The Overmind is an unconventional global Support who does not enter the battlefield as a traditional Hero.
Instead, the Overmind replaces its team's Core and transforms the allied base and Minion waves into a living Zerg colony.
Allied Minions become Zerg organisms, defensive Structures mutate into Zerg equivalents, and the entire Swarm slowly regenerates Health over time.
Unable to move or fight directly, the Overmind commands the battlefield through evolution, Creep, specialized Zerg strains, and global control of the Swarm.
Rather than controlling a single Hero, the Overmind controls an entire living army.
Combat Trait
1
The Swarm
The Overmind replaces the allied Core.
Allied Minions and Structures become part of the Zerg Swarm.
Melee Minions become Zerglings.
Ranged Minions become Hydralisks.
Wizard Minions become Queens.
Catapult Minions become Guardians.
Towers become Sunken Colonies.
Forts become Hatcheries.
Keeps become Hives.
Healing Fountains become Zerg Colonies.
Zerg Minions and Structures regenerate Health after avoiding damage.
The Overmind and his Overlord project Psionic Influence.
Primary Abilities
1
Ensnare (Q)
Cover enemies in the target area with sticky biological matter for 3 seconds.
Enemy Heroes are Slowed by 30% and have their Attack Speed reduced by 20%.
Enemy Minions and Mercenaries are Slowed by 50% and have their Attack Speed reduced by 30%.
Can only be cast within Psionic Influence.
Cooldown: 10 seconds.
2
Plague (W)
Infect enemies in the target area with a virulent Plague for 5 seconds, dealing damage over time.
Plague deals 50% increased damage to Minions and Mercenaries.
Enemy Heroes affected by Plague receive 30% less Healing.
Plague cannot reduce an enemy Hero below 1 Health, but can kill non-Heroic enemies.
Plague does not affect Structures.
Can only be cast within Psionic Influence.
Cooldown: 14 seconds.
3
Rally the Swarm (E)
Select an allied Zerg Minion wave anywhere on the battlefield.
Up to 4 Supply worth of Zerg Minions from that wave Burrow and emerge near the Overlord after 2 seconds.
While Rallied, Zerg are empowered by the Overmind. They gain 35% maximum Health, 20% Basic Attack Damage, and take 20% reduced damage from enemy Heroes.
Rallied Zerg scale with the Overmind's Hero Level instead of normal Minion scaling.
Rallied Zerg remain under the Overmind's command until killed or returned to a lane.
Rallied Zerg deal 50% reduced damage to Structures.
Maximum Rallied Supply: 4.
Cooldown: 20 seconds.
Secondary Abilities
1
OVERLORD
The Overmind controls a single Overlord that acts as his mobile presence on the battlefield.
The Overlord is a slow flying unit that cannot attack.
It grants increased vision and projects Psionic Influence around itself.
Ensnare, Plague, Dark Swarm and other combat abilities may be cast within the Overlord's Psionic Influence.
The Overlord can be controlled from anywhere on the battlefield.
If destroyed, the Overlord respawns beside the Overmind after 20 seconds.
2
Return to the Swarm
Activate, then select an allied lane.
All Rallied Zerg Burrow for 1.5 seconds and disappear from their current location.
After 2 seconds, surviving Zerg emerge alongside the next allied Minion wave in the selected lane and resume normal Minion behavior.
Returned Zerg lose all Rally the Swarm bonuses and no longer count toward Rallied Supply.
Cooldown: 5 seconds.
Heroic Abilities
1
R1: Dark Swarm
Blanket a large target area within Psionic Influence in a Dark Swarm for 8 seconds.
Allied Heroes inside Dark Swarm take 50% reduced damage from ranged Basic Attacks.
Allied Zerg inside Dark Swarm take 50% reduced damage from ranged attacks and gain 20% Attack Speed.
Enemy Heroes inside Dark Swarm have their vision radius reduced.
Cooldown: 80 seconds.
2
R2: The Swarm Hungers
Unleash the full strength of the Swarm for 12 seconds.
Increase Rally the Swarm's maximum Supply from 4 to 10 and reduce its cooldown to 5 seconds.
Zerg brought into battle by Rally the Swarm during The Swarm Hungers gain 20% Movement Speed and 20% Attack Speed.
When The Swarm Hungers ends, maximum Rallied Supply returns to its normal value.
Existing Rallied Zerg remain under the Overmind's command, but Rally the Swarm cannot be used while current Rallied Supply exceeds the normal maximum.
Cooldown: 90 seconds.
Talents
LEVEL 1
Metabolic Boost(E)
Zerglings gain 10% Movement Speed.
Rallied Zerglings gain an additional 20% Movement Speed for 4 seconds after emerging near the Overlord.
Grooved Spines(E)
Hydralisks gain 0.75 Attack Range.
Rallied Hydralisks deal 20% increased damage to enemies affected by Ensnare.
Transfusion(E)
Queens periodically restore Health to the lowest Health nearby allied Zerg unit.
Rallied Queens can also heal a nearby allied Hero for 50% of the normal amount.
Transfusion can occur once every 6 seconds per Queen.
Cellular Regeneration(D)
Increase the Health Regeneration of allied Zerg Minions and Structures by 50%.
Rallied Zerg begin regenerating Health 2 seconds sooner after taking damage.
LEVEL 4
Pneumatized Carapace(1)
Increase the Overlord's Movement Speed by 25% and its vision radius by 20%.
Ventral Sacs(E)
Increase Rally the Swarm's maximum Supply from 4 to 6.
Rallied Zerg emerge 0.5 seconds faster.
Overseer(1)
The Overlord gains 25 Spell Armor and reveals Stealthed enemies within its vision radius.
Activate to increase its vision radius by 50% for 5 seconds.
Cooldown: 30 seconds.
Burrow(Active)
Rallied Zerg gain the Burrow command.
Activate to order all Rallied Zerg to Burrow in place after 0.75 seconds.
While Burrowed, they are Stealthed, cannot move or attack, and regenerate 5% of their maximum Health per second.
Activate again to immediately emerge. Taking damage also forces affected Zerg to emerge.
Burrowing in place does not Return the Zerg to a lane.
Cooldown: 8 seconds.
LEVEL 7
Crippling Ensnare(Q)
Increase Ensnare's Slow against Heroes from 30% to 40%.
Minions and Mercenaries affected by Ensnare deal 30% less damage for its duration.
Virulent Plague(W)
Plague deals 35% increased damage to Minions and Mercenaries.
When an enemy Minion dies while affected by Plague, nearby non-Heroic enemies become infected with Plague for 2 seconds.
Brood Telepathy(E)
Whenever a Rallied Zerg is killed by an enemy Hero, reduce Rally the Swarm's remaining cooldown by 3 seconds.
If 2 or more Rallied Zerg are killed within 3 seconds, the next Rally the Swarm emerges 1 second faster.
This effect can occur once every 5 seconds.
Evolution Chamber(D)
Quest: Collect 20 Regeneration Globes while near allied Zerg Minions, Zerg Structures, or within Psionic Influence.
Reward: Allied Zerg Minions permanently gain 5% maximum Health and 5% Basic Attack Damage.
While Rallied, these bonuses are doubled.
LEVEL 10
Dark Swarm(R1)
Blanket a large area within Psionic Influence in a Dark Swarm for 8 seconds.
Allied Heroes inside gain 50 Physical Armor against ranged Basic Attacks.
Allied Zerg inside take 50% reduced damage from ranged attacks and gain 20% Attack Speed.
Enemy Heroes inside have their vision radius reduced.
Cooldown: 80 seconds.
The Swarm Hungers(R2)
Unleash the full strength of the Swarm for 12 seconds.
Increase Rally the Swarm's maximum Supply to 10 and reduce its cooldown to 5 seconds.
Rallied Zerg gain 20% Movement Speed and 20% Attack Speed for the duration.
When The Swarm Hungers ends, maximum Rallied Supply returns to its normal value.
Existing Rallied Zerg remain under the Overmind's command, but Rally the Swarm cannot be used while current Rallied Supply exceeds the normal maximum.
Cooldown: 90 seconds.
LEVEL 13
Adrenal Glands(E)
Rallied Zerglings gain 25% Attack Speed.
This bonus is increased to 50% while attacking enemies affected by Ensnare or Plague.
Muscular Augments(E)
Rallied Hydralisks gain 15% Movement Speed.
After an enemy Hero is affected by Ensnare, Rallied Hydralisks can attack while moving for 3 seconds.
Hardened Carapace(E/1)
Rallied Zerg gain 10 Armor while Rallied.
For 5 seconds after emerging near the Overlord, this bonus is increased to 25 Armor.
The Overlord gains 10 Armor.
LEVEL 16
Consume(Active)
Activate to Consume a Rallied Zerg within Psionic Influence.
Reduce the remaining cooldowns of Ensnare and Plague by 4 seconds.
Consuming a Queen reduces their remaining cooldowns by 6 seconds instead.
The consumed Zerg immediately frees its Supply.
Cooldown: 12 seconds.
Metasynaptic Node(Q/W)
Casting Ensnare reduces Plague's remaining cooldown by 2 seconds.
Casting Plague reduces Ensnare's remaining cooldown by 2 seconds.
Hitting at least 2 enemy Heroes increases the cooldown reduction to 4 seconds.
Greater Spire(E)
Guardians cost 3 Supply instead of 4 while Rallied.
Rallied Guardians gain 30% Attack Speed and deal 25% increased damage to Minions, Mercenaries and Monsters.
The Structure damage penalty from Rally the Swarm is reduced from 50% to 25% for Guardians.
LEVEL 20 - STORM TALENTS
Protective Swarm(R1)
Dark Swarm also grants allied Heroes inside 30 Spell Armor.
Allied Heroes and Zerg inside Dark Swarm regenerate 2% of their maximum Health per second.
Increase Dark Swarm's duration by 2 seconds.
Endless Brood(R2)
Increase The Swarm Hungers' duration by 5 seconds.
The first time each Rallied Zerg dies during The Swarm Hungers, an identical replacement emerges near the Overlord after 2 seconds.
Each Rallied Zerg can trigger this effect only once per cast of The Swarm Hungers.
Replacement Zerg do not remove additional Minions from allied lanes and do not consume additional Supply.
The Swarm Endures(D)
Activate to grant the Overmind a Shield equal to 40% of its maximum Health for 12 seconds.
While the Shield persists, waves of defensive Zerg continuously emerge around the Overmind.
Every 2 seconds, spawn 4 Zerglings and 2 Hydralisks.
Every 4 seconds, also spawn a Queen.
These Zerg aggressively defend the Overmind and allied base.
Defensive Zerg cannot travel beyond allied Keeps and expire after 20 seconds.
Cooldown: 150 seconds.
Cerebrate Network(1)
Create a second permanent Overlord.
Both Overlords can be controlled independently and both project Psionic Influence.
When casting Rally the Swarm, choose which Overlord the Rallied Zerg emerge beside.
Each Overlord has its own 20 second respawn timer if destroyed.
Abathur is the "working" version of Overmind, but even if we ignore that, this concept is simply impossible to balance:
1)I do not think a character should be able to "reskin" the map. This creates a LOT of confusion and visual clutter. It feels like something for the Brawl mode.
2)Making all Structures heal themselves is an extremely flawed idea. You are forcing the enemy team to siege as much as possible.
3)[Overlord] being able to travel over terrain (I assume this is what "flying" means) requires him to be easy to kill, but since you have no "influence" on the map without him, he has to be tanky, which leads to extremes in both cases.
4)[Ensnare] reducing the Attack Speed of Minions makes sense, but Heroes? It is difficult to tell how good this is without knowing the range/radius values, but this still makes it much stronger against certain characters than it should be.
5)[Plague] reducing the healing received baseline is not the best idea. Again, difficult to evaluate, but it can easily make early game fights unfair.
6)[Rally the Swarm] is very clunky. There does not seem to be a way to manually select the units you want to rally, which leads to problems. Also, why does a Hydralisk cost more than a Zergling? Melee Minions are more valuable than Ranged Minions due to how much more damage they can take. In addition to that, making the rallied Zerg scale with the Overmind means that [Rally the Swarm] changes their stats upon being selected, causing a lot of confusion, maybe even making them weaker than the default versions, excluding the rally bonuses.
7)[Dark Swarm] reduces the damage of ranged Basic Attacks... but what is a ranged Basic Attack? How does it work against Zarya, for example?
8)[Dark Swarm] reduces the enemy vision by how much exactly? This defines whether it is strong or overpowered.
9)[The Swarm Hungers], while conceptually fine, is just... boring? It just gives you 2 empowered uses of [Rally the Swarm].
10)Since this kit completely revolves around [Overlord] being alive, why give it to the Overmind in the first place?
Talents create even more problems:
1)[Metabolic Boost] breaks the "flow" of your Minion waves. You are practically helping the enemy team by making the Melee Minions arrive sooner than the rest.
2)[Cellular Regeneration] is impossible to evaluate.
3)[Pneumatized Carapace] is very dangerous.
4)[Ventral Sacs] makes [The Swarm Hungers] less powerful.
5)[Overseer] is extremely toxic.
6)[Virulent Plague] makes [Plague] deal more damage to Minions and Mercenaries... while it already deals increased damage against them?
7)[Muscular Augments] breaks the "flow" even more than [Metabolic Boost].
8)[Metasynaptic Node] encourages button mashing over properly using your abilities.
9)[The Swarm Endures] is fundamentally broken. It is basically telling the enemy team that they will not win this one.
10)[Cerebrate Network] is interesting, but... how do you control [Overlord] in the first place? I thought it was like any other Hero, but this talent makes it sound like it is the clunky commands of Rexxar's Misha and Raynor's Banshee.
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1)I do not think a character should be able to "reskin" the map. This creates a LOT of confusion and visual clutter. It feels like something for the Brawl mode.
2)Making all Structures heal themselves is an extremely flawed idea. You are forcing the enemy team to siege as much as possible.
3)[Overlord] being able to travel over terrain (I assume this is what "flying" means) requires him to be easy to kill, but since you have no "influence" on the map without him, he has to be tanky, which leads to extremes in both cases.
4)[Ensnare] reducing the Attack Speed of Minions makes sense, but Heroes? It is difficult to tell how good this is without knowing the range/radius values, but this still makes it much stronger against certain characters than it should be.
5)[Plague] reducing the healing received baseline is not the best idea. Again, difficult to evaluate, but it can easily make early game fights unfair.
6)[Rally the Swarm] is very clunky. There does not seem to be a way to manually select the units you want to rally, which leads to problems. Also, why does a Hydralisk cost more than a Zergling? Melee Minions are more valuable than Ranged Minions due to how much more damage they can take. In addition to that, making the rallied Zerg scale with the Overmind means that [Rally the Swarm] changes their stats upon being selected, causing a lot of confusion, maybe even making them weaker than the default versions, excluding the rally bonuses.
7)[Dark Swarm] reduces the damage of ranged Basic Attacks... but what is a ranged Basic Attack? How does it work against Zarya, for example?
8)[Dark Swarm] reduces the enemy vision by how much exactly? This defines whether it is strong or overpowered.
9)[The Swarm Hungers], while conceptually fine, is just... boring? It just gives you 2 empowered uses of [Rally the Swarm].
10)Since this kit completely revolves around [Overlord] being alive, why give it to the Overmind in the first place?
Talents create even more problems:
1)[Metabolic Boost] breaks the "flow" of your Minion waves. You are practically helping the enemy team by making the Melee Minions arrive sooner than the rest.
2)[Cellular Regeneration] is impossible to evaluate.
3)[Pneumatized Carapace] is very dangerous.
4)[Ventral Sacs] makes [The Swarm Hungers] less powerful.
5)[Overseer] is extremely toxic.
6)[Virulent Plague] makes [Plague] deal more damage to Minions and Mercenaries... while it already deals increased damage against them?
7)[Muscular Augments] breaks the "flow" even more than [Metabolic Boost].
8)[Metasynaptic Node] encourages button mashing over properly using your abilities.
9)[The Swarm Endures] is fundamentally broken. It is basically telling the enemy team that they will not win this one.
10)[Cerebrate Network] is interesting, but... how do you control [Overlord] in the first place? I thought it was like any other Hero, but this talent makes it sound like it is the clunky commands of Rexxar's Misha and Raynor's Banshee.