies, with this bonus increased to 10 for capturing Mercenary camps on the opposing team’s half of the Battleground and further increased to 25 for enemy Hero Takedowns.

(Passive): The Overmind lands on the ally Core when the match is about to begin, infesting the Structure and its team’s Minion Waves. Zerg Minions that are not directly controlled move down the nearest lane, and each personally controlled Zerg Minion after the first deals 50% reduced damage to Heroes and Combat Structures if enemy Minions or captured Mercenaries are within 6 units of the victim.

The Overmind’s Zerg Minions grant 100% Minion XP when slain, but enemies that are near Zerg Minions grant 30% of their normal XP, and provides it as an additional bonus if an ally Hero is nearby to soak XP.

The Overmind is classified as a Core Structure, and if the Overmind is slain, the enemy team is victorious.

Specific Detail(s):
• The Overmind does not start generating Biomass until the match officially begins and the minion waves spawn.
• Infested Minions are simply normal Minions that have a new model to represent the Overmind's influence.
• Zerg Minions are Infested Minions improved through the Overmind's Basic Abilities.
• The Overmind’s Zerg Minions (Sphinx, Manticore, Yggdrasill) can be selected on the map just like the Lost Vikings through lassoing (Click and drag a box over the map and let go to select all controllable units in the box).
• Broods under the Overmind's direct thrall are controlled just like a Hero through Attack and Movement Commands.

Primary Abilities

1
[Q] Sphinx Strain
Cast Range: Global
Cost: 1 Sphinx Charge
Cooldown: 0.5 Seconds
Charge Cooldown: 5 Seconds

(Stock): Every 5 seconds the Overmind stores 1 Sphinx charge (Up to 3).

(Active): Convert the target ally melee Minion into a Sphinx, healing it back to full Health. Sphinxes have (1000 + 4% Per Level) Health, 1.5 Attack Range, 1.0 Attack Speed and (38 + 4% Per Level) Attack damage.

When a Sphinx is slain, it resurrects itself after 3 seconds with full Health (can only trigger once per Sphinx). Resurrected Sphinxes do not grant XP when slain again.

(Medulla Evolutions):
(First): Every 10 seconds a Sphinx gains a shield that absorbs 100% Attack damage from the next incoming hostile Heroic or Structure Basic Attack. This cooldown does not begin until after the shield breaks.
(Second): While the shield holds, the Sphinx takes 20% reduced damage from Minion and captured Mercenary + Monster sources (35% for 15 seconds after resurrecting).
(Third): The shield’s recharge cooldown is now 5 seconds (3 seconds while Health Percentage is below 60%), and now reduces Minion and captured Mercenary + Monster damage taken by 35% (60% for 15 seconds after resurrecting).

(Predatory Evolutions):
(First): A Sphinx’s Basic Attacks cleave for 20% damage to all enemies in a 3 unit long, 180° wide cone in front of it, taunting enemies to attack it or other nearby Sphinxes for 0.75 seconds.
(Second): Each time the Sphinx is attacked its next cleave deals an additional 20% damage (Stacking up to 4 times).
(Third): When a Sphinx is attacked by an enemy within 3 units of it, it deals (19 + 4% Per Level) Ability damage back to the assailant.

(Survival Evolutions):
(First): Sphinxes permanently gain (100 + 4% Per Level) bonus Health, plus an additional (300 + 4% per Level) bonus Health that decays over 15 seconds after they resurrect.
(Second): Sphinxes heal for 2% of their max Health per second (4% for 15 seconds after resurrecting).
(Third): A Sphinx can now resurrect itself twice before permanently dying, but the second resurrection only heals it for half as much Health.
2
[W] Manticore Strain
Cast Range: Global
Cost: 1 Mantilisk Charge
Cooldown: 0.5 Seconds
Charge Cooldown: 5 Seconds

(Stock): Every 5 seconds the Overmind stores 1 Manticore charge (Up to 3).

(Active): Convert the target ally ranged Minion into a Manticore, healing it back to full Health. Manticores have (890 + 4% Per Level) Health, 4.5 Attack Range, 1.0 Attack Speed and (44 + 4% Per Level) Attack damage.

After a Manticore successfully lands 3 Basic Attacks, it triggers Frenzy to perform 3 Basic Attacks at maximum Attack Speed for 50% damage each.

(Medulla Evolutions):
(First): Manticores cause their Basic Attacks against Heroes to apply 1 Manticore Spine stack for 3 seconds. At 3 stacks, the victim consumes the stacks and takes 200% of the Manticore’s Attack damage (200% Manticore’s Attack Damage) as the damage increased by 50% while an ally Hero is within 6 units of the victim.
(Second): Each Manticore Spine stack applied to a victim causes them to move 5% slower for 1.5 seconds (Stacking up to 5 times), and persists at its 200% of its value for 3 seconds when Manticore Spine is consumed.
(Third): When Manticore Spine is consumed on the victim, the next source of Heroic damage dealt by one of the Overmind's allies against the victim deals (22 + 4% Per Level) bonus Ability damage (Stacking up to 3 times).

(Predatory Evolutions):
(First): A Manticore’s Basic Attacks fire 2 additional bolts at up to 2 enemy Minions or captured non-Boss Mercenaries + non-Boss Monsters within 3 units of the initial victim, dealing 50% of its Attack damage (50% Manticore’s Attack Damage) each.
(Second): Manticores can now fire an additional 2 bolts at up to 2 enemy Heroes within 3 units of the initial victim, dealing 50% of its Attack damage (50% Manticore’s Attack Damage) each.
(Third): Each time Frenzy is triggered within 3 seconds of the last it deals an additional 25% damage (Stacking up to an additional 100%).

(Survival Evolutions):
(First): Manticores gain 15% leech (30% while performing Frenzy).
(Second): Manticores have their Basic Attacks deal bonus Ability damage to Minions and Heroes equal to 1% of the victim’s max Health and heals the Manticore for an equal amount.
(Third): Manticore Strain spawns 2 Manticores at a time.
3
[E] Yggdrasill Strain
Cost: 1 Yggdrasill Charge
Cooldown: 0.5 Seconds
Charge Cooldown: 15 Seconds

(Stock): Every 15 seconds the Overmind stores 1 Yggdrasill charge (Up to 1).

(Active): Convert the target ally Conjurer Minion into an Yggdrasill, healing it back to full Health. Yggdrasills have (940 + 4% Per Level) Health, 4.5 Attack Range, 1.0 Attack Speed and (30 + 4% Per Level) Attack damage.

Every 10 seconds the Yggdrasill grants a nearby ally Infested or Zerg Minion, or Hero a shield for up to 10 seconds that absorbs up to (360 + 4% Per Level) incoming Heroic Ability damage. The shield prioritizes Heroes, then melee Infested and Zerg Minions, and finally other Infested and Zerg Minions.

When an Yggdrasill is slain, it also spawns a Regeneration Globe that the enemy team can collect.

(Medulla Evolutions):
(First): Every 30 seconds the next ally Hero that moves near the Yggdrasill causes an invulnerable Overseer to spawn atop the Hero and follows them around the Battleground for up to 15 seconds or until the Hero is slain, revealing 11 units of terrain around the Hero that decays down to 3 units over the duration as enemies within this radius are also revealed.
(Second): The Overseer’s duration is increased by 50%.
(Third): The Overseer’s cooldown is now 15 seconds and no longer has its reveal radius decay over its duration.

(Predatory Evolutions):
(First): While the shield holds, the host’s Attack Speed and cooldown regeneration are increased by 15%. When the shield breaks this bonus decays over 1.5 seconds.
(Second): While the shield holds, the host’s damage is increased by 15%. When the shield breaks this bonus decays over 1.5 seconds.
(Third): The Yggdrasill also shields another 4 allies within 6 units of the initial host that has 50% of the shielding. If an initial host is a Hero, the extra shields prioritize Heroes.

(Survival Evolutions):
(First): The shield absorbs 50% more damage from area of effects (100% against the first incoming area of effect).
(Second): While the shield holds, the host takes 30% reduced Attack damage (Bonus decays over 1.5 seconds when shield is broken).
(Third): The shield’s cooldown is now 4 seconds, and now reduces Attack damage taken by 50% (Bonus decays over 1.5 seconds when shield is broken).

Secondary Abilities

1
[1] Direct the First Brood
Requires Zerg Reconstitution Toggled Off
Cooldown: None

(Toggle): Select the Overmind’s first Brood to directly control. Recasting this Ability deselects the Brood, causing them to wait for further orders.
2
[2] Direct the Second Brood
Requires Zerg Reconstitution Toggled Off
Cooldown: None

(Toggle): Select the Overmind’s second Brood to directly control. Recasting this Ability deselects the Brood, causing them to wait for further orders.
3
[3] Direct the Third Brood
Requires Zerg Reconstitution Toggled Off
Cooldown: None

(Active): Select the Overmind’s third Brood to directly control. Recasting this Ability deselects the Brood, causing them to wait for further orders.
4
[4] Brood War
Requires Zerg Reconstitution Toggled Off
Cooldown: None

(Active): Select all of the Overmind’s Broods to control at the same time. Recasting this Ability deselects all Broods at the same time, causing them to wait for further orders.
5
[5] Brood Indoctrination
Requires Zerg Reconstitution Toggled Off
Cooldown: None
(Active): Add the target ally Sphinx, Manticore, or Yggdrasill to the Overmind’s currently selected Brood, granting it direct control of them, or release the target indoctrinated Zerg Minion from the Overmind’s direct thrall. Global cast range, but cannot be cast on Zerg Minion escorts.

The Overmind defaults to the last Brood it directly selected if it is controlling more than 1 Brood at a time.
6
[6] Destroy Omega Worm
Cooldown: None

(Active): Destroy the target ally Omega Worm.
7
[1] Medulla Evolution
Requires Zerg Reconstitution Toggled On
Cost: 250+ Biomass
Cooldown: None

(Active): Permanently grant the Overmind’s Zerg Minions a Medulla Evolution.
8
[2] Predatory Evolution
Requires Zerg Reconstitution Toggled On
Cost: 250+ Biomass
Cooldown: None

(Active): Permanently grant the Overmind’s Zerg Minions a Predatory Evolution.
9
[3] Survival Evolution
Requires Zerg Reconstitution Toggled On
Cost: 250+ Biomass
Cooldown: None

(Active): Permanently grant the Overmind’s Zerg Minions a Survival Evolution.

Heroic Abilities

1
[R] Zerg Reconstitution
Available at the Start of the Match
Cooldown: None

(Passive): The Overmind can permanently improve its Strains with an Evolutionary bonus. Its Zerg Minions can collect and receive Regeneration Globes, in addition to being able to capture Mercenary Camps, but cannot capture or collect unique Battleground objectives.

(Medulla): Focuses on the core potential of the Overmind’s Zerg Minions.
(Predatory): Focuses on the offensive potential of the Overmind’s Zerg Minions.
(Survival): Focuses on the defensive potential of the Overmind’s Zerg Minions.

The Overmind’s first Evolution in a specific field is 250 Biomass, 375 for the second and 500 for the third. Its 1st Evolution tier is unlocked at level 1, the 2nd tier is unlocked at level 7 and the 3rd is unlocked at level 13.

(Toggle): Select the Evolution Chamber to choose from a number of Evolutions for the Overmind's Strains, granting the Overmind a new Spell Ability Kit. The Overmind can toggle the Ability off to return to its Brood Spell Ability Kit.

Special Mount

1
[Z] Omega Network
Cost: 1 Omega Worm Charge
Cooldown: 2 Seconds
Charge Cooldown: 60 Seconds
On-Target Cooldown: 12 Seconds

(Stock): Every 60 seconds the Overmind stores 1 Omega Worm charge (Up to 2).

(Passive): An invulnerable Omega Worm is always active within the ally team’s Altar of Storms, and does not count towards the Overmind’s Omega Worm deployment limit.

(Active): The Overmind summons an Omega Worm at the target visible location that nearby ally Heroes can enter by right-clicking on and channeling in place over 2 seconds. While a Hero is within the Omega Network, they can exit it by clicking [Z] on or near a Worm. When a Hero exits the Network, there is a 12 second on-target cooldown before they can enter the Network again.

Up to 3 Omega Worms can be active at a time, with the oldest being destroyed upon placing the fourth. An Omega Worm cannot be placed within 5.5 units of another. Omega Worms have 6 Health, and only takes 1 damage per attack (2 vs Heroes & 3 vs Structures).

Global visible cast range, and only be cast near an ally Hero or Zerg Minion.

Specific Detail(s):
• Heroes can also exit the Network through clicking on the Mini-Map.

Talent Tree

Tier 1
[R] Evolution Chamber
You can now begin improving your Strains with their first tier of Evolutions. Upon reaching level 1 this talent is automatically unlocked.

Tier 2
[Z] Blightling Strain
When an ally Hero exits the Omega Network, 1 Blightling spawns and moves down the nearest lane while attacking the closest enemy non-Hero or non-Summon within 6 units. Blightlings have (360 + 4% Per Level) Health, 1.0 Attack Range, 2.0 Attack Speed, deal (18 + 4% Per Level) Ability damage on each of their Basic Attacks, and explode upon attacking a Structure for (140 + 4% Per Level) Ability damage, killing the Blightling in the process.

After 5.5 seconds, Blightlings lose 40% of their current Health per second. Blightlings move 30% faster while within 7.75 units of a Structure as they home in on it.

Blightlings gain bonuses based on your stored Evolutions:
(Medulla Evolutions):
(First): 2 Blightlings spawned.
(Second): 3 Blightlings spawned.
(Third): 4 Blightlings spawned.

(Predatory Evolutions):
(First): Blightlings explode for bonus Ability damage equal to 5% of the trigger Hero

"New" Crowd Control

Taunt

Skins

Classic Overmind
Attack. Tear. Rend. Bite. Claw. Burrow. Ambush. Slaughter. Destroy. Consume. Evolve.

These are the thoughts that inhabit every Zerg indoctrinated into the Swarm as they fulfill the Overmind

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Slombeeper (2) | August 1, 2017 4:49am
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