Vol'jin by LeonusStarwalker

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Vol'jin

By: LeonusStarwalker
Last Updated: Jun 9, 2017
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Vol'jin

Shadow Hunter

Vol'jin is a support-role hero, but similarly to Tyrande, he specializes in bringing high amounts of crowd control and damage at the expense of providing less total healing than other supports. However, by utilizing his voodoo-fueled abilities to the fullest, Vol'jin can still provide a surprising amount of healing when played properly.

Combat Trait

1
Voodoo Hunter
Vol'jin unleashes an invincible voodoo snake which slithers forth in the target direction for up to 12 seconds. If the snake spots an enemy hero in front of it, it will gain 100% movement speed and chase them for 3 seconds, dealing a moderate amount of damage over 5 seconds and revealing them for the duration if it catches them. The snake provides no vision until it contacts an enemy hero, and will expire if it fails to catch its target.

20 second cooldown

Voodoo Hunter can be used to scout for the enemy safely, however since it provides no vision until it catches up to a hero, a skilled opponent can avoid the snake to prevent it from giving Vol'jin any information.

Primary Abilities

1
Shadow Mend
Heals a friendly hero for a high amount of health. The hero will then lose health equal to 1/8 of the amount healed every second until they have taken damage equal to 50% of the amount healed. This damage does not affect mounting, interacting with map objects, talents, etc.

8 second cooldown

Like the Priest ability from WoW, Shadow Mend is best used when the target is taking damage from other sources, such as a team fight. If the dot is allowed to tick fully then the effective heal of Shadow Mend is quite small, but if the target takes enough damage quickly it can become one of the highest-healing basic abilities in the game.
2
Siphoning Shot
Upon activation, Vol'jin's next basic attack will instead steal health from the enemy equal to 150% of the damage the attack would normally deal. This ability is augmented by Vol'jin's level 1 talent choice.

12 second cooldown

Depending on the level 1 talent Vol'jin chooses, this ability can be used to deal high amounts of damage and heal Vol'jin, heal an ally for a large amount, heal all allies for a small amount, or empower his next Shadow Mend. This allows Vol'jin to customize his kit to suit the needs of his team, while also increasing his own damage.
3
Crippling Poison
Vol'jin fires a shot coated in crippling poison at the target, dealing a small amount of damage over 4 seconds. The poison slows its victim, increasing in potency from 25% to 100% over 3 seconds, then stuns the target for 1 second.

20 second cooldown

Crippling Poison is Vol'jin's primary CC ability. It's long duration and ability to be targeted allow him to easily lock down a specific target, but as it does not outright prevent movement for 3 seconds, heroes with blinks or dashes can safely get out of danger before the stun occurs.

Heroic Abilities

1
Voodoo Totem
Places a totem in the target location that pulses a hexing aura every second for 3 seconds. If an enemy hero is hit by the aura, they are polymorphed into a frog for 2 seconds. Each hero can only be polymorphed by Hex Totem once per cast.

120 second cooldown

Voodoo Totem provides Vol'jin with a powerful CC ability, that can be used to render an entire team unable to fight for a short time. The totem can also be used as an area denial tool. However, although the enemy cannot attack while polymorphed, they suffer no movement penalty, and can simply run away if given the chance.
2
Mass Serpent Totems
Vol'jin instantly places a box of 8 Serpent Totems in the target location. Each totem attacks nearby enemies for minor damage, prioritizing heroes, for 10 seconds or until destroyed. The totems deal 50% less damage to structures, and will block movement.

60 second cooldown

Mass Serpent Totems allows Vol'jin to greatly increase the amount of damage he deals for a moderate amount of time. The totems can also be used as a makeshift crown control tool, blocking the movement of an enemy hero trapped within the totem's square, or walled off from a narrow passageway. However, the totems are easily killed, so consider placing them near your backline to ensure they will deal more damage.

Level 1

1. Deadly Shot (W): Siphoning shot's damage is increased by another 100% of a normal basic attack's damage.

2. Siphoning Shadows (W): Siphoning shot now increases the healing of your next Shadow Mend by 30%, but only heals you for 50% of the amount of health stolen.

3. Pass it Around (W): Siphoning shot now splits its healing among all allied heroes within 30 yards of the target.

4. Help from the Shadows (W): Siphoning shot now heals the most injured nearby allied hero instead of Vol'jin, and it heals for 30% more.

Level 4

1. Troll Blood (Passive): Increases health regeneration by 100% out of combat

2. Shadowform (1): Activate to enter Shadowform for 12 seconds, gaining 10 armor and increasing all damage dealt by 20% Casting Shadowmend will end this effect early. 40 second cooldown.

3. Leeching Voodoo: When Voodoo Hunter deals damage, it heals Vol'jin for the same amount.

4. Da Voodoo Shuffle (2): Activate to dance for 4 seconds, evading all basic attacks but preventing you from attacking or moving. Trolls be flippin' out mon! 30 second cooldown, can be canceled early.

Level 7

1. Enduring Shadows (Q): Decreases the amount of damage needed to remove Shadow Mend's dot to 30%. The damage dealt by the DoT is decreased proportionally to still take 4 seconds to expire on its own.

2. Quick Crippling (E): Crippling Poison's slow starts at 50%, and ramps up to 100% in 2 seconds.

3. Lasting Siphon (W): For 3 seconds after using Siphoning shot, all of Vol'jin's basic attacks cause 5% of Siphoning Shot's effect.

Level 13

1. Hunting Pair (Trait): Voodoo Hunters now summons a second snake that travels with the first. The second snake will ignore the first target the pair sees and continue on until it finds another target.

2. Voodoo Vulnerability (Trait): Voodoo Hunters now applies Vulnerability for the duration of the DoT, increasing damage taken by 25%.

3. Vengeful Shadows (Q): While the Shadow Mend's DoT is active on a target, 50% of the damage they deal will count towards the damage threshold to remove the effect.

4. Improved Archery (Passive): Increased Vol'jin's basic attack range, as well as the range of Crippling Poison by 20%

Level 16

1. Overflowing Shadows (Q): If Shadow Mend heals a target past full health, they will instead by shielded by the amount of overhealing, up to 50% of the total heal.

2. Tactical Mending (Q): QUEST: Heal allies with Shadow Mend and have the DoT effect removed in 2 seconds or less. REWARD: Shadow Mend gains a second charge.

3. Loa Spirit (Trait): Upon casting Voodoo Hunters, a Loa Spirit will appear with Vol'jin for 5 seconds, attacking enemies for a small amount of damage. The spirit's duration is refreshed if a snake contacts an enemy hero before the Loa Spirit expires.

4. Crippling Vulnerability (E): Crippling Poison now also causes Vulnerability for 2 seconds after 2 seconds, increasing damage taken by 25%.

Level 20

1. You look betta like dat (R1): Voodoo Totem lasts 2 seconds longer, and enemies Polymorphed by Hexing Totem have the duration of their polymorph effect increased by .5 seconds each time they are hit by a hexing aura pulse.

2. Secret Ingredient (R2): When a Serpent Totem expires or is destroyed, it explodes, dealing a moderate amount of damage to all nearby enemies.

3. Darkspear Never Die! (Passive): Upon taking lethal damage, Vol'jin will revive with 20% of his max health after 2 seconds. If he gets a kill assist within 10 seconds of reviving, he will heal to full health. Otherwise, he will take 80% of his max health in damage. Vol'jin cannot use his Hearthstone or enter the Altar of the Storms during this time. Can only occur every 360 seconds.

4. Voodoo Fury: Increases Vol'jin's basic attack range and attack speed by 20%, and his attacks reduce the cooldown of Siphoning Shot by 1 second each time they deal damage.

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