Vol'jin by JLE1138

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Vol'jin

By: JLE1138
Last Updated: Jul 8, 2019
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Vol'jin

Chieftan of the Darkspear

Vol'jin, Chieftain of the Darkspear Tribe and Warchief of the Horde is known to many as one of the fiercest Shadow Hunters, able to use the power of Voodoo magic and the Loa to destroy his foes and sustain his allies. In the Nexus, Vol'jin is ready to prove himself and his Horde in glorious battle.

A Melee Assassin/Support that can use his abilities to focus down Forts and enemies. His Basic Attacks deal a moderate amount of damage (a bit less than Xul's basic attacks) and can be augmented to become ranged and stack debuffs. He is centred around keeping allied structures alive and destroying enemy forts. He does this by using his abilities to remove the benefits of the Structures, like removing their shot speed. He has low maximum health and survivability (especially Sustain) without talents, but with certain talents, he can leech health from his opponents to sustain himself, with Soul Drain, or Leech.




Health: 1,652 (+4%)| Regen: 3.5 (+4%)
Mana: 500 (+10)| Regen: 3.0 (+0.98)
Attack Speed: 1.2 per second | Attack Damage: 84 (+4%) | Attack Range: 1.5

Positives:
- Instant one-time escape with Trait
- Reliable laning options with Spirit Bomb and Serpent Ward
- Simple single target CC with Hex
- Can spread slow with Shadow Spears
- Can neutralize or retain a push with Big Bad Voodoo
- Can maintain 100% uptime on Serpent Ward, the main damage dealer


Negatives:
- Many talents and abilities reliant on Fort takedowns
- Low burst damage capability
- No mobility without Trait or Level 20 Talent
- No healing without specific, late-game Talents
- No AOE Damage capability (apart from a small radius with Spirit Bomb)
- No large Crowd Control
- Relies on Heroes for many things (e.g. Sustain, Hex, etc.) even though a strong laner

Combat Trait

1
Da Voodoo Shuffle (D)
Cooldown: 10 seconds

Active: Whenever Vol'jin takes part in destroying a Fort or Keep, he gains a charge of Da Voodoo Shuffle. He can activate this to travel to any visible location on the map.

Primary Abilities

1
Spirit Bomb (Q)
Cost: 35 Mana.
Cooldown: 3 seconds.

Smash a vial containing a fallen spirit in a small area around Vol'jin, dealing 106 (+4% per level) damage and slowing enemies by 30% for 1 second. Reduces Structures firing speed by 50% for their next shot.
2
Serpent Ward (W)
Mana: 90 Mana
Cooldown: 18 seconds

Summon a Serpent Ward that orbits you for 15 seconds that deals 74 (+4% per level) damage. The shots only fire at enemies you are attacking. Minion kills increases the duration of active Serpent Wards by 1 second. Maximum of 2 Serpent Wards active at one time.
3
Hex (E)
Mana: 65 Mana
Cooldown: 10 seconds

Polymorph an enemy into a frog for 1.25 seconds. It also grants Serpent Ward and Spirit Bomb special effects when hitting the Hexed enemy for 4 seconds:

Serpent Ward: Deals an additional 2.5% of the Hero's maximum Health.

Spirit Bomb: Deals an additional 50% damage.

Secondary Abilities

1
Spiritcaller Totem
(Added by Level 1 Talent: )

Cooldown: 60 seconds

Activate to place down a Totem for 15 seconds that revives a nearby defeated allied minion every 3 seconds.
2
Soul Drain
(Added by Level 13 Talent: Soul Drain)

Cooldown: 60 seconds

Activate on an enemy Hero to heal yourself for 25% of their Maximum Health and steal 25% of their remaining Mana. Hitting Hexxed targets with Basic Attacks reduces the cooldown of this ability by 5 seconds.

Heroic Abilities

1
Big Bad Voodoo (R)
Cost: 80 Mana
Cooldown: 90 seconds

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.
2
Shadow Spears (R)
Cost: 50 Mana
Cooldown: 20 seconds

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.

Talents

Level 1:


- 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.

Level 4:


- 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.

Level 7:


- 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.

Level 10:


- 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.

Level 13:


- 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.

Level 16:


- 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.

Level 20:


- 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.

Builds

Push Build:


Level 1: Peacekeeper (Passive) or Warchief's Persuasion (D)

Level 4: Hiss (W)

Level 7: Healin' Mojo (Q)

Level 10: Big Bad Voodoo (R)

Level 13: Soul Drain (Active)

Level 16: Summonin' Ritual (W)

Level 20: Preserve (R)


Assassin Build:


Level 1: Bigga Boom (Q)

Level 4: Serpents Bite (W)

Level 7: Venomous (W)

Level 10: Shadow Spears (R)

Level 13: Spirit Scream (Q)

Level 16: Summonin' Ritual (W)

Level 20: Darkspear (R)


Spirit Bomb Build:


Level 1: Bigga Boom (Q)

Level 4: Spirit Bind (E)

Level 7: Healin' Mojo(W)

Level 10: Shadow Spears (R)

Level 13: Spirit Scream (Q)

Level 16: Loa's Gift (Q)

Level 20: Leech (Passive)



Changes

13/01/17


- Added health, damage and other stats

- Added the key info Blizzard Image

24/01/17


- Da Voodoo Shuffle: Whenever Vol'jin takes part in destroying a Fort or Keep, he gains a charge. He can activate this to travel to any visible location of the map.
- Serpent Ward cooldown changed from 5 to 8 seconds
- Hex's Spirit Bomb augment now deals 50% extra damage instead of providing damage to Serpent Ward shots
- Level 1 talent Warchief's Persuasion changed from : Activate Voodoo Shuffle 3 times to instantly defeat a Mercenary camp;
to: When you activate Da Voodoo Shuffle, you instantly defeat and capture a random Mercenary Camp, so as to facilitate the trait change.
- Spirit Bomb slow increased from 25% to 30%
- Changed Big Bad Voodoo to now make it affect minions as well as Structures.


26/01/17


- Changed Level 20 talent "Swift as the Wind" from: Vol'jin has 5% extra Movement Speed for each unused charge of Voodoo Shuffle.
to; Vol'jin has an extra 2.5% Movement Speed for every Fort or Keep he has assisted in destroying.


27/01/17


- Changed Soul Drain (Level 13 Talent) from "Activate on an enemy Hero to heal yourself for 5% of their Maximum health." to "Activate on an enemy Hero to heal yourself for 10% of their Maximum health."


08/04/17


- Changed Soul Drain (Level 13 Talent) from "Activate on an enemy Hero to heal yourself for 10% of their Maximum health." to "Activate on an enemy Hero to heal yourself for 15% of their Maximum health."


10/04/17


- Moved Spirit Scream and Loa's Gift from Level 13 to Level 16, as they were more impactful than Sneaky Troll and Weak Flesh.
- Changed the wording in the Shadow Spear description
- Changed Hiss (Level 1 Talent) from fearing minions and mercenaries to just minions.


07/07/17


- Many wording changes.
- New formatting.
- Extra balance tweaks.


29/07/17


- Hiss moved from Level 1 to Level 4, and changed it to a Quest talent.
- Drain moved from Level 4 to Level 1.
- Added active to Shadow Spears, so that it no-longer auto-detonates.
- Shadow Spears no longer deals additional damage to non-Heroic units.
- Increased Soul Drain's heal by 5%.
- Big Bad Voodoo now has Vunerable to non-Heroic baseline.
- New Level 20 Talent: Preserve
- Spirit Scream moved from Level 16 to Level 13.
- Summonin' Ritual and Weak Flesh moved from Level 13 to Level 16.
- Sneaky Troll gains Stealth for 5 seconds instead of 2.
- Serpent Ward now extends it's duration by 1 second whenever it kills a minion.


30/08/17


- Changed Soul Drain to also steal 25% of the enemies remaining Mana
- Formatting tweaks.

23/10/17


- Added a quest piece to Bigga Boom at Level 1.

24/10/17


- Added a Builds text section.
- Changed wording in Abilities and Talents that make them clearer.
- Hiss damage after killing an enemy reduced to 50% from 75%.
- Bigga Boom's slow decreased from 10% to 5% per fort destroyed.

25/10/17


- Added the fact that Soul Drain is added by a talent, and is not baseline.
- Added a cap to Darkspear's (Level 20 Talent) attack speed gain.
- Reduced Basic Attack speed from 1.28 to 1.2

12/11/17


- Altered the old art, by adding new detail and overall making it look cleaner and relate to the ability better.
- Gave the snake in the Serpent Ward art his tooth back

21/02/18


- Changed the image of Vol'jin

09/05/18


- Changed the info-graphic of damage, complexity etc.

13/05/18


- Completely overhauled the talent section with images and formatting differences.

- Added a Pro's and Con's list, and added the "Spirit Bomb Build".

15/05/18


- Added new talents "Weak Flesh", and "Shared Fate" at Level 16.

19/05/18


- Changed the Quest Icons to ones that look more like what is in the game.

08/07/18


- Added Spiritcaller Totem talent at Level 4.
- General talent rewording.


Thank you for reading!


Thanks a bunch for looking through my concept. I hope you enjoyed reading it as much as I liked making it.

If you have time, I'd be chuffed if you checked out my other concepts below:


- Duriel (Diablo Melee Assassin)
- Imperius (Diablo Tank)
- Mephisto (Diablo Ranged Assassin)

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1
[-]
uparrow (11) | January 23, 2017 2:14pm
Interesting idea to make Vol'jin a Specialist rather than a Support or Assassin.

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.
1
[-]
JLE1138 (1) | January 24, 2017 12:28pm
Thanks for the feedback, will definitely take these into account. I'm also gonna clear some of these queries up:

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 :)
1
[-]
uparrow (11) | January 24, 2017 12:37pm
Alright, seems good. I was not aware that Serpent Ward was his primary damage contributor and he needed at least one at a 100% up-time. If that is the case then it is all good, only that I think the cooldown should be increased slightly.
1
[-]
Bkfootball03 | January 23, 2017 1:15pm
A lot better than mine TBH.
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