[Finished] CO-OP Commander Concept: Niadra

Playstyle

Niadra’s gameplay will be Niadra. No, we’re not joking at all, since everything held an inseparable bond with her. Things like researching upgrades, morphing units and managing the economics, all sorts of stuff - now require Niadra to be done with via specific ways and biomass, in which we are about to introduce to the players.

  • Niadra is the replacement of the Zerg’s original main structure - Hatchery, Lair and Hive.

  • Enemy units drop biomass upon destroyed. Niadra can also command her drones to gather minerals and vespene for biomass transformation. Since all she requires will only be biomass.

  • Niadra’s army can be morphed from Larvas, which can only be produced by Niadra herself. However, instead of the traditional morph mechanic, players will have to control them to consume a unit in order to morph. In addition, Niadra can spend more biomass to birth a combat unit.

  • All combat units require Niadra’s presence in order to receive commands.

  • Instead of spending resources to research upgrades, Niadra’s research requires her and her army to accomplish a specific task.

A broodmother never engages alone, especially for a competent strategist like Niadra. Fortunately, she can always rely on her brood - her army. These, Niadra’s underlings as known as the Protoss hunters have been forced to adapt to their prey. They, therefore, behave like Protoss more than Zerg, mentally. For example - Through their psionic link, they can receive several bonuses when marching in numbers, engaging with its ally and facing the enemy. Through their established mindset, they can gain benefits from using abilities or perform a certain action. In addition, all of them can receive orders to be assigned to different roles. Choose which unit should become which roles to assist Niadra.

OP Edited: Adding information about Niadra’s Brood specifically.

  • Larvae morphing mechanic is randomized with the supply cost of the consumed enemy unit. This does not affect all of the Niadra’s Brith abilities, however, allowing the player to create a certain combat unit based on their needs, with a cost of more biomass.

  • Each of the Niadra’s combat units can be assigned to different roles - Drones, Scouts, Soldiers, Guards, and Hunters from direct command in the Spawning Pool.

  • Although Niadra does not require Hatchery, Lair, and Hive, her combat units will be divided into a similar tier structure and requires Niadra to enter either stage 1 evolution or stage 2 in order to be enabled.

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Top Bar Abilities

A level 15 Niadra will have 3 abilities available for use.

Bio Scan

  • Reveal which area is enriched with the most amount of potential lifeforms. Enemies within the revealed area have a high chance to drop a double, or triple amount of biomass.

Enforcing Infestation

  • Dropdown 5 Larvas onto the targeted location. These Larvas are not targetable during the dropdown sequence.

One Step Ahead

  • This passive provides detector function and increases the range of Niadra by a significant amount.

Niadra

  • Niadra is unrevivable.

  • Niadra can consume biomass to Grow. This will enable her with more abilities, passives, and upgrade her army’s attacks and Carapace level to level 2 and 3.

  • Each Birth abilities allow Niadra to create a specific unit, ignoring the randomization of her Larvae’s morph mechanic.

  • Parasitic Invasion gradually increases the potential drop rate of biomass from the targeted enemy and influencing the battlefield in some ways. This ability can also be synergized with Consume Host to instantly gain the accumulated biomass.

  • Rupturing Claws allows Niadra to conduct devastating damage with her melee.

  • Her Orders abilities allow her to alter the current functions of her combat units.

  • The ultimate ability available with Niadra in each evolution stage - Chronic Infestation allows her to gain potential allies and a specific individual to aid her.

Since it’s posted but not complete, am not sure if you want feedback yet. For now let’s go with questions – I’m unsure about these things in particular:

  1. Other commanders have both minerals and vespene so there are multiple dimensions to cost. Does Niadra really devolve that down to a single one (biomass)? What does that mean for complexity of decisions?
  2. Do her drones long distance mine to the hero unit, that might be in combat?
  3. What do you mean about controlling a larva? Is the ‘birth a combat unit’ a completely different mechanic?
  4. Can Niadra as a commander have a presence in multiple places at once, since her units only ‘work’ near the hero unit?
  5. Is One Step Ahead a top bar ability or a passive?

First of all, thanks for asking questions.

No, drones actually have a mechanic to become burrowed and provide an entirely new function, mainly because of Niadra, as a heroic unit, is designed to be unrevivable.

I advise you to play/watch the HotS campaign mission - Enemy Within. Since “controlling a larva” is a mechanic of the entire mission and in theory (also IMO) what defines Niadra.

Edited: “Controlling a larva to consume an enemy, and morph to a combat unit” and “Birth a combat unit” are two of the mechanics from the campaign. These two mechanics are indeed differentiated from each other, as the first one cost less biomass, while the second one cost so much more. (And the second one are abilities from Niadra herself, not Larva)

No.

Some of the commanders like Karax and Zeratul has a passive ability within their top bar, and Blizzard had included it in the top bar section when they introduce the commander.
I am still finding a proper way to introduce custom commanders.

Ideally, players will have to decide when to pull back Niadra to gather minerals and vespene to transform them into biomass. This will be unnecessary in some situations, as this mechanic allows the player to gain potential usage with Niadra 's Birth ability. While if executed properly, the player can build his/her army with only Larvas.

I am a more with-detail guy, but I’ve been criticized by others for using too many words on a commander concept and I have issues of deleting words to a point that I’ve actually not informed the reader with some of the important information.

Just like Niadra actually starts with Larva, not Drones, and the player will have to consume an enemy unit to morph it to combat unit/Drone. Do you think I should include this in the playstyle section?

What are her actual units?

Thread title is misleading.

Preview implies Blizzard has completed a new commander and is giving us a glimpse before its release.

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Very true. I was confused.

Personally, I don’t think Niadra would work well without a Hatchery.

I don’t like this iteration of Niadra. Needing to birth larvae on the battlefield just to make one unit isn’t really going to be good for her. It would be better to give her a tech and leveling system. Perhaps even an evolutionary selection for what unit(s) she can give birth to.
Each unit type of Niadra requires a level of starting structure. Her first unit only requires a Hatchery. Second unit type needs a Lair, and third unit Type needs a Hive.
Each evolutionary line can have two or three units to select from. These are “spun” into her swarm’s DNA strands through a zerg structure. (Perhaps a Spawning Pool for her slot 1, Infestation Pit for slot 2, and I dunno… Ultralisk cavern for slot 3?) These all cost resources, but are birthed from Niadra herself. Like with Tychus, her unit evolutions/research come out of structures. Unsure which one(s), and how many each line gets.
Your maximum amount of Control (your supply) is based on Niadra’s current level. She starts out with her base 6 supply (from the Hatchery) plus an additional 30 for being level 0/1. Level 2 + 3 further increase her supply by 30, but take time to gather the required amount of Biomass. Niadra herself supply 90/100 supply, and the other 12 comes from your hatcheries. (Or just go the Tychus/Nova/Zeratul and give her the hard cap of 100 out of the gate.)
Choosable evolutionary lines would be as follows:

  • Slot 1: Zergling, Baneling, Roach.
  • Slot 2: Hydralisk, Mutalisk, Ultralisk?
  • Slot 3: Undecided. Maybe Defiler, Infestor, some other spellcaster?

As Niadra grows, so does her army. Everything starts a 0/0, but as she levels up, so do they. 1 is 1/1, 2 is 2/2, 3 is 3/3. Niadra benefits from these upgrades as well. Niadra will innately be a detector through leveling up the Commander.

This is mostly spitballing, but is more attuned to how Niadra should work.

It will appear in the upcoming Niadra’s Brood section.

I apologize for me to be misleading.

This is probably the most interesting take on Niadra that I’ve seen, even it’s not one that I think we’ll ever see. I can’t see the Co-op team ever making a commander that doesn’t use Minerals/Vespene gas.

1 Like

My apologies.

This is not the first time I’ve gone wrong with the type of formats. For example, I’ve posted a commander guide but with the game magazine’s format and… instantly backfired. And ofc, the recent post of Tosh commander by misunderstanding the term “concept” and “commander wiki information”.

As I’ve said in the other reply, I’m still finding a way to properly introduce a commander to someone.

Again, thanks for pointing out the mistake, sir. I hope I will not mess up in the next commander.

I am really, really sorry sir.

This will be discussed from the reply to Mr. Sprite.

You can (and should) change the thread title, it’s not permanent when created.

Just switch preview for concept.

Thanks mate!

(20 characters)

Niadra’s Brood

First thing first -

  • Each of the Niadra’s combat units can be assigned to different roles - Drones, Scouts, Soldiers, Guards, and Hunters from direct command in the Spawning Pool.

  • If there are no assigned units on the map, Larva will have an additional 30% chance to morph to that unit.

Each passive abilities granted from assigning unit into a certain role will be listed below -

Drones

  • Units given a role of Drones can obtain biomass, and they gather 15% more biomass from each biomass drops. In addition, they have a 5% chance to evade from enemy attacks after gathering biomass by 2 seconds.

  • Units given the role of Drones can also be morphed into either a Spine Crawler or Spore Crawler. These modified defensive structures will be differentiated from the original one.

Scouts

  • Units given the role of Scouts will not initiate an attack unless Niadra directly orders them to do so.

  • Units given the role of Scouts reveal its surrounding area when using their own abilities.

  • When a Scout unit is nearby, Spine Crawler and Spore Crawler attack range will be increased by 2.

Soldiers

  • Units given the role of Soldiers will be unkillable until they conducted damage equal to 300% of their maximum hit-points.

Guards

  • Units given the role of Guards gain attack and movement speed increase, plus a cooldown reduction when Niadra received fatal damage.

Hunters

  • Units given the role of Hunters will always maintain in burrowed and cloaked.

  • Units given the role of Hunters have a 1% chance to kill their target (or, if the target is heroic, dealing damage equal to 5% of the target’s maximum health) if remaining undetected.

Larva - This unit determines the evolution of Niadra’s army, they are quite vulnerable, but their cunningness say otherwise

  • Invasive Infection: Target and consume the closest enemy when received attacks. The larva will become invulnerable when initiating this action.

  • Adaptation Strain: Each larva has its own potential genetic matches. Consuming a matched enemy unit will result in morphing into units from a higher tier.

  • Slippery: This unit has a 15% chance to evade from melee attacks.

  • Luring: This passive makes Larva gradually release biotic compound though out a long distance, an enemy unit that made contact with the compound might be drawn to the Larva.

Drones - Rather than just workers, this unit is considered to be the last defense to Niadra

  • Overprotective Behavior: Upon Niadra received fatal damage, 2 Drones will instantly deep tunnel to her location, become enraged, draw out the enemy’s attention and split a regenerative acid which heals and removes all current debuffs from Niadra.

  • Enrage: While enraged, Drones weapon attack will stun all enemy units within a frontal cone area for 2 seconds. Drones will only die after the duration of this passive ability is over.

  • Contributor Mindset: This unit receives a huge attack and movement speed increase when it gathered resources within 5 seconds, or triggering the Enrage passive. Maintaining this effect will gradually establish the Drone with Selflessness.

  • Selflessness:

  • A single Drone with this mindset ability in effect can be used for Overprotective Behavior.

  • Drones with this mindset ability in effect eventually die after 30 seconds.

  • Drones with this mindset ability in effect gather 30% more minerals and vespene, plus their Enrage duration will be increased by 2 seconds.

Zerglings - Fast melee unit. Can morph into a Baneling.

  • Metabolic Boost: Niadra’s Zerglings attack much faster than any Zergling strains, they can gain an additional attack speed increase when surrounded by enemies, but they will always prioritize their attack to hit every target within range.

  • Passive Defense Measures:

  • Niadra’s Zerglings will not charge into the enemy lines unless they received direct orders from Niadra.

  • Enemy units used a Charge ability will be stun for 1 second and receive a 30% attack speed decrease for 4 seconds.

  • Enemy units with suicidal/melee attacks will be stun for 1 second and receive a 30% attack speed decrease for 4 seconds once their distance between the Zergling decreased to 2.

  • Baneling Morph: Transforms zergling into Baneling. This ability does not require biomass.

  • Zealous Mindset: Niadra’s Zerglings gain attack speed increase while Niadra is nearby, and weapon damage increase when Niadra is stationed. Maintaining this effect will gradually establish the Zergling with Overcoming.

  • Overcoming: Zerglings with this mindset ability gains damage reduction to splash damage by 3% with each Zerglings nearby, to a maximum of 12 Zerglings.

Banelings - Suicide unit. Deals damage over a small area upon death.

  • Concentrated Burst: Commands the Baneling to shot out the acid from a long distance, rather than commencing the original suicide attack. This modified attack deals persistent splash damage over time, and each attack consumes health from the Baneling.

  • Regenerative Acid: Banelings acid heals allied units and structures, equal to 30% of the damage they dealt.

  • Explode: Banelings can be ordered to detonate, instantly dealing damage around them, even if burrowed. This ability is not auto-cast.

  • Stalker Mindset: If covered with friendly units (not including Banelings), Banelings Explosion radius will be increased by 15%.

Roach - Assault unit. Regenerates life quickly while burrowed.

  • Accumulated Saliva: Niadra’s Roaches requires time to charge its Acid Saliva weapon attack. Niadra’s Roaches will utilize a melee attack during recharging.

  • Radical Saliva: Niadra’s Roaches Acid Saliva will force the target to split out acid to its allies, dealing additional damage over time.

  • Nerazim Mindset: Roaches life regen efficiency will be improved by how many distances between them and Niadra.

Hydralisk - Ranged attacker.

  • Spear Spines: This, 1 of the 2 Niadra’s Hydralisks weapon attack features high single target damage with a long cooldown. It can ideally hit 3 enemies at once, but two of the units are required to be near the main target.

  • Noxious Spines: This, another Niadra’s Hydralisks weapon attack will apply poison effect which deals persistent damage to the target over time.

  • Speciesism Mindset: Hydralisk gains a 35% attack speed increase whenever an enemy unit is within sight. Hydralisk also gains a 25% attack speed increase whenever an allied unit is nearby. These two attack speed can be stacked if the according requirements are met. Maintaining this effect will gradually establish the Hydralisk with Single-minded.

  • Single-minded: Hydralisks Spear Spines weapon cooldown will be decreased by 30% when it is attacking the same enemy unit.

Infestor - Infestation specialist.

  • Parasitic Domination: The infestor takes control of the target enemy unit. Heroic units are not immune, but controlling them will only cause them to rapidly attack enemies nearby for 3 seconds. The mind control duration of Parasitic Domination is not permanent, but players can use the ability on the same unit twice to gain an additional 50% duration uptime. The maximum amount of additional duration uptime of a mind-controlled unit is 100%.

  • Unbreachable Carapace: When using the Parasitic Domination ability, Niadra’s infestors will receive a damage reduction from aerial units by 50%, but their movement speed will be decreased quite significantly, and even become disabled while burrowed.

  • Devour: Devouring an enemy unit affected by Parasitic Domination, store it within the flesh cavities of the Infestor. Infestor can then release it if needed. This action will reset the mind control duration of the unit.

  • Khalai Caste Mindset: Infestor gains ability cooldown reduction when It and Niadra are controlling a non-Niadra’s-Brood unit. Maintaining this effect will gradually establish the Infestor with Innovativeness.

  • Innovativeness: Infestor improves its mind-controlled unit, granting them additional attack and movement speed increase. This effect will be removed once the mind-control duration has ended.

Mutalisk - Air unit. Attack sunken its glave wurms into the wound of the enemy, inflicting heavy damage over time

  • Piercer: Niadra’s Mutalisk weapon attack does not bounce through the enemies, but it will reduce the maximum hit-points of the target with each attack, and its damage to the same target will also gradually increase with each attack, this damage increase has no limit.

  • Endure: Each 15% of the damage dealt per attacks from an aerial unit will equally provide burst healing for Niadra’s Mutalisks Tissue Regeneration. The healing amount can be accumulated equally to a maximum of 100% of the Mutalisk hit-points.

  • Tissue Regeneration: Mutalisks regenerate more quickly than other zerg units.

  • Cooperative mindset: By commanding multiple Mutalisks to attack the same enemy unit, Mutalisks will gradually establish this mindset -

  • Mutalisks with this mindset ability in effect will clump with each other if one of the Mutalisks is being focused by the enemy, this will deflect each attack to every Mutalisk averagely.

  • Mutalisks with this mindset ability in effect will spread out if multiple Mutalisk has been taken damage from the enemy within 1 second.

Ultralisk - Heavy assault beast. Has an area-damage cleave attack.

  • Monarch Blades: Ultralisk deals +10 splash damage. Enemies received an attack from the Ultralisk will crush into its allies which are within a maximum range of 1.5, inflict additional damage to them.

  • Isolation: Combine with Monarch Blades, Ultralisk attack gradually separates its target from all units nearby to the left and right.

  • Burrow Charge: Ultralisk burrows and charges towards the target point. On eruption, knocks enemies back, stuns them for 2 seconds and immediately triggers its Isolation behavior. This ability can be auto-cast.

  • Templar Mindset: Ultralisk gains attack speed increase with each second while in combat, but it also receives attack speed decrease with each second while not engaging the enemy. Specifically, Ultralisks’ attack can be disabled if they remain from out of combat for too long.

Niadra’s Weapon

For every first Bio Scan, Niadra will discover a powerful individual based on the current faction which Amon possess, this heroic unit is only attackable by Niadra and her forces. Niadra can choose to repel that unit or gain control of it by using her Chronic Infestation.

Rules of Niadra’s Weapon

  • The current plan is the powerful individual will not be benefited from any mutators.

  • Upon taking fatal damage, the powerful individual will be consumed for 10 seconds. The player can choose to either gain control of it by using Niadra’s Chronic Infestation ability or let it flee.

  • By choosing the option to let the unit flee, it will reappear after the next Bio Scan.

  • The current idea is the player can choose to let the unit flee to spread Niadra’s Chronic Infestation to Amon’s forces without engaging them.

  • Specifically, letting the Terran individual flee from combat will make him become possessed by Amon, this will unlock an ability.

- Terran

*Before getting mind-controlled

  • Hostile: This unit is also considered to be hostile to any possessed terran.

  • Pure Mind: This unit will try to avoid any possessed terran as much as possible, due to the fear of their chaotic chatter.

  • Survival Instinct: Cooldowns from all available abilities of this unit are reset to 30% of the original if a massive enemy unit is being sighted.

  • Terminate: Snipe a target, dealing 250 (+150 vs massive) damage.

  • Deploy Kinetic Attractor: Deploy the Kinetic Attractor, this device will stun all enemy units within the area for 5 seconds. The effective area and stun duration will vary with how many units caught by the device.

  • *Hatred: Unleash void energy on the targeted location, dealing 60 damage in the target area in large packets over 5 seconds. This ability hits both air and ground units, and the energy will strike a random enemy unit whenever an enemy unit is destroyed before the energy faded, dealing 100 damage.

*After getting mind-controlled

  • Infested: This unit receives heals equal to 2% of its current hit-points every second.

  • Asymptomatic Carrier: enemies nearby are more likely to be affected by Niadra’s Chronic Infestation.

  • Terminate: Snipe a target, dealing 150 (+80 vs massive) damage. The target will then be affected by Blinding Pathogen.

  • Swallow’em All: Extend its multiple mouths toward all enemies in front of the unit and devour them, dealing damage equal to 10 times the supply cost of the target and heals the unit for 50% of the total damage dealt. This ability has a 5% chance to apply Blinding Pathogen to the target.

  • Blinding Pathogen: Unit affected by this passive ability release mist in the surrounding area for 4 seconds, causing allies to miss their attacks.

  • *Hatred: Unleash void energy on the targeted location, dealing 40 damage in the target area in large packets over 4 seconds. This ability hits both air and ground units, and the energy will strike two random enemy unit whenever an enemy unit is destroyed before the energy faded, dealing 60 damage.

- Zerg

*Before getting mind-controlled

  • Beyond Feral: This unit gradually gains damage reduction if being attacked by the enemy with the same formations.

  • Isolated: This unit will reduce Amon’s defenders within its current perimeter by 30%.

  • Scorched-essences: Each attack from this unit reduces the attack speed of its target by 1% and has a 2% chance to apply 1 stack of Scorched-essences to the target. Each stack of Scorched-essences reduces the total hit-points of the affected target by 5%. The chances of applying Scorched-essences to the target will be increased over time. The total hit-points reduction effect of Scorched-essences will only occur once the unit has been repelled.

  • Lifeforce Absorption: Receives heals equal to 15% of the target’s total hit-points from every enemy units for every 3 seconds.

*After getting mind-controlled

  • Scorched-essences: Each attack from this unit reduces the attack speed of its target by 1% and has a 0.8% chance to apply 1 stack of Scorched-essences to the target. Each stack of Scorched-essences reduces the total hit-points of the affected target by 3%. The chances of applying Scorched-essences to the target will be increased over time.

  • Essence Transfer: A random Allied unit nearby will gain a 5% attack speed increase with each stack of Scorched-essences applied.

- Protoss

*Before getting mind-controlled

  • Unbeliever: This unit will be escorted by additional Amon’s forces, and Amon will surround the unit with a defensive perimeter.

  • Martial Arts: The Psi Blades weapon attack from this unit will only affect hit-points, even its target has shields.

  • Psi Blast: The Psi Blast weapon attack from this unit has a considerably long cooldown, but it will unleash a Psionic Storm at the last location of the target after 2 seconds.

  • Khalai/Nerazim/Tal’darim/Purifier Assets: Two combat units will warp into the target’s location to attempt a rescue for 10 seconds every 15 seconds. These units will be hostile to all units except the unit.

*Khalai - two Archon will be warped into the battlefield

  • Perish: Upon taking fatal damage, Archon will destroy itself and all surrounding enemies within a small radius. This effect excludes heroic units.

*Nerazim - two Dark Templar will be warped into the battlefield

  • Shadow Maneuver: Dark Templar evades from all weapon attack and abilities that deal higher than 20 damage.

*Tal’darim - two Slayer will be warped into the battlefield

  • Fragmenting Warp: Instantly teleports a short distance away, temporarily shattered itself into a shadowy void. The shadowy void is immune to all damage and it will attack all targets within its effective area with Slayers weapon for every 0.2 seconds. Using this ability again will transform the shadowy void back into a Slayer.

*Purifier - two Cleanser will be warped into the battlefield

  • Singularity: Unleash a black hole at the target point that can be controlled and lasts 2 seconds. After two seconds, the black hole explodes, dealing 155 (+55 vs shields) damage to nearby enemies in a 1.5 radius.

  • Gravity Controlment: Place the selected target into the zone of Singularity. This ability has a relatively short cooldown.

*After getting mind-controlled

  • Martial Arts: The Psi Blades weapon attack from this unit will only affect hit-points, even its target has shields. Psi Blades also increases the chance of the target getting mind-controlled from Niadra’s Chronic Infestation.

  • Psi Blast: The Psi Blast weapon attack from this unit has a considerably long cooldown, but it will unleash a Psionic Storm at the last location of the target after 2 seconds. Psi Blast also increases the chance of the target getting mind-controlled from Niadra’s Chronic Infestation.

  • Re-establishing Distress Signal - Deploy 2 combat units to assist in the battle. Since these units are attempting rescue for the unit, they will always attack Niadra and her forces before warping out.

  • Terminal Singal: 1 combat unit will warp into the battlefield for attempting rescue for the unit in every 30 seconds.

*Khalai - two Archon will be warped into the battlefield

  • Perish: Upon taking fatal damage, Archon will destroy itself and all surrounding enemies within a small radius. This effect excludes heroic units.

  • Release my brethren - Khalai rescue team: inflict 200 damage to Niadra.

*Nerazim - two Dark Templar will be warped into the battlefield

  • Shadow Maneuver: Dark Templar evades from all weapon attack and abilities that deal higher than 20 damage.

  • Release my brethren - Nerazim rescue team: Freezes Niadra and her forces for 10 seconds.

*Tal’darim - two Slayer will be warped into the battlefield

  • Fragmenting Warp: Instantly teleports a short distance away, temporarily shattered itself into a shadowy void. The shadowy void is immune to all damage and it will attack all targets within its effective area with Slayers weapon for every 0.2 seconds. Using this ability again will transform the shadowy void back into a Slayer.

  • Release my brethren - Tal’darim rescue team: Mentally assault Niadra, increase all of her abilities cooldown by 2 seconds for 15 seconds.

*Purifier - two Cleanser will be warped into the battlefield

  • Singularity: Unleash a black hole at the target point that can be controlled and lasts 2 seconds. After two seconds, the black hole explodes, dealing 155 (+55 vs shields) damage to nearby enemies in a 1.5 radius.

  • Gravity Controlment: Place the selected target into the zone of Singularity. This ability has a relatively short cooldown.

  • Release my brethren - Purifier rescue team: Temporarily turn the unit against Niadra and her forces for 8 seconds.

Upcoming - Progression

*Edited: any suggestions for the naming of Niadra’s Weapon are welcomed

Progression

1) The Eternal Hunt: Niadra has a 100 supply maximum, her combat units cost biomass only, morph instantly, and have higher health, but they can only be morphed from Larva and Niadra’s abilities.

  • Niadra replaces Hatchery, Lair, and Hive.

  • Morph mechanic requires the player to control the Larva to consume an enemy.

  • Niadra is not revivable.

2) Enforcing Infestation: Unlock the Enforcing Infestation top bar ability. Enforcing Infestation dropdown 5 Larva onto the targeted location. These Larvae are not targetable during the dropdown sequence.

3) Motherly Demeanor: Reduces all damage taken by Niadra to 50, and increases the evade chance of Larva by 25% when each of the relating units is nearby each other. These effects will be disabled when Niadra’s combat unit presences. In addition, Niadra also gain +8% attack speed when one of her combat units received fatal damage during Defend Me.

4) Utilizing Asset: Unlock the Bio Scan and the One Step Ahead top bar ability.

  • Bio Scan reveals which area is enriched with the most amount of potential lifeforms. Enemies within the revealed area have a high chance to drop a double, or triple amount of biomass.

  • As a passive ability, One Step Ahead provides detector function to the player’s camera and increases the range of Niadra by a significant amount.

5) Comprehension of Society: Niadra’s unit can now be assigned with the role of Drones, Scouts, Soldiers, Defenders, and Hunters from the Spawning Pool. This will provide several benefits to the assigned unit type and allow Niadra and each Niadra’s units to adapt to their upgrades

6)Prolific: The cost of morphing Larvae and each combat units from Niadra are reduced by 15% and 25% respectively.

7) First-phase Adaptation: Unlocks the following upgrades for Niadra’s units to adapt to:

  • Drones: each burrowed Drones provide a small damage reduction for Niadra.

  • Zerglings: Zerglings can now charge to the enemy and immediately trigger their Passive Defense Measures once they’ve received an attack order from Niadra.

  • Banelings: Banelings gains damage increase after morphed from Zerglings for 20 seconds.

  • Roaches: Increase Roaches melee damage by 20.

  • Hydralisks: Friendly units nearby can apply 50% of the effect from Hydralisks Noxious Spines with their weapon attack.

  • Infestors: Total capacity of Devour increase by 50%

  • Mutalisks: Tissue Regeneration stops after taking damage from the enemy for 2 seconds.

  • Ultralisks: Ultralisks damage increases when attacking the same enemy unit with another Ultralisks.

8) The Other Khala: Niadra and her forces gain +3% attack and movement speed when they met these requirements respectively:

  • Allied unit is nearby

  • More than 25 Niadra’s units are near each other.

  • Engaging the enemy

9) Niadra’s Weapon: Through Bio Scan, Niadra can now discover a powerful individual based on the current faction which Amon possesses. That individual will attack Niadra and her ally on sight. After defeating that individual, Niadra can gain control of it and use it to wreak havoc upon her enemy.

10) Mid-term Adaptation: Unlocks the following upgrades for Niadra’s units to adapt to:

  • Drones: Drones also split a regenerative acid which heals and removes all current debuffs to 3 combat units near Niadra upon triggering Overprotective Behavior.

  • Zerglings: Zerglings damage increase by 30% if it attacks the same target again within 4 seconds.

  • Banelings: Banelings morphed from Zerglings with Overcoming in effect will apply attack and movement speed increase once the morphing sequence has ended.

  • Roaches: Accumulated Saliva now split to an addition unit upon launched.

  • Hydralisks: Hydralisks can utilize both Spear Spines and Noxious Spines without disabling the other one, but both weapons can not be used to attack the same enemy unit.

  • Infestors: Unbreachable Carapace also reduces damage dealt from enemies in front of the Infestor by 50%.

  • Mutalisks: Piercer Wurm within the destroyed enemy unit will relaunch themselves to another enemy unit, accelerate the effect from Piercer.

  • Ultralisks: Ultralisks cleave area is increased by 20%

11) Semi-individualism: Niadra’s units that have not been assigned with a role will always adapt to one of its related upgrades upon morphed and birthed.

12) Terminal Adaptation: Unlocks the following upgrades for Niadra’s units to adapt to:

  • Drones: Drones continue to gather resources and accumulated it while burrowed even if Niadra is currently occupied. Each Drone can only accumulate 300 minerals and 200 vespene at a time.

  • Zerglings: Zerglings will initiate its Baneling Morph ability upon taking fatal damage.

  • Banelings: Concentrated Burst consumes 50% less health from Banelings.

  • Roaches: Remains burrowed for 2 seconds will reset the cooldown of Accumulated Saliva.

  • Hydralisks: Hydralisks have a 30% chance to reset its Spear Spines cooldown after attacking.

  • Infestors: Innovativeness also improves a random friendly unit nearby.

  • Mutalisks: Mutalisks launch an additional Piercer Wurm after changing their formations.

  • Ultralisks: Increase the duration of all effects granted from Templar Mindset by 15%.

13) I Will Have My Prize: The powerful individual will always be stunned by Niadra before its total hit-points drop down to 50% and below.

Also, enhance each individual with Protoss technology.

14) Genetic Diversity: Upon morphed, each Niadra’s unit will receive damage reduction based on the last damage taken from their originated Larva. These can be splash damage, continuous single target damage, effect damage, and ability damage

15) Motheral Selection: Depending on their performances, each Niadra’s units have a chance to mutate, providing permanent alternation that changes their attackable type of targets, modify attack frequency, attack bonuses, and more.

Mastery

1.

Reduce units adaptation requirements / Increase units mutation chance

2.

Increase biomass from biomass transfer / Increase bonus biomass within a scanned area

3.

Bio Scan cooldown reduction / Weakening Individual