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"Overlords provide control for your minions. As your forces grow in number, you must hatch more Overlords to control them."
OverlordUltralisk SC2 Game1

An overlord

The overlord is a zerg flyer that provides control for lesser minions.

Overview

Overlord SC1 Art1

An overlord during the Great War

Overlords were evolved from the Gargantis proximae, a species of giant space-faring and semi-intelligent creatures[1] which volunteered to be assimilated in order to avoid extinction.[2] Once assimilated, they were used to help cerebrates control and coordinate their broods and scout using their enhanced senses.[1]

Psychology

The elongated appendages that hung from the underbellies of the Gargantis were evolved into an array of microscopic filaments that gather sensory and spatial information through intermittent pulses, which are then fed into the overlord's central nervous system. All data gathered is processed as fast as it is received, allowing overlords to navigate through any environment and relay tactical data to the Swarm.[3]

Overlords possess a large, bulbous brain which is protected by a heavily armored weave of bone and cartilage. It is a large organ, with millions of nerves and synaptic contacts.[3] The overlord's cerebral structure is complex with neural pathways woven throughout the body;[4] but is heavily concentrated in its lower section and legs. It is through this system that overlords relay commands to the Swarm.[3] The overlord's nerve system makes it a powerful psionic energy transmitter (its ability to broadcast psychic energy is unmatched) and to preserve this capability, the zerg only altered neurologically impotent parts from the Gargantis, including the carapace and pulmonary chambers. As a result, the overlord's core genetic matrix is atypically homogenous: over 90%. The minimal alterations also preserved memories;[4] ancient overlords, essentially assimilated Gargantis, regained their individuality upon becoming feral.[1] Dr. Talen Ayers proposed two theories as to why this was—one, the Gargantis had the properties the zerg desired, and as such, little modification of their genetic code was required. Two, the zerg are unwilling to meddle too deeply with the structural makeup of species that possess great psionic ability, knowing that even the slightest of changes can destroy this ability. He counted on the latter.[5]

Unlike most other zerg breeds, overlords have a greater capacity to act on their own judgement, though their mental flexibility is still severely limited.[6] Overlords typically only relay orders. They are technically capable of directly controlling lesser zerg, but only with extreme difficulty.[2] After Kerrigan's defeat at Char, some overlords attempted to form pockets of organized zerg in the same manner as broodmothers. However, this was a token effort, and most zerg regressed to a feral state.[7]

Overlords are fairly docile. Additional duties include tending to young larvae[8] and monitoring the progress of drones through a type of instinctive telepathy.[9]

Physiology

Overlord SC-G Game1

An overlord

Overlords retain the thick outer shell of the Gargantis, and it changed little in the assimilation process;[3] Their exoskeletons are strong enough to resist a lightning strike.[10]

Overlords with the correct growth stimuli[1] can carry other zerg within hollows in their hides.[11] In this form they become deep-space transports[8]; the importance of their function is underlined by the sheer number of overlords found accompanying zerg forces.[1] As spacefaring creatures, an overlord's carapace pressurizes and seals whenever the creature flies through vacuum. Two species of unidentified symbiotic organisms seem to regulate these functions, though Dominion scientists have been unable to obtain any living samples—these organisms die within seconds if removed from their host overlord.[3]

Overlords use helium-filled gas sacs and a weak telekinetic psi-ability for lift and motive power.[12] This helium is generated through an efficient respiratory system distributed throughout the overlord's carapace. The excess helium is stored in thick sacs that contract and expand through rudimentary pulses, allowing overlords to regulate altitude and propulsion at will.[3] They move quite slowly however.[13]

By the Second Great War, overlords could disgorge creep to prepare the way for zerg conquests.[1] This creep is produced by the overlord liquifying its internal organs, with the creep being stored in multiple glands near the overlord's head. The process is instantaneous and takes place when space is needed for transportation of zerg ground strains. Overlords can regrow their organs at will, and can modify them to derive substance from inhospitable environments.[3] Also by the Second Great War, overlords could metamorphosize into overseers.[1]

Game Unit

StarCraft

The overlord is a versatile zerg flier that provides control, detection and air transportation once upgraded. It is slower than other transport units even with Pneumatized Carapace.

Abilities

This unit may detect cloaked and burrowed enemies.

ve

Upgrades

+1 bonus to armor per level for overlords, mutalisks, guardians, devourers, scourge and queen.

Acquisition
Purchased from
Hotkey C
Level 1
Cost 150 Minerals 150 Vespene gas 267seconds
Level 2
Cost 225 Minerals 225 Vespene gas 300seconds
Required Lair
Level 3
Cost 300 Minerals 300 Vespene gas 333seconds
Required Hive
Antennae SC1 Upgrd1
Antennae
Acquisition
Purchased from Lair OR Hive
Hotkey A
Cost 150 Minerals 150 Vespene gas 133seconds
PneumaCarapace Icon SC1
Pneumatized Carapace
  • Increases overlord speed.
Acquisition
Purchased from
Hotkey P
Cost 150 Minerals 150 Vespene gas 133seconds
VentraSacs Icon SC1
Ventral Sacs

Allows overlords to transport units.

Usage
Hotkey V
Acquisition
Purchased from Lair/Hive
Hotkey V
Cost 200 Minerals 200 Vespene gas 160seconds

Development

During StarCraft alpha development, overlords had an attack value of 4.[14]

Overlord SC1 Cncpt1

Early overlord concept

StarCraft: Ghost

StarCraft Ghost Logo2
This article or section contains information about StarCraft: Ghost, which has been declared non-canon. Elements may be taken as 'flavor lore' however.
The content may be significantly out of date. Please do not add speculation to this article, and remember to cite a published source for details.
DoorBreach SC1 CineBattleAmerigo1
This following section contains information from concept art that may not be canonical.
Overlord SC-G Game2

Caged overlord

Overlords make an appearance in StarCraft: Ghost. Some have been locked into tanks or subjected to cybernetic surgery. The latter are known as brain spectres.

StarCraft II

In StarCraft II, the overlord provides control but does not provide detection. The overlord may evolve into the overseer which is a detector and spellcaster. Against protoss, it is recommended to keep overlords surrounded with strong anti-air defense as they are highly vulnerable targets for phoenixes used in the harass role.

The reason for the changes and the split between the overlord and overseer in terms of detection was that the zerg "were somewhat 'detectorific'" in StarCraft.[15]

Abilities

OverseerMorph SC2 Icon1
Overseer Morph

The overlord can morph into an overseer, which becomes a detector.

Usage
Hotkey V
Cost 50 Minerals 50 Vespene gas 12 seconds
Acquisition
Required Lair
ve
GenerateCreep SC2 Icon1
Excrete Creep

The overlord creates a 2x2 patch of creep through an activated ability, the radius steadily expanding.[16]

Usage
Hotkey Generate creep: G
Stop creating creep: C
Duration 11 seconds
Acquisition
Purchased from Automatically researched upon creation of lair
Required Lair
ve
SC2 KerrImprovedOverlords Icon
Mutate Ventral Sacs

Upgrades an individual overlord, allowing it to transport units. Increases movement speed to 1.28 (3.00 with Pneumatized Carapace).

Usage
Hotkey T
Cost 25 Minerals 25 Vespene gas 15 seconds
Acquisition
Required Lair
ve

Upgrades

PneumutizedCarapace SC2 Game1
Pneumatized Carapace

Increase speed of the overlord from 0.902 to 2.63, overlords with Ventral Sacs from 1.099 to 2.83, and the overseer 2.62 to 4.73.

Acquisition
Purchased from Hatchery (with at least 1 other lair or hive)/Lair/Hive
Hotkey P
Cost 100 Minerals 100 Vespene gas 43seconds
ve
VentralSacs SC2 Game1
Ventral Sacs

The overlord can transport units.

This upgrade is removed in Legacy of the Void. Overlords must now be upgraded individually.

Acquisition
Purchased from Lair/Hive
Hotkey E
Cost 200 Minerals 200 Vespene gas 130seconds
ve

Increases armor of zerg air units.

Acquisition
Purchased from
Level 1
Cost 100 Minerals 100 Vespene gas 160seconds
Effect +1 armor
Level 2
Cost 175 Minerals 175 Vespene gas 190seconds
Required Lair
Effect +1 armor
Level 3
Cost 250 Minerals 250 Vespene gas 220seconds
Required Hive
Effect +1 armor
ve

Heart of the Swarm

A special overlord skin is unlocked via leveling in Heart of the Swarm.[17]

When Kerrigan reaches a certain level overlords provide more control and are spawned instantly. This ability is called Improved Overlords.

Legacy of the Void

In Legacy of the Void, the overlord loses its ventral sacs upgrade. Instead, each overlord is upgraded individually to be able to transport units.[18] This upgrade requires an evolution chamber.[19]

Development

The following section contains information from a previous version of StarCraft II which is no longer valid.

They regained the ability to transport units as of December 2008.[20]

Overlord SC2 DevRend1

Early StarCraft II overlord

Overlords used to have a slime ability, but that has been removed from the latest build.[21]

  • Slime (also known as "Corrupt Minerals")
    • The overlord could drop a non-attacking slime creature,[22] temporarily disabling resource nodes and xel'naga towers.[23][24] The minerals can be covered as they're being harvested, enabling raids which slow down an enemy's economy.[22] The creature must be killed before the minerals can be accessed.[22][15]
    • This ability took some time to "cast" and had a small cooldown timer.[22]

Known Overlords

Overlord SC-G Cncpt1

An overlord

Variant Strains

Evolution

Individuals

References

  1. 1.0 1.1 1.2 1.3 1.4 1.5 1.6 Game Unit: Overlord. Blizzard Entertainment, accessed on 2010-09-20
  2. 2.0 2.1 Jurgens-Fyhrie, Gavin. "Just an Overlord." (March 21, 2013). Blizzard Entertainment. StarCraft Lore: Just an Overlord Accessed 2013-03-21.
  3. 3.0 3.1 3.2 3.3 3.4 3.5 3.6 2014-07-31, Overlord Science. Blizzard Entertainment, accessed on 2014-08-08
  4. 4.0 4.1 Blizzard Entertainment. Overlord Dissection. Project Blackstone. Accessed on 2013-03-25
  5. Dayton, Cameron et al (July 21, 2014). StarCraft II: War Stories. Simon & Schuster (Pocket Star). ASIN B00IWTWTBY.
  6. Blizzard Entertainment. 2012-11-26. StarCraft II Creative Development Q&A - Part 6. Blizzard Entertainment. Accessed 2012-11-26.
  7. 2011-05-31, The Interrogation Room: StarCraft II: Heart of the Swarm. GameSpy, accessed on 2011-7-08
  8. 8.0 8.1 Overlord. StarCraft Compendium. Accessed on 2008-01-19
  9. Drone, Blizzard Entertainment. Accessed on 2011-01-19
  10. Mesta, Gabriel (July 1, 2001). StarCraft: Shadow of the Xel'Naga. Simon & Schuster (Pocket Star). ISBN 0-671-04149-5.
  11. Underwood, Peter, Bill Roper, Chris Metzen and Jeffrey Vaughn. StarCraft (Manual). Irvine, Calif.: Blizzard Entertainment, 1998.
  12. Karune. 2007-12-14. StarCraft II Q&A - Batch 24. StarCraft II General Discussion Forum. Accessed 2007-12-14.
  13. 2014-12-04, More Zerg Science (All Too Easy). Blizzard Entertainment, accessed on 2014-06-12
  14. [1]
  15. 15.0 15.1 INC Games: Zerg Q&A. Accessed on 2008-20-03 Cite error: Invalid <ref> tag; name "INC" defined multiple times with different content
  16. Blizzard Entertainment. StarCraft II Map Editor. (Activision Blizzard) (in English). July 27, 2010
  17. StarCraft. Twitter. StarCraft's Twitter page. Accessed 2013-04-10.
  18. Cite error: Invalid <ref> tag; no text was provided for refs named UpdateJune17
  19. 2015-09-17, Legacy of the Void Beta Balance Update -- September 17, 2015. Blizzard Entertainment, accessed on 2015-09-30
  20. Karune. 2008-12-17. StarCraft II Q&A - Batch 47. Battle.net StarCraft II General Discussion Forum. Accessed 2008-12-17.
  21. StarCraft Legacy staff. 2009-04-04. Zerg Unit Information. StarCraft Legacy. Accessed 2009-06-23.
  22. 22.0 22.1 22.2 22.3 1) The tier 1 Overlord is very slow and does not have detection, though still essential for scouting throughout the game.

    2) They are two different abilities. In generating creep, the Overlord essentially unloads a bunch of creep straight to the ground below it, which expands. Corrupting minerals takes some time to fully cast, but it creates a non-attacking creature that takes over that resource, and needs to be killed before those minerals are able to be gathered. Furthermore, you can corrupt resources that are already being mined, introducing potential Overseer raids to slow the enemy's production.

    3)Neither abilities require energy. Creep generation does not have a cooldown whereas corrupt minerals has a small cooldown timer.
    Karune. 2008-04-25. Overseers having Creep Drop, details?. Battle.net StarCraft II General Discussion Forum. Accessed 2008-04-25.
  23. Burnes, Andrew. 2008-03-10. StarCraft 2 - Zerg Attack: New Screenshots, Unit Images & Unit Info! IGN.com Accessed 2008-03-10.
  24. Korda, Martin. Hands-on: Martin Korda gets to grips with StarCraft II and gets the lowdown on the newly evolved Zerg. CVG.com Accessed 2008-05-04.
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