The Overmind by Derpifier

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The Overmind

By: Derpifier
Last Updated: Mar 24, 2016
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The Overmind

Will of The Zerg

The Xel'Naga created The Overmind to bring order to the zerg species, that of which were newly created. It was designed to be run with Instincts, like the zerg, but it soon gained personality...
IN THE NEXUS!!!

Health: 500 (+20 per lvl)
Regen: 1.333 per second (+.333/.334 per lvl)

Mana (Biomass)  Up to 1000 (CAP)
No Regen unless Sacrifice is used.

No Basic Attack in OVERMIND form. (Varies in Minion)
Attack Speed: Attack Speed of Minion

CHECK OUT MY OTHER CONCEPTS!!!
-Maar
-D.Va
-Kel'Thuzad
-Egon Stetmann
-Daelin Proudmoore
-Cobra

Combat Trait

1
Xel'Naga Creation -D
Cool down: 30 seconds

The Overmind reveals an enemy hero for 3 seconds when not infesting an allied minion.
2
Improved
PASSIVE

Adds health regeneration equal to 5% of OVERMIND's current health to infested minion.

Primary Abilities

1
Infest -Q
No cost
Cool down:5 seconds (Cooldown begins after chrysalis hatches.)

The OVERMIND infests an allied minion, putting them both into stasis for 60 seconds. When the chrysalis hatches,  you and the minion are taken out of stasis and you gain the power to control the minion and you gain new abilities depending on the minion type. Knight minion gains 67 bonus damage and 1230 health. Wizard gains 79 bonus damage and 1000 bonus health. Archer gains 88 bonus damage and 1100 bonus health. (These bonuses add to the original damage and health for the minion.)
2
Defiance -Kinda PASSIVE so no hotkey
No cost
Cool down: 20 seconds

The OVERMIND reflects an enemy hero's ability that was used on one of your allies, instantly damaging the enemy hero under the effects of Xel'Naga Creation. The reflected ability's cool down is doubled. If the reflected ability kills the hero, you may cast it (E) for free once on any enemy hero. (R) key if currently infesting minion.
3
Joy in Death -E
No cost
No cool down

The enemy hero's ability that was reflected and used to kill an enemy hero under the effects of Xel'Naga Creation is refunded and can be used on any enemy hero.

Secondary Abilities

1
Sword and Shield -Q
No cost
Cool down: 8 seconds

The knight minion you are controlling swings its sword in front of you (180°), dealing 184 (+4% per lvl) and blocks (50% damage) the next 4 basic attacks from minions or heroes.
2
Charge -W
No cost
Cool down: 12 seconds

The knight you are controlling becomes vulnerable and bashes through enemies to the target point. Point can be adjusted with mouse cursor location.
3
Prison of Blades -Q
No cost
Cool down: 7 seconds

The wizard minion you are controlling summons a prison on an enemy hero, rooting it, dealing 120 damage (+4% per lvl) and slows it by 30% after it leaves.
4
Staff Smash -W
No cost
Cooldown: 20 seconds

The wizard slams his staff to the ground after a 0.5 sec delay, blinding all enemies within its (medium) radius and dealing 100 (+4% per lvl) damage.
5
Skill Shot -Also kinda PASSIVE
No cost 
Cool down: 3 seconds
PASSIVE

The archer minion focuses his next shot, dealing 109 (+4% per lvl) bonus basic Attack damage. Damage tripled against heroes.
6
Siege of Arrows -W
No cost 
Cool down: 15 seconds

Archer minion gains stealth and summons five additional infested archers with only half health and damage, which will mimic the Skill Shot ability of the first minion. Will not break stealth and gain 15% additional Attack speed and damage when firing against structures. Summoned archers are not stealthed.
7
Sacrifice -E
No cost
No cool down

Any minion you are controlling explodes, with each minion granting 100 biomass. Deals 300 (+4% per lvl) damage to enemies who were attacking them when they are sacrificed. When you Sacrifice a minion, you gain a 100% speed bonus for 1 second.
8
Calldown: MULE
Calls a MULE to heal and resupply target structure.

TALENT
9
CEREBRATE
Summon Cerebrate on target Keep

TALENT
10
ENVENOM
Poison enemy Hero

TALENT
11
Broodmother
Summon a Queen to convert a keep into a hatchery

TALENT

Heroic Abilities

1
Hero Strain
No Cost
No cool down
Duration: 15 seconds

If an enemy hero kills you with an ability, you gain their basic abilities and can use them on with only half of the original ability's cool down. Killing an enemy hero during this time refreshes the duration of Hero Strain and creates a stack of Mutation, which activates when you finish the effect of Hero Strain. 1 stack creates a psionic field that damages enemies (1000 total damage for 5 seconds, +4% per lvl). 2 stacks creates a controllable Dominator Hybrid that ignores all damage taken and lasts for 10 seconds. (Deals 200 damage per attack +4% per lvl.) 3 stacks instantly revives you at your Hall of Storms.
2
Evolve
Biomass: 200 each (600 total)
Cool down: 40 seconds

Every 40 seconds, if you have sufficient biomass, your minion will evolve, gaining X1.5 bonus damage, X1.5 bonus health, and your basic attacks will be 10% faster. Stacks three times. At three stacks, you can transfer the stacks to another minion and control that minion instead, and your current minion will not be sacrificed, but it will still supply you with 50 biomass.

Talents

NOTE ALL ACTIVE AND PASSIVE TALENTS (WITH EXCEPTION OF UTTER DOOM) CAN BE CAST IN MINION OR OVERMIND FORM!!!

Tier 1
Empower Knight- Any knight minion you control will gain extra biomass when you sacrifice it.
Empower Wizard-

Pros And Cons

Pros
-Puts pressure on lanes, forcing enemies to track OVERMIND down.
-Powerful abilities.
-Good team helper.
-Short Cool downs with minions.
-High Health Regen in minion.

Cons
-Squishy.
-No escape.
-If units are not used correctly can be an "xp supplier" for enemies.

Quotes

Click on OVERMIND)
-What are you doing?
-Control something else.
-LET ME BE THE SWARM FOR A MOMENT!

Click on Infested Minions)
-Urghh...ergh
-Erggh
-Eggr

Humor)
-Oh no, it's the exterminators.
-I wish I could smell dinner.
-Essence is Love, Essence is Life
-I am the lord of puns. I'm so punny. Hahahaha.
-What does a Drone say to a cerebrate when there are no more minerals? "Looks like we OVERMIND!" HAHAHAHA!
-Need more puns.

Zeratul on either team)
-If only Zasz were here- oh wait, it's you, Dark Prelate.

Tassadar on either team)
-Where'd your void energy go now, fool? Oh, right, you used it to kill me.

Skin Concepts

One of the Ideas I had while making this was that the OVERMIND would be a "God" type creature, with a halo over every minion he controls and himself, because of his ability to severely turn the tides of battle.
In his "Constant Change" form, halos would be all around his body, and he would grow white wings, flying instead of slithering. When anyone on his team dies, an angel with a halo and harp would fly up in the sky, singing "Hallelujah!"

Another idea I had would be that he's a corrupt A.I. His look would be a floating "Error!" sign and instead of a chrysalis, there would be orange hexagons appearing and disappearing along the minion. His Defiance would show a hand waving its finger as if saying "no, no" above the hero Defiance was used on. When using his stacks of Evolve, he would go into repair and get upgraded that way, instead of a cocoon.
His "Constant Change" would be magnets attracted to each other like a snake, and he would fire the Heroes logo at his enemies.

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1
[-]
Derpifier (2) | March 15, 2016 7:00pm
EDIT: THERE WILL BE MORE EDITS SOON!
1
[-]
Derpifier (2) | March 15, 2016 6:56pm
EDIT: Tier 1 gains an extra talent!

Quick Rehabilitation- The minion you are infesting now only takes 30 seconds to infest, instead of the regular 60.
1
[-]
Derpifier (2) | March 13, 2016 10:36pm
Note that this is a work in progress, please do not h8, appreci8, plz and ty!
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