To the monks of Ivgorod, the gods are in all things, and their divine will is proclaimed by the Patriarchs. With unshakable faith, Kharazim carries forth the decrees of the thousand and one gods to the ends of Sanctuary and the realms beyond.
Kharazim is a nimble and agile support Hero, which comes with a very unique level 1 talent, that let’s him choose his own trait! He can be played offensive or defensively.
Strengths
- Very good single-target burst
- Self-healing
- Great mobility
- Good talent variation
- Can be played as Support or Assassin
Weaknesses
- Lacks waveclear
- Seven-Sided Strike only hits Heroes
- Weak without his abilities
- No CC (crowd control)
Hey there! My name is Retsky, and I’ve been playing Hots since the beta, and before that I had tons of hours played on League of Legends. In-game I’m known as MuchConfuse (which I might switch to Retsky in the future) and I like to play assassins, supports and specialists. I enjoy making guides, youtube videos and playing Hots (obviously).
I’ve also made another guide, on
Leoric.
Atm I don’t have a full-time job, so I primarily focus on my YT channel and Heroes of The Storm.
You can check it out here:
https://www.youtube.com/channel/UCPRkvrkngPZpZQ97WQqkS2A
I also have a guide on Lt. Morales that's not yet been released, as she's not in the Heroesfire database, but it'll be up 06 October! You can check it out
here!
In this build I will go over the damage build that I think suits
Kharazim very well. There will always be issues with it, and sometimes you might want to pick different talents for each encounter, and I'll go over that in the talent section.
***BE AWARE, THE DAMAGE BUILD CAN BE HORRIBLE IN QUICK MATCHES, IF THE ENEMY TEAM HAS A SUPPORT***
Use this build if you are in ranked, and they already got a healer or you're on a team that needs some solid single-target damage.
In this section I'll go over the talents for this build, and the reason behind them. I'll say this over and over again, but it's very important to pick talents accordingly for every match. You'll always meet different teams, and being able to counter them should always be a high priority.
I will color code the talents, so it's easier to see what to pick and what not to pick.
GREEN color means this talent is what's recommended for this build.
BLUE color means this talent is viable, and can be used depending on the situation.
RED color means this talent is NOT recommended for this build, and should be picked at own risk.
For obvious reasons we’ll be picking
Iron Fists as our starting talent and trait. It will give us a great burst, and for this build, that is exactly what we want.
If you want to be a healer, you should obviously go with
Transcendence, but that would not fit in this build.
Insight is great if you are having problems with mana, and wanting more sustain.
At lvl 4 you will have to choose between
Foresight and
Overtake. In most cases,
Overtake will be the superior pick, but in cases where the enemy team has a Nova or Zeratul, you should go with
Foresight. You have to use it with care though, as it will reveal with the first charge you use, and not the second.
*Actually, this talent is so good that any time you're up against a Nova or Zeratul, use
Foresight.*
Overtake is great as it gives us mobility and can help in securing a kill.
Healing Ward is not really viable as the other talents outweigh it.
Protective Shield is pretty much the same story, but if the enemy team has a lot of burst, this might come in handy. Not recommended though.
At lvl 7 we get a decent powerspike.
Way of the Hundred Fists gives us a strong burst with the
Radiant Dash. The enemy team might not even expect it as normally you will only throw down a weak basic attack. The burst will help significantly in teamfights and 1v1’s.
Echo of Heaven is a healing talent and since this is a damage build it’s not useful in any way.
Same goes for
Clairvoyance and
Cleanse.
As we got at a powerspike at lvl 7, we’ll be getting an even bigger one at lvl 10! With the
Seven-Sided Strike we start doing some serious damage. It’s in my opinion one of the coolest ultimates in the game, and the way you use it is quite simple. Some say you should use it at the start of a teamfight to whittle down the enemy team, and some say it could be used as a finisher.
In my opinion, you should use it how YOU like to use it. There’s no 100% right way to use it, as every teamfight is different in some way.
With that said, I do have some useful tips on how to use it. The ultimate only hits within a certain radius, and you can hover over the ability to see how far it goes. Familiarize yourself with this radius, and remember it for when you are about to engage. It will target the hero with the highest HP, so to lower the total amount of the enemy team if it’s a big teamfight, you want to use it at the start. This also makes it harder for some healers to single-target heal, and might force them to use ultimates like
Tranquility or
Jug of 1,000 Cups.
The best and easiest use, would be when the enemy team is CC’d by abilities like
Divine Storm, right after
Void Prison or
Devouring Maw or just a simple
Entangling Roots. This will ensure that they can’t escape the radius, and will be hit with the complete ultimate.
You should experiment with it, and simply just play. You will eventually get better, but the above are some decent guidelines to get you started.
Divine Palm is the healing ultimate, so we are obviously not picking this. On the other hand, if you’re playing with a team that as a lot of great AOE burst like
Jaina, Kael’thas and you’re maybe communicating over ts/skype/vent, you could maybe decide to go with
Divine Palm as it’s very powerful and quite similar to Reghar’s
Ancestral Healing
At lvl 13 you will have to look at the enemy team and previous teamfights before you pick. You should always do this, but here the talents become a bit more crucial.
Quicksilver is not recommended for this build, but in cases where a
Jaina might be locking down your whole team in tight maps, you might want to pick this talent.
Spell Shield is overall a decent talent, and should be picked if you are the primary focus for every teamfight (which you should be). If the enemy team has strong casters like Kael’thas you could benefit a lot from going with
Spell Shield.
If the enemy team has tons of cc’s from the likes of
Muradin,
Malfurion and
Uther, you could go with
Relentless to make your life a bit easier. As I said above, pick accordingly for the encounter.
Fists of Fury will be your go-to talent if none of the above is relevant. This simply just adds 2 seconds to your
Deadly Reach and will give you the ability to dash out even more damage.
Soothing Breeze is incredible. It adds a free Cleanse to your
Breath of Heaven so for every 8 seconds, you can get out of any root, blind, slow or silence. The only downside is that it doesn’t count for stuns. If the enemy team has a
Malfurion and
Sylvanas you would benefit a lot from picking this talent, but if they have a
Uther and
Muradin this won’t help as much.
Therefore, we pick
Blazing Fists. Every 3rd basic attack will reduce the CD of
Deadly Reach. Since you are already attacking pretty quickly, this means that your
Deadly Reach only will be on CD for around 2-4 seconds, making it almost spammable. This makes the talent incredibly powerful.
Blinding Speed is a good pick if the enemy team has a lot of slow and mobility, but in general it doesn’t outweigh
Blazing Fists and is therefore not recommended.
Circle of Life is a healing talent, and not useful in this build.
To finish of our build, we pick
Transgression. This talent will give us a powerspike and make the
Seven-Sided Strike even more deadly. It hits 4 more times, and you might wonder if this makes it a longer ultimate, but after doing some testing, it seems that it’s the same duration, and it just winds up towards the end. The amount of extra damage this will do in a teamfight is almost frightening.
BUT, there are cases where this talent won't be necessary. If your team already has a solid damage output, you should opt for
Storm Shield.
Epiphany will give you some really good sustain and mobility. Whenever you need to chase down or escape, you can get back 2 charges of
Radiant Dash. I think this talent synergizes well with
Blinding Speed, as it will give you tons of mobility.
As I previously mentioned,
Storm Shield is a really powerful talent, which will help out in teamfights a lot. You should always pick accordingly to the enemy team and map, so in some cases this talent might be more viable than any of the above.
Peaceful Repose is irrelevant as we didn’t pick
Divine Palm.
So at the start of the match, we can do some decent harassing, depending on who you're up against. If it's two, you might want to lay back and stay close to your turret. Poke the enemy hero with
Deadly Reach and use
Breath of Heaven whenever you loose HP. A great tactic is to force a 1v1 right as a minion wave is about to reach your outer fort in your lane. This will allow you to
Radiant Dash back to your minions when they pass through your gate, incase you are loosing the 1v1/teamfight.
Now you should have your ultimate
Seven-Sided Strike and the enemy team should fear you a lot more. If there's no objective up, and your lane is pushed to the enemy gate, you can for a gank in the other lanes. Just be sure to ping in good time and even write it in chat, so your teammates know you're coming. And if you're going to gank, try and do it when the enemy heroes are overextended (they are at your gate/fort).
Run in on your mount and initiate with
Deadly Reach. Try to keep infront of the enemy hero escaping, so you can effectivly bodyblock him/her. If they get out of range, chase them down with
Radiant Dash. Be careful though, as it WILL follow over gates and walls, and if you get caught alone, they can counter-attack in force and kill you very easily.
Try to figure out, based on the enemy team composition, when it's best to use your
Seven-Sided Strike. Try to pair it together with other ultimates like
Grav-O-Bomb 3000,
Divine Storm or even at the end of a
Devouring Maw.
Towards the end of the game, you should be doing pretty much the same as said above. Objectives matter a small bit less, as the death timer is far longer. It's now a lot more important to basically just stay alive, and try to score some kills. Be aware that heroes like
Nova and
Kael'thas become extremely dangerous towards the late game. They can burst you down with 1 combo, and you should always be careful when engaging in a 1v1 vs them. Granted, they don't take much damage, but you have nothing to interrupt them with, so chances are it's a pretty even match. In teamfights you should stay behind your tank and never, NEVER bushcheck first. Let your tank get into the enemy team, then engage from an angle they least expect, and try to single down the big damage dealers.
If the enemy team has you on the top of their "kill-first" list, try to stay a bit in the back with the casters, and escape out of teamfights with
Radiant Dash.
Radiant Dash is your bread and butter in teamfights, as it allow you to engage and disengage with ease. Before every teamfight, you should always look for a way out, and anything to
Radiant Dash onto.
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