Azshara by MrBr0s

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Azshara

By: MrBr0s
Last Updated: Aug 7, 2021
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Azshara

Queen of the Naga

A disruptive Mage that grows temporarily stronger as she fights other Heroes.

Health: 1425
Mana: 500
Attack Damage: 50
Attack Speed: 1.50
Attack Range: 5.5

Strengths:
- Team Fights
- AoE Damage
- Crowd Control

Weaknesses:
- Dueling
- Mobile Heroes
- Survivability

Combat Trait

1
Rising Tide
Trait
Cooldown: 25 seconds


When Azshara deals damage to a Hero, she gains Rising Tide for 10 seconds, increasing her Spell Power by 2%, up to 50%. Azshara enters High Tide while at 15 stacks or more. Otherwise, she stays at Low Tide.

Activate to consume all Rising Tide stacks, dealing 120 damage to nearby enemies. If used while at High Tide, Azshara also gains a Shield that absorbs 300 damage for 4 seconds. The radius of Rising tide is increased by 2% per stack.

Cast time: 0.125 seconds
Area of effect: Circle
Radius: 3.5


Notes:
- The damage and shield scale with Spell Power
- The number of stacks and High/Low Tide status is shown next to Azshara's portrait in the UI

Primary Abilities

1
Crashing Wave
Mana: 25
Cooldown: 4 seconds


Release a growing wave of water, dealing 90 damage in its path. Hitting an enemy Hero with the end of Crashing Wave causes the wave to collapse, dealing an additional 90 damage to enemies in the area.

Cast time: 0.125 seconds
Range (inner): 7.0
Range (outer): 9.75
Hitbox (start): 0.5 x 0.75
Hitbox (end): 2.5 x 0.75
Missile speed: 15
Area of effect (collapse): Circle
Radius: 2.5


Notes:
- The hitbox grows as it travels
- Heroes can take damage from both the wave and the collapse
2
Maelstrom
Mana: 50
Cooldown: 9 seconds


After 1 second, summon a water vortex that deals 36 damage every 0.3 seconds in the area for 3 seconds and pulls the first enemy Hero hit toward its center, dealing 150 damage.

The vortex grows to full size over 2 seconds.

Casting Maelstrom while at High Tide allows it to pull an additional Hero.

Cast time: 0.125 seconds
Range: 9.0
Area of effect: Circle
Radius (start): 1.75
Radius (end): 3.5


Notes:
- The vortex pulls enemies instantly if it spawns under them
- A Hero can be pulled only once (can be changed with Relentless Vortex at level 16)
3
Abyssal Breach
Mana: 70
Cooldown: 13 seconds


Weaken the ground at the target location. After 2 seconds, the ground collapses between Azshara and the target, dealing 230 damage and Stunning enemies hit for 0.75 seconds.

Cast time: 0.125 seconds
Range: 9.0
Area of effect: Circle
Radius: 0.875
Area of effect (collapse): Rectangle
Width (collapse): 1.75


Notes:
- The effect's outline can be seen on the ground by all Heroes. The progress is represented by the area filling up towards Azshara, triggering when it reaches her
- If Into the Deeps is chosen at level 1 and its quest completed, the outline pulsates while it can be triggered instead
- If Azshara is dead or not on the battlefield (e.g., inside Lt. Morales' Medivac Dropship) before the ground collapses, it collapses up to her last location

Heroic Abilities

1
Wrath of Azshara
Mana: 100
Cooldown: 90 seconds


Create a pool of deep water that grows as Azshara channels for up to 4 seconds. When the channel ends or is interrupted after the first 1.5 seconds, enemies inside are Slowed by 30% for 4 seconds and take damage equal to 20% of their maximum Health. The pool remains on the ground for 4 seconds and triggers its effects an additional time when it ends.

Wrath of Azshara is channeled 60% faster while at High Tide.


Cast time (channel): 4.0 seconds
Range: 8.0
Area of effect: Circle
Radius (start): 2.0
Radius (end): 10.0


Notes:
- The fastest channel possible (while at High Tide) lasts 2.5 seconds
2
Call of Nazjatar
Mana: 80
Cooldown: 70 seconds


Call upon 4 of Azshara's servants for 10 seconds. Each servant has 400 Health and grants a shield that absorbs 105 damage and that lasts until its caster dies.

Azshara's cooldowns recharge 50% faster while shielded by a servant.

Cast time: Instant
Unit radius: 0.625


Notes:
- The shields from the servants scale with Spell Power and stack with each other
- The cooldown recharge effect is removed when Azshara is no longer shielded by any servants
- Damage can still be absorbed if it is received at the exact same moment a servant dies

Talents (LvL 1)

Ripple Effect


Crashing Wave's collapse deals 20% more damage for every enemy Hero hit by the wave, but the wave's damage is reduced by 15%.

Taken by Storm


Increase Maelstrom's pull damage by 25% and starting radius by 35%. While at Low Tide, Maelstrom deals damage 25% faster.

Into the Deeps


!Quest: Damaging an enemy Hero with the collapse of Abyssal Breach increases its damage by 5, up to 125.

!Reward: After hitting 25 Heroes, Abyssal Breach no longer collapses automatically after 2 seconds and can be triggered manually within 1 to 3 seconds of being cast.

Talents (LvL 4)

Pooling Tide


Azshara gains 100% more Rising Tide stacks, but its duration is reduced by 2 seconds. While at High Tide, the duration is increased by 2 seconds instead, and Azshara gains 20% Attack Speed and Attack range.

Drowning Wake


Hitting an enemy Hero with Crashing Wave's collapse while they are Stunned by Abyssal Breach Slows them by 40% for 2.5 seconds and reduces the cooldown of Abyssal breach by 3 seconds.

Notes:
- The cooldown can be reduced once per cast regardless of the number of Heroes hit.


Seismic Activity


Abyssal Breach deals 90 damage in the target area when cast. Enemies damaged this way are Stunned for an additional 0.5 seconds when hit by the collapse.

Talents (LvL 7)

Endless Funnel


Maelstrom's duration is increased by 2 seconds and it grows 25% larger over 1 additional second, but it can only pull Heroes while growing.

Notes:
- Maelstrom grows to its usual size over the the first 2 seconds and an additional 25% over the 3rd second


Eye of the Storm


Maelstrom's cooldown is reduced by 0.2 seconds whenever it damages a Hero, and it refunds 10 Mana the first time it pulls a Hero.

Gaze of N

Talents (LvL 13)

Underwater Current


Crashing Wave's collapse grants 25 Armor and 30% Movement Speed for 3 seconds, but the wave's range is reduced by 10%.

Soul Erosion


Crashing Wave heals for 20% of the damage it deals. If Crashing Wave damages no Heroes, its cooldown is reduced to 1 second, it refunds 20 Mana and the range of its next cast is increased by 25%.

Lost at Sea


Active
Cooldown: 90 seconds

Activate to curse an enemy Hero for 60 seconds.

!Quest: Azshara gains Rising Tide and her maximum Health is increased by 4 every time the target takes damage from her allied Heroes. This effect can only occur once per second.

While at High Tide, Azshara also gains Health whenever the cursed Hero takes damage from Crashing Wave.

Cast time: Instant
Range: 7.0


Notes:
- The Health bonus happens on hit from both the wave and on collapse

Talents (LvL 16)

Well of Eternity


Activating Rising Tide knocks nearby enemies back and puts Azshara to Low Tide to 14 stacks instead of consuming it completely, but its cooldown is increased by 5 seconds.

Knockback duration: 0.275
Knockback Speed: 15


Notes:
- The knockback area is the same as the damaging area


Relentless Vortex


If Crashing Wave hits an active Maelstrom, it collapses early, reducing its own cooldown by 1 second and resetting the vortex' pulling effect.

Notes:
- Both the pull counter and the single pull on each Hero are reset


Abyssal Reach


Increase the range and width of Abyssal Breach by 30%. Upon collapse, Abyssal Breach leaves behind an impassable abyss for 2 seconds, trapping enemies that enter it.

Talents (LvL 20)

Sinking Feeling


Wrath of Azshara constantly Slows all enemies in the area, its instant damage is increased by 10% of the target's missing Health and it extends the duration of active Maelstroms within it.

Notes:
- Only prevents Marlstrom from ending without increasing its duration; an expired Maelstrom ends at the same time as Wrath of Azshara


For Nazjatar!


Each of Azshara's servants summoned with Call of Nazjatar attacks the nearest enemy Hero for 20 damage per second, reducing the Ability's cooldown by 1 second per attack.

Old Gods' Bounty


Takedowns permanently increase the maximum amount of Rising Tide stacks by 1, up to 10.

Includes Takedowns made so far.

Agitated Waters


Basic Attacks heal Azshara for 25% of the damage done. While at High Tide, Basic Attacks splash for 100% damage around the target and their damage is increased by Rising Tide.

Area of effect: Circle
Radius: 2.5

Changelog

1.3 (2021-08-07)


BASE

Rising Tide (D):
Can now also be used while at Low Tide.
Adjusted functionality: If used while at High Tide, Azshara also gains a Shield that absorbs 300 damage for 4 seconds.

Wrath of Azshara (R):
Cooldown reduced from 100 to 90 seconds.
New functionality: Create a pool of deep water that grows as Azshara channels for up to 4 seconds. When the channel ends or is interrupted after the first 1.5 seconds, enemies inside are Slowed by 30% for 4 seconds and take damage equal to 20% of their maximum Health. The pool remains on the ground for 4 seconds and triggers its effects an additional time when it ends.

Wrath of Azshara is channeled 60% faster while at High Tide.

Author's Note:
Wrath of Azshara used to be a tool for constant damage, burst damage, crowd control and area denial all at the same time. I changed it so it now has about the same damage and Slow as before, but all of it is now secondary to its main purpose: area denial. I have also added some nuance and counterplay opportunities to make it more complex than just a one-click huge area.


TALENTS

Sinking Feeling (lvl 20):
New functionality: Wrath of Azshara constantly Slows all enemies in the area, its instant damage is increased by 10% of the target's missing Health and it extends the duration of active Maelstroms within it.

1.2 (2021-07-12)


Added High/Low Tide mechanic to Rising Tide. Many talents and effects now take advantage of High/Low Tide.

BASE

Rising Tide (D):
Cooldown increased from 22 to 25 seconds.
Radius increased from 2.75 to 3.5.
New functionality: Azshara enters High Tide while at 15 stacks or more. Otherwise, she stays in Low Tide.
Adjusted functionality: While at High Tide, activate to consume all Rising Tide stacks, dealing 120 damage to nearby enemies and granting Azshara a Shield that absorbs 300 damage for 4 seconds. The radius of Rising tide is increased by 2% per stack.

Maelstrom (W):
Damage reduced from 60 to 36.
Damage interval reduced from 0.5 to 0.3 seconds.
Pull damage increased from 130 to 150.
Adjusted functionality: Now only pulls the first Hero hit, increased to 2 if cast while at High Tide.

Abyssal Breach (E):
Added explanation for the area of effect in the Notes section.

Wrath of Azshara (R):
Adjusted functionality: Now Slows by 25% for 4 seconds after the secondary effect instead of over its entire duration.

Call of Nazjatar (R):
Shield amount reduced from 130 to 105.
Shields granted by servants now scale with Spell Power.

TALENTS

Taken by Storm (lvl 1):
Additional functionality: While at Low Tide, Maelstrom deals damage 20% faster.

Into the Deeps (lvl 1):
Minimum activation delay increased from 0.75 to 1 second.

Pooling Tide (lvl 4):
Renamed from High Tide to Pooling Tide.
Additional functionality: While at High Tide, the duration is increased by 2 seconds instead, and Azshara gains 20% Attack Speed and Attack range.

Drowning Wake (lvl 4):
Additional functionality: Triggering the effect reduces the cooldown of Abyssal breach by 3 seconds.

Seismic Activity (lvl 4):
Damage increased from 75 to 95.

Endless Funnel (lvl 7):
Additional functionality: Maelstrom grows 25% larger over 1 additional second.

Eye of the Storm (lvl 7):
Cooldown reduction reduced from 0.3 to 0.2 seconds.

Gaze of N'zoth (lvl 7):
Additional functionality: While at High Tide, Rising Tide deals 150% more damage to enemies affected by Gaze of N'zoth.

Underwater Current (lvl 13):
Duration increased from 2.5 to 3 seconds.

Lost at Sea (lvl 13):
Additional functionality: While at High Tide, Azshara also gains Health whenever the cursed Hero takes damage from Crashing Wave.

Well of Eternity (lvl 16):

Additional functionality: Activating Rising Tide knocks nearby enemies back.

Relentless Vortex (lvl 16):
New functionality: If Crashing Wave hits an active Maelstrom, it collapses early, reducing its own cooldown by 1 second and resetting the vortex' pulling effect.

Abyssal Reach (lvl 16):
Additional functionality: Increase the range of Abyssal Breach by 30%.

Sinking Feeling (lvl 20):
New functionality: Reduce the cooldown of Wrath of Azshara by 30 seconds every time an affected Hero dies. Wrath of Azshara Slows all enemies in the area by 20%, and its instant damage is increased by 10% of the target's missing Health.

Agitated Waters (lvl 20):
Splash damage increased from 80% to 100%.
Adjusted functionality: Splash damage and scaling is active only at High Tide.
Additional functionality: Basic Attacks heal Azshara for 25% of the damage dealt.

1.1 (2021-07-08)


Added Ability and Talent properties to their tooltips.

BASE


Health:
Maximum Health reduced from 1480 to 1425.

Basic Attack:
Now has a range of 5.5.

Rising Tide (D):
Cooldown increased from 12 seconds to 22 seconds.
Duration reduced from 12 to 10 seconds.
Spell Power bonus per stack reduced from 2.5% to 2%.
Maximum amount of stacks increased from 20 to 25.

Crashing Wave (Q):
Mana cost reduced from 30 to 25.
Collapse damage reduced from 100 to 90.
Now pierces all enemies hit.
Now collapse only when hitting a Hero at its end instead of anywhere along its path.

Maelstrom (W):
Mana cost reduced from 60 to 50.
Cooldown increased from 8 to 9 seconds.
Delay increased from 0.5 to 1 second.
No longer refunds Mana.
Now grows over 2 seconds.

Abyssal Breach (E):
Stun duration increased from 0.5 to 0.75 seconds.
Cooldown increased from 12 to 13 seconds.

Wrath of Azshara (R):
Mana cost increased from 90 to 100.
Cooldown increased from 90 to 100 seconds.
New functionality: After 1 second, cover a large area with deep water for 8 seconds. Enemies in the area start to drown, Slowing them by 15% and dealing 20 damage per second, increased by 50% every second until they leave. Enemies that receive 5 successive instances of damage from Wrath of Azshara take damage equal to 15% of their maximum Health instantly.

TALENTS

Ripple Effect (lvl 1):
New functionality: Crashing Wave's collapse deals 20% more damage for every enemy Hero hit by the wave, but the wave's damage is reduced by 15%.

Taken by Storm (lvl 1):
Now increases starting radius only.
Radius bonus increased from 30% to 35%.

Into the Deeps (lvl 1):
Adjusted functionality: After hitting 25 Heroes, Abyssal Breach no longer activates automatically after 2 seconds and can be triggered manually within 0.75 to 3 seconds of being cast.

High Tide (lvl 4):
Duration reduction reduced from 3 to 2 seconds.

Drowning Wake (lvl 4):
Adjusted functionality: Hitting an enemy Hero with Crashing Wave's collapse while they are Stunned by Abyssal Breach Slows them by 40% for 2.5 seconds.

Seismic Activity (lvl 4):
Damage reduced from 100 to 75.
Duration bonus changed from 100% to 0.5 seconds.

Endless Funnel (lvl 7):
Adjusted functionality: Maelstrom's duration is increased by 2 seconds, but it can only pull Heroes while growing.

Eye of the Storm (lvl 7):
Renamed from Soul Syphon to Eye of the Storm.
Cooldown reduction reduced from 0.35 to 0.3 seconds.
Additional functionality: Maelstrom refunds 10 Mana the first time it pulls a Hero.

Underwater Current (lvl 13):
New functionality: Crashing Wave's collapse grants 25 Armor and 30% Movement Speed for 2.5 seconds, but the wave's range is reduced by 10%.

Soul Erosion (lvl 13):
Renamed from Eye of the Storm to Soul Erosion.
Additional functionality: Crashing Wave heals for 20% of the damage it deals. If it hits no Heroes, the range of its next cast is increased by 25%.

Lost at Sea (lvl 13):
Additional functionality: Azshara's maximum Health is increased by 4 every time she gains Rising tide from Lost at Sea.

Abyssal Reach (lvl 16):
Renamed from Second Sundering to Abyssal Reach (Pun and reference very much intended)
Duration increased from 1.5 to 2 seconds.
Additional functionality: Increase the width of Abyssal Breach by 30%.

Sinking Feeling (lvl 20):
Damage increased from 5% of target's missing Health to 10% of target's missing Health.

Old Gods' Bounty (lvl 20):
Takedown cap reduced from 20 to 10.
Additional functionality: Includes Takedowns made so far.

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[-]
Murraythehuman (2) | July 11, 2021 3:32am
I rather like a lot of this kit, especially the first ability. Though that said, the sheer abundance of knockback mechanics almost makes the character seem more like a soft tank than a ranged assassin. Overall this is probably in the top 3 movesets I've ever seen on HeroesFire, and there are no critical problems with it, though I do have some minor suggestions, if you'd like to hear them.
1
[-]
MrBr0s (1) | July 11, 2021 11:28am
Thanks for the nice words!

I really like the displacement and stun mechanics Azshara brings to the table, as it fits the fantasy of summoning big masses of moving water. However I do feel like she might have a bit too much of it, making her potentially annoying to play against.

As for the the abilities themselves, I see her trait as a survival mechanic (or even a skillful way of moving people into danger) that resets her spell power stacks as a drawback, and her W and E as tools that can set each other up.

I'd love to hear your suggestions, a second opinion is always welcome.
1
[-]
Murraythehuman (2) | July 12, 2021 3:12am
  • I'm fond of the passive part of the trait. It's a good 'talent playground', where Talents can specifically work if you have high stacks going. I'm also generally fond of moves where you sacrifice a built-up resource for some pay-off, though I'll get to that later. The big criticism I have to lob against it is that 25 hits is quite a lot for only gaining 50% increased damage (even if 50% damage bonus is also a lot). Crashing Wave synergises well with it for getting stacks, due to being an AoE with a low cooldown, which shows this is a well thought out mechanic, it's mostly just that I think the numbers here need fiddling with a bit, because I could see her becoming Feast-or-Famine with ease. My suggestion would be to slightly lower her maximum stacks (to 20 stacks of 2%), and then making a dedicated Trait Bonus talent tier at 1, 4, or 7 (ie. "gain 3 armor for every 10% spell power acquired through Rising Tide" or "While at or above 20% increased spell power, gain 15% movement speed."). Overall though, it's a strong basis for a trait, and my balance nitpicks are just that.
  • That said, I'm not super fond of the activated element. Emerald Wind on Brightwing is balanced as an ult for a reason, and while this doesn't seem to be as disruptive, due to being an overall faster move, the potential is there for her to be really annoying. That said, I think the idea of sacrificing everything you have to make an escape is a good one. Perhaps altering things to be based more on her own survivability could work? Granting herself a big heal, or a mobility move that has its range increase based on her stacks? There are options here. Maybe she just 'submerges' and becomes invincible, like Dehaka, with Duration tied to the stacks acquired? Though in my honest opinion? This is a move that should maybe just be a late-game talent. I feel there's a good, robust character in here without needing a extra move.
  • Maelstrom... is a move that I think is perhaps too frustrating to be a basic. At least on an assassin. But the core mechanics of the move are strong, a bit like Tassadar's new heroic. And that's my suggestion, make the move's maximum size bigger, but make the move into a heroic instead. Make characters suffer the power of your big boy combo starter move. It has the potential to be something that exacerbates 'chain cc' teams, but I think if the startup is slow enough, what you end up making is more of an area-denial tool, similar to D.Va's self-destruct-- something that isn't necessarily meant to hit, just scare everyone away, and that works with the general style of this character you have. Speaking of...
  • I absolutely love Crashing Wave. It is perfect in every way. It has a lot of room for value and variance, you can attach lots of interesting talents to it, and it establishes Azshara as having an 'ideal range'. Someone who doesn't want to let enemies get in too close. Not a backliner, but just someone who suffers if the enemy gets all-up-ins. And to that extent, it feels like the rest of the kit helps to support that idea, with lots of moves to keep your foe away from you. The only ambiguity it has is whether or not it hits twice at the end... and while for simplicity I want to say it should only hit once... the trait is made more rewarding if you hit twice, so it works fine as-is.
  • Abyssal Breach is good, but I feel like it might work better if it were designed as more of a pre-emptive tool. Azshara clearly wants her foes to stay away from her, so my immediate thought is "lower the cooldown of the move... and the range". Make it something you setup in close proximity to you. That long delay forces anyone who wants to fight you to stop and think "hey, do I really want to risk getting up in her grill when that stun is on the line?" The lowered cooldown also fits into her trait better.
  • Wrath of Azshara kind of ends up playing out a lot like my changes to Maelstrom, but when you want to keep an enemy within a big AoE... historically moves like that have only really fit into chain-cc tools, or have to be treated with extreme caution not to become broken. I think this is a move that ultimately becomes low-key unbalanceable. Maybe having it surround Azshara as a powerful, gradually strengthening AoE and modifying the % damage would fit well? Honestly I don't have many good suggestions for this one.
  • That said, Call of Nazjata is... honestly I don't know. Summons have historically been poor for HotS, being very hard to balance, but one that's used mostly for defence has potential. It's just that AoE moves are so common that it's hard to say how useful it would be.
  • With my suggestion to move Maelstrom to a heroic (There's not a specific one that I think is better to drop, though if you dropped the R2, that could be moved to a talent), perhaps the replacement move could be some minor form of mobility? Something that still keeps her with her weakness to close range foes, but gives her another tool for avoiding it.

I haven't actually given too many of the talents a close read. I normally only read the first two tiers to see if any of the 'holes' in a characters kit get filled in through obligate talents (ie. if you have a tank with no sustain, then you can still grant sustain at 1 or 4). But here I think the core ideas are strong enough that you'd be fine dropping a move. I do think, though, with the loss of the big GET OFF ME trait, you'd want to grant her some healing or shielding before 10, just to let her be more self-reliant.

10/10 though for the Q. It's simple and elegant and I can visualise it really well and it is without fault.
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[-]
Solander | March 11, 2020 4:36pm
nice job :)
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