Kharazim
Build: Ideal build.
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
---|---|---|---|
2 |
E.T.C. | E.T.C can for sure disrupt a lot with his Power Slide and Face Melt abilities and sometimes it might be enough just to knock you out of position and possibly make you "miss" your Breath of Heaven. Not to mention that a good Mosh Pit(though extremely hard to land) can have you dancing helpless to the sound of your impending doom. Groovy huh? |
This is the default choice for the support build on
Kharazim. It is a very strong passive healing ability especially at the laning phase where you can keep everyone alive and topped-up(not mention that your attack speed is at 2 attacks per second and you can almost always proc the heal). - Insight is also a viable choice if you find yourself having mana issues but in general, Kharazim's mana regeneration, combined with the mana cost of his abilities, is very balanced and you won't find yourself running out of mana in many situations. - Iron Fists is mostly picked with the DPS build which is irrelevant when playing Kharazim as a support no matter how cool that extra damage might look. |
This is your Q ability and a personal favorite. It provides you with great mobility in general and enables you to escape some very sticky situations. You get 2 charges and later on you have the choice to get an extra charge, but once you practice Kharazim a lot, you'll figure out that the extra charge isn't really necessary since you'll mostly be staying near the ranged assassins and occasionally going in with 1 stack of Radiant Dash to either drop Divine Palm to a dying target or just use Breath of Heaven to regenerate the health points of your warriors and melee assassins. Of course the 2nd stack is your ''get the hell outta here" option. |
This is your W ability and the one that you'll be spamming the most in order to get those healing numbers up. The numbers might seem to be a bit low when compared to Uther's Holy Light but keep in mind that Breath of Heaven is an AoE (Area of Effect) ability and can heal basically every target that's nearby. You'll also see at the talents section that you get an upgrade for a second auto-cast after 2 seconds for 50% of the initial value. The only problem (which would make this ability and Kharazim in general broken) is that you can only heal allied heroes and not mercenaries/minions. |
This ability, might seem random and awkward at first, but in secret it is a burst-heal ability combined with your trait, Transcendence . Let me do the math for you; as I mentioned earlier, your basic attack speed is fairly high (2 attacks/second), now combined with this ability you reach the insane amount of 4 attacks a second and a total of 8 attacks through the whole duration (roughly 240 healing at level 1). Also the 100% increased attack range enables you to use your auto attacks from a safer distance. If you still think that this talent is not "cool" enough just check its' visual animation where you actually unleash a flurry of punches/kicks to your opponents. How about that? |
Kharazim's first heroic ability is Seven-Sided Strike. Although this ability is almost always the def-choice of Kharazims DPS build, sometimes you'll find it useful even as a support, since it basically is just like Jainas Improved Ice Block talent with some differences: you can't cancel it and you also deal damage to your enemies (especially those HP heavy warriors, yes Johanna and Muradin , I'm pointing my finger at you). BUT, however fun it may be to have this heroic ability, Divine Palm remains a better choice, most of the time, for Kharazim's support build. |
Last but not least in our abilities section is Divine Palm, Kharazim's form of Ancestral Healing. This is a really tricky heroic ability and insanely hard to master. It basically requires the target to actually die within 3 seconds in order to have any effect. Now you'll just think "Come on, how hard can it be to die?", well my friends, if you're playing against a team that knows how Kharazim works you'll be more than surprised to find that the enemy teams' focus target might change for a bit if Divine Palm is used. I strongly suggest, especially when picking Kharazim as a full support for the first time and until you master him, to almost always pick the Peaceful Repose talent at level 20 just to make sure you have your Divine Palm ready as soon as possible if you fail landing it the first time. |
At level 1 as explained at the Abilities section your main choice as a support monk should be Transcendence |
-At level 4 both Protective Shield and Healing Ward are both very solid choices with Protective Shield being slightly better because of the recent nerf to the survivability of Healing Ward. -When playing against an invisible threat though such as Zeratul and Nova, Foresight is a great talent for revealing them. - Overtake is a fine talent but not a must-have as a support role monk. |
-At level 7 the best choice will be Echo of Heaven since it makes your basic healing ability, Breath of Heaven, even better. - Cleanse is also a situational choice against heavy crowd control compositions. - Clairvoyance is a fine talent but both Cleanse and Echo of Heaven are by far the best talent choices on this tier since you always have the choice at level 4 to go with the Foresight talent for that extra vision. - Way of the Hundred Fists is the choice for a DPS Kharazim build so we'll be skipping this talent for this time. |
As explained at the Abilities section, Seven-Sided Strike can be a fine choice against heavy melee compositions but Divine Palm should be the choice most of the times you'll be playing Kharazim at the support role. |
-The level 13 talents will provide you with a big amount of choices, mostly depending on the enemy team. If the enemy team runs multiple spell-casting heroes such as Kael'thas , Jaina , Nazeebo, etc (not E.T.C), then you should by all means go for the Spell Shield talent, which will reduce the spell damage you'll get during those long mid and late game fights. -If the enemy team has a ton of CC abilities, then you should be going for Relentless since it will give you an escape ticket from a possible chain CC scenario against you. - Quicksilver is a really nice buff to your already strong Radiant Dash ability and a personal choice for support monk because of the mobility it provides to not only you but also your squishy ranged assassins or your melee warriors/assassins. It enables you to escape everybody (yes even an Illidan) or, chase down, everybody. - Fists of Fury is a nice talent boost to your Deadly Reach ability but slightly worse than the rest of the talent choices on this tier because of the small time-buff (1 second). This talent is a bit weaker only due to the fact that almost never you'll be able to land a full duration Deadly Reach during a team-fight because you'll always need to dash across the battlefield. So most of the times that extra second will go to waste. |
- Circle of Life will be your default choice most times, since the buff it provides to your already strong Breath of Heaven talent is insane. Almost always it's a guaranteed 10% extra (at least 1 ally affected), though if practiced and positioned well, you should almost always be getting an extra 30% value. - Soothing Breeze is also a very strong but situational talent. For example, if the enemy team has an Arthas with Summon Sindragosa or a Malfurion with those nasty Tenacious Roots or in general a hero with massive AoE slow/root/silence this is a must-have spell and can save your team multiple times. I didn't mention the blind removal since the only heroes with blinding abilities are Li Li and Johanna, where Li Li needs to get close to your team in order to affect you and the ranged assassins (which means that she will go heavily out of position and will be exposed and probably punished for that) and Johanna simply shouldn't be hitting more than 2-3 heroes with her Shield Glare ability. - Blinding Speed and Blazing Fists are solid talents but slightly worse when compared to the rest on this tier. |
-The final tier where the "Storm" talents reside. The best choices here are Storm Shield (if you are at least 99% sure that you can land your Divine Palm ability correctly) and Peaceful Repose (if you are not comfortable enough with landing your Divine Palm). - Epiphany is a really situational talent and falls behind from the rest of the talents on this tier just because you shouldn't be struggling that much with your mana. If you find yourself though in super slow and long fights than you might consider this talent as a trump card against the enemy teams' support (since he/she will eventually run out of mana while you can always get an extra 32.81% every 60 secs). - Transgression shouldn't be picked if you're running support Kharazim even if you picked Seven-Sided Strike at level 10. |
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