Vol'jin by Dogtooth

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Vol'jin

By: Dogtooth
Last Updated: Nov 4, 2017
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Vol'jin

Chieftain of the Darkspears

  • Notes
    Hi there, this is still a Work in Progress concept
    I'm not even sure before if its going to be Vol'jin, Rokhan, or Zalazane, but in the end I decided it's Vol'jin
    I'm still gonna i update from time to time a d I'd really appreciates any feedback and critics given for this hero concept so here it is 😄
  • STATISTICS
    • HEALTH 1,680 (+4.0%)
    • REGEN 3.90 (+4.0%)
    • MANA N/A
    • REGEN N/A
    • ATK SPEED 1.25 PER SECOND
    • DAMAGE 90 (+4.0%)
  • OVERVIEW
    • Vol'jin is a versatile ranged multiclass hero that can also go melee with a different set of abilities,he can be played as an support hero or as an assassin depending on the build and situation. Vol'jin is very dependent on Shadows which he collected when enemy dies to use his skills. His Hero trait, Shadow Hunter gave him the ability to move in and out from combat by switching his playstyle, also gave him a passive ability to collect shadows from fallen unit.

Combat Trait

1
Shadow Hunter (Melee)
Vol'jin going in for the kill, turns melee and grants him invisibility and alternate sets of skills

Cooldown 4
Invis Duration 10 or until attack or attacked
2
Shadow Hunter (Ranged)
Vol'jin shifts into range mode, gaining new alternate sets of skills

Cooldown 4
3
Shadow Hunter (Passive)
Vol'jin does not use mana, instead he generates shadows from units that dies around him, Heroes grants 5 Shadow, other units grants 1 shadow counter

Primary Abilities

1
Voodoo Wave (Q)
A wave that jumps to nearby unit and damage (if enemy) or heal (if friendly) that came too close with the voodoo wave

Heal 80 (+20 per level)
Damage 60 (+20 per level)
Jumps 3x

Cooldown : 8
Consume 10 Shadows
2
Edge of Madness (W)
Place a curse on a target area, unit caught in it will have their armor reduced by 5

Duration : 5 seconds
Cooldown : 6 seconds
Consume 8 Shadows
3
Serpent's Ward (E)
Summon a serpent's ward at a target location

Health : 100
Duration : 15 Seconds
Cooldown : 5
Magic Immune
Damage : 12 (+4% per level)
Consume : 6 shadows

Secondary Abilities

1
Soul Cleave (Q)
Viciously strike all enemies in front of you, dealing up to 100 (+4% damage)

Cooldown : 8 seconds
Consume : 10 Shadows
2
Hex (W)
Throw a bolt of voodoo curse at a target area that will transforms the enemy into a frog for 2 seconds. While hexed, the victim is incapacitated, and cannot attack or cast spells. 100 damage will cancel the effect

Cooldown : 6 seconds
Consume : 4 Shadows
3
Lacerate (E)
Dash forward and tears a bleeding wound in the target, dealing 20 (+4% per level) damage over 12 sec

Cooldown : 4 seconds
Consume : 4 shadows

Heroic Abilities

1
Void Shift (R)
Swaps health with target, Can target friendly units/Heroes

Cooldown : 80
Consume : 25 Shadows
2
Big Bad Voodoo (R)
Channels Dark Energies around Vol'jin, delaying any healing or damage taken until duration ends, does not affect Vol'jin

Duration : 4 seconds
Cooldown : 100 Seconds
Consume : 20 shadows

Talents

Level 1
  • troll's regeneration
    Increase health regeneration by 2
  • shadow dance
    Voodoo wave now jumps 4x
  • shadow pact
    Using Shadow Hunter ability will now sacrifice 100 hp to get 5 bonus shadow counter
Level 3
  • voodoo dance
    Quest!
    Hit up to 4 target with voodoo waves
    Rewards
    Voodoo waves will jump 3 more times
  • Bad Mojo
    Shadow consumed will now add as bonus damage for damaging spells
  • loa's blessing
    Reduce cooldown time for all basic ability by 2
Level 7
  • sentry ward
    Plant a sentry ward that will reveal the area for 1 minutes, can be destroyed with 3 attacks
    Cooldown 15 seconds
  • Taz'dingo!
    Quest!
    Attack the same target for 5x
    Rewards
    Vol'jin's next attack will deal bonus 100 damage
  • sinister serpents
    Serpents wards will now summons 2 serpents as well
Level 10
  • Void Shift - Swap health with target
  • Big Bad Voodoo - Delay damage and healing for all units around Vol'jin
Level 13
  • vol'jin's curse
    Hex will now release smoke that will linger in the target area for 2 seconds, unit that enters will be hexed
  • Blood Offering
    If Vol'jin receives more than 300 damage, remove all negative buffs
  • soul reaper
    Soul Cleave will deal extra damage based on 5% of total health missing from the enemy
Level 16
  • berserker's blood
    For each 50 health missing, increase damage by 30
  • Terror
    'Cause nearby enemy to run in fear for 2 seconds
  • Statis Trap
    Plant a statis trap that last 30 seconds, unit caught will be stunned for 1.5 seconds
    Cooldown 12 seconds
Level 20
  • Spear hand strike
    Lacerate will deal 100(+5% of total health missing from target) upon impact
  • who do I kill first?
    Unit caught in edge of madness will be revealed for 10 seconds
  • black magic
    Big Bad Voodoo now add extra 100 damage(enemy)/heal(ally) to units caught in it at the end of the duration
  • Dark Void
    Void shift now adds 100 (+shadows consumed) as damage after cast to the target enemy unit

Quotes

VOICE LINES
Upon Being Selected:
  • want to see somethin' real scary?

Voodoo waves:
  • Here comes the voodoo!
  • Hehehaha....

Casting Edge of Madness:
  • You be feelin' well?
  • Is there something wrong?

Serpent's Ward:
  • Say Hello to my lil' friend

Soul Cleave
  • My Blade be thirsty
  • Feed your soul the Loas
  • Heads gonna roll!

Hex
  • Croack
  • You look good
  • Your true form!
  • Hahahahahaha.....

Lacerate
  • Bleed for me
  • Taz'dingo!
  • Tasty

Void Shift:
  • Jahahaha Mon
  • Ding!
  • What's wrong?

Big Bad Voodoo:
  • Let the Madness begin!
  • Ooooh this is going to be fun

Hearthing:
  • Hah! Darkspears never dies
  • I be returning soon

Moving:
  • Stay Close
  • Riiight
  • Sounds good to me mon

Attack:
  • For the Darkspear tribe
  • This will be easy
  • I pity the fool

Healed:
  • Thanks mon
  • May the spirits be with you
  • Ey! Thanks Mon

Dying:
  • My Soul... for the Loas
  • Bwonsamdi....
  • For.. da horde....

Killing a Hero:
  • Bwonsamdi claims your soul
  • See you on the other side
  • For the Horde!
  • I kick *** for the Horde!
  • Look at that head rollin'

Changelogs

  • Nov 5th 2017 - Published

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Argent (1) | November 4, 2017 11:03am
I like the idea but im a little concerned with the shadows resource. If you are fighting over a objective and you run out of shadows, you cant do anything, at all. Unless someone dies that is. I understand that for mages especially if they run out of mana theyre supposed to be able to do much less, but at least their mana regen will allow them to cast a spell here and there.
My suggestion is maybe have him generate shadows while out of combat? like 3 shadows every 5 seconds? Just so he wont become actually useless in that scenario. Oh and you can cap the auto generated shadows so you cant just stockpile for while then never go oom. so like at 30 shadows you cannot passively generate more.
Really nice concept though, very unique and seems fun to play with.
-1
[-]
Dogtooth | November 4, 2017 9:36pm
I'm aware of this problem, gotta say I have some pretty wild ideas but none of them seems right
Yours is pretty nice, never thought of putting cap before, I think I'm gonna use it
Thanks for the feedback Argent :)
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