Vol'jin by HexerVoodoom

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Vol'jin

By: HexerVoodoom
Last Updated: Nov 25, 2020
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Vol'jin

Multiclass Healer/R.Assassin

Vol'jin filled many roles in life and all of his skills are yet to be seen. The shadow hunter have demonstrated powers over many areas, thus, is a suitable hero for Multiclass, being either Healer or Ranged Assassin.

Playstile

This concept is meant to reach every aspect of the Shadow Hunter we've seen in WC and WoW. While they've been shown to have many support abilities on early games, with the expansion of lore we've come to know how deadly and stealthy they can be. In order to have both aspects I chose the most iconic wards to upgrade the basic abilities and make them more focused in either healing or killing, while keeping the potential for both gameplay styles.

As a Ranged Assassin Vol'jin rellies more on strategy and opportunity than in high damage. He excels in finishing enemies who are trying to run or punish a bad position. While his range is not that big, his kit helps him survive most divers.
The key to defeat Vol'jin is to not give him the opportunity to hunt you down and remember he is weak against multiple enemies.

As a Healer Vol'jin is more like his WC version while also having the leader aspect, coordinating the battle. His supportive abilities become more powerful and his Big Bad Voodoo creates a safe zone that have great sinergy with his healing chain. The upgradet his path gives for the Voodoo Web allows him to save his allies withouth having to sacrifice himself and Shadow Glaive becomes a very useful ability in team fights.
In order to defeat Healer Vol'jin the enemy team must be aware of his cooldowns and keep stuns to interrupt his heroic ability. Also, bursting enemies down once they are half damaged is more reliable since his healing becomes more powerful on dying allies and is kinda weak on sustaining peeling tanks.

Combat Trait

1
One with the Shadows
On high cooldown Vol'jin can cast this ability to create an area around him that will stealth allied heroes for the duration. Vol'jin will move at 50% mov. speed but allies can mov at 100% mov speed inside the area. Staying still for 2 seconds turns them invisible.

R1 Serpent Ward
Vol'jin or allies who breaks the stealth or invisibility by causing damage deals extra 10% damage.

R2 Voodoo Ward
Affected allies receives 30 armor.

Primary Abilities

1
Shadow Glaive
Vol'jin throws his glave foward, hitting the first enemy hero it meets, damaging and causing a shadow path to form when the enemy moves.
when Vol'jin moves through the shadow path can go through units and have increased 20% mov. speed


R1 - Serpent Ward
Passive: Shadow Glaive deals extra damage and shadow path makes vol'jin stealth. If Vol'jin attacks while in stealth causes extra damage.

R2 - Voodoo Ward
Passive: Shadow Glaive silences for 1s and reduces healing received by 25% for the duration of shadow path
2
Healing Chain
Casts a chain of shadow energy, healing up to 4 allies. Vol'jin will always be healed. The damage healed is then spread around the chain, damaging nearby enemies for the total amount of healing. The damage is shared among enemies, meaning the more enemies, the weaker.
Chain Heal heals for extra 5% for each 20% health missing of each ally, increasing up to 100% if all allies are servely damaged.


R1 - Serpent Ward
Passive: Increases the damage caused by 100%

R2 - Voodoo Ward
Passive: Healed allies receive extra 100% healing over 4seconds. This extra healing does not causes damage.
3
Voodoo Web
Vol'jin casts a net of burning shadows that roots enemies and deals damage overtime. Must be channeled.

R1 - Serpent Ward
Passive: Trapped enemies receive -20 armor penalty

R2 - Voodoo Ward
Passive: Vol'jin can move freely after casting the ability without breaking it

Heroic Abilities

1
Serpent Ward
Serpent Ward
Vol'jin wields a fire serpent ward and can cast it to place the ward over terrain.
The ward will damage and slow a single nearby enemy. Ignores defense.

Passive
Increases Basic Attack damage by 50%

Level 20
Effect 1: The projectile bounces to nearby enemy heroes. Each projectile can only bounce to a certain hero once.
Effect 2: Blessing of Bwonsamdi charges also decreases Serpent Ward cooldown.
2
Voodoo Ward
Voodoo Ward
Vol'jin can chanel his voodoo ward to cast Big Bad Voodoo, covering a large area with his magick. Allies inside the area can't have HP drop below 0.
Must be channeled. However, The effect will wear off after 1 second of the end of the channeling, be it by interrupt or timing.

Passive:
Decreases basic abilities cooldown by 20%

Level 20
Effect 1: Whenever Vol'jin stops casting, after 0.75 seconds a free chain heal will be cast on allies inside the area.
Effect 2: Allied heroes inside the area of effect have extra 20 armor that lasts 2 seconds after the end of channeling.
3
Storm Talent
Level 20
Vol'jin wields both wards. The new one however does not grants the passive effects.
4
Fiery Web
Voodoo Web has 100% increased damage and receives all level 7 talents.

Skins

Talents

Level 1
Shadow glaive - allies also benefit from it's path
Healing Chain - Casting healing chain while Vol'jin is receiving healing from an orb costs no mana
Voodo Web - Increases range by 20%

Level 4
Shadow Glaive - also slows for 20% for the duration of it's path
Healing Chain - If Vol'jin has full health, the healing that would be applied to him is applied to the most hurt allied.
Healing Chain - If the enemy has less than 30% of maximum health, receives extra 10% damage from healing chain

Level 7
Voodo Web - also silences
Voodo Web - enemy is slowed after the effect is over decaying fast over 3 seconds
Voodo Web - If the enemy dies while trapped, resets cooldown

Level 13
Shadow Glaive - Killing an enemy under it's effect gives Vol'jin 2 charges of Blessing of Bwonsamdi
Healing Chain - Clutch heals gives 20 armor for 4 seconds
Voodo web - increases damage on enemies under Shadow Glaive effect

Level 16
Shadow Glaive - while stepping on the shadow path, Vol'jin has 30 armor
Healing Chain - Killing an enemy with healing chain or after 2 seconds of it being hit by it casts another healing chain on closest ally.
One with the shadows - No longer have the mov. speed penalty.

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