Zszarr (kit&gameplay sections added) by Chatpelier

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Zszarr (kit&gameplay sections added)

By: Chatpelier
Last Updated: Oct 4, 2015
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Zszarr (kit&gameplay sections added)

The Swarm's Incarnate

!!! Read before going further !!!

1) This hero DOESN'T EXIST in the Starcraft universe, he's more or less what the Swarm's all about : evolution, adaptation, begins from nothing and becomes more and more of a threat.
2) Zszarr begins as a Larva from which you can choose a lot of evolutions, so you can fill A LOT of roles, BUT he won't start with 3 abilities like other heroes, and will be pretty weak in early game.
3) After choosing the first evolution at level 1, tooltips will only show you abilities of this evolution, otherwise it would be too confusing

4) I'll try to make the evolution paterns clear, so don't be afraid by the number of abilities, even if there's a lot to read here.


Pros :
- Can assume a lot of roles
- Can adapt a lot more than other heroes
- Really good endgame
- Have a HUGE toolkit
- Hard to predict


Cons :
- Quite dependant of his team
- Bad evolution choices can ruin your game
- Worst early game ever ?
- Talents don't improve primary abilities

Combat Trait

1
Creep
Abilities generate a small area (~1.5 radius) of creep where it's cast (also works when casting abilities from Neural Parasite). Lasts 40 seconds.

Creep grants :
-100% health regeneration, even when burrowed
-10% movement speed, even when burrowed
-Vision over the area

Primary Abilities

1
Talents level 1

2
Evolution : Hydralisk
Zszarr evolves into an Hydralisk, a ranged unit with low health, but high damage and range.

Zszarr also gains the ability Frenzy (Q) :
Gain 40% bonus attack speed for 6 seconds. 10 seconds cooldown.


He has the following stats :

Health: 715(+120 per level)
Regen: 1.82(+0.34 per level) per second

Mana:   0(+0 per level)
Regen: 0(+0.00 per level) per second

DMG:     33 (+12 per level)
Range:  6 (Ranged)
ATK Speed: 1.33 per second
*All stats are level 1 stats
3
Evolution : Ultralisk
Zszarr evolves into an Ultralisk, a huge melee unit with high health and medium damage.

Zszarr also gains the ability Brutal (Q) :
Basic attacks cleave for 50% damage.
Activate to make basic attack push enemies away ~1.5 range for 5 seconds. 10 seconds cooldown.


He has the following stats :

Health: 1080(+220 per level)
Regen: 2.52(+0.41 per level) per second

Mana:   0(+0 per level)
Regen: 0(+0.00 per level) per second

DMG:     47 (+11 per level)
Range:  2 (Melee)
ATK Speed: 0.91 per second
*All stats are level 1 stats
4
Evolution : Infestor
Zszarr evolves into an Infestor, a ranged unit with low health, low damage, that specialize in crippling enemies.

Zszarr also gains the ability Neural Parasite (Q) :
After 1.5 second, infest target enemy you see, gaining special abilities (see Secondary Abilities). Global range, break when the target becomes out of vision.


He has the following stats :

Health: 660(+85 per level)
Regen: 1.61(+0.29 per level) per second

Mana:   0(+0 per level)
Regen: 0(+0.00 per level) per second

DMG:     27 (+6 per level)
Range:  8 (Ranged)
ATK Speed: 1.43 per second
*All stats are level 1 stats
5
Talents level 4

6
Assimilation : Karak
Assimilates the ability to jump.

Hydralisk : Leap (W)
Zszarr leaps to target location, and instantly burrows himself. Can leap over small obstacles.
Cooldown :  12 seconds
Range :  ~4


Ultralisk : Charge (W)

Zszarr charges and jumps towards target location, dealing 64 (+9 per level) damage while charging, and stunning enemies for 1 second upon landing. Can leap over medium obstacles.
Cooldown :  12 seconds
Range :  Charge: ~4 / Jump: ~4


Infestor : Tunneling (W)
While burrowed, Zszarr tunnels to target location covered by creep.
Cooldown :  40 seconds
Range :  ~Abathur's mines
7
Assimilation : Feral Brood Lord
Assimilates the ability to spawn broodlings.

Hydralisk : Unstable Broodling (W)
Zszarr spawns 2 Unstable Broodlings that chase the target, and explode on impact, each of them dealing 60 (+7.5 per level) damage in a small area.
Note : Unstable Broodlings can be killed.
Cooldown :  12 seconds
Range :  ~6


Ultralisk :
Protective Broodlings (W)
Zszarr spawns a line of 5 Broodlings on one of his 4 sides (left-right-behind-front), that stick to him and block incoming abilities. 1 Broodling dies for each ability blocked, and the line becomes smaller (so it becomes harder to block abilities). Lasts 8 seconds.
Cooldown :  18 seconds

Infestor : Broodling Nest (W)
Zszarr can consume friendly minions to collect some essence (nearby enemies still get experience). After collecting 4 essences, he can create a Broodling Nest, that spawns 2 Broodlings every 12 seconds. Broodlings are about the same as melee minions.
Consuming a catapult minion gives 4 essences, other minions (infested or not) give 1 essence. Doesn't work on mercenaries.
Max 2 nests at the same time on the map (can still collect essence though).
Cooldown :  4 seconds
Range :  ~5,5
8
Assimilation : Acid
Assimilates the ability to use acid.

Hydralisk : Spit (W)
Zszarr spits acid to target location, dealing 65 (+15 per level) damage to the first target it hits, and lowering their defense by 15% for 4 seconds.
Cooldown :  8 seconds
Range :  ~5,5


Ultralisk : Soaked Tusks (W - passive)

Zszarr soaks his tusks in acid. His basic attacks deal 18 (+3 per level) damage over 3 seconds and lower defense by 5%. Stacks up to 3 times.

Infestor : Corrosive Pool (W)
Zszarr canalyze to vomit a corrosive pool over target area, dealing 34 (+4 damage) per second, and double that amount to minions and structures.
Each second, the area extend by 0.5 radius, up to 7.5 radius (initial radius ~2,5). The pool lasts 3 seconds after the canalysation ends.

Cooldown :  45 seconds
Range :  ~8
9
Talents level 7

10
Assimilation : Impaler
Assimilates the ability to attack with long range spikes.

Hydralisk : Spine (E)
Zszarr's basic attacks transform into spines errupting from the ground, that deal 20% more damage to every enemy between him and his target. Attack speed reduced by 15%.

Ultralisk : Impale (E)

Zszarr hits the ground with his tusks, and after 1.5 seconds, spines errupt from the ground in target area, dealing 92 (+16 damage) and stunning enemies for 1 second.
Cooldown :  14 seconds
Range :  ~5,5


Infestor : Siege from Below (E)
While burrowed, Zszarr can target an area, dealing damage in it. This ability is based on his range, attack speed, and 140% of his basic damage.
Cooldown :  10 seconds
Area :  ~3 radius
11
Assimilation : Viper
Assimilates the ability to pull enemies.

Hydralisk : Pull that Rock (E)
Zszarr uses his tail to lift the ground behind him, blocking all units for 2 seconds. Terrain can be destroyed by 5 basic attacks (wide as half Tassadar's ultimate).
Cooldown :  18 seconds
Range :  ~2


Ultralisk : Shake the Ground (E)

Zszarr slams the ground, gradually breaking it in a line over 2 seconds. Units (friends or foes) slide towards Zszarr initial location. Terrain remains in that state for 4 seconds.
Cooldown :  12 seconds
Range :  ~6


Infestor : Tentacle (E)
After 1.5 seconds, a tentacle errupts from the ground and pulls the closest enemy (to the center of the area) towards Zszarr. If the enemy collides with a terrain, he's stuned for 1.5 seconds, takes 40 (+8 per level) damage and is not pulled further.
Cooldown :  16 seconds
Range :  ~8 / Area ~2 radius
12
Assimilation : Vile
Assimilates the ability to slow enemies.

Hydralisk : Sticky Spite (E)
Zszarr's basic attacks slow his targets movement speed by 8% and attack speed by 4% for 1 seconds. Stack up to 3 times. Lasts 6 seconds.
Cooldown :  18 seconds

Ultralisk : Vile Shockwaves (E)

Zszarr emits shockwaves every second that deal 29 (+5 per level) damage to nearby enemies and slow them by 15% for 2 seconds. Lasts 5 seconds.
Cooldown :  18 seconds
Area :  ~3 radius around him


Infestor : Vile Bile (E)
Zszarr's abilities slow targets by 5% for 1 second. Stacks up to 4 times.
Note : Each tick of Infestation slows the target.

Secondary Abilities

1
Abilities from Neural Parasite

2
Infestation
Deals 40 (+8.5 per level) damage over 4 seconds to the target. Twice the damage on non-heroic targets.
If it dies while Infestation is stile active, an infested version of the target spawns, targetting heroes first, or going to the nearest lane if there's no target. Neural Parasite instantly transfers to the closest target.

Infested minions have 75% health, 75% damage and 100% movement speed of their non-infested version. They last until killed.
Mercenaries and Heroes have 40% health, 40% damage and 75% movement speed of their non-infested version. Heroes will use basic abilities (without talents). They last 10 seconds.
Doesn't work on boss or neutral mercenaries.


Cooldown :  7 seconds
3
Fungal Growth
/!\ Automatically unlocks at level 4 /!\

Drops a Fungal Growth on the ground (where the target is standing) that explodes after 1.5 seconds, dealing 80 (+10 per level) damage, leaving creep in a medium area (~2.5 radius).


Cooldown :  6 seconds
4
Viscous Fluid
/!\ Automatically unlocks at level 7 /!\

Shoots a Viscous Fluid towards target area that deals 28 (+5 damage) in the area and applies infest stacks on minions and structures. Infest stacks last 4 seconds and stack up to 3 times.


Minions take 15% more damage from Viscous Fluid per stack.
Wells become contaminated for 15 seconds per stack, making heroes that drink from it loose 10% of their health over 10 seconds instead of healing them.
Towers loose 1 ammo per stack when hit by Viscous Fluid.
Forts spawn infested terran every 12 seconds, minus 2 seconds per stack. Infested terrans are about the same as ranged minions.
Have no effect on the Nexus.


Cooldown : 2 seconds

Heroic Abilities

1
Natural Evolution
Zszarr evolves further, becoming more of a threat to his enemies.

Hydralisk : Evolution : Hunter Killer (R1)
Zszarr's basic attacks now deal 75% splash damage to enemies around his target.
Radius :  ~2

Ultralisk : Evolution : Torrasque (R1)

Zszarr morphs into an egg when he dies. If the egg isn't killed within 8 seconds, he revives on the spot. The egg has 40% of Zszarr's maximum health.
Cooldown :  100 seconds

Infestor : Evolution : Choker (R1)
Zszarr's basic attacks now deal an additional 100% damage over 2 seconds to his targets.
Activate to double the increased damage, and cause basic attacks to root and silence targets for 0.75 second. This effect can't occur twice on the same target over 5 seconds. Lasts 5 seconds.
Cooldown :  24 seconds
2
Hatchery
After 3 seconds, a Hatchery evolves at target location with 3 larvae.
After 1.5 seconds, the larvae will evolve into 4 Zerglings and 1 Hydralisk that'll attack nearby enemy heroes, or go to the nearest lane if there's no target around.
After 1.5 seconds, 3 new larvae will spawn.
The Hatchery lasts 11 seconds, has 1500 health and is as wide as Malfurion's zone.

Zerglings have 50% of melee minions health and 100% damage.
Hydralisks have 100% of ranged minions health and 150% damage.


Cooldown :  75 seconds
Range :  ~4

Special Mount

1
Burrow
After 2 seconds, Zszarr burrows himself into the ground, gaining 25% movement speed and 400% health regeneration.
While burrowed Zszarr can't attack or use abilities, but can be targeted and be dealt damage (he's just a bit harder to select). When he's dealt damage while burrowed, Zszarr loses his movement speed bonus for 3 seconds.

Talent Ideas

Level 1 :

See Primary Abilities section

[Evolution : Hydralisk] - Q

[Evolution : Ultralisk] - Q

[Evolution : Infestor] - Q

Level 4 :

See Primary Abilities section

[Assimilation : Karak] - W

[Assimilation : Feral Brood Lord] - W

[Assimilation : Acid] - W

Level 7 :

See Primary Abilities section

[Assimilation : Impaler] - E

[Assimilation : Viper] - E

[Assimilation : Vile] - E

Level 10 :

[Natural Evolution] - R1

[Hatchery] - R2

Level 13 :

[Upgrade Carapace] : Zszarr gets a permanent 10% reduction damage from all sources.

[Upgrade Spine] : Zszarr gets a permanent 10% damage bonus to his attack and abilities.

[Upgrade Muscles] : Zszarr gets a permanent 10% movement speed bonus, even while burrowed.

[Upgrade Sight] : Zszarr gets a permanent 50% vision radius bonus.

Level 16 :

[Ceaseless Advance] - Talent : Being dealt damage while burrowed don't make Zszarr loose his movement speed bonus.

[Deeply Burrowed] - Talent : While burrowed, Zszarr takes 30% less damage from all sources.

[Landslide] - Talent : While burrowed, Zszarr can attack targets, rooting them for 1 second, but is instantly unburrowed.

[Hibernate] - Talent : Health regeneration bonus while burrowed is increased to 800%.

Level 20 :

[Lair] - R2 : The Hatchery becomes a Lair, with 2500 health, and 2 more larvae, spawning 2 more Zerglings and 1 more Hydralisk per wave.

[Infest Building] : Activate to infest a friendly fort for 20 seconds. Every 2 seconds, destroy 2 Ammo and spawn an infested terran that last 40 seconds. Infested terrans are about the same as range minions. This ability has a 60 seconds cooldown.

[Reincarnation] : When Zszarr dies, he'll become a larva again, and all his talents will be reseted. This ability has a 180 seconds cooldown. Note : You won't be able to choose another level 20 talent though !

[Rewind] : Activate to reset the cooldowns of your Basic Abilities.

[Bolt of the Storm] : Activate to teleport to a nearby location.

His Kit

Okay, so first of all, how exactly does Zszarr work ?
--> At level 1, instead of usual talents, you get to choose the main evolution of Zszarr (like the Monk, but way deaper) : you can either become an Hydralisk (~ranged assassin), an Ultralisk (~warrior tank or bruiser), or an Infestor (~specialist).


Great, I chose what I wanted to be, but I only have one ability, why is that ?
--> Well, here's a thing about the Swarm; when you first see it, it's dangerous, but you can manage. The problem is that it's just the vanguard, a lot more will come later on, when they evolve and become much more deadlier. It's the same here, instead of talents at level 4 and 7, you'll get to choose your W and E abilities.


Abilities instead of talents ? What is that ?

--> Usually you'll get 4 or 5 choices of talents to improve your existing abilities, basic attack, survivability, trait or utility. That's great, but that's not really how Zszarr works. You'll get to choose what he needs in this specific game with your specific team and opponents.
You need more escape or gap closer ? Deal.
You lack some burst potential ? No problem.
Your team can stall, but all out teamfights seem not to be in your favor, so you'd like to split push ? Sure.
Zszarr can adapt to a lot of situation if you make the right choices at the right time. In fact, he's got 18 different possibilities of QWER for each evolution, so that's 54 really different Zszarr here !


But does that mean he won't get 3 abilities before level 7 ?
--> Well yeah, that's where the catch is, you can't have that much versatility right off the bat, to compensate, he needs to be weaker than the other heroes in early game. And that's also why only one ability of the Infestor's Neural Parasite is available at level 1.


0) Basic Kit
Talent : Creep. Well I didn't inovate too much on this one, it's similar to Zagara's, because they're both zergs you know. The difference it propagates when you cast abilities, it can't be removed, but it lasts only 40 seconds.
The Hyralisk and Ultralisk will be able to put some during combat without having to think too much about it, and the Infestor will be able to spread it from afar.

Mount : Burrow. Of course it'll be burrow ! Tell me you're not happy about it. Burrowing units is awesome, and there's a lot that can be done with it. Burrow isn't as fast as other mounts, but it also regenerates your health. As a mana free hero, Zszarr is really happy about it. It'll allow him to stall a bit in early game aswell.


I) Hydralisk
The Hydralisk version of Zszarr is an easy to play ranged assassin, with low health, good damage, a steroid and a range a bit superior to other ranged heroes, much like Raynor.

As your W, you'll get a choice between :
-an escape tool that can become a gap closer later on
-some burst capability
-a way to lower target defense, less bursty but better for longer fights

As your E, you'll get a choice between :
-being able to damage enemies in a line while using basic attack, you'll need good positionning
-some utility / survivability
-a capacity that'll slow targets, great for chasing and 1v1 other AA based heroes

If you think your front line is weak, take some survivability and/or escape tools.
Long teamfights coming ? Dealing lots of damage over time would be good, grab Acid and Spine for example.
It'll be all about skirmishes ? Those Broodlings and Vile could work wonders.
There's a lot of narrow passages like the Curse/Tributes map ? Take Viper to block the enemy team !

Zszarr Hydralisk personal ultimate Natural Evolution is Hunter Killer. Taking this ultimate will allow you to deal splash damage, which is good for teamfights in narrow places and depushing. It's also great with Impaler.


II) Ultralisk
The Ultralisk version of Zszarr is a melee fighter with high health, OK damage that cleave, and good presence/disrupting abilities. You can orientate his build to be like Diablo or Tyrael for example.

As your W, you'll get a choice between :
-a long distance charge
-a way to block skillshots
-an ability that increases your damage output and lowers enemies defense

As your E, you'll get a choice between :
-a stun
-some utility / crowd control
-some more damage + slow

Zszarr Ultralisk's form is a real good tank / off-tank / bruiser, with a lot of possibilities to wreak havoc in the enemy team's ranks.
You think you'll need to engage because noone else can ? Take Karak and Vile to stick to the enemies and push them with your Q.
Need to take care of that Nazeebo / Hammer / KT at the back of the enemy team ? Why not take Impaler ?
The fight will be long and hard, and you'll need all the tools you can get to survive ? Broodlings can be the way to go.
You can also take some damage if you need to soften the enemy team.

Zszarr Ultralisk personal ultimate Natural Evolution is Torrasque. You all know what it does : resurrection on the spot if the enemy team can't take care of your egg. This can turn around close fights, so take it if this game seems really balanced.



III) Infestor
The Infestor version of Zszarr is a long range specialist with low damage and low health, but a huge pushing AND annoying capability. He's pretty unique, but shares similarities with Abathur through his Neural Parasite ability.

Even if some of his abilities can be used in a physical way during teamfights, it's not the main purpose of the Infestor. He's better off going where there's noone, to push hard lanes and destroy structures.

What's Neural Parasite ?
-->Neural Parasite works like Abathur's Hat, but on enemies you can see, and not on allies. You'll be able to directly harass them from afar, gaining vision through creep, and push lanes when noone's there.
Infestation is pretty weak against heroes but gives some free harass. It's what will make you a scary pusher, as it'll turn enemy minion waves into allies if you manage your abilities well. Don't forget that DoTs give vision when they're active. After the 4 seoncds DoT, you'll loose the Neural Parasite connection if the enemy's smart, but you'll be able to put some creep around before that.
Fungal Growth is your nuke for softening minions waves, zone enemies, and grant you vision over medium areas.
Viscous Fluid is what you'll need to micro-manage a lot to get the most out of Infestation in order to turn waves, and then wreak forts. It deals pretty much no damage, but is on a 2 seconds CD, so use and abuse it !

As your W, you'll get a choice between :
-an escape tool, similar to Abathur's
-an automated nest, again similar to what Abathur's get later on
-a way to destroy structures really fast, but directly, so that means danger, and no tunnel to get out quickly

As your E, you'll get a choice between :
-a turret mode that'll allow you to snipe structures and enemies from afar, but again, taht means you'll need to put yourself in danger, so use it wisely
-a great crowd control, a bit similar to Stitches' hook
-a stackable slow that works on abilities, especially good on Infestation and Viscous Fluid

So you chose the Infestor, which is the most complicate of the 3 Evolutions, but what now ? What's your plan ?
If you want to split push on large map with unavoidable objectives, like the Desert Shrines or Tributes, then Acid can works wonder.
If the map is small and teamfights take place all the time, then Broodlings and Vile would be great to help your team while pushing a bit.
Again, if you want to make the enemy team play YOUR game, forcing them to defend their structures, take Tunnel and Impaler.
You can do a lot, but you can't do everything, it's up to you and your team to decide what'll be the best scenario to play.

Zszarr Infestor personal ultimate Natural Evolution is Choker. It's a more teamfight oriented ability than anything else, that work well with Tentacle. It's good to bring support to your team when the enemy isn't expecting it, like on Dragon Shire, Eternals or Punishers. You'll probably want Tunnel to back though.


IV) Other abilities and talents

Now that we've looked at each evolution's abilities, let's take a look at the other talents and abilities.

First of all, Hatchery, the second Ultimate is the same for all the evolutions. It'll spawn zergs that'll help taking down heroes and/or push lanes. To be honest, it's great if you're playing as the Infestor, or if you're a bit ahead of the other team, since it'll allow you to split push and still fight as 5. It's like Azmodan rain of fire.
You'll be able to improve it at level 20, to give it more health and more pushing capability, which is good enough.

Level 13 talents are passive boosts : damage reduction, damage bonus, movement speed bonus and vision bonus. That's not game breaking, but that's good enough for a level 13 talent imo. Of course, any comment is welcomed, so tell me if it's not.

Level 16 talents are improvements for Burrow. You'll be able to get better tanking / survivability / engage / regeneration from it, which is great, since it gives you a lot of options to sharpen your strategies.
For example, you could engage burrowed as an Ultralisk, get back and regen after trading as an Hydralisk and then go in again, take this vision for more safety as a split-pushing Infestor, or not having to care much about those mount-breaking minions.

Infest Building as a level 20 talent is a good way to (de)push lanes with unused forts ammo. It's clearly situational, but can works wonder with Hatchery before a teamfight.

Finaly, Reincarnation is awesome (maybe a bit too awesome ? Dunno if it needs longer CD ?), because it allows you to change ALL your build, starting from scratch.
You've been split-pushing all game and need to win this last teamfight ? Then restart as an Ultralisk or Hydralisk to do so !
I think it's great, but it means you need to die somehow, which isn't good during endgame at all. You could be giving the opportunity the enemy team was waiting for. That's why I think it's fine, even if it looks really powerful (and it is for sure).

Gameplay

I've covered a lot in the other sections, but I'll give a few precisions here aswell on how you'd have to handle a game with Zszarr.

1) Analyze how the game will turn out

That's a bit obvious, and something you should do even when not playing Zszarr : what are the plus and minus of your team, of the other team, and how both of them will be able to work on this specific map ?
Once you've got an idea, ask yourself (and your teammates) what would work the best : Hydra, Ultra or Infestor ?
Usually there's not only one good answer, so take what you think will work best.

2) Stall and soak during early game
Zszarr might not be a good champion on early maps like Mines or Punisher, so your best bet would be to soak as much exp as you can until level 4 or 7 (it depends on the Evolution you took).
To be honest, I think Hydra is good enough at level 4, since it can deal some nice damage with its Q steroïd and some more damage or escape, depending on the other team. Sure you'll lack your E ability, but you can still deal OK damage.
Ultra isn't that bad either, especially on those 2 maps, since its attacks cleave. You could take Charge to do damage to minions and disrupt the enemy team, or Broodlings to gain some time to finish off the creeps on Punisher's map.
The Infestor on Punisher's map is a bad idea for early game if your team can't stall, but Neural Parasite abilities can be good to push. You could even force an opponent to come after you for the second punisher. I don't think you could get the first one though, so soak as much exp as you can, going on a lane, and Neural Parasite on another one.

3) Adapt and evolve
Don't stick to one specific build. Since Zszarr has a lot of possibilities, you should always take something really useful. Don't take burst damage with Hydra if there's Illidan, Butcher and Tyrael going after you all the time, just take Karak and run. And if you're the only tank in your team with Ultra, don't take damage, go for a tanky build.
Also, if there's some Nova, Zeratul, Tyrande, Illidan on the enemy team, try not getting caught as the Infestor, or take Tunnel.

4) Use Burrow and Creep at your advantage
Burrow is good for a few things :
-regenerating your health while laning or if you get the chance to get out of combat for some time
-caughting enemies by surprise, since burrowing in a bush will make you hard to see

Also, putting some creep as an escape route can save your life, and the regeneration bonus is always welcomed.
The 40 seconds vision can be nice in a few places/bushes around objectives, such as Tributes, Temples or Dragon, but don't waste high CD abilities for that, it can not be worth it.

EDIT

(09/26/2015)
-Added a few lacking numbers and precisions
-Kit section added
-Gameplay section added

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Healing Mantra (3) | October 6, 2015 12:41pm
Okay, as this concept is more expanded than the other ones (and I don't have as much time as during Summertime), I needed much more time to analyze it (I didn't even acomplish it, but I'm posting this comment to let you know that I'm here with you). So, for now I've checked the abilities nad talents.
So:
Frenzy (Q Ability for Hydralisk) has too short cooldown for it's duration. It's like a +25% to attack speed passive. It should either have longer cooldown or shorter duration to make it more like an ability.
Hydralisk also has probably too high dps ith his attacks alone (even greater than Raynor :O)
Ultralisk deals probably too much damage with his attacks comparing to other warriors.
Also, Brutal buff also lasts too much for it's cooldown (either cooldown should be prolonged or the duration shortened).
Infestor is too fragile to be take part directly in combat (counting he is worth 1 takedown)
Unstable Brooding deals a bit low damage as a spell that can be so easily countered.
Siege from Below - try to precise, what you have in mind. The damage is based on range, attack speed and attack damage? Or there is something else that it basing on these stats? How exactly do this base?
Tentacle seemse to be weak. Compare it with Kerrigan's pull. Also note, that you made it pull to your location AND it's location. So for as long as it isn't supposed to tear appart heroes damaged, you should choose one of the locations where this should pull.
Torrasque - This reincarnation requires oto much time to revive (as for me) - 40% health and 8 seconds of reviving - it's 1224 health at level 10, 2104 health at level 20 and 2984 health at level 30. Counting that full Spell Power Kael can take it down with single Pyroblast, the health should be increased (or revive time decreased).
Burrow: It gives too much health regeneration. The other thing it would be if he was a mana champion - but he is manaless champion, that can dig in for a few seconds and restore vast amounts of health. Such health regen buff should last for certain duration (not long, but also not short). Note also that Warriors with Regeneration Master would have the same Health Regen as Zszarr (counting they've stacked it). Also it should have a cooldown. And this cooldown shouldn't be low. And it should start after burrowing out.
---And talents:---
Upgrade Sight: I'm not sure if 50% sight radius can be compared to other benefits available at this level. I'm not sure if it's too good or too bad, but it's just "Out of place" I could say.
Landslide: This seems to be weak for me - only 1 second of root? Without any damage or any other benefits? Well, I would for sure take the latter perk:
Hibernate: +800% health regeneration is just... well, it might make you regenerate 80% health per second with just digging in at level 16 - some warriors with stacked Regeneration Master doesn't have that much health regen. So this is *strong*.
Ok, I think it's all for now, you might want to try check this one and do something there. I liked the idea of evolving, you did great job there. Try to make it even better, good luck I wish! :P
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