Zul'jin builds (talents explained) by Slimper

Zul'jin builds (talents explained)

By: Slimper
Last Updated: Jan 19, 2017
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Build 1 of 3

Zul'jin

Build: Standard (AA-build)

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Threats to Zul'jin with this build

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Rehgar Pick/ban these heroes when you have Zul'jin on your team
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Diablo
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Varian Taunt can completely turn off Taz'dingo, while Parry denies all your auto-attack damage
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Nazeebo Pick/ban these heroes when you have Zul'jin on your team
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Artanis
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Dehaka
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Zarya

Zul'jin

Build: Standard (Taz'dingo trades)

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Zul'jin

Build: Combo build (only for coordinated teams)

Level 1
Level 4
Level 7
Level 10
Level 13
Level 16
Level 20

Updates Top

11 Jan 2017 — added the Boneslicer and the Vicious Assault builds. They depend on you hitting your Qs on enemy Heroes.

14 Jan 2017 — changed the combo build to a viable version (more autoattack damage for objectives, but you get Arcanite Axes for your Guillotines. You can also switch to the healing talents at level 4 and 13, if you don't have a healer. W build has a below 50% winrate in Hero League, so, I suggest not spec'ing into Ability damage as an AA-hero.

19 Jan 2017 — polished the builds, leaving only the viable versions, and updated the meta from HotsLogs, Quick Match included! I also added Srey's guide in the Links chapter. It's a must watch, enjoy!

Standard (Taz'dingo trades) is centered around your DPS when you're low, it's mostly useful for exchanging your life for a lot of damage. Sometimes, you will need someone with burst like Li-Ming to finish your job.

Standard AA-build is centered around hitting your Qs and dealing an increased damage with your Auto-attacks. It's a skillful, safe and a more rewarding build, because you don't have to be low to deal damage. That's why all pros suggest this build, and so do I. Be the first one to discover the build for yourself :)

Links Top

Tips for playing as Zul'Jin Top

1. Stay with your support.
2. Stay at 50% health for a 45% DPS increase.
3. If you're being bullied, stay above 50% health.
4. Don't forget to turn on the trait (D) for a 25% damage increase.
5. Prepare Let the Killing Begin before the fight has started.

6. Zul'jin's attack range is very-very short, you need to be peeled by your tank and you need to kite (stutter-stup) the frontline 100% of the fights.
7. Forest Medicine let's you keep your trait on during a fight. That's more DPS! But you should think about turning your trait off if you've been attacked.

8. Grievous Throw (your Q) is deals a lot of damage. Basically, it's a baseline Follow Through. Use it on the targets that are easy to hit and don't overextend. The only problem is Mana. You'll run out of it very fast. Keep some for the heals :)
9. Guillotine's damage is huge and its range is very long. It works well with a wombo-combo team, but otherwise it's on the lower end. Stay around 10-30% health and at the back and then throw you R for an unexpected 2000-3000 damage. Follow up with W and Q, and a few auto-attacks. Buzzsaw rolls forward and deals a 50% of the R damage. These talents do indeed stack! You just need to aim it right. Kills a CC'd person in a second. Try this with Zeratul's Void Prison for a mega kill :)

10. Ensnare is a short skillshot root. It's not good for engaging and should be picked mostly as an escape tool or as a follow up CC. Remember that targets can still attack you, just like when you use the Graviton Surge.
11. Taz'dingo! is what makes Zul'jin good. At level 20 with Amani Resilience you'll heal for a lot (around 50-70% of your health), so wait for that before fighting at level 19.

P.S. Damage over time effects rip Zul'jin apart. That's Gul'dan, Lunara, Nazeebo. Johanna, Li Li and Auriel are also good against Zul'jin, because they can blind him and turn his main damage off. Finally, dive heroes are also great against our troll, since he doesn't have any escape mechanics. You'll have to rely on your support to counter that.

Talents explained Top

Level 1

With You Want Axe? your damage will increase every 5 times you attack an enemy hero. After completing the quest, you will get a very much needed 20% increased range and a late game 400+ damage with your auto-attacks. Taz'dingo! synergises with it amazingly well too. Don't lose the game early with it, and you'll win the late game.


Level 4.

Let the Killing Begin activates your attack speed every time you kill a minion. If you've killed 5 minions, you get 30% increased attack speed for 15 second, which work like Valla's Hatred, but better, because you have a lot of time to join a fight with this attack speed prepared.

Troll's Blood offers a lot of sustain at the early game and let's you "not lose" the solo lane, if you're in it. Trade your health for opponent's health and make him tap or hearthstone. Additionally, it synergises extremely well with Forest Medicine. Your trait is on for days!


Level 7.

Here you pick between Vicious Assault and Recklessness. Vicious Assault helps your autoattacks always deal meaningful damage, especially when you're low. That's because using your abilities doesn't interrupt your autos. Recklessness is easier to use, because you're not required to hit your skillshots. It increases your auto-attack damage and lets Zul'jin trade his health for damage effectively.


Level 10.

Taz'dingo! is an integral part of Zul'jin. It offers tons of safe damage (for 4 seconds), let's you escape when you're in a bad spot or trade your life for 2 or more enemy heroes. Maybe we will see a Zul'jin+ Tassadar+ Auriel comp (with Zul'jin instead of Valla)? What about Uther's Divine Shield? You're free to try that out :)

Guillotine is good burst damage, but not the safest option. The fact that it has a very long range helps to stay alive though. With this ultimate you can help your team with picking off a CC'd target (or even the whole enemy team under the right circumstances). You need to be low, though, so engage in a fight, attack, back off and use it on a rooted target (thanks, Thrall!).


Level 13.

Since that you don't have any escapes, you can get Eye of Zul'jin. It synergises amazingly well with the Vicious Assault at level 7. It will help you move around the battle and avoid skill shots too!
Voodoo Shuffle is only really good against Thrall's Earthquake, because it only removes roots and slows, but not stuns. The juking ability of Eye of Zul'jin is straightly better.
Forest Medicine can be used to keep your trait on.


Level 16.

Ferocity is the best choice on the tier. Your damage increases by a good amount.
Lacerate doesn't really help Zul'jin, because you already have a 15% slow on your W.


Level 20.

Your level 20 is level 10 dependent, just pick the upgrades :)
Ensnare can be good against chase heroes as an escape though. Just remember that landing the skillshot is going to be very hard. Ensnare also work well as an additional CC for your team and will usually secure a kill.

How to use your W Top

Twin Cleave's range is much more longer than Zul'jin's autoattacks. Even You Want Axe? doesn't help to make the range of auto-attacks and the W even! That means that you can't simply spam your abilities like you do with, for example, Valla. To hit minion waves with your W, you need to throw it 40° degrees to the side. Alternatively, if a person is trying to escape from you, just throw your usual W and kill them easily, since that this long range is now on our side.

That's going to be it for now! Hope you enjoyed!
Thanks for reading the guide! Taz'dingo!

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