Long before the Swarm there was Zerus. Within the primordial Spawning Pool one creature devoured another and became stronger; the origin of the Zerg. For milennia these primal creatures constantly fought and evolved, and Zurvan was amoung them. He hid as the Xel'naga came and bound the Zerg to the Hive Mind, and remained as the Primal Zerg. Once he was the strongest on the planet, he rested. Until many years later he was awakened by Kerrigan, and helped her regain her powers in the intention of claiming her new and powerful essence for the first time in a millenia. As old as time itself, Zurvan is one of the strongest Zerg to exist.
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Zurvan is all about being imposing. Early on your stats are quite low (around the level of a ranged support) so you should focus on protecting your allies like a support. Mid-game is where you start to take off, since at level 10 you have stats equivalent to other heroes' level 20, so you can start performing as a warrior at this stage. Late-game heroes have all these powerful attacks, so you have to rely on your amazing health pool to survive instead, but now you can start entering the enemy's lines to disrupt them rather than playing pure defense at this point. This is balanced by the fact that your standard abilities are strong but highly defensive, limiting your offensive potency even in the late-game.
Ensnare creates a temporary slowing pool that deals small damage to dissuade pursuing enemies. It's not a super powerful move, but it can disrupt enemies well enough and is one of your only ranged attacks. Terrifying Roar is your strongest cc move at base, letting you peel rather well while nerfing the enemy massively, but bear in mind that it has short range and deals literally no damage. Since it's hard to keep up with enemies and your damage isn't very high you should focus on using your abilities for protecting the weaklings nearby rather than trying to assault the enemy.
Consume is like a melee Crystal Aegis that deals no damage. With no mobility it might be hard to stick with the hero you want to save, but it can easily save the life of a squishy in the middle of a fight and then extract them unharmed. It can also be used to bring an initiator into the enemy team, even though the enemy can see that you've eaten the hero it can still be a shock. Even if you don't want to use it on allies, you can still eat minions, which is the only form of experience denial the game will have so far. Depending on what minion you eat you gain all these special effects, which can be saved for use mid-combat or just for some sustain. If you don't want to lose a valuable minion you can also
Lob it, which is your only real poke option and can be great for repositioning minions where you want them. You could spit a minion behind a wall for vision, or a catapult from one lane to another, who knows.
Latent Energy is a super deadly AoE damage spell that forces the enemy to split or suffer a lot of damage. The initial hit deals quite a bit of damage but the secondary DoTs can also rack up some high numbers, and if the enemy doesn't split at all they can suffer the way they would with Chain Bomb, though it also is applied on your allies making it harder for the enemy to engage. Meanwhile
Crushing Tendrils is the actual cc heroic that knocks enemies back with a point-blank but quick hit, then slams down knocking all enemies in a quite large AoE (somewhat larger than Phoenix) an even further distance. The displacement is really big, much more potent than Face Melt, and can be a devastating disengage or tool for splitting the enemy team. Both heroics are not perfect though, since Latent Energy can be hard to be effectual with, and Crushing Tendrils does not make you unstoppable so a fast enemy can stun you out of the second slam.
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Statistics
HEALTH: 1638 + 4%lvl
REGEN: 3.41 + 4%lvl
DAMAGE: 70 + 4%lvl
ATTACK SPEED: 1 per second
RANGE: 1.2
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