Azalina by Meow meow

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Azalina

By: Meow meow
Last Updated: Jun 10, 2018
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Azalina

The soulthief

"Your soul is in my hands"



A support mage that is based heavily on her passive
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Though coming from hearthstone heroes of Warcraft. this character isn't in Warcraft.

Though she is a support she isn't the most consistent so pairing her with someone like an Ana would be a good idea

She also works well with diving champions such as Illidan or Genji

Her passive makes her good against stealthed characters i.e. Valeera, Nova, etc.

She herself, only has one form of untalanted cc in her kit on a respectable cooldown, leaving her open for diving when on cooldown

Melee Support Mage
Health:1612(+4%/level)
Health regen: 3.55(+0.1/level)

AA damage: 78(+4%/level)
AA range: 1.7
AA speed: 1.25(+4%/level)

Mana: 500(+2%/level)
Mana Regen: 3.25(+0.1/level)

Combat Trait

1
Wisp mother
Every 15 seconds Azalina spawns a wisp. Each wisp increases Azalina's vision range by 10%, stacking up to 3 wisps. At 3 wisps Azalina reveals stealthed enemies in a 15 meter range. Hitting enemies and allies with abilities reduces this cooldown by 1 second.

Primary Abilities

1
Wisp barrage
Azalina throws out a wisp in a straight line skill shot that will damage the first hero hit for 145(+4%/level), throwing a wisp removes one wisp from her passive, and stores up to 3 charges with a 1.5 second delay between each charge. Each hero hit reduced Wisp Mother's cooldown by an additional 4 seconds.

Mana: 30 mana per charge
2
Soothing Wisps
Azalina releases a wisp to travel to the targeted ally and upon reaching them the wisp heals them for 194(+4%/level) health. The targeting range of the wisp is comparable to that of Illidan's hunt ability. Upon targeting an ally the wisp will travel until they reach their target. Releasing a wisp removes one wisp from her passive, and stores up to 3 charges with a 1.5 second delay between each charge.

Mana: 35 per charge
3
Soul Thief
Azalina casts a delayed silence on the targeted enemy. When first targeted the enemy takes 120(+4%/level) over 1.5 seconds.For each ability the enemy cast during the 1.5 seconds they are silenced for .5 seconds. For every 1 second on the silence Azalina gains one charge of her passive.

Mana: 75

Cooldown: 10 seconds

Heroic Abilities

1
Unfinished Business
Wisp Barrage and Soothing wisps no longer uses her passive charges, reduces the mana costs of her abilities by 15, and increase healing and ability power by 20% for 5 seconds.

Mana: 100

Cooldown 60 seconds
2
Witchwood's touch
Azalina corrupts a small area around her comparable to that of Nova's triple tap, and uproots 3 trees randomly placed around the area. The trees damage enemies who get too close take 57(+4%/level) damage every one second second they are near the tree. Allies who are near the trees are healed 71(+4%/level) every second they are near the tree.The trees last 10 seconds

Mana: 100

Cooldown: 100 seconds

Talents

Level 1:
My children Quest: Damage Enemies with wisp barrage 30 times Quest: Heal allies with soothing wisps 30 times Reward: Gain 1 additional Wisps whenever you complete one of the quests.

Hunting wisps: Increase wisp barrage's range by 15%

Seeking wisps: Each wisp from your passive now increases your vision range by 15% from 10%

Level 4:
Hastened wisps: Soothing wisps travel 15% faster towards their target

Soul mending: Whenever you use a charge of soothing wisps a charge of soul mending is added, to a maximum of 5 stacks. Your next wisp barrage heals Azalina 20(+4%/level) up to 100(+4%/level) based on the number of charges.

Silent echos: If soul thief's silence lasts 1 second or more, Azalina gains 1 free charge of wisp barrage that does not cost a passive charge.

Returning home: Upon hearthing back to base, Azalina gains three charges of her passive.

Level 7:
Transparent soul: Wisp barrage pierces the first enemy hit

Soul's haven: For every 1 second traveled by wisps created by soothing wisps their healing is increased by 5% up to 25%

Wandering wisps: Whenever a minion dies near Azalina their is a 20% chance they will drop a wisp which can be picked up if walked next to, picking up a wisp adds a passive charge

Harsh screams: If an enemy is hit with wisp barrage while the damage over time of Soul Thief is happening, reduce the cooldown of soul thief by 3 seconds

Level 13:
Soul cleansing: Every 3rd cast of soothing wisp will cleanse the ally and increase their move speed by 25%

Spirit's blessing: Upon healing allies with soothing wisps, increase their move speed by 75% for 3 seconds, decaying over the duration.

Wispering woods: Using all three charges of your passive on soothing wisps grants you one additional wisp, and does not reset the cooldown of your passive

Level 16:
Furious souls: Each time you hit a hero with wisp barrage Azalina gains 15% ability power up to 60% for 5 seconds, resetting whenever you hit an enemy hero.

Overwhelming rush: Soul thief's damage over time effect lasts 3 seconds instead of 1.5.

spirit's revenge: Active: Azalina gains three charges of her passive and continuously casts wisp barrage with a 1 second delay between each throw. Whenever Azalina hits an enemy hero she gains another stack of her passive. Upon missing a hero Azalina stops and the active is put on cooldown. Azalina cannot cast other spells whilst casting Spitirt's revenge. Cooldown 60 seconds.

Level 20:
Call of the lost: Azalina no longer uses mana for the duration of unfinished business, the bonus healing and ability power is now 30%, and it now lasts 10 seconds.

The living forest: The trees are no longer stationary trees and rather wandering treants that will walk at 75% the speed of a normal hero and will walk towards the nearest enemy or ally.

Your soul is in my hands: Active: Target an enemy hero, after 5 seconds swap yours and the enemies current mana pool. Azalina's mana pool can go over her maximum.

Timelost: Whenever Azalina summons a wisp from wispmother, reduce all ability cooldowns by 1.5 seconds

How to Play

Azalina is an mage support that has very large range heals on a delay. She is great for helping divers as she doesn't need to be close and in the fight. Be careful in using all of your wisps in one ability as you will either have a long cooldown for your heal, or a long cooldown for your damage. The healing does have a long range, but requires a distance to travel. You can adapt your buildpath to either become more a healer or a consistent damage dealer. Azalina's ultimates are great for teamfighting. Unfinished business lets her use less mana because she heals more and her abilities cost less. Witchwood's touch is a great ultimate in small compact areas where the trees may both heal and damage. Talents such as overwhelming rush can be useful when going against heroes that have low cooldown abilities giving them more time before the silence so the silence can be longer. Having only one cc ability in her kit makes her open when that ability is down so taking harsh screams could help her peel or cc more targets in a lower amount of time. For what she has in burst healing, damage, and an almost global presence, she lacks in cc, consistent healing, and being very reliant on her passive.

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