StarCraft® II

It is believed that the semi-intelligent spacefaring leviathans known as the Gargantis Proximae were first inducted into the Swarm so that their heightened senses could benefit the Zerg in battle. Whatever their starting point, Overlords were rapidly evolved to relay commands and keep the Swarm coordinated during combat. The importance of this function is underlined by the sheer number of Overlords found accompanying Zerg forces. Overlords are extremely flexible in their support role, often serving as advanced scouts and disgorging creep to prepare the way for further Zerg conquests. With the correct growth stimuli, Overlords are even capable of evolving the ability to transport Zerg warriors within their hollow carapaces.
Heart of the Swarm Wings of Liberty
Unit Statistics

3D Model

Basic information

Race: Zerg
Life: 200
Armor: 0 (3)
Movement: Very Slow
Attributes: Armored - Biological

Production

Producer: Larva
Hotkey: V
Cost: 100 -
Supply: -
Build time: 25

Combat

Upgrades:
Ability:

3D Model

Basic information

Race: Zerg
Life: 200
Armor: 0 (3)
Movement: Very Slow
Attributes: Armored - Biological

Production

Producer: Larva
Hotkey: V
Cost: 100 -
Supply: -
Build time: 25

Combat

Upgrades:
Ability:

SPECIMEN ANALYSIS

The elongated appendages hanging from the creature’s underbelly have evolved into an array of microscopic filaments that gather sensory and spatial information through intermittent pulses, which is then fed directly into the Overlord’s nervous system. All data is processed as fast as it is received, allowing these gargantuan fliers to navigate through any environment and relay important tactical data to the Swarm.
The thick outer shell of the Gargantis Proximae has changed little, even after Swarm assimilation. As spacefaring creatures, Overlords possess a carapace that pressurizes and seals whenever it cruises through the vacuum. Two species of unidentified, symbiotic organisms seem to help regulate these functions, but our scientists have been unable to obtain any living samples—they die in seconds if removed from the host.
Overlords are capable of generating helium through an efficient “respiratory” system distributed along the carapace. The excess helium is stored in thick sacs that contract or expand through rudimentary pulses, allowing the creature to regulate altitude and propulsion at will.
One of the more unique traits of the Overlords is the ability to liquefy their own internal organs to produce creep, which is then stored in multiple glands near their heads. The process is instantaneous, and also takes place when space is needed for the transportation of Zerg land-based creatures. Overlords are not only able to regrow their organs at will, they can also modify them to adapt, and derive sustenance from inhospitable environments.
The Overlord’s large, bulbous brain—safely stored under a heavily armored weave of bone and cartilage—is a rather large organ with millions of nerves and synaptic contacts. The vast network of nerve nodes extends in all directions throughout the creature, but is more heavily concentrated on the lower section and the legs. Overlords depend on this intricate system to relay commands and tactical data to the Zerg.
0.75 0.51 0.34 0.11 0.66 0.22 0.59 0.41 0.32 0.45

General Strategy

  • Air-based supply and transport unit.
  • Provides ’unit supply’ to increase the army’s capacity as more Overlords are spawned -– the death of Overlords can result in a significant drop in the army’s supply.
  • Can transport and drop Zerg units with Ventral Sacs upgrade.
  • Can scout more effectively with the Pneumatized Carapace speed upgrade.
  • Can excrete creep in order to increase the Zerg army movement speed on the battlefield and to inhibit non-Zerg races from building structures.
  • Able to evolve into Overseer detection units.
  • Effective but slow scout unit.

Evolutions

  • Pneumatized Carapace: Increase speed of the Overlord by 1.4 and the Overseer by 0.875.
  • Ventral Sacs: The Overlord can transport units.

Countermeasures

Terran VS
  • The most basic Terran unit, the Marine, is more than sufficient to take down Overlords, especially when used in groups.
  • Sensor Towers increase the range at which Terran players will be able to spot incoming Overlords, to intercept and destroy them before they reach key locations.
  • Missile Towers make short work of eavesdropping Overlords.
Zerg VS
  • Queens at your base can take down Overlords, while patrolling groups of Hydralisks deal enough damage to eliminate them before they can learn about your base defenses or production.
  • Placing Spore Crawler buildings at the edges of your bases can limit the amount of intelligence an Overlord is able to gather before it has to flee or be destroyed.
Protoss VS
  • Most anti-air defenses are effective at defeating Overlords – Stalkers and static Photon Cannons are sufficient to eliminate nearly any size scouting group quickly.
  • Small Phoenix fleets make great Overlord hunters.

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