- Bigga Boom (Q): |
Increase the radius of Spirit Bomb by 25%. (?) Quest: Destroy, or Assist in destroying Forts and Keeps. For each Fort or Keep destroyed, increase Spirit Bomb's Slow by 5%. |
- Warchief's Persuasion (D): |
When Da Voodoo Shuffle is activated, instantly defeat and capture a random Mercenary Camp. Does not work on Bosses. If a camp is defeated this way, the camp respawns 50% faster. |
- Peacekeeper (Passive): | Enemy minions no longer attack Vol'jin whilst he is not attacking them. |
- Spiritcaller Totem (Active): | Activate to place down a Totem for 20 seconds that revives a nearby defeated allied minion every 5 seconds. |
- Serpent's Bite (W): | Every 3rd Serpent Ward shot against the same target deals 40% more damage. |
- Hiss (W): |
Serpent Ward deals 25% more damage to non-Heroic units. (?) Quest: Kill 35 minions after damaging them with Serpent Ward. (?) Reward: Increase the damage of Serpent Ward's by 50% for 2.5 seconds after killing an enemy. |
- Tadpole (E): | Hex also reduces the affected Hero's damage by 25% for 2.5 seconds after it expires. |
- Darkspear Never Die (Passive): |
Reduce Vol'jin's Death Cooldown time by 10 seconds. Increase this reduction by 5 seconds for each Fort or Keep Vol'jin has assisted in destroying. |
- Healin' Mojo (Q): | Spirit Bomb heals for 10% of the damage dealt, doubled against Heroes, and tripled against Hexxed targets. |
- Venomous (W): | Spirit Ward deals 25% more damage, but all damage is applied over 2 seconds. |
- Frogspawn (E): | When Hex expires, 2 Frogs are spawned from the Hexed target, which travel toward Vol'jin and slow enemies hit by 20% for 3 seconds. |
- Big Bad Voodoo (R): |
Channel for 1.5 seconds, then place down a large pool of pure shadow on a targeted location that makes friendly non-Heroic units and Structures Immune, and enemy non-Heroic units and Structures Vulnerable for the duration. This has global range, and lasts for 8 seconds. |
- Shadow Spears (R): |
Basic Attacks build Shadow on enemies hit. Shadow slows the target for 2% per stack, up to 5 stacks. Activate to detonate the Shadow, dealing 26 (+4% per level) damage per stack in a small area around the affected enemy, but losing all stacks. Shadow stacks last for 6 seconds. Passive: Increase Vol'jin's Basic Attack range by 2. |
- Spirit Scream (Q): | Spirit Bomb silences enemy Heroes for 0.75 seconds. |
- Sneaky Troll (D): | Vol'jin also gains Stealth for 8 seconds after teleporting with Da Voodoo Shuffle. |
- Soul Drain (Active): |
Activate to heal for 20% of target enemy Hero's Max Health and steal 20% of their remaining Mana. Hitting Hexxed targets with Basic Attacks reduces the cooldown of this ability by 5 seconds. |
- Loa's Gift (Q): | Spirit Bomb can now be placed in a targeted location within a small range. |
- Summonin' Ritual (W): | Vol'jin can have up to 3 Serpent Wards active at one time. |
- Shared Fate (E): | Vol'jin gains the additional benefits during Hex without needing to attack the Hexed target. |
- Weak Flesh (E): | Enemies polymorphed by Hex lose 20 Armor for 2 seconds. |
- Preserve (R): |
Big Bad Voodoo now lasts indefinitely, but costs 10 Mana for each additional second it is active. Cannot be maintained whilst in the Hall of Storms. |
- Darkspear (R): |
Shadow now stacks indefinitely, but deals no additional damage and does not increase the slow. Vol'jin also gains an additional 5% Attack Speed for each Shadow stack present, up to 100%. |
- Swift as the Wind (Passive): | Vol'jin has an additional 2.5% Movement Speed for every Fort or Keep he has assisted in destroying. |
- Leech (Passive): | Basic Attacks against Heroes and Structures restore Health equal to 15% of the damage done. |
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Da Voodoo Shuffle: Works a lot like Block and other similar Talents for other Heroes. I would like to see something a little bit more impactful for a Trait.
Spirit Bomb: Up the Slow to 30 or even 40%; it only lasts for a second anyways. Also, the wording confuses me on how it works. Is it a targeted blast at an area, or is it targeted on an enemy?
Serpent Ward: Lasts for 15 seconds with a 5 second cooldown? So 100% up-time... I like how they float around Vol'jin and attack his target, but it also feels a lot like Li Li's Cloud Serpent Ability but better in that Vol'jin can have two and they should always be active. I would rather see Serpent Ward act more like Rehgar's Earthbind Totem in that it is placed at a location and then attacks Vol'jin's target if able, otherwise it attacks closest enemy prioritizing Heroes. Also up the cooldown and reduce the duration so you cannot have two active almost 100% of the time.
Hex: I like the interplay Hex provides to Spirit Bomb and Serpent Ward, however the bonus to Spirit Bomb is awkward. I would suggest a flat damage increase or reducing the Armor of enemies hit by 15 for a few seconds. Also the duration of Hex maybe a bit low. Perhaps 1.5 or 2 seconds.
Big Bad Voodoo: If all this Heroic does is make friendly Structures Immune then it is lacking the oomph expected in Heroics. Sure it can help prevent an enemy push, but it does not do anything else.
Shadow Spears: I like the idea, but I think it does not fit Vol'jin and definitely not powerful enough to be a Heroic. It would work better as a Trait to be honest.
Da Voodoo Shuffle: 100% agree with you here, it's too weak to be a trait. Probably going to keep it, but buff it with a passive as well that augments it slightly.
Spirit Bomb: This ability acts like Cho's Consuming Blaze, where it activates AROUND his model. I felt that if it was a chosen location, I think it would be too strong. I wanted to make it more of a help for him pushing than it being used for Hero Damage.
Serpent Ward: I wanted this to have a 100% uptime, mainly because it was his main strength, as his basic damage isn't the greatest. Maybe increasing the CD to 10 seconds would be better, but may also make him a bunch weaker, as it limits him from ever really having 2 at one time (And even 3 when he gets the Level 16 talent). I also believe that putting the Ward down in an area, like Earthbind Totem is incredibly similar to Gazlowe's Turrets, which is his main distinguishing feature. Li Li's serpent is usually just a slight buff, whereas with Vol'jin, they are his bread and butter per say, even if they are quite similar. To be honest, I didn't really remember Cloud Serpent when making this, as Gazlowe's turret is more memorable to me, so is why I thought to make it like the Cloud Serpent.
Hex: I also agree completely here, as the augmentation to Spirit Bomb is very niche and weak. I don't think the duration is low, as it would be too strong with even 1.5 seconds, as it is on par with Brightwing's Polymorph ability, but Vol'jin includes the augments to his abilities instead of Brightwing's slows.
Big Bad Voodoo: At first, this ability also had the Level 20 Talent included in the base ability, which is that it could also make enemy structures Vunerable. This would have been a bit too strong, so I thought that instead I would separate them into different Talent tiers.
Shadow Spears: I could make this the Trait, but it makes him more of an Assassin than I want him to be. I made this a choice for the Heroic, as it gives the chance of engaging in direct combat without dying immediately. The extra range he gains, and the slow to help him to escape or chase help him to do Hero Damage, instead of his primary function, which is to do structural damage. It may be too weak, so I may re-tune it, and maybe give it extra abilities. Also, I thought the idea of him lobbing spears fit him well, instead of just using his glaive.
Thanks anyway for the positive feedback, it's incredibly appreciated.
Cheers :)