Zoltun Kulle by beboptimusprime

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Zoltun Kulle

By: beboptimusprime
Last Updated: Feb 13, 2017
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Zoltun Kulle

Horadric Traitor

Zoltun Kulle was one of the founders of the Horadrim, but turned towards the side of darkness after the creation of the Black Soulstone. He was the most powerful mage in all of Sanctuary, and the Horadrim realized this. The forces of Sanctuary then banded together and severed Kulle's body into two jars of blood, his head, and his body.

During the Events of Diablo 3, Kulle gives the appearance of meaning to assist the Nephalem in seeking out the Black Soulstone. After reassembling Kulle's body, he betrays them and attempts to use the power of the Soulstone for his own ends.

In the Nexus, Zoltun surprises his enemies with his durability, sustainability, and control. His trait allows him to shrug off damage that would destroy lesser mortals outright, staggering it over time and giving his foolish supporters time to adequately prevent his death.

Wielding the powers of his sandy tomb, Kulle controls his enemies with an array of roots, slows, and the utility provided by his spellbooks. If he so desires, he can keep his backline safe with his ability to deflect spells. His ability to move through the Ether allows him to reposition quickly and avoid damage, and his ranged attacks allow him to exert a large area of influence.

AUTHOR'S NOTE:

Zoltun Kulle is designed to function as a solo tank. He has a below average health pool for a solo-warrior, but high regen. His kit makes him very resilient to burst damage, with sustain being a weakness. Armed with competent support, Kulle is hard to kill. He should also function well in the solo lane, though not at the level of Dehaka. Because he has mobility, cc, peel, and sustain, he can reliably solo-tank, but has flexibility in build to allow him to perform well in dual-warrior compositions. He lacks the hard-engage of some tanks, but because he is ranged has the unique option to continually poke and not be kited. He should excel on maps that have set encounters, and less so in maps that have more fluid engagements.

Combat Trait

1
Horadric Pact

D



Zoltan Kulle passively regenerates a larger than average amount of health. This trait may be activated to cause all damage received for the next 6 seconds to be staggered rather than subtracting instantly from Zoltan Kulle's health. Each instance received is added to the total of damage to stagger, refreshing the time for staggering to tick down. Staggered damage is dealt to Kulle evenly over 6 seconds. All staggered damage is treated as ability damage for the sake of armor.

No mana cost.

24 second cooldown.

Primary Abilities

1
Horadric Bolt

Q



Zoltan Kulle emits a ball of energy from his staff that flies forward in a straight line, damaging all enemies it passes through. Damage decreases from 300 to 75 as it travels but size increases.

Costs 20 mana.

6 second cooldown.
2
Energy Tornado

W



Zoltan Kulle creates a tornado that moves at 80% speed in one of three set patterns across a wide area. Each enemy hit is dealt 150 damage, and heroes are rooted for 1 second. Minions can only be damaged once. Heroes and structures may be damaged multiple times with a two second cooldown, but only rooted once.

Holds three charges.

Costs 30 mana.

12 second cd per charge.
3
Enter Ether

E



Zoltan Kulle becomes ethereal, passing through units and moving at 120% speed. Cannot autoattack or be autoattacked while ethereal, but can use abilities or be damaged by them. Lasts 4 seconds.

Costs 40 mana.

14 second cooldown.

Secondary Abilities

1
Growth

1



Zoltan Kulle triples in size for 4 seconds. His autoattack damage increases by 50% during this time. Can be cancelled.

No mana cost.

20 second cooldown.
2
Dust Storm

1



Zoltan Kulle creates a small dust storm that blinds enemies hit for 3 seconds.

No mana cost.

20 second cooldown.
3
Pulse

1



Zoltan Kulle emits a burst of energy that slows enemies in a large aoe around him by 70% for .25 seconds.

No mana cost.

9 second cooldown.
4
Soulstone of Sacrifice

2



Immediately take 50% of staggered damage. Allies receive a shield equal to 150% of the damage taken.

Heroic Abilities

1
Sand Golem

R



Zoltan Kulle summons an indestructible sand golem that matches forward at 60% movespeed, dealing 300 damage in an aoe around it with each footstep (Two per second). Lasts six seconds. Deals reduced damage to structures.

Costs 100 mana.

60 second cooldown.
2
Slow Time Bubble

R



Zoltan Kulle creates large bubble that distorts reality, preventing any area of effect spell from being targeted within its radius. Spells created outside may still travel inside. Lasts 6 seconds.

Costs 75 mana.

40 second cooldown.

Talents

Level 1:



Some Assembly Required (Quest):



Kulle's Head:



Collect 15 regen globes. Each globe increases Kulle's mana regen by 1 per second. Collecting fifteen increases maximum mana by 100.


Kulle's Torso:



Stagger a total of 15,000 damage with Horadric Pact. Each 1,000 staggered adds 1 per second to health regeneration. At 15,000, gain an additional 100 health.


Kulle's Hands:



Autoattack heroes 300 times. Each 20 adds 2 autoattack damage. At 300, increase attack range by 20%.


Kulle's Feet:



Travel 3,000 units while ethereal. Each 200 increases movespeed while ethereal by 1%. At 3,000, reduce cooldown on Enter Ether by 2 seconds.


When all Quests are complete, double their completion bonuses.


Level 4:



Hungry Winds:



Damage dealt by Energy Tornados heals Kulle - 50% for heroes, 25% for monsters, 0% for structures.

Horadric Burden:


Horadric Bolt applies a .25 second stun to first target hit.


Soulstone of Celerity:


Kulle gains 2% movement speed for every 100 damage currently being staggered, up to a max of 30%.


Level 7:



Spellbook - Growth:



Adds the active ability, Growth.


Spellbook - Dust Storm:



Adds the active ability, Dust Storm.


Spellbook - Pulse:



Adds the active ability, Pulse.


Level 10:



Sand Golem


Time Bubble


Level 13:


Total Immersion:

Become protected for 1 second when using Enter Ether.


Ethereal Grasp:

Deal 100 damage and slow by 30% for three seconds enemies passed through while ethereal.


Level 16:



Master Dervish:

Reduce cooldown of Energy Tornado charges by two seconds and add a fourth charge.


Horadric Recurrence:

Horadric Bolt returns to Zoltan Kulle upon reaching its destination, damage increasing from 75 to 300 and diminishing in size.


Soulstone of Rage:

Radiate 10 damage per second per 100 damage currently staggered in an aoe per second. Max of 150 damage per second.


Level 20:



Twin Titans:

Summon two Sand Golems marching side by side, each dealing 75% damage (150% in original area).


Sphere of Influece:

Allies inside the bubble have 25% shorter cooldowns. Only applies to first cast of one ability.


The Ritual is Complete!:

Gain the full bonuses of the Reassembly quest again (completion bonus total is 300%, stack bonuses at 200%) [EG - Original Completion = 100 health, Full Completion = 200 health, Ritual is Complete = 300]


Soulstone of Sacrifice:

Gain Active Ability Soulstone of Sacrifice

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