Zul'jin (Rework) by Zajru

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Zul'jin (Rework)

By: Zajru
Last Updated: Sep 5, 2017
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Zul'jin (Rework)

Warlord of the Amani

Before the elves and their Alliance, the forests of Lordaeron belonged to the trolls of the Amani empire. As their warlord, Zul'jin has united the forest troll tribes into an army that stands ready to take back what is theirs and to slay the elves who stole it from them.

Combat Trait

1
Berserker (D)
Trait
Cooldown: 0.5 seconds


Activate to increase Basic Attack damage by 25% but consume 2% maximum Health per attack.

Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing.


Troll Regeneration
Troll Trait

Passive: Zul'jin's Health Regen is increased by 750% when not having been attacked for 4 seconds.
2
Cancel Berserker (D)
Trait
Cooldown: 0.5 seconds


Activate to leave the berserker frenzy, reducing Zul'jin's Basic Attack damage by 25% and no longer consuming 2% of his maximum Health per attack.

Passive: Zul'jin attacks 1% faster for every 1% of maximum Health missing.

Primary Abilities

1
Grevious Throw (Q)
Mana: 50
Cooldown: 8 seconds


Zul'jin throws an axe forward, dealing 125 (+4% per level) damage to the first 2 enemies hit and marking them for 8 seconds. Marked enemies take 50% bonus damage from Zul'jin's next 3 Basic Attacks against them.
2
Twin Cleave (W)
Mana: 50
Cooldown: 8 seconds


Throw 2 axes in a large, circular arc, dealing 112 (+4% per level) damage and slowing affected enemies by 15% per axe for 2 seconds.
3
Warlord's Presence
Aura

Allied Heroes within 8 yards of Zul'jin have their Damage increased by 15% and their Attack Speed increased by 10%.

Warlord's Presence does not affect Zul'jin himself without the Level 20 Heroic Talent: Amani Resilience.

Secondary Abilities

1
Loa-Blessed Weaponry (E)
Mana: 30
Cooldown: 45 seconds


Zul'jin calls upon the Loa to bless his axes, causing him to deal 75% more damage for 4 seconds. Additionally, Guillotine deals 50% more damage if Zul'jin is below 50% Health and it hits more than 2 heroes.

Requires the Level 10 Heroic Talent: Guillotine.

Heroic Abilities

1
Taz'dingo! (R)
Heroic Ability
Mana: 75
Cooldown: 90 seconds


For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Taz'dingo!

Passive: The range of Warlord's Presence is now 16 yards.
2
Guillotine (R)
Heroic Ability
Mana: 70
Cooldown: 30 seconds


Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 350 (+4% per level) damage plus bonus damage the lower his Health is.

Passive: Warlord's Presence is replaced by Loa-Blessed Weaponry.
Passive: All stacks of Vengeance of the Amani will be converted to 0.5% extra Guillotine damage at low Health. Max 15%.

Level 1

Boneslicer (Q) Grievous Throw now pierces through all enemies, and the bonus damage is increased by 30%.
Arcanite Axes (W) Lower the cooldown of Twin Cleave by 0.75 seconds for every Hero hit.

Passive: When below 50% Health, Spell Power is increased by 25%.
You Want Axe? Repeatable Quest: Every 5 Basic Attacks against Heroes increases Zul'jin's Basic attack damage by 1.25.
Reward: After attacking Heroes 120 times, his Attack Range is increased by 1.1.

Level 4

Troll's Blood (Trait) Zul'jin's Troll Regeneration Trait now works in combat, at a 50% efficiency.
Let the Killing Begin When Zul'jin kills an enemy, his Attack Speed is increased by 6%, up to 30%, for 12 seconds. Basic Attacks refresh the duration.

Hero Takedown instantly grant 30% Attack Speed.
Vengeance of the Amani (Aura) Quest: Basic Attacks of allied Heroes affected by Warlord's Presence increases the damage bonus by 0.1%. Max 15%.
Reward: After 150 allied Basic Attacks, increase the Attack Speed bonus by 10%.

Level 7

Vicious Assault (Q) Increase the number of bonus damage Basic Attack hits from Grievous Throw to 6.
Basic Attacks against afflicted Heroes reduces the Cooldown of Grievous Throw by 2 seconds.
Wrong Place Wrong Time (W) If an enemy is hit by both Twin Cleave Axes at the same time, they take 150 (+4% per level) bonus damage.

Passive: The Twin Cleave Axes travel 15% quicker.
Recklessness (Trait) While Zul'jin is below 50% Health, his Basic Attack damage is increased by 25%.

Level 10

Taz'dingo! (R) For the next 4 seconds, Zul'jin is Unkillable, and cannot be reduced to less than 1 Health. Taz'dingo!

Passive: The range of Warlord's Presence is now 16 yards.
Guillotine (R) Zul'jin launches a massive axe into the air that drops on the targeted area, dealing 350 (+4% per level) damage plus bonus damage the lower his Health is.

Passive: Warlord's Presence is replaced by Loa-Blessed Weaponry.
Passive: All stacks of Vengeance of the Amani will be converted to 0.5% extra Guillotine damage at low Health. Max 15%.

Level 13

Eye of Zul'jin (Q) Hitting an enemy Hero with Grievous Throw increases Zul'jin's Movement Speed by 30% for 3 seconds.
De Amani Neva' Give Up! (Aura) Warlord's Presence additionally grants 10% Movement Speed to allied Heroes.

Requires the Level 10 Heroic Talent: Taz'dingo!.
Fury of the Amani (Guillotine) For the duration of Loa-Blessed Weaponry, Zul'jin's attacks bounce up to 2 additional targets.

Requires the Level 10 Heroic Talent: Guillotine.
Voodoo Shuffle (Talent) Cooldown: 10 seconds
Activate to remove all current Root and Slow effects on Zul'jin.

Passive: Zul'jin's Movement Speed is increased by 15%.

Level 16

Swirling Death (W) Twin Cleave's Axes cycle twice and can hit enemies on each revolution, but its cooldown is increased by 4 seconds.
Each time an enemy Hero is struck by a Twin Cleave axe, they'll take 80% increased damage from the next, up to 3 times.

Passive: Increase Twin Cleave's slow amount of each Twin Cleave Axe by an additional 10%.
Axes Be Flyin' Zul'jin's Attack Range and Ability Range is increased by 1.1.
Ferocity (Trait) Increase the Attack Speed bonus of Berserker by 35%.

Level 20

Amani Resilience (R) When Taz'dingo! ends, Zul'jin heals for 50% of the damage he dealt during Taz'dingo!.
Additionally, for the duration of Taz'dingo!, Warlord's Presence has a map-wide range.

Passive: The bonuses of Warlord's Presence now affects Zul'jin.

Buzzsaw (R) After impact, the Guillotine continues forward, dealing 50% of Guillotine's damage to enemies in the line.

Passive: Loa-Blessed Weaponry now increases Guillotine's damage by 100% when below 50% Health.

Barbed Net (Talent) Cooldown: 45 seconds
Throw a net forward, rooting the first enemy hit for 3 seconds, dealing 30 (+4% per level) damage per second.

After the root is over, the enemy is slowed by 30% for another 2 seconds.

Statistics

Level 1

Health 1,950 (+4.0%)
Health Regen 4.06 (+4.0%)
34.51 (+4.0%) (Trait) (Out of Combat)
Mana 500 (+10)
Mana Regen 3 (+9.8%)
Attack Speed 1.25 per second
Damage 110 (+4.0%)

Level 10

Health 2,886
Health Regen 6
51.08 (Trait) (Out of Combat)
Mana 600
Mana Regen 7.64
Attack Speed 1.25 per second
Damage 163

Level 20

Health 4,273
Health Regen 8.9
75.61 (Trait) (Out of Combat)
Mana 700
Mana Regen 19.46
Attack Speed 1.25 per second
Damage 241

Author's Note

This is the very first time I ever make a Hero concept on here, so... apologies if it looks like a clusterf**k.

Especially since... I was reverse-engineering the source code for a concept I liked for the BBCode in use... which was also a first, but hey, it worked out decently. :')


Again, very first Hero concept, and while it's just a rework, go easy on me... especially when it comes to the numbers of the abilities. :D

Reason for this rework


Basically, I wanted to make him feel more lore-accurate, with regeneration being a passive thing and part of his trait, if more troll heroes are added, I can only pray Blizzard makes them share the "Troll Trait" of "Troll Regeneration", aka, all of them passively have more regeneration when out of combat (Talent like Troll's Blood allow some of it to go on in combat...) cus.... troll lore, is ma fave, seeing it as an ability made me cry... :c
(I get the whole balancing part but, I tried to make it as balanced, but passive, while adding an ability I feel fits a famous and legendary Warlord a lot better)

Along with lore-accuracy, I made some of his Talents feel more competitive with the others in that branch (at least that was my goal... maybe I failed), such as, more range or more attack speed?

I also gave Twin Cleave some more love, as a lot of people felt it was lacking in terms of Talents (myself included), and hopefully it might get seen a bit more with a few tweaks. Such as merging the two level 16 Talents and adding another passive on there! :D

I turned Taz'dingo more into a survivable support build.

Really tuned up Guillotine into a glasscannon. If you manage to fill all the criteria, landing that level 20 Guillotine will be extremely rewarding and satisfying... though the window is tiny, so aim must be on-point, else you're most likely dead.

Updates

(05/09/2017)

Taz'dingo! & Warlord's Presence changes

  • Ability: Warlord's Presence (Aura)
    – The base range of Warlord's Presence was reduced from 20 yards to 8 yards. I felt 20 was way over the top considering base attack range is usually 5.5 yards.
    – Specified in the ability description that it only affects allied Heroes, rather than all allies (Minions, Mercs, Heroes).
    – Reworded the description from:
    "Warlord's Presence additionally grants a 10% Movement Speed bonus."
    to
    "Warlord's Presence additionally grants 10% Movement Speed to allied Heroes."

  • Level 10 Talent: Taz'dingo! (R)
    – Now increases Warlord's Presence range to 16 yards, down from 60. Same reason as the above.

  • Level 13 Talent: De Amani Neva' Give up! (Aura)
    – Made it clear which Heroic Talent was required to access this Talent, the same way I had done it for the Fury of the Amani Talent.

  • Level 20 Talent: Amani Resilience (R)
    – No longer provides a passive map-wide range of Warlord's Presence. Instead, for the 4 second duration of Taz'dingo!, Warlord's Presence is map-wide.
    – The passive making Warlord's Presence affect Zul'jin was kept.

Twin Cleave changes

  • Level 7 Talent: Wrong Place Wrong Time (E)
    – Now also speeds up the flight speed of the thrown axes by 15% to make the Talent a tad bit more attractive and with the intent of it being a tiny bit easier and quicker to successfully land.

  • Level 16 Talent: Swirling Death (E)
    – Removed the 30% bonus damage passive.
    – Reduced the additional slow amount from 15% to 10%.
    – Replaced the bonus damage passive with the effect that each time a hero got struck by an axe, they'll take 80% additional damage from the next hit, ramping up 3 times, making the last few hits beautifully deadly.

  • At level 20 the damage would be:
    – Axe 1: 235.97
    – Axe 2: 424.75
    – Axe 3: 764.54
    – Axe 4: 1376.18
    – Total damage: 2801.44

Guillotine & Loa-Blessed Weaponry changes

  • Ability: Loa-Blessed Weaponry (E)
    – Reduced the increased damage dealt from 100% to 75%.
    – Reduced the bonus Guillotine damage below 50% health from 100% to 50%. Guillotine can be really strong already, doubling it (even if the requirements are fairly hard to meet) at level 10 is simply a massive increase if you pair it up with other Talents, thus reducing it was something that felt very necessary.

  • Level 20 Talent: Buzzsaw (R)
    – Correctly renamed to Buzzsaw from Guillotine. (My bad)
    – Reduced the bonus Guillotine damage Loa-Blessed Weaponry gives upon low health from 200% to 100%. To accommodate for the reduced damage the standard ability was given.

Grievous Throw changes

  • Level 1 Talent: Boneslicer (Q)
    – Increased bonus damage from 20% to 30% to reflect correctly on the Heroes of the Storm Balance Patch – 27.2 (08/23/2017) changes.

  • Level 13 Talent: Eye of Zul'jin (Q)
    – Removed the 5% bonus damage to Grievous Throw from the Talent as the buff to the level 1 Talent is enough.

Troll's Blood changes

  • Level 4 Talent: Troll's Blood
    – Increased the in-combat regeneration from 40% to 50% in an attempt to make it a bit more of a viable choice in that tier.

Voodoo Shuffle changes

  • Level 16 Talent: Voodoo Shuffle (Talent)
    Reduced passive Movement Speed increase from 15% to 10% to accommodate for Eye of Zul'jin having its damage bonus removed.
    – Increased the bonus Movement Speed back to 15% from 10%, making it a tad more useful (to Zul'jin only) than the aura's 10% bonus.

Barbed Net changes

  • Level 20 Talent: Barbed Net (Talent)
    – Reduced slow from 50% to 30%.

Concept page changes

  • Ability names
    – Changed the colour from white or blue (dark) to purple, making it easier to see the ability names and differentiate them from numbers. Sadly the ability name colour from in-game is not available so I had to accommodate for that.

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1
[-]
Zajru | September 4, 2017 6:13pm
Rolled out quite the update to abilities and talents.

All can be seen in the update list! :D

I couldn't sleep and I couldn't figure out anything else to do – so why not? :^)
2
[-]
GallWayOgre | August 12, 2017 12:40am
interesting rework , but i feel game-play wise it would be a bit lacklustre.
Zul'jin was designed with the intention of a Berserker axe thrower , so pretty much a straightforward AA with a bit of depth regarding "Berserking"
most of the "rework" is pretty much already in Zul'jins kit , the extra range from his "You want ax?" quest and so on.
the Aura thing is kinda weird on an auto attacker , makes more sense if zul'jin was a support....
1
[-]
Zajru | August 12, 2017 7:34am
Aye, I know I kept a lot of the normal stuff, which was intentional, since this wasn't meant to be a full rework. My intention was to make him a tad bit more accurate to his lore, which I know, can conflict with balancing issues. And that's something I kept in mind as well.

His passive regeneration isn't as powerful as the ability, sure (but it's still almost on par with it, considering it's a passive, no mana, no channel, etc), but it allowed a spot for something that a lot more fits his character in terms of lore. He's a famous and legendary Warlord amongst the trolls and even his enemies, thus, his presence would definitely be inspiring, hence the aura. And as all trolls in lore (with a few exceptions because they were cursed by the Loa) can regenerate limbs and organs, I felt it should definitely be a troll-specific trait in the case that Blizzard makes more troll heroes. Basically, Zul'jin and all new troll heroes come with the "Troll Trait" with increased out-of-combat regeneration, as it fits their lore. Maybe not the best thing ever, but it makes a troll fanboy like me happy. :')

My other goal with this slight rework was to make every ability competitive in a way, Twin Cleave was extremely lack-luster, not a lot of people ever chose it talent-wise, but now it's more competitive, mainly because of the level 16 talent that complements the level 1 talent of 25% more spell power. Sure, it might not end up the #1 pick, but I see it being more useful than before, as I combined the two level 16 talents into one, and gave it a slight damage boost to keep it up to speed.

I still wanted to keep the AA aspect of the hero, which is why I added a second range-increasing talent at level 16 to be a bit competitive with the attack speed AA build, range or attack speed? This new one also affects his abilities such as Grievous Throw and Guillotine (if chosen). I also buffed Grievous Throw through "Eye of Zul'jin" a bit further, making the total damage bonus of the ability 75%, so the AA aspect of the hero, still definitely exists. Now he just has a few other playstyles to go with.

Taz'dingo, even with the addition of an aura, is still very much AA-oriented, nothing stops you from going a full Grievous Throw build, just to get up-close and really wreck someone face-to-face, and if you get low on health, Taz'dingo!

Guillotine was turned into a much larger "high risk, high reward" build, by choosing the correct talents, having perfect timing and aim, the reward will be extremely satisfying, but extremely dangerous. Since you'd have to be very low in health to deal the super lethal damage that build is capable of.


So in a sense, Guillotine is the most damaging build one could go for, but it requires perfect timing, as the window of Loa-Blessed Weaponry is just 4 seconds, with a cooldown longer than the heroic itself. But if you do manage to fill the criteria (especially at level 20), say bye to your enemies. Just watch out you don't die yourself while trying to land that perfect hit.

Taz'dingo remains the most survivable heroic, of course, as that was the intent, with a slight bonus of some support that really complements the lore of Zul'jin.


Though you did give me an idea, to split the Amani Resilience into two talents. One that heals Zul'jin, and the aura-buff a separate one. To lessen the support feel of the Taz'dingo build. Maybe that'd be better.

Thank you for your comment though. c:
2
[-]
GallWayOgre | August 12, 2017 10:02pm
Zajru wrote:
Aye, I know I kept a lot of the normal stuff, which was intentional, since this wasn't meant to be a full rework. My intention was to make him a tad bit more accurate to his lore, which I know, can conflict with balancing issues. And that's something I kept in mind as well.

His passive regeneration isn't as powerful as the ability, sure (but it's still almost on par with it, considering it's a passive, no mana, no channel, etc), but it allowed a spot for something that a lot more fits his character in terms of lore. He's a famous and legendary Warlord amongst the trolls and even his enemies, thus, his presence would definitely be inspiring, hence the aura. And as all trolls in lore (with a few exceptions because they were cursed by the Loa) can regenerate limbs and organs, I felt it should definitely be a troll-specific trait in the case that Blizzard makes more troll heroes. Basically, Zul'jin and all new troll heroes come with the "Troll Trait" with increased out-of-combat regeneration, as it fits their lore. Maybe not the best thing ever, but it makes a troll fanboy like me happy. :')

My other goal with this slight rework was to make every ability competitive in a way, Twin Cleave was extremely lack-luster, not a lot of people ever chose it talent-wise, but now it's more competitive, mainly because of the level 16 talent that complements the level 1 talent of 25% more spell power. Sure, it might not end up the #1 pick, but I see it being more useful than before, as I combined the two level 16 talents into one, and gave it a slight damage boost to keep it up to speed.

I still wanted to keep the AA aspect of the hero, which is why I added a second range-increasing talent at level 16 to be a bit competitive with the attack speed AA build, range or attack speed? This new one also affects his abilities such as Grievous Throw and Guillotine (if chosen). I also buffed Grievous Throw through "Eye of Zul'jin" a bit further, making the total damage bonus of the ability 75%, so the AA aspect of the hero, still definitely exists. Now he just has a few other playstyles to go with.

Taz'dingo, even with the addition of an aura, is still very much AA-oriented, nothing stops you from going a full Grievous Throw build, just to get up-close and really wreck someone face-to-face, and if you get low on health, Taz'dingo!

Guillotine was turned into a much larger "high risk, high reward" build, by choosing the correct talents, having perfect timing and aim, the reward will be extremely satisfying, but extremely dangerous. Since you'd have to be very low in health to deal the super lethal damage that build is capable of.


So in a sense, Guillotine is the most damaging build one could go for, but it requires perfect timing, as the window of Loa-Blessed Weaponry is just 4 seconds, with a cooldown longer than the heroic itself. But if you do manage to fill the criteria (especially at level 20), say bye to your enemies. Just watch out you don't die yourself while trying to land that perfect hit.

Taz'dingo remains the most survivable heroic, of course, as that was the intent, with a slight bonus of some support that really complements the lore of Zul'jin.


Though you did give me an idea, to split the Amani Resilience into two talents. One that heals Zul'jin, and the aura-buff a separate one. To lessen the support feel of the Taz'dingo build. Maybe that'd be better.

Thank you for your comment though. c:


No problem , i just think that zul'jin is in a decent spot (this comes from a lvl 64 zul'jin and lvl 97 greymane).
i think so far the rework looks greats , but with a few tweaks i think it could be even better.

Keep up the work :p
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