Zul'jin Rework by Challenge

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Zul'jin Rework

By: Challenge
Last Updated: Sep 26, 2017
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Zul'jin Rework

Warlord of the Amani


Green=Buffed/New Change
Red=Removed/Nerfed
Purple=Changed/Added

Goals:
Emphasis his single target damage with Grevious Throw Changes
Lower the tazdingo meme damage but up its actual potential
Make the mage build viable
Increase his ability to solo lane by improving his self healing
Increase utility slightly
Add talent variety

STATISTICS
HEALTH 1875 (+4.0%)
REGEN 3.90 (+4.0%)
MANA 490 (+10)
REGEN 2.90 (+0.098)
ATK SPEED 1.25 PER SECOND
DAMAGE 89 (was 106) (+4.0%)

Combat Trait

1
Berserker
Cooldown: 0.5 seconds

Activate to increase Basic Attack damage by 25% but consume 2% maximum Health per attack.

Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing.

Primary Abilities

1
Grievous Throw
Mana: 25 (was 50)
Cooldown: 4 (was 8) seconds

Zul'jin throws an axe forward, dealing 35 (was 125) (+4% per level) damage to the first enemy (was 2 enemies) hit and marking them for 8 seconds. Marked enemies take 150% (was 50%) bonus damage from Zul'jin's next 1(was 3) Basic Attacks against them.
2
Twin Cleave
Mana: 50
Cooldown: 8 seconds

Throw 2 axes in a large, circular arc, dealing 172 (was 112) (+4% per level) damage and slowing affected enemies by 15% per axe for 2 seconds.
3
Regeneration
Mana: 20 Mana a second (was 75 Mana)
Cooldown: 15 seconds

Zul'jin channels to regenerate 8% of his maximum health a second. Can be channeled indefinitely (was 25% of his maximum Health over 4 seconds.) Moving while channeling or taking damage will interrupt this effect.

Heroic Abilities

1
Taz'dingo!
Mana: 75
Cooldown: 110 (was 90 seconds)

For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Getting a takedown will extend the duration by 4 seconds. Taz'dingo!
2
Guillotine
Mana: 70
Cooldown: 30 seconds

Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 350 (+4% per level) damage plus bonus damage the lower his Health is.

Passive: Beserker now increases your ability power by 1% per 1% missing health

Level 1- healing


Trolls Blood (Moved from level 4)
Zuljin will continue to regenerate for an additional 5 seconds after Regeneration is canceled

Forest medicine (Moved from level 13)
Regeneration can now be used while moving, and the mana cost is reduced to 10 Mana a second

Amani Invigoration (NEW!)
?Quest: Collecting regen globes empower Regeneration. Every regen globe collected increases the healing of Regeneration by 1%, up to 25%.
?Reward: After collecting 25 Regen globes, reduce the cooldown of Regeneration to 5 seconds

4- Auto attacks


You Want Axe? (Moved from level 1)
? Quest: Every 5 Basic Attacks against Heroes increases Zul'jin's Basic Attack damage by 1.75 (was 1.25).
? Reward: After attacking Heroes 120 times, his Attack Range is increased by 1.1.

Let the Killing Begin
When Zul'jin kills an enemy, his Attack Speed is increased by 6%, up to 30%, for 12 seconds. Basic Attacks refresh the duration.
Hero Takedowns instantly grant 30% Attack Speed.

Vicious Assault (Moved from level 7)
Increases the number of charges to 3 (was 6). But increases the cooldown by 4 seconds (was Basic Attacks against afflicted Heroes reduces cooldown by 2 seconds.)

Arcanite Axes (Moved from level 1)
Basic attacks against heroes reduce the cooldown of Twin cleave by 1.5 seconds

7- Sustain damage


Now we bring da pain! (NEW!)
Grevious Throws initial damage is increased by 200% and it now passes through all enemies


Swirling Death (Moved from level 16)
Axes cycle twice and can hit enemies on each revolution but cooldown is increased by 4 seconds.

Killin Time (NEW!)
Twin Axes now also apply 1 mark of Grievous Throw

Level 13- Utility


Ensnare (Moved from level 20)
Cooldown: 45 seconds
Throw a net forward, rooting the first enemy hit for 2 (was 3) seconds.

Voodoo Shuffle
Cooldown: 10 seconds
Activate to remove all current Root and Slow effects on Zul'jin.

Headhunter (Moved from level 4)
Cooldown: 25 (was 60) seconds
? Quest: Get a takedown on all unique enemy Heroes.
? Reward: Activate to reveal all enemy Heroes for 4 seconds.

Lacerate (Moved from 16)
Increases Slow amount of each axe by 15%.

16- Burst


Boneslicer (moved from level 1)
? Quest: Each time you deal damage to marked enemies, increase its damage bonus by 1.5% (was Grievous Throw now pierces through enemies. Bonus damage increased by 20%.)

Wrong Place Wrong Time (Moved from level 7)
If an enemy is hit by both Twin Cleave Axes at the same time, they take 200 (was 150) (+4% per level) bonus damage

Recklessness (Moved from level 7)
Increase the Attack damage bonus of Beserker by 25%, but each attack now cost 3% of your maximum health (was While below 50% health, gain 25% bonus Attack Damage.)

20-Storm


Amani Resilience
Restore Health equal to 50% of the damage you dealt while using Taz'dingo.

Buzzsaw
Increases its size by 30% and the range is now global. (was After impact, the Guillotine continues rapidly forward, dealing damage to enemies in the line.)

Ferocity (Moved from 16)
Each time you participate in a takedown, permanently increase the attack speed bonus (and ability power with Guillotine) by 3%

Warlord of the Amani (NEW!)
If there are no other allies near Zuljin, gain 30 Armor, 25% attack damage, 25% ability power, and 20% movement speed

Talents removed


Eye of Zul'jin
Hitting an enemy Hero with Grievous Throw increases Movement Speed by 25% for 2 seconds.

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HexerVoodoom (2) | September 26, 2017 9:05am
The changes on base Grievous Throw have a counterplay problem - either the enemy completle negates it or it can't be counterplayed. If enemie evades that single attack, you lost your ability. If you hit your enemy with that attack, he lost his life. It's to extreme for either case but mainly, it makes the ability to easy to be used.
Zul'jin Mage Build is centered on Twin Cleave. I belive your ideas actually make them worse and do not solve the main problems. One of the problems of this build is his mana and there is no solution to that. I don't belive reducing mana would be a good option, I'd prefere to see mana returned for heroes hit or something that brings value to player skills.

Regeneration became ultimatly powerful and I see no reason to it. The way it is now Zul'jin can stay in combat and lanes for long time but it's well balanced. By allowing him to full recover his health will force him to retreat earlier for mana most of times until player notice it's better to use it just for 4 seconds and recover 24% of health.

The change for Taz'dingo seems interesting. I like it, but I fear it would be too strong. Maybe 2 or 3 seconds would be enough, specially at 20.

I don't see why change the healing talents to 1 when you don't need E so much, while moving questing talents for later levels. It's actually a heavy nerf for early game IMO. Also, Forest medicine is to powerful to be there, I like it at 13 because it completly changes the way he plays and gives fair advantage if you are going mage build (same for swirling death).

Auto attack buffed would be pretty strong and make the other builds even less worthy. The changes for W reduces the player skill reward and makes it a lot easier to play at the same time it makes a weird interaction. AA and W should have nothing to do, it's totally against it's design.

I like the ensare on 13. Headhunter has that quest problem. Grating a killing on the 33% last minutes of game is far more complicated and it's sharing space with far better talents.

Warlord of the Amani is totally OP. Ferocity is useful for Taz'dingo but Taz'dingo is only really good at 20 so you are killing it.

Honestly, only things I like from it is the ensnare on 13 and the Taz'dingo extended time, sorry, I know you put effort and time into this but I don't belive these are good changes :(
1
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Challenge (8) | September 26, 2017 10:05am
Thanks for the comments, its a first concept so needless to say things can change and im not opposed to it.

Reasoning behind my changes and perspective, zuljin atm is too niche. In master/grandmaster games where i play, hes easily outclassed by greymane/valla and to a lesser extent lunara and Tracer as ranged AA carries. They all fufull a role in a way that makes Zul'jin currently never the "right" choice. And in honesty, I dont believe Zuljin SHOULD be a ranged AA carry. I believe he should be more akin to falstad, as a psuedo solo laner. Someone who prefers to be at least health rather than high should never be able to properly fill that role, despite his very high theoretical numbers on live.

A lot of zuljins power pie is built into his tazindgo meme, where he hopes to at least get 1 kill before dying himself (without team help).

The intent of the changes is to make him a proper solo laner as he was originally advertised at being adept at, and enforcing him as a single target damage dealer, and make him more overall practical and less of a suicide bomber in hopes of getting at least one kill.

HexerVoodoom wrote:
The changes on base Grievous Throw have a counterplay problem - either the enemy completle negates it or it can't be counterplayed. If enemie evades that single attack, you lost your ability. If you hit your enemy with that attack, he lost his life. It's to extreme for either case but mainly, it makes the ability to easy to be used.


Evading the attack is already the same as live. You use the ability and 3 scenarios happen
A. It hits, you land all 3 AAs afterward.
B. It misses, nothing happens
C. It hits, enemy uses brain and simply walks away before getting all 3 AAs
D. It hits, but doesnt matter cause block/evasion/protected

The point of the change to 1 big AA rather than 3 moderately bigger AA is to double down on its ussage. Without it piercing, its easier to block from minions, summons, and tanks. Without it being 3 AAs, counterplay is easier because the damage is more predictable, so timing a protect/evasion is even easier on the enemy side. And on zuljins side having it on a shorter cooldown was supposed to better support the axe thrower fantasty. So it helps on your side by making it less punishing if you miss your Q, reducing the damage variance (which again, a point of the rework). The direct GT damage nerf was because GT was never a major part of mage zuljin, so it was a more or less pointless piece of his kit (but still good to proc things like stealth, or spell shield).

So on the math side, currently on live, at level 1, 3 AAs with Beserker activated will deal the follower damage, assuming everything hits and there is no armor, vs my proposed

LIVE FULL: 106(AA) x 1.25(Zerker)= 132.5 x 1.5(GT)= 198.75 x 3(3 AA)= 596.25+ 125(GT Direct dmg)= 721.25 total damage
Live 1 AA: 106(AA) x 1.25(Zerker)= 132.5 x 1.5(GT)= 198.75 + 125 (GT Direct dmg)= 323.75 total
Suggested: 89(AA)x 1.25(Zerker)= 111.25 x 2.5(GT)= 278.125+ 35(GT Direct dmg)= 313.125 total damage

So even with the "big hit" of my version, one AA of the live version will still deal more damage because of the lower intial damage of GT. And again, my version offers more counterplay than the live because of timings and talents like block which impact one hit rather than many smaller hits greater and not to mentiont he removed pierce interaction meaning its easier to dodge by just sitting in a minion wave. In theory you can deal more damage than live because of the halfed cooldown but you are under the assumption you are in a position to use the skill off cooldown, land it, and not have it mitigated somehow.

Technical side, all this means is that you are tossing axes more. Is that a bad thing? Theres no extreme spectrum variance you think there is.

HexerVoodoom wrote:
Zul'jin Mage Build is centered on Twin Cleave. I belive your ideas actually make them worse and do not solve the main problems. One of the problems of this build is his mana and there is no solution to that. I don't belive reducing mana would be a good option, I'd prefere to see mana returned for heroes hit or something that brings value to player skills.


Valid point and I can totally address that when I revise this

HexerVoodoom wrote:
Regeneration became ultimatly powerful and I see no reason to it. The way it is now Zul'jin can stay in combat and lanes for long time but it's well balanced. By allowing him to full recover his health will force him to retreat earlier for mana most of times until player notice it's better to use it just for 4 seconds and recover 24% of health.


It basically becomes a mana drain. Which is, in fact a prime concern for someone who can solo lane. So while you have the option to drain all your mana, you wont have the adequat mana to use your abilities as much. In the early game, without trolls blood this ability doesnt really do much. Its weak 25% of zuljins level 1 HP is 468.75. Thats less than one Chromie's Dragon Breathe (W) Which deals 480 damage and cost 70 Mana and has a 12 second cooldown. So you basically self stun yourself for 4 seconds while not in combat to heal back the damage one one ability on a shorter cooldown. This is just a direct example.

In reality, any little bit of poke damage will easily surpase 480 damage, one owl hit, a tick of hunter killer, etc etc. The live version is incredibly weak and trolls blood being a direct whooping 75% bonus and it still not being the prime choice on the tier is a clear example of why its weak.

HexerVoodoom wrote:
I don't see why change the healing talents to 1 when you don't need E so much, while moving questing talents for later levels. It's actually a heavy nerf for early game IMO. Also, Forest medicine is to powerful to be there, I like it at 13 because it completly changes the way he plays and gives fair advantage if you are going mage build (same for swirling death)


Of course you dont E much, since its only an out of combat ability. With my E talents at level 1, you gain the options to gain some benefit while in combat but its still largely a run away hide and heal up ability. Forest medicine is already there on live.

HexerVoodoom wrote:
Auto attack buffed would be pretty strong and make the other builds even less worthy. The changes for W reduces the player skill reward and makes it a lot easier to play at the same time it makes a weird interaction. AA and W should have nothing to do, it's totally against it's design.


I dont even understand what you mean here. His AA is nerfed overall especially early game. And why shouldnt AA and W have interaction? Explain.

HexerVoodoom wrote:
I like the ensare on 13. Headhunter has that quest problem. Grating a killing on the 33% last minutes of game is far more complicated and it's sharing space with far better talents.


I agree on headhunter, I plan to change it to reveal all that youve currently killed. That ways its activatable before you even kill all 5 enemies, but it only reveals those you killed.

HexerVoodoom wrote:
Warlord of the Amani is totally OP. Ferocity is useful for Taz'dingo but Taz'dingo is only really good at 20 so you are killing it.


Warlord of the Amani is similiar to Ambush on Valeera. In team fights, it has no bearing. It would only get good value when you are either solo defending say a core push, caught in a 1v1, or something like that. Its kinda like Tyrande at level 20. She attacks so fast and her auto attacks apply a shrink ray basically making it so 99% of the heros in game cannot 1v1 her.

The latter is 100% intedned. Ferocity is meant to deal more damage, Tazdingo upgrade is meant to survive better. Again, I 100% intended to nerf the meme aspect of Tazdingo but make it more practical.

Would love to hear another response!
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