Zoltun'Kulle by Vic1ouS

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Zoltun'Kulle

By: Vic1ouS
Last Updated: Jul 5, 2016
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Zoltun'Kulle

Master of the Horadrim [Finished]

Armed with valuable knowledge of the Horadrim and one of the Guardians of the secrets of the Horadrim, Zoltun'Kulle is one of the most versatile mages of desert magic in the business

Short description: Being the master of Horadrim but being in Ghost form for soooooo long = Zoltun'Kulle has no auto-attacks but has 3 sets of 3 basic abilities he can rotate back & forth in order to get most of all of his sand/air/elemental spell combinations at disposal

Combat Trait

1
Horadrim Mastery
Zoltun'Kulle can switch back & forth his basic sets of abilities [sand/air/elemental] to apply special spellcast combinations

In each of these three sets of abilities - usually the spells will have the following pattern:

Q : low or no CD but waste mana so can't use in an unlimited fashion
W: Abilities that return mana back to Kulle
E: Abilities that reduce CD on respected W skill

[Active] Use D/F keys to switch sets of abilities from one to another, but this effect has a 20 sec CD

Primary Abilities

1
[Q] Sand bolt
[Sand] Hurl 3 bolts in a relatively small arc in front of you. When all three of them hit an opponent extra damage is applied

[Damage = 90 + 5% per level, CD = 1.5, Mana cost = 30, 3 hit on one target bonus = 40%]
2
[W] Sand rune
[Sand] Put a small/mid radius rune on the ground that initially hits X targets (each target hit gives 6 mana back to Kulle) and spawns 2 shade-demons to attack opponents for a few seconds

[No mana cost, CD = 10, one is active all the time, no duration, cast range = 6]
3
[E] Wave of Sands
[Sand] Kulle becomes in Ghost form for 1 second, then teleports to any nearby rune and a wave of desert sand originating from his pre-teleport position is called toward any chosen Rune nudging targets hit toward the destination

Based on targets hit this effect reduces CD of next cast of Sand Rune

[CD = 10, no mana cost, minion hit CD red. = 0.75, Hero hit CD red. = 3 sec, max cast range = 10]
4
[Q] Fireball
[Elemental] Cast a fireball on the ground in a parabolic fashion. Fireball does heavier AoE damage to targets on destination

(CD = 4, 50 mana cost, damage = 235 + 4% per level, max cast range = 8)
5
[W] Fire Rune
[Elemental] Place a fire rune at a location that can be destroyed by anyone (friend or foe) that cause a medium-range AoE explosion and a DoT on the ground for a few seconds after the explo

(CD = 14, no mana cost, cast range = 6, 6 mana per target hit returned at moment of explosion, damage done = 180 + 4% per level, DoT = 24+6% per level for 3 seconds, radius AoE = 4, HP = 200 + 4% per HP)
6
[E] Explosive blasts
[Elemental] Activate to gain Ghost form for a bit, after 1.5 sec Zoltun'Kulle returns in physical form with a blast of elemental energy appearing onto him. This blast effect applies twice in succession doing CD reduction on Fire Rune

(CD = 8, no mana cost
Heroes hit reduce CD of W by 2.5 seconds, minions/mercs reduce CD of W by 0.5 seconds)
7
[Q] Electrocute
[Air] In a wide arc but small range start dealing damage over time to nearby targets. After 2 seconds this effect starts doing 25% bonus damage to all targets hit

[CD = 3, mana-cost = 9/sec, DPS = 30 + 4% per level per second, 2 ticks per second, Arc = 60deg, range=3.5]
8
[W] Static Rune
[Air] Place a Static rune nearby, it will start emitting pulses of lightning energy toward Kulle and the Sand Rune if there's one nearby in a certain radius. These pulses of lightning energy make targets on the path take some small damage amount and return both HP and mana for a bit back to Kulle

[CD = 16, duration = 5 seconds, cast range = 9, damage = 15 + 4% per level per pulse, 1 mana per minion, 5 mana and 40HP returned per pulse per hero, 3 pulses a second]
9
[E] Slow time bubble
[Air] Kulle casts a Slow time bubble to slow opponents and make them take additional damage from other abilities on Kulle.

Based on targets caught within the bubble Kulle gets mana back and the mana returned works based on duration also. 8/sec mana return for heroes, 2/sec for minion

[CD = 18, cast range = 6, duration = 3.5 max, movement slow = 25%]

Heroic Abilities

1
Avalanche
Shake the staff/mace and hit the ground, after 1 sec delay rocks start falling off at a targetted location

[CD = 100, mana cost = 90, cast-range = 7, radius of hit = 6.5, damage = 120 + 4% per level per rock, rocks fall randomly in the area but also stun targets for 1 seconds that are hit in the center]
2
Horadric Seal
Place a Seal on the ground that will come out glowing from the floor on the ground below and will move with a rotating fashion every unit into standing on the Seal for 180% in a direction that Kulle has previously (clockwise or counter-clockwise) chose

[CD = 30, mana cost = 75, radius of seal = 6, cast-range = 13, wind-up time = 1 second]

Special Mount

1
Ghost form
Activate to temporarily enter in a Ghost form giving Zoltun'Kulle extra movement speed, become unstoppable, as well as fly through obstacles but take additional ability damage while in this form

[25% movement speed bonus, 15% extra ability damage taken, lasts up to 7 seconds, CD = 40 seconds]

NOTE: Some of Zoltun's basic abilities might activate this same effect for smaller durations also

Talents

lvl1 talents:

[Sand, Q] Sand in your face: Whenever 3 bolts of sand bolt hit a target it gets slowed by 40% fading over 1 second
[Elemental, Q] Bouncing flame: Fireball bounces again for 1/3 of it's inital range of cast
[Air, Q] Static dicharge: Electrocuting targets for more than 2 seconds drains their mana as well and makes them vulnerable until the end of channeling duration
Q

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2
[-]
Crs Grim (33) | July 19, 2016 7:47pm
I highly appreciate the well designed/picked icons, nice touch :)
1
[-]
Vic1ouS (1) | July 20, 2016 2:14pm
Thx
2
[-]
KiiKrindar (1) | July 19, 2016 12:54pm
Nice, dynamic concept. I would like the idea of having 3 different Hero Abilities: they might use the same "D" effect as Basic Abilities and still share the same cooldown. That might be hard to predict for enemies.
1
[-]
Vic1ouS (1) | July 19, 2016 2:44pm
Thx man

At first I thought to use 3 separate mana bars (lol), but then thought = should be enough complex to follow 3 separate CD sets, let alone have 3 separate mana bars on top of that (though one good visual indicator should be easier to spot/track)

That is true, BUT = then the question is: what does one pick at lvl10 ?:D, like have 6 heroics and pick random 3 of them (1 for each type, but on a much greater CD like 200+ each of them ?:P)
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