Vorazun by Murraythehuman

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Vorazun

By: Murraythehuman
Last Updated: Sep 23, 2022
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Vorazun

Nerazim Matriach

A Melee Assassin who is reliant on her weapon to cast abilities, but is very powerful if she can maintain her position.

Attack Type: Melee
Attack Speed: 1.20
Attack Range: 1.66

Attack Damage: 110
Health: 1880
Health Regen: 3.49

Resource: Shadow Scythe


Vorazun is the Matriarch of the Nerazim, and like Zeratul, she is renowned for her skills in stealth and assassination. However, in the Nexus she casts off cloaks and veils in the name of fighting with the honour befitting of her title.

This design was a bottom-up attempt at creating something that stemmed entirely from one specific concept for a trait, namely that this character's abilities did not have a cooldown, but rather all three shared a resource that she was required to re-collect before being able to cast another ability. Once this was in place, the moveset very quickly came together simply based on what would be needed for such a moveset to A) Overcome its inherent weaknesses and B) Have abilities that all serve a distinct purpose, given they share a 'cooldown'.

As such, Vorazun was chosen simply for best fitting the already established moveset. Other characters were also considered for the role, such as Al'akir, Aranna, and Naisha, but ultimately Vorazun's weapon was a perfect fit for the given abilities, and her nature as a protoss provided ample justification for the pre-set heroics. That said, having a concrete character in mind greatly helped with the creation of talents, as many talents from level 7 and onwards were added only after her character was decided on.
Vorazun and her Shadow Scythe.

Vorazun features a very unique core mechanic, even among the cast of Heroes of the Storm, and learning to play her requires superb decision making, knowing when to commit, and having the bravery to make risky plays in the late game.

Pros:
  • Highly versatile damage dealer
  • Amazing escape
  • Semi-global presence
  • Flashy lategame
Cons:
  • Positioning dependent
  • Vulnerable to Crowd Control
  • Can "silence" herself
  • Slow early game

All comments are welcome, as are suggestions for new names for abilities and talents.

Combat Trait

1
Shadow Scythe Master
Vorazun's basic abilities have no cooldowns, but can only be activated while her Shadow Scythe is equipped. Using basic abilities causes her to unequip her Shadow Scythe and place it on the battlefield. Shadow Scythe is then automatically re-equipped over 0.5 seconds by walking over its current location.

Passive: While her Shadow Scythe is equipped, Vorazun gains 20% increased basic attack damage.

Shadow Scythe is also re-equipped on respawn.
Vorazun is still able to move while her shadow-scythe is re-equipping, and won't be stopped if hit by interrupts, since the re-equip period is really just a grace period to prevent instantly casting the second you pick the weapon up again, giving enemies time to react.
2
Recall Weapon
6 Second Cooldown.

Channel in place for .75 seconds to re-equip Vorazun's Shadow Scythe.

Summon Weapon is put on cooldown after using a basic ability.

This kind of an ability is vital for this design. This kind of character will naturally have massive problems functioning in some matchups, and it would also be ludicrous for the character to permanently lose abilities just because their weapon got stuck behind an enemy fort, so this move mitigates those issues. This will also help in those rare scenarios where glitches cause the weapon to go Out of Bounds or otherwise vanish from existence. However, the ability to lose one's weapon is meant to be a core weakness of the character, and so a reasonably problematic cooldown and channel time have been added so it remains suboptimal to overly rely on this ability.

Primary Abilities

1
Whirlwind Blade
Throw your Shadow Scythe to the target location, where it spins in place for 1 second, before spinning back towards Vorazun over 2 more seconds. While spinning, the Shadow Scythe deals 24 damage to all enemies in its radius every .25 seconds.

If the Shadow Scythe fails to return to Vorazun before it finishes spinning, it will remain at its last active position.

Shadow Scythe cannot be picked up during the first second of spinning.
This is the primary source of poke damage for this character, and will likely be seen a lot when against an uphill battle or when fighting high CC teams.
Maximum Range is around the range of Maiev's Spirit of Vengeance.
Damage radius is about that of a Tychus/Morales grenade.
Return speed is about 120% hero speed.
2
Vaulting Leap
Deal 132 damage in a wide radius around you and slow all enemies hit by 20% for 1.5 seconds, before leaping to the target location. Vorazun's Shadow Scythe is left at her original position.

Vaulting Leap has a minimum cast range.

Has about 80-90% of the movement range of Muradin's Dwarf Toss and a similar damage radius to his W. What makes this one different is that it damages around your starting position, rather than your landing position.
The minimum range prevents her from just leaping in place repeatedly and just bypassing her entire design.
3
Shadow Strike
After .5 seconds, Vorazun tosses her Shadow Scythe in the target direction, only stopping after it hits terrain or a hero. Deals 103 damage, followed by bonus damage equal to 10% of the target's missing health.

Deals no damage to structures.

The damage area is highlighted while the Shadow Scythe is in flight (and possibly highlighted towards the end of the channel), similar to Falstad's Hinterland, though the area is much thinner and the blade has a travel time (though its speed is very high). This makes it harder to get cheap kills from across the map, but still makes them a possibility.
This is designed to be a finishing move, and as such, its damage is increased against low-health targets. You could use this ability point-blank for rapid ability damage (since you'd immediately pick it back up again), but since missing may leave your Shadow Scythe at some distant location, this strategy is risky.

Heroic Abilities

1
Shadow Dash
30 Second Cooldown.

Instantly warp to your Shadow Scythe's location and gain 50 armor for 3 seconds.

This is quite a powerful ability that opens up a lot of creative play, with each ability enabling different forms of mobility without expending your Shadow Scythe. Q can go over walls, W gives you the ability to instantly recall to safety after charging in deep, and E gives you a slightly more limited version of Hanzo's Play of the Game. Sometimes, however, you'll just be using this because you need to reset your 'cooldowns'.
The armor is to encourage using this move offensively, rather than defensively.
2
Phase Blade
15 Second Cooldown.

Activate for your next basic ability to cast without requiring or expending your Shadow Scythe. Vorazun must wait at least 1 second before casting another instance of the same ability.

Abilities cast with Phase Blade are untalented.

Like above, this is a move that fosters creativity by vastly increasing Vorazun's flexibility.
The delay should keep the move from being abused for raw DPS, as well as making her escape slightly more reasonable.

Level 1 Talents

As a Melee Assassin, you must have self-sustain. Vorazun's healing comes in three flavours: AA healing, teamfight healing, and poke healing.

Q: Vitality Spiral - Whirlwind Blade heals for 35% of the damage dealt to heroes.

Trait (D): Right of the Nerazim - Re-equipping the Shadow Scythe restores 4% of your maximum health over 2 seconds per nearby enemy hero, up to a maximum of 20%.

Passive: Siphoning Strikes - Vorazun's basic attacks against heroes restore 2% of her maximum health. While Shadow Scythe is equipped, this amount is increased by a further 2%.

Level 4 Talents

Melee Assassins live and die by their ability to close gaps, or at least to keep them closed, and so tier 4 provides ample options for doing so. These talents also make reclaiming your Shadow Scythe a little easier.

W: Thunder Vault - Increase the Slow of Thunder Vault by 10%, and its duration by .5 seconds. Each enemy hero hit by Vaulting Leap's launch also reduces the cooldown of Recall Weapon by 1.25 seconds.

Passive: Chrono Boost - Gain 4% increased movement speed. Increase this bonus by 4% for 6 seconds after using an ability that damages at least one hero, up to 20%.

Active: Poised Leap - Dash a moderate distance, passing through heroes. This ability can be activated while the Shadow Scythe isn't equipped. (10 second cooldown).
Shadow Leap's distance is a little longer than that of Valla's Vault.

Level 7 Talents

The last two tiers just shored up your fundamentals. From now on everything is flexible!

Passive: Psychic Reflexes - Using an ability grants two charges of Psychic Reflexes, which grant 50 physical armor against the next two basic attacks, lasting as long as Vorazun doesn't have her Shadow Scythe equipped.

Q: Cleaving Catch - Re-equipping your Shadow Scythe while it is still spinning causes Vorazun to perform a cleaving attack that deals 182 damage in a large area around her.
Visually resembles Zeratul's cleave, but with a wider radius.

E: Shield of the Matriarch - Vorazun gains a 200 health shield that is only recovered by damaging heroes with Shadow Strike or after not taking damage for 10 seconds. Additionally, damaging a hero with Shadow Strike reduces the cooldown of Recall Weapon by 3 seconds. Quest: Damage heroes with Shadow Strike. Reward: Permanently increase the shields granted by 2%.

Heroic Talents

Detailed Above.

Level 13 Talents

Grants Vorazun some increased playmaking potential. Locking down enemies with consistant uses of Q, interrupting attacks from a distance with E, or adding the ability to negate incoming burst damage.

Q: Psionic Twister - Increase Whirlwind Blade's return duration by 1 second. Enemies within Whirlwind Blade's radius are slowed by 25%.

W: Narrow Escape - Vaulting Leap removes Slows and grants 50 spell armor for 1 second.

E: Debilitating Aim - Shadow Strike stuns heroes hit for 0.25 seconds, increasing in duration to a maximum of 1 second the longer Shadow Strike is in flight.

Level 16 Talents

Level 16 is as level 16 does, bringing a massive power spike in a variety of ways. Increase your % damage against low-health foes, turn Vaulting Leap into a powerful chase tool, or greatly improve your auto attack versatility.

W: Relentless Dawn - Landing on an enemy with Vaulting Leap causes them to be slowed by 25% and take 213 damage over 2 seconds. Basic attacks against afflicted opponents refreshes the duration. Passive: Increase the maximum range of Vaulting Leap by 25%.

E: Umbral Execution - Increase Shadow Strike's bonus damage to 20% when used on a target below 50% health.

Trait (D): Unarmed Mastery - Recall Weapon no longer has a channel time and basic attacks reduce its cooldown by 0.75 seconds. While the Shadow Scythe is unequipped and for 1 second after, Vorazun's basic attack speed is increased by 25%.

Storm Talents

Incredibly flashy talents so Vorazun can kill the enemy team or die trying.

R: Shadow Fury - Takedowns refresh Vorazun's heroic cooldown.

Active: Aim of Adun - Activate to make your next Shadow Strike pierce heroes and bounce off of the first wall it hits. Vorazun can catch the Shadow Scythe after it bounces to instantly re-equip it. 20 second Cooldown.

Passive: Bound to the Blade - On death, Vorazun is returned to spawn as a psionic spirit which grants vision in a small area and can be controlled as normal. If the spirit collects her Shadow Scythe, Vorazun is instantly revived at its location (if her shadow scythe wasn't on the battlefield it is spawned at her last position). Vorazun cannot mount while in spirit form. 120 second cooldown.

Changelog

Version 1.1.0
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Version 1.2.0
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Version 1.2.1
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Version 1.2.2
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Version 1.3.0
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Version 1.3.1
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Version 1.4.0
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Version 1.4.1
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Version 1.5.0
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Version 1.6.0
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Version 1.7.0
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Version 1.7.1
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Version 1.8.0
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Version 1.8.1
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Version 1.8.2
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Version 1.9.0
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Version 1.10.0
7/4/2022
  • Reworded Phase Blade to use easier-to-understand language.
  • Adjusted Shield of the Matriarch to scale, instead of grant a flat shield. As such, landing a hit now increases the shield amount by 2%, rather than a flat 10, which is slightly less powerful early game, but much more powerful lategame, assuming you got a lot of stacks.
  • All of Vorazun's talents that grant armor (Shadow Dash, Psychic Reflexes, Narrow Escape) now grant 50 armor instead of 40.
  • Bolded all instances of the word Shadow Scythe within Vorazun's rules text.

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Vitali | October 5, 2021 4:22am
This is such a cool concept! I was brainstorming some concepts revolving around making your weapon a resource, but yours capture this essence in ways I never would have! Very well done, very unique, very high skill floor AND ceiling, and of course, plus points for being a melee assassin AND a Starcraft hero. Granted I did have to re-read this 3 times to get the hang of it, but I think if this was an actual hero, the spotlight would clarify things very well.
Several questions though:
- Her trait, I think having to wait 0.5 seconds to re-equip her weapon especially when you have to walk over it is a bit clunky unless it's a mobile channel? I suggest more clarification
- In Recall Weapon, does the weapon physically travel towards you when you recall it? Also, I'm assuming the "Summon Weapon is put on CD" part means this active component of her trait is put on CD whenever she uses a basic ability?
- Vaulting Leap, does the slow occur at the final destination or the starting position? I think you need to clarify the wording a bit. Also just a minor thing, wouldn't a teleport be more in character for her rather than a leap/dash? Unless the leap is unstoppable.
- Just a tiny thing but perhaps a talent or component that increases her Move Speed when unequipped would be great and compliments her identity very well
- Relentless Dawn seems very broken, maybe significantly reduce its minimal distance instead of outright removing it?
1
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Murraythehuman (2) | October 5, 2021 3:04pm
Hey, thanks for the feedback! To answer your questions, in order...
- You only have to channel the move on activation. Walking over it skips the channel. I think this was originally conveyed better when the channel was .75 seconds long, but when they're both .5, it's easier to assume they're the same action. I'll clarify it. Though I've also been thinking about returning the channel to .75 seconds.
- Yes, when you use an ability, your trait will go on cooldown. Activating Recall Weapon will cause Vorazun to warp it back to herself. No Jedi tricks here.
- Vaulting leap only damages at the starting area, it has no landing hit, but I'll try to make that more clear. Additionally, it not being a warp is mostly so the move can logically tie into her scythe-loss mechanic. Vaulting has a certain elegance to it that I think could be made to match her character through clean animation. Thanks to Shadow Dash, she still does have a warp-based ability, so no worries there.
- She has one: Chrono Boost. Though it's also tied to dealing damage.
- Relentless Dawn removing the minimum range was something based on the original design I gave the talent, but has since stuck around because "why not", since I figured most enemies would be able to escape its range, since Vaulting Leap has a travel time. That said, I think it could be quite broken for PvE. I'll consider removing it in my next update.
1
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Therson (4) | March 6, 2021 7:36pm
I really like your concept! Vorazun is character I really loved in Starcraft and you really paint a picture of how she can behave in Heroes. She has just enough similarity to Zeratul to tie the two together, yet enough of a difference to truly set her apart as her own entity. Concept wise, I really like the abilities and your finer detailed explanations of many of her aspects, including why each Talent Tier is listed as it is. It is something that has drifted from my mind in my own concepts. I do have a couple of notes, if you are interested in some feedback, just based off my history of creating some concepts for a few years now and my own math.

-What occurs with her basic attack when she loses her weapon? Based on the wording of her passive I can assume she can still basic attack without it, correct?
-At level 1, Siphoning Strike seems a bit strong. While not so in the early game, her basic attack is already increased by 25% with Shadow Scythe equipped, so if she were to hit a hero late game, gaining 40% of the damage as health returned to her with her attack speed being higher than 1.0 means she's in for a heck of a self-sustainable time. Now throw Vulnerability onto the target so she does more damage to them or have her be Stim Drone'd or Bloodlusted and she's hitting very fast healing up very rapidly against heroes.
-So as to not make her seem as tanky for a melee assassin, on the level 7 talent Shield of the Matriarch I would clarify the shield in one of two ways. One, I would put a time limit on the shield or two I would not have the shield stack at all (or at least stack very little). In the first way, if there is a time limit it doesn't reward the quick-fire Shadow Strikes with a large shield that lasts for a hell of a long time (toppled on with Siphoning Strike adds a ton of self-sustain making them lean more Bruiser-like). In the second way, it can be kept indefinitely but it can't be built up from firing off tons of short-ranged Shadow Strikes.
-Lastly I would use Uther's talent Redemption, and the basis for the cooldown of the level 20 talent Bound to the Blade (which is 180 seconds), and I would suggest having the Psionic Spirit respawn a few seconds after collecting the blade, so as to give the person time to collect the blade and move out of potential danger (depending on where their blade was) so that their revival via Bound to the Blade doesn't feel wasted.

I apologize if this seemed liked a lot! Your concept is very awesome, the abilities and a lot of the talents I feel like are right on the money for this. My notes on your concept was only my opinion, so please feel free to disregard them if you disagree with anything that I have said, it would not hurt my feelings in the slightest!
1
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Murraythehuman (2) | March 6, 2021 9:50pm
Well, I am super happy you like this moveset. I'm not actually too familiar with the character, so hearing from a fan of her is the kind of viewpoint I need. Honestly most of the similarities to Zeratul were entirely coincidental, though I was pleased when I noticed the parallels like Might of the Nerazim to Phase Blade.

To address your notes in order:
-The way I picture her unarmed attacks is as a series of open-palmed strikes, as if she's thrusting her psionic energies forward. Nothing super flashy, just something that can add a dash of elegance.
-Siphoning Strikes is a difficult tool to balance, since she might struggle to actually land hits with her basic attacks without using an ability first. Generally I took to the thought that if you want to endlessly sustain with it, you need to effectively silence yourself. I'll continue to think about this one and maybe look more explicitly into the math. I might make it a flat rate per basic attack, but feel free to suggest your own ideas.
-Shield of the Matriarch was not meant to stack, my bad. I'll add a line to clarify. It was one of the moves directly inspired by Zeratul, and so was meant to give her a similarly sized shield to the one he gains from stealthing.
-I went back and forth on whether to balance this around Redemption or Unconquered Spirit. There are enough inconveniences involved with actually getting the revival that I'm not entirely sure. Though honestly I was also thinking of just removing the talent outright since the non-heroic Storm Talents were kind of rushed just so I could publish the post a bit quicker (why I was in such a rush I don't remember).

As some last notes, there were some things I didn't mention, such as thinking she'd probably need some design tweaks to help her stand out from Zeratul visually, and thinking she'd be a character whose character ring has an icon to signify if the Shadow Scythe is equipped or not, just in case it's not clear from her model. Overall I'm super glad to have received this comment and would be happy to hear any more criticisms or suggestions you have. This is the kind of character that breaks enough new ground to where fully balancing her is impossible without in-the-field testing, but I'd like her to be as fun and as fair as I can get her.

As one last note, let me know what build(s) you think you'd go for with her.
1
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Therson (4) | March 8, 2021 12:29pm
I think Bound to the Blade is great, in my honest opinion. Having a melee assassin with the ability to revive at a set location that isn't the fountain could potentially be a team fight changer. It would force an enemy team to keep in mind that she can come back after death (cooldown obviously kept in thought) and potentially play around that aspect. I would leave it in there, personally.

Hearing your thoughts about Siphoning Strikes make it more understanding for me to wrap my mind around now. It would be a trade off, sacrificing her ability power for self-sustain. I feel like the potential strength is a bit powerful, but I don't think it necessarily needs a massive nerf keeping what you said in mind. I have two suggestions in mind, but of course these are only suggestions. Suggestion 1) I would nerf the numbers on it to 15% and 30% respectively, where it is still strong but won't feel as overpowered if you throw in Stim Drone or Bloodlust. Suggestion 2) Keep the 40% and have Siphoning Strike only affect heroes, that way in team fights the player has to choose between using her abilities or auto-attacking to self-sustain. In this way, the Vorazun player can't hop on a mercenary camp or into the lane to heal back up relatively quickly before going back into a team fight.

As far as builds, I can see 2 fun ones in my mind's eye: A threatening bruiser-like build and a terrifying assassin-like build.

Bruiser-Like Build: Vitality Spiral, Thunder Vault, Psychic Reflexes (if enemy team has lots of basic attackers) or Shield of the Matriarch, Shadow Dash, Psionic Twister or Narrow Escape (if the enemy team has lots of mages), Relentless Dawn, Shadow Fury
Assassin-Like Build: Right of the Nerazim, Chrono Boost, Cleaving Catch, Phase Blade, Debilitating Aim, Umbral Execution, Multiphase or Bound to the Blade
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