Vol'jin by Crackjack

1 Votes
Rating Pending

Vol'jin

By: Crackjack
Last Updated: Oct 7, 2017
Quick Share

Vol'jin

Shadow 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 the Echo Isles were conquered by the traitorous sorcerer Zalazane, he resided in Orgrimmar at the side of the Warchief, later fighting alongside him during the Battle for the Undercity. 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 in the end of Mists of Pandaria, at Thrall's insistence, he assumed the role of Warchief of The Horde, the first non-Orc to do so.

During the attack on the Broken Shore he was pierced in the abdomen by a fel spear. Badly injured, he was taken back to Orgrimmar where he communed with the Loa who gave him a name, and as he drew his last breath in Grommash Hold, he named the new Warchief: Sylvanas Windrunner.
Vol'jin is a ranged Multiclass hero
At the start of the game he has to choose between Blessed or Voodoo
Blessed will allow him to make use of his supportive spells while all his aggressive spells will be locked
Voodoo will allow him to make use of his aggressive spells while all his supportive spells will be locked
Once Vol'jin chooses between either Blessed or Voodoo, he will then be bound to that choice for the rest of the game

Supportive spells: Healing Stream, Hex, Protective Ward, Big Bad Voodoo and Serendipity
Aggressive spells: Glaive Toss, Shadow Shock, Serpent Ward, Shadow Barrage and Shadowcall

Vol'jin won't be granted both heroic abilities in either stances
He like every other hero has to choose between the given heroic abilities given at level 10

!I DO NOT INCLUDE NUMBERS ON MOST ABILITIES IN ANY OF MY CONCEPTS SINCE MY BALANCING IS BAD!
!ALL IMAGES OF VOL'JIN SEEN AS A HOTS HERO ARE FROM JAIME A GARCIA! Link to his work and ArtStation Profile

Combat Trait

1
Blessed
If Blessed is chosen
Vol'jin will gain access to all his support spells only
Q1 W1 E1 R1.1 R1.2

Blessed passively increases Vol'jin's mana regen
And slightly increases Vol'jins movement speed

Blessed can be activated to heal Vol'jin inside Combat
The healing is applied over time (Healing over time)

Activate
2
Voodoo
If Voodoo is chosen
Vol'jin will gain access to all his aggressive spells only
Q2 W2 E2 R2.1 R2.2

Voodoo passively reduces Vol'jin's maximum HP permanently in exchange for increased spell power
Vol'jin will be able to stack shadow by inflicting damage with Shadow shock or Shadow barrage
Once 10 stacks is reached, then Vol'jin can gain a free crit for the next Shadow spell used (Shadow Shock or Shadow Barrage)

Passive

Primary Abilities

1
Q1 - Healing Stream
Vol'jin casts Healing Stream on a target, healing the target and a nearby ally for a good amount of HP

Vol'jin cant heal himself with Healing Stream

Target
2
Q2 - Glaive Toss
Vol'jin throws his glaive in a direction, leaving him unable to basic attack untill the glaive returns
If the glaive hits a hero it will then bounce to a nearby enemy hero and then return to Vol'jin

Vol'jin will still be able to Cast Shadow Shock, Serpent Ward, Shadow Barrage
or Shadowcall while the glaive is in motion

Direction Skillshot
3
W1 - Hex
Vol'jin hexes a target leaving them unable to act
The target will turn normal after a short period of time
Hex cannot be applied to multiple targets if 1 Hex is already up, unless Hex is enhanced with Serendipity
Then the maximum is increased to 2

Target
4
W2 - Shadow Shock
Vol'jin blasts a target with Shadow Shock, damaging the target for a decent amount of damage and inflicting a poison like effect (damage over time) to all nearby enemy heroes standing near the target

The main target hit by Shadow Shock does not get damaged by damage over time

Target
5
E1 - Protective Ward
Vol'jin plants a Protective Ward on the battlefield, granting armor and spell resist to all nearby allies
Only 1 ward can be on the battlefield at the same time

The ward is only up in a short period of time

Target location
6
E2 - Serpent Ward
Vol'jin plants a Serpent Ward on the battlefield.
The ward attacks nearby enemies in a single target form and is immune to spell damage
Only 1 ward can be on the battlefield at the same time

The ward is only up in a short period of time

Target Location

Heroic Abilities

1
R1.1 - Big Bad Voodoo
Vol'jin begins to channel Big Bad Voodoo which turns all friendly units invulnerable to spell damage and crowd controls in an area around Vol'jin
While Vol'jin channels Big Bad Voodoo, he will be Vulnerable to all damage and crowd controls
Vol'jin won't be able to cast other spells or basic attack while channeling

The protection is channeled for a small amount of time

Channel
2
R2.1 - Shadow Barrage
Vol'jin gets 3 charges of Shadow Barrage, allowing him to throw shadow bolts at a target location
The shadow bolts inflicts damage to enemy heroes hit

Vol'jin obtains 1 Shadow Barrage charge when he uses Shadow Shock on a enemy hero
Charges can't be obtained any other way

Target Location
3
R1.2 - Serendipity
Vol'jin casts Serendipity which enhances Vol'jin's primary abilities and lowers cooldowns

Empowered Healing Stream heals all nearby allies around the target except Vol'jin
Empowered Hex applies Hex to a nearby enemy hero around the target. Hex maximum increased to 2
Empowered Protective Ward Given bonus and uptime is increased
Serendipity is removed after a short period of time

Activate
4
R2.2 - Shadowfiend
Vol'jin casts Shadowcall which summons a permanent Shadow shade which aids him in battle
Vol'jin is allowed up to 2 Shadow shades
Shadow shades can only be summoned after dealing a certain amount of damage using Shadow Shock's damage over time

Activate

Vol'jin, Support or Assassin

Supportive Vol'jin can aid his allies with Healing Stream on the battlefield, Hex for crowd control and Protective Ward for damage resistance. Once Vol'jin and his team reaches level 10, he will then be able to use Big Bad Voodoo to assist his team against spell damage and crowd control effects, but it will leave Vol'jin in a vulnerable spot since he has to standstill and channel the heroic ability or he could choose Serendipity to enhance his Primary abilities to make him more appriciated on the battlefield.
Blessed's passive allows Vol'jin to quickly aid his allies if they need it and the mana regen will keep him from recalling all the time. Blessed's activate will aid Vol'jin if he is in need of healing since he wont be able to use Healing Stream on himself

Aggressive Vol'jin will be able to hold a big burst damage using Shadow Shock to damage the enemy and then Glaive Toss to either catch or finish the last portion of health on the enemy heroes. Serpent Ward can be used as aid in a fight or to scare of enemy heroes chasing Vol'jin.
Once Vol'jin and his team reaches level 10, he will then be able to use either Shadow Barrage to inflict damage to enemy heroes running from the battle or inflict damage before a fight starts to have a advantage, he could also choose Shadowcall to summon a shadow shade which aids him in the lack of sustain damage.
Voodoo's passive allows Vol'jin to hold on to a more powerful burst once he has stacked 10 Shadow
Having reduced maximum health but increased spell power, leaves Vol'jin Vulnerable on the battlefield but also feared at the same time.

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
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