Ulrezaj by kid-karma

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Ulrezaj

By: kid-karma
Last Updated: Mar 14, 2018
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Ulrezaj

Two Player Dark Archon

Ulrezaj is a protoss Dark Archon formed from seven Dark Templar. He is named after their most powerful personality. The powers of dark archons extend well beyond those of the regular archon. The burning, crimson figure of the dark archon spreads fear across any battlefield. These powerful creatures of living psionic energy embody the eternal wrath of the Dark Templar. Dark Archons wield psionic powers of the Void. Under ordinary circumstances, the chaotic and unstable energies of a dark archon will cause it to burn itself out and dissipate after a short period of time. Thus far, only Ulrezaj has found a way to avoid this fate and prolong his own unnatural existence.

  
Ulrezaj is a powerful ranged Assassin/Support hero played by two players. However, unlike Cho'Gall, the entity that is Ulrezaj is made up of many minds working as one as opposed to two distinct personalities. To capture this feeling both players are in control of Ulrezaj's movement. How is this possible? Above the skill icons of the two Ulrezaj players is a progress bar like the one below:

                                                        
The triangle indicator gradually travels back and forth across the bar. In the image above, this player is currently playing the role of Assassin and is in control of the movement for both players. When the indicator hits the middle dividing portion, the players swap roles, with the Assassin player becoming the Support player and vice-versa. The support player casts abilities in a similar manner to Gall. Players switch roles every 20 seconds.

Ability cooldowns are shared across both players; for example if one player uses the Support 'Q' ability just before the role swap it will still be on cooldown when the other player becomes the Support. Managing this transition smoothly and working as one mind are the keys to successful Ulrezaj play.

Ulrezaj does not use mana; his abilities are simply cooldown based. Ulrezaj is essentially a mage and, although he has high health, is not as durable as Cho'Gall. It is up to the Ulrezaj players to utilize the powerful Support abilities to keep themselves alive.

Ulrezaj only has two ultimate abilities.
These unlock automatically at level 10. Regular talents are selected by the current Assassin player.

Combat Trait

1
Psionic Bond
Ulrezaj is controlled by two players that periodically swap roles.

Assassin: Controls the movement and damage of Ulrezaj.

Support: Casts beneficial abilities on allies.

Roles are swapped every 20 seconds.

Primary Abilities

1
Q - Maelstrom (Assassin)
Summon a circle of Psionic energy at a target location that quickly fills inward, dealing medium damage to enemies. Once the energy reaches the center of the circle it explodes in a narrow column of energy that deals high damage to enemies directly on top of it. 8 second cooldown.
2
W - Dying Star (Assassin)
Spawn a Dying Star at the target location that massively slows nearby enemies. Slow decreases as enemies move further away. Lasts 3 seconds. 12 second cooldown.

Slow decreases from 60% to 10% based on distance from the Dying Star.
3
E - Psionic Projection (Assassin)
Activate to release the soul of one of the Dark Templar that make up Ulrezaj. These souls circle around Ulrezaj once before returning, damaging all enemies they pass through. 6 charges on a 30 second recharge.
4
Q - Feedback (Support)
Apply a shield to a target ally, blocking incoming damage. When the shield is destroyed or expires their next ability will deal additional damage equal to 25% of the damage blocked by Feedback. Lasts 5 seconds. 5 second cooldown.
5
W - Anti-Matter (Support)
Activate to cause all damage dealt to a target ally to instead heal them for 25% of the damage it would have dealt.  Lasts 1.5 seconds. 12 second cooldown.
6
E - Disperse (Support)
Activate to enter unbreakable stealth for 1.5 seconds. 12 second cooldown.

Heroic Abilities

1
R - Supernova (Assassin)
Activate to gather energy into yourself over 3 seconds before unleashing it in a small circle around you, dealing massive damage to nearby enemies. 60 second cooldown.
2
R - Mind Control (Support)
Channel a short range beam of energy on a target enemy hero, causing Ulrezaj to appear as a friendly target to them, making them unable to attack him. Beam can be re-targeted while channeling. Lasts 5 seconds. 30 second cooldown.

The Support player is unable to use other abilities while channeling Mind Control.

Talents

** Note: The current Assassin player picks the talents. **

Level 1:
Of One Mind: Gain a shield equal to 35% of your health for 3 seconds after swapping roles.
Mind's Reach: Increase the range of Maelstrom by 35%.
Fracture: The damage bonus provided by Feedback is increased to 50% if the shield is destroyed.
Unleashed Potential: Feedback increases the attack speed of its target by 25% for the duration of the shield.

Level 4:
Cataclysm: Maelstrom fills in 100% faster and the damage of the center column is increased by 35%.
Vortex: Increase the size of Maelstrom's center column by 100%.
A Window In Time: Increase the heal provided by Anti-Matter to 100% of the damage the target received, but its duration is reduced to 1 second.
Time Dilation: Anti-Matter also heals the target for damage they received in the second before Anti-Matter was cast on them.

Level 7:
Siphoned Essence: The cooldown of a Psionic Projection is reduced by 1 second for each enemy it hits.
Gravity Assist: Psionic Projections circle around Ulrezaj a second time if they hit an enemy hero during their first pass.
Echoes Of Eternity: Casting Feedback on an ally also casts Feedback on Ulrezaj.
Matter Conversion: Anti-Matter grants the target a shield equal to the heal they received. Lasts 1.5 seconds.

Level 10:
See above section.

Level 13:
Restraint: Reduce any inherited cooldowns of the opposite role's basic abilities by 1 second for each basic ability you had off cooldown at the moment of role transition.
Specter: Gain 30% increased movement speed during Disperse.
Gambit: The duration of Disperse is doubled if it was not used during the previous role period. Duration cannot exceed 3 seconds.
Void Touched: Moving past a Dying Star increases your speed by the same % it slows enemies.

Level 16:
Endless Torment: Increase your ability power by 1% for every second you spend in a role, to a maximum of 20%. This ability power resets when you switch roles.
Supermassive: Increase the slow amount near a Dying Star to 90%.
Gravitational Pull: Dying Star can be activated again to slowly re-position it and its duration is increased by 1 second.

Level 20:
Binary Star: The damage and size of the explosion from Supernova is doubled if roles are swapped during its charging phase. The cooldown of Supernova is reduced by 6 seconds for each enemy hero hit by this empowered explosion.
Great Minds: The effects of Mind Control linger on enemy heroes for 2 seconds after the Support player has stopped channeling on them.
Bound By Purpose: Psionic Bond can be activated to permanently lock yourself into your current role. A player that does not lock them self in will continue to transition between roles as normal.
Beyond Death: Upon reaching 0 health, become invulnerable for 1 second. The cooldowns of the Support player are reset, while the abilities of the Assassin player are locked out until Ulrezaj reaches 25% health.

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Who_You_Expect (2) | July 6, 2016 6:39am
Hm.. I'd suggest adding talents for both roles, with players picking talents for the role they're currently in.
This would add confusion, but this concept already is complex as hell.
Besides, I also want two Heroic options for both roles.
1
[-]
DecomPoser | July 5, 2016 10:42pm
The only thing I found confusing was about the switching part, but after further reading comments, can all 6 or 8 abilities be used at the same time (cooldown permitting)? and the only thing that switches are who's controlling what?
1
[-]
Aslo | March 17, 2016 8:26am
This looks like a great hero, but I think he shouold get some level 10 talents.
1
[-]
kid-karma (2) | March 17, 2016 12:22pm
Thanks. I might add in some extra level 10 ults, but I felt like 2 was enough since each player would get to use both. They already have to keep track of 8 abilities as it is.
1
[-]
Koetetsu (4) | March 16, 2016 10:03pm
Quite a peculiar concept you got here. Here's some of the issues i've found while reading through it:

Trait: Swapping roles every 20 seconds while fun will cause too much confusion especially during teamfights where you suddenly swap roles and have to adjust to it therefore reducing your effectiveness. I think it would be better if it followed Cho'Gall's Mechanic.

Dying Star: just a name suggestion to change it to Supernova (that's the scientific term for it).

Psionic Projection: again too complicated since you have to spam cast it. much better to release all souls with one press and have them extend or retract while active by pressing the ability key again.

Disperse: Too similar to Tassadar's phase shift. needs something to set it apart.

Also do they only have 1 ult for each player?

Overall good concept but the trait makes it hard to use.
1
[-]
kid-karma (2) | March 16, 2016 11:48pm
Thanks for the feedback. I think the trait is fine; it's supposed to be the central flavor of the hero and what sets good Ulrezaj players apart from the bad ones. You have fair warning when it's going to be time to switch thanks to the progress bar, and I feel like the constant swapping would create a fast paced and exciting playstyle.

Personally I like the name "Dying Star"; its more ominous that Supernova. I specifically wanted Psionic Projection to be charge based (with a long recharge) to double down on the communication required between the Ulrezaj players. There would be times when one player would say "DUDE! you used all of our Psionic Projections...". Again the goal is to reward teamwork and thinking as one mind.

That's a fair point about Disperse being too similar. I picked it because of its potential to be used offensively as well. The stealth is unbreakable, so you're still able to attack if you're feeling cocky.

I went with just the two standard ults because the players will each have access to both repeatedly during the game. I thought it would get too complicated to have to keep track of too many abilities.
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