Vol'jin by Who_You_Expect

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Vol'jin

By: Who_You_Expect
Last Updated: Feb 2, 2017
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Vol'jin

Chieftain of the Darkspear

I need to do more supports.. Vol'jin is a relatively aggressive support with two ults that can turn the tide of a team fight when used properly.
(It's up to you whether or not Troll Regeneration is a joke. (^_^) )

Rough Level 1 Stats

Health - ~1550
Attack Damage - ~90
Attack Speed - ~1

Combat Trait

1
[D] - Troll Regeneration
Passive; AND THERE'S NOTHING YOU CAN DO ABOUT IT
Vol'jin passively regenerates 5 health per second(not scaling). And there's nothing you can do about it.
2
[D] - Blessing of Bwonsamdi
Active; Insta-Delete Prevention
Mark an allied hero; If they take more than 60% of their health in 1.5 seconds, they instead stop taking damage after the 60%, and are given the Protected Status for ~1.5 seconds. The mark lasts for 1.5 seconds. Has a ~20 second cooldown.

Primary Abilities

1
[Q] - Healing Ward
Active; Generic Talent x2
Place down a healing ward at target location, that lasts for up to ~15 seconds. It heals nearby allied heroes for ~3.5% of their maximum health per second. Holds ~2 charges. Costs ~35 mana and has a ~8 second cooldown.
2
[W] - Serpent Ward
Active; Like a little gnat
Place an immobile ward at target location that will attack enemy heroes within ~80% of a normal range hero's attack range, dealing ~75 damage an attack with an attack speed of ~1.2. Lasts ~10 seconds. Holds ~2 charges, with a 1.5 second cooldown between placements. Costs ~40 mana, and has a ~9 second cooldown.
3
[E] - Voodoo Veil
Active; Counter-Support
Reduce all healing target enemy hero receives by ~30% for ~2.5 seconds. Costs ~50 mana and has a ~11 second cooldown.

Secondary Abilities

1
[13] - Grounding Ward
Active; Lul Hunt
Place an immobile ward at target location, which arms and turns invisible after ~1.5 seconds. If a targeted ability would hit an allied hero nearby a Grounding Ward, it is instead redirected to the Grounding Ward. Vanishes if it triggers. Lasts for ~25 seconds after arming. Holds ~2 charges. Costs ~50 mana, and has a ~30 second cooldown.
2
[13] - Stasis Ward
Active; Lul Hunt.. Again.
Place an immobile ward at target location, which arms and turns invisible after ~1.5 seconds. Any enemy hero that walks over a Stasis Ward is stunned for ~1 second. Vanishes if it triggers. Lasts for ~25 seconds after arming. Holds ~2 charges. Costs ~50 mana, and has a ~30 second cooldown.
3
[13] - Cleansing Ward
Active; ... Poor Illidan
Place an immobile ward at target location, which arms and turns invisible after ~1.5 seconds. If an allied hero is CC'd nearby a Cleansing Ward, they are granted Unstoppable for ~0.75 seconds instead. Vanishes if it triggers. Lasts for ~25 seconds after arming. Holds ~2 charges. Costs ~50 mana, and has a ~30 second cooldown.
4
[Note] - Ward Health
Importance I Guess
Basic Wards have ~6 health, taking 1 damage from all sources that hit them.
Talent Wards(Level 13 Talents) have ~3 health, taking 1 damage from all sources that hit them.

Heroic Abilities

1
[R] - Voodoo Shuffle
Active; Wan' to see som'thin' real scary?
Channel for ~1 second before swapping health percentages with target hero. Costs ~100 mana and has a ~100 second cooldown.
2
[R] - Big Bad Voodoo
Active; Who do da Voodoo?
Channel for ~1 second, before channeling for up to ~6 seconds. After the initial channel, all allies in a large radius are turned Protected, while you remain vulnerable. Costs ~100 mana initially, and ~50 mana per second after the first two, and has a ~100 second cooldown.

Talents

Level 13|Tier 5
Grounding Wards - See 'Secondary Abilities'.
Stasis Wards - See 'Secondary Abilities'.
Cleansing Wards - See 'Secondary Abilities'.

Level 20|Tier 7
Friends on Da Otha Side - If you end Voodoo Shuffle with less than 15% of your maximum health, you are healed for ~35% of your maximum health 0.25 seconds after it ends.
??? - Big Bad Voodoo now turns allies Invulnerable(immune to CC as well as damage, instead of just damage), and gives you 25 Armor.
??? - All Wards gain 2 additional charges, and now last indefinitely until their effects trigger(Healing Wards and Serpent Wards turn invisible after 1 second, and don't trigger until an ally is injured nearby/an enemy is nearby).
Da Darkspear Nevah Die - Upon taking lethal damage, Vol'jin is turned invisible and invulnerable for ~2.5 seconds, and is instead left with 1 health. You cannot ult during this time. Has a ~100 second cooldown.

(I'm terrible with talent names. (o_o)\ )

Changelog

1/14/2017
Uploaded, and clarified that Talent Wards vanish if they trigger, as well as gave Serpent Wards a duration.

1/15/2017
'Da Darkspear Nevah Die' now has a stated cooldown; 100 Seconds.

2/2/2017
Basic Wards have ~3 additional health than before(Previously: 3).
Noticed 'Cleansing TWard'. Fixed, and /sigh'd at myself.

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rgg138 (1) | January 14, 2017 10:30pm
If basic wards have 3 hits, they are very weak. It must be buffed to something like 10 hits
1
[-]
Who_You_Expect (2) | January 14, 2017 11:30pm
Eeeh.. I don't want to give them too much health because I don't necessarily want you to have to dedicate too much time to them. And they're already better than the generic level 4 talent, having two charges, lower cooldown, more healing, and harder to kill(they don't die to a single stray AA).

Perhaps.. 5 or 6?
(Edit: Basic Wards have ~6 health. Talent Wards retain ~3.)
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