Overseers
Leading the endless hordes of unfortunate, are the dreaded Overseers or more fittingly "Shepards". These are made up of veterans of the First Galactic War, centuries old, equipped with arcane weapons and full of dark wisdom; they now return with a deep drive for vengeance. Clad in heavy armour known as "Carapace Plate" and armed with high-power staffs, they make formidable foes on their own right, capable of shrugging off even moderately powerful small arms and returning the favor by unleashing accurate, powerful bolts from their staffs as they slowly close in. Luckily for us, they are often quite rare compared to the Voteless rabble, usually being found on their lonesome or in pairs at most, meaning smart Divers can pick them off at range before they get too close. In addition, they are specifically vulnerable to weapons of the Plasma variety, with seemingly a few bolts from our tried and tested PLAS-1 "Scorcher" being more than enough to put down any Overseer.
Much like many foes we have covered here, they are by no means invincible, though the Overseers certainly try, their ablative armour allowing them to absorb even Anti-Tank weaponry before breaking away. Their helmets, however, are not afforded this arcane protection despite their own heavy plating.
Aware of their vulnerability at range, all Overseers are equipped with an energy shield projector upon their right forearm, which, while extremely sturdy, is small and stops them from firing, allowing Divers a valuable few seconds to either reposition or prepare a retaliatory reply in the form of explosives or a stratagem
Unless either properly equipped or mentally unstable, DO NOT ATTEMPT TO ENGAGE IN CLOSE COMBAT. They are equipped with heavy staffs and generally are stronger than the average human, being capable of knocking down Divers and finishing them off with a secondary strike.
Elevated Overseers
Overseers who have risen the ranks take their job as enforcers to another level; those I have designated "Adjudicators" are amongst the most dangerous of the lot. Equipped with Jetpacks and rapid-fire energy weapons, they will often be found keeping their distance compared to their standard brethren and instead enjoy pinning down their foes with shockingly accurate gunfire or flushing them out with plasma grenades if they get too comfy. Thankfully, their armour is generally much lighter to ensure they can indeed go airborne, and as a result, their Carapace Plate is generally far less protective their their grounded brethren. Chief among these is their volatile jetpacks that, when punctured, often explode, killing their wearer in the process. Furthermore, while they are known to strafe as they maneuver around their foe, they will usually stop to brace and fire their weapons, leaving a small window of vulnerability to precision fire.
Their Grenades, much like those used by the Automaton Troopers, have absurdly long fuse times, allowing quick-thinking Divers to use the weapon against them and kick them into any nearby foe, like "protests" of Voteless.
Despite their Carapace Plate being overall weaker than the "Shepard", it can still take a reasonable amount of damage before finally failing, and "Adjudicators" tend to make up for this with their ability to strafe left to right. Strategies used to counter "Shepards" (such as the utilisation of Plasma-based Weaponry) are equally effective here.
Certain electrical weapons (such as the ARC-12 "Blitzer", ARC-3 Arc Thrower, or even the Stunflash rounds from the SG-8 "Halt") are also effective at stopping them from attempting to jink or strafe, affording a few extra seconds to line up a killing blow.
Crescent Overseers
Other Overseers instead are permitted to handle heavier weapons within the Illuminate arsenal. Here, the so-called Crescent Overseers or "Heralds" are tasked with both the destruction of fortified positions and the suppression of their foes so that their own allies can close the gap. Armed with arcane shoulder-mounted plasma artillery, Crescent Overseers will often fire these, akin to mortars, completely negating any form of cover and going over even most hab-blocks found within our Colonies. One's only warning is the bright comet-like bolts streaking across the sky before they begin to plunge upon one's own positions. Despite their role as mobile artillery, the "Herald" is no less dangerous up close, being capable of bringing these same weapons to bear for direct fire, and so far as I have observed, only the heaviest of body armour available to us Helldivers has been known to survive a direct hit. I implore that you please don't try to challenge my observations, enough squads have been completely wiped as a result.
The Plasma Bombards, when set for indirect fire, tend to fire in 3-round salvoes. The more astute of you can potentially use their fire as a means to pinpoint where the Overseer is actually firing from.
Whilst they lack the iconic Power Staffs other Overseers are known to wield, the Crescent Overseer are still capable laying down a mean punch, having enough strength to visibly dent in a B-01 Helmet. Do your best and NOT try to challenge them to a fistfight.
Much like the standard Overseers they once were, they still don the heavy Carapace Plate that is capable of absorbing a great deal of damage before failing. The approach to deal with it remains the same nonetheless, persistence and explosive firepower are the quickest ways to dispatch them