Zurvan by Ariaka5

2 Votes
Rating Pending

Zurvan

By: Ariaka5
Last Updated: Jun 24, 2015
Quick Share

Zurvan

The Ancient One

Zurvan (or the Ancient One) was a primal Zerg of Zerus who had lived for millions of years. He was spawned before the Overmind, and lived to see the return of the Zerg Swarm to Zerus during the Second Great War. It shepherded a de-infested Sarah Kerrigan's rebirth into the Swarm, before challenging her and subsequently being killed and having its essence absorbed by her.

credit: http://starcraft.wikia.com/wiki/Zurvan


Concept

Zurvan is an unconventional Hero. If you're familiar with this character from SC2 you'll know that he is a massive character, and it would be strange to shrink him down to be a playable character in HotS. Because of his massive size he would be more of a stationary Hero whose large model would live close to the base, and have little to no effect on the game other than a cool visual. Zurvan, like Abathur, supports his team through intervention and the strategic placement of his spawning pool and usage of his abilities. The spawning pool would act as his character in the sense that that is what the enemy would need to destroy to kill Zurvan. His life is based on the survival of his spawning pool which he places on the battleground. The distance the pool can be placed from him & the base increases as he levels. 

Zurvan is one with the earth, and so his abilities and concepts deal with manipulating it or growing or healing units with it.


Builds

Minion Builds
The spawning pool, like in SC, can spawn minions. At first it can only spawn zerglings, and can spawn more types based on talent selection. Zurvan can boost his early minions (zerglings) late game, or choose to spawn larger/stronger minions (Ultralisks). Minions (by group) can be micro-managed. The spawning pool will automatically spawn them when their cooldown is up and if mana is available, but the player can choose to select a group and send them after objectives, enemies etc.

Tentacle Builds
Zurvan has these massive tentacles that you need to dodge in SC2. The concept around them in game would be that they get sent from his base model anywhere with vision on the map. The tentacles would tunnel to a location, pop out of the ground doing damage, and then slam the ground doing additional damage and stunning units/heroes in a small radius. Talents can be selected to increase the number of tentacles that can be sent, as well as to decrease the ability delay (as it takes time for the tentacle to burrow and get to location).

Pool Builds
The pool has a low passive health & mana regen for Allies that stand in it, but it can be increased with talents. With talents Zurvan can add defensive units to his pool along with allowing Allies to walk through and contract and apply debuffs to the enemy team. 


Heroics
Primal Rage - idea from SC2 during the end of his encounter where he's breathing fire/lightning in an area. In HotS his head (like the tentacle) would burrow to a location, and breath damage in an area. It would be cool if everyone knew he was coming by seeing the ground/screen shake a bit and hear a roar or something.

Assimilation - Zurvan energizes an ally Hero, causing them to grow large for a short time increasing their damage, attack, life and health regeneration.

Combat Trait

1
Spawning Pool
Place a spawning pool on the map 50% (+5% per level) distance. The spawning pool is where Zurvan spawns all his zerg minions. Pool also provides healing regeneration for Heroes that stand in it. If the spawning pool is destroyed, so is Zurvan. 3 min cooldown. Cooldown reset on destruction.

Primary Abilities

1
Spawn Minions
Zurvan spawns a 4 zerglings from the spawning pool and is able to control them. Minion types vary & scale based on talent selection and levels.

Zerglings: 5 (+5 per level) damage. 15 second cooldown.
Hydralisk: 10 (+5 per level) damage. 30 second cooldown.
Mutalisk: 15 (+5 per level) damage. 1 minute cooldown.
Ultralisk: 30 (+5 per level) damage. 2 minute cooldown.
2
Tentacle Slam
After a short delay depending on the location on the map, a tentacle comes out of the ground and slams the ground. Tentacle does 50 damage in an area when it comes out of the ground, and then 25 (+5 per level) damage when it slams to the ground stunning units for 2 seconds. 7 second cooldown.
3
Primal Infusion
Heroes standing in the spawning pool get healed for 30 (+9 per level), and 10 mana (+9 per level) instantly and an additional 40 (+10 per level) health and 20 (+10 per level) mana over 5 seconds. 15 second cooldown

Heroic Abilities

1
Primal Fury
Zurvan burrows to target location and when he unburrows he does 35 (+10 per level) damage per second of lighting & fire area damage in an arc for 5 seconds and then returns.  2 min cooldown
2
Assimilation
Zurvan empowers a single Hero increasing their attack damage %50, attack speed %50, and health regeneration by 200% for 5 seconds. 2 minute cooldown

Talent Tree

Tier 1 Talents - Level 1:

Melee Boost: Minions get a 10% attack damage boost.

Radioactive Pool: Increase all pool effects by 10%.

Carapace Armor: Minions get an additional 50% health.

Slam-a-rang: Tentacle Slam cooldown reduced by 3 seconds.


Tier 2 Talents - Level 4:

Pestilence: Allies that use the spawning pool get a debuff which only affects and spreads to an enemy that attacks them. Debuff does 30 (+10 per level) damage over 10 seconds. Debuff does not stack. Debuff lasts on Ally for 30 seconds. 

Minion Rush: Minions get an additional 10% movement.

Tunneling: Tentacle movement speed increases by 100%.

One with the Earth: When an Ally dies Zurvan's ability power increases by 1% up to 20%.


Tier 3 Talents - Level 7:

Death Pool: Enemies that stand in/near the pool take 20 (+ 10 per level) damage over 5 seconds

Consume Flesh: Zerglings consume fallen minions to regen health, and gain 20% attack speed for 2 seconds.

Summon Hydralisk: Spawning Pool now spawns 2 Hydralisks in addition to the other minions.

Remote Infusion: Primal infusion will now create a vein from the spawning pool to a nearby ally and heal them.


Tier 5 Talents - Level 13:

It's Alive: Tentacle Slam gains an additional charge

Summon Mutalisk: Spawning Pool now spawns 2 Mutalisks in addition to the other minions.

Zergling Swarm: Double the amount of zerglings spawn from the spawning pool.

Locust Swarm: A swarm of locusts spawn and protect the spawning pool when threatened.


Tier 6 Talents - Level 16:

Veins: Activate to send veins from the spawning pool to a nearby camp to convert mercenaries. Mercenaries convert after 15 seconds. Doesn't work on bosses.

Summon Ultralisk: Spawning Pool now spawns 1 Ultralisk in addition to the other minions.

Infection: Allies that use the spawning pool get a debuff which only affects and spreads to an enemy that attacks them. Debuff slows attack speed by 20% over 10 seconds. Debuff does not stack. Debuff lasts on Ally for 30 seconds.

Overrun: Minions from the spawning pool spawn 25% faster.



Tier 7 Talents - Level 20:

Nowhere to Hide: Tentacle Slam gains an additional charge and can send out all charges at once.

Return to Earth: Target ally gets pulled into the ground and respawns at spawning pool with half life.

Primal Rage: Primal Fury damage increases to 50 (+20 per level) damage.

Full Assimilation: Assimilation now empowers all Heroes (Allies & Enemies).

Pool Party: Spawn an additional spawning pool.

Suggestions Welcome

Please let me know what you think. Suggestions on the char, suggestions on the formatting etc.

thanks

Quick Comment

You need to log in before commenting.

[-] Collapse All Comments

Sort Comments By
Loading Comments...
Load More Comments

HeroesFire is the place to find the perfect build guide to take your game to the next level. Learn how to play a new hero, or fine tune your favorite HotS hero’s build and strategy.

Copyright © 2019 HeroesFire | All Rights Reserved