Kharazim
Build: Full Support
Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20
Threat | Hero | Notes | |
---|---|---|---|
1 |
Johanna | Tanks. Kharazim is not easily caught by tanks. He can get away from tanks reliably given a dash target and higher move speed with W and at 1. Has options at 10 to both punish high health tanks and save cc locked allies from death. | |
1 |
Li-Ming | Mages. Kharazim has a Spell Shield option at 13 to mitigate any mage's combo. Palm is a fantastic counter to all mages who tend to exhaust all their cooldowns to kill a target. Mages are prime punching targets because they lack mobility, have lower HP, and their death is huge value to your team. | |
1 |
Deckard | Healers. Kharazim can not output more healing than most of the other healers, but he is one of the best clutch healers. Other healers also bring valuable CC to a team where Kharazim does not. Khara has a Cleanse but it is not available to him until very late (16) where other healers have it as early as 7 | |
1 |
Valla | Ranged AA. Very strong at punishing and poking Kharazim. You should not be taking damage from these types of heroes for free. You can not favourably trade damage against ANY ranged AA. |
Threat | Hero | Notes | |
---|---|---|---|
1 |
Kharazim | These threats will hate playing against you and your backline diving shenanigans. They will also have a tough time peeling you off of them! ***I HAD TO SPLIT THEM UP INTO DIFFERENT TIERS OR THE PORTRAITS WILL OVERLAP THE GUIDE.....WeirdChamp |
Monk is a healer with mediocre healing. He will not be healing tanks to full health but instead keep them and other assassins off the brink of the enemy's kill range. Monk is a healer with very good damage and mobility! He can flex into a backline demolisher as a sneaky mobile in-and-out assassin, or a mobile support with strong move speed buffs and the capacity to get allies out of danger. Monk is a healer with no CC. None! Escape combo: Spirit Ally (Any Ally) + Radiant Dash Kill Combo: (2 Prepped autos)** > Radiant Dash in > Deadly Reach > (Punch enemy to death) > Radiant Dash out **Prepping autos means hitting anything 2 times in order for Radiant Dash to hit with the 3rd empowered auto Iron Fists ****You can use Divine Palm anytime during your dive to prevent you from dying |
The duration will not start until your first auto. Using
Radiant Dash on an enemy will proc E unless you also have
Way of the Hundred Fists in which case it won't. PREPING AUTO ATTACKS Every 3rd basic attack will be empowered by your level 1 talent! Before engaging for damage you should hit a minion twice before engaging so the first damage you deal is the empowered 3rd. Doing this technique will also reward you with an additional empowered hit with Deadly Reach Standard activation: 3 empowered hits Prep'd activation: 4 empowered hits |
Denies a kill and causes enemies to have used their cooldowns for nothing. A bailout for teammates who, for some reason, like to die a few seconds before the objective spawns. Counters Hook situations, Pyroblast, Kel'Thuzad, Li-Ming resets, Final Strike, Go for the Throat, and any burst damage directed towards your backline carry. Palm also has a lot of strong offensive potential. It can be held when diving to secure kills and used to eliminate any consequence for chasing too deep, as long you have enough Radiant Dash charges to escape! |
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