Vol'jin by Demolij

0 Votes
Rating Pending

Vol'jin

By: Demolij
Last Updated: Mar 28, 2018
Quick Share

Vol'jin

Darkspear Hunter

"The shadow hunter Vol'jin, son of Sen'jin, chieftain of the Darkspear tribe, and rightful ruler of the Echo Isles, was a staunch ally of former Warchief Thrall. After years of exile, Vol'jin led an attack against the Echo Isles to end Zalazane's evil rule and retake the lands that Thrall had promised them. Following Garrosh's defeat, at Thrall's insistence, he assumed the role of Warchief of The Horde, the first non-Orc to do so."
|
Vol'jin is a highly immobile support, with all of his abilities being delayed and slowing him down to cast, and he can only cast 1 ability at a time. This is offset by the fact that this grants him increased durability, and the abilities in question are pretty strong. Although he doesn't deal much damage at all he gets a lot of armor and has higher natural regen. He can be countered by stuns and silences but his abilities have low enough cooldowns and can simply be cast again to make it less of an issue.

Spirit's Blessing is a very funky passive, granting a massive 40 armor meaning with good ability timings can let you absorb far more damage than a ranged non-dps should. More importantly though is the ability to move while channeling, which means if you stay close you can walk around while channeling a Tribute! It's an impressively versatile passive and is only gimped by you having reduced movement speed. It's also the reason his kit works at all, because when he has such strong abilities they need to be limited by the channel time.

Transfusion is your only heal and the skill you will use most of all. It's on a short delay so saving allies from burst will be hard, but the heal is pretty strong and has a really low cooldown, plus it gives you armor as well so use it whenever you possibly can. Hex is a devastating disable with a shorter wind-up, but a 2 second disable is a crazy long time. Bear in mind that both of you can move and neither of you can attack, and they are not slowed so they can get away, plus you can be interrupted just fine so it's not a win-everything move. It's still extremely effective against highly mobile opponents and can shut down carries super hard. Empowerment is one of your most impactful abilities in your kit being a cleanse at level 1. It has a measly 15 second cooldown giving it uptime multiple times during a fight, but it's strongly balanced by the 1 second delay forcing you to either pre-cast or land it late.

Big Bad Voodoo doesn't have a huge radius but can absorb heavy bursts of damage if timed well. It's pretty easily interrupted however, so take good advantage of the short cooldown and duration. It's an effective escape tool and is excellent against AoE at the very least. Voodoo Rip is literally your only damage spell, and can be a real pest to deal with. It suffers from diminishing returns against tank heroes and forces you to get lower health for it to work, which means you're more likely to die before the cast completes. Still, in the right circumstances it can be extremely effective (plus it can potentially save an allies' life).

When it comes to talents he actually has very limited healing options. On levels 1, 4, and 13, he has the option of picking up activateable Ward talents, which all utilize the same charge system. Each Ward can be picked up independently of the other talents, but each Ward you pick up after the first one adds an additional charge so you can have a maximum of 4 Wards at once, which gives you a good deal of flexibility if used cleverly. Raptor Tamer can give you uninterrupted rotations as long as you don't walk somewhere stupid. Lucid Focus cuts off about a second from most objectives or Hearthing, and can really throw enemies for a loop sometimes. Ancestral Ally lets you take other actions while disabling the enemy, with the trade-off that you don't get Spirit's Grace. Meanwhile Channeler is a funny ability that does nothing but give you armor and unstoppable, which can function similarly to a mobile Ice Block.
l
HEALTH: 1912 + 4% per level
REGEN: 7.65 + 4% per level
DAMAGE: 111 + 4% per level
ATTACK SPEED: .91 per second
RANGE: 5.5

Combat Trait

1
Spirit's Grace
While channeling anything Vol'jin can move at 50% speed and gains 40 armor for the duration of the channel.

Primary Abilities

1
Hex
65 mana - 9s cooldown (starts at end of effect)

Instantly deal 58 (+4% per level) damage and channel on the target enemy hero Polymorphing them for up to 2 seconds. Effect ends if disabled or the target moves too far away.
2
Transfusion
25 mana - 3s cooldown

Channel for 1 second and then restore 224 (+4% per level) health to the target ally if they are still in range. Healing increased by 50% on heroes other than self.
3
Empowerment
80 mana - 15s cooldown

Channel for 1 second then make the target allied hero unstoppable for 1 second. Cannot be cast on self.

Heroic Abilities

1
Big Bad Voodoo
90 mana - 40s cooldown

Channel to grant all nearby allied heroes 75 armor for up to 4 seconds, does not affect self.
2
Voodoo Rip
80 mana - 50s cooldown

After a 1.5 second channel swap health values with the target hero. Health swapped cannot exceed either hero's max health, and cannot kill either target.

Talents

[Level 1]
- Sentry Ward: Place a ward that grants vision around it lasting 45s. 2 charges shared with other wards, 20s cooldown.
- Troll's Healing: Vol'jin's health regeneration is increased by 100%.
- Raptor Tamer: Mounting grants a 191 (+4% per level) shield, damage does not dismount unless it breaks the shield. Shield vanishes upon dismounting.


[Level 4]
- Life Infusion: Transfusion channels in .5s, and heals for 10% more.
- Healing Waves: Transfusion heals allied heroes near the target for 50% of the healing.
- Health Ward: Place a ward that heals 1.5% of nearby heroes' max health per second, lasts 10s and does not stack. 2 charges shared with other wards (+1).


[Level 7]
- Gift of the Loa: Being interrupted while channeling reduces the duration of the disable by 50% and reduces basic ability cooldowns by 1s.
- Lucid Focus: External channels (mounting, hearthstone, objectives) are now 20% faster.
- Light Footed: Spirit's Grace allows 100% movement speed while channeling.


[Level 10]
- Big Bad Voodoo: Heroic ability.
- Voodoo Rip: Heroic ability.


[Level 13]
- Ancestral Ally: Hex now creates an image of Vol'jin that channels on the target in his stead. Image cannot be killed but disappears if interrupted.
- Stasis Ward: Place a ward that lasts 20s, if an enemy hero walks nearby it triggers slowing all nearby enemies by 35% for 2s. 2 charges shared with other wards (+1).
- Channeler: Activate to channel for up to 4s becoming unstoppable.


[Level 16]
- Shadow Ripple: Empowerment affects allies near the target as well.
- Empowered Empowerment: Empowerment now makes the target unstoppable instantly and lasts as long as Vol'jin channels up to 1.5 seconds.
- Instrument of Death: Empowerment also makes the target Unkillable for the duration.


[Level 20]
- Sen'jin Legacy: Spirit's Grace armor increased to 55 and lasts 1 second after channel ends.
- Cling to Life: Voodoo Rip cannot be interrupted. If Vol'jin takes lethal damage it finishes casting instantly.
- Voodoo Blessing: Big Bad Voodoo lasts indefinitely unless disabled or cancelled.
- Polymorphology: Increase the duration of Hex to 3 seconds.

Notes

I wanted to make this design for a while but couldn't figure out how. Now that I did, here you go. I was tired when I made it so I'm sure it's not balanced well but it's an interesting concept. If you want to see more of my stuff here is a list of all the designs I've made.

EDIT 1: Reworked Trait to not overlap with new Morales and improve his healing.
EDIT 2: Completely revamped kit with more of a focus on channeling. Also stole my Mephisto concept's heroic.
EDIT 3: Minor tweaks to Big Bad Voodoo and some talents.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
2
[-]
mcslash | September 14, 2017 12:58am
Nice concept, but tou should write Vol'Jin instead of Zul'Jin in your combat trait ability.
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved