Crescent Overseer

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The Crescent Overseer is a medium Infantry Illuminate carrying a powerful arcing plasma launcher in Helldivers 2.

Spawning

Crescent Overseers appear naturally throughout a map, in patrols, and can be summoned via reinforcements. They're the least plentiful Overseer variant, being limited to 1-2 instances in a given spawn condition.

Behavior

Crescent Overseers slowly roam the battlefield, and stop to aim their plasma cannon and lob plasma projectiles in an arcing trajectory once they detect enemies in their effective range. These attacks are able to cover a massive range and flush out Helldivers out from cover and behind tall structures.

Should a Helldiver confront them up close, they will instead shift their stance to hold their cannon with both hands and aim directly at their target, firing projectiles in a manner similar to the Overseer.

At point blank range, they'll free up one hand to punch enemies in front of them.

Tactical Information

  • Crescent Overseers are functionally very similar to Bile Spewers, being able to provide indirect artillery fire from long ranges but also attack in close quarter scenarios.
    • Unlike Spewers however, they're unable to inflict lingering Crowd Control effects via Acid damage, are much smaller in size without a large prominent weakspot, and possess Ablative armor like their fellow Overseer variants.
  • Whilst their plasma projectiles don't explode on impact in a manner similar to other plasma munitions, these attacks still possess a small area of effect, which deal damage based on proximity to the explosion.
  • Crescent Overseers are able to shoot very quickly whilst using indirect-fire attacks, and attempt to slightly predict Helldiver movement by leading their shots.
    • Whilst confronted at close to medium range, their alternate firing stance cannot fire projectiles as fast, and they shoot fairly inaccurately.
  • Crescent overseers possess the exact same body type and armor as standard Overseers, but given their less effective combat capabilities once in direct line of sight, they're the least durable Overseer variant.
  • Given their massive effective range, Crescent Overseers may stay in the exact same spot they were reinforced from without moving, resulting in groups that can bombard Helldivers with constant barrages of plasma. However, once found, they susceptible to be taken out all at once via explosive weapons, stratagems, or sustained fire.

Anatomy

Part Name Health* AV** Location Durable** % To Main*** Bleed Fatal ExDR****
Main 600 Armor AV0 Icon.png Unarmored I Overseer Main Health.png 0% - None Yes 0%
Head 150 Armor AV3 Icon.png Medium 0% 100% None Yes 100%
Chest Armor 150 Armor AV2 Icon.png Light 0% 20% None No 100%
Crotch Armor 200 Armor AV2 Icon.png Light 0% 20% None No 100%
Limb Armor 100 Armor AV2 Icon.png Light 0% 20% None No 100%
Torso 600 Armor AV2 Icon.png Light 0% 100% None Yes 100%
Right Arm 300 Armor AV1 Icon.png Unarmored II 0% 50% None Yes 100%
Left Arm 300 Armor AV1 Icon.png Unarmored II 0% 50% None No 100%
Legs Main Armor AV0 Icon.png Unarmored I 0% 70% None No 100%
* Parts with their HP listed as "Main" do not have their own individual health. All damage dealt to these parts is transferred to the enemy's Main health pool.
** Refer to armor values and enemy durability as defined in Damage.
*** The percentage of damage that is applied to the enemy's Main health pool. At 0 HP, the enemy dies. Unless the enemy has constitution, then it will bleedout and die.
**** ExDR means explosive damage resistance, this is a percentage between 0 and 100. If this value is 100%, the part is explosive immune, meaning explosives cannot damage it. Explosions will only directly damage Main health if it is internal.


Trivia

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Change History

Patch
Description

1.003.002
2025-05-20

(Undocumented change) Now only spawn at Medium Difficulty Icon.pngMedium or higher.

1.003.000
2025-05-13

Added to the game.

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