Izsha Commander Concept

Izsha continues her supporting role and commands a pack of special Queens that can produce units and have unique abilities. Each Queen requires a special Spawning Pool that once built spawns the Queen automatically. Only one Queen of each type can be made. When Queens die they return to their Spawning Pool and respawn in 1 min. Lair requires Proto Spawning Pool and Hive requires one of Nurturing, Furious and Shadow Spawning Pools. To further support the Queens, Izsha has top-bar abilities:

Guardian: Summon one Guardian per active Queen - a unit flying above the Queen with high HP but low damage. Guardian absorbs all the damage that the Queen would have taken, but doesn’t take any damage itself. Guardians can not be controlled and disappear when destroyed by absorbed damage or otherwise in 30 sec. Cooldown 90 sec.

Heroes Aid: Reset cooldowns and restore max charges for all abilities of all friendly hero units on the map. Cooldown 5 min

PROTO MOTHER

The first Queen that must be made every game to progress further in the technology tree. She helps at first to get the economy up and running with her Larvae injections. In the late game she mostly spreads creep or heals friendly units albeit much less efficiently than Nurturing Mother, and uses her Zerglings as a mineral dump. Abilities:

  • Zerglings: spawn two Zerglings, cost 50 minerals, cooldown 20 sec, 5 charges

  • Spawn Larvae: target Hatchery, Lair, or Hive spawns 4 Larvae in 25 seconds, cost 25 energy

  • Transfusion: instantly restore 125 life to target biological unit or structure, cost 50 energy, can be set to auto-cast

  • Spawn Creep Tumor: place a Creep Tumor at the targeted location, cost 25 energy, can be set to auto-cast

Proto Spawning Pool upgrades:

  • Increase Zerglings movement speed

  • Upon death Zerglings split into smaller Zerglings, requires Lair

  • Increase Zerglings attack speed, requires Hive

NURTURING MOTHER

This Queen shines in healing friendly units and structures. Her tanky Roaches absorb a lot of damage but don’t do much damage themselves leaving the Queen rather a support role. She synergizes well with Ancient Mother making her high HP units basically immortal, while her Roaches could be a good meat shield for more fragile but deadly Furios Mother’s Hydralisks. Abilities:

  • Roach: Spawn Roach, cost 75 minerals 25 gas, cooldown 25 sec, 5 charges.

  • Smart Transfusion: instantly restore 125 life to target biological unit or structure, cost 10 energy, cooldown 1 sec, can be set to auto-cast

  • Mass Transfusion: instantly restore 150 life of all friendly biological units and structures in an area around the Queen, cooldown 1 min

Nurturing Spawning Pool (requires Lair) upgrades:

  • Increase Roach movement speed

  • Increase Roach health by 60, requires Hive

  • Allow all Transfusion abilities to heal mechanical units and structures

  • Mass Transfusion restores another 150 life over time, requires Hive

FURIOUS MOTHER

A pack of her Hydralisks is able to disseminate an entire attack wave in a matter of seconds. When no enemy units left to fight, they can switch to a single attack mode and quickly bring down an objective. The Queen will further support the fighting group by periodically casting Frenzy and calling a horde of Mutalisks when the situation becomes dire. While her pack’s damage is second to none, she greatly benefits from Toxic Mother’s ability to keep enemies at bay. Abilities:

  • Hydralisk: spawn Hydralisk, cost 100 mineral 50 gas, cooldown 30 sec, 5 charges

  • Frenzy: increase attack and movement speed of all friendly units in area around the Queen for 15 sec, cooldown 90 sec

  • Feral Pack: summon 20 Feral Mutalisks with timed life, cooldown 3 min

Furious Spawning Pool (requires Lair) upgrades:

  • Increase Hydralisk movement speed

  • Increase Hydralisk attack range

  • Allow Hydralisk to switch between triple attack (see commander progress) and single attack modes. Single attacks now deal 50% more damage, requires Hive

  • Feral Pack summons 10 more Feral Mutalisks, requires Hive

SHADOW MOTHER

The Queen can really make the battlefield a dark place for the enemies. Her disguise abilities will help to protect her Lurkers and ally cloaked or burrowed units. Positioning them behind other units with lower attack range can also keep them safe. Otherwise her expensive Lurkers can be overwhelmed by enemy attack waves. The Lurkers are great at holding a choke point especially against infinite waves of infested terrans, but can also be used to siege an enemy base if well repositioned. Abilities:

  • Lurker: spawn Lurker, cost 150 minerals 150 gas, cooldown 35 sec, 3 charges

  • Oculus Parasite: blind target enemy unit for 15 sec. The affected unit loses detection ability and takes damage over time. Cost 75 energy, can be set to autocast in which case it will only target enemy detectors

  • Darkness: all enemy units and structures in a large area around the Queen get their attack and vision range reduced to 1 for 10 sec, cooldown 4 min

Shadow Spawning Pool (required Lair) upgrades:

  • Increase Lurker movement speed

  • Increase Lurker attack range, requires Hive

  • Allow Oculus Parasite to target enemy structures

  • When the enemy affected by Oculus Parasite dies, the parasite jumps to another target, and keep changing targets for the remaining duration, requires Hive

SKY MOTHER

The Queen provides quite a different playstyle fully focusing on air units and rather independent from other Queens. Brood Lords are great at pushing into enemy bases or dealing with ground attack waves, while Corruptors are there to defend the flock against any air threat. Although Deep Tunnel is unavailable, Corruptors can quickly reach other parts of the map with their decent natural speed and the additional boost from the Queen. Prompt repositioning and morphing Brood Lords and Corruptors into each other will allow the pack to face any enemy composition. Abilities:

  • Corruptor: spawn Corruptor, cost 200 mineral 200 gas, cooldown 45 sec, 3 charges

  • Brood Lord: spawn Brood Lord, cost 200 mineral 200 gas, cooldown 45 sec, 3 charges

  • Locust Cloud: friendly air units in an area around the Queen take 50% less damage for 10 sec, cooldown 90 sec

Sky Spawning Pool (required Hive) upgrades:

  • Increase Corruptor attack range

  • Doubles Corruptor life

  • Increase Brood Lord movement speed

  • Transformation between Corruptors and Brood Lords (see commander progress) fully restores their health once completed

TOXIC MOTHER

This Queen can truly change the pace of the battle, having a whole arsenal of slowing and damaging abilities. This makes her the best partner for Furious Mother who will quickly finish the enemies while keeping her precious Hydralisks safe. While Toxic Mother plays more of a support role, she can easily soften an attack wave of ground enemy units with a pack of Banelings, or cripple an enemy base with Acid Rain. Abilities:

  • Banelings: spawn 2 Banelings, cost 100 minerals 50 gas, cooldown 20 sec, 5 charges

  • Acid Pool: create a large pool of vaporising acid for 7 sec that reduces attack and movement speed of all enemy units within the area, cooldown 30 sec, 3 charges

  • Acid Rain: bombard a large area with acid droplets for 10 sec damaging enemy units and structures, cooldown 3 min

Toxic Spawning Pool (requires Hive) upgrades:

  • Increase Baneling movement speed

  • Baneling explosion leaves a small pool of acid damaging and slowing ground enemy units for a few seconds

  • Acid Pool also reveals cloaked and burrowed units

  • Enemies hit by Acid Rain are slowed and take additional damage over time

ANCIENT MOTHER

Her Ancient units with greatly increased health, damage and anti-armor bonus are on top of the evolution tree, and among two of them have all the tools to deal with any enemy composition. With Nurturing Mother healing support they never die while immunity to control impairing effects makes them literally unstoppable. When all the benefits are unlocked, the Queen herself becomes a powerful warrior on her own. Abilities:

  • Ancient Ultralisk: spawn Ancient Ultralisk, cost 600 minerals 400 gas, cooldown 120 sec, 1 charge

  • Ancient Devourer: spawn Ancient Devourer, cost 500 minerals 300 gas, cooldown 90 sec, 1 charge

  • Mineral Assimilation: activate the ground around the Queen for 10 sec that allows friendly units within the area, upon taking fatal damage, to turn into invulnerable petrified form and turn back fully healed into their original form once the ground is deactivated, cooldown 4 min

Ancient Spawning Pool (requires Hive) upgrades:

  • Increase Ancient Ultralisk movement speed

  • Ancient Ultralisks can deeply burrow and become invulnerable for 3 sec every 30 sec, passive. Burrowed Ancient Ultralisks also regenerate life quicker

  • Ancient Devourer attacks deal splash damage

  • Increase armor of Ancient units by 4

COMMANDER PROGRESS

Queen Master: All Izsha’s combat units are made by special Queens that have unique abilities and move quickly on and off creep. Hatcheries produce only Drones and Overlords.

Hero Queens: Queens get a hero tag and their health, life regeneration and damage are greatly increased

Nurturing Mother Evolutions: Roaches get Corpser strain - enemies damaged by Roach will spawn two roachlings upon death. Unlocks the following upgrades:

  • Increase Roach life

  • Mass Transfusion heals over time

Lasting Defence: Having Lair or Hive increases Guardians life by 100% or 200% respectively

Furious Mother Evolutions: Hydralisks get Medusa strain - they hit 3 different targets with each attack. Unlocks the following upgrades:

  • Increase the number of Feral Mutalisks

  • Allow Hydralisk to switch attack modes upgrades.

Deep Tunnel: Queens can quickly burrow to any explored location

Shadow Mother Evolutions: Lurkers get the ability to move while burrowed. Unlocks the following upgrades:

  • Increase Lurker attack range

  • Allows Oculus Parasite to affect multiple targets

Heroes Aid: Powerful ability allowing Izsha’s Queens and ally hero units to immediately use all their abilities

Sky Mother Evolutions: Brood Lords and Corruptors get the ability to morph into each other at no cost. The transformation takes 3 sec and has 30 sec cooldown. Unlocks the following upgrades:

  • Increase Corruptor life

  • Transformation between Corruptors and Brood Lords restore their health

Prolific Queens: Doubles the number of charges and halves the cooldown of unit spawning abilities for all the Queens. Units spawn almost immediately

Toxic Mother Evolutions: Banelings get Burrow Charge ability that allows Banelings to burrow and quickly move towards the target point exploding on eruption. Unlocks the following upgrades:

  • Acid Rain deals additional damage over time

  • Acid Pool gets detection upgrades.

Heroes Boost: Heroes Aid also increases life and energy regeneration of friendly hero units for 30 sec

Ancient Mother Evolutions: Ancient Mother and Ancient units get immunity to all control-impairing effects. Unlocks the following upgrades:

  • Protects and quickly heals burrowed Ancient Ultralisk

  • Grants Ancient Devourer splash damage upgrades.

Brood War Expertise: Frenzy, Oculus Parasite, Darkness, Locust Cloud, Acid Pool, Acid Rain and Mineral Assimilation last twice longer

Forgotten Wisdom: Queens get the following passive abilities:

  • Guardian above Proto Mother lasts 90 sec unless destroyed first

  • All Izsha units in area around Nurturing Mother heal for 30% of the damage they deal

  • Attack range of all friendly units in area around Furious Mother is increased

  • While burrowed, Shadow Mother can move and use all her abilities, including spawning Lurkers, but can’t attack

  • Sky Mother can fly. Deep Tunnel is replaced with an ability to increase movement speed of nearby friendly air units for 15 sec. Guardian appears behind the Queen not above

  • When enemy units die within a large area around Toxic Mother, they have a chance to leave behind a small puddle of acid for a few seconds that slows and deals damage to enemy ground units

  • Ancient Mother receives all the Ancient units upgrades once researched (movement speed, burrow protection and heal, splash damage, high armor) but attack range is reduced to 2

MASTERIES

Power Set 1:

  • Reduces Deep Tunnel cooldown by 0.5 sec, max 15 sec
  • Increases Queens damage by 1.5, max 45

Power Set 2:

  • Increases Guardian duration by 0.5 sec, max 15 sec
  • Reduces Heroes Aid cooldown by 2 sec, max 60 sec

Power Set 3:

  • Increases combat units attack speed by 0.66%, max 20%
  • Increases Queens attack speed by 1%, max 30%

PRESTIGES

P1 - Ephemeral Legion:

  • Advantage: Combat units cost 50% less, spawning unit abilities have no cooldown
  • Disadvantage: Combat units have timed life

P2 - Concentrated Preservation:

  • Advantage: Guardians have 30 sec cooldown and reduce damage taken by nearby friendly units by 30%. Once summoned Guardian fully restores Queen health
  • Disadvantage: Only one Guardian can be summoned each cast to the target Queen. Hero Aid is unavailable

P3 - Royal Squad:

  • Advantage: Queens take 10% less damage and cooldowns of their abilities are reduced by 10% for each spawned Queen

  • Disadvantage: Spawning unit abilities are unavailable. Only one Spawning Pool can be built at a time and each takes 30% longer to build than the previous one

Adding to the collection of concepts :slight_smile:

4 Likes

Hey guys. Did anyone have a chance to look at it? What do you think?

I’d love having Izha, Hanson and whatever toss they release as next comms.

I am on the phone haven’t read it yet but would like a tentacles calldown just as it was in HotS campaign with the lev.

Considering Izsha is connected to a Leviathan I think this concept needs something to do with the Leaviathan, but its still neat.

As I understand, Leviathan is mainly a transport between worlds and carries ready to launch drop pods. So drop pods call down ability from the top bar is probably the most sensible to add. Otherwise I can’t see much of a use for Leviathan.

Thanks for the feedback!

Honestly, it seems like the Swarm version of Dehaka.

Not a fan of the Queen focus.

Well I think it’s a bit different to Dehaka playstyle because you don’t have such a powerful hero.

The Izsha queens are decent but can’t do much without an army, similarly to Zagara but with way more different strategies available

Considering we didn’t get a new commander with the anniversary event I’m not convinced we will be getting any more new commanders.

I doubt that because we didn’t get a new Commander during the Anniversary we won’t get any new Commanders. Blizzard would have likely made a statement regarding plans to end the creation of Commanders if that were the case.

There are still plenty of potential Commanders left. Not to mention if we get more War Chests; they could use those skins for new Commanders (like Stettman getting Simulant Zerg skins).

2 Likes

Reading this kind of makes me think of this as a Zerg spin on Tychus, which sounds pretty neat. The only thing I think is missing might perhaps be a couple more Queen types so that players can decide which ones to go first (or at all), as a way to make the commander more replayable.

Also, I’d probably make the Guardian ability target one specific Queen instead just broadly hitting all of them. That would add a bit more micro potential since the player would need to make a decision as to which Queen needs the protection the most, and if needed the ability could be buffed so as to make each cast more meaningful.

Overall, I like this idea and I think it could be further fleshed out to add more replayability.

Yes it does remind Tychus playstyle. The main difference though is not only you need to build the Queens and research their upgrades, but you also need to build and potentially replenish an army. So you can’t really afford, and don’t have too either, to build all the Queens and the army unless it’s a very long map. But I like the idea of adding a couple more Queens - definitely won’t hurt, so will think about it.

As for the Guardian, I think it is a great suggestion. This will require though a bit more micro for already quite micro oriented commander. Maybe leave this option for prestige?

Added two Queens for playstyle diversity:

SHADOW MOTHER

The Queen can really make the battlefield a dark place for the enemies. Her disguise abilities will help to protect her Lurkers and ally cloaked or burrowed units. Positioning them behind other units with lower attack range can also keep them safe. Otherwise her expensive Lurkers can be overwhelmed by enemy attack waves. The Lurkers are great at holding a choke point especially against infinite waves of infested terrans, but can also be used to siege an enemy base if well repositioned. Abilities:

  • Lurker: spawn Lurker, cost 150 minerals 150 gas, cooldown 35 sec, 3 charges
  • Oculus Parasite: blind target enemy unit for 15 sec. The affected unit loses detection ability and takes damage over time. Cost 75 energy, can be set to autocast in which case it will only target enemy detectors
  • Darkness: all enemy units and structures in a large area around the Queen get their attack and vision range reduced to 1 for 10 sec, cooldown 4 min

Shadow Spawning Pool (required Lair) upgrades:

  • Increase Lurker movement speed
  • Increase Lurker attack range, requires Hive
  • Allow Oculus Parasite to target enemy structures
  • When the enemy affected by Oculus Parasite dies, the parasite jumps to another target, and keep changing targets for the remaining duration, requires Hive

Shadow Mother Evolutions: Lurkers get the ability to move while burrowed. Unlocks the following upgrades:

  • Increase Lurker attack range
  • Allows Oculus Parasite to affect multiple targets

Forgotten Wisdom:

  • While burrowed, Shadow Mother can move and use all her abilities, including spawning Lurkers, but can’t attack

SKY MOTHER

The Queen provides quite a different playstyle fully focusing on air units and rather independent from other Queens. Brood Lords are great at pushing into enemy bases or dealing with ground attack waves, while Corruptors are there to defend the flock against any air threat. Although Deep Tunnel is unavailable, Corruptors can quickly reach other parts of the map with their decent natural speed and the additional boost from the Queen. Prompt repositioning and morphing Brood Lords and Corruptors into each other will allow the pack to face any enemy composition. Abilities:

  • Corruptor: spawn Corruptor, cost 200 mineral 200 gas, cooldown 45 sec, 3 charges
    Brood Lord: spawn Brood Lord, cost 200 mineral 200 gas, cooldown 45 sec, 3 charges
  • Locust Cloud: friendly air units in an area around the Queen take 50% less damage for 10 sec, cooldown 90 sec

Sky Spawning Pool (required Hive) upgrades:

  • Increase Corruptor attack range
  • Doubles Corruptor life
  • Increase Brood Lord movement speed
  • Transformation between Corruptors and Brood Lords (see commander progress) fully restores their health once completed

Sky Mother Evolutions: Brood Lords and Corruptors get the ability to morph into each other at no cost. The transformation takes 3 sec and has 30 sec cooldown. Unlocks the following upgrades:

  • Increase Corruptor life
  • Transformation between Corruptors and Brood Lords restore their health

Forgotten Wisdom:

  • Sky Mother can fly. Deep Tunnel is replaced with an ability to increase movement speed of nearby friendly air units for 15 sec. Guardian appears behind the Queen not above
1 Like

What about lvl15 upgrade Isha finally finds a nose? :laughing:

Added masteries and prestiges. Now you can play her almost as Tychus! :grin:

MASTERIES

Power Set 1:

  • Reduces Deep Tunnel cooldown by 0.5 sec, max 15 sec
  • Increases Queens damage by 1.5, max 45

Power Set 2:

  • Increases Guardian duration by 0.5 sec, max 15 sec
  • Reduces Heroes Aid cooldown by 2 sec, max 60 sec

Power Set 3:

  • Increases combat units attack speed by 0.66%, max 20%
  • Increases Queens attack speed by 1%, max 30%

PRESTIGES

P1 - Ephemeral Legion:

  • Advantage: Combat units cost 50% less, spawning unit abilities have no cooldown
  • Disadvantage: Combat units have timed life

P2 - Concentrated Preservation:

  • Advantage: Guardians have 30 sec cooldown and reduce damage taken by nearby friendly units by 30%. Once summoned Guardian fully restores Queen health
  • Disadvantage: Only one Guardian can be summoned each cast to the target Queen. Hero Aid is unavailable

P3 - Royal Squad:

  • Advantage: Queens take 10% less damage and cooldowns of their abilities are reduced by 10% for each spawned Queen

  • Disadvantage: Spawning unit abilities are unavailable. Only one Spawning Pool can be built at a time and each takes 30% longer to build than the previous one