Vol'jin by Bkfootball03

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Vol'jin

By: Bkfootball03
Last Updated: Jan 21, 2017
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Vol'jin

Chieftain of the Darkspear Tribe

While Sen'jin and the Darkspear Tribe lived on the Echo Isles, Sen'jin got a vision of a orc and his army visiting the island. Thrall and his Horde later made an unexpected detour to the island, while the Darkspears were being invaded by Murlocs. Thrall saved as many as he could, losing Sen'jin in the process, and took them back to Durotar. Now, Vol'jin, son of Sen'jin, leads his people in the name of the Horde.

Combat Trait

1
Voodoo Curse
When Vol'jin hits an enemy with his basic attack or Serpent Totem, they are revealed and slowed by 30% for 2 seconds. Cannnot stack.

Primary Abilities

1
Healing Wave
Vol'jin sends out a wave of voodoo in a cone, healing allies and damaging enemies for 650 HP at the shortest distance and 1030 HP at the longest distance. The closer the enemy or ally, the more they get healed or damaged.

Cooldown: 6
Mana: 50
2
Hex
Vol'jin targets an area. After 0.5 seconds, all enemy heroes in the area are Transformed, unable to use abilities or attack for 3 seconds.

Cooldown: 12 Seconds
Mana: 80
3
Serpent Ward
Vol'jin summons a Serpent Ward in an area. The ward deals damage to enemies in the area, lasting 8 seconds. Maximum 2 wards.

Cooldown: 6
Mana: 35

Heroic Abilities

1
Big Bad Voodoo
When activated, all allies within a short range of Vol'jin will have 60% increased health regeneration and reflect 75% of the damage they take back at the enemy for 6 seconds. This does not affect Vol'jin, and will be cut off short if he dies.

Cooldown: 120
Mana: 230
2
Da Spirits Be Restless!
Target an allied hero and Channel for 3 seconds. After that duration, heal the hero for half of however much damage they took during the duration, while dealing half of the damage that the hero took to every enemy who damaged them during the duration. If the hero dies during the duration, the ability will go on full cooldown.

Cooldown: 90
Mana: 230

Your Chapter Title

Talent Tree(Unfinished)

Level 1:

Cursed Wave: Healing Wave travels 30% farther and deals 40% extra damage.
Curse: Hex also slows enemies by 20%.
Attract Spirits: Voodoo Curse now slows for 6 seconds and reveals for 8 seconds.

Level 4:

Venomous Ward: Upon being placed, Serpent Ward slows enemies in the area by 60% for 1.5 seconds.
Serpent's Sting: Serpent Ward deals 30% extra damage and damages enemies behind them for 70% of attack damage.
[b]Spiritual Presence:[/b] Serpent Ward deals damage equal to 2% of an enemy hero's health in an aura around it.

Level 7:
Healing Totem: Place a totem which heals allied heroes in the area for 1.95% of their maximum HP every second. Lasts 10 seconds.
Devolve: Hex lasts for 5.5 seconds but has a 20% increased cooldown.(14.4 seconds.)
Regenerating Wave: Healing Wave heals more for every hero healed by the same wave.
Voodoo Ward: When Serpent Ward is destroyed, it deals 250 damage to the enemy that destroyed it.

Level 10:
Big Bad Voodoo: See above.
Da Spirits be Restless!: See above.

Level 13:
Voodoo Shield: Give an ally a 400 HP shield for 4 seconds. Any damage done to the shield is reflected back at the attacker.
Buffing Wave: When an ally is hit by Healing Wave, they gain 20% attack speed and 15% movement speed for 4 seconds.
Crippling Wave: When an enemy is hit by Healing Wave, they have only 70% attack speed and 60% movement speed for 4 seconds. Does not stack with Voodoo Curse.
Trickery: Make a clone of you and every ally in a close area. These clones go down a lane and are similar to Samuro's in every way except they do not deal damage. Last 30 seconds or until they die.

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uparrow (11) | January 20, 2017 8:07pm
Voodoo Curse: How much is the Slow effect? And the duration is WAY too long. 1 or 2 seconds is more appropriate since Basic Attacks apply the Slow.
Hex: Another Slow? Perhaps just the inability to use Basic Attacks and Abilities is enough. Maybe a Spell Armor reduction?
Serpent Ward: One ward maximum?
Big Bad Voodoo: A stronger and longer Invincible Heroic than Tyrael's Sanctification and Uther's Divine Shield? Also does not fit the idea of Big Bad Voodoo. If it was not for Zul'jin's Taz'dingo! I would have rather seen it provide Unkillable for a few seconds. What about reflecting a portion of allied damage taken in an area back at the attackers?
Stasis Trap: A 5 second lock-down while still being able to deal damage to the target? R.I.P. any player that walks into there. A MUST PICK. And that duration! TWO FULL MINUTES! A lesser version is more suited for a Talent choice than a Heroic.
1
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Bkfootball03 | January 21, 2017 8:35am
Ah, thank you for the constructive criticism. I tried to base him off of a hybrid of the Shadow Hunter and Witch Doctor from Warcraft 3, but in hind sight, I did seem to make him a bit overpowered considering that game is an RTS, not a MOBA.

I have nerfed all of his abilities, some a little, some a bit more. I have also removed the Stasis Trap and replaced it with a new Heroic, because Stasis Trap does sound a bit odd for his kit.

I'm not a game developer, so I wouldn't know what exactly would be balanced. This is just an idea.
1
[-]
uparrow (11) | January 21, 2017 10:27am
Looking much better. Now to just round out the remaining Talents.
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