Vol'Jin by BoomTheBear

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Vol'Jin

By: BoomTheBear
Last Updated: Jul 20, 2015
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Vol'Jin

Talents - Level 1

Headshrinker – [Generic Passive]

“Every 6 minion kills, permanently gain 0.1 mana regeneration. Hero takedowns count as 2 minion kills."

Vex the Hexed – [Hex of Weakness Augment]
“Hex of Weakness deals 10 (+4 per hero level, including level 1) damage per second so long as it afflicts the target."

Stoic Rituals – [Generic Passive]
“Increase the health of your Serpent Ward and Tiki Fetish by 50%."

Seasoned Marksman – [Generic Passive]
“Every 6 minion kills, gain 1 permanent basic attack damage. Hero takedowns count as 2 minion kills"

Talents - Level 4

Shadow Hunter – [Generic Passive]
“Once every 10 seconds, your next basic attack will deal 100% more damage over 3 seconds. Whilst this damage over time effect is present on the target, their movement speed is slowed by 20%. Basic attacks reduce the cooldown by 1 second."

Hoodoo? You Do – [Big Mojo Augment]
"Big Mojo's shield amount is increased by 100%. Additionally when the damage buff fades from the target, the shield is fully refreshed, lasting up to 3 seconds."

Good Vibrations – [Hoodoo Wave Augment]
“Whenever you heal a target through Hoodoo Wave, you receive an amount of healing equal to 35% of the original heal yourself."

Forked Tongues – [Serpent Ward Augment]
“Your Serpent Ward's attacks split upon hitting a target, sending two bolts towards enemies near to the original target. These bolts deal 50% of the original attack's damage. Split attack damage doubled against minions and mercenaries."

Talents - Level 7

Darkspear Cunning – [Generic Passive]
“Your basic attacks reduce the cooldown of your abilities by 0.5 seconds and Otherside by 1 second."

Poisonous Intent – [Generic Passive]
“After using an ability, your next basic attack made within 5 seconds will deal an additional 100% damage over 4 seconds. This effect does not stack with itself, but reapplying this effect will refresh the duration back to the 4 second maximum."

Medicinal Mumbo – [Tiki Fetish Augment]
“Your Tiki Fetish heals splash near the healed target, healing nearby friendly units within range for 50% of the original healing amount."

Paralysis – [Voodoo Lightning Augment]
“The initial and final applications of damage from this ability now root the target in place for 0.75 seconds."



Bottomless Whammy Bag – [Serpent Ward/Tiki Fetish Augment]
“Maximum Serpent Ward and Tiki Fetish charges increased by 1."

Talents - Level 10

Spirit Link – [Generic Passive]
Stasis Trap - [Heroic Ability]

Talents - Level 13

With Both Hands – [Otherside Augment]
“After casting an augmented ability, the original ability or charge cooldown is instantly refreshed."


Cobra Strikes – [Generic Passive]
“When damaging an enemy hero, your basic attacks and the attacks of your Serpent Wards deal bonus damage equal to 0.75% of the target's maximum health."


Soul Train – [Hoodoo Wave/Voodoo Lightning Augment]
“You can now channel Hoodoo Wave and Voodoo Lightning whilst moving. Whilst channelling your movement speed is reduced to 75% of normal."


My Voodoo Child – [Tiki Fetish Augment]
“Increase the duration of Tiki Fetish and number of heals it may cast by 50%. Additionally your Tiki Fetishes are now mobile, and will follow you around so long as they are active."


Faceless Communion – [Otherside Augment]
“You may now store 2 charges of Otherside."

Talents - Level 16

Lingering Jinx – [Hex of Weakness Augment]
“Increase the duration of Hex of Weakness by 2 seconds."


Jumping Juju - [Big Mojo Augment]
"Big Mojo increases the target's movement speed by 40% whilst active."

Hungry Spirits – [Otherside Augment]
“Casting Otherside increases your attack speed by 30% and causes your basic attacks to heal you for 2% of your maximum health for 3.5 seconds."


Maximum Mumbo - [Hoodoo Wave/Voodoo Lightning Augment]
"Each time Hoodoo Wave or Voodoo Lightning heal or deal damage, the healing or damage provided by the next tick will be 15% stronger than the previous."

Talents - Level 20

Community of Spirits – [Spirit Link Augment]
“Increase the duration and bond range of Spirit Link by 50%. Additionally any time a linked target receives healing or shielding, other linked targets receive an amount of healing or shielding equal to 50% of that cast upon the first target."


Bottled Lightning - [Stasis Trap Augment]
"Increase the damage dealt and radius of Stasis Trap by 50%. Stasis Trap can now take an additional 4 hits before it is disarmed."

Berserk - [Generic Passive]
"Increases your attack range by 20%. Each time you make a basic attack, your attack and movement speeds are increased by 5%, stacking up to 4 times. After 3 seconds of not making a basic attack, these stacks rapidly decay."

Bolt of the Storm - [Generic Active]
"Teleport a short distance. 40 second cooldown."

Storm Shield - [Generic Active]
"Activate to give all nearby allied heroes a shield equal to 20% of their maximum health lasting 3 seconds. 45 second cooldown."

Example Builds

Defensive Support
This build would be focused on providing heals and shields, aiming to spread these amongst the team in the endgame via Community of Spirits.

Headshrinker
Hoodoo? You Do
Medicinal Mumbo/Bottomless Whammy Bag
Spirit Link
My Voodoo Child/Faceless Communion
Jumping Juju/Maximum Mumbo
Community of Spirits/Storm Shield

Aggressive Support
This build focuses on helping allies to secure kills and make successful exchanges in lane.  Faceless Communion combined with Paralysis allows Vol'jin to follow up two Voodoo Lightning casts in quick succession to attempt to keep targets pinned and add damage, or buff an ally's movement speed via Jumping Juju once Paralysis has allowed them to gapclose.

Headshrinker
Hoodoo? You do
Paralysis
Stasis Trap
Faceless Communion
Jumping Juju
Bottled Lightning

Auto Attack Focused
This build focuses on maximising auto attack potential. Whilst the damage will not match that of other AA assassins, Vol'jin's attack speed will allow him to use abilities very quickly thanks to Darkspear Cunning, giving him flexibility.

Seasoned Marksman
Shadow Hunter
Darkspear Cunning
Spirit Link/Stasis Trap
Cobra Strikes
Hungry Spirits
Berserk

Offensive Caster Hybrid
This build focuses on poking with empowered spell damage and basic attack DOTs through a Big Mojo/Hex of Weakness combo, weakening the target and leaving them open to being brought down by your serpent wards. A safer damage option than the AA build, and better at safe exchanges, cooldowns are focused primarily on dealing damage yourself, leaving you with less utility in teamfights.

Vex the Hexed
Shadow Hunter/Hoodoo? You Do
Poisonous Intent/Bottomless Whammy Bag
Stasis Trap
With Both Hands
Lingering Jinx
Bottled Lightning/Bolt of the Storm

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1
[-]
Golpo (1) | September 10, 2015 11:47am
Not really a shadowhunter but nice anyways, this fits more for sen'jin vol'jins father :)
1
[-]
Dxm619 (1) | July 19, 2015 10:29pm
Realy cool concept. Not very shadow huntery but realy cool
1
[-]
Masterjojojo (2) | July 19, 2015 1:55am
Why do you write
Quoted:
(+14 per hero level, including level 1)
... when you say (+60 p/ lvl.) we already assume it includes lvl.1
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