Kel'Thuzad is a mage, an assassin who uses his powerful abilities to destroy the enemy team. He is pretty squishy but can do a lot of damages to compensate it. He is entirely based on zone attacks (aoe) and crowd control (cc). He is the mage who has the most cc in the game, allowing him to work in teams who uses cc to wipe out the enemy team without leaving them a chance to escape.
As I said before,
Kel'Thuzad rely on his spells to win, and as he isn't really mana-hungry, he is allowed to do it on a regular basis without returning to the spawn or using a fountain to replenish his mana.
is
Kel'Thuzad passive and a quest. Each time you hit one of your opponents with
or
, you gain one Blight. When you have 15 Blight stack,
Kel'Thuzad abilities cooldown are reduced by 2 seconds, allowing you to spam a lot more your spells. When you are at 30 Blight stack,
Kel'Thuzad gains 75% of Spell Power, making him even more deadly.
is in my opinion,
Kel'Thuzad primary damage spell. After a short channeling of 0,5 seconds,
Kel'Thuzad will launch an orb that explodes at the first enemy hit, dealing 150(+2,5% per level) damages, leaving a pool of decay behind doing 70(+2,5% per level) damages every 0,5 seconds for 2 seconds.
is
Kel'Thuzad primary cc spell and also bread and butter, allowing it to use this spell as a minion-clear, or as is first use, a hard cc.
Kel'Thuzad will create a frost nova after 1 second, dealing damages to the enemies inside and slowing them by 30% of their movement speed for 2,5 seconds. Opponents at the center of the explosion will also be rooted for 1 second.
is the archlich's 1v1 cc spell.
Kel'Thuzad will launch a chain that will stop at the first enemy hero or Structure touched, dealing 97(+2,5% per level). If you reactivate
during 4 seconds after hitting an enemy, it'll fire another chain and pull the two together, stunning them for 0,5seconds.
Overall,
Kel'Thuzad abilities work well together, although I sometimes think he lacks the burst of a
Li-Ming or a
Jaina.
Like every other hero in the game,
Kel'Thuzad talents are a big part of his gameplay, leading him to be deadly by himself, or helping his allies to secure kills with his kit of cc, even though I like to play him as a bastardly nuke support.
Level 1
Blighted Frost is the first talent I pick. I take it because enemies at the center of the explosion will take 50% more in damages, and when you'll full stack the 30 Blight, the root will level up at 1,5 seconds, enough to use
and get all the dot of it.
[/list]
Level 4
is taken for the advantage it offers compared to the two other talents. While
Strip Shields give you some armor to survive in teamfight, it requires you to pull two enemies together. And [
have to be activated, plus the fact that it's range is close-one, one of [[Kel'Thuzad] nightmares.
allows you sustain, and an immediate respawn once you have collected 12 regeneration globes. My opinion is to use it during phases when your team is in a bad swing or during a teamfight at your Nexus, as they will need all the help they can.
Level 7
Here, it's a personal preference. I'm more inclined to go to
for the aoe damages and the slow, but
Accelerated Decay offer more ticks on it, allowing full damages for this ability. As for
, it can be good with
armor boost.
Level 10
There we are, time to choose
Kel'Thuzad ultimate.
Kel'Thuzad two heroic abilities are quite good in their own way.
launch a meteor of ice at an enemy hero, dealing 100(+2,5% per level) damages at his target, and dealing 275(+2,5% per level) at the enemies in the explosion radius, enemies hit by either the explosion or the direct hit will be rooted for 1,5 seconds. And I think
is a bit like Karthus's requiem from LoL in the globality of its range. 1,5 seconds after casting it anywhere on the battlefield, a fissure explodes, dealing 400(+2,5% per level) to the opponent's Heroes in its radius. Personally, I prefer to go on
to help the other lanes, even though
is great to push your own lane and help your team during teamfights.
Level 13
I take
Icy Grasp to once again help my team with cc, increasing the slow duration of
to secure kills even more.
Level 16
I take, in the Support cc master build,
cause it works really good with the rest of the build which focuses on the cc
Kel'Thuzad have to offer.
Level 20
Finally, it can be a surprise, but I go for
cause it's the only escape in your kit, and it comes really late in the game. Plus, you'll do damage to the potential assassins coming from behind you, so it's a win-win situation in my opinion.
Quick Comment () View Comments
You need to log in before commenting.