The twisted Dark Archon, formed from a ritual that fused 7 Dark Templar into one malicious being, with Ulrezaj being the dominant personality. An insane but very powerful being that once led the Tal'darim and took the combined powers of the 3 races to trap him in a crystal. He can hardly be called Protoss anymore, and with the power of the Void by his side he is nigh unstoppable. His newfound form takes a lot of energy however, so he must keep draining the power from Khaydarin crystals or the life of nearby organisms, else he'll burn out like a star.
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HEALTH: 3600 +4.25% per level
HEALTH REGEN: 7.56 +4.25% per level
DAMAGE: 127 +4% per level
ATTACK SPEED: .91 per second
RANGE: 2
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Ulrezaj is a very dangerous warrior to deal with, but doesn't work the same as other heroes. His damage output doesn't put him on the level of a bruiser and he doesn't provide enough cc to make him much of a tank, but he's a ball of health that does whatever the heck he wants to do, and his weird health system really emphasizes the chaos of his being. Your Trait makes it so that %health damage has almost literally no effect on you, making Giant Killer far less effective than it should be. It also naturally slows down enemies' damage as they kill you by granting armor for each portion of your health they kill, but this comes at the cost of greatly reduced effectiveness of healing on you, and if you get poked down and lose a segment then you have to wait a long time for it to come back, although not as long if out of combat. Although he seems like he could be OP, his lack of mobility engage damage and real utility makes him akin to a Cho without a Gall. Ulrezaj works poorly against poke but works amazing in dive comps and with lots of shields, and is a herd counter to percent damage.
Domination is a peculiar form of mounting. Being able to stealthily enter an ally can get you out of the base quicker, but it's also amazing at sneak attacks by letting you hop inside a hero off on their own or a sneaky invisible hero, then out you go, ready to wreak havoc. Ulrezaj can function as a main tank as long as he has an initiator on his side as well; you don't need a gapcloser if you can mount them as they dash into the fray anyways. He can also do well at backdooring, even though his raw damage isn't incredible he can still clear waves decently enough, and if he gets low he can hop inside an ally and speed away, all while stalling time for his segments to recharge. This comes at the cost of you being slower than everyone else's mounts, but it's worth the price of being able to drive a Catapult around like a toy car.
Chaotic Torrent is your only sustain and a nice source of poke, being your most reliable ranged attack, but is weak when it comes to waveclear. Landing it on 2-3 enemies is generally your best option, granting the most damage and shields. Feedback is a throwback to BW, and is a delayed form of hard cc that also deals high damage. It's functionally the opposite of Maiev's Umbral Bind, so if you cast it on an enemy they want to get away asap or be punched by a hard silence. Insanity is a very strong skill, instantly stunning enemies and dealing a bit of damage, and shutting down bad life choices. The range is really short though, meaning you need to get right up in the enemy's face to use it, which may not be too hard if you're Dominating an ally.
Confusion is incredibly potent against clumped enemies since it can cause them to deal a ton of damage and screw up their skillshots, and in the worst case it can force them to keep away from the afflicted ally. It is weak in some ways though, for example it's useless if the target is isolated from its allies in the middle of your team, and although the cooldown isn't very large unless the enemy has strong AoE abilities you're not getting the full value out of it, in which they can simply wait it out. The ability can have a very high impact but there's still counterplay involved so be smart about when you use it. Meanwhile Oblivion doesn't require a team to be useful, and can save your life or the lives of your allies. Using it during a teamfight is incredibly strong because it makes it impossible for enemies to really do anything, although unlike Isolation it doesn't silence the target and has a weaker effect. It has super long range but the effect falls off so use it whenever but don't whiff it!
It's pretty nice overall speaking, but I don't like the concept of (R)Confusion, it feels like it gives a frustrating and strange experience to enemy players. It's just not fun.
Also, I don't like the concept of (E)domination: You are Ulrezaj, a really powerful being, why do you 'stop', potentially dying as you put yourself in a bad situation for just controlling an allied hero/minion/mercenary? Not even granting them damage feels useful nor appealing to the character, you can just do more without risking. I would prefer to have a 'mind blast' or something more agressive.
There are also some talents just too more powerful, Fist of Ulrezaj just not only renders you invulnerable to Tychus/Dva or other speed-buffed heroes, but makes them heal you at a surprisingly fast rate.
If you want to counter Varian just make a 16 talent that gives some damage max income, but only from AA to not make it OP like ("max 100 damage from AA") or else a 'burst-resistance' or 'push-force' ability could work.
And I feel like there are some missing parts of his representation as a character, I mean, I would like to feel like I'm burning out, and that I need to replenish myself. Or an ability that consumes his shields like the original Dark Archon.
Also for the sake of fun having a bit of health, (like 1/2 of Murky or so) could make situations where it is exposed and damaged.
If you don't mind, I may make a version based on yours.
I'm not sure how Confusion wouldn't be fun to play with. In SC2 the animation is very clear, and it could very clearly make enemy health bars appear hostile so you know that there's something wrong. It would be really interesting how players would need to position to get the best value out of their abilities, while allied players would want to move around to make Confusion not be wasted. There are strong abilities in the game that can punish your team (like Divine Storm or Horrify), while this ability is literally just a counter to those powerful abilities. It can't kill anyone by itself!
The whole point of Domination is that Dark Archons have always been able to mind control, and it is done by (lorewise) putting a piece of their psionic essence into the target. Unfortunately, Sylvanas got Mind Control as her own heroic, which sucks because Banshees are the ones who leave their own bodies to Dominate the target's body, so Dominate would have made more sense on her! I also was at a loss as to how Ulrezaj would have a mount, since he's a ball of energy and I don't want him to just float a little higher, so Domination is a way to give him an escape and a form of mobility, sorta. Plus it's a really cool mechanic to control a non-hero, like Lifestealer in DotA.
You also misread the Fist of Ulrezaj talent. He restores shields based on his own basic attacks, not attacks that hit him XD
I'm kinda struggling with the whole anti-shield mechanic. Sure, limiting basic attack damage would be cool, but he can activate it to deal half Ulrezaj's health in damage too, and Kel'thuzad and Morales both have anti-shield options on spells. Giving him some baseline health isn't as thematic imo but Idk. I'm open to suggestions.
I don't really like the idea of it being essentially a Sylvanas Possession as a basic ability because that removes the whole flavour of the ability. I'd love to be able to pilot a Knight mercenary around, or walk unseen through a minion wave only to pop out and destroy an enemy.