Zenyatta by CriticKitten

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Zenyatta

By: CriticKitten
Last Updated: Dec 22, 2016
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Zenyatta

The Wandering Guru

This hero concept is complete! I am open to suggestions as far as refining the balance of this hero.

Zenyatta is an omnic and a former member of the Shambali, a group of omnics based out of Nepal that formed after a "spiritual awakening" following the Omnic Crisis. They believe that omnics not only have the benefit of their artificial intelligence, but actual souls, just like humans do. Zenyatta's mentor sought to unite humans and omnics together through a message of peace and unity, but was killed by Widowmaker and the forces of Talon, who assassinated him for reasons unknown. Zenyatta seeks to bring peace and harmony between humans and omnics, but he is not above fighting to defend the innocent from those who threaten them.

Zenyatta's design in this concept pitch is meant to differentiate him from other directed healers, especially the Medic, who is perhaps the closest to how he works in Overwatch. As such, he is a hero focused on providing his allies with improved regeneration, rather than direct healing. This allows him to function differently from most support heroes, in that his healing potential will ultimately be higher, but will also take longer to yield its full effects. Instead of mana, Zenyatta uses his orbs as his "resource" for all of his primary abilities. He can freely distribute them among allies or enemies as he sees fit, controlling each orb individually using the ability tray keys 1-4 to manipulate them as needed. However, using his orbs will also limit his own damage potential considerably. This makes him a very technical hero that will need to carefully allocate his orbs to maximize his effectiveness in combat, as well as providing players with three distinct styles of play for Zenyatta:
  1. A literal "heal-bot" who keeps his allies regenerating at a swift pace.
  2. An aggressive debuff hero who focuses on weakening the enemy team.
  3. A "selfish" damage-focused hero who focuses on providing as much personal damage as possible.

Hero Type: Ranged Support
Difficulty: Medium

Pros:
  • Zenyatta's ability to heal multiple targets means that he will be able to provide targeted healing to all of his allies at once if necessary, without the need to group up as tightly as you would with Kharazim or Brightwing.
  • Zenyatta is essentially capable of healing a target indefinitely without a mana cost, though it reduces the number of orbs he has available for his own use.
  • Zenyatta has the capacity to debuff multiple enemy heroes, allowing your damage dealers to focus down priority targets.
  • Zenyatta's capacity for damage is high when he is not using his orbs. This allows him to defend himself against 1v1 encounters with respectable damage.

Cons:
  • Zenyatta has low health even among his fellow supports, making him an easy target for burst damage.
  • Zenyatta's mobility is limited due to his lack of a mount. This means he is especially vulnerable to ganks by the enemy team, and is easier to catch out of position during a team retreat.
  • Zenyatta's damage is highly dependent on the number of orbs that he has allocated into his Harmony and Discord effects. When all of his orbs are in use, his damage is among the lowest of all supports, and his only damaging ability is at 20% of its normal power. This means that when he has deployed most of his orbs, he will struggle to defend himself against direct pressure from an enemy hero.
  • Zenyatta's healing is entirely regeneration-based, meaning that he will not be able to heal up a single target as quickly as more direct means of healing.

Note: All figures shown on this hero concept page are listed at their baseline figures (Lvl 0).

Health: 1460 HP (+4%)
Health Regen: 3.01 HP per second (+4%)

Resource: Orbs (4)
Attack Damage: 77 (+4%)
Attack Speed: 1.0 (see trait for further information)

Attack Range: 5.5

Combat Trait

1
Orbs of Balance
Zenyatta wields a total of 4 orbs, which serve as the resource for his primary abilities. Any orbs that have been used will be returned to Zenyatta if the target of his abilities moves out of range of their effects or if the target dies. Zenyatta's basic attack speed is increased by 0.15 for each orb that is not currently in use.

Primary Abilities

1
Orb Volley (Q)
Cooldown: 15 seconds

Zenyatta fires a barrage of orbs in a line. This ability deals 39 (+4%) damage, plus an additional hit of 39 (+4%) damage every 0.2 seconds for each orb currently in Zenyatta's possession.

Ability Type: Skill-Shot
Ability Range: 7
2
Orb of Harmony (W)
Cooldown: 5 seconds

Zenyatta applies an Orb of Harmony to a nearby allied Hero (this cannot be self-targeted). This orb provides the allied Hero with 20 HP regeneration per second (+4%) so long as they remain within the effective radius of this ability. After the target leaves this range (or if Zenyatta dies), the orb will be returned immediately. The orb can also be returned manually using the secondary ability key.

Ability Type: Targeted
Ability Range: 10
3
Orb of Discord (E)
Cooldown: 5 seconds

Zenyatta applies an Orb of Discord to a nearby enemy Hero. This orb causes the enemy Hero to take 5% additional damage from all sources so long as they remain within the effective radius of this ability. After the target leaves this range (or if Zenyatta dies), the orb will be returned immediately. The orb can also be returned manually using the secondary ability key.

Ability Type: Targeted
Ability Range: 10

Secondary Abilities

1
Recall Orb (1)
This ability is normally greyed out unless Zenyatta has placed an orb upon an allied Hero or enemy Hero. When Zenyatta places an orb upon a Hero, their hero portrait will appear in this slot with a green border around it for allied Heroes and a red border for enemy Heroes.

Returns the first orb that Zenyatta has placed to his possession immediately.
2
Recall Orb (2)
This ability is normally greyed out unless Zenyatta has placed an orb upon an allied Hero or enemy Hero. When Zenyatta places an orb upon a Hero, their hero portrait will appear in this slot with a green border around it for allied Heroes and a red border for enemy Heroes.

Returns the second orb that Zenyatta has placed to his possession immediately.
3
Recall Orb (3)
This ability is normally greyed out unless Zenyatta has placed an orb upon an allied Hero or enemy Hero. When Zenyatta places an orb upon a Hero, their hero portrait will appear in this slot with a green border around it for allied Heroes and a red border for enemy Heroes.

Returns the third orb that Zenyatta has placed to his possession immediately.
4
Recall Orb (4)
This ability is normally greyed out unless Zenyatta has placed an orb upon an allied Hero or enemy Hero. When Zenyatta places an orb upon a Hero, their hero portrait will appear in this slot with a green border around it for allied Heroes and a red border for enemy Heroes.

Returns the fourth orb that Zenyatta has placed to his possession immediately.

Heroic Abilities

1
Transcendence (R)
Cooldown: 120 seconds

Zenyatta becomes Invulnerable for 3 seconds and his movement speed increases by 20%. Zenyatta and all nearby allied Heroes will gain an additional 147 health regeneration per second (+4%) for 5 seconds.

Ability Type: Circular AoE surrounding the user
Ability Range: 6
2
Humility (R)
Cooldown: 90 seconds

After a 1 second channel, all nearby allied Heroes are granted Resistant for 5 seconds, reducing the damage they take from enemy attacks by 50%.

Ability Type: Circular AoE surrounding the user
Ability Range: 6

Special Mount

1
Hover
Zenyatta has no mount. His natural movement speed is 120%.

Talents

Level 1:

  • Sight Beyond Sight (Q) - Enemy Heroes hit with Orb Volley are revealed for 3 seconds.
  • Time Heals All Wounds (W) - Zenyatta is able to regenerate his own health so long as he has at least one orb in his possession. He will regenerate health 20% slower than Orb of Harmony would allow.
  • State of Serenity (W) - Quest: Regenerate 2000 HP on a single allied Hero affected by Orb of Harmony. Death (Zenyatta's or his ally's) or retrieval of the orb he has placed will reset this quest talent. Reward: Orb of Harmony's effective radius increases by 50%.
  • Your Own Worst Enemy (E) - Quest: Deal 5000 damage on a single enemy Hero affected by Orb of Discord. Reward: Orb of Discord's effective radius increases by 50%.

Level 4:

  • Hatred is not Strategy (Q) - Enemy Heroes affected by Zenyatta's Orb of Discord take an additional 20% damage from Orb Volley.
  • You Refuse to Learn (Q) - Successfully hitting an enemy Hero with all five hits of Orb Volley will place a stack of Inner Chaos on the hero. At 3 stacks, the hero instantly takes 200 damage (+4%) and loses all of their stacks of Inner Chaos. Death (Zenyatta's or the enemy Hero's) also removes all stacks of Inner Chaos.
  • Open Your Mind (W) - Allied Heroes affected by Zenyatta's Orb of Harmony also gain half of the effect of Orb of Harmony as energy regeneration for the first 3 seconds that it is placed upon them. This effect can only be triggered once every 30 seconds.

Level 7:

  • Cleanse - Identical to the "Cleanse" talent on other heroes.
  • Calldown: MULE - Identical to the "Calldown: MULE" talent on other heroes.
  • Shambali Shield - Similar to the "Protective Shield" talent on other heroes, except with a slightly longer duration.
  • Repetition is the Path to Mastery (Q) - Quest: Every time Zenyatta hits an enemy Hero with an orb from Orb Volley, increase its damage per hit by 1, to a maximum of 30. Reward: After hitting 30 Heroes, decrease the cooldown of Orb Volley by 5 seconds.

Level 10:

  • Transcendence (R) - As above.
  • Humility (R) - As above.

Level 13:

  • Omnic Shield - Identical to the "Spell Shield" talent on other heroes.
  • All Your Orbs in One Basket - Zenyatta now gains an additional 0.2 Attack Speed when all of his orbs are in his possession.
  • Castigation (Q) - The fifth hit of Orb Volley will always deal double damage.
  • Darkness Falls (E) - Enemy Heroes affected by Zenyatta's Orb of Discord have their vision range reduced by 10%.

Level 16:

  • Amicability (W) - Orb of Harmony regenerates 20% more health.
  • Walk in Harmony (W) - Allied Heroes affected by Zenyatta's Orb of Harmony also have their movement speed increased by 10%.
  • Bask in the Shadow of Doubt (E) - Enemy Heroes affected by Zenyatta's Orb of Discord also have their movement speed decreased by 10%.
  • Your Weakness is Revealed! (E) - Enemy Heroes affected by Zenyatta's Orb of Discord take an additional 5% damage from all sources.

Level 20:

  • Pass into the Iris (R) - Increases the rate of Transcendence's regeneration by 20%. Zenyatta's movement speed bonus is doubled.
  • Pain is an Excellent Teacher (R) - When an enemy Hero deals damage to an allied Hero affected by Humility, they will also take damage equivalent to 20% of the damage dealt to the allied Hero.
  • True Self is Without Form - When Zenyatta is killed, the targets of his orbs will retain their orbs until his death timer has expired.
  • Overconfidence is a Flimsy Shield (E) - Enemy Heroes affected by Zenyatta's Orb of Discord receive 33% less benefit from healing.

Update Log

October 4, 2016: Hero Concept Release (v1.0.0)



October 6, 2016: v1.0.1

  • Ability Changes:
    • Transcendence (R) -
      • Duration of Invulnerability reduced from 5 seconds to 3 seconds. The duration of the healing remains 5 seconds.
      • Cooldown increased from 100 seconds to 120 seconds.

November 1, 2016: v1.0.2

  • Added hero type and difficulty data.

November 29, 2016: v1.0.3

  • Added attack range, ability design, and range information.

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Yoveu (1) | October 5, 2016 7:16am
I like the concept, but I'm not sure about two points:
-wouldn't be simplier if with 'D' you can select the hero you want to take your orb from?
-isn't trascendence a little OP? It seems the union of a self-divine shield plus tranquility

What's your opinion?
And please, what difference should be between cure over time and buffed regeneration?
I like the idea, but I don't know what changes.

Anyway, good job!
1
[-]
CriticKitten | October 5, 2016 1:39pm
Fair questions! Here's my reasoning:

1) In this design, Zenyatta's orbs can be placed freely on both allies and enemies using his W and E abilities, and he has a total of four that he can distribute. Setting his controls up so that the first four hotkeys are bound to his orbs actually allows Zenyatta to directly control which orb he retrieves at what time. If I locked orb retrieval to a single key (D), then it would only be able to retrieve one orb at a time. That means there's no guarantee that, in the heat of battle, you'll always be pulling the orb you wanted to. For example, imagine if you distribute your orbs like so during a teamfight, in this order:
  1. An orb on your team's tank.
  2. An orb on the enemy team's support.
  3. An orb on your team's dive assassin (Greymane, Illidan, etc).
  4. An orb on another team mate who has low health.
If you wanted to suddenly pull the orb off of your team's dive assassin to drop it onto someone else, and you were using a "D" key method that always retrieves the oldest orb placed, you would need to first remove the orb from your team's tank and the enemy team's support....which is not a very ideal way of doing things, and it also means you'd then have to reapply the orbs on the people you didn't mean to take orbs away from.

By assigning each orb to a specific hotkey from 1-4, you remove this issue entirely. Now if I want to pull my orb from the dive assassin, I know exactly which key to push because each of the four hotkeys have an individualized portrait showing who possesses which orb. So I don't have to pull orbs from people I don't want, and I don't run the risk of making a mistake and pulling an orb from someone I didn't intend to.

Does that help clarify as to why I did it that way?

2) I'm always open to re-balancing the numbers for one of my hero concepts! As I see it, my pitches are less about having perfect numerical accuracy (since the devs would change any numbers they feel need changing, of course), and more about providing a generally solid concept that the HotS devs can easily work around. So I'm totally open to altering the numbers on any one of my hero pitches.

Let me explain why I set it up as I did. My intent with all Overwatch heroes is to translate their kits as close to the original as possible. To that end, I wanted to make sure that Zenyatta's Transcendence was a model similar to that in OW, which means it should have the same key aspects to it:
  • An increase in movement speed
  • Rapid health regeneration
  • Invulnerability
Obviously, this means that such an ult is going to be very tricky to balance, since it's combining the elements of a self-Divine Shield and a powerful heal. I'm inclined to say that, yes, the numbers are probably a bit too strong at this point. Divine Shield only lasts 3 seconds and doesn't carry the heal with it, though it's also worth note that Transcendence only protects Zenyatta himself and can't be cast on others, so that's a factor too. I'm thinking of reducing its duration to 3 seconds with a corresponding adjustment to the healing rate (so that it doesn't lose most of its potency), and raising the cooldown to 120 seconds simply because of how powerful such an effect is going to be. Does that sound agreeable?

3) The difference as I see it is that healing over time usually drops a packet of X HP each second, whereas health regeneration is continuous, so you gain X HP over the course of a second. Admittedly, they are pretty similar and the end result won't be all that different in most situations, which is why I'm struggling with adapting a kit like Lucio's to HotS because his healing will be very similar to Brightwing's in that respect. I think the only practical difference is that healing over time is slightly less effective against effects like Lunara's poison, since they both drop their packets at a per-second rate, whereas regeneration could potentially buy you a few fractions of a second more time against poison if you're about to die since it flows into you at a continuous rate. But yes, I admit there isn't a ton of difference and I'm not opposed to just switching it over to "X HP per second" instead.

Thank you for your feedback!
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