Zeratul is an amazing hero, although he does not have high health or even a significant amount of sustain damage he is still considered one of the top tier heroes. The reason
Zeratul is so highly regarded is because he has an amazing amount of burst damage, which can turn the tide of the battle significantly. Not to mention
Zeratul also has a great CC ability,
Void Prison, Which can control the flow of the battle, as well as
Permanent Cloak which allows
Zeratul to get close to his enemies. By using
Void Prison to lock out half the enemy team, a team fight can quickly go in favor of your team. Be careful when using
Void Prison as it can also trap your own teammates. Usually
Zeratul targets the enemy team's assassins. Those are the heroes that pose the most threat to your team because they can dish out a lot of damage, however in compromise they are extremely squishy making it easy for
Zeratul to burst down. In essence,
Zeratul is an anti-assassin and anti-support hero (as I like to call him).
Abilities Top
Zeratul has many excellent abilities that make him the assassin he is meant to be. Although, most of his abilities are meant for 1 target (meaning that he is not really effective at clearing lanes) he still has some AoE abilities unlike
Nova (minus
Precision Strike). This means
Zeratul is able to clear a lane easier yet still able to do his assassin job properly.
(Q)
Cleave is the only source of AoE damage for
Zeratul. It has the potential to do massive damage late game and is probably your second highest damage ability. This ability is extremely useful in team fights, since
Zeratul can hit multiple targets with one
Cleave. This is also your go to ability for clearing minions (although
Zeratul would be better off wandering and ganking).
(W)
Singularity Spike is almost always the first ability you throw at your opponent before going in. Since
Singularity Spike actually slows your opponent significantly making it easier for
Zeratul to keep up the pressure and get more hits on the opponent. This ability is
Zeratul's main damage ability and the amount of damage it can push out late game is ridiculous.
(E)
Blink is
Zeratul's main escape ability. Since,
Zeratul is a melee assassin he mainly gets his kills up close and personal.
Zeratul can dish out a lot of burst damage, however in return he is very squishy. In order to escape death,
Blink is a much needed tool at
Zeratul's disposal. However,
Blink is not limited to escaping. It can be a very good tool for initiating a fight bringing you close to an enemy before he reacts. Be careful when using
Blink for this aspect as he will have a very hard time escaping if
Blink is on cool down and the rest of the enemy team arrives.
(R)
Shadow Assault or
Void Prison both these abilities benefit
Zeratul's kit extensively. Since,
Zeratul is a horrible team fight champion,
Void Prison can help you even the odds as it traps enemies and allies alike in a unmovable fabric of time. This is helpful because you can throw it on half of the enemy team and take out the other half leaving you with a man advantage. You can also throw it on the entire enemy team allowing for your allies to set up their ultis or AoE abilities after warp expires.
Shadow Assault benefits
Zeratul in a whole different way.
Shadow Assault is meant for chasing down low enemy heroes after a team fight, or for making sure an enemy does not escape in a 1v1. With
Shadow Assault active, it is extremely hard to escape death at the hands of
Zeratul.
Permanent Cloak is
Zeratul's trait. This trait is extremely useful as
Zeratul is mainly a ganking hero. This means he catches his enemies unaware and strikes at the right moment, dishing a lot of burst damage and killing the enemy in most cases. Since,
Zeratul getting the kill relies on the enemy not escaping, what is a better way, than to be invisible?
For
Zeratul's first ability I almost always pick
Rapid Displacement.
Rapid Displacement significantly lowers the cool down time for
Blink allowing you to have more
Blinks at your disposal. This helps you significantly as you can
Blink in and out, quicker. This does not seem like a big deal, however it provides you with a lot of survivability (which is always important on a
Zeratul). Seasoned Marksman and
Regeneration Master are fairly useless as
Zeratul isn't meant for laning. The second choice I would go for is
Greater Cleave or
Block as they both still hold some value (
Block is great for
Zeratul's survivability and
Greater Cleave allows you to hit more enemies at a greater distance).
I usually go for
Gathering Power as my second ability since any extra damage is welcome, although it may not look like a good ability at first,
Gathering Power is extremely good as the extra damage it brings can be the difference between getting a kill or not, and in some cases whether you will be living or not. If you think about it
Gathering Power is a great choice as most of
Zeratul's damage comes from his
Singularity Spike ability and this not only buffs that, but
Cleave as well.
For the third ability, I go for
First Aid. Like I have said before, in my
Tychus Guide
First Aid is probably one of the best abilities in the entire game since the survivability it gives to assassins cannot be underestimated (both
Tychus and
Zeratul are pretty squishy). Since
Zeratul's job is to gank enemies at the right moment having self heal is extremely important and aids your ability to get kills. The heal given by
First Aid can be the difference between life or death (and living is extremely important for
Zeratul as
Gathering Power resets on death).
For
Zeratul's heroic ability most people choose
Void Prison. The reason for this choice is simple,
Void Prison grants way to much utility not to be chosen. It can help
Zeratul escape when he needs to and turn team fights in your favor. It can also prevent enemies from escaping and save one or two keeps (throw
Void Prison on them before they are about to die). As you can see, there is no way
Shadow Assault can match the utility that
Void Prison brings.
Wormhole is the ability I chose because, it provides a whole lot of value. Since,
Zeratul is mainly an ambush or gank assassin, he needs to sneak in quickly and finish enemy heroes. This can be accomplished by blinking into a group of enemies and sniping the low health assassin or blinking behind an enemy gate and sniping the low health hero. This however is almost certain death for
Zeratul, as even the lowered
Blink cool down given by
Rapid Displacement isn't going to recharge fast enough.
Wormhole solves this problem as it gives you another free
Blink allowing you to quickly snipe the enemy then
Blink back to relative safety. This ability provides too much utility to replace and can be the difference between a kill or a death.
For this ability, you almost always take
Double Bombs, yes
Rending Cleave looks like an ideal choice but, it simply cannot kill your opponent fast enough because the damage applies slowly over time, while
Singularity Spike does immediate extra damage. Having another free spike is too good of an opportunity to pass as the extra damage it brings is immense, For this build I would not pick another ability.
Rewind is the go to choice for
Zeratul. The reason
Rewind is so effective is you can do even more burst damage on top of the burst you are already doing. Since
Rewind lowers the cool down of all your non-heroic abilities instead of having 1
Cleave you have 2, instead of having 2
Singularity Spike you have 4. Not to mention you an extra
Blink to escape safely if the enemy caught up to you from your first
Blink. The extra damage and survivability it packs on is just too good to pass and none of the other talents at this stage get are even remotely as useful as
Rewind. Therefore,
Rewind is the talent to go for.
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