Volazj by Spenny404

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Volazj

By: Spenny404
Last Updated: Feb 3, 2016
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Volazj

Herald of Yogg-Saron

Volazj is a Herald of Yogg-Saron, one of the Old Gods. The Old Gods were some of the most dreaded and powerful being in existence. Blessed with the power of his master, Volazj seeks to spread chaos and destruction by driving those who would oppose him or his master to Insanity.

Utilizing his ranged attacks and abilities, Volazj excels at sewing the seeds of madness. Whether it's with the abilities his master has granted him, or by ripping apart the minds of his enemies with his own tendrils, he is not to be trifled with.

Combat Trait

1
Insanity
Volazj disturbs the minds of Heroes who he hits with attacks and abilities, inflicting "Insanity" damage to those he hits. Insanity is a separate bar that appears in purple above affected Heroes HP and fills to a maximum of 100 points.

When a Heroes Insanity reaches 100 they will temporarily go "Insane", causing them to be silenced and walk around aimlessly and uncontrollably for 2 seconds. After the Insanity wears off the bar resets to 0.

Insanity damage is applied over the course of 2 seconds, and will deteriorate from enemy Heroes if they are not hit by any of Volazj attacks or abilities for 5 seconds, at a rate of 5 per second.

Volazj's attacks inflict 4 Insanity damage to the target enemy Hero.

Primary Abilities

1
Chaos Bolt
Volazj shoots forward a bolt of chaos energy which pierces enemies in a line, then returns back to Volazj once it reaches maximum range. The bolt does moderate damage as it travels outward and deals increased damage and slows enemies as it returns.

Chaos Bolt inflicts 9 Insanity to each Hero hit as it travels forward, then inflicts 12 Insanity to Heroes hit by the projectile as it travels back to Volazj.

6 Second Cooldown
2
Profound Darkness
Volazj fires a dense aberration of shadows at a target area, slowing enemies caught in its range. Profound Darkness also creates a shroud which takes away sight of the surroundings for all enemies caught within. This reduction of sight is removed once they leave the area of effect.

The area persists for 4 seconds, but Volazj may re-activate the ability to remove the aberration which causes an explosion. Dealing moderate damage to enemies in the area of effect.

Each enemy Heroes caught in the explosion's area suffers 6 Insanity damage.

12 Second Cooldown
3
Shadow Crash
After a short delay Volazj fires a blast of shadow energy at a target location, which explodes on impact. Dealing moderate damage to all enemies near the impact point and knocking them away.

Shadow Crash inflicts 15 Insanity to each Hero hit.

10 Second Cooldown

Heroic Abilities

1
Mind Flay
After a brief channel Volazj unleashes a terrible storm of shadow energy, wracking the minds of each enemy unlucky enough to be caught in its destructive barrage.

The ability deals moderate damage in the initial area it was cast, and mild damage to each enemy in the area every 0.5 seconds. The storm persists for 5 seconds after the initial cast.

Volazj may move after the initial channel and can re-cast the ability to re-direct the storm to a target location. The storm can only move within a certain range relative to Volazj, and will not be able to go outside a maximum range.

Mind Flay's initial Cast inflicts 15 Sanity to each Hero hit, then 3 Sanity per 0.5 seconds to each enemy caught in the persisting Storm.

100 Second Cooldown
2
Psychic Break
Volazj unleashes a powerful psychic attack. By directly assailing the minds of his enemies Volazj physically manifests hostile clones of each enemy Hero, which appear adjacent to them and will begin attacking their counterparts, regardless of their location on the map.

Clones posses 30% of the original Heroes Damage and Health and will follow their corresponding target for 4 seconds or until they are killed.

Clones inflict 5 Sanity per attack.


120 Second Cooldown

Talents

Level 1:
Seasoned Marksman: For every 6 enemy Minion or captured Mercenary kills near your Hero, gain 1 Basic Attack damage. Hero Takedowns count as 3 Minion kills.
Growing Madness: Insanity bar is increased to 115, but now when it's filled Insane lasts for 3 seconds instead of 2.
Insatiable Hunger:
Collect Regeneration Globes to permanently increase your Maximum Health by 15 and your Maximum Mana by 10.
Lucid Reach: Chaos Bolt travels 25% further.


Level 4:
Thirst for Souls: Hero takedowns increase Ability Power by 3%, to a maximum of 30%. This bonus Ability Power is lost on death.
Weak Willed: When a Hero becomes Insane they are also Vulnerable for the duration. Taking 25% increased damage.
Crushed Hope: Shadow Crash's area of effect is increased by 30% and slows enemies Movement Speed by 25% for 2 seconds after they are knocked away.
Void Eclipse: Reduce the cooldown of Profound Darkness by 3 seconds.


Level 7:
Battle Momentum: Basic Attacks reduce Ability cooldowns by 0.5 seconds.
Mad Touch: Increase Basic Attack range by 20%.
Tachophobia: Chaos Bolt is 20% faster and deals 20% more damage.
Disturbing Presence: When an enemy Hero goes Insane they inflict 10 Insanity to nearby allies.


Level 10:
Heroics Listed Above

Level 13:
Broken Nerves: Basic Attacks against heroes apply a stack of Weak Nerves. Which deals bonus damage equal to 175% of their current Insanity amount over 2 seconds.

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